Ranged Survival

What do you think the chances are they bring back Ranged survival? at this point ill take any iteration of ranged sv to be honest

3 Likes

If u asked me at the end of legion/bfa i would have said theres a decently high chance but when shadowland ends survival will have been melee for 6+ years so the chances are pretty low.

At the end of bfa there also was a Q and A in which they said survival will stay melee for the forseeable future.

2 Likes

Honestly, sadly, quite low.

Based on the things they said at the time, as well as since then, they seem to be of the opinion that RSV/Ranged SV was too similar to MM, for the sole reason of how both specs were focused on the use of a ranged weapon. They donā€™t seem to care about how the specs did not actually share any core abilities or effects, just the general class fantasy of both making use of a ranged weapon. Apparently, they also thought that the spec was underdeveloped.

Ironically, the percieved issue of it being underdeveloped wouldā€™ve solved itself, had they just continued with it by bringing it forward into Legion and the changes to class and spec design which we saw at the time. As for it ā€œbeing too similar to MMā€, this is even more ironic considering what theyā€™ve done to SV since it became a melee spec, and how theyā€™ve made it into a melee-version of BM. To the point where multiple core abilities and effects are taken directly from BM itself.

But yeah, there are A LOT of things that they couldā€™ve done to SV to make it stand out even more, to build on itā€™s intended core theme and gameplay.

How? If you ask me, something like what you can see below would do itā€¦one thingā€™s for certain, it deff wouldnā€™t play like MM does, or any other current hunter spec for that matter.


Any numbers mentioned are only here to provide further depth to the concept and are ofc subject to change.


Core Abilities

[Cobra Shot] - Instant cast
A quick shot causing X Physical damage.

Generates 7 Focus.

[Explosive Shot] - 20 Focus - Instant cast - 10 sec recharge - 2 charges
Fire an explosive charge into the enemy target, dealing Fire damage. The charge will blast the target every second for an additional 4 sec.

[Black Arrow] - 30 Focus - Instant cast - 30 sec cooldown
Fire a shot infused with dark energy at the target, dealing Shadow damage over 12 sec.

The periodic damage-effect applied by Black Arrow can be stacked up to 3 times on the same enemy.

[Serpent Sting] - 15 Focus - Instant cast
Fire a shot that poisons your target, causing them to take Nature damage over 15 sec.

[Arcane Shot] - 20 Focus - Instant cast
A quick shot that causes X Arcane damage.

[Multi-Shot] - 40 Focus - Instant cast
Fires several missiles, hitting up to 5 targets within 8 yards of your current target for X Physical damage.

Multi-Shot applies Serpent Sting to all targets hit.

[Immolation Trap] - Instant cast - 1 minute cooldown
Hurls a fire trap to the target location that will burn the first enemy to approach for X Fire damage over 20 sec. Trap will exist for 1 min.

Class-wide abilities

[Kill Shot] - 10 Focus - Instant cast - 10 sec recharge - 1 Charge
You attempt to finish off a wounded target, dealing X Physical damage.

Only usable on enemies with less than 20% health.

Major Cooldown

[Munition Tactics] - 20 sec duration - 2 minute cooldown.
Increases your haste by X% and instantly triggers Lock & Load(Passive). When Explosive Shot is used during Munition Tactics, this resets the remaining cooldown of Black Arrow.

Any time Explosive Shot deals damage to a target affected by Black Arrow, during Munition Tactics, this will cause the periodic damage effect applied by Black Arrow to spread to nearby enemies as well.
(This effect is replaced by a different passive effect when engaged in instanced PvP; If your Black Arrow is at any time dispelled or otherwise removed from an enemy target, this instantly resets the remaining cooldown of Black Arrow.)

Mastery

[Mastery Bonus: Toxicology] - Increases all non-physical damage dealt by X%, based on Mastery.

Passive Effects

[Lone Wolf] - Increases your damage by 10% when you do not have an active pet.

[Lock and Load] - Periodic damage dealt by Black Arrow and Immolation Trap have a chance to cause your next Explosive Shot to cost no Focus and trigger no cooldown.

[Trap Mastery] - Tar Trap now slows approaching enemies by an additional X%, and the effect sticks to the enemy for 3 seconds after they have left the tar.

The trigger radius as well as the radius of the effect on your Tar Trap is increased by 25%.

Freezing Trap can now be triggered manually by the hunter once placed, causing it to form a fragile Ice Block that you can stand behind to protect yourself from frontal attacks until shattered. The ice block shatters after 8 seconds or once it has sustained enough damage.
Manually triggering it requires you to stand in close vicinity to the trap.

[Serpentā€™s Focus] - Using Cobra Shot several times in a row will increase the amount of Focus generated by each shot by 4. Stacking up to 3 times.

[Serpent Spread] - Targets hit by Multi-Shot are also afflicted by Serpent Sting equal to 9 sec of itā€™s duration.

[Exotic Munitions] - Your Auto Attacks have a chance to increase the remaining duration of either Serpent Sting, Black Arrow or Immolation Trap by 5 seconds, on an enemy affected by either of these periodic damage effects.

Utility/defensives

Includes all other abilities, such as [Tar Trap][Frost Trap][Aspect of the Turtle][Concussive Shot][Counter Shot][Tranquilizing Shot][Misdirection][Pet Utility][Exhilaration][Disengage][Feign Death], and more.

Note that I would prefer if(on a class-wide basis)

[Posthaste] - becomes a baseline effect.
[Masterā€™s Call] - becomes a baseline ability again.
[Pet Specializations] - Ferocity, Tenacity, and Cunning, if they were changeable again.
[Revive Pet] - Cast time brought down to 2 seconds again.
[Camouflage] - becomes a baseline ability again.

Talents

ā€“ Level 15 ā€“

[Ever Burning] - If you fire Explosive Shot into an enemy already affected by a previous charge, the remaining duration of the previous charge is refreshed as well as increased by an additional 3 seconds.

An active charge can only have a max duration of 9 seconds.

Exotic Munition-procs now also increases the remaining duration of any active Explosive Shot charges you have on the current target by 3 seconds.

[Noxious Stings] - Increases the periodic critical damage of your Explosive Shot, Serpent Sting, and Black Arrow by 25%, and Serpent Sting now deals increased damage against targets below 30% health.

[Fusion Shot] - (Replaces Cobra Shot) - 1.5s cast time(castable while moving) - 6 sec recharge - 2 Charges
Fire a charged shot into the target, dealing Physical damage.

When your next ability that deals periodic damage hits the target, this triggers a volatile fusion immediately causing it to erupt dealing additional instant damage equal to 40% of itā€™s total duration. The target will take additional damage of the same type as the ability used to trigger the fusion for the next 12 sec.

Generates 25 Focus.

ā€“ Level 25 ā€“

[Death Adder] - Serpent Sting also does instant damage equal to 30% of itā€™s total periodic effect. Also applies to Serpent Spread(Passive).

Every time Serpent Sting deals damage, you have a chance to gain 3 Focus.

If the passive effect ā€œExotic Munitionsā€ procs while your Serpent Sting is active on the target, this also triggers the Death Adder-effect.

[Predator] - Casting Explosive Shot, Black Arrow, Serpent Sting, or Multi-Shot reduces the Focus cost and increases the damage of your next Arcane Shot by 30%. This effect stacks.

[Viper Venom] - Whenever Serpent Sting deals damage, thereā€™s a chance that this can cause any other periodic damage effects you have applied to the target to instantly deal damage equal to one tick of their total effect.

If this proc occurs when the target is affected by Black Arrow, this will instantly refresh itā€™s remaining duration and restore 8 Focus back to you.

ā€“ Level 30 ā€“

[Trailblazer] - [Natural Mending]

[Bestial Dicipline] - (Replaces Camouflage as a talent choice) - While your pet is active, you and your pet(s) regenerate X% of total health every 3 sec. Healing done to you and your pet(s) is increased by X%.

Damage taken by your pet(s) is reduced by 15%.

When Lone Wolf(Passive) is active, you continue to heal for the same amount of health.

ā€“ Level 35 ā€“

[Cluster Shot] - 25 Focus - Instant cast - 15 sec cooldown.
Fire a shot which explodes on impact, instantly dealing Physical damage to the primary target and all other nearby enemies, and causing them to bleed for an additional X Physical damage over 3 sec.

Explosive Shot-charges which are still active on any target(s) hit by Cluster Shot will instantly erupt, dealing all remaining damage to the affected target(s) at once.

[Wildfire] - 8 sec duration
The periodic damage effect applied by Immolation Trap will now spread to any enemy standing in close range to an already burning target. As long as an enemy is within range of another enemy affected by Wildfire or Immolation Trap, the Wildfire will continue to spread.

[T.N.T.] - Explosive Shot now deals damage to all enemies near the affected target.

ā€“ Level 40 ā€“

[Born to be Wild] - [Binding Shot]

[Adaption] - (Replaces Posthaste as a talent choice) Getting hit with an incapacitating effect(Stun/Fear), reduces the remaining cooldown of your Aspect of the Turtle by 30%. This effect has an internal cooldown of X sec.

Aspect of the Turtle is now usable when incapacitated.

When rooted or slowed, the remaining cooldown of Aspect of the Cheetah is reduced by 15 seconds. Aspect of the Cheetah frees you from movement impairing effects and you cannot be slowed below 100% movement speed while itā€™s active.

ā€“ Level 45 ā€“

[Spitting Cobra] - Cobra Shot now deals an additional X% damage as Nature damage and extends the remaining duration of Serpent Sting on the enemy target by X sec.

Cobra Shot now has a high chance of generating double Focus when fired.

  • [Exothermia] (Requires talent: Fusion Shot)
    Increases your critical strike chance against any enemy you hit with Fusion Shot by X% for 12 sec. Dealing Fire damage to the target extends this effect even further.
    Fusion Shot generates an additonal 10 Focus over 5 sec.

[Pre-Heat] - The cooldown of Immolation Trap is reduced by 5 seconds every time Immolation Trap deals critical damage to the enemy target. In addition, if an enemy target dies while affected by Immolation Trap, itā€™s cooldown is reset.

[Intoxication] - Your ranged Auto Attacks have a chance to grant you 2 stacks of Intoxication. When Black Arrow is refreshed or when it expires from an enemy, you gain this effect as well.

  • Intoxication
    When you use an ability that deals instant damage, it has a 100% chance to be a critical strike.
    When you use an ability that deals periodic damage, damage caused by this ability is increased by an additional X%.

ā€“ Level 50 ā€“

[Rapid Recuperation] - Damage caused by Explosive Shot have a chance to reduce the remaining cooldown of Munition Tactics by 1 sec.

Whenever Lock & Load procs, this causes the next Explosive Shot fired to have a 100% chance for each of itā€™s ticks to reduce the remaining cooldown of Munition Tactics by 1 sec.

Catalysis - Duration 10 sec.
Black Arrow increases any Fire-damage you deal to an enemy by X%.

In addition, Explosive Shot-charges granted by Lock & Load extend the remaining duration of Black Arrow by 1 second every time they deal damage to the affected target.

[Resourcefulness] - Reduces the cooldown of all traps and Black Arrow by 20%. Your Freezing Trap and Tar Trap both have a 100% chance to proc Lock & Load when triggered.

Freezing Trap when triggered manually can now withstand 100% more damage before shattering.

When an enemy breaks free from your Freezing Trap, they will take an additional 10% damage from all sources for the next X seconds.

Critical damage dealt by Immolation Trap is increased by X%.

Bonus effects/Bonus Traits

Got no good names for these traits/bonuses yet butā€¦just wanted to add in some potential fun bonus effects that are spec specific. They can be tied to things such as Set Bonuses or something similar to Artifact Traits/Azerite Traits of the past.

(1) Lock and Load now grants 2 charges of Explosive Shot when it procs, instead of 1.

(2) When you get a Exotic Munitions-proc. It will grant you an additional bonus effect depending on which periodic damage-effect it benefits.

Serpent Sting - Until the current Serpent Sting debuff expires or is refreshed, every time it deals damage to the target, you instantly gain 3 Focus.

Black Arrow - The remaining cooldown of Black Arrow is instantly reset.

Immolation Trap - Your next Immolation Trap will deal an extra X% damage and will also have an increased X% chance to critically hit the affected target.

(3) Arcane Shot now triggers the passive effect ā€œExotic Munitionsā€ when it hits an enemy target.


6 Likes

Hopefully 0% chance. Sv needs work but it is one of the few enjoyable specs to play. I think it would be best to find a middle ground in a 4th spec as ranged DOT spec. Though it wonā€™t be the same as it was given how SV ranged was torn apart. Spells and talents are made baseline in the other specs.

3 Likes

Feels pretty ranged to me already, i mean it has only 1 melee attack apart from auto attackā€¦

Yep, agreed.

Not sure why they couldnā€™t remake it with the same core mechanics and theme as it used to hold, just with more things added. Which is what they needed to do anyway, had they decided to bring it forward into Legion.

Feel free to elaborate.

Not really.

Not what people mean when they talk about RSV/Ranged SV.

They are talking specifically about the gameplay and design we saw with the spec as it was prior to Legion.

  1. Survival is fantastic the way it is.
  2. Hunters donā€™t need a third ranged spec just because of nostalgic feelings.

Sorry, thatā€™s just the truth.

1 Like

Okay?

As several have agreed on here already, the best solution is to bring old SV back as a 4th specā€¦

Did you ever stop to think about how people actually want it back because they enjoyed playing it? And still would if it was here today.

Nostalgia isnā€™t everything.

You might not want it back, but many others do.

3 Likes

People just want a Marksman spec with instant casts.
I love SV as melee. What I wish for is it to be changed to a tank spec.

1 Like

Feel free to elaborate on what you mean when you say ā€œa Marksman spec with instant castsā€.

Both specs would share a common class fantasy of focusing on the use of a ranged weapons, yes. But again, thatā€™s just class fantasy. When it comes to spec fantasy and individual identities, they would be quite different.

MM - is much about hardcasting and channeling abilities, dealing high burst/upfront damage. The fantasy-theme revolves around the idea of a skilled archer/sharpshooter.

Ranged SV - was in the past, and would be even more so today, about dealing damage over time. The fantasy-theme would revolve around the idea of a munitions expert and trapper.

1 Like

Well, you have two ranged specs, is it not enough for you?!

Old SV did not/would not play like either of the other two ranged weapon-specs we currently have.

So no, it isnā€™t.

3 Likes

Sry for eng.

Before you nostalgically want to return the old SV hunter, try to play it. Iā€™ve been playing SV for the last two weeks in M + 20-21 and the game style is really good. SV have a few bugs that could be easily corrected, melee kick is horrible on many affixes, increase Carve range to 8 yards, and SV have very bad defensive abilities, so only one that is bad on melee. But the gameplay is really good after years of tuning.

melee sv is just garbage and no matter how he damages in m+ its just garbage, because he dont have BOW!

Besides, current SV is designed to be a melee-spec. Personally, as long as that is a part of itā€™s design, I will never enjoy playing it.

Anyway, this is not about an idealistic notion of sentimentality. Itā€™s not about ā€œthe good olā€™ daysā€. Most who are, are asking for the return of RSV because they actually enjoyed playing it, and still want to do so.

Again:

1 Like

This is not the best solution, lol. I love ranged survival and I miss it a ton. But ā€˜just bring it back as a 4th specā€™ is completely stupid considering the literal reason it was changed its because the specs lacked diversity.

You canā€™t just add extra specs for versions people enjoyed. If survival comes back as a 4th spec, will warlocks get BRF demonology as a 4th spec? Do boomkins get an eclipse bar back as a 5th spec? Do warlocks get MoP affliction back as a 5th spec? Do warriors get gladiator stance back as a 4th spec? Do shadowpriests get legion surrender back as a 4th spec? Does get back as a 4th spec?

You canā€™t just keep adding in specs people liked. I get it, itā€™ sad itā€™s gone, but blizzard struggle to balance the current number of specs, we canā€™t double the number and have all these different iterations people liked all at once.

2 Likes

maybe they shouldnt remove this spec mechanics first?

Thereā€™s a big difference between bringing back a spec to the game that was itā€™s own full concept, itā€™s own core theme/fantasy, compared to what youā€™re talking about with creating entire specs out of what was mere parts of previous specs.

Do you seriously equate what people want with old RSV and how it differs to current SV(or other hunter specs for that matter) with for example a different iteration of Aff lock?

Or

Do you equate creating a modern version of RSV from a past full concept, to creating a new spec out of nothing but:

Gladiator Stance

Increases physical damage dealt by 5%, and replaces your Shield Block with Shield Charge.

You cannot change into or out of this stance during combat.

As for this:

In WoD, for what was intended with specs at the time, they were perfectly fine when it came to diversity. They did not share any core abilities that were signatures for each theme.

And even if that wouldā€™ve been the case, obviously any iteration of RSV if brought back would require additional elements to fit the modern game, just like all specs did, going into Legion.

I donā€™t expect you to love or even strongly like the concept below, but can you honestly say that it would not be diverse enough(judged by the same standards as when comparing other specs for other classes, like comparing Lock specs to one another, or Mage specs, or Rogues, etc.) when compared to our other, current, hunter specs?


Click to expand, to view the concept

Core Abilities

[Cobra Shot] - Instant cast
A quick shot causing X Physical damage.

Generates 7 Focus.

[Explosive Shot] - 20 Focus - Instant cast - 10 sec recharge - 2 charges
Fire an explosive charge into the enemy target, dealing Fire damage. The charge will blast the target every second for an additional 4 sec.

[Black Arrow] - 30 Focus - Instant cast - 30 sec cooldown
Fire a shot infused with dark energy at the target, dealing Shadow damage over 12 sec.

The periodic damage-effect applied by Black Arrow can be stacked up to 3 times on the same enemy.

[Serpent Sting] - 15 Focus - Instant cast
Fire a shot that poisons your target, causing them to take Nature damage over 15 sec.

[Arcane Shot] - 20 Focus - Instant cast
A quick shot that causes X Arcane damage.

[Multi-Shot] - 40 Focus - Instant cast
Fires several missiles, hitting up to 5 targets within 8 yards of your current target for X Physical damage.

Multi-Shot applies Serpent Sting to all targets hit.

[Immolation Trap] - Instant cast - 1 minute cooldown
Hurls a fire trap to the target location that will burn the first enemy to approach for X Fire damage over 20 sec. Trap will exist for 1 min.

Class-wide abilities

[Kill Shot] - 10 Focus - Instant cast - 10 sec recharge - 1 Charge
You attempt to finish off a wounded target, dealing X Physical damage.

Only usable on enemies with less than 20% health.

Major Cooldown

[Munition Tactics] - 20 sec duration - 2 minute cooldown.
Increases your haste by X% and instantly triggers Lock & Load(Passive). When Explosive Shot is used during Munition Tactics, this resets the remaining cooldown of Black Arrow.

Any time Explosive Shot deals damage to a target affected by Black Arrow, during Munition Tactics, this will cause the periodic damage effect applied by Black Arrow to spread to nearby enemies as well.
(This effect is replaced by a different passive effect when engaged in instanced PvP; If your Black Arrow is at any time dispelled or otherwise removed from an enemy target, this instantly resets the remaining cooldown of Black Arrow.)

Mastery

[Mastery Bonus: Toxicology] - Increases all non-physical damage dealt by X%, based on Mastery.

Passive Effects

[Lone Wolf] - Increases your damage by 10% when you do not have an active pet.

[Lock and Load] - Periodic damage dealt by Black Arrow and Immolation Trap have a chance to cause your next Explosive Shot to cost no Focus and trigger no cooldown.

[Trap Mastery] - Tar Trap now slows approaching enemies by an additional X%, and the effect sticks to the enemy for 3 seconds after they have left the tar.

The trigger radius as well as the radius of the effect on your Tar Trap is increased by 25%.

Freezing Trap can now be triggered manually by the hunter once placed, causing it to form a fragile Ice Block that you can stand behind to protect yourself from frontal attacks until shattered. The ice block shatters after 8 seconds or once it has sustained enough damage.
Manually triggering it requires you to stand in close vicinity to the trap.

[Serpentā€™s Focus] - Using Cobra Shot several times in a row will increase the amount of Focus generated by each shot by 4. Stacking up to 3 times.

[Serpent Spread] - Targets hit by Multi-Shot are also afflicted by Serpent Sting equal to 9 sec of itā€™s duration.

[Exotic Munitions] - Your Auto Attacks have a chance to increase the remaining duration of either Serpent Sting, Black Arrow or Immolation Trap by 5 seconds, on an enemy affected by either of these periodic damage effects.

Utility/defensives

Includes all other abilities, such as [Tar Trap][Frost Trap][Aspect of the Turtle][Concussive Shot][Counter Shot][Tranquilizing Shot][Misdirection][Pet Utility][Exhilaration][Disengage][Feign Death], and more.

Note that I would prefer if(on a class-wide basis)

[Posthaste] - becomes a baseline effect.
[Masterā€™s Call] - becomes a baseline ability again.
[Pet Specializations] - Ferocity, Tenacity, and Cunning, if they were changeable again.
[Revive Pet] - Cast time brought down to 2 seconds again.
[Camouflage] - becomes a baseline ability again.

Talents

ā€“ Level 15 ā€“

[Ever Burning] - If you fire Explosive Shot into an enemy already affected by a previous charge, the remaining duration of the previous charge is refreshed as well as increased by an additional 3 seconds.

An active charge can only have a max duration of 9 seconds.

Exotic Munition-procs now also increases the remaining duration of any active Explosive Shot charges you have on the current target by 3 seconds.

[Noxious Stings] - Increases the periodic critical damage of your Explosive Shot, Serpent Sting, and Black Arrow by 25%, and Serpent Sting now deals increased damage against targets below 30% health.

[Fusion Shot] - (Replaces Cobra Shot) - 1.5s cast time(castable while moving) - 6 sec recharge - 2 Charges
Fire a charged shot into the target, dealing Physical damage.

When your next ability that deals periodic damage hits the target, this triggers a volatile fusion immediately causing it to erupt dealing additional instant damage equal to 40% of itā€™s total duration. The target will take additional damage of the same type as the ability used to trigger the fusion for the next 12 sec.

Generates 25 Focus.

ā€“ Level 25 ā€“

[Death Adder] - Serpent Sting also does instant damage equal to 30% of itā€™s total periodic effect. Also applies to Serpent Spread(Passive).

Every time Serpent Sting deals damage, you have a chance to gain 3 Focus.

If the passive effect ā€œExotic Munitionsā€ procs while your Serpent Sting is active on the target, this also triggers the Death Adder-effect.

[Predator] - Casting Explosive Shot, Black Arrow, Serpent Sting, or Multi-Shot reduces the Focus cost and increases the damage of your next Arcane Shot by 30%. This effect stacks.

[Viper Venom] - Whenever Serpent Sting deals damage, thereā€™s a chance that this can cause any other periodic damage effects you have applied to the target to instantly deal damage equal to one tick of their total effect.

If this proc occurs when the target is affected by Black Arrow, this will instantly refresh itā€™s remaining duration and restore 8 Focus back to you.

ā€“ Level 30 ā€“

[Trailblazer] - [Natural Mending]

[Bestial Dicipline] - (Replaces Camouflage as a talent choice) - While your pet is active, you and your pet(s) regenerate X% of total health every 3 sec. Healing done to you and your pet(s) is increased by X%.

Damage taken by your pet(s) is reduced by 15%.

When Lone Wolf(Passive) is active, you continue to heal for the same amount of health.

ā€“ Level 35 ā€“

[Cluster Shot] - 25 Focus - Instant cast - 15 sec cooldown.
Fire a shot which explodes on impact, instantly dealing Physical damage to the primary target and all other nearby enemies, and causing them to bleed for an additional X Physical damage over 3 sec.

Explosive Shot-charges which are still active on any target(s) hit by Cluster Shot will instantly erupt, dealing all remaining damage to the affected target(s) at once.

[Wildfire] - 8 sec duration
The periodic damage effect applied by Immolation Trap will now spread to any enemy standing in close range to an already burning target. As long as an enemy is within range of another enemy affected by Wildfire or Immolation Trap, the Wildfire will continue to spread.

[T.N.T.] - Explosive Shot now deals damage to all enemies near the affected target.

ā€“ Level 40 ā€“

[Born to be Wild] - [Binding Shot]

[Adaption] - (Replaces Posthaste as a talent choice) Getting hit with an incapacitating effect(Stun/Fear), reduces the remaining cooldown of your Aspect of the Turtle by 30%. This effect has an internal cooldown of X sec.

Aspect of the Turtle is now usable when incapacitated.

When rooted or slowed, the remaining cooldown of Aspect of the Cheetah is reduced by 15 seconds. Aspect of the Cheetah frees you from movement impairing effects and you cannot be slowed below 100% movement speed while itā€™s active.

ā€“ Level 45 ā€“

[Spitting Cobra] - Cobra Shot now deals an additional X% damage as Nature damage and extends the remaining duration of Serpent Sting on the enemy target by X sec.

Cobra Shot now has a high chance of generating double Focus when fired.

  • [Exothermia] (Requires talent: Fusion Shot)
    Increases your critical strike chance against any enemy you hit with Fusion Shot by X% for 12 sec. Dealing Fire damage to the target extends this effect even further.
    Fusion Shot generates an additonal 10 Focus over 5 sec.

[Pre-Heat] - The cooldown of Immolation Trap is reduced by 5 seconds every time Immolation Trap deals critical damage to the enemy target. In addition, if an enemy target dies while affected by Immolation Trap, itā€™s cooldown is reset.

[Intoxication] - Your ranged Auto Attacks have a chance to grant you 2 stacks of Intoxication. When Black Arrow is refreshed or when it expires from an enemy, you gain this effect as well.

  • Intoxication
    When you use an ability that deals instant damage, it has a 100% chance to be a critical strike.
    When you use an ability that deals periodic damage, damage caused by this ability is increased by an additional X%.

ā€“ Level 50 ā€“

[Rapid Recuperation] - Damage caused by Explosive Shot have a chance to reduce the remaining cooldown of Munition Tactics by 1 sec.

Whenever Lock & Load procs, this causes the next Explosive Shot fired to have a 100% chance for each of itā€™s ticks to reduce the remaining cooldown of Munition Tactics by 1 sec.

Catalysis - Duration 10 sec.
Black Arrow increases any Fire-damage you deal to an enemy by X%.

In addition, Explosive Shot-charges granted by Lock & Load extend the remaining duration of Black Arrow by 1 second every time they deal damage to the affected target.

[Resourcefulness] - Reduces the cooldown of all traps and Black Arrow by 20%. Your Freezing Trap and Tar Trap both have a 100% chance to proc Lock & Load when triggered.

Freezing Trap when triggered manually can now withstand 100% more damage before shattering.

When an enemy breaks free from your Freezing Trap, they will take an additional 10% damage from all sources for the next X seconds.

Critical damage dealt by Immolation Trap is increased by X%.

Bonus effects/Bonus Traits

Got no good names for these traits/bonuses yet butā€¦just wanted to add in some potential fun bonus effects that are spec specific. They can be tied to things such as Set Bonuses or something similar to Artifact Traits/Azerite Traits of the past.

(1) Lock and Load now grants 2 charges of Explosive Shot when it procs, instead of 1.

(2) When you get a Exotic Munitions-proc. It will grant you an additional bonus effect depending on which periodic damage-effect it benefits.

Serpent Sting - Until the current Serpent Sting debuff expires or is refreshed, every time it deals damage to the target, you instantly gain 3 Focus.

Black Arrow - The remaining cooldown of Black Arrow is instantly reset.

Immolation Trap - Your next Immolation Trap will deal an extra X% damage and will also have an increased X% chance to critically hit the affected target.

(3) Arcane Shot now triggers the passive effect ā€œExotic Munitionsā€ when it hits an enemy target.


3 Likes

You must be that one of these rare Ranged Warriors nobody ever heard of.

All three specs had steady/cobra (essentially the same ability) as a generator, a spender, and then a signature shot on a short cooldown. They all shared the same main cooldown, kill shot, and almost identical gameplay. All three were literally builder/spender and press your signature on cooldown. They even had almost identical talent trees. If this is diverse for you then I donā€™t know what to say.

1 Like