Well for once the 2 piece bonus seems more overpowered than the 4 piece.
Druid T10 Restoration 2P Bonus – The healing granted by your Wild Growth spell reduces 0% less over time.
Druid T10 Restoration 4P Bonus (Rejuvenation) – Each time your Rejuvenation spell heals a target, it has a 2% chance to jump to a new target at full duration.
Wild growth no longer reducing healing per tick? That sounds like it might be too good to be true, since for most of WotLK resto 2 set bonuses have been pretty lacklustre. Perhaps they decided that the rejuvenation crit bonus of tier 9 was going to be a tough one to beat with just another 4 piece bonus and so they’d need the combination of both bonuses being pretty nice in order to persuade people that the tier 10 perks were better. At least it’s not going the way of t8->t9 conversion where clearly someone in the design team just said ‘”oh shit, tier 8 4p bonus is way better and scales much higher than tier 9 4p – we’re going to have to nerf it by 50% just to get people to upgrade…”.
So yeah, I like the t10 2p, but I’m uneasy about the wording for the t10 4p. As some of you might have noticed the word “jump” is a bit of a problematic one here. ”Jump” signifies that there is a 2% chance when rejuv ticks that it will remove itself from the current target and randomly jump to a new target. I’m sure I’m not the only one that would see this as problematic, in fact I’d go as far as to say if this went live in that fashion that no decent druid would be using t10 4 set and would probably stick with just 2 or 3 pieces for as long as they could get away with. The only way this 4 set will work is if it isn’t a “jump” but more of a “copy” or “spread”, ie: 2% chance for the rejuv to apply another rejuv to a random person in range while the parent rejuv remains on the designated target.
To be fair to Blizzard this is probably how it will (or even does, since we can’t test it yet) work, since there really is no way that the wording taken at face value would ever be considered an actual buff to rejuvenation. Can you imagine? You rejuv a guy on 50% hp and after 1 tick it just goes to some other random guy leaving the original target without a hot? Yeah, I don’t think so, but that is how it’s worded right now.
#1 by Thomasor on October 8, 2009 - 15:35
Besides the \’jumping\’ part the other question I was left with about the 4p was if you have rejuvs out on the raid and one of them jumps or copies itself to a new random person, if that random person already has a rejuv what happens? Does that person now get 2 independent Rejuvs on them (OP) or does the new rejuv just replace the old one at max duration?
The first option I think would be pretty ok on Rejuv heavy fights but I honestly don\’t see it going live. The second option I see as blizzard trying to find a back door to freeing up some globals because of the Rank 15 nerf. If some of your Rejuvs will randomly reset their duration or reset the duration of other Rejuvs. All in all though, not as shiny as what we have seen in the past for 4p.
#2 by Beruthiel on October 8, 2009 - 17:00
Yea…I don’t think I’m a fan of the “PoM”ing rejuv. I read that last night and had the same concerns that you voiced running through my head.
Why? Why would I want my heal to move to another target if I’ve selected one party to heal. If I toss a rejuv on the tank, I pretty much want it to stay on the tank…etc.
If it is going to work as it is literally worded, I think that it’s likely going to be a rubbish set bonus. Hopefully someone figures that out before it goes live.
#3 by Cows on October 8, 2009 - 19:54
Yeah I didn’t really think about what happens if the guy who gets the ‘jump’ already has rejuv. I’d suspect that it would just refresh his rejuv to full duration. Having 2 rejuvs ‘from the same druid’ on one guy could be a bit messy.
In a 25 man situation you could see something like ‘it doesn’t proc on someone who already has rejuv from you’ working but in 10man it’s pretty simple to have 10 rejuvs out there (even after 3.3 duration nerf) so it wouldn’t really work there.
But one thing is for sure, it will need to be clarified by a blue or re-worded on the tooltip before it goes live. Hopefully the latter.
#4 by Keeva on October 8, 2009 - 23:27
Pretty sure the 2pc is being misinterpreted by most people.
I think that reading “reduces 0% less over time” doesn’t mean “reduces by nothing” (ie, doesn’t reduce your tick size). Instead, I think it is a placeholder and we’ll see some arbritrary number thrown in like 15%, which will make it “reduces by 15% less over time” (ie, your ticks do 15% more than if you weren’t wearing this 2pc).
I think this is much more logical.
#5 by Keeva on October 8, 2009 - 23:29
I think that’s the 3rd time this morning I have misspelled arbitrary. Good job!
#6 by Cows on October 9, 2009 - 15:18
I should really install that comment editing addon
#7 by Naithin on October 10, 2009 - 09:39
I share your interpretation of it, and honestly thought so even before I saw your comment! The pivotal word for me is the ‘less’ following the (current) 0%.
I would be absolutely rock solid in this belief if the set bonuses had been obtained via data mining, but what throws a spanner into the works for me is that Blizzard released these details directly.
And surely, even if the figure was still subject to change, they’d have SOME idea of what to place there in the mean time?
Although I suppose it’s also possible it’s merely a bug/typo, and it is already set to 10% or some such, but in that event, I would also figure they would rather hastily update such an issue.
So I’m left less than 100% certain that our interpretation is the right one, but still rather heavily leaning in that direction.
#8 by Vorgavar on October 15, 2009 - 17:23
My concern is that even if the 4 piece does create a copy it is still a weak bonus to be getting. The numbers I got were around a 1-2% (2% being very generous) increase in healing overall depending on what you were using. I don’t really value that at all. Looks like it’ll be about getting the 2 piece and then whatever has the best stats for me.