Some ideas for improving Hunter
Spells:
○ [Aspect of the Hawk] and [Aspect of the Wolf] - Instead of making spell ranks, it is better to make only 1 rank and give it a bonus depending on the player's level. No one will use a lower rank, there's no point in that.
○ [Aspect of the Beast] - "The hunter takes on the aspects of a beast, becoming untrackable. And also gives the grace of a cat, reducing damage when falling. Only one Aspect can be active at a time."
○ [Aspect of the Viper] - Access to learning the spell from level 30. It's too useful a skill to only get it near the end of the game.
○ [Arcane Shot] - "An instant shot that deals 15%|20%|25%|30%|35%|40%|45%|50% weapon damage and an additional 10|16|25|40|65|104|167|268 damage as Arcane damage." (Additional damage is scale from the spells power.) (approximate numbers)
○ [Steady Shot] - Add a cooldown of 6 seconds and remove the casting time. (may need to review and increase the damage for [Steady Shot])
○ [Arcane Shot] and [Steady Shot] - must have a common recovery time. To give the player a choice, use a arcane or a physical projectile. More bullets didn't mean better.
○ [Volley] - "Continuously fires a volley of ammo at the target area, causing 40%|50%|60% weapon damage and an additional 30|50|70| damage as Arcane damage to enemy targets within 8 yards every second for 3 sec." Total cooldown time with [Multi-Shot]. (1 minute of cooldown is too long, the spell loses its relevance and value.)
○ [Hunter's Mark] - "Increases the chance of hitting a marked target by 1%|2%|3%|4%. In addition, the target of this ability can always be seen by the hunter whether it stealths or turns invisible. The target also appears on the mini-map. Lasts for 2 min." This includes any attacks by the hunter and his pet.
○ [Immolation Trap] and [Explosive Trap] - Scaling from spell power and fire power.
Talents:
○ Improved Primal Aspects - "Increases the Dodge bonus of your Aspect of the Monkey by 2%|4%|6%, and your additional melee attacks using the staff provoke the target, creating an additional threat of 20%|40%|60%. While Aspect of the Wolf is active, you're healed for 2%|4%|6% of your melee damage." (additional melee attacks - [Mongoose Bite], [Wing Clip], [Carve], [Lacerate])
○ Improved Eyes of Beast - Increase pet damage bonus to 100% and focus regeneration to 25%. Because now this bonus is completely useless.
○ Coordinated Assault - "Hitting an enemy with Arcane Shot, Steady Shot, Raptor Strike or Mongoose Bite restores the pet's Focus by 10 and reduces the cooldown of special abilities by 10 seconds. This effect can only occur once every 3 seconds."
○ Spirit Bond - Give a bonus to the pet's melee attack power, depending on the player's melee attack power or ranged attack power, whichever is greater. The spell power bonus depends on the strength of the player's spell power. (It's completely silly to link the bonus to ranged attacks only.)
Scent of Blood - "Increases the threat posed by your pet's special abilities by 20%|40%|60%"
○ Swap Bestial Wrath and Intimidation in the talent tree.
○ Bestial Wrath - "Sends your pet into a rage, increasing its damage by 40% for 18 sec. While enraged, the beast does not feel pity, remorse, or fear, and cannot be stopped except by death." Cooldown 30 sec.
○ Kill Command - Remove the critical chance requirements. The recharge time is 10 seconds.
○ Improved Concussive Shot - "Increases the duration of your Concussive Shot by 1/2/3/4/5 seconds."
○ Swiftshot - "Reduces the cooldown of Arcane Shot and Steady Shot by 1 sec and the cooldown of Aimed Shot by 2 sec."
○ Endless Quiver - "Any shot you fire from a ranget weapon has a 25%|50% chance of not wasting a projectile."
○ Lock and Load - "Allows you to use your [Serpent Sting], [Scorpid Sting], [Viper Sting], [Arcane Shot] and [Steady Shot] at close range, but with half the initial damage. Your Steady Shot and Arcane Shot critical strikes reset the cooldown of Aimed Shot and reduces cast time of Aimed Shot by 1 sec. Lasts 10 sec or until Aimed Shot is cast. "
Other:
○ Remove the cast time from throwing weapons. So that it can be used in motion. And also at close range, a distance of 1-16.
○ Allow all ranks of [Multi-Shot] for throwing weapons.
--Crazy idea--
Split shooter spells into weapon types so that the spell can only be used with the right weapon:
○ Bows - [Arcane Shot], [Serpent Sting], [Scorpid Sting], [Viper Sting], [Volley]
○ Guns - [Aimed Shot], [Steady Shot], [Scatter Shot], [Multi-Shot] (make an Aimed Shot with a non-talent spell)
○ Throwns - [Serpent Sting], [Scorpid Sting], [Viper Sting], [Multi-Shot]
○ Simply put, bows are magical damage, guns are physical damage, throwing weapons are debuffs and multiattack.
Spells:
○ [Steady Shot] - "The shot wounds the target causing bleeding, dealing ** damage for 15 seconds."
○ [Aimed Shot] - Make a cooldown shared with Arcane Shot. Adjust the damage.
Talents:
○ Swiftshot - "Reduces the cooldown of Arcane Shot and Aimed Shot by 1 sec."
A separate from Aimed Shot talent is Experimental Ammunition.
Experimental Ammunition -
Option 1:"
Your Ranget Shot have 1%|2%|3% chanse to deals an additional of its damage as Nature, Arcane, Fire or Physicks damage, based on the active effect.
Grants a further benefit depending on the element:
○ Poisonous Ammunition: Your next Serpent Sting weakens the target's resistance to magic, increasing magic damage taken by 5% of your spell power for 15 sec.
○ Enchanted Ammunition: Your next Arcane Shot, the projectile explodes, dealing 20% damage to enemies and the target itself within a 5-yard radius of the target.
○ Thermal Ammunition: Your next Steady Shot, the projectile oxidizes the target's armor, reducing armor by 5% of the ranged attack power for 15 seconds.
○ High-impact Ammunition: Your next Aimed Shot, the projectile explodes, dealing 20% damage to enemies and the target itself within a 5-yard radius of the target.
"
Lock and Load - "Your critical strikes reset the cooldown of Arcane Shot and Aimed Shot. Lasts 10 sec or until Arcane Shot and Aimed Shot is cast." (Or in the trash)
--
Option 2"
Your Ranget Shot has a 1%|2%|3% chance of activating an experimental ammunition.
Provides additional benefits for the next shot:
○ Poisonous Ammunition: Your next Serpent Sting weakens the target's resistance to magic, increasing magic damage taken by 5% of your spell power for 15 sec.
○ Enchanted Ammunition: Your next Arcane Shot, the projectile explodes, dealing 20% damage to enemies and the target itself within a 5-yard radius of the target.
○ Acidic Ammunition: Your next Steady Shot, the projectile oxidizes the target's armor, reducing armor by 5% of the ranged attack power for 15 seconds.
○ High-impact Ammunition: Your next Aimed Shot, the projectile explodes, dealing 20% damage to enemies and the target itself within a 5-yard radius of the target.
"
Lock and Load - "Your critical strikes reset the cooldown of Arcane Shot and Aimed Shot. Lasts 10 sec or until Arcane Shot and Aimed Shot is cast." (Or in the trash)
--
Option 3"
You're loading an Experimental Ammunition. (Active ability) CD 1 min.
Provides additional benefits for the next shot:
○ Poisonous Ammunition: Your next Serpent Sting weakens the target's resistance to magic, increasing magic damage taken by 5% of your spell power for 15 sec.
○ Enchanted Ammunition: Your next Arcane Shot, the projectile explodes, dealing 20% damage to enemies and the target itself within a 5-yard radius of the target.
○ Acidic Ammunition: Your next Steady Shot, the projectile oxidizes the target's armor, reducing armor by 5% of the ranged attack power for 15 seconds.
○ High-impact Ammunition: Your next Aimed Shot, the projectile explodes, dealing 20% damage to enemies and the target itself within a 5-yard radius of the target.
"
Lock and Load - "Your critical strikes reset the cooldown of Experimental Ammunition.
--
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