A lot of stuff happened yesterday, with new patch notes, new Tier 10 info, and a lot of other posts & goodies that need to be covered. I’m going to spread out my analysis of the news over a couple days instead of making one big massive post (because this post is big & massive enough already as it is!).
Okay, so first I need to cover how much the helm for Tier 10 disappoints me. I like the rest of the set well enough, and I can deal with the shoulders eating people… but the helm is a little too much. Anytime people complain about the looks of their Tier 10 sets, I’m already saying “But I have NINE EYES!” I would have been okay with the healm if the face plate wasn’t really just 9 bug eyes glowing and starting at me… I’d rather be able to see my actual real face stick out the front… I have to say (yet again), thank Elune we can turn off helm graphics!
Okay! On to the set bonuses!
- Druid T10 Restoration 2P Bonus – The healing granted by your Wild Growth spell reduces 0% less over time.
- Druid T10 Restoration 4P Bonus (Rejuvenation) – Each time your Rejuvenation spell heals a target, it has a 2% chance to jump to a new target at full duration.
I thought Blizzard was going to push us away from spamming rejuv & wild growth. However, it’s quite possible that these set bonuses are going to make us spam rejuv & wild growth even more. In this context, a shorter rejuv makes sense, since more ticks means that the 4-piece bonus becomes a lot more powerful. I’m not sure how the set bonus interacts with the duration increase from Nature’s Splendor. If it takes into account HOT overhealing ticks, then we’ll probably get one rejuv for about every 10 that we cast (though it’ll be really random), and my quick napkin math says it should make up for about half of the rejuv ticks we lost in the nerf. I started a forum discussion on the set bonus here. For the 2-piece bonus, the text should translate to something like: all ticks heal the amount of the first tick, and don’t reduce in powerfulness over time. The Wild Growth bonus is one I’m pretty excited about.
- UPDATED: Druid T10 Balance 2P Bonus – When you gain Clearcasting from your Omen of Clarity talent, you deal 15% additional Nature and Arcane damage for 6 sec.
- UPDATED: Druid T10 Balance 4P Bonus – Your critical strikes from Starfire and Wrath cause the target languish for an additional 5% of your spell’s damage over 4 seconds.”
The 2-piece bonus I actually also find disappointing, even if it will be a DPS increase (but Graylo estimates only a 2% increase. First, Omen of Clarity is a talent in the restoration tree & NOT the balance tree, so it feels out of place (even if most moonkin get it). Second, it’s incredibly random. As Boize said on the Moonglade blog, You could get 2 procs close to each other, or you could go 2 minutes without seeing a proc. There are also non-spells (like crafting) that it procs from more regularly than our actual damage spells, but the duration isn’t really long enough to make use of trying to force it to proc at certain times. It’s an interesting idea, but I don’t very much like it from a conceptual point. Moonkin druids already have too many random forces influencing their damage dealing, and so I tend to be against more randomness in an already random system.
The NEW 4-piece moonkin bonus is somewhat interesting. It looks like crits would be putting up a DOT that ticked for 5% of the damage done over 4 seconds. This would interact very strangely with starfire’s super high crit rate & would need to stack at least twice to not just continuously over-write the buff without actually having it do any extra damage. They have had other buffs like this need to stack twice to work (I remember a holy paladin HOT proc that had the same problem).
- Druid T10 Feral 2P Bonus – Your Swipe (Bear) and Lacerate abilities deal 20% additional damage and the cost of your Rip ability is reduced by 10 energy.
- Druid T10 Feral 4P Bonus – Your Enrage ability no longer decreases your armor and instead decreases all damage taken by 12%, and the periodic damage done by your Rake ability can now be a critical strike.
The feral set bonuses are all good bonuses. Bears deal more damage, and get a new defensive cooldown (enrage). Turning Enrage into a defensive cooldown that gives rage & reduces damage done to you is a really nice thing for regular (or emergency) use. Cats will use less energy for rip & get critical strikes from rake. With such a high crit rate for cat druids stacking agility, crits from rake should be a really nice damage boost. My guild’s feral druid (Lauraya) was really happy about the possibility of these feral bonuses. His only complaint was that Enrage would give him yet another button he had to manage for tanking, but if that’s the worst complaint, then I’m sure bear tanks everywhere will be able to handle it (you can doo eeet!).