1. #1

    Potential Hunter Abilities and Glyph in WoD

    Disclaimer: These are fan-creations and not official. Also, numbers are theoretical until properly tested in an environment.

    General Hunter Talents
    Aspect of the Pack
    TYPE: Point-Blank AoE
    TARGET TYPE: Ally
    RANGE TO CENTER: 20 Yards / 10 Yards
    BUFF TYPE: Movement Speed
    BUFF DURATION: 8 Seconds
    COST: None
    COOLDOWN: 2 Minutes
    GCD: 1 Second

    Basic Description:
    Upon activation all nearby allies within 20 yards of the hunter or their pet gain 60% bonus movement speed for 8 seconds, allies within 10 yards of the hunter or pet also have all snares and roots removed upon activation.

    Specific Details:
    All allies within 20 yards of the hunter or their pet gain 60% bonus movement speed for 8 seconds. Additionally, allies within 10 yards of the hunter or pet when Aspect of the Pack is activated have all roots and snares removed.

    Visual:
    All affected targets gain a cheetah portrait over their heads upon activation while a primal roar is heard.
    Arcane Shot

    TYPE: Instant Cast Click-On (Single-Target)
    TARGET TYPE: Neutral / Enemy (Single-Target)
    RANGE: 40 yards
    SCHOOL: Arcane
    DEBUFF TYPE: Healing Reduction (Single-Target)
    DEBUFF DURATION: 10 Seconds
    COST: 30 Focus
    COOLDOWN: None
    GCD: 1 Second

    Basic Description:
    An instant shot that causes 125% weapon damage plus 2306 as Arcane damage. Applies Mortal Wounds for Survival hunters only.

    Specific Details:
    Deals 125% weapon damage plus 2306 as Arcane magic damage to the target. Additionally, if the hunter's specialization is Survival, Mortal Wounds is applied for 10 seconds which decreases all healing the afflicted target receives by 25%.
    Beast Master Specialization Abilities:
    Kill Command
    Beast Master Hunter Ability

    TYPE: Passive / Stock (Self)
    TARGET TYPE: Neutral / Enemy
    RANGE: 25 Yards
    RANGE TO CAST: 100 Yards
    BUFF TYPE: Gap Closer
    BUFF DURATION: Instant
    DEBUFF TYPE: Healing Reduction (Neutral / Enemy)
    DEBUFF DURATION: 10 Seconds
    COST: 40 Focus
    COOLDOWN: 6 Seconds
    GCD: 1 Second

    Basic Description:
    Give the command to kill, causing your pet to instantly inflict [1.5 * (935 + (Ranged attack power * 0.938)) * 1] physical damage to its target and apply the Hunter's Mark effect. Additionally Mortal Wounds is applied upon activation.

    Kill Command can only be activated if the pet is within 25 yards of the target.

    Specific Details:
    Upon activation the pet deals [1.5 * (935 + (Ranged attack power * 0.938)) * 1] physical damage to its target and apply the Hunter's Mark effect, which increases all ranged damage taken by 5%. Additionally Mortal Wounds is applied upon activation, which reduces all healing received by 25%.

    The pet must be within 25 yards of the target to use Kill Command, but will instantly charge the target and appear in melee range.
    Marksmanship Specialization Abilities:
    Steady Shot
    Marksmanship Hunter Ability

    TYPE: Click-On Activation (Single-Target)
    TARGET TYPE: Neutral / Enemy
    DEBUFF TYPE: Healing Reduction (Neutral / Enemy)
    DEBUFF DURATION: 10 Seconds
    COST: None
    CHANNEL TIME: 2 Seconds
    GCD: 1 Second

    Basic Description:
    A steady shot that causes 66% weapon damage plus 2632 physical damage. Generates 14 Focus. Applies Mortal Wounds.

    Useable while moving.

    Specific Details:
    Upon casting 2 Steady Shots in a row, the hunter's ranged attack speed is increased by 15% and subsequent Steady Shots generate an additional 3 focus, which equals 17 focus. Additionally, upon casting 2 Steady Shots in a row a stock of Master Marksman is generated, 4 pairs of Steady Shot must be fired to activate this ability. Applies Mortal Wounds when damaging a target that lasts for 10 seconds.

    Steady Shot can be channeled while moving.
    Master Marksman
    Marksmanship Hunter Ability

    TYPE: Passive / Stock (Self)
    TARGET TYPE: Neutral / Enemy
    BUFF TYPE: Ability Modifier (Self)
    BUFF DURATION: 10 Seconds
    DEBUFF TYPE: Armor Bypass (Neutral / Enemy)
    DEBUFF DURATION: 6 Seconds

    Basic Description:
    You have a 100% chance when you cast Steady Shot to gain the Master Marksman effect, lasting 30 seconds. After you reach 4 stacks your next Aimed Shot’s cast time and Focus cost will be reduced by 100% for 10 seconds. This Aimed Shot allows you to bypass 50% of the enemy’s armor for 6 seconds. Bypasses less armor on players.

    Specific Details:
    Upon casting Steady Shot the Hunter gains 1 stack of Master Marksman for 10 seconds, up to 4 stacks can be generated. Upon reaching 4 stacks the Hunter’s next Aimed Shot becomes instant cast and has no Focus cost. Additionally, this Aimed Shot will allow only the Hunter to bypass 50% of the enemy’s armor for 6 seconds. When used on players it only bypasses 25% of their armor for 6 seconds.

    Visual:
    Hunter's have a bullseye over their head with 4 concentric circles. This bullseye first appears upon gaining the first stock of Master Marksman, with the first and largest concentric circle lit up as green while the other three are empty. Upon each stock of Master Marksman obtained the bullseye slowly lights up yellow until all circles are ignited, afterwhich an arrow will appear in the center of the bullseye as the circles all turn red. This effect fades after Master Marksman is consumed or expires.
    Fire!
    Marksmanship Hunter Ability

    TYPE: Ability Modifier (Self)
    TARGET TYPE: Neutral / Enemy
    RANGE: 40 Yards
    SCHOOL: Physical
    DEBUFF TYPE: Armor Bypass
    DEBUFF DURATION: 6 Seconds
    COST: None
    CHANNEL DURATION: None
    GCD: 1 Second

    Basic Description:
    A master marks(man or woman)’s skillfully placed shot between the eyes that deals 400% weapon damage plus 2600 and allows the hunter to bypass 50% of the target’s armor for 6 seconds. Bypasses 25% armor on players.

    Specific Details:
    This ability is triggered by having 4 stacks of Master Marksman and causes the next Aimed Shot to become instant cast and have no Focus cost. Additionally the hunter bypasses 50% of the target’s armor for 6 seconds. When used on players it only bypasses 25% of their armor for 6 seconds.

    Replaces Aimed Shot when 4 Stacks of Master Marksman are acquired.

    Visual:
    The hunter lets the shot fly, causing a miniature sonic boom to be heard as speed lines accompany the projectile in flight to give the appearance of it shattering the sound barrier. Additionally dust is seen being blown behind the hunter when the shot is fired.
    Aimed Shot
    Marksmanship Hunter Ability

    TYPE: Channeled Click-On (Single-Target)
    TARGET TYPE: Neutral / Enemy
    RANGE: 40 Yards
    SCHOOL: Physical
    COST: 50 Focus
    CHANNEL DURATION: 2.5 Seconds
    GCD: 1 Second

    Basic Description:
    A powerful aimed shot that deals 400% weapon damage plus 2600.

    Cannot be cast while moving.

    Specific Details:
    The Hunter begins channeling Aimed Shot over 2.5 seconds, consuming 50 Focus upon successful channeling. If the hunter moves or is stunned during the channel the ability is cancelled.

    Aimed Shot cannot be cast while moving unless the Glyph of Aimed Shot is in use by the hunter.
    Chimera Shot
    Marksmanship Hunter Ability

    TYPE: Instant Cast Click-On (Single-Target)
    TARGET TYPE: Neutral / Enemy
    RANGE: 40 Yards
    SCHOOL: Nature
    BUFF TYPE: Healing (Self)
    DEBUFF TYPE: Damage Taken Increased (Single-Target) / Healing Reduction (Single-Target)
    COST: 45 Focus
    COOLDOWN: 9 Seconds
    GCD: 1 Second

    Basic Description:
    An instant shot that deals 265% weapon damage plus 1558 Nature magical damage, refreshing the duration of your Serpent Sting and healing you for 5% of your total health. Applies the Hunter’s Mark Effect.

    Specific Details:
    Consumes 45 Focus and deals 265% weapon damage plus 1558 Nature magical damage as well as refreshing the duration of your Serpent Sting and heals you for 5% of your maximum health. Applies Hunter's Mark which increases all ranged damage taken by 5%.
    Survival Specialization Abilities:
    Lick Your Wounds
    Survival Hunter Ability

    TYPE: Passive (Self)
    BUFF TYPE: Healing (Self)
    BUFF DURATION: 3 Seconds

    Basic Description:
    When the hunter suffers damage they begin to mend their wounds, recovering 30% of the damage received as healing over 3 seconds.

    Specific Details:
    Upon taking damage the hunter regenerates health equal to 30% of the damage taken over 3 seconds, the healing-over-time refreshes and stacks on itself when additional damage is applied.
    Black Arrow
    Survival Hunter Ability

    TYPE: Instant Cast Click-On (Single-Target)
    TARGET TYPE: Neutral / Enemy (Single-Target)
    RANGE: 40 yards
    SCHOOL: Shadow
    DEBUFF TYPE: Damage-Over-Time (Single-Target)
    DEBUFF DURATION: 20 Seconds
    COST: 35 Focus
    COOLDOWN: 30 Seconds
    GCD: 1 Second

    Basic Description:
    Fires a Corrupted Arrow at the target, dealing 1570(+126% Attack Power) shadow damage over 20 seconds. If the ability is dispelled it deals 25% of its total damage immediately and activates 1 charge of Lock n’ Load.

    Specific Details:
    Consumes 35 Focus to place a damage over time effect on the target, dealing 1570(+126% Attack Power) shadow damage over 20 seconds. If this ability is dispelled it deals 25% of its remaining damage immediately and activates 1 charge of Lock n' Load.
    Hunter Talents:
    Ravager Sting
    Level 45 Hunter Talent

    Replaces Aspect of the Iron Hawk on the Talent Tree
    TYPE: Passive (Self)
    TARGET TYPE: Neutral / Enemy
    RANGE: 0 Yards (Self)
    SCHOOL: Physical
    DEBUFF TYPE: Lifesteal
    DEBUFF DURATION: Instant
    COST: None
    COOLDOWN: None
    GCD: None

    Basic Description:
    You coat your deadliest arrows in a unique toxin / saliva developed from your pet, causing your special shots to heal you for 15% of the damage dealt as well as your pet to heal for 10% of all damage it deals.

    Specific Details:
    The hunter's special shots heal them for 15% of the damage dealt. Auto Shot, traps and all pet damage are excluded.

    Additionally, the pet heals itself for 10% of all damage the pet deals. The hunter's damage, traps and summoned pets are excluded.
    Ranger Mastery
    Level 100 Hunter Talent

    Basic Description:
    Beast Mastery
    Hunting Beast

    Replaces Kill Command

    TYPE: Instant Cast Activation (Single-Target)
    TARGET TYPE: Neutral / Enemy
    RANGE: 25 Yards
    SCHOOL: Physical
    BUFF TYPE: Armor Bypass
    BUFF DURATION: Instant
    COST: 40 Focus
    COOLDOWN: 6 Seconds
    GCD: 1 Second

    Your companion lashes out with primal savagery at the target, leaping up to 25 yards to deal X physical damage and ignores 30% of the target's armor. If used on players only ignores 15% armor. Applies Hunter's Mark and Mortal Wounds.

    The pet must be within 25 yards of the target to use Hunting Beast.

    Marksmanship
    Snipe

    Replaces Steady Shot

    TYPE: Channeled Activation (Single-Target)
    TARGET TYPE: Neutral / Enemy
    RANGE: 40 Yards
    SCHOOL: Physical
    BUFF TYPE: Armor Bypass
    BUFF DURATION: None
    DEBUFF TYPE: Healing Reduction
    DEBUFF DURATION: 10 Seconds
    COST: None
    COOLDOWN: None
    CHANNEL TIME: 2.77 Seconds
    GCD: 1 Second

    You patiently line up the perfect shot against your prey, dealing X (+150% Weapon Damage) physical damage and ignoring 50% of the target's armor. If used again players only ignores 25% armor. Grants Steady Focus, a stock of Master Marksman and 60 focus upon successfully casting. Applies Mortal Wounds.

    Cannot be cast while moving.

    Survival
    Bola Shot

    Replaces Arcane Shot

    TYPE: Instant Cast Activation (Single-Target / AoE)
    TARGET TYPE: Neutral / Enemy
    RANGE: 40 Yards
    SCHOOL: Fire
    DEBUFF TYPE: AoE Damage
    DEBUFF DURATION: 1 Second
    COST: 30 Focus
    COOLDOWN: None
    GCD: 1 Second

    Fire a personally-made bola at the target which wraps around them. After 1 second it explodes, dealing X fire damage to them and X (-50% Original Damage) fire damage to all enemies within 5 yards. Stacks up to 2 times.

    Specific Details:
    Beast Master
    Hunting Beast


    The hunter's pet leaps towards the target and deals X physical damage while ignoring 30% of the target's armor, the pet only ignores 15% of the target's armor if the enemy is a player. Additionally Hunter's Mark is applied, which increases all ranged damage taken by 5%, as well as Mortal Wounds, which reduces all healing taken by 25%.

    The hunter's pet must be within 25 yards of the target to use Hunting Beast, but the pet will leap towards the target, regardless of their position as long as they are in line of sight.

    Marksmanship
    Snipe

    The hunter deals X (+150% Weapon Damage) physical damage and ignoring 50% of the target's armor. If used again players only ignores 25% armor. Grants Steady Focus, a stock of Master Marksman and 60 focus upon successfully casting.

    Additionally Mortal Wounds is applied for 10 seconds, which reduces all healing taken by 25%. Casting a single Snipe will activate Steady Focus and grant a single stock of Master Marksman.

    Cannot be cast while moving.

    Survival
    Bola Shot


    Applies a non-dispellable on the target that after one second, deals X fire damage to the primary target and X (50% Bola Shot Primary Target) fire damage to all enemies within 5 yards of the target. Up to 2 Bola Shots can be on the same target.

    Visual:
    Beast Master
    Hunting Beast

    A roar befitting the pet's beast family is heard as the pet leaps towards the target with an afterimage following the beast's eyes or mouth.

    Marksmanship
    Snipe

    If a bow is used the hunter slowly pulls back their bowstring as kinetic tension is heard while the hunter's hand holding the arrow begins to shake near the end of the channel time. Upon releasing the arrow you can hear the bowstring snap back into place the projectile races towards the target followed by a white afterburner.

    If a crossbow or gun is used the hunter kneels down and takes the time to line up their shot, upon firing the hunter suffers recoil as a white afterburner follows the projectile. The crossbow has the bowstring snap back into place and the gun has white smoke coming from the end of the barrel after the shot is fired, respectively.

    Survival
    Bola Shot

    A unique arrow or bullet is launched from the hunter's weapon as the shell casing falls apart, revealing a spinning bola. Upon tethering to the target each balled end of the bola explodes.
    Denizen of the Wilds
    Level 100 Hunter Talent


    Beast Mastery
    Aspect of the Iron Hawk

    Replaces Aspect of the Hawk


    You forsake your ranged weapon to accompany your pet directly into the fray once more, equipping two one-handed weapons that equal the strength of your ranged weapon.

    Increases the Hunter's total stamina by 15%, reduces damage taken by X, you and your pet also have a reduced the chance to be critically struck by 6%, as well as increases haste and mastery gains from items by 50%, in addition to sharing 50% of all damage suffered and grants the use of Vengeance while significantly increasing threat generation. When you or your pet taunt off of each other they will parry the next attack made against them, but no longer have diminishing returns on taunt when using this method.

    Many of the hunter's abilities are replaced with altered spells.

    Marksmanship
    Aspect of the Bloodwing Hawk

    Replaces Aspect of the Hawk


    Your proficiency with the bow is unparalleled, boasting the speed and accuracy of a Bird of Prey.

    Increases your total focus pool by 30, increases critical strike chance and haste by 50% from items. Silencing Shot and Shatter Shot now affect the target instantly are have a 40 yard range.

    Many of the hunter's existing abilities are improved with new mechanics.

    Survival
    Aspect of the Dragonhawk

    Replaces Aspect of the Hawk


    You embrace your fierce instincts as a predator of the wilds.

    Increases both yours and your pet's movement speed by 15%, increases critical strike chance and mastery from items by 50% and crowd control effects that result in a loss of control are reduced by 20%.

    Many of the hunter's abilities are improved or replaced with new mechanics.

    Specific Details:
    Beast Master
    Aspect of the Iron Hawk


    This ability replaces Aspect of the Hawk if a Beast Master hunter selects the Denizen of the Wilds talent.

    Increases the Hunter's total stamina by 15%, reduces damage taken by X, you and your pet also have a reduced the chance to be critically struck by 6%, as well as increases haste and mastery gains from items by 50%, in addition to sharing 50% of all damage suffered and grants the use of Vengeance while significantly increasing threat generation. When you or your pet taunt off of each other they will parry the next attack made against them, but no longer have diminishing returns on taunt when using this method.

    Cobra Shot now becomes Serrate: Instantly deals 90% physical weapon damage that ignores 30% armor and generates 14 focus. Also has a cooldown of 2 seconds that can be reduced by haste. Has a range of 5 yards.

    Arcane Shot now becomes Raptor Strike: An instant strike that deals 125% weapon damage from both weapons and causes your pet to apply a bleed to the target that deals X physical damage, stacks up to 3 times. Has a range of 5 yards.

    Kill Command now causes the target to deal X less damage on their next basic attack for every bleed applied by Raptor Strike.

    Concussive Shot now becomes Wing Clip: Cripples the target, slowing movement speed by 50% for 6 seconds, if reapplied before the duration ends they become rooted. Has a range of 5 yards.

    Distracting Shot now becomes Brutal Provocation: You taunt the target to attack you, and increases the threat you generate against the target by 200% for 3 seconds. Has a range of 30 yards.

    Feign Death now becomes Wit's End: You and your pet make a last ditch effort to survive, increasing all healing received by 30%.

    Deterrence can no longer be activated but allows the hunter to reduce the damage of the next auto-attack made against them by X amount for every X damage dealt between the hunter and pet.

    Kill Command and Beast Cleave now applies Weakened Blows. Growl can now work on raid bosses.

    Marksmanship
    Aspect of the Bloodwing Hawk


    This ability replaces Aspect of the Hawk if a Marksmanship hunter selects the Denizen of the Wilds talent.

    Increases your total focus pool by 30, increases critical strike chance and haste by 50% from items. Silencing Shot and Shatter Shot now affect the target instantly are have a 40 yard range.

    Arcane Shot is now Puncture Shot: An instant shot that deals X (125% Weapon Damage) and reduces the target's total armor by 12%.

    Concussive Shot now knocks the target back 12 yards, but no longer slows.

    Aimed Shot now deals 360% weapon damage plus 2600 physical damage, but strikes all enemies between the hunter and the target as well as enemies in an 8 yard cone behind the target for 50% of Aimed Shot's damage as physical damage.

    Serpent Sting is now a passive called Serrated Arrows: Your Chimera Shot, Multi-Shot and Aimed Shot now causes the target to bleed for X (+ 198% of Attack Power) physical damage over 15 sec.

    For every X damage you deal the cooldown of Rapid Fire is reduced by X seconds.

    Survival
    Aspect of the Dragonhawk


    This ability replaces Aspect of the Hawk if a Survival Hunter selects the Denizen of the Wilds talent.

    Increases both yours and your pet's movement speed by 15%, increases critical strike chance and mastery from items by 50% and crowd control effects that result in a loss of control are reduced by 20%.

    Serpent Sting now allows you a plethora of venoms to apply to your ranged weapon, only one can be applied at a time:
    Viper Sting: Deals X nature damage to the target and heals the hunter for X% of their total health.
    Scorpid Sting: Applies an inactive toxin on the enemy for every 2 special attacks performed, upon reaching 4 stacks the target is stunned for 4 seconds.
    Serpent Sting: Deals X nature damage to the target over 6 seconds, reapplying the venom deals 30% of its total damage instantly.

    Trap Launcher now allows your traps to be launched directly at your target that also activate instantly, but cost 20 focus.

    Camouflage now has a 10 second cooldown, grants permanent stealth and increases your movement speed while in stealth by 20%. Can only be used outside of combat.

    Feign Death now becomes Natural Veil: removes one harmful effect from you as you detach from combat, preventing you from being struck by ranged attacks or spells for 3 seconds.

    Shatter Shot is now Basilisk Sting: A short-range shot that deals X nature damage and debilitates the target, stunning them for 3 seconds.

    When you deal X damage you apply Hydra Venom to the target, reducing their damage dealt by 50% and healing done by 10% for 6 seconds. If used against bosses the damage of their next auto-attack by 50%.
    With or Without You
    Level 100 Hunter Talent

    TYPE: Passive (Self)
    TARGET TYPE: Self
    BUFF TYPE: Damage Modifier / Ability Modifier / Healing
    BUFF DURATION: Indefinite
    COST: None
    CHANNEL TIME: 3 Seconds
    GCD: 1 Second

    Basic Description:
    Beast Mastery
    Versatility

    Passive:
    Increases the effectiveness of your pet’s Combat Experience to 70% increased damage. Your pet now gains the following abilities, regardless of its spec:
    Rabid
    Spiked Collar
    Thunderstomp
    Blood of the Rhino
    Great Stamina
    Bullheaded
    Cornered
    Boar’s Speed

    Marksmanship / Survival
    Lone Wolf

    Passive:
    Increases your damage by 30% at the expense of sending your pet away, gaining that pet family’s respective aura ability as a passive. Several of your abilities that required a pet now have new mechanics, regardless of spec:
    Master’s Call
    Intimidation
    Exhilaration
    Spirit Bond
    Blink Strikes
    Lynx Rush

    Calling for a new pet removes Lone Wolf’s passive.

    Specific Details:
    Beast Mastery
    Versatility

    Passive:
    Your pet’s damage is increased by 20%, due to Combat Experience originally being 50% then boosted to 70%, and gains the following abilities regardless of its current specialization:
    Rabid
    Spiked Collar
    Thunderstomp
    Blood of the Rhino
    Great Stamina
    Bullheaded
    Cornered
    Boar’s Speed

    Dash, Charge, Last Stand, Heart of the Phoenix and Roar of Sacrifice are intentionally left out to still leave Beast Master’s with a choice of their pet’s role.

    Marksmanship / Survival
    Lone Wolf

    Passive:
    The hunter’s damage increases by 30% while sending the current pet away, gaining that pet family’s respective aura ability as a passive, an example being Furious Howl but not Tear Armor. In addition the following abilities that required a pet are altered:

    Master’s Call
    Active: The Hunter lets out a battle cry that removes all movement impairing effects on him or herself and their target and causes both of them to be immune to such effects for 4 seconds.
    Intimidation
    Range: 30 Yards
    Active: The Hunter fires a flare into the target’s face, stunning them for 3 seconds.
    Exhilaration
    Passive: Increases the Hunter’s maximum health by 25%.
    Active: Restores 30% of the Hunter’s maximum health.
    Spirit Bond
    Passive: Increases the Hunter’s maximum health by 15%.
    Passive: The Hunter regenerates 3% of their maximum health per 2 seconds.
    Blink Strikes
    Passive: Increases the damage of Arcane Shot (Bola Shot) by 15%.
    Active: The Hunter's next targeted ability becomes instant cast and has no travel time. This active has a 30 second cooldown and is off the global cooldown.
    Lynx Rush
    Range: 30 Yards
    Active: The Hunter begins pelting enemies with a ranged onslaught, striking 9 times over 4 seconds. Each attack causes the target to bleed for [86 (+3.8% of Attack Power)*5] physical damage over 15 seconds, stacking up to 9 times.

    Upon calling for a new pet, Lone Wolf’s passive and additional effects are removed.
    Hunter Glyphs:
    Major Glyphs:
    Glyph of Enduring Deceit

    Basic Description:
    Camouflage now fades 3 seconds after dealing or receiving damage.
    Glyph of Interweaving Blades

    Basic Description:
    You can now attack while in Deterrence, but you deal 25% less damage.
    Glyph of Forever as One

    Basic Description:
    30% of all damage taken is now split with your pet.
    Glyph of Kill Command
    Beast Mastery Only

    Basic Description:
    Kill Command now deals 10% less damage, but your pet now knocks the target over upon activation and interrupts spellcasts.
    Glyph of the Master Archer
    Marksmanship Only

    Basic Description:
    Arcane Shot and Chimera Shot now deal pure physical damage.
    Glyph of Explosive Shot
    Survival Only

    Basic Description:
    Explosive Shot now deals 60% of its original damage on its primary target per tick, but deals 40% of its original damage to all nearby enemy targets per tick.
    Glyph of Rapid Fire

    Basic Description:
    Rapid Fire can no longer be activated but passively provides 10% ranged haste at all times.
    Glyph of One Shot, One Kill

    Basic Description:
    Killshot will no longer refresh if it fails to kill the target, but deals 75% additional damage.
    Glyph of Bullet Time

    Basic Description:
    If the target is slain with Killshot, the ability will refresh.
    Glyph of Volley

    Basic Description:
    Your Multishot is now a toggle ability that consumes 25 focus per second that deals 50% weapon damage every second to your current target and all nearby enemies around that target.
    Major Pet Glyphs (Still takes a Major Glyph slot)
    Glyph of Thunderstomp
    Tenacity Pet Only

    Basic Description:
    Thunderstomp’s damage is increased by 50%. In addition, if your pet has more than 40 focus it deals 100% more damage but costs 100% more focus.
    Glyph of Last Stand
    Tenacity Pet Only

    Basic Description:
    Last Stand is active at all times but only increases your pet’s health by 7%.
    Glyph of Cornered
    Cunning Pet Only

    Basic Description:
    Cornered is now always active, but is only 10% effective.
    Glyph of Roar of Sacrifice
    Cunning Pet Only

    Basic Description:
    Roar of Sacrifice now transfers 20% of all damage the target takes to the pet.
    Glyph of Rabid
    Ferocity Pet Only

    Basic Description:
    Rabid is now on a 1 minute cooldown but the attack speed is reduced to 50%.
    Minor Glyphs:
    Glyph of Anger Issues
    Beast Mastery Only

    Basic Description:
    Your pet is constantly enraged and has steam vents rising out of its head.
    Glyph of Archery

    Basic Description:
    You learn the ability Archery.

    An apple appears on top of the target’s head and you attempt to shoot it.
    Glyph of Up Close and Personal

    Basic Description:
    You can now equip a melee weapon that you have in your bags for cosmetic purposes only.
    Glyph of Realistic Death

    Basic Description:
    Upon casting Feign Death a stream of blood(?) bursts from your body as it forms a puddle around you.
    Glyph of Great Minds Think Alike

    Basic Description:
    When you cast Feign Death your pet will also cast Feign Death.
    Glyph of Snaaaaaake

    Basic Description:
    Camouflage now allows the Hunter to hide in a cardboard box.
    Glyph of Hunting

    Basic Description:
    When you cast Hunter’s Mark an exclamation point now appears over the target’s head with an abrupt sound.
    Glyph of Penetrating Rounds

    Basic Description:
    Your arrows now pierce the target and remain embedded in them for 1 second. Bullets cause the target to bleed.
    Glyph of Flare

    Basic Description:
    Flare now reveals all stealth targets while traveling to its destination, but fades after reaching its destination.
    Glyph of Magic Missile

    Basic Description:
    You learn the ability Magic Missile.

    Your Autoshot arrows can now be coated in a variety of colors that serve no purpose other than to show a fashion statement … or play a mean game of paintball.
    Glyph of Bonding

    Basic Description:
    Feed Pet now channels over 4 seconds, during this time your pet eats directly from your hand and restores 25% health per second for 4 seconds.
    Glyph of Unleash the Hounds

    Basic Description:
    Your Snake Trap now releases a crate of whimpering puppies that maul nearby enemies.
    Glyph of Bond of Steel

    Basic Description:
    When you are slain your pet will remain by your side for 3 seconds to mourn for you before fading away.
    I grant Blizzard full rights to use any and all parts of these concepts should they so choose.

    Glyph of the Doge

    Basic Description:
    Your Aspect of the Pack icon now turns into a Doge.
    Last edited by Blorgorize; 2014-04-04 at 09:22 PM.

  2. #2
    Some of your minor glyphs are great (like Archery, Magic Missle and Snaaaaaake). However, a couple would actually have to be Majors because of how they potentially change gameplay in combat. Flare and Great Minds Think Alike. If you are revealing all stealthed along its path, in PvP, you have so much more power with Flare. And Great Minds Think Alike would make getting out of combat while still using your pet, which could possibly make for issues.

  3. #3
    I'll admit I haven't tried in a very long time, but I'm pretty sure you can equip a melee weapon right now. The ranged weapon slot is what went away, and ranged weapons became 2h main hand. Pretty sure you can still equip them. Unless what you meant was equip them in addition to your ranged weapon (for cosmetic purposes) which would be neat but would probably require a new system in place to handle that so... unlikely.

    But I like a lot of the other glyphs. Some actual creativity and logical sense put into them. A lot better than reduced fucking aspect of the pack range and 10% spell dmg reduction for 1 hit on camo. And major glyphs at that. Those things still piss me off, that thought was even put into them.

    Always wanted elemental-like customizable colored arrows. Or meaningful ranged weapon enchants that aren't scopes with no visual effect (on projectiles or weapon) and nothing but +agi or +AP. The killshot one is one I've suggested on bnet forums myself... the "use it twice" mechanic is outdated, unresponsive and irritating.

    Didn't read much of it though - might come back to it later. Looks like you put a lot of time and thought into it.
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  4. #4
    I'm really digging some of the glyph ideas. I want Puppy Trap!
    Quote Originally Posted by Herecius
    Alas, sweet prince! You hath received thine own ass handed to ye.

  5. #5
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    Some of the abilities seem a bit OP...have a constant 30% liferegen from damage takenl for SV? That'd never happen.

  6. #6
    Amazing stuff. Everything as it should be for me. I think you should force the level 100 talent ideas into Blizzards throat, they are way more awesome now.

    And by the way, add "Glyph of Somersault: you perform a backflip every time you use Disengage". It has to be added to the game.

  7. #7
    I'd use Camouflage if I had glyph of snaaaaake!

  8. #8
    The one thing I would absolutely change is offset part of kill command's damage into a bleed. Basically 50% of the damage is initial, while 50% of the damage is spread over 6 seconds. Let's face it hunters have a lot of burst and this is something that could help. Also, make the bleed remove if the target is healed to full (think slave pens boss). This obviously would not affect pve, but give pvp "burst control".

    Also, another thing I would really like to see is Marks turn into a "charge based spec" (think conflag or roll). Where over time you build charges of aimed shot, expose the target's weakness, and then unload them. Also chimera, arcane and serpent sting really do not belong in this spec.

  9. #9
    Oh dear God. I even had to make an account just to comment on this, you might be the person who will make me post on these boards. This is absolutely spectacular. I love almodt everything about the things you posted. When I was reading through it, I was so hyped that I even thought to myself that this has to be a leak. Amazing work. Don't make me believe you did it on your own. This has to be a leak. Please tell me it's a leak.

    I'm all for the BM rework. You managed to show that there is a way to turn it into a melee spec like it's supposted to be YET at the same time, people are free to use the old version of said spec. It's actually visible that a thing like that would work... And be nerfed,since all of this looks too OP, but I don't care, this would be too fun to play. You managed to create a vision all Hunters dream of - to make each spec play diffrent. With these talents, such a task would be accomplished.

    Please, for the love that is all Holy. I want to play this class again. Tell me we will see something like this or similiar to it when WoD hits.

  10. #10
    Nice work dude, I like pretty much everything and believe this is exactly what our class needs.

    Unfortunately, I have played WoW for enough time now to know your post will be utterly ignored. There's too much work for the devs. :<

  11. #11
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    The problem is, he's rolling all 3 level 100 talents into 1, and creating 2 more talents with 3 aspects (LOL SEE WHAT I DID THERE?) That seems like a lot to expect from Blizz. Maybe they could pass that off as our "revamp," but otherwise, it seems like a lot of attention to the hunter class for that tier of talents. They'd have to do it across the board and they don't want to do that. Sounds like a balancing nightmare.

  12. #12
    Quote Originally Posted by Thagrynor View Post
    Some of your minor glyphs are great (like Archery, Magic Missle and Snaaaaaake). However, a couple would actually have to be Majors because of how they potentially change gameplay in combat. Flare and Great Minds Think Alike. If you are revealing all stealthed along its path, in PvP, you have so much more power with Flare. And Great Minds Think Alike would make getting out of combat while still using your pet, which could possibly make for issues.
    I didn't transfer the part where Flare fades upon reaching its destination from my Hunter notes, my bad. The current Flare is practically useless compared to the old version. Since the current Flare does not register targets in range immediately, similar to Hunter traps taking 2 seconds to arm. This is deadly in such a high-paced PvP environment, and a mild (if any) annoyance in PvE since you have to lead your target or do your business before combat starts.

    Quote Originally Posted by eschatological View Post
    Some of the abilities seem a bit OP...have a constant 30% liferegen from damage takenl for SV? That'd never happen.
    The disclaimer at the type of the page meant that all numbers should be taken with a grain of salt. I have little to no way to steamline numbers since I can't place these into the ptr and test them myself against other variables for balance.

    A back-up I had for Lick Your Wounds is have the hunter regenerate X% (0.5-1% ideally) of their maximum health per second for 3 seconds everytime they take damage. The same problem with shield classes having a field day with low damage targets creeps up though, as these players are nigh invincible due to the target not breaking their mitigation threshold and the reason shield block was changed to a % rather than a flat value.

    The spirit of the mechanic is there, in that a Survival hunter will recover from damage but if they continue to take damage they will definitely die eventually, just not as quickly as having no built-in sustain unlike BM and MMS.

    Quote Originally Posted by Okacz View Post
    Amazing stuff. Everything as it should be for me. I think you should force the level 100 talent ideas into Blizzards throat, they are way more awesome now.

    And by the way, add "Glyph of Somersault: you perform a backflip every time you use Disengage". It has to be added to the game.
    As much as I'd like to have all races doing backflips, that would require a new animation cycle on Blizzard's part for just a minor glyph and become a low priority compared to say new Worgen and Goblin models / animation cycles. Definitely possible though.

    I could compromise by having the hunter instead be knocked back from their gun from recoil, similar to Guild Wars 2 Engineers. Bows and Crossbows that are either equipped or are not transmogged to a gun are SoL though.

    Quote Originally Posted by Libertarian View Post
    The one thing I would absolutely change is offset part of kill command's damage into a bleed. Basically 50% of the damage is initial, while 50% of the damage is spread over 6 seconds. Let's face it hunters have a lot of burst and this is something that could help. Also, make the bleed remove if the target is healed to full (think slave pens boss). This obviously would not affect pve, but give pvp "burst control".

    Also, another thing I would really like to see is Marks turn into a "charge based spec" (think conflag or roll). Where over time you build charges of aimed shot, expose the target's weakness, and then unload them. Also chimera, arcane and serpent sting really do not belong in this spec.
    I did have a mechanic for Kill Command where the BM hunter would use their special shots to slowly ramp up their pet for Kill Command, a glorified Go for the Throat / Cobra Strikes. Such as Arcane Shot increasing the damage of your pet's next Kill Command by X%, up to 3 times.

    There was also moving Kill Command into a bleed that had stocks, the pet had X number of stocks to Kill Command and would close the gap on the target then apply the bleed. The bleed would deal X physical damage over X seconds and could stack up to x times, but had a stock recharge time that was almost as long or not equal to the bleed duration. A manageable version of Lynx Rush that could be used to quickly ramp up damage or applied slowly for sustained dps.

    I absolutely agree that magical damage has no place in a spec that revolves around raw physical damage, we could take a few pages from Warriors while adding new mechanics for Marksmanship. Aspect of the Bloodwing Hawk has some of these changes in place like making Serpent Sting a passive that causes Chimera Shot, Multi-Shot and Aimed Shot to apply a bleed similar to Deep Wounds.

    Again though, I cannot directly apply sweeping changes to the hunter class since it's not their time to get the Warlock treatment. I can, however, give MMS a glyph that makes CS and ArS deal physical damage, possibly even the sting. But we run into the current problem of a MMS lack of armor bypass to deal with bulky targets.

    I'll probably be posting the revamp changes further down the line when we settle into WoD, along with the class quest similar to Warlocks that would give us access to a cosmetic bonus (or small buff) after a series of tests. Bonus points that the NPCs would say something different to a Hunter that had Rhok'delar, Longbow of the Ancient Keepers. For final trial reward example(s): Gaining a pair of cosmetic one handers or a cosmetic two-hander that you have equipped. Being able to swap normal pet abilities between any pet and any exotic pet abilities between any exotic pet.

    Quote Originally Posted by eschatological View Post
    The problem is, he's rolling all 3 level 100 talents into 1, and creating 2 more talents with 3 aspects (LOL SEE WHAT I DID THERE?) That seems like a lot to expect from Blizz. Maybe they could pass that off as our "revamp," but otherwise, it seems like a lot of attention to the hunter class for that tier of talents. They'd have to do it across the board and they don't want to do that. Sounds like a balancing nightmare.
    There's a very good chance that Blizzard was going to redo several of the WoD talents, such as the Warrior's Blade Barrier / Extreme Measures and the several typos on the Paladin's lvl 100 talents are a good indication that they weren't completed at the time. They are also rolling three choices into each talent, as each specialization gains something different from choosing the same talent.

    I truly think that Blizzard should grant us an evolved ability for our 100 talents, it's been ages since our characters actually felt like we were actually improving our respective skills as X class. I've done the same things with Warriors for their level 100 talents.

    Summarized examples such as:
    Blade Barrier
    • Arms: This ability is called Cull the Meek.
      Replaces Sweeping Strikes. A toggle ability and strike all enemies within range for X% physical damage while costing X Rage every second while active.
    • Fury: This ability is called Tempest.
      Replaces Whirlwind. Consume X Rage to apply point blank aura that lasts 6 seconds that performs a Whirlwind X% weapon damage from both weapons every second to all enemies within 8 yards.
    • Protection: This ability is called Bolt Tarragon.
      Replaces Thunder Clap. This toggle ability deals X damage every second within 8 yards in addition to applying Weakened Blows to any enemies struck, it does not cost any Rage to maintain.

    Weapon Mastery
    • Arms: This ability is called Guillotine.
      Replaces Execute. Deals X% Weapon Damage plus X as physical damage to a target below X% health.
    • Fury: This ability is called Ravager.
      Replaces Heroic Throw. Throws your off-hand weapon towards the target spot and performs a Whirlwind every second for 15 seconds. If the Warrior picks up the weapon they perform an Empowered Whirlwind that deals physical damage equal to the time remaining on this ability.
    • Protection: This ability is called Escutcheon.
      Replaces Shield Barrier. Shields the Warrior against x damage for 6 seconds. If additional friendly target are nearby the Warrior also applies a shield on the target(s) equal to 30% of this ability's absorb amount.

    Extreme Measures
    • Arms: This ability is called Sadism.
      Replaces Berserker's Rage. Consumes X% of the Warrior's current health, generating X Rage and increasing physical damage done by X% for 6 seconds. Additionally, the Warrior's special attacks heal them for X% during this time.
    • Fury: This ability is called Masochism.
      Replaces Berserker's Rage. Consumes X% of the Warrior's current health, generating X Rage and increasing physical damage done by X% for 6 seconds. Additionally, the Warrior gains (1% Missing Health x X% Attack Power) bonus attack power equal to their X% health missing during this time.
    • Protection: This ability is called Gladiator's Stance.
      Replaces Defensive Stance. The Warrior deals X% increased damage, gains X% bonus mastery and critical chance from items and generates X Rage when using auto-attacks. Shield Slam has additional critical chance equal to your critical shield block chance and consumes Shield Barrier to deal additional physical damage. Shield Block now costs 30 Rage.

    Extreme Measures: Arms Fury Ver 2
    • Arms: This stance is called Battlemaster's Stance.
      Replaces Battle Stance. The Warrior's movement speed is increased by X%, gains X% bonus mastery and critical strike chance from items and causes your special attacks to heal you for X% of the damage dealt, but your base armor is reduced by X%.

      Heroic Leap now becomes Wind Walk: which grants the Warrior stealth for X seconds, X% bonus movement speed and removes any snares or roots on them.

      For every X damage dealt by the Warrior they spawn a Mirror Image that mimics the next 3 special attacks performed with a guaranteed chance to activate Opportunity Strike.
    • Fury: This stance is called Conqueror's Stance.
      Replaces Berserker's Stance. Increases total stamina by X% and increases healing received by X% and base armor by X% as well as reducing the chance to be critically struck by 6% while significantly boosting threat generation and grants the use of Vengeance.

      For every X damage dealt the Warrior Enrages, increasing physical damage done by X% and allows 1 use of Raging Blow. Upon casting Raging Blow the Warrior parries the next attack made against them.

    There is much to expect from Blizzard and the evolution of WoW, hence why I'm pitching in and giving them my ideas so they can get a headstart on revamping the classes. There should be additional customization per talent based on your specialization since we have so few talents to pick. I would enjoy getting around to expanding on each class' level 100 talents to describe each specialization's version of the talent, Warlocks are already making leaps an bounds in that catagory as well mind you.

    The Aspects and Stances offer an alternative playstyle to the specialization, more so for the Aspects laying the groundwork of the eventual Hunter revamp. These bonus stats from items in said Aspect / Stance will of course change to accommodate the new secondary stats such as Life Steal, Cleave and etc after Closed / Open Beta starts for WoD so I can see how these stats function and how often they appear on gear like the tertiary stats being rare. I can already see giving Aspect of the Bloodwing Hawk X% or raw bonuses to Life Steal, Critical Strike Chance and Cleave for example. While Aspect of the Iron Hawk gets X% or raw bonuses to Mastery and defensive secondary stats.
    Last edited by Blorgorize; 2014-01-25 at 01:40 AM.

  13. #13
    No one else to comment on the lack of specialization talent variety for pure dps classes?

  14. #14
    I really enjoyed reading this! I love the part about the hunter tank!

  15. #15
    Ah! I would like to suggest some Minor Glyphs like: Glyph of Blazing Arrows, Glyph of Ice Arrows & Glyph of Light Arrows, Glyph of Command.

    Just for cosmetics effect, but I would love to shoot ice or fire arrows... or an arrow made of pure light. Yes, a bit Zelda copycat but who doesn't want to customize his/her arrows? And Glyph of Command makes you point to your target when sending your pet to attack it.

    Also I'm hoping for a new ability that let us fuse with out current pet... that would be so frikin' awesome!!
    Last edited by avatarshaoran; 2014-02-06 at 07:45 AM.

  16. #16
    Bumping after I saw the updated Hunter talents from a video of China's(?) WoD press event.

    Youtube Video Link

    Those that chose not to follow the youtube link, the Hunter chose Beast Mastery and from the new talents I saw were:

    • Stampede replaces Lynx Rush on the level 75 talent roster, making it possible that Lynx Rush is now a BM only ability learned while leveling.
    • Bola Shot was replaced by Ignite Arrows: A passive effect that converts your Auto Shot into a new basic auto shot that deals 80% weapon damage as fire damage. This may mean that Arcane Shot is replaced by Bola Shot when choosing the Survival specialization.
    • Snipe was renamed to Focused Shot.
    • With or Without You is appropriately named its Beast Master variant: Versatility.

    Personally, Ignite Arrows is more of a Survival talent and I hope that we see more of the talent variations based on specialization. Such as the Warlocks and Druids who are leading the charge.

  17. #17
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    Glyph of Astral Aspects - The hunter takes on astral traits of their active aspect (I.e. hawk wings on back.) The effects glow briefly (5 sec?) every minute.

    Furthermore, would like to see AotP turned into a wolf and AotB turned into a snake.
    Last edited by De Lupe; 2014-03-09 at 03:14 AM.

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