Cataclysm Class Preview: Hunter
by Nethaera | 09/04/2010 18:00:26![]() 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.
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 Beast Mastery Ranged Damage Haste Pet Damage Marksmanship Ranged Damage Armor Penetration Double Shot Survival Ranged Damage Ranged Critical Damage Elemental 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. 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. [ Post edited by Nethaera ] |
by Ghostcrawler | 09/04/2010 18:17:49![]()
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 Lead Systems Designer |
by Ghostcrawler | 09/04/2010 18:22:04![]()
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 Lead Systems Designer |
by Ghostcrawler | 09/04/2010 18:24:04![]()
Sorry, we meant Blood Frenzy. Ghostcrawler Lead Systems Designer |
by Ghostcrawler | 09/04/2010 18:34:38![]()
100. Ghostcrawler Lead Systems Designer |
by Ghostcrawler | 09/04/2010 18:39:55![]()
Should say: Improves the Arcane, Fire, Frost, Nature or Shadow damage of abilities like traps, Black Arrow and Explosive Shot. Ghostcrawler Lead Systems Designer |
by Ghostcrawler | 09/04/2010 18:43:08![]()
Yes. The idea is you are only vulnerable to melee attacks or ranged AEs. Ghostcrawler Lead Systems Designer |
by Ghostcrawler | 09/04/2010 18:46:46![]()
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. Ghostcrawler Lead Systems Designer |
by Ghostcrawler | 09/04/2010 18:51:04![]()
There is no ammo slot on your character sheet in Cataclysm. It no longer exists. Ghostcrawler Lead Systems Designer |
by Ghostcrawler | 09/04/2010 18:55:53![]() 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 Lead Systems Designer |
by Ghostcrawler | 09/04/2010 18:57:01![]()
All Blizzards are rank 1 in Cataclysm. :) Ghostcrawler Lead Systems Designer |


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