Hey gals & guys,
I'll spare you with any more context, except that it was a very boring day off. Hence, I took the time and took a hard look at my favourite character - sorted out what most people had problems with & tried employing my own little vision on how to make the Hunter both more powerful as well as useful.
Just let me say beforehandedly that I always felt the competition with the Archer for raw DPS moot, so it may or may not be obvious that this could change Thornton's designation to "Rogue: Supporter". I will show you both trees, highlight some of the more extreme changes respectively, and then kindly await your judgement onto how insane/entitled/needy I am.
To the Bioware lads & ladies: I genuinely do not mean to undermine your vision, but rather react to the fact that some theoretically nice things did not work out in practice as they may have been intended - this is more of a "want" than a "should", I suppose.

It mixes a lot of things up from the original, but the reasoning should be rather straightforward: Earlier access to active skills, focus on actual traps. Passives rearranged to better synergize with skills; in hindsight to previously unfortunate and thus unpopular combinations.
Tricks of the Trade (+10% status effect damage & duration for entire group) moved in between debuff traps. Fury of the Storm paired with Elemental Mines, so the Stamina drain of the upgrade even yields an advantage of bonus damage. Active attack skills moved to mid tier, straightforward approach reinforced with Pincushion. Full Draw moved to high tier skill and paired with First Blood to make it a dsignated opener; the upgrade makes this more of a Trapping- rather than Survival skill anyways IMO.

Again, I rearranged certain Passives to my personal idea of logic.
Most noticeably, I made my eternal threat real and snagged Flanking Fire from the Archer. I did away with Sleeping Powder, which is sadly too redundant outside solo runs, due the basic way most matches go down. Moved Hook & Tackle up a little, to make it accesible easier and in tune with the general approach of a build that incorporates it, paired it with Easy To Miss. It's an amazing Passive, but not amazing enough to be all the way down, and also quite useless for a Stealth focused build.
I admittedly went a little crazy in the bottom tier, based on Wavebend's idea to add Cloak of Shadows. Just as a reminder, depending on how they would handle it, CoS turns your entire party invisible for 3, 6 or 9 seconds depending on your focus level. The kicker is, that attacking or taking damage does not break this particular brand of Stealth - so I'd say 5 seconds and a long CD would be fair.
Furthermore, I wanted to put a little more emphasis on the Hunter as a team player, as well as the whole "veteran-officer-who-cannot-be-killed"-premise, so I daringly added Cycle of Life and Unyielding. Now, I actually do not know if that is too much, or not enough.
Thanks for bearing with me so far. If not:
TL;DR The idea was to let the Archer be the ranged DPS beast we need, and to make the Hunter an expert on actual trapping, survival & camouflage.
I would love to hear your feedback!
Cheers,
Dieb





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