Shifting Perspectives: Examining the tier 12 set bonuses

Hey, folks. Today's going to be a slightly shorter edition of Shifting (say that three times fast), as I'm a little under the weather, but I've been wanting to take a peek at the upcoming tier 12 set bonuses for bears and resto.
As a quick update to a previous post, I occasionally get into trouble in this column by assuming that feral changes are only ever going to concern bears. We were spoiled by having Chase Hasbrouck (also known as Alaron of The Fluid Druid) around recently to cover the cat portion of Shifting Perspectives. The strength nerf in patch 4.2 is in fact a noticeable nerf to our cat brethren, even if it's not going to affect bears quite so much. Kalon's comment is a good explanation as to why.
On that note, we're now looking for a new kitty columnist, so please apply if you're interested!
Feral two-piece bonus: Your attacks with Mangle, Maul, and Shred deal 10% additional damage as Fire damage over 4 seconds.
This is more oriented toward cat DPS than bears, but it mirrors a similar damage increase present in all tanks' two-piece set bonuses. What's unknown at this point is whether these fire DOTs will automatically overwrite each other -- an issue that famously plagues the fire mage's Ignite, which is not to say that fire mages on doing poorly on the meters these days -- or if they don't. None of the tier gear is currently available on the patch 4.2 PTR at the moment, so nobody's certain as to how the more eccentric set bonuses work yet.
But that's not really why you're interested in tier 12 if you're a bear. You're definitely here for the four-piece bonus:
Feral four-piece bonus: Your finishing moves have a 20% chance per combo point to extend the duration of Berserk by 2 seconds, and when your Barkskin ability expires you gain an additional 10% chance to dodge for 12 seconds.
Quoth the Jay, "Snoogans."
As with the two-piece bonus, this will be a familiar sight to anyone who's seen the other tanking four-piece bonuses, which makes me wonder what heroic Firelands raid encounters are going to be like. Assuming you use Barkskin on cooldown, the additional dodge once it expires is absolutely lovely, but its real value lies in the ability to time Barkskin and the subsequent dodge boost around dangerous boss abilities. That's actually worrisome in a way, as you want to blow Barkskin for any substantial damage increase, which runs the real risk of leaving the additional dodge as a mere incidental bonus, but ... well, we'll see what those raid bosses do.
This may also result in some balance issues as tanks start acquiring tier gear, because the abilities that trigger survivability increases don't all have the same cooldown. Ouch. Stay tuned, folks.
Restoration two-piece bonus: Your periodic healing from Lifebloom has a 40% chance to restore 1% of your base mana each time it heals a target.
Interesting that this arrives in another patch when Blizzard's squeezing the bejabbers out of healers' mana. As we speculated might happen, Mana Tide Totem came in for a significant nerf not too long after we got news of the Innervate nerf. The mana wars have begun ... again.
Druover at Elitist Jerks ran the math and concluded that this amounts to a rough 800 mp5 passive bonus. While this will vary by fight, depending on how frequently you can pop Tree of Life, it's no mean gift.
Restoration four-piece bonus: Your Swiftmend also heals an injured target within 8 yards for the same amount.
This is much better than the original four-piece bonus, which was: When your Lifebloom blooms, it instantly heals up to 2 nearby injured targets for the same amount. It was a fantastic PVP bonus but a terrible fit for restoration's PVE game play; realistically, it would have seen use only during the Tree of Life cooldown (while being, I admit, horrifically overpowered at that time, as you could "bloom" over 30 players) -- because otherwise, you're trying your damnedest never to let Lifebloom expire at all. Additionally, it also seemed more than a bit counterproductive, given the nature of the two-piece bonus. Also, a lot can happen in the 10 seconds it takes for Lifebloom to bloom, so the bonus was essentially about predicting the need for raid healing accurately in advance and praying that other healers didn't render the issue entirely moot in the interim.
Is that enough? Do we need to keep going?
Well, no more. The Swiftmend bonus is a lot less troublesome, and I particularly like that it'll nudge the more forgetful among us into using Swiftmend on cooldown -- which, as we observed last week, is one of the easiest ways to keep the Harmony buff running without having to devote a lot of thought to it. However, the 8-yard range isn't a lot -- it's the same distance you get with Efflorescence -- so don't bank on this being a great raid-healing bonus on fights when the raid has to stay spread out. Think of it as another chunk of healing on a target you'd want getting hit by Efflorescence anyway.
Shifting Perspectives helps you gear your bear druid at 85, tempts you with weapons, trinkets and relics for bears, then shows you what to do with it all in Feral Druid Tanking 101. We'll also help you gear your resto druid.
Filed under: Druid, Analysis / Opinion, (Druid) Shifting Perspectives






Reader Comments (Page 1 of 1)
Lissanna May 24th 2011 8:08PM
they changed the 2-piece bonus for resto druids. >.>
Lissanna May 24th 2011 8:09PM
"Restoration druid Tier 11 2-Piece: This set bonus has been redesigned to work with the new Restoration druid mastery. Druids with this bonus now receive the bonus to Spirit while the Harmony mastery bonus to periodic healing is active."
Lissanna May 24th 2011 8:23PM
although, it doesn't actually change the analysis, since Lifebloom and Harmony will both be up basically all the time anyway. lol
Lissanna May 24th 2011 8:36PM
Oh wait, the change was for the T11, not T12. They keep changing stuff and confusing everyone. >.>
Wild Colors May 24th 2011 9:28PM
Yeah, they're retconning the T11 and hoping that no one remembers the original resto mastery in 6 months ;)
Chrisvolta May 24th 2011 8:10PM
I like the resto 4 set bonus even better now!!!
Wild Colors May 24th 2011 9:27PM
The only reason I have trouble getting excited about these is b/c the boomkin 2-piece bonus is so amazing.
You summon a burning treant to assist you. That's phenomenal. I don't even care if it actually hits things and deals damage. I just want a little army of burning treants.
Though, as a druid, I feel like I should be putting more effort into extinguishing them...
Darky May 25th 2011 6:15AM
Bah that's a shaman's job, to extinguish fires I mean.
lev May 24th 2011 9:51PM
The Strength Nerf is around 700 AP but is compensated by the increased damage on other abilities which I am told will scale better with content as the raid buff's won't get stronger but the weapon dps factors will. I've seen people mention it evens out at around a 3% raid dps increase, but should be more in small groups/ solo where you don't have the str/agi buff.
Sal May 24th 2011 10:03PM
I'm looking forward to the feral bonuses. Of course, I am curious on how that DoT will handle a refresh. And how Berserk (Bear) will handle it. Will the DoTs spread while its rolling? I guess we shall see.
David May 25th 2011 4:20AM
Begun, the mana wars have.
Mstrwiggles May 25th 2011 10:32AM
There was a "Additional Information & Clarification" on the first blue post about the set bonuses stating:
"The Fire damage-over-time effects from some set bonuses work like Ignite, and will accumulate and refresh damage just as it does."
This is great for all affected classes/spec's as we should see a sizable amount of damage coming out of these set bonuses.
I just wish they would have used the "Fire damage over time" set bonus on fewer classes; it seems kind of like a cop out.