I’ve been engaging in discussion here on the topic of returning ranged Survival as a fourth spec, either in Shadowlands or in the future. I thought I would put down my ideas in this post, as to how it could potentially be designed when it would be returned as a fourth Hunter spec (not replacing melee Survival).
The purpose of this post is to show that ranged Survival is not just a slightly different Marksmanship, that it has its own well defined fantasy, and can be easly designed to play plenty differently from the other Hunter specs.
Edit: I made a new post that contains suggested design for all Hunter specs (including ranged SV and a fourth spec that is like melee SV) here: Potential design for four spec Hunter, ALL spells/abilities/talents, and how to make pets engaging again
- Mastery -
Wild Hunt
Damage over time effects deal X% increased damage.
The cooldown of traps are reduced by X%, and they last X% longer on the ground before expiring.
- Baseline Abilities -
Explosive Shot
25 focus
6 second cooldown
You fire an explosive charge into the enemy target, causing X fire damage initially and every second for 2 seconds.
Black Arrow
30 focus
30 seconds cooldown
Fires a black shot at the target, causing X shadow damage over 20 seconds.
Serpent Sting
10 focus
Fires a shot that poisons the target, causing X nature damage over 15 seconds.
Immolation Trap
30 second cooldown
Hurls a fiery trap to the target location that causes X fire damage over 16 seconds to the first enemy that approaches it. Limit 1 fire trap. Trap will exist for 1 minute.
Explosive Trap
30 second cooldown
Hurls a fiery trap to the target location that causes X fire damage and burns X enemies within 8 yards for X additional fire damage over 10 seconds. Limit 1 fire trap. Trap will exist for 1 minute.
Multi-Shot
15 Focus
Fires several missiles, hitting your target and up to X enemies within 10 yards for X physical damage.
Counter Shot
24 second cooldown
Interrupts spellcasting, preventing any spell in that school from being casted for 3 seconds.
Kill Shot
10 focus
10 second cooldown
You attempt to finish off a wounded target, dealing X physical damage. Only usable on enemies with less than 20% health.
Lock and Load
Passive effect
Black Arrow has an X% chance per tick, and traps affected by Waylay have a 100% chance when sprung, to reset the cooldown of Explosive Shot and cause your next two Explosive Shots to cost no focus and to trigger no cooldown.
Waylay
Passive effect
After 3 seconds, your traps become fully armed, making them especially devastating:
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Freezing Trap - Once broken, slows the enemy by 70% for 4 seconds.
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Tar Trap - Moving while affected by Tar Trap has an X% chance per second to stun the enemy for 1 second.
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Immolation Trap - Damage increase by X%.
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Explosive Trap - Damage increased by X%.
Serpent Spread
Passive effect
All enemies hit by Multi-shot are also affected by Serpent Sting for 9 seconds.
Steady Focus
Passive effect
Steady Shot now generates 10 focus.
- Talents -
Tier 1
Caustic Venom
Explosive Shot ticks have an X% chance to change your next Serpent Sting into Acid Sting:
- Acid Sting - Fires a shot that sears the target, causing X fire nature damage over 12 seconds and causing your Serpent Sting on the target to deal X% more damage while active.
Just as Planned
Lock and Load now also generates 30 focus over 10 seconds.
Spray and Prey
Damage caused by your shots and stings have an X% chance to generate 30 focus for your pet and increase your pet’s critical strike chance by 6% for 6 seconds, stacking up to 3 times.
Tier 2
Airborne Toxins
Multi-shotting a target already infected with Serpent Sting causes 2 enemies within 8 yards of the target to take X nature damage and be infected with Serpent Sting for 9 seconds.
Barrage
Rapidly fires a spray of shots, dealing an average of X physical damage to up to 8 enemies in front of you. Usable while moving.
Boom Operator
The radius of Explosive Trap’s damage effect is increased by 100%, and Explosive Shot now also deals X% of its damage to up to X enemies within 10 yards of the target.
Tier 3
Trailblazer
Your movement speed is increased by 30% anytime you have not attacked for 3 seconds.
Natural Mending
Every 20 focus you spend reduces the remaining cooldown of Exhilaration by 1 second.
Camouflage
You and your pet blend into the surroundings and gain stealth for 1 minute. While camouflaged, you will heal for 2% of maximum health every 1 second.
Tier 4
Steel Trap
30 sec cooldown
Hurls a Steel Trap to the target location that snaps shut on the first enemy that approaches, immobilizing them for 20 seconds and causing them to bleed for X damage over 20 seconds.
Damage other than Steel Trap may break the immobilization effect. Trap will exist for 1 minute. Limit 1.
- Waylay effect - Root and bleed duration increased by 50%.
Snake Trap
30 second cooldown
Hurls a Snake Trap to the target location that spawns multiple snakes to attack the first enemy that approaches. The snakes melee attacks will apply a stacking nature damage over time effect, and have a chance to inflict a 40% movement speed slow and a 30% casting speed slow. Snakes take 90% less damage from area of effect attacks, have 10% the health of the Hunter, and will exist for 9 seconds.
- Waylay effect - Snakes now last 15 seconds and apply the movement speed and casting speed slow 50% more often.
Trap Launcher
While Trap Launcher is activated, all traps will be transformed into projectiles, immediately triggering their effect at the location of the target enemy within 40 yards. When Immolation Trap is fired this way, it will also gain the effects of Waylay.
Tier 5
Born to be Wild
Reduces the cooldown of Aspect of the Cheetah and Aspect of the Turtle by 20%.
Posthaste
Disengage also frees you from all movement impairing effects and increases your movement speed by 50% for 4 seconds.
Binding Shot
45 second cooldown
Fires a magical projectile, tethering the enemy and any other enemies with 5 yards for 10 seconds, rooting them in place for 8 seconds if they move more than 5 yards from the arrow.
Tier 6
Night-Watch
Duration of Black Arrow increased by 12 seconds.
Exotic Munitions
Allows you to modify your ranged weapon to use Exotic Munitions that last for 1 hour:
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Incendiary Ammo - Each auto shot deals X additional Fire damage to X enemies within 8 yards of the initial target, and increases the duration of Immolation Trap by 1 second.
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Poisoned Ammo - Each auto shot deals X additional Nature damage over 16 sec, and while active refreshes the duration of Serpent Sting to 3 seconds whenever it would otherwise expire.
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Frozen Ammo - Each auto shot deals X additional Frost damage, reduces the target’s movement speed by 30% for 4 sec, and no longer breaks Freezing Trap’s effect.
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Arcane Ammo - Each auto shot deals between X and 3X additional Arcane damage, and causes your next Arcane Shot to deal X% more damage and cost 5 less focus, stacking up to 3 times.
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Shadow Ammo - Each auto shot deals X additional Shadow damage rapidly over 1 second, and causes Black Arrow to tick 50% faster over its duration.
Sticky Bomb
20 second cooldown
Hurls a grenade at your target which sticks to them and explodes after 6 seconds, knocking them down and dealing X fire damage. Explosive Shot triggers this effect immediately and causes it to deal X% more damage.
Tier 7
Potency
Explosive Shot, Serpent Sting, Black Arrow and Immolation Trap damage ticks have a 20% chance to deal damage twice, an 8% chance to deal damage three times, and a 2% chance to deal damage 4 times.
Fully Loaded
3 minute cooldown
Instantly activates Lock and Load and for 9 seconds afterwards causes Black Arrow to have a 100% chance to trigger Lock and Load.
Lion’s Den
Traps now instantly deal X physical damage to the target that triggers them, and all traps now cause the target who triggered them to take X additional physical damage whenever they trigger one of your traps, stacking up to 3 times and lasting 15 seconds. Damage from Lion’s Den is increased by an additional 20% for traps that are affected by Waylay.
Freezing Trap and Steel Trap are not broken by damage from Lion’s Den, and no longer break from your Serpent Sting, Black Arrow or Immolation Trap damage over time effects.
- End -
To reiterate, this post is to show that ranged Survival can easily be its own well defined spec, and is not just Marksmanship but with DoTs. I didn’t take much effort to balance these abilities/talents, so it could be that some are over or under tuned. But Blizzard could just adjust the numbers to fix that. The purpose was not to show a perfectly numbers balanced spec, but rather an interesting one with a strong fantasy.
Any constructive feedback is welcomed, as well as your own suggestions as to what ranged Survival could be like if/when it returns.