Steady Shot
PhysicalDeals 27 Physical damage. Castable while moving.
Every 3 hits grant Lock and Load: your next Aimed Shot is instant.
Kite with Concussive Shot and Disengage, and trap the healer. Dump instant Aimed Shots whenever Lock and Load is ready.
Every 3 Steady or Arcane Shot hits make your next Aimed Shot within 10 sec instant, at 90% damage.
Aimed Shot on a target at or below 25% health is instant and deals 80% more. A kill resets it.
Rooted: a 28 absorb (3.5 sec) and 10% less damage taken. When the root breaks: +14% speed for 1.4 sec.
Hover or tap a spell for its in-game tooltip. Default keybinds.
Deals 27 Physical damage. Castable while moving.
Every 3 hits grant Lock and Load: your next Aimed Shot is instant.
Places a trap that freezes the first enemy for 3.8 sec. Damage breaks the freeze. The trap lasts 7.5 sec.
Deals 48 Physical damage and reduces healing received by 20% for 4 sec.
Below 25% health it becomes Kill Shot: instant, 80% more damage.
Deals 20 Physical damage. Castable while moving.
Counts toward Lock and Load.
Deals 20 Physical damage and reduces movement speed by 55% for 2.6 sec.
For 8 sec Aimed Shot recharges 3 times as fast and Lock and Load arms every 2 Steady Shots.
Off the global cooldown.
Immune to all damage for 3 sec. You cannot attack.
Leaps backward, away from where you aim.
Interrupts spellcasting and prevents any spell in that school from being cast for 3 sec.
Removes all stuns, roots, slows, Polymorph, Fear, Blind, Gouge and Cyclone effects. Only usable while crowd-controlled.
One pick per row, or leave a row on the stock kit.
Become a Survival Hunter.
Harpoon in, unload Mongoose Bites, and rot targets with Serpent Sting and Cobra Shot from range.
No Aimed Shot, no Kill Shot and no Concussive Shot. Your big damage needs melee range.
Take it when you can dive in with your partner and get back out.
Resets Harpoon. For 8 sec Mongoose Bite recharges 2 times as fast and each bite spreads Serpent Sting to enemies within 13 yd.
Off the global cooldown.
Disengage works while rooted and readies an instant Aimed Shot.
Disengage works while rooted and clears roots and slows. Your next Aimed Shot within 4 sec is instant, like Lock and Load.
Disengage's cooldown is 2 sec longer.
Jump out of a root, then fire Aimed Shot as you land.
Leaps backward, away from where you aim.
Talent: Posthaste — Disengage frees you
Throw a flare that reveals stealthed enemies and slows them.
Throws a flare that lasts 6 sec. It knocks stealthed enemies out of stealth, stops them re-entering, and slows enemies inside by 50%.
No damage and no targeted slow.
Take it into Rogues, and throw it on your healer when the Rogue vanishes.
Fires a flare that reveals stealthed enemies within 6 yd for 6 sec, dealing 20 Physical damage and reducing movement speed by 50% for 2.6 sec.
Talent: Flare — Flare reveals Stealth
Freezing Trap catches a wider area.
Freezing Trap radius 100 (was 78).
Freeze lasts 3 sec (was 3.8).
Easy to land on a diving melee, even at an angle.
Places a trap that freezes the first enemy for 3 sec. Damage breaks the freeze. The trap lasts 7.5 sec.
Talent: Entrapment — Bigger Freezing Trap
Aimed Shot, or Mongoose Bite as Survival, also hits the enemy behind.
Aimed Shot (Survivalist: Mongoose Bite) pierces: it also hits the next enemy up to 360 range behind your target for 50% damage.
Aimed Shot cooldown 4.4 sec (was 3.6); Mongoose Bite charges 6.8 sec (was 6).
Stand so their healer is lined up behind your kill target.
Deals 48 Physical damage and reduces healing received by 20% for 4 sec.
Below 25% health it becomes Kill Shot: instant, 80% more damage.
Talent: Trick Shots — Aimed Shot pierces
Silencing Shot comes back sooner with a shorter lockout.
Silencing Shot cooldown 14 sec (was 18).
Lockout 2.5 sec (was 3).
Kick more casts per fight.
Interrupts spellcasting and prevents any spell in that school from being cast for 2.5 sec.
Talent: Quick Silence — Silencing Shot comes back sooner
Aimed Shot, or Mongoose Bite as Survival, hits harder on stunned or rooted targets.
Aimed Shot (Survivalist: Mongoose Bite) deals 20% more to stunned or rooted targets.
5% less maximum health.
Fire it into your partner's stun or a root.
Deals 48 Physical damage and reduces healing received by 20% for 4 sec.
Below 25% health it becomes Kill Shot: instant, 80% more damage.
Talent: Careful Aim — Aimed Shot punishes CC
Aspect of the Turtle comes back sooner and protects your nearest ally.
Turtle cooldown 40 sec (was 45); your nearest ally gets 30% damage reduction for 2 sec.
Trueshot (Survivalist: Wildfire) cooldown +10 sec.
Turtle when the go hits you both.
Immune to all damage for 3 sec. You cannot attack.
Talent: Survival of the Fittest — Turtle also covers an ally
Every third Steady Shot gives a free Arcane Shot, or Serpent Sting as Survival.
Every 3rd Steady Shot (Survivalist: Cobra Shot) on the same target makes your next Arcane Shot (Serpent Sting) free: usable even on cooldown, and it doesn't use the cooldown.
Steady Shot deals 27 damage (was 29); Cobra Shot 22 (was 24).
Stay on one target and use Arcane Shot freely.
Deals 25 Physical damage. Castable while moving.
Every 3 hits grant Lock and Load: your next Aimed Shot is instant.
Talent: Steady Focus — Steady Shots give free Arcane