Ok. I’ve got a few thoughts.
First the good!
Quick Shot
Good change. The proc rate was horrible previously, and it being a chance of a chance felt bad. This is much more consistent. Numbers can probably be tweaked further if needed through Ranger talent or baseline.
Sic’ Em
Great change! I missed having a button light up to smash that the previous version of grenade juggler brought to the table.
Coordinated Assault
On paper I’m digging the changes here. No longer need to work around pet’s basic attack and seems to be an appropriate damage buff not tied to specific abilities.
Symbiotic Adrenaline
Like the TotS buff but requires dumping any TotS stacks before using. Would it be OP to allow you to overcap your initially gained TotS stacks for the initial hit?
The Neutral
Spearhead
Sprearhead charge removed. I’m ok with that because honestly in most cases its going to be chained with CA, especially since CA is a heavy hitter now. Double charge was redundant. CONSIDER adding focus generation we had with Death Chakram on use with this ability.
Death Chakram byebye
Although a cool ability. I’m ok with it going. It was essentially a damage prepper that required excessive cd chaining, and in survival’s case Sprearhead is already filling that role. I’m more than ok with returning the majority of the power to the core abilities in tradeoff. Can we get some kind of Chakram ability in Sentinel now please? When I think Sentinels I think Chakrams not owls tbh.
Bye bye Steel trap
Going to miss dropping you on DHs and have them stare at me when they can’t press W anymore. Agree that it was probably for the best because there were a lot of extra utility abilities to manage.
Hunter Tree Capstones
While useful, none of the capstone abilities in the hunter tree really scream THIS IS A CAPSTONE! All 3 are useful in their own ways, but not as impactful with the loss of DC. I could see each of these anywhere in the tree.
The Bad/Horrible
Mongoose Bite
I’m a bit confused on the direction you’re going here. I agree with the sentiment that Mongoose Fury windows were challenging to fit in this updated rotation. But again it seems that you are further solidifying Mongoose Bite as a must have over Raptor Strike as it only takes a few extra hits to get the damage buff rolling at max and maintained, making the very early transition a no brainer…
Again, please just scrap Raptor Strike OR Mongoose Bite to have 1 melee focus dump. Use talents further down the right side of the tree (cough Bloody Claws) to beef it up. Maybe decoupling mongoose fury or whatever buff you’re attaching to it as a separate talent.
Maintaining and maximizing Mongoose Fury windows was still part of the fun of the spec. I still think this could have been preserved by either extending the window or reducing number of stacks to cap. Something that rewards paying attention and banking/spending focus at correct times. Now its very much fire and forget.
Flanking Strike
No No No NO. This change will literally ruin the spec in pvp, and give less control in PVE as a fun way to supercharge TotS.
In addition to forcing the hunter in melee range at intervals you cannot control, it also introduces inconsistent range usage for Kill command. KC is a 50 yard ability until it isn’t.
Please revert this change! It was great in the last build and I’m super confused on what you’re trying to accomplish here other than reducing a button to push.