Cataclysm Class Changes: Hunter analysis

After days of watching other classes cheer and complain over their Cataclysm class previews, we finally got a chance for a look into what Blizzard has planned for us with the hunter class previews. Like a good first date, it leaves us excited and intrigued with the possibilities, but mostly it leaves us wanting more!
Let's roll up our sleeves and both take a deeper look at what these changes mean for the best-looking class in WoW and just how much more we hope to see on our second date.
Before we get started though, we have to be sure to keep our reactions in context. Everything is getting rebalanced in Cataclysm, every number for every class and every stat. We cannot look at these changes through our Wrath experience. Since we do not yet know how the numbers will play out with every class and spec being rebalanced, we cannot say whether our damage will go up or down compared to other classes or specs. We just have no idea, so we can only look at these changes with the assumption that our DPS will be equivalent to any other class in most situations.
We'll also be using the Frostheim rating system to evaluate each of the changes, ranging from FAIL to Awesomesauce.
New Abilities: Meh
Our new abilities seem more targeted at filling the quality of life or "neat!" roles rather than filling in gaps in the class. Cobra Shot is certainly interesting for PvP, but in PvE where boss armor is normalized, hunters will just figure out which shot does more damage (Steady or Cobra) and only ever use that shot. As an aside, Cobra Shot shares a cooldown with Steady Shot ... which doesn't have a cooldown. We can be pretty sure that they aren't adding a cooldown to steady and this is just Blizzard mis-speaking.
The trap launcher, something we've heard about before, is a big hit in the "neat" category. Flinging any trap of our choosing, and off of the global cooldown, is sweet and has a lot of situational uses. However, it doesn't have much in the way regular uses in most of our boss fights. Question on this ability: the cooldown is one minute, longer than our trap cooldown -- that's fine and makes sense. But if I "launch" a trap and 50 seconds later I drop a trap normally ... in 10 seconds, my trap-launching cooldown is free, but my trap is on cooldown. Can I still launch? (I know, I know, probably not, but I can dream).
Camouflage is another ability that we've heard about in the distant past and is another neatish ability with a lot of PvP uses. In fact, with the new Careful Aim that BM is getting, you can almost see the old "Shadowmeld / 3 sec Aimed Shot opener" from vanilla strat coming back (except, you know, you won't be invisible or stealthed). I dig Camouflage and I can totally see lots of neat little uses for it -- just like I have lots of neat little uses for my Nitro Boosts -- but again, it's not really changing our PvE play significantly. After all, if anything is attacking us in PvE, we've done something horribly wrong.
So while I have no problems with our new abilities -- there's nothing bad about them, they're all good -- I just can't get really excited about it since their PvE impact is so minimal. I would be more interested if they found a way to make Cobra Shot something that we actually made decisions about in PvE, but I'm pretty convinced that we'll always use one or the other (and BM will always just use Cobra). On the other hand, if you PvP, Cobra Shot and Camouflage are going to be excellent new tools for the toolbox and give you more depth of strategy!
Focus: Too soon to tell
I appreciate that they gave us a bit more specifics on how focus will work; however, we really aren't going to be able to tell anything until we get in there and start pressing buttons to get a feel for it. On the surface it looks painful -- 12 focus/second while casting our filler, 45 focus for our cheapest DPS shot. It sounds to some like
But that's just the surface.
We have to keep in mind there's a lot of other things adjusting our focus regen. MM will be able to reduce the focus cost of shots with efficiency (and hopefully they make that talent worthwhile), SV will have big focus regen with their crits, and BM ... well, so far, no evidence that they won't just prefer to spam Steady Shot (Cobra Strike now) most of the time still. Also keep in mind that all hunters will increase their rate of focus regeneration with the newly awesome haste stat.
I predict that once we have some decent gear, focus is going to be just fine for us. The big difference is our rotations will be more interwoven. Right now, we just unload everything up front and then sit around and Steady Shot until something is free. In Cataclysm, I suspect it will be only one or two big shots, followed by a couple of Steady Shots, etc. Hopefully we'll be using the same number of Steady Shots -- just they won't be all clumped together. I suspect this is the design goal, personally.
I do hope that they don't accidentally balance things so that the new Viper Sting ends up being a must-have for the bonus focus regen. I hope it's still a niche role sting, with Serpent Sting remaining our go-to sting. I'm picturing Viper Sting something that you use when Volleying trash, for example, to keep the focus you need for rolling Volleys. Of course there's also always the strategy of putting Viper Sting on the add while you're DPSing away on the boss. I wouldn't be surprised to see in PvP that you almost always want Viper Sting up for the constant stream of focus.
I do have to say that I'm incredibly disappointed to see that they put a 30 focus cost on Disengage. This is a completely reactionary ability that we use to get out of oh pants situations. And keep in mind, the majority of the time you need to disengage, you're in (or about to be in) melee, so you won't have Steady Shot to boost your focus regen. It's very easy to see situations like, "OMG the warrior/rogue/other godless melee class just closed one me and snared me ... I guess I'll hang around for five seconds until I can jump away. Oh, never mind. I'm dead." We also use Disengage a lot in PvE, and similarly unless we're leaving a 30-focus cushion at all times, we just usually won't have the focus when we need it. Unlike most shots, waiting a couple seconds for the focus we need is not an option when we need to press the Disengage button. When you need it, you need it this instant. I very much hope they remove the focus cost from this.
Ammo: FAIL
Don't get me wrong here: Just flat removing ammo is a quality of life improvement. We no longer have to suffer as the only class in the game that has to pay gold for every attack we make (in addition to our durability hit). But ... there were so many possibilities here. So many incredibly cool things that they could have done with ammo.
I do wish Blizz had taken the opportunity to make ammo a defining hunter slot rather than just, well, nothing at all. I know I'm not alone on this one.
Pets: Awesomesauce
Hunters will effectively get more pet stable slots, while getting fewer that they actually "carry around" with them. We don't know the exact number yet, but I wouldn't be surprised to see our total number of pet storage slots going up to around 10. This is good news for hunters who like to collect pets, especially the rare spirit beasts, and falls into the quality of life category.
The real awesome change comes in their goal of making more pet abilities provide redundancy in various raid buffs and debuffs. This is a brilliant way of encouraging pet variety and something that we've talked about on the Hunting Party Podcast a couple of times before. The idea here is that pets will all have about the same DPS gain; however, if you're missing the bleed debuff, the minor armor debuff, or what have you, you can be the hero of the raid by filling in whatever is needed with your pet slot. And best of all, you (hopefully) won't be gimping your own personal DPS to do so. Though just to be clear here, even if it was a personal gimp, we'd be happy to do it anyway for the good of the raid.
Most awesome new pet that we won't be seeing in Cataclysm: "Mechanical Destroyer" providing the Heroism buff.
Stings affected by crit and haste: Awesomesauce
Really, what's not to love here? Other than perhaps wanting it now so I can retire my tier 9 set.
Hunter mastery bonuses: Too soon to tell
I have no complaints at all about our mastery bonuses, and I think some of them look pretty cool. However, we just don't have enough data to really be able to evaluate them. I will say that I think the mastery system in general is fantastic and I love the idea of taking a lot of the boring must-have passive boosts out of our talent trees.
BM gets haste and pet damage. The pet damage is exactly what everyone predicted, and the haste fits one of the themes of the tree, and will also increase their focus regen ... though they may be the tree that needs the focus regen the least.
MM gets armor pen and double shot. Keep in mind that while armor penetration is being removed as a stat in Cataclysm, the mechanic will still be in the game. Just like in vanilla, we didn't have an ArP stat, but warriors still had Sunder Armor to put on their target, so too in Cataclysm. This armor pen bonus is almost certainly going to make MM hunters prefer Steady Shot over Cobra Shot as their filler shot. Right now the information on double shot is really vague. It sounds pretty similar to the current MM talent, Wild Quiver.
SV gets ranged crit damage and elemental damage. The ranged crit damage just means that when you crit, your crits are bigger, and this fits in nicely with SV's current role as having the highest short-term burst DPS. The elemental damage is a little more vague and we can expect to see a clarification on this soon. Does that mean that those abilities will do damage of all schools? Will they do more damage than normal, or just be harder to resist? It's not very clear right now what this mastery bonus means.
The Cataclysm hunter: Awesomesauce
Hunters are a ranged physical DPS class with the largest variety and strongest pets in the game. We are also the greatest and best-looking class in the game. Neither of those will be changing in Cataclysm. Looking at the mastery bonuses and other changes, it's looking right now like the hunter trees might be defined something like this:
- Beast Mastery Big on pet damage with the pet likely making up about 30% of combined DPS. BM will be the machine gun tree with the fastest rate of fire. It still looks like they'll be content to hang out and spam their Cobra Shot button most of the time. A lot of Cataclysm changes also push BM into a stronger and stronger PvP role, especially in arenas where the new tools in the hunter toolbox come in particularly handy.
- Marksman The physical damage tree, getting far more damage from physical damage than any other hunter spec. MM are likely to also be the focus-starved tree unless the Efficiency talent is really, really buffed up. MM has less to be excited about in the announced changes than any other tree, which is perhaps fitting since they're currently the unquestioned top DPS spec.
- Survival The magical damage tree, getting more damage than ever from magical attacks. Survival is more and more the hunter-mage and looks to also enjoy the most passive focus regen. Survival will likely continue to have the biggest short-term burst damage potential and will love critting more than ever. Since we are unlikely to ever have crit rates as high as we do in Wrath again, crit is going to be an increasingly attractive stat for SV.
World of Warcraft: Cataclysm will destroy Azeroth as we know it. Nothing will be the same. In WoW.com's Guide to Cataclysm you can find out everything you need to know about WoW's third expansion. From Goblins and Worgens to Mastery and Guild changes, it's all there for your cataclysmic enjoyment.
Patch 5.3 interview with Ghostcrawler
Mystery of the Unborn Val'kyr
The latest patch 5.3 news
All of the latest Mists of Pandaria news





Reader Comments (Page 2 of 6)
Jesse Felt Apr 9th 2010 3:58PM
GC posted about this after the fact implying that removing the cost is not out of consideration. They want to play test it and see. Personally I think they will find that with a focus cost associated the ability becomes unused entirely... as, well, there would never be a chance to use it.
Let us hope!
stitchersflock Apr 9th 2010 3:52PM
Strongly disagree with the analysis of new skills, but the analysis was predictable based on the authors bais against BM as a viable tree. The new skills have every potential to be great, but ONLY IF the hunter community doesn't turn into a pack of whining two-year-olds who lost their cookies and didn't get a nap.
Jesse Felt Apr 9th 2010 3:56PM
If you only had a clue... WHU has been one of the single best resources for the BM extreme solo hunter.
Frostheim Apr 9th 2010 4:07PM
Out of curiosity, which part of the analysis did you disagree with, specifically?
I don't think I have a BM bias (though if I did it's entirely possible that I'd be unaware of it, admittedly). I played BM all through BC and in early Wrath, when it was the best spec, just as I played MM in vanilla when it was best. But once BM wasn't on top for the content I was doing, I moved on as the game changed.
I did a lot of research and testing and wrote a whole article to prove that BM *IS* raid viable; however, also pointing out that it was way, way behind the top spec. Personally, I want to raid with people who do the most *they can do* to contribute to the raid team with their character. For the vast, vast majority of hunters who want to progression raid, that means playing SV or MM.
On the other hand, I do spend more time in a BM spec than any other spec. Just not in progression raids.
Hollow Leviathan Apr 9th 2010 6:55PM
Well, *I* disagree that BM is going to have focus issues and be forced to Cobra Shot constantly. Their tree mastery is haste, right? I'm thinking that has the strong potential to make BM the spec with the most disposable Focus, not the least.
Of course, numbers being unreleased, we'll have to see.
Flipside Apr 9th 2010 11:25PM
Its not that BM Hunters will be forced to use Cobra Shot, it was stated that the BM tree would have talents to improve Cobra Shot.
Jesse Felt Apr 9th 2010 3:54PM
I am so excited! I will hopefully get into the beta and can start re-learning the best class in the game before it goes live.
Also, I found it odd that they are removing melee abilities, I mean, we have so many of them, right? lol let's see, mongoose bite, I forget what that one does, it hasn't been on my bar in forever... hah
Ametrine Apr 9th 2010 5:10PM
hunters have melee abilities?
Jesse Felt Apr 9th 2010 5:40PM
I dunno... they seem to think so... I am going to assume that since they are the developers they know what they are talking about... I know that I've never seen one. Probably like the other 22 Hero classes like demon hunters.
Collix Apr 9th 2010 3:55PM
At the part about having to cast multiple filler shots in between each "normal" ability:
This is how I read it at first too, but I think it will be 2x filler (@12 f/s) because they both have an untalented cast time of 2 seconds, for 48 total focus. Also, they mention other talents that increase focus regeneration; such as getting some back on critical hits (unknown), using viper sting (@3 f/s), or Rapid Fire producing 60 focus immediately and a buff (@3 f/s)
I don't play a hunter, but as I don't think you'll be a focus starved as you think. Blizzard even goes so far as to say there will be periods of time when you never cast filler shots.
And it's not like current hunters have played around with the focus system yet, so I agree it's right to reserve judgement until numbers are tweaked and finalized. Though I predict early Beta will have them either being focus starved or never having to cast fillers at all, so expect it and please don't complain when it happens.
Collix Apr 9th 2010 4:02PM
Also, Haste increases the regeneration rate of focus at a standard rate. This, on top of getting focus back from critical hits, leads me to believe that focus regeneration will scale really well with gear.
I can already hear the QQ that would result if focus gets "normalized" during the final raids of Cataclysm because it scales too well, or not well enough.
Noodleguitar Apr 9th 2010 4:17PM
Rapid Fire costs 30 focus, and with Rapid Recuperation you will get 60 back, so it's a 30 focus gain. Still not bad for example Marksmanship.
Koskun Apr 9th 2010 4:41PM
Base cast time on Steady Shot is 1.5 seconds. When you account for the GCD before hand, it is 3 seconds to get off a Steady Shot (assuming they remove the "cast" from it, which I doubt).
Without any numbers from how Haste will affect the Focus regen, how much the abilities other than Rapid Fire will affect the regen, we don't know. Also, Rapid Fire is on a base 5 minute cooldown. Hardly something that will help.
I hate to say this, but you not playing a hunter does affect what you are saying. And the "filler shots" aren't the shots you push a button for, it is the white damage from Auto-Shot, and for melee the auto-swing.
To a point yes Hunters have played with a Focus system. Pets have been on one for years now.
Is it to early to tell how things will work, right now yes. That said, given what we know, it will be quite painful if it stands right now.
Frostheim Apr 9th 2010 4:46PM
@Koskun
Steady Shot base cast time is 2 seconds, reduced by haste. For BM with their haste talents it gets reduced below 1.5 seconds. The global cooldown is activated when you *start* casting Steady Shot. So the instant it's done you can hit another shot -- there's no waiting after casting steady :)
Moorit Apr 9th 2010 3:56PM
That picture is really cool.
I'm a little surprised you didn't mention the changes to hunters between levels 1-10. Having a pet from day 1 and being focused on ranged attacks from the beginning is going to make those first levels so much less painful. Perhaps this means more people will join your ranks! I'm certainly a lot more interested in rolling a worgen hunter now than I was before this stuff dropped.
Kinka Apr 9th 2010 3:58PM
Not so fast on dismissing "Trap Launcher" as just a "neato" thing. Depending, you might see non-survival hunters using that fire trap cooldown during a fight for a change. My hunter will enjoy the ability to use traps in his non-survival rotation. When is the last time your Marksman hunter used a trap in a boss fight? Maybe Marrowgar...drop it as you run if he happens to target you? Now you just might see traps used in the rotation, which is, IMO, a good thing.
Even without that benefit, the ability for me to throw a packet of snakes (SNAKES, S. N. K. A. E. S. THE SLITHERING, HISSING KIND! F%#$ING SNAKES!) is just awesome. You're THROWING snakes at someone dude!
Nick S Apr 9th 2010 4:06PM
It's definitely possible that launched Explosive or Immolation Traps will become part of the PvE rotation. I already drop Explosive Trap under Rotface, since I'm already there. It's a nice little chunk of extra damage.
teua Apr 9th 2010 4:12PM
Well, I think the main issue is just lack of utility. From a PVE standpoint, with the long CD (and who knows how focus fits into this too) and the small dmg that the explosive traps do, it may very well be that it's not worth it from a PVE standpoint.
From a PVP standpoint, it's also not that awesome either. In arenas, freezing trap will likely still remain the trap of choice to throw due to its targeted CC capability; this isn't a change from freezing arrow which we already have now, and on a much shorter CD too I might add. In bgs, there may be more variety (I can see frost traps or even snake traps coming into play), but this is not a game-changer by any means.
Therefore, I think that the author was correct in assessing this talent mainly as "neat". Throwing snakes or fire traps is "cool", but it's just not very useful.
Dreyja Apr 9th 2010 7:30PM
I just had to post because I LOVED you excitement for snake-flinging. It does conjure quite the image doesn't it? ;)
PrymalDark Apr 10th 2010 3:07AM
To all the trap throwing nay sayers:
Normally I do not point things out to you hunters, though this is fairly obvious. Your freezing arrow currently requires a specific target, no? Ok, well launching a trap sounds to be targeting the ground, and not an individual. I am a rogue and will have to keep my eyes peeled even more for hunter traps now that you can throw them anywhere within 40 yards, rather than just at your feet. Not that your traps are very difficult to disarm, one just needs to be expecting it.
/Smoke Bomb
/Vanish
/Hug (With a Dagger)