[4.2] Initial Thoughts on Tier 12 Druid Set Bonuses


  • Restoration 2 Pieces – Your periodic healing from Lifebloom has a 40% chance to restore 1% of your base mana each time it heals a target.
  • Restoration 4 Pieces – When your Lifebloom blooms, it instantly heals up to 2 nearby injured targets for the same amount.

MMO-Champion (data-mined)

So, firstly, to repeat, this is data-mined information.  It may not be correct, and it may not go live.

At this point, I seriously hope that the 4 piece bonus is either not correct or doesn’t go live.

The 2 piece bonus isn’t very interesting, just a straight mana regen boost.  It is sort of nice that they are giving that to us (and all the other healers) as our two piece bonus this time around, rather than the 4 piece mana regen bonus that we have in our tier 11 gear.  It always seemed sort of backward that the mana regen bonus, something lesser geared healers desperately need, doesn’t become available until the healer is geared enough to kill at least one final raid boss.  Moving the mana regen down to the 2 piece set bonus will make it much more accessible and give healers a bit more breathing room as they get into the harder Firelands content.
(Edit: I forgot to mention, but the 2 piece bonus becomes more interesting when I take Tree of Life into account.  ToL already acts well as a mana conservation cooldown; adding the t12 2 piece set bonus gives Tree of Life substantially more oomph as a mana regeneration cooldown.)

The 4 piece bonus… is…yea… I don’t know.  It looks absolutely terrible to me.  I try my absolute darnedest to never let Lifebloom bloom on the tank.  I mean, sure, it happens…occasionally…when I can’t do much about it, but it’s certainly never a goal to let it fall off the tank.

During Tree of Life the bonus could be much more fun, potentially doing a whole lot of healing… Still, even then, I can see much of these extra blooms lost to overheal.  That’s sort of always been the problem with Lifebloom…you can’t control the bloom, you either have to hope the target takes damage (but not too much damage!) before it blooms or consider that portion of the spell basically wasted.  Luckily the cost of Lifebloom and the HoT healing portion have always made it economical to normally forget about the bloom effect.  And, that’s not to say the bloom hasn’t saved my butt in a tight healing situation… but I am never able to rely on it.

I suppose the 4 piece bonus can be looked at as exactly that; a bonus.  Not required, not replied upon, just a boost that we might occasionally benefit from.  If we are lucky.

Really though, if these bonuses go live, I can see myself forgoing the t12 4 piece bonus in favor of off-tier gear with better itemization.  I’ll have to wait and see if such gear exists, of course.


  • Feral 2 Pieces – Your attacks with Mangle, Maul, and Shred deal 10% additional damage as Fire damage over 4 sec.
  • Feral 4 Pieces – Your finishing moves have a 20% chance per combo point to extend the duration of Berserk by 2 sec and your Barkskin ability grants an additional 10% chance to dodge for 12 sec.

MMO-Champion (data-mined)

I moonlight as Feral, but I admit I don’t have quite as much of an understanding of the spec as I do with Restoration.  The 2 piece bonus looks like a straight DPS boost, applying a fast DoT to the target.  This seems to be a bit more desirable for a Cat than a Bear, but an increase in damage is always welcomed.

The 4 piece bonus seems pretty good for Cats, since if you use all five combo points on a finishing move you have 100% to proc the extra 2 seconds.  Bears get an improved tanking cooldown in Barkskin from their part of the 4 piece bonus.  It looks like Cat’s can get the additional dodge too, even if it really isn’t as useful for them… Although, it could be a mini-evasion for that last 2%?


  • Balance 2 Pieces – You have a chance to summon a Burning Treant to assist you in battle for 15 sec when you cast Wrath or Starfire.
  • Balance 4 Pieces – While not in an Eclipse state, your Wrath generates 3 additional Lunar Energy and your Starfire generates 5 additional Solar Energy.

MMO-Champion (data-mined)

Ok, I can’t even attempt to really analyze the Balance set bonuses, but seriously, Burning Treant pets?!?!  How totally awesome is that!!!!  And the 4 piece bonus?  Looks like a straight DPS boost in that you’ll be able to move faster INTO an Eclipse state whenever you find yourself outside of one.  I suppose it slightly counteracts the upcoming changes to Moonfire, Sunfire, and Insect Swarm (the general wisdom is that they will move you OUT of an Eclipse but not back in)?


2 thoughts on “[4.2] Initial Thoughts on Tier 12 Druid Set Bonuses

  1. Regarding that 5 combo give you a 100% chance to proc. 2 second (Beserk)
    Does it mean u have to have beserk up or it just proc beserk for 2 sec ???

  2. Hi Koford,

    Assuming you used a finishing move on 5 combo points, you would have a 100% chance to extend an existing Berserk by 2 seconds. It doesn’t proc it for 2 seconds, it extends the cooldown you’ve already used.

    Reflecting on it more now, it doesn’t really seem all that great.

    Maybe you could get an extra 4-8 seconds out of a Berserk if everything lined up just perfectly? And you can only make use of the 4pc bonus every 3 minutes, when the Berserk cooldown is available.

    As I said in my post, I moonlight as feral. =)

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