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. Greendog's Avatar
    Nice. Everyones happy for once yay
  1. Lucofthewind's Avatar
    Quote Originally Posted by Stevoman View Post
    There is NO WAY that 4P Feral tank bonus is going to stay. FR will be an EXTREMELY powerful raid cooldown if that goes though, to the point of guilds benching other tanks.
    Where have I heard this before?
    Beginning of BC, "bear being made as a proper tank will bench all other tanks"
    Green numbers on armor: "Bears are better than everyone else, just delete the other tanks"
    *Insert feral buff here: "Well might as well just delete your toon now, on druids can tank now"

    The sky isn't falling, it will be ok.
  1. jax's Avatar
    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.
    So 2pc is tied to an ability we use only when and IF we need mana, to make full use of it (2 whole times during a fight!!!!! wow thats epic... /not) we have to use it early when we dont even need mana just so its up again before the end of a fight. Our 4pc is tied to a very very situational spell usually saved for "save my ass casting" and if we cast it on CD to get full effect of the haste bonus we leave ourselves with no CD to use on the run for the rest of a fight... /truly pathetic IMO
  1. Ap0calypse's Avatar
    Retribution 2 piece - I hear you like rng, so heres some more rng, so you can rng while you rng..... Retribution 4 set - Moar Burst CD reliance, cos you like it so much!!!!!1111 Prot 4 piece - That cd we nerfed the shit out of a few patches back? We un-nerfed it \o/ but you have to wear 4 pieces of this retarded Thor like costume. Tough luck!
  1. Kalx's Avatar
    4p warrior dps pisses me a bit off. MORE rng thrown on our class, that's very much annoying... you have to CRIT and on that crit, you have 20% chance of proc. rng on top of rng all over again for warriors, like always been
  1. wped's Avatar
    Finally time to give up PvE as a resto shaman. Here I come druid...
  1. Ganjak3's Avatar
    Quote Originally Posted by Kalx View Post
    4p warrior dps pisses me a bit off. MORE rng thrown on our class, that's very much annoying... you have to CRIT and on that crit, you have 20% chance of proc. rng on top of rng all over again for warriors, like always been
    Even worse while every1 get some dmg buff or w/e we can use our 4 set only for 20% of the boss + rng, meh this looks useless. & chek ele shamy, enh shamy & mage sets -_-
  1. Thallidomaniac'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.
    They didn't have a problem with Warriors doing that by making Rallying Cry baseline, so expect much of the same.

    But seeing all of the tank 4-piece bonuses relating to raid-wide cooldowns makes me wonder if they're just going to add more AoE pulses to encounters, since it appears that Blizzard thinks adding more AoE damage makes for "skill".
  1. iggie's Avatar
    Enhancements bonuses are terrible. Horrible. So god awful. I can't even being....
  1. Klahkeme's Avatar
    I'm wondering... by "50% of the effect it has on you" for the Blood DK, and Prot Warrior 4-piece bonuses... does that apply to both to damage taken/healing done AND the duration? I'm thinking it would have to in order to not be overpowered compared to the Paladin and Druid 4-piece bonuses.
  1. Polarthief's Avatar
    Quote Originally Posted by McTurbo View Post
    arcane power cooldown 1.5m

    10 stacks from 4pc = -30 seconds per cooldown hence the ability being up every 1 minute of the fight in between that time you get a 500 haste bonus..

    how can you not see the dps increase from using arcane power 5-6 times per boss vs 3 or 4 now..

    Because AP is used w/ Mana Gem; you can't burn w/o Gem.
  1. twilightsamus's Avatar
    I honestly would not be surprised to see 2pc T13 become the standard for Rogues in certain comps (Destro RLS assuming the buffs come through?), that shit is ridiculous. Doesn't even require mentioning legendaries.
  1. Klahkeme's Avatar
    Quote Originally Posted by Dragon9870 View Post
    Because AP is used w/ Mana Gem; you can't burn w/o Gem.
    Why can't you? Unless I'm looking at the cooldowns incorrectly, mana gem is 2 minutes, arcane power is 1.5 mins, and this bonus makes it go down to 1 minute, so now instead of waiting 30 seconds past when arcane power is available to use it with the mana gem, you'll just use it every minute and have another one ready for the mana gem.
  1. Banzhe's Avatar
    Expecting to see a lot of disc priests suddenly, if the procc is just 30 - 50% on the 4p bonus -.-
  1. Kals's Avatar
    Diggin' the 2 pc Feral (if it means Blood in the Water both in and outside of zerk, if it's just inside it's garbage) however I'm kinda on the fence about the 4pc. Some boss hit boxes are far too big to run out and feral charge. Waste a lot of time just for 2 free ravages.
  1. Tooldealer's Avatar
    Gonna be taking two piece Hunter into PvP.
  1. Reemix's Avatar
    inb4 Shadow Priest T13 bonus nerfs, both 2pc and 4pc
  1. davep's Avatar
    I see a change in the Prot Pally and Prot Warrior 4 set happening. Prot pallys get a 20% reduction for 6secs every 2 minutes where as Warriors get a 20% reduction for 12secs every 5minutes, just doesn't seem right.
  1. Arcrin's Avatar
    PaladinHoly, 2P -- After using Divine Favor, the mana cost of your healing spells is reduced by 25% for 15 sec.Okay cool, good for progressingHoly, 4P -- Increases the healing done by your Holy Radiance spell by 20%.Come on! 4P to a thing that sucks that hard?Protection, 2P -- Your Judgement ability now also grants a physical absorb shield equal to 30% of the damage it dealt.Seriuosly? that will be like 1000 arbsorb shield not worth it.Protection, 4P -- Reduces the cooldown of Divine Guardian by 60 sec and increases the radius of its effect by 70 yards.Cool good for the raidRetribution, 2P -- Your Judgement ability has a 50% chance to generate 1 Holy Power.FUCK YEARH!!! Retribution, 4P -- While Zealotry is active your abilities deal 12% more damage.gotta be big numbers with trinkets and all shit up
  1. Galaddriel's Avatar
    My demo lock is so happy she has bubbles in her tummy

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