I know that Firelands is most likely gonna put Don't Stand in the Fire to a new level, but these bonuses just cross the line. Of course, the spirest two-piece bonus I kinda like. Too bad I'll most likely never get it...
Hunter 2pc bonus "dealing 0% instant weapon damage as Fire." This is a typo I'm assuming?No, it is not a typo, it is how it's datamined--there is no determined damage boost yet. Remember this is very early PTR =)
Mmm resto shaman bonuses sound great.
Seriously. Why should our damage also do fire damage when fire enemies are immune to fire damage...Like it was said above - this is ancient history, and was mentioned in one of the previews of Firelands as well, as far as I remember.Regardless, I'm digging the Elemental Shaman bonuses. Wonder how they're going to turn out. The 2pc seems... odd, but 4pc looks awesome. Serious Lava Bursting incoming! :D Scrap that, 4-set is crap :<
I'm curious how they'll balance out Elemental's bonus? Will we have Fire Elemental up near 100% of the time or will it be incredibly erratic?It's currently 8% per cast, thats in average 12.5 casts per proc. The fire elemental totem is 2 min duration. To get 12.5 casts in 2 min you need to cast every 9.6 sec. Shammies cast much faster so it's either gonna be nerfed, or the fire elemental gonna be nerfed, or firelands will really be fire immune and this is blizz's way to make cata release dungs/raids much easier.
Well If they don't change anything for shadow priest then it's time to re roll!
Well If they don't change anything for shadow priest then it's time to re roll!A spammable Shadowfiend and a Mindblast cooldown reduction, These are things that could have a dramatic effect on our DPS, while not sounding massively impressive, I expect big results from themSimilarly, Enh tier bonuses look rediculous. I'm already hitting 125k Lavalashes without a tier bonus on my half blue geared Enh, so with t12 4set? Good god.
Item - Druid T12 Feral 4P Bonus -- Your finishing moves have a 20% chance per combo point to extend the duration of Berserk by 2 + (20 * ComboPoints) sec and your Barkskin ability grants an additional 10% chance to dodge for 12 sec.Hum is that correct? (the bold part i mean) . Thats 2+ (20* 5 (max combo points) ) = 102 sec? Or the most probably it is an increase of 2sec to Berserk? (like I read on another site) Does this means ferals cat will get a change on Ferocious Bite? I mean corrently I usually do a maximum of 2 finishers during Berserk (and thats not always) To refresh Rip and refresh Savage Roar That means an extra 4 sec of Berserk on a 3 min cooldown ability.... on a 4 item set bonus....I sure hope this either changes or Ferocious Bite becomes usefull (out of the 25% enemy life).
As a holy paladin, I spent a while comparing the holy pala 2-piece bonus with the holy/disc priest 2-piece bonus, and feeling pretty cheated... until I noticed that the priest 2-piece and 4-piece bonuses are the wrong way round. Assuming that the tooltip links are accurate, the lightwell-type thing is the 2-piece, and and mana regen is the 4-piece. Just a heads-up on that.REALLY like all the druid set bonuses! As someone who's currently levelling his second druid up, so he can play all 4 specs without respeccing all the time, I have to say that I can't wait to get my hands on some of these! A couple would be pretty overpowered for PvP too, if it weren't for the fact that you'd have to have 4 pieces with no resilience on them. And the resto druid 2-piece is gonna mean you get a LOT of mana back when you pop tree of life form.A few of these are really interesting, and are completely new ideas - I'm really interested to know how the blood DK 2-piece thing will work (eg, can it be spread by pestilence?), and the extra summons (warlock, mage, boomkin) could be cool too, if done right.Also, who said the shadow priest ones look bad? I'd say they're among the best bonuses on that list!
When your Lifebloom blooms, it instantly heals up to 2 nearby injured targets for the same amount.Anyone or any resto druid feel confused about this? Lifebloom doesnt bloom unless cast in ToL, or in a BG or arena.Dropping LB costs too much cast time and wastes the mana efficiency of LB. Not to mention that waiting 10 seconds for a bloom would require a lot of foresight.Lets hope Blizzard will make me feel less confused before the patch hits.
I find it funny that I'm going to do obscene amounts of fire-damage as Frost.
Regardless of the actual mechanics in WoW, giving us (mages and locks) more fire damage in an instanced completely themed on fire just seems silly. I just hope the warlock head piece looks as good as the rest of it this time.
I have to agree with a lot of people and say these bonuses are absurd, I get the whole fire theme I really do, but this takes it above and beyond. Could this simply be a joke on Blizzards behalf as a sort of punishment for Data mining their patches prior to them releasing the information themselves? If not this is a pure head scratching moment.
A-M-A-Z-I-N-G Shadow Priest bonuses!We Shadow Priests have been dealing with the nerfing hammer since Cata came out and now its high time we see some love.This wont improve us in PvP aldo thats were we mostly need improvement im glad to see Blizzard is giving us atleast some love.
Seriously. Why should our damage also do fire damage when fire enemies are immune to fire damage...My thoughts exactly.
Item - Druid T12 Feral 4P Bonus -- Your finishing moves have a 20% chance per combo point to extend the duration of Berserk by 2 + (20 * ComboPoints) sec and your Barkskin ability grants an additional 10% chance to dodge for 12 sec.Hum is that correct? (the bold part i mean) . Thats 2+ (20* 5 (max combo points) ) = 102 sec? Or the most probably it is an increase of 2sec to Berserk? (like I read on another site) The bracketed part shouldn't be in the tooltip. At least it doesn't show on MMO-Champ.So basically, if you do a 5-point finisher during berserk, you have 100% chance to extend Berserk by 2 sec.We Shadow Priests have been dealing with the nerfing hammer since Cata came outYeah, because you were pretty OP. Recount didn't show it, but the bosses sure knew!Seriously. Why should our damage also do fire damage when fire enemies are immune to fire damage...My thoughts exactly.They removed elemental immunity/resistance from bosses. Do you seriously imply that all destro (and demo to a lesser extend) locks and fire mages should respec just because the ENTIRE tier has fire bosses? And frost mages to do increased damage because they have an opposing element to their disposal?
I'm torn about the mage tier bonuses. the 2-piece bonus is awesome, but raises some questions: is the mirror image that's summoned just a DPS boost, or does it also have the threat-reducing and target-clearing properties of the Mirror Image spell?And the 4-piece bonus is AMAZING for arcane, but being able to cast Arcane Missiles while moving shouldn't be tied to your gear, it should be a base ability. Modifying the spell changes your rotation A LOT, and that isn't supposed to happen with tier bonuses - you shouldn't learn how to play with 4-piece T12 and then have to relearn how to play the old way come 4.3, it's like buying a kid a tricycle and then taking it away a week later, claiming they've used up all of its alloted fun and it can't be played with anymore.I understand WHY Blizz is thinking like this - putting the mobility on 4-piece PvE t12 gives mages the ability while making it non-impactive on PvP - but honestly this is one of those situations where Blizz should just bite the bullet and make the spell work differently in PvE and PvP, either in terms of damage done by Arcane Missiles or some other mechanic.Actually, the easiest way to balance Arcane Missiles for PvE/PvP is to reduce the number of missiles fired in PvP, either be reducing the channel time of the spell, or by increasing the ticks between missiles. That way the mechanics aren't fundamentally different between the two but everybody (sort of) wins.
The Battle/Commanding shout 2 piece buff will probably last as long as the DK's Horn of Winter buff for giving us free rage.Over all, looks pretty cool.
Can't wait until my rogue's 4pc procs some extra Hit or Expertise..... o_0 so odd... These set bonuses are confusing at best. Although I love the switch up because honestly how many different set bonuses can they make but these seem uneven across the board.
Why the hell PRIEST spells have to be WHEN PARTY MEMBERS USE! Nobody likes to pay attention somewhere else in fight to search for clickable healing... Give it to Pallies, they'r spells always Additional healing to nearby targets...And what the #$%^ with mage's? arcane missiles while moving? they already topping DPS after 4.1.0 and now more?YeA....