2.1.
Midnight Season 1 Release Changes
Midnight Season 1 has released, and with it came a lot of new content.
It brought with it three new Raids, alongside heralding the start of Season
1 for both Mythic+ and PvP. With all the new things available, we've provided
some dedicated hubs covering everything available!
2.2.
Patch 12.0.5 Changes
Beast Mastery has received no changes in Patch 12.0.5.
However, a variety of open world content releases worth checking out!
The Voidforge Unlocks!
The Voidforge is Midnight's take on Bonus Rolls and Turbo Boost, allowing you to
target specific big ticket items through a new bonus roll system. You can also
further empower trinkets and weapons, and we have recommendations on our
Gear page.
Void Assaults are Unleashed
Eversong Woods and Zul'Aman are under siege from the forces of the Void. Thwarting
their attacks provide a new way to acquire gear all the way up to Hero level, and
you can check out more on our Void Assault hub.
Disrupt Ritual Sites
Sharing a similar reward structure to Void Assaults, Ritual Sites are instanced
content similar to Delves. You can find out all about them on our Ritual Sites page.
Click for Previous Season 1 Hotfixes
March 17th brought significant buffs to Beast Mastery's performance
particularly on single-target where it was buffed by around 13%. The buffs
caused minor changes to our preferred single-target builds, shifting into
Cobra Shot-damage-favoring Talents to fully leverage the 100% buff it
got.
When it comes to tuning adjustments, our next planned pass is expected to
arrive with the Midnight Season 1 launch on March 17. Our next pass will follow
immediately afterwards utilizing data gathered during the week Heroic
difficulties are available; these changes will go live with the launch of Mythic
raid difficulty and Mythic+ on March 24.
Beyond these dates, we will look to perform more tuning passes based on data
gathered during the starting weeks of Mythic difficulty for Season 1 and the
March on Quel’Danas available the week of March 31. For these two passes we err
on the side of caution with the amount of tuning we do until their respective
Mythic end-bosses die to avoid being overly disruptive to progression. After
these key dates we will have several check-in passes planned roughly a month
apart. Once players obtain higher item level and better optimized gear sets, the
throughput of several specs will shift up or down relative to others and we feel
it’s important to be diligent in looking at the current state of class balance
as time goes on.
2.3.
Beast Mastery Hunter Changes in Midnight
The Midnight Expansion brings huge changes for all Hunter specs, primarily
focused on streamlining and simplifying aspects of the kit.
2.3.1.
Dark Ranger
- No more
Deathblow procs from Auto-Shots.
Barbed Shot has a 50% chance to grant
Deathblow.
- After you activate
Bestial Wrath, the Bestial Wrath button itself turns
into
Wailing Arrow, a powerful cast that activates
Deathblow and also kicks/silences all targets hit for 1 sec.
2.3.2.
Pack Leader
- Increased Focus regen with each auto-attack granting 2 Focus.
- The Bear has been nerfed by 40%, making it more balanced relative to the
other Beasts. In the past, we often had to pay special attention to optimizing
around the Bear. Now, Beasts are more balanced which means that you do not tend to worry too much about which one you have coming up.
- Our TWW S3 4PC mechanic,
Stampede, is back, but it only
triggers from your first
Kill Command after activating
Bestial Wrath. Which means that every 30 seconds, for around 8
seconds, you best hope that the mobs are not either moving, on a ledge, above
you, below you, to the side of you, or behind you.
2.4.
DPS & Gameplay Changes
Frenzy is entirely gone as a mechanic.
Thrill of the Hunt is now just flat crit as well. In other words, no
more buff maintenance using
Barbed Shot.
Wild Thrash is a new talented ability that deals heavy AoE
damage and activates
Beast Cleave for 8 seconds. This has an
8-second cooldown as well, which means that simply by pressing this ability on
cooldown, you are maintaining
Beast Cleave at near-100% uptime.
Bestial Wrath is now a flat 30-second cooldown. Its initial
damage is increased, while its damage buff component is lowered to 20% from
30%.
Wild Instincts has been redesigned and can now use pet
Stomps to help spread your
Barbed Shot DoT on
AoE.
- The new Apex Talents, not available until the full Midnight launch,
Nature's Ally,
Nature's Ally, and
Nature's Ally (all three talents currently
share a name), aside from some passive damage, cause
Barbed Shot/
Cobra Shot, and
Black Arrow to buff the damage of your next
Kill Command, encouraging you to weave a "filler" between each KC.
2.5.
Apex Talents
Midnight introduces new Apex Talents, unlocked between Level 80 and 90. Beast
Mastery gets:
Nature's Ally
Nature's Ally
Nature's Ally
They make
Bestial Wrath do a significant chunk of damage, instead of
just being a passive damage buff. The last point also incentivizes never using
Kill Command twice in a row; you should always use a filler ability
like
Barbed Shot or
Cobra Shot in between.
2.6.
Survivability Changes
- Hunters have +2% higher max HP than previous.
Exhilaration's cooldown is now a 1-minute flat, instead of variable
(and often lower).
Aspect of the Turtle's cooldown is now 2:00 with talents, down from 2:30.
Aspect of the Turtle can now be a 50% damage reduction with talents, up from 30%.
Roar of Sacrifice is now an external defensive that can be used on
yourself or any friendly target to reduce their damage taken by 15% for 10 sec,
but 50% of their damage taken will be taken by your pet. It will end prematurely
if your pet drops below 25% health.
Fortitude of the Bear is now 3% passive damage reduction, instead of
being an active defensive cooldown.
2.7.
Utility Changes
Hunter's Mark is now a universal 3% damage increase against a
single-target. This essentially guarantees Hunter a raid spot in every raid. It
is also a boost to the group in Mythic+, though it is much less potent
there.
Counter Shot now spell-locks the target for 5 seconds, up from
3.
Freezing Trap can now slow the target by 70% for 4 sec after the
trap breaks.
Intimidation is now our sole stun/stop. A choice node either
reduces its cooldown to 40 sec, or makes it a 1-second AoE stun.
Implosive Trap,
High Explosive Trap, and
Bursting Shot
are all gone.
- The slows from
Wing Clip and
Concussive Shot are 25% and
10% stronger, respectively.
Horsehair Tether is now a Class Tree node and not attached to
the
Pack Leader Hero Talent. It is a choice node with
Tar-Coated Bindings, which extends
Binding Shot's stun by
1 sec.
Ghillie Suit is gone.
Scatter Shot is gone.
Scrappy is gone.
Binding Shackles is gone.
2.8.
Miscellaneous Changes
Aspect of the Cheetah's initial "super" speed burst is now twice as
long with talents.
Kill Shot is gone and is a Marksmanship-tree exclusive.
- Successfully kicking with
Counter Shot/
Muzzle now
grants 30 Focus, up from 10, but soothing/purging with
Tranquilizing Shot no longer grants Focus.
Overall, we are gaining defensiveness and mobility, while in the utility
department, we are losing some things (like the ability to move mobs) but
gaining others (stronger Mark, streamlined AoE stun, stronger kick and more
Focus return on kicking). I think the changes are broadly positive!