Post by Interest
Classes Remade: Hunter Change LogNOTE: War-tools is no longer running, so please refer to these changes alone.This is the full change log for my customized
Hunter and
Hunter Pet Talent Trees (And abilities). I will add more changes to the changelog by posting in this thread (as this post is reaching cap anyways). This is also a thread to give feedback and questions on the talent tree/ability design if you so desire.
Additional Changelogs Entries:
Beast MasteryAbilities:: This ability now increases the Hunter's ranged attack power by 15% and ranged critical strike chance by 3% instead of increasing attack power by a flat amount. This ability can now be trained at level 2.
: This ability now reduces damage taken by 5% in addition to its existing effects. This ability can now be trained at level 10.
New Spell: Aspect of the Eagle: The hunter takes on the aspects of an eagle, increasing movement speed by 15% and ranged haste by 5%. Only one Aspect can be active at a time. This spell replaces
, but the minor glyph "Glyph of the Cheetah" can emulate the effects of
.
: This spell now makes the Hunter untrackable in addition to its current effects.
New Spell: Aspect of the Wolf: The hunter takes on the aspects of a wolf, increasing ranged attack power by 15% and allowing the use of Steady Shot and Cobra Shot while moving. Only one Aspect can be active at a time. This ability can be trained at level 83. The intention of this ability is to allow Hunters to retain some of the bonuses of Aspect of the Hawk and Aspect of the Fox at the same time, which serves as a "neutral" stance for players who dislike Aspect dancing (although you will never get the full bonuses of either Aspect of the Hawk or Fox).
Tame Beast: The tooltip no longer notes the pet will be unhappy and need feeding (in accordance with 4.1 changes). In addition, the animal being tamed is invulnerable to all other forms of attack. Tame Beast cannot be used on targets tapped by another player.
: This ability has had its focus cost removed and has a shorter global cooldown. However, it now has a 6 second cooldown. The duration on PvE targets has been reduced to 15 seconds, down from 30.
Kill Command: Kill Command has been redesigned: It now works in a way that it causes the pet to attack the target at the next possible opportunity in 6 seconds using a mechanic similar to Intimidation. The Hunter's pet still needs to be in combat, however.
Revive Pet: The cast time of Revive Pet has been reduced by 4 seconds and the Focus cost has been reduced to 10, down from 35.
Intimidation: This ability is now on the global cooldown.
Talents:: Increases the attack power of your Aspect of the Wolf by 1%/2%/3% in addition to its other effects.
: This talent has been moved to tier one and the name has been changed to
Nurturing. In addition to its previous effects,
Nurturing reduces the cast time of Revive Pet by 0.5/1 seconds.
: This talent no longer increases the movement speed of Aspect of the Cheetah (as it no longer "exists.").
: This talent has been redesigned. It now has a 10%/20%/30% chance for your Arcane Shots to cause the pet's next Basic Attack to critically hit and cost no Focus. Cobra Strikes can accumulate up to two charges and lasts 10 seconds or until consumed.
: This talent increases the damage done by your pet by 1% for each stack of Frenzy that was consumed in addition to its previous effects. Lasts 15 seconds.
: This talent has been reduced to two ranks. Reduces the cooldown of Bestial Wrath, Intimidation, and your pet's Special Abilities by 15%/30%. In addition, damage that would otherwise kill your pet will instead reduce your pet's health to 10%/20%. The latter effect has a 2 minute cooldown. (This talent had the bonus effect added to help pet survivability).
: The duration of Killing Streak is increased to 10 seconds, up from 8. This is because the difference between the cooldown of Kill Command and the duration of the buff was too short (and potentially unforgiving, especially with the new rotation layout planned for BM).
New Talent: Channeled Anger (Tier 4): This talent causes Intimidation to no longer stun or cause bonus threat, but instead deals damage and automatically proc Killing Streak. In addition, the cooldown of Intimidation is reduced by 20% and Focus Fire no longer consumes Frenzy. This talent requires both Killing Streak and Focus Fire. (This talent was added to incorporate the use of Intimidation in PvE and make the BM rotation slightly more exciting.)
: This talent has been removed.
: This talent has been moved to tier 5 of the Beast Mastery tree. In addition, instead of refuding Focus for using Kill Command, the cost of your next Kill Command within 8 seconds is reduced by 50%.
Bestial Wrath: This ability now increases pet damage by 10%, down from 20%, but the duration has been increased to 15 seconds, up from 10. This is to compensate for the other pet changes (and obviously the duration increase, which greatly increases the power of
).
: Now increases your attack power by 2% at all times in addition to the previous effect. (This is to make the talent useful to take even if the buff is covered).
New Talent: Steady Rhythm - 2 point talent (Tier 6): Whenever you Cobra Shot, Kill Command, or Arcane Shot a target with your Serpent Sting effect that has a duration more than 12 seconds, you have a 15%/30% chance of causing your next 2 Steady Shots to deal 10% more damage and ignore armor for 10 seconds. (This talent was added to put some shot twisting into the otherwise pretty unexciting BM rotation. This talent should have a power aura in the default UI).
Exotic Beasts: This talent has been renamed to
Bestial Union. The amount of pet talent points granted by this talent has been increased to 5, up from 4. (This is to full access to the end tier talents of the pet talent trees, which add complexity to the BM rotation.)
Marksmanship:Aimed Shot: The cast time has been increased to 3.0 from 2.9 (2.5 + 0.5 invisible ranged attack cast time). (This may or may not motivate players to choose to use the Marksmanship talents. There is some significant compensation for this. I just wanted to ensure Arcane Shot is the Focus dump for Marksmanship outside of the use of major haste cooldowns.)
Kill Shot: Kill Shot now ignores armor and can be used on targets below 25% health, up from 20%. (Keep in mind I also changed the glyph of this. The cooldown of Kill Shot no longer resets. In addition, this change was made so the damage is the same regardless of the target's armor. Physical execute-style abilities have a tendency to hit really hard on cloth but really little on plate, for instance. This change makes armor a non-issue).
: The cooldown has been reduced to 3 minutes, down from 5. The haste effect has been reduced to 30%, down from 40%. The duration of Rapid Fire has been increased to 20 seconds, up from 15. (Posthaste no longer reduces the cooldown of Rapid Fire. This change was put in to allow more even cooldown use among all talent trees.
Damage may need to be rebalanced as a result, or the haste effect may need to be altered).
New Spell: Point Blank Assault: Your ranged attacks no longer have a minimum range. However, you forfeit the use of your melee attacks and abilities. Lasts 15 seconds. This spell is trained at level 60. (Hunters effectively have no deadzone for some of the time. In addition, this ability serves as a minor cooldown in the Marksmanship talent tree). Has a 60 second cooldown.
New Spell: Disrupting Shot: Replaces
. This ability has a 40 yard range and 24 second cooldown. It fires a shot that disorients the target and interrupts spellcasting for 4 seconds. If the disorient effect occurs, auto attack mechanics turn off. This is to give Hunters a baseline interrupt that wouldn't make them too much stronger in PvP (since Scatter Shot can also be used as one). This will also be more useful because there will no longer be a need to Scatter Shot/Disrupting Shot to set up a trap, as Trap Launcher has been redesigned (see below). In addition, Marksmanship Hunters have one less key to bind.
Tranquilizing Shot: This ability no longer costs Focus, but has a 6 second cooldown.
Talents: This talent has been removed. (This is partially to reduce the dependency on pet damage for Marksmanship and Survival and also because Cobra Strikes got changed).
: This talent has been moved to tier 2. This talent no longer reduces the cooldown on Rapid Fire. Instead, the cooldown of your Disengage is reduced by 2/4 seconds.
: This talent has been moved to tier 2. (See below).
: This talent has been moved to tier 3. In addition, some abilities, such as Widow Venom and Disrupting Shot no longer break the consecutive Steady Shot chain. In addition, the duration of the buff has been increased to 10 seconds, from 8. Shaft Shot also can "proc" Improved Steady Shot. (This is to keep the haste effect Marksmanship-exclusive and prevent Beast Mastery from accessing the effect due to the new talent Steady Rhythm, causing a heavy devaluing of haste.)
: This talent has been renamed to
Shot Mastery, which applies a 4 second silence effect to Disrupting Shot and Aimed Shots used against targets at or above 99% health stun the target for 3 seconds. This is to give Marksmanship Hunters their "Silencing Shot" (should the target be immune to disorient effects or should it break, the silence is helpful) and also too make Aimed Shot a much deadly opener for soloing and the like without making it monstrously powerful in PvP.
: This talent has been redesigned: It now grants 5%/10% critical strike chance with Steady Shot, Cobra Shot, Arcane Shot, and Aimed Shot. This makes the talent effective regardless of how much health the enemy has. This talent also increases the value of Piercing Shots. (This may need a nerf).
: This talent has been moved to tier 3. (This is to make Marksmanship leveling easier).
Careful Aim: Piercing Shots is now caused by Shaft Shot damage. The bleed duration has been reduced to 6 seconds, down from 8 seconds.
: Bombardment no longer is consumed on the next Multi-Shot, but instead reduces the Focus cost of Multi-Shot for 8 seconds. In addition, Bombardment is activated when Multi-Shot hits 4 or more targets as opposed to when Multi-Shot crits. (This is because, quite frankly, Bombardment in its current state is awful. Sometimes the effect fades before you can Multi-Shot again.)
: This talent now increases the Hunter's ranged critical strike chance by 2% in addition to its current effect. (Makes the talent useful to take if the 10% AP buff is covered).
Termination: This talent has been redesigned. While under the effects of Point Blank Assault, Rapid Fire has a 15%/30% reduced cast time. In addition, while affected by Rapid Fire and Point Blank Assault, Auto Shot will fire during Aimed Shot. (This is to make Point Blank Assault useful as a PvE cooldown for Marksmanship. It also hints at when Aimed Shot should be used.)
New Talent: Shaft Shot (Tier 4): When the hunter deals a ranged critical strike, this ability has a 50% chance of becoming active. It deals weapon damage plus X and instantly regenerates 6 Focus. (This is mainly to help Marksmanship Hunters out with their mobility a little, but more importantly, to make the Marksmanship rotation more exciting. Keep in mind this talent synergizes well with Piercing Shots.)
New Talent: Neverending Volley - 2 point talent (Tier 5): Damage done by Multi-Shot is increased by 5%/10%. In addition, while Bombardment is active the critical strike chance of Multi-Shot chance is increased by 5%/10%. (This is supposed to be an optional AoE dps talent, but will likely need a nerf with the new Multi-Shot buff.)
New Talent: Shackling Shot - 2 point talent (Tier 6): Your Concussive Shot and Aimed Shot root the target in place for 1.5/3 seconds. This effect can only affect the same target once every 15 seconds. (Got to put something there. This synergizes
very well with Aimed Shot.)
: This talent has been redesigned. The Marked for Death effect now increases the chance to proc Master Marksman by 8% per stack (stacking up to 5 times). In addition, the global cooldown of Hunter's Mark is reduced by 0.5/1 second.
Chimaera Shot: Chimera Shot no longer heals the hunter. It will now refresh the duration of Widow Venom.
Survival:Abilities:New Ability: Tend Wounds: You tend to your wounds, healing an amount equal to ranged attack power * 0.4 every 2 seconds for 10 seconds. This effect is increased by 25% while out of combat and also causes 5 Focus to be regenerated on ticks as well. This ability has a 30 second cooldown. (This is to give Hunters a baseline heal that is much needed for survivability, especially in PvP. Because of this, I have also removed other existing self healing the Hunter had, with the exception of Spirit Bond.)
: Freezing Trap now has a chance to break on damage instead of breaking on any damage. This is to make the crowd control effect a little more forgiving. The break threshold will be pretty low.
: This ability has been redesigned. It now activates three different trap setting "modes." These modes are chosen as if the Hunter were calling a pet and can even be called through macros (Trap Launcher - Ground Set, Trap Launcher - Free Launch, Trap Launcher - Targeted Launch). The three modes are Ground Set, which allows the setting of traps on the ground at no Focus cost, Free Launch, which is how Trap Launcher currently works (by launching a trap to an area up to 40 yards away for 20 Focus), and Targeted Launch, which fires the cast trap after 2 seconds instantly at the target with no arming time for the cost of 20 Focus (like a cast spell). (This change is to allow Hunters to have a more reliable CC without actually axing the creativity and skill cap on the old Trap Launcher - an excellent compromise.)
Misdirection: This ability now also causes the Hunter to generate 15% more threat while affected by Misdirection. (This is to make Misdirection slightly less inferior in comparison to Tricks of the Trade. It won't make it usable in PvP by all means, but the other Hunter changes cover that. This, however, gives Hunters an edge in PvE for "pulling.")
: This ability can now be trained at level 20 (to give Survival a nice motivation to use Serpent Sting at lower levels).
New Ability: Bear Trap: Places a bear trap that instantly roots the first target to approach it. It deals bleed damage over 5 seconds. Direct damage can interrupt the effect. This ability is trained at level 81 and shares a cooldown with Snake Trap. (Bear Trap gives Hunters a nice option besides Snake Trap. Besides, Hunters should have gotten this in Wrath of the Lich King anyways! =D).
Deterrence: In addition to its current effects, Deterrence reduces the damage the Hunters take by 50%. This causes Hunters to not be extremely vulnerable to damage over time effects while using Deterrence. A defensive cooldown should DEFEND.
Explosive Trap: Has been changed to Incendiary Trap (learned at level 22).
"Place a fire trap that explodes when an enemy approaches, causing X to Y damage. The Incendiary Trap will burn targets that suffered initial damage or targets within the area every 2 seconds. The burn deals Z damage over 8 seconds.
The Incendiary Trap will continue to burn targets for 20 seconds after it is triggered. Trap exists for 1 minute."
This is to remove the rather pointless Immolation Trap. Keep in mind the "burn" is actually a debuff effect (magical type). This makes Incendiary Trap very useful for AoEing even if the mobs either move off the trap area or you somehow missed some of the mobs with your trap (the tank can move all the targets on top of the area).
Take note all talents that previously affected Explosive/Immolation Trap will now affect Incendiary Trap.
Talents:New Talent: Improved Tending - 2 point talent (Tier 1): Increases the healing done by Tend Wounds by 5%/10% and the Focus cost by 3/5. (This is to give Hunters an option to strengthen their self heal a bit.)
: This talent now also affects Bear Trap and Disrupting Shot. (This allows Hunters to justify taking the talent while leveling, especially considering the other 2 talents aren't particularly useful while leveling until after level 21).
: This talent has been removed. (This is because Hunters get a good amount of utility from other abilities and talents such as Bear Trap. I simply removed this so Hunters didn't end up having too much control).
New Talent: Clever Traps - 2 point talent (Tier 2): When a trap is resisted or Black Arrow is dispelled or a trap is disarmed, the cooldown of that trap category has a 50%/100% chance to reset (for instance, if Freezing Trap is resisted, the cooldown on Freezing Trap and Ice Trap are reset). This is to remedy the trap resist issue (spell penetration does NOT negate the issue at all) and the annoyance of Black Arrow being dispelled (a 31-point talent being dispelled? Blasphemy!). Also, this talent helps to combat Rogues disarming 30 second cooldown abilities without much effort on their part. The Hunter will still have to use global cooldowns to set the traps again, so this is more or less fair.
: This talent has been redesigned. Whenever the Hunter suffers melee damage, Counterattack has a 20% chance of being usable. Counterattack deals X damage and roots the target in place for 5 seconds. Counterattack can't be dodged, parried, or blocked. The cooldown has been increased to 10 seconds (to prevent this ability from being too unbalanced). (The reason to change this is obvious. The current design where parrying activates Counterattack is atrocious, placing Counterattack as one of the single worst talents in WoW. The worst part is that the talent has been in game almost since the inception of the Hunter class. With the new Counterattack, Hunters can at least use it in PvP in a pinch when attacked in melee).
: This talent now also increases the duration of Black Arrow by 3/6/9 seconds. (This is to make Black Arrow more useful to use in a PvE rotation. In its current state, Black Arrow is worse than Explosive Trap because it has less ticks, decreasing the chance to proc Lock and Load. The glyph for Black Arrow also alleviates this issue a bit).
: This talent no longer causes Arcane Shot to cost no Focus. This change is to allow an easier time Focus dumping for Survival during Lock and Load. In its current state a Lock and Load prevents Focus dumping because Lock and Load affects the Focus dump ability, sometimes causing wasted Focus if the Hunter is not careful. No, this is not a skill based issue (also using Kill Command outside of Beast Mastery is kind of lame anyways).
: This talent no longer affects Black Arrow. This is because Black Arrow costs very little Focus now.
: This talent has been redesigned. The Hunter's Black Arrow has a 12%/25% and Incendiary Trap ticks and Serpent Sting critical ticks have a 5%/10% chance of granting one charge of Lock and Load. T.N.T. has a 6 second cooldown. This is to further motivate use of Black Arrow in the rotation over other fire traps and makes the talent more useful for leveling (when you won't have Black Arrow).
New Talent: Prismatic Arrows (Tier 4): Prismatic Arrows causes Auto Shot to deal random elemental damage that cannot be resisted, but is subject to physical damage reduction. This is primarily to make Auto Shot benefit from Mastery and spell damage bonus effects (hopefully increasing the value of the Mastery stat). Auto Shots also deal a bit more damage, which is useful across the board.
: Now also causes the cooldown of Deterrence to be reduced by 2/4 seconds when the Hunter is hit by a ranged attack or spell. This effect has a 2 second cooldown. (It makes more sense to put the Deterrence component of "Crouching Tiger, Hidden Chimera" effect here).
Noxious Stings: Now increases damage done to targets affected by Serpent Sting by 2%/4%. This is to greatly reduce the reliance of Serpent Sting for Survival Hunters. The damage can be compensated by buffing all Survival Hunter-related abilities accordingly.
: This talent has been removed from the game (because let's face it, it's pretty awful in PvP and PvE. Both now require a good amount of movement, making this talent pretty unproductive.)
New Talent: Nightshade - 2 point talent (Tier 6): Increases the periodic critical strike chance of Black Arrow and Incendiary Trap by 3%/6%. In addition, Kill Shot deals an additional 5%/10% damage as Nature damage. This talent requires Toxicology. (A decent replacement talent that makes the Hunter's periodic damage effects a bit more deadly and Kill Shot benefit slightly from Mastery and also deal a bit more damage.)
: Now costs 10 Focus and ticks restore 3 Focus to the Hunter. This is to make the ability worth using, if the other talents weren't enough of a motivation.
Glyphs:New Glyph: Glyph of the Cheetah (Minor Glyph): Your Aspect of the Eagle becomes Aspect of the Cheetah, increasing movement speed by 30% but if the hunter is struck, he/she is dazed for 4 seconds. This replaces the existing effects of Aspect of the Eagle.
New Glyph: Glyph of the Wild (Major Glyph): While the hunter has another Aspect active, the Nature resistance effect is still applied to you, your party, and your raid members.
New Glyph: Glyph of the Neverending Cycle (Major Glyph): Your Revive Pet cast time is reduced by 100%. This effect has a 2 minute cooldown when used.
: The Focus cost of your Aimed Shot is reduced by 5 instead of the original effect.
: Your Kill Shot deals an additional 20% of its damage over 4 seconds. This replaces the original effect.
: The damage done by your Chimera Shot is increased by 10% if your target is affected by Serpent Sting or Widow Venom. This replaces the original effect.
New Glyph: Glyph of Wing Clip (Major Glyph) : Your Wing Clip has a 5% reduced chance to be dodged and parried.
New Glyph: Glyph of Black Arrow (Prime Glyph) : Your Black Arrow lasts an additional 6 seconds.
: This glyph has been redesigned. Your Deterrence now reduces the damage you take by an additional 25% and the effects lasts an additional second.
: This glyph has been removed from the game.
: This glyph has been renamed to "Glyph of Disrupting Shot" and has been renamed as such.
Pet Talent Trees:-These talent trees have been revised significantly, so please bear with me. Overall,
5 points are now needed for a pet to reach the next tier of talents. The purpose of this is to prevent pets from becoming too powerful after spending just a few talent points (and reaching the next tier of more powerful talents). This also makes it easier to design a "BM only" tier of the pet talent tree without adding a lot of tiers, which also has been done.
Tenacity:: Renamed to Bear's Anger.
Boar's Speed: Moved to tier 1. Also reduces the duration of movement impairing effects on the pet by 15%.
Great Stamina: Renamed to Turtle's Stamina.
: Renamed to Bear's Fury. Now also increases the damage done by Thunderstomp by 3%/6%/9%.
Charge: Moved to tier 2 and renamed to Ram. Instead of increasing melee attack power for the next attack, it now increases the pet's damage by 15% for 4 seconds after using Ram. This talent requires Boar's Speed.
: Now increases healing taken received by your pet by 10%/20%, down from 20%/40%. However, your pet now also receives 3%/6% more Stamina from the Hunter.
: This talent has been removed.
New Talent: Agileness - 2 point talent (Tier 2): Increases your pet's chance to dodge by 1%/2%. In addition, when the pet dodges an attack it instantly regenerates 2/4 Focus.
: Changed to Durable Will, which decreases damage taken by the pet while it is Stunned or Feared by 10%/20%.
: Now also reduces the cooldown of Thunderstomp by 3/6 seconds when it hits 4 or more targets.
Thunderstomp: No longer a talent. See below.
: This talent has been removed.
: This talent has been moved to tier 3. Now also has a 5% chance when damaged to cause the pet to heal for 1%/2% of its maximum health.
: This talent now decreases all spell damage taken by the pet by 3%/6%/10% instead of its original effect. Talent has been moved to tier 3.
Roar of Sacrifice: Renamed to Roar of the Guardian and moved to tier 4. Now reduces all damage taken by the Hunter and pet by 10% for 10 seconds. Cooldown is 3 minutes.
: This talent has been removed.
Last Stand: This talent has been moved to tier 4.
: This talent has been moved to tier 4.
New Talent: Ferocious Roar (Tier 5): "Your pet roars at the target, dealing X Physical damage and causing a very high amount of threat. This ability also forces the target to attack the pet for 3 seconds. This ability consumes the master's Focus." This ability cannot be set to autocast and can be set on the player's actionbars. This ability was added in order to add more abilities to the priority for a BM Hunter (as it consumes the master's Focus). It is a Tier 5 talent, and thus can only be reached by BM.
Ferocious Roar costs 50 Focus, has a 20 second cooldown, is instant, and has a 25 yard range.
New Talent: Stalwart Vigil (Tier 5): "Your pet takes 50% less damage for 12 seconds. In addition, attacks done against the pet have a 5% chance to cause no damage." This ability greatly helps with pet survivability. It also, along with the other Tier 5 ability and other talents, helps secure a niche for Tenacity Hunters (off tanking?).
It has a 3 minute cooldown which is subject to being increased.
Abilities:All pets now learn a "specialization ability" at level 20 when pet talent points are first spent. It is the same for every pet of that type (Tenacity, Ferocity, or Cunning).
For Tenacity, this ability is:
ThunderstompBonus Abilities:All pets also learn a "bonus" ability taken from a pool of abilities available to all pets of that type (Tenacity, Ferocity, or Cunning).
The following are the abilities available for Tenacity pets. Keep in mind each Tenacity pet can only learn one (which can be relearned by respeccing the pet).
Demoralizing Roar: Your pet roars at all enemies within 8 yards, reducing their physical damage by 10% for 15 seconds. 10 second cooldown.
Threatening Roar: Your pet lets out a roar that forces all enemies within 10 yards to attack it for 3 seconds. 1 minute cooldown.
Dust Cloud: Your pet kicks up a cloud of dust, reducing the melee and ranged attack speed of all enemies within 8 yards by 20% for 20 seconds. 15 second cooldown.
Pin: Your pet pins the target, dealing X Physical damage every second for 4 seconds. This ability causes a moderate amount of threat. 30 second cooldown.
Tremor: Your pet stomps the earth repeatedly, damaging all enemies within 8 yards for X-Y Physical damage over 3 seconds. 30 second cooldown.
Defensive Crouch: Your pet enters a defensive position, reducing damage taken by 20% for 10 seconds. 1 minute cooldown.
Exotic Bonus Abilities:Exotic pets are able to learn a second "bonus" ability out of the Exotic Bonus Ability pool available to exotic pets of its type, which are as follows:
Fortuitous Roar: Your pet lets out a roar that strengthens the resolve of your party and raid members, increasing Stamina by X (same as Prayer of Fortitude) for 1 minute. 45 second cooldown.
Bestial Embrace: Your pet shares its primal strength among your party and raid members, increasing all attributes except Spirit by 5% and resistances by X (same as Blessing of Kings or Mark of the Wild) for 1 minute. 45 second cooldown.
Pack Guardian: Your pet attempts to draw all enemy attention to it from a friendly target, causing all threat generation from that target to be redirected to the pet for the next 4 seconds. 60 second cooldown.
Ferocity:: Renamed to Raptor's Guile.
Boar's Speed: Moved to tier 1 and renamed to Cat's Grace. In addition, reduces the duration of movement impairing effects on the pet by 15%.
New Talent: Bolstered Companionship - 2 point talent (Tier 1) : Increases the amount of attack power the pet receives from the master by 3%/6%.
New Talent: Natural Power - 2 point talent (Tier 1) : Increases the damage done by your pet's autoattacks by 5%/10%.
: Renamed to Wolf's Instinct. This talent also increases the damage done by Aggravation by 3%/6%/9%.
Dash: Moved to tier 2. This talent requires Cat's Grace.
New Talent: Angered Reaction - 2 point talent (Tier 2) : Your pet's autoattacks have a 2/4% chance to regenerate 5 Focus to the pet.
: Moved to tier 2. Renamed to Hynea's Fangs.
Basic Attack Focus Cost Modifier: Moved to tier 3.
New Talent: Fervent Aggravation - 2 point talent (Tier 3) : Increases the damage bonus of the pet's Basic Attack after using Aggravation by 5%/10%. In addition, the Focus cost of Aggravation is reduced by 2/4.
: Move to tier 3. Also causes your pet to have a 10% chance of healing itself for 1/2% of its maximum health when it suffers damage.
: When your pet's Basic Attack or Aggravation deal a critical strike, you and your pet deal 1/2/3% bonus damage for 10 seconds. Critical bonus damage resulting from Aggravation (which modifies the next Basic Attack) cannot activate this effect (although all the "splash" damage has a chance to critically strike).
: Moved to tier 4. Now increases attack power by 6% for 20 seconds, down from 10%. Cooldown is reduced to 3 minutes, down from 5. (This is to line up the ability with the new Rapid Fire cooldown).
: Moved to tier 4. The talent still requires Bloodthirsty.
: Moved to tier 4. Now increases damage done by 1% per stack instead of increasing attack power by 5% per stack. In addition, if no attacks are made for 6 seconds, the stacking effect resets (think Combat Readiness).
New Talent: Frenzied Assault (Tier 5): "Your pet hungers for the target's blood, rapidly dealing X damage three times over 1 second then dealing a finishing blow for Y damage. Other attacks can continue during Frenzied Assault. This ability consumes the master's Focus. " As with the above tier 5 Tenacity pet equivalent, this ability is only accessible by BM hunters and is intended to be used in the normal rotation. It can also be set to the player's actionbars.
Frenzied Assault costs 50 Focus, is instant cast, has a 20 second cooldown, and has a 15 yard range.
New Talent: Furious Gash (Tier 5): Your pet's Basic Attacks, Aggravation, and your Kill Command cause the target to bleed for X damage per 2 seconds for 6 seconds. This effect can stack up to 5 times. This effect is similar to the Destruction Warlock's "Burning Embers" talent.
,
,
,
,
Heart of the Phoenix,
,
: These talents have been removed.
Abilities:All pets now learn a "specialization ability" at level 20 when pet talent points are first spent. It is the same for every pet of that type (Tenacity, Ferocity, or Cunning).
For Ferocity, the ability is
Aggravation, which deals Physical damage and causes the pet's next Basic Attack (within 8 seconds) to damage all targets within 8 yards for 20% of the damage, including the damaged target. The ability costs 20 Focus and has a 6 second cooldown. It can only be used on targets in melee range.
Bonus Abilities:All pets also learn a "bonus" ability taken from a pool of abilities available to all pets of that type (Tenacity, Ferocity, or Cunning).
The following are the abilities available for Ferocity pets. Keep in mind each Ferocity pet can only learn one (which can be relearned by respeccing the pet).
Furious Howl: Your pet howls, increasing the critical strike chance of your party and raid members by 5% for 1 minute. 45 second cooldown.
Tear Armor: Your pet tears the armor of the target, dealing 1 damage and reducing its armor by 4% for 30 seconds. Stacks 3 times. 6 second cooldown.
Break Resistance: Your pet shatters the will of the target with a roar, increasing spell damage taken by the target by 8% for 45 seconds. 30 second cooldown. 40 yard range.
Roar of Courage: Your pet lets out a roar that bolsters the courage of your party and raid members, increasing Strength and Agility by X (same as Horn of Winter) for 1 minute. 45 second cooldown.
Debilitate: Maims the enemy, causing the target to take 4% increased physical damage for 25 seconds. 15 second cooldown.
Tendon Rip: Tears the enemy's legs, increasing bleed damage taken by the target by 30% for 15 seconds. 10 second cooldown.
Exotic Bonus Abilities:Exotic pets are able to learn a second "bonus" ability out of the Exotic Bonus Ability pool available to exotic pets of its type, which are as follows:
Natural Cleansing: Cleanses the target with the nurturing instincts of the pet, removing 1 magic, curse, disease, or poison effect. 30 second cooldown. 40 yard range.
Monstrous Bite: Your pet wounds the enemy, reducing healing taken by the target. Lasts 8 seconds. 8 second cooldown.
Berserk Drive: Increases melee, ranged, and spell casting speed by 30% for all party and raid members. Lasts 40 seconds. Allies receiving this effect will become Sated and be unable to benefit from Berserk Drive, Bloodlust, Heroism, and Time Warp for 10 minutes. 6 minute cooldown.
Miscellaneous:Spirit Walk: Puts your pet in stealth mode,
but slows its movement speed by 30%. The first attack made after leaving stealth receives a 20% bonus to damage. Lasts until canceled. 10 second cooldown.
Cunning:Boar's Speed: Renamed to Predation. Also reduces the duration of movement impairing effects on the pet by 15%.
New Talent: Fox's Cunning - 2 point talent (Tier 1): Attacks have a 1/2% increased chance to miss your pet.
New Talent: Natural Balance - 2 point talent (Tier 1): Increases your pet's armor and the damage done by your pet's autoattack by 3/5%.
: Renamed to Eagle's Talons. Also increases the damage done by Wolverine Bite by 3/6/9%.
: Renamed to Sprint/Swoop. Moved to tier 2 and requires Predation.
New Talent: Spider's Bite - 2 point talent (Tier 2): Increases your pet's critical strike chance by 1/2/3%. Reduces the chance your pet can be critically hit by 1/2/3%.
: Renamed to Majesty of the Dragonhawk. Changed to reduce the duration of all crowd control effects by 10%/20%.
New Talent: Killer Instinct - 2 point talent (Tier 3): Increases the critical strike chance of all your pet's attacks by 5%/10% against targets at or below 35% health. In addition, your pet's Wolverine Bite generates an additional 1/2 Focus.
New Talent: Scavenge (Tier 3): Your pet randomly searches for food periodically, having a 12/25% chance every 10 seconds of healing it for 10% of its total health over 4 seconds. This chance is doubled when near corpses.
: Moved to tier 3.
Bullheaded: Moved to tier 4.
: Moved to tier 5. Restores 50 Focus over 15 seconds now.
New Talent: Overpowering Urge (Tier 4): Your pet gains an immense burst of energy, increasing its attack speed by 400% for the next 5 melee attacks. In addition, Overpowering Urge removes the cooldown on your pet's Basic Attack for the next 6 seconds. (This gives Cunning Pets an effective way to Focus dump. This can also be used at the Hunter's volition to time a good burst.)
New Talent: Untamed Frenzy (Tier 5): Your pet instantly goes into a frenzy, dealing X damage and an additional Y damage if the target is stunned, snared, rooted, or crowd controlled in some other way. In addition, your pet's critical strike chance increases by 5% and an additional 5% against stunned, snared, rooted, and otherwise crowd controlled targets for 3 seconds. (This ability consumes the master's focus). 20 second cooldown. 50 Focus cost. Can only be used in melee range. Requires Killer Instinct.
New Talent: Culminating Fury (Tier 5): Your pet deals 10% more damage with all attacks against targets below 30% health. (Obviously, this is intended to be an execute style talent).
,
,
,
,
,
,
,
Roar of Sacrifice: These talents have been removed.
Abilities:All pets now learn a "specialization ability" at level 20 when pet talent points are first spent. It is the same for every pet of that type (Tenacity, Ferocity, or Cunning).
For Cunning, the ability is
, which now costs no Focus and instantly regenerates 3 Focus when used. This ability now has a 3 second cooldown and is off the global cooldown (for the pet).
Bonus Abilities:All pets also learn a "bonus" ability taken from a pool of abilities available to all pets of that type (Tenacity, Ferocity, or Cunning).
The following are the abilities available for Cunning pets. Keep in mind each Cunning pet can only learn one (which can be relearned by respeccing the pet).
Impairing Bite: Instantly bites at the enemy, reducing its movement speed by 50% for 5 seconds. 10 second cooldown.
Clobber: Clobbers the target, stunning it for 2 seconds. 45 second cooldown. (Yes I nerfed the stun.)
Fearful Howl: Howls at the enemy, reducing its spellcasting speed by 30% for 9 seconds. 6 second cooldown.
Snatch Weapon: Your pet snatches the enemy's weapon, disarming them for 10 seconds. 1 minute cooldown.
Ensnare: Your pet snares the enemy in place for 4 seconds. 40 second cooldown. 20 yard range.
Pacify: Your pet attempts to reduce the hostility of the target, reducing its ranged and melee attack speed by 20% for 20 seconds. 15 second cooldown. 20 yard range.
Exotic Bonus Abilities:Exotic pets are able to learn a second "bonus" ability out of the Exotic Bonus Ability pool available to exotic pets of its type, which are as follows:
Bull Rush: Brutally charges the target, knocking them back 10 yards and knocking them down for 1 second. 1.5 minute cooldown.
Quake: Your pet slams the ground repeatedly, causing a quake that slows all enemies in 8 yards by 25% and deals X damage per second for 4 seconds. Channeled, 20 second cooldown.
Deceptive Wit: Your pet cleverly tricks the opponent into believing another target is threatening. Redirects all threat caused by the pet to that target for 4 seconds and reduces its current threat by 25%. 30 second cooldown.
Post by Interest
Change Log: 6/26/2011
General Changes:-Classes/specializations that use both spells and physical attacks (Protection and Retribution Paladins, Death Knights, Hunters, Enhancement Shamans, Feral Druids, Rogues, etc) no longer can have their abilities resisted. In addition, their spells now scale based on the primary critical strike chance of their physical abilities, such as melee or ranged critical strike chance.
-Spell critical strike damage bonus is increased to 100% additional damage, up from 50%. All passive effects that increased the critical strike damage bonus previously no longer increase it.
-Higher tier glyph slots can now accommodate any lower tier glyph. For instance, a Major Glyph can now be placed in a Prime Glyph slot.
Beast Mastery:Abilities:Mend Pet: Heals for 5% of your pet's maximum health instantly and an additional 5% every 2 seconds for 8 seconds. This is to make Mend Pet more useful as a reactive ability.
Kill Command: No longer trained. Now learned when specialized into the Beast Mastery tree, replacing
Intimidation. Focus cost increased to 50 (damage may need to be changed to compensate). Can no longer be parried.
: Cooldown has been removed. Widow Venom sucks anyways, so I might as well make it suck less.
Talents: : Now increases movement speed while mounted by 10%/20%. In addition, movement speed bonuses granted by Aspect of the Eagle, Cheetah, and Pack are increased by 3%/5%.
Nurturing (or
as it was once called): Chance to dispel a Curse, Disease, Magic, or Poison is now 50%/100% on cast, rather than 25%/50% on tick. This has some obvious PvP reasons, such as dispel proofing abilities like UA and Vampiric Touch.
Intimidation: Now a tier 3 talent. Stuns for 4 seconds, up from 3. Will now attempt to stun your target within 20 yards of your pet if hostile, else the stun will affect your pet's target.
: Now lasts for 20 seconds.
: Now a 1 point talent that, when procced, resets the cooldown on Kill Command and makes it cost no Focus if cast within 10 seconds. This proc should be fun and not cooldown-reliant due to its nature of relying on the actual procced ability to proc.
: Moved to tier 4. Chance to proc is now 5%. When Kill Command is used on a proc, it roots the target for 2/4 seconds and restores 5/10 Focus to the Hunter and pet.
Channeled Anger: This talent has been removed since it no longer really has a purpose. I feel the BM rotation is complex enough with the other changes and Intimidation is now a talent.
New Talent: Scent Shot (Tier 5): Causes Arcane Shot to deal Nature damage and apply the Scented effect, which increases your pet's critical strike chance against the target by 1%. Scent Shot is affected by talents that affect Arcane Shot.
Steady Rhythm: Redesigned. Steady Rhythm now has a 15%/30% chance to proc when any damaging ability with a Focus cost is cast (21 point pet talents are included, as they use the Hunter's Focus to cast) on a target with Serpent Sting or Widow Venom. This now works as an instant Focus regeneration tool used in both PvE and PvP. It's an ability you pretty much will always use as soon as it procs as you consume Focus to activate the proc.
Kindred Spirits: Now also reduces your pet's Basic Attack cooldown based on 50%/100% of your Ranged Haste. This makes haste more of a desirable stat and allows the Frenzy effect to stack up quicker, which gives your pet more uptime until Frenzy is consumed by Focus Fire.
Marksmanship:Abilities:Tranquilizing Shot: Cooldown has been reduced to 6 seconds, down from 8.
Talents:: Now increases the critical strike chance of Steady Shot, Cobra Shot, Arcane Shot, and Aimed Shot by 4/8%, down from 5/10%. This is mostly because of the Careful Aim nerf on live, and also because I thought the critical strike chance increase may be too high (and probably still is).
: Now a 3 point talent, increasing movement speed after using Disengage by 15%/30%/45% and reducing the cooldown by 2/4/6. This is to give Hunters a 3 point talent option in Marksmanship tier 2.
Shot Mastery: Now causes your Aimed Shot against targets at or above 90% health to stun for 3 seconds, down from 99%.
: Now grants the ranged attack speed bonus when any two Focus regenerating shots are cast in a row. The eligible shots are Steady Shot, Cobra Shot, and Shaft Shot. This does not necessarily mean Cobra Shot is part of the PvE rotation, but this change was made in order to allow Cobra Shot use in Marksmanship PvP.
: Now restores 2/4 Focus per second when affected by Rapid Fire instead of 6/12 Focus per 3 seconds. In addition, has a 50%/100% chance to restore 1 Focus when Piercing Shots deals damage.
Shaft Shot: Now deals 150% weapon damage plus X. In addition, the chance to proc Shaft Shot is variant. Ranged abilities that critically strike have a 100% chance to proc Shaft Shot, and Auto Shot criticals have a 20% chance to proc Shaft Shot. This is to make Shaft Shot worth using and, in addition, it will likely proc when you need the shot as opposed to when you don't. Shaft Shot criticals cannot proc Shaft Shot.
Shackling Shot: Now has a 15 second internal cooldown instead of having individual cooldowns for each target. This is because such cooldowns are annoying to track and having individual cooldowns seemed too powerful.
Survival:General Change: No more than 3 traps can be active at a time.
Abilities:: Reduces the movement speed of your target by 50% for 5 seconds in addition to existing effects. Considering how ineffective the ability is in general, it's probably a good idea to consolidate Wing Clip into it.
: No longer shares a cooldown with
Ice Trap.
: This ability has been removed from the game.
Tend Wounds: Heals for 10% maximum health instantly and an additional (RAP * 0.4) health every 2 seconds for 8 seconds. The amount healed is increased by 25% and you gain 5 Focus every tick (including the initial instant tick) when out of combat.
: Snakes now have health equal to 10% of the Hunter's maximum health. In addition, they now use Instant Poison, which deals damage based on the Hunter's Ranged Attack Power, and deal melee damage that scales slightly with the Hunter's Ranged Attack Power (undocumented). Snakes summoned by Snake Trap no longer use Deadly Poison.
Deterrence: Now reduces damage taken by 99% while under the effects of Deterrence, up from 50%.
Talents:: Stamina increased by 3/6%, down from 5/10/15%. Now decreases damage taken by 3/6%. Also increases general survivability in the harshest environments.
Clever Traps: No longer resets the fire trap class cooldown if Black Arrow is dispelled. Now reduces the Focus cost of Trap Launcher by 5/10. Helps to reduce reliance on the Glyph of Trap Launcher (but also makes Traps free to launch if you have this and the glyph). In addition, traps that somehow miss (due to lack of hit rating and the like) will also trigger a cooldown reset.
: Now a passive talent that affects Raptor Strike. Raptor Strike will now root the target for 5 seconds. This effect cannot occur more often than every 15 seconds. Raptor Strike also cannot be dodged, parried, or blocked.
New Talent - Potent Arsenal (2 point talent - Tier 2): Increases your magical damage done by 2%/4%. This generally increases the damage done by abilities like Arcane Shot. It gives a player a bit of a damage boost (similar to the Survival Mastery) and is an option to take while leveling, as many tier 2 Survival talents primarily affect abilities that aren't learned until much later.
Toxicology: Now increases the critical strike damage bonus of Black Arrow and Serpent Sting by an additional 10%/20% (making critical strikes deal 210%/220% damage). In addition, your Black Arrow and Serpent Sting have a 50%/100% chance to not break the Disrupting Shot effect. (PvP reasons, of course).
Noxious Stings: If Wyvern Sting or Serpent Sting is dispelled, the dispeller is now afflicted by the Wyvern Sting or Serpent Sting effect for 50%/100% of the remaining duration.
Nightshade: Now increases the periodic critical strike chance of Serpent Sting instead of Incendiary Trap (it makes more sense, and with the change to Improved Serpent Sting, is not redundant).
: Now also resets the cooldown on Fire traps when dispelled.
Glyphs:Glyph of Widow Venom: Minor or Major Glyph
(You decide!). Applies the Widow Venom effect when an ability that applies or refreshes the Serpent Sting effect is used. These abilities are Serpent Sting, Chimera Shot, Cobra Shot, and Serpent Spread Multishot.
: Now increases the critical strike chance of Aimed Shot by 5%.
: Increases the duration of Deterrence by 3 seconds instead of the original effect.
Pets:Exotic Pets can now choose a second ability out of any of the abilities available to pets of that type. For instance, a Hunter can have a Spirit Beast that uses Furious Howl and Roar of Courage.