Mend Pet can only do so much...
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Mend Pet can only do so much...
Even if it is a complete failure, please let other try. He didn't ask everyone to bash him, he asked for help. GotN (Draenei HOT) is a help. Food (pet food, kibble and mammoth) is a help. Scrolls of fort are a help. Tenacity pets and talents are a help. Things can add up to just get by. So they didn't work for you or as fast as you wanted, fine. Just let other try without bashing them.
Everyone told me not to do locks, and I didn't. They are very fun for me and I love them. I like pet classes. I don't care if I can't do hard mode raids. That isn't what I was asking for. I just wanted a fun group with pets. Sure if I had to do it again, I would put a druid with my hunters just for PVE, not PVP.
Don't give up on a group that you like. I wish you well.
thank you :) very inspiring
and it's somewhat also about skill and patience.
pets have immense magic resistance, and other things are done to increase physical resistance. and it only takes three seconds (with active haste token) to bring a pet up, and Thunderstomp will divide threat evenly to all pets
and some are forgetting that this is a game, and nothing is wrong in a game if you can have fun with it. even two rogues and three hunters is okay. :)
two rogues and three hunters?!
Where do I start??
;)
I was just making the most impossible five-man group I could think of in such a short amount of time
the joke of course is that rogues need to be close to do their thing and require micromagement. and hunters _require_ to be far away to do their damage. sure, it is possible, and it could be fun, but damn will it burn your patience.
here's another thing to consider that will help
a round-robin casting of two spells, so that one hunter in order casts spell A and second hunter in order casts spell B, like this: hunter 1 spell A, hunter 2 spell B, and eventually hunter 5 spell A, hunter 1 spell B
what are these spells?
A: Concussive Shot
B: Distracting Shot
with two points in Improved Concussive Shot on all five hunters, both of these have an effective duration of 6 seconds, meaning that you could always keep at least one enemy running towards a hunter with only 50% speed and not doing any damage to anyone (works only for melee). when the enemy is close to that hunter who cast spell B, that hunter will just feign death. rinse and repeat. :)
what do you guys like?
Ping-ponging aggro usually ends up being more trouble than it's worth.
On multi-mob pulls, I think the idea would be to cc as many as you can, so your pets can deal with them one at a time.
To that end, I'd envision a pull going something like this:
1. Spread hunters out before pull, drop freezing traps (note - if freezing traps are too close together they overwrite each other).
2. Send in pets, MD on one (or two pets depending on strat), let them build some agro.
3. Have hunters DS additional mobs to freezing traps, leaving pets on single mob.
4. Once initial mob has been killed, sic pets onto next mob.
If you can't kill all the mobs before the freezing traps expire, you should be able to re-deploy the traps and DS adds again - DS doesn't doesn't cause any agro, so once the freezing traps break, mobs should head back to the pets first.
FD should be saved for any mobs that resist freezing trap.
Obviously, this wont work on caster mobs (without some kind of slience / interrupt) and mobs immune to freezing trap.
One thing that should be noted for an all hunter group - Mend Pet does not scale. It heals for a fixed amount every time. You can improve the amount healed with Spirit Bond, Blood of the Rhino and Glyph of Mending to give you 2264 per tick over 15 seconds. Silverback and Longevity will give you 2% healing every 3.5 secs (which scales at least), and Spirit bond will also give you 2% every 10 secs. I doubt if this will be enough healing to cut it in heroics.
Cheers,
S.
Actually, this changed in 3.3. It's up to 5 before before immune, and then reduced effect.
http://www.wowwiki.com/Diminishing_r...#Patch_changes
Quote:
Patch 3.3.0 (2009-12-08): Taunt Diminishing Returns: We've revised the system for diminishing returns on Taunt so that creatures do not become immune to Taunt until after 5 Taunts have landed. The duration of the Taunt effect will be reduced by 35% instead of 50% for each taunt landed. In addition, most creatures in the world will not be affected by Taunt diminishing returns at all. Creatures will only have Taunt diminishing returns if they have been specifically flagged for that behavior based on the design of a given encounter.
Growl isn't a taunt per se, it just adds a fixed amount of threat per usage (which can be boosted through talents) and isn't affected by DR's.
Even the pet talent Taunt isn't like the warrior Taunt, but more like a mocking blow without the added damage and threat generation.
Hunter pets don't have a true taunt in the sense of an ability that places them numerically at the top of the threat table AFAIK.
Cheers,
S.
That's why pets with growl turned on rip mobs right off the tank. Rrrrriiiigggghttt.....
http://www.wowwiki.com/Growl_%28pet%29
I dunno, I've *never* seen a pet growl *not* pull right off even a tank. But apparently it's not *supposed* to.
Tanks' taunt really does 2 things: It places you on the top of the threat list, and it forces the target to attack you for a few seconds.
I suspect Growl for the pets only does the first part of that-- top of the threat list, but with no forcing the target to attack.
That would explain the behavior we've all seen.
I played a hunter solo for about 2.5 years straight - the pet "growl" during that time was always considered "broken" by the hunter community because of how strong it was.
AFAIK - this is how "taunt" works.
Tank has 100 threat points.
Mage passes tank with 101 threat (101 being the highest number on the table)
Tank Taunts which does "101 + 1" = Tank now has aggro. (this is why DPS should back off for a second as tank reaquires target.
Now pet taunt (AFAIK) works the same way. So tank now has 102, pet taunts now has 103. True tanks can easily out threat pet aggro - but if the pet growls - its "tank aggro" +1 all over again.
Perhaps this has changed over the years - I really don't know. Maybe growl isn't on the DR table as taunt is? (which would seem silly - you'd see end game guilds ping ponging bosses around with pets)
I suspect that it may not be on the DR table since it probably doesn't do the "forces the target to attack you" behavior.
Sadly, Growl doesn't even put your pet on top of the threat table, it only gives you a fixed amount of threat - the highest rank (9) adding 1234 threat, plus scaling factor based on attack power. There's a good article discussing it here:
http://www.wow-petopia.com/html/guid...rowlthreat.php
Along with this, having 2 ranks in the pet talent Guard Dog gives you an extra 20% threat per cast, and having 3 ranks in the talent Longevity reduces the cooldown of Growl to 3.5 secs from 5 secs.
Intimidation also generates high threat and stuns the target for 3 secs, and the pet talent Thunderstomp will do moderate AoE threat.
The rest of your threat is going to come from pet DPS, which is why its recommended to use Aspect of the Beast for pet tanking.
I would guess, that if a BM hunter was well geared enough (very high AP), it wouldn't be that difficult to pull agro from a lesser geared tank, especially if they don't MD the tank initially (bad hunter!)...but since growl causes no damage, only threat, there's no need to have it on unless you're soloing or pet tanking.
Cheers,
S