I geared to my best ability a lvl 100 Beorning for end game content. Several elements of the Beorning have raised concerns - what role does it play in a raid/fellowship?

Here are some key points for developers to consider for the next releases:

Tanking:
- Aggro management is difficult - force taunts are far too short duration, with long cooldowns. Aggro building is not good.
- Target count is max 5 targets but due to skill range of 2.2m it makes it very hard to keep many things on you. Coolddown on aoe aggro is too long for viable aoe tanking.

DPS:
- Skills are mostly melee (similar experience like a burglar) - no extra range on the melee skills. This means we need slows accessible from the yellow trait tree to at least DPS on things that can be slowed.
- DPS parses (65k mastery, 15k crit, 10k finesse) showed an overall parse on a dummy ~25% less than a HNT. This means it will never fill the role of a single target DPS in a raid.

Healing:
- Good thing most big healing skills are instant cast.
- The benefit of healing you gain in a group may be sufficient for a t1 fellowship, but certainly not enough for a t2 raid. As such, Beorning does not compete with a MNS/RK healing output (single target healing is ~2.3k HPS, realistically speaking).
- AOE healilng may be potent for places like pvp - but again, anyone would prefer a MNS/RK/CPT healing for that role - as they all perform better.

Group debuffing/buffing:
- Beorning can in all setups grab the +15% inc damage from the blue line (4th row in blue trait tree). It is nice but duration too short and has to be reapplied frequently. One target only.
- Slows - has 2, ranged and melee - -50%. Good duration but deep in yellow trait tree. Slows do NOT stack - probably a good thing but would be fun with -100% on target!
- +25% run speed buff for fellowship for 25 sec with legacy, 1 minute CD - excellent! Accessible from blue/red spec (3rd row in yellow trait tree)!
- -10% outgoing damage on target - blue line 3rd row. It's ok, but have to be in man form to apply, short duration - not very viable as a permanent application then.
- +20% inductions on target - blue line quite deep down, unaccessible. Not that important in most pve content.
- -15% physical mitigation from a ranged flies attack (deep down in red line) - again short duration but short enough CD to bother to reapply. Not very suitable for pve but can get used to. Good for pvp.
- -20% outgoing damage debuff on single target, ok duration, ok CD, could be reapplied well but only in yellow line.

Solo debuffing/self-buffing:
- +8% outgoing healing modifier in yellow - too short duration to be worth spending any points on it and application only from 1 skill.
- -40% target mitigation self-applied buff. I think the duration is too short. Burst DPS principle in that skill only and never needed as such in a pve raid, especially from a ST melee class.
- all sorts of heals in all lines - all useful, can't say any of them need altering. (excludign yellow line main heal skills from this statement)
- -60% inc damage and +1% heal on hit, 3 min CD. Great skill, good if you have many mobs, not so much when tanking a single target boss.
- +10% evade - nice skill but too short duration, not very potent either. Evade on beorning is not an cost-effective stat to get (you lose a lot of morale and other things like mitigation capping and crit defence - all things you need to even attempt to compete with other tanking classes).
- proc heal in blue line - in man only, in bear you get wrath? interesting mechanic but would be more useful if you got the +50 wrath in red line when hitting low morale.

It is possible that I missed something out, but in general this is mostly it.

Defensive basics:
- Due to mitigations capping at 50% you need a lot of mitigation essences, just virtues won't do it (for tactical mitigation at least in pve, in pvp you also need physycal mitigation essences on top).
- Critical defence, evade and parry - there is a complete absence of Beorning barterable jewellery with those stats. There are some single pieces in places like attack at dawn (cloak/ring) and NCF (bracelet) and Maze (pocket). This means we lose the small set bonus we get from set jewels if we utilise all of them.
- Incoming healing is very hard to cap. You are forced to use several inc heal essences.
- must stack morale essences as a medium class you will take bigger hits from raid bosses compared to heavy classes who have also proc mitigating skills for crit defence/bpe etc. In bear form with other things balanced to maximise usefulness of mitigating attacks have around 15% evade, 19% parry, 55% crit defence only, 20% inc heal, 45k morale in bear form tank. This is not enough considering that you have no block and are a medium class, with no procing defensive buffs that are actually potent.

Problems with Items at cap lvl:
- many tanking items give block rating - completely useless for beornings
- beornings get no extra class item slot which could help buff some of those problems mentioned above (like RK chisel, hunter books, guardian/champ bows etc)
- severe lack of crit defence/parry/evade jewellery from BB sets. If you want the class to tank - give it something to make it possible

Overall I do not think this class fills any useful role in a fellowship/raid that other existing classes couldn't do better. It is the weakest link in group play. I have tried some pvp with it now in different blue/red, red/blue, yellow/red, yellow/blue etc setups with various gear, and it seems that it is a viable solo class for pvp, but once it comes to groups - not so much. Just to be clear, I think the class is fun to play as it is new, and allows transforming into a bear! But it needs revamping/buffing/itemising.

Thanks for listening (reading),
Tig