Thanks for the feedback Bepples!
Gonna provide some explanations/clarifications below.
Fair enough. Though it was a CD before it became a baseline ability for MM.
The name is of less concern to me. I just presented it as Rapid Fire was the name of the CD that we had as SV in the past. Plus it fits thematically, in multiple ways.
Hmm, okay.
I designed it this way as I’m not a fan of CDs that simply provide a bonus(%) to damage or some extra haste.
I find those to be incredibly boring.
Feel free to highlight what it is that you’re finding to be obscure. Maybe I can rewrite it.
Fair enough.
To make it clear:
On use, you gain haste and you manually trigger the Lock & Load-passive effect(which gives you a free charge of Explosive Shot).
The second part, basically has the same effect on your rotation, as Killer Cobra does for BM.
For SV, it would cause Explosive Shot to reset the remaining CD of Black Arrow. You can then choose if you want to apply several stacks of BA to a single target, or to several targets.
You can always stack up Black Arrow, multiple times. Just that normally(outside of Rapid Fire), you would not have the CD reset in time to do so.
The third part, has no real effect on your rotation. It’s a passive way to allow for some on-demand AoE(in case of stacked targets). And thus, is very situational.
Never thought of it that way. But no, I’m no fan of the way Wild Call works for BM.
The bleed is of no real concern to me. At least not ST.
I always preferred the old Lock & Load that wasn’t a CDR, but it used to add extra charges on top of what you already had(for a limited time).
Which is also why I designed L&L to work like it used to in the past.
T.N.T. is designed to allow for a choice between burst damage(without the talent) and sustained damage(with the talent).
Basically, without TNT, you can apply several Explosive Shot charges on the same target, much like SoC for Warlocks(think SoC was the equivalent).
If you instead pick TNT, this would change so that you could gain free extra uptime on Explosive Shot if you build it up.
The second part is basically just a bit of extra rng tied to the Exotic Munitions-passive effect. That every time Exotic Munitions procs, you gain an extra 3 seconds on Explosive Shot, in case it’s active on the target.
An alternative design could be that the Exotic Munitions-proc causes the next Explosive Shot fired to have it’s base duration increased by 3 seconds.
What other ones btw?
I just want to add:
I hate talents that are basic percentage increases to damage. Either flat or added to specific abilities.
Talents to me, should be about changing the pace of your baseline priorities. They should allow you to make different choices depending on the situation.
Talents doesn’t have to be additional stand-alone abilities(like what we currently have for BM) with no ties to the core of your chosen spec. In fact, most of them shouldn’t.
Looking at my suggestions you can take(examples):
TNT
A choice between burst damage or sustained damage, from Explosive Shot.
Depending on if you pick the talent or not.
Toxicology
Basic damage increase to a few DoTs. But also with an additional execute-mechanic built in.
Still not an actual execute(like for warriors), mostly because Blizzard have said that they don’t want those for multiple classes.
Meaning: No Kill Shot
Dire Frenzy
Provides a replacement for your minor focus spender Quick Shot. Again, for a change of pace if wanted. But mostly to provide an optional way for some increased pet control. As like in the past, Dire Frenzy has a built-in charge mechanic.
Wildfire
Additional AoE, tied to your Immolation Trap. Though is entirely passive in it’s design. Basically, throw a trap into a stack/pack of mobs and the debuff will behave like actual Wildfire. It will stay up until all of them are dead.
Intoxication
You have a chance on Auto Shots or a guaranteed proc from when a Black Arrow debuff expires to gain Intoxication.
This buff causes the next instant damage attack you use(ex. cobra shot, quick shot, dire frenzy) to be a guaranteed critical strike.
Or you can choose to use the stacks on abilities that deals periodic damage(ex explosive shot, black arrow, serpent sting) as this will increase the damage they deal along with their duration.
Rapid Recuperation
Thematically tied to your Rapid Fire CD.
In short, this will cut the CD of Rapid Fire in half. From 2min down to 1min.
Catalysis
Thematically designed to make Black Arrow an accellerent for Explosive Shot. Increases the damage dealt. Just not a flat percentage increase. But allows you to plan ahead a bit for some nice damage output potential.
Resourcefulness
Basically a leveling/open world or PvP talent. It could also be useful in PvE depending on the situation. Like for priority targets(that are CCable) much like the caster adds on Zul in Uldir.