Not too long ago I talked about what I thought would be the ideal system for pet talents. While in a perfect world, everything would be balance, it seems that Blizzard feels strongly against having pets with a talent system, much like our characters currently have.
Which is fine, but I personally disagree with them taking away some abilities from our pets we have now. Like I discuss in my How Should have been topic for example. I feel that the Cunning Spec will end up doing far less damage in PVP now because we have no choice in what the specs can do.
I stated, if your MM and now likely SV will get a good shot in PVP come Mist (my main will give it a try). However now you have to choose Cunning if you want to do any kind of PVP. Which is awesome that pets can be any of the three specs mind you. But this means our BM only pets are going to have to be Cunning now, and such lowering our damage we can do as BM in PVP.
There is a debate if those pvp only abilities will be worth the damage loss. There is a thread on the blizzard forums where Ghostcrawler explains the Pet Changes. It’s kind of old post, but it explains some what Blizzard is looking for in hunter pet. Some I agree with, others I do not.
Since the system is currently a little hard to ascertain in beta, I’ll try to summarize the basics. Hopefully we’ll have this working in a build or two.
- Every pet has 3 specs: Ferocity, Tenacity and Cunning. These work much like class specs, with a similar UI.
- Pets come with the spec you’d expect (Ferocity for kitties) but you can change it. If you want a tanking cat or a DPS crab, you can. If you have a favorite pet, you can just always use that one and swap the spec around.
- I hope to see A LOT of DPS crabs.
- Each spec comes with 2-3 active and 2-3 passive abilities. We took a careful look at what pet talents most hunters were taking and tried to take the best of those. Things like Roar of Sacrifice, Last Stand and Heart of the Phoenix made the cut.
- We didn’t think we were getting a ton of gameplay out of the pet talents on live — players interacted with them even less than the class talents — and we didn’t think pets needed the full tiered system like the Mists talent implementation, so we decided the best way to offer pet customization is to let hunters choose their pet mostly because of how it looks (and its one special ability) and not from its role.
I think it’s pretty awesome that we get to choose our spec. I think having access to Roar of Sacrifice on a Spirit Beast in PVP is going to be amazing. However the problem I have is that we also are running out of macro and bar room now.
Oh beta, as a BM hunter its idea to marco everything, including pet controls. I’m aware that there are players who will say you don’t need macros to be a good hunters in PVP I disagree however. Having focus macros, arena targeting macros, party macros (for Roar of Sacrifice and Spirit Mend to yourself and Party Members can be the difference between winning and losing.).
Then you have to take into account that we still can’t even put our pet skills on our hot bars. The only way to get say Spirit Mend on a hot key is to make a macro for it. I’m currently working on a new macro set-u, which I’ve moved to live so I can get use too it. However I still think we’re going to need a new macro command for talents.
It’s really not idea to have to make a macro for three talents and have to open up your macro window and drag them to your bar every time you change your talents. I mean we have commands like [Spec], [Pet] Which allow us to show an ability base on those conditions. We need something for talents a good example of a macro I might have, which would take up only one slot would be:
#showtooltip /use [spec:1,talent:1]Talent Spell 1 ; [spec:1,talent:1] Talent Spell 2 ; [spec:1,talent:1] Talent Spell 2
The idea is if you choose one talent, it shows you that talent and ignores the others. Right now you can make a macro like this, (without the talent:1 because I made that up for the example). The problem is if I spec into talent spell 3, the tooltip will always show Talent Spell 1. Because I have learned it, so it’s in the spell book, but hidden and unable to use because it’s been disabled.
This is how it works on live and it works the same in beta. Granted the spell will still go off, but the tooltip doesn’t work and I tend to glance at my bars to check cooldowns. Later this week I’ll be posting up my current build for macros come Mist, I do however hope they give us some new condition tags for talents.