Hunter Tank 🛡?

i’ve prepared before a suggestion of spec tank hunter about it that i’ve never published, but i’ll give you a sample of my long documentation but i don’t details much here since i’ve haven’t finished my document ( made in 8.2 ) :

*The main idea of the gameplay is to switch aggro with the pet and you. Keeping the aggro on your pet and if he take too much damage you as hunter gonna take back aggro to allow your pet to survive and giving him time to heal up. Beacause 2 factor is impacted on tanking, it gonna be different than the other tank : in fact the hunter tank gonna be more effective on aggro than the other. Usually a tank have to survive himself and seek to maintain aggro overall. To make the same difficulty for a tank with 1 character than the hunter tank that got 2 character, the hunter not gonna have to care of the aggro between his mate in the group and himself but paying attention on aggro with his pet and himself. *

  •  To survive, the hunter can trust his mastery that is the reverse of the mastery of Survival in Battle for Azeroth : *
    

" While your pet is active , you both regenerate 23,4% of your maximum health every 3 seconds. Also increases your attack power by 30, 8%. “

*He gonna have to pay attention on that to passively tank and maintain a base defensive while he care of aggro between him and his pet. But that is only passive. *

*To make a dynamism on the survival of the hunter tank he gonna have to care of 2 healing spell : Mending Pet and Healing Pack. This spell gonna be affected by haste and gonna heal a % of the player or the pet . While mending pet gonna be a better healing on time , Healing pack gonna be an instant spell with 2 charge, mending pet gonna be affected by haste like a rejuvenation for the Druid and Healing Pack gonna be affected on the cooldown to recharge ( I estimate a cd around 14 sec for a recharge of 1 healing pack). *
*For more substation. The hunter gonna have to play with his aspect / control and his pet to survive. In the fact for hunter tank I gonna keep Feign death for the hunter and making the spell Play Dead ( a feign death but for his pet ) to drop aggro more easily. *

For the defensive active spell ( like ironfur for the druid tank, or demon spike for the demon hunter etc…) he don’t gonna have one, the reason is those spell is to usually reduce a huge incoming of damage or doing mechanic like in Tomb of Sargeras on the Fallen Avatar to hold the mechanic of Desolate :
« inflict physical damage and increases damage taken from Desolate by 50% for 29 sec. This effect stack . »
*So because it stack usually other tank have to use a defensive active spell to take the 2nd stack. But since the player can split the stack between the pet and the hunter it already a defensive spell by himself so that why I think he just need to manage between aspect and his healing. *

Note : I’ve thought first at a spell that can reduce aggro of the hunter or the pet to allow to make sometime both the pet and the hunter for pro player but I’ve more thought that was more easier to drop totally aggro so there’s no risk for a mate in a group to overaggro so when the pet play dead all his aggro is redirected to the hunter and that more safe for the gameplay.

So we say how the hunter can survive the main damage and now we gonna speak how the main gameplay gonna maintains the aggro into his enemies.

*There gonna be 5 main spell to pay attention to : *
2 spell that gonna be in 1 target :
Kill command : that gonna be the spell to damage and charge to the target, generate good aggro for your pet
Raptor strike : that gonna the main 1 target spell for the hunter, generate aggro for the hunter

    • 2 spells that gonna make damage in aoe : *
  •        - Stomp / Screech / Discharge : The main spell for the pet to generate aggro in aoe. Slow enemies by 25% *
    
  •        - Butchery : Deal damage all around the hunter, generating threat to the hunter *
    
  •        - Chakrams : Throw a pair of chakrams at your target, slicing all enemies in the chakrams’s path in physical damage. The chakrams will return to the player and damaging again the ennemies.*
    

*These spell is gonna be a core to maintain aggro, but that gonna be helped for more spell like traps or chakrams (actual talent spell of BFA, but gonna get cd of 12 second instead of 20) that gonna make some attack in distance while in the situation of kitting mobs to maintain aggro or in PvP to finish off people running. *
To allow the kitting of the hunter, Aspect the Eagle combine with Charkrams can sustain the aggro for the hunter from afar when your pet can slow enemies.

The hunter gonna have a switch aggro helper too. In fact to switch aggro of a enemies there is two method : You need to overaggro to 120% of the main aggro to retake back the aggro or you are using a spell like taunt to force to retake aggro of the ennemie, the issue is to force instantly a group of target from the hunter to the pet and vis versa, the reason is beacause taunt ( growl pet / challenging roar (hunter tank spell) is a spell that only on 1 target and not on multiple target. To solve that the hunter gonna have a switch spell that gonna redirect 45% of the aggro generated to the hunter or to the pet, and so the hunter can manage the aggro more easily and switch more often on aggro to make benefit of his mastery on himself and his pet. Let us remember hunter tank is a passive defensive and he got only healing for him and his pet, manage aggro to temporise the damage to make healing effective gonna be the core of survival, so don’t hesitate to switch aggro between the hunter and the pet too .