Quote:
Originally Posted by tjanex
You're so funny HidrA ><', play a Hunter for a year and then tell me what you have experienced, what does it matter to make Ensnaring of 400 when you do normals of 60...? And then these 3 hits with Cold Blood that make you hit maybe 1200 dmg total on another Hunter...
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This is correct, Hunters rely entirely on spells like Confuse and Tear apart/Break apart right now, along with kiting. The problem with kiting is that due to barb's speed, they can't do it anymore (only against Knight, which is easy but time consuming), so it should not be their only way to kill something. Intimidate to barbs was the worst decision NGD ever made, without that Ambush could've maybe been useful.
Relying on Hinder and Caltrops (high in their respective trees), is not a solution either, although they do help alot, but without them, let's look at the facts:
Typcial Hunter configuration:
Wild spirit +7%
Mobility +10%
Ensnare +15% (relative)
Total: 32%
Typical Barb configuration (at least on Raven):
Spring +25%
Intimidate +12% (relative)
Total: 37%
See the problem here? How can an archer be an archer when they
cannot keep range? If intimidate is to remain, then Ambush must be changed so it can logically counter it, but at the moment it has less range, more cast time, and can be resisted by UM, making it completely useless.