Tier10: Everyone calm down, take a deep breath.

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Posted by Keeva | Changes, Druid healing | Sunday 11 October 2009 9:36 AM

Everywhere I go, I see people misinterpreting our new Tier10 bonuses, and either peeing their pants or getting upset.

Calm down!

We won’t know for sure until they are released properly, but I’m going to go out on a limb (no pun intended) and apply some common sense to the resto bonuses – so everyone can relax.


1. “reduces 0% less” does not mean “does not reduce”.

The healing granted by your Wild Growth spell reduces 0% less over time.


The wording on the WG bonus, apart from being unnecessarily confusing (it’s tradition), is unfinished. The 0% is just a placeholder. “reduces 0% less” does not mean that the WG ticks no longer reduce in strength and instead keep ticking at the full ~800 (or whatever your first tick goes for).

That 0% is a placeholder number and will be replaced by some arbitrary number like 5, 20, 50% to become “The healing granted by your Wild Growth spell reduces 30% less over time.” That is, the subsequent ticks of your WG are now 30% stronger than they were before you had your 2pc set on.

That makes a whole lot more sense than 0%=does not change, for these reasons:

  • it’s clearly a placeholder. 0%?

  • does anyone really think they would give us a 2pc bonus that would allow our WG to tick at full strength on (up to) 6 people? Even though only a tick or three will usually be useful, with the rest going to overheal, that’s still a little over the top, especially on fights with constant damage (where WG will likely tick for the full duration) – the kind of fights that people complain that druids are “OP”. This would make the numbers skewed even more in our favour on these aura fights.
  • finally, if they wanted to say that it didn’t reduce, they would just say “no longer reduces over time” instead of putting a % in. Of course, there’s a slim chance it will say “100%”, meaning no reduction in ticks, but that’s just being wordy for the sake of it.


So please, stop wetting yourself thinking that the bonus means your WG ticks won’t reduce. That’s not how it’s going to work, unfortunately.


2. “jump to a new target” does not mean “peel off your current target and jump onto someone else”.

This one has been driving me NUTS.

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


Guys, please calm down and stop thinking that “jump” means “removes itself”. Think of jump in the chain heal sense:

“Heals the friendly target for X to Y, then jumps to heal additional nearby targets.”

The jump is in addition to your current target. It doesn’t replace them in any way. Your rejuv is not going to peel off the tank and go heal someone’s wolf. That would be the dumbest thing ever – of COURSE that’s not how it will work!

Everyone take a deep breath and stop fretting that your rejuvs will be disappearing off your targets without warning. It’s not going to happen.

The bonus will make your Rejuv splash off onto someone else (but start with full duration). Meaning that if you are chain-rejuving, there’s a chance that an extra rejuv will suddenly appear on someone that you didn’t cast it on. It’s a bonus; a freebie.

It won’t remove your target’s Rejuvenation. I promise.


Ok, that’s all. I was just going crazy watching people misreading or misinterpreting the bonuses and having kittens over them. Calm down, re-read them, and make sure you use common sense when you interpret what they mean! :)

Wait for the wording on both to be clarified, and then we’ll be able to judge how good the bonuses are.

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18 Comments »

  1. Comment by Shayzani — October 11, 2009 @ 11:28 AM

    Hooray for rational thinking! Good to see posts like this instead of a lot of jumping to conclusions.
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  2. Comment by Keeva — October 11, 2009 @ 11:32 AM

    The feedback thread is full of people theorycrafting WG with full ticks, and people complaining that rejuv jumping off your target is the worst idea ever.

    Grr! :P

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  3. Comment by lissanna — October 11, 2009 @ 11:59 AM

    Even if it doesn’t remove it from your current target, I still don’t like the 4-piece.

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  4. Comment by Keeva — October 11, 2009 @ 12:05 PM

    I don’t like it much either :/ Doesn’t seem very strong for a 4pc bonus.

    But that’s good, I have never liked feeling “locked into” sets. I like to wear whatever I want – not feel that I’m hurting myself by taking off a set piece.

    So I’m not particularly bothered if it’s weak.

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  5. Comment by Kae — October 11, 2009 @ 8:46 PM

    Has a developer confirmed that it is a splash rather than a “jump” ?

    I’m still unsold on the 4-pc bonus wording. I get no sense of them intending for the rejuv to remain on the original target “in addition to” the jump target, from their wording.

    In the vast majority of their use of the word “jump” in a spell description, it is always a complete removal of the spell from the first target as it moves to a new target… which includes Chain Heal, as it is not applying a buff (like rejuv), only a single one-time heal before it jumps (”then jumps to heal additional nearby targets.”) With a Rejuv tick applying healing, following this logic, it would apply the tick, and then jump to start fresh on a new target.

    The only case where I was unsure whether or not a jumping buff was not removed from the original target when it jumped was with an old TBC boss ability (Laj from Botanica):

    “Allergic Reaction:
    A disease that does periodic nature damage and also increases damage taken by 500. Also, the disease can jump to other nearby players. Duration is 18 seconds, and it can be dispelled.” I can’t remember if the jump resulted in the removal of the disease or not, but the use of “also” makes it vague.

    I think that if they intend for the spell to work as you suggest, they’d include wording like “splash” or “in addition” to separate the spell from the hit-and-run type jumping that occurs with spells like PoM and Chain Heal and Malady of the Mind.

    I do, of course, hope that they did simply mis-word the set bonus description, and that they intend for the rejuv to “splash” or “sprout” or “overgrow” rather than jump!

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  6. Comment by Keeva — October 11, 2009 @ 9:17 PM

    There’s absolutely no way it will be designed to jump off your intended target and onto someone else (who may not even need it).

    That would be terrible, and they won’t do it.

    I’ll eat my hat if they do.

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  7. Comment by Keeva — October 11, 2009 @ 9:59 PM

    To build on Liss’ comment.. the 4pc is also really bad if you tend towards tank healing rather than raid healing.

    It does seem odd that they pigeonhole us as raid blanketers, then try to stop us doing that so much because it is a bit much, then put in a 4pc that will only be economical/worthwhile if you are blanketing as much as possible (the fewer targets you Rejuv, the less value you get from your 4pc).

    /boggle.

    Being a 10 man raider, I think it will have limited value for me. It’s rare that I blanket.

    If they leave it as-is, I won’t mind too much – because it means I won’t be tied down to 4 pieces of gear. That’s fine by me.

    On the other hand, I would love a better bonus, so if they change it, that’s good too.

    It seems like a very odd bonus to me.

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  8. Comment by Kayeri — October 11, 2009 @ 10:59 PM

    Oh, how I wish it wouldnt reduce WG’s ticks at all… ::chuckle:: and with only a 2% chance on the 4 piece, I’m not lining up to get 4 as quickly as possible, either…

    Now, if only our opinions could make them change that hideous looking helm… ::giggle:: I LIKE my T8 moon, T9 is interesting, at least… T10, though… just awful…

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  9. Comment by lissanna — October 12, 2009 @ 12:41 AM

    The tier 2 & tier 8 helms are quite possibly the only druid set helms that I left on…. I remember hiding my helm a lot of the time. The 4-piece bonus lets tank healers instead keep the 2-piece T9 Nourish crit bonus. It won’t hurt to keep 2 of the T9 set pieces.
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  10. Comment by Cows — October 12, 2009 @ 5:22 AM

    As you already know from my blog I don’t agree with your definition of jump. The wording of the 4 set right now clearly states that it will jump to another target – this is like how PoM works. No doubt this is not how the actual set bonus will work because it would be totally retarded – however this is how it is worded. And since all we have to go on is the wording right now clearly the wording is bad. People are not misinterpreting the wording, the wording is just wrong.
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  11. Comment by Keeva — October 12, 2009 @ 10:42 AM

    Oh well, I will have to respectfully disagree.

    I read it just fine, as did many others, to mean that it would jump onto someone else in addition.

    They may choose to reword slightly to avoid confusion, but honestly, I don’t understand the fuss. Jumping off your target makes no sense, so to me, it is obvious that “jump” means that it will throw an additional hot, not a replacement.

    Misreading, no.. misinterpreting, yes. There’s just no way it would be designed to jump away from the target you actually wanted your rejuv on. That would be bonkers. So common sense dictates that “jump” in this case means “splash”, or similar. It’s… obvious.

    Bad wording – I suppose it is, for some. I still read it fine. But if the wording is misleading for a lot of people, then they should change it.

    I suggested they change the wording or add a line to clarify that the original rejuv is not consumed/removed. I don’t think the problem is with the word jump, I think that is actually the best word for it, but ideally they should add in a little point on the end that says “The original Rejuvenation is not consumed or removed.” That would solve the problem very simply.

    Hopefully they update soon.

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  12. Comment by Keeva — October 12, 2009 @ 11:22 AM

    In retrospect, my CH analogy sucked :mrgreen:

    All of the heals that jump are single-hit heals, not heals that land on you and then continue to heal over time. Jump, heal, jump, heal, jump, heal. So there’s nothing really out there to compare it to. CH analogy was bad. Sorry about that.

    I suppose then it is natural for some to assume it will be a POM rejuv and go bouncing around like that.

    As Kae touched on.. it’s probably better to compare to diseases or poisons that spread to nearby people but don’t remove from the original target.

    I really don’t think we have anything to worry about. It would be monumentally stupid to build a set bonus like that, and would have everyone AVOIDING the set, rather than aiming for it.

    A quick reword or disclaimer is all they need to clear it up.

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  13. Comment by Beruthiel — October 13, 2009 @ 1:19 AM

    “I read it just fine, as did many others, to mean that it would jump onto someone else in addition.”

    Or you are just being overly optimistic, and thinking that there is no way that Blizzard would make a set bonus that horrible. :smile:

    Which, honestly, is what I think you are basing your analyzsis on. A lot of your argument (and a lot of other peoples’ that I’ve read, to be fair) is “c’mon guys! Blizzard wouldn’t make a bonus that bad, they want us to use it, it would be stupid if it left your target, nobody would want to use it then, Blizzard won’t do that!”.

    I, however, agree with Kae and Cows, if you read the bonus literally, it removes your rejuv when your rejuv “jumps” (which *is* a horrible bonus). However, I would also hope that Blizzard can’t possibly make a set bonus that bad…but I’m not counting my chickens before they’ve hatched.

    So I guess I’m in the wait and see category. If it’s horrible, I’ll just be foregoing 4 Piece T10 ;-) Beruthiel´s last blog ..The Good, The Bad and The Ugly – Resto Tier 10 My ComLuv Profile

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  14. Comment by Timmet — October 13, 2009 @ 2:09 AM

    “But that’s good, I have never liked feeling “locked into” sets. I like to wear whatever I want – not feel that I’m hurting myself by taking off a set piece.

    So I’m not particularly bothered if it’s weak.”

    I feel the same way! I hate seeing an upgrade and feeling like I shouldn’t be rolling (or bidding my dkp) on it because of a set bonus.

    If the rejuv jump is a “smart jump” like Wild Growth it wouldn’t be too awful. Still not the most useful thing in the world but kinda neat.

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  15. Comment by Keeva — October 13, 2009 @ 6:29 AM

    haha, I just had a funny thought.

    What if they do what they did with some of the other bonuses and change it to something entirely different – then we’ll never know what it was meant to be!

    :lol:

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  16. Comment by Cows — October 17, 2009 @ 6:47 PM

    To be honest we’re all missing the real issue here.

    HOW UGLY IS THAT HELM!!!!!
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  17. Comment by Kega — October 31, 2009 @ 10:25 PM

    I’ve been ghosting here and been an avid reader of this blog for sometime and never really disagreed with anything worth arguing over but I’m sorry to say i agree with Beruthiel about the optimists point of view here.

    Here’s the tricky part however;

    * Prayer of Mending
    * Instant cast
    * 40 yd range
    * 15% of base mana
    * Places a spell on the target that heals them for X the next time they take damage. When the heal occurs, Prayer of Mending jumps to a raid member within 20 yards. Jumps up to 5 times and lasts 30 sec after each jump. This spell can only be placed on one target at a time.

    Then we have chain heal which does something completely different but also uses the word “jump”

    * Chain Heal
    * 2.5 sec cast
    * 40 yd range
    * 19% of base mana
    * Heals the friendly target for X to Y, then jumps to heal additional nearby targets. If cast on a party member, the heal will only jump to other party members. Each jump reduces the effectiveness of the heal by 40%. Heals 3 total targets.

    In both cases the spell does exactly what it says in the sense of “jumping”. As for a rejuv that “jumps”, whats the big deal? If it jumps the tank probably doesn’t need it that much OR just like PoM just recast and all is fine with the world. PoM jumps a lot and usually to someone who doesn’t need it so it’s a simple recast and it does it’s job again.

    Yes, I think no matter what it’s a terrible 4 piece bonus and we can all agree on that. I do also think however that it’s not as big of a deal that everyone is making it to be. It’s only a 2% chance so it won’t be hoping around like a small child on crack like the aforementioned PoM. It’s also a free cast so lets say the rejuv really does jump and “disappears” from the target you placed it on. That means it’s now on another target with fresh ticks costing you no mana. You can now recast a new rejuv on your first target and you’re breaking even as far as mana cost is concerned. Most people out there would’ve put a rejuv on that second target anyway so this “jump” hasn’t hurt anyone and has prevented you from switching targets and distracting you for those few seconds.

    Instead of dwelling on the world coming to an end and blizzard being not the brightest crayon in the box (which we ALL already knew), why not learn to use this to our advantage or like Keeva already stated “not care”. If you dont like the set bonus this don’t use it.

    Now here’s hoping that Blizzard does realize how crazy this is and comes up with something worthy of a 4 piece bonus! ;-)

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  18. Pingback by Tree Bark Jacket » Blog Archive » 4pc Tier 10: Rejuv does NOT jump off your target — January 4, 2010 @ 4:49 PM

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