Hunter rework!

  • New Talent: Padded Armor – Survival of the Fittest gains an additional charge.

1:30 min recharge, good stuff. Together with the 20-25% heal upon pressing, this makes sustain miles better.

Cooldown on Turtle and Cheetah is still too long, at 2.5m.

  • Spearhead has been redesigned – Your pet charges your enemy target (sometimes), applying a heavy bleed that increases your chance to critically strike them by 30% for 10 seconds.

If your pet is out of range, is in CC, if your pet feels grumpy or anything at all happens between earth and sky, the DoT will not be applied.
Let’s hope Blizzard does something about this until pre-patch in 2 years (Flanking Strike is still super bugged in the same exact way, don’t get your hopes up folks).

I can see some synergy with these two:

  • New Talent: Moment of Opportunity – When a trap triggers, you gain Aspect of the Cheetah for 3 seconds. Can only occur every 1 minute.

  • New Talent: Scout’s Instincts – You cannot be slowed below 80% of your normal movement speed while Aspect of the Cheetah is active.

Edit: Nevermind, it only gives you 30% movement speed, not 90%. Can still work in 1v1 situations. Spare talent points for these 2 are also scarce.

  • The following talents are now 1 point:

    Improved Traps
    Pathfinding
    Trailblazer
    Wilderness Medicine
    Natural Mending
    Rejuvenating Wind

.

The following talents have been removed:

  • Arctic Bola. RIP one of the few cool spell animations this class still has left.
  • Serpent Sting. Seems like we’re getting it baseline.
    Edit: Of course we didn’t. Feels like we have less buttons to press now than in S4. How strange.
  • Chakrams of course.
  • Birds of Prey, aka Kill Shot cleave. Replaced by Sic 'Em, which gives Kill Command a 15% chance, or 30% during CA, to be usable on any target, and cleave (3 enemies, not 4).

Way less on demand damage as Survival now, huge letdown. Blizzard thinks we’re all dopamine craving 14 year-olds that get amazed and cream our pants whenever getting RNG procs on every damned spell.

Also, get used to Diamond Trap in every situation if you play Survival, cause everything just cleaves and procs at the wrong time.

  • Mastery: Spirit Bond has been redesigned – You and your pet deal increased damage and take 3% reduced damage, increased by 100% when within 25 yards of each other.

6% damage reduction with decent uptime isn’t bad, but still not even remotely close to WoD Spirit Bond; 2% HP every 2 sec.

They’re removing our cool colorful bombs as well, class looks like the least aesthetically pleasing class in game, as it stands.

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To those that don’t want to read they already updated the war within talent calculator.

First impression SV and BM

Both tree looking good SV got some real options

And BM have also nice stuff i am exited, more dot effects

Genaral tree we still have too take death chakrams Sadge and some talents are dead bad but does it matter if the other stuff is good and you not have infinity points

But hard too say more without testing

After trying this out, it looks HUGE.

  • Explosive Trap and Binding Shot are back!

The plays you can make with these two are limitless.

  • Aspect of the Eagle 1 min cooldown.

Giga

  • 1 minute Coordinated Assault.
  • 1 minute Spearhead. 30% crit chance with 30% crit damage. Pretty good. Shame you have to have perfect conditions to get it off.

I’m sad to say I think there’s gonna be a nerf to CA in some way down the line.

  • Scare Beast, now easier to pick up.

Still would like to see this baseline, though. Cool little utility that brings some flavor to this stale class.
I will promise to use it more vs mouth-breathing, treant hugging HoT spamming bears.

Undead pets still look like the best pick for Hunters so no good vs that.

  • Emergency Salve removes poison and disease effects on Feign and Turtle.

Not a bad talent, even though they are all reapplied so easily. But it makes Turtle much better as you will take much less damage while the only thing you can do is run away.
It also removes Rogue slow which can be decent for getting to a safe space faster.

This has some use in PvE scenarios as well. A good example is Brackenhide Hollow.
Very few non-healers, and even healers themselves have trouble removing poisons and diseases.

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Love LOVE seeing the damage buffs for all, and while I know a lot of these will be adjusted or even removed, I am mostly happy that Hunter utility has been upgraded + easier to access.

As well as non-pet utility interaction with Intimidation! Super excited to see these tested and at work. I am just happy to have a button to press whenever my healers shout for defensives or to sustain myself during frequent and/or deadly damage windows!

Edit: Wholeheartedly admitting I fangirl’d a bit loudly when the rework was announced!

Lokking deeper into the general tree

Should Explosive shot and Death Chakrams be a choice nood too reduce button bloat

Atm. There is no way if you dont want too loose a hugh damage junk by not picking boath

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With the Lone wolf-change, I’m still only wondering if there really is a point to not have disband pet on instant for MM? The only time we would go with a pet is to BL but having to lose 3 sec of your own BL having to disband is kind of scuffed. I get that they wouldn’t want MM hunters in PVP to be able to disband pets on a whim if they’re attacked, but for PvE it wouldn’t make any huge impact? I’d rather have summon pet on a cast rather than disband, at least for MM.

That sounds horrible, both abilities are very important and would be a huge nerf to hunters. If you have a problem with buttons you can always reroll DH.

Steeltrap got nerfed for 80% will hunter damage be lower or will they just balance arround the fact and shift damage too any other ability ?

Damage tuning did not happen yet chill, was just a question if only i feel like this, i dislike deathchakram thats it

You can play fistweaver if this is too hard for you too understand

At least Blizzard actually delivered something, I will wait for the obvious hunter bugs on the current build to be fixed before we can talk about how strong we’re going to be in TWW.

That’s a weird argument, people are still gonna play steeltrap. I don’t know the rotation for pve, but the nerf on Steeltrap doesn’t affect hunters damage at all. That talent is picked as a utility because of the undispellable root.

Yeah would help but something else they could do would simply make Lone Wolf apply instantly instead of slowly stacking up

They will balance Hunter damage at the end if everythink is set in stone with the Talents
Atm. Is the best time moving talents arround removing or adding stuff

You do NOT be worri about the damage at this moment

You are the one talking about the damage??

I am not worried about the tuning of damage, never said such words either.

You are just trolling at this point.

So it would be a hugh nerf too what, what else beside damage could you talk there pls enlightn me, i must have get you rly wrong at your first statement and we maybe talk about differnt stuff

Bro I’m not gonna sit here and argue with you for this long. If you were talking about removing some useless filler or micro cc to reduce bloat im all for it. But you are suggesting to remove a key ability for our burst just because it’s to hard for you.

Both of you the reason it is nerfed so much is because it is on a choice node with High explosive trap in the General Class tree.

They do not want it to be a high damage thing just some extra damage it is mostly the utility that matters from it.

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Well, looks like Hunter is back on the Menu bois! :smiley:
I love the changes, especially that we can now Intimidate without having our pet out, and it having a slight AoE component. <3

Marksmanhunter tree looks awesome and i cant wait to play it.

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it looks real nice i have some issues but those i think i would need to actually play the beta to know if they are issues.

Have you noticed that there are 2 different talent points reducing Survival of the fittest with 30seconds? and there is one that makes us get 2 charges of it?
And it is reduced to 2min cooldown base?
So 1min cooldown with 2 charges at 30% damage reduction if i am seeing things correctly.

I am honestly ecstatic to see Marksman get some well deserved utility and easier choices for more CC at last. I know we’re not exactly the cannon-mounted DPS we are meant to be at the moment, but I am crossing my fingers we will keep our utility listed at least!