Hunter Cataclysm Preview
Written by Gazrella.
Hunters finally got details on the new changes and how Mana is going bye bye and being replaced with Focus. Below is the blue post
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:
- Steady Shot/Cobra Shot: No cost. Generates 9 Focus per shot (or 12 per second instead of 6).
- Arcane Shot/Chimera Shot /Explosive Shot: 45 Focus.
- Aimed Shot/Multi-Shot: 60 Focus.
- Concussive Shot/Tranquilizing Shot: 35 Focus.
- Rapid Fire/Master’s Call/Disengage: 30 Focus.
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.
- A major change coming for the hunter is the removal of ammunition. Guns, bows, and crossbows will now do damage without consuming ammunition at all. There will be no more ammo slot on the hunter’s character display. Any ammunition that a hunter has at the time of the change will become gray sellable items. Existing quivers will be converted into large bags — though each hunter can only have one and non-hunters will not benefit from this change — and we will not be making any additional quivers.
- Pet management will also change. Hunters will now have two types of attainable pets: active pets and stored pets. Hunters will be able to have up to three active pets (perhaps five for Beast Mastery specialized players) and will have the ability to switch among these pets any time they are out of combat, without going to town. They will also be able to have a large number of pets in storage at the stables. In order to swap a pet from active to passive, a hunter will still need to visit their local Stable Master. However, this should afford ample storage for the many Spirit Beasts wandering the lands of Azeroth.
- Additionally, hunters will now start with a race-appropriate pet at level 1 and will be able to tame a different pet at level 10. We are also changing many pet family abilities to provide important buffs and debuffs. The intention is to allow the hunter to be able to swap pets and fill a position if a certain role is missing from the group. The goal is to have all pets provide a damage increase that is very similar and no greater than any other pet. Some examples of the changes we are making to the pet families are listed below:
- Wind Serpents: Will provide a debuff that increases the amount of spell damage taken by an enemy (similar to a weaker version of the warlock ability Curse of Elements).
- Ravagers: Will provide a debuff that will increase an enemy’s Physical damage vulnerability (similar to a weaker version of the warrior ability Rampage).
- Hyenas: Will provide bleed damage (similar to a weaker version of the druid ability Mangle).
- Stings and other periodic effects will now benefit from haste and critical strike ratings. Hasted damage-over-time abilities do not lose duration, but instead add additional damage ticks.
- Viper Sting will now restore 9 Focus every 3 seconds.
- We are reinforcing hunters as a ranged class. To this end, the class will now start with ranged abilities at level 1, and we will be removing some melee abilities, such as Mongoose Bite.
New Talents and Talent Changes
- Beast Mastery hunters will have a new talent called Careful Aim, which increases the damage of the next Steady Shot or Cobra Shot, but also increases the cast time of these abilities. The intention is to make the combination of spells into a decent damage opener, especially in conjunction with the new ability Camouflage.
- Beast Mastery hunters will also have talents that make Cobra Shot superior to Steady Shot, such as Longevity reducing the cast time of Cobra Shot to 1.5 seconds.
- Rapid Recuperation will cause Rapid Fire to give 20/40/60 Focus immediately and will cause Rapid Killing to generate 3 Focus per second.
- Efficiency will reduce the Focus cost of Chimera Shot, Aimed Shot, and Arcane Shot.
- Thrill of the Hunt grants Focus when you land a critical strike.
- Hunter vs. Wild increases the hunter’s Focus generation when his or her pet is snared, stunned, or rooted.
Mastery Passive Talent Tree Bonuses Beast Mastery
- Ranged Damage
- Haste
- Pet Damage
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. Marksmanship
- Ranged Damage
- Armor Penetration
- Double Shot
Double Shot: The hunter will have a chance to launch a free attack off of the global cooldown for 50% damage. Survival
- Ranged Damage
- Ranged Critical Damage
- Elemental Damage
Elemental Damage: Hunter abilities such as traps, Black Arrow, and Explosive Shot will do elemental damage of the following types: Arcane, Fire, Frost, Nature, and Shadow. 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. [...] A clarification of Camouflage and what becoming obscured actually means: Camouflage 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. The idea with it is that Hunters are only vulnerable to melee attacks or ranged AEs while they are in the obscured state. 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. 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. Regarding Cobra Shot sharing cooldown with Steady Shot: 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. Regarding focus and how much of it Hunters will have: Hunters will get 100 focus The focus costs mentioned in the preview are just examples, so it is a little too soon for you to try 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. Regarding Ammo in Cataclysm: There is no ammo slot on your character sheet in Cataclysm. It no longer exists.
13 Comments so far
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The camo will be interesting. If they are trying to establish Hunters as a truly ranged class, though, some changes might need to be made. First, if camo obscures the Hunter, and protects him/her from ranged shots, that means that melee is a must. Obvious, right? But, they also will be taking away some of our melee abilities. Not that I ever intentionally run in and use mongoose bite, but will a hunter still be able to defend themselves in melee? And what of the camo? Will it fade when hit, or something to that nature? These new changes seem strange, and some might need a bit o’ rethinking. The other problem I have is with the loss of arrows. When did the Hunters all turn into Legolas? (He never has an empty quiver in any of the movies.) May I offer a suggestion? Possibly allow for a fletching secondary profession? There are tons of trees, and if only a select number of them are “usable” for harvest, you can provide Hunters with an unlimited supply of arrows. Instead of getting rid of the Hunter’s quiver, simply make it a class feature. The Hunter comes with a level appropriate quiver. I know that even these small changes would take time to add, and would be costly, but the changes just seem like blizz are removing the heart of being a Hunter.
Take into account the lore?
The arcane magics?
If a hunter is able to enchant a arrow, why not be able to make one with their magics?
so does this mean now we will bea able to use more than one pet at time? and no more buying ammo yeah but if there is no more ammo what is a eng to do
In regards to the ammo. At the moment there are various levels of the arrows/bullets with various damages. You can get some projestiles from vendors, depending on your reputation. What will happen now?
i like some of the new adds and the focus will give an interesting twist but im abit uneasy on the removal of arrows, i like the loss of melee to emphasise the Range of a true hunter, but im also a bit uneasy in that aspect in the case we pull threat and both the feign death and disengage is on CD, the idea of changing pets when not in combat is nice and that they give a buff/debuff, and what of the aspect of the viper, is that being changed for an increased Focus regen or being removed, im really intrested to try these new gains on my hunter and also new gains on many more clases, Keep it up blizz
I like the idea of the focus instead of mana cause you always run out of it, but i’m a little worried about no arrows i mean different arrows let each hunter be different in his or her own way. Hunters are supposed to be a ranged class but i think it is important to have a few melee attacks especially when you duelling or in a bg when you cant always get far enough away too shoot and need those melee attacks, when pets sometimes don’t do big enough dps. Another thing is if you doo take away mongoose bite will they give us another melee attack to replace it? like a stun to get far enough away to shoot?
i personaly think the focus thing is retarded cuz me rotations gonna be som messed up by it! The cobra shot will be a cool thing though….Happy Hunting!
Well if we cant move in pvp cuz everything will rape our focus, and we loose the ability to even do some kind of dmg in melee, when will we have the time EVER to use steady in pvp? And the whole being in the loop about will Chimera and Aimed still be on 10sec cd, and will haste decrease our GCD so that it might be to some kind of use, besides the regen? Will our abilties in PVP ever be viable? If i have to use 30 focus for a trap and then like 30 again for a wingclip and 40 for a disengage, that means i have time to AUTO SHOOT and no sting/chim to punch with. I’d prefer you had made Survival a Pure melee spec, with some fun pet features. See that would have been fun, but nono we have to be the class with hand down abilities from the others, why dont you give warriors and rogues traps too so we dont have anything original anymore. And look at the starting Focus numbers you engineered, LOL? sting, chim, aimed shot = cant do that anymore, and its not even a win if you made those 3 attacks, just kill the class completely. GC you are the retard with one hell of a mount since you arent fired yet !
Uh yea i almost forgot, moving should drain our focus naturally, cuz we’d be too powerful otherwise. We liked our mana pool we just hated the costs, and that will be an even bigger hate.
(excuse my english)
The hunter can be a powerful class and able to do well against other classes in BG and arena PvP with the actual conditions in my opignon:
- Hunter should have a 100 Focus pool only if you give him 10/s or 12/s focus regen,if you givre him a 6/s focus regen rate the Focus pool must be 200.
- Hunter’s mark and Trap spells should be abilities that cost no Focus. Deterrence, Disengage, Ressurect Pet and Heal pet should be abilities that cost no Focus or a small amount. Only Shots and Stings should cost focus.
- Shots costs are too high, what if you reduce the cost of every shot by 50% ?
- Every Aspect should give the hunter a specific advantage with no disvatages.
- Rapide Fire should have a short cooldown.
- Hunter Should have Passive talents that directly increase important stats like a talent increasing Armor Penetration for all ranged abilities by 3/6/9/12/15%.
- The usual shots (arcane,aimed,multi,chimera..) should have their couldown reduced, or Aimed shot and Multishot no more on the same Cooldown.
- Reduce the hunter’s global cooldown for ALL abilities to 1sec
im not going to like the idea of focus & whats gonna happen to bullets? i only saw them mention arrows its not gonna be fair
i wonder where intellect is going for us some have been working to get high mana they should reward us with something else right? i have a problem with taking away melee attacks we need defense especially against pallys & warriors on bgs
focus is shit