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Ancilorn
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  • 0. Tier-10 Bonuses Feedback (Updated)   09/10/2009 09:42:49 PDT
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The tier-10 set bonuses have recently been released on the PTR and we would like to get your feedback on each of them. The items will soon be available on the PTR for additional testing, but we welcome your initial impressions and theory crafting thoughts as well.

To properly organize feedback, please format responses as:

[CLASS]:[SPEC]
2 piece – [Feedback]
4 piece – [Feedback]

Here is a list of the current planned set bonuses for Healing roles (Updates have been made and are highlighted in bold):

Druid
  • 2 piece bonus - The healing granted by your Wild Growth spell reduces 0% less over time.

  • 4 piece bonus - Each time your Rejuvenation spell heals a target, it has a 2% chance to jump to a new target at full duration.


Paladin
  • 2 piece bonus - While your Divine Illumination talent is active, your healing spells are increased by 35%.

  • 4 piece bonus - Your Holy Shock spell causes the next Holy Light you cast within 10 sec to have 0.3 sec reduced cast time.


Priest
  • 2 piece bonus - Your Flash Heal critical strikes cause the target to heal for 25% of the healed amount over 9 sec.

  • 4 piece bonus - Your Circle of Healing and Penance spells have a 20% chance to cause your next Flash Heal cast within 6 sec to reset the cooldown on your Circle of Healing and Penance spells.


Shaman
  • 2 piece bonus - Your Riptide spell grants 20% spell haste for your next spellcast.

  • 4 piece bonus - Your Chain Heal critical strikes cause the target to heal for 25% of the healed amount.

[ Post edited by Ancilorn ]


"Once we jumped off the boat and into the jungle, we cranked up the volume and marched to our own drummer..."

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  • 1. Re: Tier-10 Bonuses Feedback    09/10/2009 10:25:42 PDT
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Paladin:Healing
2 piece - Divine Favor is one of the least used spells, and I don't think this will change much, since the value of crit is greatly diminished now, after the IoL and Illumination changes.
4 piece - If the reduction is implemented like most cast time reducing abilities, it will be a 13% haste bonus to Holy Light, which will not be enough to offset the loss of HPS and HPM from using Holy Shock, and at a 1.3 second Holy Light, it's a .15 second reduction which is not exactly game breaking in terms of 'getting a heal in after moving'. Basically, it's only marginally helpful when moving, but won't change the fact that there is absolutely no incentive for us to cast Holy Shock now.

All in all, the bonuses are appalling, continuing the tradition of nigh-useless bonuses on holy paladin sets after T7 (no, T8 in arena doesn't count). All other classes get something for abilities that work on abilities they actively use and give an incentive to use them, whereas ours (at least the four piece) only marginally affects a situation that is unavoidable, without actually changing the status quo.

P.S. Tanking and healing need to be reversed on http://forums.wow-europe.com/thread.html?topicId=11155636413&sid=1

[ Post edited by Ungulant ]


No, u!
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  • Emerald Dream
  • 2. Re: Tier-10 Bonuses Feedback    09/10/2009 10:52:58 PDT
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Druid: Healing
2 piece - This sounds like a really good bonus. One that won't let us not use wg every time it's off cooldown. I fear other classes will whine from this one, as the counterargument from us when someone whines has been that it's a hot and that the total healing is great aye, but that it diminishes down. It will make wg very powerful.

4 piece - Rejuv ticks every 3 seconds over 15 seconds. With a two percent chance there's maybe a few gcd's saved when raidhealing with rejuv spam I guess, but it's not anything I feel very satisfied with. It doesn't look like it gives any help to players who don't raid 25-man.

I can't help feel that the set bonuses would be better reversed, or that the t6 bonus should be taken back as a 4 piece (less cd on swiftmend).

I also feel abit confused over where you want us. We get gear with crit on. We get talents and spells that takes us away from spamming hots. You make wg have a cooldown to have us not spam it. At the same time we get setbonuses and idols that favours us to spam two spells.

These Hard-Modes are tougher than I thought! I'l have to Forum Whine!

Destreid, Wildhammer.
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  • Sylvanas
  • 3. Re: Tier-10 Bonuses Feedback    09/10/2009 10:56:01 PDT
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Shaman: Restoration

2 piece – Your Riptide spell grants 20% spell haste for your next spellcast.

Riptide is a bad 51 talent pointer. Tier bonuses like this, t8 and t9 try to place bandages over it. Its not working. Its a massive hps loss to cast Riptide(unless you're moving and your hps would be 0).
Passing over my pure dislike over that spell,Lesser Healing Wave and Healing Wave will be 1sec in tier 10.Effectively such a bonus helps only Chain Heal and as i posted before, it only helps Chain Heal when I'm moving.

Personal Suggestion: Casting Riptide grants u a stack of X buff. Upon reaching Y stacks,all your heals become instant for Z seconds.


4 piece – Your Chain Heal critical strikes cause the target to heal for 25% of the healed amount

The main target of my chain heal currently gets healed for 13-14k if i crit. I'm not really seeing the purpose of criting him for 17-18k when the added crit is overhealing. The later bounces heal for way less, a guy who would get helped by this crits would get healed for ~700 health extra

Personal Suggestion: Your Chain Heal can now proc Ancestral Awakening


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  • 4. Re: Tier-10 Bonuses Feedback    09/10/2009 11:00:48 PDT
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I wonder am I the only one thinking Druid ones are quite OP?
All we do now is spam Rejuvs and WG and those bonuses make Druids even better at that.

And yes, I agree Paladin ones are p*ss poor in comparison, Druids get immense bonus to healing output on their 2 most often used spells, or even exclusively used 2 spells, I can see people posting healing meters and yell "nerf Druids", but well, assuming this is last tier before Cataclysm... who knows how we'll fare at 85.

Paladins get nothing to expand their utility. If they're meant to tank heal they might get for example "after you use Divine Favor, the next heal will reduce damage taken on the target by 10% for next 10 seconds" or plant an absorb shield, or something like that. Or something helping them with aoe.

P.S. Yes I play a Druid, but it doesn't mean I'm glad other classes get worse set bonuses.
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  • 5. Re: Tier-10 Bonuses Feedback    09/10/2009 11:18:41 PDT
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[Shaman]:[Restoration]
2 piece bonus - Your Riptide spell grants 20% spell haste for your next spellcast.
This set bonus is Ok but will devalue the benefict of haste and will only force us to only use Riptide to boost Chain heal and nothing more...
I think the idea of blizz its to in the 2 pieces give bonus to single target healing so the best you can give its to allow the riptide hot to stack up to 3 times or because we lack of some absorb shields just make a tier set like this:
-Your Riptide spell will allow your next healing spell to place a shield in the target for 20% of the amount healed. I believe that this set bonus will give a great value to riptide and also help the shamans in someting that they dont have like all the others have.

4 piece bonus - Your Chain Heal critical strikes cause the target to heal for 25% of the healed amount

I realy like this bonus because give value to crit chance in aoe... but why not just like the previus poster have said just make Chain heal to trigger AA.
-Your chain heal critical strikes will heal the lower party/raid member by 10% of the amount healed
or even another view in bonus healing like
-Your chain heal critical strikes have 20% chance to cast a new Chain heal to the lower party member that costs no mana but its reduced by 60% or someting

the current bonus are fine but they coul be great for a end raid.

[ Post edited by Rapper ]

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  • 6. Re: Tier-10 Bonuses Feedback    09/10/2009 11:34:19 PDT
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Shaman:Restoration

2 piece
Decent way to promote higher use of Riptide in conjunction with CH. But then again the GCD of riptide prevents any real fast usage of the effect and might not be a good way to use CH.

Assume 2.0 CH and RT/CH/CH/CH
Time to cast 6 CH (without riptide) - 12 Seconds
Time to cast 6 CH (with riptide and no T10bonus) - 15 Seconds
Time to cast 6 CH (with riptide and T10 bonus) - ~14.3 seconds

So in 6 Chain Heals with RT/CH/CH/CH/RT/CH/CH you gain a massive 0.7 seconds (or 0.35 sec per RT/CH/CH/CH, which you just use to wait for RT anyway) and you lose 2.3 seconds compared to just spamming CH.


Assume 15,000 healed on average on a CH
Assume 8,000 healed on average on a Riptide (This is very generous considering HoT-clips)

In a minute I would get in
30 CH (no RT) = 450,000 healed
24 CH + 8 RT (RT and not bonus) 360,000 + 64,000 = 424,000 healed
25 CH + 9 RT (RT and bonus) = 375,000 + 72,000 = 447,000 healed

Granted, RT also boosts CH by 25%, but this is really an effect that no shaman truly uses and decided to disregard that from the healing, still get my point through.

So conclusion:
1. You are most likely better off just spamming CH then using it with riptide due to the extra time it takes to use riptide.
2. LHW doesn't gain much more from riptide besides the crit, the 20% haste will only hit GCD-cap anyway.
3. Only real usage of this bonus comes with HW, which makes RT/HW/HW a tiny bit faster.

I would suggest another approach on riptide:
Your Global Cooldown on your riptide spell is reduced by 0.5 seconds.
or
Your riptide also causes you to gain 12% haste for 6 seconds.

The last one would promote using RT as often as possible and 12% is less likely to break the GCD on LHW.



4 piece
My CH-crits doing 87.5% more healing instead of 50%? Nothing wrong with that. Great way to cater both the haste and crit aspects of the Shaman and promote both. I wouldn't change this a single bit actually. This is assuming it's a direct heal and not a Heal over Time effect.



Disclaimer: I might be very very very wrong with my calculations and I apologize if I'm dead wrong here. I'm not a natural born Theorycrafter, but I tried my best to get my feedback through.
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  • Sylvanas
  • 7. Re: Tier-10 Bonuses Feedback    09/10/2009 12:18:13 PDT
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Ok, as you wish Ancilorn:
Druid: Resto

2 piece - Sounds very good. We use WG quite a bit, and this is a straight out buff to it. Will help us raidhealing, especially on some fights with a good amount of raid dmg. With that said, WG is quite strong atm and I'm not really sure buffing it further (even though it's a temporary one) is needed. It might also just reflect that the developers have accepted the druids current role in 25 man raids, though I doubt they are that happy with it.

4 piece - First I have a question: When it spreads to another raid member, is it totally random or is it based on, say, hp? 2% is very low and if there is a risk of it jumping to a player with full hp, while there are others nearby with, say, 50%? And will it be able to overwrite an already existing reju for that matter? I'm very interested in the actual mechanic of the bonus.
Also, with the current blanket raid healing, it might be hard to notice a new reju popping up on some target, so you may overwrite it, if you are running some rotation.

Wharep, 80, resto druid, Sylvanas, horde.
Szilia, 80, resto druid, Ravencrest, alliance.

NOT just another resto druid
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  • Silvermoon
  • 8. Re: Tier-10 Bonuses Feedback    09/10/2009 12:41:41 PDT
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Priest


Q u o t e:
* 2 piece bonus - After your Pain Suppression and Guardian Spirit talents expire on your target, they grant your target 10% increased healing received for 10 sec.


I like it, although the holy one could potentially be stronger. (Glyphed). Which is unfair to Disc.

Q u o t e:

* 4 piece bonus - Your Flash Heal spell has a 15% chance to reset the cooldown on your Circle of Healing and Penance Spells.


This.. is appalling for holy. It's absolutely wonderfully for Disc, don't get me wrong. But, I wish you Devs would learn that Disc and Holy require stats and different set bonuses. You're breaking the tier by merging it together.. they do different functions.

It's great for Disc.

For Holy, it's so so.. border line appaling. In theroy, getting two flash heals out between a CoH is rare. I usually do CoH - Prayer of Mending - Flash Heal, by then CoH is ready to use and so on. So.. 15% to frick up my healing rotation? Yeah.. wonderful. >.>

[ Post edited by Castitas ]

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  • Twisting Nether
  • 10. Re: Tier-10 Bonuses Feedback    09/10/2009 13:26:44 PDT
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In order of relevance to my current chars:

[PRIEST]:[HOLY]
2 piece – I can see some utility in this(chaining GS for continuous healing buff on a tank), but it's extremely situational and won't do anything for any fight currently in the game. Almost useless.
4 piece – In a situation where you could make use of 2 CoH's closely after each other you're almost certainly better off casting PoH than a flash, even if the procrate was 100%. This bonus literally does nothing.

[PRIEST]:[DISC]
2 piece – Very questionable usefulness. Only any good for periods of increased damage on tanks which last longer than PS.
4 piece – Weak setbonus. It does nothing for the more raidhealing orientated Disc Priest. For tankhealing the proc is unreliable, amount of procs per fight will be low and the amount of cd time gained is likely to be quite small. Most procs will probably go wasted.

[SHAMAN]:[RESTO]
2 piece – Very nice, will make keeping riptide on cd more important but it's a tradeoff I'll gladly make for faster CH's.
4 piece – Quite nice, assuming current trends continue this will mean dropping mp5 from gearing though in favor of Haste+Crit pieces.

[DRUID]:[RESTO]
2 piece – Very good, perhaps bordering on overpowered. Depends on how the coefficient works for WG, this is my 2nd alt so not that familiar with all the details.
4 piece – Interesting, although perhaps slightly weak. Most likely worth getting though.
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  • Silvermoon
  • 11. Re: Tier-10 Bonuses Feedback    09/10/2009 14:56:28 PDT
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Priest

* 2 piece bonus - After your Pain Suppression and Guardian Spirit talents expire on your target, they grant your target 10% increased healing received for 10 sec.

* 4 piece bonus - Your Flash Heal spell has a 15% chance to reset the cooldown on your Circle of Healing and Penance Spells.


[PRIEST]:[HOLY]
2PC - Yeah a pretty interesting bonus together with glyph of guardian spirit. Fun stuff, keep it.

4PC - Just NO. First of all there's already procs to keep track of and getting to save somebody based on a lucky proc isn't really my cup of tea. Good idea with these procs for dps classes, horrible for healing. I'd suggest the cooldown on CoH to be lowered with 1 second for every time you flash heal instead, and even then it wouldn't be super but atleast reliable.

[PRIEST]:[DISC]
2PC - Rubbish. 3 minute cooldown on a spell that already gives 5% minus threat as to not make it "chainable".

4PC - For tank healing, it can be a pretty strong talent since a disc priest actually spams the tank with flash heals (in a no haste build) between penances. For raid shielding and hybrid raid shield/tank healing it's not so good.

Gingerdragon.
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  • Lightning's Blade
  • 12. Re: Tier-10 Bonuses Feedback    09/10/2009 15:30:17 PDT
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Druid:Restoration
2 piece – Could I get something like "Increases the healing done by your Wild Growth spell by 0%" instead?
4 piece – No, just no. If this is literally a "jump" then is just plain annoying and quite possibly detrimental.

[ Post edited by Anaram ]

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  • Lightbringer
  • 13. Re: Tier-10 Bonuses Feedback    09/10/2009 15:40:56 PDT
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[PALADIN]:[HOLY]

2 Piece
I'm all for you trying to get better use out of Divine Favor. This bonus however is a weak one. As it is, I only use DF when I have to move and there are critical heals needed. DF in order to proc Infusion of Light for a Holy Shock + instant Flash of Light combo. If I can stand still and heal my targets there is little to no reason to use DF since the damage taken is predominantly unpredictable. If I use DF in a static situation I can't be sure that I will actually benefit from it. The bonus will allow a dependable HS+FoL twice as often and the intention is nice. DS however often sit unused for "in-case" situations today. I don't see that changing even with this bonus.


4 Piece
I assume that this is a nudge towards the old Infusion of Light, where you could get a really fast Holy Light. Nice sentiment, but unfortunately today I would say that the buff is far too situational for me to consider picking up the tier pieces over even small stat-upgrades from other items.
Holy Shock I use during movement, or possibly when a target will die in under a second without healing (assuming HS is enough to change that premise). In most situations I would say that casting dual Holy Light will be more beneficial than using the Holy Shock + Holy Light.
Furthermore there are some questions about the actual value of the casting time reduction. Will that be applied before haste or after haste. While it says 0.3s it could be about half that in actuality. Using Holy Shock to get 0.15 or 0.3s shorter cast-time of the next Holy Light is simply not worth it since it would be less mana efficient and give less healing for a decidedly small speed increase.
I don't really mind if a bonus is situational, as long as I can see it actually being used to good effect.

I have two possible suggestions for 4 piece bonuses that would be more attractive. It is also my hope that they wouldn't be overpowered.

Suggestion one: When you cast Holy Shock it will decrease the cast time of your Holy Light spells by 0.3s, for a duration of 5s.
Basically have the time reduction last several Holy Light casts. That way we might want to use the combination to catch up if we fall behind in healing at one point or another. I put my suggested length of it to five seconds since it's a fair bit less than the cooldown for Holy Shock in order to make it less attractive to keep it up all the time.

Suggestion two:
When your Holy Shock crits it's cooldown will be reset.
This suggested 4pc bonus would be very interresting since it could give us better healing while moving. the Divine Favor + Holy Shock + Flash of Light combination would/could have yet another Holy Shock at the end with possibilities of that chaining indefinately depending on favourable RNG. It would also give Holy Paladins the possibility of doing a bit more damage, when that's called for by the raid.

As far as I know Holy Paladins are underrepresented in PvP, so any minor buff these bonus suggestions would give wouldn't really hurt much. Considering that you'd have to drop a lot of resiliance gear to use these items, I doubt either suggestion would have much of an impact on PvP.

I'm insane, with long intervals of horrible sanity.
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  • Twisting Nether
  • 14. Re: Tier-10 Bonuses Feedback    09/10/2009 16:20:42 PDT
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Revisions From US forums:

Q u o t e:
Priest

* 2 piece bonus - Your Flash Heal critical strikes cause the target to heal for 25% of the healed amount over 9 sec.
* 4 piece bonus - Your Circle of Healing and Penance spells have a 20% chance to cause your next
Flash Heal cast within 6 sec to reset the cooldown on your Circle of Healing and Penance spells.

Paladin

* 2 piece bonus - While your Divine Illumination talent is active, your healing spells are increased by 35%.


Revised Feedback:
[PRIEST]:[HOLY]
2 piece – Only useful if you're casting FH outside of SoL procs, and you're only ever doing this if you're stacking serendipity, and usually it's straight overheal anyway. Almost useless, perhaps worse than the previous.
4 piece – Still does nothing at all. Just give up on this one, even 100% proc is almost always inferior to just casting CoH -> PoH -> PoH -> PoH -> CoH. When the criteria for casting a FH after a CoH are met and the proc might happen, and when further another CoH would be the right choice to follow this up with, this still means that there's nothing to do so it doesn't actually do anything but increase (potential) throughput when there's no need for it.

[PRIEST]:[DISC]
2 piece – Not a major setbonus, but probably worth getting. Issues about proc overwriting itself inc.
4 piece – Still not great, most likely the penalty of spirit on tierpieces will make this not worth getting as disc. Still ignores Disc shieldspam or any kind of hybrid play.

[ Post edited by Mchester ]

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  • Azjol-Nerub
  • 15. Re: Tier-10 Bonuses Feedback    09/10/2009 16:29:05 PDT
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Priest:Discipline
2 piece – I think this set bonus is too situational. It can end fights quite often without having used Pain Suppression on anyone. It's not needed all of the time.
4 piece – I like this set bonus. I cast Flash Heal a lot. :)

(\(\
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  • Bronze Dragonflight
  • 16. Re: Tier-10 Bonuses Feedback    09/10/2009 17:00:58 PDT
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[SHAMAN]:[RESTORATION]
2 piece - First time I saw it I honestly thought it was just a miserable attempt on adding another Tidal Waves version. Since then I've been wondering with what purpose this set bonus was created, but I still haven't found it yet. I'll sum em up
* LHW: In current gear setups this would get you under the 1s haste cap already. I can only assume this would get worse in Icecrown. There's a reason you changed the old Tidal Waves and people loved it, this is just bringing it back.
* CH: As pointed out above, if I wanted to get more Chain Heal, I'ld just spam that button. Especially with the current 4p bonus benefitting only CH
* HW: Only mild use here. Assuming it is multiplicative with the TW haste, you would gain about 0.3s out of this set bonus. The biggest problem here is that you mostly use HW on massive tank spamming, at which point you're probably just Riptiding random raid members to not waste the HoT.
Overall; usage is limited to the one role we don't really need Riptide for.

Alternative suggestions in the same spirit:
* Riptide now gives 1 more Tidal Waves charge (good for LHW/HW usage)
* Riptide HoT can now crit
* Riptide gives X% haste for 6 seconds
* Your Tidal Waves grants X crit and/or Y haste more on their respective spell(s)


4 piece - Again I'm not sure about the purpose of this set bonus. Only thing I can think of is you're trying to buff crit gain on CH, but if that's true, you're doing a poor job of it. I'm not sure if the effect is a HoT or direct healing, so here's my feedback on both: It's useless. If it's a direct heal, just give us an extra 37.5% crit bonus on Chain Heal, instead of this weird thing.
If it's a HoT ... well it's even worse. On the occasional Chain Heal (random splash dmg) the first 2 jumps will almost certainly top someone off, making the hot useless. The other one (or 2) will not be strong enough to make the HoT actually be noticable, thus it will be very likely someone throws in a FoL or LHW right after, makign the HoT useless ... again. In a constant AoE spam situation CH will constantly heal those that can use the HoT('cause they are missing the most hp), yet again leaving only the smallest HoTs able to heal ... for minimal amounts.

Alternative suggestions in the same spirit:
* Your CH crits shield the target (more guarantee it will help)
* Your CH can proc Ancestral Awakening
* Your CH crits increase the next jump's heal to 80%
* Your CH is guaranteed to proc Earthliving
* Your CH no longer consume Riptide and can use the effect on any jump (if you REALLY want to keep the 2p bonus)
* Your Earthliving procs now also instantly heal the target for 1 tick (rejuv/renew thingy and makes it worth it for tankhealing)


Now that the topic of Riptide has come up, perhaps this would also be a good time to change/buff the secondary effect of RT? I'm talking about that "CH this to consume the HoT for 1 ticks worth of healing" effect. Perhaps not having it consume anymore would be a good start to make our 51 point talent not the stepchild of our healing spells?


Also, in the original post (http://forums.wow-europe.com/thread.html?topicId=11155636413&sid=1) you have tanking & healing links swapped around.


Q u o t e:
You have no point. You have no meaning. You have no significance.

You will be forgotten.
- Someone

WarTotem, Most Sexy Tauren Rogue™ of The Coven of The Blue Panda
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  • Kor'gall
  • 17. Re: Tier-10 Bonuses Feedback    09/10/2009 17:03:00 PDT
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Priest bonuses

2 set : Extremely weak especially by comparison to the very useful 20% on PoM of t9. 10% healing after the target has gone through the phase of burst damage PS/GS was used to cover is completely inconsequential, a damage reduction would be a better comprimise if its too late to drop the concept of this bonus all together.

4 set : Will be of some value for disc tank healing which consists heavy use of flash heal however for raid healing as either discipline or holy this bonus is really not worth looking into.

With a proc chance of 15% I would question the value of the bonus for holy since when there is constant raid damage I am far more likely to switch to PoM and PoH than to use a filler flash heal for a chance of being able to cast another CoH. I do like the idea of bonuses creating synergies between spells but this one is no where near reliable enough to change my healing tactics.
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  • Quel'Thalas
  • 19. Re: Tier-10 Bonuses Feedback    10/10/2009 03:37:47 PDT
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First of all, thanks Blizz for giving us the chance to comment on the bonusses and do some with the feedback :)

PRIEST HOLY

2 piece -
As a holy priest my playstyle currently involves a lot of Renew, if i FH it's usually when SoL procced. This would require me to use a lot more FH outside the SoL procs, while as my crit goes up, my SoL procs do as well.
Besides that, since GH is used so little, and my playstyle involves other spells more, i haven't specced into Empowered Healing. Since the HoT itself is kinda weak, this might be needed to make more use out of it. (I'm not so good at maths so can't give numbers here)
So even tho it's much better then the GS/PS 2 piece bonus, i'm still not impressed since for holy it requires a FH playstyle, perhaps even certain talents, and doesn't work along nicely with our SoL procs.
Hopefully you guys look into this once more, other bonusses are decent for both holy and disc, while this isn't.

4 piece -
When there's heavy raiddmg, FH is usually not the spell i go for, and if i would, it's (assuming no haste) 1.5sec for CoH GCD, 1.5sec for FH, 20% chance to reset CD. That's 3 of the 6 sec CD already used.
And since the raid is taking a lot of dmg and is in need of heals (else i wouldn't use CoH in the first place), why am i using FH after the CoH and not heals that hit several targets?
It can also be that the raid is healed full, then it procced and i could cast CoH 3sec faster, but it's not needed anymore, as a raidhealer i don't like this bonus.
Also, as a healer there's enough already you have to keep track of. A lot of us use addons to help with that, and unless the proc gives some big flashy stuff around my char, i probably miss it sometimes unless i use addons. Why does a setbonus require that? We don't like RNG procs, i hope you will change this.

Giving credit for the ideas that aren't a flat out X% increase for X spell, but so far that is what i'd prefer since these bonusses are too random, and don't work along nice with our talents and playstyle.

[ Post edited by Flowerz ]

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