Dragonflight Talent Previews - Hunter and Rogue

EDIT: This post was written before I played with the talent calculators on wowhead. I’ve since changed my mind. I’m leaving the post in it’s original form (below the link to new post) to remind myself how I was easily distracted by all (what I mistakenly took for) the wide range of choices.

Here’s a link to my updated opinion:

This is my original post:

I like BM very much, and want nothing to do with melée.

  • Exotic Pets are baseline. Does that mean we don’t have to wait until level 39 to tame them? If so, are you adding more… including more Spirit Beasts?
  • Thankful Animal Companion, Camo, Murder, and Barrage are staying.
  • Kill Cleave sounds awesome.
  • Row 6 seems late for Bestial Wrath.
  • Very excited for everything on rows 8, 9, and 10.

Wish I didn’t have to choose between Intimidation and Hi-Explosive Trap, not just because I’ve been missing Explosive Trap since it was given exclusively to SV, but the Comedy Factor of naming it “Hi” instead of “High”, keeping with the long-running theme of the explosives in WoW greeting you before exploding. (Makes me laugh every time I see it in print.)

Also wish we could keep Wild Spirits.

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I’m guessing Improved Backstab will apply FW before finishing the class tree. Not sure how that would work with the ranks though?

And, yea, as other have pointed out, the haste buff on Flagellation doesn’t really do much for Sub. If it’s going to be spec-exclusive, it should probably be any other stat. Or just put Death From Above there maybe?

Also x8762876 on swapping Bone Spike for Echoing Reprimand. Not only is Spike more fun, but 2/3 of the specs essentially have their own version of ER baked in already, rendering it kinda redundant.

Edit to add: I must say, I’m both intrigued and terrified at the fact Dance and Find Weakness are in the class tree. On one hand, it kind of infringes on Sub’s core identity. On the other, Assassin with Dance could be bonkers.

I have a love/hate relationship with this. On onehand it’s nice having the leniency on the other sometimes it baits me to think I have more range than I do and I outrange the rest of my abilities :frowning:

I assume the rogue trees are an early version because there are no choice nodes, as in the other trees? as a basic layout they’re nice, but a few points:

1 - Giving utility to just Outlaw is going to be a bit rubbish. If you give some to one spec, give it to all. I don’t mind if it is different for each spec, but don’t give it to one and then break the others because you didn’t think of it for the others.

2 - Like everyone else, I’d really prefer Serrated Bone Spike over ER. Maybe make it a node choice? (Or not, you’d have to change the pathing quite a bit I guess - maybe just replace Thistle Tea) Anyway: BS isn’t very good for Sub, but ER isn’t very good for Sin, and both are fine for Outlaw so putting it there would be good.

3 - Would like if Flag came with the lego option. I think that’s necessary to make the talent good.

4 - Would really like to see Shiv not be a dps button for Sin. I have no problem with the idea of Shiv, or even how it plays, but it Feels Bad ™ when you have to de-enrage in a dungeon, or raid, and you have to sacrifice the dps for it. Just provide a new talent and leave Shiv as a utility as with Outlaw and Sub.

Otherwise, looks decent on a first pass.

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Did rogues not get a single choice node?

That seems like they got the short end of the stick so far.

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Very sad to see that low level MM hunters are getting buffed. Currently aimed shot crits for about 60% of a players health pool. 2/2 careful aim is now available at lvl 19. So aimed shot crits will be doing about 90% of a players health pool. Very disappointing to see lvl 10-59 BGs constantly destroyed by hunter buffs.

BG’s are already plagued by hunters. It’s going to be ‘careful aim 2/2’ aimed shot for 90% hp into a killshot. People dieing in literally 2 buttons. Can you please reduce aimed shot damage in PVP. And why can’t it be interrupted? It’s too strong.

Can somebody explain how do I use Barrage as Survival? like…where is the spray of shots coming from? the small crossbow that is used to shoot serpent sting? same for Chrimera shot? doesn’t make sense to me…

Hunter Base Tree Feedback

Caveat: I’m mostly focused on Mythic raiding and M+

TL;DR The base class tree for hunter is underwhelming, feels a little empty, messy and uninspired. I have a lot of feedback after pouring over it today, however I’ll focus specifically on the survivability side of things where I think things are lacking the most.


Hunters are widely known for being one of the squishiest classes in the game. Their defensive options are tied to really long cooldowns, are generally pretty weak comparatively and in some cases are tied to our pet’s specialization. This tree does very little to address these issues, in fact, IMO I think our survivability is going backwards by featuring very little defensive options.

There are a bunch of talents that in my opinion are wasted opportunities and could be rolled into the base kit, removed entirely or add more talent nodes to dilute their commanding presence on the tree.

  1. Thick Hide (Increase our pets health). Very little use in end game PVE content unless you need it for your pet to simply survive (feels awful).
  2. Improved mend pet (increase mend pets healing throughput). Again terrible choice unless we need to heal our pets for them to survive passive cleave (awful).
  3. Improved Exhilaration (Exhil heals your pet to 100% too). This was baked into Exhil for BM. Why has this been split?
  4. Fogged crystal (misdirect cast on pets decreases its damage taken). What situation outside of world content is this an interesting talent choice smack bang in the middle of the tree?

These four appear to be designed for hunters in solo content. They are somewhat avoidable talents on the tree, however they are essentially uninteresting choices and eat away at our limited options. These talents make up 9 (:exploding_head:) talent points on the tree. When the hunter has very little in their kit to save themselves, spending points and taking up limited space on the utility tree to buff our pet survivability feels bad. Not to mention they are all dead on arrival for a Lone wolf MM hunter.

  1. Trailblazer (increased movement speed while not attacking). This is an existing talent and so it has a place on the tree, IMO, its just sitting in a very high valued spot on the tree for a talent very few people take - immediately below Kill Command.
  2. Agile movement 3 ranks of more movement speed.
  3. Posthaste (get out of roots and increase movement speed after disengage). Good talent but is in this list to prove a point.

There are 3 talents (7 points in total) which all increase our movement speed either all the time, after a CD or out of combat. I love playing classes with speed just as much as the next guy but surely this many is overkill when there aren’t viable and competing options.

Speed is nice and has some very minor defensive benefit, but its incredibly minor and incalculable.

Possible Solutions

Buffing our pets survivability is not very interesting currently. Either we need to take them for our pets to survive passive cleave damage or they are useless in endgame PVE content.

One way to keep these talents would be to add a node around where Scare beast currently is. This new node would read something like:

Spiritual bonds: Heighten the bond between you and your pet. Your active pet will shoulder 5/10/15% of the damage you take.”

This would make any points we spend in pet survivability worth it and culminate in a narrative - we’re building our pets up with larger health pools so we can increase our own survivability. Inevitably there would need to be some re balancing to make sure it’s not OP and to give Lone Wolf hunters viable defensive alternatives to this Pet side of the tree.

Alternatively, massively reduce the pet survivability nodes on the tree and add more options which increase the hunters survivability. I noticed there are no nodes on the tree for our current defensive conduits or Azerite traits. IE where’s the node like Rejuvenating Wind (HoT tied to Exhil), or Duck and Cover (AZ trait - absorb after feign)?

Instead of so many movement speed options, why not add more leech options?


As I mentioned, I’ve mostly focused on the survivability side of things. There’s lots of potential, imo there are just way too many points tied up on the base class tree on pet survivability and movement speed which do very little to help a class which is but clenching at the best of times hoping for a heal.

One of Blizzards stated philosophies with these trees is that you’ll feel torn between talent options and by taking one you’re painstakingly not taking another. The top half of the hunter base tree goes no where near that feeling.

8 Likes

First impression on Rogue:
Prons:

  • a lot of choices! ('til we dont know cldwns or other features it’s rather on paper, but still!)
  • Gouge is back!!
  • I can Shadow Dance as Sin an Outlaw - nice!
  • Very cool to give new mechanics refreshing the old rotations (Ambush on Outlaw, Supercharged CP on Sub, Deathmark on Sin)
  • Really nice some old abilities (or vibe of it) is back - I can focus on poisons dmg, or crits, or shadow dmg on Sub, or bleeds? Cool!

Cons:

  • So many decisions xD (no, its good actually :stuck_out_tongue: )
  • Where is my Hemorrhage on Sub? :frowning:
  • Can I finally get my 1h main hand weapon on Sub or it is always be (a Lich King) on my wall gaining dust? :frowning: Not cool, really.

Tuning is all right now - if the tree will be tuned in right way there will be no “one or two” right choices to take. Pls, take care of it. I really want to have choice between Sepsis, Rotten and Flag (which I’m bored with a little bit after using it in SL all the time).
I guess Shadow Blades is mandatory, and I can’t avoid it, even in theory I can?

But over all… It’s a good start, Blizz, really :slight_smile:

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The dire beasts from Dire Command, the talent directly above Dire Pack, will also trigger Dire Pack.

Dire command is the talent that causes kill command a chance (30% at rank 3) to summon a dire beast.

Having said that, I 100% agree - Dire Pack in its current form is just terrible. Steady shot is likely a typo (at least I hope it is :sweat_smile:) and multi-shot does so little damage for BM a 10% increase is laughable.

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Quick thoughts for BM:

  • Is Dire Pack a placeholder, or does it stack per Dire Beast or something? If it does, that should be made clear. It’s also a square node. Just an error?
  • Assuming Call of the Wild is a 2min+ CD and I’m reading it right, Wild Instincts would only be worth like 2.5 Barbed Shots per 2 minutes. Unless it actually procs when anything spends focus, e.g. your pets – if so, it should be made more clear.
  • IMO AMoC and Bloodshed should be made a choice node. BM is gonna have a lot of buttons to press during the opener as-is.
  • The KS support seems pretty lacking, so I don’t know why I’d take the KS talent on the left side of the tree. The other specs have a Kill Shot hooks in their talents, but BM does not. Personally, I’d replace Sharp Barbs with a new Kill Shot-centered talent.

The trees aren’t super clearly split up in terms of central spells/niches compared to other classes – part of a tree will be AOE focused, and then a random “+x% crit damage” talent will pop up which feels like it should be valuable on ST, but you have to put points in AoE talents to get it, or vice versa. Maybe that’s intended, but looking at e.g. rogue/Shadow trees, they typically had better separation overall.

I’m a little worried about hunter’s survivability. We’re losing ~20% DR from conduits, and as far as I can tell all we’re getting back is more CDR on Exhil. If we’re not getting anything else, please take Exhil off the GCD.

All-in-all, there’s some exciting returning effects (Bullseye, Call of the Wild is basically old Stampede), so I’m generally happy with what we’ve been shown, but there’s always room for improvement.

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I’m wondering what talent trees we’ll get next. I’m assuming Evoker will be last?

Slap in the face if it’s not last…
Literally nobody plays that class now, so it can take one for the team and be last.

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That or paladins.

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If paladins are after Evoker then that means i’ll have more time… and what to do with more time on my hands?
You’re dead meat, warlock!

I’ll take one for the team. For the greater suffering.

I’ll ask my buddy priests to spare a PI and a prayer for you.

Yep I am posting this in every thread for hunters. I am not going to repeat a lot of what is already said here. The only thing I would like to share is there are too many 3 point thing in this tree. Drop them all to one. The rest of those points I hope to put into “Buffs” that beef me up to help me survive. I am after all a survival hunter that does melee.

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Correction, living souls are the ONLY source of anima, even for the Shadowlands, there is no anima that naturally exists there, thus why they need souls to flow into the afterlife to get it.

I like the rogue trees, ALOT.

So far, out of the classes I play, Outlaw is the go to for next xpac, which is nice considering this guy has been left to rot in Shadowlands for the most part.

Welcome back Slade, I missed ya buddy.