Feedback: Hunters

In this thread, we’ll be testing and talking about Hunters in The War Within. Look here for posts from the development team as adjustments and bugfixes are made throughout the testing period.

Please note that off-topic or inappropriate posts will be strictly removed.

The War Within Beta

All classes’ Hero Talent trees are available for testing. Please keep in mind that this is a Beta environment:

  • There may be UI elements on the talent panel that are placeholder, including things like talent icons, text, or final UI art.
  • Some talents may not be functioning yet, or may be marked as not yet implemented (NYI).
  • Some new spell visuals and audio may still be a work in progress.
  • There are some talents that are not fully tuned yet. This is expected, and we will implement tuning adjustments throughout testing.

The combat design team has two big areas of focus at this time:

  • Finish work on changes to talents, especially wherever Hero Talents still need adjustments.
  • Fix bugs that are blocking testing of new talents.

Working from Feedback

Alpha feedback thus far has been of great benefit to us.

Now that we are entering Beta, our focus on Hero Talent trees is shifting away from reworks and design changes and towards tuning and refining. We want to thank you so much for all the forum posts, videos, and discussions all over the internet. Your feedback and impressions have been invaluable for bringing their identities to life and making them fit into what you love about the classes you play.

We are looking forward to hearing from more of you as you get a chance to try Hero Talents for yourself. We are specifically interested in feedback or impressions on these topics:

  • Hero Talents that you feel are “required” for your spec in a type of content, such as raiding or Mythic+, or that push you towards picking a specific tree. This could be due to damage profile, utility, defensives, or something else.
  • Hero Talent trees that you feel are either too strong or too weak in power level compared to other options.
  • Hero Talents whose functionality is confusing, unclear, or difficult to track during gameplay.
  • Hero Talent choice nodes that you feel could offer more meaningful choices.

Again, Thank You

Feedback throughout the Alpha test was highly impactful on our design of the game, and we look forward to refining every class with you in the Beta. Thank you!

The World of Warcraft Combat Design Team

10 Likes

Hello Hunters!

Those of you who might be looking at today’s first Beta build will notice some unannounced changes and/or additions to the Hunter class tree.

These changes are part of the Hunter class tree update, which will be included alongside spec tree updates for Beast Mastery, Marksmanship, and Survival in next week’s Beta build.

We appreciate your patience and are excited to officially reveal these changes to you soon!

34 Likes

Thank you for confirming changes coming! Looking forward to them!

As a point of feedback re: Binding Shot - Please consider reworking this talent completely, as an additional Root that is difficult to land is kind of a bummer of a talent point investment for PvE CC/utility. I’d even settle for it becoming a simple AoE stun/disorient grenade we can chuck at our opponents if it’s going to end up as an easily breakable root.

I won’t advocate for the unbreakable root version to come back because I agree that that was an odd singular mechanic. I imagine there are additional details to this change that will be apparent next week with the changes, but thought I’d throw some thoughts regarding the talent out there.

11 Likes

The previewed 4pc Tier Set for MM on Beta is the kind of thing that desperately needs to be a baseline talent, near the top of the tree, not a conditional gear acquisition from catalyst/raid and limited for only 1 season. It’s a good design, implemented in the wrong place.

Pending the other changes to the spec still, it might need further tuning adjustments regardless because it either results in focus starved and overcapping/munching during Trueshot still, or the other situation of “this isnt strong enough to change trueshot” meaning the same problems that have existed with our major cooldown still remain and this 4pc is wasted during it and needs to be stronger.

11 Likes

Binding shot doesn’t quite do anything that it tries to do right. I’d agree a re-imagining would be welcomed.

Thematically, it doesn’t ‘feel’ as though you’re setting up a trap for an enemy to trip over/catch them.

Mechanically, there are very niche scenarios where it can be useful (like the leaping beserkers in The Everbloom), but 99.9% of the time, you put it down on a pack of mobs in a dungeon, someone with actually useful stuns (DH) will put everything on DR and/or never need to kite. It often feels effectively useless (in M+, Raid & PvP). I’d love some kind of ‘oil/grease’ trap that is a short knockdown instead (staying on a choice node with scatter shot would limit the number of micro-CCs, too).

As for roots, we have arguably too many at this point, with Tar Trap (entrapment), Steel Trap and now Binding Shot. Binding Shot also being a 3s root makes me worried it won’t DR with entrapment again (or will have limited use if it does) - Tar Trap into Binding shot will feel clunky and horrible in PvP, for both sides of the exchange, and might be overkill for kiting mobs.

5 Likes

Agreed, this change makes Binding Shot just Tar Trap with literal extra steps. What would make it AMAZING and give us some great utility is to have it work like a ground targetted Gorefiends Grasp.

THATS what i picture when I hear “Binding Shot” and would be super useful especially in M+

It would even pair really well with explosive trap - explode them out, suck them back in.

7 Likes

Also for MM to potentially make the left side of the class tree… not particularly ‘viable’, but just less pointless - if Lone Wolf was a choice node with “Kill Command generates focus” we wouldn’t have to choose between spending focus on Aimed Shot or Kill Command as an MM hunter playing with a pet.

With Lone Wolf being a thing, it will never be the most optimal option for damage, but I’d always thought the point of the talent trees returning was to allow more choice and freedom of expression.

You can’t even level as MM taking kill command* if you want to (I tried in Remix for all of 5 mins), let alone in any actual content - it’s definitely the most ‘wrong’ choice you can make with hunter talents.

1 Like

Great to hear!

SV

On that note, it has been mentioned that carve feels underwhelming in comparison to Butchery for SV.

One thing I wanna mention towards this is that our current filler AoE Skill (Carve/Butchery) cost focus (and has charges) while our main damage one (as by current tuning and design) Wildfire Bomb cost none ?

It kinda feels weird it having to be this way around. Personally, I would like to see Bombs be a focus dump alongside Raptor Strike / Moongoose Bite. So removing bomb charges at all and make them cost 20-30 focus. Additionally, carve / butchery should regenerate some focus to offset this change and be efficiently an AoE Version of Kill Command.

Pets and utility

Please consider to make pet utility unbound from their family, have leech work for BM and SV. After all, we are hard stuck with tenacity pets. Also, it is a shame so many pets can’t be used.

Class Tree

I can only emphasize the need to have all bottom throughput parts work for all 3 specs or have a replacement (f.e. Arcane Shot instead of Kill Command for MM).

Spec Tree

SV should have Harpoon as a baseline ability, it never felt great specing into it - same goes for Aspect of the Eagle.

Hero-Talents

Dark Ranger

Try to add Wailing Arrow into it as a main pay-off skill - I think it is very thematic to it (and remove the godly long cast time).

Pack Leader

I kinda mentioned it in the Alpha Forums - This needs to feel like you lead a pack. I kinda think about having an ST and AoE throughput Choice node in here.

BM ST:

…has a chance to summon a Pack of Wolves tearing your target. Deal X damage as a bleed over 30 seconds - Bestial Wrath consumes this bleed, empowering your next Kill Command to deal it directly.

BM AoE:

…has a chance to summon a bunch of wyverns to the sky, electrifying your targets with a chain lighting. Dealing X Amount of Nature Damage.

SV ST:

…has a chance to summon a Giant mongoose tearing your target apart. Deal X damage as a bleed over 30 seconds, and let your Mongoose Bite consume it once you hit 5 stacks of mongoose fury.

SV AoE:

…has a chance to summon a Horde of Bats to the sky throwing wildfire bombs at your targets. Deal X damage as fire damage and some over time.

8 Likes

Too many two point talents in the top tiers of Marksman.
Hunter as it stands in Beta at this moment can be described in one word.
Boring.
I played around with all three hero trees. They were…okay. Not terrible, but not fun either.
There were no “Oh Cool” moments.
I look forward to next weeks Hunter Update, but I fear anything short of a complete rework for our class will fall short and it will remain one of the dullest classes this coming expansion.

14 Likes

Something that has been bothering me for an entire expansion now. The icon for the ability preview for the SV spec STILL shows the old Coordinated Assault tooltip.

I am looking forward to testing out the upcoming changes with the spec tho!

1 Like

MM:

  • Bring back Double Tap, nerf it for PvP without removing it entirely for PvE. (This is the case for Wailing Arrow, the silence doesn’t work in PvP despite the tooltip).
  • Buff or reduce cast time for Wailing Arrow, especially if the player is a Dark Ranger. It only makes sense & would help the spec a bunch considering lack of interrupts.
  • Update shadowy chains graphic to not look so low res and “classic-y”? Also, if a player disengages in open world content to get around faster, have chains not put the character in combat (I don’t know if this is the case currently).
  • Modify trees however you see fit so that we can viably take utility like intimidate, explosive trap, wailing arrow, or bursting shot without losing a significant amount of DPS. These utilities make hunter so much more fun and helpful in dungeons - would be nice to be able to get them.
  • Anyone “in the know” is just macroing Salvo to Volley, seems weird to have that be a thing. Maybe make Salvo a passive? Help new players? Probably opportunity for something creative here.
  • “Steady Focus” is powerful depending on tier sets / fights / etc… Yet, it feels awful to play. It has even caused world first raiders to opt to not use it in the past because of how impractical and unfun it is. Can this be reworked? Or removed?
  • Some sort of interesting change to Sentinal Owl is needed, especially if someone elects to be a Sentinal Hero.
  • Modify Hunter’s Mark to be more useful in M+ and some raid fights were the first 20% is predetermined or not as important. Others have shared a lot of ideas on how to modify Hunter’s Mark to be a more powerful utility.
10 Likes

Thanks for the timeline. Some parts of the class need an overhaul. There are a lot of dead talents that we’ll never take, lots of 2-point nodes, etc.

We all hope you have a nice weekend!

2 Likes

I will wait to see the updated Hunter, but so far I enjoy MM Sentinel, it feels good to play with the passive Dot from Sentinel and Lunar Storm being targeted on the ground really feel powerful when the enemies are staying in the circle.

The others said they didn’t see my circle for Lunar Storm, It would be nice if instead of being targeted on the ground it follow my target around. It is a single target ability in some way.

“Do Not Look Back” feels good when you can AoE multiple targets affected by Sentinel, and the shield load up fast. On single target It seems fine when not taking damage, but if you are taking constant damage like in PVP, I can barely see the shield generation as it is consumed right away.

I know numbers will change, and hopefully we will get access to crafted PVP Gear to test the full potential of Mastery gear in PVP. At 13% mastery and the damage feels high, but again, tuning is assumed to be extremely early.

On the Tier set, as much as I enjoy taking Precise Shot, I might avoid it to get 2 talents in Kill shot instead, Now I feel I have to choose between buffing Kill Shot, or going into Arcane/Multishot.

This is the build I use for now as MM max level

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I ran some Heroic dungeon with this build and full PVP gear, it was decent given that this is a build targeted at Battleground AoE fights.

Definitely agree with the reinstatement of Double Tap. Especially if HM still gives a boost on mobs above 80%. If it’s strictly a pvp issue, make it inactive in pvp. With hunter being the bottom feeder, we need the boost. When we arent in a burst phase, we might as well be out in the kitchen making a sandwich. In BM, we are constantly getting BW back to being available, but nothing like that for marks. Also, please make the current tier baseline. Where trick shots with Rapid Fire does a volley. It’s the strongest in AOE I have felt in years.

Finally, one thing Ive seen with the “Dark Ranger” hero talents. There is absolutely no class fantasy being provided. None. Black arrow needs something graphical to it. A smoke or something. Also, maybe something similar to Shadow Priest Apparitions for anything being summoned. Again, give it a class fantasy look. Otherwise, it’s just talent points and you might as well have just called them “Random whatever” or just added them to the tree. Left side one spec, right side the other. There is nothing special about them otherwise.

My counter point to that is Paladin. From what Ive seen, Ret just looks amazing with its hammers and so forth. I am excited for my Paladin. And Shadow Priests? Same! Class fantasy through the ever loving roof! Hunter is already in a bad state game play wise. Give us a bone or 2. Even if from a damage point you wont or minorly buff us, give us the class fantasy. Let us be true Rangers.

6 Likes

So just my initial thoughts on all the new changes with hero talents and tier set. first and foremost sentinel is awesome and is so much fun to play, however, it does way too much damage and needs a nerf, in a ST dummy fight over 10 mins it did 30% of my damage. Idk if that is intended but if it is, while cool, i think it will inevitably feel kind of bad as that is all passive damage and not you actually playing the game. In 4-target AOE, it isn’t a competition the passive sentinel ticks are doing like 70% of my overall damage. Which is 1000% not intended. Will these get fixed yes, but still think it something to note.

Moving on to the Dark ranger hero talents. It doesn’t even work. The dark arrow does 0 damage and the passive AOE from Dark surge also doesn’t do damage. The hounds don’t work and on the whole it doesn’t feel very good. Compared to lunar storm where an owl/eagle flies above the targets and rains down arcane damage on the enemy, dark ranger feels incredibly lackluster and bland. Dark ranger needs a lot of love and work before it will be even remotely good and I am really looking forward to it.

As for pack leader, it’s even worse that dark ranger. If I didn’t have details I genuinely wouldn’t be able to tell the difference between Dragonflight and TWW. It needs to be more interactive and less just passive pets buffs. There is essentially no indication that you are now playing with a cool new hero talent that is supposed to lean into a super cool class fantasy about being the master of beasts.

As for the tier set bonuses both BM and SV are technically fine as they are just a flat damage buff and require you to do basically nothing to get the damage. However, the MM tier set just feel bad, especially in a Single target fight. Without our DF S4 tier set we are back to perma weaving multi shots during AOE so the tier set isn’t as egregious but during ST to get max value out of our tier set we have to wait 1-2 globals in between every time we cast aim shot depending on how many stacks of precise shots we get. This also means that if we want to get a max value aimed shot with tier set bonus we have to spend 75 focus. I would say its not that bad during Trueshot due to the deceased CD on Rapidfire and the increased focus regen. But the whole point of Trueshot is to just spam Aimed Shots and Rapidfire as fast as you can and just burst as high as possible. So having to “waste” globals on Arcane Shots to get more Aimed Shot damage feels bad. But also having to skip over my 4-set bonus during the coolest and most fun part of my class (Trueshot window) also feels really bad. The current iteration of MM’s TWW tier set is really counter intuitive to how the class is designed now and feels very lazy.

I’d rather not spend all my time perfectly min-maxxing my focus and globals for my class to just be competitive against other classes. All in all i just think that the tier set for MM hunter while maybe viable from a pure DPS standpoint is completely unacceptable from gameplay standpoint.

As for hopeful ideas for the reworks, just like everyone else I really really would love to see DF S3 tier set just baked into the class, maybe the tuning is a bit strong right now. But the AOE burst gives MM hunter a place back in the meta. Instead of just being incredibly lackluster, you become a rapid fire god and mow down everything in AOE. It also fixes what I personally think is the worst thing about MM hunter, it gives us a way to do 2 target cleave. This may be fixed in the upcoming rework and if so mb, but the fact that MM hunter is the only spec in the entire game that is completely unable to do 2 target cleave is absolutely outrageous and needs to be addressed immediately. It absolutely destroys the viability in the class for raid if there is ever a two target fight. Fights like Council of Dreams, Stone Legion Generals, The Amalgamation Chamber, and Prototype Pantheon. Another change i would love to see is a removal of the Majority if the talents that are just damage increases, MM hunter alone has 10-12 talents that are just “oh yeah here have an extra 5% damage to this ability.” Again it feels really lame and lackluster.

6 Likes

Early apologies for the length.

The following contains examples of what could be done to address the real and perceived issues with the Hunter toolkit, and their class tree. I know there are some things coming for Hunters, and can only hope they address the current shortcomings in full. This is just a vision of what I think would address some or a lot of these issues. I see I have some of the same thoughts and desired direction as others concerning some of the ability and talent changes people are looking to see to address Hunter issues, leading me to believe there is some merit in some solutions that people may offer at times.

My reworked Hunter Talent Tree:
h ttps://imgur.com/5AywB2u

For those who play around with TALENT TREE MANAGER, here’s the pastebin links:
BM ~ h ttps://pastebin.com/cHtA3Ccp
SV ~ h ttps://pastebin.com/BvU2GDAd
MM ~ h ttps://pastebin.com/xD1VJjuq

NOTED CHANGES:

  • Following abilities now baseline to all hunters: Camouflage, Scare Beast, Concussive Shot, Multi-Shot (BM&MM) /Carve (SV), Survival of the Fittest.
  • Hunter’s Mark changed to increase all damage dealt to targets above 80% health or below 20% health by 5%.
  • Survival of the Fittest changed to baseline 20% DR 8 second duration, 2 minute CD.
  • Aspect of the Cheetah reduced to 2 minute CD baseline (Born to be Wild talent reduces to 1 min CD).
  • Wailing arrow moved to base hunter tree and made much more useable (removed damage, instant cast)
  • Incorporated Improved Traps 5 sec CD reduction baseline into Tar Trap, Freezing Trap, Steel Trap (all 3 now 25 SEC CD), and Hi-Explosive Trap (at 35 SEC CD). Removed Improved Traps talent.
  • Incorporated halved duration Entrapment into Tar Trap baseline. Removed Entrapment talent.
  • Removed talents Sentinel Owl, Sentinel’s Perception, Sentinel’s Protection; if nothing was going to be done with these to markedly improve them then I didn’t feel they needed to stick around.
  • Stampede tweaked to be better damage over time vs Death Chakram at around 3 targets, or may be a desire choice when a focused burst window is needed.
  • Removed Killer Instinct and placed in execute focused section of a proposed reworked BM tree (see way below).
  • Removed Hydra’s Bite. Recommend placing in a reworked SV tree as replacement to Wildfire Infusion’s Serpent Sting Spread. Maybe make work off of Carve/Butchery.
  • All hunters start with 2 of the ROW 1 abilities; BM gets Kill Command and Kill Shot, SV gets Kill Command and Serpent Sting; MM gets Serpent Sting and Kill Shot.

Talent changes and new talents should be highlighted in BOLD.

ROW 1:

KILL COMMAND (NO CHANGE) – 1 POINT, GIVE THE COMMAND TO KILL, CAUSING YOUR PET TO SAVAGELY DEAL (X) PHYSICAL DAMAGE TO THE ENEMY. 30 FOCUS, INSTANT, 7.5 SEC RECHARGE.

SERPENT STING (NO CHANGE) – 1 POINT, FIRE A POISON-TIPPED ARROW AT AN ENEMY, DEALING (X% OF ATTACK POWER) NATURE DAMAGE INSTANTLY AND AN ADDITIONAL (6 * X% OF ATTACK POWER) DAMAGE OVER 18 SECONDS. 10 FOCUS, INSTANT.

KILL SHOT (NO CHANGE) – 1 POINT, YOU ATTEMPT TO FINISH OFF A WOUNDED TARGET, DEALING (X% OF ATTACK POWER) PHYSICAL DAMAGE. ONLY USABLE ON ENEMIES WITH LESS THAN 20% HEALTH. 10 FOCUS, INSTANT, 10 SEC RECHARGE.

ROW 2:

CRIPPLING BITE (NEW) – 1 POINT, KILL COMMAND HAS A 50% CHANCE OF DISABLING ITS TARGET, SLOWING THEIR ATTACK AND CASTING SPEED BY 15% FOR 10 SECONDS.

TRAILBLAZER (CHANGED) - 1 POINT , YOUR MOVEMENT SPEED IS INCREASED BY 30% ANYTIME YOU HAVE NOT ATTACKED FOR 3 SEC.

POTENT VENOM (NEW) – 1 POINT, WHILE YOUR SERPENT STING IS ACTIVE ON AN ENEMY, REDUCE THEIR DAMAGE DONE BY 3%.

POSTHASTE (CHANGED) - 1 POINT , DISENGAGE ALSO FREES YOU FROM ALL MOVEMENT IMPAIRING EFFECTS AND INCREASES YOUR MOVEMENT SPEED BY 50% FOR 4 SEC.

KILLING WOUND (NEW) – 1 POINT, KILL SHOT APPLIES MORTAL WOUNDS FOR 3 SECONDS.

ROW 3:

NATURAL MENDING (CHANGED) - 1 POINT , EVERY 25 FOCUS YOU SPEND REDUCES THE REMAINING COOLDOWN ON EXHILARATION BY 1.0 SEC.

ASPECT OF THE PACK (NEW) – 1 POINT, 3 MIN CD, INCREASE THE MOVEMENT SPEED OF YOU AND YOUR ALLIES WITHIN 15 YARDS BY 90% FOR 3 SEC, AND THEN BY 30% FOR 9 MORE SEC.

COUNTER SHOT / MUZZLE (NO CHANGE) – 1 POINT, INTERRUPTS SPELLCASTING, PREVENTING ANY SPELL IN THAT SCHOOL FROM BEING CAST FOR 3 SEC. INSTANT, 24 SEC / 15 SEC COOLDOWN.

EXPEDITIOUS RETREAT (NEW) – 1 POINT, DISENGAGE GAINS A SECOND CHARGE AND TRAVELS 10% FARTHER.

RESILIENCE OF THE HUNTER (NEW) – 1 POINT, WHEN FEIGN DEATH ENDS YOU TAKE 6% REDUCED DAMAGE FOR 8 SEC.

ROW 4:

CHOOSE: REJUVENATING WIND (CHANGED) / SPIRIT BOND (NEW) - 1 POINT

  • REJUVENATING WIND - EXHILARATION HEALS YOU FOR AN ADDITIONAL 16% OF YOUR MAXIMUM HEALTH OVER 8 SEC. (MOVED HEALTH INCREASE TO 2 POINT DAUGHTER NODE HUNTER VS WILD)

  • SPIRIT BOND - YOU AND YOUR PET REGENERATE 1% HEALTH EVERY 2 SEC. (REMOVED FROM SV MASTERY AND GAVE TO ALL HUNTERS AS OPTION)

MISDIRECTION (NO CHANGE) – 1 POINT, MISDIRECTS ALL THREAT YOU CAUSE TO THE TARGETED PARTY OR RAID MEMBER, BEGINNING WITH YOUR NEXT ATTACK WITHIN 30 SEC AND LASTING FOR 8 SEC. INSTANT, 30 SEC COOLDOWN.

WAILING ARROW (CHANGED) - FIRE AN ENCHANTED ARROW, STUNNING YOUR TARGET AND ALL CREATURES WITHIN 8 YDS FOR 0.1 SEC, INTERRUPTING AND SILENCING ALL AFFECTED CREATURES FOR 3 SEC. 15 FOCUS, INSTANT, 1 MIN COOLDOWN.

TRANQUILIZING SHOT (NO CHANGE) - REMOVES 1 ENRAGE AND 1 MAGIC EFFECT FROM AN ENEMY TARGET. INSTANT, 10 SEC COOLDOWN.

CHOOSE: FEIGNED RESILIENCE (NEW) / MARKSMAN’S ADVANTAGE (NEW) - 1 POINT

  • FEIGNED RESILIENCE – INCREASE THE DAMAGE REDUCTION OF RESILIENCE OF THE HUNTER BY AN ADDITIONAL 6%.

  • MARKSMAN’S ADVANTAGE – HUNTER’S MARK DECREASES THE DAMAGE THE TARGET DEALS TO YOU BY 3%.

ROW 5:

WILDERNESS MEDICINE (CHANGED)1 POINT , MEND PET HEALS FOR AN ADDITIONAL 50% OF YOUR PET’S HEALTH OVER ITS DURATION, AND HAS A 50% CHANCE TO DISPEL A MAGIC EFFECT EACH TIME IT HEALS YOUR PET.

HUNTER VS WILD (NEW) – 2 POINTS, INCREASE HUNTER STAMINA BY 4%/8%. SPIRIT BOND APPLIES A STACKING SHIELD FOR UP TO 2%/4% OF YOU AND YOUR PET’S MAXIMUM HEALTH IF AT FULL HEALTH.

REJUEVENATING WIND INCREASES YOUR DODGE CHANCE BY 6%/12% DURING ITS DURATION.

CRYSTAL HIDE (NEW) – 1 POINT, YOUR PET TAKES 90% REDUCED DAMAGE WHILE YOUR MISDIRECTION IS ACTIVE ON IT.

TAR TRAP (CHANGED) – 1 POINT, HURLS A TAR TRAP TO THE TARGET LOCATION THAT CREATES A 8 YARD RADIUS POOL OF TAR AROUND ITSELF FOR 30 SEC WHEN THE FIRST ENEMY APPROACHES, ROOTING ANY NEARBY TARGETS FOR 2 SEC WHEN THE TRAP IS TRIGGERED . ALL ENEMIES HAVE 50% REDUCED MOVEMENT SPEED WHILE IN THE AREA OF EFFECT. TRAP WILL EXIST FOR 1 MINUTE. INSTANT, 25 SEC COOLDOWN.

REVERSAL OF FORTUNE (CHANGED) – 1 POINT, REDUCE THE COOLDOWN OF COUNTERSHOT BY 4 SECONDS AND MUZZLE BY 2 SECONDS IF A CAST IS INTERRUPTED, AND REDUCE THE COOLDOWN OF TRANQUALIZING SHOT BY 5 SECONDS IF IT REMOVES AN EFFECT.

BORN TO BE WILD (CHANGED) – 2 POINTS, REDUCE COOLDOWN OF ASPECT OF THE TURTLE, ASPECT OF THE CHEETAH, AND ASPECT OF THE PACK BY 30 SEC/60 SEC .

RAPID MARK (NEW) – 1 POINT, ALL YOUR DAMAGING ABILITIES APPLY RAPID MARK TO YOUR TARGET. RAPID MARK IS THE SAME AS HUNTER’S MARK, BUT IS UNDISPELLABLE, DOES NOT GRANT UNERRING SIGHT OF THE TARGET, LASTS FOR 15 SEC, AND CAN BE ON ANY NUMBER OF TARGETS. (OLD MARKED FOR DEATH TALENT I BELIEVE?)

ROW 6:

THICK HIDE (NEW) – 1 POINT, INCREASE YOUR PET’S HEALTH BY 20%.

CHOOSE: INTIMIDATION (NO CHANGE) / HI-EXPLOSIVE TRAP (CHANGED) – 1 POINT

  • INTIMIDATION - COMMANDS YOUR PET TO INTIMIDATE THE TARGET, STUNNING IT FOR 5 SEC. INSTANT, 1 MIN COOLDOWN.

  • HI-EXPLOSIVE TRAP - HURLS A FIRE TRAP TO THE TARGET LOCATION THAT EXPLODES WHEN AN ENEMY APPROCHES, CAUSING (X% OF ATTACK POWER) FIRE DAMAGE AND KNOCKING ALL ENEMIES UP . TRAP WILL EXIST FOR 1 MIN. INSTANT, 35 SEC COOLDOWN.

STEEL TRAP (CHANGED) – 1 POINT, HURLS A STEEL TRAP TO THE TARGET LOCATION THAT SNAPS SHUT ON THE FIRST ENEMY THAT APPROACHES, IMMOBILIZING THEM FOR 20 SEC AND CAUSING THEM TO BLEED FOR (X% OF ATTACK POWER) DAMAGE OVER 20 SEC. DAMAGE OTHER THAN STEEL TRAP MAY BREAK THE IMMOBILIZATION EFFECT. TRAP WILL EXIST FOR 1 MIN. LIMIT 1. INSTANT, 25 SEC COOLDOWN.

CHOOSE: SCATTER SHOT (NO CHANGE) / BINDING SHOT (CHANGED) – 1 POINT

  • SCATTER SHOT – A SHORT-RANGE SHOT THAT DEALS (X% OF ATTACK POWER) DAMAGE, REMOVES ALL HARMFUL DAMAGE OVER TIME EFFECTS, AND INCAPACITATES THE TARGET FOR 4 SEC. ANY DAMAGE CAUSED WILL REMOVE THE EFFECT. TURNS OFF YOUR ATTACK WHEN USED. INSTANT, 30 SEC COOLDOWN.

  • BINDING SHOT – FIRES A MAGICAL PROJECTILE, STUNNING ALL TARGETS WITHIN 5 YARDS FOR 3 SEC, AND THEN REDUCES THEIR MOVEMENT SPEED BY 50% FOR 3 SEC . INSTANT, 45 SEC COOLDOWN.

CONCUSSIVE MARK (NEW) – 1 POINT, WHEN KILL COMMAND, RAPTOR STRIKE, AND AIMED SHOT HIT A TARGET AFFECTED BY YOUR HUNTER’S MARK, THE TARGET IS DAZED, SLOWING ITS MOVEMENT SPEED BY 20% FOR 1 SEC.

ROW 7:

CHOOSE: HUNTER’S AVOIDANCE (NO CHANGE) / ASPECT OF THE MONKEY (NEW) – 1 POINT

  • HUNTER’S AVOIDANCE – DAMAGE TAKEN FROM AREA OF EFFECT ATTACKS REDUCED BY 6%

  • ASPECT OF THE MONKEY – INCREASE DODGE CHANCE BY 8%.

DISPLACING FORCE (NEW) - 1 POINT, INTIMIDATION’S STUN IS REMOVED BUT IT NOW KNOCKS BACK THE TARGET 10 YARDS. HI-EXPLOSIVE TRAP NOW INOCKS AFFECTED ENEMIES AWAY INSTEAD OF UP.

CHOOSE: BINDING SHACKLES (NO CHANGE) / ROAR OF SACRIFICE (NO CHANGE) – 1 POINT

  • BINDING SHACKLES – TARGETS ROOTED BY BINDING SHOT, KNOCKED BACK BY HIGH EXPLOSIVE TRAP, INCAPACITATED BY SCATTER SHOT, OR STUNNED BY INTIMIDATION DEAL 10% LESS DAMAGE TO YOU FOR 8 SEC AFTER THE EFFECT ENDS.

  • ROAR OF SACRIFICE – INSTRUCTS YOUR PET TO PROTECT A FRIENDLY TARGET FROM CRITICAL STRIKES, MAKING ATTACKS AGAINST THAT TARGET UNABLE TO BE CRITICAL STRIKES, BUT 10% OF ALL DAMAGE TAKEN BY THAT TARGET IS ALSO TAKEN BY THE PET. LASTS 12 SEC. INSTANT, 1 MIN COOLDOWN.

EFFECTIVE MUNITIONS (NEW) - 1 POINT, SCATTER SHOT RANGE IS INCREASED BY 50%. BINDING SHOT RADIUS IS INCREASED BY 1 YARD.

CHOOSE: TESTITUDINAL AGGRESSION (NEW) / CHELONIAN PURGE (NEW) – 1 POINT

  • TESTITUDINAL AGGRESSION - YOU MAY NOW ATTACK DURING ASPECT OF THE TURTLE, BUT YOU DEAL 30% LESS DAMAGE DURING ITS DURATION.

  • CHELONIAN PURGE - WHEN ACTIVATED, ASPECT OF THE TURTLE REMOVES ALL DAMAGE OVER TIME EFFECTS FROM YOU.

ROW 8:

BEAST MASTER (NO CHANGE) – 2 POINTS, PET DAMAGE INCREASED BY 3%/6%.

PATHFINDING (CHANGED) – 2 POINTS, INCREASE HUNTER AGILITY BY 1%/2% AND MOVEMENT SPEED BY 3%/6%.

KEEN EYESIGHT (NO CHANGE) – 2 POINTS, CRITICAL STRIKE CHANCE INCREASED BY 2%/4%.

ROW 9:

FEROCIOUS INSPIRATION (NEW) – 1 POINT, WHENEVER YOU USE KILL COMMAND, YOU AND YOUR PET’S DAMAGE IS INCREASED BY 1% FOR 10 SEC, STACKING UP TO 3 TIMES.

CHOOSE: STAMPEDE (CHANGED) / DEATH CHAKRAM (NO CHANGE) – 1 POINT

  • STAMPEDE – SUMMON A HERD OF STAMPEDING ANIMALS FROM THE WILDS AROUND YOU THAT DEAL [(145% OF ATTACK POWER) * 7] PHYSICAL DAMAGE TO YOUR ENEMIES OVER 6 SECONDS . ENEMIES STRUCK BY THE STAMPEDE ARE SNARED BY 30%, AND YOU HAVE 10% INCREASED CRITICAL STRIKE CHANCE AGAINST THEM FOR 5 SECONDS. REDUCED DAMAGE OVER 5 TARGETS. INSTANT, 3 MIN COOLDOWN.

  • DEATH CHAKRAM – THROW A DEADLY CHAKRAM AT YOUR CURRENT TARGET THAT WILL RAPIDLY DEAL (63.2% OF ATTACK POWER) PHYSICAL DAMAGE 7 TIMES, BOUNCING TO OTHER TARGETS IF THEY ARE NEARBY. ENEMIES STRUCK BY DEATH CHAKRAM TAKE 10% MORE DAMAGE FROM YOU AND YOUR PET FOR 10 SEC. EACH TIME THE CHAKRAM DEALS DAMAGE, ITS DAMAGE IS INCREASED BY 15% AND YOU GENERATE 3 FOCUS.

SERPENT SWIFTNESS (NEW) – 1 POINT, WHENEVER YOU ATTACK A TARGET AFFECTED BY YOUR SERPENT STING, INCREASE YOUR ATTACK SPEED AND MOVEMENT SPEED BY 5% FOR 10 SEC.

CHOOSE: MASTER MARKSMAN (CHANGED) / EXPLOSIVE SHOT (NO CHANGE) – 1 POINT

  • MASTER MARKSMAN – YOUR RANGED AND MELEE SPECIAL ATTACK CRITICAL STRIKES CAUSE THE TARGET TO BLEED FOR AN ADDITIONAL 15% OF THE DAMAGE DEALT OVER 6 SECONDS.

  • EXPLOSIVE SHOT – FIRES AN EXPLOSIVE SHOT AT YOUR TARGET, AFTER 3 SEC, THE SHOT WILL EXPLODE, DEALING (X) FIRE DAMAGE TO ALL ENEMIES WITHIN 8 YARDS. DEALS REDUCED DAMAGE BEYOND 5 TARGETS. 20 FOCUS, INSTANT, 30 SEC COOLDOWN.

EXPOSING WEAKNESS (NEW) – WHENEVER YOU USE KILL SHOT, INCREASE THE CRITICAL STRIKE CHANCE AND CRITICAL STRIKE DAMAGE OF KILL COMMAND, AIMED SHOT, AND RAPTOR STRIKE BY 5% FOR 10 SEC.

ROW 10:

ALPHA PREDATOR (NO CHANGE) – KILL COMMAND NOW HAS 2 CHARGES, AND DEALS 15% INCREASED DAMAGE. (MOVED KILLER INSTINCT TO REVISED BM TREE)

CHOOSE: BLINK STRIKE (NEW) / HEART OF THE PHOENIX (NEW) – 1 POINT

  • BLINK STRIKE – YOUR PET TELEPORTS TO A TARGET WITHIN 40 YARDS OF YOU THAT YOU CAN SEE AND BEGINS TO ATTACK. INSTANT, 30 SEC COOLDOWN.

  • HEART OF THE PHOENIX – WHEN YOUR PET DIES, IT WILL MIRACULOUSLY RETURN TO LIFE WITH FULL HEALTH. INSTANT, 8 MIN COOLDOWN.

POISON INJECTION (NO CHANGE) – 1 POINT, POISON INJECTION – SERPENT STING’S DAMAGE APPLIES LATENT POISON TO THE TARGET, STACKING UP TO 10 TIMES. BARBED SHOT, AIMED SHOT, AND RAPTOR STRIKE CONSUMES ALL STACKS OF LATENT POISON, DEALING (X) NATURE DAMAGE TO THE TARGET PER STACK CONSUMED. (SUGGEST MOVING HYDRA’S BITE TO A REWORKED SV TREE AS A CARVE/BUTCHERY MODIFYING NODE THAT SPREADS SERPENT STING, RATHER THAN FROM WILDFIRE INFUSION)

CHOOSE: SERRATED SHOTS (CHANGED) / BARRAGE (NO CHANGE) – 1 POINT

  • SERRATED SHOTS - YOUR NATURE DAMAGE AND BLEED DAMAGE INCREASED BY 10% . THIS VALUE IS INCREASED TO 20% AGAINST TARGETS BELOW 30% HEALTH.

  • BARRAGE – RAPIDLY FIRES A SPRAY OF SHOTS FOR 3 SEC, DEALING AN AVERAGE OF (X)] PHYSICAL DAMAGE TO ALL NEARBY ENEMIES IN FRONT OF YOU. USEABLE WHILE MOVING. DEALS REDUCED DAMAGE BEYOND 8 TARGETS. 60 FOCUS, 3 SEC CHANNEL, 20 SEC COOLDOWN.

CLOSE FOR THE KILL (NEW) – 1 POINT, KILL SHOT CAN NOW BE USED ON TARGETS BELOW 25%, AND CAUSES THE TARGET TO BLEED FOR 10% OF THE DAMAGE DEALT OVER 10 SEC.

Quick comments on changes from top-ish to bottom-ish of tree.

  • The changes presented would present a significant reduction in 2 point nodes from 14 to 5. In addition it increases total node count from 40 to 48. Number of choice nodes increased as well by a couple. Combination of these changes allow for more variety in utility options, and better tailoring of builds for different game modes.
  • Addition of talent Resilience of the Hunter adds a minor DR that was present in Shadowlands, and should have made the transition to Dragonflight, but did not. Same can be said for talent Marksman’s Advantage in daughter choice node.
  • Choice node between Rejuvenating Wind and Spirit Bond sees Spirit Bond stolen from SV mastery, so we would give them something else as part of their mastery, maybe a baseline DR that scales? Choice node gives option for bigger on demand heal vs smaller but constant heal over time to help with rot damage or maybe for those who are better at dodging avoidable damage.
  • Wailing arrow moved from MM and BM trees to hunter tree where I feel it should be. Traded damage for an added brief stun and instant cast. These changes should make much more usable.
  • Choice node between Feigned Resilience and Marksman’s Advantage gives option between little bit bigger active DR vs smaller passive DR.
  • Hunter vs Wild talent, although looking busy, is just health and one of two other passive abilities, based off of parent node.
  • Born to be Wild talent change puts Aspect of the Turtle to 2 minutes CD, Aspect of the Cheetah to 1 min CD, and new Aspect of the Pack (stampeding roar analog) to 2 min CD.
  • Rapid Mark gives ability to automatically apply Hunter’s Mark debuff to targets. This is something that i feel is non-negotiable to us getting. We used to have Marked for Death talent i think it was (Cataclysm era?) that did the same thing. Couple this with a change to Hunter’s Mark debuff including bottom 20% of health, and you have the Hunter raid buff where it should be, or should have been from the start.
  • Binding Shot changed to be an AOE 3 second stun followed by 3 sec slow. Feels like a good compromise.
  • Choice node between Testitudinal Agression and Chelonian Purge makes Aspect of the Turtle not as punishing or gives a tool to help with rot damage/dots.
  • Pathfinding talent felt like it needed a little more for its position in the tree, so added little bit of agility to it. I know it, Beast Master, and Keen Eyesight are kind of boring, but there are going to be boring nodes in there somewhere.
  • Kill shot talents tweaked. Allows for execute or bleed synergies to possibly exist for all hunter specs. Made attempt with revised BM tree (see below).

Overall, this is just a vision that aims to address some of our issues/gripes with the class tree. By far, not perfect, but takes a stab at giving hunters a little bit better defensive and overall toolkit that is not outside of, and within the realm of the tools available to other classes.

I cannot really speak very much on either SV or MM spec trees, but i did take a crack at what a rework could look like for BM as well.

My reworked Beast Mastery Spec Tree:
h ttps://imgur.com/3r6ga1e

For those who play around with TALENT TREE MANAGER, here’s the pastebin link:
BM tree ~ h ttps://pastebin.com/L17mFcm8
NOTED CHANGES:

  • Beast Cleave is made baseline to BM. With addition of other AOE options in the tree (new toxic burst talent and reworked AMOC talent), both Beast Cleave and Kill Cleave may need some tuning.
  • We decrease 2-point nodes from 13 to 3, and they are placed where they gate keep us at 2 of 3 capstones.
  • We increase total nodes from 30 to 40.
  • Removed following talent nodes: Kindred Spirits, Cobra Senses, Wailing Arrow (moved to class tree), Killer Cobra.
  • Attempted to improve tree flow and synergies across the tree, laying it out as it made sense to me.
  • Strengthened Capstone areas to have areas focused on zoo (left side), big pet damage cycles (middle), and execute option (right side).

Talent changes and new talents should be highlighted in BOLD.

ROW 1:

BESTIAL WRATH (NO CHANGE) – 1 POINT, SENDS YOU AND YOUR PET INTO A RAGE, INSTANTLY DEALING (X) 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. INSTANT, 1.5 MIN COOLDOWN.

ROW 2:

COBRA SHOT (NO CHANGE) – 1 POINT, A QUICK SHOT CAUSING (X) PHYSICAL DAMAGE. REDUCES THE COOLDOWN OF KILL COMMAND BY 1 SEC. 35 FOCUS, INSTANT.

UNDYING WRATH (NEW) – 1 POINT, IF YOU WERE TO TAKE FATAL DAMAGE, YOUR HEALTH IS SET TO 5% INSTEAD, AND YOU GAIN UNDYING WRATH FOR 4 SECONDS. WHILE UNDER THE EFFECTS OF UNDYING WRATH, YOUR HEALTH CANNOT BE REDUCED BELOW 5%, AND IF YOU ARE NOT HEALED TO GREATER THAN 50% OF YOUR MAXIMUM HEALTH BEFORE UNDYING WRATH ENDS, YOU DIE. THIS EFFECT CANNOT OCCUR MORE THAN ONCE EVERY 6 MIN.

BARBED SHOT (NO CHANGE) – 1 POINT, FIRE A SHOT THAT TEARS THROUGH YOUR ENEMY, CAUSING THEM TO BLEED FOR (X) 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. INSTANT, 2 CHARGES, 12 SEC RECHARGE.

ROW 3:

COBRA STING (CHANGED) – 1 POINT, COBRA SHOT APPLIES SERPENT STING TO YOUR TARGET.

STOMP (CHANGED)1 POINT , WHEN YOU CAST BARBED SHOT, YOUR PET STOMPS THE GROUND, DEALING (X) PHYSICAL DAMAGE TO ALL NEARBY ENEMIES.

WILD CALL (NO CHANGE) – 1 POINT, YOUR AUTO SHOT CRITICAL STRIKES HAVE A 20% CHANCE TO RESET THE COOLDOWN OF BARBED SHOT.

ROW 4:

TOXIC BURST (NEW) – 1 POINT, WHENEVER SERPENT STING DEALS DAMAGE TO AN ENEMY, IT DEALS 5% OF THE DAMAGE DEALT AS NATURE DAMAGE TO ALL NEARBY ENEMIES WITHIN 8 YARDS. REDUCE DAMAGE OVER 5 TARGETS.

ASPECT OF THE BEAST (NO CHANGE) – 1 POINT, INCRASES 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%.

KILL CLEAVE (NO CHANGE) – 1 POINT, WHILE BEAST CLEAVE IS ACTIVE, KILL COMMAND NOW ALSO STRIKES NEARBY ENEMIES FOR 80% OF DAMAGE DEALT. DEALS REDUCED DAMAGE BEYOND 8 TARGETS.

BARBED WRATH (NO CHANGE) – 1 POINT, BARBED SHOT REDUCES THE COOLDOWN OF BESTIAL WRATH BY 12.0 SEC.

ONE WITH THE PACK (CHANGED)1 POINT , WILD CALL HAS A 10% INCREASED CHANCE TO RESET THE COOLDOWN OF BARBED SHOT.

ROW 5:

POTENT HEMOTOXIN (NEW) – 1 POINT, INCREASE THE CRITICAL STRIKE CHANCE AND CRITICAL STRIKE DAMAGE OF BARBED SHOT ON TARGETS AFFECTED BY YOUR SERPENT STING BY 10%.

CHOOSE: ANIMAL COMPANION (CHANGED) / TRAINING EXPERT (CHANGED)1 POINT.

  • 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 AND BOTH OF YOUR PETS DEAL 42% REDUCED DAMAGE.

  • TRAINING EXPERT - YOUR PET DEALS 10% INCREASED DAMAGE.

THRILL OF THE HUNT (CHANGED)1 POINT , WHEN YOU CAST BARBED SHOT, GAIN 2% CRIT FOR 10 SECONDS, STACKING UP TO 4 TIMES.

WAR ORDERS (CHANGED)1 POINT , BARBED SHOT DEALS 10% INCREASED DAMAGE, AND APPLYING BARBED SHOT HAS A 50% CHANCE TO RESET THE COOLDOWN OF KILL COMMAND.

PACK TACTICS (NO CHANGE) – 1 POINT, FOCUS GENERATION INCREASED BY 100%.

ROW 6:

COBRA STRIKES (NEW) – 1 POINT, WHEN YOU CRITICALLY HIT WITH COBRA SHOT, YOUR PET’S NEXT SPECIAL ATTACK CRITICALLY HITS.

TOXIC AFFINITY (NEW) – 1 POINT, INCREASE KILL COMMAND DAMAGE BY 10%. WHEN YOU USE KILL COMMAND ON A TARGET AFFECTED BY YOUR SERPENT STING, YOUR PET REGAINS 5 FOCUS.

CALL OF THE WILD (NO CHANGE) – 1 POINT, 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. EACH TIME CALL OF THE WILD SUMMONS A PET, THE COOLDOWN OF BARBED SHOT AND KILL COMMAND ARE REDUCED BY 50%. INSTANT, 2 MIN COOLDOWN.

SCENT OF BLOOD (CHANGED)1 POINT , ACTIVATING BESTIAL WRATH GRANTS 2 CHARGES OF BARBED SHOT.

CHOOSE: BLOODSHED (NO CHANGE) / A MURDER OF CROWS (CHANGED) – 1 POINT

  • BLOODSHED - COMMAND YOUR PET TO TEAR INTO YOUR TARGET, CAUSING YOUR TARGET TO BLEED FOR (X) OVER 18 SEC AND INCREASE ALL DAMAGE TAKEN FROM YOUR PET BY 15% FOR 18 SEC. INSTANT 1 MIN CD.

  • A MURDER OF CROWS - SUMMONS A FLOCK OF CROWS TO ATTACK YOUR TARGET AND ALL OTHER ENEMIES WITHIN 8 YARDS CAUSING THEM TO BLEED FOR [15% OF ATTACK POWER * 13] OVER 12 SEC. REDUCED DAMAGE BEYOND 8 TARGETS. IF ANY TARGETS DIE WHILE AFFECTED BY A MURDER OF CROWS, THE BLEED IS REAPPLIED TO ALL NEARBY ENEMIES WITHIN 8 YARDS. 30 FOCUS, INSTANT, 1 MIN CD.

ROW 7:

DIRE BEAST (NO CHANGE) – 1 POINT, SUMMONS A POWERFUL WILD BEAST THAT ATTACKS THE TARGET AND ROARS, INCREASING YOUR HASTE BY 5% FOR 8 SEC. 20 SEC CD.

KILLING STREAK (NEW) – 1 POINT, WHEN YOU SCORE TWO KILL COMMAND CRITICAL HITS IN A ROW, YOUR NEXT KILL COMMAND CAUSES YOUR TARGET TO BLEED FOR 1% OF THE DAMAGE EVERY SECOND FOR 10 SEC.

CHOOSE: WILD INSTINCTS (NO CHANGE) / BLOOD FRENZY (NO CHANGE) – 1 POINT

  • WILD INSTINCTS - WHILE CALL OF THE WILD IS ACTIVE, EACH TIME YOU KILL COMMAND, YOUR KILL COMMAND TARGET TAKES 3% INCREASED DAMAGE FROM ALL OF YOUR PETS, STACKING UP TO 10 TIMES.

  • BLOOD FRENZY - WHILE CALL OF THE WILD IS ACTIVE, YOUR PETS HAVE THE EFFECTS OF BEAST CLEAVE, AND EACH TIME CALL OF THE WILD SUMMONS A PET, ALL OF YOUR PETS STOMP.

BRUTAL COMPANION (NO CHANGE) – 1 POINT, WHEN BARBED SHOT CAUSES FRENZY TO STACK UP TO 3, YOUR PET WILL IMMEDIATELY USE ITS SPECIAL ATTACK AND DEAL 50% BONUS DAMAGE.

SHARP BARBS (CHANGED)1 POINT, BARBED SHOT NOW STACKS UP TO 2 TIMES ON A TARGET, REFRESHING ITS DURATION. REDUCE BARBED SHOT DAMAGE BY 37.5%.

ROW 8:

DIRE COMMAND (NO CHANGE) – 2 POINTS, KILL COMMAND HAS A 15%/30% CHANCE TO SUMMON A DIRE BEAST TO ATTACK YOUR TARGET FOR 8 SECONDS.

FRIENDLY COMPETITION (NEW) – 1 POINT, WHENEVER YOU SUMMON A DIRE BEAST, YOUR PET’S MELEE ATTACK DAMAGE IS INCREASED BY 20% FOR 8 SECONDS.

FEROCIOUS APPETITE (NEW) – 2 POINTS, WHENEVER YOU USE BARBED SHOT WHILE BESTIAL WRATH IS ACTIVE, EXTEND BESTIAL WRATH DURATION BY 0.5/1.0 SEC.

BLOODTHIRST (NEW) – 1 POINT, INCREASE KILL COMMAND DAMAGE BY 2.0% FOR EACH OF YOUR BLEEDS ON THE TARGET.

KILLER INSTINCT (CHANGED) – 2 POINTS, KILL COMMAND DEALS 12.5%/25% INCREASED DAMAGE AGAINST ENEMIES BELOW 35% HEALTH.

ROW 9:

DIRE FRENZY (CHANGED)1 POINT , DIRE BEASTS LAST AN ADDITIONAL 2 SECONDS AND DEAL 60% INCREASED DAMAGE.

SAVAGE HUNT (NEW) – BESTIAL WRATH SUMMONS A DIRE BEAST TO ATTACK YOUR TARGET FOR 8 SEC WHEN IT BEGINS AND WHEN IT ENDS.

GROWING FEROCITY (NEW) – 1 POINT, WHILE BESTIAL WRATH IS ACTIVE, YOUR PET GAIN A STACK OF GROWING FEROCITY EVERY SECOND, UNTIL BESTIAL WRATH ENDS. YOUR PET’S CRITICAL STRIKE CHANCE IS INCREASED BY 0.5% FOR EACH STACK OF GROWING FEROCITY.

SAVAGERY (NO CHANGE) – 1 POINT, KILL COMMAND DAMAGE IS INCREASED BY 10%. BARBED SHOT LASTS 2.0 SEC LONGER.

HUNTER’S PREY (NO CHANGE) – 1 POINT, 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.

ROW 10:

DIRE PACK (CHANGED) – 1 POINT, WHENEVER YOU USE KILL COMMAND, ALL OF YOUR ACTIVE DIRE BEASTS EACH PERFORM A MELEE ATTACK FOR 6% OF THE KILL COMMAND’S DAMAGE.

PIERCING FANGS (NO CHANGE) – 1 POINT, WHILE BESTIAL WRATH IS ACTIVE, YOUR PET’S CRITICAL DAMAGE DEALT IS INCREASED BY 35%.

KILLING FRENZY (NEW) – 1 POINT, KILL SHOT EXTENDS THE DURATION OF BESTIAL WRATH AND CALL OF THE WILD BY 1 SEC. WHENEVER YOU USE KILL SHOT, INCREASE THE ATTACK SPEED AND DAMAGE OF YOUR PET BY 12% FOR 10 SEC.

Quick comments on changes from top-ish to bottom-ish of tree.

  • I felt a cheat death in Undying Wrath made sense for BM.
  • Gave BM a way to automatically apply Serpent Sting with Cobra Venom, feels on flavor since they have Cobra Shot. All three specs should be able to auto apply Serpent Sting in some fashion, and i think it is OK that BM does it one target at a time.
  • Toxic Burst gives small AOE supplement.
  • Significantly reduced investment into Kill Cleave from 4 points to 2 (counting Stomp). With Beast Cleave baseline, and addition of Toxic Burst and reworked AMOC, I feel that AOE could be a little bit more engaging.
  • Attempted with maths to close the gap between Animal Companion and Training Expert. I am sure someone smarter than me could get a bit closer.
  • New AMOC I think would be a fun ability to try to time on M+ packs.
  • Changed Dire Pack to be more of a “number of pets matter” ability.
  • I like the Ferocious Appetite-Growing Ferocity-Piercing Fangs synergy, and think it would play well.
  • It should be desired to use Kill Shot, and the proposed execute section talents, especially with the proposed class tree talents should make it so.
  • Went with an overall layout of Serpent Sting stuff and synergies on left, Barbed Shot stuff and synergies on right, some bleed, poison, KC type of other stuff strewn throughout, all surrounding our major CD nestled in the middle of the tree. Looks kind of like an arrowhead or a fang maybe? I feel the tree is aesthetically pleasing to look at.

Thanks for reading if you made it the whole way, I hope i sparked some hope or ideas in others as we wish for the best.

8 Likes

BM:
We need a way to track stacks of frenzy on the pet without relying on WeakAura.
Mult-shot should do more damage.

Class tree:
Steel trap seems to do vert little damage for an end-of-tree talent.

2 Likes

From my first initial thoughts on the survival tier set, it looked boring…
However the more I looked into it, it has some depth to it.

I imagine that there will be a cooldown attached to the 10% damage bonus for mongoose bite and raptor strike, if not then this portion is completely irrelevant, but it would be cool to have to space out bombs in order to maintain maximum uptime on the buff.

Also, unless there changes going to made to survival hunters base kit, there is not a lot of aoe in survivals tier set for season one. I think it would be cool if butchery/carve deals increased damage to targets affected by wildfire bomb.

This is without knowledge of what changes are going to be coming with next weeks patch notes as well… Just first initial thoughts of the tier.

i would love to see Survival turned into more a dragoon class instead of this mixture. bleed dmg from weapon abilitys. arcane dmg or fire from a repeated spear atk. dive in from a distance like dh hunt.

3 Likes

Growl icon changed, much harder to see now.