The Hunter class and all three Hunter specializations received a significant rework in the Beta for The War Within. Marksmanship's core mechanics remain the same, with the redesigned Talent Tree focusing on reshuffling talent orders, combinations, and build opportunities while adding some new talents.
Mechanical Changes
Below is a list of the core changes with the most significant impact on gameplay and building a Marksmanship Hunter.
- The pathing for the whole Talent Tree has been completely redone, with significant downstream effects on possible builds.
- 정밀 사격 now always grants 2 stacks of its effect. It used to randomly provide either 1 or 2 stacks.
- 고독한 늑대 now grants a 5% damage increase, instead of 10%.
- 사격 지휘 (Trueshot CD Reduction) and 또렷한 시야 (increased crit chance and damage in Trueshot) are no longer in a choice node together, meaning you can pick both.
- 윈드러너의 유산 has been redesigned - It now causes all 조준 사격 to fire Wind Arrows, and gives 속사 a chance to fire them.
- 울부짖는 화살 has been redesigned - once 20 Wind Arrows have been fired from 윈드러너의 유산, your 조준 사격 button becomes 울부짖는 화살 for one cast.
- 순발력 has been changed - 정조준 now grants 울부짖는 화살 immediately, and adds +2 Wind Arrows every time you shoot a Wind Arrow for 정조준's duration.
- 독수리발톱의 흔들림 없는 집중 has been redesigned - 정조준 still lasts an additional 3 sec and the Focus cost of 조준 사격 is reduced by 50% during it. Now also causes your 일제 사격/키메라 사격/신비한 사격 to hit a second time for 30% damage. This means that you only need one cast to consume both 정밀 사격 stacks during 정조준.
- 탄막 is now a Class Tree Talent. Just below it is a new Talent, 속사 탄막, which fires 5 속사s. One on your primary target for 100% damage, and four on other targets for 30% of normal damage. These 속사s are affected by 교묘한 사격. This also increases the cooldown of 탄막 to 1 minute.
There are also some non-Marksmanship-specific changes that nonetheless have a significant impact on how Marksmanship feels to play:
- 회전 표창 has been removed.
- 강철 덫 has been removed.
- 폭발 사격 is now essentially a mandatory pick in the Class Tree.
There are new talents, too, but they are either passive, rarely picked, or both. These include things like
속전속결,
살상 지대.
Gameplay Impact
Marksmanship is going to play essentially the same in The War Within. Remember that we are losing our much-beloved Dragonflight S3/S4 Tier Set, which caused us to not have to cast
일제 사격 to activate
교묘한 사격 in our cooldowns. On AoE, a new button in
속사 탄막 may be used occasionally, though it is currently a pretty expensive talent point investment with dubious power behind it.
If you liked the core of Marksmanship before, you will continue to like it, and vice versa.
Positive Changes
Alright, that covers the background. It's time to get opinionated.
Marksmanship Talent Tree Changes
- 정밀 사격 granting 2 stacks of its effect flattens out some of Marksmanship's RNG and is a subtle, but good change.
- I personally like having the option of both 사격 지휘 and 또렷한 시야, ensuring no trade-off on 정조준's power with a shorter cooldown. Opinions are divided on this one in the community, however, with many feeling that it makes the Talent Tree too expensive. More on that in the "Concerns & Feedback" section.
- 고독한 늑대 being a smaller gain (or rather, a smaller loss when you inevitably have to drop it just to use basic utility) is a step in the right direction, but one of the most pervasive bits of feedback in the community is that 고독한 늑대 isn't where we'd like it yet.
- 속사 탄막 is cool and powerful, but expensive.
- While opinions are a tad divided, the removal of 회전 표창 is probably a good thing if its power can be put into Marksmanship's own kit.
- The removal of 강철 덫 is good, as almost nobody enjoyed that filler button.
There is not a ton more to say here. These changes are good, but they're not fantastic. There's nothing to be extremely hyped about, with none of Marksmanship's pervasive core issues addressed. Which brings us to..
Survivability
These changes are not Marksmanship-specific as they affect our Class Talent Tree. Still, Marksmanship has long been known as the least survivable Hunter spec, so I'd say that these benefits are especially good for Marksmanship.
Here is a breakdown of Marksmanship's survivability tools in The War Within.
- NEW: 2 charges of 적자생존, which gives 30% DR for 8 seconds on a 90-second cooldown.
- NEW: 죽은 척하기 now removes all Poison and Disease effects.
- 거북의 상 which deflects most initial hits of attacks (not DoTs) and provides 30% DR for 8 seconds.
- 8% max health from 원기 회복의 바람, and 5% Avoidance from 사냥꾼의 회피.
- 활기 heals you for 30% of your maximum health (and 38% with 원기 회복의 바람) on a variable, but short cooldown.
- 곰의 인내 increases current and maximum HP by 20%.
Hunters have historically hit a limit on high Mythic+ keys long before most classes, and this should be significantly improved by having much more access to our strongest defensive. Being able to cover more oneshot mechanics on our own means much less handholding required by the team, and an increase in Marksmanship's stock for Mythic+.
Concerns & Feedback
This section will be longer, and a tad more complicated. "Concerns & Feedback" encompasses not just what the rework did, but also what it
didn't do.
Lone Wolf & Utility
고독한 늑대 is now a must-have talent for DPS, with significant and unnecessary drawbacks in terms of utility. This seems unwarranted, as Marksmanship has nothing unique going for it in terms of utility or survivability. The reworked
위협 now allows us to use our pet stun without having a pet active. Steps are being made in the right direction and there is still time to implement another, big one.
The most egregious example in actual gameplay is having to Bloodlust in Mythic+, which predominantly consists of AoE. Since pets deal no AoE damage, this is exactly where
고독한 늑대 shines, and having a pet out is the weakest. Unfortunately, because
고독한 늑대 has a significant ramp-up time after you dismiss your pet, even if you manage to perfectly summon a pet, and pre-cast its dismissal, you are still losing damage during your most powerful and exciting part of a pull - particularly as Marksmanship - the burst window.
And that's if you perfectly manage a cheesy precast without losing uptime on the pull.
야수 소환 해제 is a 3-second cast that does not scale with Haste.
If 'clunky' was ever a term with real meaning and substance, it is when used to describe the slog it is to try and bring what should be baseline Hunter utility to your Mythic+ party in Bloodlust. Despite their "nerf" to
고독한 늑대, it is still 3-4% DPS loss to have a pet out on AoE, which is most of Mythic+. If the goal was to make it less painful or even numerically tolerable to run a pet and have your utility, this change does not do enough for Mythic+ where the lack of utility is felt the most. In raid, having a pet out to get some Leech is far more acceptable - provided of course that it is a pure single-target fight.
My favourite solution to this is the ability to swap between different pet-related bonuses via "stances". Perhaps
고독한 늑대 could be a 3-way choice node, perhaps you just get a stance bar that lets you pick the pet utility you want at a similar cost to Beast Mastery and Survival. There is no reason that Marksmanship's utility should be locked behind such clunky gameplay as: Summon Pet > Activate Bloodlust/Master's Call > Dismiss Pet > Wait for
고독한 늑대 to reach full power > Repeat in 10 minutes' time if you're unfortunate enough to be the group's only Lust.
Expensive Talent Builds
The Marksmanship Talent Tree is
expensive, particularly if you want AoE options. Previously, we've talked about how Hunter specs tend to incur a huge single-target DPS loss in order to do acceptable AoE damage. This remains the case in The War Within, but it gets worse.
No matter how many single-target talents we sacrifice, we cannot create a build with every AoE mechanic.There are several reasons for this, and I think re-evaluating this list should be a high priority for Blizzard before launch, second only to
고독한 늑대's utility woes:
- 탄막 is a useless Talent and only serves to lead us to 속사 탄막, but 속사 탄막 is seldom worth picking precisely because it's a 2-point investment. It is also puzzlingly locked behind 신중한 조준 which has dubious value for the Mythic+ scenarios where 탄막/속사 탄막 are supposed to be enticing options. Suggestion: Remove 탄막, replace it with 속사 탄막, and swap the positions of 신중한 조준 and 속전속결 in the Talent Tree.
- 고정 사격 연마 and 명사수 are fundamental passives to Marksmanship's design, and them being talents only serves to make the tree needlessly more expensive, while robbing the tree of cooler and more interesting options. Suggestion: Make them baseline.
- 살상 지대 is a neat talent for enhancing the short-term burst that Marksmanship is known for, partly making up for the loss of 회전 표창's 45-second burst, but is too expensive for its modest power. Suggestion: Merge it into 연발 공격.
- 윈드러너의 유산 and 집중력 are needless and weak 2-pointers with powerful, borderline-mandatory options locked behind them in 울부짖는 화살 and 연사. Suggestion: Make them 1-pointers.
- While Marksmanship loves 정조준, 4 points of talents to bring it to full power seems needlessly expensive. Having to spec into our main cooldown is bad enough (relatively common, so fair enough), but all of its juice, including the part that enables our tier set to not be a complete joke during it (though, it's still a joke), requires a talent point investment: 독수리발톱의 흔들림 없는 집중, 사격 지휘, and 또렷한 시야. 사격 지휘 is an example of a good talent - we do not always care for a lower 정조준 cooldown, depending on the fight. But 독수리발톱의 흔들림 없는 집중 and 또렷한 시야 are not just mandatory for power, but also gameplay reasons. Suggestion: 사격 지휘 would be a more interesting capstone, with 또렷한 시야 and 독수리발톱의 흔들림 없는 집중 made baseline.
- 일제 사격 is useless without 교묘한 사격, and anything that makes 일제 사격 more powerful is locked behind 교묘한 사격 anyway. A 2-point investment just to obtain the most fundamental AoE mechanic of the spec seems needlessly steep. Suggestion: Merge 교묘한 사격 into 일제 사격.
The Loss of the Dragonflight Season 3/4 Tier Set Gameplay
The Dragonflight Tier Set of Season 3 (and then 4) has been one of the most successful and popular tier sets in recent memory.
A quick reminder of the relevant things it did:
Trick Shots causes Rapid Fire to launch a Volley for 6 sec, dealing 100% of normal damage.It fixed two of Marksmanship's most significant drawbacks, rotationally and numerically:
- It enabled unhampered 2-target cleave during cooldowns, and decent 2-target cleave outside of them.
- It made the AoE 정조준 Rotation far more satisfying by eliminating the need for constant 일제 사격 weaving that caused constant resource capping.
It is probably too late to hope for a redesign of the War Within Season 1 Tier Set, nor can Blizzard be expected to do the same great set bonus every season, but there are several ways in which the practical effects of the Tier Set could be made baseline, or part of our talent tree. If the suggestions above are implemented and AoE builds become more flexible, the tier set - or a similar effect - could be implemented. For instance,
또렷한 시야 could have a choice node alternative that activates
교묘한 사격 for the duration of
정조준. This would be very similar to the much-liked
야생의 본능/
피의 광란 choice node for Beast Mastery, which offers an increasingly powerful cooldown on one hand, or a passively AoE'ing one on the other.
Final Thoughts
Most of the significant, positive changes for Marksmanship in The War Within are related to survivability, and not Marksmanship-specific. The Talent Tree Rework for Marksmanship did do some good, but seemed to miss the mark on the most important issues plaguing Marksmanship, and introduced a new one by making the Talent Tree extremely expensive.
But, I think these problems can be addressed with relatively little work on Blizzard's end, save perhaps for a redesign to
고독한 늑대. I have focused on feedback and suggestions that I think are reasonable to expect/want at this stage in the Beta cycle.