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Beast Mastery Hunter: First Impressions of the New Hunter Talent Trees in Dragonflight
Dragonflight
Pubblicato
26/08/2022 alle 05:00
da
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 It also means that some of the information you read below might soon be outdated as iterations are happening.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?
Predatore Alfa
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
Ordine di Morte
s cooldown, such as
Qa'pla, Ordine di Guerra in Eredun
,
Cobra Assassino
as well as the new talents
Branco Feroce
and
Fendenti Assassini
.
Istinto Omicida
is instead an option if you need execute or if your build doesn't particularly need 2
Ordine di Morte
charges.
Precisione da Cecchino
,
Morso del Serpente
(Alongside
Morso dell'Idra
and
Iniezione di Veleno
) ,
Trappola d'Acciaio
, and
Tiro Esplosivo
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
Morso dell'Idra
and
Iniezione di Veleno
makes for a somewhat interesting choice. The former helps spreading
Morso del Serpente
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.
Elusione del Cacciatore
is a defensive node which gives us some passive avoidance. This is overall less flexible and potent than our current passive damage option in
Vantaggio del Tiratore
but is probably fine considering the other defensive abilities we are gaining.
Esplorazione
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.
Trappola ad Alto Potenziale
and
Tiro Disorientante
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.
Trappola ad Alto Potenziale
is the most likely to be useful out of the two.
Tiri Seghettati
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
Tiro Lacerante
as well and rewards good multi-dotting on AoE and cleave, something often forgotten by Beast Mastery hunters. It might also incentivize picking
Precisione da Cecchino
.
Bolas Artiche
is another newly announced trait which gives us some passive low-target cleave which is always welcome. This works well with the newly redesigned
Aspetto della Selva
(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.
Gufo Sentinella
is the main new active spell of the class tree, and is the spiritual successor to
Freccia Risonante
. 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
Protezione della Sentinella
and
Percezione della Sentinella
, presenting hunters with some possible group utility. As it stands this is a flawed choice node:
Percezione della Sentinella
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.
Protezione della Sentinella
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
Segrete delle Incarnazioni
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
Conca dei Felcepelle
.
Protezione della Sentinella
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 della Morte
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
Spiriti Selvatici
and
Freccia Risonante
.
Tiro Scorticato
is being replicated through other talents in the spec trees, leaving
Chakram della Morte
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
Borsa di Munizioni
.
Vento Rinvigorente
is a returning conduit from the soulbind system, which applies a small healing-over-time after you use
Fuga Curativa
. This isn’t the most useful conduit as it will often result in overhealing. I think
Resilienza del Cacciatore
was the more liked conduit overall, but this also isn’t the worst thing ever to have access to.
Legge del Più Forte
has recently been moved to the class tree and has a choice node to buff it with. It now also benefits from
Vita Spericolata
.
The choice node for
Legge del Più Forte
, between
Solo Sopravvissuto
and
Vigore della Natura
, 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.
Vigore della Natura
is probably the stronger choice right now, and lends itself better to burstier damage patterns, while
Solo Sopravvissuto
prefers more frequent, passive damage.
Apparato da Bracconaggio di 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
Trappola Congelante
, making it a lot more limited than live.
It specifies that you need to “successfully”
Trappola Congelante
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
Aspetto della Selva
which is discussed in the spec tree section).
It's the only path towards
Trappola d'Acciaio
, which doesn't interact with it whatsoever at the moment. One possible fix here is to make
Trappola d'Acciaio
the initial node and
Apparato da Bracconaggio di Nesingwary
a means of buffing it rather than
Trappola Congelante
.
Guarigione Naturale
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
Fuga Curativa
cooldown under a minute.
Impeto
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 (
Morso dell'Idra
,
Bolas Artiche
and
Tiro Esplosivo
). Beast Mastery had previously been quite one-note in terms of its AoE. The knockback in the form of
Trappola ad Alto Potenziale
is also quite nice utility to have.
Predatore Alfa
might open up some new playstyles and talent options in the Spec Tree. Finally,
Gufo Sentinella
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
Predatore Alfa
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
Tiro Esplosivo
and
Sbarramento
. On paper this is a solid choice between spread-out targets and clumped-up targets.
Sbarramento
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
Affinità Feroce
,
Ordine di Morte Migliorato
,
Precisione da Cecchino
and
Vista Acuta
. 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
Trappole Migliorate
. 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
Apparato da Bracconaggio di Nesingwary
,
Trappola d'Acciaio
, and
Catene Vincolanti
. 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
Gufo Sentinella
,
Bolas Artiche
and
Tiri Seghettati
, 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
Ordine al Famiglio
Ability. This would be a nice form of utility for all 3 specs letting you for instance use
Rabbia Primordiale
without having to manually swap pets. Finally,
Cuore della Fenice
is a minor form of utility which could be added to the tree. This has been
Segugio di Pietra
-exclusive since Battle for Azeroth, but the spell has been bugged with
Famiglio Animale
, 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 Sputante
and
Tiro della Chimera
) 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
Spiriti Selvatici
, but as you’ll see in the spec tree discussion this is mostly compensated for. We also lose access to
Animorfosi
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:
Cura dei Baccelli
Vantaggio del Tiratore
Sfera d'Animum Condensato
(or equivalent pick)
Resilienza del Cacciatore
And in exchange we gain access to (through talent choices):
A roughly 20 second lowered cooldown on
Fuga Curativa
.
Elusione del Cacciatore
, a worse version of
Vantaggio del Tiratore
.
Vento Rinvigorente
(Comparable to
Sfera d'Animum Condensato
in terms of its defensive value).
Fermezza dell'Orso
, replacing
Legge del Più Forte
as the baseline Tenacity pet active ability while
Legge del Più Forte
is moved to the talent tree.
A roughly 1 minute combined lowered cooldown on
Legge del Più Forte
, plus two seconds longer duration (by combining
Vita Spericolata
and
Solo Sopravvissuto
) , OR 20% additional damage reduction, through a choice node.
Protezione della Sentinella
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.
Elusione del Cacciatore
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
Rabbia Primordiale
, you are very rarely going to be in a raid without a Mage or a Shaman. Similarly, while
Tiro Tranquillizzante
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.
Percezione della Sentinella
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.
Protezione della Sentinella
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
Rabbia Primordiale
more relevant. It also usually has more frequent applications of stuff like
Tiro Tranquillizzante
or
Tiro Vincolante
.
Hunter utility in raid has generally boiled down to:
Aspetto della Tartaruga
,
Tiro Vincolante
and
Trappola Congelante
, 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
Spiriti Selvatici
gone we have become a lot less special in that aspect. Now we do have
Trappola ad Alto Potenziale
,
Protezione della Sentinella
and
Percezione della Sentinella
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
Apripista
. 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
Trappola di Pece
, 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 Artiche
,
Tiri Seghettati
or
Tiro Esplosivo
in exchange for
Morso del Serpente
.
Tiri Seghettati
and
Istinto Omicida
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?
Fendenti Assassini
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
Fendente Bestiale
.
Preda del Cacciatore
is the spiritual successor to
Tiro Scorticato
. It adds some more reactiveness to the rotation but Beast Mastery's toolkit doesn't really do a lot with
Tiro Mortale
, 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.
Richiamo Selvaggio
is the successor to MoP-version of
Impeto
, 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
Sete del Predatore
), 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
Frenesia Sanguinaria
and
Istinti Selvaggi
. The former works better if you already have good
Frenesia
uptime while the latter might work better in AoE scenarios thanks to
Urto a Terra
, but there is some ambiguity as to what "being affected by
Tiro Lacerante
" means here and if it's meant to include effects such as
Urto a Terra
. One downside is that the pets that spawn from
Richiamo Selvaggio
also always start at zero stacks of
Frenesia
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
Bestia Feroce
. You have the old
Bestia Feroce
spell itself and
Comando Feroce
to summon the beasts. You then have
Frenesia Feroce
to buff their duration and damage. At the end you have
Branco Feroce
as the final reward and capstone to the build, which feeds into the
Bestia Feroce
generation itself. "Summon a lot of Pets" is always a fun playstyle conceptually, and the playstyle feeds into itself nice by giving you more
Ordine di Morte
s, which give you more
Bestia Feroce
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
Bestia Feroce
comes from its haste buff (which doesn't stack) and not the direct damage of the beast so
Frenesia Feroce
feels rather weak.
Compagno Brutale
is a recently added trait. It triggers every time
Frenesia
is refreshed at 3 stacks and when its first reached. This works well with
Richiamo Selvaggio
and
Istinti Selvaggi
and incentivizes you to spam
Tiro Lacerante
during its duration to make all pets use special attacks. It's a neat way of rewarding
Tiro Lacerante
s beyond the third stack of
Frenesia
, which was missing before.
Returning and Changed Shadowlands Powers
Firstly, we have a few legendaries from Shadowlands in the form of
Morso del Cobra del Destafiamme
,
Zanne Perforanti del Predatore di Rylak
,
Qa'pla, Ordine di Guerra in Eredun
and
Comando Feroce
. Aside from
Zanne Perforanti del Predatore di Rylak
, these were mostly unused in Shadowlands but could see more potential when not competing directly against other effects.
Qa'pla, Ordine di Guerra in Eredun
in particular benefits from the presence of several other
Ordine di Morte
related traits such as
Predatore Alfa
.
Comando Feroce
feeds into the aforementioned
Bestia Feroce
Talents, but it's a bit strange having it cost 3 points for such a mundane effect.
Freccia Funesta
from
Rae'shalare, Sussurro della Morte
is nice to keep for Mythic+ and niche raid scenarios and presents the only form of utility on this tree.
Famiglio Animale
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.
Aspetto della Selva
has gotten a redesign into a cooldown for 2-target scenarios.
Aspetto della Selva
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 Assassino
,
Bolas Artiche
and
Fendenti Assassini
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
Apparato da Bracconaggio di Nesingwary
if it's made more flexible.
This has a choice node associated with it which is either
Maestro Addestratore
(reduced by
Bestia Feroce
and
Richiamo Selvaggio
) or
Morso del Serpente
. 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
Bestia Feroce
. 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.
Sensi del Cobra
sits in front of
Qa'pla, Ordine di Guerra in Eredun
despite them not really working well together rotationally.
Qa'pla, Ordine di Guerra in Eredun
blocking the path to
Aspetto della Selva
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
Frenesia Sanguinaria
/
Istinti Selvaggi
and
Maestro Addestratore
/
Morso del Serpente
ones we've already discussed above. The choice between
Stormo di Corvi
and
Carneficina
is pretty decent, if
Stormo di Corvi
is tuned slightly worse but coming ahead in situation where you can abuse the reset effect. You also have a choice between
Zanne Perforanti del Predatore di Rylak
and
Cobra Assassino
.
Zanne Perforanti del Predatore di Rylak
lends itself to larger AoE slightly better since you're less likely to want to cast
Tiro del 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
Esperto d'Allenamento
,
Spiriti Affini
(This is a passive we have at the moment on live but you really wouldn't notice it missing),
Ordine di Assassinio
and
Barbigli Affilati
.
Tutt'uno col Branco
is also just a weaker version of
Richiamo Selvaggio
. 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
Freccia Funesta
).
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
Bestia Feroce
, there is a "build a big burst cooldown" build, there is a "
Ordine di Morte
on AoE" build], with recent changes there seem to be a 2-target cleave build with
Tiro del 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
Richiamo Selvaggio
and
Fendenti Assassini
, 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
Spiriti Affini
here, imagine that point is spent on
Famiglio Animale
instead). This is meant to be more of a an "AoE/Mythic+" build. As such, it picks the middle row of talents related to
Fendente Bestiale
, as well as most nodes related to strengthening our cooldowns.
Freccia Funesta
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.
Compagno Brutale
,
Istinti Selvaggi
and
Urto a Terra
synergize solidly together in AoE. You could even pick
Ordine di Assassinio
for stronger
Ordine di Morte
in cleave situations,
Aspetto della Selva
for lower-target cleave or
Frenesia Sanguinaria
for burst. This setup gives us most of what we have live with a bit more AoE thanks to
Fendenti Assassini
, 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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