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T13 set bonuses announcedFollow

#1 Sep 24 2011 at 8:05 PM Rating: Good
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While we’ve been previewing the visuals of tier 13 on the front page at http://www.worldofwarcraft.com, we thought you might be interested in the magics that lay imbued betwixt their stitches and plating. Behold -- the tier 13 set bonuses!

Please keep in mind that the below data is pre--PTR and could change prior to the release of patch 4.3.

Death Knight
Blood, 2P -- When an attack drops your health below 35%, one of your Blood Runes will immediately activate and convert into a Death Rune for the next 20 sec. This effect cannot occur more than once every 45 sec.
Blood, 4P -- Your Vampiric Blood ability also affects all party and raid members for 50% of the effect it has on you.
DPS, 2P -- Sudden Doom has a 30% chance and Rime has a 60% chance to grant 2 charges when triggered instead of 1.
DPS, 4P -- Runic Empowerment has a 25% chance and Runic Corruption has a 40% chance to also grant 710 mastery rating for 12 sec when activated.

Druid
Balance, 2P -- Insect Swarm increases all damage done by your Starfire, Starsurge, and Wrath spells against that target by 3%.
Balance, 4P -- Starsurge generates 100% extra Lunar or Solar energy while Eclipse is not active.
Feral, 2P -- While Berserk is active, Savage Defense absorbs are 100% larger, and your Blood in the Water talent now causes Ferocious Bite to refresh the duration of your Rip on targets with 60% or less health.
Feral, 4P -- Frenzied Regeneration also affects all raid and party members, and your Stampede talent now grants two charges after using Feral Charge (Cat).
Restoration, 2P -- After using Innervate, the mana cost of your healing spells is reduced by 25% for 15 sec.
Restoration, 4P -- Your Rejuvenation and Regrowth spells have a 10% chance to Timeslip and have double the normal duration.

Hunter
2P -- Steady Shot and Cobra Shot generate double the amount of focus.
4P -- Your Arcane Shot ability has a chance to grant 25% haste to you and your pet for 10 sec.

Mage
2P -- Your damaging spells have a 30% chance to grant Stolen Time, increasing your haste rating by 50 for 30 sec and stacking up to 10 times. When Arcane Power, Combustion, or Icy Veins expires, all stacks of Stolen Time are lost.
4P -- Each stack of Stolen Time also reduces the cooldown of Arcane Power by 3 sec, Combustion by 4 sec, and Icy Veins by 6 sec.

Paladin
Holy, 2P -- After using Divine Favor, the mana cost of your healing spells is reduced by 25% for 15 sec.
Holy, 4P -- Increases the healing done by your Holy Radiance spell by 20%.
Protection, 2P -- Your Judgement ability now also grants a physical absorb shield equal to 30% of the damage it dealt.
Protection, 4P -- Reduces the cooldown of Divine Guardian by 60 sec and increases the radius of its effect by 70 yards.
Retribution, 2P -- Your Judgement ability has a 50% chance to generate 1 Holy Power.
Retribution, 4P -- While Zealotry is active your abilities deal 12% more damage.

Priest
Healer, 2P -- After using Power Infusion or Lightwell, the mana cost of your healing spells is reduced by 25% for [10|15] sec. (10 sec for Discipline, 15 for non--Discipline.)
Healer, 4P -- Your Power Word: Shield has a 10% chance to absorb 100% additional damage, and the cooldown of your Holy Word abilities is reduced by 20%.
Shadow, 2P -- Shadow Word: Death deals an additional 55% damage, and you no longer take damage from your own Shadow Word: Death when the target fails to die.
Shadow, 4P -- Your Shadowfiend and Shadowy Apparitions have a 100% chance to grant you 3 Shadow Orbs each time they deal damage.

Rogue
2P -- After triggering Tricks of the Trade, your abilities cost 20% less energy for 6 sec.
4P -- Increases the duration of Shadow Dance by 2 sec, Adrenaline Rush by 3 sec, and Vendetta by 9 sec.

Shaman
Elemental, 2P -- Elemental Mastery also grants you 400 mastery rating 15 sec.
Elemental, 4P -- Each time Elemental Overload triggers, you gain 200 haste rating for 4 sec, stacking up to 3 times.
Enhancement, 2P -- While you have any stacks of Maelstrom Weapon, your Lightning Bolt, Chain Lightning, and healing spells deal 20% more healing or damage.
Enhancement, 4P -- Your Feral Spirits have a 45% chance to grant you a charge of Maelstrom Weapon each time they deal damage.
Restoration, 2P -- After using Mana Tide Totem, the cost of your healing spells are reduced by 25% for 15 sec.
Restoration, 4P -- Increases the duration of Spiritwalker's Grace by 5 sec, and you gain 30% haste while Spiritwalker's grace is active.

Warlock
2P -- The duration of your Doomguard and Infernal summons is increased by [15|45] sec and the cooldown of of those spells is reduced by 4 min. (45 for Demonology, 15 for non--Demonology.)
4P -- Soulburn grants a 10% increase to your spell power for 10 sec.

Warrior
Protection, 2P -- Your Revenge ability now also grants a physical absorption shield equal to 20% of the damage done by Revenge.
Protection, 4P -- Your Shield Wall ability now grants 50% of its effect to all party and raid members.
DPS, 2P -- Heroic Strike costs 10 less rage while Inner Rage is active.
DPS, 4P -- Your Execute critical strikes have a 20% chance to refresh the duration of Colossus Smash.


Source: http://us.battle.net/wow/en/forum/topic/3229376031?page=1#1

Interesting.
--Each tank class (aside from DKs because... DKs are odd) gets a 2P that gives an offensive ability a defensive effect (Pally and Warrior get a Savage Defense like thing and Bears get another long-cooldown) and a 4P that gives them a raid-effect ability (or for Pallies makes theirs better).
--Healers get a 2P that reduces mana costs, 4P are varied and include some 10% "crit" effects and some flat buffs.
--DPS is all over the place. A lot of guys got a doubled effect to some ability (hunter 2P's gonna be interesting to rotations and feral 2P made my jaw drop), others get reduced cooldowns or a flat haste bonus. My brother's been puzzling over the Balance 4P for half an hour and swings between "it's meh" and "it's uber" because Eclipse is complicated.

Edited, Sep 24th 2011 7:07pm by selebrin
#2 Sep 24 2011 at 8:15 PM Rating: Good
To explain my brother's musing on Eclipse (going off his info because I'm feral-focused in my expertise) you generally want to save Starsurge for when you're in Eclipse so a boost out of it don't mean much. However, if you cast a Starfire to get out of Eclipse and instacast Starsurge in the latency it will get the damage boost from Eclipse but change the meter according to being *out* of Eclipse, so the 4P will give an extra jump to the next one. As I said, Eclipse is *hard*.

And for ferals, the 2P greatly tidies up the rotation, and top of the brain math (assume one more ferocious bite every ... seconds for ... damage) suggests a 10-15% dps boost or more. Pretty sick but ferals scale oddly even after recent changes so this may be their attempt to clean that up.
#3 Sep 24 2011 at 9:05 PM Rating: Good
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At first, Shadow 4pc seems awesome. But then I think, one of our abilities to consume those orbs is on a cooldown, and the other removes our DoTs. So we're going to be sitting with 3 orbs as our shadowfiend wails on the boss unless we want to star spamming Mind Spike.

The Shadowy Apparition portion should at least alleviate the need to go orb fishing.
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#4 Sep 24 2011 at 9:31 PM Rating: Excellent
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Restoration, 2P -- After using Innervate, the mana cost of your healing spells is reduced by 25% for 15 sec.
Restoration, 4P -- Your Rejuvenation and Regrowth spells have a 10% chance to Timeslip and have double the normal duration.


2P: I like the fact it's on-use, should make for some fun. Hopefully the Deathwing fights are long/intense enough where you'll want the extra mana savings.

4P: Sounds like the t10 bonus; without as much annoying jumping. I approve. Smiley: smile
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#5 Sep 24 2011 at 10:30 PM Rating: Good
IDrownFish wrote:
At first, Shadow 4pc seems awesome. But then I think, one of our abilities to consume those orbs is on a cooldown, and the other removes our DoTs. So we're going to be sitting with 3 orbs as our shadowfiend wails on the boss unless we want to star spamming Mind Spike.

The Shadowy Apparition portion should at least alleviate the need to go orb fishing.


Yeah, but I gotta say, 2 piece gave me a geekgasm. I might be overestimating things, but that sounds sooooo OP.
#6 Sep 25 2011 at 3:39 AM Rating: Good
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selebrin wrote:
And for ferals, the 2P greatly tidies up the rotation, and top of the brain math (assume one more ferocious bite every ... seconds for ... damage) suggests a 10-15% dps boost or more. Pretty sick but ferals scale oddly even after recent changes so this may be their attempt to clean that up.


The bear 2 piece is cool, makes Berserk a nice survival CD. Especially since Mangle spam will produce big shields eve with out the bonus as Mangle is one of the better SD generating abilities.

The 4 piece is not as cool. I mean the one of the best parts about FR for bears is the synergy when you glyph the ability. So the 4 piece gives bears an ability that all DPS warriors have on the same CD...

The 4 piece is honestly better for cats as giving them the ability to go bear and do a raid wide health boost is more versatile. Overall, the tier bonus scream bears should OT and not MT fights. The bonuses makes using bear gear not as much of a DPS loss and the 4 piece favors DPS ferals over tank ferals by a large margin.
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#7 Sep 25 2011 at 7:24 AM Rating: Good
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I like the Feral Druid 2p bonus. I like it a lot.

I wonder if the 4p bonus includes the self-healing or the bonus to healing. That would make it a pretty sick version of Rallying Cry.
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#8 Sep 25 2011 at 10:46 AM Rating: Good
Mazra wrote:
I like the Feral Druid 2p bonus. I like it a lot.

I wonder if the 4p bonus includes the self-healing or the bonus to healing. That would make it a pretty sick version of Rallying Cry.


Yeah, we have no idea how the bear 4P will interact with glyphs/the secondary effect of Frenzied Regen.

There's some uproar over the bear 2P because folks feel it should be more powerful of a tanking CD rather than being RNG reliant, nevermind that the pally and warrior equivs that are "strong enough to demand it" are on 8 and 5-second cooldowns and we can try to proc SD every 1.5+maul. Anyone know how much damage a tank's Judgement and Revenge do (though Alysrazor will be obscene)?

And the Kitty 2P, thanks to the ever-present issues of having bearcat gear effects, is up in the air about whether it's an always-on effect or only during Berserk. I say the former (large damage boost but only for 35% more of bosses' life, so overall maybe a 5% net boost) because the latter's stupid. but there's no proof.

Edited, Sep 25th 2011 9:55am by selebrin
#9 Sep 25 2011 at 11:14 AM Rating: Good
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Looking at a lot of these tier bonuses I have this irking suspicion that Blizzard is trying out some of these mechanics to see if they'd work for the next expansion as stock abilities. Not all of them, mind you, but some of them just have that feeling to me.
#10 Sep 25 2011 at 11:59 AM Rating: Excellent
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They gave all the tanks an extra defensive CD at the end of WotLK, too. Warriors got an absorb shield when they used a shout, pally's got 12% dodge on Divine Plea, DKs had damage reduction when they used Blood Tap, and Druids had Enrage switch from increasing damage taken to decreasing damage taken.
#11 Sep 25 2011 at 12:00 PM Rating: Good
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Hunter
2P -- Steady Shot and Cobra Shot generate double the amount of focus.

It seems to me this would completely change the current "rotation". I don't know if I like potentialy that big of a change in a tier bonus.

Quote:
4P -- Your Arcane Shot ability has a chance to grant 25% haste to you and your pet for 10 sec.


I don't know how much I like this since there is still debate about using Arcane Shot or Aimed Shot for a focus dump still. I guess this would make sure it's Arcane. Maybe adding Aimed Shot to the proc chance would work.

#12 Sep 25 2011 at 8:34 PM Rating: Good
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Priests - Shadow - So now SW:D is a part of our rotation? (it's my 3rd alt)

Mage - 2pc/4pc - So if I don't use "Arcane Power, Combustion, or Icy Veins" and the effect won't fall off? That could be interesting. *Make sure it's up prior to the "Heart is Exposed" phase... But I could also use them a lot more often... Interesting Potential.

Paly Prot - 2pc makes me wonder just how big my Judgements are?? Thinking about it more - How does this work with someone who'd "pushed hit off the table." Could be interesting.

Paly Prot - 4pc - Great help to the raid, but a little annoying that MY 4pc is a buff to the healers. I think of DG as a nice thing that I can do to help them. I feel like the set bonuses should make me do my job better (either DPS, Mitigate Damage, or heal) I'm sure this is going to be really helpful, but I feel the same way as I did when found out my mage's 85 talent was Time Warp. Yeah - it's helpful, but it's also sort of a let down.

Paly Ret - 2pc - On one hand I like that they can tell that HP generation is a problem and are doing something about it. On the other hand, it's just one more thing that relies on the RNG...

Paly Ret - Adding the 12% buff on Zealotry is nice. In all honestly, I'd like it if they did something to buff/fix/re-work Inquisition. HP generation and use is an issue and they worked on it with the 2pc. Inquisition-Management is also an issue. Adding a 12% buff to our "Big CD" seems like a quick fix. "We need something for the Ret 4pc." "Well we could always buff their most important CD".... This seems like the opposite of the mage buff. Very little to think about here.
#13 Sep 25 2011 at 8:36 PM Rating: Good
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Borsuk wrote:
Priests - Shadow - So now SW:D is a part of our rotation? (it's my 3rd alt)


Possible. It's "wait and see" at this point.
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#14 Sep 25 2011 at 11:16 PM Rating: Excellent
It definitely looks like that'll be a possibility.
#15 Sep 25 2011 at 11:38 PM Rating: Good
Borsuk wrote:

Paly Prot - 4pc - Great help to the raid, but a little annoying that MY 4pc is a buff to the healers. I think of DG as a nice thing that I can do to help them. I feel like the set bonuses should make me do my job better (either DPS, Mitigate Damage, or heal) I'm sure this is going to be really helpful, but I feel the same way as I did when found out my mage's 85 talent was Time Warp. Yeah - it's helpful, but it's also sort of a let down.


Your job is to keep the boss from hurting those other people in your raid. Tanks and healers have always been closely intertwined, one mitigating damage while the other patches up the damage taken. Notably, if they're spending less effort healing the raid they can put more into healing *you*.
#16 Sep 26 2011 at 9:45 AM Rating: Good
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ekaterinodar wrote:
Looking at a lot of these tier bonuses I have this irking suspicion that Blizzard is trying out some of these mechanics to see if they'd work for the next expansion as stock abilities. Not all of them, mind you, but some of them just have that feeling to me.

Yeah. I've been thinking that too. A lot of these are WAY too game changing for just being set bonuses. Makes me wonder if they're not prepping us for at least some of this going baseline or talented come 5.0.
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#17 Sep 26 2011 at 10:55 AM Rating: Decent
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Holy, 4P -- Increases the healing done by your Holy Radiance spell by 20%.



This seems like a poor choice to me, I mean Holy Radiance isn't too helpful from my knowledge and with it being a mana hog, I really don't tend to use it unless there is a period where there is like light AoE damage across the raid or group.

IMO they should probably make it to where Guardian of Ancient Kings (holy) lasts longer, or will have an increased effect, or enables you to cast while moving?
#18 Sep 26 2011 at 11:17 AM Rating: Good
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selebrin wrote:
Anyone know how much damage a tank's Judgement and Revenge do (though Alysrazor will be obscene)?


My Paladin's Judgement of Truth on a 5-stack Censure target hits for about 10-12k. My Warrior, who is slightly crappier geared does around 20-25k on a regular Revenge (one hit, one crit).

Both characters have an ilvl of 350+ if that gives any idea of their gear levels.
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