"Survival" :D (pvp view) - Wishlist

What is the conception about the Survival name?
He has a mending bandage pvp talent. Thats all .
All other talent has the 2 other talent tree.

Survival needs a bit tuning, to be loyal to its name.

Here is my suggestion:

  • Blur like DH’s. : I dont know how its works, but it feels 90% dodge not 50%. I want the same.
  • A Divine SHield like Rogue’s have. We have a 3 min cd Turtle, while its active we just run nothing more. Rog Divine Shield is able to oneshot some classes, and in arena Turtle is useless when they just CC my healer for that 7-8 sec.
  • A bit more leech or heal spells from FOCUS like WW monks do :slight_smile:

I think, the Survival is the kill target mostly after Enhancement, both need a bit tuning, cause noone care about us :frowning:

Yeah, it’s funny, because in the past there were “Trees” and not “Specializations” per se with these names.

And in the “Survival” tree you had tools that helped you survive such as parry, enhanced traps, etc… and when they decided to create a spec out of each tree, Survival and Combat had the weirdest names :))

Combat got renamed to Outlaw
Survival however remained with that name for some obscure reason :smiley: They should have called it “Trapper” or something to avoid the confusion, because a lot of new players get wrong expectations for a spec that is called “Survival”… unless it’s “try to survive in arena” :smiley:

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The name holds allot of irony. The one thing it is not build for is surviving. I have thought about this often. Still fun to play though.

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I play sv next to WW and i think the group of sv players is too small to make a difference. I think damage wise we’re doing fine with the set bonus but defensively…

Kiting has become a nightmare since everyone and their mother has slows, gap closers and for some reason melee’s have a bunch of ranged abilities. Sv just seems to have one of the poorest defenses in the game. Sure we can trap but try finding players that don’t break your trap immediately.

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Survival is rough at the moment, and could use another defensive.
We’re supposed to be melee half the time when we have the exact same defensives as the other 40 yd specs.
I also miss the Magic purge way too much. Just feigning > camo is sadly long gone. How about this:

Deterrence
2 charges
3 min recharge
Deflects all attacks around you, and removes all Curse and Magic effects.
Additionally, reflects all incoming spells, which deal 20% damage back to the attacker.
Can reflect spells that are mid-air. Aaaalso deflects Storm Bolt.

This may be too strong, but the idea is tantalizing.

Mending Bandage
PvP Baseline Talent
25 35 sec cooldown
15 yd range
Removes all Bleeds, Diseases and Poisons from the target and heals 30% health over 6 sec. Channel does not break until you have taken 20% of your health in damage.

This could be very useful after Deterring. Together with Deter you can remove any dot, except for Burning Wound, Kingsbane, Shadowflame Wreathe and some others. Or we could also remove those.

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Counterattack:
Your chance to parry is increased by 7%.
You have a 25% chance to parry ranged auto attacks.
Every time you parry a melee attack, you can counterattack within 1.5 sec to deal 150% weapon damage and restore 15 focus.

A new spell alert similar to Kill Command reset would be nice here. Spell alerts make the game so much more enjoyable.
Making the window of activation only 1.5 sec makes the APM a bit higher.

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Passive: Master’s Longing
Your pet’s movement speed is increased by 50% while traveling towards you.
Your pet can never be slowed by more than 30%.

Play Dead:
30 sec cooldown
Your pet pretends to die. Removes all Magic, Bleed, Poison and Disease effects.

Camouflage:
1 min cooldown
You and your pet blend into the environment for 1.5 min and increases movement speed by 20% for 5 sec. Does not break on damage for 3 seconds after activating. Not usable in combat.

Coordinated Assault:
2 min cooldown
Additionally gives you a 10% damage reduction and 3% parry chance for 20 sec.

2 Likes

Black Arrow/Flayed Shot:
30 sec cooldown
Fires an enchanted Black Arrow / Flayed Shot at the target, causing a Bleed which deals Shadow damage every 3 sec for 26 sec, and heals you via a dark bond for 20% of the damage dealt. If the Bleed gets removed, the cooldown is reset.

Every time the arrow ticks, you have a 17.5% chance of gaining Flayer’s Mark, resetting the cooldown on Kill Shot, and giving it a 10% higher critical strike chance.

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While I wish we could get higher dps numbers I’d settle with another/more, and/or, better defensive CDs.

As it is right now I struggle to survive on higher keys (the friggin irony), and/or make my healer suffer major panic attacks.

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Totally agree about survivability, we are half melee spec, so give us some saves with lower cd time.

Yes survival has the worse defensives in the game, considering it’s supposed to be a melee spec.
Generally speaking, hunter has been forgotten regarding defensives spells in a long time. Every class has multiple gap closers, ranged spells, and freedom / immunity, while hunters still rely on a single charge of disengage and pet freedom to kite.

Personally I think survival needs two things:

  1. A good defensive spell, what comes to my mind that could fit thematically could be to rework Mending Bandage: 1.5min CD, 50% dodge, plus a heal over time that heals for 20% HP. Instant and not channeled obviously.
  2. Mastery rework: mastery is completely useless considering it’s buffing only half of our spells. We need either to include all damage we do ( boring fix but better than current state ), or something more thematic like all damage we do applies a bleed for % of damage done.

Hunter mobility is totally forgotten for sure:

  • Rogue gets 15% movement speed for 1 talent point
    Hunter gets 3%/6% movement speed for 2 talent points
  • Every melee gets 2 charges of mobility (charge, shadowstep, roll, divine steed, fel rush); DK gets 2 death grips
    Hunter gets 1 charge of Disengage
  • Rogue gets reworked and Sprint gets buffed to 1 minute CD, full mount speed, and you have a talent to make it 30sec for half duration
    Aspect of the Cheetah is 3 min CD and less speed than Sprint, and you have a talent to make it half duration too

We’re 1 expansion behind everybody else :smiley:

2 Likes

Aspect of the turtle need to be improved. 1,5 min cd, 30% damage reduction, can still attack.

Survival of the fittest 1,5 min cd.

Exhilaration 50% heal.

DH removed from the game.

2 Likes

Disengage needs two charges and to either root the targets at the departure location or make you immune to snares for the duration of its speed boost. The amount of times I ran into double warrior combs where I disengage from one only to immediately get charged by the second and lose all benefit of Posthaste.

Exileration heal, if kept with the current value and cooldown, should at least ignore Mortal Strike and healing absorption.

Camouflage, for what it does right now, is underwhelming since we cannot reliably drop dots and reset. Realistically you only get to use it once/arena game unless the enemy team is sleeping.
They could add a PvP talent that lowers the duration and cooldown, something like 1.5-3 seconds duration + 30 seconds cooldown, and works like a combination of Vanish (go invisible and don’t break invisibility from damage) + Fade allowing us to stealthly reposition.

Most importantly, we need a defensive that we can use while stunned. Roar of Sacrifice, really only has a major impact against Fire Mages.
Looking through death recaps not once did I see any significant number of crits (some deaths had none). All classes, when bursting, rely on % damage modifiers, not crits. Getting stun-locked and popping Roar of Sacrifice and still toppling over sucks.
Currently, you need to pre-cast Survival of the Fittest and that’s really a work of guess more or less.

For Aspect of the Turle, I don’t know… I’m trying to compare goods and bads of every other immunities.

Divine Shield

  • long, 5 minutes, cooldown(can be reduced by 30% through talent = 2 minutes 30 seconds)
  • affected by Forbearance
  • can be dispelled
  • prevents all incoming damage
  • clears dots
  • can move
  • can do damage
  • great 8 seconds duration
  • can be cast while stunned

Ice Block

  • long, 4 minutes cooldown (can be reduced by 60s through talent = 3 minutes)
  • can be dispelled
  • is an explicit talent
  • cannot move
  • cannot do damage
  • prevents all incoming damage
  • clears all dots
  • can heal 80% (through talent)
  • excellent 10 seconds duration
  • can be cast while stunned

Netherwalk

  • medium, 3 minutes cooldown
  • is an explicit talent
  • cannot attack
  • prevents all damage (can anyone confirm this also means existing dots?)
  • 100% speed boost
  • mediocre 6 seconds duration
    (can anyone confirm it cannot be cast while stunned?)

Aspect of the Turtle

  • cannot be used while CCed
  • cannot attack
  • cannot be dispelled
  • prevents all incoming damage
  • can move
  • 30% damage reduction
  • medium 3 minutes cooldown (can be reduced by 20% through talent = 2 minutes 14 seconds)
  • great 8 seconds duration
  • can cast some utility spells (Freezing Trap)

Related to explicitly talenting into these abilities or into their modifiers I don’t know how much investment or compromising they require for each class, but according to Drustvar:

  • for Paladin, the cooldown reduction talent is at 100% pick rate, requires 1 single talent point and provides the 30% reduction also for Shield of Vengeance and Lay on Hands
  • for Mage, Ice Block is obviously at 100% pick rate; the 60s cooldown reduction requires 2 talent points invested and is at a maximum 6.7% pick rate of all 3 specs; the healing talent requires 2 more talent points invested and is at a maximum 41.6% pick rate of all 3 specs
  • Netherwalk - it has no modifiers so it stays at just 1 talent point investment
  • Hunter - the cooldown reduction talent requires 2 talent points invested and is at a maximum of 23.1% pick rate of all 3 specs.

Overall, it feels strange to have an immunity spell but not be fully immune because we cannot drop dots. Maybe they could make it that dots continue to tick but don’t do damage while we have Turtle active. If they persist longer than the duration of Turtle they resume dealing damage for their remainder duration.
The description of the spell says that it deflects. So, maybe make it that incoming spells and attacks are deflected back to their casters?

best part of it :stuck_out_tongue:

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Im glad about it, most of the hunters can agree, survival needs something.

My only problem is the melee, and their immunities and mobility.

Against ranged, we have a lot of chance, but, since the Survival Tactics spell has changed, we have to focus on the higher dps pull, cause we dont have any spell to defend against caster.

Disengage is cool to use as freedom and jump forward or backward, pet is cool to have, Flanking jump and Hook is awesome too.
But honestly when double DPS comes and I’m a killtarget, above 1800-1900 I die.

I know, other surv hunters can solve it too, and Im not a Glad player, but thats a problem when a warlock with me, melees going to me not the Warlock :smiley:

As I watching streams, and statistics played matches and losses, I see most of the survival hunters have to play more than 1000 matches to least at reach 1800. Thats a problem, same as Enhancements shamans. :frowning:

But at all, I still love it, its really fun to play, and I really enjoy it more than the 2 other talent, but we are a mixture of a BM/Warrior/Rog without theirs cool defesives and dmg reductive spells.
I hope those talent changes in War Withing will solve our problem, but the problem is not with main function, only survivability is the problem for me. (and on streams i see the same)

Have fun to y’all

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