Grimaldo
Legend
Hunter Class Preview
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:
* Arcane Shot/Chimera Shot /Explosive Shot: 45 Focus.
* Aimed Shot/Multi-Shot: 60 Focus.
* Concussive Shot/Tranquilizing Shot: 35 Focus.
This will make it alot harder for hunters to spam attacks, What makes the Hunter so Strong is the large mana base and the ability to keep the instant casts coming, Hell 2 ranged attacks and a Hunter wont be able to place a well needed Wingclip, it will also keep them from being able to spam wingclips, we dont know how much focus it will take to use wing clip but I am guessing around the 35 focus the Concussive takes.
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 Blood Frenzy).
* Hyenas: Will provide bleed damage (similar to a weaker version of the druid ability Mangle).
This could give a hunter a cool trick to do say in arenas/warsong, say your in a premade and a pet stun just doesnt cut it and you need your snakes dot. But who says our pets will have those stuns that make a hunter so much over powered?
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:
* Arcane Shot/Chimera Shot /Explosive Shot: 45 Focus.
* Aimed Shot/Multi-Shot: 60 Focus.
* Concussive Shot/Tranquilizing Shot: 35 Focus.
This will make it alot harder for hunters to spam attacks, What makes the Hunter so Strong is the large mana base and the ability to keep the instant casts coming, Hell 2 ranged attacks and a Hunter wont be able to place a well needed Wingclip, it will also keep them from being able to spam wingclips, we dont know how much focus it will take to use wing clip but I am guessing around the 35 focus the Concussive takes.
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 Blood Frenzy).
* Hyenas: Will provide bleed damage (similar to a weaker version of the druid ability Mangle).
This could give a hunter a cool trick to do say in arenas/warsong, say your in a premade and a pet stun just doesnt cut it and you need your snakes dot. But who says our pets will have those stuns that make a hunter so much over powered?