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Hunter

How the Hunter class changed in WoW Cataclysm. See also Hunter class and the list of Hunter pet ability changes.

What's new with Hunters in WoW Cataclysm?

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 Blood Frenzy). 
    • 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 

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. 


Focus

Instead of Mana hunters will now use focus which is capped at 100.

Shots will cost 30 - 60 focus and focus regenerates at 6 per second and 12 per second when using steady shot.

Focus works very similar to a rogue's energy bar.

New Spells


Widow Venom
5-35 yd range
30 Focus
Instant cast
Requires Ranged Weapon

A venemous shot that reduces the effectiveness of any healing taken by 25% for 30 sec. Only one Venom per Hunter can be active on any one target.

Learned at level 40.

Trap Launcher
30 Focus
Instant cast

When used, your next Trap can be launched to a target location within 40 yards.
 This provides the current Freezing Arrow treatment to all traps and, as a result, the Freezing Arrow will be removed. 1-minute cooldown. No global cooldown. 
Learned at level 48.

Cobra Shot
5-35 yd range
1.5 sec cast
Requires Ranged Weapon

Deals weapon damage plus [RAP*0.27+950] in the form of Nature damage and increases the duration of your Serpent Sting on the target by 6 sec. 
 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. 
Generates 1 Focus.
Learned at level 81

Aspect of the Fox
1 sec cooldown
Instant
The hunter takes on the aspects of a fox, increasing your focus regeneration by 20% and allows you to Auto-shot while moving.
Learned at level 83.

Camouflage
45 Focus
1 min cooldown
Instant cast
You camouflage, causing you and your Pet to blend into your surroundings. After 3 sec., you will enter a camouflaged state for 1 min, making you untargetable and providing stealth while stationary. 
The character would still be subject to melee or area-of-effect attacks, and dealing or taking damage will break the Camouflage effect. 

While camouflaged, you and your pet's movement speed is reduced by -30%, but the damage done by your next attack is increased by 15%. You can lay traps while under the effect, but any damage done by you or your pet will cancel the effect. Cannot be cast while in combat.
Learned at level 85.










  • Cobra Shot (81)
    A new shot that deals Nature damage instead of Physical damage. This ability will be on the same cooldown as Steady Shot, and will (like Steady Shot) regenerate focus instead of eating it. 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 (48)
    Allows the Hunter to launch the next trap to any location within 40 yards. Freezing Trap, which currently provides the same functionality for Freezing Trap only, will be removed from the game.
  • Camouflage (85)
    The Hunter enters an obscured state preventing him or her from taking ranged damage. The character is still subject to melee or area-of-effect attacks; 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 under Camouflage (which will then break the effect). This is not a true stealth; players will have a water-like effect, which will obscure you. Players will receive the error when attacking the hunter, "Target obscured."

Mechanic Changes

  • Hunter's now have a new resource mechanic, Mana has been replaced by Focus. Focus works like Energy, but regenerates slower. Cobra Shot and Steady Shotregenerate Focus while Aspect of the Hawk is active.
  • Ammunition has gone away completely!
  • Hunters are able to store 5 pets that they can switch out at anytime (not in combat) and can keep up to 20 pets in the stables.

Specialization

Beast Mastery

A master of the wild who can tame a wide variety of beasts to assist him/her in combat.

Marksmanship

A master archer or sharpshooter who excels in bringing down enemies from afar.

Survival

A rugged tracker who favors using animal venom, explosives and traps as deadly weapons.
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