Video summary
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.
Read the full video transcript
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.