If I were to rank the starter Artifact traits in order of the ones I liked most, it would be Survival first, Beast Mastery second, Marksmanship third. So why?
Survival's had use, purpose and synergy. I could use it for AoE or single target. Beast Mastery's also has use, purpose and synergy, but it's not as convenient as Survivals and had a longer cooldown. Marksmanship felt like a fish out of water, shoehorned into a story-arc of ghostly winds.
Now, on the note of shoehorning into a story-arc ... Titan's Thunder. Fundamentally I like the idea of having a cooldown to empower all my summoned beasts with electrical energy. Free damage is great - dealing damage is my job. But every time I touched that button I could smell burning fur. Every time I touched that button I questioned my morality as a Beast Master electrocuting something I supposedly had a profound bond with. Obviously it doesn't damage the animals, and obviously this whole electrical Titanstrike story isn't going to randomly change from Thorim to.... Freya or Auriaya, but it certainly doesn't help with the disconnect between the fantasy proposed to the specialization and the artifact story we're given. Truthfully, I'm not sure why Auriaya wasn't the obvious Titan choice. Thorim will work great with gnomes and mechanical pets, of course.
Mechanically it bothered me that I couldn't use this as an AoE cooldown too. It's a one minute cooldown compared to the other specializations 45 seconds on their first artifact trait, on a specialization that already has two cooldowns compared to one. This probably has more to do with tuning on other artifact benefits, so it's not a big issue. However, the kicker came when it would only benefit from active summons. Using more Dire Beasts after already popping Titan's Thunder? No dice. That makes me mad at Titan's Thunder, and it makes me mad at Dire Beast (while already being mad at Dire Beast), and it makes me mad at Wild Call. So I wound up just not wanting to press it. Not an issue during leveling.
But that's what I'd like to see changed. Empower all my pets that are active while Titan's Thunder is active, not just the ones that are around when it's used. If it's going to be the latter, give it a really bloody satisfying animation where I shoot out electricity into all the pets, singing their hair furs, making them cry. At least then I'll understand why the new pets summoned within the duration aren't supercharged too (didn't zap 'em).
Finally, Beast Mastery has a few miscellaneous spells in its core kit. I'll address some of the spells I did not address in my write up for Marksmanship and Survival with this one.
Seven utility spells - Misdirection, Flare, Feign Death, Concussive Shot, Aspect of the Cheetah, Counter Shot and Disengage.
Three survival spells - Exhilaration, Aspect of the Turtle and Mend/Revive Pet.
Two passive abilities - Beast Cleave and Wild Call - I've already covered these above.
And two cooldowns - Aspect of the Wild and Bestial Wrath.
Seven utility spells - Misdirection, Flare, Feign Death, Concussive Shot, Aspect of the Cheetah, Counter Shot and Disengage.
This seems like quite a large number of spells compared to the previous write ups on utility abilities. Partially because they were either irrelevant to the spec entirely, removed, or addressed elsewhere in talents. For Beast Mastery, I'd like to leave a quick word on all of them. I've ordered them in terms of how much I have to say on each.
http://legion.wowhead.com/spell=34477/misdirection is thus what I have the most to say about.
Misdirection has had a long history with various incarnations, providing a nice nod to hunters' raid role since Molten Core. It was not the tanks pulling mobs, it was hunters. In fact, we were necessary to split the two large giants at the very start of Molten Core back when they were actually threatening. If you pulled them normally they came together. If you pulled them with a hunter, they came together, until you feigned at just the right time - allowing the closest giant to body-aggro onto your tank and the furthest giant to reset. We gained the role of
mob pulling. Misdirection is the remnant of one of our core roles, since lost.
Obviously gone in the annals of time, just like Misdirection once working with your next 2 (and 3) abilities rather than for the next X amount of seconds. At one point transferred threat was permanent, and worked with Distracting Shot. But it all boils down to one fundamental thing:
What is the purpose of Misdirection?
The purpose of Misdirection is to place
aggro on somebody else. It
redirects mobs to a
chosen target. If it cannot do this reliably then there is no purpose for Misdirection. When did I use Misdirection in a raid?
The Spine of Deathwing. I used Misdirection with Explosive Trap to redirect new blood spawns onto the blood kiting tank. Shek'zeer. I used Misdirection to help guide mobs spawning on either side of the room to the proper tank. Tortos. I used Misdirection to Barrage bats to the bat tank. Those all had
purpose. More importantly, they worked.
Since then I have not used Misdirection with any other purpose but to scare other DPS who don't know that Misdirection doesn't do anything. If I cast Misdirect on the mage before the pull of Archimonde the mage is going to freak out - it's really funny and that's about it. Even trying to put Misdirection on someone for add spawns doesn't pan out with those adds on the target I misdirected.
So here's my suggestion about Misdirection, and it's one that might make a few other hunters sweat:
Remove it from Marksmanship. Make Misdirection unique to Beast Mastery. Give them infinite charges of Misdirection, and give it a
purpose of reliably redirecting threat. I see
http://legion.wowhead.com/spell=197178/hunters-advantage and I really like that benefit, but the fact of the matter is that it's not what Misdirection has been about. It has never been a defensive cooldown. If you want to make it one, that's fine - but not at the expense of it's
purpose of
misdirecting. It is to make a mob going for
the wrong character to go to the
right character through the manipulation of the hunter. That's its name. This is a huge role for Beast Mastery, because the
wrong character is the player and the
right character is the pet
.
And it's this importance of the dynamic between hunter and pet, manipulating that threat between hunter and pet,
managing the pet, that makes me believe it should be Beast Mastery specific with infinite (or at least highly reliable) use.
http://legion.wowhead.com/spell=1543/flare - I have a similar comment about Flare. What is its purpose? Flushing out invisible enemies. It's a PvP ability. It always has been. There was a Marksmanship talent trying to make it a PvE ability, but was removed. Flare just - is a lost soul. So here's my suggestion about Flare, and similarly, it's going to make a few hunters sweat (especially the PvP ones):
Remove it from Beast Mastery and Marksmanship. Make Flare unique to Survival. It already plays a large role in the introduction of the Artifact quest for Survival, which for many will be their first introduction to the new Survival. Maybe something like Light 'Em Up can just be built into Flare itself for Survival. I just don't think Flare adds anything substantial to Beast Mastery or Marksmanship. Or, frankly, anything outside PvP.
"But how will we track the unique invisible pet challenges to tame?" We're walking around with
hounds, wolves, cats. Give
them abilities to track hidden.
Feign Death,
Concussive Shot,
Aspect of the Cheetah,
Counter Shot and
Disengage... Not much else to say on these that hasn't already been said. Feign Death and Turtle make a great combination for reviving pets [awkwardly Feign Death does a better job misdirecting than Misdirection].
Concussive Shot should probably be unique to Marksmanship and (as I've said before) integrated with better synergy between Marks' many slows. No idea why Counter Shot has a travel time. Still salty about Survival Disengage.
But a note on that. Leveling up the three specializations, I never once touched Disengage as Beast Mastery except for when Misdirection failed me. As Marksmanship, every once in a while to gain extra distance to Aimed Shot a mob still alive or reposition during the raid testing. As Survival I used it every damn chance I got to gather more mobs. Harpoon group, Disengage different group, Hatchet Toss other groups,
Hellcarver. Hell, Disengage was built into its game play via talents and traits. And that's why I'm salty it's on Beast Mastery but not Survival; to me it highlights why it should be on Survival, and why Misdirection failed. Beast Mastery doesn't need Harpoon to get to its mob, it has ranged attacks and a charge on its pet - that is the equivalent of Harpoon, nor jumping around via Disengage given its mobility and lack of casts. But let's stay on task here...
Three survival spells - Exhilaration, Aspect of the Turtle and Mend/Revive Pet.
Nothing more to add on Exhilaration and Aspect of the Turtle that I haven't already written about.
http://legion.wowhead.com/spell=2649/growl is one spell I'd consider an augment to the survival spells, and tied by context with Misdirection. While leveling I had an instance where I used Exhilaration to (over)heal myself and my pet after pulling an extra two mobs. Those two mobs instantly ran to me, so I used Misdirection, which did absolutely nothing. My pet then used Growl on one - it focused on my pet for 3 seconds before turning back to me. What kind of survival ability is that,
Exhilaration?
Exhilaration has seemingly too much threat associated to the player. Growl being a 3 second taunt is bizarre. What I'd like to see is a return of Growl being threat - at one point Growl was a threat generation and the 3 second taunt was an
entirely different spell, cleverly named Taunt. It doesn't need to be a different spell, but combine these elements with Growl. High threat, also a taunt. Similarly, I'd love to see a return of Silverback - it regenerated pet health during Growl. For example, let's say a pet uses Growl. It taunts the mob for 3 seconds, and increases threat generated for the next 5 seconds. Silverback would grant x% health return for those 3, or 5 seconds.
http://legion.wowhead.com/spell=136/mend-pet found its way in leveling as a rotational ability. Partially my fault for being stubborn and leaving my pet as Ferocity. Torn nonetheless on how I felt about that - on one hand, it provided a highly needed second of focus regeneration on Beast Mastery's slow rotation. On the other, it highlighted that
walking-the-dog and patting him on the head all the time from getting hurt every ten seconds was the bulk of
pet management with the new Beast Mastery.
Largely, a big part of this was probably pet regeneration outside of combat. With a small health pool, low survivability and insanely low health regeneration without the ability to stop and feed him like a player would, the health regeneration was a nuisance. Growl health regeneration would help this. Extra HP regeneration out of combat would help this. Heck, Feed Pet acting like muffin-eating would help this.
edit; I said muffin-eating in jest, but truthfully there is still feed pet. However, it still also requires a stack of food to use with the pet, and at least two or three clicks to activate. Would like to see this reworked so it checks the bags for a usable item, then auto-uses it. This could get annoying with items we want to keep for cooking, so maybe the option to make 200x pet food from a single object, which the ability prioritizes.
Two passive abilities - Beast Cleave and Wild Call.
Nothing more to add outside of what was said in Multi-Shot and Dire Beast sections.
Don't be afraid of giving specializations more passives. Sometimes, less
isn't more.
There's a lot of passives in the Talent tree to be cut or made baseline.
And two cooldowns - Aspect of the Wild and Bestial Wrath.
http://legion.wowhead.com/spell=19574/bestial-wrath is more of a rotational ability now more than ever, so I understand its role here and why it's a bit misplaced being called a cooldown. However, I think it's important that Bestial Wrath doesn't lose the feeling of a cooldown. We are, after all, unleashing Bestial Wrath. That doesn't come out of nowhere - the pets would be exhausted little bundles of fury.
Nonetheless, happy to see it integrated. Would like to see it polished. Mostly, I think I just need to see it in action more. I'm a delusional dreamer and saw Bestial Wrath and The Beast Within merging with Eyes of the Beast to be a rotational cooldown. Yes, I know.
http://legion.wowhead.com/spell=193530/aspect-of-the-wild, OK, it makes sense. Every specialization seems to have a secondary stat boost. This one is just a carbon copy of
http://legion.wowhead.com/spell=186289/aspect-of-the-eagle with focus regeneration instead of Mongoose stuff, but still. Please think about it though: why focus on Aspect of the Wild? Because it was once part of Bestial Wrath? Do you like what the focus separation on Beast Mastery has become? Not sure many other hunters agree. Maybe we can add some sort of Artifact Trait to bring back a form of Call of the Wild, and add more player-pet interaction or management. The extra focus is nice, but only being accessible a 2 minute cooldown causes a huge desire for something more.
Would also like to see a more dramatic animation added for it, since it's our real cooldown. The iconic leaf with the Aspect activation is fun, but whirlwinds of leaves would be fun too.
3. AUGMENTING TALENT CHOICES
My understanding of this talent system is that they are to augment our core kits for various situations: single target, AoE, burst, sustain, etc, and do so in a variety of methods ranging from easy (passive), to hard (more engaged). This is how I'll evaluate.
T15
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comments
Full passive tier, no engagement.
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Just one more reason to ask for Dire Beast to store itself in at least two charges. Still ultimately doesn't change game play.
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Way of the Cobra, so that we can fill all our extra time with Cobra Shot. Another reason for storing Dire Beast charges: to make this talent have game play manipulation potential.
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Feel this regeneration level should be baseline. I assume this is where you're looking to add in "Dire Shot" replacements?
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T30
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comments
Movement tier, prior comments stand.
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Preferred choice. Useful for moving from place to place since Aspect of the Cheetah isn't reliable (available).
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Still underwhelming, don't see what point this serves. Do our pet critical strikes contribute?
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If we compare this mathematically and scientifically it's technically Aspect of the Snail.
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T45
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comments
Conflicted tier, needs refinement.
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Great AoE option. What was wrong with 'Thunderstomp'? More reasons to ask for charge storing.
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Really think the only great part about this talent is the aesthetics. Therefore, a better aesthetic glyph. Thematically I understand Marks, but have the same comment there.
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As mentioned, I am #TeamBaseline for Chimaera Shot. But I do like an active use heavy hitting shot ability here complementing Stomp.
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T60
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comments
Tier is okay. Neither here nor there.
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Great. Did better mob management than my pet and misdirection combined. Binding Shot + Feign Death should get together and teach Fluffy and Misdirection a thing or two.
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Same comments as on Marksmanship.
Though I see people taking this who miss Freezing Trap.
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Warming up to this at a 5 second duration. Do you still believe it compares even remotely to Binding Shot?
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T75
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comments
Full passive tier, no engagement.
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Careful Aim was borne of Marksmanship during Aimed Shots cast time. It was high reward on a high focus cost ability. It changed our rotation. This doesn't do that here. Regardless, solid Single Target option.
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An AoE and Single Target burst option that synergizes with Bestial Wrath. I like it individually, but still doesn't overly add any game play options.
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Torn. A classic, but mostly for Quality of Life. Damage bonus is nice, but also still passive, and Single Target. Is this really the place for it?
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T90
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comments
Like the tier, needs refinement.
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Same comments as Marksmanship. Will it still benefit from Mastery? TBH this has the most satisfying spell animation in the entire Hunter kit.
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Will this have a place in Beast Mastery's AoE kit when we're so strongly tied to the costly Multi-Shot already, with no ability to manage our own focus?
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Same comment as Barrage. See you in ten years regenerating that focus to do anything else as BM. But it's not these talents' fault.
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T100
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comments
Like the tier.
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Shadow damage, am I reading that right? Is it possible to dynamically shape the 'herd' charge to the landscape? Right now the animals charge through the floor and walls if used on an uneven surface.
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Has the right idea, but needs a lot more oomph. Kill Command has a rather low CD cycle, plus the whole using a focus-dump to reset a focus-dump on a spec without much focus control is a downer.
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A passive bleed is fine. Easy to use. Now where are the hard to master but high reward talents?
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I did not feel like I could customize my game play with the talents proposed. Beast Mastery has a heavy issue regarding passive Talents and lack of engaging, game play manipulating options. It's stuck on "Walk-the-dog" mode. This is very evident with T15, T30 and T75 being a full row of 3 passive choices. For Marks and Survival only T30 met this fate. Every other talent row had an active choice, or at the very least, a passive choice that heavily modified game play. None of these passives adequately do the same.
Survival had an 'extra button' problem where its active choices didn't bring much to the table. Marksmanship seemed too creatively restrained by its slim ability set. Beast Mastery is the worst part of both worlds, having a 'passive ability' problem that doesn't bring much to the table while also being restrained by a slim ability set.
Many of the options feel like they could have, or should have been baseline. Dire Stable being the biggest offender. Blink Strikes, even with the damage component, will always be a Quality of Life change made to fix issues with pet AI to me. I have a very hard time accepting it as a talent, even on WoD live. Bestial Fury also would have been a good place for an active, or being made baseline.
Celestalon commented the following while writing this:
We're also considering a talent that replaces Dire Beast with a new shot, and are interested in feedback and ideas on that concept.
And I already placed my
initial remarks in the thread, voicing concern about integration with Titan's Thunder, Renewed Vigor and the various Dire Beast talents. That post also included my initial reaction of reusing
Viper Sting as its traditional Resource-over-Time mechanic. However, with Dire Beast being properly changed to a "Focus over Time" by restoring focus while the beasts are active, and not per attack, I feel there isn't much purpose to a 'Dire Shot.' It comes back full circle to my question up above: is it about the pet, the player, or both? Do you focus on pet abilities, hunter shots, or the dynamic of both? I think it's far more important to make hunter and pet work as a
team. I think it's more important to give us active buttons, not replace them. Some of Survival's "active replacement" talents work for that reason - it is active heavy and just needed to add synergy. Beast Mastery is active light, and could use some to add rotation, and to help augment synergy.
If we do not see Dire Beast (or 'Dire Shot') add in a charge system to alleviate problems outlined by Wild Call and resets above, consider that for one of the talents. It's not an active ability, but it'd sure give us some more active choices. Would love to see an extra Talent added for focus management, and a lot more priority given to integrating better primary pet [management] dynamics.
4. ARTIFACTS AND EXPECTATIONS
Beast Mastery means more to other people than it does to me. My experience with Beast Mastery has been hit or miss; fundamentally I still process it as a leveling specialization. That will probably never change for me, and it's in that perspective that I've always held reservations each time the spec sees buffs that grant it optimal raid performance.
Often I refer back to Throne of Thunder writing these pieces, but that's because I found Throne of Thunder to be the most successful hunter iteration ever. You could bring two specs: most players chose Beast Mastery for Single Target and Survival for AoE. I chose Marksmanship for Single Target and Survival for AoE, up until the mid tier Aspect of the Hawk buff. Why? Because traditionally Beast Mastery scaled exceptionally well with attack power. Far better than Marksmanship and Survival. As a result, when that mid tier Aspect of the Hawk buff rolled out and buffed hunter attack power, Beast Mastery saw the most benefit.
Which meant the prior equal balance between Beast Mastery and Marksmanship disappeared. Marksmanship was no longer ever so slightly better single target than Beast Mastery at the expense of a harder playstyle and weaker cleave - instead it was worse in every way. Unfortunate, yes, but at the time we were working on Lei Shen, which mechanically favoured the cleave from Beast Mastery anyway. Had the Hawk buff come sooner, I would've been a lot less impressed.
The new iterations on all three specializations has left this evaluation scrambled. I don't know where the three specs will fall regarding leveling or mechanical prowess, or what the plans are.
What I do know is that the hunter class is the
most played class in the game. Most of these hunters are Beast Masters. Many who play hunter do so for 'the cool and exotic (cute) pets.' They do it for the
hunt. They do it for the
companionship and the
thrill of solo. There are solo players, taking on group content alone. There are calm players, casually strolling with a 'Walk-the-dog' mentality.
Because of that, I don't mind Beast Mastery being simple. But I do mind the lack of options to make it engaging. And I don't like it when simplicity ruins solo play. Truly, it must be hard to balance these two completely different groups: the difficult solo group content beast master and the easi-peasi kitti-collecter beast master.
So my question here is, what expectations are there for Beast Mastery, the artifact, and the level of detail it should entail? Is the plan to reduce the amount of people playing hunters, or to make them like their hunter more than ever before?
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US realm Hunters with level range 100-100 population proportion.
EU realm chart looks similar, at 844k and 12.8%. |
TITANSTRIKE
Just Titanstrike.
Of the three artifact quests, Titanstrike's impressed me the most. It had the most attention to detail and the strongest storytelling. I commend you there. Titanstrike is farfetched on a specialization with a profound bond of nature, so it was definitely needed.
My first impression was the highlight of Beast Mastery's strong mobility through the use of the electrical orbs and Ta'yaks tornado mechanics, which was great. Trust me, I have
not forgotten. As for the electric orbs, maybe a
bit more of this. My second impression was that somebody was definitely going to die from undertuned damage, exceptionally squishy pets, and the unreliability of Misdirection. It wasn't me, but it was everyone else who I told to test the spec. Ha.
Greatly enjoyed Mimiron, was sadly disappointed that the Big-Red-Button didn't cause some catastrophic disaster, but - most importantly - Hati.
Love the decision; don't use the model. I'm assuming it's absolutely place holder, but just in case it is not: don't use the model. Ulduar may have been during Wrath of the Lich King, but we are not. We are from Legion, and at minimum Draenor models are expected. This isn't the 5th dimension yet. There is a new electric Draenor worg model, so I'm going to assume that is the proper Hati. It would be exceptionally unprofessional to use the Wrath worg and would be such a dismal respect of detail that it'd be completely unexpected from a company like Blizzard. So, I don't expect it to be the case... But... Just putting it out there.
Further, as is probably obvious, a lot of people play hunters. A lot of them play Beast Mastery. A lot of them are casually walking-the-dog, and will probably want far more robust customization options for Hati. C'mon Thorim, not your babysitter.
In all seriousness, why Thorim? Why not Auriaya?
Here's how I'm going to speed up feedback about the Artifact traits: by Golden Dragon, with each paired by their own connectors. In a table like the talents. I had no idea how to group these properly. Not sure this is the best pathway progression.
ZONE 1:
Titan’s Thunder
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GOLDEN
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regular
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regular
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Addressed in the core kit. Overall happy with it.
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Good starter. Solidifies Cobra as our core damage dump. Would've expected this to be Kill Command's damage down here.
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Expected to see Pack Leader or AoE. Is more mechanically interesting, but proc rate is pretty boring. Make it hurt if it's literally going to be the chance of being struck by thunder.
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SILVER
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--
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--
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Damage reduction on pet doesn't matter if Misdirection can't get mobs there reliably. Maybe reduce MD CD as 3/3 reg and make Jaws silver instead.
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--
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ZONE 2:
Surge of the Stormgod
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regular
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regular
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GOLDEN
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Does this make Aspect of the Wild 'complete', or does it make Aspect of the Wild cool? Don't rob us. What synergy makes this neat?
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Electrical-cleave Beast Cleave. You're going to be asked for this to have a better range than 5 yards. Ideally this will be 5y around every pet empowered.
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ZONE 3:
Stormshot
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regular
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regular
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GOLDEN
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Jaws of Thunder called, it wants to trade places. Then again, that makes both sides of Zone 1 about single target and no AoE.
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I'm a hunter, not a mage; not a shaman. I do like the control on release with Cobra Shot. Will have to see it in action.
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ZONE 4:
Master of Beasts
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SILVER
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regular
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regular
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Marks' version of this was underwhelming, but BM's is great. Multi focus reduction is what it needs. Almost as good as old BWrath reduction, A+.
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By the way, did you know Bestial Wrath is a rotational button for you now? Clear cut, beautiful - an increase to all previous abilities.
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SILVER
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regular
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GOLDEN
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Vigor, Shell, Reflexes, Advantage. MM and SV didn't have all this. What's broken with BM that it does? I like this one the most though.
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AoE on Focus of Titans and Fury Swipes isn't seen until we're almost done the build. Weird. Like it though: clear, simple on our AoE.
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Hati is feeling better now. Want to see it in action versus the other specializations final Goldens.
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5. TOO LONG, DIDN'T READ SUMMARY // CHANGE REQUESTS
All of this will have been covered in better detail above. It also, obviously, doesn't cover everything above. I recommend reading the above and using this as extra reading.
TL;DR
Beast Mastery was exceptionally boring to level. It was very difficult to force myself through it, and it had everything to do with game play. There was not enough there, and there were not enough options provided to let me change that. I don't say that lightly because I know how it sounds. It's very simple and straight forward - that's good, I like that, I think Beast Mastery most of all needs to be simple and straight forward given its wide demographic. But it needs something that will give it more for players like myself. It needs Talent reworks. Maybe even some baseline reworks.
Marksmanship has 3 core abilities just like Beast Mastery does. However, Marksmanship is trying very hard for a synergy dynamic feedback loop played between Marked empowering Aimed. Cobra, Dire Beast and Kill Command do not have something similar. The closest is Dire Beast reducing the cooldown on Bestial Wrath. So how do you dynamically tie Cobra and Kill Command to Bestial Wrath?
The main concern for me is that Beast Mastery does not seem to be about pet management. Dire Beast is not pet management, it is focus management, and does not affect our primary pet. We have no more direct influence or management with the primary pet beyond Kill Command and Bestial Wrath, and those don't feel like the same dynamic of haste push-pull from Focus Fire or focus / Wild Hunt management. Worse, Dire Beast works against itself regarding 'Cobra Shot' spam and Wild Call reset overwrites. The new GUI provides us a floating health bar for our character, and for other classes their buffs. For Beast Mastery, nothing - no pet bar, no pet buffs. Let's see that get added (and since I mentioned it, also an interface option to remove them).
'Keeping it simple' is always a good mantra, but if Marks Beast Mastery keeps it too simple its new charm will go to waste. I'm worried Beast Mastery was gutted too viciously, and that all the current Talents and Artifact Traits aren't "augmenting" or "enhancing" Beast Mastery so much as they are "putting it back together."
Its got 'Walking-the-Dog' down pat, so now let's work on something harder.
Requested Highlights
Dire Beast: Would like to see this provide more functional control over all the various Dire Beast dynamics and focus gains.
Please allow it to charge up to 2. I just cannot fathom playing this without wanting to punch the Dire Beast spell in the mouth every time it wastes a proc on me. RNG is okay, especially on a "wild" specialization like Beast Mastery, but not at the expense of creating
downtime.
Synergy: Build more rotational synergy and choice into Beast Mastery's talent options. The vast majority of its core kit is disconnected. How can we make Cobra Shot affect rotational game play, or Kill Command? Consider adding an extra baseline ability if nothing else. Chimaera Shot has a strong following to become baseline for these reasons (mainly because it eases current focus downtime woes accounting from Dire Beast). If not Chimaera, maybe something similar.
Talents: Beast Mastery has the least amount of core abilities and the most amount of non-affective passive talents. Please comb back over BM talents and seriously consider making some of the non-affective passive talents baseline. Alternatively, replace them with passives that change game play, or as active button options. Further, keep in mind the player-pet dynamic and current lack of
pet management. An active focus option like Roar of Recovery, affecting both player and pet focus regen, would be phenomenal.
Misdirection: The glyph for this was made specifically with Beast Mastery in mind. Perhaps it's time to hand Beast Mastery
sole ownership of Misdirection, and restore its usefulness with infinite casts. Perhaps a mechanical tweak here and there to
improve its effectiveness at directing as well.
Growl and HP Regen: Pet health regeneration is infuriatingly slow, most noticeably out of combat. As a player I can stop and eat food. My pets don't have this option. Consider providing growl a heal component, or somehow granting us faster pet HP regeneration tools out of combat.