Concussive Shot | |
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Usable by | |
Class | Hunter |
Properties | |
Type | Utility |
School | Physical |
Cooldown | 5 sec |
Talents | |
Talented | No |
Improvement talents | Improved Concussive Shot, Hawk Eye |
Other information | |
Ranks | 1 |
Requirements | Requires Ranged Weapon |
Related debuff | |
- Your're not going ANYWHERE!
Concussive Shot dazes the target, slowing movement speed to 50% of normal for 6 seconds. Useful to slow down a mob or enemy player that comes towards you or runs away from you.
Talent improvement[]
Glyph of Concussive Shot will limit the maximum run speed of your target.
Tips and tactics[]
This shot can be used anytime a mob needs to be slowed down for any reason and there is sufficient room and time to accomplish a ranged shot.
An excellent place to use it is when a mob tries to flee. As soon as he starts to flee, hit him with the Concussive Shot, and he will run away much more slowly. This will give you time to kill him before he gets out of range or aggroes additional mobs.
If you've gotten jumped by another player, you can run away. First, hit them with Wing Clip, and then run. Once you get far enough away to use Concussive Shot, jump, turn 90 degrees in midair (use your mouse), fire off Concussive Shot, then turn 90 degrees back again before you land. This will allow you to continue running away and still fire a shot at the pursuing player.
A 6 second snare goes by very quickly in such a fast-paced game such as World of Warcraft.
The 5 second cooldown for this ability is shorter than the effect. However, in PvP, some other classes have inherent mitigations for such effects, so don't always count on a 6-second duration.
Patch changes[]
- Template:Patch 4.0.1
- Patch 1.7.0 (patch date:2005-09-22): The tooltips for quick Hunter shots have been updated to show them as instant abilities.
- Patch 1.5.0 (patch date:2005-06-07): Special ability shots no longer add the ranged weapon speed or take into account ranged weapon haste when determining the actual cooldown. The tooltip and cooldown timers should now properly reflect the actual cooldown.
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