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PTR
10.2.7
PTR
10.2.6
Beta
Hunter 6.0 patch changes
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Post by
Interest
I'm surprised they still haven't hit Exotic Munitions yet.
Thankfully. I fear that if they touch it, it'd be to nerf it... >_<
I think they should hit Poison Ammo, to be honest. That kind of scaling seems very dangerous when compared against the other two Ammo types (since even though AP does affect weapon damage, a direct AP scaling is still almost certainly stronger iirc).
(To be fair, I'm not a fan of Hunter's latent damage. There's a reason I really don't like BM, etc)
Post by
matheus314
I think they should hit Poison Ammo, to be honest. That kind of scaling seems very dangerous when compared against the other two Ammo types (since even though AP does affect weapon damage, a direct AP scaling is still almost certainly stronger iirc).
(To be fair, I'm not a fan of Hunter's latent damage. There's a reason I really don't like BM, etc)
Oh, shuddup, they've just nerfed back the 4P Bonus:
Item - Hunter T17 Survival 4P Bonus
: When you hit a target with Explosive Shot, your multistrike damage is increased by
50%
15%
for 3 sec.
And that's all they've done for Hunters on last patch.
Post by
Interest
That's hardly related. It doesn't make my complaint any less valid, though hopefully we do get something as recompense for that...
Post by
matheus314
That's hardly related. It doesn't make my complaint any less valid, though hopefully we do get something as recompense for that...
LOL, I know it's not. I'm just saying that the nerfs are comming like a wall of bricks all over SV, and nothing on the radar is looking like it'll make them feel better. Nerfing Exotic Munitions would only make it worse.
Post by
matheus314
And... Here we go:
WoD Build 18967: Spell Changes
Spells
Arcane Shot
: An instant shot that causes
100%
110%
Arcane damage.
Multi-Shot
: Fires several missiles, hitting your current target and all enemies within 8 yards for
30%
40%
Physical damage.
Talents
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 (
48%
32%
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 15% additional Frost damage and reduces the target's movement speed by 50% for 4 sec.
Only one exotic munition can be active at one time.
Specializations
Beast Mastery
Cobra Shot
: Deals
60%
66%
Nature damage and generates 14 Focus. Usable while moving.
Kill Shot
: You attempt to finish off a wounded target, dealing
660%
759%
Physical damage. Only usable on enemies with less than 20% health. If the target dies, the Hunter will regain 15% of maximum health. If Kill Shot fails to kill the target, the cooldown is reset.
Marksmanship
Kill Shot
: You attempt to finish off a wounded target, dealing
660%
759%
Physical damage. Only usable on enemies with less than 20% health. If the target dies, the Hunter will regain 15% of maximum health. If Kill Shot fails to kill the target, the cooldown is reset.
Survival
Black Arrow
: Fires a Black Arrow at the target, dealing (
400%
440%
of Attack power) damage over 20 sec. Your Black Arrow periodic damage has a 20% chance to trigger Lock and Load, causing your next two Explosive Shots to cost no Focus and trigger no cooldown.When Black Arrow is dispelled, its cooldown is reset.
Cobra Shot
: Deals
60%
66%
Nature damage and generates 14 Focus. Usable while moving.
Explosive Shot
: You fire an explosive charge into the enemy target, dealing Fire damage initially and every second for 2 sec.
Serpent Sting
: Targets hit by your Multi-Shot and Arcane Shot are also afflicted by Serpent Sting, dealing (
160%
176%
of Attack power) Nature damage over 15 sec.
Overall damage buffs for Hunters, Hurray! Kill Shot got a nice 33% buff, and SV hunters got a blasting 10% buff on ALL specific attacks and Arcane Shot!
As predicted by Interest, Poisoned Ammo is getting a slight nerf to avoid being too scary on late scaling.
Hopefully this will bring SV up to the par with the other specs, althought it doesn't change the way the spec is played right now...
Post by
Interest
Seems we'll be fine. Also...I'm still wondering why BM gets Cobra Shot (actually why do they have Kill Shot still? I thought that's MM only now or did they just kill it for Survival?)
That's hardly related. It doesn't make my complaint any less valid, though hopefully we do get something as recompense for that...
LOL, I know it's not. I'm just saying that the nerfs are comming like a wall of bricks all over SV, and nothing on the radar is looking like it'll make them feel better. Nerfing Exotic Munitions would only make it worse.
I still kind of wish they'd straight up buff Survival's Mastery.
Post by
matheus314
Seems we'll be fine. Also...I'm still wondering why BM gets Cobra Shot (actually why do they have Kill Shot still? I thought that's MM only now or did they just kill it for Survival?)
Just killed it for SV. And I have no idea why BM has Cobra Shot too.
I still kind of wish they'd straight up buff Survival's Mastery.
Nah, that'd be TOO easy. (OK, maybe they don't want SV to be stacking mastery).
Post by
Interest
Seems we'll be fine. Also...I'm still wondering why BM gets Cobra Shot (actually why do they have Kill Shot still? I thought that's MM only now or did they just kill it for Survival?)
Just killed it for SV. And I have no idea why BM has Cobra Shot too.
I still kind of wish they'd straight up buff Survival's Mastery.
Nah, that'd be TOO easy. (OK, maybe they don't want SV to be stacking mastery).
Unfortunate. I don't really see why BM needed the execute either. Kill Shot being exclusive for Marksmanship would've been a very interesting thematic.
And eh....that's not really a valid facet of design logic given Mastery is known to suck for 2/3 specs, reforging will disappear, and Multistrike is clearly going to be a powerful stat, especially with the whole +5% to <insert secondary here> passive mechanic, probably followed by CSR (I'm actually surprised Haste is NOT the worst stat for Survival considering the DoTs do not benefit from it and Haste is generally not that great, especially after certain breakpoints. I feel it further highlights how awful the mastery is)
Post by
matheus314
And eh....that's not really a valid facet of design logic given Mastery is known to suck for 2/3 specs, reforging will disappear, and Multistrike is clearly going to be a powerful stat, especially with the whole +5% to <insert secondary here> passive mechanic, probably followed by CSR (I'm actually surprised Haste is NOT the worst stat for Survival considering the DoTs do not benefit from it and Haste is generally not that great, especially after certain breakpoints. I feel it further highlights how awful the mastery is)
I really really wanted to see how nice it'd be if SV only would have haste benefitting its dots... it'd even make up for the lack of burst damage...
Post by
Interest
It would be great but I can understand why Hunters don't have it. The consequences could be quite dire especially given Explosive Shot mechanics (though on the other hand, since Shamans, DKs, and Rogues all benefit from hasted DoTs...).
Post by
Dragonzero
I have returned from 2 years without use wowhead! SV is my favorite spec all the times since TBC to MoP. I like MM, they ain't that bad and I don't like BM because more control on the pet also less control on hunter.
SV spec "A rugged tracker who favors using animal venom, explosives and traps as deadly weapons."
I think SV's Arcane Shot applied Serpent Sting ain't sound right for the name, could change to Venom Shot, still use arcane damage and still apply Serpent Sting. Maybe change arcane damage to nature damage.
Example... hunter choice SV then Venom Shot replace the AS and BM choose to keep the Arcane Shot. Same as MM's Steady Shot and BM/SV's Cobra Shot.
So TotH add Venom Shot that replace the AS.
New Icon? The picture going to be more glow venom green around the arrow or bullet simple to AS Icon. Well... almost like Widow Venom's Icon.
Venom Shot's anime are going to be still use AS's anime and add venom green cloud around the AS or change AS's color to venom green.
Now that is way better for the SV's deadly weapons.
Also need Dps CD and revert the Kill Shot for finisher. Problem is I don't like KS's reset cd and remove it then raise more cd also buff up for a bit more harder than wet noodle. Because SV is sustain damage and have finisher to use kill shot on live MoP. On WoD, removed kill shot for SV, then it made them are sustain damage and hard to finish off without kill shot. I tried played WoD beta/ptr on dueling 1v1(me vs all classes), I did almost finish off the off healer(B.Druid, S.Priest and etc as dps) but they went to full hp and make me do re-over again because SV don't have kill shot on WoD beta/ptr. I'm happy that BA have dispel protection also buffed increase dmg on WoD and it made healer gone to flip the tables.
If ya like the idea about the Venom Shot then tell Blizz about it and they might interest to that.
Post by
Interest
I'm already working on something similar to that. This is
my progress
so far (warning: link will expire - tell me when it does)
No - these are not Blizzard changes. They are fan-made, it's a response to the post above.
Post by
matheus314
Okay, so somehow I missed
this patch
that buffed explosive trap:
Explosive Trap
: Place a fire trap that explodes when an enemy approaches, causing (
4.26906%
8.5%
of Attack power) Fire damage and burning all enemies within 10 yards for additional Fire damage over 20 sec. Trap will exist for 1 min.
Post by
Interest
It's curious they boosted the initial damage. If they're trying to make Explosive Trap viable it's definitely...getting closer.
Post by
matheus314
It's curious they boosted the initial damage. If they're trying to make Explosive Trap viable it's definitely...getting closer.
Indeed, it's looking rather interesting to use it with the knockback glyph. Specially on PvP.
Post by
Interest
Glyph of Explosive Trap has been that way since the start of MoP I think. From what I can tell it still nullifies the damage so this Explosive Trap change means nothing D:
Post by
matheus314
Glyph of Explosive Trap has been that way since the start of MoP I think. From what I can tell it still nullifies the damage so this Explosive Trap change means nothing D:
Awww...
In the other hand...
WOOOOHOOOOO SV BUFFS!
Black Arrow
damage increased by 12%.
Explosive Shot
damage increased by 12%.
Serpent Sting
damage increased by 12%.
Post by
Interest
This gonna be good. I don't even need to spec change.
Post by
matheus314
Maybe. The lack of multistrike will still hurt SV really bad at least before you get a bunch of it.
I wish they had just switched hit for multistrike and expertise for versatility and went with it.
Post by
Interest
Sure, I don't see a problem with that, though Survival seems okay at the moment.
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