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Hunter 6.0 patch changes
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Post by
Eledari
Completely off the topic, but is everyone here a SV hunter or BM Hunter? kinda seems like it.
Well, maybe except me, I play MM all the way. I don't want my pet doing so big part of my damage as BM does, and SV...well, with explosive shot I'd feel like a goblin.
And it's not really that bad as most people believe. It's just that there's so few of us in normal (or even heroic) raids that creating some trustworthy sample is difficult.
For WoD, I can feel the value of Aimed Shots multistriking in the air, though removing Steady focus and Piercing shots is maybe too much spec identity gone.
But I feel like the Lone Wolf talent will be amazing for MM hunters.
Yeah, Lone wolf for MM Will be amazing, though, having a pet tank really did help when Im playing MM,
MM is good currently for arena, I mean, camo then open with aimed shot and spam your abilities.
removing Steady focus and Piercing shots
Wait what?
Post by
matheus314
removing Steady focus and Piercing shots
Wait what?
Yep, both are being removed. But
Sniper Training
is comming back to MM as its Mastery. (Wild Quiver is gone, since it looked too much similar to Multistrike)
And If I'm not mistaken, MM is getting a focus pool buff as a draenor perk.
Improved Focus
: Increases your maximum Focus by 20.
Post by
matheus314
WoD Build 18663 patch notes:
Spell Changes
Misdirection
: You misdirect threat to the targeted party or raid member. All threat caused by your attacks for the next 8 sec will be transferred to the target. (Avaliable at Level
76
42
.)
Talent Changes
Exotic Munitions
: Allows you to modify your ranged weapon to use exotic munitions:
Incendiary Ammo - Arms your ranged weapon with exotic ammunition that lasts for 1 hour. Each autoshot deals 20% additional Fire damage to all enemies within 8 yards of the initial target.
Poisoned Ammo - Arms your ranged weapon with exotic ammunition that lasts for 1 hour. Each autoshot deals (
40%
48%
of Attack power) additional Nature damage over 16 sec. When this effect is refreshed, the remaining damage will be added to the new effect.
Frozen Ammo - Arms your ranged weapon with exotic ammunition that lasts for 1 hour. Each autoshot deals
40%
15%
additional Frost damage and reduces the target's movement speed by 50% for 8 sec.Only one exotic munition can be active at one time.
Specialization Changes
Survival
Explosive Shot
: You fire an explosive charge into the enemy target, dealing (40% of Attack power)
40% of Attack power)) / 2 + Ranged attack power * (40% of Attack power) / 1000]
Fire damage initially and every second for 2 sec.
Glyphs
Glyph of Misdirection
: When you use Misdirection on your pet, the cooldown on your Misdirection is reset.
Post by
matheus314
Hunter Pet Spell Changes:
New:
Grace
: Graceful and elegant, the Stag increases your raid's Versatility by 3%.
Changes:
Burrow Attack
: The Worm burrows into the earth and shakes the ground above, dealing Nature damage over 8 sec.
and increasing the target's physical damage taken by 5% for 30 sec.
Savage Vigor
: The
dragonfly flourishes and flaps its wings rapidly
rylak roars
, granting all party and raid members 5% additional haste and 10% additional Stamina.
Updraft
: Your
pet flutters its wings quickly
rylak beats its powerful wings
, slowing the fall speed of both itself and the hunter for 30 sec.
Froststorm Breath
: The Chimera channels a frozen breath attack, causing Froststorm damage every 2 sec for 8 sec to all enemies within 12 yards.
Froststorm Breath also increases the magic damage taken by all enemy targets it hits by 5% for until cancelled.
Thick Hide
: When falling below 40% health, the
Rhino's
Clefthoof's
skin will thicken, granting 50% reduced incoming damage for 12 sec.This effect can only occur once every 120 sec.
Wild Strength
: The
Rhino's
Clefthoof's
presence inspires your raid, granting them 3% Versatility and 5% multistrike chance.
Post by
w3maniak
But
Sniper Training
is comming back to MM as its Mastery. (Wild Quiver is gone, since it looked too much similar to Multistrike)
Coming back from where? It was never part of MM, such talent was in SV in past, though in a bit weaker version - no range and crit damage bonus.
I'll really miss Piercing shots as I said, at least for Aimed shot it feels like the victim should bleed after being hit.
About wild quiver, in current incarnation it's weak as stat as proc for 80% autoshot damage. It was sub-par secondary even when it was 100% autoshot, yet they reduced it. And that's where Multistrike comes in. 30% of triggering ability should be much better than 80% autoshot, given the damage of both Aimed and Chimera shot as hard hitting focus spenders. And Powershot might get some value here too.
What quite confuses me is the
new perk
: Multi-shot will cost 35 focus.
reduces it by 20,
can reduce it another 20, getting us to -5. I doubt that'd mean giving us 5 focus, so it just makes the perk's focus cost reduction irrelevant during TotH proc.
Last thing: If the level 100 talents were perfectly balanced (which I doubt), I'd pick exotic ammo, as standing still during generator shot was quite painful in past and I'd feel quite weird having no pet after all the time. I really hope that with this talent autoshots get some visual effect (blue/green/orange tint based on which is active, for example), but doubt it.
Post by
matheus314
But
Sniper Training
is comming back to MM as its Mastery. (Wild Quiver is gone, since it looked too much similar to Multistrike)
Coming back from where? It was never part of MM, such talent was in SV in past, though in a bit weaker version - no range and crit damage bonus.
I meant "comming back" as in "comming back after being removed". You're right about it being from the SV tree but now it's a MM mastery, and I like the way it looks.
What quite confuses me is the
new perk
: Multi-shot will cost 35 focus.
reduces it by 20,
can reduce it another 20, getting us to -5. I doubt that'd mean giving us 5 focus, so it just makes the perk's focus cost reduction irrelevant during TotH proc.
Maybe they'll change so it'll reduce a percentage from its cost. Or maybe they'll put a limit that the cost of it cannot go below zero. We'll see.
Post by
w3maniak
And guess we can invalidate second half of my previous post, as with another build, perks are reduced to 4, with cost-reducing and damage-increasing perks being merged into their respective abilities. I'm not sure if this is good change in general as I thought partial point of damage-increasing perk is to somewhat reduce it's high power at lower levels (Aimed shot instakills in low lvl battlegrounds, for example).
As a result, bomabrdment is buffed to reduce cost by 25, up from 20, though so far the damage buff part is not in there yet. And in past, the damage was bigger problem than cost.
Source:
https://twitter.com/Celestalon/status/497434163297808384
Edit: As I noticed,
Kill shot perk
now states Marksman only
Post by
matheus314
Yeah, yesterday's patch was really weird. Perks getting baked into spells, meaning we've seen lots of buffs on all hunter shots, or going straight out of the game:
Survival perk that would make you not lose the Camouflage when dealing or taking damage is gone
Beast Mastery perk that would give your pet 20% more damage is gone.
Marksmanship is getting Kill shot exclusively.
Post by
Eledari
Yeah, yesterday's patch was really weird. Perks getting baked into spells, meaning we've seen lots of buffs on all hunter shots, or going straight out of the game:
Survival perk that would make you not lose the Camouflage when dealing or taking damage is gone
Beast Mastery perk that would give your pet 20% more damage is gone.
Marksmanship is getting Kill shot exclusively.
NOOOOOOO, I loved the Surv perk- But why give only MM Kill shot?
Post by
matheus314
why give only MM Kill shot?
Flavor.
Or reasons.
Post by
Eledari
why give only MM Kill shot?
Flavor.
Or reasons.
Wonder what reasons...
Maybe cuz they want to make mm hunters the HIGH damage/Burst spec, while the others are more of their dps stuff
Post by
w3maniak
BM still have Kill Shot, only the perk is MM-exclusive. I guess that's quite fair as BM have superior burst due to Bestial Wrath having quite low CD and Tier5 talents scaling with their mastery. Where MM will have strong opening (Careful Aim) and finishing phase.
For SV it seems that they decided to go with cheaper explosives where you can hold LnL stacks for burst - with explosive costing 15 you can wait for all 5 stacks and fire all your focus on them, which I guess will do serious damage.
Perk about not losing camo on dealing or taking damage was probably too OP and the perk increasing damage can be done by tweaking scaling of pet stats. Judging that because if you currently activate camo out of combat, it'll stay on 60 seconds even if you enter combat second after. And being able to deal damage while being untargettable for a minute is ... well, too much.
Small notice: how to indentify hunter spec at level 100:
Hunter 120 focus, pet 120 focus = BM
Hunter 120 focus, pet 100 focus/no pet = MM
Hunter 100 focus, pet 100 focus/no pet = SV
Edit: anyone has beta and can share how Exotic Munitions talent work? Menu like mage portals or totems, stance bar, or just 3 buttons? Or even something else?
Post by
Duvai
BM still have Kill Shot, only the perk is MM-exclusive. I guess that's quite fair as BM have superior burst due to Bestial Wrath having quite low CD and Tier5 talents scaling with their mastery. Where MM will have strong opening (Careful Aim) and finishing phase.
For SV it seems that they decided to go with cheaper explosives where you can hold LnL stacks for burst - with explosive costing 15 you can wait for all 5 stacks and fire all your focus on them, which I guess will do serious damage.
Perk about not losing camo on dealing or taking damage was probably too OP and the perk increasing damage can be done by tweaking scaling of pet stats. Judging that because if you currently activate camo out of combat, it'll stay on 60 seconds even if you enter combat second after. And being able to deal damage while being untargettable for a minute is ... well, too much.
Edit: anyone has beta and can share how Exotic Munitions talent work? Menu like mage portals or totems, stance bar, or just 3 buttons? Or even something else?
The way the specs play has nothing to do with their reasons for removing Kill Shot. It's because of this pruning crusade that they've been on since beta launch. Some of the things they've changed have simply been unnecessary.
Exotic Munitions has an expandable menu similar to a rogue's poisons or a mage's portal menu.
Post by
Eledari
BM still have Kill Shot, only the perk is MM-exclusive. I guess that's quite fair as BM have superior burst due to Bestial Wrath having quite low CD and Tier5 talents scaling with their mastery. Where MM will have strong opening (Careful Aim) and finishing phase.
For SV it seems that they decided to go with cheaper explosives where you can hold LnL stacks for burst - with explosive costing 15 you can wait for all 5 stacks and fire all your focus on them, which I guess will do serious damage.
Perk about not losing camo on dealing or taking damage was probably too OP and the perk increasing damage can be done by tweaking scaling of pet stats. Judging that because if you currently activate camo out of combat, it'll stay on 60 seconds even if you enter combat second after. And being able to deal damage while being untargettable for a minute is ... well, too much.
Small notice: how to indentify hunter spec at level 100:
Hunter 120 focus, pet 120 focus = BM
Hunter 120 focus, pet 100 focus/no pet = MM
Hunter 100 focus, pet 100 focus/no pet = SV
Edit: anyone has beta and can share how Exotic Munitions talent work? Menu like mage portals or totems, stance bar, or just 3 buttons? Or even something else?
Oh, I thought they were removing it as a whole
Post by
matheus314
New changes for Hunters on today's patch:
Bombardment
now reduces the cost of Multi-Shot by 25 Focus (up from 20 Focus).
Chimera Shot has been renamed
Chimaera Shot
. It is now a two-headed shot that hits two targets, costs 35 Focus (down from 45 Focus), and deals Frost or Nature damage, but no longer heals the Hunter.
Post by
matheus314
New patch, the first with balance issues tackled:
Beast Mastery got nerfed:
Kill Command now deals 240% of attack power damage (down from 283%)
Cobra Shot now deals 60% weapon damage (up from 42%)
Survival got buffed:
Black Arrow now deals 510% attack power over 18 sec (up from 169% attack power)
Cobra Shot now deals 60% weapon damage (up from 42%)
Explosive Shot now deals 49.7% of attack power weapon damage per tick (up from 40%)
Serpent Sting now deals 225% of attack power over 15 sec (up from 150%)
Marksmanship got buffed:
Aimed Shot now deals 385% weapon damage (up from 306%)
Careful Aim now increases the critical strike chance of Focusing Shot in addition to Steady Shot and Aimed Shot
Steady Shot now deals 60% weapon damage (up from 42%)
Talents got some nerfs:
Exotic Munitions: Frozen Ammo now reduces movement speed for 4 sec (down from 8 sec)
Thrill of the Hunt now has a 20% chance to proc (down from 30%)
Post by
w3maniak
Quite sad
Chimaera Shot
still says 0% damage so we have no idea how strong it is. Anyone on beta can share?
Black arrow buffed to 300% seems quite huge
Careful aim including Focushing shot was intended from beginning, else the talent would have zero value for MM.
Frozen ammo reduced to 4 seconds is to prevent it being OP in PvP
Thrill to 20% makes sense, 30% was done in MoP when arcane shot could not chain-proc it because costing 0 with the proc active, so this change makes sense to balance the tier.
About level 60 talents, I'm still quite curious how well will they be balanced. For MM, Fervor might get more value with our focus cap being raised to 120 and thus the risk of wasting ticks lower.
Also, we'll have single button for our level 30 talents:
Stopping Power
and
for our level 90 talents, so no more macros needed for frequent swappers.
I'm still unconvinced that powershot will be viable for PvE at this point as the 450% weapon damage is not much more than aimed shot, with cast only 0,25sec shorter and 45 sec cooldown. How potent isl 36,1% Glaive toss I can't guess without beta access, and Barrage tooltip suffers similiar problem to that of Chimaera shot.
no longer states BM/SV only, possibly because such created some problems below level 10. I guess we can expect in a future build that Aimed shot will have a line added, "Replaces Arcane Shot"
Regards to that, I still don't get it why cobra shot is not replacing steady for BM/SV at spec pick instead of level 81, though with serpent sting gone for BM and passive for SV, it's probably irrelevant.
T16 bonus
Item - Hunter T16 4P Bonus
was changed to reflect removing Master Marksman mechanic, on which it relies in 5.4.
Post by
matheus314
Also, we'll have single button for our level 30 talents:
Stopping Power
and
for our level 90 talents, so no more macros needed for frequent swappers.
I've really liked that idea.
Post by
678294
This post was from a user who has deleted their account.
Post by
Interest
Talents got some nerfs:
Exotic Munitions: Frozen Ammo now reduces movement speed for 4 sec (down from 8 sec)
Thrill of the Hunt now has a 20% chance to proc (down from 30%)
Hmmm...Still no poison ammo nerf?
New changes for Hunters on today's patch:
Bombardment
now reduces the cost of Multi-Shot by 25 Focus (up from 20 Focus).
Chimera Shot has been renamed
Chimaera Shot
. It is now a two-headed shot that hits two targets, costs 35 Focus (down from 45 Focus), and deals Frost or Nature damage, but no longer heals the Hunter.
Sweet. I was wondering what they'd do with Chimera Shot.
Yep, both are being removed. But
Sniper Training
is comming back to MM as its Mastery. (Wild Quiver is gone, since it looked too much similar to Multistrike)
This is certainly unique but...my god...the range increase in particular opens a huge can of worms. On top of that, this looks like a mastery that will either be way too weak or way too strong due to how it works. This'll also likely be on a fight by fight basis but still. Damage dealing variance of the degree this mastery can easily cause is terrible.
There's a reason I was against the existence of Sniper Training before. While it existed back in a less mobile PvE setting (and was generally underwhelming), it was removed to make way for a more mobile Hunter that has flourished into what it is today. If there's one thing I would like to see in common between the specs - it's this mobile archery combat (even if it is a little broken, but there is notable counterplay in the form of slows, enemy mobility, etc and Hunter control could be pruned down further to compensate as well).
I'd rather they just rework Wild Quiver. I took a shot at it but it's not quite there yet.
Wild Quiver has been reworked: When you deal damage with an active shot (focus costing shots and Steady Shot/Shaft Shot), you have a 20% (+ X%) chance to fire an additional shot at a random enemy within 8 yards of the target (this is a smart attack and cannot break crowd control) for 50% autoshot Nature damage. Wild Quiver has a 33% activation chance on Multishot. In addition, the damage done by Piercing Shots is increased by 80% (+ Y%).
Shaft Shot: This ability gains one charge when
Wild Quiver
activates and two charges when Aimed Shot is used. Replaces Steady Shot while the Hunter still has charges. Can accumulate up to 5 charges. Deals a scaling amount of damage based on Haste, generates 14 Focus, and can activate Master Marksman (yes, my iteration of Marksmanship keeps Master Marksman and there's a reason why).
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