I haven’t yet gotten to update my topic on the class tree + beast mastery tree with the changes in the most recent build. Will probably get to it today.
Looking at the class tree, there are some main points in my view…
- The things they’ve added, especially with the latest build, amount to how the class is now much more capable of keeping itself alive. We’re not by any means at the top, but at least now, we have gotten some tools to increase our survivability.
- With all changes that they’ve made to the class tree over the weeks of alpha, we’re now in a state where the positioning of individual talent nodes, and general structure of the “tree”, should be questioned.
- Everything is more or less mixed together, different types of talents blend with eachother in terms of pathing and connections.
- If you take Tar Trap, it leads to Tranquilizing Shot, Rejuvenating Wind(HoT), or a node that now increases our Dodge chance. Taking Rejuvenating Wind then leads to Improved Tranq Shot, or choice nodes for various types of CC. Most trap-related talents are to the left side of the tree, but then you have the node for Improved Traps by itself, on the right side, which you get by going through Camouflage, or a choice node tied to Survival of the Fittest.
- Some talents that are designed to focus on somewhat niche/situational utility, they are placed in key positions(crossings) that you would want to go through, when heading to the third bracket/bottom section.
- As an example, in order to get to the bottom left side that is focused on Beast Mastery/Survival talents, you have to go through Improved Tranq Shot, or Binding Shackles. Both of these are highly situational, and often aren’t at all useful to what you’re doing.
- Several talent nodes aren’t very useful, more-or-less in any scenario. By that, I mean that they often enough are not worth the talent points required to get them.
- Hunter’s Agility - Increases dodge chance by 4/8%.
- Improved Tranquilizing Shot - Gives you 5 Focus when you dispel an effect.
- Improved Traps - Reduces the cooldown of traps by 2.5/5 sec.
- Agile Movement - Increases movement speed by 3/6%.
- Some talents, I would question whether they should be in the tree at all, regardless
of their power level.
- Hunter’s Agility - Again, increases your dodge chance. Might see a rework in an
upcoming build, based on what was said by the hunter dev, Nimox.
- Nesingwary’s Trapping Apparatus - Increases Focus gain when you successfully trap something with Freezing Trap. As mentioned by several other players, it promotes degenerate gameplay, where people would want to use utility/CC for damage.
- Like other people have pointed out, the hunter class tree contains several talent nodes that require 2 points, nodes with individual effects that in similar cases, with other classes, only require 1 point.
- Rejuvenating Wind
- Hunter’s Agility
- Improved Traps
- Born to be Wild+Lone Survivor = 3 points, for Survival of the Fittest CDR.
- Agile Movement
- Building on the previous point, the hunter class tree is somewhat sparse. It has a fairly low amount of talent nodes to pick between, when compared even to other pure damage classes like Rogue, or Warlock. But proportionally, we still don’t get to fill out more of the tree, due to how our individual talents require more points on average.
Aside from the above, the class is still lacking a sufficient type of raid-/group-utility. The newly added talent Sentinel, isn’t going to amount to the same value as what other classes/specs can bring to certain encounters. It does have some value ofc, especially in PvP, and Mythic+, in some cases. But in raids, unless they rethink their general approach to encounter design, Sentinel definitely won’t be what “puts us on the map”, again, talking a raid setting.
Note that my thoughts above aren’t necessarily always pointing to how they should simply get rid of all the aformentioned talents. But I would like it if they take a look at their individual design, and respective power levels. And, in cases like Born to be Wild, you could pick that talent apart to provide enhancements to individual abilities via several 1-point talents, instead of a single 2-pointer. And with that, increase the power of each of those individual nodes by a little more. Example:
- Born to be Wild: Cheetah - 1 point. Reduces the base CD of Cheetah by 60 sec.
- Born to be Wild: Turtle - 1 point. Reduces the base CD of Turtle by 60 sec.
- Born to be Wild: Survival of the Fittest - 1 point. Reduces the base CD of SotF by
30 sec.
Something like that…
The class tree should allow us to work our way down, by getting most of the base abilities/effects, things that are useful in most/all scenarios. And if you want additional improvements to those abilities/effects, or if you want certain niche utility/defensives, that’s where you would need to commit to spending additional points on tangent nodes, or diverging paths. Like what they’ve done with Scare Beast, or the placement of Sentinel.