Survival is our spec that has received the most changes coming into Forever, with many complete redesigns to key talents, spells, and mechanics it gives us quite a bit more room to be creative with our talents, particularly when it comes to the unique experience that is leveling on a dangerous Player versus Player server. On the beta, I had a ton of fun in world PvP, and as PvP tends to do, it showed me quickly where the strengths and weaknesses of Survival lay, and so I cooked this build up in the lab to be the best of both worlds; An incredible solo and group leveling dynamo, mixed with all the tools you need to adapt, survive, and overcome any unexpected player versus player skirmishes you may encounter!
Overview
Talents
- Levels 10–14:
Deflection 5/5 - Levels 15–17:
Improved Wing Clip 3/3 - Levels 18-19:
Entrapment 2/5 - Level 20:
Deterrence - Levels 21-23:
Surefooted 3/3 - Levels 24:
Entrapment 3/5 - Level 25:
Counterattack - Levels 26-29:
Predator's Edge 4/5 - Level 30:
Strider Kick - Levels 31-32:
Survivalist's Discipline 2/2 - Levels 33-34:
Resourcefulness 2/2 - Level 35-39:
Deadly Aspects 5/5 - Levels 40-42:
Improved Aspect of the Monkey 3/3 - Levels 43-44:
Focused Fire 2/2 - Level 45:
Bestial Swiftness - Levels 46-49:
Unleashed Fury 4/5 - Level 50:
Summon Hawk - Level 51:
Unleashed Fury 5/5 - Levels 52-54:
Ferocity 3/5 - Level 55:
Intimidation - Levels 56-50:
Lethal Attacks
First we head down the survival tree because, as the name implies, it's going to help us survive. I debated long and hard about perhaps going down Beast Mastery first, at least down to
Pathfinding, but ultimately decided against it, as that would put us very behind in getting some key talents like
Counterattack and
Strider Kick. You could always respec into survival instead at around level 30 and would potentially be ahead of the curve with your extra move speed bonus up until that point, but for the sake of the fluidity of this guide we will pretend that isn't an option and start off strong with 5/5 parry from
Deflection.
Next, we go 3/3
Improved Wing Clip. This talent, to the uninitiated, is sleeper strong. As a survival hunter, in PvE and PvP you will likely start/end any melee engagement with an enemy with a wing clip, and this gives you a 1 in 5 chance of cheesing the holy heck out of your opponent by creating an entire 5 seconds of distance and global cooldowns to either add layers of debilitating sting or shot effects, or to give you time to use a
Linen Bandage or even line up an
Iron Grenade. Immobilize as a cc does not break on damage, so you're free to play with your food. It's very likely you will get several wing clips off in any skirmish, thus making the likelihood even higher that we will get a proc.
To follow that up, we go 2/5
Entrapment. We will be throwing another point in this later, with the option further down the line to fill it out completely if we so choose.
Entrapment's CC effect is an entrap not an immobilize, so it does not share a diminishing return. It does have a diminishing return with itself, but in my experience, people don't expect
Immolation Trap to provide any cc at all, so even a dimished one after a
Frost Trap causes enemies brains to explode in sheer frustration and panic as they try to fathom what is happening to them while stuck to the floor, caught on fire, beneath a hail of poisoned arrows, and facing a hunter who's spamming /laugh.
Now we grab
Deterrence, giving us a 50% chance to avoid an attack made against us, but this is added with whatever defense stats we already have, if we have
Aspect of the Monkey on, combined with our
Deflection, we then have a 63% chance to avoid, plus our native 5% parry and 5% dodge, this becomes a 73% chance to negate melee attacks. And, spoiler alert, we will be taking
Improved Aspect of the Monkey, bumping this up to 79%, and that's not even mentioning the bonuses we will be getting from agility, and as you can see, this can get out of hand very quickly. On just a 5-minute cooldown, you can even use this offensively, particularly in solo PvE scenarios to speed up risky encounters by ensuring you maintain great uptime on
Mongoose Bite.
Surefooted is one of the most powerful talents for leveling and endgame in the entirety of all 3 hunter talent trees. As hunters, we already have a leg up on hitting mobs much higher level than us, and this makes it even more likely. Pets are also now properly getting hit chance from us, so we nearly triple dip this talent across our ranged/melee/pet's hit tables, not to mention it also now reduces the duration we are slowed. In my experience, very skilled PvP players have an internal clock counting down the length of their CC on enemies, and talents that reduce that time also mess with that internal countdown and give you opportunities react and counter when they expect it the least.
Now, we need to spend this stray point somewhere. You can choose between another rank of
Entrapment to give you an extra second of cc, or a single point in
Clever Traps, which will give you an extra 1 second on
Freezing Trap, 3 seconds on
Frost Trap, 15ish damage on
Immolation Trap.
Clever Traps shines a lot more with two talents, and we will have some extra to spend near the end of the build, but personally I would take 3/5
Entrapment for the time being.
Now things get really juicy with
Counterattack, yet another way to immobilize a target for another 5 seconds! And the best part is; this doesn't share a diminishing return with
Improved Wing Clip or
Entrapment. Because
Improved Wing Clip is a random chance, it doesn't share DR with a guaranteed immobilize. The name of the game with Survival hunter on a PvP server is choice of engagement, and you maintain more than enough CC to choose if and when you want to go in already right here and now at level 25 when most other classes hardly have a even handful of options to start or end an engagement.
Predator's Edge 4/5 allows our melee crits to scale even harder, making us even deadlier in the short fights we choose to take. This also offsets the dual wield damage penalty, if we so choose to go that route. We will also have the option to finish out the ranks of this later, if we so choose.
THE GRAND FINALE
Strider Kick! The ability that pulls this entire spec together, completely whomping your foe for a huge chunk of damage, while also enabling the freedom of either disengaging from the fight to line up more shots, reposition, and recuperate some hp. Repositioning is the key here, as this is the same amount of movement speed as
Aspect of the Cheetah, but without the massive daze penalty, allowing you place traps around as you see fit, or even just stick on top of your target! This has to be one of my new all time favorite abilities in the game, equally as hilarious as it is deadly.
Nearly wrapping up the tree, we have 2/2
Survivalist's Discipline which will make our
Deterrence a 3 minute cooldown, all but ensuring we have it up whenever we want. This also reduces the cooldown of our trap abilities by about 12 seconds each. Turning many of our traps into repeatable nuisances that control even more time on the field in both PvP and PvE scenarios. This also does kind of negate the need for
Clever Traps duration increases by a little.
Lastly (for now) we will grab
Resourcefulness. All the hunter trees have the ability to take a new mana regeneration talent, and we technically will have the option for this or
Bestial Discipline which essentially has 100% uptime, doesn't require you to land any critical hits, but also doesn't lower the cost of your melee abilities and traps. I prefer
Resourcefulness in both scenarios, but if you find yourself low on crit in the late game you could swap on for the other.
Now we dip our feet into Beast Mastery with 5/5
Deadly Aspects. In a few of my PvE focused guide videos, I discuss how only the percent chance to proc the attack speed really only needs 2-3 points here, however, in PvP when uptime in melee or ranged is not guaranteed, especially if we are swapping from
Aspect of the Monkey into
Aspect of the Hawk or
Aspect of the Beast, we really really want the best chance possible to proc with whatever amount of hits or shots we can muster, and weighed against
Endurance Training, I'm going to take all 5 in
Deadly Aspects here. This is also a huge and consistent increase to our PvE damage.
Told ya! Now we take 3/3
Improved Aspect of the Monkey. In PvP or even solo PvE we will be in
Aspect of the Monkey a lot. Now, our pets even share a bonus with us, in the event that you wanted to even split aggro from 2 mobs. This is Just another 6% to add to our ever growing pool of total melee mitigation, making us an incredibly frustrating class to play against.
For here, I go 2/2
Focused Fire, over
Pathfinding . While not the biggest increase to our damage,
Pathfinding's value tends to be higher when taken much earlier in the leveling build, primarily before we have access to mounts. Because we are here after level 40, I skip it entirely.
Now we throw a point in
Bestial Swiftness. By this point, our pets will already have
Dash or
Dive, allowing whichever pet we choose to ZOOM in for a surprising engage or counter offensive! This is also around the same time many other classes start dipping into other trees, and often for utility purposes, and this lines up nicely for our ability to keep up with their new tools.
Unleashed Fury surprised me in testing on the beta, and some pet abilities can have some pretty funny interactions between this modifier and the happy/content/sad pet damage modifier, but ultimately its just our best option to continue down the tree.
Another Beastly ability to add to our arsenal,
Summon Hawk. I actually like this ability a lot more in this build, at this time, than early in Beast Mastery. Summon hawk does do more damage than arcane shot, but the real upgrade lay in two core factors of the ability that are not stated in the tooltip. The summoned hawks both cause spell pushback and this ability does not have a minimum range. This finally gives hunters an ability to use while targets are in our dead zone, which is our biggest weakness.
Now we throw that extra point to finish
Unleashed Fury, not much to say here xD
Nearly wrapped up, I'm throwing 3/5 into
Ferocity, and finishing the tree with
Intimidation, adding yet another type of debilitating cc with no diminishing returns shared among our other cc into our arsenal, both increasing our open world solo PvE and PvP capabilities. At this point, our chosen pet has probably grown quite huge, just like Misha.
These last 5 are dealers choice, but I'm out of characters for this so 5/5
Lethal Attacks it is!
Gameplay & Rotation
Saying there is a rotation for this nightmare of a spec would be an absolute lie. You're acting on instinct, just like Rexxar!
The gameplay changes depending on what type of mob/class you are fighting, and whomever got the jump on whomst.
For most melee, you'll want to play keep away. Your damage in melee is quite bursty, and with your high amount of parry and dodge, you will win nearly any short trade and every single ranged trade, so pepper them down and make them regret ever closing the gap on you! In extended melee brawls we are susceptible to being cc'd, and our dodge and parry when stunned is 0. We ant to ensure that does not happen, and if it does that we are a safe distance away so that they cannot capitalize on it.
For most ranged encounters, you will want to spray on your way in while closing the gap, particularly with
Concussive Shot,
Viper Sting, and
Intimidation from your pet. You will not out damage many casters of equal gear or level, but you can absolutely keep up massive pushback and pressure between you and your pets, and once you're on top of a target you have plenty of options to keep you there. Even against the most skilled opponents, you can attrition them down to nothing, until they're just a tiny magicless, manaless, scared and naked little gnome, wondering how it all went so wrong.
Gear
I will be sure to update this section as launch plays out, but what I would like to point out in regards to this spec while leveling is if we get a better weapon upgrade in either our ranged or weapon slot, we can lean on that side of our kit. Uniquely, we are not bound to a single playstyle either way. This spec is about playing to your strengths, and your power in ranged and melee will ebb and flow throughout your leveling journey as you obtain new upgrades.
Stat Priority
Agility is king. Not only does this pump us full of crit and attack power, but it also gives us armor and dodge. I would put this up as our top 2 stats if i could, as its just that important to us.
Stamina is far less important on a PvE server, but here stam is very important. Stamina Also has the unique affect of making you much scarier to target when enemies target you, dissuading many would be attackers from ever even testing your patience.
Spirit makes an unexpected appearance, due to the fact our
Resourcefulness scales off of it. Higher spirit gives us many more options in a drawn out kite, and overall will drastically reduce our downtime while leveling. Not to mention the funny interactions it has with
The Human Spirit and
Regeneration
Strength/Intellect not going to lie, these aren't even bad! I just generally would not go out of my way for either of them. Agility is just that important. This doesn't mean to never pick these options, we hunters are spoiled and can use every stat and gear very effectively, and we will need a decent mana pool from intellect for extra gas in the tank. Strength is nearly 1/3rd as effective in overall stats as Agility, as it only affects melee attack power instead of both melee and ranged attack power, as well as it forgoes all crit, dodge, and armor. Not bad to have by any means, but given the option between strength and agility, im picking agility every single time.
Suggested Races
I strongly believe that you can make this spec work beautifully with every single race available. Nearly every race has an extra layer of cheese to put on top of this build made of complete and utter sadists.
Human breaking out of stuns with
Will to Survive, an extra crit chance, and
The Human Spirit all make for an incredibly complimentary combo for this spec.
Night Elf gets 1% dodge, 2% move speed,
Elune's Light, and
Shadowmeld which is also incredibly complimentary, but allowing for a much burstier, gankier, hit a (probably) kill type of playstyle.
Dwarf maintains
Stoneform, a massive reactive response to rogues and warriors, as well as 1% hit for free! giving them 4% hit completely naked from gear!
Orc has
Blood Fury and
Hardiness, which similarly to the human
Will to Survive helps mitigate one of our biggest weaknesses.
Blood Fury will scale harder as we get better gear, but as of a blue post today
Orc's 5% bonus pet damage Command is back on the table!
Troll has some incredibly unique interactions.
Berserking is an overall incredibly versatile offensive cooldown, but with the addition of the self heal
Rapid Regeneration they also get
Regeneration, making spirit an even higher priority! This also actually gives
Spirit Bond a unique synergy, which is otherwise pretty useless.
Tauren
War Stomp is a great aoe "get the heck off me" button, and
Plainsrunning nearly got double the buff from the same bluepost today. This means
Tauren can live out their fantasy rushing into fights a mach jesus and escaping before the enemy can even ask; "Was that a cow?"
High Order Skyborne/
Windshaper Skyborne
Wind Blessed 2% haste is nothing to scoff at. As hunters, we have access to some of the earliest forms of ranged haste just by having a quiver equipped! Haste is one of those stats that stronger the more of it you have, and in general haste is a very rare stat in classic, thought its widespread availability in Forever is quite unknown.
Consumables
This is primarily a spec that revolves around being an absolute menace in the open world.
Healing Potion's,
Heavy Runecloth Bandage's,
Iron Grenade,
Goblin Sapper Charge,
Free Action Potion, nearly any hilarious item you can fit in your bag can have a use when it's against an enemy player!
Professions
Any production Profession can have a beneficial affect on you.
Leatherworking will allow you to get the leg up on powerful items, and afford to buy
EZ-Thro Thorium Grenade's off the auction house.
Engineering allows you to be stocked up on bombs at all times, and allows you to sell bombs to everyone else!
Enchanting eliminates cluttered bags by turning all your gear into stacking dust to either encant your own gear, or to sell and buy
EZ-Thro Thorium Grenade's!
Alchemy lets you stay packed on
Healing Potion's and is a decent money maker to boot, which means you can buy
EZ-Thro Thorium Grenade's!
Tailoring lets you craft and sell bags, which lets you carry more items to sell, which in turn lets you buy
EZ-Thro Thorium Grenade's!
First Aid gives you a valuable self heal, important for a class that is capable of so many resets in fights, but because it now requires some
Herbalism to craft, you can also make money off this profession to buy more
EZ-Thro Thorium Grenade's!
Fishing/
Cooking work in tandem to provide you with valuable buffs to both stats and exp. But more importantly, you can sell your extra food to buy more
EZ-Thro Thorium Grenade's!
Tips & Tricks
Don't let melee hit you.
Don't let ranged get away from you.
Lean on whichever weapon is your strongest currently.
Keep your pet adequately leveled, you are a team.
I'm falling asleep I'll update this part later.
Thanks for making it to the end of my guide, bye!