This is just a general rework idea for the Hunter class for all specs:
Beastmaster:
I would like to bring more focus to the pets. To do this I think we should bring more control of the pets and its abilities, and give the hunter itself a more supporting role.
All pet families should have their own set of skills. I would opt for 2 skills, one being damage related and the other either damage or utility (knock up, stun, silence, etc).
Also to show more of the giant pet collection we have make pets more rotatable, and not fix on one pet at a time.
To do this I would introduce an instant switch mechanic (for beast masters only) when all skills of the pet are on cooldown you are able to switch to another pet that doesn’t have its skills on cooldown. This should be on a cooldown so you don’t spam switch your pets though.
Pets that are switched out can linger a couple of seconds to give the hunter multiple pets up for a short duration instead of 2 pets all the time. Pets give buffs like they currently do, and lingering pets give buffs by combination of pet classes (ferocity/cunning/tenacity) maybe a couple of seconds of extra movement speed, leech or stamina (this should be shorter then the cooldown of the instant switch).
Marskman:
For marksman I would like to bring more focus to the drawing of the bow. As marksman is more of a sniper and a long bow has a big string to draw.
To implement this I was thinking about introducing a “charge system” similar to the Dracthyr breath weapons. Being able to charge their attacks different things could happen.
Some examples are:
- Short draw for aim shot would reduce the damage but increase mobility
- Long draw for aim shot would increase the damage but decrease of mobility
- Depending on how long the draw is, more arrows fired for rapid fire
- Short draw for steady shot would be a reckless shot giving it a chance to miss but give it slightly more damage but wouldn’t restore focus
- Long draw for steady shot would increase the amount of focus restored
Survival:
For survival I was thinking of reintroducing the aspects skills. Surviving within the wilderness taught the spec to adapt the capabilities of the animals. This is a semi replacement of pets, as the aspects would dismiss the pets to gain their capabilities. Possibility as talent to keep pet but reduce effectiveness of stances.
Some examples of aspects:
- Monkey, increase dodge chance (in a random thought this might be worked out to a hunter tank spec to give the class a little more possibilities)
- Gorilla, would stagger damage (in a random thought this might be worked out to a hunter tank spec to give the class a little more possibilities)
- Eagle, increase the attack range
- Cheeta, increase movement speed (with talent of the pack would increase party speed, near the player)
- Rhino, chance to interrupt or knock back on attack
- Tiger, Damage increase (lone wolf like stance, to make up for damage loss of pet)
Add replace “Arcane shot” with “Mongoose shot” for survival (should deal a less damage to keep focus on close range for survival), which has a mid range which also scales on the mongoose buff. This will keep the hunter out of harms way a little bit during mechanics, increasing survivability.
Adding more traps with some examples:
- Poison trap, scales on same stats as serpent sting
- Trip wire, knocks down target, triggering skill again while target is knocked down gains shadow step to the target (mid range to avoid craziness)
- Smoke charge, enabling to blind the target giving him limited vision range 10 yards of targets
To help survival be a little more viable during AOE situation we should reintroduce cluster bomb as a talent to get more AOE damage without being too cooldown dependent.
Would love to hear your thoughts and suggestions