Wrath Beta Patch Notes: Hunter
By now, I am sure you've heard that the Wrath of the Lich King Beta is going live and the patch notes are up. There's a rather extensive section devoted to Hunters on this iteration. We have a few more insights into the pet talent trees that were announced at the Worldwide Invitational, as well as a few changes to existing talents and a nice Steady Shot buff.
Pet Changes
Pets have been vastly streamlined in how they work and how one gets new skills. It looks like owning and maintaining a pet should be a lot less of a hassle now, although a few things remain for "flavor." Here's something a long time coming: All pet families now have one unique family ability, including ones that didn't before -- yes, that means the poor Sporebats finally get some love. In addition, as every hunter pet can learn Growl, Cower and either Bite or Claw. Bite itself has been changed to be exactly like Claw in damage and focus power. Avoidance, Cobra Reflexes, and Dash/Dive will now be talents.
In addition, if a low level pet is tamed, it will automatically raise to 5 levels below the Hunter's level -- it's unclear if existing low level or stabled pets will get this benefit too -- and all Hunter pets will learn new ranks of their known skills automatically upon leveling. Assuming Bite, Claw, and the family skills are baseline, it sounds like taming pets solely for skill learning should be a thing of the past.
Pet upkeep is also much easier: loyalty is gone, as are training points and the Beast Training skill. They're replaced by talents and automatic learning of skills as the pet levels. Apparently, food is already in, so there is some pet upkeep, and we'll still have to keep track of what vendors sell stuff that Fluffy actually eats and remember to stock up, but at the least bringing up a new pet should be relatively painless. There's no word yet in the patch notes on whether Great Stamina, Natural Armor, and the resistance skills are gone for good or folded into the talents, but it seems a relatively safe bet that they'll appear in the tanking tree in some form, or get folded into the baseline stats for pets.
As for the pet talent tree, Hunter pets will now gain talent points starting at level 20, with a new point earned every 4 levels. They can use them learn talents in "one of three trees depending on family." If I'm reading that right, it sounds like pet families will now be much more distinct in their assigned roles, with some families allowed to learn the DPS tree, and some the Tank tree, others the 3rd utility tree.
It will be interesting to see how pet families play out after this. If only certain pet families can learn the DPS tree, we will probably still see favored pet families for raid DPS, especially if the family stat modifiers also stay in. It's the change I'm the most wary about, as making Hunters choose specific pets for every possible pet role may not solve the homogenization problem. It seems Hunters may have to continue to stable their favorite pet bear who can only access the Tanking tree and bring out the ravager for raids and groups after all.
Talent Changes
There's still no new 40-51 point talents for Hunters, but some of existing Hunter talents have received changes, mostly in the Survival Tree, where the first few tiers have been firmed up considerably.
Trap Mastery as it currently exists has been removed. Talents that buff hit rating or decrease resistances are being nerfed across the board, and seem to be part of a larger mechanics change that deemphasizes hit rating, so this is likely simply in line with that, and hopefully shouldn't affect a Survival Hunter's trapping performance overly much. In the meantime, Clever Traps has been renamed Trap Mastery, but will stay in its current position on the tree.
In damage buffing abilities, Monster Slaying and Humanoid Slaying have been replaced with a single first tier 5-point talent called Improved Tracking, which will increase damage done to the tracked mob type by up to 5%, which should make the talent much more versatile and desirable. Master Tactician now has a 10% chance of proccing, up from 6%. A 4% jump is nothing to sneeze at, and should certainly increase the amount of time it's up -- it will definitely be interesting to see how much of a damage jump it becomes.
It looks like Blizzard is also looking at buffing Survival's damage avoidance potential, perhaps as an attempt at fixing Hunter PvP woes. Deterrence will now also block 60% of incoming spell damage, and is down to a 3 minute cooldown. Improved Feign Death will also block up to 30% of incoming damage. In theory, one could use these skills to survive focus fire. If it's the fix Hunters need for Arena, or if it will work as well in action as on paper, is yet to be seen, and something that will probably need testing.
In what seems like it might be a bit of a nerf, on the other hand, Surefooted will simply reduce the duration of movement impairing effects by up to 30% instead of attempting to outright resisting them. This seems similar to the old changing of silence avoidance talents to resists, so it may simply be a design decision on Blizzard's part. It may make surviving spamstringing a bit harder, though.
Baseline Skill Changes
There were a few changes to the baseline skills for hunters in the patch notes as well. First, Steady Shot now uses ammunition to determine damage. Combined with the announced removal of Auto Shot clipping from the WWI, it sounds like Steady Shot is lined up to get a nice damage boost. It should scale better now and be easier to manage which is only a good thing. Plus, Steady Shot already consumes ammo, so it'll be nice to see the stuff actually go to good use now.
Aspects also got a small change, in that they no longer cost mana. That will help slightly when Hunters switch from Aspect of the Hawk to Aspect of the Viper to regain mana during longer fights. Of course, the fact that we need to switch constantly between Aspect of the Hawk and Aspect of the Viper seems to be a problem in and of itself, that this slight change won't solve. Hopefully, there's a more long term solution in the works or not in the patch notes for our mana regeneration problems. I'm still hoping for a bit less chain chugging of mana pots in my Hunter's raiding future.
The Verdict
The changes so far seem like a good start, although they won't solve all our problems. I'd say my biggest problem so far is that we haven't seen an answer to our mana regeneration problems, at least not in these patch notes. In addition, It seems like Hunter pet homogenization probably won't actually be addressed by this new system, since pet talent trees still seem to be segregated by family. That's something that may need some gentle feedback to Blizzard.
Of course, we also have new talents to check out as well. Once we see those, we may have a better picture of where Hunters are headed, and hopefully we can look forward to a brighter future, one with less grabbing aggro from our pets and less chain chugging of mana potions.
Filed under: Hunter, Patches, Analysis / Opinion, News items, Expansions, Talents, Wrath of the Lich King
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Reader Comments (Page 2 of 3)
Dominace Jul 18th 2008 8:56AM
...?
Narroweye Jul 18th 2008 8:22AM
Any idea's on the Beast Mastery Talent (last in BM tree) and what it means? I am especially curious about the "... ability to tame Exotic pets ...".
Does that mean that there will be pets that only people with the skill can tame? ... Which would be incredebly cool (or rather pointless if the 'special' pets are not worht it) if you ask me ...
Kytt Jul 18th 2008 2:03PM
yeah, i want a zhevra!
DM7000 Jul 18th 2008 8:40AM
Did anyone see the "Beast Mastery" talent? What does it mean by saying it "Allows you to tame exotic pets"? Do we need to have that talent to tame certain pets now?
Necrotica Jul 18th 2008 9:58AM
I'm going to go out on a limb and say that certain pets will be flagged as exotic and unless you have this talent you can't tame them.
Maybe stuff like dragons for example.
DM7000 Jul 18th 2008 4:19PM
Well hopefully it doesnt make awesome pets exclusives. I want to tame the cow's that roam outside of Stormwind...that would be awesome...a cow tanking....
eidokar Jul 18th 2008 9:00AM
"In addition, if a low level pet is tamed, it will automatically raise to 5 levels below the Hunter's level" - YAY! finally you can get your turtle or crab or what ever low level pet Blizz didnt make a grown up version of without the hazzle of leveling the poor bugger up 50+ levels up. Best news in a looong time.
tehvoid Jul 18th 2008 9:21AM
[Beast Mastery 11 (50 Pt Req) Beast Mastery You master the art of Beast training, teaching you the ability to tame Exotic pets and increasing your total amount of Pet Skill Points by 5.
(1 Rank)]
Waouh! Holy shit! Some beast only tameable when talented?
Pucelle Jul 18th 2008 12:17PM
Very interesting! Maybe we'll be able to tame some of the untameables like stags, zhevras, gryphons, and giraffes. My hunter's always wanted one of the silver stags to run with [they can eat fruit, it would fit in lore!].
We already know we can tame moths - perhaps they fit in this category?
Er, I mean... this suxs, PvP 4 lyfe?
Pete Jul 18th 2008 1:27PM
Are you kidding? EVERY talent tree has one or two new talents that reduce mana pressure in some creative way. How are you still concerned about mana issues? Maybe the talents won't go far enough, but between them and the free aspect switching I think it will for sure.
Salty Jul 18th 2008 9:53AM
Oh god, I would absolutely hate for Hunters to use energy. I have mana issues about the same as any caster, and manage it as any other kind of upkeep one might expect of a damage class during a raid. On my feral druid I spend way too much time swinging white damage, staring at that agonizingly slow energy regen timer. "mangle, shred, 1, 2, 3... shred... 1, 2, 3... shred... 1, 2, 3... shred (damnit mangle fell off), 1, 2, 3, 4, 5... mangle, rip." I would slash my wrists if I had to wait for an energy tick every time I wished to use a trap, scatter shot, misdirect, aspect swap, conc shot, wing clip or any other reactive ability.
Rob Jul 18th 2008 10:41AM
These talents sound great! There is even a talent to buff viper!
Main issue with mana: 1) Leveling hunters tend to avoid spirit like the plague (perhaps a mistake). 2) Itemization for 'hunter gear' from raids has no +spirit 3) Viper doesn't show up until 60s.
I'm at BT now and finally don't have too much of a mana issue, it has to do mostly with group composition more than anything (that and proper buffs/consumables). That said we spend alot of dough on +mp5 consumables. However, in Kara and beyond, I did have mana issues esp when doing boss fights (but at that point I didn't have the alchemy trinket and didn't have fel mana pots or properly consumables). So, yeah, mana is our achilles heel. Not sure it needs to be fixed or not though.
Roboticus Jul 18th 2008 11:02AM
Maybe i'm thick, but I can't find any ability for "Kill Shot", which is referenced in some of the other talents. Anyone got a source?
ZekeGrimsblade Jul 19th 2008 7:50AM
There's an extremely high level skill called the Kill Command. It exists now.
Ghantu Jul 24th 2008 12:46PM
I'm sure you know this by now, but kill shot: http://wotlk.wowhead.com/?spell=53351
vlad Jul 18th 2008 2:16PM
good write up. i may finish leveling my hunter when i reactivate my acct :)
STereo Jul 18th 2008 1:44PM
It sounds like Hunters are going to stay broken. The only buffs go to the survival tree to bring it up to the same level of broken as the other trees.
D Jul 18th 2008 1:51PM
Chimera shot = Survival, not MM.
Explosive Shot = MM, not Survival.
Lannicbane Jul 18th 2008 4:10PM
D, what are you saying? Are you saying the new 51-point talents are shown incorrectly on the talent calculators or are you saying that they should be switched?
D Jul 18th 2008 4:41PM
"7-18-2008 @ 4:10PM
Lannicbane said...
D, what are you saying? Are you saying the new 51-point talents are shown incorrectly on the talent calculators or are you saying that they should be switched?"
Sorry. The internet has me trained to be overly concise, in a bad way.
I think a sting ability fits the theme of survival and a shot ability better suits the feel of the marksmanship tree. To me Chimera Shot seems like the granddaddy of Wyvern Sting.
Also, beyond my perception of the theme of each tree, Explosive Shot's dmg is based on RAP which seems to to be the major focus of the Marksmanship tree. Survival is usually more crit/agil based and feels more like a "toolbox" spec. Chimera Shot is very flexible and suits surv well.
-D