For Beast Mastery
Also including a few points about the class tree at the bottom. Some of it ties into the part about Beast Mastery as well.
Positive
- Beast Cleave - At 3 ranks, it will now be back to 75% of normal damage, but in turn, we will now also have access to Kill Cleave, which makes Kill Command deal 50% damage to nearby enemies as well. And it seems as if Kill Cleave doesn’t come with a soft cap of 5 or 8 targets, like Beast Cleave does. Although, the fact that Beast Cleave requires 3 points is a bit of a downer…
- Talents for AoE, optional - It’s good to see that you can easily side-step the bulk of any talents(Multi-Shot, Beast Cleave, Kill Cleave) that are meant for AoE, if you’re in a scenario where it’s not required.
- New talent ‘Call of the Wild’ - Seems interesting. Would like to know a bit more about the specifics, but looks like the old Stampede is making a return.
- New talent ‘Bloody Frenzy’ - In the bottom right choice node. Seems interesting as well, could make for some fun setup for burst windows. Either way, the combination of Call of the Wild and Bloody Frenzy has the potential to be very fun to play with.
- The ideal thing would be if the pets summoned by Call of the Wild, with Bloody Frenzy picked, if they were all affected by Frenzy’s bonus attack speed, even if Frenzy was already active when you use Call of the Wild.
Hmm…
- Cobra Shot + Cobra Senses - The talent tooltip reads that Cobra Shot reduces the remaining cooldown of Kill Command by 1 sec. You then also have another talent called ‘Cobra Senses’, where the tooltip reads that, if you pick it, Cobra Shot reduces the remaining cooldown of Kill Command by 1 sec. Would each Cobra Shot, if ‘Cobra Senses’ is picked, reduce the remaining cooldown of Kill Command by 2 sec? Or would Cobra Senses be required for Cobra Shot to have that 1 sec CDR on Kill Command?
- New talent ‘Barbed Wrath’ - Which combines the effect of how Barbed Shot reduces the remaining CD of Bestial Wrath, and now will also reduce the remaining CD of Aspect of the Wild. The part about you also being able to reduce the cooldown of Aspect of the Wild is decent, but not the part where we now have to talent into CDR for Bestial Wrath.
- Wailing Arrow - As a new talent, seems a bit out of place – when put in the spec tree. If you ask me, it would be better suited as a choice in the class tree.
- New talent ‘Dire Pack’ - Seems a bit odd. Granted that we don’t know how much damage Multi-Shot will deal. Also, why would it affect Steady Shot, but not Cobra Shot? For Beast Mastery, Cobra Shot replaces Steady Shot if picked. Also, why is it a square node when it’s not a new ability?
- New talent ‘Wild Instincts’ - Might have the risk of becoming very chaotic at times, to the point where it may result in wasted procs of Barbed Shot charges. Especially when combined with the regular Wild Call.
Negative
- Beast Cleave - There doesn’t seem to be any talent that increases the base duration of Beast Cleave, and Beast Cleave still has the regular 4 sec base duration.
- Animal Companion, still a talent - For many players, picking this talent has more to do with personal preferences in terms of aesthetics and identity, not about a choice of throughput. Keeping it as a talent can easily have a negative impact on players, no matter whether they like using it or not.
- Dire Beast - Is still the same as in Shadowlands, a plain “use-on-CD” ability. I still think it’s a missed opportunity to not rework it back to how it was in Legion, so that we can choose between a playstyle with Barbed Shot + Frenzy, or aspects involving Dire Beast. I for one very much enjoyed the “beast cannon” builds in Legion, even though some didn’t.
- Aspect of the Wild - A bit sad to see that Aspect of the Wild is still present, albeit as a choice this time. If anything, it needs something more. It’s not a very interesting, nor fun, ability to manage.
- Core functions now split apart - The fact that they’ve taken some abilities and picked them apart, only to then reintroduce what they took out as a stand-alone talent.
- Ex: Barbed Wrath, this being its own thing, rather than keeping it as part of Bestial Wrath’s default setup, it really shouldn’t be done this way.
- Same thing with Loaded Quiver. It didn’t feel very good to play when Barbed Shot only had 1 charge.
Final thoughts
Here are some thoughts on what could be done to improve the general composition of Beast Mastery as a specialization/talent tree.
Animal Companion - Not about throughput
Really, I can’t stress this enough, make Animal Companion a baseline passive choice that we can make. One that simply splits normal pet damage between 2 permanent pets, if we so choose. Or if we go with 1 main pet, that pet will then deal 100% of normal damage.
Beast Cleave - Increase duration
For the sake of gameplay, ideally, something like changing Beast Cleave to a 2 point talent(still @75% total damage), and then adding a small tangent branch node(1 point) directly below it that does this:
[Improved Beast Cleave] - Increases the damage of Beast Cleave by 10%, and Beast Cleave now lasts for an additional 6 seconds.
Call of the Wild - Embracing the “Beast Cannon”
Would love a talent or bonus trait of some kind that allows you to extend the duration of Call of the Wild, by using another ability.
Loaded Quiver - Shouldn’t exist as a talent
Barbed Shot should go back to having 2 charges by default. We all learned this lesson during Legion.
Dire Beast - Back to Legion design
It should preferably be reworked to how it was in Legion, so that we could choose between that and Barbed Shot. And with that, talents that have an interaction with Barbed Shot should be iterated on to also include elements tied to Dire Beast.
Wailing Arrow - To the class tree
Somewhere around Counter Shot. Make it an extended “branch” pick from Counter Shot. See the class section below for details.
Dire Pack’s tooltip - Needs clarification
Along with the icon, showing it as a new ability. It needs to be clarified what the intent with it is, as a talent.
Barbed Wrath - Should be reworked
The cooldown reduction for Bestial Wrath should be a default element of Bestial Wrath itself, like it is on live. Ideally, the reworked version should read something like:
[Primal Instincts] - Barbed Shot now also reduces the remaining cooldown of Aspect of the Wild by 4/8 sec, and Aspect of the Wild increases your Mastery by -/- for the duration.
In for the Kill - In the wrong position
Move the talent ‘In for the Kill’ down one step, to where Wailing Arrow was previously positioned.
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In the place of ‘In for the Kill’, put a talent there that allows for A Murder of Crows to be affected by Beast Cleave, if picked. This will then give us a choice between that talent, and the talent ‘Bloodshed’. Allowing for a pick between AoE/Cleave, and priority target damage. Example:
[Talon Frenzy] - While Beast Cleave is active, A Murder of Crows affects up to 8 enemies near the primary target.
Hunter class tree, a few things
Aspect of the Fox has long been an ability that the hunter community wants for to be brought back. While it was indeed at times a very powerful piece of utility, I would argue that with a few changes to it, this would allow the entire class to have raid/group-wide utility that, at times would still be very strong, but albeit situational.
I would love to see something like the example below put back, as an option in the class tree. As per the tooltip, it would have a substantially longer shared cooldown, however long is required to not heavily promote class stacking or other things similar to that.
Aspect of the Fox - Instant - 3 min cooldown/30 sec global(shared) cooldown
Party and raid members within 40 yards take on the aspects of a fox, allowing them to move while casting all spells and abilities for 6 sec.
For positioning in the class tree, there are a few things I would do at the same time.
- Aspect of the Fox has been added in the place where we can currently find Counter Shot, to allow for the class to bring some additional utility, other than Primal Rage(which isn’t exactly a massive perk in group-based content). A lot of other classes/specs are getting additional raid/group utility, and atm, I think hunters are the only ones left out in this department.
- Tar Trap has been taken out of the tree, the intent is that it should be given to us as a baseline ability, when we level up. Same as it works currently with Freezing Trap.
- Improved Exhilaration has been moved out to take the place of the placeholder node they mentioned in the post, the one they wanted to be about utility(where Scare Beast was previously placed).
- Misdirection + Fogged Crystal have both been moved one row to the left, to where Tar Trap and Improved Exhilaration was previously placed. And, a path has been added from Fogged Crystal, to connect to the new position of Improved Exhilaration.
- Counter Shot has been moved down one row, to where Misdirection was previously placed. To make room for Aspect of the Fox.
- Wailing Arrow has been added below the new position of Counter Shot. Again, I would prefer it to be about the utility(silence effect), not damage.
- The new position of Scare Beast, is as a tangent node that extends out from the choice node for Scatter Shot/Binding Shot. I think that would be much more useful for any scenario where you would find value in picking Scare Beast.
- Keen Eyesight + Master Marksman. And lastly, You can see the path added as a connection from Keen Eyesight, downwards to Master Marksman.