The concept in the OP has been updated to fit the philosophies and changes to the design of classes as a whole, as we can see for Dragonflight. All baseline abilities that are given on a class-wide basis would be the same for all hunter specs, incl this one. As for the talents for Munitions(old RSV), see below.
As usual, any numbers mentioned are only here to provide further depth to the concept and are ofc subject to change. Feedback is appreciated!
Starting ability in the class tree, given for free
I would move Serpent Sting from its current position in the class tree, to take the place of Concussive Shot as a starting talent. Concussive Shot itself I would simply move 1 row down, like the image shows. The image itself, other than the aformentioned changes, is the same as the current up-to-date version, seen in the Alpha for Dragonflight. As per the title of this section, this new spec would be given Serpent Sting for free, similar to how for example Beast Mastery gets Kill Command for free.
[Serpent Sting] - 10 Focus - Instant cast
Fire a shot that poisons your target, causing them to take Nature damage over 18 sec.
[Placeholder talent] - The PH talent in the image could simply be one that, if picked, gives you -/- % more non-physical damage dealt.
Alternative layout: https://i.imgur.com/iqKJArU.png
Mastery Bonus
[Mastery Bonus: Toxicology] - Increases all non-physical damage dealt by X%, based on Mastery.
Specialization Talents
Below, you’ll find that Lone Wolf is present as a talent option in the tree. Both Marksmanship, and what was Survival in Warlords of Draenor, they were both given Lone Wolf as a talent option, so I see no issue in it being a thing in this version either. Though, like with the current alpha-version of Marksmanship, I would argue that Lone Wolf shouldn’t be a talent, but a baseline passive for both of these specs. For anyone who wishes to make use of it.
Below is an image, showing a mock-up sketch of what the spec tree for Munitions(old RSV) could look like, based on the new design. Below the image, explanations and tooltips are present for all the talent nodes. Again - Feedback is of course much appreciated. There are also an additional note at the bottom of the post, regarding a specific talent: Dark Minion, that is present in the talent tree.
Image link: https://i.imgur.com/uxJcjYx.png
-Row 1-
[Explosive Shot] - 20 Focus - Instant cast - 10 sec recharge - 2 charges
Fire an explosive charge into the enemy target, dealing Fire damage. The charge will blast the target every second for an additional 4 sec.
-Row 2-
Choice node, pick one of the following talents
[Cobra Shot] - Instant cast
A fast shot that causes X Physical damage.
Generates 10 Focus.
[Fusion Shot] - 2 sec cast time(castable while moving) - 6 sec recharge - 2 Charges
Fire a charged shot into the target, dealing Physical damage.
When your next ability that deals periodic damage hits the target, this triggers a volatile fusion immediately causing it to erupt instantly dealing additional damage equal to 25% of it’s total duration. The target will take additional damage of the same type as the ability used to trigger the fusion for the next 12 sec.
Generates 25 Focus.
[Lone Wolf] - Increases your damage by X% when you do not have an active pet.
[Black Arrow] - 30 Focus - Instant cast - 30 sec cooldown
Fire a shot infused with dark energy at the target, dealing Shadow damage over 12 sec.
The periodic damage-effect applied by Black Arrow can be stacked up to 3 times on the same enemy.
-Row 3-
[Serpent’s Focus] - Cobra Shot generates 3/6 additional Focus per cast.
[Exothermia] (Requires talent: Fusion Shot)
Increases your critical strike chance against any enemy you hit with Fusion Shot by X% for 12 sec. Dealing Fire damage to the target extends this effect even further.
Fusion Shot generates an additonal 10 Focus over 5 sec.
[Vespoid Venom] - Whenever Serpent Sting deals damage, there’s a chance that this can cause all other periodic damage effects you have applied to the target to instantly deal damage equal to one tick of their total effect.
If this proc occurs when the target is affected by Black Arrow, this will instantly refresh it’s remaining duration and restore 8 Focus back to you.
[Lock and Load] - Periodic damage dealt by Black Arrow and Surging Shot have a chance to cause your next Explosive Shot to cost no Focus and trigger no cooldown.
-Row 4-
[Spitting Cobra] - Cobra Shot now deals an additional X% damage as Nature damage and extends the remaining duration of Serpent Sting on the enemy target by X sec.
Cobra Shot now has a high chance of generating double Focus when fired.
[Noxious Stings] - Increases the periodic critical damage of your Explosive Shot, Serpent Sting, and Black Arrow by 25%.
[Ever Burning] - If you fire Explosive Shot into an enemy already affected by a previous charge, the remaining duration of that charge is refreshed as well as increased by an additional 3 seconds.
An active charge can only have a max duration of 9 seconds.
[Multi-Shot] - 40 Focus - Instant cast
Fires several missiles, hitting up to 5 targets within 8 yards of your current target for X Physical damage.
[Exotic Munitions] - Your Auto Attacks have a chance to increase the remaining duration of either Serpent Sting, Black Arrow, Immolation Trap, or Surging Shot by 5 seconds, on an enemy affected by either of these periodic damage effects.
[Rapid Reload] - Lock and Load now grants 2 charges of Explosive Shot when it procs, instead of 1.
[Catalysis] - Duration 10 sec.
Black Arrow increases any Fire-damage you deal to an enemy by 5/10%.
In addition, Explosive Shot-charges granted by Lock & Load extend the remaining duration of Black Arrow by 1 second every time they deal damage to the affected target.
-Row 5-
[Improved Serpent Sting] - Serpent Sting now deals -/-% increased damage against targets below 30% health.
[Exotic Munitions: Ever Burning] - Exotic Munition-procs, when they occur, always increase the remaining duration of any active Explosive Shot charge you have on the current target by 3 seconds.
[Improved Explosive Shot] - Damage dealt by Explosive Shot increased by 5/10%.
[Serpent Spread] - Targets hit by Multi-Shot are also afflicted by Serpent Sting equal to 9 sec of it’s duration.
[Wyrmstalker] - Casting Explosive Shot, Black Arrow, Serpent Sting, or Multi-Shot reduces the Focus cost and increases the damage of your next Arcane Shot by 15/30%. This effect stacks.
[Intoxication] - Your ranged Auto Attacks have a 5/10% chance to grant you 2 stacks of Intoxication. When Black Arrow expires from an enemy, you gain a stack of this effect as well.
Intoxication
When you use an ability that deals instant damage, it has a 100% chance to be a critical strike.
When you use an ability that deals periodic damage, damage caused by this ability is increased by an additional X%.
-Row 6-
[Death Adder] - Serpent Sting also does instant damage equal to 30% of it’s total periodic effect. Also applies to Talent: Serpent Spread.
Every time Serpent Sting deals damage, you have a chance to gain 3 Focus.
[T.N.T.] - Explosive Shot now also deals 20/40/60% damage to all enemies near the primary target.
[Munition Tactics] - 20 sec duration - 2 minute cooldown.
Increases your haste by X% and instantly triggers Lock & Load(Passive). When Explosive Shot is used during Munition Tactics, this resets the remaining cooldown of Black Arrow.
[Exotic Munitions: Arcane Shot] - Arcane Shot now has a X% chance to trigger an Exotic Munitions-proc when fired.
[Surging Shot] - 25 Focus - Instant cast - 1 minute cooldown
Fire a shot with an attached electrical charge that will send Electrifying Shocks through the enemy that’s been hit, dealing X Nature damage every 2 sec, over 20 sec.
-Row 7-
[Exotic Munitions: Death Adder] - If the passive effect “Exotic Munitions” procs while your Serpent Sting is active on the target, this also triggers the Death Adder-effect.
[Immolation Trap] - Instant cast - 1 minute cooldown
Hurls a fire trap to the target location that will burn the first enemy to approach for X Fire damage over 20 sec. The trap will exist for 1 min.
[Munition Tactics: Black Arrow] - Any time Explosive Shot deals damage to a target affected by Black Arrow, during Munition Tactics, this will cause the periodic damage effect applied by Black Arrow to spread to nearby enemies as well.
(This effect is replaced by a different passive effect when engaged in instanced PvP; If your Black Arrow is at any time dispelled or otherwise removed from an enemy target, this instantly resets the remaining cooldown of Black Arrow.)
[Improved Black Arrow] - Damage dealt by Black Arrow increased by 5/10%.
[ “Surgery” ] - Whenever Surging Shot deals damage via Electrifying Shocks, it has a 5/10% chance to deal damage a second time.
[E.M.F.] - While the periodic damage effect from Surging Shot remains active, there’s a 50/100% chance for the remaining cooldown of Surging Shot to be reduced by 0.5 sec every time you deal periodic damage to the affected target. In addition, if an enemy target dies while affected by Surging Shot, the remaining cooldown is reset.
This effect only applies to the initial target of Surging Shot.
-Row 8-
[Inferno] - Increases damage dealt by Immolation Trap by 5/10%.
If an enemy that is affected by Explosive Shot, or if you hit an enemy with Cluster Shot within 10 yards of an armed Immolation Trap, this will set off the trap, causing a wave of fire to engulf all nearby enemies within 10 yards of the trap.
[Pre-Heat] - The cooldown of Immolation Trap is reduced by 5 seconds every time Immolation Trap deals critical damage to the enemy target. In addition, if an enemy target dies while affected by Immolation Trap, it’s cooldown is reset.
[Exotic Munitions: Immolation Trap] - When you get a Exotic Munitions-proc, it will grant you an additional bonus effect when it extends the duration of Immolation Trap.
Immolation Trap - Increases damage dealt by Immolation Trap by -/-% for the remaining duration.
[Rapid Recuperation] - Damage caused by Explosive Shot have a -/- chance to reduce the remaining cooldown of Munition Tactics by 1 sec.
Whenever Lock & Load procs, this causes the next Explosive Shot fired to have a 50/100% chance for each of it’s ticks to reduce the remaining cooldown of Munition Tactics by 1 sec.
[Dark Minion] - When Black Arrow deals damage to an enemy, it has a chance to summon an undead minion to aid you in combat, attacking that same enemy for 15 sec.
If an enemy dies with Black Arrow still active on it, a powerful minion will reanimate to serve you for 60 sec. This can only happen once every 45 sec.
[Shocking] - When Surging Shot deals damage through Electrifying Shocks, you have a -/- chance to trigger Lock & Load, granting a free charge of Explosive Shot.
[Full Circuit] - Electrifying Shocks from Surging Shot can now jump to enemies near the primary target, dealing additional Nature damage to each enemy it hits, as well as dealing damage to any enemy that is near the target of a jump.
-Row 9-
[Wildfire] - 8 sec duration
The periodic damage effect applied by Immolation Trap will now spread to any enemy standing in close range to an already burning target. As long as an enemy is within range of another enemy affected by Wildfire or Immolation Trap, the Wildfire will continue to spread.
[Volatile Concoctions] - When Explosive Shot deals damage to an enemy affected by Black Arrow, there’s a chance that this adds another stack to the periodic damage effect of Black Arrow.
Choice node, pick one of the following talents
[Exotic Munitions: Black Arrow] - When you get a Exotic Munitions-proc, it will grant you an additional bonus effect when it extends the duration of Black Arrow.
Black Arrow - The remaining cooldown of Black Arrow is instantly reset.
[Exotic Munitions: Surging Shot] - When you get a Exotic Munitions-proc, it will grant you an additional bonus effect when it extends the duration of Surging Shot.
Surging Shot - Triggers an Electrifying Shock that deals instant Nature damage equal to the remaining duration of the periodic effect from Surging Shot.
[Double-charged] - Surging Shot now has 1 additional charge.
[Exotic Munitions: Full Circuit] - The chance to proc Exotic Munitions is increased by X% on enemies affected by Electrifying Shock.
-Row 10-
[Cluster Shot] - 25 Focus - Instant cast - 15 sec cooldown.
Fire a shot which explodes on impact, instantly dealing Physical damage to the primary target and all other nearby enemies, and causing them to bleed for an additional X Physical damage over 3 sec.
Explosive Shot-charges which are still active on any target(s) hit by Cluster Shot will instantly erupt, dealing all remaining damage to the affected target(s) at once.
Choice node, pick one of the following talents
[Static Overload] - Instant - 1.5 min cooldown
Overload an Electrifying Charge on the current target, blasting the primary target along with all enemies within 12 yards for additional Nature damage and consumes the charge in the process. When a charge is overloaded, the discharge creates an Arc Field that lasts for X sec. Any enemy that steps into the field has a high chance of being affected by Elecrifying Shock yet again.
[Supercharge] - Instant - 1.5 min cooldown
Increases the critical strike chance and damage of the next Surging Shot by 30%, and also increases the base duration by 5 sec.
Note regarding “Talent: Dark Minion”
I decided to include this talent as, due to the recent quest chain, and customizations that were added in-game. These allow players to change the appearance of their hunter characters to more closely resemble Dark Rangers. Based on this, in short, I wanted to give anyone who enjoys that fantasy and theme an option to embrace it even more.