Originally Posted by octopus
Pets: They have very powerful pets that cost no mana to sustain. A conjurer's summon must be re-cast every 4 minutes, at cost of 550 to 600 mana. A warlock who gets lucky enough to capture a summon won't have it long, since he can't heal it, and loses it on logout. Hunters can revive their pet if it dies, and their pets become invisible now with the improvements in Camo. With their speed higher than most other classes, the hunter only needs to send his pet after the person. I see "very easy" pets doing 250+ damage, and level 50 pets doing around 400.
Escape: When a hunter attacks, he faces very little risk of dying. If he gets very unlucky and doesn't evade everything, no biggie. He can simply run away if he gets hurt too bad. Let his pet keep hammering on the enemy, but who cares? It's easy enough to run off, revive pet, regain mana and HP, and go back again. I often "beat" a hunter until they leave, but I almost never actually kill them. I see this even when I'm in a group attacking lone hunter.
Confuse: This one spell, I believe, is the reason there are so few support conjurers anymore. This one spell is fast to cast, low mana cost, low cool-down, is about the only mental-type spell that is not hindered by Mind Blank, and has a duration of 35 to 40 seconds! Cast this on a conjurer in a small party, and there's not much they can do except shoot their staff for 100 damage, or a level 1 ivy (this is all the offense most support conjurers have).
Son of the Wind: This spell protects like the conjurer's Sanctuary... except the hunter and his pet can continue to attack. Sanctuary, on the other hand, will instantly cancel all buffs, all area spells, and their summon the moment it's cast, leaving the conjurer very vulnerable the moment it wears off. By the time a hunter's SoW wears off, he's out of range of all enemies and quite safe.
Hunters are perceived as cowards. Enemy hunters run away if they start to lose, leaving their pet to do their dirty work. Also I often see hunters scattering when their fort door is about to break, zipping off unharmed, leaving their remaining teammates in a very weakened state. Of course not all are cowards, but the class itself encourages this behavior.
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