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Unread postPosted: Fri May 25, 2018 1:53 am 
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Journeyman Hunter
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Joined: Sun Apr 06, 2014 3:00 pm
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In today's build, there were new exotic abilities added for Silithid (30% movement speed passive) and Clefthooves (10% more armor and 20% healing received). This means all Exotic families now have at least 2 special abilities/passives. All non-exotics have something too, which is nice to see after the complete butchering of family specials in Legion.

They tweaked the 2-minute damage reduction to give 60% DR and last a few seconds longer to differentiate it from the 1-minute Turtle-style 50% DR.

Also, Primal Rage's focus cost was removed. It used to cost 50 (pet) Focus, which was a huge problem for SV and MM with their reduced passive Focus regen.

My main complaint is that for Exotics there are some pretty massive discrepancies in terms of quality and general usefulness. And of course I'm still not a huge fan of specializations being locked, but it is what it is.

I have an organized list of what each family has in this post if you're interested: http://eyesofthebeast.com/2018/04/guide ... r-azeroth/

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Unread postPosted: Fri May 25, 2018 11:23 am 
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Thanks Bendak! Your stuff is always well laid out.

Clefthooves look like they may be a high contender for the go to Tank pet. Still feels weird a big ol beast of burden is Ferocity.

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Unread postPosted: Fri May 25, 2018 2:38 pm 
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Artisan Hunter
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Silithid's snare is still melee range? That's disappointing, the other two exotic snares are ranged (and silithid used to have a ranged CC ability).
Crab and Tallstrider's abilities (both snares) are also inferior to the other melee snares. Crab's is channeled, Tallstrider's is on a significantly longer CD.

Locked specs has grown on me, since every category (spec x buff) has at least one non-exotic pet family in it. Tenaticy x Snare isn't great because the only non-exotic member is Crab, which has to channel currently. But I like that pets are less identical than they were in Legion, while still not making one family the only viable pet for raiding.


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Unread postPosted: Fri May 25, 2018 8:07 pm 
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Journeyman Hunter
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The Tallstrider cooldown was fixed to 10sec. But yeah Crab still needs to be fixed. I will submit a bug about it. They have been pretty responsive with this stuff. I don’t think it’s their intent to make just one of them worse for no reason.

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Unread postPosted: Fri May 25, 2018 11:26 pm 
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Mount Master
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Thanks for the updates B, v glad they are still working on it.

Still a little unfortunate about the worm/chimaera - burrow/froststorm abilities not getting a look at, they're near almost an "extra" ability like trick or rest, adding some visual flair with little else of practicality. I know they have had to do a lot to try and gets pets up to scratch, I'm VERY grateful for it. That said, to be fair however, if they had not been so badly broken and unbalanced for literal years, it would not have likely be such an undertaking. And as such I fear things like the above mentioned, and other imbalances will be easier to make their way in due to the massive bite they had to chew.

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Unread postPosted: Sat May 26, 2018 12:59 am 
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Artisan Hunter
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I haven't used worm's ability much, it makes them untargetable, but I think now you can just have them play dead. But Froststorm is handy as a mobile flare. Chimaera are my preferred AB pet for that.


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