So, I woke up this morning, saw that the T10 set bonuses had been released (including a VERY puzzling Resto bonus), and hit my usual blogs expecting some informed discussion.
Guess what? Apparently, nobody cares about the bonuses, and what they mean for upcoming fights, etc., etc., they’d rather complain about how hideous the T10 Resto Druid helm looks. Confession time: I have honestly no idea what most of my armor pieces look like…I’ve had my helm turned off ever since I got the gimp mask (better known as the Titan-Forged Leather Helm from WG). Anyway, now that we know what really motivates our beloved resto druid bloggers, let’s take a look at the druid set bonii.
Bear 2P Bonus – Your Swipe (Bear) and Lacerate abilities deal 20% additional damage.
This is a decent bonus. The extra damage on Swipe is nice for AOE tanking, obviously, and since every tank class got an AOE ability buffed with the 2p, I’d imagine that we’ll have a good bit of that in Icecrown. (Not to mention that our AOE range on Swipe was increased.) Lacerate only accounts for about 10% of our damage, so it’s not as good a bonus as it is for, say, the prot warriors, who got their 20% buff on Shockwave and Shield Slam.
Bear 4P Bonus – Your Enrage ability no longer decreases your armor and instead decreases all damage taken by 12%.
This is a VERY nice bonus. (of course, all the tanks got something like this for their 4p). 12% mitigation every 10s works out to an extra 2% mitigation overall; of course, with something like this, you may very well end up chaining it with Barkskin for a 32% mitigation effect every minute. Can’t wait to see the boss that these cooldowns were built for.
Cat 2P Bonus – The cost of your Rip ability is reduced by 10 energy.
This is pretty bad. Let’s do some quick mental math. With the Glyphs of Rip and Shred, a Rip lasts 22 seconds (12s + 4s for Rip glyph + 3*2s for Shred glyph) Assuming you can keep 100% Rip uptime, the set bonus saves you 10 energy every 22s, or roughly 27 energy per minute. That’s about half of one Shred…so you get an extra Shred every minute and a half or so. That puts it around 80 extra dps, assuming an average Shred hits for 7k damage.
However, you’re not going to be able to keep a 100% Rip uptime. It’ll certainly be boss dependent, but I’d probably cut calculated dps values for the set bonus by a third to a half for single-target fights, depending on movement/phases/etc. Add fights are a more interesting case, though, since you’ll be able to Rip a second earlier then usual. For comparison’s sake, I’d say the 2pT9 bonus is worth double this.
Cat 4P Bonus – The periodic damage done by your Rake ability can now be a critical strike.
This sounds great! The theorycrafters are going to have to give the final word on this one, but our crit rates are going to be through the roof, so a 6-7% DPS increase seems about right. We’ll have to see what the stats look like on the Tier gear to know whether this signals the death of ArPen stacking…the crit from agi now benefits an additional ability, but the agi cap’s getting mighty close, as I predicted in my ArPen FAQ.
Restoration 2P Bonus – The healing granted by your Wild Growth spell reduces 0% less over time.
As I mentioned in the comments to my previous post, this is pretty good, but not game-changing. If I remember my WG numbers right, it hits for about 800 to start, then 760, 720, etc., ending at 560. 4760 total per target. If they remove the cost reduction, that’ll jump to 800*7=5600. That’s a very nice increase, about 17%. Unfortunately, due to the mechanics of the spell, the last few ticks (which gain the most from the set bonus) usually get overhealed. Lisanna thinks (and I agree) that the 0% is a placeholder, and that they’ll eventually settle on a partial cost reduction, but not total. 50% sounds about right to me.
Restoration 4P Bonus – Each time your Rejuvenation spell heals a target, it has a 2% chance to jump to a new target at full duration.
Wow. Ok, let’s break this down. There’s several big unknowns here:
1. Does it “jump” (ala PoM) or copy? If it “jumps,” (i.e. Rejuv falls off current target, starts fresh on second target) then I’d call the set bonus harmful, not beneficial. I can’t believe Blizz would do that, so let’s call it a copy (i.e. every Rejuv tick has a 2% chance to create a Rejuv on another player)
2. How is the target picked? Smart targeting makes this more useful; random targeting, not so much. Will it jump to a target that already has Rejuv? If so, will it just refresh the HOT or add a full duration of time? Does it have a range limitation? I’ll assume random targeting/refreshing/all players in range.
3. Is the new HOT affected by Nature’s Splendor (does it get the 3 extra seconds?). Is it Swiftmendable? Let’s say yes/yes.
Basically, it boils down to this. In 3.2, you could roll Rejuv on 15 targets (while keeping WG on CD.) Now, you can keep it up on 12. Each Rejuv has a 10% total to proc another Rejuv, so we’ll end up with slightly over 13 targets having it, if the heal is smart. If not, we’re looking at 12.5, since half those Rejuvs will be wasted on people who already have it. Someone explain to me how this is a good set bonus, as currently written?
Balance 2P Bonus – When you gain Clearcasting from your Omen of Clarity talent, you deal 15% additional Nature and Arcane damage for 6 seconds.
I’m not as familiar with Moonkin as I am with other specs, so I can’t do any math on this, but it sounds fairly weak. OOC generally procs about 2x/min or so for moonkin, so you’re looking at 12 seconds of buff time per minute, for a theoretical 3% damage bonus. Unfortunately, you’re going to lose some of that due to spells not perfectly matching the buff duration. I also have no idea how it stacks with Eclipse or other stuff, which would make it better.
That’s it? A 5% damage boost, but only on crits, and only on SF and Wrath, drops it to like 2% (assuming the DOT’s don’t overwrite, which would REALLY suck). That’s horrible (considering the Feral DPS 4p)