Feedback: Dark Ranger in The War Within

As of right now, Black Arrow resetting the cd of Barbed Shot sounds weak, and resetting Aimed Shot makes you want to be even more stationary. What if Black Arrow reset the cd of Wailing Arrow and made it instant cast, but maybe no silence. This way the hero tree feels more familiar for both specs (easier to balance). Can even add the choice node under Wailing Arrow from the MM tree into the hero tree, maybe procing dire beast for BM and keep wind arrows for MM

Without the silence, Wailing Arrow is just bloat. If they changed it as you suggested, there would just be a net loss of an AoE silence.

1 Like

Well, Wailing Arrow is already used on CD and the silence is flavor, but I would prefer it if it was pure utility and competed with other utility instead of major dps talents.

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You had to sacrifice a more valuable Lego to take it until Unity and it still lacked the AoE power of a Trick Shots Aimed Shot or Rapid Fire. And now? Razor Fragments is a lower portion of a lower base damage skill (and with lesser passive multipliers available to said skill).

So yes, having Black Arrow (or “Flayed Shot” in its place) trigger only Kill Shots instead of Aimed Shots would be worse for AoE, just as it giving Barbed Shot charges instead of Kill Command charges is worse for BM AoE.

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At the moment the hunter trees and design is so bad/out dated for MM its tiresome thinking about extra complexity on top of all of that when the base trees are so bad.

I would prefer these just being skins and doing nothing else and you just improve the class trees. Its just extra complicated logic on top of a broken tree.

Also when i think of dark ranger i think of Sylvanas not nathanos and his dark hounds. This tree doesnt remind me of sylvanas nor is it interesting its just another button when i already have too much keybinds on MM and its just press and forget for 30 seconds just a maintance buff. On MM i want to be using aimshot for big crits i dont like the idea of maintenance buffs and needing it keep it up, especially when it can just be dispelled.

What would i prefer?

  1. Black arrow replaces serpent string (no cooldown on blackarrow).

  2. black arrow has a chance to change your aimshot to a wailing arrow which is a fast casted aimshot that shoots out a wailing arrow that does good single target damage and does a aoe if you have trick shots.

Like something simple like that doesnt create more buttons and keybinds but at the same time is way more interesting than RNG dogs (on MM which i dont like because i dont play pets on MM), more energy and another keybind that has a 30 second cooldown that you have to keep up consistently during burst windows. I HATE this tree quite a bit. Black arrow having a 30 second cd and a 16 second duration is going to make the gameplay worse for MM in my opinion.

Please rethink this tree.

7 Likes

Altani had a very nice redesign, once you’re able to get past the HTML junk.

I picked up on KShot’s CD scaling with Haste, every second Steady having a .5s reduced cast, a 2TC ability like Hawk Shot, etc…

A talent like Piercing Shots: “Your instant and channeled shots mark their victims struck causing your next Aimed Shot against any of them to ricochet to up to 5 additional nearby enemies likewise marked for 75% damage. Your Aimed Shot now pierces up to 5 additional enemies in a line on the way to and beyond their primary target for up to 75% damage.”

I mean, it was just a spitball mock-up, but here’s the TTM-less version for those still mistaking an import string for an actual GUI (Talent Tree Manager):

...

Background Changes (kept mostly brief):

  • Kill Shot is now a 12s CD and costs 15 Focus but its CD now scales with Haste. The Improved Kill Shot talent has been made more of a utility action, instead causing it to consume up to (300% of Attack Power) damage’s worth of your damage over time effects on your target to deal that damage instantly and refreshing its CD when it kills an enemy or its victim dies within 3s of being hit by Kill Shot.

  • Concussive Shot renamed to Wing Clip and is now baseline, granted at level 3. It ignores its cooldown and lasts 300% as long when used from melee range.

  • Multi-shot has taken the place formerly held by Concussive Shot. Beast Cleave now require only a multi-target attack rather than Multi-shot specifically and Trick Shots has been rehauled, though, so it’s not technically required.

  • Cobra Shot is now baseline, deals 100% of Attack Power, and deals 50% of that damage as Nature damage. (Beast Mastery now begins with Cobra Senses instead, which increases its damage by 30% (to 130% of AP) in addition to causing it to reduce the CD of Kill Command.)

  • Multi-shot Focus cost reduced to 30 baseline (thereby being reduced by Crack Shot to 20). Pack Tactics, not Cobra Shot, now replaces Steady Shot.

  • Horn of the Hunt added at level 48, granting Lust/Hero regardless of pet. Primal Rage turned into a 3-minute party Leech/Speed buff.

  • Serpent Sting direct damage greatly increased, but its Focus cost has been increased to 15.

  • One can now select a family for their pet. Pet passives and access to the utility skill from your recently called pet now persists after Dismissing pet. While no pet is active, auto-shot damage is slightly more than doubled.


ROW 1

Aimed Shot

Unchanged, except in that its damage has been increased from 280.5 to 300% of AP, in exchange for the loss of Lone Wolf.


ROW 2

Efficiency

Steady Shot now generates 10 Focus.

Every other Steady Shot takes .5 seconds less time to cast.

Honestly, I’d prefer to just replace this with the likes of Pack Tactics, as you’d still use Steady Shot identically but Hunter would be less punished by getting off its finishing attacks for one pull just before another and would be better niched for skirmishing in PvP. But for now…

Crack Shot

Your instant shots now spend 10 fewer Focus.

The affected actions still contribute their original weight in Focus towards talents with effects based on Focus spent.

Same effect as before, but now also impacts Kill Shot and Lock and Load procs (which have increased proc chance but no longer remove the Focus cost).


ROW 3

Rapid Fire

You generate a stack of Wild Quiver every [5*(1-%Haste)] seconds, to a maximum of 4 stacks.

Casting Rapid Fire consumes up to 4 stacks to fire off 1 shot every [0.5*(1-%Haste)] seconds for (75% of Attack Power) physical damage each.

Each shot generates 2 Focus.

Target may be changed for each individual shot.

Rapid Fire is now less convulsive, more granular, more smoothly weaveable, and may change targets with each shot.

Double Tap / Honed Aim

Double Tap
Aimed Shot increases the critical strikes chance of your next [Cobra Shot / Hawk Shot / Chimaera Shot] or Multi-Shot by 30%. Stacks up to 2 times.

Honed Aim
Your instant shots grant stacks of Honed Aim, reducing the cast time of your next Aimed Shot by 20%, stacking up to 3 times. Rapid Fire has a 33% chance to grant a stack per stack of Wild Quiver consumed.

You may now choose between Aimed Shot being primarily an opener that your other spammables follow up on or an attack of opportunity.

The first increases Aimed Shot’s maximal indirect contribution but by increasing the damage of all else, while the second increases other shots’ maximum indirect contribution by decreasing the uptime that must be spent on Aimed Shot.

Hawk Shot

Replaces Cobra Shot. Let fly two shots that strike up to 2 enemies for (50% of Attack Power) arcane damage each. If a second enemy is struck, the damage to each is increased by 50%.

*Hawk Shot’s strikes count towards your chances to trigger additional effects as if performed by two separate attacks.

This synergizes well with the revised Bullseye talent in Row 5 by doubling the chance of getting a crit out of your filler. It deals a total of 100% to 150% AP, but as fully armor-penetrating damage, making it a decent bonus over Cobra Shot, which is still half physical damage.


ROW 4

Wild Shots

Your other ranged attacks have a 33% chance each to generate a stack of Wild Quiver. Stacks of Wild Quiver generated in this manner extend Wild Quiver’s maximum number of stacks by 1 each, to a maximum of 8 in total.

Careful Aim

Rank 1: Aimed Shot has a 35% increased chance to critically strike against targets who are above 80% health.

Rank 2: Aimed Shot has a 50% increased chance to critically strike against targets who are above 70% health.

This gives something of a functional reason to take just the single point.

Killer Accuracy

Rank 1: Kill Shot critical strike chance increased by 15%, and Kill Shot may be used against targets of up to 30% HP.

Rank 2: Kill Shot critical strike chance increased by 30%, and Kill Shot may be used against targets of up to 35% HP.

Chimaera Shot

Replaces [Cobra Shot / Hawk Shot].

Let fly three shots that will be split among up to 3 enemies for (35% of Attack Power) nature, frost, or fire damage each. Damage is increased by 50% for each additional enemy struck.

Additional strikes against the same target inherit the damage type of the first hit.

It therefore deals a total of 105% (1 target) to 210% AP (3 targets).

Turning Chimaera Shot into a new 3-target attack is mostly for future-proofing, allowing for a rotating mechanic based on its three damage types, as seen in the next row.


ROW 5

Trained Reflexes

Rapid Fire may now consume an additional stack every [0.5 * (1-%Haste) seconds, doubling its rate of fire.

Streamline

Rank 1: Your actions which generate Focus also generate 1% additional Haste for 5 seconds per 2 Focus generated. You may only benefit from one such effect at a time.

Rank 2: Your actions which generate Focus also generate 1% additional Haste for 5 seconds per 2 Focus generated. Consecutive uses of the same ability may double the effect and duration that ability grants.

Non-offensive actions and actions which do not incur the global cooldown do not interrupt “consecutive” casts.

Essentially, it’s a more responsive version —more capable of fallback action, even if no more foolproofed, exactly— of the old Steady Focus and In the Rhythm together.

Ricochet / Piercing Shots

Ricochet
Your instant and channeled shots mark their victims struck, causing your next Aimed Shot against any of them to richochet to up to 5 additional nearby enemies likewise marked for 70% damage.

Piercing Shots
Your Aimed Shot now pierces up to 5 additional enemies in a line on the way to and beyond their primary target for up to 70% damage.

Tuning Highly TBR.

Bullseye

Rank 1: Your critical strikes increase your critical strike chance by a further 2% for 5 seconds, stacking up to 5 times.

Rank 2: Your critical strikes increase your critical strike chance by a further 2% for 10 seconds, stacking up to 10 times.

Tuning again TBR. The short of this, though, is that even a single point should be a viable strategy for high Crit/Haste players, and those who don’t want to pool their Crit Chance-increased effects to blow in mini-bursts can avoid it altogether.

Wild Arsenal

The primary damage type of Chimaera Shot rotates each time you spend Focus on a ranged ability, and Chimaera Shot its victims to take 50% additional damage from the other two elements. Up to two applications may exist simultaneously on each enemy.

Exact implementation still fully TBR, but the idea is to vary the priority of receiving buffs according to where one is in the cycle.


ROW 6

Piercing Rounds / Fragmentary Rounds

Piercing Rounds
10% of your damage now bypasses your enemy’s defenses unless they are completely immune, but your Haste is decreased by 2%.

Fragmentary Rounds
Your shots are 30% more affected by enemy Armor, but deal an additional 10% of their damage over 6 seconds. Mastery reduced by 2%.

Tempted to rename to Full Metal Jacket and Hollow Points, but /shrug. Mostly a filler talent most relevant for bleed builds. Pretty generic damage increase in practice.

Serpentstalker’s Trickery

Aimed Shot also afflicts its victims with Serpent Sting.

Chance of newly afflicting enemies is increasingly reduced with each additional enemy struck beyond the primary target.

Hydra’s Bite guarantees at least 2 nearby enemies will also be afflicted.

Now has synergy with Hydra’s Bite and can technically Serpent cleave even without it. No longer fires a separate Serpent Sting because it’d otherwise benefit from the crits it’d do and such would force Serpent Sting’s direct damage to be tuned super low.

Razor Fragments

Kill Shot deals 25% increased damage directly and a further 25% additional damage over 6 seconds to it and up to 5 nearby enemies.

No longer requires Deathblow to proc nor Trick Shots to be consumed, but has been nerfed faintly (since it’d otherwise synergize too well with Kill Shot’s other buffs elsewhere, thus making the whole set obligatory).

Toxikos

Increases your Nature damage dealt by 30% and the direct damage of your non-physical attacks deal an additional 30% damage over 6 seconds.

Yes, obvious etymological pun is obvious. For sting/chi/attrition builds. Tuning obviously TBR.


ROW 7

Volley

Rain a volley of arrows down over 6 sec, dealing up to [(25% of Attack power) * 12] Physical damage to any enemy in the area, and a further [(25% of Attack power) * 12] physical damage split among them.

Good for synergy with Bulletstorm and somewhat with Sidewinder, otherwise still dull.

Deathblow / Lock and Load

Deathblow
Your ranged abilities each have a 10% chance to grant an additional charge of Kill Shot and allow it to be used regardless of the target’s health.

Lock and Load
Your ranged auto-attacks have a 12% chance to reset the cooldown of Aimed Shot and allow it to be cast instantly.

Tuning TBR, but the idea is that if you want to ramp more for skills like Bulletstorm or generally avoid casts, take LnL. Else, take DB.

Deadeye

Kill Shot now has 2 charges and has its cooldown reduced by 3.0 sec.

Remember that the base CD was increased to 12 seconds but the skill is now affected by Haste. This cuts off 25% of its CD, dropping it from 8 GCDs to 6. Given the other talents now enhancing Kill Shot and their synergies, that can be fairly potent, even now that Deathblow no longer needs the extra charge to avoid waste.


ROW 8

Sidewinder

Throw an enchanted dart that can be activated up to 4 times to deal (100% of Attack Power) physical damage to a target enemy and half that to all enemies nearby. These attacks do not trigger the global cooldown and can be done even while casting.

While Sidewinder is active, Wing Clip, Countershot, Wyvern Sting, and Tranquilizing Shot can be used without triggering the global cooldown, instead causing the Sidewinder to attack and simultaneously perform that action.

Your direct damage also has a 5% chance while Sidewinder is active to trigger a free attack from Sidewinder against a random target.

Unique MM utility. Not huge for throughput, though, outside of very high AoE counts.

Opportune Moment / Patient Sniper

Opportune Moment
Hunter’s Mark no longer incurs the global cooldown but consumes a charge of Aimed Shot to grant In My Sights for 20 seconds.

For each second thereafter, the damage of your next Aimed Shot against that target will increase by 10%, with every 15 Focus consumed decreasing this duration by 1 second. Effect reduced in PvP.

Patient Sniper
Aimed Shot consumes up to an additional 25 Focus to deal up to 50% greater damage. Your critical hits increase your maximum Focus by 20, fading over linearly over 8 seconds, and generate 1 Focus per second for 8 seconds.

Both horribly in need of revision, but essentially Legion MM-referencing big D Aimed Shots. One shot (after however many prep shots), one kill.

Trueshot

2-minute cooldown.

Increases your Haste by 25% and your casting speed by a further 25% for 15 seconds.

Yep, it’s initially that simple, no longer overwhelming other skill interactions. If you want it to make you more turret-y, specifically, though, there’s a choice node for that just below.

Shoot and Move

Your damage is reduced by 15%, but your Versatility and Haste are increased by up to 10% based on your % of Focus missing, and your Critical Strike and Mastery are increased by up to 10% based on your % of Focus held.

It’s still about a 3+% damage increase, despite the penalty, since you’re getting a total of +20% across effectively multiplicative stats (.85 * 1.1² = ~1.029 | .85 * 1.05⁴ = 1.033), but it adds some fun swing to your character that also emphasizes big shots and rapid recovery thereto. Currently overtuned. TBR.

Attrition

Your attacks trigger an additional tick of your non-physical damage over time effects on enemies afflicted by them.

Simple buff ideal for DoT/Haste fanatics.


ROW 9

Legacy of the Windrunner

Auto-attack speed increased by 30% and Deathblow chance increased by 20% of its original value.

Aimed Shot coalesces 2 extra Wind Arrow that also shoot your target for (5% of Attack power) Windstrike damage.

Modifiers to Aimed Shot damage also increase the damage of Wind Arrows.

Mostly unchanged, save for a bit of extra Lock and Load and Deathblow synergy, which I may remove anyways, and Wind Arrows dealing Wind(strike) damage.

Wailing Arrow

Charge for up to 1.5 seconds and release an enchanted arrow, dealing (250% of Attack Power) to (350% of Attack Power) Shadow damage to your target and an additional (150% of Attack Power) Shadow damage to all enemies within 8 yds of your target. Non-Player targets struck by a Wailing Arrow have their spellcasting interrupted and are silenced for 3 sec.

Likewise unchanged, except that its cast time has been replaced by a charge time.

Eagletalon’s True Focus / Arrow Hail

Eagletalon’s True Focus
Trueshot reduces the cooldown and Focus cost of Aimed Shot by a further 50%, and its cast time by a further 25%.

There, now you can turret more if that’s what gets you going in the morning.

Arrow Hail
During Trueshot, Aimed Shot will pierce in a 150% wider line and always act as if all enemies within 12 yards of the primary target are marked for Ricochet.

Needs revision, but basically just your big old AoE QoL buff that inadvertently carries a lot of burst throughput capacity as well.

Salvo

2 charges, recharged over 20 seconds each. Salvo does not begin cooling until consumed, but can be used even while casting.

Your next multi-target attack will consume up to 3 charges of Salvo at 10 Focus each to afflict an enemy each with Explosive Shot.

If Explosive Shot is taken, Salvo replaces Explosive Shot but Salvo’s maximum charge count is increased by 1 and Salvo’s recharge time is reduced by 10 seconds.

I.e., you only need 1 button for all your applications of Explosive Shot, and retain the same rate of fire as before.

Bulletstorm

Your ranged attacks do (8% of Attack Power) additional damage for each enemy struck by Aimed Shot within the last 10 seconds.

Basically the same as before, but not limited to Multi-shot, and therefore of at least a tiny bit of value in ST and funnel as well.


ROW 10

Echo of Wind / Stormwake

Echo of Wind
Firing Wind Arrows, successfully interrupting an enemy cast, or succesfully purging an enemy buff generates a stack of Echo of Wind and increases your movement speed by 5% each, to a maximum of 20%.

Activating Wailing Arrow or Trueshot consumes all available stacks to fire as many Wind Arrows as you had stacks of Echo of Wind, at 75% effectiveness.

Just some extra burst, akin to WRG-extended Trueshots, for sustained combat.

Stormwake
Your Aimed Shots and Wind Arrows leave a Windwake, increasing the Speed and Haste of allies along their paths and decreasing the movement speed and attack speed of enemies in the opposite direction, fading over 4 seconds.

Your Shadow damage dealt leaves a Shadows’ Coil, increasing Avoidance and Versatility of allies within the area previously struck and decreasing the movement speed and hit chance of enemies caught therein.

Stormwake not meant to be DPS-competitive with Echo of Wind unless you’d get indirect rDPS out of the Speed and/or Avoidance you offer.

Calling the Shots / Unerring Vision

Calling the Shots
Every 15 Focus spent reduces the cooldown of Trueshot by 1 sec. Costs that have been reduced still count for their full effect.

Highly buffed. Likely too buffed. May revert to 20 Focus per second of CDR.

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.

Unchanged.

Conflagration

Using Aimed Shot on a primary target afflicted by Explosive Shot before it explodes will add half the damage of that Aimed Shot to its explosion.

  • (20-cap: Conflagration’s consequent damage may be dealt to up to 20 enemies without reduction to the damage each enemy suffers.)

Preemption

Queue three different instant, targeted actions, putting them on cooldown and loading them into Preemption. Upon your next ranged attack, your auto-attack speed will be increased by 30% and the three actions you queued will be additionally cast with each auto-attack, one at a time. Cooldown of 30 to 60 seconds, based on the total Focus cost of actions Preempted.

Likewise pretty good for utility. May be too OP in PvP, especially as a way to unload Kill Shots atop Aimed Shots if a target was low enough when Kill Shot was loaded into Preemption.

5 Likes

You might have been the missing class developer all this time.

I really just wish they would make Aimed Shot less spammy and make it hit harder again. I don’t like all the proc resets. I am happy with just lock and loads, honestly

2 Likes

Then play a caster

To me Dark Ranger is closer to the old Range /Melee Surv hunter hybrid .

They should of gone Surv/MM with it and with one of the option choices gave one side for mm to pull out a melee weapon in melee range like the crossbow (if it still exists) Suvival in it’s current form can pull out at range.

That doesn’t make any sense.

He said he wanted the cast to be LESS spammy, though?

Really wished they would allow dark rangers to use undead minions as pets and not just undead beasts. You dont need to change the pet abilities or mechanics but when i think of dark ranger i think of Sylvanas in WC3 with the undead minions she spawns.

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Hasn’t that been the limit of Dark Hunter pet usage, though, always? They’ve never been commanding about flesh golems or ghouls or such, iirc.

Dark ranger black arrow summons skeletons on kills in WC3

2 Likes

For some reason I remembered those low poly nuetral dark hounds being a thing instead…

But yep, three ranks of skeles, which makes sense for the missions in which they were used. Or with greater budget (Reforged), direct undeath of enemies recently killed. Kill a beast → Skele Beast. Kill Footman → Skele Footman (with extra edge). Kill Paladin → Skele Paladin.

Makes sense, at least when Dark Rangers are the only ones around doing so.

Since we’re seeing Death Knights and their ghouls so often, though, I’m okay with limiting Dark Rangers to simple bone constructs in the shapes of what they take also as living companions, but thank you for the correction.

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Sure hope we hear some updates about Dark Ranger from the devs like the Priests did in response to all the suggestions and feedback folks have provided.

Even if it’s just a ‘we hear your concerns and are looking into making some adjustments’.

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Dark Ranger isn’t as fundamentally broken as Oracle was, so I doubt it. Black Arrow is most likely gonna keep its design of an additional medium CD ability with a Shadow DoT even if they do change the proc or some of the follow up nodes due to feedback, but Oracle is getting a ground up rework by throwing away the core concept of the tree, which is the PI replacement.