Hey Blizzard & fellow Hunters,
Marksman needs something tactical. Something that rewards skill, patience, and precision—not just frontloaded bursts or another pet-less damage button. So I’ve crafted a new ability concept that feels like pure hunter energy:
Tracer – the Controlled Detonation
A surgical payload. A stacking threat. A mental battlefield.
What is Tracer?
Tracer is a unique Marksman GCD ability that applies a non-damaging debuff to one enemy target. It doesn’t hit immediately, but as the Hunter weaves in Aimed Shot and Rapid Fire, the payload charges—eventually reaching a state of Overload, where it becomes a true execution finisher or a group-shattering detonation.
Core Mechanics
➤ Initial Cast
- Costs 1 GCD, no Focus
- Fires a
Tracer Round
, applyingTracer Lock-On
to a single enemy - Max 1 active Tracer
- No initial damage
➤ Stacking System
- Aimed Shot = +1 stack
- Rapid Fire = +1 stack
- BONUS: If Rapid Fire fully channels and all ticks land, +0.5 extra stack
- Max Stack: 4.5
That .5 matters—it unlocks the Overload State, where everything intensifies.
Manual Detonation
- Tracer must be manually detonated with a second cast of the ability
- 0.3s delay between trigger and explosion (counterplay window)
- Explosion hits:
- Nearby enemies: 300% AOE damage
- Primary target: 150% damage
- Solo (no other enemies): 400% finisher burst
Overload State (4.5 Stacks)
When Tracer reaches 4.5 stacks, it enters Overload State:
- Visually flashes red/green/blue
- Debuff now vulnerable to ALL dispel types simultaneously
- Manual detonation becomes empowered:
- AOE radius +25%
- Both current and previous dispel-type detonation effects trigger (see below)
Dispel Mechanics (Backlash Based on Type)
After 2 stacks, Tracer becomes dispelable—but only by one dispel type at a time, smart-cycled every 3s based on nearby enemies. Dispelling it has consequences:
Dispel Type | On Dispel Effect | Visual Flavor |
---|---|---|
Curse | Instant nature burst | Vines erupt from target |
Disease | 1.5s silence | Choking bile animation |
Poison | 2s disorient | Vomiting & stumbling |
Magic | Still explodes, but deals 50% reduced damage | Bright, contained detonation |
Slow-type/Freedom | Hunter gains 25% Haste for 5s | Hunter glows gold/blue |
Detonation Effect Changes (Based on Active Dispel Type)
If not dispelled, Tracer’s manual explosion effect mutates based on the current dispel type active during detonation:
Active Dispel Type | Explosion Bonus Effect |
---|---|
Curse | All targets take Bleed for 6s |
Disease | Targets take -20% healing received |
Poison | Applies stacking DoT to each hit |
Magic | Enemies take +5% magic damage for 10s |
Slow | Root primary target for 2s post-detonation |
In Overload State, the current AND previous effects stack (e.g., DoT + Root).
Bonus Talent Tree Mods
Talent Name | Description |
---|---|
Tracer Ricochet |
If the target dies with Tracer active, it jumps to a nearby target with 1 stack |
Reactive Shot |
Detonating Tracer on a solo target resets Aimed Shot cooldown |
Paint the Weak |
All explosion victims receive 20% reduced healing for 6s |
Why Tracer Works
Deep counterplay without being overcomplicated
Every part of your rotation contributes meaningfully
Forces PvP mindgames and PvE decisions
Skill expression through stack timing, detonation, and positioning
Plays into Marksman’s fantasy: the setup, the precision, the trigger pull
Final Thoughts
Tracer isn’t a “set it and forget it” ability. It’s tension you can feel—a glowing wound on your enemy’s body counting down to the moment you choose. Do they dispel and risk punishment? Do you detonate too early and waste the payload? Or do you wait for 4.5… and erase them?
Give Marksman real tools, real drama, and real control.
Let’s make it happen.
Let’s control the detonation.
my idea but Miss Scuttle aka ai helped. thoughts?¿!
Ðeffy