[Feedback - Build 45480] Hunter Class Talents + Beast Mastery

I mean, you either roleplaying based on feel, or actually looking at numbers and gameplay.

Ah yes, the “in 1 talent build, if i get green bomb there is now synergy”

It’s weird how thare are 0 ppl taking this in any instanced content, or are you talking about “the feeling of burst and setting up synergy for green bomb” in open world content which dies in about 4 globals ?

I will say, that at some time period in legion, that was closer to what your saying, but it’s been removed and most of those things weren’t here in bfa/slands.

If we look at say BFA we get this :

Which has very marginal burst windows at best, no dots focus/synergy, no strong bombs and just slapping MB for 5 min.

1 Like

Playflows =/= RP.

Let’s say you prefer the gunplay in one game over another. Is that an “RP” preference?

You prefer how Fire’s rotation flows and what decisions it makes over that of Frost, but prefer the aesthetics of Frost. Does this mean you prefer to “RP” Fire?

Or, if BM and MM were to have similar capacity, would the decision-making and button flow of each be reducible, as you’ve done here with SV vs. BM and MM, to “Roleplay”.

Frankly, it's a little weird how two specs playing more similarly to each other than the last will somehow catch a break, but specifically because the last is melee, its playflow is somehow indistinguishable from the others' and therefore can offer only "roleplay". Pretty sure there's a term for this phenomenon. What was it again...?

Why are you using a spec’s total damage to describe its gameplay?

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Ok, now post damage without MB with a bomb build without tier set…

Or better yet, find a MSV player running the bomb build is S1 or S2.

As another example, we can talk about feral druid “spec fantasy being melee dots heavy spec”, however if we look at it’s damage profile :

We can see that the main chunk of it’s damage is an instant damage finisher, now we can either continue to say that it’s spec fantasy is dots, or we can say that the current spec doesn’t correlate with it’s thematic fantasy.

Personally, I feel that it would be nice for SV to have the heavier dot emphasis, and have the burst windows (ie legion eagle’s fury prolonging mb windows, w/o BoP style builds), by utilizing multiple dots it had at that point. However, current SV does not align with that design, and it’s missing core class fantasy.

The discussion of RSV/MSV are a separate topic of raid viaiblity/etc, but I think as a spec right now, it’s been failing in the fantasy aspect for the last 2 expansions, currently being just “engineering the class”.

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Right, but that is a matter of proportion, not total damage over time.

And in the case of gameplay, of you look at the portion of CPM and junctures of decision-making, not merely damage.

Agreed. Absolutely.

But, there is a huge difference between how Barbed Shot plays for BM and how SS plays for SV. Simply throwing up their portion of damage does not explain how similarly two skills may feel to one another. Else, Aimed Shot would play no differently from Raptor Strike.


SV, likewise, on the whole, has a palpably different playstyle than MM and BM that people may specifically prefer it for. Its reasons for being played have never just been “solely RP” as Bepples claims. It is not the difference between using a crossbow and using a longbow, or Animal Companion and an alternative-but-equal source of bonus Kill Command damage.

Similarly, if one wanted a Melee option for BM, that would not be accomplished simply by, as Bepples put it above, having the BM hunter shoot his gun from 3 yds away. All Ranged classes can attack from melee range; that does not make them “Melee”.

Being Melee is a matter of constraints and due compensation.

But if you take that away, where will all the budding Tinker mains go?!

I jest; I’d like nothing more than to be able to take a zero-tech (or, inversely, more tech-heavy) option for Survival. Obligatory one bomb + one poison (only one active, rather than incidental, DoT) is… simultaneously muddled and lackluster.

Decently fun playflow, but thematically, it almost makes me wish for something like Legion’s more centered/anchored theming (not a request for Mok’Nathal… /shudder); at least that built off its base better, instead of twisting up its limbs in its rush to apologize for itself.

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Again discussion in this thread seems to be veering away from BEAST MASTERY.

In general I don’t think damage breakdown of abilities reflects flow or feel of the spec… an ability might do 50% of the overall damage through an instance but a few other abilities might reflect 80% of the gameplay interaction ie button presses and tracking.

Like Tanais is saying limitations can be defining and some tuning needed to level the playing field from a throughput perspective (because, this is a game). There’s a lot of over-compensation required to make melee fighters on the whole numbers-equitable with ranged & casted abilities, by the nature of their respective windows of opportunity.

Where this sucks from a fantasy perspective is that from any sense of in-universe “realism” (I use this word very lightly, this is a game) people slinging magic and using efficient ranged weapons SHOULD be outperforming melee types consistently and significantly. By the same token- actual magic should be outperforming conventional ranged weapons in most cases.

So yeah, from a feel perspective it’s pretty much going to be impossible to reconcile comparable performance (from the perspective of melee players) with fantasy “realism” (from the perspective of ranged/caster players).

But how does this conversation actionably help discuss improvements to the Beast Mastery spec for what it is? My takeaway is that the numbers game is moot, it’s a game and we want things to perform comparably. Where we should scream and shout is FEEL because that’s the fantasy “most” (my opinion) players are indulging in when it comes to gameplay. Games design themselves to cater to those different audiences by degrees.

As a BM player, what >I< want most of my DPS gameplay to be taking actions that reflect my spec fantasy- directing and refining my animal(s) innate abilities to their full potential as a true force to be reckoned with. More generally under the Hunter class umbrella- repositioning relentlessly to never let my target escape (mobility, large window of opportunity to engage) and using preparation & surprise to gain the advantage (uniquely triggered tools or escapes).

Where my experience seems to fall short right now is that too much of my gameplay time does not really feel Beast Master fantasy related (anecdotally, too much less-than-beast-flavorful abilities like Cobra Shot, and to a lesser extent Barbed Shot)

I would like more of my Beast Master abilities to be directly pet-related; having it perform feats like Intimidation or Kill Command, flashy AOE swipes or furious howls that demoralize our enemies. Execute maneuvers! Imagine an active where the pet leaps back to Hunter and knocks away enemies, or holds one end of spiked-chain clothesline we can run briefly into enemies lol. Perhaps a passive like “Spiked Collar” that inflicts damage when switching targets and the pet moves past enemies.

When my character is taking actions- I want them to reflect engagement with my Beasts, my specialized tools & companions… Barbed Shot is not the worst concept- I’m just not sure it’s exciting to stack something that has so little visual feedback. Imagine an alternate playstyle reversing Kill Command & Barbed Shot in gameplay- Kill Commands trigger stacks of idk “Hunter’s Cadence” which rewards consistency of executing that active ability (with the pet animation of a big ol swipe and sound effect for feedback). Imagine Barbed shot as an ability that instead opens up a window that CHANGES GAMEPLAY! Maybe it keeps Hunter’s Cadence stacks at max for a period without needing to keep up consistent execution, creating a window of opportunity of CHOICE to get another ability off depending on the situation: maybe you use it to get a movement ability off and reposition, maybe you cast a wailing arrow, set a trap etc)

I would love Hunter class talents that affect gameplay decisions too. Imagine a “Blunderbluss” talent ability that incentivized closing the gap on low health targets for a high damage cone facing your target, or an “Unseen Vantage” talent that incentivized remaining in a targets blind spot for damage & avoidance bonuses- which might vary in risk or practicality by encounter.

I want to sound a hunting horn and empower myself & allies against my target when I use Hunter’s Mark in combat. I want Scare Beast to be a more broad “Terrify Prey” type fear ability- and if the target hits a trap while under the effect, perhaps the trap effect is empowered. I want a pitfall trap- AOE stun ability on a long cooldown.

There’s a lot of potential for cool here- I want the thrill of the hunt in my gameplay!
Hunter should be simple core, lots of choice modifiers & situational abilities.
Damage should be overall comparable even though fantasy wise it doesn’t make sense.

/rant

7 Likes

Lynx Rush? AoE Interrupt + Daze on a 1-minute cooldown?

Imagining a knockdown + channeled attack… Stag stomping something to death, croc chowing down on a downed enemy, etc.

If your pet got, say, 10% bigger per stack of Frenzy (and you got some 2% bigger per stack of TotH), would that suffice, or is the issue more than just visual?

How so?

That feels like it might be more significant that could be afforded by such a low cooldown, though another or an alternative could certainly do that.

Also, imagine, real quick, if Frenzy were to just provide raw Haste and a bit of movement speed and BM natively benefitted from most effects which benefit your pet, at X% efficacy. Barbed Shot would therefore also have a noticeable Haste buff. Would that Haste itself be considered any sort of a gameplay change?

Just a tad confused by this. Doesn’t BM’s lack of a filler skill and its unconstrained mobility already leave constant room for repositioning and fairly frequent room for non-BM skills?

Could be annoying for certain encounters, as you said, but, it’d also go a long way to making unrestrained mobility feel more less like an excessive luxury and more like a useful tool.

These all sound really cool!

2 Likes

Shouldn’t that be the inverse? A bow is always going to be less physically efficient than an equally sharp object stabbed into someone directly.

Though yes, also this. At least in the cases of things like a “giant *ing fireball” (Pyroblast) vs. “I shot an arrow, and the arrow was red and a little evil-looking” (Kill Shot).

Wholly disagree, but fair enough. If there’s aspects that can double over after making BM more enjoyable at range, great, but if BM were to have to rely on melee-specific aspects just to become more compelling, that’s already too great a shortfall.

On this note, I’d really just love to see sort of synergetic and satisfying specific pet skills (assuming that each pet gets to choose its own specialization/affinity again and can pick from some 3 skills so that most pets can handle the typical PvP necessities like MS).

Let my Wind Serpent stack up buffs to be consumed in firing off some manner of giga lightning bolt/beam/chain. Let me build up {stuff} to let my Cat combat stealth and then rip into a particular enemy. Let my Wolf unleash a Howl that increases damage affected enemies take from it and me for a further mini damage window. Let my Stag gore and reposition enemies with a tackling charge. Etc., etc.

As a Beast Master, it feels like our kits should be oversized, if anything, by the affordances of our specific beasts, not… by typical perception, the simplest of the 3 specs.

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Good points!

I do think something as straightforward as haste & size increases with frenzy would make me feel like I was ramping up or staying at peak rage with my beast… Pet going hulk mode watch out!

Movement speed stacks could help reinforce our mobile identity as long as they were not too crazy (I say this as a player who loves speed boosts in general, I get overly excited even rolling tertiary speed bonuses on gear lol)

And I do agree we already kind of feel like we have downtime as BM-- but it could be more fun if those downtime moments seemed like opportunities to pull off something trickier, particularly if utilizing our movement, to possibly open the skill ceiling a little? It’s nice to have something to chase for in different scenarios to squeeze out those last few extra % points of potential.

I think even mediocre players like myself can recognize that and enjoy having something a little more difficult to strive for as long as it is not tuned in such a way that your performance totally tanks if you can’t nail the uptime. (Frenzy stacks themselves are a great example of the same design philosophy, I just want something else to coexist with that in a way that keeps our kit more engaging)

One thing I will say for the Covenants in SL; for BM they introduced some much needed mini-mechanics that added a sliver of complexity. Whether it was picking up ground buffs / facing the target / positioning your burst zone / or just having an extra button to light up and play whack-a-mole with.

2 Likes

That’s fair, fantasy is tricky because everyone imagines things a bit differently lol.

Totally on the same page on the pet synergy though! I really want them to double down on those pet abilities and make impactful. Ferocity/Tenacity/Cunning etc should really be assignable again, even outside of BM…

I actually think BM Exotic Training should allow us to pick a secondary ability for our pet that they normally would not have access to. Could be an easy way to add depth/choice!

2 Likes

Sorry if this seems overly semantic, but… if you have momentary opportunities to do X, and during that time the value of X would be really heightened or opportunity cost decreased, is that still downtime, or just, similar to a LnL proc, another thing to hit rotationally?

I like the idea of having that momentary advantage, but it’d have to be carefully tuned to simply diminish filler (which, for BM, is “downtime actions”) opportunity cost instead of just adding a further (pseudo)CD to manage.

/endrant


Food for thought: Let’s say you have a big, faintly inefficient Focus spender. Maybe you normally hit it during Wild + BW because you’re not going to run out of Focus early there anyways, and/or at the tail of any BW to snapshot some more damage under BW’s buff if you were running Nessingwary’s or some other Focus boost effect.

But, if you would otherwise overcap on Focus by using a Trap or the like, that has further affordance: you could use the otherwise less efficient option to dump a ton of Focus all at once, avoiding the opportunity cost of using the Trap.

Yes, this idea comes from former Arms suggestions of making one of our spammables---Whirlwind---still worth using in ST, baseline, so that we could, though less efficiently, spend our resource more rapidly at times to avoid overcapping or for a tiny bit more burst-at-cost-to-sustain.

Here’s hoping Trinkets will be able to do the same.

…Also hoping we get legos in a form similar to the old DK Sigils. That way they take up no real slots but can have stat growth atop their gameplay effects.

Yes, please.

3 Likes

Yeah, I noticed that as well, the auto-generated list function did not actually put them in the right order. I guess it compiled the list based on a preformated import order, and then put the ones you added manually last, rather than actually checking where they were in the tree structure…

Anyway, I’ve fixed that as well now. Assuming I did not mess up, they should be in order, from left to right for each new row.


Talent Summary

Beast Mastery Hunter Concept
Created with TTM Version 1.3.7
Number of talents: 41
Description:

Concept for Beast Mastery

Talents:

Animal Companion

Your Call Pet additionally summons the first pet from your stable. This pet will obey your Kill Command, but cannot use pet family abilities.

I want this talent to be made a baseline passive effect. A choice that has no direct impact on increasing throughput, but instead is purely about the aesthetics/visuals of fighting with 1 or 2 pets.

-Row 1-

Cobra Shot
Talent type: active
Max points: 1 - Points requirement: 0
Descriptions:
A quick shot causing Physical damage.

Reduces the cooldown of Kill Command by 1 sec.

-Row 2-

Multi-Shot
Talent type: active
Max points: 1 - Points requirement: 0
Descriptions:
Fires several missiles, hitting all nearby enemies within 8 yards of your current target for Physical damage.

Barbed Shot
Talent type: active
Max points: 1 - Points requirement: 0
Descriptions:
Fire a shot that tears through your enemy, causing them to bleed for damage over 8 sec.

Sends your pet into a frenzy, increasing attack speed by 30% for 8 sec, stacking up to 3 times.

Generates 20 Focus over 8 sec.

-Row 3-

Beast Cleave
Talent type: passive
Max points: 2 - Points requirement: 0
Descriptions:

  • After you Multi-Shot, your pet’s melee attacks also strike all nearby enemies for 35% as much for the next 3.0 sec. Deals reduced damage beyond 3 targets.
  • After you Multi-Shot, your pet’s melee attacks also strike all nearby enemies for 75% as much for the next 6.0 sec. Deals reduced damage beyond 6 targets.

Wild Call
Talent type: passive
Max points: 1 - Points requirement: 0
Descriptions:
Your auto shot critical strikes have a 20% chance to reset the cooldown of Barbed Shot.

Qa’pla, Eredun War Order
Talent type: passive
Max points: 2 - Points requirement: 0
Descriptions:

  • Barbed Shot deals 10% increased damage, and applying Barbed Shot has a 50% chance to the cooldown of Kill Command.
  • Barbed Shot deals 20% increased damage, and applying Barbed Shot has a 100% chance to the cooldown of Kill Command.

Training Expert
Talent type: passive
Max points: 1 - Points requirement: 0
Descriptions:
All pet damage dealt increased by 10%.

-Row 4-

Kill Cleave
Talent type: passive
Max points: 1 - Points requirement: 0
Descriptions:
While Beast Cleave is active, Kill Command now also strikes nearby enemies for 50% of damage dealt.

One with the Pack
Talent type: passive
Max points: 1 - Points requirement: 0
Descriptions:
Wild Call has a 10% increased chance to reset the cooldown of Barbed Shot.

Kindred Spirits
Talent type: passive
Max points: 1 - Points requirement: 0
Descriptions:
Increases your maximum Focus and your pet’s maximum Focus by 20.

Killer Command
Talent type: passive
Max points: 1 - Points requirement: 0
Descriptions:
Kill Command damage increased by 10%.

Sharp Barbs
Talent type: passive
Max points: 1 - Points requirement: 0
Descriptions:
Barbed shot damage increased by 15%.

-Row 5-

Bloodseeker
Talent type: passive
Max points: 1 - Points requirement: 8
Descriptions:
Targets struck by Kill Command during Beast Cleave also start to bleed for Physical damage over 6 sec.

Kill Command has a chance to immediately reset its cooldown when used while Beast Cleave is active.

Thrill of the Hunt
Talent type: passive
Max points: 3 - Points requirement: 8
Descriptions:

  • Barbed Shot increases your critical strike chance by 3% for 8 sec, stacking up to 1 time.
  • Barbed Shot increases your critical strike chance by 3% for 8 sec, stacking up to 2 times.
  • Barbed Shot increases your critical strike chance by 3% for 8 sec, stacking up to 3 times.

Pack Tactics
Talent type: passive
Max points: 1 - Points requirement: 8
Descriptions:
Passive Focus generation increased by 100%.

Aspect of the Beast
Talent type: passive
Max points: 1 - Points requirement: 8
Descriptions:
Increases the damage and healing of your pet’s abilities by 30%.

Increases the effectiveness of your pet’s Predator’s Thirst, Endurance Training, and Pathfinding passives by 50%.

Cobra Senses
Talent type: passive
Max points: 1 - Points requirement: 8
Descriptions:
Cobra Shot reduces the cooldown of Kill Command by 1.0 sec.

Bloodletting
Talent type: passive
Max points: 1 - Points requirement: 8
Descriptions:
Increases the base duration of the bleed effect of Barbed Shot, and the duration of Frenzy by 1 sec.

Critical damage dealt by Kill Command is increased by 10% against bleeding targets.

-Row 6-

Stomp
Talent type: passive
Max points: 2 - Points requirement: 8
Descriptions:

  • When you cast Barbed Shot, your pet stomps the ground, dealing Physical damage to all nearby enemies.
  • When you cast Barbed Shot, your pet stomps the ground, dealing Physical damage to all nearby enemies.

#18 Bestial Wrath
Talent type: active
Max points: 1 - Points requirement: 8
Descriptions:
Sends you and your pet into a rage, instantly dealing Physical damage to its target, and increasing all damage you both deal by 25% for 15 sec. Removes all crowd control effects from your pet.

Aspect of the Wild
Talent type: active
Max points: 1 - Points requirement: 8
Descriptions:
Fire off a Cobra Shot at your current target and 1 other enemy near your current target. For the next 20 sec, your Cobra Shot will fire at 1 extra target and Cobra Shot Focus cost reduced by 10.

-Row 7-

In for the Kill
Talent type: passive
Max points: 1 - Points requirement: 8
Descriptions:
Kill Command has a 10% chance to reset the cooldown of Kill Shot, and causes your next Kill Shot to be usable on any target, regardless of the target’s health.

A Murder of Crows / Bloodshed
Talent type: choice
Max points: 1 - Points requirement: 8
Descriptions:

  • Summons a flock of crows to attack your target, dealing Physical damage over 15 sec. If the target dies while under attack, A Murder of Crows’ cooldown is reset.
  • Command your pet to tear into your target, causing your target to bleed for damage over 18 sec and increase all damage taken from your pet by 15% for 18 sec.

Barbed Wrath
Talent type: passive
Max points: 1 - Points requirement: 8
Descriptions:
Barbed Shot reduces the cooldown of Bestial Wrath by 12.0 sec.

Dire Beast
Talent type: active
Max points: 1 - Points requirement: 8
Descriptions:
Summons a powerful wild beast that attacks the target and roars, increasing your Haste by 5% for 8 sec.

Master Handler / Snake Bite
Talent type: choice
Max points: 1 - Points requirement: 8
Descriptions:

  • Each temporary beast summoned reduces the cooldown of Aspect of the Wild by 2.0 sec.
  • While Aspect of the Wild is active, Cobra Shot deals 30% increased damage.

Flamewaker’s Cobra Sting
Talent type: passive
Max points: 1 - Points requirement: 8
Descriptions:
Cobra Shot has a 20% chance to make your next Kill Command consume no Focus.

-Row 8-

Call of the Wild
Talent type: active
Max points: 1 - Points requirement: 20
Descriptions:
You sound the call of the wild, summoning 2 of your active pets for 20 sec. During this time, a random pet from your stable will appear every 4 sec to assault your target for 6 sec.

Scent of Blood
Talent type: passive
Max points: 2 - Points requirement: 20
Descriptions:

  • Activating Bestial Wrath grants 1 charge of Barbed Shot.
  • Activating Bestial Wrath grants 2 charges of Barbed Shot.

Dire Command
Talent type: passive
Max points: 2 - Points requirement: 20
Descriptions:

  • Kill Command has a 15% chance to also summon a Dire Beast to attack your target for 8 sec.
  • Kill Command has a 30% chance to also summon a Dire Beast to attack your target for 8 sec.

Cobra Commander
Talent type: passive
Max points: 2 - Points requirement: 20
Descriptions:

  • When Cobra Shot hits a target, there’s a chance that this summons 2 snakes to poison the enemy, dealing Nature damage over 3 sec.
  • When Cobra Shot hits a target, there’s a chance that this summons 4 snakes to poison the enemy, dealing Nature damage over 6 sec.

-Row 9-

Endless Wrath
Talent type: passive
Max points: 2 - Points requirement: 20
Descriptions:

  • Bonus Kill Shots granted by Kill Command extend the remaining duration of Bestial Wrath by 1 sec, and increase the damage bonus it grants by an additional 5% while it’s active.
  • Bonus Kill Shots granted by Kill Command extend the remaining duration of Bestial Wrath by 2 sec, and increase the damage bonus it grants by an additional 10% while it’s active.

Brutal Companion
Talent type: passive
Max points: 1 - Points requirement: 20
Descriptions:
When Barbed Shot causes Frenzy to stack up to 3, or when you refresh it while at 3 stacks, your pet will immediately use its special attack and deal 100% bonus damage.

Wailing Arrow
Talent type: active
Max points: 1 - Points requirement: 20
Descriptions:
Fire an enchanted arrow, dealing Shadow damage to your target and an additional Shadow damage to all enemies within 8 yds of your target. Targets struck by a Wailing Arrow are silenced for 5 sec.

Dire Frenzy
Talent type: passive
Max points: 1 - Points requirement: 20
Descriptions:
Dire Beast lasts an additional 2 sec and deal 30% increased damage.

Cobra Strikes
Talent type: passive
Max points: 1 - Points requirement: 20
Descriptions:
Cobra Shot now strikes one additional target while Aspect of the Wild is active.

-Row 10-

Wild Instincts / Bloody Frenzy
Talent type: choice
Max points: 1 - Points requirement: 20
Descriptions:

  • While Call of the Wild is active, Barbed Shot has a 25% chance to gain a charge any time Focus is spent.
  • While Call of the Wild is active, Barbed Shot affects all of your summoned pets.

Feeding Frenzy
Talent type: passive
Max points: 1 - Points requirement: 20
Descriptions:
Casting Barbed Shot increases the initial damage dealt by Bestial Wrath by 100%, and the damage bonus granted by Bestial Wrath by 4%, stacking up to 4 times.

Killer Cobra / Rylakstalker’s Piercing Fangs
Talent type: choice
Max points: 1 - Points requirement: 20
Descriptions:

  • While Bestial Wrath is active, Cobra Shot resets the cooldown on Kill Command.
  • While Bestial Wrath is active, your pet’s critical damage dealt is increased by 35%.

Dire Pack
Talent type: passive
Max points: 1 - Points requirement: 20
Descriptions:
Every 5 Dire Beasts summoned resets the cooldown of Kill Command, and reduces the Focus cost and cooldown of Kill Command by 50% for 8 sec.


Again, using an extremely subpar spec to compare is ill-advised, to say it nicely.

Countless feral druids would call out the damage breakdown as horrible and want to see a return to dot-majority damage. Just bc blizz wants it one way doesn’t mean the playerbase wants it, its just what they are FORCED to do to be viable.

The same goes with BM. We are seeing an increased focus on BS, especially in regards to frenzy stacks. BM has NEVER been a dot oriented spec. By pushing so much emphasis on BS, you make or break BM’s damage profile according to the boss mechanics. Instead of BM being more or less viable for every boss when direct damage os focused, you turn it into an all or nothing spec. This is based on the ability to maintain BS/frenzy stacks. If a boss has mechanics that force the BM to regularly drop stacks, BM will suffer more heavily with the higher dmg profile of BS. If a boss mechanics matches with BS, BM will be powerful. This isnt to forget if, and yes i mean IF the pet can reach the necessary targets. On the last boss of CN, we experienced how detrimental a fight can be without a pet path to a target.

So, when building spec trees, it is not just “oh that works” in a general context, its a “will this work” in even the worst of contexts.

Yep. If you add any talents before the very bottom-right corner, you’d need to delete and recreate everything after them (in L->R, T->B order) to actually have their numbers reflect their position.

1 Like

Seems to be the case yes, though, I just changed the list manually.

I forgot to include these answers btw^^

I agree it would def be an improvement.

Not too sure about that. With the new talent structure in mind(the overarching “tree” design, with paths, etc.), it’s ofc a different scenario compared to how it is on live.


EDIT:

I just noticed that in the initial post for this concept further up, the actual link to pastebin to get the code for the concept(to import into TTM), for some reason that link was removed when I posted it…

Here it is again: Code to import into the TalentTreeManager

1 Like

While I may be underestimating them, I am keeping those in mind; the paths were the basis for my comment.

Admittedly, though, it’s a difficult thing to calculate.

A Barbed Shot proc that wouldn’t have extended your 3-Frenzy-duration (i.e., you’d have another charge come up before it’d have fallen off), after all, is worth only 130.5% AP Bleed damage.

  • Actually, I’d have to hop on rq to even check that its Bleed damage itself stacks; if it doesn’t, it can be worth as little as 26.1% AP in ST.

On the other hand, a Barbed Shot that extends the Frenzy window when it otherwise would have fallen off (thus extending the capped uptime by far more than any single duration of Frenzy), and keeps up TotH, and has the +50% damage, and resets Kill Command, and casts Stomp… would be disgustingly huge.

It’d probably not worth thinking about too much further, given the changes, though, if only because the Barbed Shot synergies are split across both sides, with Stomp being no more “direct path” than Qa’pla, Thrill being pretty broadly takeable, and Sharp Barbs being decently desirable due to its path (I would think?).

1 Like

The bleed damage doesn’t stack no. So on ST, you would only refresh the periodic effect with further applications.

I edited the post(s) above, but for w/e reason, the actual link for the import code to TTM had disappeared from the initial post.

Here it is again: Code to import into the TalentTreeManager

Not sure how long it was missing, I recall adding it at first, but yeah…

1 Like

not even close. any ground effect ability aka wild spirits and resonating arrow are the worst abilities in game. half the time mobs move out of it right away or tank moves during. ground effect abilities should be removed from the game forever.

3 Likes
  1. First, I love the flow to these capstones and the average point-cost of these talents.

  1. I take it the “Is Talent Pre-Filled” should have been checked on for Animal Companion?

  1. While this is the case in the original (Blizzard) version, too, it’s kinda of annoying that One with the Pack is literally just a 50% efficiency Wild Call… (20%/pt for WC; 10%/pt for OwtP).

  1. Why constrain Bloodseeker’s KC reset to when Beast Cleave is active?
    An alternative:

    Targets struck by Kill Command, also start bleed for Physical damage over 9 sec, for a total of (45% of Attack Power) Bleed damage.

    While Bloodseeker is already active on a target, Kill Command will instead consume its Bloodseeker’s duration on the primary target, dealing that damage instantly and giving you a 25% chance to reset its own cooldown.

    • Essentially, in ST, you therefore alternate between prep and burst KCs, but in multi-target, you can tab-target to retain the 30% reset chance indefinitely. It’s multi-target-synergetic, rather than multi-target constrained, and adds a small further element of gameplay.

  1. We’ll be pretty Focus-starved all the way til level 25 given the position of Pack Tactics. Given how vital Pack Tactics is for our playflow, it also shouldn’t look optional. I’d recommend making it baseline (via Pre-Filled Talent) or moving it to Row 2 (where it would, say, form a mid-path that likewise precedes to Wild Call).

  1. Nitpick, but, because Scent of Blood doesn’t path to anywhere that would be of use when avoiding Bestial Wrath that AMoC/Bloodshed and Dire Beast don’t path to already themselves, it makes little sense not for it to be pathed solely from the talent it’s completely dependent on, Bestial Wrath (via Barbed Wrath).
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