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State of Beast Mastery Hunters on Shadowlands Beta
envoyé
17/08/2020 à 21:22
par
Moofzy
Feedback and opinions on the current state of Beast Mastery Hunters on the
Shadowlands
Beta, mainly focusing on PvE viability, Covenant abilities, Legendaries, Conduits, and concerns going forward.
Introduction
Out of all three Hunter specs, Beast Mastery Hunters are perhaps in the best shape going into Shadowlands. Considering not much has changed, the majority of the spec works and flows rather smoothly. BM also has the most depth out of all three Hunter specs at the moment. Despite its simplicity, Beast Mastery Hunters have to manage
Frénésie
stacks in addition to their standard rotation, which gives an added layer of complexity to the spec. The biggest disparity between the current state of BM in Battle for Azeroth as compared to Shadowlands is how slow the spec plays. BM feels extremely slow due to the lack of secondaries, mostly due to the toolkit's reliance on both Critical Strike and Haste. However, this is to be expected going into a new expansion. Disregarding tuning, aside from a few minor concerns and bugs, Beast Mastery is in a fairly good state heading into Shadowlands.
About the Author
I'm
Moofz
. I main
Hunter
and do both Mythic+ and raiding at a high level. I write the BFA
Marksmanship Hunter guide
and most Hunter-related content and news for Wowhead. I also have a
Hunter Mythic+ website
, stream raids and dungeons on
Twitch
, and do
YouTube
content. I've also commentated multiple Race to World First events over the past couple of years. Feel free to message me via
Twitter
or in the Trueshot Lodge with any Hunter questions or inquiries.
What's Changed?
Shadowlands hasn't brought very many changes to Beast Mastery so far. We've acquired some new talents but aside from Legendaries, Covenants, and Conduits, Beast Mastery is essentially the same. Below are the major class, spec, and talent updates.
Class/Spec Changes
NEW
Effrayer une bête
- Scares a beast, causing it to run in fear for up to 20 sec. Damage caused may interrupt the effect. Only one beast can be feared at a time.
Iconic Hunter spell that dates back to vanilla WoW. It can be beneficial while questing or during PvP. Sadly, a targeted fear that only works on beasts has very niche uses in modern gameplay.
NEW
Yeux de la Bête
- Take direct control of your pet and see through its eyes for 1 min.
Eyes of the Beast can be used while questing, or in very niche scenarios that require "scouting" ahead. While this ability is perhaps one of the coolest abilities in the game, once again the practical uses of this ability are few to none.
NEW
Tir mortel
- You attempt to finish off a wounded target. Only usable on enemies with less than 20% health.
Beast Mastery Hunters get an execute baseline! In BFA we were given Killer Instinct as a talent, but it was surpassed in relevance by Animal Companion after it was buffed in patch 8.2.5. Kill Shot gives our execute phase a bit of added depth and is a welcomed addition to our toolkit. That being said, Kill Shot isn't quite as strong for Beast Mastery as it is for Marksmanship since it does not interact with our toolkit nor is it affected by our Mastery like it is for Marksmanship Hunters.
NEW
Tir tranquillisant
- Removes 1 Enrage and 1 Magic effect from an enemy target.
In Battle for Azeroth, Hunters had a purge baked into our pets. The addition of Tranquilizing Shot is primarily to give Marksmanship Hunters similar baseline utility to Beast Mastery and Survival Hunters. It is, however, a slight quality of life change for us as well, considering we no longer have to rely on our pet positioning and targeting to properly soothe targets.
Détournement
- Misdirect all threat you cause to the targeted party or raid member,
for the next 8 sec
beginning with your next attack within 30 sec and lasting for 8 sec.
It now works like the current
Ficelles du métier
. Definitely a big quality of life change.
Ressusciter le familier
- Revives your pet, returning it to life with 100% of its base health.
2 sec
4 sec cast
Devastating change. Without a pet, we are essentially useless considering the majority of our DPS is tied to our pets. If you don't have
Aspect de la tortue
available to sync with your Revive pet, expect to waste 5-10 seconds attempting to revive your pet. If this change stays in, it'll be very hard to justify bringing Beast Mastery or Survival Hunters to any sort of competitive content.
Marque du chasseur
- Hunter's Mark is now baseline for all Hunter specs.
Beast Mastery Hunters now have Hunter's Mark. While single target is largely a "apply and forget" scenario, having to juggle Hunter's Mark in AoE feels cumbersome and unrewarding. The new version of Hunter's Mark has a reduced GCD (1-sec Hasted GCD) so it's a bit easier to manage, however, the focus generation component has been removed.
Tir des Arcanes
- A quick shot that deals Arcane damage. Arcane Shot has been made baseline for all Hunter specs.
Beast Mastery Hunters should typically use
Tir du cobra
rather than Arcane Shot. Ironically, Arcane Shot is proving to be slightly higher DPS due to Cobra Shot's increased focus cost. In addition to the increased cost, unlike Cobra Shot, Arcane Shot deals arcane damage, which isn't affected by armor.
Enchaînement bestial
- Beast Cleave has been capped at 5 targets.
This change just brings Beast Cleave in line with other target capped abilities.
REMOVED
Tir du cobra
Rank 2
- Cobra Shot's cost is reduced by 10.
Removing this passive tied to Cobra Shot cripples our rotation. This change makes
Tir des Arcanes
more favorable to use than Cobra Shot. It also severely affects talents such as
Cobra cracheur
and
Cobra tueur
as their damage potential is directly correlated with the number of Cobra Shot casts.
Flèches multiples
- Multi-Shot has been capped at 5 additional targets.
This change just brings Multi-Shot in line with other target capped abilities.
Talent Changes
Check out the new talents in the
talent calculator
NEW
Effusion de sang
- Command your pet to tear into your target, causing your target to bleed over 18 sec and increase all damage taken from your pet by 15% for 18 sec.
The damage the DoT does isn't super significant, its real benefit is the bonus pet damage it provides. It lines up quite nicely with both
Courroux bestial
and
Aspect de la Nature
. At the moment, its currently bugged and does not work with Animal Companion so it loses a ton of value when the two are paired together. Bloodshed is only relevant in single target scenarios considering it only increases damage against a single target.
Bête féroce
- Summons a powerful wild beast that attacks the target and roars, increasing your Haste by 5% for 8 sec. Costs
25
0 Focus.
A fairly significant buff to Dire Beast. The beast itself still does little to no damage, but now that it doesn't cost focus, it's essentially a free 5% Haste buff every 20 seconds.
NEW
Odeur du sang
- Activating Bestial Wrath grants 2 charges of Barbed Shot.
This is essentially a version of
Instincts primaux
that is now tied to
Courroux bestial
rather than
Aspect de la Nature
. Scent of Blood feels a bit awkward to use as it causes us to waste some of the cooldown reduction we get from Barbed Shot procs, most notably in our opener. That being said, it helps to maintain a higher
Frénésie
uptime. It will be especially helpful towards the start of Shadowlands when our secondary stats will be pretty low.
Cobra cracheur
- REMOVED
Summons a Spitting Cobra for 20 sec that attacks your target for Nature damage every 2 sec. While the Cobra is active you gain 2 Focus every sec.
NEW When Bestial Wrath ends, summon a Spitting Cobra for 20 sec that attacks your target for (31.2% of Attack power) Nature damage every 2 sec. to aid you in combat for 15 sec. Each Cobra Shot used during Bestial Wrath increases the damage this Spitting Cobra deals by 10%.
While this change sounds good, there are a ton of issues with Spitting Cobra that make this talent unusable. The most glaring issue is the high cost of
Tir du cobra
at the moment. We physically can't cast Cobra Shot enough for this talent to be relevant. In addition, there are some major bugs with Spitting Cobra. The cobra that spawns only has a range of 25 yards (it won't deal damage if it spawns further). Spitting Cobra is also reduced by Animal Companion's -35% pet aura so it does decreased damage anytime these talents are paired together. The talent has some potential in single target situations but there are some major changes that need to occur to make it relevant. Assuming these issues are fixed, Spitting Cobra will become better as we scale and we're able to cast more Cobra Shots. It also has some potential synergy with talents such as
Cobra tueur
.
Ruée
- Summon a herd of stampeding animals from the wilds around you that deal damage to your enemies for 12 sec.
3
2 min cooldown.
Pretty good buff to Stampede. Now that it's a 2 min cooldown, it pairs well with both
Courroux bestial
and
Aspect de la Nature
. Stampede has potential to be viable in burst situations, but at the moment, Stomp's consistent damage seems to outweigh it.
Runeforged Legendaries
We recently got access to the legendaries we will be able to play with in Shadowlands. A few choices are fairly interesting but for the most part, Beast Mastery legendaries are pretty underwhelming. Hunters have 4 generic legendaries that all three specs have access too, as well as 4 legendaries unique to each spec. Here's a quick rundown of the powers we will have access to.
Generic Legendaries
Appel de la Nature
- In BFA,
Aspect de la Nature
was a pretty solid cooldown due to
Instincts primaux
. Since we no longer have any traits that buff it, Aspect of the Wild returns to being a fairly underwhelming cooldown in terms of DPS gain. While it does provide some benefit, Beast Mastery's major cooldown is actually
Courroux bestial
, not Aspect of the Wild. Call of the Wild unfortunately reduces Aspect of the Wild so its offensive benefit isn't very great. It does, however, reduce the cooldown of
Aspect du guépard
and
Aspect de la tortue
as well. Paired with
Cœur sauvage
, we might see this legendary used defensively depending on the situation.
Stratagème du couard
- Craven Strategem has no added DPS benefit, but its defensive utility is insanely good, especially for PvPers. It may see some use in dungeons or raids depending on the scenario, but other than niche defensive utility, I highly doubt we'll use this legendary in PvE very much.
Appareil de trappeur de Nesingwary
- Nessingwary's serves little to no purpose for Beast Mastery Hunters. Having to spend a GCD on a trap that does zero damage doesn't help us in any way. In fact, using this legendary is at best DPS neutral. I don't see a world in which we would ever use this legendary over the other options we have.
Braises de la forge des Âmes
- Soulforge Embers gives us a unique interaction between
Piège de goudron
and
Fusée éclairante
, two very underutilized abilities in the Hunter toolkit. Conceptually, the idea is amazing and brings to light a new element of class fantasy. Pragmatically speaking, however, Soulforge Embers feels awkward to use in actual gameplay, as it requires two GCDs that are not a part of our core rotation. Unlike Marksmanship Hunters though, Beast Mastery has some natural downtime baked into the spec so utilizing Soulforge Embers effectively is typically much less of a hassle. That being said, Soulforge Embers is currently the best performing legendary for all three specs by a landslide on Beta (this can easily change with tuning of course).
Beast Mastery Legendaries
Ordre funeste
- Dire Command is a pretty underwhelming legendary for us. The legendary only has relevance at a low target threshold considering we stop using
Ordre de tuer
in AoE. The beast that spawns is the same
Bête féroce
from our talent. Similar to our talent, the beast that spawns does rather pitiful damage, and its damage is only single target (it does use
Piétinement
if talented into it). On top of that, Dire Command only gives us a 10% chance to spawn the Dire Beast in the first place, which equates to a little less than once a minute. The one redeeming factor to this legendary is that when the Dire Beast does proc, it does give us the 5% Haste that also comes from the talent.
Morsure de cobra d’attise-flammes
- Once again, this legendary doesn't provide much value with the current state of Beast Mastery.
Tir du cobra
currently costs way too much focus to gain any meaningful DPS from this legendary. Additionally, having free
Ordre de tuer
s does very little for us as focus isn't a major issue for Beast Mastery Hunters considering our high passive regen. Flamewaker's is also a pure single target legendary since it relies on Cobra Shot, so it loses value in AoE scenarios. This effect will improve as we gain secondaries and we're able to cast more Cobra Shots, but in its current state, I don't foresee us using this legendary.
Qa’pla, ordre de combat en érédun
- Qa'pla is one of our better single target legendaries for Beast Mastery. The value of this legendary scales directly with how many
Tir acéré
s we're able to cast. Traits such as
Odeur du sang
pair wonderfully with it. As we gain secondaries and can produce more frequent Barbed Shots, this legendary gets better. The downside, like some of the other legendaries, is that Qa'pla loses value in AoE considering we typically don't
Ordre de tuer
as much in AoE situations.
Crocs transperçants de traqueur de rylak
- Rylakstalker's is perhaps Beast Mastery's most well-rounded legendary. While a boring effect, a flat 30% crit damage during
Courroux bestial
is amazing for us and it significantly bolsters our damage during our major cooldown. As we scale, we will continue to get more frequent Bestial Wrath windows, increasing the value of this legendary. Rylakstalker's is also the only Beast Mastery legendary, aside from
Braises de la forge des Âmes
, that has any major relevance in AoE.
Legendary Overview
At the moment there are only three legendaries that have any real significance for Beast mastery Hunters. Purely because of how much damage it's doing,
Braises de la forge des Âmes
is currently our best option in both single target and AoE. The only other legendaries that really contribute any meaningful damage to us at this time are
Crocs transperçants de traqueur de rylak
and
Qa’pla, ordre de combat en érédun
. Rylakstalkers lends itself to being diverse as its benefit extends to both single target and AoE, while Qa'pla paired with
Odeur du sang
can be quite nice in single target scenarios.
Covenants & Soulbinds
As you progress through Shadowlands, players will be able to choose from one of four different Covenants: the
Kyrian
of Bastion, the
Night Fae
of Ardenweald, the
Necrolords
of Maldraxxus and the
Venthyr
of Revendreth. Each Covenant will give you unique abilities - one damaging ability and one utility ability - and will provide players with a slew of unique transmogs, storylines, mounts, and other benefits. Players will be forced to choose one Covenant, however. We've been told that changing Covenants isn't too difficult, but returning to a previously abandoned one will prove to be cumbersome.
You can read the full Covenant overview
here
.
With Beta underway, we have been able to test each of the Covenants for Hunters. Below is a summary of how each Covenant currently interacts with the Beast Mastery toolkit and the viability of each.
Kyrian
Flèche résonnante
- In PvE, the bonus 30% Critical Strike can be quite nice, especially in AoE. Beast Mastery Hunters love Critical Strike since some of our abilities (
Appel sauvage
,
Communion avec la meute
, etc) directly scale off of it. The Critical Strike bonus we gain from Resonating Arrow also benefits our pets. The other major benefit that Beast Mastery has compared to Marksmanship and Survival, is that we can essentially line up every
Courroux bestial
with every Resonating Arrow cast. Going even further, If we take
Frisson de la chasse
we gain 9% passive Critical Strike (assuming 3 stacks of
Frénésie
), and every 2 minutes we gain another 10% Critical Strike from
Aspect de la Nature
. In total, we gain a ton of passive Critical Strike during Resonating Arrow, which equates to some pretty hefty burst. The major downside to this ability is of course that its a placed AoE effect, so moving mobs outside of the area loses value. Resonating Arrow also has an awesome effect that lets you cast abilities onto targets that would normally be out of your line of sight. It lends itself to having some unique benefits in PvP, especially in Arenas.
Invocation de régisseur
- On the surface, this ability seems quite underwhelming, but after doing dungeons and raid testing, this ability adds a ton of value. The real beauty of this ability is that
Flasque de sérénité
removes bleeds, diseases, poisons, and curses. Things such as
Nécrotique
and
Aggravé
can be removed, along with a ton of new poisons, diseases and bleeds introduced in the new dungeons and raids such as
Exsanguiné
from the
Hurlaile
fight in Castle Nathria.
Necrolord
Chakram de mort
- For Beast Mastery Hunters, Death Chakram is currently our best option for pure single target scenarios. The ability lends itself towards being versatile - being able to deal with both AoE and single target scenarios. It also gives us additional focus per bounce, which is a nice bonus perk. Death Chakram is currently bugged in AoE situations as it can bounce to nearby corpses. Without considering Soulbinds or other utility, Death Chakram is perhaps the best option for Beast Mastery Hunters in terms of both single target throughput and AoE throughput as it's only slightly behind Kyrian in regards to AoE at the moment.
Chair recomposée
- Fleshcraft can be a fairly strong defensive ability, giving players a shield up to 50% of your maximum health every 2 minutes. The major downside of this ability is of course its long channel time. For raid, and even in PvP, it might be hard to find times to adequately charge this ability. In Mythic+ however, there is generally ample time to utilize this ability, which can easily be a game-changer in higher dungeons. The shield also allows you to ignore certain mechanics depending on the situation.
Night Fae
Esprits sauvages
- While most of the other covenant abilities seem to be completely implemented, Wild Spirits seems to be unfinished for the most part. The ability itself works and is usable, but many of our abilities don’t interact with it properly. For Beast Mastery Hunters in particular, Wild Spirits does not currently proc off of pets attacks or abilities such as
Enchaînement bestial
, nor does it proc on DoTs such as
Tir acéré
(it does proc on the initial cast of DoTs, but does not proc off of DoT ticks). Considering pets are the majority of our damage, it's safe to say Wild Spirits is pretty underwhelming for BM Hunters at the moment. It also has an internal cooldown on how often it can proc, which really hurts its damage capabilities. Wild Spirits has the potential to be really strong for AoE, but it has some things that need to be ironed out before it becomes viable for any Hunter spec.
Forme d’âme
- Utility-wise, Soulshape is probably one of the best covenant options we have. The on-demand blink and added movement speed helps our positioning. Soulshape along with
Désengagement
and
Aspect du guépard
gives us an abundance of tools to deal with different types of mechanics.
Venthyr
Tir écorcheur
- Flayed Shot does a fair chunk of damage by itself, and of course, it provides us with extra
Tir mortel
s throughout the entire fight. Unlike Marksmanship, the Beast Mastery toolkit doesn't really have any interaction with it. BM's Mastery doesn't buff Kill Shot or Flayed Shot like Marksmanship's Mastery does so it's significantly less impactful for us. The major downside to this ability is of course the lack of AoE it provides as it is strictly a single target ability. It is currently performing worse than
Chakram de mort
in pure single target scenarios.
Porte des ombres
- A teleport can be nice situationally and definitely gives us a bit of added utility to our toolkit. Door of Shadows might be useful for skips in Mythic+ but in general, its usage is pretty niche and situation dependent.
Covenant Overview
At the moment, Beast Mastery Hunters really only have two Covenant options. Both Kyrian and Necrolord are fairly well-rounded options in their current state. On top of
Flèche résonnante
, which lends itself to excellent AoE and fairly strong single target, the Kyrian Soulbind also gives us access to
Pelagos
who gives us three Potency Conduits,
Renoncement au passé
and
Méditation de combat
. Going the route of Necrolord gives access to
Chakram de mort
, our best option for single target scenarios. It also provides fairly strong AoE damage, as well as giving some bonus focus with each cast. The major downside of Necrolord is its mediocre Soulbind tree, which isn't as impressive as its Kyrian counterpart. The best Necrolord Soulbind tree at the moment is
Bonesmith Heirmir
who gives us both
Arsenal d’Heirmir : gemme médullaire
and
Rêveries forge-nées
, but only two Potency Conduits to choose from (the tree has three potency slots in total, but choosing Marrowed Gemstone conflicts with the third potency slot). Venthyr doesn't seem optimal at the moment considering
Tir écorcheur
is fairly mediocre for BM Hunters but, it does have some merit considering how strong its Souldbind tree is.
Theotar
gives us access to two Potency Conduits with access to both
Ombre apaisante
and
Convenances du désert
which is perhaps one of the strongest trees we have access to. All in all, the difference between these covenants will largely come down to tuning and how the final Souldbind trees are laid out.
Conduit Traits
Conduits are a new system added in Shadowlands. Similar to how relics acted in Legion, Conduits provide a minor buff to existing abilities. Each spec has 16 unique Conduits to choose from, separated into four distinct categories:
Covenant
traits,
Potency
traits,
Finesse
traits and
Endurance
traits. Each of these traits scales up to a maximum of 15 ranks, each rank increasing the potency of the Conduit. BM Hunters have had most of their Conduits revealed on the Beta. Below is a brief description of each conduit and its relevance.
Covenant Traits
Marque d’affaiblissement
- You can only obtain this Conduit via the Kyrian Covenant. Enfeebled Mark is a very solid trait for Beast Mastery Hunters as it directly increases your damage to enemies within
Flèche résonnante
. As I mentioned earlier, BM Hunters have an enormous amount of Critical Strike during Resonating Arrow, so increasing damage done on top of the large amount of Critical Strike works wonders. The major downside to this trait is of course the fact that Resonating Arrow is a placed area of effect, so moving mobs outside of its effect cripples the value of this trait.
Libération surpuissante
- You can only obtain this Conduit via the Venthyr Covenant. As mentioned earlier,
Tir mortel
damage for Beast Mastery Hunters is a fair bit lower than its Marksmanship Hunter counterparts, so while buffing its damage is useful, it's not quite as useful as some other traits. Empowered Release isn't a bad trait by any means, but it's also not a necessity.
Tir écorcheur
and Kill Shot are also single target oriented abilities so this trait loses value in AoE scenarios.
Barrage nécrotique
- You can only obtain this Conduit via the Necrolord Covenant. Necrotic Barrage is definitely one of the better conduit traits available if you choose to go Necrolord. It's a straight damage boost to
Chakram de mort
which does a pretty good amount of damage already. This trait also increases the focus gain from Death Chakram which is a nice added bonus.
Harmonisation de l’esprit
- You can only obtain this Conduit via the Night Fae Covenant.
Esprits sauvages
unfortunately has some flaws inherent in the ability as it doesn't currently work with many hunter abilities or pets in general. Having a conduit that buffs its damage doesn't really help us in any way considering its current state. There is definitely potential for Wild Spirits to be strong in AoE assuming it was fixed to work with Hunter abilities, and more importantly Hunter pets.
Potency Traits
Carnage
- This trait is essentially the
Frénésie dévorante
Azerite trait reworked. Initially, this trait will be pretty good considering at the start of Shadowlands, we'll be struggling to maintain uptime on
Frénésie
. The added damage it gives, like its Feeding Frenzy counterpart, is nice to have, but isn't super impactful overall. The damage from
Tir acéré
is a very small portion of our overall damage so increasing its damage isn't super significant, but it does slightly bolster our multi-dotting capabilities. With that in mind, this trait will start to fall off as other traits increase in value. This also holds true for the reduced recharge rate aspect of Bloodletting. As we gain secondaries, it'll be easier and easier to maintain those Frenzy stacks, meaning having the reduction in recharge time for Barbed Shot will quickly become more of a convenience factor.
Appel résonnant
- Initially, Echoing Call will be decent, but it won't make a major impact on our gameplay. As we scale, however, Echoing Call will become more relevant. Since Echoing Call influences
Appel sauvage
, as we gain secondaries (Critical Strike and Haste primarily), this trait will quickly ramp up the number of
Tir acéré
procs we gain. Paired with
Communion avec la meute
, we might see a crazy amount of Barbed Shot resets. More resets of course mean more damage from interactions like
Piétinement
and
Qa’pla, ordre de combat en érédun
, as well as higher
Courroux bestial
uptime.
Appétit féroce
- Ferocious Appetite is a fairly mediocre Conduit for us. As I've mentioned earlier,
Aspect de la Nature
is a pretty underwhelming 2-minute cooldown for us, so reducing its cooldown, while beneficial, isn't a major DPS gain. Additionally, this trait's value is directly tied to our Critical Strike chance so initially, when our secondaries are fairly low, we won't benefit from the cooldown reduction very much. This trait does have a pretty cool interaction with
Compagnon animal
as each pet's
Ordre de tuer
counts as a separate instance.
Union bestiale
- One with the Beast is one of our better conduits as it directly buffs our primary cooldown,
Courroux bestial
. Obviously, as we gain ranks, this trait will directly increase the benefit of Bestial Wrath, but it also gains power as we gain secondaries. Higher levels of Critical Strike and Haste means we'll get more
Tir acéré
procs, which equates into higher Bestial Wrath uptime. More uptime directly benefits One With the Beast and increases its value.
Finesse Traits
Retraite tactique
- Hunters get
Retraite vengeresse
! It's not quite as good as its Demon Hunter counterpart, but it'll help a bit while questing or during dungeons. You have to be in melee for it to be useful so this trait isn't really too impactful for us.
Vigueur du guépard
-
Aspect du guépard
can be pretty useful when trying to avoid mechanics or while traversing long distances. Typically we don't really need too much movement speed so this is just a "nice to have" type trait.
Revers de fortune
- This is the only Finesse trait that has some sort of damage gain tied to it. While Beast Mastery doesn't really need additional focus, a slight focus gain is better than nothing. This will probably be the go-to Finesse trait for all three Hunter specs, especially in PvP and Mythic+.
COMING SOON
Endurance Traits
Résilience du chasseur
- Similar to how the existing Azerite trait
À couvert
works, using
Feindre la mort
reduces damage taken for a short period of time. This is a very useful trait if you are able to predict and time the incoming damage appropriately. It will have relevance in raid, dungeons, and PvP. The cooldown reduction on Feign Death also gives us more flexibility and allows us to ignore targeted spells more often.
Harmonie des Tortollans
- Cooldown reduction on
Aspect de la tortue
can be useful, but is generally only used in niche situations. As this gains ranks, pairing it with
Appel de la Nature
and
Cœur sauvage
may allow us to ignore certain mechanics depending on their frequency.
Avantage du tireur d’élite
- A damage reduction tied to
Marque du chasseur
give us more incentive to use it on different targets. This trait will be especially useful for raid considering most damage stems directly from the raid boss (damage often comes from the environment and may not count towards this damage reduction). The downside to this effect is that it only reduces damage from a singular target (as opposed to the all-encompassing damage reduction that
Résilience du chasseur
provides for example).
Vent régénérant
- While the bonus healing this trait provides is nice, I don't foresee it being more useful than other endurance conduits. The initial heal from
Enthousiasme
is generally enough to prevent you from dying or at least give your healer an opportunity to heal you to a stable level. Hunters suffer from a lack of upfront mitigation, so traits such as
Résilience du chasseur
or
Avantage du tireur d’élite
are much more useful for us.
Hunter Pet Updates
We wouldn't be talking about Beast Mastery Hunters without addressing pets right?! Heading into Shadowlands, Hunters gain a ton of new options for taming pets. While most of these topics pertain to all Hunters, they're of course the most relevant for Beast Mastery Hunters. Below I discuss the new pets and changes to them so far.
New Tames
A slew of new pets and pet families have become tameable in Shadowlands. Of course, with all of these new pets, we need a home to house them. In Shadowlands, Hunter stables have been extended to
200
slots. That's more than double of what our current limitation is! You can read the full announcement
here
.
Additionally, Hunters will be able to tame two new types of pets. Upon Shadowlands release, Hunters will be able to tame Undead beasts and Cloud Serpents!
To tame Cloud Serpents, players will need to acquire the
Bien éduquer son serpent
tome by reaching Exalted with the
L’ordre du Serpent-nuage
. If you aren't already, make sure to be Exalted heading into the new expansion! Cloud Serpents belong to the
Serpent
family and will be the Cunning specialization.
For Undead beasts, players will need to acquire the
Tome de lien d’os simplifié
. The exact method of how to obtain this tome is still unknown, but the text strongly suggests it is related to the Necrolord covenant. Undead beasts are not tied any specific family as they are scattered throughout multiple different families such as
Molosse
,
Diablosaure
, and
Serpent des vents
.
Aside from the two new types of pets, there are a ton of other new pets that will be available to us in Shadowlands including
Camels
,
Mammoths
,
Coursers
, and even new
Spirit Beasts
! For a more detailed write up on some of the new pets, check out our friends over at
Petopia
or the Wowhead announcement
here
.
Players are now able to tame
Elegon
! Players will have to venture to the Elegon in
Caveaux Mogu’shan
to tame him. Despite having a Cloud Serpent model, he will be classified as a Spirit Beast. This means that he will be the Tenacity Specialization.
Pet Abilities
One of the major changes going into Shadowlands was removing some utility from the pets and giving it to the Hunter instead. This change is to primarily help Marksmanship Hunters who don't typically use pets, to be on a more even playing field with Beast Mastery and Survival Hunters. Most notably, Hunters now have
Tir tranquillisant
baseline. In Battle for Azeroth, our Soothe was tied to pets such as
Esprit de bête
s,
Chauve-souris
s, and
Sporoptère
s. So far in Shadowlands, those pets that had soothe have not yet received any ability to compensate. There have also been hints of making pet abilities teachable between pet families. We'll have to wait and see what the future holds, but expect a couple of updates to pets before the release of Shadowlands.
Concerns Going Forward
While Beast Mastery as a whole is in a fairly good state, there are a few issues that still persist at the moment. Below I highlight the most important issues regarding the specs viability going forward.
Cobra Shot vs. Arcane Shot
One of the few and seemingly meaningless additions to Shadowlands for Hunters is that every Hunter spec now has
Tir des Arcanes
and
Tir assuré
baseline. Another seemingly small change for Beast Mastery Hunters was removing the leveling passive
Tir du cobra
Rank 2
, which reduced the focus cost on our Cobra Shot by 10 focus (Cobra Shot now costs 45 focus, up from 35 focus in BFA). Both of these changes seem very minor, but in reality, they actually introduce a huge conflict within the BM toolkit. Cobra Shot now costs so much focus, that it's actually better to use Arcane Shot and completely munch the
Ordre de tuer
cooldown reduction. Comparing the two abilities below:
Tir du cobra
does physical damage, costs 45 focus, and reduces the cooldown of Kill Command by 1 sec.
Tir des Arcanes
does arcane damage (~15% less damage than Cobra Shot) but it only costs 30 focus.
Looking at the two initially, they seem comparable considering Cobra Shot reduces the cooldown of Kill Command but Arcane Shot costs nearly half as much. The big differentiator here is that
Tir du cobra
does physical damage and
Tir des Arcanes
does arcane damage. Cobra Shot is reduced by Armor (raid bosses have ~30% armor) since its physical but Arcane Shot is not affected by armor since it deals arcane damage. After considering armor values, Arcane Shot does almost 15% more damage and costs 15 less focus. Thus, it's very easy to see how using Arcane Shot over Cobra Shot and simply forgoing Kill Command's cooldown reduction is the better option. You would think that losing out on Kill Commands is a huge DPS loss, but in fact, since Cobra Shot now costs so much focus, we really don't lose very many Kill Commands.
What Does This Mean?
Since
Tir du cobra
is meant to be our primary ability, using
Tir des Arcanes
causes direct conflicts with many of our talents and core interactions.
The most obvious issue is that using Arcane Shot over Cobra Shot ignores the innate cooldown reduction baked into Cobra Shot. We inherently lose out on Kill Commands.
This is a slight nerf to talents such as
Instinct du tueur
and
Compagnon animal
as casting less Kill Commands depreciates their value.
Cobra cracheur
becomes even less desirable. I described a few of the issues with Spitting Cobra earlier in this article, but now that we are completely ignoring Cobra Shot, a talent that gains value by using Cobra Shot becomes useless.
Cobra tueur
also becomes unusable. Since we aren't using Cobra Shot, we physically cannot benefit from Killer Cobra's reset mechanic as it relies on the use of Cobra Shot.
Most specs have unique leveling passives that help to improve the spec as you level. Unlike most other classes, Hunters have not received their leveling passives yet. There is a very good possibility that we may receive a simple passive effect that lowers the focus cost of Cobra Shot, similar to BFA. We'll have to wait and see how it plays out, but something needs to be done to fix this interaction. Making Cobra Shot so costly is detrimental to the current state of Beast Mastery and makes the spec feel focus starved and slow. Using Arcane Shot improves the smoothness of the rotation due to its reasonable focus cost, but as stated above, it breaks multiple aspects of the spec by doing so.
Revive Pet
Perhaps one of the biggest concerns for all Hunters at the moment, especially for Beast Mastery Hunters, is the increase to
Ressusciter le familier
, which is now 4 seconds baseline. Speaking in terms of fantasy this sort of makes sense. Letting your pet die should have some consequence, and some believe, that it shouldn't be a quick 2 sec revive as it has been in the past. While it may make sense from a class fantasy perspective, this severely hinders the spec in any practical sense. For Beast Mastery Hunters, in particular, the only abilities we can use without a pet are
Tir du cobra
,
Tir acéré
, and
Flèches multiples
, all of which do fairly pitiful damage. Without a pet, unless you have
Aspect de la tortue
available, you're essentially a sitting duck, or you're forced to drop combat with
Feindre la mort
. Below I break down a few scenarios that such a long cast time severely hinders Hunters:
Questing
- From a questing point of view, pets are our front line. Being gimped for 4 seconds is a death sentence for most Hunters, especially without
Aspect de la tortue
available.
Mythic+
- For dungeons, in many cases, pets die by no fault of the Hunter. Similar to BFA, there are already abilities that target our pets in Shadowlands dungeons, inevitably killing them. Having to lose out on damage due to a random mechanic feels miserable. On top of that, having to move during the cast to avoid dying, thus starting over, feels even worse.
PvP
- This is perhaps the biggest issue for PvPers. Enemy players will simply target Hunter pets, knowing that the Hunter will be forced to channel for 4 seconds just to play the game. Even with
Guérison du familier
(which is dispellable by the way), it's extremely easy to kill Hunter pets. Even now, they often times just die to passive cleave. This change basically eliminates Hunter from any competitive PvP gameplay as any competent PvPer can keep the Hunter locked down every 4 seconds.
Ressusciter le familier
was recently reduced from 6 sec down to 4 sec on the Beta. While this is definitely an improvement, it's still a devastating change that makes Beast Mastery unattractive to many Hunters. If pets were tankier and didn't die to so many extraneous factors, I could see merit in this change. But given their recent history, pets are way too squishy and there are way too many uncontrollable sources that kill our pets to justify this change. Unlike most other pet specs (I believe the closest is Demonology Warlocks), pets make up over 60% of Beast Mastery Hunter DPS. Losing our pet is a detrimental blow. The same treatment has actually been given to Warlocks, however, they have received a spell called
Domination gangrenée
which allows them to instantly summon their pets every 5 min. Let's hope we get something similar or else it'll be very hard to justify playing any Hunter spec in competitive play.
Animal Companion
The
Compagnon animal
talent has been an issue throughout all of Battle for Azeroth. There were a ton of bugs with the secondary pet AI that made it unusable, especially in dungeons and PvP. The talent was basically dead until it was buffed in patch 8.2.5. The bugs were fixed shortly after. Today, it is the go-to talent for most Beast Mastery Hunters. For the most part, Animal Companion is finally in a decent spot, but there is still a major flaw with the talent, that perpetuates to other talents and interactions in the Beast Mastery toolkit. Many Hunters are seemingly unaware, but by taking Animal Companion, all pets receive a -35% damage aura to account for having two pets. In addition, your secondary pet no longer performs basic attacks (
Griffe
,
Morsure
, and
Coup de patte
). The issue lies in the damage reduction aura. You'd think that this aura only applies to our two primary pets, however, this aura applies to almost
every
pet we have. Below is a list of interactions that show how Animal Companion negatively affects our toolkit.
Animal Companion reduces damage done by guardians and other summoned pets.
Force vitale condensée
, which summons a guardian to deal damage, has its damage reduced by 35% when paired with Animal Companion.
The cobra summoned by
Cobra cracheur
has its damage reduced by 35% whenever the two talents are taken together.
Ordre funeste
, one of our new legendaries in Shadowlands, procs a
Bête féroce
. Its damage is also nerfed (albeit very minor) when Animal Companion is taken.
Due to these interactions, we're severely restricted by what talent combinations we can run with optimal performance. I'm not sure if it's possible, but simply changing the pet aura to only affect our two primary pets would solve the issue. As mentioned above, there are already trinkets, items, and other talents that spawn pets and guardians.
Compagnon animal
also has some other issues. Most notably, our new talent,
Effusion de sang
, only applies to your primary pet (your secondary AC pet does not gain the damage buff) which inherently nerfs the talent when paired with Animal Companion. While this interaction has nothing to do with the pet aura, it's yet another conflict that Animal Companion causes with our toolkit. In Shadowlands, I fear that if Animal Companion remains the way it is, Beast Mastery Hunters will have limited gameplay options when choosing talents.
What Does This Mean for the Future?
Mechanically, Beast Mastery is flowing rather smoothly compared to its Hunter counterparts. The lack of secondaries hurts the flow of the spec, but our new talent
Odeur du sang
helps to bridge that gap until we obtain higher levels of secondary stats. Similar to Battle for Azeroth, Hunters can expect BM to scale rather well as we gain secondaries as most of its scaling issues have since been solved since Legion. Performance-wise, BM Hunters are slightly below average at the moment, not factoring in the absurd damage from
Braises de la forge des Âmes
. Tuning doesn't really mean much at the moment considering the standard tuning pass hasn't occurred yet.
That being said, assuming the above issues are fixed, BM is in a fairly good state heading into Shadowlands, pending tuning of course. Aside from adding Shadowlands systems such as Legendaries, Covenant abilities, and Conduits, not much has changed for Beast Mastery Hunters aside from a few talent updates. The gameplay feels very similar to BFA in its current state. If you currently enjoy playing Beast Mastery in BFA, you'll most likely still enjoy it in Shadowlands.
Previous Feedback Articles
These are all the spec feedback articles that we have done through the Shadowlands Alpha and Beta. Some of these are older than others, so please make sure to check the date. We'll be doing a second round of these articles once we're closer to the end of Beta.
Blood Death Knight
Arcane Mage
Assassination Rogue
Frost Death Knight
Fire Mage
Outlaw Rogue
Unholy Death Knight
Frost Mage
Subtlety Rogue
Havoc Demon Hunter
Brewmaster Monk
Elemental Shaman
Vengeance Demon Hunter
Mistweaver Monk
Enhancement Shaman
Balance Druid
Windwalker Monk
Restoration Shaman
Feral Druid
Holy Paladin
Affliction Warlock
Guardian Druid
Protection Paladin
Demonology Warlock
Restoration Druid
Retribution Paladin
Destruction Warlock
Beast Mastery Hunter
Discipline Priest
Arms Warrior
Marksmanship Hunter
Holy Priest
Fury Warrior
Survival Hunter
Shadow Priest
Protection Warrior
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