Patch 4.3: Tier 13 Set Bonuses - 9/29
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Update 9/29: We've made several adjustments to the tier 13 set bonuses. You'll find the latest stats below (changes are in bold).

Here's a list of only the bonuses which have changed, followed by the original bonuses: http://us.battle.net/wow/en/forum/to...31?page=48#948

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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 could change during the PTR process prior to the release of patch 4.3.


Death Knight (Forums / Talent Calculator / Skills/Talents)
  • 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 (Forums / Talent Calculator / Skills/Talents)
  • Balance, 2P -- Insect Swarm increases all damage done by your Starfire, Starsurge, and Wrath spells against that target by 3%.
  • Balance, 4P -- Reduces the cooldown of Starsurge by 5 sec.

  • Feral, 2P -- Pulverize now also grants your Mangle (Bear) critical strikes a 100% chance to trigger Savage Defense, 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. This effect cannot be triggered if you have been in Bear Form for less than 15 sec. In addition, 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 (Forums / Talent Calculator / Skills/Talents)
  • 2P -- Steady Shot and Cobra Shot generate double the amount of focus.
  • 4P -- Your Arcane Shot ability has a chance to grant 30% haste to you and your pet for 10 sec.

Mage (Forums / Talent Calculator / Skills/Talents)
  • 2P -- Your Arcane Blast has a 100% chance, and your Fireball and Frostbolt spells have a 50% 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 7 sec, Combustion by 4 sec, and Icy Veins by 6 sec.

Paladin (Forums / Talent Calculator / Skills/Talents)
  • 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 25% 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 now also generates 1 Holy Power.
  • Retribution, 4P -- While Zealotry is active your abilities deal 12% more damage.

Priest (Forums / Talent Calculator / Skills/Talents)
  • Healer, 2P -- After using Power Infusion or Divine Hymn, the mana cost of your healing spells is reduced by 25% for [10|23] sec. (10 sec for Discipline, 23 for non-Discipline.)
  • Healer, 4P -- Your Power Word: Shield has a 10% chance to absorb 100% additional damage and increase the mana granted by Rapture by 100%, and the duration of your Holy Word abilities is increased by 20%.

  • Shadow, 2P -- Shadow Word: Death deals an additional 55% damage, and reduces the damage you take from your own Shadow Word: Death when the target fails to die by 95%.
  • Shadow, 4P -- Your Shadowfiend and Shadowy Apparitions have a 100% chance to grant you 3 Shadow Orbs each time they deal damage.

Rogue (Forums / Talent Calculator / Skills/Talents)
  • 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 (Forums / Talent Calculator / Skills/Talents)
  • Elemental, 2P -- Elemental Mastery also grants you 2000 mastery rating 15 sec.
  • Elemental, 4P -- Each time Elemental Overload triggers, you gain 250 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 (Forums / Talent Calculator / Skills/Talents)
  • 2P -- The duration of your Doomguard and Infernal summons is increased by [20|30] sec and the cooldown of of those spells is reduced by 4 min. (20 for Demonology, 30 for non-Demonology.)
  • 4P -- Soulburn grants a 10% increase to your spell power for 10 sec, and Soul Fire cast with Soulburn active now grants a Soul Shard.


Warrior (Forums / Talent Calculator / Skills/Talents)
  • 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 Raging Blow and Mortal Strike abilities have a 13% chance to apply the Colossus Smash effect on your target for 6 sec.
This article was originally published in forum thread: Patch 4.3: Tier 13 Set Bonuses - 9/29 started by Boubouille View original post
Comments 148 Comments
  1. mmoc5290037f67's Avatar
    For arcane i think its Blizzards way of trying to push them away from using 1 button only. In a matter of speaking, i wouldnt want to get into a huge argue about "no mage isnt 1 button"
  1. mmoc12d9684606's Avatar
    So hunters got the OP dubble focus thingy, why not give rogues double energy for lets say rupture, offhand attacks and recoup?;p The hunter and shaman 2pc feel so OP compared to rogues 2pc and lots of other 2pc bonusses...
  1. Jinzil's Avatar
    Thank god, they redesigned 4p warrior dps. much better now.
  1. Adramalech's Avatar
    Quote Originally Posted by Intense View Post
    Erm still not liking the prot paladin 4 set bonus. DG is nice and all but it does nothing for the paladin only affects the raid.
    The other tank set bonuses improve personal cooldowns to affect the raid as well, Divine Guardian style. It doesn't benefit them personally either. Considering we already have Divine Guardian available, they wouldn't give us a second one with that bonus, and instead, improved what we already have.
  1. Dyra's Avatar
    So.... we're still non-Discipline Priests huh?

    ./unloved

    The 2 piece is a bit better for we non-Disc Priests, but in all honesty there won't be much healing to be done once we're finished channeling since those damn resto Druids will have taken advantage of our +healing buff we've patiently spent time channeling onto everyone and topped off the raid. Disc Priests can also double dip alot more effectively than we can since they can squirrel away PI for themselves and thus use on demand and can use Hymn as a second raid CD on top. The 4 piece still doesn't seem great for non-Disc Priests. Might make us slightly better at tank healing and allow for Sanctuary to be on the floor at all times but compared to the benefits for Discipline it's laughable.

    I'm not entirely convinced that the change to the Shadow 2 piece was necessary, mana isn't an issue unless multi-dotting and should be a trade off anyway. Not being able to use SW: Death for Masochism would allow us to free up 2 extra points which we could then use to access Silence for an actual raid assist.
  1. Noden's Avatar
    ""•2P -- The duration of your Doomguard and Infernal summons is increased by [20|30] sec and the cooldown of of those spells is reduced by 4 min. (20 for Demonology, 30 for non-Demonology.)""So someone who is a demonologist has less summoned time increase on the most powerful demons that warlocks can summon vs the ones that focues more of attacking the persons soul or actual body?
  1. Madlax's Avatar
    2P -- Your Arcane Blast has a 100% chance, and your Fireball and Frostbolt spells have a 50% 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 7 sec, Combustion by 4 sec, and Icy Veins by 6 sec. Am I just reading this wrong or: 0:0 Cast AP. CD till 1:30(90 seconds) 0:15 AP ends, mage continues to spam AB 0:30(rough) Mage has 10 stacks of Stolen time thus reducing AP CD by 70 seconds. CD only is 60 seconds at this point. So AP is ready again. My head might be tilted sideways right now, but that can't possibly work properly?!
  1. thegreatoak's Avatar
    The change to the warlock bonuses made me so happy that I had to create an account here just to tell the world how happy I am. I hope the returned shard mechanic stays with us after this set, because I'm tired of running out on addless fights. (This also helps with times when we need to conserve shards just in case -- like on Atramedes, for a speed boost after a teleport, or for an improved healthstone when we solo-tank shards on Baleroc) Heck, it's even a minor quality of life improvement in dungeons; despite having shadowburn, sometimes we forget to use it, or we use it too soon/late.
  1. gakpad's Avatar
    the warlock 2nd is that way because demo doomguards do more damage so they need less extra time to get a similar benefit as affliction or destruction
  1. mmoc114cc5abb3's Avatar
    Warrios 4p seems kinda strong!
  1. triavatar's Avatar
    2 THOUSAND Mastery ...... 2k ..... interesting, veeery interesting
  1. Fust's Avatar
    Quote Originally Posted by gade View Post
    Warrios 4p seems kinda strong!
    Which is a nice step up from useless xP
  1. mrgreenthump's Avatar
    Quote Originally Posted by Madlax View Post
    2P -- Your Arcane Blast has a 100% chance, and your Fireball and Frostbolt spells have a 50% 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 7 sec, Combustion by 4 sec, and Icy Veins by 6 sec. Am I just reading this wrong or: 0:0 Cast AP. CD till 1:30(90 seconds) 0:15 AP ends, mage continues to spam AB 0:30(rough) Mage has 10 stacks of Stolen time thus reducing AP CD by 70 seconds. CD only is 60 seconds at this point. So AP is ready again. My head might be tilted sideways right now, but that can't possibly work properly?!
    by logic it would mean 75% arcane power uptime, as arcane power cd starts the count when you activate it does it not?, so every AB you do after that lessens the cooldown by 7 seconds, thinking people prolly have 1.3 second cast times atm.. thats 13 seconds to stack it to 10.. meaning you have 5 sec window without ap and you can ap again? surely 7 seconds cant be right^^
  1. wiggle987's Avatar
    Quote Originally Posted by Noden View Post
    ""•2P -- The duration of your Doomguard and Infernal summons is increased by [20|30] sec and the cooldown of of those spells is reduced by 4 min. (20 for Demonology, 30 for non-Demonology.)""So someone who is a demonologist has less summoned time increase on the most powerful demons that warlocks can summon vs the ones that focues more of attacking the persons soul or actual body?
    demonology doomguards deal far more damage than destruction/affliction doomguards, this is a bonus that's for balance, not for lore.
  1. zyniker's Avatar
    Quote Originally Posted by Noden View Post
    ""•2P -- The duration of your Doomguard and Infernal summons is increased by [20|30] sec and the cooldown of of those spells is reduced by 4 min. (20 for Demonology, 30 for non-Demonology.)""So someone who is a demonologist has less summoned time increase on the most powerful demons that warlocks can summon vs the ones that focues more of attacking the persons soul or actual body?
    Demo doomguard already lasts 20 seconds longer than affliction or destruction's. Giving it additional time on top of that with the 2pc says "hey, warlocks play demo" Hopefully this change means that the Doomguard doesn't get hit with the nerf bat too hard.
  1. mmoc3d5e9cedde's Avatar
    loving the balance druid set bonus changes jklol they're fucking shit, I mean cmon.. 5 sec cd reduction on a 15 sec cd spell that does a tiny bit more dmg than starfire during lunar eclipse gg blizzard seriously give us something good, like a 2k mastery procc or something when we gain eclipse for 10 seconds or something, like ele 2set bonus.
  1. Dukim's Avatar
    YES! anther set with super buff to arcane and less for fire EVERYONE SAY TNX!
  1. Noden's Avatar
    In my opinion though regardless of the fact that demonologys doomguard/inferno are stronger than the affliction/destro ones it should only be fair that demonology have it for the same bonus duration as the other ones due to the fact that they are specced into demonology. It would only make sense that a warlock that has studied further into the dark arts of demonology would get to have the gate from the twisting nether for the doomguard/inferno into this realm.
  1. nobodysbaby's Avatar
    About healer Priests bonuses (Holy in particular):

    These are no better than the last bonuses, and I'll explain why; Divine Hymn will be very powerful and it is a 10s (unhasted) channeled spell. To have 13s reduced mana cost after a Hymn cast, the AoE have to be so incredibly heavy and looong, in many/most of the encounters, for us to gain full benefit from this, wich I highly doubt.

    The same thing goes for Sanctuary going from 18s (wich is already very long!) to 22'ish seconds duration. Stack up in a small spot for 20+seconds requirement for this bonus to be any effective, wich I highly doubt will be the case in many fights (atleast I hope we can get away from this "stack at 1 point" tactics, wich are getting terribly boring).

    Another question is; Do disc need this amount of mana savings?? Really...?
  1. DechCJC's Avatar
    It's over 9000!

    No not really, but 2k mastery? Holy shit. I love you.

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