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by Tzatziki, Level 17
Last updated at October 12, 2007, 3:23 am
So this is a very quick and unthought out response to the new Hunter ability, Disarm Shot. My instinctive reaction is to say that this is okay in 2s, very good in 3s, and possibly very good in 5s.



2v2...what comps does Hunter/Priest have trouble against? Well, warrior/druid comes to mind as one that the change will help quite a bit. Druid/Rogue too will be much easier. Anything else...not really.



3v3 I think this will be a very nice change for, because almost every team out there has a rogue or warrior.



And then 5v5, the bulk of my thoughts. I think that, potentially, depending on how debilitating the cooldown is, it has the potential to bring Pal/War/Hunter/Priest/(Mage/Lock) a lot closer to being as generally "easy" and effective as 2345 and 4dps. But how should it (theoretically) be used effectively as such? Do you burn it right at the beginning, off the charge/intercept/whatever, to prevent Hamstring? Or do you save it and pop it as a reaction to water elemental/any other sign that they're about to throw burst out? It seems like disarm->freedom is basically an escape from rogues, and almost an escape from warriors (piercing howl :(). But what seems like a better use of it is as a way to chain CCs together on the warrior, effectively making his life hell, which is pretty much afaik what the classic+hunter composition needs to do. I think a lot of the reason that comp was phased out is because damage scaled much better than survivability, especially in the warrior department, and the new disarm mechanics allow you to really lock a warrior out - not just Hunter disarm, warrior disarm too. Wait for sheep DR, then intervene->disarm->intercept, scattershot, frost nova, disarm shot (shot could be moved around but I was accounting for a possible DR on disarm - is there one?). That's 5 + 4 + 6 (assuming no dispel - assuming silencing shot + war pressure + covered viper = not much time for one) + 5 = 20 full seconds of COMPLETE lack of warrior DPS...that's a rediculous amount of pressure taken off the healers, giving your priest a scary reign over offensive casts (10 mana burns, 6 if you assume warrior lands both pummels).



Now obviously there are warriors on pretty much all non-4dps teams (and some 4dps ones too), so disarm won't simply apply to this composition. But I think it will benefit this composition moreso than any other simply because the other compositions rely more on output of cc and damage, limiting incoming damage via offensive pressure, and less on defensively limiting incoming damage through kiting and mitigation, which this change will make far easier.



Oh, one other big thing I forgot to mention. Hunter can now pretty much guarentee at least one big heal without Mortal Strike up - disarm into scatter once a trinket's popped.
     
3 comments
Kintar
Kintar Oct 12, 2007 at 8:16 am
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+1 votes
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rogue's offhand won't get disarmed, this means the rogue can still Shiv > crippling poison you. So this whole disarm shot will just make warrior and rogue dps a little less.

And yes there is DR on disarm, I read it somewhere
Tzatziki
Tzatziki Oct 12, 2007 at 3:23 pm
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+1 votes
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Right; in a 5v5 situation we're assuming that you're using it in combination with freedom, and in 2s your objective is to reduce the dps your healer is taking. We have scatter for letting them trinket and break melee :)
Feyt
Feyt Oct 12, 2007 at 3:53 pm
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+1 votes
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The answer is always the same: Mortal (Raptor) Strike.
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