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Dutchmaster last won the day on February 12

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About Dutchmaster

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  • Birthday 04/28/1992

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  1. I think it should be allowed given we about to have phasing in the world. Honestly most servers have a good stand on it being banable in pvp. Plus if someone finds you and say kills you, and you can't defend cause multibox. Fuck your a walking crows chest at that point which I'm all good with.
  2. I like the bounty idea. Could make it to both ways, or just an NPC we can talk to add a bounty on a chosen player name.
  3. You would think that. But it makes a really nasty volley, arcane shot.
  4. All this talk of hybrids. I'd like to add a few things to this that i see that are missing and stop me from even trying hybrid let alone join the dickswinging you guys call melee with ur endless AP, and re support. Rap to SP/HP, that right there is none existant. Unless you pick up melee attack power to switch it over to SP/HP. Which is a massive investment talent wise. As is rolling a hunter as all your main shots are talent attacks. Also unless I'm missing it there is no way to add combo points unless you pick up a rogue melee ability or take the 2 combo points from the talent that does just that only adds 2 that gotta be used asap almost. I'd love to give hybrids a shot again but I prefer the archer aspect mixing with melee or archer mixing with spell casting. Plus a few hunter abilities scale with spell power too, arcane shot, volley for example. But we can only buff those incombination with spells like holy shock for example by having to pick up the straight spell damage % increase. Cause we lack a way to convert Rap to SP/HP where as melee can have their straight melee attack power buff their spell power. This is coming from a pvper i don't do instances or raids so can't compare in terms of raid dps. But I have tested in open world, 1v1, and bgs.
  5. See I like that. Reminds me of aspect of fox. Which was really nice to have even with the ap loss from not using hawk.
  6. Take it how you want, and please add your opinions or throughts even on other abilities. I suggested some of these as REs but they might be better as ability/talent changes. Aspect of hawk-increased yards on attacks or increased critital ranged damage Aspect of beast 5% power melee and ranged. Aspect of Viper- increased Mana Regen % from attacks themselves also effected by spells/volley. Aspect of dragonhawk-increases yards and damage reduction/Dodge. Multi shot- cast time increase to .5 so you basically gotta stop to cast it like steady shot but remove shared cooldown with aimshot maybe share cooldown with arcane or explosive since those are spell damage not physical. Lock and load- increased proc chance from black arrow ticks. Hunters mark- gcd removed or an re that auto applies it on crits or chance on applying it for smaller duration. Steady shot- Increased cast time of steady shot for increased damage. It's at a weird like almost insta but not quite cause of the 0.05 cast time or what ever it's got. Makes it a weird shot where it's not instant but it doesn't do a whole lot either other then just buff other shots, and sure it's got a an increased damage on dazed but it's not much. Peircing shots- add multi shot, and explosive to it. Traps- maybe have them dropable in stealth without breaking it or give them an re, only one i ever seen at least for me to drop is the reduced cd. (This probably wouldn't be a problem with trap launcher later or the ice trap arrow thing) or make them grouped up so you don't gotta spend 8-10 abilities for 4/5 traps that all share partial CD maybe like a 4 ability bundle. Flare- maybe give it an re that applies marks or tracking on the targets affected by it and x amount of seconds after.
  7. I play hunter since day one on here. Yes we are very weak compared to other builds, mainly cause we have to spend the extra talent and ability on our attacks, not leaving us much room for other stuff. That and our damage is weak. Can literally pick up that paladin shield throw talent and be close to a fully talented arcane shot, that's 11 talents deep into buffing damage, and 3 re deep. Recently my build in bloodscalp as a hunter my main damage is that shield toss it's pretty bad. Not to mention it doubles as a 2nd silencing shot, and a consussive shot all for 2a/4t. where silence shot, and consussive plus a damage attack would cost you around more then 4a/1t, plus at least 3 globals to get them all off.
  8. I second the custom patterns idea. We need something like that to give professions a reason to have and do other then what they natural have to offer. Would be neat to gather regeants for a custom set of pvp armor, could be easy as copy and pasting other armor set stats together or mixing their set bonuses for ideas on stats. Let's be real, the end game professions to have are enchanting, alchemy tbh. They are the only ones that don't fall off after you start doing dungeons. Engineering is situational. But you can't craft end game gear minus one item or two and the gear in between is weak/situational.
  9. I've has a terrible wildcard experience. Given im lv 30 still autoattacking, but I do have a bunch of heals and tanking abilities so that's somewhat useful. Either way challenge accepted. But I would like to see an Ironman mode of wildcard, with maybe soulbound items/group limitations/ and maybe a one life mode.
  10. Re/maybe even ability reworks that I find neat #Marked for death/hunters mark- applies hunter mark on target when critically hit or 15% chance on autos, last x amount of seconds or full duration(none stackable) #wyvern sting-poison has chance on critical ticks/ cause a slow/daze effect-or-is refreshable through chimera.(none stackable) #auto ranged attacks- cause 5% as holy/fire/ect damage.(similar to the melee one stacks 3/3) #flare- marks enemy units on map(like a aoe hunter mark maybe increased area of flare. (None stackable) #traps- allows traps to be dropped in stealth or makes each trap have a unique effect or double proc +Freezing trap-slows attack/cast speed. +Frost trap- double area covered or gives you a boost if you run through it. +Explosive trap- cause bleed damage or silence for 3 seconds. +Immolation trap- critical burn ticks increased fire damage. (none stackable maybe legendary) #concussive- chance on stun 3-4sec effect something like the old school 10-15% chance (maybe an epic non stackable or replace the 0.8s cooldown re that is in place.) #Disengage- increased run speed for 5 sec after using ability/or a snare type effect(none stackable) #aspect mastery re- +aspect of hawk increased critital via range yards +aspectof beast 5 % to ranged atk +power/cheetah no daze just turns off/pack no daze runs off/ +viper increased Mana Regen on crits (None stackable) #stings-unique effect per sting given serpent sting is already fairly nicely supported the others lack heavy. #intimidation-causes damage?? For some reason you can make it critical but it don't do nothing atm.
  11. Also another thing to throw out there to get slaughtered. Why not make gear sets craft able with custom patterns. To craft d1,d2,zg,t1ect. Maybe even some necks and rings with JC. I know that would be a lot of work but would make BS, LW, TL, more useful other then early/late game stuff. Mats obviously don't have to be easily attainable as late game patterns tend to be annoying to craft either way.
  12. Okay having all of them ain't as great as it sounds to be, maybe. But at least unlocking the different styles would be cool. For example being able to learn gnomish and goblin engineering without having to make an alt and level another epic hero to gather stuff send it over to make a trinket or belt for your epic hero. The way I see it is Why go through all the trouble of making alts just to gather supplies that's going to the same place anyways. And the reason we only have 2 is cause blizzard failed at making skills levelable appropriately at first. In beta you were able to allocate points into skills ect and people just made lv 30 Skilling accounts that could gather stuff good but couldn't kill shit and then they got stuck cause they couldn't kill shit.
  13. As title states, the ability to have more then 2 professions would be cool, and I don't really see a downside to it either.
  14. I'd say just make the quest repeatable, but then I'd want all the trinket quests repeatable too.

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