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. Zookz25's Avatar
    Hmm, I like the tank bonuses overall (not sure why people are complaining about the 4-piece being for the raid an not themselves), but the DK's 2-pieces and Warrior's 4-piece are lack-luster; mostly because the DK 2-piece barely give you extra death strikes, and the Warrior's 4-piece requires them to blow their strong CD that would be better used on themselves when they need it.

    Otherwise, I like how they are trying to get some active defense into other tanks beyond CDs, and giving more defensive moves to actually help defend other players in ways that aren't just "taunt mob, hold mob till dead".
  1. Ryukuu's Avatar
    the warlock tier bonuses are from the ideas to improve the class a few weeks ago, they listened but in the wrong way. We asked for a decreased cd of the doomgaurd/infernal and for soulburn to have a more useful effect. Instead of improving the class they made it into a set bonus where it should be that way anyway. I mean a decrease in cd to 6 mins in now way is an active set bonus at all.
  1. Swizzle's Avatar
    Quote Originally Posted by Ryukuu View Post
    the warlock tier bonuses are from the ideas to improve the class a few weeks ago, they listened but in the wrong way. We asked for a decreased cd of the doomgaurd/infernal and for soulburn to have a more useful effect. Instead of improving the class they made it into a set bonus where it should be that way anyway. I mean a decrease in cd to 6 mins in now way is an active set bonus at all.
    Blizzard uses set bonuses to test how future class changes would feel. A lot of old Mage bonuses have been cooked into the class, so maybe this bonus will be cooked into Warlocks in the next expansion.
  1. tok2mi's Avatar
    I think the mage bonuses are good. It looks like blizzard is making use of the tier bonuses to help firemages catch up with dps compared to arcane. 1min 20s combustion is delicious. The arcane power changes is also looking better. With t13 i reckon mana regen will be sufficient enough to perform a mini burn phase.
  1. Zankhor's Avatar
    DPS, 4P -- Your Execute critical strikes have a 20% chance to refresh the duration of Colossus Smash...
    What is this i dont even........ Have target to bellow 20%.. then have to crit... and if you crit you have 20% to refresh it... of course it will be awesome... if your lucky and keep it up.. when target is bellow 20% wtb 20% to have free execute after mortal strike/bloodthirst instead
  1. Rezhial's Avatar
    Well as a Demo Warlock, I accept the ridiculously unnecessary increase to DPS the 2 two piece will provide. Especially on fights where we can use it twice....
  1. mmocaab67b15a7's Avatar
    All healers have this: after casting mana regen spell xxxx (with cd 3minutes), the cost of your healing spells are reduced by 25% for 15 sec. Why did they not think this through. A priest who will most likely put his lightwell up at the start of the fight will not be able to use this bonus to the fullest due to most damage comming in several seconds into the fight. Shaman use their mana tide totem quite early in a fight so they can use it a second time. My main is a resto shaman and this is a lame bonus, but I feel even more for the healing priests
  1. mmocf89e9482f3's Avatar
    Quote Originally Posted by Rezhial View Post
    Well as a Demo Warlock, I accept the ridiculously unnecessary increase to DPS the 2 two piece will provide. Especially on fights where we can use it twice....
    It still looks like they're going to fix Doom Guard now.
  1. Sykezs's Avatar
    Sup I'm a "Non-Discipline" priest.
  1. ipear's Avatar
    Quote Originally Posted by Ryukuu View Post
    the warlock tier bonuses are from the ideas to improve the class a few weeks ago, they listened but in the wrong way. We asked for a decreased cd of the doomgaurd/infernal and for soulburn to have a more useful effect. Instead of improving the class they made it into a set bonus where it should be that way anyway. I mean a decrease in cd to 6 mins in now way is an active set bonus at all.
    /sign 100%
  1. mmocbe36b7ecf7's Avatar
    Quote Originally Posted by Sykezs View Post
    Sup I'm a "Non-Discipline" priest.

    /signed

    Why lightwell? Better put it on one of the hymns, or even more sense > Shadowfiend cause all of the other classes have it on a Buff-spell and when we cast lightwell nothing else happens, we just get a lightwell thats it. Innervate >mana regen, Mana tide> mana regen , Divine favor >haste/crit, Power infusion > Haste/mana reduce...... lightwell > nothing + lightwell mana cost can not outweigh the mana saved on spells in the 15 sec buff from 2p.

    Blizzard is always talking about class homogenization and how they want to give each class its own playstyle and make all playstyles viable ... why give all the healers the same freaking 2set but only make it usefull for 1 class really.

    Think the only reason it was given to lightwell cause its on nearly the same cd as PI/Innervate.

    Maybe there will be some class changes to holy that will make these bonuses worthy. Otherwise i dont see any reason why we wouldnt go with offset gear all the way cause 4set isnt really worth it aswell if there are better items available.

    Means we will have a total of 50% off cd from holy words. Wich i really dont use that often and requires a lot of stacking to be usefull.


    Damn, there's just so much wrong with Holy setbonusses.

    I dont wanna go disc
  1. TitanG545's Avatar
    SIGH, why are you going to give us (hunters) haste, SV does not need a haste increase. Seems like this "initial" 4PC tier set is only focused on MM, perhaps BM. I don't do BM very often except when leveling so not sure what there stat priority really is. I hope they put a little more thought into the set bonus because right now it doesn't make much sense to me.
  1. Naix's Avatar
    Blizzard is saying there is going to be raid wide big damage going on.
  1. petre's Avatar
    Quote Originally Posted by Naix View Post
    Blizzard is saying there is going to be raid wide big damage going on.
    Agreed, though maybe it's just to help raiders that still have to grind heroics help the group out a bit more. So many bosses do group damage in 5-mans, here's a way to help a struggling healer

    Also, I hesitate to mention it before it can go live and be exploited (:P) but perhaps you could stack warrior DPS in 4P prot sets and roll 50% damage reduction for the entire duration of a fight? Going to guess they'll put in an exhaustion of some sort to stop such silliness.
  1. kaylia's Avatar
    Nice to see that they have a solution for the shadow orb problem for spriests however the 2-set bonus for holy is awful as it stands now. Unless holy also has a major overhaul and buff "After using Lightwell, the mana cost of your healing spells is reduced by 25% for [10|15] sec." 4-set bonus is okish.

    As for "(10 sec for Discipline, 15 for non--Discipline.)" - have they forgotten the name of the other priest healing spec xD, Can't see a spriest wearing healing tier and using lightwell somehow.
  1. petre's Avatar
    Quote Originally Posted by Bblubbs View Post
    I foresee use of DPS Feral Druids to Bear form > Enrage > Frenzied Regen; and you have a DPS providing another raid-wide cooldown.
    I was thinking exactly this. 3 min cooldown and 20 second duration, 15 feral DPS could keep this going an entire fight. Getting 15 feral druids in 4 pc tier will take a bit, but if world first takes that long I'd be considering it.
  1. Numeron's Avatar
    Quote Originally Posted by Swizzle View Post
    Have you tested the bonus or seen the upcoming class changes for 4.3?
    See them or test the bonus??For what reason?To enjoy the 9 more secs in vendetta?
  1. mmoc9dce141068's Avatar
    I wonder how much the Shadow Priest 2pc bonus impacts on Masochism talent, sacrifice mana recovery from SW: Death to get 4pc feels almost as bad as a nerf would. Tho the 4pc bonus sounds neat, but still its a bit too much on my opinion.
  1. Haiatu's Avatar
    Really lookin forward to that Hunter 2p, both pve and pvp!
  1. mmocfb4ae2f171's Avatar
    Hunter 2p makes not much sense. One spec cant use more focus because its burning slower away than refreshing. And warlock 2p and 4p is a slap in the face. 2p is only useable once in a fight mostly and not that strong as affli or destru. 4p is only usable 3 times by demo and destru if there are no adds to refresh shards. Some boss adds dont give shards by the way. As affli I can use soulburn seed to refresh but I waste 3rd soulburn which should give me the 4p "procc" only to use it 2 times more till I have to refresh.

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