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.