[00:04] game. I mean, the internet is saying so, your best friend is saying so, and guess what? In 12.1 it's going to be even what? In 12.1 it's going to be even stronger. I lied. I actually don't know [00:16] how strong it will be in season 2, but suffice to say it did receive changes that affect the reason why it is so good right now. [00:29] playing bear now or hoping to play bear next season because of how good it is right now might want to know. For Elune's Chosen, boundless moonlight makes lunar beam give you 12% leech instead of 10. [00:43] Now, this change has nothing to do with the topic of discussion, but rather with a massive change to mythic plus as a whole that you might want to know. Your HP will be increased by 25% baseline, everybody else's will, but the damage [00:58] that enemies will do to you will also be 25% higher. As a result, self-sustain has been improved across the board as well by about 25% more on this later. This change to leech is particularly that, getting your self-sustain to keep [01:11] up with the HP and damage changes. The actual change that will rock the boat a actual change that will rock the boat a bit, maybe a bit more, is lunation. In 12.1, lunation will give you a flat cooldown reduction on lunar beam instead [01:24] of a dynamic one based on how many arcane spells you press. This can translate into less uptime of lunar beam. It will actually do that considering uptime of lunar beam can go up to over 60% of the time. If you hit [01:38] the new lunar beam on cooldown in 12.1, your effective uptime will be at most 27%. This is a massive nerf to its effect and synergies that boost your damage. First of all, penumbral swell, where you get 10% arcane damage during [01:51] it will be active way less. Bask in moonlight will be weaker overall. Stellar command also nerfed as a byproduct. Atmospheric exposure and of course the capstone, the eternal moon, also less effective. Bear has been [02:06] dominant for almost a whole season, but prior to that it was really hard to get it to stick since the benefits of bear is just raw muscle. Muscle when it comes to damage output and damage taken or lack thereof to be [02:20] precise. Outside of these, bear brings little to the table that other tanks don't already bring and 90% of the time the druid kit is ideally brought by a different druid spec. This will be rough. There are some good things, [02:33] however. Gore fur is being reworked and looks promising as far as rotation is concerned. Iron fur has a chance to make your next mall, razor, ravage free. Mall, razor, ravage have a chance to make your next iron fur free. This will [02:47] simply be a rotational weave of abilities to keep them relevant. Now, this also is a big rage economy talent considering you cast these with no cost. The RNG on it, however, makes it unreliable, especially when tied to iron [03:00] fur. Thankfully, iron fur isn't like shield block, shield of the righteous, or demon spikes. You won't live or die based off of a missing iron fur stack. And seeing as how iron fur might not be the best rage spender 100% of the time, [03:15] getting an occasional stack of it can save the rage to be put into damage instead. Now, this is of course if we end up playing gore fur. Currently, the build does not feature any points into it. I imagine it might take a point away [03:29] from soul of the forest, another rage economy talent, and albeit a single target DPS one. Seeing as how when mangle is used, it is still just above melee swings in damage output, I would be relatively comfortable giving up soul [03:42] of the forest for gore fur. And now, the biggest change of all, the apex talents. You have heard about them. You have seen them in your local mythic Plus group. The bears that play no Apex talents. And now Blizzard didn't like that, so [03:57] they are changing it. First of all, the devs were the ones that said initially that they want to keep the Apex as choices and not feel mandatory. So the fact that they are attacking these so aggressively kind of feels like they [04:10] didn't really mean or believe what they said. Did you devs? Did you? Second of all, the Apex for bear was a bit The effect was cool, but time to Incarn, a massive cool down that was already very strong and on a large cool down [04:25] made them feel less impactful. The change is actually awesome. Starting with rank one of the Apex, spending rage has a chance to awaken a guardian spirit for 8 seconds, which attacks a nearby enemy and generates three rage when you [04:39] cast thrash or mangle. I'm compelled by my gamer morals to mention this every time I can. Bro, fix the goddamn bear spirit. It charges out of combat packs, pulls mobs through walls, and [04:55] WHY ARE YOU RUNNING? >> And to be honest, its damage is kind of Also, it has the old beast mastery issue of spawning and taking 2 seconds to start its combat animation, meaning you only really get 6 seconds of it. I [05:10] don't mind a bit of flavor and having it start slow so I can see it charge in and feel like I'm actually summoning a spirit is good. One issue beast mastery pets have nowadays that unholy doesn't is that they all spawn on the enemy. [05:24] When this happens, you can't see them. Melee zone is just crowded. You can't control them anyway, so they might as well be glorified dots instead of actual pets with models and likely have no bugs with that also. So I hope this gets [05:36] tuned around the 2-second startup animation. Maybe increase the duration to 10 seconds to offset the two it takes to powder its nose. Or buff the the out of the 6 seconds it actually does damage in so that they end up mattering and you [05:50] can see some impact. Moving to rank two, mangle and mall deal 20 and 40% additional nature damage over 12 seconds. Your mastery is increased by 3 and 6% respectively. This is a bit boring and generic. On one hand, mangle [06:04] gets a decent buff converted into the nature damage. The way the debuff seems to work is weird. Casting multiple mangles, malls, and razes will add the damage on top of the existing one and it keeps scaling. Each individual [06:17] application of the dot does not reset on its own until you seem to hit a weird ceiling after which pressing mangle or raze will lower the damage of the dot. I have no idea what the intent of it is. I imagine its goal is to have each [06:31] individual application of the nature damage effect to expire on its own. I don't mind the scaling dot gameplay either. Its damage is very meh. It's very passive and not something that you will feel during gameplay. [06:45] That changes if it is scaling. You care about it more. You will try to maintain its uptime and as a byproduct it gets more interesting to play. Of course, this means bears can become a dot class and oh [06:57] A more interesting design would have been for mangle and thrash to apply it and raze or mall to consume it. But what do I know? awakened, the cooldown of thrash and mangle are reset. Also, after casting [07:11] berserk or incarn guardian berserk, you gain two charges of wild guardian. Wild guardian now is a buff that makes your next mall or raze summon a spirit automatically. And that's the original design of the new apex sounds in 12.1 [07:25] that have also been changed just a couple of days ago. Rank one has leveled its rage spending to a flat 10% chance when spending rage to summon the spirit for eight seconds and rank three will now give you a one charge of wild [07:39] guardian and the rage gain was moved to rank three now. Either way, these are better and an improvement over the old ones because they actually have gameplay [07:51] implications. The way it works is also weird at the moment. Your thrash and mangle being reset is great when a spirit normally summons. When you pop incarn, however, it turns into the wild Guardian spell that you have to press to [08:06] make your next rage or mall summon the spirit. And your mangle and thrash don't reset when you summon the spirit, but rather when you use incarn, making it a bit confusing. I'm not sure which version of this is intended. The effect [08:20] at least happens, so we get that going for us, which is nice. because it's meta and buffs to compensate for the nerfs also? Well, [08:35] actually, there are none. Right now, we only have self-sustain buffs to address the new vision of mythic plus with more HP for players and more damage for Brambles and after the wildfire have their healing and absorbs increased by [08:49] 25%. Ursoc's Fury has been buffed to give you an absorb for 35% of the damage thrash and mall do rather than the previous and mall do rather than the previous 30%. Elune's Favor will heal you for 18% [09:02] up from the previous 15, and lunar beam healing has been increased by 25%. These will mean nothing at the moment until we can test more mythic plus. We only have one dungeon out at the time of recording this video. [09:15] Maybe we can push the editing further until they add the new ones, but you never really know with PTR cycles. Either way, these are nice on paper, but the reality is bear has been nerfed. But what about the tier set? [09:35] Thrash will have a 20% chance to make your next mangle do 100% more damage. I'm telling you, the devs really did not like the fact that we went on for almost a whole season without pressing mangle in dungeons. I'm not sure if mangle will [09:49] be a high priority in AUE, but with this change and the mangle dot damage from the apex, you will likely really want to press it in boss fights. I'm curious to see how high mangle actually ends up scaling in the end. But otherwise, it's [10:03] a passive buff you won't really feel outside maybe talents being changed to give you more mangle power. The four set bonus is also kind of meh. Thrash will summon thorns to deal nature damage to enemies, [music] capped at five total, [10:17] and these thorns can increase the duration of incarn by a total of five seconds. The damage they do is incredibly tiny. The five seconds extension is whatever. Incarn already lasts for 30 seconds. Adding five to [10:30] that is better than zero, sure, but for a four set, the only real gameplay change you might feel is gory fur. I play with it in a makeshift talent build I thought could make it work, but still probably needs more theory crafting. It [10:45] felt that the spec needed my input occasionally and wasn't just playing occasionally and wasn't just playing itself. Otherwise, not much changed. [10:58] talents are much better. It seems we might need flashing claws, however, or at least the synergy indicates that it might work better with the spirit. But if you take flashing claws, you will definitely want Ursoc's Fury to convert [11:12] the additional damage into an absorb shield, which also means that rage has good synergy with the whole system, also meaning this feels like a heavy emphasis on physical talents. With all the thrashing, lunar calling from Elune's [11:26] Chosen might also still be good enough to play the hero talents, but with the loss of all of the damage from the beam uptime would end up meaning that be the meta way unless it's just turbo Overall, the play style at least [11:40] is fun. The rotational goals are gone, however, replaced by procs. Personally, I enjoy working towards a goal, which historically has been made goal, which historically has been made possible by dynamic cooldown reduction [11:53] or stacking damage amps for a big payoff moment. We have none of those right now. reduction on Incarn, but eh. As for the bad stuff, I understand Bear needed to be addressed as a meta tank, but I feel the nerfs might have been a [12:08] bit too big. As I said previously, Bear doesn't have any great value to a group outside Mark of the Wild, combat res, and maybe Typhoon with Ursol combo. brings. It lives and dies based off of how tanky it is and how much damage it [12:24] deals, similar to Prot Warrior. Whenever these two aspects are taken down, we see Bear in obscurity, living in the darkness for years at a time. Additionally, the tier set is turbo lazy. Oh my god, what a bland way to [12:38] they should be playing. [music] This is assuming the mangle buffs are significant enough to matter. They might be, but still, season 1 tier set was more interesting. How did we end up here? I thought season 1 tier sets are [12:54] supposed to be boring on purpose to give players the flexibility to experiment with their builds. They did and ended up not playing the tier set bonus, but the freedom was there. Season 2 might just be boring on accident. [13:08] passive damage gains and thinks it's interesting, right? That's mobile game design territory. With the overall pros and cons, Bear is still nice to play, but it feels bad to lose an arm and a leg for it. Meanwhile, Ret does tier [13:23] sets so much better. I mean, how did Ret, a classic boring spec, get away actually makes its rotation way more fun? fun? Check our video and find out.