Hunter theorycraft

What changes as far as runes go, do you think/wish they will add is future phases? I am pretty happy with the phase 1 runes and super excited to see what’s coming in Phase 2 and beyond.
I’ll start us out, I want camo, even if it’s like “for four 4 seconds after your FD, you are enveloped in camouflage”

more melee stuff

4 Likes

I want an explosive shot that does 3 clicks of reasonable damage and is also single target. :upside_down_face:

4 Likes

Probably a rune to make min range 5 instead of 8, would be a dream for any hunter.

5 Likes

Sounds like that would be nerfed into the ground :thinking:

Lone wolf should remove dead zone imo

4 Likes

why theorycraft when scorpion poison ticks for 200s
you dont even need talent points just a /petattack macro

Didnt it get stealth nerfed today?

It was a obvious bug and not the intended design and just due to the change in how pets now scale with hunters. This thread is about design not accepting poor design because a bug makes level 25 damage OP for a week

That’s a really good idea!!

Anything that isn’t a passive. Few of the runes hunters get right now actually change gameplay in any meaningful way. Chimera is just a better arcane shot, explosive shot is just multi shot 2.0, sniper is just bonus crit chance, beast master is just a better pet, etc… The only passive that actually impacts gameplay is lone wolf which does so by taking away a core hunter mechanic (whether that is welcome depends on the person). Personally, I’d like to see some runes that allow hunters to become unique tanks. Something along the lines of “distracting shot has no dead zone” or a spell that is both a pet and hunter aoe attack that generates large threat that can be used independently, allowing for aoe threat management. Like if the spell basically was on both the pet and hunter that can be used at different times. Encourage a tanking style that mitigates damage and maintains aggro by juggling mobs between pet and hunter.