Feedback: Class Sets in The War Within Season 2

For class sets in Season 2, we’re exploring a new direction and would like to give players an early look at them.

In The War Within Season 2 Class Sets will have their 2-piece set bonus designs split by role (Healer, Tank, Ranged damage, Melee damage) and their 4-piece set bonus designs split by spec. We wil utilize unique keywords for each role in their 2-piece sets and then modify how each spec interacts with the keyword in their 4-piec set. These keywords will be tied thematically to our upcoming raid – Liberation of Undermine.

For example, let’s look at the current Elemental Shaman and Augmentation Evoker sets and the Ranged DPS keyword, Jackpot!

Augmentation Evoker:

  • (2) Set Bonus: Your damaging spells have a chance to hit a Jackpot!, causing an Upheaval at 100% effectiveness that does not knock enemies up. Casting Breath of Eons always hits a Jackpot!

  • (4) Set Bonus: Your Upheavals have a 100% chance to grant Essence Burst. Eruptions cast with Essence Burst deal 25% increased damage.

Elemental Shaman:

  • (2) Set Bonus: Your spells and abilities have a chance to hit a Jackpot! that summons a Fire Elemental for 8.0 seconds. Casting Ascendance always hits a Jackpot!

  • (4) Set Bonus: When you summon or extend your Fire Elemental, your Lightning Bolt, Chain Lightning, and Lava Burst deal 10% increased damage for 8 seconds.

As you can see, the wording and structure of each of the 2-piece sets within a role will be very similar, but the keyword Jackpot! rewards different benefits based on spec. This difference is expanded upon in each of the 4-piece sets, which add further unique twists for each spec.

The other keywords, which can be seen below, are Luck of the Draw! for tanks, Winning Streak! for melee DPS, and Insurance! for healers.

We’d also like to note that there are not currently any plans to change the acquisition of class sets in The War Within Season 2. As in Season 1, players will receive a Catalyst charge when the season begins and additional charges every other week.

Playing with These Bonuses and Providing Feedback

We consider the flow of testing, feedback, final design, and adjustments to be crucial to the success of an addition to the game like new class sets. As you test the new class sets 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.

To try these set bonuses once the PTR is active, log into an endgame realm and look for Setzertauren near the current PvP and professions vendors in Orgrimmar and Stormwind City. Please share bugs you find via the in-game bug reporting tool and your feedback about the bonuses in this thread.

Set Bonuses

Death Knight

Blood

  • (2) Set Bonus: Each time you take damage you have a chance to activate Luck of the Draw! causing you to cast Icebound Fortitude for 4 seconds. Your damage done is increased by 15% for 8 seconds after Luck of the Draw! activates.

  • (4) Set Bonus: Luck of the Draw! has a 2 seconds increased duration. While Luck of the Draw! is active, Death Strike costs 2 less Runic Power and can strike up to 2 additional nearby enemies.

Frost

  • (2) Set Bonus: Your spells and abilities have a chance to activate a Winning Streak! increasing the damage of your Frost Strike and Glacial Advance by 2%, stacking up to 5 times. Obliterate has a 15% chance to remove Winning Streak!

  • (4) Set Bonus: Winning Streak! stacks 3 additional times. While on a Winning Streak!, your Frost Strike and Glacial Advance have a chance to cast Frostscythe at 50% effectiveness. Frostscythe now also benefits from Winning Streak!

Unholy

  • (2) Set Bonus: Your spells and abilities have a chance to activate a Winning Streak! increasing the damage of your Death Coil and Epidemic by 3%, stacking up to 10 times. Death Coil and Epidemic have a 15% chance to remove Winning Streak!

  • (4) Set Bonus: Casting Dark Transformation grants up to 10 stacks of Winning Streak! and while Dark Transformation is active the effectiveness of Winning Streak! is increased by 100% and no longer has a chance to reset.

Demon Hunter

Havoc

  • (2) Set Bonus: Your spells and abilities have a chance to activate a Winning Streak! increasing the damage of your Blade Dance and Chaos Strike by 1%, stacking up to 10 times. Blade Dance and Chaos Strike have a 15% chance to remove Winning Streak!

  • (4) Set Bonus: Winning Streak! persists for 7 seconds after being removed by Blade Dance or Chaos Strike. Entering demon form sacrifices your Winning Streak! to gain 1% critical strike per stack consumed. Lasts 15 seconds.

Vengeance

  • (2) Set Bonus: Each time you take damage you have a chance to activate Luck of the Draw! causing you to cast Metamorphosis for 4 seconds. Your damage done is increased by 15% for 10 seconds after Luck of the Draw! activates.

  • (4) Set Bonus: The Hunt has a high chance to refresh its cooldown when you gain Luck of the Draw!

Druid

Balance

  • (2) Set Bonus: Your damaging spells have a chance to hit a Jackpot!, growing a Wild Mushroom at a nearby enemy’s location at 100% effectiveness. Casting Celestial Alignment or Incarnation: Chosen of Elune always hits a Jackpot!

  • (4) Set Bonus: Starfall and Starsurge damage against targets affected by your Wild Mushroom’s damage over time effect is increased by 20%.

Feral

  • (2) Set Bonus: Your spells and abilities have a chance to activate a Winning Streak! increasing the damage of your Ferocious Bite, Rip, and Primal Wrath by 1%, stacking up to 10 times. Ferocious Bite, Rip, and Primal Wrath have a 15% chance to remove Winning Streak!

  • (4) Set Bonus: When you consume Apex Predator’s Craving, become a Big Winner, dealing Physical damage to Apex Predator’s primary target and increasing the damage of your periodic effects by 4% for 6 seconds.

Guardian

  • (2) Set Bonus: Each time you take damage you have a chance to activate Luck of the Draw! causing you to cast Survival Instincts for 4 seconds. Your damage done is increased by 15% for 8 seconds after Luck of the Draw! activates.

  • (4) Set Bonus: After you gain Luck of the Draw! your next 10 Druid abilities cast another Druid ability at 125% effectiveness.

Restoration

  • (2) Set Bonus: Your healing spells have a chance to apply Insurance! to their targets that heals them over 15 seconds. Insurance! is consumed if any ally drops below 40% health to heal them.

  • (4) Set Bonus: Lifebloom’s bloom has a 30% chance to apply Insurance! to its target for 10 seconds. When Insurance! is consumed or removed, it leaves a missing Rejuvenation, Regrowth, or Wild Growth heal over time effect for 15 seconds on its target.

Evoker

Augmentation

  • (2) Set Bonus: Your damaging spells have a chance to hit a Jackpot!, causing an Upheaval at 100% effectiveness that does not knock enemies up. Casting Breath of Eons always hits a Jackpot!

  • (4) Set Bonus: Your Upheavals have a 100% chance to grant Essence Burst. Eruptions cast with Essence Burst deal 25% increased damage.

Devastation

  • (2) Set Bonus: Your damaging spells have a chance to hit a Jackpot!, launching a Shattering Star at 3 nearby enemies at 50% effectiveness. Casting Dragonrage always hits a Jackpot!

  • (4) Set Bonus: Casting Shattering Star or hitting a Jackpot! increases the damage of your next empower spell by 20%, stacking up to 2 times.

Preservation

  • (2) Set Bonus: Your healing spells have a chance to apply Insurance! to their targets that heals them over 15 seconds. Insurance! is consumed if any ally drops below 40% health to heal them.

  • (4) Set Bonus: Verdant Embrace always grants Insurance! to you and your target for 6 seconds and its cooldown is reduced by 4 seconds.

Hunter

Beast Mastery

  • (2) Set Bonus: Your damaging spells have a chance to hit a Jackpot! that fires a Barbed Shot at 200% effectiveness. Casting Bestial Wrath always hits a Jackpot!

  • (4) Set Bonus: Hitting a Jackpot! infuses your pet with a mutagen, causing its auto-attacks to deal Nature damage to its target and up to 5 enemies within 10 yd for 10 seconds. Mutagenic attacks reduce the cooldown of Bestial Wrath by 1 seconds.

Marksmanship

  • (2) Set Bonus: Your damaging spells have a chance to hit a Jackpot! that increases your auto shot damage by 600% and reduces the time between auto shots by 2 seconds for 10 seconds. Casting Trueshot always hits a Jackpot!

  • (4) Set Bonus: Consuming Lock and Load also fires an Explosive Shot at 200% effectiveness.

Survival

  • (2) Set Bonus: Your spells and abilities have a chance to activate a Winning Streak! increasing the damage of your Wildfire Bomb by 3%, stacking up to 6 times. Wildfire Bomb has a 15% chance to remove Winning Streak!

  • (4) Set Bonus: When your Winning Streak! ends, your next Kill Command deals 200% additional damage and generates 3 stacks of Tip of the Spear.

Mage

Arcane

  • (2) Set Bonus: Your damaging spells have a small chance to hit a Jackpot! granting you Clearcasting and 8% increased spell damage for 12 seconds. Casting Touch of the Magi always hits a Jackpot!

  • (4) Set Bonus: When you hit a Jackpot!, you also gain Aether Attunement at 100% effectiveness.

Fire

  • (2) Set Bonus: Your damaging spells have a chance to hit a Jackpot! reducing the cooldown of Combustion by 3 seconds. Casting Combustion always hits a Jackpot! at 200% increased effectiveness.

  • (4) Set Bonus: When you hit a Jackpot! your damage is increased by 15% for 7 seconds. If you would gain Jackpot! from Combustion the duration is increased by 100%.

Frost

  • (2) Set Bonus: Your damaging spells have a chance to hit a Jackpot! that fires a Frostbolt Volley dealing damage to your primary target and damage to up to 8 additional targets. Casting Icy Veins always hits a Jackpot!

  • (4) Set Bonus: Icy Veins causes you to hit a Jackpot! at 100% effectiveness every 10 seconds for 30 seconds.

Monk

Brewmaster

  • (2) Set Bonus: Each time you take damage you have a chance to activate Luck of the Draw! causing you to cast Fortifying Brew for 6 seconds. Your damage done is increased by 15% for 8 seconds after Luck of the Draw! activates.

  • (4) Set Bonus: When you gain Luck of the Draw!, your next 2 casts of Blackout Kick deal 150% increased damage and incur a 2 seconds reduced cooldown.

Mistweaver

  • (2) Set Bonus: Your healing spells have a chance to apply Insurance! to their targets that heals them over 15 seconds. Insurance! is consumed if any ally drops below 40% health to heal them.

  • (4) Set Bonus: Casting Renewing Mist applies Insurance! for 6 seconds. The healing of Insurance! is increased by up to 50% in proportion to the coverage Renewing Mist has on you and up to 10 allies.

Windwalker

  • (2) Set Bonus: Your spells and abilities have a chance to activate a Winning Streak! increasing the damage of your Rising Sun Kick and Spinning Crane Kick by 3%, stacking up to 10 times. Rising Sun Kick and Spinning Crane Kick have a 15% chance to remove Winning Streak!

  • (4) Set Bonus: Fists of Fury applies 1 stack of Winning Streak! when cast and when finished channeling completely. The damage of your next Fists of Fury is increased by 5% per stack when Winning Streak! is removed. Your Winning Streak! is always removed once it reaches max stacks.

Paladin

Holy

  • (2) Your healing spells have a chance to apply Insurance! to their targets that heals them over 15 seconds. Insurance! is consumed if any ally drops below 40% health to heal them.

  • (4) Set Bonus: Divine Toll applies Insurance! to allies it heals for 8 seconds. Divine Toll’s cooldown is reduced by 1 second each time you spend Holy Power.

Protection

  • (2) Set Bonus: Each time you take damage you have a chance to activate Luck of the Draw! causing you to cast Guardian of Ancient Kings for 4 seconds. Your damage done is increased by 15% for 10 seconds after Luck of the Draw! activates.

  • (4) Set Bonus: While you have Luck of the Draw! Shield of the Righteous refunds 1-3 Holy Power and extends the duration of Luck of the Draw! by 0.5 sec, up to 10 seconds.

Retribution

  • (2) Set Bonus: Your spells and abilities have a chance to activate a Winning Streak! increasing the damage of your Templar’s Verdict and Divine Storm by 2%, stacking up to 10 times. Templar’s Verdict and Divine Storm have a 12% chance to remove Winning Streak!

  • (4) Set Bonus: When you lose your Winning Streak! you get the last Holy Power spent back, and for 4 seconds you cannot lose Holy Power and the damage of your Holy Power abilities are increased by 10%.

Priest

Discipline

  • (2) Set Bonus: Your healing spells have a chance to apply Insurance! to their targets that heals them over 15 seconds. Insurance! is consumed if any ally drops below 40% health to heal them.

  • (4) Set Bonus: When your Power Word: Shield is completely absorbed on an ally, they are granted Insurance! at 40% effectiveness. Allies with your Insurance! or absorption effects receive 15% increased healing from you.

Holy

  • (2) Set Bonus: Your healing spells have a chance to apply Insurance! to their targets that heals them over 15 seconds. Insurance! is consumed if any ally drops below 40% health to heal them.

  • (4) Set Bonus: Holy Word: Serenity and Holy Word: Sanctify apply Insurance! for 10 seconds to one target while Apotheosis is active. Your healing is increased by 1% for each Insurance! active on allies.

Shadow

  • (2) Set Bonus: Your damaging spells have a chance to hit a Jackpot! that fires a Void Bolt at an enemy at 200% effectiveness. Casting Dark Ascension or Void Eruption always hits a Jackpot!

  • (4) Set Bonus: Hitting a Jackpot! grants you 5 seconds of Power Infusion. Mind Blast and Void Bolt deal 15% increased damage while Power Infusion is active.

Rogue

Assassination

  • (2) Set Bonus: Your spells and abilities have a chance to activate a Winning Streak! increasing the damage of your Envenom, Rupture, and Crimson Tempest by 3%, stacking up to 10 times. Envenom, Rupture, and Crimson Tempest has a 15% chance to remove Winning Streak!

  • (4) Set Bonus: When you would lose Winning Streak!, you have a chance to instead gain maximum stacks of Winning Streak for 4 seconds. These cannot be removed and have 30% additional effect while immune to removal.

Outlaw

  • (2) Set Bonus: Your spells and abilities have a chance to activate a Winning Streak! increasing the damage of your Dispatch by 6%, stacking up to 5 times. Dispatch has a 15% chance to remove Winning Streak!

  • (4) Set Bonus: Roll the Bones has a 12% increased chance of granting additional combat enhancements and also applies 1 stack of Winning Streak! for each combat enhancement granted. Stacks applied by Roll the Bones can exceed the normal Winning Streak! maximum 5.

Subtlety

  • (2) Set: Your spells and abilities have a chance to activate a Winning Streak! increasing the damage of your Eviscerate, Secret Technique, and Black Powder by 3%, stacking up to 10 times. Eviscerate, Secret Technique, and Black Powder have a 15% chance to remove Winning Streak!

  • (4) Set: While Shadow Dance is active, you cannot lose Winning Streak!, gain an additional stack of Winning Streak! each time you would gain one, and deal an additional 6% Shadow damage per Winning Streak! stack.

Shaman

Elemental

  • (2) Set Bonus: Your spells and abilities have a chance to hit a Jackpot! that summons a Fire Elemental for 8.0 seconds. Casting Ascendance always hits a Jackpot!

  • (4) Set Bonus: When you summon or extend your Fire Elemental, your Lightning Bolt, Chain Lightning, and Lava Burst deal 10% increased damage for 8 seconds.

Enhancement

  • (2) Set Bonus: Your spells and abilities have a chance to activate a Winning Streak! increasing the damage of your Stormstrike, Crash Lightning, and Lava Lash by 5%, stacking up to 5 times. Spending Maelstrom Weapon has a 15% chance to remove Winning Streak!

  • (4) Set Bonus: When you gain a stack of Winning Streak!, the cooldown of Doom Winds is reduced by 2 seconds. When Winning Streak! is removed, the cooldown of Doom Winds is reduced by 1 second for each Maelstrom Weapon spent.

Restoration

  • (2) Set Bonus: Your healing spells have a chance to apply Insurance! to their targets that heals them over 15 seconds. Insurance! is consumed if any ally drops below 40% health to heal them.

  • (4) Set Bonus: When you cast Healing Rain, 1 ally in the radius has Insurance! applied to them. When Insurance! is consumed, your next Chain Heal, healing Surge, or Healing Wave is increased by 10%.

Warlock

Affliction

  • (2) Set Bonus: Your damaging spells have a chance to hit a Jackpot! that increases your haste by 12% for 12 seconds. Casting Summon Darkglare always hits a Jackpot!

  • (4) Set Bonus: Hitting a Jackpot! also increases the damage of Unstable Affliction by 50% and causes Unstable Affliction to spread to up to 3 targets within 40 yds for 12 seconds.

Demonology

  • (2) Set Bonus: Your damaging spells have a chance to hit a Jackpot! that summons a Dreadstalker at 165% effectiveness. Casting Summon Demonic Tyrant always hits a Jackpot!

  • (4) Set Bonus: Casting Hand of Gul’dan causes your active Dreadstalkers to cast Dreadbite at 50% effectiveness. This damage is increased by 10% for each Soul Shard spent on Hand of Gul’dan.

Destruction

  • (2) Set Bonus: Your damaging spells have a chance to hit a Jackpot! that fires a flurry of 12 Demonfire bolts at 200% effectiveness. Casting Summon Infernal always hits a Jackpot!

  • (4) Set Bonus: Hitting a Jackpot! increases your Mastery by 3% and your spells gain maximum benefit from Mastery: Chaotic Energies for 10 seconds.

Warrior

Arms

  • (2) Set: Your spells and abilities have a chance to activate a Winning Streak! increasing the damage of your Mortal Strike and Cleave by 2%, stacking up to 10 times. Overpower has a 15% chance to remove Winning Streak!
    (4) Set: When your Winning Streak! ends, Overpower deals 20% additional damage and recharges 75% faster for 2 seconds per stack of Winning Streak! you had.

Fury

  • (2) Set: Your spells and abilities have a chance to activate a Winning Streak! increasing the damage of your Rampage by 2%, stacking up to 10 times. Rampage has a 15% chance to remove Winning Streak!
    (4) Set: When you gain a stack of Winning Streak! you have an even chance to either cause your next Bloodthirst to deal 15% increased damage and have 25% increased chance to critically strike or cause your next Raging Blow to deal 15% increased damage and generate 2 additional Rage.

Protection

  • (2) Set: Each time you take damage you have a chance to activate Luck of the Draw! causing you to cast Shield Wall for 4 seconds. Your damage done is increased by 15% for 10 seconds after Luck of the Draw! activates.
    (4) Set: During Luck of the Draw! Sheild Slam’s chance to critically strike is increased by 50% and its critical strikes reduce the cooldown of Shield Charge by 6 seconds.
1 Like

Prioritizing season ‘thematic’ over gameplay on something as important as tier sets that some people look forward to add some spice to their rotation or a satisfying effect I feel it’s a terrible decision, especially considering these are mostly RNG procs that might as well be trinket effects. Might not feel as bad for DPS but for tanks and healers is completely underwhelming. Hell I might even stick to the low quality of season 1 sets ideas over these… It’s like 0 effort, generic, resource saving design instead of spec focused effects.

2 Likes

(2) I can swallow that in pvp we are getting only a lame 5% (down from 10% since its a pve bonus) tied to a lame mechanic that at least i wont have to think about, its just there.
(4) set is tied to a talent ferals dont even play, especially because you nerfed bite, and especially because bite is tied to energy, and since you nerfed out energy regeneration, nobody cares to play bite build in PvP, probably in PvE too, idk, im a PvP player.
So in essence you’re telling me Im not using any tier pieces for PvP
Is that what you’re saying or ? Because as things stand in season 1, its worth trading versatility for set bonuses. But you’re telling me in season 2 I wont want even the 2 tier set ? :smiley:
How unimaginative do you want it Blizzard? Cause its already gonna snap.
Scrapped BFA content, on a simple tiny island, daily chores, barely any significant lore, feeling of adventure.
If anything I feel the storE more than i feel the storY.

Someone has to be making these sets using chatgpt cuz theres aint no way they played mage and came up with this.

arcane already got the 11.0 sneak peak, the entire spec is a casino and now you want to slam that on top. no thx

obviously no proc rates so theres no way we know if that horrible 2p gonna proc for the smallburn and suddenly not proc until big burn…

Honestly just make the class and the set static and give me a 5% chance to unresurrectably die on pull. It would increase fun tenfold

I don’t like the “have a chance” instead of a set number for a buff while also saying “15% chance you’ll lose it!”. This just looks so lackluster.

1 Like

Finally, this is the perfect opportunity to apply a -100% pvp modifier to all tier sets so we would no longer have to care about their upcoming terrible season 2 tier set design which boils down to “random chance to proc burst damage” for all damage dealers, and let’s not get started with healers.

I am torn, if procs like crazy, it could be “fun” as a running passive. Personally I would prefer the payoff to be in the big damage ability - aka Rampage. BT/RB being the builders. Still, I haven’t gotten to play it as of yet - so wont be all gloom about it.

So while I would gut-reaction prefer a world where Winning Streak! lined up a juicy big Rampage, I don’t hate the idea of the random element too much. As we talking Fury, I expect the procs to come often and fast, to the point where you won’t even notice. As is, it will just a cute form of damage amp.

So yeah, cool mechanic, just weird payoff. I trust the devs that it will play well!

About Fury Warrior 4p

I think its strange that losing marks of Winning Streak has no positive counter reaction, as most specs do. Like reducing Recklessness CD or Granting Recklessness X amount of time.

Could be a great design change that focuses even more on Recklessness and feels like not losing too much on RNG.

I dont like the RNG tiers and T4 right now is a 50% chance on a X% chance when gaining a stack of Winning Streak! to buff one or another spell. Don’t know feels like too much gambling.

2 Likes

Who on the dev team had Breath of Sindragosa steal their lunch money? Like at least make it apply to RP spending abilities instead of specifically FS and GA. Some of us players actually enjoy Breath.

The class and specialization being discussed

Blood DK

The game content type being referred-to (raiding, M+ dungeons, PvP)

All PvE content

When and where you feel like your set bonuses will be the most and least useful

Most usefull in M+, least in Raids

Some sort of feeling about the above (positive, negative, indifferent)

The set is an absolute mess. I assume the 2p should be worded to be Icebound Fortitude or Vamp blood. Eitherway, a RNG proc for a defensive is never fun. You can’t play around it, since you can’t rely on it. So it will most likely proc and save a bit of damage taken on trivial parts of encounters. You can NEVER use it to be impactful

As for the 4p. What is even the intention here? Sure, in M+ you can extra AoE cleave and high uptime on being slapped which you need to active the luck of the draw effect. But then the effect reduces Death Strike cost by 2 RP. Meaning that every 18 death strikes with the 2p bonus effect you get 1 free death strike. IF you have 100% uptime on the luck of the draw RP reduction on a fight like Mythic Ansurek you would get a whopping 7 extra death strikes (Based on the top parse for mythic Ansurek DK casting death strike 126 times during that encounter).

Thats just worth nothing. And thats assuming 100% uptime, which it clearly will not. Especially not in raids, because you again make the mistake of activating a tank set on damage taken. That means in raids you will only be able to active your set 50% of the time as you are tanking the boss. Unless there is stuff on the floor you can stand in and take extra damage from ground aoe. But that doesn’t always allow for the procs to happen. If it does, it will lead to degen playstyles where the best course of action is actively standing in bad stuff.

The cleave aspect to the Death Strike is also completely worthless in Single Target. So on bosses like Sikran and Kyvezza our 4-set doesn’t even buff our dps and our 2-set is only active half of the time, resulting in the other half of our 4-set also being active only half of the time.

At that point, I get more value from equipping proper secondaries. Meaning I will just not wear the tier set unless the pieces give the right stats.

In M+, where you will always be taking damage, its still a very mid set. Again, you can’t rely on the random defensive procs to help you out on anything. Extra cleave on Death Strike might be okay, assuming that each target you hit heals you. I hope it does, but it will only really overcap healing more than we currently already do. Blood DK is either immortal or unplayable since we play with our health bar. Aslong as the hit is less than your total health post mitigation you will survive, otherwise there is nothing you can do and its no fun. This set will not help in anyway to counter this.

The set just feels bad. An RNG proc you can’t rely on. A discount that amounts to nothing and a cleave buff that does nothing for ST fights/low ad fights.

Again, the fact that there will be plenty scenarios where unequipping the set in order to gain better secondaries speaks volumes.

1 Like

As a long time Frost Death Knight enjoyer this tier set is probably the least fun looking and gameplay enjoying. It makes zero sense of what is your current rotation to add this to the game. The fact that you will have zero use for this tier in CDs makes this a very small damage increase and probably least value of all the tier sets.
Potentials fixes could be to swap Frost strike and Obliterate in the tier set so that you would have value during CDs and make a good value for more single target which is lacking at this moment. If you want to keep this tier set you would need to add Breath into it as no value for Breath at this moment or you could rework our hole damage break down and remove the power from Oblit and make it go to our Runic Power spenders instead.
If you want Frostscyhte to be used again and played it have to be reworked back to what it somewhat was in BFA, an option in AOE which is better then Oblit but because of Cleaveing strikes this because very hard to tune into a good spot. I would love to have option between AOE and Single Target Talents and spells which can be tuned to a good spot and not have everything do AOE and Single Target as it is now

Could it be just every week plleaseee. Every other week is just an unnecessary timegate

1 Like

We’d also like to note that there are not currently any plans to change the acquisition of class sets in The War Within Season 2. As in Season 1, players will receive a Catalyst charge when the season begins and additional charges every other week.

It feels so bad that you have a system for transmog tied in to player power. It’s ridiculous that the best solution is to make multiple alt characters of the same class to farm LFR/normal tiers. I really wish you guys would look at this and just unlock all variations equal to the current ilevel and lower.

Frost

  • (2) Set Bonus: Your damaging spells have a chance to hit a Jackpot! that fires a Frostbolt Volley dealing damage to your primary target and damage to up to 8 additional targets. Casting Icy Veins always hits a Jackpot!
  • (4) Set Bonus: Icy Veins causes you to hit a Jackpot! at 100% effectiveness every 10 seconds for 30 seconds.

This set bonus seems completely different to almost all the other bonuses which involve buffing either damage or specific abilities. But you can’t have it grant Icy Veins because then it’s duplicating a talent which also has a chance to do the same thing.

Which is one bad point about this: it’s yet another RNG proc in a spec filled to the brim with it.

I can also see issues that this does almost nothing for single target which is decidedly not the case for other classes. Presumably this will be replaced with Frostfire bolt for Frostfire mages and proc those effects.

Further, I can also see the possibility of this potentially breaking CC effects.

If you carry on down this route, I would probably tweak this so that it empowers Frostfire Bolt/Frostbolt to trigger Frostfire Empowerment (or buffing the effect), making sure it is competitive in single target and AoE (obviously this is Frostfire, something suitable for Spellslinger).

Can u guys add to set 4 pcs While Pillar of Frost is active Obliterate no longer has a chance to reset? Is it too much to ask dont kill frost dk again? Im pissed of.

Please no.

We need more power outside of CDs. Not more power with CDs.

Stop making healers only strong during CDs. Give us baseline healing strength. It’s such a dumb way to play the game. When you don’t have CDs, you struggle to heal something and when you have CDs, you’re totally overkilling the healing requirements unless you’re going really high keys or people die too fast for you to heal the damage.

Give us a middleground where we’re decent without CDs and then get a bit stronger with CDs rather than the absurd state that exists now where we’re bad without CDs and then absurdly strong when CDs are running.

Hello there !

Can you please stop pooping on the brew monk?

It’s starting to look like the nose in the middle of the face. I understand that you prefer not to promote a class that does not attract many players because money comes before passion, but not to balance the monk AND give him the worst 4p set bonus of all the tanks. … that’s a lot, right?

Why the brew 4p set bonus do not boost a useful spell as paladin or boost 10 abilities like druide ?!

All we have is a « we boost your filler for the 2 next cast »

This is rly sad to see that…

Ret looks far too RNG heavy, like RNG on top of RNG, in an already proc heavy class.

All of these need to be scrapped and reworked from ground up immediately!

You tried to homogenize tier bonuses in Shadowlands 9.1, remember how it ended up with massive backlash from players?
You said you learned your lessons, but you lied again.

11.1 tiersets are lite versions of horrible 9.1 system.

People do not enjoy homogenized and lazy bonuses, and on top of that you add RNG across the board!? This is unacceptable.

There is absolutely nothing to discuss here, whole thing needs to be thrown to the garbage bin where it belongs.

  • The class and specialization being discussed: Tanks (Blood DK, Vengeance DH, Brewmaster Monk in particular).
  • The game content type being referred-to (raiding, M+ dungeons, PvP): PvE (M+ and Raids)
  • When and where you feel like your set bonuses will be the most and least useful: (2) Set Bonuses are barely/not useful at all. Certain (4) Set Bonuses are undertuned.
  • Some sort of feeling about the above (positive, negative, indifferent): Negative

While the latter part of the (2) Set Bonus is a nice damage amp, the former part of them is not: for tanks, we get defensive benefit on an RNG proc, which is the one thing that feels pretty much useless and unwelcome, as having agency and full control of our defensives is required to perform our role well.

Unlike DPS or even healers who can react to procs of their major cooldowns, tanks can’t really react to a random proc of a major defensive CD. Also, such effects can proc in very inopportune times, wasting the uptime (i.e., just before last mob dies in M+ pack, or while we already have a CD up).

  • Suggestion: Provide agency to the player to decide when the damage reduction occurs, for example:

    Luck of the Draw! causes your next use of the relevant ability to not incur a cooldown, but only last 4 seconds when used this way."


(2) Set Bonus - Unlike other tanks, Fel-Scarred Vengeance might get some mileage out of it, provided the proc allows benefitting from Demonsurge.

(4) Set Bonus - Not only we are shoehorned into the Hunt, a capstone we might not want (in M+ builds, for instance), it also only offers a chance! This kind of RNG is the worst - a proc off a proc, making this set bonus possibly never proccing when we can actually benefit from it.

  • It might be better to make Luck of the Draw! provide guaranteed cooldown reset on Fel Devastation instead of The Hunt.

(2) Set Bonus - Vampiric Blood might be better a better option than Icebound Fortitude, as it offers some agency (increasing healing taken).
(4) Set Bonus - a bonus whose benefits are severely hindered by the fact if works off of the 2-set proc. Also, 2 RP reduction is not sufficient enough to make it worthwhile, especially that it will be be only benefit this bonus gets in Single Target boss fight situation.

  • Consider making the proc cause Death Strike deal 3x damage, split between up to 3 targets, making it worthwhile in ST situation, and increase RP cost reduction to 10 RP or even make it outright free - it is a 2-set bonus proc, after all.

Unlike the two previous ones I listed, the (4) Set Bonus for Brewmaster is much better, synergizing well with various builds (Blackout Combo burst, etc.) and doesn’t lose its benefit in ST vs Cleave situations.

Holy crap. I’m gonna have to use the forums for the first time in 15 years.

Go back to the drawing board on this one. This isn’t it.

This might be some of the worst design and, quite frankly, thinking I have seen.

No one likes homogenised classes or set bonuses. It didn’t work in BfA, it didn’t work in SL.

No one likes the prioritisation of whatever the narrative arc you’re pushing, whether it be Azerite or whatever this goblin casino nonsense is, over the gameplay of their class.

No one likes RNG. No one is gonna like this. I can’t believe this needs saying.

The game is already built on enough RNG as it is, to sit there and suggest RNG as borrowed power is complete ignorance towards what players want and want to see. And this is on top of what already looks to be an incredibly underwhelming season that follows quite frankly one of the worst balanced seasons I think I’ve ever seen, especially where M+ is concerned… heaven knows how PvPers are feeling.

No one wants to be contributing less and performing worse within their group/raid than someone of equivalent gear or worse gear because of RNG over personal ability. The focus should be on balancing classes, balancing actual unique set bonuses that are contextually relevant to the class and class identity and finally, lifting classes that have been left behind up. NOT gamba and NOT a lottery.

You already have this kind of awful RNG baked into one of the rogue hero talents and guess what? No one plays it. What makes anyone think that this is a good idea? Just look at the stats you have at your fingertips…

I say this as a ROGUE main with 4 of them at 80, among other alts. I’ve had it ‘easy’ this season. I say this as someone that was genuinely hopeful for TWW and felt it had an incredibly promising start. Only for it to completely fail at the final hurdle.

I can’t even be bothered to add any more than this. It shouldn’t need saying. It will fall on deaf ears, I feel. It’s not like the community hasn’t already rallied against this idea of ‘gameplay’ before time and time again.