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  1. #21
    High Overlord Dechno's Avatar
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    Guardian

    2set: Melee attacks that hit you while Savage Defense is active are reduced by x%. (Alternatively, to make it work with Guardian of Elune the set bonus could be something like: "Each attack that you dodge while SD is active will put a stack on you that reduces the damage of the next ability done to you by x% per stack".)

    4set: Frenzied Regeneration also puts an absorption shield on you for x% of the healing done.
    Last edited by Dechno; 2015-03-09 at 04:47 PM.
    Intel i7 2600K @ 4.4 GHz | MSI GTX 1060 Gaming X (6GB) | Corsair Vengeance 8GB

  2. #22
    Balance

    2p: Stellar Flare is actually good.
    4p: ICoE and CA has no CD.

  3. #23
    If I were to make a balance bonus I'd do something like
    Balance
    2p - Increase multistrike Chance by 5% - Moonfire/Sunfire Multistrikes have a 2% chance to trigger Shooting Stars
    4p Increase Max number of charges of Lunar/Solar Empowerment by 1. Starfire has a 12% chance to give 1 charge of Solar Empowerment. Wrath has an 8% chance to 1 charge of Lunar Empowerment.

    I tried to keep it reasonable, while being reasonably interesting. While they are essentially just procs, they don't actually change the things that you were already looking for.

  4. #24
    Feral

    2p: Swipe applies a 9 sec Rake to every enemy but now costs 60 energy.
    4p: Ferocious Bite applies Rip to every enemy, damage corresponds to number of cp used 2cp FB = 2cp rip, but doesn't apply to main target)

    I REALLY think ferals needs some serious help with aoe.
    Last edited by Zetlizard; 2015-03-09 at 10:00 PM.

  5. #25
    Resto:

    2pc: Your rejuvenation has a chance to apply Weakened Soul to the target.
    4pc: If the target is at full health, your rejuvenation consumes all absorbs and heals a nearby injured player by the 2x amount consumed.
    Last edited by Sprucelee; 2015-03-09 at 10:12 PM.

  6. #26
    Hmm I'll play...

    Resto:

    2pc. After casting Wrath your next 2 cast time heals are reduced in cost by 10% 0.92ppm Up-Time 10 seconds.
    4pc. After Casting 2 concurrent cast time spells, over healing is converted into a shield equal to amount over healed.

  7. #27
    Feral

    2P - Dealing Bleed damage has a chance to proc clearcasting
    4P - The periodic damage of your Rip and Thrash is increased by 30%

  8. #28
    BALANCE

    2pc: Wrath and Starfire now have a chance to burn the enermy for 10% of their damage dealt. (Low chance). In addition, Wrath and Starfire's cast times are both reduced by 6%.

    4pc: Allows for Wild Mushroom: Detonation. Upon detonation, the Druid's wild mushroom will consume all nearby dots (Moonfire&Sunfire) and will explode, dealing damage to all enemies within 10 yards of the mushroom for 50% of the damage done by the dot. (Snapshots current eclipse energy). 7 second CD.
    Last edited by mythiix; 2015-03-09 at 11:19 PM.

  9. #29
    Deleted
    Quote Originally Posted by Sprucelee View Post
    Resto:

    2pc: Your rejuvenation has a chance to apply Weakened Soul to the target.
    Too much salt is bad for you.

  10. #30
    Guardian
    2pc : During Berserking your Thrash applies 1 stack of lacerate per use.
    4pc : Barkskin cd is reduced to 30s.

  11. #31
    Quote Originally Posted by Antenora View Post
    Too much salt is bad for you.
    Oh, lighten up! Though... I would totally have taken that bonus for the never-ending year of T16 farm.

  12. #32
    Quote Originally Posted by Sprucelee View Post
    Oh, lighten up! Though... I would totally have taken that bonus in that year of T16 farm.
    Idk, we just made our disc mind sear on ST.

  13. #33
    Resto:

    2p adding a HoT component to Healing touch doing 30% of the spell, in addition causes overhealing to add 100% power to the HoT (total of 60%)
    4p genesis can now be activated once to absorb all overhealing during the next 10 (or 15) seconds, and is able to activate again to evenly distribute all overhealing absorbed to all targets in a 40 yd radius. 2 minute cooldown. the 2nd activation must be used within 45 seconds of the first activation.

    Balance:
    2p
    casting 3 consecutive wraths gives you a buff increasing damage dealt in the nextlunar phase by 5%
    casting 2 consecutive Starfires gives you a buff increasing your damage dealt by wrath by 15%.

    4p changing eclipse allows for your next 2/3 casts (lunar/solar) to have 5% reduced cast time, and be cast on the move.
    Last edited by theburned; 2015-03-10 at 01:35 AM.

  14. #34
    Deleted
    Balance:

    2 PC: Stellar Flare now spreads in a Radius of 5 yards / Balance of Power: Moonfire spreads just like Sunfire / Euphoria: Increases the Empowerment by another 10% haste

    4 PC: Upon reaching the neutral spot (0 Lunar / Solar) you gain one Charge of SS

  15. #35
    Resto:
    2 PC: Your Wild Mushroom's mana cost is reduced by 100% and it's radius is increased by 5 yards.
    4 PC: Casting Healing Touch on your Wild Mushroom will distribute the healing from the spell between the 3 most injured targets within the Mushrooms radius. In addition, it increases the healing of your Wild Mushroom by 10% for 10 seconds. Stacks up to 3 times.

    Balance:
    2 PC: Shooting Stars also trigger Empowered Moonkin Form.
    4 PC: When you reach a Lunar Eclipse peak, your Eclipse bar stops moving for 6 additional seconds (3 with Euphoria). When you reach a Solar Eclipse peak, your next 4 (2 with Euphoria) Wrath spells can be cast while moving and deal 15% extra damage.

    I hate that Euphoria essentially eliminates any cool interactions with the Eclipse bar when it comes to set bonuses. :<

  16. #36
    ~ SET 1 ~

    For two specs with no multistrike hooks whatsoever, I think multistrike-themed bonuses might be interesting.

    Balance:
    2p - Shooting Stars can also be triggered from DoT multistrikes.
    4p - Starsurge has an additional 30% multistrike chance. (Yay for more tiny blue fireballs.)

    Resto:
    2p - Living Seed is also created from multistrikes.
    4p - Direct heals have an additional 30% multistrike chance.

    ~ SET 2 ~

    Mobility-themed.

    Balance:
    2p - Lunar Peak triggers Empowered Moonkin.
    4p - Solar Peak causes your next Hurricane to channel twice as fast.

    Resto:
    2p - Unglyphed Wild Mushroom will always follow its target.
    4p - Tranquility can be channeled while moving.

    ~ SET 3 ~

    Range-themed.

    Balance:
    2p - Sunfire and Hurricane radii are doubled.
    4p - Starsurge grows in size and damage by 1% for each yard it flies.

    Resto:
    2p - Increases the range of all targeted heals by 5 yards. (All healers should get this.)
    4p - Increases the radius of Wild Mushroom by 3 yards.

  17. #37
    Resto
    2p - Mana cost of swiftmend is reduced by 30%(2912 instead of 4160)
    4p - Your swiftmend also heals a nearby injured ally for the same amount(within X yards from original target).

  18. #38
    Deleted
    Feral

    2p - Thrash generates Combo Points
    4p - Ferocious Bite refreshes the duration of Savage Roar.

  19. #39
    Brewmaster Malefic's Avatar
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    Quote Originally Posted by Furyspark View Post
    Feral

    2p - Thrash generates Combo Points
    4p - Ferocious Bite refreshes the duration of Savage Roar.
    Do you even play Druid.

  20. #40
    For bears, some combination of what other tanks got this tier would be nice:

    Dodging an attack generates 2 Rage.
    Mangle has an 8% chance to automatically cast Savage Defense.
    While Savage Defense is active, your chance to dodge is increased by 5%, and when using the talent Guardian of Elune, the recharge time on Savage Defense is reduced by 5%.
    When you use Mangle, your Dodge chance is increased by 5% for 5 seconds.
    When you dodge a physical attack, you have a chance to increase your dodge chance by 8% for 8 sec.

    Or maybe something to deal with magic damage. Magic damage taken reduced by base dodge chance? A bit boring, but useful.

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