Preview of Druid Tier 13 and set bonuses

Over the last few days we have been given a sneak preview of the current set bonuses for the tier 13 sets. As has been stated in the official blue post, these are obviously subject to change once they hit the PTR, which basically means these could be nothing more than a quick filler to stop people complaining that they know nothing about 4.3 yet 🙂

We have already seen the look of the T13 druid set, but for a quick recap here it is again (click on the picture for a larger image)

Now onto the bonuses (I will only do resto and feral bear as I haven’t a clue about dps 🙂 );


  • Two Piece – While Berserk is active, Savage Defense absorbs are 100% larger – This is rather off the mark I think, while the double SD is nice, unless they change the way Berserk currently works it is going to be difficult to time it right. You have a 3 minute cooldown that will either be optimising for mitigation or additional damage. If the way Berserk works is altered (possibly lesser effect, but shorter CD) then this could become an important bonus, but atm you can only use it 2-3 times in a raid fight, so it is important to use it correctly.
  • Four Piece – Frenzied Regeneration also affects all raid and party members – I am not really sure about this tbh. Personally I don’t use FR much, so saving it wouldn’t be a problem for me, however I don’t raid tank so I don’t know how often a raid tanking bear would use it. It will be interesting to see how the glyphs affects it – will you lose the regen and gain the +30% healing while the raid gets the regen? or will the whole raid be affected as you are, depending on whether you are glyphed or not?

Both set bonuses I feel are a little “odd”, though that may change if Blizzard alters the way that Berserk works and once we find out how the glyph will affect a raid wide FR. Hopefully things will become clearly once the PTR is up and running.


  • Two Piece – After using Innervate, the mana cost of your healing spells is reduced by 25% for 15 sec. – This is quite interesting, as it now gives Innervate a dual purpose. However, there is the risk of it upsetting the balance that some people may have with Innervate – if you pop it as soon as you reach 75-80% mana so you can gain the full regen benefit and have it off CD again ASAP, you are “wasting” the secondary effect if you are not heavily casting in the 15 seconds after using it. If you pop it going into a heavy damage phase, the reduced cost is good, but it may not be the optimum time for using the primary function of Innervate. This could cause trouble as generally, Innervate should be cast ahead of time – if you wait until you are too low on mana then it is sually too late, given that the regen is over time, not an instant chunk. It would have been nice to see this tied to a throughput CD instead of a mana CD i.e. ToL.
  • Four Piece – Your Rejuvenation and Regrowth spells have a 10% chance to Timeslip and have double the normal duration. – While the idea of this is nice, actually looking at shows it to be pretty weak. Firstly, the chance to actually timeslip is only 10%, meaning 90% of your casts of RG and rejuv will not be affected at all (compared to 4pc T12 which affected EVERY cast of SM). Secondly, of the two affected spells, one of them (regrowth) is generally only used sparingly, and had a rather weak HoT anyway, which will not really gain from being doubled in length. Lastly, as an uncontrollable chance to proc, this will often be a wasted effect and simply cause overheal rather than any meaningful HPS increase.

Overall both bonuses on the Resto set look rather lacklustre. We are late in an expansion and this is supposed to be the final tier (though what we will get in place of Sunwell and Ruby Sanctum is anyone’s guess ^^), by this stage most people are not needing mana conservation/regen abilties and talents, and a lot of raiding healers will be speccing out of them if they haven’t already. Bearing in mind that Blizzard have already stated these are not going to be obtainable from VP, this means that ONLY raiding healers will be getting these pieces, so unless they have some plan that is going to really push the mana of the healers, these set bonuses are almost a waste.

They had the opportunity to try something new, maybe give us a more mitigation based bonus, or something to increase throughput more but seem to have ignored the chance and just gone with something easy. It would have been nice to have seen something slightly different for resto – the addition of a small absorb or shield (such as “when RG is cast the target gains a shield that absorbs damage equal to XXX% of the initial heal”) or similar. Possibly something that would increase the effectiveness of certain other spells “increase the crit chance of direct healing spells by 5% on your LB target”. Those are just a couple of very quick ideas, but it would have been nice to have some beyond simply conserving mana and extending a HoT length.


Posted on September 26, 2011, in Feral, General, Healing, Patch Notes, Resto, Tanking. Bookmark the permalink. 7 Comments.

  1. I’m absolutely crazy for the T13 set, especially after being so disappointed in the resto druid t12 set. I cannot wait to don it 😀

    It’ll be interesting with the 2pc bonus as I’ve always simply used it for the mana. Although, I don’t see this being much of an issue because at that point I am usually casting heavily, so the reduced mana cost will be welcome.

    Also, I wanted to say I really love your site- it’s so pretty and well written.

    • ty for the comment 🙂 always nice to know someone enjoys my blog 🙂

      The T13 certainly looks awesome, and as I have said before it’s a shame that it will be coming out at the same time as transmogrification ^^

      I really am not sure about the 2pc, the idea of making a 3 min CD have two effects is a bit odd, which do you give priority to, or do you just keep it around until one or other of the effects is useful and risk wasting the other?

  2. Ha, just don’t mog it if you like the set.

    I commented about this on Beru’s blog regarding the piece bonus. I’ll comment further in your appropriate post about it.

  3. Er, sorry- I thought you might have mentioned it again in your throughput post, so I will just comment here.

    Regarding the 2 piece bonus: it is definitely different than what we are used to, with the bonuses being tied to our healing spells (Lifebloom etc) in the past. It’s not a “wow” bonus, but is substantial enough not to ignore. Simply put, we use innervate as a means to return mana, and most often, we are actively healing when we pop that. With the bonus, we stand to benefit to gain more mana that we would not otherwise from our spells being cheaper.

    A poster replied to a comment I left on Beru’s post about the bonuses:

    “My thought on the 2pc bonus. I’m intentionally ignoring a lot of extra details Rejuv at 85 is ~3.7k mana, and a 1s gcd. Innervate is 20% of your maximum mana pool. Beru has (unbuffed: 122k mana now, so lets round up to 150k mana (raid buffs + some T13).
    So innervate on cd is 30k mana on a 3min cooldown, or 10k/min == 833Mp5.
    If you are doing rejuv spam on cd for the 15 seconds, that is 15 casts, so 3700*.25*15 = 13,875 mana, or about 45% of the raw mana from an innervate.

    If we round up, that means roughly that you can delay casting innervate for almost 90s if you know that you are going into Rejuv spam mode. Now, you would still be casting something during the 15s even if you weren’t spamming, so not quite fair. But also, if you are going to spam, you’ll probably weave in Wild Growth which is 5k mana. And maybe a Regrowth to keep up Harmony, which is 6.5k mana.

    If you assume you maximize the 15s, and do something like Regrowth to trigger Nature’s Grace and Harmony (for the haste), Innervate, Wild Growth, Rejuv x 6, Regrowth (harmony), WG, Rejuv x 6, within the 15 seconds. That is a raw cost of 5*2+3.7*12+6.5 = 61k mana. With Innervate up, you save 15k mana. (You can probably even use the Regrowth on your LB target so you don’t have to refresh LB during this time.)

    So a best-case scenario, the 2T13 bonus is equal to a 50% stronger Innervate during a spam fest.

    With ‘light’ healing, you probably use less than half that mana, so saving your innervate for damage spikes is still a 50% increase in its value, or a 25% total mana savings.

    So clearly, delaying innervate by say 30s to correspond with a damage spike is worthwhile, waiting 1min is iffy. The extra 7k-15k mana is 2-4 extra casts of Rejuv every 3 minutes that you cast ‘for free’, because of the 2T13.”

    So, really, how you want to make use out of your innervate is up to you. You can wait until a heavy damage period to pop it to maximize the benefits, or, pop it during a break and gain nothing but your regular innervate.

  4. And again, this might change when this comes out live. I’m not sure what to make of the 4pc bonus though. Our rejuves will definitely go to overheal, and I am hoping it will be swiftmendable. If this is the case, it would be nice being able to SM the timeslipped rejuves at least twice.

    Also, aside from it causing massive overhealing, we won’t have to refresh them as much and could concentrate a bit more on other people who need healing. We’ll have to see- I hear Deathwing’s raid is going to be epically heavy on raid damage. What do you think?

    • While I agree with everything you say about the possible utility of innervate, it doesn’t alter the fact that suddenly a major CD has got a dual purpose and you have to prioritise that and decide which effect you will treat as being of primary importance.

      This is the bit I don’t like – they are already leaning towards weakening our throughput, thus meaning we have to cast more spells i.e. use more mana, this will in turn increase the importance of using innervate correctly and to it’s maximum potential. This is will be complicated by then trying to balance the mana regen vs mana conservation.

      With the 4 piece, I think the proc chance isn’t high enough to warrant it as a 4 piece bonus. As I said above, if you spam rejuv on 10 people – one of them will gain double duration, and as for RG it has a weak HoT at best so doubling the duration of that will only give negligible benefits.

      Mainly I am a little down that there was the opportunity to give us some nicer bonus’s and possibly a nice mitigation bonus or similar and they have just gone for a lacklustre, easy route.

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