Viper, Survival Melee and CC, Steady Shot Requests
Posted: Thu Jul 30, 2026 4:00 pm
Since I haven't done enough PVP or hit 60 just yet on OctoWoW/TurtleWoW... I don't have a lot to say or ask about for changes yet. I have hit high enough level to try out each full spec and get a decent feel for their rotations, utility, and dps; but I do not yet have the gear to make full potential of any of them. I see how the current pieces fit together, I just can't quite fathom their maximum potential yet and I'm also coming from a Vanilla->Wotlk and Classic SOD mindset. I still have ideas to share...
I would really like to request the following adaptations, though I expect nor demand anything and I'm going to keep playing and enjoying Hunter anyways;
1. Viper Sting - I do recall Viper Sting absolutely sucked and ended up draining me(esp during other offensive options) before ever even draining a third of any one enemy's mana bar(including arena BC and post). I'd love to see maybe something more in line with scaling for it in some way, with an end result of either being cheaper to use or more efficient based on the mana cost. Maybe even make it % based drain instead of a static or dynamic number. It should probably drain over 5 or 6 seconds as well and not 8. I think the current Improved Stings should add up to a 40% chance to resist cleansing it instead of a measily 5% increase to it's mana drain. To be clear, I am not asking for a Mana Burn equivalent... just something that doesn't suck and makes a resource battle a good and viable Option.
2. Survival/Untamed Trapper - Traps in Combat is HUGE imo, but it's strangely hard to say it's worth going that deep into Survival for it considering the immense damage options given up. Most of Survival seems to be around Melee and Rooting your opponent in place... and staying there with an opponent as opposed to surviving and getting away. I think it makes sense where Untamed Trapper is placed, at least, as that is truly a pinnacle feature. I don't think anything about this specific Talent needs to be changed, but I think changes to Carve and Lacerate need some kind of change to make it worth staying that far in Survival. Maybe even just lower cooldowns (5sec instead of 10?) would be enough for those. Perhaps Lacerate should even be 2 or 3 seconds since it's based on needing a Crit. I am not sure here overall, but if the talent tree design implicitely tells me "root and melee stuff to death" then I think the melee perks here need that boost to make this tree make more sense. The bleed damage on Lacerate also feels abysmal... but no real complaints or requests as I don't know the full scaling with this one.
3. Alone against the World - I feel this should be replaced with a 1, 2, or 3 second Knockdown instead. Survival needs some kind of Interrupt basically. It's a pretty useless and avoidable talent so far considering pets make up a minimum of 15% of our damage on top of other practical uses and strong defenses they have. This tree also fully lacks any form of a CC besides Root/Slow and I think that would compliment it nicely and also make sense from an immersion perspective. I'm not so sure it should still be in the same location, as you obviously don't want to end up providing too much CC to MM or BM by accident, of course. It likely needs to be in the 21+ area. Alternatively If knockdown is not an option and we have no pet or they die this should instead have some passive enhancements to Dodge, Health, and/or Melee.
4. Steady Shot - I really hate this ability in both PVP and PVE, since it was first introduced in BC. It felt lik an afterthought. Its basically a second auto-shot that requires unnecessary extra clicks and timing for the sake of clicks and timing. The ratio of steady shot damage and auto shot are often almost dead even even from what I recall in BC+ and even so far in OctoWoW(not sure at 60+ here). This never felt like good or immersive skill for the hunter to have as an "upgrade" at any point in time. I'd love see this removed from the Hunter and just have the Efficiency Talent replaced with something that simply nearly doubles AutoShot damage or adds an extra projectile(no ammo cost). Then anything in the Talent Trees that relies on Steady Shot just be replaced to rely on Auto-Shot instead. Either something like this, or change Steady Shot to do bonus damage or return bonus mana on Marked/Dazed/Stung targets perhaps. I still hate having this skill exist but it needs to tie in better somehow.
That's all Iv'e got. Everything else is cool, I need more time with, or feels pretty good so far.
I would really like to request the following adaptations, though I expect nor demand anything and I'm going to keep playing and enjoying Hunter anyways;
1. Viper Sting - I do recall Viper Sting absolutely sucked and ended up draining me(esp during other offensive options) before ever even draining a third of any one enemy's mana bar(including arena BC and post). I'd love to see maybe something more in line with scaling for it in some way, with an end result of either being cheaper to use or more efficient based on the mana cost. Maybe even make it % based drain instead of a static or dynamic number. It should probably drain over 5 or 6 seconds as well and not 8. I think the current Improved Stings should add up to a 40% chance to resist cleansing it instead of a measily 5% increase to it's mana drain. To be clear, I am not asking for a Mana Burn equivalent... just something that doesn't suck and makes a resource battle a good and viable Option.
2. Survival/Untamed Trapper - Traps in Combat is HUGE imo, but it's strangely hard to say it's worth going that deep into Survival for it considering the immense damage options given up. Most of Survival seems to be around Melee and Rooting your opponent in place... and staying there with an opponent as opposed to surviving and getting away. I think it makes sense where Untamed Trapper is placed, at least, as that is truly a pinnacle feature. I don't think anything about this specific Talent needs to be changed, but I think changes to Carve and Lacerate need some kind of change to make it worth staying that far in Survival. Maybe even just lower cooldowns (5sec instead of 10?) would be enough for those. Perhaps Lacerate should even be 2 or 3 seconds since it's based on needing a Crit. I am not sure here overall, but if the talent tree design implicitely tells me "root and melee stuff to death" then I think the melee perks here need that boost to make this tree make more sense. The bleed damage on Lacerate also feels abysmal... but no real complaints or requests as I don't know the full scaling with this one.
3. Alone against the World - I feel this should be replaced with a 1, 2, or 3 second Knockdown instead. Survival needs some kind of Interrupt basically. It's a pretty useless and avoidable talent so far considering pets make up a minimum of 15% of our damage on top of other practical uses and strong defenses they have. This tree also fully lacks any form of a CC besides Root/Slow and I think that would compliment it nicely and also make sense from an immersion perspective. I'm not so sure it should still be in the same location, as you obviously don't want to end up providing too much CC to MM or BM by accident, of course. It likely needs to be in the 21+ area. Alternatively If knockdown is not an option and we have no pet or they die this should instead have some passive enhancements to Dodge, Health, and/or Melee.
4. Steady Shot - I really hate this ability in both PVP and PVE, since it was first introduced in BC. It felt lik an afterthought. Its basically a second auto-shot that requires unnecessary extra clicks and timing for the sake of clicks and timing. The ratio of steady shot damage and auto shot are often almost dead even even from what I recall in BC+ and even so far in OctoWoW(not sure at 60+ here). This never felt like good or immersive skill for the hunter to have as an "upgrade" at any point in time. I'd love see this removed from the Hunter and just have the Efficiency Talent replaced with something that simply nearly doubles AutoShot damage or adds an extra projectile(no ammo cost). Then anything in the Talent Trees that relies on Steady Shot just be replaced to rely on Auto-Shot instead. Either something like this, or change Steady Shot to do bonus damage or return bonus mana on Marked/Dazed/Stung targets perhaps. I still hate having this skill exist but it needs to tie in better somehow.
That's all Iv'e got. Everything else is cool, I need more time with, or feels pretty good so far.