- Horn of the Hunt added at level 48, granting baseline access to Lust/Hero/Warp. Primal Rage now instead grants the party 30% Speed and 15% Leech, fading linearly over 12 seconds. Cooldown to be decided.
- Mastery: Spirit Bond changed to Mastery: Wild Instinct, which “Increases the chance, frequency, or effectiveness of your additional effects, and converts excess chance of damaging effects into proportionately greater damage.”
It therefore acts as a gameplay/profile tuning knob for KC resets, the impact of Terms of Engagement, impact of Mongoose Fury and Tip of the Spear, critical strike chance increase of FotE against low-heal enemies, the frequency of Viper’s Venom, effectiveness of Quick Shot, Coordinated Assault, Spearhead, Shrapnel Bomb, etc.
- Shrapnel Bomb renamed to Rupture Bomb and now causes your attacks to deal damage as if enemy Armor were reduced by 50%. Note also that, due to the new Mastery, Pheromone Bomb now converts Kill Command’s excess (i.e., normal) reset chance into proportionately greater damage.
- Viper’s Venom is now a choice node with Quickshot and is positioned below Improved Wildfire Bomb. Viper’s Venom’s effect now reads, “Causes your single-target melee attacks to afflict your enemy with Serpent Sting for 8 seconds. Duration of Serpent Sting may now be extended up to 21 seconds.”
- Quickshot, has likewise been adjusted to “Your Kill Command resets to cause your next ranged attack to deal an additional (120% of Attack Power) in damage, split among all enemies. Effects which duplicate your attacks entirely will also duplicate this effect.”
- The position formerly held by Quickshot has been taken up instead by Wildfire Infusions. The portion formerly held by Wildfire Infusions has been taken up by a new talent, Deathadder: “Enemies you have poisoned take a greater portion of periodic damage near the beginning of their durations based on the target’s portion of health missing. This rate of consumption slows with each tick, however, resulting in the same total duration.”
- This occurs by concentrating their damage logarithmically, not by actually causing the debuffs to expire earlier. As such, you still benefit from the additional effects of these debuffs, but can replace them sooner, and lose less to an enemy dying with duration still remaining.
- The position formerly held by Quickshot has been taken up instead by Wildfire Infusions. The portion formerly held by Wildfire Infusions has been taken up by a new talent, Deathadder: “Enemies you have poisoned take a greater portion of periodic damage near the beginning of their durations based on the target’s portion of health missing. This rate of consumption slows with each tick, however, resulting in the same total duration.”
- Coordinated Assault no longer charges the enemy. Instead, it resets the cooldown of your Kill Shot, Disengage, and Harpoon and causes your attacks to cause free uses of your pet’s basic attack on each enemy they strike while also causing Kill Shot to duplicate 40% its damage as a bleed over 6 seconds. Its attachable enhancement talents work exactly as before.
Same general benefits, but without the finnicky-ness. Though tied more to pet damage than before and less to Improved Wildfire Bomb, its overall impact should be mostly unchanged. The ST portion at the beginning is replaced with the replacement thematic tie-in, free pet basic attacks.
- Fury of the Eagle no longer causes Flanking Strike to have its cooldown reduced by Kill Command. Instead, that CDR is now inherent in the Flanking Strike talent itself.
- Killer Companion grants your Kill Commands a 10|20% chance to echo their damage to each enemy you strike with your next attack, and grants Kill Commands that do not reset a 25|50% chance to trigger effects as if they had reset and causes.
Similar damage to just the original effect if its damage were improved, but now also allows for steady rhythm to still contribute towards FotE CDR.
- Spearhead made more versatile. It now reads, “You and your pet charge your enemy, striking them for (150% of Attack Power). You then become one with your pet for 12 seconds. While active, you and your pet’s melee attacks each cause the enemy to bleed for a further (60% of Attack Power) damage over 4 seconds, and your Kill Command has a 35% increased chance to reset. Effects which increase the damage of your and your pet’s attacks that apply this bleed also increase the damage of this bleed.”
It’s worth noting that because excess chance is turned into increased effect, stacking Pheromone Bomb with Spearhead, Deadly Duo, Flanker’s Advantage means one would have guaranteed double damage from each hit… for a whopping +120% of Attack Power per Kill Command.
And perhaps more importantly still… that’s a +60% AP per target hit by Cleave/Butchery. It’s now a noticeable AoE buff for those who’d rather not bother with Coordinated Assault.
- Bloody Claws now instead grants Mongoose Bite a 3|5% chance per stack of Mongoose Fury to cause your next Kill Command not to incur the global cooldown.
More impactful, and likely even more fun.
- Carve Focus cost reduced to 30, damage increased from 31% of AP to 93% of AP, and it’s been given a second charge. Butchery Focus cost reduced to 25 and damage increased from 97% of AP to 110%.
You have the option of a 50% longer CD for 50% more charges and 16.7% less Focus cost for more control and burst, or to go for greater total theoretical CDR over time.
- Hydra’s Bite now also increases the number of Serpent Stings applied by Viper’s Venom and Volatile Bomb by 2.
I.e., now it might at least be an option in AoE, instead of nowhere.
- Energetic Ally buffed to increase your and your pet’s maximum Focus by 15.
This is just barely enough to maybe get in an extra MB into a MF window.
Extended Version:
- Frenzied Strikes is now a choice node with a new talent, Shock Tactics:
Shock Tactics
Reduces the the cooldown of Carve/Butchery by 1.5 seconds, increases the damage of Carve/Butchery by 20%, and gives Carve/Butchery a 35% chance per target struck to grant a stack of Shock Tactics, causing your next single-target melee attack to deal its damage to an additional enemy, stacking up to 4 times. Stacks will only be consumed when an additional enemy is present to be cleaved and up to all 4 may be consumed simultaneously.
- Sweeping Spear reworked. It now causes Raptor Strike/Mongoose Bite to increase the damage of your next Carve/Butchery by (10|20% of Attack Power), and Carve/Butchery to increase the damage of your next Raptor Strike/Mongoose Bite by (10|20% of Attack Power). These additional sources of damage are affected by Tip of the Spear and Mongoose Fury.
- Wildfire Bomb is now a choice node with a new talent, Rending Glaive:
Rending Glaive
12-second cooldown
Throw a glaive that will ricochet among and shred through your enemies, dealing (60% of Attack Power) physical damage and an additional (90% of Attack Power) over 6 seconds. When striking fewer than 3 enemies, Rending Glaive has a chance to make itself usable again upon return without incurring its recharge time nor your global cooldown.
- Improved Wildfire Bombs has been renamed to Packbreaker, and now gives a 50% chance to throw a free Wildfire Bomb [Rending Glaive at increased damage] upon activating Fury of the Eagle and 100% chance on Spearhead and Coordinated Assault. Tactical Advantage also gives Flanking Strike a chance to do this.
- Wildfire Infusions is now a choice node with a new talent, Snake Hunter, which causes you to gain 3% Haste from each active damage-over-time effect you have active. This effect diminishes by 20% per additional source contributing, reaching ~10% at 5 effects, and a soft cap of 14% at 12 effects (with 15% requiring more than 30 effects).
- Sharp Edges now also increases your critical strike chance by 1% per point.
- Viper’s Venom has been reworked and is now a choice node with Serpent Sting:
Viper’s Venom
Your single-target melee attacks will now apply the effect of Serpent Sting.This effect has two charges, each regenerated over 15 seconds and accelerated by 1.5 seconds per single-target melee attack used.
Serpent Sting
Fire a poison-tipped arrow at an enemy, dealing (30% of Attack power) Nature damage instantly and an additional (120% of Attack power) damage over 12 sec.If you acquire this skill also by other means, your other attacks will gain a chance to grant a free, empowered use of Serpent Sting, causing it to additionally deal its periodic damage instantly in addition to applying its normal effect.
- Yes, this is purposely a lower-duration, more immediately potent version of Serpent Sting.