I want MM Hunter to be able to lust without that being tied to a pet. It’s a small change that would make a big difference for me and several other lone wolves.
Primal Rage should have been the class tree talent, give Ferocity SotF and then Tenacity gets the new Fortitude one.
There were no specs in WoW originally, there was just the Hunter who had to tame (and maintain) their pets, from lvl 5 IIRC.
Sentinal got nerfed, a few bugs fixed from Trueshot related talents and lastly received a visual update for Freezing Trap.
Will test later today!
Ok I’ve wondered since one of your other posts regarding sentinel, how do you misspell the name literally every time you typed it out? Is it a meme or something? Lol
I like saying Naaaalllll
I’m excited about marks honestly. It isn’t 100% the same but has something’s that remind me of ranged surv.
The Forum has a Search Engine. Type something like “Lone Wolf, Ranger spec”, or maybe “MM, no pet”, or “no pet Hunter spec.” A search using these terms should provide answers for your question.
Not a group, more of a mind-set, that favors playing the Hunter Class w/o a pet.
From what I’ve seen of Marks it has two viable sub-specs and that’s pretty great to me; One leans in on Aimed shot even more than live currently does and the other lets you lean on your pet some.
But, again, unless they are actively petitioning for Lone Wolf to be the only viable option or for the complete removal of Call Pet from MM, they do not comprise a group who, as you put it,
There is no grand conspiracy against you or against the Hunter class; whether one uses a pet or not —just as whether one uses traps or not— simply happens to be arbitrary in its fit to Marksmanship. Some will therefore prefer to use pets while others will not. That doesn’t make the latter half “wanttobes” who don’t understand the roots of the class (which would be a particularly hypocritical claim, in your case).
Quite the opposite. Initial class design forced every specialization into a shared core, constraining them to each other, but that design philosophy has long since been replaced. Your ability to operate a ranged weapon or a trap does not depend in any way on your pet, so why should Marksmanship —a spec about shooting things from a distance— necessarily require the use of a pet?
It’s going to be interesting to get back into a build that doesn’t have Rapid Fire. Although it might take some time to get used to it, I’m happier now that I have an option to avoid it altogether as somehow, for a Marksman Hunter, Rapid Fire just felt …wrong.
I just want them to clean up the bugs and fix all the talents that are straight up not working. I want to test the fffffff out of MM but theres no point when so much is still WIP
Be sure to grab Steady Focus since you will be relying on Steady Shot as your only Focus builder. That is the only issue with not using Rapid Fire as you will be missing the moderate Focus generation it provides.
Haste will become a more important stat for the passive Focus regeneration gain and reduced cast time for Steady Shot and Aimed Shot (currently, 32%+ Haste reduces the cast time to their minimum of 1.3 sec and 1.8 sec respectively).
I believe MM Hunters not wanting to use Rapid Fire will need to lean into the Serpent Sting DoT build and take the bleed buff options where they may be. Utilizing Hydra’s Bite for AoE situations and Poison Injection for single target. Additionally, taking talents that buff Kill Shot (namely: Deathblow, Deadeye, and Razor Fragments; maybe one point in Killer Accuracy) to potentially increase DPS potential.
Have yu tried the wind arrow build with no RF? I’ve gotten 45s on Trueshot with the procs. It’s very fun to get the procs and try and stack it with our TS cd but way too rng for my taste. The rotation is a bit basic tho
Right now on the Beta I have Lone Wolf up and can use both Survival of the Fittest AND Fortitude of the Bear. In other words, I can use both defensives without a pet.
If this is the case going forward and not a bug, it means our choice for pets will be dramatically less forced and you will be able to more specifically tailor your loadout for the encounter at hand. In other words, our pets are pure utility (except in AoE where it will still be a hinder), and pet families (Albeit still skewed but less so) gains more value in niche roles.
Pets only add:
Ferocity - Leech and Hero/Lust
Cunning - Pathfinding and Master’s Call
Tenacity - Endurance Training and it’s still pure garbage
To be clear having both our new defensives tied to our character adds value when choosing your pet rather than hindering us like in Shadowlands.
For example, In Shadowlands PvP I like Lonewolf to open on a warrior. If my movement abilities are on CD I pre-survival of the fittest for the DR and then call out my cunning pet for Master’s Call since I can’t use SotF with a cunning pet.
In Dragonflight, I have enough escapes and defensives to be able to use a Ferocity pet or tenacity instead if I’m playing 2x DPS. Granted this is still doubtful but the niche can be filled without losing out on a defensive like on live.
I’m not defending this or saying it’s the best thing ever, I’m just highlighting the new potential and I’m ALL for switching pet specializations.
To add, our Toolkit is so much stronger in DF that I won’t be surprised that Lonewolf will be much more prevalent option in pvp
I have found that Lone Wolf is nearly required as without it the interaction with the pet special ability as it relates to the bar icon automatically switching is broken.
Also, when opting into or out of Lone Wolf requires one to log out and back in for SotF to even be usable. At times, even with Lone Wolf and SotF talents selected, SotF was greyed out and unusable. A ‘/reload’ doesn’t correct the issue. I believe this is due to both versions of SotF having the same spell number.
EDIT: I wonder if that is why we have FotB now instead of the Lone Wolf version of SotF due to the strange interaction with the class tree version.
Been doing a lot of testing with the tier set.
The 2 pc Set bonus is the bread and butter of the whole set. Your entire kit is revolved around crits and how they bring synergy with Kill Shot, Razor Fragments, The crit bonus talents, Bullseye, Unnering Vision, etc.
The Tier Set 2pc bonus adds Arcane shot and multi shot into this crit synergy where they allow your Aimed Shots to be casted 50% faster and apply a fatty bleed (ST only not spread by Trick Shot Aimed Shots) on top of the rolling Master Marksmen (upwards of 8%% overall, roughly 4% more than live) and serpent sting dots being juiced up by the serrated blades talent.
It gives value by increasing your damage outside of Trueshot windows since during trushot our aimed shots are already quick casted that it’s not too critical yet you will still be able to use an arcane shot during Trueshot and benefit from the faster cast speed.
At first I thought it was going to be clunky because of the GCD but I’m happy to say that even when my Aimed Shot has a cast speed of 0.55 seconds (!!!) The moment the cast finishes you are able to immediately cast another spell which is SOOO GOOD.
I’d admit that the quick casting can be a bit extra at times but being able to lob out aimed shots very quickly has become very useful. Fishing for the proc with arcane shot also feels good as i guarantee that casting a quick aimed shot becomes high priority in the rotation as it brings a snowball benefit of continuing to give you precise shot procs which has translated to extra damage on my meters.
The 4pc is basically a way to guarantee a proc for your 2pc bonus.
I read Podh’s post about the bonuses being redundant during trueshot and I agree to a point. While you can definitely take advantage of it during trueshot (mind you it may be a slight increase in damage), the other side of that coin is that you consistently get procs during your normal rotation. And being that Aimed shot can get a cast speed of 1s with the buff and getting it a lot consistently it will for sure increase your overall damage because of it.
- It allows faster reactions to getting aimed shots off during Careful Aim on trash, new adds, etc.
- It changes your rotation/playstyle
- it feeds into your crit synergy (which already makes MM feel good)
- It gives Arcane Shot more weight
- It adds synergy to execute builds
It may be off to some but with MM playing the way it does now it greatly benefits from this tier bonus and may be one of the best “simple” designed bonuses out right now when it comes to overall synergy
A bit of a self plug but in the coming days I will finally post on my channel on Youtube. My new schedule allows me to play and edit etc. I’m hype about DF and I think I may pick up Devastation as I’ve been playing it a lot recently so will surely upload evoker related videos.
It’s been a while since I posted on my channel, We had a baby and have been working a new job ever since then but I’m excited to start churning out videos for all. Check it out, Youtube Channel name - LonewolfHD. Channel Link - Click me
Sub to get notifications on the uploads. I’ll still continue to post here for sure
It’s a good question. I do believe they want Lonewolf to be a mandatory talent like Aimed Shot or Steady Focus. I think it’s a good thing. You will always have it no matter what and it has advantages talenting into it like having a defensive attached to it. If you use a pet then it’s redundanat sure but if the pet dies you can cast revive pet and quickly cancel it and get access to LW much faster. Which sucks ig as this may be a bug but that interaction is pretty impactful sometimes
Make pet family ability selectable if you go LW. You lose the bonus speed, HP, or leech, but can still enjoy the utility. Tie heal cut to Hunter’s Mark - I will die on this hill.
Edit: A couple of other things that are still annoying:
- We have TOO MANY 2 point nodes that feed to 2 point nodes in both class and spec trees. It’s like gates behind gates.
- The top of the spec tree still feels very heavy. Some of those could be made passive (cough Imp Steady Shot cough cough) or single point nodes. You get punished in the mid and bottom because of the cost of the top. MM is 16 points up top, whereas most other specs are 11-14.
- Multishot should be WAY higher in the tree. Ideally where Crack Shot is, moving Crack Shot to where Imp Steady Shot is, which again, should be passive.
- Focused Aim and Killer Accuracy should swap places. For that matter, the middle of the tree should be rejiggered so that AoE abilities and buffs should be on the left, Kill Shot stuff on the right, and things that can benefit from trick shots (RF and AiS) should occupy the middle. It’s illogical to have talents buffing abilities they don’t have any path from.
- Rapid Fire feels like a bottom-of-the-tree choice considering how many points you need to put into it. I don’t know if all that should be cheaper, or if it should, indeed, be at the bottom of the tree. It’s pretty clear Blizz intends for it to not be mandatory, but the position and price make it feel like a capstone?
CLASS TREE (though MM related)
- Literally everyone is going to take either Conc Shot or Kill Shot, or both. One of those needs to be passive and replaced by Serpent Sting.
- If KS stays at the top, Imp Kill Shot needs to be removed and baked in. It’s a mandatory talent. There is no choice there.
- No reason for Misdirection to be in the tree. Should be base for Hunters since it’s one of our only sources of raid utility.
- The choice nodes of Int/HE and Binding/Scatter aren’t right. You can’t take Int if you don’t have a pet, so that’s shot with LW, OR if you take both Int and Binding, you’ll end up DRing yourself. It should be: Int/Scatter, Binding/Steel, and HE by itself somewhere else. Or maybe a different combo, but what we have now is a noob trap.
- Arctic Bola (questions about its validity aside) should be on Arcane shot, NOT AiS. Why have it on two focus dumps and then a CD shot for MM? It doesn’t make sense. I mean, it BARELY makes sense on Cobra, but hey, it is what it is.
- The whole leg with Master Marksman, Serpent Sting (were it to stay low), and the choice node below it should swap places with Keen Eyesight, Bola, and the choice node below it. It doesn’t make sense to NOT have MM connected to Serrated Shots.
- Could prrrroooooooobably just drop Binding Shackles and Hunter’s Avoidance and move Sentinal to BS’s spot. Then put a dead end directly below it for whatever nonsense they want it to do utility-wise.
- Improved Traps should also increase the radius of Tar Trap by 1/2 yards.
- Rejuvinating Wind and Born to be Wild should be swapped. Healing buffs should be in-line with one another, and BTBW works below the SotF choice node because no sane person will skip that choice.
- I don’t like Scare Beast hanging off the side of the tree. I’m not sure if that could be moved elsewhere or should just be part of our base kit considering all the other beast-manipulating abilites are basic to the class.