Ranks 1-6: +5% Bow Damage on bow skills that consume focus and +2.5% melee damage per rank
Rank 6: 15% chance to reduce the cost of skills by 1 focus for 5s
The melee damage seems oddly tacked on, will be grabbed regardless ofc.
Originally Posted by SSG_Orion
Nock on the Move
Replaces Split Shot - 1 Rank
Induction based attacks can be used while moving
Is this just a 1 point trait that gives Redline 90% of the reason you would normally go Blueline?
Why unbake it from Huntsman?
Originally Posted by SSG_Orion
Now has 2 ranks
Each rank provides 15s cooldown
1 extra point to do what it currently can on live.
Originally Posted by SSG_Orion
Fire on the Run
1 Rank (Requires 10+ in Huntsman)
Reduces the induction movement penalty by 20%
Similar to above why give other specs access to the main reason to go Blueline?
Originally Posted by SSG_Orion
Athleticism
+ Physical Mastery Rating / tier (value is TBD)
No issues just not something I've seen asked for in Blueline.
Originally Posted by SSG_Orion
Barbed Hindrance
15 Deep Set Bonus
+30% to Barbed Arrow Damage
+10% to Babrbed Arrow Bleed Damage
Slows target by 20%
Nice small buffs to the set bonus.
Originally Posted by SSG_Orion
Fleet, Focused, and Fierce
Replaces Improved Fleerness at 25 Rank Set Bonus
On every harmful skill, an additional 20% chance to increase run speed by 10%
Gain 1 focus per 5s
Increase Melee Damage by 10%
Why the sudden focus on adding Melee Damage to a Spec that wants to be on the move away from mobs?
Originally Posted by SSG_Orion
Rupture Artery
Replaces Moving Target (30+ ranks)
Using Scourging Blow on a target affected by the Exsanguinate Bleed removes the bleed and automatically deals a devastating Critical blow.
Scourging Blow wasn't worth using on a mob with Barbed Arrow bleed on, even less reason to use it with Exsanguinate Bleed which can't be reapplied quickly.
Originally Posted by SSG_Orion
Bowmaster
Grants: Pinning Shot
Grants Needful Haste
Reduces Swift Bow induction by .8s
-25% Attack Duration
+10 max range for all ranged skills
"Reduces Swift Bow induction by .8s"
Swift Bow is already pushing 0.3secs the skill is fast enough on live.
Originally Posted by SSG_Orion
Swift Release
5 Rank Set Bonus
33% reduction to Barbed arrow and Swift Bow inductions
Same as Above.
Originally Posted by SSG_Orion
Draw Weight
5 ranks (requires 5+ Bowmaster)
+3% Induction bow damage and 3% induction bow critical multiplier per rank
Reduced to 2 ranks
+15% Critical Chance on Merciful Shot/rank
Small nerf to Merciful Shot but makes it almost guaranteed to crit, kinda like it.
Originally Posted by SSG_Orion
Bodkin Arrows
5 Ranks
Bypass 2% of target's mitigations/rank
+.6% Bleed damage/rank
Small buff to bleeds, just makes Bodkin Arrows even more of a must have for Huntsman/Trapper.
Originally Posted by SSG_Orion
Plant Feet
Becomes:
Every 1.5s you do not move you gain a tier of Hold Ground to a max of 5 tiers
Hold Ground effects are removed if you move, are out of combat for 9s
Hold Ground removes a tier on each critical strike
Hold Ground: +2% Evade, Damage, and critical chance per tier
Thought it was crazy at first until I read it more.
It makes your opening burst damage super consistent at the start of fights but after that its just 2% critical chance + 2% damage every 1.5 secs as there's little chance you hit tier 2 with Quick Shot spam.
Still 100% worth grabbing compared to what it currently is on live.
Originally Posted by SSG_Orion
Trapper of Foes
Grants skill: Lingering Wound
Grants Skill: Decoy
Traps can be used while moving and have no induction
Lingering Wound needs to be looked at, it went from a weak but quick focus builder that could bleed several mobs to a weaker + expensive focus cost skill that had its CD tripled.
Its tiering buff is fine at +80%ish but the bleed itself is too small, even at tier 4 it is weaker than every other hunter bleed.
Originally Posted by SSG_Orion
Split Shot
Grants Skill: Split Shot
No idea why it moved to Trapper line.
Unless its in the first row it effectively removes Split Shot from Huntsman as well as BowMaster if going for Strength of the Earth.
Originally Posted by SSG_Orion
Explosive Arrow
Grants Skill: Explosive Arrow
Damages a target and explodes around the target damaging all enemies within 5m and burning for 5s
Awkward to use AOE skill in combat that is also pitifully weak.
Originally Posted by SSG_Orion
Combative and Elusive
Replaces Elusive
+Physical Master Rating/rank (Value TBD)
+1% Evade /rank
Evading an attack increases run speed by 5% can trigger up to 3 times every 10s
This should just be Athleticism or vice versa.
Originally Posted by SSG_Orion
Quick Escape
Moves from Red to Yellow (requires 15+ in Trapper of Foes)
No Focus loss on Low Cut
Apples a 3s root
Fine, a bit more fitting for Trapper at least.
Originally Posted by SSG_Orion
Endurance
2 Ranks
+1% to Parry and Evade /rank
Evading or Parrying an attack restores 1% max morale (Can occur 5 times every 30s)
Would feel better if it proc'd on hit and gave a short Evade/Parry buff + the small Morale heal, you don't need healing if you're evading the hit.
Originally Posted by SSG_Orion
Armour Rend
4 ranks
Each Rank grants -4% Physcal mitigation against the target and reduces Block, Parry, and Evade rating by .75%
Assuming Pen Shot keeps its 4% baseline debuff you can get 20% physical mit debuff, kind of OP but somewhat balanced by having 1 hunter needing to go Trapper or Bowmaster + deep yellow.
More of a win for Champ/Burg and Brawler heh.
Originally Posted by SSG_Orion
Purge Poison
Affects fellowship and increases cooldown to 12s
If it keeps the 2 cleanses that's fine.
Originally Posted by SSG_Orion
Emergency Preparations
4 Ranks
Rank 1: After evading an attack you place a Set Trap in front of you.
Rank 2: After Evading an attack you place a Piercing Trap in front of you.
Rank 3: After Evading an attack you place The One Trap in front of you.
Rank 4: Gain Skill: Survivalist Prepper
Survivalist Prepper places a Set Trap 90 degrees to your left, The One Trap in front of you, and a Piercing Trap 90 degrees to your right
Cooldown 180s
When you evade with rank 3-4 can you only place The One Trap? as honestly Id prefer Set Trap for the root + Inc damage debuff.
Having another way to apply traps outside of evade procs is nice as traps are slow to reapply otherwise.
Originally Posted by SSG_Orion
Sturdy Traps
35 Rank Set Bonus
+5s trap Grace Period
+5s Trap Duraion
No Focus Loss on Movement
Survivalist Prepper Cooldown reduction by 60s
All nice, anything that makes traps more active and applied more often is welcome.
The issues I'm seeing is Huntsman is gutted of its identity, *run and gunner*
Scourged Blow interactions added when its better to just Quickshot spam or use some other ranged skill and keep the bleeds,
would still feel like a slower clunkier Bowmaster,
the traits that made Huntsman a on the move DPSer is up for grabs as Bowmaster/Trapper.
Trapper just doesn't gain enough to be a proper CCer
1 more set of traps per minute but still requires being smacked by mobs to get anything extra.
Distraction Shot would still be a 2min cd daze with a tracery for -16.5secs if gold which is not enough,
its identity would become "make sure to pen shot everything on CD".
BowMaster is the big winner,
better DPS than before,
gains on the move inductions if desired OR can be a Phys Mit debuffer for the group if willing to sacrifice Huntsman traits,
loses nothing of importance in BowMaster traitline.
Last edited by Antophant; Apr 26 2023 at 02:49 AM.