Class Sets in Guardians of the Dream

Guardians of the Dream features all new Tier Set armor for every class. We’re excited to share them with you today.

Please note that the designs and values below are a work in progress. When these sets are ready for testing, the Guardians of the Dream PTR may include values that are older than what you see here, and values may be updated on the PTR with changes to these sets via hotfix at any time.

Class Set Design

In the Guardians of the Dream update, set bonuses can interact with or modify talents anywhere on the talent tree. We expect them to shake up some builds that you’ve been using, enable entirely new builds, or further augment some high-powered abilities as you gear up in Season 3.

Set Bonuses

Death Knight

Blood

(2) Set Bonus: Consuming a Bone Shield charge has a chance to cause your next Heart Strike to apply Ashen Decay, reducing damage dealt to you by 10% and increasing your damage dealt to afflicted targets by 20% for 8 seconds.

(4) Set Bonus: Soulreaper’s execute damage and Abomination Limb’s damage applies Ashen Decay to enemy targets, and Heart Strike and Blood Boil’s direct damage extends Ashen Decay by 1 second.

Frost

(2) Set Bonus: Chill Streak’s range is increased by 4 yds and can bounce off of you. Each time Chill Streak bounces off an enemy your damage is increased by 4% for 10 seconds, stacking up to 5 times.

(4) Set Bonus: Chill Streak can bounce 2 additional times and each time it bounces, you have a 40% chance to gain a Rune, reduce Chill Streak cooldown by 5 seconds, or reduce the cooldown of Empower Rune Weapon by 10 seconds.

Unholy

(2) Set Bonus: Set Bonus: Apocalypse summons an additional Magus of the Dead. Your Magus of the Dead Shadow Bolt now fires a volley of Shadow Bolt’s at up to 4 nearby enemies.

(4) Set Bonus: Set Bonus: Each Rune you spend increases the duration of your active Magus’ by 0.5 seconds and your Magus will now also cast Amplify Damage, increasing the damage you deal by 5% for 10 seconds.

Demon Hunter

Havoc

(2) Set Bonus: Each slash of Blade Dance has a 50% chance to Throw Glaive an enemy for 35% damage.

(4) Set Bonus: Throw Glaive reduces the remaining cooldown of The Hunt by 0.4 seconds, and The Hunt’s damage over time effect lasts 4 seconds longer.

Vengeance

(2) Set Bonus: Sigil of Flame’s periodic damage has a chance to flare up, shattering an additional Soul Fragment from a target and dealing additional damage. Each 40 Fury you spend reduces its cooldown by 1 second.

(4) Set Bonus: When you attack a target afflicted by Sigil of Flame, your damage and healing are increased by 2% and your maximum health is increased by 2% for 8 seconds, stacking up to 5.

Druid

Balance

(2) Set Bonus: When Eclipse ends or when you enter combat, enter a Dreamstate, reducing the cast time of your next 2 Starfires or Wraths by 40% and increasing their damage by 60%.

(4) Set Bonus: Starsurge or Starfall increase your current Eclipse’s Arcane or Nature damage bonus by an additional 3%, up to 15%.

Feral

(2) Set Bonus: Feral Frenzy grants Smoldering Frenzy, increasing all damage you deal by 20% for 8 seconds.

(4) Set Bonus: Feral Frenzy’s cooldown is reduced by 15 seconds. During Smoldering Frenzy, enemies burn for 10% of damage you deal as Fire over 10 seconds.

Guardian

(2) Set Bonus: 20% of your damage and healing and 100% of the armor you gain during Rage of the Sleeper fuel the growth of Dream Thorns, which wreath you in their protection after Rage of the Sleeper expires, absorbing 10% of damage dealt to you while the thorns remain.

(4) Set Bonus: Each 40 Rage you spend while Rage of the Sleeper is active extends its duration by 1 second, up to 5. Your Dream Thorns become Blazing Thorns, causing damage absorbed to be reflected at the attacker.

Restoration

(2) Set Bonus: You and your Grove Guardian’s Nourishes now heal 2 additional allies within 40 yds at 40% effectiveness.

(4) Set Bonus: Clearcasting now causes your Regrowth to also cast Nourish onto a nearby injured ally at 200% effectiveness, preferring those with your heal over time effects.

Evoker

Augmentation

(2) Set Bonus: Every third Prescience lasts 100% longer.

(4) Set Bonus: Casting Prescience enhances your next Eruption with smaller fissures for each Prescience you have active, each dealing 110% SP damage and extending Ebon Might by 0.2 seconds.

Devastation

(2) Set Bonus: While Dragonrage is active you gain Emerald Trance every 6 seconds, increasing your damage done by 5.0%, stacking up to 5 times.

(4) Set Bonus: When Dragonrage ends, Emerald Trance persists for 5 seconds per stack and grants you Essence Burst every 5 seconds.

Preservation

(2) Set Bonus: Empower spells cast Living Flame at enemies or allies struck at 40% effectiveness.

(4) Set Bonus: Living Flame has a chance to apply Echo at 100% effectiveness on allies healed, or a nearby ally who doesn’t already have Echo.

Hunter

Beast Mastery

(2) Set Bonus: Bestial Wrath summons a Dire Beast for 15 seconds.

(4) Set Bonus: Dire Beasts now obey your Kill Command and can gain Beast Cleave.

Marksmanship

(2) Set Bonus: Rapid Fire launches a Volley at the target for 2 seconds.

(4) Set Bonus: Legacy of the Windrunner now gives Volley a 15% chance to fire Wind Arrows at targets when dealing damage.

Survival

(2) Set Bonus: Fury of the Eagle increases you and your pet’s critical strike chance by 15% and critical damage dealt by 15% for 12 seconds.

(4) Set Bonus: Fury of the Eagle throws a free Wildfire Bomb at your current target at 100% effectiveness, generates 1 charge of Wildfire Bomb, and increases the damage Wildfire Bomb deals to your primary target by 40% for 12 seconds.

Paladin

Holy

(2) Set Bonus: When Glimmer of Light dissipates or is refreshed, it creates a Holy Reverberation on its target to heal an ally or damage an enemy for over 8 seconds. Multiple Holy Reverberations may overlap, up to 3 times.

(4) Set Bonus: The cooldown of Daybreak is reduced by 15 seconds.

Retribution

(2) Set Bonus: Expurgation lasts an additional 3 seconds and deals 50% increased damage. Casting Judgment or Divine Toll on a target with Expurgation causes Wrathful Sanction, dealing Holy damage to the target and resonating 20% of the Holy damage up to 4 nearby enemies.

(4) Set Bonus: Wrathful Sanction grants you Echoes of Wrath, causing your next Templar’s Verdict or Divine Storm to deal damage a second time at 50% effectiveness. This effect does not consume Judgment.

Protection

(2) Set Bonus: Judgment grants a stack of Sanctification, increasing your armor by 1% per stack. Upon reaching 10 stacks, your next cast of Consecration is empowered, increasing its damage and healing by 200% and its radius by 30%. Sanctification’s stacks are reset when your empowered Consecration ends.

(4) Set Bonus: While you are within an empowered Consecration, your abilities have a chance to deal 20% bonus damage or healing as Fire.

Mage

Arcane

(2) Set Bonus: Consuming Clearcasting increases spell damage by 2% for 15 seconds, stacking up to 10%.

(4) Set Bonus: After consuming Clearcasting 6 times, your next Arcane Missiles deals 75% increased damage and fires at up to enemies near your target.

Fire

(2) Set Bonus: When Pyroblast and Flamestrike critically strike you gain Searing Rage, increasing your critical strike damage by 3% for 12 seconds, stacking up to 15%.

(4) Set Bonus: Activating Combustion increases the critical strike damage bonus of Searing Rage by 100% for 12 seconds.

Frost

(2) Set Bonus: Glacial Spike damage increased by 10% and it explodes when it Shatters a frozen target, dealing 20% of its damage dealt to nearby enemies. Deals reduced damage beyond 8 targets.

(4) Set Bonus: Casting Glacial Spike has a 40% chance to trigger Brain Freeze.

Monk

Brewmaster

(2) Set Bonus: Breath of Fire deals 20% bonus damage as Shadowflame and causes you to heal for 50% of all Fire damage dealt.

(4) Set Bonus: Your attacks against targets afflicted by Breath of Fire have a chance to deal 5% extra damage as Shadowflame, and each Celestial Brew also grants a Stagger absorb equal to the amount of Shadowflame damage you have dealt, causing damage delayed by Stagger to instead be prevented.

Mistweaver

(2) Set Bonus: Renewing Mist and its jumps apply Chi Harmony, increasing its targets healing taken from you by 50% for 8 seconds.

(4) Set Bonus: 15% of all healing you do to targets with Chi Harmony is stored and then dispersed evenly among your allies with Renewing Mist when Chi Harmony fades or is refreshed.

Windwalker

(2) Set Bonus: Melee attacks have a chance to make your next Spinning Crane Kick free. Free Spinning Crane Kicks grant Ebontoes, increasing the damage of your next Blackout Kick by 100%.

(4) Set Bonus: Ebontoes empowered Blackout Kicks reduce the cooldown of Fists of Fury, Rising Sun Kick, Strike of the Windlord and Whirling Dragon Punch by 1 second.

Priest

Discipline

(2) Set Bonus: Smite and Penance damage increased by 20% and Smite extends the duration of an active Atonement by 2 seconds.

(4) Set Bonus: Smite has a 100% chance to cast an additional time during Shadow Covenant, dealing Shadow damage.

Holy

(2) Set Bonus: Holy Word: Serenity applies 14 seconds of Renew to its target. Holy Word: Sanctify applies 5 seconds of Renew to allies it heals.

(4) Set Bonus: Renew’s healing has a chance to cause your next Holy Word: Sanctify or Holy Word: Serenity to not consume a charge when cast and cost 50% less Mana, stacking up to 2 times.

Shadow

(2) Set Bonus: Shadow Word: Death triggers 2 additional times at 50% effectiveness. Triggers again 1 additional time at 50% effectiveness if Deathspeaker is active or your target is below 20% health.

(4) Set Bonus: Each time you take damage from Shadow Word: Death, gain a stack of Death’s Torment, increasing the initial damage of your next cast of Shadow Word: Pain by 250% or the damage of your next Shadow Crash by 50%, stacking up to 12 times.

Shaman

Elemental

(2) Set Bonus: Primordial Wave also casts an Elemental Blast at the target at 100% effectiveness, and grants you all three Elemental Blast bonus effects for 15.0 seconds.

(4) Set Bonus: For 10 seconds after using Primordial Wave, whenever you consume Lava Surge, your next Lightning Bolt or Chain Lightning is instant cast and deals 25% increased damage.

Enhancement

(2) Set Bonus: Primordial Wave summons a Lightning Feral Spirit that increases your Nature damage dealt by 20% for 15 seconds.

(4) Set Bonus: Summoning a Feral Spirit reduces the cooldown of Primordial Wave by 7.0 seconds.

Restoration

(2) Set Bonus: Chain Heal, Healing Surge, and Healing Wave mark their initial target with a Tidal Reservoir, causing them to receive 15% of all Riptide healing you deal for 10 seconds.

(4) Set Bonus: Riptide’s healing is increased by 15%. If Riptide is active on the same target as Tidal Reservoir, its heal over time effect has a 10% chance to create a new Riptide on a nearby ally.

Rogue

Assassination

(2) Set Bonus: Each 10 energy you spend grants Natureblight, granting 1% attack speed and 1% Nature damage for 6 seconds. Multiple instances of Natureblight may overlap, up to 15.

(4) Set Bonus: Envenom with Envenom active explodes, dealing Nature damage to all enemies within 8 yards. Deals reduced damage beyond 8 targets.

Outlaw

(2) Set Bonus: Sinister Strike has an additional 15% chance of striking an additional time.

(4) Set Bonus: Roll the Bones additionally refreshes a random Roll the Bones combat enhancement buff you currently posses for 40 seconds.

Subtlety

(2) Set Bonus: Using Eviscerate, Rupture, or Black Powder has a chance to summon a shadow clone to echo your finishing move for 50% additional Shadow damage.

(2) Set Bonus: Your shadow clones deal 10% increased damage with all attacks and grant you 2 combo points per clone when summoned.

Warlock

Affliction

(2) Set Bonus: Soul Rot deals 15% increased damage and lasts an additional 4 seconds.

(4) Set Bonus: Soul Rot causes your next 3 casts of Malefic Rapture within 12 seconds to deal 50% increased damage and extend the duration of your Agony, Corruption, Unstable Affliction, Haunt, Vile Taint and Phantom Singularity by 2 seconds.

Demonology

(2) Set Bonus: Demonbolt now applies a Doom Brand that explodes after 20 seconds, dealing (79% Spell Power) Shadow damage to nearby enemies. Demonbolt and Hand of Gul’dan reduce the duration of the primary target’s Doom Brand by 1 second.

(4) Set Bonus: Hand of Gul’dan damage increased by 15%. When Doom Brand explodes, you have a chance to summon a Doomfiend that blasts your target for (81% Spell Power) Shadow damage every 3 seconds for 15 seconds.

Destruction

(2) Set Bonus: Immolate damage increased by 20%. Immolate periodic damage has a chance to grant a charge of Dimensional Rift.

(4) Set Bonus: Dimensional Rift can now summon a powerful Flame Rift which fires 20 Searing Bolts that deal (25% of Spell Power) Fire damage to its target and an additional (10% of Spell Power) Fire damage over 10 seconds to nearby enemies.

Warrior

Arms

(2) Set Bonus: Rend damage increased by 30% and has a chance to trigger Sudden Death.

(4) Set Bonus: Sudden Death also causes your next Execute to cut deeply, causing the target to bleed for 50% of the damage of the Execute and triggers a Thunder Clap that deals 100% additional damage.

Fury

(2) Set Bonus: Odyn’s Fury deals 50% increased damage and causes your next 3 Bloodthirsts to deal 150% additional damage and have 100% increased critical strike chance against its primary target.

(4) Set Bonus: Bloodthirst critical strikes reduce the cooldown of Odyn’s Fury by 2.5 seconds.

Protection

(2) Set Bonus: Spending Rage has a chance to cause your next Shield Slam to consume your bleeds on a target, instantly dealing 100% of remaining damage and reducing the target’s damage dealt to you by 10% for 5 seconds.

(4) Set Bonus: When your bleeds are consumed on a target, their damage dealt to you is reduced by an additional 2% per bleed consumed, the cooldown of Thunder Clap is reset, and the cooldown of Thunderous Roar is reduced by 1 second.

1 Like

We consider the flow of testing, feedback, final design, and adjustments to be crucial to the success of an addition to the game as impactful as new class sets. In Guardians of the Dream, set bonuses will have a more significant impact on talent builds than sets in previous seasons. As you test the new class sets in the Guardians of the Dream PTR and provide your feedback here, please review the following guidelines.

To make a feedback post here, please provide:

  • The class and specialization being discussed
  • The game content type being referred-to (raiding, M+ dungeons, PvP)
  • When and where you feel like your set bonuses will be the most and least useful
  • Some sort of feeling about the above (positive, negative, indifferent)

The types of feedback posts that are most useful include all of the above, and might also detail:

  • How bonuses may not have their expected value, given how the class is often played
  • How bonuses could have very different value in single target and AOE situations
  • How bonuses help or don’t help in specific situations that are relevant to players
  • Likely degenerate or unintended impacts on rotations, including:
    • Using single target abilities in AOE or vice versa
    • Being flooded with resources faster than they can be spent
    • Being encouraged to use core abilities repetitively, or not at all

We’re always on the lookout for posts describing major upheaval in established talent builds.

Overall, our goal is to shake up existing talent trees and enable new builds in Guardians of the Dream. Do you feel like the set bonuses for the specialization you’re testing is drawing you toward a build that you’ll enjoy?

1 Like

Looking at holy paladins set bonuses - the 2 piece looks really nice conceptually to gain a nice passive healing bonus from using holy shocks frequently - would be nice to see it uncapped form 3 reverberations at a time, however, it is understandable as it could lead to some pretty high damage output in M+ and big burst healing in raid. the 4 set however, does not feel like a 4 set, it sounds a lot more like a talent, and is very weak - I understand the goal is to encourage more uses of daybreak for burst healing through the 2 set reverbs but I think paladins are unlikely to press on it CD and are still likely to hold and use with 1 minute Divine toll or wait to line it up with wings/Awakening/Tyr’s deliverance

DH sets bonuses seems horrible.

Class in question: Prot paladin
Content: PvE, but also all combat content.

Set bonuses seem very… unfitting? Besides 4p being another passive CHANCE of dmg/heal which is very boring… 2p is terrible for anything involving movement which is… almost everything? On some bosses and affixes like sanguine/bolstering our tier set can essentially be replaced with just random epics. Please rework it.

Edit: after some testing - armor stacks from 2p bonus are incredibly weak (we are looking at couple % DR here) so even if we pretended that second half of 2p could be treated as “bonus if you can stand in same spot” - it it’s very very weak.

7 Likes

To make a feedback post here, please provide:

  • The class and specialization being discussed
    Monk WW spec
  • The game content type being referred-to (raiding, M+ dungeons, PvP)
    M+ and raiding
  • When and where you feel like your set bonuses will be the most and least useful
    idk i guess m+
  • Some sort of feeling about the above (positive, negative, indifferent)
    Indifferent/negative
    The types of feedback posts that are most useful include all of the above, and might also detail:
    WW dont autoattack alot cuz we dont autoattack during FoF and SCK maybe make it if you spend x amount of energy you gain the buff.
    You then have control over the buff. Also the 4 piece seems rather weak i kinda like the 2 piece.
    Maybe change the values to also increase SCK dmg in the 2 piece so its not a dead global.
    For the 4 piece make it increase one of the spells dmg by 30-40% something like that rsk and FoF lose their current tier which makes them rather weak again.
    The extra cdr makes is a class thats so global capped that its insane a dmg increase for a spec that doesnt scale helps it out alot more.
  • How bonuses may not have their expected value, given how the class is often played
    It says that sck has a chance to be free and cause ebontoes but currently on the ptr the free sck is a 15 seconds buff and only gives ebontoes after the buff ends and it gives 1 stack only.
  • How bonuses could have very different value in single target and AOE situations
    using a non dance of chi-ji spinning crane kick in ST feels wasted and horrible especially with the thing mentioned above. if it would buff blackout kick with every use maybe it would be better.
  • How bonuses help or don’t help in specific situations that are relevant to players
    in ST wasting globals on a weak spinning crane kick
  • Likely degenerate or unintended impacts on rotations, including:
    too much cdr is too much too press and kills the flow.
    • Using single target abilities in AOE or vice versa
      using a weak spinning crane kick in ST
    • Being flooded with resources faster than they can be spent
      Too much cdr too much things to press
    • Being encouraged to use core abilities repetitively, or not at all
      i like the fact it involves strike of the windlord and whirling dragon punch but again would be better to give it a flat % increase instead of cdr

!!! Major Bug !!!
Class/spec in question: Fire Mage
Content type: any/all

The Crit damage increases (both 2p and 4p) do not affect Ignite at all for whatever ungodly reason, making this tier set a much weaker variant in direct comparison to T30 sets.

To elaborate:

a regular pyroblast crits for 100 damage, leaving 15 ignite behind
a pyroblast buffed by the fully-stacked (15%) 2p crits for 115 should leave 17,25 ignite BUT it stays at 15 as if the pyroblast damage never changed.
Same applies to the 30% buff provided by 4p, a pyroblast that crits for 130 should leave 19,5 ignite behind BUT NOPE: ITS STILL 15 AS IF PYRO NEVER GOT AMPED.

Please take note and fix this.

PSA: This same weird behavior is seen with 2 other talents - Overflowing Energies and Wildfire, neither of those crit damage increases have any impact on ignite calculation at all.

To add to the confusion, older effects of the same type such as Dwarf/Tauren racial (3% crit damage amp) proportionally buff ignite as one would expect.

1 Like

20 seconds on demos set? Thats litterally never gonna go off in m+ :joy::joy::joy:

Another: Fire/Mage feedback post,
after running some numbers it seems you’ve added insult to injury, because the value of the 4p bonus is less than 2% overall.
This feels horribly bland, unrewarding and weak; especially considering that we’re losing a wonderful resource flow set that tremendously helped the specs gameplay.

1 Like

Protection paladin, m+, set looks good unless there is too much movement.

My issue is that when moving while tanking, I sometimes drop Consecrations that I know I will only be in for a few seconds before I run somewhere else and drop another. The possibility of losing the empowered Consecration to this is, well, something that allows for player skill to express itself.

I will however also lose the armor bonus from Sanctification after only a few seconds. I would prefer that the armor buff stays for 12 seconds after pressing Consecration, as it presents an uncomfortable defensive dilemma otherwise: Get the DR from Consecration briefly to forfeit Sanctification early, or don’t drop a Consecration but keep Sanctification armor.

Might not be much of a dilemma as 20% DR vs 10% armor isn’t exactly a tough choice, but still…

Have a bigger concern: The Consecration bug where it randomly decides you’re not in it.

2 Likes

you literally kill Storm/Physical build of ENH shaman with this crappy disgusting set bonus. Fire/Mastery stat based build is most meta/optimal way to build Enh shaman in both M+ and raids and you are just buffing this build even more?

Don’t force people to run “Primordial Wave” to benefit from new set or move it into middle/top of the tier so Storm/Physical Enh shaman players can still keep using Thorim’s Invocation + talents that synergize with lightning/physical and stormstrike

Or even better idea: change it to “Primordial Wave” and “Sundering” for 2 part and 4 part of the set bonus. Make them share ICD so you can’t trigger set effects by using Sundering first and then PW

Force build diversity is not build diversity. Just crappy meta/BIS chasing

4 Likes

Fury

(2) Set Bonus: Odyn’s Fury deals 50% increased damage and causes your next 3 Bloodthirsts to deal 150% additional damage and have 100% increased critical strike chance against its primary target.

(4) Set Bonus: Bloodthirst critical strikes reduce the cooldown of Odyn’s Fury by 2.5 seconds.

The Odyn s Fury dilemma:
I don’t have a problem with the tier set being linked to a talent. More so in this case when Odyn s Fury is fun to use and a fan favorite from Legion, and we have the option for ST and AOE (Dancing Blades/Titanic Rage) vs Onslaught and Tenderize (pick and forget both ST and AOE)

For 10.2 tier set,
If the intended gameplay loop is to spam Bloodthirst, fishing for crits, which in turn procs CSHB, more rage from CSHB, more Rampage, more Recklessness uptime (via Anger Management and Unbridled Ferocity) which translate in more Bloodthirst crits. I like this !

With (4 set) bonus, in single target, Bloodthirst crits means lower CD on Odyn s Fury which in turn means a higher uptime of Dancing Blades on ST (helps with our ST dmg), and in AOE, more Odyn s Fury casts is less WW casts via Titanic Rage. I like this too.

If this is the case, I think the (2 set) bonus need a redesign by:

  • Increase base damage of Bloodthirst (so it feels good to press/spam vs RB)
  • Increase the base Bloodthirst crit chance by a flat % (20% idk)
  • Casting Odyn s Fury additionally increase the dmg and crit chance for your next 3 Bloodthirst (or something)

By doing this:

  • We have the option to gear in more crit and get close to 80-90% for Bloodthirst via gear, tier set, talents, and Recklessness buff.
  • We have the option to take new talents based on our crit from gear like Bloodcraze, and maybe play with Reckless Abandon, if we don’t need the Recklessness uptime.
  • Deft Experience and maybe even full Annihilator can be finally an option.
  • Number of points in Vicious Contempt 0/1/2, base on the fight and execute length.
  • Odyn s Fury become more a rotational ability instead a 45 sec CD
  • We again need to make a choice between Titans Torment/ Berserkers Torment.

But, if the intended gameplay design is to press Odyn s Fury, prioritize 3 empowered BTs and then continue whit the standard raging blow, rampage rotation, please reconsider, is just a 10.1 tier set remake (Kaching!!!).
This also means we are playing with the exact same talents like in 10.1 just swap Onslaught for Odyn s Fury, again please reconsider.

Windwalker here,

my name is Kholer, a veteran of the PoS discord and current maintainer of the ww apl.

Tierset TLDNR:

2pc: 5% chance to get a spinning crane kick proc that in return buffs a blackout kick by 100% (currently bugged and not consuming). Results in roughly 1proc per minute.
4pc: Consuming the proc reduces the cooldown of rising sun kick, fists of fury, strike of the windlord and whirling dragon punch by 1 second

The general idea of the tierset is very interesting, however its execution is very flawed at the moment. Spinning crane kick in st does no damage and we are near gcd capped in st already. Use a different trigger for this bonus, perhaps rising sun kick.

The 4 piece idea is nice, though cooldown reduction on whirling dragon punch is a joke since with current tuning we never get to cast it.

As a sidenote, this tierset is probably the weakest tierset u have ever designed. Due to it almost never proccing, the cooldown reduction is set way too low. We are currently expecting a bonus of 1% in total for 2 and 4p. To increase its value u need to buff the cooldown reduction and make the 2piece proc way more valuable (and proc more often)

  • Mage- Frost Mage
  • Raid/ M+
  • The 2 set seems interesting and surely brings something new to the spec, although the glacial spike explosion as manather said in his post in us forums should not require for us to shatter the glacials in order to be activated , unless you make even elite mobs/trash and bosses to be able to get frozen and thus shattering our glacials with either frost nova or related spells which i doubt u will do. https://us.forums.blizzard.com/en/wow/t/class-sets-in-guardians-of-the-dream/1666443/30.
    *About the 4 set, all i can say is that when you see a 4 set you expect something better than the 2 set and more fun and interactive, to be honest with you the 4 set is really lame and boring, we would want something to affect both single target and aoe situations.
    To be fair i would even prefer you guys putting concetrated coolness on pve in 4set instead of the current 4 set bonus.-God knows why concetrated coolness orb placement isnt being baseline yet , frost mage is suffering a lot in dungeons due to the orb going off randomly wherever or passing through targets, we would be extremely pleased with concetrated coolness being baseline (we dont care about the orb dmg buff , just the ability to place the orbs wherever you want).
    Just give us something exciting and fun, after all its a game and it should make us have fun and not dissapointed or bored!
1 Like

Paladin - Protection
PvE Content (but also all content)
Bug/features testing/observations

Set bonus so you don't have to scroll up

(2) Set Bonus: Judgment grants a stack of Sanctification, increasing your armor by 1% per stack. Upon reaching 10 stacks, your next cast of Consecration is empowered, increasing its damage and healing by 200% and its radius by 30%. Sanctification’s stacks are reset when your empowered Consecration ends.

(4) Set Bonus: While you are within an empowered Consecration, your abilities have a chance to deal 20% bonus damage or healing as Fire.

  • 4 Set: States there’s a “a chance to deal” bonus damage when in fact it’s 100% chance to deal bonus damage on paladin spells (not any external damage like trinket procs, items, pots, phials, enchants or embellishments)

  • 4 Set can’t proc damage from Seal of the Crusader

  • 4 Set heal doesn’t proc on Crusader’s Reprieve, Lightforged Blessings, Light of the Titans, Touch of Light or any Absorbs or Leech

  • 4 Set double dips on critical strike rating as the proc’s damage can also crit

  • 4 Set If you heal others then you get the bonus healing not the target of the heal.

  • 2 Set empowered consecration isn’t using the “new” consecration animation, big missed opportunity there

  • 2 set doesn’t increase the size of Consecrations damage component, only the visual size and the size of the consecration part that applies the debuff on enemies, which is not the part that deals damage, it’s the spell that applies the Consecration slow if you have Consecrated Ground talented. You can test this yourself pretty easily, an enemy can have the debuff without taking the damage. Video(Streamable)

Dummy Testing Log 2 / Dummy Testing Log 1

3 Likes

Above 2 & 4 set bonuses for Protection Paladin are terrible and desperately need a change. They are weak, poorly designed & takes 0 consideration of how the spec is played.

  • The class and specialization being discussed - Protection Paladin

  • The game content type being referred to - All three (Raiding, M+ & PvP)

  • When and where you feel like your set bonuses will be the most and least useful… - Most or ratheronly useful” when you as tank do not need to move at all for entire duration of encounter (or at least 20 seconds minimum for chance at 4 set proc), which is absolutely unlikely. Raids, M+ & even PvP, everything requires a lot of movement as a tank. This is just not possible. Moreover, casting any consecration post the enhanced one, immediately overwrites it. So “LEAST USEFUL” everywhere in all content.

  • Some sort of feeling about the above (positive, negative, indifferent) - BIG NEGATIVE

Below is a further breakdown of the set bonus issue & how it doesn’t sit well at all with the spec.

Armor has very low benefit as we already have high armor
The 2 set buff provides armor which is practically useless to protection paladin who already have high enough armor by default & acquire further with SotR & other talents in their kit. Due to this, the total damage reduction increase they receive from the extra 10% armor (2 set max stack) is somewhere around 2% DR, which is garbage compared to other class sets receiving flat out 10% damage reduction on top of extra damage done gained.

Consecration is recast constantly because of movement
First of all, Consecration is not exactly a damage spell but a spell which helps us with damage mitigation due to how our mastery interacts with it. Hence, we are forced to recast consecration every time we are forced to move out of it due to instance mechanics or mob/boss positioning (that is why it has such low cd ofc). Failing to do so is serious threat to survivability and consecration itself does very little damage. The empowered consecration gets overwritten by any new normal consecration cast so the buff will be lost even before one can actually ever proc the 20% damage/healing effect. Additionally, there is no guarantee & more likely one won’t be able to stay in same spot with that consecration; so the empowered consecration will never really get into play.

Choice of Nodes/ New Talent interactions
Sadly, these set bonus do not incentivize any new talent or playstyle that are different from what the spec is already using. The only nodes relevant to the set bonus are Golden Path & Seal of Mercy, but taking them has ZERO benefit & rather hefty utility loss due to losing nodes like BoP & BoS etc from class tree. No one in their right minds would force penalize themselves taking those underwhelming nodes just for sake of change.

TLDR; as a protection paladin we need to keep casting consecration repeatedly as we move, so any kind of set bonus interaction revolving around consecration is a big NO and bad for the spec. The spec doesn’t benefit much from armor since AM is not linear and it’s already an armor heavy class. Especially when buildup is this slow (1% each judgement upto 10%) & difficult to time effectively in combat.
Instead, having a 10%+ damage reduction buff or increase in overall block value would fit in more nicely in comparison.

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I’ve corrected a couple of typos in the OP. The Paladin section now reads:

Retribution

(2) Set Bonus: Expurgation lasts an additional 3 seconds and deals 50% increased damage. Casting Judgment or Divine Toll on a target with Expurgation causes Wrathful Sanction, dealing Holy damage to the target and resonating 20% of the Holy damage up to 4 nearby enemies.

(4) Set Bonus: Wrathful Sanction grants you Echoes of Wrath, causing your next Templar’s Verdict or Divine Storm to deal damage a second time at 50% effectiveness. This effect does not consume Judgment.

I’d like to provide feedback on the tier set:

Spec: Survival Hunter
Scenario: PVP
Problem: Degenerate gameplay

The optimal way to use the tier set to get maximum damage is to use Fury of the Eagle as a “Wildfire bomb” and cancel it immediately, without hitting anything with it.

While I’m running towards my target I use Fury of the Eagle from 40y range. Activating the ability throws a free Wildfire bomb and gives me 15% crit and 15% crit dmg. Then I immediately use Coordinated Assault right after the GCD is up (which cancels the Fury of the Eagle channel which is anyway channeling in the “air” and not hittin anyone) and I charge to my target and spend the whole 15% buff duration while Coordinated Assault is up.

I consider this “degenerate gameplay” because the best way to use Fury of the Eagle is to never hit an enemy with it and only use it to get the buff then stop it immediately, because any second while you have the buff it provides is wasted when channeling Fury of the Eagle. The optimal way to spend the buff is to cancel FotE and use better abilities with the 15% buff aura.

Affliction M+ and general thoughts

With the introduction of the new talents systems it was “sold” as now everyone can have their own Fire Mage, Shadow Priest, any class. The uniqueness of it would come from possibility to freely spend x amount of point across the tree and tailor you unique class to express yourself in the game.

In 2 months I will be forced by game/developers to pick Soul Rot which I hate from bottom of my heart. If I would not want to follow what is expected from me and select Soul Rot talent, then I have to accept the fact that in season 3 I don’t have Tier Set and my outcome as DPS will be punished.

I understand the idea behind shaking up the trees but there is the line behind which some design decisions are killing the RP element of the game. When we take problem with forcing which talents to play and tier acquisition by non-raiders players, then I really regret that Tier Sets ever did came back or they are not just active in the raids.

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