My main issue is that, much like First Avenger or Heavy Ammo, it’d be very finnicky, whatever the tuning may be, such that even under ideal balance it’d be nigh required for places with enough 3-target fights, but otherwise avoided like plague rats.
I realize (after all, all stacks are unspent stacks — unless you just mean the stacks that would otherwise be replaced in overcapping them), and that’s why it would then devalue anything that buffs your normal spenders of those stacks.
If you’ve taken Chimaera and Target practice, for instance, now you have to hold Aimed Shot until those stacks are spent in order not to waste those bonuses… at which point you now waste this lesser bonus. They’re essentially what should be a choice node, but you already split Precise Shots from Wild Quiver, so…
To remove that anti-synergy, you’d need to make those Wind Bolts scale with those talents. The easiest way to do that would be to have it automatically simply fire off a no-cost-but-reduced-strength Multi-shot if Trick Shots was consumed or Arcane Shot (Chimaera Shot) if not.
I honestly wouldn’t even mind seeing Multi-Shot alone if Trick Shots wasn’t some 70+% of its value prior prior to Bulletstorm. It just… needs to have about as much damage contribution as Bulletstorm or Trick Shots adds to it.
We already have that via Natural Mending, though, without the anti-synergy with Calling the Shots (since it doesn’t ignore contribution from Aimed Shot, with CtS will increase as portion of total uptime). I’d recommend just dealing with that at the class level, either by simply reducing the base CD on Exhileration to 90s or by buffing virtually all class talents enough that even a buffed Natural Mending wouldn’t seem so obligatory.
That certainly wouldn’t be bad, though the 12% Avoidance is then given to the side that already has +5% eHP or +10% Leech… making the rich richer, so to speak.
Personally, I’d probably just go with…
Lone Wolf - Increases your ranged attacks’ damage dealt to their primary target by 10% and increases your Tertiary Stats by 5%.
- Or, trade out “tertiary stats” for “Leech, Speed, and Avoidance”.
But again, I’d rather make baseline the allowance for Hunter, with full balance, not to use pets if their spec skills do not force them to do so. Ideally, that’d be done by…
- giving all pets an AoE,
- putting a “Siphons 10% of your Attack Power to maintain your spirit bond with your companion” clause right on Call Pet itself…
- …so it’s clear from the start that you technically retain a bit more ranged burstiness under CDs if you don’t have a pet (though your sustained damage will be identical)…
- and returning Beast Training to Hunter, complete with a Lone Wolf tab (alike to any other pet’s Beast Training tab).
Would the current Steady Focus feel annoying to you, assuming common sense polish changes (like Countershot not breaking your streak) were applied?
To me, it’s not; far from it. But I could understand if it were.
But, it would be damn annoying to me if I felt like I had to spend 6 seconds at the start of each fight putting up a buff that could forever after be maintained with just 2 seconds’ time. It’d feel like an anti-burst tax, something specifically designed to get in the way of MM’s otherwise sniper-like theme of bursty opening damage.
A spitball counter-suggestion, if I may:
Hunter’s Rhythm (replacing Improved Steady Shot) - Your Focus generation is doubled while casting Steady Shot or while out of combat, and you gain Haste equal to half your Focus thus generated in the last 3 seconds, to a maximum of 10% Haste. This bonus lasts 12 seconds, retaining the highest amount achieved.
- That wording is very rough, but what you’d essentially have there is the ability to start combat with 9% Haste, and using a double Steady Shot or a Death Chakrams would build you up to 9% Haste, while any single Steady Shot would bring you up to 6%.
- We generate 6 Focus per second, pre-Haste. Steady Shot = 2 seconds, pre-Haste. 3 seconds, therefore, is enough time to generate 18 bonus Focus, with that benefit actually increasing slightly with up to 10% natural Haste or so to that max of 10%.
- (That 6% is higher than I’d like, but this is a spitball example and for an obligatory talent that’d smooth out Aimed Shot’s cast times.)
That’d only make changing its proc chance from RF from 25% to 100% all the more huge. I’d agree it’d be a bit smoother (though less reactive) if those procs only came from RF, since you could always just open with AiS into RF
That’s… not really what I’m referring to. You’d go from 17-21% immobile outside of Trueshot and around 40-68% immobile during True Shot to… 0% immobile. Even if your immobile cast times are CD-based… you’ve removed 100% of immobile cast times.
The only cost: you’d lose any control over when to use those Aimed Shots (granted, the whole reason for that control / the 2 charges was to time Aimed Shot to when it was safe… and now that’s no longer even an MM mechanic under this build).
You’ll have stripped a fundamental mechanic from the spec, and not in a way that really leverages any nuance in its place.
Whereas this, at least, is a rare bonus; it doesn’t altogether replace a core MM mechanic.
And this, likewise, at least incentivizes skillful pacing and can therefore reward knowledge of upcoming dangers.
- That said, if possible I might recommend borrowing of the code/tech used for Evoker to make Aimed Shot two-stage, wherein one can optionally consume stacks to complete the cast for full damage but 33% less cast time per stack by having it cancelled (by your movement or enemy breaking LoS)… or just let the normal cast roll, holding onto those stacks for now.
Tangent (Spitball):
And then, if you really want some further interplay with that, I'd recommend, say, bringing back Double Tap (perhaps in place of Target Practice or Tactical Reload) and making it so Double-Tap isn't consumed until the consuming channel/cast is completed... meaning that you can double-dip it by using Rapid Fire until just before the very last shot in the channel and then clip that an instant-cast Aimed Shot to get the doubling on both.
(Of course, this would either have to be prevented in PvP, or Double Tap would simply be tuned down in PvP, as it was in Shadowlands, and partly balanced around that available combo.)
I’d agree. I just want to be sure the choices are relatively balanced and I’d prefer that the groundwork for meeting shared constraints (the minimum mobility/sustainability requirements) be laid out from the start, with the different corners of those builds just augmenting that in different ways.
- That’s in no small part just because it would suck to feel obliged to play a relatively ultra-immobile build just because it ekes out some ~5% more theoretical ST damage that may even perform higher even in practice and therefore feel obligatory — or, worse, won’t actually perform as well in practice but your raid-mates will think that it will and may therefore insist you use it.
- Else you just don’t really care about them/raiding/success/others’ time/being-a-chad…