The Month of the Hunter
[16-Aug-2007]
Overview
There's a lot going in for the Month of the Hunter; here's
the big picture and a few tantalizing details of what's new for the #1 ranged
damage class.
Travel
Fast travel has always been a specialty of the Hunter.
Anyone can learn the way home. For the right price, a very fast horse can take
you from point A to point B. However, no class but the Hunter has such broad
and versatile knowledge of the land
of Middle-Earth-or the
ability to guide his fellows on their journey.
With the Month of the Hunter, this staple of the Hunter
class improves with new and improved skills.

- Return
to Camp
- A
new, floating bind point group travel skill
- Get
your group to (and out of) instances and major landscape camps fast
- Look
for new map notes to locate these camps around the world
- Group
Travel Changes
- Several
of the existing Group Travel skills are available at lower levels
- Five
new Group Travel Skill Locations have been added
- Four
of the new travel skills are learned through class quests... find the
quests!
- Find
The Path
- The
bonus only applies when you are out-of-combat, but the skill is always on
- Press
the button once, and never worry about toggling it back on after combat
- Traveling
Ration stack size increased to 50
Tracking
Hunters (and through them, their fellowship members) know
the joy of tracking to find just the target you want. New improvements to the
experience of tracking give the Hunter more information about their quarry... and
even allow them to share that information more readily with their fellows!
- We now
display more information on tracked creatures, and you can sort by any
column
- Monster
name has level-relative conning coloration (like you'd see over its head)
- The
challenge level of the monster, such as Normal or Elite, is now displayed
- The
approximate distance at the time of tracking is displayed in a third
column
- Sharing
Tracked Targets
- Advanced
Hunters can share the location and name of their tracked targets with
other members of their fellowship on their mini-maps
- "Passage
of Nature" can now track Dragon-kind
- Now,
find your worms, salamanders, and drakes... in addition to beasts, insects,
and creatures of nature!
- "Passage
of Foes" can now track Giants
- They
may not be as evil or mean as Orcs, but they can still be trouble.... Oh,
and they leave really big tracks!
Traps, Oils, and Bow Chants
Ever resourceful, the Hunter can make use of many different
tools wrought by the hands of skillful craftsmen. Improvements and new
additions to the line up of consumable items allow the Hunter to push harder
and focus their skills.
- The
duration of Fire and Light Oils has increased dramatically
- The
shortest duration oil now lasts for 5 minutes (yes, minutes!) not
10 seconds
- Oils
will now last for 5 minutes, 10 minutes, up to 15 minutes at the highest
tier
- The
clever Weaponsmiths of the world have devised new kinds of traps
- The
Quick Trap drops without any induction
- The
Strong Trap doesn't trap as long, but it isn't broken by damage
- The
Lure Trap draws the aggro of animals until the trap is destroyed
- The
Tripwire gives you a chance to open a Fellowship Maneuver on a target (it
won't do it every time, and it will only be usable out of combat)
- There
are also new tiers of existing traps
- Lower
tier traps have always had a higher chance of being resisted by monster
of higher levels, the new tiers give you a better chance of success
against higher level monsters
- A new
kind of Hunter-only consumable item crafted by Scholars: Bow Chants
- 5
new items which empower your ranged weapon in different ways-pick the
right Chant for the right job!
- Foe-finder
- Reduced chance for targets to evade bow skills
- Shield-bane
- Reduced chance for targets to block bow skills
- Breach-finder
- Bypass some of target's damage mitigation
- Wind-rider
- Reduced power cost of bow skills
- Whisper-draw
- Reduced threat generated by bow skills
- These
buffs last for 20 minutes so each one goes a long way
Bows and Crossbows
Long has the debate raged over which implement was the
superior weapon. With the Month of the Hunter's changes, we have decided to
make the crossbow a weapon with consistent damage and the bow one with more
variability but with the possibility of bigger numbers.
What does this mean in game terms?
Damage:
- Bows
have a greater variance in damage: the highs are higher, the lows are
lower
- Conversely,
crossbows have a narrower variance
Speed:
- Bows
now exist at both extremes of speed, both the fastest and slowest ranged
weapons are bows
- Conversely,
crossbows have a narrower range of speeds
The biggest damage numbers will come from bows rather than
crossbows-call it the power of the archer's art. However, if random number
generators hate you, the crossbow limits your lows as much as it does your
highs.
If you want the fastest possible weapon, or the slowest possible
weapon-both will now be bows. This represents that bows may be fired very fast,
or that you can take your time. Crossbows are simple to use but are less
flexible, and therefore have speeds more toward the middle range of bows.
Ultimately, you may find the special properties of a
particular weapon out weighs preferences you may have for speed or damage
variance. Then again, maybe you'll steer clear of one or the other because of
personal preference.
New Skills
As mentioned above, the Hunter is getting a bunch of new
travel skills:
- Return to Camp - Travel with your
fellowship to your current campsite bind point
- Guide to Michel Delving - Instant
fellowship travel to Michel Delving in the Shire
- Guide to Ost Guruth - Instant
fellowship travel to Ost Guruth in the Lonelands
- Guide to Evendim - Instant
fellowship travel to Evendim
- Guide to West Angmar - Instant
fellowship travel to a safe haven in Western Angmar
- Guide to East
Angmar - Instant fellowship travel to the Eastern reaches
of Angmar
In addition to the travel-skills mentioned above, we've made
new combat-oriented skills:
- Heart
Seeker - A large damage, long cooldown, long induction "mega-nuke" attack
- Strength
of the Earth - An In-Combat Power Regen Channelling Skill
- Set
Snare - A new "free" trap skill which slows and applies sizable damage
over time
Tweaks and Changes
We also made a number of smaller changes to existing skills,
traits, and more:
- Lowered
the level where Hunters acquire the Dual-Wield trait (from 20 to 15)
- Increased
power restored by Intent Concentration when the relevant Trait is slotted
- Increased
the duration of the Beneath Notice skill when the relevant Trait is
slotted
- Trait “Rapid Recovery” grants a greater reduction time to your recovery (from 1.2s to 2s).
- Normalized
the "Focus" point costs of skills, Rain of Arrows went from 4 to 3,
Merciful Shot went from 5 to 6
- Reduced
the frequency that the "Enduring Precision" trait allows you to gain Focus
pips from one every 5 seconds to one every 10 seconds
- Some
traveling skills now require more rations than others. Traveling to Angmar
is a more perilous and taxing journey than visiting the Shire!
- Updated
category listings in the Auction House to put "Oils and Chants" in a
category under class items, also moved the "Traps" category under the
class items group
- Placing
a crafted trap whose effect breaks on damage will now disable the Hunter's
auto-attack to help avoid freeing newly trapped targets!