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Beast Mastery Hunter: First Impressions of the New Hunter Talent Trees in Dragonflight
巨龙时代
由
Tarlo
发表于
2022/08/26,05:00
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 It also means that some of the information you read below might soon be outdated as iterations are happening.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?
捕食者头领
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
杀戮命令
s cooldown, such as
奎普拉,艾瑞达战争指令
,
杀戮眼镜蛇
as well as the new talents
凶暴兽群
and
杀戮顺劈
.
杀手本能
is instead an option if you need execute or if your build doesn't particularly need 2
杀戮命令
charges.
狙击高手
,
毒蛇钉刺
(Alongside
多头蛇之咬
and
毒素注射
) ,
精钢陷阱
, and
爆炸射击
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
多头蛇之咬
and
毒素注射
makes for a somewhat interesting choice. The former helps spreading
毒蛇钉刺
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.
猎人闪避
is a defensive node which gives us some passive avoidance. This is overall less flexible and potent than our current passive damage option in
射手优势
but is probably fine considering the other defensive abilities we are gaining.
寻路
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.
高爆陷阱
and
驱散射击
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.
高爆陷阱
is the most likely to be useful out of the two.
锯齿射击
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
倒刺射击
as well and rewards good multi-dotting on AoE and cleave, something often forgotten by Beast Mastery hunters. It might also incentivize picking
狙击高手
.
极地套索
is another newly announced trait which gives us some passive low-target cleave which is always welcome. This works well with the newly redesigned
野性守护
(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.
警戒猫头鹰
is the main new active spell of the class tree, and is the spiritual successor to
共鸣箭
. 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
警戒防护
and
警戒感知
, presenting hunters with some possible group utility. As it stands this is a flawed choice node:
警戒感知
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.
警戒防护
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
化身巨龙牢窟
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
蕨皮山谷
.
警戒防护
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
死亡飞轮
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
野性之魂
and
共鸣箭
.
劫掠射击
is being replicated through other talents in the spec trees, leaving
死亡飞轮
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
军需品背包
.
春回大地
is a returning conduit from the soulbind system, which applies a small healing-over-time after you use
意气风发
. This isn’t the most useful conduit as it will often result in overhealing. I think
猎手坚韧
was the more liked conduit overall, but this also isn’t the worst thing ever to have access to.
优胜劣汰
has recently been moved to the class tree and has a choice node to buff it with. It now also benefits from
天生狂野
.
The choice node for
优胜劣汰
, between
孤独幸存者
and
自然韧性
, 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.
自然韧性
is probably the stronger choice right now, and lends itself better to burstier damage patterns, while
孤独幸存者
prefers more frequent, passive damage.
奈辛瓦里的陷阱装置
is the returning Shadowlands Legendary in the class tree. The choice to return this somewhat odd for several reasons:
This currently only triggers off
冰冻陷阱
, making it a lot more limited than live.
It specifies that you need to “successfully”
冰冻陷阱
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
野性守护
which is discussed in the spec tree section).
It's the only path towards
精钢陷阱
, which doesn't interact with it whatsoever at the moment. One possible fix here is to make
精钢陷阱
the initial node and
奈辛瓦里的陷阱装置
a means of buffing it rather than
冰冻陷阱
.
自然治愈
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
意气风发
cooldown under a minute.
群兽奔腾
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 (
多头蛇之咬
,
极地套索
and
爆炸射击
). Beast Mastery had previously been quite one-note in terms of its AoE. The knockback in the form of
高爆陷阱
is also quite nice utility to have.
捕食者头领
might open up some new playstyles and talent options in the Spec Tree. Finally,
警戒猫头鹰
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
捕食者头领
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
爆炸射击
and
弹幕射击
. On paper this is a solid choice between spread-out targets and clumped-up targets.
弹幕射击
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
兽王
,
强化杀戮命令
,
狙击高手
and
视力敏锐
. 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
强化陷阱
. 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
奈辛瓦里的陷阱装置
,
精钢陷阱
, and
束缚镣铐
. 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
警戒猫头鹰
,
极地套索
and
锯齿射击
, 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
宠物掌控
Ability. This would be a nice form of utility for all 3 specs letting you for instance use
原始暴怒
without having to manually swap pets. Finally,
凤凰之心
is a minor form of utility which could be added to the tree. This has been
石犬
-exclusive since Battle for Azeroth, but the spell has been bugged with
动物伙伴
, 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
喷毒眼镜蛇
and
奇美拉射击
) 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
野性之魂
, but as you’ll see in the spec tree discussion this is mostly compensated for. We also lose access to
灵魂变形
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:
灵茧守护者
射手优势
浓缩的心能之球
(or equivalent pick)
猎手坚韧
And in exchange we gain access to (through talent choices):
A roughly 20 second lowered cooldown on
意气风发
.
猎人闪避
, a worse version of
射手优势
.
春回大地
(Comparable to
浓缩的心能之球
in terms of its defensive value).
巨熊之韧
, replacing
优胜劣汰
as the baseline Tenacity pet active ability while
优胜劣汰
is moved to the talent tree.
A roughly 1 minute combined lowered cooldown on
优胜劣汰
, plus two seconds longer duration (by combining
天生狂野
and
孤独幸存者
) , OR 20% additional damage reduction, through a choice node.
警戒防护
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.
猎人闪避
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
原始暴怒
, you are very rarely going to be in a raid without a Mage or a Shaman. Similarly, while
宁神射击
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.
警戒感知
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.
警戒防护
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
原始暴怒
more relevant. It also usually has more frequent applications of stuff like
宁神射击
or
束缚射击
.
Hunter utility in raid has generally boiled down to:
灵龟守护
,
束缚射击
and
冰冻陷阱
, 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
野性之魂
gone we have become a lot less special in that aspect. Now we do have
高爆陷阱
,
警戒防护
and
警戒感知
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
黑伦度斯
). 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
开拓者
. 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
焦油陷阱
, 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 ,
极地套索
,
锯齿射击
or
爆炸射击
in exchange for
毒蛇钉刺
.
锯齿射击
and
杀手本能
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?
杀戮顺劈
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
野兽顺劈
.
捕掠猎获
is the spiritual successor to
劫掠射击
. It adds some more reactiveness to the rotation but Beast Mastery's toolkit doesn't really do a lot with
夺命射击
, 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.
荒野的召唤
is the successor to MoP-version of
群兽奔腾
, 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
掠食者的渴望
), 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
血腥狂乱
and
狂野本能
. The former works better if you already have good
狂放
uptime while the latter might work better in AoE scenarios thanks to
践踏
, but there is some ambiguity as to what "being affected by
倒刺射击
" means here and if it's meant to include effects such as
践踏
. One downside is that the pets that spawn from
荒野的召唤
also always start at zero stacks of
狂放
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
凶暴野兽
. You have the old
凶暴野兽
spell itself and
凶暴命令
to summon the beasts. You then have
凶猛狂暴
to buff their duration and damage. At the end you have
凶暴兽群
as the final reward and capstone to the build, which feeds into the
凶暴野兽
generation itself. "Summon a lot of Pets" is always a fun playstyle conceptually, and the playstyle feeds into itself nice by giving you more
杀戮命令
s, which give you more
凶暴野兽
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
凶暴野兽
comes from its haste buff (which doesn't stack) and not the direct damage of the beast so
凶猛狂暴
feels rather weak.
残酷伙伴
is a recently added trait. It triggers every time
狂放
is refreshed at 3 stacks and when its first reached. This works well with
荒野的召唤
and
狂野本能
and incentivizes you to spam
倒刺射击
during its duration to make all pets use special attacks. It's a neat way of rewarding
倒刺射击
s beyond the third stack of
狂放
, which was missing before.
Returning and Changed Shadowlands Powers
Firstly, we have a few legendaries from Shadowlands in the form of
火妖的眼镜蛇钉刺
,
飞龙追猎者的刺骨之牙
,
奎普拉,艾瑞达战争指令
and
凶暴命令
. Aside from
飞龙追猎者的刺骨之牙
, these were mostly unused in Shadowlands but could see more potential when not competing directly against other effects.
奎普拉,艾瑞达战争指令
in particular benefits from the presence of several other
杀戮命令
related traits such as
捕食者头领
.
凶暴命令
feeds into the aforementioned
凶暴野兽
Talents, but it's a bit strange having it cost 3 points for such a mundane effect.
哀恸箭
from
莱莎雷尔,死亡低语
is nice to keep for Mythic+ and niche raid scenarios and presents the only form of utility on this tree.
动物伙伴
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.
野性守护
has gotten a redesign into a cooldown for 2-target scenarios.
野性守护
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,
杀戮眼镜蛇
,
极地套索
and
杀戮顺劈
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
奈辛瓦里的陷阱装置
if it's made more flexible.
This has a choice node associated with it which is either
驯兽大师
(reduced by
凶暴野兽
and
荒野的召唤
) or
毒蛇之咬
. 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
凶暴野兽
. 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.
眼镜蛇感官
sits in front of
奎普拉,艾瑞达战争指令
despite them not really working well together rotationally.
奎普拉,艾瑞达战争指令
blocking the path to
野性守护
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
血腥狂乱
/
狂野本能
and
驯兽大师
/
毒蛇之咬
ones we've already discussed above. The choice between
夺命黑鸦
and
血溅十方
is pretty decent, if
夺命黑鸦
is tuned slightly worse but coming ahead in situation where you can abuse the reset effect. You also have a choice between
飞龙追猎者的刺骨之牙
and
杀戮眼镜蛇
.
飞龙追猎者的刺骨之牙
lends itself to larger AoE slightly better since you're less likely to want to cast
眼镜蛇射击
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
训练专家
,
志趣相投
(This is a passive we have at the moment on live but you really wouldn't notice it missing),
屠戮命令
and
尖锐倒刺
.
兽行成群
is also just a weaker version of
荒野呼唤
. 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
哀恸箭
).
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
凶暴野兽
, there is a "build a big burst cooldown" build, there is a "
杀戮命令
on AoE" build], with recent changes there seem to be a 2-target cleave build with
眼镜蛇射击
, 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
荒野的召唤
and
杀戮顺劈
, 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
志趣相投
here, imagine that point is spent on
动物伙伴
instead). This is meant to be more of a an "AoE/Mythic+" build. As such, it picks the middle row of talents related to
野兽顺劈
, as well as most nodes related to strengthening our cooldowns.
哀恸箭
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.
残酷伙伴
,
狂野本能
and
践踏
synergize solidly together in AoE. You could even pick
屠戮命令
for stronger
杀戮命令
in cleave situations,
野性守护
for lower-target cleave or
血腥狂乱
for burst. This setup gives us most of what we have live with a bit more AoE thanks to
杀戮顺劈
, 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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