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Blizzard Completely Changed Hunter… And It Looks Incredible

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The video provides a comprehensive breakdown of the significant changes made to the Hunter class, focusing primarily on the expansion of the Beast Master tree and the introduction of secondary pets known as hawks. These updates shift the class identity toward a more direct pet-focused playstyle, reminiscent of a necromancer where players can manage multiple entities simultaneously. The new mechanics allow for up to two hawks to be active at once, functioning like temporary pets that dive bomb enemies, while existing pets receive substantial buffs such as increased health, armor, and damage output. Additionally, the talent tree now includes options to cleanse curses from pets and reduce their casting times, further emphasizing a support-oriented role alongside traditional damage dealing. In the Marksman specialization, the changes involve both mechanical adjustments and talent repositioning that aim to streamline the class's core abilities. Notably, the Aim Shot ability has been moved from a talent point to a baseline skill with a two-second cast time, while Sniper Shot is introduced as a new high-damage ability with a longer cast duration. The video highlights a controversial change regarding the "Lone Wolf" talent, which grants increased damage when no pet is active; however, the analysis suggests this might be misleading because the pet's utility extends beyond simple damage numbers to include crowd control and survival tools. Furthermore, the True Shot aura now benefits party members within a specific range, and various other talents have been tweaked to improve mana regeneration and critical strike chances, making leveling significantly easier. The Survival tree undergoes the most drastic transformation, effectively redefining the melee hunter experience with powerful new mechanics that could dominate PvP scenarios. The standout change is the introduction of a talent granting a massive 10% parry chance per point, which the narrator describes as potentially broken and devastating for opponents trying to hit hunters. Other notable additions include an ability that instantly entangles all targets when traps are triggered, a passive that allows mana regeneration to continue while casting after landing a critical strike, and a new counter-attack mechanic that deals damage and immobilizes enemies after parrying their attacks. These changes, combined with increased trap durations and damage, suggest that the Survival hunter is being pushed toward an incredibly defensive and punishing melee build. Overall, the summary concludes that while many core mechanics like auto-shot and basic pet abilities remain consistent, the class has been fundamentally altered to offer more diverse playstyles and potent new tools. The removal of certain old talents and the addition of complex multi-pet interactions create a fresh dynamic where players can choose between managing a pack of pets or going "Lone Wolf" without one. Despite some concerns about specific talents being overpowered, particularly in player-versus-player environments, the video portrays these updates as exciting developments that make the Hunter feel more versatile and capable than ever before, blending elements of damage dealing, crowd control, and party support into a cohesive package.
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Next thing we're going to look at is Hunter uh Beast Master. Let's start with the Beast Master tree. While Aspect of the Honk is active, all normal range attacks have a 10% chance of increasing range attack speed by 30% for 12 seconds. While Aspect of the Beast is active, all melee auto attacks have a 10% chance of increasing melee attacks by 30% for 12 seconds. So, they want to service melee hunter as well. Endurance training, increase the health and armor of your pets by 15%. Ous fire increase all damage you deal by 2% while your pet is active. Improved aspect of the monkey increases the dodge bonus of your aspect of the monkey by 2%. Additionally, your pet gains 50% of the effect of your aspect of the monkey ability. Pathfinding increase the speed bonus of aspect of cheetah as the pack by 6%. Cool. Revive pet's casting time is a is reduced by 6 seconds. Medical cost reduced by 40%. Increases your healthier pet returns an additional. Okay. Steal swiftness increases the movement speed of your pets by 30%. Unleash fury increase the damage done by your pets and hawks. Pets and hawks. Hawk. Hawk is not a pet. Mike Hawk. Who's Mike Hawk? Improve men pet gives your men pet spell a 15% chance of cleansing one curse, disease, magic, or poison effect from your pet each time it heals and reduces the mana cost by 20%. Increases the critical strike chance of your pets and hawks by 10%. ferocity. Summon Hawk. Okay, so a hawk is like an additional type of attack that you have. Command a hawk to dive bomb your targeted enemy dealing 53 physical damage and continuing against assault for 18 seconds. Only two hawks can be active at once. Okay, so it's like it's like a temporary pet. Summon hog shares a cool down with arcane shot. Okay, spirit bond. While your pet is active, you and your pet will generate. So you can have like a bunch of pets. You can have hawks and pets. It's like a It's like a furry necromancer. Hawk two uh two hawks. I hate that meme is so dumb. I hate everything about it. I hate that I laughed at that. Okay, be still disciplined. Increases the focus generation of your pets by 20%. Allows 50% of your mana regen to continue while casting. gives your pet a 100% chance to gain a 30% attack speed increase for eight seconds after dealing a crit. Beast seal wrath. Send your pet into a rage causing 50% additional damage for 18 seconds. While enraged, your beast does not feel pity or remorse or fear and cannot be stopped until killed. Same as it was before. So, a lot of the beast master tree is really, it seems like it's leaning even more than it was before into the concept of like having pets, right? But it's almost like a necromancer type deal where you have like these secondary pets called hawks. There's nothing in there that really makes like that really benefits the player directly. Let's go into the marksmanry. Increase the range of your weapons uh by 60 yards. Improve concussive shot gives your concussive shot a 20% chance to stun for 3 seconds. Lethal attacks increase your crit by five. Improve sting. Increase the damage of your servant sting ability by 6%. Reduces the cool down of your viper sting by oh I was just say it was 18%. Viping by six and increases the duration of your scorping by 45 seconds. Wait, that's a lot. Efficiency red, but nobody really does that. Anyway, reduces the mana cost of your shots, stings, and melee abilities by 15%. Efficiency. Careful aim. Increase your attack power by 100% of your intellect. What do you feel about talents like this? In general, I feel like talents like this are like very Wrath of the Lich King, but like sometimes they work. It's hard to explain. Like I don't know. It really comes down to itemization. You're right. Rapid killing. Rapid killing is uh it reduces the cool down on your rapid fire by 1 minute. It's a passive. In addition, so 2 minutes. In addition, when you kill a non-trivial enemy or it dies while afflicted by your servant sting, you gain a rapid killing increasing the damage your next shot ability within 20 seconds by 20%. Okay, this is like a leveling talent. Improved arcade shot. Reduce the cool down of your arcade shot by point uh 1.5 seconds. Does not affect the cooldown of abilities which share cooldown with arcade shot. Lone wolf. You deal 20% increased damage with all attacks while you do not have an active pet. Do you guys hate lone wolf hunter players? Do you guys like it? I saw a lot of lone wolf hate. Okay, I will say this about lone wolf. Does lone wolf not kind of feel like a weird talent? 20% increased damage with all attacks while you do not have a pet. It's kind of like it almost feels like a talent that does nothing because how much of your your damage is your pet. I guess it depends on a number of factors, but like you're not actually doing 20% more damage. You're doing Oh, wait. I'm dumb. I'm dumb. I'm looking at this from the lens of strictly like DPS on a boss fight or something. If you do this, you now don't have to deal with like microing your pet. You also have specific attacks that do 20% more damage. So maybe in like a PvP scenario, maybe you want to have like one hit do more damage. Like let's say like a big aim shot or something like that. I think maybe I'm looking at it through through too narrow of a lens. I can't imagine having a pet is going to make you stronger. I know. I know. That's what I'm saying. It's like it doesn't do enough because like well your pet is also like it's not just damage. It might have a stun or it might have a slow or it might have like a poison that you know. True shot aura increase the range attack power of your party members within 45 yards by 30. Okay, easy. Nothing changed. Mortal shots increase the critical strike damage bonus on all range abilities by 30%. Rapid recuperation. Hitting a target with serpent sting ability grants you 25%. Consuming rapid killing grants you 50% of your mana regen while casting the next. So if you have serpent sting on a target, you're you're just constantly getting mana back if you're like leveling. Dude, hunters are already the best levelers. This makes them crazy. Barrage increase your damage done by your multi-shot, aim shot, and volley abilities by 3%. Scattershot, a short-range shot that deals 50%. Weapon damage and disorients the target for 4 seconds. Any damage caused will remove the effect. Turns off your attack when used. Uh, increases the damage you deal with your range weapon by 5%. Cool. Sniper shot. Is that new? A steady snipe that increases range damage by 160. 4 second cast 15 seconds. A 4 secondond cast time is insane. That's so long. But also, here's the big takeaway from looking at the marksman tree right now. Tran aura used to be the 31 point. They moved it to the 21 point, which is cool because now you could get it in beast master, you can get it in survival, but also they got rid of aim shot as a talent. So, is aim shot just baseline or did they get rid of it entirely? We'll see in a second. I'll check the spell the spell book. But sniper shot feels I don't know. It's an ability from retail. Oh, aim shot is on my bar. You're right. Okay, so aim shot is baseline two second cast. Aim shot that increases range damage by 55. GameStop shares his cool down with multi-shot. There's a video on my YouTube channel right now of what I think the prop paladin talent should have been. It got posted last night. Go look at that video if you're interested in what I think they should have done. But I didn't I actually also thought I said a seal twisting talent at 31 point I think is a good idea. I don't know how to implement it though cuz if they refuse to have seal twisting in the way it is in Burning Crusade then I'm like well you make it a 31 point and then in holy you have holy shock at 21. Improve tracking. While tracking beast, demons, whatever, you do 5% more damage of that type. Five. Wait. 10. Oh no shot. What are we doing here, man? 10% parry per survival, bro. That is insane. 10% par. That is so That's over. That's broken. That is That's This is literally like This is hell. This is PvP hell. Yes. This would be It' be Dude, every And it's the first talent. Every hunter is going to have you're not going to be able to hit them. You aren't going to be able to hit honor at all. They're going to be broken. When your traps are triggered, all affected targets are entrapped, preventing them. Wait, when a trap is triggered, all affected targets are entrapped immediately. 100% chance. A 5second route. Savage strikes increase the critical strike of all your abilities by 4%. Increase your total health by 10%. gives your wing clip ability a 20% chance to immobilize a target for 5 seconds. Row deterrence when activated increase your dodge and parry chance by 25% for 10 seconds. Dude, 35. You're going to have base 40% chance to parry with a with deterrence up. Now, I know deterrence has always been there, but I'm saying like with deflection cuz deterrence already sucks to try and hit them through. Clever traps increase the duration of freezing and frost trap effects by 30% and the damage of immulation explosive drivers by 30%. The duration of freezing and frost trap. Dude, what is Do they have this talent already? I can't remember they have it. Okay, cuz 30% seems crazy. Oh, hold on. So, is this how they go over the 8 seconds? And I actually didn't know this. I got I'm I gotten four gladiators and I didn't know this honors. So, if they freezing trap you, their freezing trap lasts longer than the 8 seconds. Is this why? Cuz I'm like, why is there so long? That's why. Okay. I'm like, did they just balance this OB? Uh, survival tactics, increase your chance to hit uh with your trap and faint death ability by 5%. Predator's Edge. Increase your melee critical strike damage by 30% and your off-hand weapon damage by 50%. Okay, so survival is definitely meant to be the melee hunter as you go deeper into it. Counterattack, a strike that becomes active after pairing an opponent's attack. This attack deals 50% weapon damage plus 13. Immobilize target for 5 seconds. Resourcefulness reduce the mana cost of your travel abilities and melee abilities by 60%. 60. It is your your critical strikes have a 60% chance to allow 50% of your mana regeneration completely while casting. Never going to run out of mana. Your attacks against targets with hunter mark have a 10% chance to activate your mongoose bite for 5 seconds. Mongoose bite is basically their overpower, isn't it? Survivalist discipline. Reduce the cool down of your trap and deterrence by 40%. Strider kick, a powerful kick that deals 100% melee weapon damage. Okay, lightning reflexes last serating strikes a passive. Your mongoose bite also causes the target to bleed for damage over 21 seconds equal to 40% of the damage done by mongoose bite. So this is like their Okay, so there you have it. That is the hunter talents. There's several things we need to look at for hunters. First and first mostly, where's autoshot? Dead zone. There's a dead zone on throw. Is autoshot in marksman? I feel like auto shot should Oh, it is. I felt like it should be in general. Automatically shoots. Yeah, but look, 8 to 35 yard range. That means the dead zone in class from classic still exists. So, there's still a dead zone. Aspect of the beast. Wait, your hunter takes on aspects of beast becoming unttracked while increasing melee attack. Wait, this is new, right? Aspect of the beast. Increase melee attack power by 50. As of the cheetah, we have that aspect of the hawk. We had that before. Main pet scare beast. Eyes of the beast. Some people were asking about a trap launcher. No trap launcher. I really want to strider kick something. Mongoose bat. I mean, everything seems the same pretty much like mongoose bite is, you know, performant after you dodge. Gravity strike on next melee. Everything seems the same so far. Uh, aim shot is a two second cast. Was that I think it was 3 second before. Dude, Hunter is going to do so many stupid meme things. Like, for example, me eagle eyeing across the world or like or like Sorry, I got chills. Or like faint death and just like die. If you faint death for 6 minutes and you hold it, you you end up dying. Everything kind of seems mostly the same except for things like um Aspect of the Beast. There's a few there's a few new things, but mostly Oh, so disengage is just a um threat reduction. It's a daunt. It's not like a jump back, I don't think. Is it possible to play lone wolf without a pet? That's exactly how it works.