What with this being a big Star Wars Beta weekend, Blizzard had to do something, so they gave us the MoP talent calculator! (This is far later than I expected, mostly because I was playing on my Imperial Agent and having a great time.)
You can find it linked off of the main WoW site here, and it’s worth noting that this is a snapshot in time, and these things may change as we get closer to MoP coming out.
The MoP Talent Tree for Hunters
I’m not going to go through the whole talent tree, just talk about what talents I feel will be used for what circumstance.
For Level 15, I can see Venom Tipped Arrows be the common use for raiding and instancing just because of the additional damage being put out. For extreme soloing I’d expect Frozen Arrows because it will slow targets down, and Arcane Arrows for leveling, but that’s largely dependent on play style.
For Level 30, I expect BM hunters and extreme solers to pick up Intimidation, where Silencing Shot will be chosen for raiding, and Wyvern Sting for PvP.
For Level 45, I expect Exhilaration to be used by extreme solers, and the other two will be selected situationally. Both have their values for raiding and other scenarios.
At level 60, these are all defensive. I’d expect this to be a wildcard talent selection.
For level 75, if you’re raiding, Readiness is a winner, but Thrill of the Hunt has a chance as well. Getting free shots periodically will certainly make it appealing during a really long boss fight.
At level 90, all of these are CC abilities, and will be used situationally — meaning you’ll change things around based on the encounter you’re going through.
Now let’s talk about the specializations…
- Frenzy – Your pet gains 6% attack speed after attacking with a basic attack, lasting for 10 seconds and stacks up to 5 times.
- Focus Fire – Consumes your pet’s Frenzy Effect stacks, restoring 4 focus to your pet and increasing your ranged haste by 3% for each Frenzy Effect stack consumed. Lasts for 20 seconds.
- Bestial Wrath – Send your pet into a rage causing 20% additional damage for 10 seconds. The beast does not feel pity or remorse and cannot be stopped unless killed.
- Cobra Strikes – You have a 15% chance when you hit with Arcane Shot to cause your pet’s next 2 basic attacks to critically hit.
- The Beast Within – When your pet is under the effect of Bestial Wrath, you also go into a rage causing 10% additional damage and reducing all focus costs by 50% for 10 seconds.
- Kindred Spirits – Increases you and your pet’s maximum focus by 10.
- Invigoration – When your pet critically hits with a basic attack, you gain 6 focus.
- Beast Mastery – Ability to tame exotic pets and increases pet talent points by 4.
- Mastery: Master of Beasts – Increases the damage done by your pets by 13%. Each point of mastery increases pet damage by an additional 1.87.
Now here’s my take on things. I think, based on what I’m reading here, that BM may make a resurgence — but I also think that without data we’ll have no idea. I’ll also say that on paper, all three specs are pretty evenly balanced.
- Aimed Shot – A powerful shot dealing 164% of ranged weapon damage plus 1410.
- Careful Aim – Increases critical strike of your Aimed Shot and Steady Shot abilities by 60% for targets over 90% health.
- Concussive Barrage – Your Chimera Shot and Multi-Shot abilities have a 100% chance to daze the target for 4 seconds.
- Trueshot Aura – Increases melee attack power by 20% and ranged attack power by 10% for party members within 100 yards.
- Marked for Death – Your Arcane Shot and Chimera Shot automatically apply the Marked for Death effect. Marked for Death is the same as Hunter’s mark, is undispellable, but does not grant unerring sight of the target.
- Bombardment – When you critically hit with your Multi-Shot ability, your next Multi-Shot has its focus cost reduced by 50%.
- Master Marksman – You have a 60% chance when you Steady Shot to gain Master Marksman effect, lasting 30 seconds. After reaching 5 stacks, your next Aimed Shot has it’s casting time and focus cost reduced by 100% for 10 sec.
- Chimera Shot – An instant shot that causes ranged weapon Nature damage plus 1795, refreshing the duration of your Serpent Sting, and healing you for 5% of your total health.
- Mastery: Wild Quiver – Grants a 16.8% chance for your ranged attacks to also instantly fire an additional ranged shot. Each point of mastery increases the chance by an additional 2.1%.
There is only one thing that irritates me about the Marksman tree. I cannot stand Concussive Barrage. There is no reason to incorporate a daze with Multi or Chimera Shot. I don’t know many tanks or raid leaders that appreciate the target being dazed all the time. This is one thing I want to see changed before launch.
- Explosive Shot – You fire an explosive charge into the enemy target, dealing 497 Fire damage. The charge will blast the target every second for an additional 2 seconds.
- Black Arrow – Fires a Black Arrow at the target dealing 3565 Shadow damage over 15 seconds. Black Arrow shares a cool down with other Fire Trap spells.
- Entrapment – When your Ice Trap or Snake Trap are triggered, you entrap all afflicted targets preventing them from moving for 4 seconds.
- Lock and Load – You have a 100% chance when you trap a target with Freeze Trap or Ice Trap to cause your 2 next Arcane Shot or Explosive Shot abilities to cost no focus and trigger no cool down. Effect lasts for 12 seconds.
- Trap Mastery – Ice Trap and Freezing Trap duration increased by 30%. Immolation Trap, Explosive Trap, and Black Arrow’s periodic damage increased by 30%. Snake Trap – Increases the number of snakes summoned by 6.
- Serpent Spread – Targets hit by your Multi-Shot are also affected by your Serpent Sting equivalent to 9 seconds of its total duration.
- Hunting Party – Increases the melee and ranged attack speed of all party or raid members by 10%.
- T.N.T. – When you deal periodic damage with your Immolation Trap, Explosive Trap, or Black Arrow you have a 12% chance to trigger Lock and Load.
- Mastery: Essence of the Viper – Increases all magical damage you deal by 8%. Each point of mastery you earn increases that damage by 1%.
Survival seems largely unchanged, but it does force you into using Entrapment — which if you’re looking to do a lot of AOE damage, it’s a good thing to not have those mobs move all over the place.
What do you like/dislike/want to see changed before MOP launches?