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re: WOTLK Hunter Talents tree

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well looks like the Hunter Talent tree is up online now for WOTLK and this isn't a finalized version as we all know but here is the link to the new talent tree so you can start seeing where you want to end up when you hit 80.

Still looks like BM and MM are very strong trees with Survival being more of a Raid buff spec. I'll probably stay survival just for the raid benefits but the other talents look very promising and survival dps should actually go up from the looks of the trees and new attack that was added.

http://www.mmo-champion.com/talent/?hunter

also the Skills page showing the new attacks for each tree

http://www.mmo-champion.com/index.php?page=620

all of this can be found on MMO-Champion.com if my links don't work

*BEAR TRAPS FTW!*

Grats hunters on getting Kill Shot! Now we are long ranged Warriors lawl.


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re: WOTLK Hunter Talents tree

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Going to try and keep updating this for us as new Hunter updates come out.

7/25
Hunter
Survival

Hunting Party now gives your critical shots a 20/30/40/50/60% chance to restore 2% mana, 10 energy, 4 rage, or 10 runic power to all member of your party. (Old version : 20/40/60/80/100% chance)
Potent Venom now increases the amount of damage done to targets afflicted by your Wyvern or Serpent Sting by 1% regardless of the rank. (Old version : Increased the damage by 1% for each rank, up to 3%)


7/24
Hunter

When your pet gains a level, it will automatically gain a new rank of Growl if one is available at that level. The only thing you really need to manage is which talents to choose... and keeping your spore bat fed and happy. You don't learn skills from (disposable) beasts any longer, and the only thing to do at the Pet Trainer is untalent your pet. (Source)

We didn't want hunters to have spend a big chunk of talent points just to get pet resistance up to where it is in Burning Crusade. So pets will have some amount of inherent resistance. We're not sure how much that will be yet, but it should be enough that your pet doesn't feel fragile. If you want a truly magic-resistant pet, you can top it off with talents. For now at least the lower ranks of the old resistance skills are just free like Growl and Cower. (Source)

There are talents in all 3 pet trees that you can invest in if maintaining happiness is a problem (or just annoying) for you. We're also trying to give you a few more options to keep your pet alive, such as more Avoidance and reduced spell damage, and even more ways to heal your pet. Of course you can always choose to focus directly on more damage and hope your pet survives long enough to make good use of it. (Source)

Think of your pet bar as just shortcuts to your spellbook. It doesn't really matter if an ability is on the bar or not. It can be cast or autocast directly from the spellbook, and unfortunately all new abilities start with autocast defaulted on. This is something we might be able to fix, but in the meantime, peek at your pet's spellbook whenever it gains a level to make sure nothing has changed. Cower can surprise you, because it/si something a lot of players passed on before -- understandably, because even if effective it's not a very fun thing to spend points on, which is why we just give it away now. (Source)

We haven't done a major pass on threat generation yet for any of the classes. We realize it was very easy in BC for hunters to pull aggro off of their pets. You can probably tell from some of the pet talents (including the ones that just grant more pet dps) that we want pets to be able to hold their own threat against a hunter. This is especially true when it's just you and Bitey out on your own, but ideally a tanking pet with the proper spec will be an effective offtank for 5-player instances, or even a main tank under some circumstances (say a group quest perhaps). (Source)


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re: WOTLK Hunter Talents tree

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very nice post random... finding stuff like that will help alot


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re: WOTLK Hunter Talents tree

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7/30 update

New Talent trees out with revised items in them....



Hunter
In the future, Hunters will be able to use Master's Call while stunned. (Source)


--------------

The exotic pets will be different from normal pets. Ideally they might even be a little bit better, but we're very hesitant to make them too good lest we see every hunter stampede over to the BM tree. Pets are supposed to be something important to all kinds of hunters, and the BM tree already offers some amazing pet buffs and synergy. We just don't want to overdo it with this talent.

At the very least, the exotic pets will have a new family ability that will ideally be really useful in some situations. I'm making this one up, but imagine that since normal crabs have Pin, an exotic pet might have a Pin-like ability that did fire damage. Or imagine that you could tame a drake (you can't, because they aren't beasts) and that instead of lightning or fire breath, it had frost breath that could freeze an enemy, death knight style. Would this be useful? Probably. Does it make the 51-point talent mandatory? Ideally not. Though those 5 talent points aren't bad....

As far as what happens if you have an exotic pet and respec, most likely the pet's talents will just reset. Yeah you get a free pet respec out of the deal, but it's not as if it's free since the hunter has to respec. Any exotic pets in the stable won't be lost, but you wouldn't be able to get them out of the stable either. If you have an exotic pet at the moment you respec, then it will probably be dismissed (but not abandoned) and you won't be able to summon it again, forcing you to go swap it into the stable. (Or abandon it if you're THAT kind of hunter.) (Source)


--------------

The bottom talents in particular need to have some pretty stringent pre-reqs so that hunters can't just cherry pick all of the active abilities. We can and will iterate on what those pre-req talents are though.

Active pet abilities in general represent some interesting design challenges. On the one hand, if the hunter just programs the pet and puts it on autopilot, then having unique abilities just sort of blends into a generic +dps for the pet. On the other hand, it would be sad if hunters never took the active abilities because the pet has trouble using the expensive ones and the hunter feels like he already has too many of his own abilities to hit. This is something on which we'll try to hit a reasonable balance. Warlocks seem to have a pretty decent mix of demon abilities that can be used by the demon AI and some that the warlock specifically needs to use. (Source)


7/29 update

Hunter
Class changes list in the work, check the updated talent calculator for all the changes
Beast Mastery

Master's Call: Range changed from 40yd to 50000yd.

Marksmanship

Piercing Shots: Typo fixed (Aim Shot -> Aimed Shot).
Improved Steady Shot: Typo fixed (Aim Shot -> Aimed Shot).
Marked for Death: Typo fixed (Aim Shot -> Aimed Shot).
Rapid Recuperation: Typo fixed - Reduces the mana cost of all shots and abilities by 20% (was 0%).

Survival

Sniper Training: Typo fixed (Aim Shot -> Aimed Shot).


Inscription Glyphs
Hunter

Venomous Mana (Glyph Passive) - Empowers a Greater Glyph to grant your Viper Sting ability an additional 15% chance to resist dispel effects.


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re: WOTLK Hunter Talents tree

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HOT OFF THE PRESS!

8/1 Devilsaur = Exotic Pet!

Hunter

The devilsaur is an exotic pet that will ultimately require 51-BM to tame. There are several other exotic pets that are not implemented yet. (The moth is not an exotic pet.) The size of the devilsaur is not a bug, but I also can't promise it's going to stay that way. It would be awesome if it did, but only if it doesn't cause a bunch of other problems, like clipping through terrain and making it impossible to see mailboxes in Dalaran.

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re: WOTLK Hunter Talents tree

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Finally we have been heard and there is an answer! 2 more stable slots!


Hunter

Two new stable slots are available for your pets ! The respective price for the 4th and 5th slots is 50 and 150 gold.


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re: WOTLK Hunter Talents tree

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oh thank god! i have been wanting more...


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re: WOTLK Hunter Talents tree

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8/5 Tranq shot to be able to remove enrage effects in pvp now Happy
Hunter

The mana cost of new ranks is not just an issue for Hunters. We're looking at lowering the mana cost of all new ranks among all classes. We also intend to do some improvements to Aspect of the Viper. Not to mention mana return mechanics in each of the tree's (Invigoration, Rapid Recuperation, Hunting Party etc.) (Source)

We'll be doing some improvements to Chimera Shot. We'll experiement with it refreshing the duration of the sting instead of consuming, and adding some base damage to the shot as well. It should act as an Arcane Shot replacement, doing significantly more damage (especially if serpent sting is on the target). (Source)

Regarding Serpent Sting, we'll bump the damage bonus you get from this effect up. We also want to make Serpent Sting more usable for Hunters. (Source)

Tranq Shot will soon be able to dispel enrage mechanics (i.e. Warrior Enrage, Rogue's Hunger For Blood, etc.). It should also be able to dispel Druids' "Owlkin Frenzy" effect. Also going to lower the cooldown. (Source)

In addition, Tranq Shot will also be able to dispel magic effects, and we're removing that from Arcane Shot. (Source)

Explosive Shot is intended to be three shots in one cast. Imagine Arcane Missiles, but not having to channel it. The spell isn't quite there yet, we're still not sure if it needs the AOE or not. It's not intended to really be AOE utility. (Source)

We haven't given up hope of fixing up your existing low-level pets. (


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re: WOTLK Hunter Talents tree

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8/6 Looks like they are really trying to fix hunters finally!

Hunter (WotLK - Skills List / Talent Calc.)
New abilities and pet bar size
We don't currently have a way to fit every active pet ability on the bar. It's something we're working on, but we didn't want to hold all of the pet changes in the event it wasn't done. Think of the pet bar as shortcuts to their abilities. Just because an ability isn't on the bar doesn't mean it can't be cast or autocast. (Source)

Hunter issues (Source)
Making your abilities harder to dispel does not improve the class. The Hunter class should be a strong class similar to how other classes are strong, because of damage combos, CC, etc. Not because you stayed alive longer because of Viper String. Besides, you already have a talent that reduces the chance the target can dispel your stings.

The issues I feel the Hunters have (in PvP, which I assume is what you're at issue with) are the following:


Mobility: Master's Call is a stun/snare break. Instead of having the ability just work on you, we've allowed you to also cast it on other players, making it more interesting and adding group utility. Changed Surefooted to %duration instead of %resist, making it more consistent. If the numbers don't pan out right (as in it should match Fleet footed), then we'll make that change.

Survivability: We've significantly improved Deterrence, it now works on spells and has a lower cooldown.

Line of Sight: We do plan to introduce two new Hunter abilities that will help combat LoS issues (those we'll announce soon), which we believe plagues Hunters the most out of other classes. We understand this has been an issue throughout Burning Crusade, but we couldn't really address it correctly without introducing new abilities, talents, etc. (which we can do in the expansion) We're also (as funny as it sounds) improving Hunter melee DPS through an improvement to Aspect of the Beast (10% Melee AP buff while this aspect is active), and removed the conditional from Mongoose Bite (so you can use it even if you haven't dodged the opponent). Though you won't be doing as much damage if you were at range, you'll find a pretty significant damage potential while in melee range with these changes.

"Finishing" move: Hunter's do have a powerful front-load combo (Aimed -> Multi -> Arcane etc.) , but the problem they have is finishing the player off. If the player is still alive after your front load damage, you're left standing there praying for autoshot crits. This should be addressed with the introduction of "Kill Shot." Also with the revamped "Kill Command" coming in a future patch.

Pets: We always believed that the Pet should be more of a focus for the Hunter in PvP (and PvE). We've revamped Pets in this expansion, giving them all unique abilities, a lot of which will help Hunters in the various arena brackets, battlegrounds, world PvP etc.


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re: WOTLK Hunter Talents tree

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8/12

with enough bitching Dispelling using Arcane shots is now changed. You have to use Tranqshot which has a shitty 12sec cooldown to remove buffs/enrages

Kill Command nerfed..

Hunter (Skills List / Talent Calc. (8770))

Aspect of the Beast now makes the hunter untrackable and increases its melee attack power by 10%.
Kill Command doesn't inflict instant damage anymore. It now gives the command to kill, increasing your pet's damage done from special attacks by 60%. Each special attack done by the pet reduces the damage bonus by 20%. Cooldown changed from 5 seconds to 2 minutes.
*Arcane Shot doesn't dispells magical effects anymore.
*Tranquilizing shots now attempts to remove 1 Frenzy, Enrage and Magic effect from an enemy target. Cooldown changed from 20 to 15 seconds.
Mongoose bite doesn't require you to dodge an attack anymore to be used. (eg. Rank 6 - Attack the enemy for [ 20% of AP + 280 ] damage.)
Counterattack damage has been increased and now scales on AP. (eg. Rank 6 changed from 285 damage to 342 + 20% of AP)
Wing Clip doesn't inflict damage anymore.
Chimera Shot now deals 150% of weapon damage instead of 30%. Mana cost changed from 540 to 375.


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re: WOTLK Hunter Talents tree

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I throw the BS flag on Arcane shot and the Wing Clip!!!!!


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re: WOTLK Hunter Talents tree

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ya it's total BS but when people cry they get what they want. Now we'll have to keep posting about rogues being able to disarm all your gear even bows.....


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re: WOTLK Hunter Talents tree

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Holy Crap tons of new updated info for all hunter tiers.! Looks like Survival will finally be viable as a DPS option now.

Hunter (Skills List / Talent Calc. (8781))
Beast Mastery

Master's Call has been removed from the talents and is now a baseline skill. (Source)

Pathfinding now increases the speed bonus of your Aspect of the Cheetah and Aspect of the Pack by 4/8%, and increases your speed while mounted by 5/10%. The mounted movement speed increase does not stack with other effects. (Old - Didn't increase mounted movement speed)
Aspect Mastery has been moved from Tier 10 to Tier 3. It is now a 1 point talent and it increases the mana returned from your Aspect of the Viper by 10%, reduces the damage done to you while in Aspect of the Monkey by 10% and increases the attack power bonus gained with Aspect of the Hawk by 50%. (Old version - 5 Points Talent for the same effect)
Spirit Bond effect changed - While your pet is active, you and your pet will regenerate 2% of total health every 10 sec and increases healing done to you and your pet by 10%. (Old - Didn't increase healing done to you or your pet)
Animal Handler now Increases your pet's chance to hit by 2/4% and reduces the cooldown of your Master's Call ability by 5/10 sec. (Old - Increases your speed while mounted by 4/8% and your pet's chance to hit by 2/4%.)
*New Talent* - Separation Anxiety (Tier 10) - When your pet is greater than 20 yards from you or is out of line of sight of you, its damage is increased by 2/4/6/8/10%, and when you and your pet are within 20 yards of each other, you and your pet's movement speed is increased by 2/4/6/8/10%.

Marksmanship

Improved Stings has been changed from 5 to 3 points - Now increases the damage done by your Serpent Sting and Wyvern Sting by 10/20/30% (Old - 6/12/18/24/30%) and the mana drained by your Viper Sting by 10/20/30% (Old - 6/12/18/24/30%). In addition, reduces the chance Stings will be dispelled by 10% (Old - 6/12/18/24/30%).
Trueshot Aura now affects all Raid members.
Rapid Recuperation has been redesigned - Reduces the mana and focus cost of all shots and abilities by you and your pet by 20/40/60% while under the effect of Rapid Fire, and you gain mana equal to 50/100/150% of the damage you do under the effect of Rapid Killing over 6 sec. (Old - Reduces the mana cost of all shots and abilities by 20/40/60% while under the effect of Rapid Fire and Rapid Killing.)
Marked for Death now Increases the damage done by your shots and the damage done by your pet's special abilities by 2/4/6/8/10%, on the marked targets, and increases the critical strike damage bonus of your Aimed Shot, Steady Shot, Kill Shot or Chimera Shot by 2/4/6/8/10%. (Old - Didn't affect pet abilities and Chimera Shot)
Improved Steady Shot doesn't affect Kill Shot anymore and affects Chimera Shot instead.
Chimera Shot damage down from 150% to 125% of weapon damage. It now refreshes the current Sting on your target instead of consuming it and trigger an effect :
Serpent Sting - Instantly deals 40% of the damage done by your Serpent Sting.
Viper Sting - Instantly restores mana to you equal to 60% of the total amount drained by your Viper Sting. (Old - 30% mana burned and recovered from the target)
Scorpid Sting - Attempts to Disarm the target for 10 sec. This effect cannot occur more than once per 1 minute. (Old - Reduces damage done by the target's next three attacks by 60%. Damage reduction diminished by 20% following each attack.)


Survival

Savage Strikes doesn't affect Counterattack anymore. (Probably a typo)
Deflection has been moved from Tier 2 to Tier 3. It now increases your parry chance by 2/4/6%. (Old - 1/2/3/4/5%)
Survival Instincts has been moved from Tier 5 to Tier 2.
*New Talent* - T.N.T. (Tier 2) - Your Immolation Trap, Explosive Trap and Explosive Shot have a 5/10/15% to stun targets for 2 sec when they deal damage, and increases the critical strike chance of your Explosive Shot and Explosive Trap by 5/10/15%.
Survivalist now increases your Stamina by 2/4/6/8/10%. (Old - Increased your Total Health by 2/4/6/8/10%)
Trap Mastery has been moved from Tier 4 to Tier 3 and is being redesigned - No details yet.
Improved Feign Death has been renamed to Survival Tactics and moved from Tier 4 to Tier 3. It now reduces the chance your Feign Death ability will be resisted by 2/4%, and reduces the cooldown of your Disengage ability by 2/4 sec. (Old - Reduced FD Resist by 2/4% and damage during FD by 15/30%) Important - Disengage now causes the Hunter to jump back instantly 10-15ish yards to gain distance. 30 second cooldown. (Source)

Deterrence (When activated, increases the chance to dodge and parry all melee and ranged attacks by 25%, and resist all spell attacks by 60% for 10 sec. ) has been removed from the talents and is now a baseline skill. (Source)

Surefooted now increases hit chance by 1/2/3% and reduces the duration of movement impairing effects by 16/25/50%. (Old - reduced the duration of movement impairing effects by 10/20/30%)
*New Talent* - Lock And Load (Tier 4) - You have a 33/66/100% chance when you trap a target and a 5/10/15% chance when you Sting a target to cause your next 3 Arcane Shot or Explosive Shot spells to trigger no cooldown, cost no mana and consume no ammo.
*New Talent* - Hunter vs. Wild (Tier 5) - Increases you and your pet's attack power and ranged attack power equal to 10/20/30% of your total Stamina.
Counterattack damage has been reverted to its old value. (This might be a typo, the damage increase is still here in Build 8788)
Potent Venom has been renamed to Noxious Stings - If Wyvern Sting is dispelled, the dispeller is also afflicted by Wyvern Sting lasting 16/25/50% of the duration remaining, and increases all damage done by you on targets afflicted by your Serpent Sting by 1/2/3%. (Old - Increases your damage done to targets afflicted by your Wyvern Sting or Serpent Sting by 1/2/3%, and reduces the mana cost of your Serpent Sting by 10/20/30%.)
Hunting Party now gives your Arcane Shot, Explosive Shot and Steady Shot critical strikes have a 20% chance to restore 2% mana, 10 energy, 4 rage or 10 Runic Power to all members of your party. (Old - Affected all critical shots and had a 20/30/40/50/60% chance to restore mana/energy/rage/runic power)
Explosive Shot has been redesigned - You fire an explosive charge into the target, dealing 416-486 Fire damage to the enemy target, and an additional 104-121 Fire damage to all enemies within 5 yards of the target every second for 2 sec. (Old - You fire an explosive charge into the target, dealing 410-480 Fire damage every second for 2 sec to all enemies within 5 yards of the target.)


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re: WOTLK Hunter Talents tree

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Hunter (Skills List / Talent Calc. (8788))
Growl
Growl sucks. We'll fix it. (Source)

Boars and Charge
We actually debated this issue quite a bit. In the end it came down to a call about whether it was more fitting to boars to keep Charge or whether it was more fitting for the boar to be a tanking pet. The tanking pets were all going to get Intervene instead of Charge, since it let them be more useful as an OT, and we didn't think it was worth the cost of making changes or exceptions to that design just to preserve boars Charging.

In the end, we decided that boars are feared because they are tough. They have leathery skin, a stubborn disposition and had a reputation for fighting on long after their wounds should have killed them. In short, they felt like a tank. We tried to keep the feeling of the old Charge with the bonus component to Gore.

It was very difficult to come up with a whole new system for pets without losing any aspect of the old system that might be important to players. (Source)

Kill Command changes
Kill Command was initially created as a reactive ability, something you hit when an event happened (a critical strike). The problem was that the event happened too often, and players just stuck it into a macro. Kill Command basically just became a flat damage increase. Players are right to assume their DPS has jumped because of shots not interrupting the auto-shot timer (it has, our tests show a ~140 DPS increase in some trials), so I think it's fair to say the class' sustained DPS will be okay. (Source)


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re: WOTLK Hunter Talents tree

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ummmm okay.... is this good or bad... are boars now loseing charge??? is kill command going to not be as often... or a longer cool down??? hrmmm inquioring minds want to know damn it blizzard!!!


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