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. Keywielder's Avatar
    DAT feral 4 set!
  1. Mordakanen's Avatar
    I'm going to assume the nerf to the prot Paladin 2 pc is in response to the buff to the Judgement of Truth, plus the 10% extra attack power to melee classes, assuming that it affects tanks, their damage would go up a nice amount.Seal of Truth's Judgement now deals an additional 20% damage for each application of Censure on the target.That's double of what it was, so it's probably not a nerf as such, seeing as Judgement got buffed. Let's hope your tank uses Seal of Truth, not Insight. Might push the Judgement glyph too for the extra damage.
  1. ZeroEdgeir's Avatar
    Quote Originally Posted by Mordakanen View Post
    I'm going to assume the nerf to the prot Paladin 2 pc is in response to the buff to the Judgement of Truth, plus the 10% extra attack power to melee classes, assuming that it affects tanks, their damage would go up a nice amount.Seal of Truth's Judgement now deals an additional 20% damage for each application of Censure on the target.That's double of what it was, so it's probably not a nerf as such, seeing as Judgement got buffed. Let's hope your tank uses Seal of Truth, not Insight. Might push the Judgement glyph too for the extra damage.
    That would likely be the exact reason that the nerf to the bonus was made, cause Judgement (of Truth anyways) just got buffed a fair bit.

    The AP bonus is Melee AP (so basically all AP users except Hunters), so yes, Tanks do get it, since we do use Melee AP.

    And yeah, for both Ret and Prot, that Judgement glyph is starting to look better... now let's see if they decide to de-couple Hammer of Wrath from executre-range, or make it's damage far better after it's crit nerf.
  1. Rossholee's Avatar
    is it just me, or are mage's going to be even more OP with the 2/4p bonuses?
  1. DruidKnight's Avatar
    Quote Originally Posted by Mnevis View Post
    Pff you say that like you're unaware that even with the buffs Elemental's gotten this summer, Balance is a far better spec, in both utility and damage. We're currently rerolling our hunter for h-Rag cause Moonkin is the most useful spec around for that fight. (see: Paragon bringing 3 to kill 10man).
    I am pretty sure that if he plays a boomkin he is well aware of this. This is something you might not be aware of. The reason for this was only for the burst aoe/typhoon pushback. Many guilds stack mages when they require a quicker kill. Boomkins only offer (Eclipse Mushrooms) for aoe so it was just an advantage to beating the mechanics of the fight. Boomkins are far from overpowered. Consider this: Without mushrooms our dots would require 4 sec cast time. each cast 1sec with 1 sec gcd. 4 secs for each mob and since the insect swarm is much weaker in lunar. This is only half the dps it should be. A fight that requires movement.

    Say we just refreshed our dots in solar. Both insect swarm and sunfire are up on the target. The instant starsurge will most likely not be used even if moving. You never want to refresh dots outside of eclipse. Like i said before solar is the strong point and refreshing insect swarm dots in lunar is still done but only if the effect from the solar dots have timed out. Playing a moonkin in a raid is alot like playing a game of chest. You have to plan your moves ahead of time to get the max. dps you possibly can. RNG can royally screw you in many cases because of the balance mechanics of the class.
  1. Megatronn's Avatar
    Loving the tanks 4 set bonus'!
  1. Grymreaper's Avatar
    2pc is ew for warriors!
  1. mmoce030cf894a's Avatar
    Quote Originally Posted by Kjell View Post
    Wow. Arcane Power's cd is 90 sec with the talent. The set bouns reduces the cooldown by 70 sec after 10 casts. THe cooldown now is 20 sec. And the duration of Arcane Power is 15 sec.
    "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."

    Maybe I'm reading this wrong, but it seems to me that you'd reduce it by 7sec, then 14sec, then 21sec since you gain stacks of Stolen Time with every cast... Sooo it'd be what, 5 casts? Or is it that every time you get a new stack of Stolen Time it reduces the CD on AP by 7sec? I mean, assuming you get to 10 stacks, you wouldn't be able to reduce the CD anymore if it only worked off of new stack additions. Although that could totally be possible.

    I guess it's a stronger case to argue it for Fire and Frost specs since the CDs on those wouldn't be up by the time you got 10 stacks. So it'd really be a sad 4pc for those specs since you'd reduce your CDs by a much lower % than you would for Arcane. Assuming of course you don't reduce the CDs anymore once you reach 10 stacks since you wouldn't be adding new stacks, but refreshing them? I dunno, I guess refreshing the 10th stack would technically be adding a new stack.

    I could just be reading it wrong though.

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