Thought I’d get back into the swing of things here, while I have a bit of a break from live raiding this week, to post a quick vignette about the way the t18 set bonuses and the class-specific Archimonde trinket work. This is part of an experiment to try to update the blog more frequently with less overwrought posts – let me know what you think :)
First of all, for those of you not in the loop right now:
- T18 2pc: Increases Riptide’s Critical Strike chance by 25% (was 50% in previous PTR versions, but was just reduced today)
- T18 4pc: When you Chain Heal, you have a 65% chance to also apply Riptide to the primary target (was 100% chance in previous PTR versions, but was just reduced today)
- Core of the Primal Elements: Casting Chain Heal, Healing Surge or Healing Wave on a target with your Riptide on it has a 55% chance to spread that Riptide to another nearby ally
My initial reaction to these set bonus and trinket effects was one of skepticism. I didn’t think they sounded that strong, particularly the trinket effect. I mean yes, getting additional Riptide effects on the raid without having to cast it means stronger High Tide Chain Heals and a wider flexibility of Chain Heal target options. But if you’ll recall my Mini-Analysis on Chain Heal/High Tide, you’ll see that additional Riptides don’t make that big of a difference to your throughput. I thought the flexibility benefits would be very difficult to quantify, and that the T18 4pc was counterproductive since, heh, who was going to be casting Chain Heal on a target without Riptide on them anyway?
But I think the developers may have asked themselves that exact same question, because well before we could test these set bonuses on the PTR, they made an additional change: Resto Shamans no longer have a Riptide/Chain Heal interaction! This was a long-standing feature of the Resto Shaman class, one that, yes, added complexity and depth to our playstyle, but also kept us chained to a set of 3 players that would function as our Chain Heal turrets. I found the interaction questionable and problematic enough that I actually advocated for the RT bonus removal in that very same post. You’ll note in that post that, when the RT bonus is removed, we get more mileage out of High Tide by casting CH on non-Riptided targets.
(So this doesn’t constitute a nerf to the class, Chain Heal also received a passive 25% boost in its healing. Which is actually a miniscule buff, given that very occasionally you might have been casting Chain Heal on a target whose Riptide falls off before your cast ends. But I digress.)
In light of all these changes and a lot of confusion that seems to have arisen from these set bonuses, I thought I’d explore a little how each bonus works alone, and how they interact if you happen to equip both. So, here we go.