I talking about basic rotation. Talents are just the spice that adds to the game-play. Also your style of play will change on the Talents that are picked.
If I do not want to go with the usual Talents then I will have to change my rotation. However, SV basic core is one melee ability while it has three range abilities. Harpoon can be a range ability, but it used as a gap closer.
I suggest that SV could use another melee ability to create some more dynamics to the rotation.
I agree with this point, many specs could use additional abilities that interact in fun and interesting ways.
On SV, another melee ability would be cool provided it interwove with the spec in a meaningful way, not just another button to push for the sake of it - it wouldn’t be as fun. I’d like to see more trap themed or bomb abilities myself though.
Glad we actually agree on something, lol. I agree entirely, many specs including my mains have so many dead in the water talents and legendaries that serve no purpose. It’s something I wish the devs would address properly to bring competitive choice and build variance.
Yeah, Bepples tend to focus primarily on raiding, since that’s what he does in the game. It’s normal for people to only talk about what they focus on.
But it’s not like he was wrong, from the raiding perspective, y’know?
It’s okay that there’s multiple angles to the story. I’m not even sure why you guys are attacking each other over which talents get used in PvP vs Mythics vs Raiding.
I may have missed it within the details of this subject, but I haven’t seen “Carve” mentioned anywhere in regards to the melee rotation. Mythic+ keys wise, this melee ability is critical to your rotation and dps. I think it adds a good dynamic to which you speak of.
Yes, every spec must 100% match their name. Ret paladins should only be allowed to do damage after receiving it, thus “retributing”. Demonology Warlocks should only use demons as their source of damage. Arcane, Frost and Fire should only have those schools, Assassination rogue shouldn’t be dots and should have the biggest burst, thus an “assassin”.
I actually looked this up and it seems like Chakrams is now a good option for PvP and a big part of it is that it can kill totems and banners… which seems unintended to me, just like how Wildfire Bomb used to kill Explosives in M+.
The problem with Chakrams is both Wildfire Infusion and Birds of Prey add significant playstyle changes and interactions to the spec while Chakrams doesn’t. The last time Chakrams existed in WoW in the form of Glaive Toss it was on the same tier as Power Shot and Barrage (talents were shared between the 3 specs back then) and all 3 felt like valid options in many situations. Since Legion they keep “completing” specs via talents. It happens with all specs.
Borrowed power exacerbates the issue. SV’s set bonus next tier is a major buff to Wildfire Bomb. To me this would invalidate any build that doesn’t focus on Wildfire Bomb (e.g. Butchery). The same thing happens to MM with Volley.
It’s not just about the name; it’s about the theme. Historically Survival was always meant to be about versatility, resourcefulness, and opportunism. It was the tactician that used any and all tools at its disposal to gain an upper hand.
Now some people look at that and think “then it makes sense to use both melee and ranged”, but the problem is that amounts to a spec that doesn’t actually have a real ranged weapon and must be in melee range to do it’s full damage potential. It only really works out in PvP, and even then it’s not as if the spec is strong because of being melee with lots of ranged capability. If it were fully ranged it would undoubtedly be much stronger. So we have a spec that’s meant to be resourceful and sparing no advantage, yet it arbitrarily doesn’t use the single biggest advantage a Hunter has to its fullest capacity.
Even in Vanilla where the melee attacks were all classified as Survival and Survival had a few melee-focused talents, it was entirely for the purpose of holding up better when stuck in melee and being able to escape melee range more easily. You wouldn’t ever deliberately run into melee range and stick to it.
P.S. “Survival” was always a terrible name for the spec. It’s far too open to interpretation. Both Beast Mastery and Marksmanship clearly state the intent of the spec. Meanwhile I’ve seen people suggest for Survival to be a ranged DPS, melee DPS, tank, healer (yes, really), and everything in between and every single one of them swears that “Survival” specifically implies their desired state of the spec. I’m not sure what a better name would be, either. I thought “Tactician” but that’s also open to interpretation.
This just reveals a design flaw, whereby non magical ranged weapons have taken on too much magic-like qualities, making them impossibly powerful. If you have a bow that requires no ammunition, can fire like a machine gun, impart elemental damage, or poisons, trigger your animal companion, stun and explode your enemies, then yes, you don’t need a melee weapon anymore.
The quality of life improvements to hunter ranged weapons rendered the melee weapon obsolete not as a part of the opportunist survivalist fantasy, but as a side effect of people wanting to optimize the fantasy out of the game.
No, its the primary choice because wildfire infusion sucks in pvp when not paired with the azerite trait from BFA that took 1 sec off bomb cd with every raptor/mongoose essentially making it impossible to “double bomb” during trap windows.