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Live
PTR
10.2.7
PTR
10.2.6
Beta
T13 bonuses
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Post by
blowtorch
Druid
Balance
2P -- Insect Swarm increases all damage done by your Starfire, Starsurge, and Wrath spells against that target by 3%.
4P -- Starsurge generates 100% extra Lunar or Solar energy while Eclipse is not active.
4P -- Reduces the cooldown of Starsurge by 5 sec.
Feral
2P -- While Berserk is active, Savage Defense absorbs are 100% larger, and your Blood in the Water talent now causes Ferocious Bite to refresh the duration of your Rip on targets with 60% or less health.
4P -- Frenzied Regeneration also affects all raid and party members, and your Stampede talent now grants two charges after using Feral Charge (Cat).
Feral, 2P -- Pulverize now also grants your Mangle (Bear) critical strikes a 100% chance to trigger Savage Defense, and your Blood in the Water talent now causes Ferocious Bite to refresh the duration of your Rip on targets with 60% or less health.
Feral, 4P -- Frenzied Regeneration also affects all raid and party members. This effect cannot be triggered if you have been in Bear Form for less than 15 sec. In addition, your Stampede talent now grants two charges after using Feral Charge (Cat).
Restoration
2P -- After using Innervate, the mana cost of your healing spells is reduced by 25% for 15 sec.
4P -- Your Rejuvenation and Regrowth spells have a 10% chance to Timeslip and have double the normal duration.
Source:
http://us.battle.net/wow/en/forum/topic/3229376031
Edited to show the current bonuses (as of 02-Oct-2011)
Post by
blowtorch
Feral 2P is insane for cats!
Also, once you get 2P resto, blow big heals on pull, then use innervate early and then on cd.
Post by
132589
This post was from a user who has deleted their account.
Post by
greywolfsage
Ugh ... wha ... 0o
Those feral set bonuses are ... wha? ...
Im sure
foley
and
Thror
may think otherwise but arent they a bit strong?
Quite possibly the understatement of the year. Or this decade. The century even.
I felt my brain explode. And checked I didn't need to change my pants.
Post by
blowtorch
Even the 4p is insane for cats (4p for bears is in line with other tanks' coldowns). Does it make running out to charge on cooldown a viable option?
Post by
greywolfsage
Even the 4p is insane for cats (4p for bears is in line with other tanks' coldowns).
Really?
Paladin's just get a buff to Guardian. Which is a personal cooldown.
Warrior's have half of Shield Wall's effect applied to the raid. 20-30% for 6 seconds, I assume.
Blood DK's apply half of Vampiric Blood. 7.5% extra health and 12.5% extra healing for 5 seconds.
But it rather pointedly words Feral bonus to apply the full effect of 15% health, heal to 15% of your health if below, and heal for up to 30% health or increase healing done by 30%, over 20 seconds.
I'm gonna go with Feral's is still stupidly powerful, and hardly in line with the others.
Post by
blowtorch
You're right, it is a bit silly. I expect they'll tone them down a bit before live.
Post by
614479
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Post by
murakaz
The balance 2-piece is pretty standard in terms of damage increase from what I've seen, I do like how Starsurge is actually included this time.
Sadly, the 4-piece looks to be pretty lackluster. I want to like it, as I've been kinda bummed that Starsurge is such a neat spell and yet has fallen so far behind Wrath and Starfire, but I don't think this will make us cast it on-cooldown again. If anything it might make it optimal to hold Starsurge for Eclipse downtime, which is fine I guess, but it doesn't seem to be a very exciting way to alter our rotation.
Post by
LookOut
I jizzed my pants reading the feral bonuses. However it also means Berserk and Frenzied Regen will have to be timed slightly differently on bosses ...
Post by
132589
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Post by
144872
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Post by
881062
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Post by
DraconisAerius
All I'm guna say is this.
Vampiric Blood
+
Charred Glyph
= 20% more raid wide
Tranquility
You grinning yet?
Post by
144872
This post was from a user who has deleted their account.
Post by
greywolfsage
Paladin's just get a buff to Guardian. Which is a personal cooldown.
It is?
But it rather pointedly words Feral bonus to apply the full effect of 15% health, heal to 15% of your health if below,
and heal for up to 30% health or increase healing done by 30%, over 20 seconds
.
Frenzied Regeneration
The Bonus healing is from a glyph, not the ability. I doubt it will carry over.
its simply a lesser version of
Rallying Cry
Warrior's have half of Shield Wall's effect applied to the raid. 20-30% for 6 seconds, I assume.
I also found it hilarious that you think "half of Shield Wall's effect" also means duration.?
Would have sworn it was Guardian of Ancient Kings. Reading at 20 hours awake, not my best skill.
The Glyph modifies the ability cast. Why would it not copy that ability to the raid, exactly?
Also,
Rallying Cry
gives less healing over less range for less time, and then takes it. How is it the superior of the two?
And why it is hilarious to assume that half the effect of "40% damage reduction for 12 seconds" becomes "20% damage reduction for 6" exactly?
Post by
Twitch002
Maybe I am just missing something here but I am finding both of the feral bonuses lackluster. One or two free rips over the course of a fight? And a free ravage here or there?
Not worthless for sure, but amazing...?
I have not done much raiding since Wrath since I was away from the game for about a year. I am not sure how long most fights are but it seems that now more than ever that last little stretch of the boss's health is a mad burn phase, or at least so I am seeing in FL. Leads me to wonder how often you'll be able to squeeze in a berserk at <60% as well as one at the very end where it counts the most.
Forgive me if I am sounding rather noobish here.
Post by
Thunderbro
...Leads me to wonder how often you'll be able to squeeze in a berserk at <60% as well as one at the very end where it counts the most.
I think you misunderstand. With the 4pc, anytime you use Fero Bite while the boss is below 60%, you also refresh Rip. Now, you should always have Rip up on your target. All this means is that instead of Fero Biting at 25%, you start at around 60% assuming you have a quality (well buffed) Rip up. This has nothing to do with Beserk.
Also, I sort of agree with you on the free ravage thing, but I think after having it, it'll probably be amazing. I mean that's like 4 free combo points at the start of the fight, assuming that it will crit both times which isn't unreasonable.
Post by
144872
This post was from a user who has deleted their account.
Post by
greywolfsage
Maybe I am just missing something here but I am finding both of the feral bonuses lackluster. One or two free rips over the course of a fight? And a free ravage here or there?
You obviously know very little about feral if you think those two bonues are lackluster.
Also, Rallying Cry gives less healing over less range for less time, and then takes it. How is it the superior of the two?
You didnt read the ability correctly.
I'll highlight it for emphasis.....
Increases maximum health by 15%, increases health to 15% (if below that value), and converts up to 10 Rage per second into health for 20 sec. Each point of Rage is converted into 0.15% of max health.
Explain to us how you think a mage is going to convert rage into heals?
...and its not in the tool tip,but the health is lost from frenzied regen also. or perhaps you just thought that we hit the button once and keep 15% extra hp forever..... /sigh.
No Foley, I didn't think the temp hp stayed. But I did think that the ability granted health in other fashions that still stayed. I was also interpreting the bonus as applying the gains the caster was granted to the whole group. Meaning, that as the FR burned rage on the Feral that did the casting, it would apply the same healing to everyone under its effect.
Who's to say Blizzard won't end up making it work like that. Or hell, they could likely without a lot of trouble have it determine your resource, and feed off of that.
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