The Class tree Talents contain essential spells and passives that are mandatory for any situation, as a BM hunter, other situational talents, and others that are just not good enough to be picked.
Mandatory talent :
- Kill Command and Kill Shot : core spells of the spec
- Improved Kill Shot: a talent that gives you more damage on Kill Shot's critical strikes. There's just no reason not to take it because most of the upper tree's talents don't increase DPS
- Posthaste and Pathfinding: two talents that give you movement speed, which is needed for pretty much every situation. Posthaste can also dispel you from some movement-impairing debuffs
- Counter Shot: Hunter's kick is needed for pretty much every situation
- Survival of the Fittest paired with Lone Survivor or Nature's Endurance (fight dependent), Born To Be Wild, and Hunter's Avoidance: talents that give the Hunter mandatory decent survival skills.
- Beast Master, Improved Kill Command, and Alpha Predator: this branch at the bottom of the tree is essential. It will give you pet damage and 2 charges + more damage on Kill Command.
- Serrated Shots: more damage on bleeds and strong execute.
- Keen Eyesigh and Death Chakram: flat critical strike chances and a strong cooldown that is good in pretty much every situation.
- Master Marksman is a strong talent due to the fact that critical strike is our main stat.
- Misdirection, Camouflage, Tar Trap, Tranquilizing Shot, Intimidation, and Binding Shot: most likely used in Mythic + content or if needed on some boss encounters. They provide you with a threat redirection, a stealth, AoE slow, offensive magic and enrage dispel, Single target long stun, and a 3s AoE stun (Binding Shot does not root anymore)
- Sentinel Owl and Sentinel's Protection: fight dependent, the leech can also be good for your party members.
Bad talents :
- Trailblazer: we already have enough movement speed, and it works only after 3s after being out of combat, so it is kinda useless (maybe while farming old content or leveling)
- Wilderness Medicine: we basically never need to heal our pets, and if we do, we have Mend Pet and Exhilaration
- Entrapment, Scare Beast, High Explosive Trap, and Improved Tranquilizing Shot: these are super niche talents that will probably never be used
- Killer Instinct: Having 2 charges of Kill Command with Alpha Predator is way better, so this talent won’t be used
- Steel Trap and Improved Traps: Not good enough in any siutuations
- Arctic Bola, Explosive Shot, Barrage: while the last two talents are decent in AoE situations, it requires you to spend 2 useless points into Arctic Bola. The fact that it’s Cobra Shot that triggers the talent is really bad because we barely use it in AoE
- Serpent Sting, Hydra’s Bite, and Poison Injection: these talents are not that bad. It’s just that with the Alpha Predator and Death Chakram branches that overall have stronger talents, you don’t have enough points to spend
The key here is to get Bestial Wrath, which is going to be your strongest cooldown, so you will have to follow the Pack Tactics, Aspect of the Beast, and Thrill of the Hunt path to get it (we are in ST, so we don’t want to take Multi-Shot or Beast Cleave).
To the right, we take Barbed Shot, one of our core spells, then Training Expert, an excellent talent considering that our pets are doing an essential part of our damage. Next, we chose Killer Command, which synergizes well with our new tier set bonus, then Bloodshed, a 1 min cooldown that can line up easily with the orc racial.
War Orders is a powerful talent that will allow us to press way more Kill Commands. With this talent, we need to pay attention not to press Barbed Shot (unless we are about to lose our Frenzy stacks) if our Kill Command is recharging the 2nd stack because we will lose some value here.
Below Bestial Wrath, we have Wild Call that is mandatory if we want to keep your Frenzy stacks, which will significantly increase the value of Critical Strike. We will then aim to get Piercing Fangs (the old Shadowlands legendary) to improve our pet’s damage. To get it, we will take Barbed Wrath, which allows us to get Bestial Wrath more often, and Scent of Blood which will help us keep our Frenzy stacks.
To finish with, we take Dire Beast, then we will follow the branch to the left by taking 2 points of Stomp, 3 in Dire Command, 2 in Dire Frenzy and finally Dire Pack. The uptime of the Beasts we are summoning is really high and will allow us to keep the 5% Haste buff during most parts of the fight. Also, every 5 beasts summoned, we will have a 8s buff that will allow us to cast a lot of Kill Commands, thanks to Dire Pack.
To finish with, keep in mind that with this build, we don’t lose that much in ST, but we do gain a lot in AoE. Because of that, it can be interesting to play this build even if we have just a few moments of cleave/AoE.
In this build, we take Misdirection, Tar Trap, Tranquilizing Shot, Intimidation, and Binding Shot which are essential for M+. We can also add Camouflage depending on the situation. If you are raiding, and a stun and a dispel are not needed, you can put 2 points into Rejuvenating Wind, for example.