Monday Roundup – June 17th, 2013
I haven’t done one of these in a while…pretty much because there hasn’t been anything to talk about. That being said, the 5.4 PTR is out now and I wanted to give everyone a read on the changes.
Our new 2 piece bonus simply triggers Savage Defense and a 40 Rage Frenzied Regeneration when Barkskin expires. The heal portion will randomly be useful, but there are two more interesting pieces. The first is that it allow you to extend Savage Defense to a full 1 minute if you like. Obviously that means that neither of these require Rage nor a charge to be available. The second part is that it is also supposed to trigger the 4 piece bonus when it expires.
The 4 piece bonus is more interesting. It triggers a HoT on yourself for 10% of your max HP over 8 seconds (current value anyway), ticking 1/sec whenever you use Savage Defense or Frenzied Regeneration. For FR the heal amount is proportional to the amount of Rage consumed. The real question is what is this going to look like in T16 gear. Thankfully we can do that with simple math, thanks to Hamlet we know that each tier stats increase by about 13% or so. GC also provided us with an idea of where the item levels are going to end up last week. All that remains is to add up something that can be used as a baseline in order to find an estimate:
552: 23663 * (1.13^2) = ~30215 Stamina for 553 = ~725k without HotW = 9k hps per proc.
565: 23663 * (1.13^3) = ~34143 Stamina for 566 = ~802k without HotW = 10k hps per proc.
Something you may not know is that the proc rolls like Ignite. That means the heal itself will increase the more you use either SD or FR. It also gives us another outlet other than Maul if we’re capping Rage. Around 15 RPS (which is perfectly attainable in such gear) it’ll actually be 1.5x that, so 13.5k hps or 15k hps rolling. Obviously higher during burst phases (like Incarnation).
There are also some intersting reactions to other abilities:
- The FR Glyph does multiply the healing. This doesn’t suddenly mean that it will be optimal to glyph FR for most people. However if we do get another fight like Stone Guard or where SD is useless, then definitely glyph FR for that.
- Both sides of Nature’s Vigil trigger from this set bonus. So not only do you get an extra heal, but you also get the damage portion as well. I’m pretty convinced this is a bug, but have not heard anything further yet.
- Might of Ursoc will increase the heal amount when it’s triggered.
- The 2 piece effect (Savage Defense + Frenzied Regen) is supposed to trigger this bonus, but doesn’t seem to be doing that currently in the PTR.
There are three talents that received major changes on this PTR build.
Ysera’s Gift is our new Tier 2 talent. It’s simply a heal for 5% of your HP that will either land on yourself, or someone nearby if you are at full health. This happens every 5 seconds and is completely passive. I believe this is also multiplied by the FR glyph, although I didn’t get a chance to test that yet. However, like the FR glyph it’s not that useful unless you are dealing with an encounter that doesn’t really have any spike “tank killer” abilities. I expect most heroic raiding Guardians will simply swap over to Renewal or Cenarion Ward depending on their needs. However if we are able to handle spike damage just fine with Frenzied Regen, you might see people taking Ysera’s for the added group benefits.
Soul of the Forest has been changed to a percentage modifier on all Rage generated by Mangle. It’s currently at 8% on the PTR, but that’s a bug and it should actually be 30%. This puts it pretty much on par with Incarnation for average RPS, and will continue to scale with Crit instead of just Hit and Expertise. However it’s still a DPS loss to take the talent over Incarnation. I was talking to Buraan and we came up with the idea of “What if SotF instead increased the chance to reset the CD on Mangle?” So I ran some numbers on it. We’d have to double the chance for Mangle to reset in order to achieve an effect similar to Incarnation, but I think it would be really interesting.
Dream of Cenarius has also gotten a significant re-work. One of the most common themes throughout all of the feedback from every Druid spec (except Feral) was that DoC needs to have a different effect per specialization in order to have a chance of working. The Guardian version definitely has potential, however there are a couple shortcomings.
- Buff only lasts 10 seconds.
- Proc chance is too low to be reliable – especially for a combat-rez.
- No damage bonus.
All of these problems are solved by a two-step solution: Convert it to a charge system – say 3 max – and grant a damage bonus to Mangle whenever a charge is expended. Then we have a pretty interesting talent that could definitely be useful.
Oh, and in case I forgot to mention the amount healed by a DoC Healing Touch scales with Vengeance.
The only major change to an ability thus far (and one I almost forgot :X) is that you might as well unbind Innervate from your bars completely once 5.4 hits. It will only restore 940 mana in 5.4 (a bit more if you use the +stats chest enchant). Just don’t even bother.
What do you think about the changes so far? Comment below!
Keep in mind though, that there is definitely more coming ;)