As revealed at BlizzCon 2009, Hunters won’t use mana or intellect anymore. Instead, Hunters will use 100/100 Focus.
Using Steady Shot and Cobra Shot (a new spell) will generate 9 Focus per shot. Some abilities cost from 30-60 Focus, which means you need to spam Steady Shot or Cobra Shot at least three-to-six times if you are low in Focus. Viper Sting will help you regenerate Focus at a rate of 9 focus every 3 sec.
Generally, Focus is much better than mana because you can generate focus faster. The preview gives an example of how much focus each ability costs.
The Hunter gets three new abilities in the Cataclysm expansion: Cobra Shot (level 81), Trap Launcher (level 83) and Camouflage (level 85).
Bad news and good news. Freezing Arrow is gone, but all traps get a launcher. Basically, hit the trap launcher button and the next trap you choose will be launched anywhere within a range of 40 yards. Good trade off. Specially when dropping the freezing trap during the Saurfang encounter, and now be able to drop fire-damage traps without the risk of getting into cleave, meteor or whirlwind.
Mongoose Bite, arrows, bullets, and quivers are gone in Cataclysm.
More stable room for pets, and the ability to have 3-5 active pets (depending if you are Beast Mastery). At level 1 you will get a racial pet that you can change at level 10. For the past five years, Hunters start with no pet until level 10. This shows Blizzard is working on changing the leveling experience. Not long ago, Rob Pardo revealed 70% of players quit playing WoW in the first 10 levels. Hunters weren’t much of a hunter without a pet.
In addition, the pet family abilities will be changed to provide different buffs and debuffs to allow the Hunter to swap to a suitable pet in response to a missing class in the group. If there’s no shaman to provide bloodlust, the Hunter can swap to a pet that offers an equivalent buff, and so on. The preview gives an example of some debuffs per pet: Wind Serpents, Ravagers, Hyenas.
The preview shows new talents and talent changes you shouldn’t miss. More below:
|With the upcoming World of Warcraft: Cataclysm many game elements will be changing, and each class will be receiving a number of tweaks. Here, we will explore the changes that are being made to the gun-wielding, pet-training hunter. The information you’re about to read is certainly not complete, and is only meant to act as a preview of some of the exciting new things to come. Without further ado, let’s take a look at the new hunter abilities!
New Hunter Abilities
Cobra Shot (level 81): A new shot that deals Nature damage instead of Physical damage. This ability will share a cooldown with Steady Shot. This will give hunters an alternative to Steady Shot on heavily-armored targets, and we will have talent incentives in the Beast Mastery tree to make this a signature shot.
Trap Launcher (level 83): When used, the next trap can be shot to a location within 40 yards. This provides the current Freezing Arrow treatment to all traps and, as a result, we will be removing the current ability Freezing Arrow. 1-minute cooldown. No global cooldown.
Camouflage (level 85): The hunter enters an obscured state that prevents him or her from taking ranged damage. The character would still be subject to melee or area-of-effect attacks, and dealing or taking damage will break the Camouflage effect. The hunter can move and set traps when under Camouflage, and will receive a damage bonus when attacking while under Camouflage (which will then break the effect).
Resource Mechanic Change
Here we come to the meat of the upcoming hunter changes.
Hunters will no longer use mana; instead the class will use Focus. Focus generates much like Energy, by building up. It will not be affected by Intellect at all. Haste will improve its generation. Hunters will generate roughly 6 Focus per second, slightly less than rogues’ Energy generation rate of around 10 Energy per second. Below, we have listed some examples of how we intend Focus costs to operate:
Changes to Abilities and Mechanics
In addition to the resource change and new abilities listed above, we intend to make adjustments to some of the other abilities and mechanics you already know well. This list and the summary of talent changes below it are by no means comprehensive, but they should give you a good sense of what we’re going for with each spec.
New Talents and Talent Changes
Mastery Passive Talent Tree Bonuses
Pet Damage: Many of the passive benefits to pet damage will no longer be available in the Beast Mastery talent tree. However, these will be provided through the new Mastery mechanic.
Double Shot: The hunter will have a chance to launch a free attack off of the global cooldown for 50% damage.
Elemental Damage: Hunter abilities such as traps, Black Arrow, and Explosive Shot will do elemental damage of the following types: Improves the Arcane, Fire, Frost, Nature or Shadow damage of abilities like traps, Black Arrow and Explosive Shot.
We hope you enjoyed this preview, and ask that you provide your initial thoughts and feedback on what was presented here. Please keep in mind that what you’ve just reviewed is a work in progress and as we move closer to the Cataclysm beta, you’ll see these planned changes as well as others continue to develop in response to feedback and testing.
Ghostcrawler: The focus costs are just examples. I wouldn’t obsess too much with trying to min / max your rotations just yet. In general, the basic rotations of all three hunters work okay on live today. With focus you might hit moments where you don’t need to Steady at all, and you’ll never run dry again for long periods of time like you might with mana. If the costs of some of the defensive cooldowns are too expensive or even need to be free that’s certainly the kind of thing we’ll consider.
Ghostcrawler: It is *not* stealth. Your enemies will never wonder where you are. We’re trying to use the new Cataclysm water effect to put a shimmering PREDATORy visual on you. It’s protection from ranged attacks and it gives you some combat bonuses, but it’s not like Shadowmeld or rogue / druid stealth where players can’t find you.
As most of you know, we tried Camo once before, but because it was true stealth it was very hard to balance, plus it felt like we were just handing out the same cool abilities to every class instead of coming with unique mechanics. Hunters were so overwhelmingly excited about the basic idea that we wanted to try it again, but not as stealth.
Ghostcrawler: At this point in time it’s not actually a cooldown. Cobra Shot has a 2 sec cast time, but Beastmaster has a talent to reduce the cast time to 1.5 sec (as well as a few damage hooks). Both generate focus so there is no reason for BM to ever use Steady again.
Ghostcrawler: If you target a camo hunter or a rogue using Smoke Bomb, you will get an error message saying something like “Target obscured.” You can see them and target them, but can’t use your attacks. Imagine they are behind a pillar or something. You can try and get off an AE near them or you can move to melee.