Rank 1 of the reworked Apex is frankly awful for an Apex Talent. Yeah, it summons a pet that “attacks a nearby enemy” and maybe they will make that pet do absolutely cracked damage (though I doubt it), but a pet doing damage won’t affect our gameplay, gives us no direct defensive benefit and I personally don’t think is very fun. If we compare this to a very similar Apex, Blood DK’s, we can see that their randomly procced Dancing Rune Weapon gives them parry and damage reduction, as well as an additional copy of their Blood Plague debuff on enemies hit by Blood Boil while it is active. So, it is still a passive pet spawn, but it provides a clear up-front defensive benefit, as well as a lingering benefit from its DoT, while also mirroring all their abilities and not just auto-attacking a random mob.
However, the other part of Guardian’s Apex Talent won’t affect our gameplay, either. We want to hit Thrash (and probably Mangle now) on cooldown regardless of whether this buff is up or not, and while Mangle can have a second charge with the Harnessed Rage talent, you really can’t “pool” Mangle charges to spam for extra rage during the Apex’s window with how frequently we get resets from Gore. So, the Apex Talent becomes “doing your rotation has a chance to give you some extra rage, plus a random single target damage proc.”
Rank 2 and 3, well, you added Mangle to the existing talents and these were decent talents already, so I guess it’s fine. I will say that it seems in line with other 2 and 3-point Apex Talents. It would be cool if the damage was Arcane, or even better, Arcane for EC and Bleed for DotC, so that its damage would interact with our talents even a little bit, but whatever.
Rank 4 is where it goes off the rails for me though. ANOTHER Mangle reset? I already outlined how rank 1 of the Apex doesn’t really influence our decision making because Thrash doesn’t have charges and the two charges on Mangle already refresh quickly because of Gore, and now we have another reset?
Mangle is almost purely single target (during Incarn it cleaves to 2 additional targets) so being flooded with resets during an AoE pack is going to be almost entirely wasted. Even if the extra rage on Mangle from the Apex stacks with Gore, Thrash is almost certainly still too valuable to skip casting in favor of an empowered Mangle. Thrash not only stacks and refreshes Rend and Tear (a talent which increases our damage done to and reduces our damage taken from targets hit by Thrash), but it also has a chance to recast through Flashing Claws and Thrash provides both rage and an absorb shield with Ursoc’s Fury. Furthermore, even with the 100% damage bonus to Mangle from the 2-piece tier set for Guardian, Thrash is still pushed ahead through its own buff from the 4-set!
Now, the reset on Thrash from rank 4 of the Apex is somewhat better but as others have astutely pointed out, tying the guaranteed procs of the Apex to Incarn is really clunky, because during Incarn you are casting Thrash every other global, so, to me, it seems like it incentivizes not pushing Maul during Incarn since a Thrash reset during Incarn is useless. Except Incarn lasts 30 seconds (even longer with the 4-piece set bonus!) and that’s a long time to go without pressing Maul when you are being flooded with resources, plus usually in M+ by the time Incarn ends you are out of the danger zone for that pull and thus you are incentivized to save the buff even longer. You can see how a small design choice compounds and becomes something that is, at best, meaningless, or at the very worst, punishing to players who play suboptimally.
Also, the redesigned Apex talents really kind of step on two rather unique new talents that we got in Midnight, Sundering Roar and Waking Nightmare. For those that don’t know, Waking Nightmare is a passive talent which randomly summons a pet that radiates low damage in AoE, attacks a single target and mirrors our Thrash casts. It’s a bit underwhelming right now, to be honest, for many of the same reasons I outlined in the Apex feedback above: we have no agency over its appearance or targeting, it doesn’t affect our gameplay, and provides no defensive benefit. Even the so called “mirrored” Thrash casts do not stack the Thrash DoT on its targets and do not contribute to an absorb shield through Ursoc’s Fury. It is strictly a damage talent.
Sundering Roar on the other hand is an ability which does decent AoE damage, resets the cooldown on Thrash, and allows the stacking bleed DoT from Thrash to stack beyond its usual cap for 8 seconds. Sundering Roar as a talent is much closer to something well-designed, as it allows the player to decide when to activate the reset on Thrash. Its main issue is that its best use-case is inside of Incarn, yet, as before with the Wild Guardian Apex talent, resetting Thrash during Incarn is meaningless. You use it during Incarn to get an extra 5 stacks of the bleed DoT, which is otherwise essentially impossible outside of Incarn due to Sundering Roar’s meager 8-second window.
The point is, these two capstone talents are basically Rank 1 and Rank 4 of our new Apex talents already, and have their design and uniqueness diminished by the Apex. Surely there is room for something new to be created for our Apex talents, instead of serving reheated leftovers to us under a new name.
In summary: The Apex talents are entirely passive, provide zero direct defensive value, won’t affect our gameplay in the slightest, step on the toes of talents which were literally created and added to our spec talent tree for this expansion, and could potentially punish players who use it incorrectly.