It’s My Party and I’ll Spec How I Want To!

brat

You’re the one who sits in front of your computer.  You’re the one who has to look at the back of your toon’s head all night (or day).  You’re the one who has to put the gold into gems, enchants, and glyphs.  You’re the one doing the necessary rep grinds.  Most importantly, you’re the one paying $15 each month to play the game you enjoy.

Hence, you’re entitled to play how you want to play, right?  Keep in mind that it doesn’t mean people are always going to want to play alongside you.  If you’re a chain-pulling DPS Death Knight, it might be tough for you to find dungeon groups.  If you’re a mage who is trying to mass-bandage people in battlegrounds instead of DPS, expect to get laughed at.  Most of us strive to play our characters in a way that helps and benefits a raid, battleground, or arena team.  We’re going to look at things from a raiding perspective.

If you’re an aspiring raider, two guys named “Min” and “Max” always come into the conversation pretty quickly.  Wikipedia describes this practice as:

…the practice of playing a role-playing game, wargame or video game with the intent of creating the “best” character by means of minimizing undesired or unimportant traits and maximizing desired ones.

Obviously, this doesn’t only have to do with spec, but also relates to gear, gems, enchants, and spell/skill rotation.  How beneficial is it to tweak all of these to get the most desired output from your character, whether it be healing, DPSing, tanking, etc?

PvP vs. PvE vs. Hybrid

If you really want to be effective in a raiding environment, leave your PvP spec, or your “hybrid” spec at the door.  Although it is perfectly viable to heal in a PvP spec (I usually do it after Wintergrasp), you’re lacking in true PvE potential if you’re not specced properly for raiding.  Taking talents such as Improved Ghost Wolf or Reflective Shield are not effective for raiding in the slightest.  The points you spend in talents like those are much more useful in talents that boost your raiding skills/spells.

Granted, you may be able to find yourself in a guild that doesn’t mind you being a hybrid spec.  Perfectly fine.  Just don’t be too upset if your raid spot is handed over to someone with a pure spec.  Keep in mind that the effort you don’t put into raiding has to be made up by the other raiders.  In effect, you run the risk of making their job harder.  It can be handled for a while, but there’s an often-reached breaking point.

Rusty Cookie Cutter

The term “cookie cutter” usually refers to a globally accepted spec to accomplish a certain job.  PlusHeal.com, TankSpot.com, OutDPS.com, and WoWWiki.com are all great places to get yourself a “cookie cutter” spec for whatever role you’re filling.

I usually reserve using a spec like those for when I’m first learning a new playstyle.  As a Discipline Priest, I’m not too familiar with Holy.  I lined myself up a “cookie cutter raid healing” spec, and learned the mechanics of that style that way.  The more I get comfortable with the abilities, buffs, debuffs, etc., the more I can tweak the spec to what I need, as well as what the raid needs.

If you’re joining up with a raiding guild that’s new to you, take a look at what kind of role you’re going to be filling.  If it’s foreign to you, start with a “cookie cutter” and go from there.

Juggling Stats

At a certain point in gearing, you reach a point where you can start adding on a certain stat over another.  For tanks, it’s the defense cap.  For DPS, it’s the hit cap. (Remember the expertise cap, too.)  For a healer, this point basically involves being able to keep your assignment up comfortably without running out of mana.  From there, you can stack:

  • Haste – Faster heals
  • Spellpower – Consistently bigger heals
  • Critical Strike – Chance for bigger heals / Chance for bonus procs
  • Mana/Mana Regen – Longevity

Each method serves a purpose.  Whichever path you choose, you essentially keep the minimum amount of everything else to function as a healer, and maximize what your goal is.  If you lose your ability to keep a target up or sustain mana in a fight, you’ve “min’d” too much.

The Good

If you min/max correctly for the role you’re filling, then you’re incredibly good at your job.  If you’re a tank-healing Discipline Priest in consistently short fights, and you gem into a higher Critical Strike Rating, then Inspiration and Divine Aegis are gonna stay up on the tank most of the time, making the other jobs easier.  If you’re a Resto Shaman healing the raid with a lot of AoE damage, and you gem for Haste, then you’ll be firing Chain Heals off like mad.

It also makes it easy to judge your gear upgrades.  You know what you’re aiming for, and you know what stats you don’t really need to focus on.  In fact, you may have some stats you may be able to start scaling back on to accomplish your goal.

The Bad

You go too far, and you lose versatility.  If you’re gemmed out for big heals, but don’t have longevity, you’ll be tapping out quickly.  If you’re stacking mana, but don’t have a lot of spellpower to back it up, you’re going to have a tough time lending a hand in short fights that pack a lot of punch.

A lot of us know the value of being able to think on your feet.  A good raider needs to be able to pick up the slack when someone goes down.  If you’re a one-note player, you’re going to have a tough time switching around.  A raid leader needs to fill specific roles in a raid, but he/she also needs people that can adapt if circumstances change.

Thes’s Solution

Staying within the role of your spec, do what you can to make yourself a well-rounded player.  As a Discipline Priest, my primary role is to keep the tanks alive.  However, if my target isn’t taking any damage, I’ll throw some HoTs and Flash Heals on the raid to help everyone else out.  It would be unwise of me to try to work my spec and gear to be a full-blown raid healer.  It’s a waste of my talents and spells, but that doesn’t mean I can’t help out when needed.

What do I do? I hit a point where I got comfortable with my mana pool and regen.  I could easily get through longer fights with my mana cooldowns (and keeping up my end of the healing).  I started swapping out my Brilliant King’s Amber gems for Luminous Ametrine gems.  This lets me keep my mana efficiency while upping the power of my heals.

If you need something more specialized for a long fight or for nuke heals, start building an alternate set of gear that’s more gemmed/enchanted for the task.  With all of the options for getting gear out there, it shouldn’t take that long to build a “special set”.  It’s an easy way to avoid being a one-trick pony.

Remember: Raiding is a team effort.  You have to put a lot into it if you want to get a lot out of it.  Cutting corners with spec/gear, or maxing TOO much of a certain stat can runs the risk of putting you on the standby list real fast.

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Cataclysm Gear Economy

Well, I’m confident all of you have heard by now how stats are being changed around come cataclysm but in case you missed it

Itemization
In World of Warcraft: Cataclysm, there are plans to streamline the statistics found on items. We want to remove all unnecessary stats, make all existing stats understandable, and make all “core” stats more appealing. Here are some examples of such plans.

•MP5: This will be removed from items and replaced with Spirit. All healers will be given a meditation-like ability.
•Spell Power: Spell Power is being removed from items as well. Don’t panic, we’ll be improving Intellect so that it provides mana and Spell Power.
•Attack Power: We’re removing Attack Power from items as well. Instead, we’re allowing Agility to provide the necessary Attack Power for leather and mail wearers. Strength will provide the appropriate amount of Attack Power for plate wearers. This means leather and mail items will no longer be desirable for plate wearers.
•Defense: The Defense statistic is also being removed from items so that players no longer have to worry about juggling around “the cap.” Tanks will receive the necessary anti-crit from talents, like Survival of the Fittest.
•Armor Penetration: This ability is too confusing and “mathy.” It is being replaced with Mastery, a stat that makes you better at what you do. More on that later!
•Haste: Will also increase the rate at which you gain energy, runes, and focus. Retribution paladins and Enhancement shaman will have a talent that allows them to take advantage of this benefit.
•Block: Block Value is being removed. Blocking will now always mitigate a percentage of damage.
•Stamina: Players will notice more Stamina on gear as Defense, Spell Power, Attack Power and Armor Penetration are removed.

Lots of changes here, but let us focus on the ones that affect us the most. First on the docket is MP5.

MP5 Is currently one of the prime stats for Restoration Shamans, so this change frightens me a bit I’ll be honest. There is just something dirty about the possibility of Mail caster gear having spirit *shudder*. That’s neither here nor there however. This will be the first time that Restoration Shamans will be stacking something for mana regen OTHER then pure mp5. We’ll be getting something like Mediation for all classes. it’s uncertain at this time whether this will show up as a new talent , or if it might show up in the new mastery system that has been talked about (more on that later). The stat will still be present on the character sheet, but will no longer be seen on gear.

Spell Power is also one of those prime stats for us. Expanding INT to be the root of spell power is interesting, but it does make a certain amount of sense. It does offer a boost in spell power right now as well as in crit and it does affect your mana pool size.  Right now we stack it to take full advantage of Replenishment effects. Seeing spell power removed from gear though is going to be interesting in and of itself. A lot of on the fly gear choices can be boiled down to how much more SP it gives you over your current piece (assuming similar stats in other regards). I’m certain that they will add an item to the tooltip noting how much SP an item is worth similar to how Druids see Feral Attack Power listed on items when everyone else doesn’t.

Haste will continue to affect us casters as it does now. Blizzard is happy with how haste worked out for us so you wont see much if any changes there.

Defense and Block, now I’m sure you’re asking yourself “how does this affect us, we are healers?” well I can assure you it does. Changing Defense to no longer be a geared stat is huge, and in my opinion a very welcomed change. I can tell you that there have been several times I’ve pugged a group and found the tank not defense capped, or defense capped but having rather dismal health pool. This change will help alleviate that. By letting tanks get their crit immunity through talents, it leaves them free to gear up stamina. This will also give some added mitigation from block which as it stands is convoluted and a stat that, to my understanding, is largely ignored by tanks.  After talking with my guilds main tank and guild leader, most tanks gear for effective health. As a healer I appreciate this, letting more tanks do this without worrying about losing a few points in defense is a HUGE boon to not just raids, but pugs and heroics as well.

Stamina for everyone! This is good for us as healers, I remember having to have stamina sets for certain fights just to be able to live through certain effects. Those days should be long gone. Effective raid health should go up and through the roof and our jobs as healers should get just a little bit easier. I look forward to not seeing mages and other clothies getting one shotted by some trash mobs *cough* The Descent into Madness *cough*

My concerns though, are for how gear will be distributed. Currently if a piece of Leather Spellpower gear drops, there is not really any question who it goes to. But if we are gearing up for all the same stats, how much blurring of lines will there be? I remember a time when I saw Paladins running around in cloth because it had better stats for healing. I don’t know if we can rely on things like haste and crit to separate that either, as now most of the healing classes tend to stack both (yes some more then others). I’ll be interested to see how this plays out. I eagerly await the changes if nothing else just to see how my gear is going to look before I put it on and look at my stat sheet.
So, what do you think? Excited about the changes? Hate them? Concerns or ideas?

That’s it for today. Until next time, Happy Healing!

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Restoration Shaman – Ulduar 10 Gear

It was requested that I do a post highlighting the gear for the 10 man raiders, so here it is!

It’s often easily looked over when your focus is on 25 man raiding, but 10 mans are there and are a wonderful thing. They allow smaller guilds to still be able to see endgame content and to be honest some of the best loot comes from 10 man raids. Lets take a look at the toys a shaman has available to him running around in 10 man Ulduar!

Head – Couple good pieces for your head come from 10 man Uld First up is [Helm of Veiled Energies] (XT-002) Haste, Crit and good spellpower, can’t really go wrong there. Second choice is your tier piece [Valorous Worldbreaker Headpiece] (Mimron). Your tier pieces are always a good pick up

Neck[Pendant of Endless Despair] (General Vezax) is a good pickup Crit and MP5 will help keep those mana stores filled and it has decent spell power to boot. Another choice is [Pendant of the Shallow Grave] (Thorim) Haste, Crit and Spellpower as well as a yellow socket. Not bad at all.

Shoulders – Not much for us unless you have some odd obsession with spirit (let’s hope you don’t) so I would say just snag your [Valorous Worldbreaker Spaulders] (Thorim) and say thank you =D

Back -  Here we have three choices, two of which are zone wide drops from trash. First up is [Cloak of the Dormant Blaze] crit and MP5 make this an attractive pickup if you’re lucky enough to see it drop. [Drape of the Spellweaver] this one has Haste and Crit. It’s a bit more of a dps cloak but it’s still good for us. If you don’t want to wait for trash to drop it, you can take a gander at [Shawl of the Caretaker] (Ignis). Good stats, if you see it drop I suggest trying to snag it.

Chest – Obvious choice would be the tier 8 chest piece [Valorous Worldbreaker Tunic] (Yogg). If you’re find yourself with time before you get to yogg you can always opt for [Firestrider Chestguard] (Flame Leviathan). Haste and Crit, its a good pickup.

Waist [Belt of the Iron Servant] (Iron Council) is a great belt from the 10 man. Great smattering of stats, good regen. Well worth the pickup. Another option if you have the cash to burn, you can pick up [Blue Belt of Chaos]. Crit and MP5 as well as two sockets make for a good belt. Toss a belt buckle on there and it’s even better.

Wrist[Armbraces of the Vibrant Flame] (Ignis) are BoE so you can probably snag them on the AH if you don’t see them drop. Another option is after you snag 60 Emblems of Valor to pick up [Pigmented Clan Bindings], they should last you a long while.

Legs[Ironscale Leggins] (Razorscale) has good MP5, a nice smattering of haste and some good spell power. Worth the pickup while you wait for [Valorous Worldbreaker Kilt] (Hodir)

Feet [Greaves of the Earthbinder] (Thorim) are a good pickup. Crit and MP5 as well as a blue socket make these very nice.

Main Hand – First up is [Pulse Baton] (Mimron) A solid main hand weapon and well worth picking up. Less conventional options are [Stormtip] (IC) and [Plasma Foil] (XT-002) they pack good spell power with either Haste or Crit respectively. The only problem with them is that they pack spirit, which is wasted on a shaman. If these are going to be sharded or offer a significant boost in spell power and either crit or haste they are worth grabbing as a transition piece. But its something I would avoid if possible.

Offhand[Ice Layered Barrier] (Hodir hardmode) is a best in slot item for even heroic level. It’s a rock solid shield with great stats. If you can get this get it! Another very solid option is [Pulsing Spellshield] (XT-002) Crit and Haste help it be a very nice shaman shield.

Rings -  [Fire Orchid Signet] (Freya) is a great pick up. The ring has all the right stats and a socket to boot. Another good option is to get [Renewal of Life] (25 Emblem of Valor) with your badges. It’s a solid ring and will last you a while.

Trinkets – There are three trinkets from 10 man ulduar that are worth looking at. [Energy Siphon] (FL) has great MP5 and the on use effect is nothing to scoff at.  [Eye of the Broodmother] (Razor) 87 crit (almost 2%) combined with essentially a 125 sp boost makes this an amazing trinket to grab if you can. Last up is [Sif’s Rememberance] (Thorim) Good spell power and it gives you a chance to proc more MP5. If it drops there is no good reason not to take it.

Well thats it for today. Those are the items you can look forward to from Ulduar 10. They are really nice, and in serveral cases comparable to gear from Heroic Ulduar.

Until next time, Happy Healing.

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Are You Happy at the Threshold?

ha-gao

I’m going to let you guys in on a secret.

I’m not the best Priest in the world.

I’ve failed the ledge boss. I’ve died to the frogger boss. In fact, last Monday I got nailed by two back to back fire walls. The harshest critic anyone can have is themselves. The exasperation I could hear from my guildies that were not being transmitted over vent was nothing compared to the pissedoffedness I was feeling at myself.

More importantly, I am not the best geared Priest out there. I get a lot of observations about this from colleagues and readers.

“Why haven’t you gotten this item yet?”
”Why are you using this instead of that?”
”Have you thought about using that instead of what you have?”

It’s ironic isn’t it? Here I am with a blog where the mission statement is to make readers better players in every aspect possible with whatever advice and experience I can hand out. Yet getting the current best items in the game isn’t that big of a priority for me.

Because I’ve reached the threshold.

The Perfectionist

This is the player who sticks by enchanting and jewelcrafting to maximize their stats as much as possible. In fact, there are guilds who ask all of their guild members to exclusively use these two professions. I’ve noticed that these are the players who juggle a wide variety of variables in their head. An example would be a Paladin who would ask themselves if they want to pick up this helm for an MP5 set or a different helm for a crit set. This type of player isn’t satisfied with just being good enough. They will never be satisfied until they can excel in every area under their role. I’ve got tanks that have threat sets, stamina sets, and damage mitigation sets.

Same concept.

The Slacker

Not quite as worried about their loot. However, they do need to hit a threshold level of gear to be effective. The slackers are generally the healers. At the current level of raiding, there’s a point where your Spirit, your MP5, your spellpower and all those stats become useless. 1250 MP5 will be the same as 1245 MP5. 2500 spellpower is the same as 2490 spellpower. Once I hit the 220 spellpower mark, I started dishing out the passes to other healers who needed to augment themselves more.

There is nothing wrong with either of the two mindsets. I’d even go as far to say that a healthy guild will benefit by having both kinds because the perfectionist will never be satisfied and the slacker won’t raise hell because they’ve reached the threshold.

This reminds me of a discussion I have with my dad. We both like our dim sum. Specifically, we both like our ha gao. He refuses to eat at a cheaper Chinese restaurant if there’s something better nearby. There’s a decent Chinese restaurant on 1st (for the Vancouver guys, there’s a plaza there. It’s on the 2nd floor opposite the T&T). And it’s pretty good. It’s crazy packed. Huge wait list. But I’m happy with the food I get. So’s my aunt because she ends up paying 2 bucks a dish instead of 4 bucks a dish. My dad prefers the slightly more expensive Chinese places which offer the 4 dollar ha gao.

After sampling both, I say to my dad, “Dad, there’s virtually no difference between 2 dollar ha gao and 4 dollar ha gao. They taste the same.”

“No, it tastes better.”

“It’s the same amount of MSG and the shrimp comes from the same ocean.”

“Yeah, but it still tastes better.”

As you can see, some people just have to have the best stuff. Others are okay with the second best.

Ugh, and it’s 1:30 AM and I just made myself hungry. And just so I’m not the only one, I’m taking the rest of you down with me. If I’m hungry, I’m making the rest of you hungry!

xiu-mai

This is called Siu Mai (My spelling’s off, I know)

ha-jeong

This is called ha jeong (Shrimp wrapped in flat rice noodles)

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Tier 7 Bonuses: A Guide to What’s Hot and What’s Not

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Updates:: This is another classic example of me not fact checking my stuff. This post sat in my draft queue since early January. Other things came up and I set it aside for the time being. Patches 3.0.8 and 3.0.9 were released and I forgot that some changes were made. Resto Druids 2 piece, Feral Druid 2 piece notes have been changed. Stop’s opinions have been revised. I split the tanking and DPS feral druids accordingly instead of lumping them together. Added another Enhancement Shaman perspective. Sorry! 🙁

Tier pieces have a history of granting bonuses. Blizzard has an even more illustrious history of giving set bonuses that are really good and some that are really bad. I don’t know everything about every class. Yet, as a member of loot council, I should be aware of the strengths and weaknesses of the various set pieces. Like it or not, set bonuses do tend to have an impact on decisions. One of the Resto Shamans in my guild was the first to get the 4 piece (because Archavon was kind and dropped 2 Resto pieces).

To help you understand and decide on your set pieces, I’ve consulted my guild and several other prominent bloggers and players in the community. I don’t know as much as I would like about other classes and it wouldn’t be fair for me to make any assumptions (without asking others about it first).

This post will be broken down into 4 different roles: Tanking, melee DPS, ranged DPS, and healers.

Tanking

Warriors

2 piece: Increases the damage of your Shield Slam by 10%. Rating: Good

4 piece: Increases the duration of your Shield Wall by 3 seconds. Rating: Moderate

Several of the tanking Warriors I consulted weren’t impressed with the Warrior 4 piece. Prot Warrior blogger Veneretio only had this to say:

"It’s a great bonus if the 4 pieces fall into your lap, but the current non-set itemization is so strong that you’ll be hard pressed to even get the 2 piece. Basically, it’s go for the 7.5 gloves and another set piece (like shoulders or chest).”

Druid

2 piece: Your Rip lasts for an additional 4 seconds, and your Lacerate deals an additional 5% damage. Rating: Good (for both)

4 piece: Increases the duration of Barkskin by 3 seconds. Tiger’s Fury cooldown reduced by 3 seconds. Rating: Good for tanks

I had to consult Feral Druid Karthis about this one.

His thoughts on the 2 piece:

“While extra damage is always nice, Lacerate doesn’t form a crucial part of a bear tank’s output – Maul and Mangle generally outperform it (although Mangle is close).  Since threat is a non-issue in the existing content, this set bonus is even further trivialized.”

On the 4 piece:

“This unassuming-sounding set bonus is actually fairly significant.  Barkskin reduces damage taken by 20% and usually lasts for 12s.  It is a spell that every tank should be re-casting as soon as it is off cooldown.  Boosting the uptime to 15s only improves an already must-use skill, and further reduces the total incoming damage that must be healed through.”

Paladin

2 piece: Increases the damage dealt by your Hammer of the Righteous by 10%. Rating: Good

4 piece: Increases the duration of your Divine Shield and Divine Protection by 3 seconds. Rating: Moderate

HoR is good AoE threat. 4 piece is irrelevant to raiding. (Thanks Myze!)

From what I’ve been told, the 2 piece is good. The 4 piece appears to be just average. The situation seems to be similar to the Warrior 4 piece. Divine Protection is probably going to get used more often in the same was Shield Wall would be. Thanks Anna!

Death Knight

2 piece: Increases the critical strike chance of your Plague Strike by 10%. Rating: Moderate

4 piece: Increases the duration of your Icebound Fortitude by 3 seconds. Rating: Good

When Stop speaks, I listen:

2 piece: It’s still not fantastic… at all. Plague Strike is one of our lowest-hitting abilities, and improving its crit chance is not as useful as if they’d increased its crit damage. Basically, the 2-piece bonus is not worth going for.

4 piece: About the tanking gear 4-piece bonus: If you have to have a set bonus, this would be the one to go for. However, I don’t know if I’d pass up other gear just to get it, depending on your playstyle. Icebound Fortitude is basically Barkskin, and with some specs being squishier than others, some use it constantly while some use it like a moderately less effective Shield Wall. If you use IBF every time it’s up, go for this bonus. Otherwise, consider it a nice perk for getting this already-nicely-statted tank gear.

Melee DPS

Warriors

2 piece: Increases the damage of your Slam by 10%. Rating: Good.

4 piece: Your Bleed periodic effects have a chance to make your next ability cost 5 less rage. Rating: Moderate

Not that hot. Most DPS Warriors don’t have as much rage issues from what I’m told. But the Slam bonus is very nice.

Rogues

2 piece: Increases the damage dealt by your Rupture by 10%. Rating: Good

4 piece: Reduces the Energy cost of your Combo moves by 5%. Rating: Ugh

“The two-piece bonus seems pretty useful but I’m unconvinced about the four-piece.” Seri, Snarkcraft

“Just that the two piece is a huge bonus for rogues while the four piece is lackluster considering the amount of energy used to perform the combo moves.” – Cassio

Druids

2 piece: Your Rip lasts for an additional 4 seconds, and your Lacerate deals an additional 5% damage. Rating: Good

4 piece: Increases the duration of Barkskin by 3 seconds. Tiger’s Fury cooldown reduced by 3 seconds. Rating: Not great for DPS kitties

2 piece notes: “This is an important set bonus for a feral cat’s long term sanity.  Kitty DPS is stressful – there are four separate buffs/debuffs that need to be monitored.  By increasing the duration of Rip, a Druid is allowed more wiggle room to keep the other three (Rake, Mangle, Savage Roar) all active, which leads to consistently higher DPS.  “

4 piece notes: “It reduces the Tiger’s Fury cooldown by 3s. While TF is used every 30s, the top theorycrafters say that this new bonus is almost meaningless, clocking in at an extra 0.7% dps. There are much better gear choices that provide a bigger DPS boost than that.” (Karthis’ notes in the comments)

Shamans

2 piece: Your Lightning Shield damage is increased by 10%. Rating: Not so good.

4 piece: Your Flurry effect provides an additional 5% melee haste. Rating: Good

Not the greatest. Most Shamans don’t appear to pick up the Static Shock talent. Water shield is primarily used since they go through mana quickly. The 4 piece is decent as it results in overall faster hits.

On the other hand:

It is actually fairly good, static shock is a must take ability for an enh shammy. When I look at my WWS, lightning shield represents about 6% of my total damage output. Since I am at about 4k DPS right now that means my lightning shield is doing about 240 DPS.

Paladins

2 piece: Increases the damage dealt by your Divine Storm by 10%. Rating: Good

4 piece: Reduces the cooldown of your Judgment of Light, Judgment of Wisdom and Judgment of Justice by 1 second. Rating: Good

An overall net increase in DPS. Your Ret Paladins will love it. From what I’ve been told, Ret Paladins have this in their rotation anyway.

Death Knight

2 piece: Increases the critical strike chance of your Obliterate and Scourge Strike abilities by 5%. Rating: Good.

4 piece: Your Obliterate and Scourge Strike generate an additional 10 Runic Power when used. Rating: Moderate

DPS 2 piece: The only people who won’t benefit from this are dual-wielders. Every two-handed build in common usage uses either Obliterate or Scourge Strike, so for much the same reason as how Heigan’s sigil is great for pretty much every two-hander-using DK, this set piece bonus is fantastic for them. I’m still trying to get a set piece just for this bonus, in fact!

DPS 4 piece: I have no idea what they were thinking with this. I think they would’ve done better to try to rip off another class’s bonus, like, say, warriors? No DK should be having problems generating runic power, two-handed or dual-wield, period. Plus, again, this is useless for dual-wielders – both of the DPS plate set bonuses are geared exclusively towards two-handed weapon users. All that aside – I would never gear for this set bonus specifically.

– Stoppable force.

Ranged DPS

Priests

2 piece: The mana cost of your Mind Blast is reduced by 10%. Rating: Good

4 piece: Your Shadow Word: Death has an additional 10% chance to critically strike. Rating: Not so good

From my Shadow Priests:

The 2 piece is nice but is purely for mana efficiency on Mind Blast and doesn’t really matter much if you have stacked Spirit and Crit like most Shadow Priests do. The 4 piece isn’t worth it because with itemization there are many pieces that add more DPS than the 10% critical chance to Shadow Word: Death.

Druid

2 piece: Your Insect Swarm deals an additional 10% damage. Rating: Good

4 piece: Your Wrath and Starfire spells gain an additional 5% critical strike chance. Rating: Good

Boomkin ones are awesome all the way around. Insect swarm should always be up and 5% extra crit on our two major nukes is flat out gibbering insane. – Llanion, Moooonfire

Shaman

2 piece: Your Lightning Bolt costs 5% less mana. Rating: Moderate

4 piece: The bonus critical strike damage of your Lava Burst is increased by 10%. Rating: Good

I play an Elemental Shaman in my off nights and I absolutely love it. I don’t have a ton of mana problems in the beginning. Fights are short enough that I won’t be taxing my mana pool. The 4 piece set bonus is great for me. Flame Shock guarantees that my next Lava Burst will crit. This means Lava Burst will get an increase of 10% damage no matter what. Normally I’ll do around 8000 damage per Lava Burst. This shoots it up to a little under 9000. Fights like Thaddius or Malygos where your damage gets increased will have Shamans see an extremely noticeable amount (18000 with Sparks)!

Mages

2 piece: You gain 40% more mana when you use a mana gem. In addition, using a mana gem grants you 225 spell power for 15 sec. Rating: Moderate

4 piece: Your offensive spells gain an additional 5% increased critical strike bonus damage. Rating: Good

I consulted one of my Mages on this and he tells me that the 2 piece is nice for the extra mana boost. The 4 piece could potentially equal a 1%-2% overall DPS increase.

Hunters

2 piece: Your pet deals an additional 5% damage. Rating: Good

4 piece: Your ranged attack speed is increased by 20% while Aspect of the Viper is active. Rating: Good

2 piece bonus is nice for any spec, but it’s particularly good for MM or SV looking to close the gap in pet damage. The 4 piece bonus is kind of a nice boost to DPS while in regen mode, but nothing earth shattering, looks like. – Lassirra, The Hunters Mark

Warlocks

2 piece: Your Corruption and Immolate periodic effects have a chance to increase the next critical strike chance of your next Shadow Bolt or Incinerate by 10%. Rating: Good

4 piece: Casting Life Tap grants you an additional 300 spirit for 10 seconds. Rating: Good

“2 piece bonus is really good. 4 piece bonus is- OMG WHY DON’T I ALREADY HAVE THIS?”  – nibuca

Note: Nib immediately dashed off and could not be reached for further comment.

Healers

Priests

2 piece: Your Prayer of Mending will jump an additional time. Rating: Good

4 piece: The cost of your Greater Heal is reduced by 5%. Rating: No, not really

Personally, I’d say go consult your WWS on this. Try to get a feel for how often you use Greater Heal and see if you can justify it. I don’t use Greater Heal as often. When you think about it, 5% off of Greater Heal is about 50 mana or so. I don’t use this spell enough to warrant the free payback. But if you do, then it is something for you to consider. Otherwise, go for 2 sets then defer the rest to the other classes (like Warlocks or Paladins). Obviously if the 7.5’s drop and you have nothing else better in the slots (like heroic gear), go ahead and take a stab at it.

Shaman

2 piece: Your Water Shield is 10% stronger (each tick restores 10% more mana). Rating: Good

4 piece: Increases the healing done by your Chain Heal and Healing Wave by 5%. Rating: Good

Earthshatter set bonuses for Resto Shaman are awesome! Because they buff Water Shield as well as Chain Heal and Healing Wave, they manage to suit most of the various healing styles that Resto Shaman can perform (Anna, Too Many Annas)

Druid

2 piece: The cost of your Rejuvenation Lifebloom is reduced by 5%. Rating: Good

4 piece: Your Nourish heals an additional 5% for each of your heal over time effects present on the target. Rating: Good

2 piece is solid. Rejuvenation Lifebloom gets used frequently. With the 4 piece, Nourish becomes even stronger for Resto Druids. At least, this is what Syd tells me. Can’t go wrong here!

Paladin

2 piece: Your Holy Shock gains an additional 10% chance to critically strike. Rating: Good

4 piece: The cost of your Holy Light is reduced by 5%. Rating: Good

"Neither bonus is play-changing in the way that old set bonuses have been (4pcT5, anyone?) but both 2pc and 4pc bonuses are nice boosts to our mana-intensive spells." – Siha, Banana Shoulders

Hopefully this summary will help you in your loot decisions! For the DKP players, maybe it’ll even save you some points for other items instead!

Image courtesy of riyono