Here’s 30 minutes’ worth of effort in revising the Hunter Class Talent Tree. It’s far from ideal, imo, but I wanted to limit myself to that half-hour just as proof of concept that improvements are indeed possible even with that short span of attention and to keep myself from getting mired in perfectionism.
Highlights:
- Baselined Concussive Shot (indirectly), Kill Shot, Countershot, Tranquilizing Shot, and Misdirection.
- Made most of the especially poor talents not so poor. Removed the rest.
- Sentinel Owl now includes party-wide sight baseline.
- Most previous mutually exclusive forms of utility may now be taken simultaneously, though there are now new choices to be made.
- More choice nodes, fewer 2-point talents, especially in any unique paths.
- Alternatives offered for Intimidation, Sentinel Owl, and Steel Trap.
- Debuff bloat reduced, mostly by rehauling Master Marksman and revising Poison Injection slightly.
Would Change Further:
- BM still fits poorly into the class tree due to making something a tenth of the other spec’s damage into a majority of its own. I’ll need to find some workaround for that, but I suspect that even if I make Hunter hits better trigger pet damage and thereby indirectly benefit from Mastery, any pet damage talents themselves would be wasted on the other two.
- Would like at least one additional capstone on the right, by Serpent Sting (right under the right-side 2-pointer).
- Would like to ax at least Improved Kill Command, perhaps giving its space instead to Murder of Crows (perhaps a bonus charge and cooldown reduction if taken atop the BM one) with an augmenting/related talent beneath it, and Stampede directly below Beast Mastery (or its replacement) if the right end also gets an extra capstone.
- Would like a bit more flair here and there, perhaps especially related to pet skill use (note that Lone Wolf now has access to these) or advanced traps/munitions.
Notable Changes to Existing Skills
- Horn of the Hunt added at level 48, granting Bloodlust/Heroism. Primal Rage is now instead a 1-minute CD granting 15% Leech to target ally, fading over 15 seconds.
- Enemies immune to traps can no longer intercept/trigger said traps.
- Misdirection now also misdirects your pet’s threat.
- Excess Leech healing by the pet or hunter is now transferred to the other.
- Hunters retain the Tenacity/Cunning/Ferocity active and passive ability of their most recent pet even if that pet is dead or de-summoned. The Hunter may also always use those skills themselves, but while a pet is active, only the Hunter or pet need be able (not CCed and both in line of sight of and in range of target) to use those active skills on that target, offering a small perk to pet-use.
- MM’s Lone Wolf has been baselined as an increase to auto-attack damage, Mortal Wounds on your Aimed Shot, and a second charge on Concussive Shot when no pet is active.
- Hunter’s Knowledge has been moved into Lone Wolf’s former talent node space in the MM tree.
- Fortitude of the Bear may now be cast on others, healing them and extending their maximum health by 20% of your maximum health.
- Master’s Call has been replaced by Free Flight, which also grants 50% movement speed, fading over 6 seconds.
- Exhilaration is now off the GCD.
- Aspect of the Turtle’s additional damage reduction (to effects it cannot immune) has been increased from 30% to 60%.
- Kill Shot, Tranquilizing Shot, Countershot / Muzzle, and Misdirection baselined.
- Wing Clip is now a ranged ability with a 6-second cooldown with a 6-second effect, but when used from melee range it ignores its cooldown and has double the duration, effectively making Concussive Shot baseline by consolidating it into Wing Clip without any loss to total functionality.
- Kill Shot has a 12s CD and now hits for 300% AP, up from 278.3%, but now scales with Haste.
- The cooldown of Pet Basic Attacks now scales with Haste.
- Aspect of the Cheetah is now a 2-minute CD.
- Survival of the Fittest is now a 2-minute CD, but now “reduces all damage you and your pet take by 30%, fading over 8 seconds.” This has the same %mitigation_x_seconds_of_mitigation [1.2 mitiseconds], but further frontloads that mitigation.
- Binding Shot replaced by Binding Trap, allowing for pre-placement. It now also pulls enemies in immediately and wholly prevents them from leaving its radius, instead of merely stunning. As such, it has no DR.
Talent Tree Manager Link and "Readable Export"
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TTM Link:
https://pastebin.com/mXDsxwma
Image:
https://ibb.co/DLk0hKx
ROW 1
#0 Kill Command
Talent type: active
Max points: 1 - Points requirement: 0
Descriptions:
Beast Mastery, Marksmanship
7.5 second recharge. Give the command to kill, causing your pet to savagely deal (160% of Attack Power) Physical damage to the enemy.Survival
6 sec recharge. Give the command to kill, causing your pet to savagely deal (215% Attack Power) Physical damage to the enemy.Kill Command has a 10% chance to immediately reset its cooldown. Generates 15 Focus.
:: Yes, this is the original SV %AP per the Wowhead tooltip, just with the multipliers consolidated. Such is the difference in pet damage/AP vs. the Hunter’s own, especially outside of BM.
Parent talents:
Child talents: 7, 4, 3,
#1 Survival of the Fittest
Talent type: active
Max points: 1 - Points requirement: 0
Descriptions:
120-second cooldown.Reduces all damage you and your pet take by 30%, fading over 8 sec.
Parent talents:
Child talents: 4, 8, 5,
#2 Tar Trap
Talent type: active
Max points: 1 - Points requirement: 0
Descriptions:
Hurls a tar trap to the target location that creates a 8 yd radius pool of tar around itself for 30 sec when the first enemy approaches. All enemies have 50% reduced movement speed while in the area of effect. Trap will exist for 1 min.
Parent talents:
Child talents: 9, 6, 5,
ROW 2
#3 Killer Instinct / Alpha Predator
Talent type: choice
Max points: 1 - Points requirement: 0
Descriptions:
Killer Instinct: Kill Command deals 35% increased damage against enemies below 35% health.Alpha Predator: Kill Command now has 2 charges.
Parent talents: 0,
Child talents: 7,
#4 Farstrider
Talent type: passive
Max points: 2 - Points requirement: 0
Descriptions:
Rank 1: You generate additional movement speed over time since you last dealt or received a direct attack, to a maximum of 15% after (1 GCDs’ time).Rank 2: You generate additional movement speed over time since you last dealt or received a direct attack, to a maximum of 30% after (2 GCDs’ time).
Parent talents: 1, 0,
Child talents: 7, 8,
#5 Posthaste
Talent type: passive
Max points: 2 - Points requirement: 0
Descriptions:
Rank 1: Disengage also frees you from all movement impairing effects and increases your movement speed by 50%, fading over 4 sec.Rank 2: Disengage also frees you from all movement impairing effects and increases your movement speed by 50%, fading over 8 sec.
Parent talents: 2, 1,
Child talents: 9, 13, 8,
#6 Entrapment
Talent type: passive
Max points: 1 - Points requirement: 0
Descriptions:
Enemies entering the center of or exiting Tar Trap will be rooted for 4 seconds. Enemies already caught in this manner cannot be rooted again by Tar Trap for 4 seconds.
Parent talents: 2,
Child talents: 9,
ROW 3
#7 Wilderness Medicine
Talent type: passive
Max points: 2 - Points requirement: 0
Descriptions:
Rank 1: Increases the healing of your potions and healing over time effects by 20% and gives each heal (including periodic ticks) a 10% chance to dull a magical, poison, or disease debuff. These effects are 150% more effective on your pet.Rank 2: Increases the healing of your potions and healing over time effects by 40% and gives each heal (including periodic ticks) a 20% chance to dull a magical, poison, or disease debuff. These effects are 150% more effective on your pet.
Parent talents: 4, 3, 0,
Child talents: 15, 11,
#8 Lone Survivor / Nature’s Endurance
Talent type: choice
Max points: 1 - Points requirement: 0
Descriptions:
Lone Survivor: Reduce the cooldown of Survival of the Fittest and Exhilaration by 30 sec, and increase the duration of Survival of the Fittest by 2.0 sec.Nature’s Endurance: Increase the mitigation and healing of Exhilaration and Survival of the Fittest by 50%.
Parent talents: 4, 1, 5,
Child talents: 11, 13,
#9 Natural Mending
Talent type: passive
Max points: 2 - Points requirement: 0
Descriptions:
Rank 1: Every 35 Focus you spend reduces the remaining cooldown on Exhilaration by 1%.Additionally, you heal for 1% of your health every 2 seconds. Effect tripled while stealthed or out of combat.
Rank 2: Every 35 Focus you spend reduces the remaining cooldown on Exhilaration by 2%.
Additionally, you heal for 1% of your health per second. Effect tripled while stealthed or out of combat.
Parent talents: 2, 6, 5,
Child talents: 17, 13,
ROW 4
#10 Scare Beast
Talent type: active
Max points: 1 - Points requirement: 8
Descriptions:
Scares a beast, causing it to run in fear for up to 20 sec. Damage caused may interrupt the effect. Only one beast can be feared at a time.
Parent talents:
Child talents: 15, 18,
#11 Intimidation / Wyvern Sting
Talent type: choice
Max points: 1 - Points requirement: 8
Descriptions:
Intimidation: 1-minute cooldown. Instruct your pet to intimidate your target, stunning them for 5 seconds.Wyvern Sting: 1-minute cooldown. Incapacitate the target for 12 seconds. Any direct damage, or more than (200% of Attack Power) periodic damage, will end this effect early, thereafter stunning the target for 2 seconds.
Parent talents: 7, 8,
Child talents: 15, 16, 19,
#12 Sentinel Owl / Night Hawk
Talent type: choice
Max points: 1 - Points requirement: 8
Descriptions:
Sentinel Owl: 3-minute cooldown. Call forth a Sentinel Owl to the target location within 40 yds, granting you and your party unhindered vision. Your and your party’s attacks ignore line of sight against any target in this area, lasting for 18 seconds.Sentinel Owl may be used at partial charge for proportionately reduced duration. You may use this action again to de-summon your Sentinel Owl, though it has a minimum duration of 6 seconds and therefore requires at least 1 minute’s charge.
Night Hawk: 3-minute cooldown. Call forth a Night Hawk to the target location within 40 yards, obscuring allies within from the 8-yard radius from view of enemies outside and reducing the range from which they can be struck by enemies outside it by 50%. Lasts up to 9 seconds.
Night Hawk may be used at partial charge for proportionately reduced duration. You may use this action again to de-summon your Sentinel Owl, though it has a minimum duration of 3 seconds and therefore requires at least 1 minute’s charge.
Parent talents:
Child talents: 16,
#13 High-Explosive Trap
Talent type: active
Max points: 1 - Points requirement: 8
Descriptions:
30-second cooldown.Hurls a fire trap to the target location that explodes when an enemy approaches, causing (57.33% of Attack power) Fire damage and knocking all enemies away. Trap will exist for 1 min.
Parent talents: 9, 8, 5,
Child talents: 17, 21, 16,
#14 Aspect of the Lynx
Talent type: active
Max points: 1 - Points requirement: 8
Descriptions:
90-second cooldown.Over the next 3 seconds, you and your pet blend into the surroundings and gain stealth.
More than (200% of Attack Power) damage taken while fading out will cancel this effect prematurely. Any damage taken once stealthed will remove stealth.
Fades out immediately when not in combat.
Parent talents:
Child talents: 17, 22,
ROW 5
#15 Born To Be Wild
Talent type: passive
Max points: 2 - Points requirement: 8
Descriptions:
Rank 1: Reduces the cooldowns of your Aspect abilities by 16.7%.Rank 2: Reduces the cooldowns of your Aspect abilities by 33%.
Parent talents: 7, 11, 10,
Child talents: 23, 19,
#16 Rejuvenating Wind / Second Wind
Talent type: choice
Max points: 1 - Points requirement: 8
Descriptions:
Rejuvenating Wind: Exhilaration now also heals you for an additional 15% of your maximum health over 8 sec.Second Wind: Attacks which would reduce you below 30% health will automatically trigger Exhilaration and refresh its cooldown. This effect cannot occur more often than every 1 to 4 minutes, based on how near Exhileration was to being fully cooled when this effect was triggered.
Parent talents: 11, 12, 13,
Child talents: 20, 21, 19,
#17 Improved Traps
Talent type: passive
Max points: 2 - Points requirement: 8
Descriptions:
Rank 1: Reduces the cooldowns of your traps by 16.7%.Rank 2: Reduces the cooldowns of your traps by 33%.
Parent talents: 9, 14, 13,
Child talents: 27, 21,
ROW 6
#18 Dominant Will
Talent type: passive
Max points: 1 - Points requirement: 8
Descriptions:
Upgrades Scare Beast to Dominate Beast, instead temporarily controlling its target for up to 2 minutes.This dominated enemy does not benefit from most effects that affect your pet.
Parent talents: 10,
Child talents: 23,
#19 Den Guardian / Decoy
Talent type: choice
Max points: 1 - Points requirement: 8
Descriptions:
Den Guardian: 1-minute cooldown. Instruct your pet to guard the target ally, redirecting 50% of its incoming damage, lasting for up to 8 seconds or until your pet would be reduced to below 30% health.:: Damage redirected in this manner does not benefit from the mitigation of the attacks’ original target.
Decoy: You may now use Misdirection on yourself, doubling your and your pet’s threat. Using Feign Death while Misdirection is active summons a Decoy, to whom all your threat will be moved until its death. The decoy has health equal to your maximum health.
Parent talents: 15, 11, 16,
Child talents: 23, 24,
#20 Trailblazer / Hunter’s Agility
Talent type: choice
Max points: 1 - Points requirement: 8
Descriptions:
Trailblazer: When you are able to move at above your normal speed, you leave behind a trail that also increases the movement speed for your allies. The portion shared diminishes as your speed increases, to a maximum of +50% movement speed shared when moving at +100% movement speed.Hunter’s Agility: The effectiveness of your bonus movement speed from Aspect of the Cheetah, Posthaste, and similar effects are increased by 20%, and your dodge chance is increased by 20% of your bonus movement speed. Incapacitating or knocking back a target also provides Posthaste for 2 seconds.
Parent talents: 16,
Child talents: 24, 25, 26,
#21 Binding Trap
Talent type: active
Max points: 1 - Points requirement: 8
Descriptions:
45-second cooldown. Hurl a binding trap to the target area that draws in all nearby enemies when any enemy in its range attempts to move further and more than 5 yards away. Upon being drawn in, enemies will be unable to move more than 8 yards from the binding trap for 5 seconds.Duration reduced to 3 seconds against players.
Parent talents: 17, 13, 16,
Child talents: 26, 27,
#22 Stalker
Talent type: passive
Max points: 1 - Points requirement: 8
Descriptions:
You automatically trigger Camouflage when you and your party have exited combat.Your first action upon breaking stealth will deal (75% of Attack Power) more Physical damage if damaging, or have its duration increased by 33.3% if non-damaging.
Stalker’s bonus damage does not benefit from effects specific to a particular skill.
Parent talents: 14,
Child talents: 27,
ROW 7
#23 Wild Instincts
Talent type: passive
Max points: 1 - Points requirement: 8
Descriptions:
Your Aspects gain a shared additional charge.
Parent talents: 15, 18, 19,
Child talents: 28,
#24 Reinforced Hides / Hunter’s Resilience
Talent type: choice
Max points: 1 - Points requirement: 8
Descriptions:
Reinforced Hides: Your Armor is 25% more effective.Hunter’s Resilience: Periodic damage taken reduced by 6%.
Parent talents: 20, 19,
Child talents: 29, 28,
#25 Scatter Shot / Bursting Shot
Talent type: choice
Max points: 1 - Points requirement: 8
Descriptions:
Scatter Shot: 30 sec cooldown. A short-range shot that deals (25% of Attack power) damage, removes all harmful damage over time effects, and incapacitates the target for 4 sec. If the target takes more than (200% of Attack Power) damage in that time, the effect will be cancelled early. After the effect ends, the target will be disoriented, slowing its attack and movement speed by 50% for a further 4 seconds.Bursting Shot: 30 sec cooldown. Fires an explosion of bolts at all enemies in front of you, knocking them back, snaring them by 50% for 6 sec, and dealing (50% of Attack power) Physical damage.
Parent talents: 20,
Child talents: 29,
#26 Spotter / Hunter’s Avoidance
Talent type: choice
Max points: 1 - Points requirement: 8
Descriptions:
Spotter: Hunter’s Mark has a second charge and may now be used off the global cooldown.Additionally, you share vision with your allies, and Hunter’s Mark now also increases your and your allies’ range by 20%, to a maximum of 5 extra yards, when currently targeting or having attacked the marked target within the last 4 seconds.
Hunter’s Avoidance: Damage taken from area of effect attacks reduced by 6%.
Parent talents: 20, 21,
Child talents: 30, 29,
#27 Ingenuity
Talent type: passive
Max points: 1 - Points requirement: 8
Descriptions:
You may now use your trapping abilities a second time while they are on cooldown to activate them manually. Manual activations have a 50% greater initial radius of effect, fading over 2 seconds.Enemies frozen by Freezing Trap may absorb (200% of Attack Power) damage before being freed and will intercept incoming unfriendly damage passing through them. Upon breaking free, the absorbed damage will be dealt to that target and all enemies nearby as Frost damage.
High-Explosive Trap will also daze its victims, slowing their attack, movement, and casting speeds by 50%, fading over 5 seconds.
Tar Trap additionally applies Especially Sticky Tar, slowing attack speed by 50% and casting speeds by 25% for 4 seconds. This effect is refreshed when Entrapment breaks.
Binding Trap may now draw in enemies it moves across on the way to its destination before activating an additional time upon arriving.
Parent talents: 17, 22, 21,
Child talents: 30,
ROW 8
#28 Beast Master
Talent type: passive
Max points: 2 - Points requirement: 20
Descriptions:
Rank 1: Pet damage dealt increased by 3% and pet damage taken reduced by 6%.Rank 2: Pet damage dealt increased by 6% and pet damage taken reduced by 12%.
Parent talents: 23, 24,
Child talents: 31, 32,
#29 Master Marksman
Talent type: passive
Max points: 2 - Points requirement: 20
Descriptions:
Rank 1: Your critical strike damage is increased by 6%.Rank 2: Your critical strike damage is increased by 12%.
Parent talents: 24, 25, 26,
Child talents: 32, 33, 37,
#30 Keen Eyesight
Talent type: passive
Max points: 2 - Points requirement: 20
Descriptions:
Rank 1: Critical strike chance increased by 2%.Rank 2: Critical strike chance increased by 4%.
Parent talents: 26, 27,
Child talents: 34, 33,
ROW 9
#31 Improved Kill Command
Talent type: passive
Max points: 2 - Points requirement: 20
Descriptions:
Rank 1: Kill Command damage increased by 5%.Rank 2: Kill Command damage increased by 10%.
Parent talents: 28,
Child talents: 35, 36,
#32 Wild Quiver
Talent type: passive
Max points: 2 - Points requirement: 20
Descriptions:
Rank 1: Your critical strikes increase your auto-attack speed and damage by 20% for 3 seconds and cause your next auto-attack to also strike up to 5 nearby enemies. Multiple applications may overlap simultaneously.Rank 2: Your critical strikes increase your auto-attack speed and damage by 40% for 3 seconds and cause your next auto-attack to also strike up to 5 nearby enemies. Multiple applications may overlap simultaneously.
Critical strikes that deal more than the normal double damage have proportionately greater impact.
:: These auto-attacks dealt to additional enemies do not trigger further events specific to auto-attacks.
Parent talents: 29, 28,
Child talents: 37, 36,
#33 Serrated Shots
Talent type: passive
Max points: 2 - Points requirement: 20
Descriptions:
Rank 1: Your periodic damage dealt is increased by 10%. This value is increased to 20% against targets below 30% health.Rank 2: Your periodic damage dealt is increased by 20%. This value is increased to 40% against targets below 30% health.
Parent talents: 30, 29,
Child talents: 38, 37,
#34 Serpent Sting
Talent type: active
Max points: 1 - Points requirement: 20
Descriptions:
Fire a shot that poisons your target, causing them to take (40% of Attack Power) Nature damage instantly and a further (120% of Attack Power) Nature damage over 18 seconds.
Parent talents: 30,
Child talents: 39, 38,
ROW 10
#35 Stampede
Talent type: active
Max points: 1 - Points requirement: 20
Descriptions:
2-minute cooldown.Summon a herd of stampeding animals from the wilds around you that deal [(25% of Attack power) * 6] Physical damage to your enemies over 12 sec.
Enemies struck by the stampede are snared by 30%, and you have 10% increased critical strike chance against them for 8 sec.
Parent talents: 31,
Child talents:
#36 Death Chakram
Talent type: active
Max points: 1 - Points requirement: 20
Descriptions:
Throw a deadly chakram at your current target that will rapidly deal (100% of Attack power) Physical damage 7 times, bouncing to other targets if they are nearby. Enemies struck by Death Chakram take 10% more damage from you and your pet for 8 sec.Each time the chakram deals damage to a new, additional target, its damage is increased by 20% and you generate 2.5% Haste for 8 seconds.
Parent talents: 31, 32,
Child talents:
#37 Explosive Shot / Barrage
Talent type: choice
Max points: 1 - Points requirement: 20
Descriptions:
Fires an explosive shot at your target. After 3 sec, the shot will explode, dealing (238.7% of Attack power) Fire damage to all enemies within 8 yds. Deals reduced damage beyond 5 targets.
Consumes 20 Focus per second. Rapidly fires a spray of shots for up to 3 sec, dealing an average of [(20% of Attack power)% * 11] Physical damage to all nearby enemies in front of you. Usable while moving. Deals reduced damage beyond 8 targets.
Parent talents: 32, 33, 29,
Child talents:
#38 Steel Trap / Immolation Trap
Talent type: choice
Max points: 1 - Points requirement: 20
Descriptions:
Steel Trap: Hurls a Steel Trap to the target location that snaps shut on the first enemy that approaches, immobilizing them for 20 sec and causing them to bleed for (160% of Attack power) damage over 20 sec.Damage other than Steel Trap may break the immobilization effect, with players twice as likely to be broken free. Trap will exist for 1 min. Limit 1.
Immolation Trap: Hurls a fire trap to the target location that sets alight the first enemy that approaches, dealing (160% of Attack Power) Fire damage over 20 seconds and spreading to up to 5 other enemies it passes near to for its remaining duration.
Parent talents: 33, 34,
Child talents:
#39 Poison Injection / Hydra’s Bite
Talent type: choice
Max points: 1 - Points requirement: 20
Descriptions:
Poison Injection: Each time Serpent Sting deals damage, it gains a stack. These further stacks do not refresh the original’s duration nor increase its damage, but will be consumed for an instant (21% of Attack Power) Nature damage each when struck by [Aimed Shot | Kill Command | Raptor Strike].Hydra’s Bite: Serpent Sting fires arrows at 2 additional enemy near your target, and its damage over time is increased by 20%. Other skills and effects which also apply Serpent Sting will apply it to 2 further enemies.
Parent talents: 34,
Child talents:
Likely / Frequently Asked Questions
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To be filled in as we go.
#1
How is all this 30-minutes’ work?
One can work damn quickly on TTM, and some of these ideas had been buzzing around my head for a while. Correcting the “readable” export has taken at least as long.