Patch 4.3: Tier 13 Set Bonuses
Originally Posted by Zarhym (Blue Tracker / Official Forums)
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.
This article was originally published in forum thread: Patch 4.3: Tier 13 Set Bonuses started by Boubouille View original post
Comments 365 Comments
  1. BeingRepressed's Avatar
    The tanking 4p bonuses seem a bit strange. Mitigation is flat-out better than extra health, thus making the druid/DK bonuses inferior to the warrior/pally bonuses. Second, the paladin 4p bonus doesn't really provide anything significant to paladins, meaning paladins are probably the only tanking class that won't bother getting the 4p bonus in this tier.

    It's hard to argue that the paladin bonus should be better since their raid cooldown isn't tied to their personal cooldown, but it's kind of weird that the t13 4p bonus is just providing an inherent paladin ability to the other tanking classes. Why not just give all the other tanks a new raid wall ability in the patch and not try to half-ass balance the tank classes with a set bonus?
  1. mmoc3d5e9cedde's Avatar
    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.really?... 2p, meh, some extra int / haste / mastery would outweigh that, 4p, okey let's make balance even more complicated, let's force them to save their 15 second cooldown to where it does shit damage for 15 extra lunar / solar energy.. prolly gonna stick to t12 4 set for quuuite some time.
  1. Rennadrel's Avatar
    So I am curious because this doesn't make a lot of sense. What does the DK DPS 2 set mean, and why is the proc chance on Runic Empowerment so low for Frost? Not to mention Unholy could double dip that ability if they wanted to since it's a class specific ability, not spec.
  1. Thereaperszone's Avatar
    Quote Originally Posted by elyaani View Post
    Holy crap, could the Feral dps bonuses possibly be any worse. 2pc is 'okay', but just.. wow.
    You will not have to reply rip after 60 and can fb away that looks better then okay
  1. Firebert's Avatar
    Quote Originally Posted by Rennadrel View Post
    So I am curious because this doesn't make a lot of sense. What does the DK DPS 2 set mean, and why is the proc chance on Runic Empowerment so low for Frost? Not to mention Unholy could double dip that ability if they wanted to since it's a class specific ability, not spec.
    Without 2PT13: Rime procs 45% of the time off Obliterate to grant a free HB or IT
    With 2PT13: Rime procs 27% of the time off Obliterate to grant two free HBs or ITs, and 18% of the time off Obliterate to grant a free HB or IT
    (Assuming 3/3 Rime)

    Not sure what the proc rate is on Sudden Doom, don't play UH.
  1. mmoc5c32e75eb2's Avatar
    Ohh god, this is just bullshit. The hunter set bonuses will make you able to always maintain 25% extra haste which is pretty fucking insane whilst the rogues won't change your dps significantly and which also leads to more energycap (combat). Also increases the duration of shadow dance by 2 sec when playing sub? cmon, that's just stupid... Also if they don't nerf that hunter bonus it won't even be worth trying to top them on the meters, not even rogues with legendary daggers.
  1. McFrotton's Avatar
    Quote Originally Posted by Firebert View Post
    Without 2PT13: Rime procs 45% of the time off Obliterate to grant a free HB or IT
    With 2PT13: Rime procs 27% of the time off Obliterate to grant two free HBs or ITs, and 18% of the time off Obliterate to grant a free HB or IT
    (Assuming 3/3 Rime)

    Not sure what the proc rate is on Sudden Doom, don't play UH.
    No 60% of the time rime proc you will get 2 charge instea of one, rime proc chance stays 45% but each time rime proc you get 60% chance to get 2 charge instead of one
  1. elimin's Avatar
    Hmm, lots of AoE damage lies within our futures.
  1. Firebert's Avatar
    Quote Originally Posted by Nolebad View Post
    Ohh god, this is just bullshit. The hunter set bonuses will make you able to always maintain 25% extra haste which is pretty fucking insane whilst the rogues won't change your dps significantly and which also leads to more energycap (combat). Also increases the duration of shadow dance by 2 sec when playing sub? cmon, that's just stupid... Also if they don't nerf that hunter bonus it won't even be worth trying to top them on the meters, not even rogues with legendary daggers.
    The Hunter bonus is "has a chance to". So, like, 5% chance. It won't be OP, and they'll definitely nerf the proc rate to make rogues with legendaries on the top of the DPS meters.
  1. mmocb4efdb220e's Avatar
    my 85's main specs

    shaman enhancement:
    •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.
    rubbish this throws off my rotation to casting more lightning bolts with the 4 set, although thats only once every 3 minutes HOW BAD ARE THESE BONUSES?, 2 set when do you cast any of those unless you have 5 stacks anyway? maelstrom weapon procs quite enough anyway, if it increased ALL damage by 2% per stack i think thatd work way better

    hunter survival:
    •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.
    Cant fault this set bonus brilliant

    paladin ret:
    •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.
    again nice set bonuses think 2set should be 100% though

    rogue sub:
    PvP character doesnt matter

    deathknight frost:
    •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.
    2p not great but ok i suppose, throws in an extra hb if your waiting for runes to c/d
    4p seems more focused on unholy if you ask me as they would benefit and get more procs from it than a frost dk
  1. SilenceDHEU's Avatar
    Warrior DPS set bonus's... just terrible honestly... 4 set is terrible for arms..
  1. Nyoa's Avatar
    Quote Originally Posted by McFrotton View Post
    No 60% of the time rime proc you will get 2 charge instea of one, rime proc chance stays 45% but each time rime proc you get 60% chance to get 2 charge instead of one
    thats just what he said. Also rogues didn't whine when they announced the legendary daggers.
  1. ToxTheWrecker's Avatar
    There seems to be a theme here... From the looks at tanking 4 piece bonus from all 4 tanking specced classes.. We should possibly expect a LOT more of AoE damage from 4.3 Raid. More than we are used to seeing.
  1. ffcloud2000's Avatar
    New tank overhaul teases??? I think soooo
  1. CSanthony's Avatar
    Wonder if the set will boost Spriest dps, if granting 3 shadow orbs. If so, I wonder by how much.
  1. Bblubbs's Avatar
    I foresee use of DPS Feral Druids to Bear form > Enrage > Frenzied Regen; and you have a DPS providing another raid-wide cooldown.
  1. mmoc66676e7326's Avatar
    One thing to think about for feral DPS is, your 4set isn't just giving a DPS bonus, but surely an extra raid CD since you could easily pop bear form and sit in it for the cd duration, allowing you to bring something extra to the raid.
  1. Lightless's Avatar
    Seem's to me that the new raid tier's gonna be heavy on raid dmg lol...
  1. Drifted's Avatar
    Absolutely devastated by warlock 2 set bonus. Absolute ass rape for affli and destro specs. Reduced CD should be built in to that retard 10min DPS cooldown without any set bonus. And 15 extra seconds for duration? Are you freaking joking.. That's like 5 extra Doombolts from the demon. For demo it's godlike if they don't plan fixing mastery bug with Doomguard. In current BiS gear Doomguard alligned with procs does around 17k DPS. That's 765k extra damage from that set bonus. You count in possible mastery/int proc trinkets from new raid and other new gear you can start getting close to 1 million extra damage from 2 set bonus. Can't remember if I have ever seen this imbalanced set bonus before. For one spec 700k+ extra damage and for the other two I would say around 100k. 4 set bonus is decent. 1-1.5k depending how it lines with procs. Might be a bit more. Haven't really checked my max possible spell power with all the procs on. It's pretty good if you weren't using shards for anything else. Thou this presents interesting idea for afflis. Everytime your Soulburned Seed explodes it will refund the shard back. So you could Soulburn once between Demon Soul CD as you have unlimited shards. Definetly worth it if there's 2 or more targets. Might be worth even with one target depending what math says.
  1. Lucofthewind's Avatar
    Quote Originally Posted by config View Post
    Im going to uninstall the game and stop playing right now . finnished with this unballenced pve / pvp crap . untill blizzard L2 SORT THE DIFFERENCE between pvp and pve bye bye
    Considering WoW is a predominate pve game... best of luck to what ever other game you deiced to join ^_^

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