12/7/10

Current Hunter Macros

So, 4.0 broke a bunch of my macros. It wasn't so much a change in the macro syntax as that abilities changed in function, so I've had to adapt or do without.

The biggest loss was my left click/right click trap macros - Trap Launcher uses a version of the spells with a different spell ID, so if I hit Trap Launcher, my traps grey out on the bar if I'm using a macro to stack them onto one button.

This is what I'm left with:

The Shot Rotation /castsequence
#showtooltip
/castsequence Chimera Shot, Steady Shot, Steady Shot, Arcane Shot, Steady Shot, Steady Shot
/script UIErrorsFrame:Clear();
What changed: It's still not optimal, but this will keep your Improved Steady Shot buff up and get you back to your Chimera Shot cooldown with enough focus to use it, while not completely ignoring Arcane Shot. If you've got Rapid Fire up, you can probably squeeze in an additional Arcane or Steady depending on your haste and focus. Aimed Shot is now mostly used when Master Marksman procs (a depressing development, since it is our level 10 specialization shot, but our signature shot is Chimera).

With the changes to Kill Command and Silencing Shot, you no longer want to bind them to things. Kill Command you use but rarely, if ever, as Marksman, and Silencing no longer does damage, so you want to save the cooldown for when you actually need to silence. (Woohoo, Lessrabi!)

In other news, I still can't do the priority manually and not stand in fire at the same time. /shame

Misdirect
#showtooltip
/cast [button:1, target=focus] Misdirection; [button:2] Misdirection; [button:3, target=pet] Misdirection
What changed: Nothing. Still works great. Add in the glyph of Misdirection, and you are good to go for soloing - or for picking up mobs in a hurry if the tank dies. (Oh, that Pit of Saron PUG... Luckily, I was leveling my turtle, and he was 79.)

Taunt the Deformed Fanatic for Kiting
#showtooltip Distracting Shot
/tar Deformed
/cast Distracting Shot
What changed: The mob will be different, but if you need this at some point, it still works.

Fire Traps/Frost Traps

They were:
#showtooltip
/cast [button:1] Explosive Trap; [button:2] Immolation Trap
#showtooltip
/cast [button:1] Freezing Trap; [button:2] Frost Trap; [button:3] Freezing Arrow
But Trap Launcher has broken them. (Freezing Arrow is also gone, and Freezing Trap was renamed.) I'm going to try playing with them again and see if I can work in a fix - I really miss them.

Feed Pet (put the food in the appropriate slot)
#showtooltip
/cast Feed Pet
/use 3 1
What changed: Nothing! You're still good to go.

Mend/Revive
#showtooltip
/cast [button:1] Mend Pet; [button:2] Revive Pet
What changed: Nothing! You're still good to go.

Mount Macro: My mount macro is currently broken (pre-Azerothian flying) for all my characters except my baby hunter (ahem... Duskmoon; I have a new baby hunter) - I don't know why. Once flying goes it, it probably won't matter, since I can just drop my Nether Ray straight on my bar, but I'll hit up WoWwiki at some point and see if I can find a new one.

Random Pet (from WoWwiki)
/run DismissCompanion("CRITTER"); CallCompanion("CRITTER", random(GetNumCompanions("CRITTER")));
What changed: Still works!

With the changes to spells, the addition of the aspect bar, and the removal of such things and Scorpid Sting and Freezing Arrow, we have more room on our bars now, and less need for space-saving macros. I think my priest (and her focus healing, left/right click macros) is now the only one really short on macro space.

One day I will learn, and put my hunter macros in my general macros page, so that I can stop having to copy them over between each other.

Drafts

I write a lot of stuff that I never finish, or that I never come back to before it becomes outdated or irrelevant. So here's a sample of stuff I've thought about putting here, or started, and didn't actually ever get to press:
  • An abbreviations guide: All those dungeons and such that you see fly by in Trade chat and don't know what they mean for three or four months - LBRS, Strat, ICC, and so forth. With "how do I get there?" and "when can I run that?"
  • "Casualcore Raiding": About a casual guild doing progression raiding. I may come back to this when our raiding starts up again.
  • How do I get back to Pit of Saron from the graveyard?: With screen shots.
  • How do I find x, y, and/or z in Cataclysm?: Derailed by buying a house.
There's other stuff - a Cataclysm hunter leveling guide, stuff like that. Once we get moved and all that, I'll see what questions I see recurring in Trade and General chats and maybe put some of that together. (Face it: I'm a librarian. I compulsively answer questions.)

(Holy crap I don't have a miscellaneous tag?! I do now!)

12/3/10

New Familiar Friends

If you're not familiar with the Plaguelands, this is probably spoilery. Beware.

Tuesday night I headed into the Eastern Plaguelands because I had a headache and didn't want to run any more PUGs for Goblin reputation. I figured I would get my Mr. Grubbs, and it would be relatively mindless during the officer meeting. While I was there, I ended up getting one of the gorgeous new plaguehound dogs (green), and named him (her?) Zuul. (There is no Dana...) I'll probably finish off the zone this weekend.

Getting Mr. Grubbs requires starting Fiona's caravan quests. The caravan is a fantastic device for plot movement for the zone, both because it physically moves you from tower to tower around the zone, and because the interplay between the two paladins riding with the caravan gets you invested in the zone.

I had Loremaster for the "old world" finished before Wrath launched (~2400 quests complete when 3.0 went in), but quests have all changed, and existing story lines which I had completed popped up again. This was awesome, because the Plaguelands have always had my favorite quest chain - the Battle of Darrowshire. (My favorite zone overall is Duskwood, because Stitches is awesome, but the Plaguelands, Eastern and Western, are a close second.)

With the changes in Anderhol, Chromie is now found at one of the Argent Crusade's towers, and the quest line has been shrunk down a little - no more chasing down Joseph Redpath's wedding band or venturing into the Anderhol town hall for the Annals of Darrowshire. It's about the right size for the 40-somethings who will be inhabiting the Plaguelands as they level. You're still getting the lore, gathering relics of the heroes and villains, and later in the zone, still freeing the souls of the Darrowshire residents from their ghoulish forms. Pamela still makes you tea.

Joseph still comes home to Pamela, and it still makes me cry.

There's an added bonus to doing the chain if you're doing Fiona's caravan quests, as well. Recruiting people into her caravan allows you to carry a buff zone-wide, and if you fill the caravan, you have eight buff options. Fiona's lucky charm lets you find Mr. Grubbs, but once you're done with that, fighting the Battle for Darrowshire means Pamela Redpath can be your constant companion throughout the zone. (A little creepy when you go to fight Baroness Anastari and she's just standing there, watching... But overall pretty awesome.)

One notable absence in the zone is Nathanos Blightcaller - because he's now a hunter trainer in the Undercity. I miss him in the Plaguelands, but having an undead hunter, that's so awesome. She can be trained by the Forsaken hunter! I was also encouraged by the presence of Argent Apothecary Judkins, because the whole New Plague thing Sylvanas has going just creeps me out. The idea that you can play a Forsaken (or rather, former Forsaken, now independent undead allied with the forces of Light) not bent on killing off the entire rest of the world and that it's basically canon that Forsaken like that exist is comforting for me.

Biggest downside of the zone? Those towers blind me every time I go up to the top to get whatever quest is up one.

11/26/10

Baby hunter, again

I didn't realize just how much I missed having a toon to level. I'm not sure what I'm going to do when this one's maxed, because I'm really out of toons to delete on Bronzebeard.

So the new baby hunter is 25, with her cooking sitting at 380 (thank you, Pilgrim's Bounty!) and her engineering and alchemy capped at 225. I will be sad when some quest item comes along and displaces my pilgrim hat.

The new Silverpine is, like most of Cataclysm's quest changes, rather liner, but the zone finale is awesome. Hillsbrad is awesomely done, as well.

11/17/10

Yogg +1



It was epic: we all died. We did manage to hold off long enough for it to count, though. Our resto shaman's Flame Shock tick got him.

Yogg was the last raid boss I had never killed.

10/24/10

Worgen hunter

So I figured since I'm unlikely to play a Worgen in live WoW, I should do it in the beta.

As a hunter, of course.

I named my dog Max, even though he looks nothing like the dog Max I named him after.

Female worgen still play as males. /sigh All that time picking hair for nought.

Oh, my God, the NPC hats, they are awesome! I wants one.

Cake vs. Pie. /snork

Hahaha... bucket of live *wiggling* worms.

I don't particularly like the way the male worgen runs. Hopefully the female will be better.

This is definitely a place you don't skip your quests - you keep losing towns!

Engineering!!

I'm sure this is prettier over on MMO-Champion somewhere, but I transcribed this straight out of the beta today. I missed the first couple skill level requirements.

Note: Tinkers can be discovered while making other things.

  • Authentic Jr. Engineer Goggles (Equip: Makes you appear more gifted and attractive.)
  • R19 Threatfinder (Use: Attaches a permanent scope to a bow or gun that increases its ranged hit rating by 88.)
  • Volatile Energy Converter (Part)
  • Handful of Obsidium Bolts (Part)
  • (455) Quickflip Deflection Plates (Tinker: Permanently attaches quickflip deflection plates onto gloves, allowing you to increase your armor by 1500 for 12 sec. Gloves can only be activated once every minute. Attaching teh armor webbing causes the gloves to become soulbound. An Engineering skill of 500 is required to keep the webbing active.)
  • (455) Volatile Seaforium Blastpack (Use: Blasts open locked doors and chests that require lockpicking skill of 525 and below.)
  • (460) Safety Catch Removal Kit (Use: Removes the safety mechanism from a bow or gun, increasing its ranged haste rating by 88. Using this kit causes the bow or gun to become soulbound.)
  • (465) High-Powered Bolt Gun (Tool/Use: Fires several charged bolts at an enemy for 6800 to 10200 damage and briefly interrupts casting. Consumes a Handful of Obsidium Bolts each time it's fired. (2 Min Cooldown))
  • (475) De-Weaponized Mechanical Companion (Use: Teaches you how to summon this companion.)
  • (475) Personal world Destroyer (Use: Teaches you how to summon this companion.)
  • (525) Cardboard Assassin (Permanently attaches a tiny device on your belt, allowing you to create a Cardboard Assassin that enemies will attack. Lasts 15 sec. Can be used once every 5 min. Can only be used on your own belt,a nd doing so will cause it to become soulbound. Requires at least 500 skill in Engineering to use.)
  • (525) Deadly Bio-Optic Killshades (BoP, Mail, Head, 1977 Armor, 301 Agility, 512 Stamina, Meta Socket, Cogwheel Socket (2), Socket Bonus 20 Agility, Requires Level 81, Item Level 359, Requires Engineering (525))
  • (525) Elementium Dragonling (BoE, Unique-Equipped, Trinket, Blue Socket, Requires level 80, Item Level 333, Requires Engineering (475), Equip: Increases your mastery rating by 212. Use: Activates your Elementium Dragonlin to fight for you for 1 min. (5 Min Cooldown))
  • (525) Elementium Toolbox (36 slot engineering bag)
  • (525) Finely-Tuned Throat Needler (BoP, Crossbow, 1265-2350 Damage, Speed 2.90, (623.3 dps), 107 Agility, 161 Stamina, Requires Level 85, Item Level 359, Equip: Improves haste rating by 77. Equip: Improves critical strike rating by 63.)
  • (525) Gnomish X-Ray Scope (Use: Attaches a permanent scope to a bow or gun that increases its ranged critical strike rating by 88. Attaching this scope to a ranged weapon causes it to become soulbound.)
  • (525) Goblin Barbecue (Use: Set out the barbecue to feed your entire raid or party! Restores 64903 health and 45000 mana over 30 sec. If you spend at least 10 seconds eating you will become well fed and gain 60 Stamina and 60 in another useful stat for 1 hour.)
  • (525) Grounded Plasma Shield (Tinker: Permanently attaches grounded plasma generators to your belt, allowing you to activate a powerful shield that absorbs 16200 to 19800 damage. Can only be used on your own belt, and doing so will cause it to become soulbound. Requires at least 500 skill in Engineering to use.)
  • (525) Heat-Treated Spinning Lure (Requires Fishing (250), Use: When applied to your fishing pole, increases Fishing by 150 for 5 minutes.)
  • (525) Invisibility Field (Tinker: Permanently attaches thousands of tiny mirrors to your belt, allowing you to turn invisible while out of combat. Can be activated once every 5 min. Can only be used on your own belt, and doing so will cause it to become soulbound. Requires at least 500 skill in Engineering to use.)
  • (525) Kickback 5000 (BoP, Gun, 1221-2269 Damage, Speed 2.80, 623.3 dps, 87 Agility, 161 Stamina, Red socket, Socket bonus 10 Agility, Requires Level 85, Item Level 359, Equip: Improves critical strike rating by 73, Equip: Improves haste rating by 49.)
  • (525) Loot-a-Rang (BoU, Requires Engineering (125), Use: Retrieves the loot from a nearby corpse. (10-Sec Cooldown))
  • (525) Lure Master Tackle Box (BoE, 36 Slot Tackle Box)
  • (525) Overpowered Chicken Splitter (BoP, Bow, 1121-2269 Damage, Speed 2.80, 623.3 dps, 107 Agility, 161 Stamina, Requires Level 85, Item Level 359, Equip: Improves critical strike rating by 77, Equip: Improves haste rating by 63.)
  • (525) Spinal Healing Injector (Tinker: Permanently attaches a specialized injector kit to your gloves, allowing you to inject a Mythical Healing Potion directly into your bloodstream for increased effect. Only a skilled engineer can activate the modified gloves. Can only be attached to your own gloves, and doing so causes the gloves to become soulbound.)
  • (525) Synapse Springs (Tinker: Permanently attaches synapse springs to a pair of gloves, allowing a skilled engineer to increase their Intellect by 480 for 12 sec. The gloves can only be activated every minute.)
  • (525) Tazik Shocker (Tinker: Permanently attaches a tazik shocker to your gloves, allowing a skilled engineer to deal 1049 to 1282 Nature damage to an enemy at long range. The shocker can only be used once every 2 min. Can only be used on the engineer's gloves,a dn doing so will cause them to become soulbound.)
  • (525) Volatile Thunderstick (BoP, Gun, 705-1309 Damage, Speed 2.8, 359.7 dps, 62 Agility, 93 Stamina, Requires level 83, Item Level 300, Equip: Increases your mastery rating by 41, Equip: Improves critical strike rating by 41.)
  • (525) Z50 Mana Gulper (Tinker: Permanently attaches a specialized grip to your gloves, allowing you to power-drink a Mythical Mana Potion for increased effect. Only a skilled engineer can activate the modified gloves. Can only be used on the engineer's gloves, and doing so will cause them to become soulbound.)