A Warlock's Wishlist (Hunter) - TWW 2.0

I debated posted this for awhile, but the truth is Hunter was my first class I ever played, and it has a soft spot in my heart. So please, forgive me posting on my Warlock!

For context, I have maintained a spreadsheet of tweaks and tinkering I do (of EVERY class/spec/hero talent), my own ‘wishlist’, since the Dragonflight Beta. Why? A mixture of insanity and satisfaction when either A. I end up predicting a change Blizz later adds to the tree, and B. When I show one of my friends and they wish Retail was half as good.

Now! Table of contents…

  • Core Hunter
  • Beast Mastery
  • Marksmanship
  • Survival
  • Hero Talents

Before section, I will describe the overall changes, and any new baseline effects. To begin this, it bares to mention, in my own wishlist, Survival Hunters are still Melee, but I transformed them into a Tank spec (to match my transformation of Augmentation Evoker into Negation Evoker, 2 Mail-Wearing Tanks).

Core Tree Hunter Wish List
Base abilities and passives are unchanged, but Distracting Shot is readded to the kit.

Instant, 40 yd range, 8 sec CD.

Distracts the target to attack you.

In addition, auto-shots no longer reduce the durability of ranged weapons. Oh, and the general idea is taming a beast can be done with a pet out, which can taunt for you. IF you have a pet out, you don’t get the pet, but you learn its appearance (taming it without your pet out both teaches you its appearance and grants you the pet). You can swap pet spec freely, and the barber, account-wide, can let you change the appearance of your pet to any learned appearance in that pet’s pet family you know!

PvP Talents (Shared by All)
  • Curated Explosives: High Explosive Trap’s knockback is greatly increased, Explosive Shot deals 15% increased damage but no longer damages secondary targets, and Wildfire Bomb’s damage is increased by 30%, but only deals damage over time to the primary target.
    → Trap Expert: High Explosive Trap no longer burns the ground, but knocks targets up and away from you.
  • Chimaeral Sting: Instant, 40 yd range, 1 min CD. Stings the target, dealing Nature damage and initiating a series of venoms. Each lasts 3 sec and applies the next effect after the previous one ends.
    → Scorpid Venom: 90% reduced movement speed.
    → Spider Venom: Silenced.
    → Viper Venom: 20% reduced damage and healing.
    (Unchanged)
  • Diamond Ice: Victims of Freezing Trap can no longer be damaged or healed. Freezing Trap is now undispellable, but has a 5 sec duration. (Unchanged)
  • Hunting Pack: Aspect of the Cheetah has a 50% reduced cooldown and grants its effects to allies within 15 yds.
    During Aspect of the Cheetah, you are immune to snares, and snares have a 50% reduced duration on affected allies.
  • Wild Kingdom: Instant, 1 min CD. Call in help from one of your dismissed Cunning pets for 10 sec. Your current pet is dismissed to rest and heal 30% of maximum health. (Unchanged)
  • Improved Traps: Your traps now have 3 charges, but share charges amongst themselves. They each remain limited to 1.
    (So you could Steel Trap 3 times in a row, but the previous Steel Trap would have to trigger before you put the next one down)
  • Survival Tactics: Feign Death reduces damage taken by 90% for 3 sec. (Unchanged)
  • Interlope: Misdirection now cases the next 3 hostile spells cast on the target within the next 10 seconds to be redirected to your pet, but its cooldown is increased by 15 sec.
    Your pet must be within 20 yards of the target for spells to be redirected.
    → Lone Wolf/Lone Spirit: Redirects the spells to yourself.

Muzzle, Counter Shot, and Scare Beast are all baseline abilities now.

Row One (Core Tree)
  • Kill Command: Auto-known by Beast Mastery.
    Instant, 30 Focus, 50 yd range, 7.5 sec CD. Give the command to kill, causing your pet to savagely deal Physical damage to the enemy. Kill Command has a 10% chance to immediately reset its cooldown.
  • Tar Trap: Auto-known by Survival.
    Instant, 40 yd range, 30 sec CD. Hurl 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 a 50% reduced movement speed while in the area of effect. Trap will exist for 1 min. Limit 1.
  • Concussive Shot: Auto-known by Marksman.
    Instant, replaces Wing Clip, 40 yd range, 5 sec CD. Dazes the target, slowing movement speed by 50% for 6 sec.
    → Steady Shot, Barbed Shot, Chimaera Shot, Raptor Strike, and Mongoose Bite will increase the duration of Concussive Shot on the target by 3 sec.
  • Kill Shot: Auto-known by Beast Mastery, Marksman, & Survival.
    Instant, 10 Focus, 40 yd range, 10 sec CD. You attempt to finish off a wounded target, dealing Physical damage. Only usable on enemies with less than 20% health. The critical strike damage of Kill Shot is increased by 25% against enemies with less than 20% health.
Row Two (Core Tree)
  • Trailblazer: Your movement speed is increased by 30% anytime you have not attacked for 3 sec, decaying over 3 sec after you attack.
  • Entrapment: You have a 100% chance when Tar Trap is activated, and a 50% chance when Snake Trap is activated, to root all enemies in its area for 4 sec. Damage taken may break this root.
    You have a 15% chance when affecting a target with Concussive Shot or Wing Clip to root them for 4 sec. Damage taken may break this root.
  • Posthaste: Disengage also frees you from all movement impairing effects and increases your movement speed by 50% for 4 sec.
    When you are hit by a melee attack, the cooldown of Disengage is reduced by 2 sec. This effect has a 2 sec cooldown.
Row Three (Core Tree)
  • Wilderness Medicine: Mend Pet heals for an additional 25% of your pet’s health over its duration, and has a 50% chance to dispel a magic effect each time it heals your pet.
    Additionally, Revive Pet costs 50% less Focus, and casts 0.5 sec faster.
  • Tranquilizing Shot: Instant, 40 yd range, 10 sec CD. Removes 1 Enrage and 1 Magic effect from an enemy target. (Unchanged)
  • Survival of the Fittest: Instant, 2 min CD. Reduces all damage you and your pet take by 20% for 8 sec.
    → Lone Wolf/Lone Spirit: Reduces all damage you take by an additional 10%.
    If you already know Survival of the Fittest, instead gain 1 additional charge of Survival of the Fittest.
  • Natural Mending: Every 15 Focus you spend reduces the remaining cooldown on Exhilaration by 1 sec.
    Additionally, Feign Death removes 1 hostile debuffs of each type when used.
Row Four (Core Tree)
  • Intimidation: Instant, 100 yd range, 1 min CD. Commands your pet to intimidate the target, stunning it for 5 sec.
    → Lone Wolf: Instant, 20 yd range, 1 min CD. Intimidate your target, stunning it for 5 sec.
    → Lone Spirit: Instant, 1 min CD. Intimidate your target, stunning it for 5 sec.
Improved Tranquilizer Shot / Mage-Grade Tranqs
  • Improved Tranquilizer Shot: Tranquilizing Shot no longer has a cooldown, but costs 10 Focus.
  • Mage-Grade Tranqs: Removing effects with Tranquilizing Shot releases 8 mage-grade tranquilizing darts at nearby enemies, each reducing the duration of a beneficial Magic effect by 4 sec. Multi-Shot releases 5 of these darts.
    Arcane Shot, Cobra Shot, Raptor Strike, and Butchery are also coated in this tranquilizer, reducing the duration of a beneficial Magic effect on damaged targets by 4 sec. Butchery only affects up to 5 targets, and Carve only applies this onto 4 secondary targets damaged by Raptor Strike.
Misdirection / Diverting Shot
  • Misdirection: Instant, 40 yd range, 30 sec CD.
    → (BM & MM) Misdirects all threat you cause to the targeted party or raid member as long as you’re within 100 yards, beginning with your next attack within 30 sec and lasting for 8 sec.
    → (Surv) Misdirects all threat caused by the targeted party or raid member to you as long as you’re within 100 yards, beginning with their next attack within 30 sec and lasting for 8 sec.
  • Diverting Shot: (BM & MM) Distracting Shot no longer taunts its target and instead clears your threat against your target.
    (Surv) Distracting Shot now also affects targets affected by your Hunter’s Mark and now increases your threat generated against targets for 6 sec.
Lone Survivor / Nature's Endurance (Both Unchanged)
  • Lone Survivor: Reduce the cooldown of Survival of the Fittest by 30 sec, and increase its duration by 2 sec.
  • Nature’s Endurance: Survival of the Fittest reduces damage taken by an additional 20%.
  • Camouflage: Instant, 1 min CD. You and your pet blend into the surroundings and gain stealth for 1 min. While camouflaged, you will heal for 2% of maximum health every 1 sec.
Row Five (Core Tree)
Snake Trap / High Explosive Trap
  • Snake Trap: Instant, 40 yd range, 30 sec CD. Hurl a snake trap to the target location that will release several venomous snakes that poison enemies with a Crippling Poison that reduces movement speed by 30% for 12 sec. The snakes will die after 15 sec, but like totems, do not take damage from area of effect attacks. Trap will exist for 1 min. Limit 1.
  • High Explosive Trap: Instant, 40 yd range, 30 sec CD. Hurls a fire trap to the target location that explodes when an enemy approaches, causing Fire damage and knocking all enemies away. Trap will exist for 1 min. Limit 1.
  • Primal Fright: The cooldown of Intimidation is reduced by 15 sec, and Scare Beast can now affect Dragon and Giant-type enemies.
Scatter Shot / Binding Shot
  • Scatter Shot: Instant, 20 yd range, 30 sec CD. A short-range shot that deals Physical damage, removing all harmful damage over time effects, and incapacitates the target for 4 sec. Any damage caused will remove the effect. Turns off your attack when used. (Unchanged)
  • Binding Shot: Instant, 30 yd range, 45 sec CD. Fires a magical projectile, tethering the enemy and any other enemies within 5 yds for 10 sec, stunning them for 3 sec if they move more than 5 yds from the arrow.
  • Rejuvenating Wind: Exhilaration heals you and your pet for 15% of the health it restored to you over 8 sec, and you and your pets maximum health is increased by 5%.
    → Lone Wolf/Lone Spirit: Exhilaration heals you for 25% of the health it restored to you over 8 sec, and your maximum health is increased by 10%.
  • Pathfinding: Your movement speed is increased by 5% at all times, but during Camouflage your movement speed is increased by an additional 25%.
    Aspect of the Cheetah increases your movement speed by an additional 10%, and your pet’s movement speed is increased by 15% at all times.
  • Sentinel Owl: Instant, 40 yd range. Call for a Sentinel Owl to the target location within 40 yds, granting you unhindered vision. Your attacks ignore line of sight against any target in this area. Unhindered vision lingers for 1 second for every 1 sec the enemy was inside the original area.
    Every 120 Focus spent grants you 1 sec of the Sentinel Owl when cast, up to a maximum of 12 sec. The Sentinel Owl can only be summoned when it will last at least 5 sec.
    → Sentinel Owl gains 1 sec every 20 seconds, or every 10 seconds while out of combat, up to 5 sec.
Row Six (Core Tree)
  • Clever Traps: Some snakes from Snake Trap now spit Mind-Numbing or Deadly Poison instead of Crippling Poison.
    → Mind-Numbing Poison: Enemy casting speed and attack speed decreased by 15%.
    → Deadly Poison: Enemy takes Nature damage over 12 sec, subsequent poison applications will instantly deal Nature damage.
    High Explosive Trap now slows knocked back targets by 30% for 6 sec, during which they take low Fire damage.
  • Binding Shackles Targets rooted by Binding Shot, knocked back by High Explosive Trap, incapacitated by Scatter Shot, or stunned by Intimidation deal 10% less damage to you for 8 sec after the effect ends.
    Targets affected by your Snake Trap poisons also deal 10% less damage to you.
  • Resourcefulness: The cooldown of all your Traps is reduced by 5 sec.
  • Deadly Chakram: Instant, 40 yd range, 45 sec CD. Throw a deadly chakram at your current target that will rapidly deal Physical damage 7 times, bouncing to other targets if they are nearby. Enemies struck by Deadly Chakram take 10% more damage from you and your pet for 10 sec.
    Each time the chakram deals damage, its damage is increased by 15% and you generate 3 Focus.
  • Arctic Bola: Cobra Shot, Aimed Shot, Raptor Strike, and Mongoose Bite has a chance to fling an Arctic Bola at your target, dealing Frost damage and snaring the target by 20% for 3 sec. The Arctic Bola strikes up to 2 additional targets.
  • Born to be Wild: Reduces the cooldown of your Aspects, Feign Death, Survival of the Fittest, and Camouflage by 20%.
Sentinel's Perception / Sentinel's Vengeance
  • Sentinel’s Guidance: Sentinel Owl’s radius is increased by 50% and grants unhindered vision to your party members in the same way it grants you unhindered vision. Party members gain 5% Leech and 5% Avoidance while its active.
    Raid members only gain the unhindered vision against enemies who remain in the owl’s radius, and gain 5% Leech and 5% Avoidance while within the owl’s radius.
  • Sentinel’s Vengeance: Sentinel Owl grants you and your party members 10% increased critical strike chance against enemies in Sentinel Owl’s radius.
    The unhindered vision lingers for 2 sec for every 1 sec the target was within the owl’s radius, and you retain the critical strike chance as long as the enemy is affected.
Row Seven (Core Tree)
  • Nesingwary’s Trapping Apparatus: Whenever you successfully Freezing Trap or Steel Trap an enemy, or when either Snake Trap or High Explosive Trap activates, gain 30 Focus and increase all Focus gained by 50% for 5 sec.
  • Roar of Sacrifice: Instant, 40 yd range, 1 min CD. Instructs your pet to protect a friendly target from critical strikes, making attacks against that target unable to be critically struck, but 10% of all damage taken by that target is also taken by your pet. Lasts 12 sec.
    → Lone Wolf/Lone Spirit: You roar to protect a friendly target instead of a pet.
Salvo / Explosive Shot

Yes, Salvo would be removed from MM Tree, I don’t have anything to replace it with yet.

  • Salvo: Deadly Chakram applies Explosive Shot to the primary target and one other target hit.
    Barrage applies Explosive Shot to 1 target hit, repeating every 3 seconds while active.
  • Explosive Shot: Instant, 20 Focus, 40 yd range, 30 sec CD. Fires an explosive shot at your target. After 3 sec, the shot will explode, dealing Fire damage to all enemies within 8 yds. Deals reduced damage beyond 5 targets. (Unchanged)
Hunter's Avoidance / ?

Felt like I had to return Hunter’s Avoidance, due to changes made to Pathfinding, keeping them combined as too much for 1 point.

  • Hunter’s Avoidance: You take 6% less damage from area of effect attacks. (Unchanged)
  • Serpentine Reflexes: Your chance to be critically struck is reduced by 3%.
(Spec) Serpent Sting

This replaces Serpent Sting as an active ability. I did end up keeping it, nerfed version of Serpentstalker’s included, because it felt fair. A balancing act between adding cool new stuff that might be strong, hope its strong even, and ensuring the stuff tinkered with doesn’t become insane. The main idea behind removing Serpent Sting as an active ability tho is purely to reduce buttons to press, and instead give it a passive means of being applied.

Serpent Sting: A deadly poison that causes them to take Nature damage over 18 sec.

  • (Beast Mastery) Cobra Sting: Cobra Shot has a 30% chance to apply Serpent Sting to the primary target.
    → Snake Bite: The chance for Cobra Shot to apply Serpent Sting is increased to 50% during Aspect of the Wild.

  • (Marksmanship) Serpenstalker’s Trickery: Aimed Shot has a 60% chance to apply Serpent Sting to the primary target.
    → Sniper Shot: Sniper Shot has a 60% chance to apply Serpent Sting to the primary target.

  • (Survival) Viper’s Venom: Raptor Strike and Mongoose Bite have a 30% chance to also apply Serpent Sting to the primary target.

Row Eight (Core Tree)
  • Steel Trap: Instant, 40 yd range, 30 sec CD. Hurls a Steel Trap at the target location that snaps shut on the first enemy that approaches them to bleed for 20 sec.
    Damage other than Steel Trap may break the immobilization effect. Trap will exist for 1 min. Limit 1. (Unchanged)
  • Beast Master: Pet damage increases by 10% and increase your and your pet’s maximum Focus by 15.
  • T.N.T.: When Explosive Shot is applied, and every 1 sec afterwards while active or if dispelled, Explosive Shot deals Fire damage to its target and all enemies within 8 yards, reduced beyond 5 targets.
  • Killer Instinct: Your melee and ranged special attack critical strikes cause the target to bleed for an additional 15% of the damage dealt over 6 sec.
Poison Injection / Noxious Stings
  • Poison Injection: Serpent Sting’s damage applies Latent Poison to the target, stacking up to 10 times. (Unchanged)
    → Beast Mastery: Barbed Shot
    → Marksmanship: Aimed Shot
    → Survival: Raptor Strike
    The above abilities consumes all stacks of Latent Poison, dealing Nature damage to the target per stack consumed.
  • Noxious Stings: Serpent Sting deals 20% additional damage and deals Nature damage on application equal to 30% of its total damage.
    → If Wyvern Sting is known, and is dispelled, the dispeller is also afflicted by Wyvern Sting for 50% of the remaining duration of Wyvern Sting.
Row Nine (Core Tree)
  • Improved Kill Command: Kill Command damage increased by 10% and a 15% chance to immediately reset its own cooldown (stacking with similar effects).
  • Rapid Recuperation (2): You have a 5/10% chance when you spend Focus to regain 50% of the base Focus cost of the ability.
    (The only 2-point node in this ENTIRE tree in this wishlist!)
  • Serrated Shots: Serpent Sting and Bleed damage increased by 15%. This value is increased to 30% against targets below 30% health.
Row Ten (Core Tree)
Killer Instinct / Alpha Predator
  • Killer Instinct: Kill Command has an additional 5% chance to immediately reset its cooldown, and deals 50% increased damage against enemies below 35% health.
  • Alpha Predator: Kill Command now has 2 charges, and deals 15% increased damage. (Unchanged)
  • Fervor: When you activate Bestial Wrath, Trueshot, or Aspect of the Eagle, you and your pet regain half your maximum Focus.
    → Lone Wolf/Lone Spirit: You regain 100% of your Focus. (This talent inclusion does mean Trueshot Mastery (PvP) was changed for MM)
    → If none of those abilities are talented, Fervor is a 1.5 min CD that restores Focus instead, instant, off the GCD.
  • Wyvern Sting: Instant, 40 yd range, 1 min CD. A stinging shot that puts the target to sleep fo 30 sec. Any damage other then Serpent Sting will cancel the effect. When the target wakes up, the Sting causes Nature damage over 6 sec.
    → If Scatter Shot is known, Wyvern Sting replaces it, reducing its cooldown by 30 sec.
  • Serpent Spread: Deadly Chakram also applies Serpent Sting to one target each time it deals damage. In addition, up to 5 targets damaged by Multi-Shot or Butchery are affected by Serpent Sting for 6 sec.
    → (BM) Cobra Sting: During Aspect of the Wild, Multi-Shot has a 30% chance to instead affect those 5 targets with Serpent Sting for its full duration.
    → (MM) Serpentstalker’s Trickery: Secondary targets damaged by Aimed Shot due to Trick Shot are affected by Serpent Sting for 6 sec if Aimed Shot would apply Serpent Sting to the primary target.
    → (Surv) Viper’s Venom: When Raptor Strike would apply Serpent Sting, up to 4 additional targets damaged by it due to Carve are also affected by Serpent Sting for 6 sec.

Beast Mastery Wish List
I would like to begin this section with… BM is my least favorite spec. I’m fully open to suggestions and what others desire, I just tried to improve it as I saw, with the other changes done to the core tree here!

The starting ability remains Cobra Shot, except it now replaces Arcane Shot, not Steady Shot.

PvP Talents (Beast Mastery)
  • The Beast Within: Bestial Wrath inspires all your nearby allied pets for 8 sec, increasing attack speed by 10% and providing Immunity to Fear and Horror effects. (Unchanged)
  • Kindred Beasts: Command Pet’s unique ability cooldown reduced by 50%, and gains additional effects. (Unchanged)
    Cunning: Master’s Call frees nearby allies from movement impairing effects.
    Tenacity: Fortitude of the Bear increases maximum health of allies within 20 yards of your pet by 10% for 10 sec.
    Ferocity: Primal Rage’s cooldown is further reduced by 2 minutes (down from 3 minutes), but increases Haste by 10% and only affects you and your pet when cast for 10 sec. In addition, Primal Rage is no longer affected by Sated/Heroism, or similar affects.
  • Bleeding Surge: A Murder of Crows and Bloodshed consumes all applications of Frenzy from your pet, increasing your ranged attack speed by 10% and granting 5 Focus to your pet for each application of Frenzy consumed. Lasts 20 sec. (From SoD)
  • Dire Beast: Basilisk: Instant, 60 Focus, 40 yd range, 2 min CD. Summons a slow moving Dire Beast, a basilisk, near the target for 30 sec that attacks the target for heavy damage. (Unchanged)
  • Dire Beast: Hawk: Instant, 30 Focus, 40 yd range, 30 sec CD. Summons a circling Dire Beast, a hawk, to the target area, attacking all targets within 10 yards over the next 10 sec. (Unchanged)
Row Two (Beast Mastery Tree)
  • Pack Tactics: Passive Focus generation increased by 100%. (Unchanged)
  • Multi-Shot: Instant, 40 Focus, 40 yd range. Fires several missiles, hitting all nearby enemies within 8 yards of your current target for Physical damage. (Unchanged)
    Deals reduced damage beyond 5 targets.
  • Barbed Shot: Instant, 2 charges, replaces Steady Shot, 12 sec CD. Fire a shot that tears through your enemy, causing them to bleed over 8 sec. (Unchanged)
    → Sends your pet into a frenzy, increasing attack speed by 30% for 8 sec, stacking up to 3 times.
    → Generates 20 Focus over 8 sec.
    → (As a fun side effect of removing the 2-point nodes, you can’t ignore Barbed Shot anymore, hence why before the edits, all the Barbed Shot talents had a weakened version for Steady Shot due to the ability to spam Steady Shot! I opted to let it linger as this, instead of inventing some BM-specific ‘Steady Shot Improvement’ talent!)
Row Three (Beast Mastery Tree)
Animal Companion / Dire Companion
  • Animal Companion: Your Call Pet additionally summons the first pet from your stables. This pet will obey your Kill Command, but cannot use pet family abilities. (Unchanged)
  • Dire Companion: Your pet provides Predator’s Thirst, Endurance Training, and Pathfinding as if it was all 3 pet specializations, and deals 25% additional damage.
  • Aspect of the Beast: Increase the damage and healing of your pet’s abilities by 30%.
    Increases the effectiveness of your pet’s Predator’s Thirst, Endurance Training, and Pathfinding passives by 50%. (Unchanged)
  • Kindred Spirits: Increase your maximum Focus and your pet’s maximum Focus by 10.
  • Sharp Barbs: Barbed Shot damage increased by 30%, and Barbed Shot lasts 2 sec longer.
Row Four (Beast Mastery Tree)
  • Training Expert: All pet damage dealt increased by 10%, and Kill Command deals 15% increased damage.
  • Beast Cleave: After you Multi-Shot, your pet’s melee attacks also strike all nearby enemies for 60% of all damage for the next 6 sec. Deals reduced damage beyond 6 targets.
  • Hunter’s Prey: Kill Command has a 15% chance when used, or when it resets its own cooldown, to reset the cooldown of Kill Shot and allow the next one to be usable regardless of the target’s health.
Row Five (Beast Mastery Tree)
  • Cobra Command: Cobra Shot has a 50% chance to make your next Kill Command consume no Focus, and deal 10% more damage.
A Murder of Crows / Bloodshed (Both Unchanged)
  • A Murder of Crows: Instant, 30 Focus, 40 yd range, 1 min CD. Summons a flock of crows to attack your target, dealing Physical damage over 15 sec. If the target dies while under attack, A Murder of Crows’ cooldown is reset.
  • Bloodshed: Instant, 50 yd range, 1 min CD. Command your pet to tear into your target, causing your target to bleed for 18 sec and increase all damage taken from your pet by 15% for 18 sec.
Kill Cleave / Instinctual Reload
  • Kill Cleave: While Beast Cleave is active, Kill Command now also strikes nearby enemies for 40% of damage dealt.
  • Instinctual Reload: Multi-Shots that damage more than 2 targets fire an additional wave of ammo, dealing Physical damage and reduces the cooldown of your Aspects by 1 sec.
    → Aspect of the Wild: This second wave of ammo does not fire additional Cobra Shots.
Sic 'Em! / Go for the Throat
  • Sic 'Em!: When you critically hit with Kill Command, your pet’s next 3 Basic Attack within 12 sec is free.
  • Go for the Throat: When you critically hit with Kill Command, your pet’s next Basic Attack within 12 sec on that target is a critical strike.
  • Cobra Senses: Cobra Shot reduces the cooldown of Kill Command by an additional 1.0 sec. (Unchanged)
Row Six (Beast Mastery Tree)
  • Thrill of the Hunt: Barbed Shot increases your critical strike chance by 3% for 8 sec, stacking up to 3 times.
  • Dire Beast: Instant, 40 yd range, 20 sec CD. Summons a powerful wild beast that attacks the target and roars, increasing your Haste by 5% for 8 sec. (Unchanged)
  • War Orders: Barbed Shot deals 10% increased damage, and applying Barbed Shot causes your next Kill Command to have an additional 20% chance to reset its own cooldown and deal 10% more damage.
Row Seven (Beast Mastery Tree)
  • Bestial Wrath: Instant, 1.5 min CD. Sends you and your pet into a rage, instantly dealing Physical damage to pet’s current target and increasing all damage you both deal by 25% for 15 sec. Removes all crowd control effects from your pet. (Unchanged)
  • Stomp: When you cast Barbed Shot, your pet STOMPs the ground, dealing Physical damage to all nearby enemies. Summoned Dire Beasts will also Stomp, but at 30% base normal damage.
  • Dire Frenzy: Dire Beast lasts an additional 2 sec and deals 30% increased damage.
  • Wild Call: Your auto-shot critical strikes have a 20% chance to reset the cooldown of Barbed Shot. (Unchanged)
  • Aspect of the Wild: Instant, 40 yd range, 1.5 min CD. Empowers your Multi-Shot to fire Cobra Shot’s at your primary target and 2 other enemies nearby it for 20 sec. Aspect of the Wild also fires a Multi-Shot at your current target when activated.
    While active, the Focus cost of Multi-Shot and Cobra Shot are reduced by 10.
    → Animation of firing Multi-Shot Cobra Shots is similar to the old Sidewinders ability.
Row Eight (Beast Mastery Tree)
  • Barbed Wrath: Barbed Shot reduces the cooldown of Bestial Wrath by 12 sec. (Unchanged)
  • Stampede: Stampede: 2 min CD, instant, 30 yd range, summon a herd of stampeding animals from the wilds around you to deal Physical damage to your enemies over 12 sec.
    Enemies struck by stampede are snared by 30% for 5 sec and each time there is a 10% chance that the stampeding beasts STOMP, dealing additional damage.
  • One with the Pack: Wild Call has an increased 10% chance to reset the cooldown of Barbed Shot.
Master Handler / Snake Bite
  • Master Handler: Each temporary beast summoned reduces the cooldown of Aspect of the Wild by 5 sec.
  • Snake Bite: While Aspect of the Wild is active, Cobra Shot deals 50% increased damage (including those shot by casting Multi-Shot).
Row Nine (Beast Mastery Tree)
  • Scent of Blood: Activating Bestial Wrath grants 2 charges of Barbed Shot.
  • Brutal Companion: When Barbed Shot causes Frenzy to stack up to 3, your pet will immediately use its special attack and deal 50% bonus damage.
  • Dire Command: Kill Command has a 30% chance to also summon a Dire Beast to attack your target for 8 sec.
  • Wailing Arrow: Wailing Arrow: 2 sec cast, 15 Focus, 40 yd range, 1 min CD. Fire an enchanted arrow, dealing Shadow damage to your target and additional Shadow damage to all enemies within 8 yds of your target, interrupting spellcasting. Non-Player targets struck by a Wailing Arrow are silenced for 3 sec instead of being interrupted.
    → Flies as fast as Aimed Shot.
  • Call of the Wild: The cooldown of Aspect of the Wild is increased by 30 seconds, and summons 2 of your active pets for the duration of Aspect of the Wild.
    During this time, a random pet from your stable will appear every 5 seconds to assault your target for 5 sec.
    Whenever Aspect of the Wild summons a pet, the cooldown of Kill Command and Barbed Shot are reduced by 50%.
Row Ten (Beast Mastery Tree)
Killer Cobra / Piercing Fangs (Both Unchanged)
  • Killer Cobra: While Bestial Wrath is active, Cobra Shot resets the cooldown of Kill Command.
  • Piercing Fangs: While Bestial Wrath is active, your pet’s critical damage dealt is increased by 35%.
  • Dire Pack: Every Dire Beast you summon gives your next Kill Command an additional 10% chance to reset its own cooldown until it does so, and for each stack the Focus cost of your next Kill Command is also reduced by 10%.
Wild Instincts / Bloody Frenzy
  • Wild Instincts: While Aspect of the Wild is active, each time you Kill Command, your Kill Command target takes 3% increased damage from all your pets, stacking up to 10 times.
  • Bloody Frenzy: While Aspect of the Wild is active, your pets have the Beast Cleave effect, and each time Aspect of the Wild summons a pet, all of your pets Stomp.

Marksmanship Hunter Wish List
3 main changes here.

  1. Multi-Shot is baseline.
  2. Mastery: Sniper Training is renamed to Mastery: Hawk Eye, but mechanically nothing changes.
  3. Passive: Wild Quiver is added:

Your ranged auto-attacks have a 6% chance to fire an extra auto-attack at your target. Additionally, every ranged auto-attack generates 1 Focus.

Aimed Shot remains the row 1 ability.

PvP Talents (Marksmanship)
  • Consecutive Concussion: Concussive Shot slows movement by an additional 20%. Using Steady Shot 3/Chimaera Shot 2 times, on a concussed enemy stuns them for 4 sec. (Unchanged)
  • Ranger’s Finesse: Casting Aimed Shot provides you with Ranger’s Finesse. After gaining 3 stacks of Ranger’s Finesse, increase your next Volley or Barrage’s range by 50%, Volley’s duration by 50%, and Barrage channels 50% faster.
    Consuming Ranger’s Finesse reduces the remaining cooldown of Aspect of the Turtle by 20 sec, and Exhilaration by 5 sec.
  • Trueshot Mastery: Reduces the cooldown of Trueshot by 30 sec, and applies the range increase of your Mastery to party members while active.
  • Sniper: Each stack of Sniper Training additionally increases the range of your shots by 10 yds. After remaining stationary for 6 sec, the range increase decays by 5 yds every 1 sec after you move.
    Additionally, each stack of Sniper Training reduces the cast time of Aimed Shot by 10%.
  • Spray and Pray: Bursting Shot’s range is increased by 30%, its slow by 25%, and its knockback distance is increased.
Row Two (Marksmanship Tree)
  • Rapid Fire: Channeled (2 sec cast), 40 yd range, 20 sec CD. Rapidly shoot a stream of 7 auto-shots at your target over 2 sec, usable while moving.
    → Wild Quiver makes this ability generate 1 Focus per shot.
    → Math-wise, this is pretty much the same damage-wise. Just reworded so that Rapid Fire shots benefit from Wild Quiver! Including the chance to fire extra auto-shots.
Lone Wolf / Invigoration
  • Lone Wolf: When you do not have an active pet, your damage is increased by 10% and your critical ranged auto-shots generate an extra point of Focus.
  • Invigoration: Your pet’s successful Basic Attacks have a 15% chance, or 30% chance on a critical strike, to grant you 15 Focus, and your critical ranged auto-attack grant your pet 5 Focus.
  • Marked for Death: Aimed Shot, Wailing Arrow, and Sniper Shot (PvP) applies Marked for Death on its primary target.
    → Marked for Death: Lasts 15 sec, undispellable, and increases the damage YOU deal to the target by 5% when the target is above 80% health or below 20% health. Stacks with Hunter’s Mark. Limit 5 targets. Oldest applications are replaced first.
    ^- When cast on a target affected by Marked for Death, Kill Shot consumes Marked for Death on ALL affected targets to fire a Wild Quiver auto-shot at each of them, exposing a vulnerability for 7 sec.
    → Exposed Vulnerability: Increases all damage you deal to the target by 5%.
    (The animation is similar to Hunter’s Mark, but smaller and only visible to the Hunter to whom it belongs.)
Row Three (Marksmanship Tree)
Careful Aim / Spray to Slay
  • Careful Aim: Aimed Shot deals 30% bonus damage to targets who are above 70% health. (Unchanged)
  • Spray to Slay: Rapid Fire’s auto-shots deal 30% bonus damage to targets who are above 70% health.
  • Streamline: Rapid Fire’s auto-attacks deal 30% increased damage, and Rapid Fire also causes your next Aimed Shot to cast 30% faster.
    → Wailing Arrow: Counts as Aimed Shot.
    (Connects up to Rapid Fire, but not Lone Wolf/Invigration!)
  • Crack Shot: Arcane Shot and Multi-Shot Focus cost reduced by 20. (Unchanged)
    (Connects up to Marked for Death, but not Lone Wolf/Invigoration!)
Improved Steady Shot / Chimaera Shot
  • Improved Steady Shot: Steady Shot now deals additional Physical damage, applies Marked for Death, and generates 10 additional Focus.
  • Chimaera Shot: Instant, replaces Steady Shot, 2 charges, 40 yd range, 12 sec CD. A two-headed shot that hits your primary target and another nearby target, dealing Nature to one and Frost to the other.
    Generates 20 Focus for each target hit, and applies Marked for Death on both targets.
Row Four (Marksmanship Tree)
Lethal Shots / Surging Shots
  • Lethal Shots: Rapid Fire’s auto-shots have a 10% increased chance to critically strike and deal 25% increased critical strike damage. This also applies to Wild Quiver procs off of Rapid Fire auto-shots.
    Additionally Aimed Shot has a 15% chance to reset the cooldown of Rapid Fire.
    → Wailing Arrow: Counts as Aimed Shot.
  • Surging Shots: During Rapid Fire, Wild Quiver triggers 300% more often. Arcane Shot has a 20% chance to reduce the cooldown of Rapid Fire by 2 sec, while Multi-Shot has a 20% chance to reduce the cooldown of Rapid Fire by 1 sec per target damaged, up to 5.
  • Resistance is Futile: When your marked target attempts to run, flee or move, you have a 10% chance your next Kill Command marked target within 8 sec to cost 0 Focus and have a 10% chance to reset its own cooldown.
    → Lone Wolf: When your marked target attempts to run, flee or move, you have a 10% chance to cause your next Kill Shot to be usable on the target regardless of their current health within 8 sec, and to cost 0 Focus.
    (Connects up to Lone Wolf/Invigoration, not to Streamline or Crack Shot. Assume it connects down however you’d like!)
Target Practice / Steady Aim
  • Target Practice: Arcane Shot and Multi-Shot damage increased by 25%. (Unchanged)
  • Steady Aim: Steady Shot increases the damage of your next Aimed Shot by 5%, stacking up to 5 times.
    → Chimaera Shot: Each target hit by Chimaera Shot increases the damage of your next Aimed Shot by 5%, stacking up to 5 times.
    → Wailing Arrow: Count as Aimed Shot.
Row Five (Marksmanship Tree)
  • Trick Shots: When Barrage, Multi-Shot, or Wailing Arrow hits 3 or more targets, your next Aimed Shot or Rapid Fire will ricochet and hit up to 5 additional targets for 55% of normal damage.
    → Wailing Arrow: Is not affected by Trick Shots, only helps cause it.
  • Deathblow: Aimed Shot has a 15% and Rapid Fire a 25% chance to grant a charge of Kill Shot, and cause your next Kill Shot and be usable on any target regardless of their current health. (Unchanged)
  • Sniper Training: Increases the critical strike chance of your Kill Shot by 10%. Additionally, your Shot abilities, including Kill Shot, gain 2% increased critical strike chance while you have not moved for the last 2 sec, stacking every sec up to 5 times.
    → After remaining stationary for 6 sec, the critical strike damage of your Shot abilities is increased by 10%, decreasing by 1% every 1 sec.
    (So, at all times Kill Shot got +10% chance to crit. Start standing still, every other ability gets that benefit. Stand still for 6 sec? Get 10% crit damage, but if you start moving that crit damage slowly reduces! Also why I renamed the Mastery!)
  • Precise Shots: Aimed Shot causes your next 1-2 Arcane Shots or Multi-Shots to deal 60% more damage and apply Marked for Death on all targets effectively damaged.
    → Wailing Arrow: Counts as Aimed Shot.
Row Six (Marksmanship Tree)
  • Bursting Shot: Instant, 10 Focus, 30 sec CD. Fires an explosion of bolts at all enemies in front of you, knocking them back, snaring them by 50% for 6 sec, and dealing Physical damage. (Unchanged)
  • Rapid Reload: Multi-Shots that damage more than 2 targets fire an additional wave of ammo, dealing Physical damage and reduces the cooldown of your shots by 1 sec.
  • Razor Fragments: When the Trick Shots effect fades or is consumed, or after gaining Deathblow, your next Kill Shot will deal 50% increased damage and shred every target damaged by it to bleed for 25% of the damage taken over 6 sec.
    For each target below Marked for Death’s limit, Kill Shot applies its bleed to a nearby enemy to the primary target for the amount of bleed dealt to the primary target.
  • Master Marksman: Rapid Fire grants Master Marksman and Steady Shot has a 60% chance to also grant it, lasting 30 sec, stacks 10 times. Aimed Shot consumes 5 stacks to be instant cast and consume no Focus.
    → Chimaera Shot: Chimaera Shot has a 60% chance to grant Master Marksman, and if damaging a second target, a 30% chance to grant a second stack of Master Marksman.
    → Wailing Arrow functions like Aimed Shot.
  • Deadeye: Kill Shot now has 2 charges and its cooldown is reduced by 1 sec for each target damaged, up to 5 sec.
  • Steady Focus: Using Steady Focus twice in a row, if Chimaera Shot hits two different targets, or when Rapid Fire fully finishes channeling, you gain 10% Haste for 15 sec.
  • Wailing Arrow: Wailing Arrow: 2 sec cast, 15 Focus, 40 yd range, 1 min CD. Fire an enchanted arrow, dealing Shadow damage to your target and additional Shadow damage to all enemies within 8 yds of your target, interrupting spellcasting. Non-Player targets struck by a Wailing Arrow are silenced for 3 sec instead of being interrupted.
    → Flies as fast as Aimed Shot!
Row Seven (Marksmanship Tree)
Quick Load / Bombardment

(Only connects up to Bursting Shot)

  • Quick Load: When you fall below 40% health, Bursting Shot’s cooldown is immediately reset. This can only occur once every 25 sec. (Unchanged)
  • Bombardment: Bursting Shot and Kill Shot both grant Trick Shots.
Heavy Ammo / Light Ammo (Both Unchanged)
  • Heavy Ammo: Trick Shots now ricochets to 2 fewer targets, but each ricochet deals an additional 25% damage.
  • Light Ammo: Trick Shots no longer has a target cap, but deals significant reduced damage beyond 6 targets.
Volley / Barrage
  • Volley: Instant, 40 yd range, 1 min CD. Rain a volley of arrows down over 9 sec, dealing Physical damage to any enemy in the area, and gain the effects of Trick Shots for as long as Volley is active.
  • Barrage: Instant, 20 Focus, 1 min CD. Rapidly fire a spray of shots, dealing Physical damage to all enemies in a cone in front of you. Deals reduced damage beyond 8 targets. (Unchanged)
    → Repeats every 1 sec, consuming 30% additional Focus each time, until you run out of Focus.
    → While Barrage is active, you gain the effects of Trick Shots for as long as Barrage is active. Trick Shots grants the normal Trick Shots buff when Barrage damages 3 or more enemies.
  • Lock and Load: Your ranged auto-shots have a 10% chance to grant 3 stacks of Master Marksman.
    → Wild Quiver procs and Wind Arrow have a 5% chance to grant 3 stacks of Master Marksman.
    (Connects only up to Master Marksman and to Trueshot below it!)
Multi-targeter / Killer Mark
  • Multi-targeter: Marked for Death can now affect up to 8 targets.
  • Killer Mark: Kill Shot deals 100% additional damage to targets affected by Marked for Death, reduced by 20% for each additional target hit.
Focusing Shot / Powershot
  • Focusing Shot: You can no longer cast Steady Shot or Chimaera Shot, but Aimed Shot no longer costs Focus, but generates 25 Focus instead.
    → Improved Steady Shot: Aimed Shot generates 35 Focus.
    → Chimaera Shot: Aimed Shot generates 30 Focus, and deals either Froststrike or Stormstrike damage.
    → Steady Aim: Each successive Aimed Shot deals 10% increased damage (as in right after each other, no other ability inbetween).
    → Master Marksman: Aimed Shot has a 60% chance to grant Master Marksman now.
  • Powershot: Aimed Shot now deals reduced damage to all targets between you and your primary target, knocking them back, but not your primary target.
    → Trick Shots: When Aimed Shot bounces, this knock back and damage to secondary targets applies as well, but is even further reduced damage wise!
Windrunner's Barrage / Readiness

(Only connects up to Wailing Arrow)
Wind Arrows function as Auto-Shots, cannot trigger Wild Quiver and have that neat animation.

  • Windrunner’s Barrage: Wailing Arrow fires 5 Wind Arrows at your primary target, and 10 Wind Arrows split among any secondary targets hit. (Unchanged)
  • Readiness: Wailing Arrow resets the cooldown of Rapid Fire, generates 2 charges of Aimed Shot and causes your next 5 auto-shots to also fire a Wind Arrow each.
Row Eight (Marksmanship Tree)
  • Rapid Killing: Every target damaged by Aimed Shot is now affected by Marked for Death. When Marked for Death is refreshed or expires, the target takes Physical damage, scaling based on Kill Shot.
  • Trueshot: Instant, 2 min CD. Reduces the cooldown of your Aimed Shot and Rapid Fire by 70%, and causes Aimed Shot to cast 50% faster for 12 sec.
    While Trueshot is active, you generate 50% additional focus. (Unchanged)
    → Wailing Arrow: Counts as Aimed Shot.
  • Bullseye: When your abilities damage a target below 20% health, you gain 1% increased critical strike chance for 6 sec, stacking up to 30 times.
Row Nine (Marksmanship Tree)
  • Bulletstorm: Each additional target your Rapid Fire or Aimed Shot ricochets to from Trick Shots increases the damage of Multi-Shot, Barrage, and Volley by 7% for 15 sec, stacking up to 10 times. The duration of this effect is not refreshed when gaining a stack.
  • Calibrate Aim: Your auto-shots calibrate your aim, increasing the critical strike damage of your ranged shots by 2%, and causing them to ignore 3% of the target’s armor for 10 sec, stacking 5 times.
    → Auto-shooting a different target resets Calibrate Aim. (Yes, this was heavily inspired/taken from Project Ascension)
  • Eagletalon’s True Focus (2): Trueshot lasts an additional 3/5 sec, reduces the Focus cost of Aimed Shot, Arcane Shot, Barrage, Explosive Shot, and Multi-Shot by 15/30%.
  • Call of the Hunter: When you use Kill Shot it has a chance to call forth a barrage of Wind Arrows to strike all targets damaged by it.
  • Legacy of the Windrunners: Aimed Shot coalesces 3 Wind Arrows that count as auto-shots, but can’t trigger Wild Quiver.
    Every 15 Wind Arrows fired generates 30 Focus and grants 1 charge of Aimed Shot.
    → Wailing Arrow is unaffected, it has its own talent!
Row Ten (Marksmanship Tree)
Unblinking Vigil / Double Tap
  • Unblinking Vigil: When you gain the Trick Shots effect, you have a 30% chance to refund a charge of Aimed Shot and reduce the cooldown of Volley by 2 seconds as well as Barrage by 3 second.
  • Double Tap: Hitting a target marked by your Hunter’s Mark or Marked for Death talent gives your next Aimed Shot a 2% chance to fire a second time instantly at 100% power without consuming Focus. Stacks up to 5 times.
  • Exotic Munitions: Allows you to modify your ranged weapon to use exotic munitions. (Drop down menu)
    → Incendiary Ammo: Arms your ranged weapon with incendiary ammunition. Each auto-shot deals 15% additional Fire damage to all enemies within 8 yards of the initial target. Reduced beyond 5 targets.
    → Poisoned Ammo: Arms your ranged weapon with deadly ammunition. Each auto-shot deals additional Nature damage over 16 sec. When this effect is refreshed, the remaining damage will be added to the new effect. (Damage is really low, its not Serpent Sting)
    → Frozen Ammo: Arms your ranged weapon with frigid ammunition. Each auto-shot deals 15% additional Frost damage and reduces the target’s movement speed by 20% for 3 sec. (This does sadly overlap with Arctic Bola I do think this being auto-shots, and Arctic Bola being your big focus spender is OK to overlap?
    → (Connects up to Bulletstorm, Calibrate Aim, & Eagletalon’s True Focus!)
Calling the Shots / Unerring Vision (Both Unchanged)
  • Calling the Shots: Every 50 Focus spent reduces the cooldown of Trueshot by 2.5 sec.
  • Unerring Vision: While Trueshot is active, you gain 1% critical strike chance and 2% increased critical damage dealt every 1 sec, stacking up to 10 times.
  • Windburst: Every Wind Arrow you fire increases your movement speed by 10% for each one, decaying rapidly over 3 sec.
    During Trueshot, your Aimed Shots leave behind a trail of wind for 5 sec that increase the movement speed of allies by 50%.
    → Wailing Arrow: Count as Aimed Shot.
    (Connects up to Eagletalon’s True Focus, Call of the Hunter, and to Legacy of the Windrunners!)
Windrunner's Guidance / Lesson of Thori'dal
  • Windrunner’s Guidance: Each Wind Arrow fired reduces the cooldown of Rapid Fire by 0.5 seconds and extends the duration of all active Marked for Death’s by 0.5 sec.
  • Lesson of Thori’dal: Wind Arrows have a 12% chance to instead fire an Arcane Shot at your target for free. This chance is increased to 25% during Trueshot.

Survival Hunter Wish List
The main change here, as mentioned above, is the spec is now intended to satisfy a Tank roll. Truly giving meaning to the name ‘Survival’, you SURVIVE. Here are the following changes in the core/auto-known spec stuff to help make it happen (I struggled to think of unique/new ideas).

  1. Raptor Strike replaces Arcane Shot now.
  2. If you use Distracting Shot on a different target then your Hunter’s Marked target, you also taunt them.
  3. Deterrance is readded.

Instant, 15 sec CD. Deter attackers, increasing your Armor and your Parry chance by 30% for 10 sec, reduced by 5% every time you Parry an attack.

  1. Mongoose Bite is no longer a talent to replace Raptor Strike, but instead replaces Steady Aim.

Instant, replaces Steady Aim, melee range, 5 sec CD. Counterattack the enemy for Physical damage. Can only be performed after you dodge, but cannot be parried or dodged. Generates 15 Focus.

  1. Passive: Riposte: You gain Parry equal to 100% of your Critical Strike from gear.
  2. Passive: Survivor: Survival training and experience has increased your Stamina by 60% and your Armor by 50% of your Agility.
    → You can dual-wield two one-handed weapons or use a two-hander.
  3. Passive: Danger Sense: Your sense for danger increases your Avoidance by 5% and reduces physical damage you take by 10%.
    Rank 2: Avoidance becomes 10%, and you reduce all damage you take by 10%, instead of just physical.
  4. Mastery: Bestial Instinct: Increases Dodge by 16%. Successful Dodges grant 4.0% of your maximum Focus back to you.
    Also increases your attack power by 8.0%.
    → Your pet’s “Taunt” ability redirects aggro to yourself.

Wildfire Bomb is still row one, but its changed accordingly:

Instant, 1 charge, 40 yd range, 18 sec CD.

Hurl a bomb at the target, exploding for Fire damage in a cone and coating enemies in wildfire. Deals 40% increased damage to your primary target and reduced damage beyond 8 targets.

Targets affected by Tar Trap will also burn, taking Fire damage for 6 sec. This generates moderate threat.

PvP Talents (Survival)
  • Distraction: Instant, 10 yd range, replaces Distracting Shot, 20 sec CD. You focus the assault on this target, increasing their damage taken by 3% for 6 sec. Each unique player that attacks the target increases the damage taken by an additional 3%, stacking up to 5 times.
    Your melee attacks refresh the duration of Focused Assault.
    → Hunter’s Mark: The taunt part still works, but only as per Distracting Shot when Distraction is used.
  • Waylay: After 2 sec, your Traps become fully armed, making them especially devastating:
    → Freezing Trap: Will not break due to damage for the first 2 sec. Diamond Ice lasts 1 additional second, and Freezing Trap leaves them frigid, reducing their healing by 30% for 6 sec.
    → Steel Trap: Deals 300% increased damage if triggered by an enemy that is not in combat.
    → Tar Trap: Reduces enemies’ movement speed by 70% for the first 4 sec.
    → Snake Trap: The Crippling Poison of your snakes now also reduces attack speed and casting speed of affected enemies by 15%. Clever Traps no longer summons snakes that spit Mind-Numbing Poison.
    → High Explosive Trap: Staggers the target, causing them to miss their next attack or spell.
  • Dragonscale Armor: Magical damage over time effects deal 20% less damage to you.
  • Ruthless Deterrant: While Deterrance is active, your Parry’s cause your attacker to take Physical damage equal to 30% of the damage they would have done, and for spells reflected with Clever Deterrant to deal an additional 30% damage.
  • Catlike Reflexes: Critical melee strikes grant you and your pet 30% Dodge for 4 sec.
  • Sticky Tar Bomb: Instant, replaces Tar Trap, 40 yd range, 45 sec CD. Throw a Sticky Tar Bomb that coasts your target’s weapons with tar, disarming them for 6 sec.
    After 4 sec, Sticky Tar Bomb explodes, placing the normal effects of Tar Trap below the initial target. This otherwise functions as Tar Trap, and the damage reduction from Guerilla Tactics applies to all targets affected by this version of Tar Trap who you also set aflame.
  • Tracker’s Net: Instant, 40 yd range, 25 sec CD. Hurl a net at your enemy, rooting them for 6 sec. While within the net, the target’s chance to hit is reduced by 80%. Any damage will break the net. (Unchanged)
Row Two (Survival Tree)
Harpoon / Flanking Strike
  • Harpoon: Instant, 8-30 yd range, 30 sec CD. Hurls a harpoon at an enemy, rooting them in place for 3 sec and pulling you to them. (Unchanged)
  • Flanking Strike: Instant, 15 yd range, 30 sec CD. You leap to the target and strike it, dealing Physical damage, while simultaneously casting Kill Command to strike it as one if you have a pet.
    → You do not need to know Kill Command for this, but if you also have a chance to reset Kill Command’s cooldown, this can trigger it FOR Kill Command, not for Flanking Strike.
    → Also remember, Kill Command generates extra aggro for Survival Hunter!
Lone Spirit / Spirit Bond
  • Lone Spirit: Increases your damage and Stamina by 10% when you do not have an active pet.
  • Spirit Bond: All damage done by your pet is increased by 10%, and while your pet is active, you both regenerate 1% of your maximum health every 5 sec.
    If either you or your pet haven’t taken damage for 5 seconds, the amount increases to 5% every 5 seconds for the one who hasn’t taken damage in the last 5 sec.
Carve / Butchery
  • Carve: Raptor Strike costs 10 additional Focus, but cleaves all nearby enemies in front of you for 40% of initial damage to secondary targets. Deals reduced damage beyond 5 targets.
  • Butchery: Instant, 30 Focus, 3 charges, 8 yd range, 9 sec CD. Attack all nearby enemies in a flurry of strikes, inflicting Physical damage to each. Deals reduced damage beyond 5 targets. (Unchanged)
Row Three (Survival Tree)
  • Terms of Engagement: Harpoon taunts the target, deals Physical damage and generates 30 Focus over 10 sec, its cooldown is reduced by 10 sec, and killing an enemy resets the cooldown of one charge.
    Flanking Strike generates 30 Focus for you and your pet, and killing an enemy reduces its cooldown by 5 sec.
  • Guerrilla Tactics: Wildfire Bomb now has 2 charges, and targets burning from Wildfire Bomb burn for 6 extra seconds and deal 5% reduced damage to you for the duration.
  • Barbed Deterrant: While Deterrance is active, melee attacks against you cause the attacker to take Physical damage. Generates high threat.
  • Frenzy Strikes: Butchery reduces the remaining cooldown on Wildfire Bomb by 1 sec, and Fury of the Eagle by 2 sec for each target hit, up to 5.
    → Carve: Raptor Strike reduces the remaining cooldown on Wildfire Bomb by 0.33 sec. and Fury of the Eagle by 0.66 sec for each target hit, up to 5.
Row Four (Survival Tree)
  • Rapid Retreat: After you successfully dodge or an enemy misses you, the cooldown of Disengage is reduced by 1 sec, and you gain 30% increased movement speed for 3 sec, decaying rapidly.
  • Survivalist: Increases Stamina by 10%, and both your and your pet’s maximum Focus by 10.
  • Trap Expert: All of your traps are improved:
    → Freezing Trap: Enemies have 30% reduced damage for 6 sec after Freezing Trap’s effect on them ends.
    → High Explosive Trap: Enemies within 10 yds of the trap burn for Fire damage over 6 sec. Damage improved by rank, but targets are knocked up into the air instead of away from you.
    → Snake Trap: Increases the number of snakes summoned by 4.
    → Tar Trap: Tar Trap’s snare lingers for 4 seconds after leaving Tar Trap. Targets remain vulnerable to Wildfire Bomb until this slow ends.
    → Steel Trap: Steel Traps bleed effect lingers for 6 seconds after Steel Trap ends.
Row Five (Survival Tree)
  • Mending Bandage: Channeled (6 sec cast), 15 yd range, 15 sec CD. Instantly clears all bleeds, poisons, and diseases from the target, and heals for 30% over 6 sec.
    Damage taken while channeling causes heavy pushback, and it can be interrupted to Nature lock you.
  • Wildfire Cluster: Wildfire Bomb now drops an additional cluster of bombs around the target, each exploding for some Fire damage. Damage is reduced beyond 8 targets.
Clever Deterrant / Raised Defenses
  • Mirrored Blades: You have a chance equal to 100% of your Parry to reflect spells cast at you while Deterrance is active. This reduces Deterrance’s Parry as if you successfully parried.
  • Raised Defenses: Deterrance now lasts 2 additional seconds, and parrying an attack reduces Deterrance’s cooldown by 0.5 sec.
  • Bloodseeker: Kill Command cause the target to bleed over 8 sec. (Unchanged).
    You and your pet gain 10% attack speed for every bleeding enemy within 12 yds.
  • Feral Tenacity: Mongoose Bite has a 30% chance on each attack not to trigger its cooldown, and be usable right away as if it had been triggered again.
Row Six (Survival Tree)
Advanced Preparation / Wilderness Medic
  • Advanced Preparation: When you use Exhilaration, you gain a charge of Mending Bandage. Each tick of Mending Bandage reduces the remaining cooldown of Exhilaration by 2 sec.
  • Wilderness Medic: Killing an enemy that yields experience or honor resets the cooldown of Mending Bandage and causes its next use within 30 seconds to suffer no drawback from damage.
  • Enduring Hunter: You, and your pet, gain the Endurance Training passive. If your pet is a Tenacity Pet, then increase Endurance Training by 50%.
    → Lone Spirit: You gain Endurance Training as a passive.
  • Survival of the Fittest: Instant, 2 min CD. Reduces all damage you and your pet take by 20% for 8 sec.
    If you already know Survival of the Fittest, instead gain 1 additional charge of Survival of the Fittest.
    → Lone Spirit: Reduces all damage you take by an additional 10%.
  • Cunning Hunter: You, and your pet, gain the Pathfinding passive. If your pet is a Cunning Pet, then increase Pathfinding by 50%.
    → Lone Spirit: You gain Pathfinding as a passive.
Lacerate / Animal Instincts
  • Lacerate: Mongoose Bite now applies a 14 sec Bleed effect, subsequent applications deal bonus bleed damage immediately. This bleed generates high aggro.
  • Animal Instincts: Mongoose Bite reduces the remaining cooldown by 3 sec of a random one of the following abilities:
    → Butchery
    → Flanking Strike / Harpoon
    → Kill Command
    → Kill Shot
    → Mongoose Bite
    Will only reduce the cooldown of an ability that’s on cooldown.
Row Seven (Survival Tree)
  • Medicinal Expertise: Mending Bandage no longer suffers from pushback when you heal yourself or your pet with it, and allows you to Parry, Dodge, and use Defensives while channeling it.
    Additionally, you and your pet are healed instantly for a set amount for each debuff removed by Mending Bandage.
  • Trap Layer: Each time you dodge or an enemy misses you, the remaining cooldown on your traps is reduced by 1 sec. This effect can only occur once every 3 sec.
  • Ferocious Hunter: You, and your pet, gain the Predator’s Thirst passive. If your pet is a Ferocity Pet, then increase Predator’s Thirst by 50%.
    → Lone Spirit: You gain Predator’s Thirst as a passive.
  • Counterattack: Your successful dodges and parries have a chance to make your next Raptor Strike or Butchery cost no Focus, and grant a charge of Butchery and Mongoose Bite.
  • Mongoose Fury: When you fail to dodge an attack, you gain a stack of Mongoose Fury. Only once every 1 sec. Can stack 5 times, lasting for 14 sec. Each stack is consumed on casting Mongoose Bite to increase its damage by 10% for each stack.
    → Lone Spirit: Grants Mongoose Bite a 3% chance per stack consumed to reset the cooldown of Wildfire Bomb.
    → Spirit Bond: Grants Mongoose Bite a 5% chance per stack consumed to instantly reset the cooldown of Kill Command and make it cost no Focus.
Row Eight (Survival Tree)
  • Aspect of the Monkey: Each time you are hit by a melee attack, your Mastery’s Dodge chance gains a stack until your next successful Dodge.
    → (Think Brewmaster Monk Mastery)
Wildfire Infusion

Lace your Wildfire Bomb with extra reagents, randomly giving it one of the following enhancements each time you throw it:

Shrapnel Bomb: Shrapnel pierces the targets, causing Raptor Strike, Mongoose Bite, Carve, & Butchery to apply a bleed for 8 sec that stacks up to 3 times.

Pheromone Bomb: Targets deal 25% reduced damage to you for 8 sec thanks to special pheromones. Kill Command has a 100% chance to reset against targets coated with Pheromones as they double to drive your pet to kill.

Volatile Bomb: The target is coated in volatile chemicals, allowing you to use Kill Shot regardless of the targets health and causing an explosion when you do so, dealing bonus Fire damage to the primary target and causing up to 5 targets near your Kill Shot target to burn for 25% of the damage over 6 sec.

  • Aspect of the Eagle: Instant, 2 min CD. Increase the range of your auto-attacks, Raptor Strike, Wingclip, & Mongoose Bite to 40 yds for 15 sec. Additionally, you and your pet cannot be slowed below 100% movement speed.
    → Spirit Bond: Your pet cannot be rooted.
    → Lone Spirit: If a root can break on you due to damage, it will do so in the first instance of it, no matter what.
    Finally, your pet damage is increased by 20%, Raptor Strike will deal an additional 30% damage over 4 sec as a bleed, and Mongoose Bite no longer requires you to have dodged to use it during Aspect of the Eagle.
Row Nine (Survival Tree)
  • Primal Instinct: You have a 10% chance when dodging an attack to only remove 1 stack from your Aspect of the Monkey-improved Mastery.
  • Capable Survivor: After you successfully dodge or an enemy misses you, reduce the remaining cooldown of Deterrance and Survival of the Fittest by 1 sec.
  • Explosives Expert (2): Wildfire Bomb cooldown reduced by 2/4 sec, and it deals 10/20% increased damage.
    Additionally, your auto-attacks reduce the cooldown of Wildfire Bomb by 1 sec.
    → Explosive Shot: Also reduces the cooldown of Explosive Shot by 1 sec.
    → Salvo: Also reduces the cooldown of Deadly Chakram by 2 sec.
  • Retreating Ranger: When you use Disengage, up to 5 targets within melee range of you are shot by both Concussive Shot and Arcane Shot, with a chance to fire a different shot then Arcane Shot.
    → Kill Shot: 15% chance.
    → Multi-Shot: 50% chance if more than 2 targets would be affected.
    → Explosive Shot: 10% chance.
    → Serpent Sting: 30% chance (application deals same damage as Arcane Shot).
  • Fury of the Eagle: Channeled (4 sec), 8 yd range, 45 sec CD. Furiously strike all enemies in front of you, dealing Physical damage over 4 sec. Critical strike chance increased by 50% against any target below 20% health. Deals reduced damage beyond 5 targets.
    You can parry, dodge, and use defensive abilities while channeling this ability.
    → During Aspect of the Eagle, Fury of the Eagle’s range becomes a 40 yd cone.
Row Ten (Survival Tree)
  • Monkey’s Paw: When you dodge, you regain 0.5% of your maximum health for every 1% dodge chance you have. However, you can only dodge once every 3 sec.
    The time between your dodges is reduced by 0.3 sec every time you’re hit or you parry.
Burning Pitch / Sticky Bomb
  • Burning Pitch: When Wildfire Bomb damages a target in your Tar Trap, instead of setting them on fire for 6 sec you instead ignite the Tar Trap, causing enemies within it to take Fire damage for Tar Trap’s duration as if they were burning from Wildfire Bomb. This effect lingers for 6 sec after Tar Trap ends, or 6 sec after a target leaves your burning Tar Trap.
    → Flare now also ignites your Tar Trap.
  • Sticky Bomb: Your traps now require a target, sticking to them and exploding after a 2 second delay, centering the traps effect on the target. Hi-Explosive Trap knocks targets away from you when used in this manner.
  • Ruthless Marauder: Fury of the Eagle now gains bonus critical strike chance against targets below 35% health, and Fury of the Eagle critical strikes reduce the cooldown of Wildfire Bomb, Aspect of the Eagle, and Survival of the Fittest by 1.5 sec.

Dark Ranger Hero Talents (MM/BM)
This is my favorite one, I love the flavor but felt there were many missed opportunities… like Wailing Arrow having no place in the tree!

Keystone (Dark Ranger)

Black Arrow: Serpent Sting is replaced by Black Arrow, which functions identically, except it deals Shadow damage.
→ This includes manners in which it is applied, as Serpent Sting the ability is gone (and why I did that, so Dark Ranger gameplay wouldn’t be spamming Serpent Sting).
→ Talents which refer to Serpent Sting now refer to Black Arrow in the same manner.

Wailing Arrow always applies Black Arrow to its primary target, and applies Black Arrow for half its duration to secondary targets damaged by it.

Row 1 (Dark Ranger)
  • Dark Finesse: Aimed Shot, Rapid Fire, Barbed Shot, and Kill Command deals 10% increased damage as Shadow damage.
    Deadly Chakram now deals Shadowstrike damage instead of Physical.
  • Dark Training: (Marksmanship) Black Arrow damage has a chance to grant ‘Dark Training’, making your next Arcane Shot deal Shadow damage, and reduce the cooldown of Aimed Shot by 1 sec, and Wailing Arrow by 3 sec.
    → In addition, all Wild Quiver auto-shot triggers are shadow-laden, dealing Shadowstrike damage.
    (Beast Mastery) Black Arrow damage has a chance to grant ‘Dark Training’, making your next Cobra Shot deal Shadow damage, and reduce the cooldown of Barbed Shot by 1 sec, and Wailing Arrow by 3 sec.
    → In addition, whenever Kill Command resets its own cooldown, its next cast becomes shadow-laden, dealing Shadowstrike damage.
    (Note, the chance is favored to Beast Mastery, since although they can stack it multiple times on one target, Marksmanship has a MUCH easier time putting Black Arrow on multiple targets)
  • Death Shade: Black Arrow damage has a chance to grant the Deathblow or Hunter’s Prey effect. (Unchanged)
Row 2 (Dark Ranger)
Death Calls / Grave Reaper
  • Death Calls: When a target affected by Black Arrow dies, summon an undead hound for 8 sec that taunts your target, deals Shadow damage and counts as summoning a Dire Beast, increasing your Haste by 5% for 8 sec.
    If a target dies while affected and an undead hound is active, its duration is reset to 8 sec instead of summoning a new undead hound.
    → Beast Mastery: Your knowledge of Dire Beasts becomes corrupted, causing them to be undead and deal Shadowstrike damage instead.
  • Grave Reaper: When a target affected by Black Arrow dies, gain a charge of Aimed Shot and Barbed Shot. This can only occur once every 15 sec.
    → Note: When a Dark Ranger talent grants a charge of Aimed Shot/Barbed Shot, it can stack an additional time (up to 3).
Embrace the Shadows / Smoke Screen
  • Embrace the Shadows: You heal for 5% of all Shadow damage dealt by you or your pets. (Reduced due to the higher degree of shadow damage available now)
  • Smoke Screen: Exhilaration grants you 3 sec of Survival of the Fittest. (4 sec if Lone Survivor is talented)
    Survival of the Fittest activates Exhilaration at 50% effectiveness.
Darkness Calls / Shadow Erasure
  • Darkness Calls: All Shadow damage you and your pets deal is increased by 10%. (Unchanged)
  • Shadow Erasure: Kill Shot has a 15% chance to generate a charge of Aimed Shot or Barbed Shot when used on a target affected by Black Arrow. (Unchanged)
    → Note: When a Dark Ranger talent grants a charge of Aimed Shot/Barbed Shot, it can stack an additional time (up to 3).
Row 3 (Dark Ranger)
  • Shadow Lash: When Trueshot or Aspect of the Wilds is active, Black Arrow deals 50% increased damage. (Unchanged)
  • Shadow Surge: When Multi-Shot hits a target affected by Black Arrow, it consumes up to 2 seconds of Black Arrow to deal that damage to all enemies near the target.
    → Rapid/Instinctual Reload: The second wave of ammo is unaffected by this talent.
    → The Shadow damage dealt because of this talent can trigger Black Arrow-damage related talents.
  • Dark Chains: When you Disengage, you chain all targets within 8 yards to the ground, reducing their movement speed by 40% until they move 8 yards away. (Based off the old Narrow Escape talent)
Capstone (Dark Ranger)

Withering Fire: When you expend ‘Dark Training’, a shadowy dagger strikes your target for Shadow damage, and reduces the cooldown of your next Aimed Shot and Barbed Shot by 0.5 sec. Shadow-laden Auto-Shots and Kill Commands also have a chance to cause a shadowy dagger to strike your target.

Wailing Arrow causes a barrage of dark arrows to strike your target and nearby targets for Shadow damage, and Deadly Chakram now increases Shadow damage you deal by 10%, like it does for Physical damage.

Sentinel Hero Talents
Surprisingly, I didn’t have to change TOO much? Mostly adding in Sentinel Owl functionality.

Keystone (Sentinel)

Sentinel: Your attacks have a chance to apply Sentinel on the target, stacking up to 10 times.

While Sentinel stacks are higher than 3, applying Sentinel has a chance to trigger an implosion, causing a stack to be consumed on the target every sec to deal Arcane damage.

Row 1 (Sentinel)
  • Don’t Look Back: Each time Sentinel deals damage to an enemy you gain an absorb shield equal to 1% of your maximum health, up to 10%. (Unchanged)
  • Extrapolated Shots: When you apply Sentinel to a target not affected by Sentinel, you apply 1 additional stack, and you have a 15% chance whenever you apply Sentinel to apply an additional stack.
  • Sentinel Precision: Aimed Shot and Rapid Fire deals 5% increased damage.
    Raptor Strike, Mongoose Bite, and Wildfire Bomb deals 10% increased damage.
    (Unchanged)
Row 2 (Sentinel)
  • Release and Reload: Applying a stack of Sentinel gives you a 15% increased chance to trigger Master Marksman and Counterattack for 8 sec, until these passives trigger.
Catch Out / Sideline
  • Catch Out: When a target affected by Sentinel deals damage to you, they are rooted for 3 sec. (Damage cannot break this root)
    May only occur once every 1 min per target.
  • Sideline: When Sentinel starts dealing damage, the target is snared by 70%, decaying over 3 sec.
  • Invigorating Pulse: Each time Sentinel deals damage to an enemy it has an up to 15% chance to generate 5 Focus. (Unchanged)
    Chances decrease with each successive stack of Sentinel imploding on a target.
Row 3 (Sentinel)
Sentinel Watch / Eyes Closed
  • Sentinel Watch: Whenever Sentinel deals damage, the cooldown of Trueshot and Aspect of the Eagle is reduced by 1 sec, up to 15 sec.
    → Whenever Sentinel deals damage, it counts as if you spent 5 Focus, up to 75, for the purpose of adding seconds onto your next Sentinel Owl.
  • Eyes Closed: For 8 sec after activating Trueshot or Aspect of the Eagle, all abilities are guaranteed to apply Sentinel.
    → You have a 100% increased chance to apply Sentinel against enemies affected by Sentinel Owl.
  • Symphonic Arsenal: (Marksmanship) Multi-Shot causes any target affected by Sentinel to explode, dealing Arcane damage to up to 6 targets within 8 yds.
    (Survival) Butchery causes any target affected by Sentinel to explode, as does secondary targets hit by Raptor Strike due to Carve, dealing Arcane damage to up to 6 targets within 8 yds.
    (Unchanged)
Overwatch / Crescent Steel (Both Unchanged)
  • Overwatch: All Sentinel debuffs implode when a target affected by more than 3 stacks of your Sentinel falls below 20% health.
  • Crescent Steel: Targets you damage below 20% health gain a stack of Sentinel every 3 sec.
Capstone (Sentinel)

Lunar Storm: Every 15 sec, your next Rapid Fire or Wildfire Bomb summons a celestial owl that conjures a 10 yd Lunar Storm at the target’s location for 8 sec, revealing a Vulnerability in all enemies damaged by that Rapid Fire or Wildfire Bomb, increasing you and your pet’s damage done to them by 5% for 7 sec.

Additionally, casting Sentinel Owl also causes a Lunar Storm for its duration and reveals a Vulnerability in all enemies caught in it initially for 7 sec, increasing you and your pet’s damage done to them by 5%.

→ Lunar Storm’s deal Arcane damage every 0.4 sec to enemies affected by Sentinel within it, and any target struck by this effect have their Vulnerability revealed for 7 sec, increasing you and your pet’s damage done to them by 5%.

Pack Leader Hero Talents
This one was… admittedly the hardest one for me to do? In the same way Beast Mastery was most difficult. But, heres my best shot!

Keystone (Pack Leader)
  • Vicious Hunt: When Kill Command resets its own cooldown, it prepares you to viciously attack in coordination with your pet, dealing additional physical damage with your next Kill Command.

Attacking with Vicious Hunt instructs your pet to strike with their basic attack (for free) alongside your next Barbed Shot/Steady Shot (Beast Mastery), or Raptor Strike or Mongoose Bite (Survival).

Row 1 (Pack Leader)
  • Enhanced Aspect: Your pet now grants all three pet family passives to itself and you, and causing talents such as Aspect of the Beast, Enduring Hunter, Ferocious Hunter, and Cunning Hunter to to improve them accordingly.
  • Howl of the Pack: Your pet’s Basic Attack critical strikes increase your critical strike damage by 5% for 6 seconds, stacking up to 3 times. (Unchanged)
  • Wild Attacks: Every third pet Basic Attack is a guaranteed critical strike, with damage further increased by your critical strike chance. (Unchanged)
Row 2 (Pack Leader)
  • Den Recovery: Aspect of the Turtle, Survival of the Fittest, Mending Bandage, and Mend Pet heal the target for 20% of maximum health over 4 seconds. Duration increased by 1 second when healing a target under 50% maximum health.
Tireless Hunt / Cornered Prey (Both Unchanged)
  • Tireless Hunt: Aspect of the Cheetah now increases movement speed by 15% for another 8 seconds.
  • Cornered Prey: Disengage increases the range of all your attacks by 5 yards for 5 seconds.
  • Frenzied Tear: Bloodseeker damage has a 5% chance to reset the cooldown of Kill Command and trigger Vicious Hunt.
    Bloodshed damage has a 15% chance to reset the cooldown of Kill Command and trigger Vicious Hunt.
Row 3 (Pack Leader)
Covering Fire / Scattered Prey
  • Covering Fire: Kill Command increases the duration of Beast Cleave by 1 second, and reduces the cooldown of Wildfire Bomb by 1 second. (Unchanged)
  • Scattered Prey: Multi-Shot and Butchery increases the damage of your next Multi-Shot or Butchery by 25%.
    → Carve: If Raptor Strike deals damage to more than one target, the next Raptor Strike deals 25% additional damage to secondary targets.
  • Cull the Herd: Kill Shot deals an additional 30% damage over 5 seconds and increases the bleed damage you and your pet deal to the target by 25%.
    (Unchanged)
Furious Assault / Beast of Opportuntiy
  • Furious Assault: When Kill Command is reset by Bloodseeker/Bloodshed damage, your next Kill Command causes Bloodseeker/Bloodshed to expire 100% faster for 6 seconds.
  • Beast of Opportunity: Bestial Wrath and Fury of the Eagle calls on the Pack, summoning a pet from your stable for 6 sec, obeying your Kill Command and benefitting from Pack Leader talents.
Capstone (Pack Leader)

Pack Assault: During Aspect of the Eagle and Aspect of the Wild, every Kill Command causes you to strike alongside your pet, and every Barbed Shot, Steady Shot, or Raptor Strike instructs your pet to attack with its basic attack.

Edit 1: Changes have been made to the core tree, which is now missing a few nodes after Razzilirra’s comments. Spec trees have yet to be changed quite yet!

Edit 2: Basic changes to spec trees, mostly in trimming down the 2-point nodes. Was more focused initially on keeping things overall the same layout-wise (with Survival as an exception). I did keep some of the 2-point nodes, at least currently to avoid grabbing almost everything in the 3rd tier of abilities, or at least avoiding every capstone from being picked…

All the other edits: Overhauling my initial wish list, with huge changes to Marksmanship and the Core Tree from the first posting!

1 Like

hm… a lot to go through here. I’ll address my thoughts from a MM perspective:

  • Concussive Shot - this is useless… I don’t even like it on the skill tree let alone the first thing for MM in the base tree. It’s MAYBE good in PvP but is completely and utterly trash in PvE.

  • Any reason Trailblazer & Posthaste are 2 point nodes? they don’t even offer power…

  • Why isn’t misdirection just a buff like in the trickster rogue tree? This design is outdated and hunters rip aggro due to our burst way too much against many tanks forcing us to either his misdirect like every pull possible (easier to macro on focus or w/e but insanely garbage gameplay)

  • Feign removing a debuff of each type? what does that mean exactly? and now you’re using feign to… shed debuffs in-combat??? nope, don’t like that. You’re just describing like a terrible cloak of shadows or something lol

  • Tranq shot needs to be able to be AoE, trickshot-able, or have a shorter CD. Spellsteal for mages doesn’t de-enrage but removes and steals a magic effect as an instant cast with no CD…

  • Survival of the Fittest being a THREE MINUTE CD is insane especially at a lower duration than Unending Resolve from warlock which is 2 seconds longer for 5% higher DR. 2 charges makes this more relevant but I’m seeing that I need to then have to have it twice AND I then need to choose between shorter CD & longer duration or having it be stronger and you will ALWAYS choose the 20% extra because of how Hunter’s lack of defensives even in this updated version you wrote works.

  • Binding shot has a short range, a long CD and requires they move still… it remains mid as a CC and you don’t want explosive trap for M+ because of how important mob grouping is… feelsbadnode again.

  • Improved Tranq/Tranq Darts - nope. +10 focus is whatever, and -4 seconds is completely situational on balance of specific magical effects. This ain’t the answer.

  • Rejuv winds is pretty whatever. +10% max HP is nice but 20% extra over 8 seconds is really meh in practice.

  • Binding Shackles/Leg Bind - this is your attempt to make the previously mentioned abilities more relevant… it’s not really good enough to make it feel competitive with CC from other classes… you know Shadowflame exists right? Howl of Terror, Psychic Scream, and more? Hunter gets a conditional stun with a similar CD that needs an extra node to make relevant? Nah.

  • Camo - it’s situational and pretty bad. Give hunters a stealth option or dont.

  • 60% CHANCE of aimed shot to apply serpent sting to ONE target is laughable. just delete this. Row 7 tries to fix this bad node but I don’t know why it exists in the first place… also Row 7 also just is… whatever? Aimed Shot applying and consuming the poison is kinda brutal cuz it won’t last long regardless. The other node in Row 7 is a mess.

  • Row 8 - yay more 2 point nodes. >.> killer instinct is mandatory and keen eyesight is desired. stealth detection is a ridiculous thing to tack on here.

  • Explosive Shot will always be the choice unless Barrage is INSANELY overtuned because channeling for 3 full seconds without a massively insane payoff is terrible.

  • Bro Sentinel Owl is a joke. Delete it.

  • TnT capstone is TWO POINTS AGAIN? Why do you hate Marksman lol also why are you forcing a two point talent to make the previous 1 point talent feel awesome?

Okay so I’m not going to spend my time going through the MM tree after reading the base hunter here because this just ain’t it. Mostly this is the same bad ideas blizzard has for us already shuffled around and slightly buffed. This ain’t it… the base class AND specs need a full overhaul and rework, not shuffling with a slight rework. A full redesign is really the only fix.

(I skimmed MM. You fail to recognize a lot of the HUGE issues with the spec like even missing how wailing arrow is a completely dead talent because it’s a 2 second cast WITH travel time… also again with the 2 point nodes everywhere? STOP IT.)

yeah sorry, this ain’t it. There’s a few cool ideas but the overall concept here fails to deliver on doing anything other than just making hunter continue to be bad compared to everybody else. it looks like it would maybe be 5% better than it’s current form which is still trash tier compared to mage and warlock who are the big 2 that ranged are aspiring to be like.

3 Likes

I like the Survival hunter ideas here. I think they are a solid foundation for a hunter tank. However, I wish we could replace bombs with something else. That spell is cancer.

2 Likes

We should make MM the tank. That’d be cool and unique instead of a knock off Brewmaster.

Bombs are cool

3 Likes

I should clarify… I tinker, but try and stick to what Blizz has going on, but with changes. For example.

  1. Concussive Shot is on the core tree, so I kept it, but instead of having to put a point in it, MM gets it for free alongside Kill Shot. So its bonus point.
  2. Trailblazer and Posthaste are 2-point nodes, so I just kept that, though I did make Wilderness Medicine and Natural Mending 1-point nodes. Think Warlock core tree after the recent overhauls, where Demon Skin/Fel Armor are still 2-point nodes EVERY warlock needs, but the outside nodes, previously 2-pointers, are now 1-point.
  3. Misdirection was kept cause its in the core tree, and has PvP talents related to it.
  4. Feign Death removing debuffs was a nod to how Survival Tactics, the PvP talent, used to work, and to give Hunters more survivability against debuffs in both PvE and PvP.
  5. Only thing I did to Tranq was a split talent with a previous PvP talent which does make it an AoE, xD.
  6. Survival of the Fittest is already a 3 min CD, but I added extra ways of reducing its cooldown, so a Lone Wolf MM Hunter, or in this case, a Lone Spirit MM Hunter, could get a 2 min Survival of the Fittest. Though I see your point here! My spreadsheet now has it as a 2 min CD baseline. Thanks!
  7. The main reason I did the node that way was to group AoE with AoE CC, and single target CC with single target CC.
  8. As mentioned before, Tranquilizing Darts is just the PvP talent, which does technically give some AoE functionality to Tranquilizing Shot.
  9. At least this version of Rejuvenating Winds is a 1-point node. :smiley:
  10. Leg Bind was mostly meant as an alternative to Binding Shackles, which is useless on its own unless you’re getting hit. Make your CC better, but that does give me some ideas!
  11. Camo is Camo, I just kept it, no changes.
  12. For one, Serpentstalker’s Trickery already only applied it to 1 target, but I changed it from 100% due to the other specs only having a 30% chance to apply it, per their own spec tree. It felt more fair, and Hydra’s Bite lets it all be AoE regardless.
  13. Stealth Detection was a nod to earlier Hunter trees from the past, the actual talent itself didn’t change beyond the bonus tacked on. Also just renamed Master Marksman to Killer Instinct, to match older names for similar talents from the past.
  14. Didn’t change it since they’re already a split node, but perhaps theres future changes here for me to look into…
  15. The main reason I didn’t delete Sentinel Owl was one, I could see a world where it was buffed, which I tried to do so, making it more reliable and lingering effects if the target leaves the radius, but also because the literal ‘Sentinel’ hero talent tree didn’t reference it at all, and I wanted its use in that hero tree to be both optional but available.
  16. Finally, what do you mean two points again? xD, T.N.T. is effectively replacing Arctic Bola here, but instead of giving your abilities a chance to apply a slow w/ some extra damage, its meant to super buff to the previous two abilities. But… once more, I certainly see your point.

I’ll certainly go back to the drawing board, but I did forget to mention that w/ Wailing Arrow would fly as fast as Aimed Shot in this version.

Edit: I’ve done my best to accommodate your criticisms, as I saw quite a bit of wisdom in them, Razzilirra! :smiley: