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Beast Mastery Hunter: First Impressions of the New Hunter Talent Trees in Dragonflight
Dragonflight
Publié
26/08/2022 à 05:00
par
Tarlo
With the reveal of the Dragonflight Hunter talent trees, our Beast Mastery Hunter writer Tarlo provides initial reactions and thoughts on this revamped system. We break down the Beast Mastery Hunter talent trees, discussing the new talents and providing some sample builds. Join us as we predict how this class could play in Dragonflight!
To learn about the best PvE talent builds in Dragonflight for this class, and export these builds into the game, please check out our Beast Mastery, Marksmanship, and Survival Hunter class guides:
Beast Mastery Hunter Talent BuildsMarksmanship Hunter Talent BuildsSurvival Hunter Talent Builds
Introduction
Hello!
Firstly I have to acknowledge that the hunter tree has seen a lot of iteration over the last few weeks as you might have noticed. Part of this is because our trees started off in a relatively rough state and has gradually worked its way up to a better but still relatively flawed place. It also means that some of the information you read below might soon be outdated as iterations are happening. The version I will be analyzing is the one pushed to the Alpha on the 25th of August. That being said, join me as I run you all through the new Dragonflight talent tree for Beast Mastery Hunter!
Hunter Dragonflight Class Tree
Hunter Dragonflight Talents - What's New?
Prédateur alpha
is a nice addition for Beast Mastery that it borrows from Survival. This has some nice implications for your build and rotation, working together with stuff that resets
Ordre de tuer
s cooldown, such as
Qa’pla, ordre de combat en érédun
,
Cobra tueur
as well as the new talents
Meute féroce
and
Enchaînement funeste
.
Instinct du tueur
is instead an option if you need execute or if your build doesn't particularly need 2
Ordre de tuer
charges.
Maître tireur
,
Morsure de serpent
(Alongside
Morsure d’hydre
and
Injection de poison
) ,
Piège d’acier
, and
Tir explosif
are the other spells borrowed from Survival and Marksmanship. Some of these provide interesting AoE options, but there's not much to say about them as they are rather straight-forward spells that don't directly interact much with our kit.
The choice node with
Morsure d’hydre
and
Injection de poison
makes for a somewhat interesting choice. The former helps spreading
Morsure de serpent
to a large number of targets while the latter works out better for when you're multidotting a low number of targets and can effectively abuse the stacking debuff.
Évitement de chasse
is a defensive node which gives us some passive avoidance. This is overall less flexible and potent than our current passive damage option in
Avantage du tireur d’élite
but is probably fine considering the other defensive abilities we are gaining.
Science des chemins
is "fine", but hunter does not really have issues with movement and the values are too low for it to feel very impactful. Don’t hate it, don't love it.
Piège hautement explosif
and
Flèche de dispersion
are PvP abilities that have now become available in PvE content. These are nice to have utility choices that might not get a massive amount of use, but they are still nice to have access to. They are both niche enough that they make for a fine choice node.
Piège hautement explosif
is the most likely to be useful out of the two.
Tirs dentelés
is a newly announced trait in the bottom third of the tree. Having access to more execute options is always nice and this works very well with our
Tir acéré
as well and rewards good multi-dotting on AoE and cleave, something often forgotten by Beast Mastery hunters. It might also incentivize picking
Maître tireur
.
Bolas arctiques
is another newly announced trait which gives us some passive low-target cleave which is always welcome. This works well with the newly redesigned
Aspect de la Nature
(discussed more in the spec tree section). The two ranks here are a flexible choice since you basically pick the target cap for the ability.
Hibou sentinelle
is the main new active spell of the class tree, and is the spiritual successor to
Flèche résonnante
. Alone it gives us access to some very minor personal utility, but the real selling point of the node comes from the choice node under it with
Protection de sentinelle
and
Perception de la sentinelle
, presenting hunters with some possible group utility. As it stands this is a flawed choice node:
Perception de la sentinelle
have rather limited applications outside of PvP. There is definitely some potential for abusing this effect well in dungeons, but in raids you'll generally only see 1-3 raid encounters per expansion focusing on line-of-sight mechanics, and it's generally in raiding where hunter utility is lacking.
Protection de sentinelle
will therefore become the most frequently picked option in raiding scenarios. This is currently is a "fine" but somewhat limited form of utility. Looking at PvE content, the Nature damage reduction is reasonably applicable to raid since
Caveau des Incarnations
has a large amount of nature damage, but its usefulness will depend on the effects uptime which isn't clear right now. The only form of PvE content that looks to have poisons and diseases is the dungeon
Creux des Fougerobes
.
Protection de sentinelle
is likely a reference to the old version of
Aspect of the Wild
, from Classic through Cataclysm. The flavour is neat but I think it misses the mark on what a lot of hunters want in terms of utility.
Returning and Changed Shadowlands Abilities
Chakram de mort
is our returning Covenant Ability. A lot of players I've spoken to were tired of their damage being dependent on the ground-targeted effects of
Esprits sauvages
and
Flèche résonnante
.
Tir écorcheur
is being replicated through other talents in the spec trees, leaving
Chakram de mort
as the remaining choice. The spell is ultimately a little bit boring by itself and has historically been quite buggy. Moving the damage amplifier being changed to all damage makes it marginally more interesting, but a lot of people's interest in this ability came from the Legendary
Sac de munitions
.
Vent régénérant
is a returning conduit from the soulbind system, which applies a small healing-over-time after you use
Enthousiasme
. This isn’t the most useful conduit as it will often result in overhealing. I think
Résilience du chasseur
was the more liked conduit overall, but this also isn’t the worst thing ever to have access to.
Survie du plus fort
has recently been moved to the class tree and has a choice node to buff it with. It now also benefits from
Cœur sauvage
.
The choice node for
Survie du plus fort
, between
Unique survivant
and
Endurance de la nature
, is mostly a good choice I'd say. It gives us a choice between a more frequent and longer defensive and a less frequent but more potent defensive, which will both lend themselves to different situations.
Endurance de la nature
is probably the stronger choice right now, and lends itself better to burstier damage patterns, while
Unique survivant
prefers more frequent, passive damage.
Appareil de trappeur de Nesingwary
is the returning Shadowlands Legendary in the class tree. The choice to return this somewhat odd for several reasons:
This currently only triggers off
Piège givrant
, making it a lot more limited than live.
It specifies that you need to “successfully”
Piège givrant
a target, which limits applications quite a bit compared to live, where you don't care if it actually froze the target or not.
Just like previously, it will likely remain weak for Beast Mastery because your focus generation is mostly passive and you don't have a lot of things to “dump” focus into (aside from maybe during the new version of
Aspect de la Nature
which is discussed in the spec tree section).
It's the only path towards
Piège d’acier
, which doesn't interact with it whatsoever at the moment. One possible fix here is to make
Piège d’acier
the initial node and
Appareil de trappeur de Nesingwary
a means of buffing it rather than
Piège givrant
.
Guérison naturelle
got made significantly stronger with the focus required per second of cooldown reduction reduced from 30 to 25/12 for Beast Mastery. This can result in a
Enthousiasme
cooldown under a minute.
Ruée
is gaining both a slow and is now increasing the crit chance against targets hit by it. This is an improvement over the previous version but still not super interactive with the rest of your kit. The slow is a nice bonus to have for heavy crowd control scenarios and in Mythic+.
The most interesting new options out of the above are some alternative forms of AoE (
Morsure d’hydre
,
Bolas arctiques
and
Tir explosif
). Beast Mastery had previously been quite one-note in terms of its AoE. The knockback in the form of
Piège hautement explosif
is also quite nice utility to have.
Prédateur alpha
might open up some new playstyles and talent options in the Spec Tree. Finally,
Hibou sentinelle
presents some intrigue but is a work in process. Otherwise our options are mostly the same as live.
First Impressions of the Hunter Class Tree in Dragonflight
The Structure of the Tree
Firstly, I think how the utility choices are structured works nicely. The first two-thirds of the class tree is almost exclusively utility choices while the last third is exclusively output-related choices. As you work yourself down the tree you will likely find yourself with a few points to spend in order to unlock the last third of the tree, leaving you to pick the utility that you think works best for the scenario. The paths are also flexible enough to allow this.
The bottom of the tree presents a few issues, but does have some positive stuff too. For one it basically lets you “pick your AoE profile” in theory, which is great for Beast Mastery, since you previously had a very simple AoE profile. The bottom-left is mostly focused around buffing your pets, which lends itself to Survival and Beast Mastery, while the bottom-right is more Marksman-focused. The path towards
Prédateur alpha
is however quite costly and doesn't allow for a lot of flexibility. This bottom third contains the choice node we haven't discussed so far, between
Tir explosif
and
Barrage
. On paper this is a solid choice between spread-out targets and clumped-up targets.
Barrage
has been quite undertuned historically so it likely requires some buffs to compete.
The bottom of the tree has gone through several iterations, which has had several different issues with them, such as excessive active button bloat to an overall lack of choices. With the recently announced changes this seems to however be headed the right direction, adding effects to existing active buttons and adding interesting passive traits.
Unexciting Choices
One main problem I’ve found is that a fair few nodes are ultimately not that interesting. To begin with, there are a fair few “filler” traits that do nothing but give you a passive bonus that doesn't change your gameplay, such as
Maître des bêtes
,
Ordre de tuer amélioré
,
Maître tireur
and
Vue aiguisée
. These would not be that bad by themselves but it's a problem which carries over into the spec tree.
There’s also a few choices which seem to require multiple points despite not being particular powerful effects, such as
Pièges améliorés
. You could easily make this into a one-point node or add an extra effect to it. There’s also a few choices which are just not engaging or fun to use, such as
Appareil de trappeur de Nesingwary
,
Piège d’acier
, and
Entraves de lien
. Overall, I'm left with the impression they don't quite know what to add for Hunter, so they have split a lot our current abilities into smaller bits and added spells from the other specs, which initially left it feeling rather unexciting. Recently however they have started adding new spells such as
Hibou sentinelle
,
Bolas arctiques
and
Tirs dentelés
, which help make things a bit more interesting.
One suggestion for additional nodes would be some options to make pets easier to use, as many people dread the Pet AI.
Blink Strikes
is a talent from Legion which could help shore up pet movement for long distances and awkward bosses with platforms. Another suggestion could be a talent which briefly summons the pet in one of your stable slots and uses their
Commandement de familier
Ability. This would be a nice form of utility for all 3 specs letting you for instance use
Rage primordiale
without having to manually swap pets. Finally,
Cœur du phénix
is a minor form of utility which could be added to the tree. This has been
Molosse de pierre
-exclusive since Battle for Azeroth, but the spell has been bugged with
Compagnon animal
, making it unusable.
Abilities Gained and Lost
Overall I would say that Beast Mastery in particular has gained a decent bit with this new talent tree system. We mostly got the same options as before but with a few new things from other specializations which keep things a bit exciting. Every talent from our current tree (aside from
Cobra cracheur
and
Tir de la chimère
) is present in the new one.
Most of what we lose going into Dragonflight come from the Shadowlands systems. We lose access to our most significant form of burst damage in
Esprits sauvages
, but as you’ll see in the spec tree discussion this is mostly compensated for. We also lose access to
Forme d’âme
but so do a lot of other specs and we’re relatively mobile as it is. The most significant changes comes in the form of defensives. We lose access to:
Cocon curatif
Avantage du tireur d’élite
Sphère d’anima condensé
(or equivalent pick)
Résilience du chasseur
And in exchange we gain access to (through talent choices):
A roughly 20 second lowered cooldown on
Enthousiasme
.
Évitement de chasse
, a worse version of
Avantage du tireur d’élite
.
Vent régénérant
(Comparable to
Sphère d’anima condensé
in terms of its defensive value).
Robustesse de l’ours
, replacing
Survie du plus fort
as the baseline Tenacity pet active ability while
Survie du plus fort
is moved to the talent tree.
A roughly 1 minute combined lowered cooldown on
Survie du plus fort
, plus two seconds longer duration (by combining
Cœur sauvage
and
Unique survivant
) , OR 20% additional damage reduction, through a choice node.
Protection de sentinelle
gives us some damage reduction in nature damage encounters every once in a while but currently competes with offensive nodes. It is unclear what the intended uptime of this is.
All in all, we've definitely lost some passive defensiveness but gained in terms of active defensives. Compared to Shadowlands we can likely now have a defensive for most damage events where we'd want one, but we lack passive survivability. This might increase the opportunity for skillful play but leave players who are less good at effectively using their defensives feeling less tanky than before.
Évitement de chasse
is a worse version of our current passive reduction. Another thing to consider is that having seen most of the other class trees by now, a lot seem to have
gained
net defensives, while hunter currently seems to have more or less the same amount as before.
Hunters and Raid Utility
One main thing I think we lack after having seen some of the other trees is raid utility. Now, Hunter does have a fair bit of utility on paper. The issue here is that most Hunter utility spells are either A) not unique or B) Have very rare applications in raiding. For instance, while you do have access to
Rage primordiale
, you are very rarely going to be in a raid without a Mage or a Shaman. Similarly, while
Tir tranquillisant
does have a fair bit of use in Mythic+, it is quite rare that there is something to Purge or Soothe in raid, and then again, the utility is not unique.
Perception de la sentinelle
is mostly more of the same in this sense. While it is definitely a unique form of utility, line-of-sight mechanics are a very rare sight in raids.
Protection de sentinelle
is better but has quite limited applications as previously discussed, and is limited to when the sentinel is up, and only buffs your party. Hunter utility in Mythic+ is quite good because of the smaller group sizes making the question of having something like
Rage primordiale
more relevant. It also usually has more frequent applications of stuff like
Tir tranquillisant
or
Tir de lien
.
Hunter utility in raid has generally boiled down to:
Aspect de la tortue
,
Tir de lien
and
Piège givrant
, which means we’re generally at the mercy of “are these spells useful for the fight or not”. In Shadowlands we have largely been carried by our good damage and bursty cleave damage profile, but with
Esprits sauvages
gone we have become a lot less special in that aspect. Now we do have
Piège hautement explosif
,
Protection de sentinelle
and
Perception de la sentinelle
to add to this arsenal, but most hunters I’ve spoken to would prefer something a bit more universally useful, especially seeing how a lot of other specs and classes are gaining more widely useful new forms of group utility with these talent trees. The old skill
Aspect of the Fox
often get brought up in these discussions and while originally extremely powerful, you could easily make a less powerful version with shared cooldown between different hunters.
Sample Dragonflight Class Tree for Beast Mastery Hunters
Let's discuss a sample class tree for Beast Mastery Hunters:
View in Dragonflight Talent Calculator
Now this is the tree for a hypothetical simple single-target boss with a fair bit of movement and no specific utility needed (such as
Halondrus
). We can therefore focus on picking all of our defensive traits instead. If we don't feel like we need the defensives, we could pick some of the more niche useful effects, such as
Pisteur véloce
. Of course, if a fight adds a purge, an add to crowd control or something else, one could swap these out for the appropriate options relatively easily. This showcases the trees decent flexibility in terms of its utility choices. It does however also force us to pick a few "useless" traits for the hypothetical encounter, such as
Piège de goudron
, to get the defensive traits we want.
At the bottom third of the tree we pick the left side pet-focused choices, while focusing on the more single-target focused picks on the right side and in the middle. Depending on tuning you might want to pick ,
Bolas arctiques
,
Tirs dentelés
or
Tir explosif
in exchange for
Morsure de serpent
.
Tirs dentelés
and
Instinct du tueur
could be easily picked if we are struggling in the final phase and need more execute damage.
Overall, I'd say this build does seem to let us pick a few options we would not have had on live. However, this really only compensates for our losses of mobility and defensives. You do have a few more rotational buttons, but they don't change the way you play massively. It does allow us to adjust our damage profile easily if needed.
Beast Mastery Spec Tree
Beast Mastery Hunter Talents - What's New?
Enchaînement funeste
is something which has been asked for a long time as a way of adding some more AoE tools for Beast Mastery, and I welcome it. It will help our AoE rotation feel more proactive and less like you're casting your single-target rotation while maintaining
Enchaînement bestial
.
Proie de chasse
is the spiritual successor to
Tir écorcheur
. It adds some more reactiveness to the rotation but Beast Mastery's toolkit doesn't really do a lot with
Tir mortel
, so it's not something we care for one way or another. This might be the type of effect that works better in the class tree.
Appel de la Nature
is the successor to MoP-version of
Ruée
, where you summon a large number of pets to attack your enemy. This feels great to play with and gives the spec some much-needed burst. Great stuff. Notably this currently gives you every pet passive from pets you summon (such as
Soif du prédateur
), which means you receive a massive amount of Movement Speed/Leech/Max Health during cooldowns. You are able to optimise your "pet loadout" and stable to get the passives you want (this might be a downside to pet collectors), though we don't know whether this is an intended interaction.
There is also a choice node associated with this, with
Frénésie du sang
and
Instincts sauvages
. The former works better if you already have good
Frénésie
uptime while the latter might work better in AoE scenarios thanks to
Piétinement
, but there is some ambiguity as to what "being affected by
Tir acéré
" means here and if it's meant to include effects such as
Piétinement
. One downside is that the pets that spawn from
Appel de la Nature
also always start at zero stacks of
Frénésie
by the time it reaches 3 stacks the pet will often despawn. As it stands it seems like a decent choice node.
There are a few traits based around summoning
Bête féroce
. You have the old
Bête féroce
spell itself and
Ordre funeste
to summon the beasts. You then have
Frénésie redoutable
to buff their duration and damage. At the end you have
Meute féroce
as the final reward and capstone to the build, which feeds into the
Bête féroce
generation itself. "Summon a lot of Pets" is always a fun playstyle conceptually, and the playstyle feeds into itself nice by giving you more
Ordre de tuer
s, which give you more
Bête féroce
s and so on. The concern here is that it's quite a hefty point investment down a narrow path so the payoff better be "worth it", otherwise it's a lot of dead talent points. The main value from
Bête féroce
comes from its haste buff (which doesn't stack) and not the direct damage of the beast so
Frénésie redoutable
feels rather weak.
Compagnon brutal
is a recently added trait. It triggers every time
Frénésie
is refreshed at 3 stacks and when its first reached. This works well with
Appel de la Nature
and
Instincts sauvages
and incentivizes you to spam
Tir acéré
during its duration to make all pets use special attacks. It's a neat way of rewarding
Tir acéré
s beyond the third stack of
Frénésie
, which was missing before.
Returning and Changed Shadowlands Powers
Firstly, we have a few legendaries from Shadowlands in the form of
Morsure de cobra d’attise-flammes
,
Crocs transperçants de traqueur de rylak
,
Qa’pla, ordre de combat en érédun
and
Ordre funeste
. Aside from
Crocs transperçants de traqueur de rylak
, these were mostly unused in Shadowlands but could see more potential when not competing directly against other effects.
Qa’pla, ordre de combat en érédun
in particular benefits from the presence of several other
Ordre de tuer
related traits such as
Prédateur alpha
.
Ordre funeste
feeds into the aforementioned
Bête féroce
Talents, but it's a bit strange having it cost 3 points for such a mundane effect.
Flèche gémissante
from
Rae’shalare, Murmure de la mort
is nice to keep for Mythic+ and niche raid scenarios and presents the only form of utility on this tree.
Compagnon animal
is allegedly getting
some changes
, which aren't on alpha right now. This would remove the damage reduction effect it has on other pets and companions. This remains a somewhat controversial talent, as adding an extra permanent pet is great for flavor but can be a great pain in terms of adding another Pet AI and additional bugs.
Aspect de la Nature
has gotten a redesign into a cooldown for 2-target scenarios.
Aspect de la Nature
has been a somewhat boring cooldown during Shadowlands so it's pretty welcome to see this redesigned. This is definitely more niche than it has been, but this might be fine in the context of the new talent system. You might be able to make a build with this,
Cobra tueur
,
Bolas arctiques
and
Enchaînement funeste
for some pretty neat 2-target damage. The issue here might be that it's fairly limited by focus, but this might open the door to
Appareil de trappeur de Nesingwary
if it's made more flexible.
This has a choice node associated with it which is either
Dressage parfait
(reduced by
Bête féroce
and
Appel de la Nature
) or
Morsure ophidienne
. This boils down to either having a more frequent but weaker cooldown which scales with your pet build or having a stronger but less frequent cooldown. These types of choices generally work well as a way of customizing your damage profile to an encounter.
Beast Mastery Hunter Dragonflight Spec Talent Tree - First Impressions
The Structure of the Tree
The structure of the tree is a rather mixed bag in terms of quality. On one hand you have some clear themes: The bottom left of the tree contains everything related to
Bête féroce
. The middle of the tree serves as a clear AoE path. The bottom right/middle contains a variety of cooldowns and cooldown-related effects. The tree also presents some interesting synergies between old and new spells alike, much of which we've already discussed. On the other hand, some traits seem pretty randomly scattered. For example, the top right of the tree lacks a clear focus right now, with a seemingly random mix of spells.
Sens du cobra
sits in front of
Qa’pla, ordre de combat en érédun
despite them not really working well together rotationally.
Qa’pla, ordre de combat en érédun
blocking the path to
Aspect de la Nature
is also a bit odd.
One issue the tree seems to have is that the nodes are on average rather expensive. This mean that a lower portion of our tree gets filled as we work our way down it, relative to other classes. This mostly boils down to a large ratio of 2-point and 3-point nodes. This also means a lot of your points will be spent on buffing the same talent node, rather than picking a different choice, which ends up making the tree less interesting overall.
The tree also presents us with four choice nodes. The
Frénésie du sang
/
Instincts sauvages
and
Dressage parfait
/
Morsure ophidienne
ones we've already discussed above. The choice between
Corbeaux hargneux
and
Effusion de sang
is pretty decent, if
Corbeaux hargneux
is tuned slightly worse but coming ahead in situation where you can abuse the reset effect. You also have a choice between
Crocs transperçants de traqueur de rylak
and
Cobra tueur
.
Crocs transperçants de traqueur de rylak
lends itself to larger AoE slightly better since you're less likely to want to cast
Tir du cobra
in AoE, whilst having synergy with higher amounts of critical strike which might not be available early in the expansion. As it stands the choice is decent and is likely to change throughout the expansion as we gain gear and change stat priorities.
More Unexciting Choices
Like the class tree, this tree also has a fair few "boring" nodes that don't affect your rotation, such as
Dressage parfait
,
Ames sœurs
(This is a passive we have at the moment on live but you really wouldn't notice it missing),
Ordre de meurtre
and
Barbelés acérés
.
Communion avec la meute
is also just a weaker version of
Appel sauvage
. While the other 70% of the tree has some decent variety, these couple of choices could use being a bit more interesting. A lot of these end up costing 2 talent points as well and eating up points that could be spent elsewhere. Another thing of note is almost all of our nodes are damage based, with almost no utility (only example being the silence of
Flèche gémissante
).
Things Gained and Lost
The Beast Mastery tree on paper has some nice build variety that lends itself to different situations and playstyles, if anything it feels like you often have too many good choices and not enough points to spend. There is a build around
Bête féroce
, there is a "build a big burst cooldown" build, there is a "
Ordre de tuer
on AoE" build], with recent changes there seem to be a 2-target cleave build with
Tir du cobra
, etc. Hopefully this variety of choices is reflected in tuning and the budgeting of the nodes. Like previously discussed it also brings some highly requested abilities in
Appel de la Nature
and
Enchaînement funeste
, which are both much appreciated.
As a result, the spec has not lost much in the swap to this new talent system, but the old talent system was not very flexible as Beast Mastery in the first place. We have mostly gained options and have therefore increased our likelihood of being brought to different forms of content. However, the question remains if this is enough to keep up with what other specs and classes are gaining from this new talent tree system. There is still a lot of room for improvement.
Sample Dragonflight Spec Tree for Beast Mastery Hunters
Here is a sample build from the spec tree:
View in Dragonflight Talent Calculator
(The tree currently has a bug where the first gate is 1 row too early, so I'm forced to take
Ames sœurs
here, imagine that point is spent on
Compagnon animal
instead). This is meant to be more of a an "AoE/Mythic+" build. As such, it picks the middle row of talents related to
Enchaînement bestial
, as well as most nodes related to strengthening our cooldowns.
Flèche gémissante
is here assuming you need to silence mobs in a hypothetical Mythic+ situation, but if your group composition or the dungeon doesn't require it you can swap out it easily.
Compagnon brutal
,
Instincts sauvages
and
Piétinement
synergize solidly together in AoE. You could even pick
Ordre de meurtre
for stronger
Ordre de tuer
in cleave situations,
Aspect de la Nature
for lower-target cleave or
Frénésie du sang
for burst. This setup gives us most of what we have live with a bit more AoE thanks to
Enchaînement funeste
, and mostly showcases how the tree has changed Beast Mastery hunters in terms of new options it has available.
Concluding Thoughts
To summarize, the trees bring a lot different positives and negatives for Beast Mastery Hunters. The class tree mostly gives us some added AoE options and minor utility gains, and the utility structure is overall fairly decent to incentivize you to pick different things depending on scenario. However, like previously discussed, the class tree feels a bit lost in terms of what it wants to add to the hunter kit, and as a result a lot of the traits end up being very simple or over-budgeted. It is difficult to judge the overall strength of the tree as it is continually being iterated upon.
For the spec tree, we have a few new very exciting additions, but run into deeper problems in terms of the cost of the nodes and a structure that feels a bit all over the place. It also continues the problem of having a fair few "boring" nodes. As it stands you could make a build which is a good improvement on the Shadowlands version of Beast Mastery, but it doesn't really feel like you are utilizing the entirety of the tree. The new options are enough to make it a fairly strong tree but still one that is missing its full potential.
One big positive hunters have had is some great developer communication so far. Hopefully this level of communication can be kept up for the remainder of Alpha/Beta and beyond, and extended to other classes and specs.
Thank you for reading and feel free to share your thoughts in the comments!
Interested in playing Beast Mastery Hunter now? Check our out live guide for this spec!
Beast Mastery Guide
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