MMO-Champion - Patch 4.3: Tier 13 Set Bonuses
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 372 Comments
  1. Rogrux's Avatar
    *bZzzT* NEXT. I'm sticking with Firelands 4-PC for elemental shaman.
  1. Sammonoske's Avatar
    Quote Originally Posted by announced View Post
    a lot of these bonuses dont make sense. divine guardian is nice but its on a 3 min cooldown... so now its 2 but wait.. theres more!! DG doesnt help the tank at all! only the raid. seems kinda weak unless theres some massive aoe coming on a boss every 2 mins just for this bonus.
    All of the tank bonuses are lackluster.

    Revenge not being 30% like paladins is bull.
    Raid Shield Wall does nothing for the tank. Unless there are more boring Majordomo fights, Tank survival > raid.
  1. djprada's Avatar
    Rogues 4pc is a joke... at least we get legendary daggers
  1. Midnights's Avatar
    Quote Originally Posted by Sammonoske View Post
    All of the tank bonuses are lackluster.

    Revenge not being 30% like paladins is bull.
    Raid Shield Wall does nothing for the tank. Unless there are more boring Majordomo fights, Tank survival > raid.
    revenge have 12 second cd? i guessed not, research fact before posting, revenge will probably absorb more than judgement this come live.
  1. Jasper Kazai's Avatar
    Mage ones seem badass... But my other classes, DPS Warrior and Resto Shaman, seem pretty dumb.
  1. Nathiest's Avatar
    Ret the gods of RNG!
  1. Deegs's Avatar
    That warlock 2 piece sounds amazing, especially for Demonology. Nice to see Soulburn gain some more meaning as well. Props to blizzard where it is due.
  1. Ruffles's Avatar
    Hunter Tier 13 Set Bonuses:
    •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.

    Why arcane shot? Change it to Chimera shot! Arcane shot will ruin my rotation! Instead of spamming aimed shot, I'll have to use arcane shot
  1. Atheric's Avatar
    For anyone who complains about a 2-piece set bonus on this tier, look at DKs for the current... 3/5ths of a runic power every second for 2 minutes Yeah, there is never going to be a worse 2-piece than this...ever
  1. Atheric's Avatar
    No 2-piece will ever be worse than DK T12...ever

    3/5ths of a runic power every second for 2 minutes
  1. NaTaN's Avatar
    Well as Resto Shaman I think I will stick to 2pc t12 and 2pc t13, 4pc t13 is useless.
  1. Zekarus's Avatar
    In regards to those saying HW Priest spells are not useful - I would disagree. Serenity is actually a very powerful instant-heal , and it increases the crit chance for a heal on the target by 25%, including HoTs. I WOULD agree, however, that HW: Sanctuary is a weak HW spell, because it has a huge mana cost and is very situational - I can only think of a few fights Sanctuary is useful for. Granted, the passive bonuses from Chakra: Sanctuary are nice (15% increased healing from Renew and AoE heals, and 2sec reduced cooldown on circle of healing), but they certainly don't make up for HW:Sanctuary.It's funny to me that these bonuses seem to be catering to Discipline priests, when I've somewhat associated the Discipline spec to PVP as opposed to PVE. Regardless, my opinion still stands that the priest set-bonuses need some major changes to make getting the set worthwhile as Holy.
  1. rockmanxv3's Avatar
    There are a few of these that will almost definitely have to be nerfed. In particular, the Enhance Shammy and Spriest 4-pcs look like they could have some pretty serious implications in PvP. Remember that the chance of Shadowy Apparitions triggering skyrockets during movement... Those 3-orb MBs could be pretty wicked, and Mind Spike will be nothing to scoff at between cooldowns.I'm sure someone will tell me I'm wrong/stupid/retarded, and I might be, but they look pretty OP at a glance.
  1. Decimation's Avatar
    Quote Originally Posted by Ruffles View Post
    Hunter Tier 13 Set Bonuses:
    •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.

    Why arcane shot? Change it to Chimera shot! Arcane shot will ruin my rotation! Instead of spamming aimed shot, I'll have to use arcane shot
    Because if it was Chimera, then the 4pc bonus would only be for Marksman, and I'm sure the other two specs would not appreciate that.
  1. Apothysis's Avatar
    I do believe the warrior set bonuses are a prank. There's no way that shitstorm goes live.2Part: Gives us one more button to press during every second Colossus Smash (but providing on average absolutely no damage boost)4Part: Incredibly minor dps increase to a phase that's already ridiculously short, and even then Execute is hardly used often enough for it to seem like a particularly worthwhile upgrade at all. Specially if they add in more Ragnaros-esque bosses that transition after half of your Execute-phase.4Part(Prot): So utterly situational it almost feels like a joke. Worthwhile note: Protection Paladins will already bring this when it'll actually matter: progress.I hope they plan on stepping up their game soon.
  1. DysprosiumDy's Avatar
    Oh, wow... these set bonuses are fricking sweet! Though I think they may have overdone it on some of them. The tank 4PC raid buffs seems insane.
  1. Emerzion's Avatar
    Quote Originally Posted by Rogrux View Post
    *bZzzT* NEXT. I'm sticking with Firelands 4-PC for elemental shaman.
    It's just going to get nerfed going in to t13 like the balance t11 bonus did.

    Also, boomkin t13 4p is pretty terrible. =/
  1. teek37's Avatar
    I think Hunters everywhere are thinking that at least one person in Blizzard is on their side. 2pc is absolutely amazing, and I actually like how the 4pc buffs what is otherwise one of the more useless shots in raid rotations. I don't think it'll be OP, probably has a fairly low proc chance, and lets face it, spamming Arcane is no way to dominate dps charts, but weaving one in here and there, thanks to the added focus regen, could really spice things up. So now I don't care what my armor looks like. Could be a thong and nipple tassels for my male dwarf. Whatever it is, this is going to be a great set if the don't make changes.
  1. Prem's Avatar
    As a "non--Discipline" healing Priest, can't say I'm impressed. Really hoping they relook at our bonus or there's more changes we don't know about yet!
  1. Slifyr's Avatar
    how to ruin warrior dps even more. the 2p and 4p are both not helping at all. and here i thought that t12 2p was shit, but this shit is even worse!

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