with the goals of survivability in solo play, and less survivability in group play...
my brainstorm ideas for new stance versions, since i have nuthing better to do while driving the truck 6 hours everyday:...
Stance: Strength: +100% melee damage, +15% threat. if S:S is to be survivable for solo content, consider that solo hunters end up in melee, just simply because there is no one else to tank. with constantly interrupted inductions, extra melee damage is the solution, it's STRENGTH stance after all. add a parry buff too, say +5% (i don't know if extra ranged damage should be included or not)
Stance: Precision: keep the hit chance modifiers, add 10% critical hit CHANCE... (that stacks with the critical rating to exceed the 15% cap (i also propose a change to bowmaster line below to help understand this) and remove parry/ evade chance completely (this stance would end up doing more damage just from the extra chance to crit, which actually fits the idea of precision, hits are more accurate and aimed more carfeully to hit more critical targets on the orc)
Stance: Fleet: keep the moving miss bonus, keep the 5s move without focus loss bonus, +10 % attack speed, change the focus requirement to: 50% chance to evade (you're more skilled while moving right?) upon each successful evade, you lose 2 focus, legendary version would add another 20% to evade chance, and lower the focus lost to 1, per successful evade... keep the in combat req, and keep the req that if you run out of focus the stance ends, except when 5/5 traited (the huntsman line is already the survivability line, so to speak, so this stance would have more survivability for sure, at the cost of focus)
Stance: Endurance: keep as is, except it doubles the power returned for Bow of the Righteous.
now, i propose, in addition to the 4/5 barbed arrow bonuses i mentioned above, to change bowmaster to the folowing set bonuses:
2/5: +5% crit multiplier
3/5: +5% crit multiplier, +5% ranged damage, +5% power cost (if the arrow crits)
4/5 +10% crit multiplier, +10% ranged damage, +10% power cost (if the arrow crits), barbed arrow bleed can trigger a 1k nuke when another ranged attack hits
5/5 cool burn can be slotted, give cool burn additional crit chance bonus, say extra 20%
yes, i know i removed the the threat from the line, but since hunters can't wield shields, they can't "tank" like the wardens and guards (who are the only other classes who have added threat from their trait lines) along that thinking, maybe S:S could enable wielding a light shield, but only in S:S...(just a random thought)
bowmaster is supposed to be the "nuke" line, so to speak, so why not make it an actual "nuke" line, (lightning is the other trait line in game designed for nukes) the hunter should be a master of using the ow, right? so would do more damage right?
the huntsmen line gives increase damage through faster inductions (more arrows per time) and reduced focus costs, so why not make bowmaster do more damage per hit, like it should
in group play, bowmaster would then be viable as an alternative to the more even DPS huntsmen line, but would truly excel when in precision stance, due to the stance providing higher crit chance, and the trait set providing the extra damage. hunters would then have to choose between the extra crit damage and barbed arrow nuke from 4/5 bowmaster, or the in-combat press onward and reduced inductions and extra bleed damage from BA of 4/5 huntsman. (that's including my BA 4/5 set bonus idea posted on page one)
P.S. and to answer the question above... why should hunters have 3 viable for group play trait lines? i answered that already... champs have 3 lines viable in group play, so do RKs, etc... i'm just asking for equality...
P.S.S. i don't know why everyone wants bowmaster to be reserved for solo play, huntsman was designed for survivability (hence the two trait bonuses that give in combat heals), but it ended up being the main DPS trait line, instead...