Let's start off with discussing the General changes that affected all classes
Pet Resilience: All player pets now get 100% of their master's resilience.
This might seem like a minor thing to some, but not to me. Especially when it's a fulfillment on a promise
from a long, long time ago. In Patch 3.3 hunter pets
(well, all pets really) are inheriting 100% of our Resilience
. This will now mean our ferocity pets
won't be glass canons anymore, or at least maybe they'll be plexiglass canons. Also, we might see some more use for the cunning pets
as well. We can take them into PvP fights knowing they'll last a little bit longer than they have so far.
Area-of-Effect Damage Caps: We've redesigned the way area damage is capped when hitting many targets. Instead of a hard cap on total damage done, the game now caps the total damage done at a value equal to the damage the spell would do if it hit 10 targets. In other words, if a spell does 1000 damage to each target, it would hit up to 10 targets for 1000 each, but with more than 10 targets, each target would take 1000 damage divided by the number of targets. 20 targets would be hit for 500 damage each in that example.
So basically what this is telling me, Volley
will be more consistent in its damage. And considering that we probably won't ever be fighting more than 10 mobs at any given moment this is relatively a minor change. I am curious though if we might see Volley being able to do tremendous single target damage like it did before the "Great Nerf of 3.0.8."
I know some people don't like the idea of switching out pets during raids, but if you think of pets as an extension of your damage, you can now do just that without the mana cost
associated with dual specs
Imagine, using a wolf
for those times you need extra attack power
, then being able to switch to a wasp
for the armor reduction,
then being able to switch back to your wolf for the next fight. Opens up a lot of possibilities now, doesn't it?
Deterrence: Now also increases the chance for ranged attacks to miss the hunter by 100% while under its effect.
Before I get too excited here, I'm going to just double check I read this one correctly. Yep, it says "ranged attacks will miss 100%" while we're using Deterrence. Brilliant! We now have our very own version of the infamous bubble
have been using! No more fear of fan of knives
or other ranged attacks from fellow hunters that just happen to be on the other faction.
Misdirection: Redesigned. Instead of having finite charges, it now begins a 4-second timer when the hunter using Misdirection performs a threat-generating attack, during which all threat generated by the hunter goes to the friendly target. In addition, multiple hunters can now misdirect threat to the same friendly target simultaneously.
We talked about this in our first look
of the Patch 3.3
changes. Since then, we got some clarification
on when Misdirection will actually begin its 4 second timer.
We now know that the timer begins when we do our first damage inflicting attack. So our strategy for multiple mob pulls could potentially be, lay an Explosive
or Immolation Trap
in front of the tank let the tank pull into it, then stand back and Volley
Not only does this have great potential of loading up tremendous treat from a single hunter, but now that it stacks we can have all of the hunters lay down Explosive Traps and use Volley. Hmm... maybe we should get t-Shirts with the slogan, "Hunters give more threat!"
Intimidation: If the hunter's pet is in melee range of its target, the stun from Intimidation will now be applied immediately instead of on the pet's next swing or attack.
This one hasn't changed from a few weeks ago. Since there's nothing new here
, let's move along.
Avoidance: This talent has been replaced by Culling the Herd. Hunter pets now innately take 90% less damage from area-of-effect abilities like all other class pets. This does not apply to area-of-effect damage caused by other players.
Wait! What? Avoidance is gone? So all that talk from Ghostcrawler saying how they felt Avoidance was clunky
and might change came true.
It's nice to see that our pets will receive 90% less damage from PvE area-of-effect attacks, but I still wish we would see something that would help the PvP
hunters as well.
Culling the Herd: This pet talent has replaced the Avoidance talent in the pet trees (Hunter pets now gain that benefit automatically without expenditure of talent points). Culling the Herd increases pet and hunter damage by 1/2/3% for 10 seconds each time the pet deals a critical strike with Claw, Bite, or Smack.
So this is what's replaced Avoidance, eh? A 1/2/3% damage buff for 10 seconds if our pet's Claw
crits. Now if this doesn't apply directly to Beast Master Hunter'
s ability to help increase their pet's critical strike
rate with Focused Fire
, Cobra Strikes
, mixed with Serpent's Swiftness
for more attacks I don't know what is.
I know it's early, but I'm really thinking we might be seeing the return of Beast Master Hunters to joining raids once again.