MMO-Champion has datamined the Tier 12 set bonuses from the first iteration of the 4.2 PTR that went live yesterday. Let’s take a quick look at the resto ones, shall we? (Keep in mind these are datamined from the very first iteration of this PTR – and are subject to seeing some change!).
- Restoration 2 Pieces – Your periodic healing from Lifebloom has a 40% chance to restore 1% of your base mana each time it heals a target.
- Restoration 4 Pieces – When your Lifebloom blooms, it instantly heals up to 2 nearby injured targets for the same amount.
Let me give you my initial feedback on these bonuses: ZzZzZzZzZzZzZzZzZz.
At first glance, they aren’t really particularly interesting bonuses. The two piece matches up with the two piece bonuses for all of the other healing classes, and is a mana restore talent. It will be nice, especially since we should have almost 100% uptime on lifebloom anyhow, but it’s not particularly exciting. It will certainly be interesting to see how the bonus maths out compared to the 4 piece T11 bonus, and if it will be worth dropping 272 T4 for entry-level T12.
The four piece has potential to be intriguing I suppose? Except that most druids roll lifebloom on their tank and try not to let it bloom. I’m not really sure that I see that practice changing much – a 3 stack lifebloom on the tank is a really nice buffer for tank healing, and it doesn’t really seem mana efficient to constantly let it drop off to engage the bonus. I suppose that there could be clutch times of heavy AE damage that you could time letting it drop to toss out a few extra heals to the melee? Maybe I could see how there is the possibility of making some interesting decisions there – but it would have to be countered with the mana/GCD cost of restacking the lifebloom on the tank vs. just tossing out a different heal for the melee. And even then, the timing of the bloom would have to line up just right for it to be effective.
The four piece bonus might be more interesting during ToL, where we tend to blanket the raid and let those lifeblooms bloom. This, at least, has more potential than timing the tank stack to bloom – but lifebloom would have to completely tick down to bloom before the bonus went into effect, and in many situations I could easily see the extra bloom going largely to overheal, due to the amount of time it’s going to take for the bonus to be activated. We will have to wait and see what kind of damage firelands throws at us to see if this bonus will have any meat to it, and if it will be worth picking up over other off-set pieces.
While I do think that our bonus is better than the Resto Shaman bonus (another chain heal target is more snoozy than ours – I really hope that gets changed to be something more intriguing), I’m going to flat-out say it’s nowhere near as cool as what priests are getting. Have you seen this?!?!
- Holy/Discipline 4 Pieces – You have a chance when you cast a helpful spell to summon a Cauterizing Flame. Friendly raid and party members can use the Cauterizing Flame to be instantly healed for 4625 to 5375. Lasts for 45 sec sec or 10 charges. After using the Cauterizing Flame, players cannot benefit from it again for 10 sec.
I’m sure that they will have their own opinions on these little fiery lightwells popping up all over the place, and the downside being that it puts the responsibility of the heal on the player to click the flame. But damn, if that isn’t just cool in concept. I will admit, I’m pretty jealous.
What are your feelings about the new Resto Druid bonuses?