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:
Image 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.
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?