Tag Archives: set bonus

A Tall Add to Mushrooms

Last night we got a slew of new patch notes for 5.2 and, surprisingly, they finally had something to say about resto Druids!

Mushrooms

First of all, the long-awaited Wild Mushroom change. The tooltip now reads:

The mushrooms grow larger as they accumulate healing power from 75% of overhealing done by your Rejuvenation, up to a maximum of 100% of your health in bonus healing.

It’s not understood exactly how this mechanic will work as they are bugged on the PTR and have been seen healing people for a few million health. I assume that the bonus healing applies to the total heal for each mushroom (and is then split among the targets) rather than applying to each heal.

When I first read this tooltip update, I was concerned that they were unnecessarily complicating things. Why not just buff the amount of healing without adding Rejuv overheal in there? Then I realized that it’s because they still don’t want us using these constantly – having to power them up with overhealing is akin to putting a cooldown on them. I don’t think it’s the most elegant solution. It doesn’t address some of the biggest problems – that casting Mushrooms is clunky and if the raid moves away from them they are useless – but any extra throughput is welcome.

I don’t really think the new Mushroom mechanic will change the way we heal (aside from using Mushrooms more). We’ll always have multiple Rejuvs out, they’ll always be doing overhealing. The biggest challenge will be proper placement – both in location and timing – so that you have supercharged Mushrooms ready to go when the damage happens.

As much as I’ve complained about Mushrooms, I do use them to some extent on a number of fights, even in their currently weak form. Empress, Feng, Wind Lord, Garalon, all involve people stacking up and an ebb and flow of damage that gives you time to set up mushrooms. If the mushrooms are capable of healing for a significant amount, the extra burst heal capability will be appreciated. I also enjoy the thought of having to prepare and play smartly in order to get the most out of the spell.

Rejuvenation

The mana cost of Rejuv is now 14.5%, down from 16%. When you consider that 5.2 will see us breaking our 2T14 set bonus, this isn’t going to have that much of an impact, but I’ll take it.

Set bonuses

We also got a look at the T15 set bonuses:

2 piece – Swiftmend’s ground effect can now heal up to 4 targets each time it heals.
4 piece – The healing done by your Rejuvenation increases by 6% each time it causes healing.

I really like these bonuses. On fights where the raid is grouped up, the 2-piece will be great. I like the 4-piece too. Though I can already hear the cries of “but overheal!” I think a direct buff to the spell we cast the most is great. You can make the overheal argument for pretty much any increase to healing done, so I don’t take it too seriously. This bonus will do very good things to Rejuvs maintained on tanks and will also be good for any fights with constant raid damage.

What do you think of the potential 5.2 changes?

Resto Druid Tier 13 Sneak Peaks

A lot of Tier 13 information has been released in the past few weeks, including the appearance of the Druid Tier 13 armor and its set bonuses.

The Druid set is called Deep Earth Vestments and here’s what it looks like:
Druid Tier 13 - Deep Earth VestmentsImage from MMO-Champion

I don’t hate them. That might not sound like high praise, but considering the negative reactions I had to Tiers 10-12 when they were first released, this is a step in the right direction. I tend to dislike the armor sets at first, and then grow to like them over time. This one I actually kind of liked right away. I’m happy we’re making a return to robes instead of pants. Slightly less happy about the return to WWE sized belts though. The mushrooms give the set a nice, earthy feel and phosphorescence is fun!

The new set does give me a bit of a recycled vibe though.

Druid Tier 9 and Tier 13

I see a lot of similarities between this new set and the Alliance Tier 9 set. The helms are the same size and shape and both cover the eyes (no bird beak on 13 though, thankfully). The robes have the same cut and style, similar patterns and the colours are almost identical (except one has glowy purple accents and one has glowy blue accents).

Anyway, I think it’s attractive enough. Not the best tier set I’ve ever seen, but definitely not the worst.

The set bonuses were also released recently. Here’s what resto Druids have to look forward to:

2P — After using Innervate, the mana cost of your healing spells is reduced by 25% for 15 sec.

I think this is a neat bonus. Depending on the spells you use while this is active you could be saving around 10-12k mana over that 15 seconds. This isn’t too bad, but I don’t think it’s quite as strong as our current 2T12 bonus. Heartfire currently gives me about 5200 mana per minute. Since we can only benefit from the 2T13 bonus every 3 minutes, I suspect it will be slightly weaker.

However, one thing I really like about this bonus is that it will make us look at one of our spells differently. Giving Innervate that extra bonus will add a bit of complexity to the spell which I think is great.

4P — Your Rejuvenation and Regrowth spells have a 10% chance to Timeslip and have double the normal duration.

I’m not too thrilled about this bonus. It could be useful in certain situations – a 24 second Rejuvenation on a fight with constant AoE damage would be great – but on fights without that I think this bonus will generate more overhealing than effective healing. How useful this will be will really depend on the nature of the fights in Tier 13. If people are often below full health it could be handy but if everyone is getting topped up quickly or not taking damage often it won’t be great.

So how about them tanks?

There is something else non-druid I’d like to talk about for a second. That is the tank 4-piece bonuses. Here they are if you haven’t seen them yet:

DK – Your Vampiric Blood ability also affects all party and raid members for 50% of the effect it has on you.
Druid
– Frenzied Regeneration also affects all raid and party members.

Paladin – Reduces the cooldown of Divine Guardian by 60 sec and increases the radius of its effect by 70 yards.
Warrior – Your Shield Wall ability now grants 50% of its effect to all party and raid members.

What the what? Raid wall for warriors? Extra healing bonuses from the tanks?

These bonuses sound awesome, but overpowered. They also seem completely out of whack when compared to anyone else’s set bonuses. What’s a little extra damage or healing output compared to a new raid-wide cooldown? If the bonuses stay as-is I would feel like a completely selfish jerk if I ever rolled against a tank on a piece of tier loot. And considering that all of the tier gear will now only be obtainable in raids, that’s a lot of passing I’m going to be doing. It’s not all about gear, but making the bonuses for one specific role so much more powerful than everyone elses seems a little odd.

What do you think of the Tier 13 previews?

Resto Druid Tier 12 Sneak Peaks

Though 4.1 was released only a couple weeks ago, information and previews from 4.2 are already being released.

Mastery

The resto druid mastery is being completely revamped.

Our current mastery is Symbiosis. Symbiosis increases the potency of your healing spells by 11.6% on targets already affected by one of your heal over time spells. Each point of Mastery increases heal potency by an additional 1.45%.

Symbiosis (Mastery) has been removed and replaced with Harmony. Harmony increases direct healing by an additional 10%, and casting direct healing spells grants an additional 10% bonus to periodic healing for 10 seconds. Each point of mastery increases each bonus by an additional 1.25%. Healing Touch, Nourish, Swiftmend, and the initial heal from Regrowth are considered direct healing spells for the purposes of this Mastery. All other healing from druid spells is considered periodic. (source)

Very interesting. Though the values have been slightly reduced, I think this new mastery qualifies as a buff. For tank healers there may not be too much of a difference, but for raid healers (which most druids are) I think this will be a big improvement. Rather than needing to have a pre-existing HoT on a target to benefit from increased healing, all you need to do is cast a direct healing spell every 10 seconds to get a boost to all your HoTs. Direct healing spells will be increased automatically. This sounds like a really nice change and it will increase the desirability of Mastery for raid healing druids. This really makes me wonder though…why do we keep getting buffed? Other than our lack of a damage mitigation cooldown, druids are not in any way lacking in the healing department. Between the 3 minute Tranquility cooldown from 4.1 and this mastery buff our output will be ridiculous. I can’t help but feel we’re being set up for major nerfs sometime in the future (I’m only paranoid because everyone is after me).

Tier 12 armor set

The possible set bonuses for Tier 12 have also been released.

2 Pieces – Your periodic healing from Lifebloom has a 40% chance to restore 1% of your base mana each time it heals a target.
4 Pieces – When your Lifebloom blooms, it instantly heals up to 2 nearby injured targets for the same amount. (source) *This has been changed, see update below*

The 2 piece bonus is a bit boring, but will provide quite a lot of mana regen. My napkin math places this at approximately 370 mp5 assuming Lifebloom is always rolling. During ToL, when you can have multiple Lifeblooms up, it could be 2-3 times as much. This should more than make up for breaking our T11 4-piece bonus.

The 4 piece does not impress me. First of all, Lifebloom is rarely allowed to bloom. Aside from the mana you need to spend, you also need to spend 3 GCDs to stack it back up again. Though there will occasionally be a perfect storm of circumstances when Lifebloom is about to expire when the tank and 2 people near them need a chunk of health, it doesn’t usually work out that way. This bonus will be better while we’re in ToL and Lifeblooms can be tossed around and left to bloom, but it’s still a very awkward bonus.

My biggest complaint about Tier bonuses is that every single one in Cata has been a bonus to Lifebloom. I’d really like to see some of our other spells get a little love.

*Update* The 4 piece bonus has already been changed. It is now:

4 Pieces – Your Swiftmend also heals an injured target within 8 yards for the same amount.

I much prefer this bonus. The Lifebloom bonus would have been awkward and not terribly useful outside of ToL. The bonus to Swiftmend will be useful all the time. 8 yards isn’t a lot, but Swiftmend is generally used on someone in a group of people to spawn Efflorescence, so I think it will work out. It raises the question: will the second Swiftmend effect also spawn an Efflorescence? My gut feeling is no – that would be extremely OP…but a girl can dream.

Yesterday we got a partial preview of what the Tier 12 armor will look like.
*Update* We have now seen a full preview of what the Tier 12 armor will look like:

Druid Tier 12 armor setImage from MMO-Champion.

For the most part the set it okay, but I have one word for the helmet: blech. The horns aren’t terrible, but the bark face mask? Ugly. I might have to make use of my hide helm option for the first time in years. Tier sets seem to be getting less druid-y. Where are the moons, the flowers and the animal-influenced gear?

Innervate

Innervate is being changed:

Innervate now causes the target to regenerate 5% of maximum mana over 10 sec. Still regenerates 20% of maximum mana on self cast. (source)

This pretty much kills the practice of Innervate swapping. I’m personally not used to playing with other resto druids so it doesn’t effect me too much, but I know other healers really enjoy swapping Innervates to give the most mana back to their raid as a whole. I guess all druids will now be keeping their Innervates for themselves, and Glyph of Innervate will no longer be used.

Crit

This isn’t a druid-specific change, but yesterday we also learned:

All healing critical strikes now heal for 2 times a normal heal (+100%), up from 1.5 times a normal heal (+50%). (source)

Finally, healers will get the same benefit from crit that everyone else does. This will make gearing in Tier 12 much more interesting. Between this change and our new mastery, I predict stat weights will be much more balanced than they currently are.

Overall, I think resto druids are looking really good for Tier 12 in terms of healing (though not in terms of aesthetics).

What do you think about the changes?