In response to this post which I made the other day, talking about the general class tree, I made some additional changes to individual talents + the layout. These are essentially my suggestions for what changes I’d like to see for the class tree. The purpose of these suggestions is to, hopefully, work towards improving our lack of survivability in certain scenarios, and how we are currently also lacking options for particular group-based utility. Feedback is always appreciated!
As usual, I’ll post a link to pastebin, where anyone who wants to can copy the code in said link and import it into TalentTreeManager(TTM), in case they want to check things out in a talent calculator interface. I’ll also list all changes to individual talents below here, along with an updated image to compare to the layout of the current class tree we have on live.
→ Pastebin - Code to import into TTM
First bracket
- Wilderness Medicine - Changed to a 1 point talent, effect is the same as it was prev at 2 points.
- Natural Mending - Changed to a 1 point talent, effect has been adjusted slightly.
Second bracket
- (New) Snake Trap - New talent added. Similar to the old version, before it was removed from the class.
- Improved Traps - Talent changed to a 1 point talent, and has been renamed to Trap Mastery. The talent now provides further enhancements, in addition to what ImprTraps used to provide at 2 points.
- (New) Iron Hawk/Aspect of the Fox - New choice node added, bringing back some old talents/abilities. Some minor changes have been made to each one, compared to what they used to do.
- (New) Serpent Venom - New talent added. If chosen, allows players to alter the effects of Snake Trap, making for potential choices based on preferences.
- Pathfinding - Talent changed to a 1 point talent. Effect changed to providing 8% passive movement speed, if chosen.
- (New) Cold Trigger - New talent added. Allows players to modify Freezing Trap, to potentially serve a different purpose(NOT damage), in cases where crowd control might not be as much of a priority.
- Born to be Wild - Effect slightly changed. Now provides a 25% CDR at 2 points, up from 20%.
- Tranquilizing Shot - Talent has now absorbed the effect of another talent; Improved Tranquilizing Shot.
- Improved Tranquilizing Shot - Talent has been removed.
- Binding Shackles - Talent has been removed.
- Hunter’s Avoidance - Talent has been changed, now also provides additional benefits if the hunter has lost a lot of health to AoE attacks.
- Sentinel’s Protection - Talent has been changed, now provides additional benefits to party members who take direct damage, while the Sentinel Owl is active. The Leech-effect is still there.
Third bracket
- Nothing changed, since it’s focusing on throughput and not utility/defensives.
Tooltips for new/modified talents - *Numbers are subject to change*
Wilderness Medicine
Mend Pet heals for an additional 50% of your pet’s health over its duration, and has a 50% chance to dispel a magic effect each time it heals your pet.
Natural Mending
Every 15 Focus you spend reduces the remaining cooldown on Exhilaration by 1.0 sec.
Snake Trap
Hurls a snake trap to the target location. If an enemy sets off the trap, several venomous snakes are released. The snakes will pursue the approaching enemy, dealing instant physical damage and poisoning the target with each successful attack. The snakes will stay for a total of 10 sec.
Trap Mastery
The cooldown of all your traps is reduced by 5 sec.Provides enhancements to certain traps, if chosen.
-Freezing Trap - When an enemy is released from the ice, their movement speed is reduced by % for X sec.
-Tar Trap - Increases the radius of the tar patch left by Tar Trap by 5 yards. Enemies caught in the tar will have their movement speed reduced by another 10%, increasing the longer they remain in the tar, up to a max increase of 30%.
Iron Hawk/Aspect of the Fox
-Iron Hawk - Reduces all damage you take while standing still by 10%, and by 5% while moving.
-Aspect of the Fox - 2 minute cooldown.Party and raid members within 60 yards take on the aspects of a fox, allowing them to move while casting all spells and abilities for 6 sec.
This ability has a shared cooldown with other Aspect of the Fox abilities in your party or raid of 45 sec.
Serpent Venom
Swap out the type of venomous snakes used for your snake trap, allowing for different effects to be used against enemies. Each effect has a duration of 5 sec, refreshed by each successful attack from one of the snakes.-Paralytic Venom - Afflicted targets have their movement, casting, and attack speed slowed, increasing in effect the more they move, and with each successful attack by a snake.
-Hemotoxic Venom - Afflicted targets have their healing done & received reduced, increasing in effect with each successful attack by a snake.
-Necrotic Venom - Afflicted targets suffer additional Nature damage, and take increased damage from all incoming sources for the duration of the effect. Periodic Nature damage dealt increases with each successful attack by a snake.
Pathfinding
Movement speed increased by 8%.
Cold Trigger
Freezing Trap can be triggered manually by the hunter, causing the trap to form a solid block of ice that the hunter and other party/raid members can stand behind to protect themselves from incoming attacks for X sec.In order to manually trigger the trap, the hunter needs to be in close proximity to where the armed trap has been placed.
Born To Be Wild
Reduces the cooldowns ofSurvival
Aspect of the EagleAspect of the Cheetah, Survival of the Fittest, and Aspect of the Turtle by 25%.
Tranquilizing Shot
Removes 1 Enrage and 1 Magic effect from an enemy target.Successfully dispelling an effect generates 10 Focus.
Hunter’s Avoidance
Damage taken from area of effect attacks reduced by 6%.The hunter adapts to incoming damage from area of effect attacks. If more than 25% of the hunters health has been lost to damage taken from area of effect attacks, the hunter gains Adaptation.
Adaptation - The hunter takes 12% reduced damage of the same type as the spell that triggered the effect.
Sentinel’s Protection
While the Sentinel Owl is active, your party gains 5% Leech.If you, or anyone in your party takes damage from a direct hit while Sentinel Owl is active, the Sentinel will grant that player a protective ward which absorbs damage based on the total duration of the Sentinel Owl.