Survival: 14 two-point nodes in spec tree

Before anything else, I’d like to mention that I really enjoy survival and have been since legion. It’s had its ups and downs for sure, but overall always been having fun playing it.

This being said… Can we please address how bad of a state, compared to other classes, the talent tree is in?

As the title states, survival has 14 x 2-point nodes in its talent tree - where many of them are just flat x% increased damage with y, z. Disregard the structure of the tree, you could almost spend all of your available talent points in 2 point-notes.

I guess its a bit naive to think survival has a dedicated dev/team, but I would love to get any kind of feedback from Blizzard, EVEN if its just to tell us there’s none.

Instead of having all of those 0/2 nodes % damage increase - we could have interesting tier sets from the past? (I personally quite liked DF s3 tier).

I love the spec and really wish I could be excited for it going into TWW, but as it stands with no changes and the current hero talents (whole other topic) - I don’t really have a single spark of hype for the future. Please, I beg of you, open communication if you need ideas or anything. We are few who play the spec, but a lot of those few are quite passionate and will happily give feedback and ideas for directions survival could go. :slight_smile:

4 Likes

As someone else said, I would be perfectly happy if we could have S3 tier included in Ruthless Marauder (Fury bottom talent). I’d give even 3 talent points for that.

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We need a whole rebalancing for the Talent tree, ,aking Coordinated Assault a middle Talent feels punishing. They should put Spearhead in the middle and Fury on the right.
That way people who like Wildfire Bombs have them on the left and people who dont like them can just path on the right and middle.
I for one feel like they interrupt the rotation and want them to be a filler outside the burst window…

3 Likes

I tried SV properly for first time last season. What feels weird - why SV have 3-4 gap closers?

Yeah I suggested this in another thread as well! Would love this - I quite like using fote and it buffing and using bombs as well is very nice

Warriors have 3 (2 Charge stacks and leap), Paladin have two chargers and nearly 20 yard range on all attacks, rogues have invis and shadowstep, shamans and druids have shapeshifting and speed increases, monks have their 3 rolls and speed buffs (in tww even a dash to the closest target with every roll).
Survival hunters have just as many gap closers as all the others.

Pala can cast half his rotation from 30-35 yd range.

Survival has gap closers, and only one gap creator, realistically. You can Spearhead or Coordinated Assault to the healer, but that won’t always work out.

Being the squishiest spec in game, and you’re supposed to be melee without getting any compensation for it. Just gets you nuked by a melee.

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Facing pala feels so akward, disarm or silence doesnt stop him range doesnt botter him, slows he dont rly care
And his defensive arsenal got dame good if your purge dont get bop or you have a massdispell on your team

Nope. It’s just not true.
Only 2 skills can be casted from 30 m and only one of them doing significant damage.

2 of them you cannot use if pet is in any kind of CC(discounting the player themselves too). So yeah, nothing to write home about tbh.

Until you take the Talent that makes Final Verdict and Blade of Vengeance 20 yards.
Then you have Judgement, Hammer of Wrath, Blade of Vengeance and Final Verdict at minimum 20 yard range (more for Judgement and Hammer of Wrath), Execution Sentence/Final Reckoning also have a 30 yard range.
Honestly, when I play Paladin I never really stop my rotation even when dodging boss mechanics…

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