FEEDBACK: The War Within Season 3 Class Sets

We’re excited to share the bonuses you’ll discover on Class Sets in the next update in the War Within.

The War Within Season 3 - Hero Talent Class Set Armor Design

For Season 3 of The War Within we want to seize the opportunity to put a spotlight on the expansion’s core combat system of Hero Talents by introducing class sets that put an additional twist on the experiences they provide. We expect these bonuses to have a moderate-to-significant impact on combat gameplay by providing a noticeable effect that results in an experience that differs from that of previous seasons when a player unlocks the full set.

Instead of class set bonuses shifting based on a character’s selected specialization, the set bonuses for Season 3 will shift based on a character’s selected Hero Talent tree, and maintain the same conceptual identity (while leaving room spec-specific effect values) when changing between specs that share the same Hero Talent tree - just like the Hero Talents themselves. Acquisition of class sets will remain the same as the previous season.

The gameplay impact and character power offered by these class set bonuses are intended to be more pronounced than those of the previous two seasons. They may significantly modify and existing ability or effect, generate significant resources, or potentially influence talent selections, up to and including choice nodes on a Hero Talent tree.

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. It’s good to keep in mind that in the third season of The War Within, set bonuses are intended to have a higher level of impact than those of previous seasons. As you test the new class sets on the Ghosts of K’aresh PTR and provide your feedback here, please review the guidelines below.

To make a feedback post here, please provide:

  • The class, Hero Talent tree, and specialization perspective being discussed
  • The game content type that helped generate your feedback (raiding, M+ dungeons, PvP)
  • When and where you feel like your set bonuses will be the most and least useful
  • How you feel about all of the above (positive, negative, indifferent)

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

  • How bonuses may be having too great or small an impact, for both gameplay and power
  • 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

We appreciate everyone’s time and feedback as they playtest and theorycraft these upcoming bonuses. Thank you!

Class Set Bonuses


Death Knight

  • Blood
    • Deathbringer
      • (2) Set Bonus: Casting Reaper’s Mark grants 2 stacks of Exterminate with 150% first Scythe effectiveness and 125% second Scythe effectiveness.
      • (4) Set Bonus: Reaper’s Mark can stack up to 15 additional times and increases your critical strike chance by 10% after it explodes for 8 seconds.
    • San’layn
      • (2) Set Bonus: Infliction of Sorrow extends the duration of your disease by an additional 3 seconds on your main target, and Essence of the Blood Queen additionally increases your Mastery by 0.8% per stack
      • (4) Set Bonus: Blood Beast lasts for an additional 4 seconds, and Vampiric Strike increases the melee attack power of your Dancing Rune Weapons by 5% for 6 seconds. Multiple applications may overlap.
  • Frost
    • Deathbringer
      • (2) Set Bonus: Casting Reaper’s Mark grants 1 stack of Exterminate with 150% first Scythe effectiveness and 125% second Scythe effectiveness.
      • (4) Set Bonus: Reaper’s Mark can stack up to 15 additional times and increases your critical strike chance by 10% after it explodes for 8 seconds.
    • Rider of the Apocalypse
      • (2) Set Bonus: Pillar of Frost now summons Trollbane for 10 seconds. Trollbane’s Icy Fury deals 10% increased damage and his Obliterate deals 35% increased damage.
      • (4) Set Bonus: Casting Obliterate or Frostscythe orders Trollbane to cast his Obliterate or Frostscythe alongside you at 100% effectiveness. Your Obliterate deals 20% increased damage to targets affected by Trollbane’s Icy Fury.
  • Unholy
    • Rider of the Apocalypse
      • (2) Set Bonus: Apocalypse now summons Whitemane for 10 seconds. Whitemane’s Undeath deals 10% increased damage and infects 1 additional target when it spreads, and her Death Coil deals 35% increased damage.
      • (4) Set Bonus: Casting Death Coil or Epidemic orders Whitemane to cast her Death Coil or Epidemic alongside you at 125% effectiveness. Your Death Coil deals 40% increased damage to targets affected by Whitemane’s Undeath.
    • San’layn
      • (2) Set Bonus: Infliction of Sorrow extends the duration of your disease by an additional 3 seconds on your main target, and Essence of the Blood Queen additionally increases your Mastery by 0.8% per stack
      • (4) Set Bonus: Blood Beast lasts for an additional 4 seconds, and Vampiric Strike increases the melee attack power of your ghoul by 5% for 6 seconds. Multiple applications may overlap.

Demon Hunter

  • Havoc
    • Aldrachi Reaver
      • (2) Set Bonus: Reaver’s Glaive damage is increased by 60% and other Physical-only damage is increased by 30%.
      • (4) Set Bonus: Fury of the Aldrachi further empowers Blade Dance when cast after Chaos Strike, increasing slashes to 12. Reaver’s Mark now stacks up to 3 times and further empowers Chaos Strike when cast after Blade Dance, applying an additional stack for 100% of normal duration.
    • Fel-Scarred
      • (2) Set Bonus: Immolation Aura deals 30% increased damage and increases Chaos Strike damage by 30% while active.
      • (4) Set Bonus: Entering demon form now immediately induces a Demonsurge and shatters a demon soul fragment that grants 20% increased damage for 10 seconds.
  • Vengeance
    • Aldrachi Reaver
      • (2) Set Bonus: Reaver’s Glaive damage is increased by 60% and other Physical-only damage is increased by 30%.
      • (4) Set Bonus: Fury of the Aldrachi further empowers Soul Cleave when cast after Fracture/Shear, increasing slashes to 12. Reaver’s Mark now stacks up to 3 times and further empowers Fracture/Shear when cast after Soul Cleave, applying an additional stack for 100% of normal duration.
    • Fel-Scarred
      • (2) Set Bonus: Immolation Aura deals 30% increased damage and increases Soul Cleave damage by 30% while active.
      • (4) Set Bonus: Entering demon form now immediately induces a Demonsurge and shatters a demon soul fragment that grants 20% increased damage for 15 seconds.

Druid

  • Balance
    • Elune’s Chosen
      • (2) Set Bonus: Starfire damage increased by 25%. Gaining Astral Power with Starfire has a 50% chance to launch a Starsurge at your target at 50% effectiveness.
      • (4) Set Bonus: On impact, Starsurges launched by Starfire split to up to 3 additional targets at 80% effectiveness and grant a stack of Gathering Moonlight. Casting Fury of Elune or Full Moon consumes Gathering Moonlight to increase your damage by 5% per stack for 12 seconds.
      • Developers’ notes: The free Starsurge functions similarly to the Starsurges cast by Convoke the Spirits. It does not consume Touch the Stars or Starweaver procs, and it cannot trigger Starweaver or Power of Goldrinn. It increases Solstice by 1 second with Hail of Stars. Gathering Moonlight will not activate from automatic Fury of Elune or Full Moon casts generated by Sundered Firmament, Orbit Breaker, or The Light of Elune.
    • Keeper of the Grove
      • (2) Set Bonus: Casting Celestial Alignment calls upon the assistance of a dryad for 10 seconds that casts Starsurge at 70% effectiveness and Starfall at 100% effectiveness.
      • (4) Set Bonus: When your Dryad fades, your next 2 Starsurges damage for an additional amount equal to 5% of your damage done while it was active and splash 100% of their damage onto nearby enemies, reduced beyond 5 targets.
  • Guardian
    • Druid of the Claw
      • (2) Set Bonus: Ravage increases your Haste by 10%, chance to critically strike by 10%, and the damage your bleeds deal by 30% for 5 seconds.
      • (4) Set Bonus: Ravage has a 40% chance to make you Ravage your target again 4 seconds later at 60% effectiveness.
    • Elune’s Chosen
      • (2) Set Bonus: Thrash damage increased by 20%. Thrash has a 40% chance to launch a Starsurge at your target at 65% effectiveness.
      • (4) Set Bonus: On impact, Starsurges launched by Thrash split to up to 3 additional targets at 20% effectiveness and grant a stack of Gathering Moonlight. Casting Lunar Beam consumes Gathering Moonlight to increase your damage by 5% per stack for 12 seconds.
      • Developers’ notes: The free Starsurge functions similarly to the Starsurges cast by Convoke the Spirits. It does not consume Touch the Stars or Starweaver procs, and it cannot trigger Starweaver or Power of Goldrinn. It increases Solstice by 1 second with Hail of Stars. Gathering Moonlight will not activate from automatic Fury of Elune or Full Moon casts generated by Sundered Firmament, Orbit Breaker, or The Light of Elune.
  • Feral
    • Druid of the Claw
      • (2) Set Bonus: Ravage increases your haste by 10%, chance to critically strike by 10%, and the damage your bleeds deal by 30% for 5 seconds.
      • (4) Set Bonus: Ravage has a 40% chance to make you Ravage your target again 4 seconds later at 100% of the initial power.
    • Wildstalker
      • (2) Set Bonus: The rate at which Bloodseeker Vines grow is increased by 40%. Tiger’s Fury causes Bloodseeker Vines to grow on up to 3 nearby enemies.
      • (4) Set Bonus: Bloodseeker Vines have a 20% chance to trigger Bursting Growth every 2 seconds at 100% effectiveness. Each stack of Bloodseeker Vines on an enemy increases Bursting Growth damage taken by 30%.
  • Restoration
    • Keeper of the Grove
      • (2) Set Bonus: Casting Incarnation: Tree of Life or Convoke the Spirits calls upon the assistance of a dryad for 5 seconds that casts Tranquility at 50% effectiveness and instantly Regrowths your lowest health ally at 200% effectiveness.
      • (4) Set Bonus: When your Dryad fades, your next 2 Swiftmends heal for an additional amount equal to 5% of your healing done while it was active and splash 25% of their healing onto nearby allies, reduced beyond 5 targets.
    • Wildstalker
      • (2) Set Bonus: The rate at which Symbiotic Blooms grow is increased by 40%. Casting Regrowth with Clearcasting causes Symbiotic Blooms to grow on up to 2 nearby allies.
      • (4) Set Bonus: Symbiotic Blooms have a 20% chance to trigger Bursting Growth every 2 seconds at 100% effectiveness. Each stack of Symbiotic Blooms on an ally increases Bursting Growth healing taken by 30%.

Evoker

  • Augmentation
    • Chronowarden
      • (2) Set Bonus: After Temporal Burst fades, gain Temporal Cycle for 45 seconds. Temporal Cycle increases Haste, movement speed, and cooldown recovery rate by 2%, stacking an additional time each time you use an Essence ability. Stacks up to 15 times.
      • (4) Set Bonus: When Temporal Burst or Temporal Cycle is active, Chrono Flames strikes 1 additional target and repeats 10% additional damage or healing, up to a maximum based on spell power.
    • Scalecommander
      • (2) Set Bonus: While Deep Breathing and for 10 seconds after, you command a squadron of 2 Dracthyr who will attack your targets with Pyre and Azure Strike.
      • (4) Set Bonus: While your squadron is active, your Mass Eruption strikes up to 2 additional targets. In addition, your squadron assists you for 5 additional second.
  • Devastation
    • Flameshaper
      • (2) Set Bonus: Engulf stokes your Inner Flame, increasing your damage and healing over time by 40% and increasing your chance to gain Essence Burst by 50% for 10 seconds. Stacks up to 2 times.
      • (4) Set Bonus: Consuming Essence Burst during Inner Flame fires an Essence Bomb at your target, damaging nearby enemies or healing nearby allies, reduced beyond 5 targets.
    • Scalecommander
      • (2) Set Bonus: While Deep Breathing and for 10 seconds after, you command a squadron of 2 Dracthyr who will attack your targets with Pyre and Azure Strike.
      • (4) Set Bonus: While your squadron is active, your Mass Disintegrate strikes up to 2 additional targets. In addition, your squadron assists you for 5 additional seconds.
  • Preservation
    • Chronowarden
      • (2) Set Bonus: After Temporal Burst fades, gain Temporal Cycle for 45 seconds. Temporal Cycle increases Haste, movement speed, and cooldown recovery rate by 2%, stacking an additional time each time you use an Essence ability. Stacks up to 15 times.
      • (4) Set Bonus: When Temporal Burst or Temporal Cycle is active, Chrono Flames strikes 1 additional target and repeats 10% additional damage or healing, up to a maximum based on spell power.
    • Flameshaper
      • (2) Set Bonus: Engulf stokes your Inner Flame, increasing your damage and healing over time by 40% and increasing your chance to gain Essence Burst by 50% for 10 seconds. Stacks up to 2 times.
      • (4) Set Bonus: Consuming Essence Burst during Inner Flame fires an Essence Bomb at your target, damaging nearby enemies or healing nearby allies, reduced beyond 5 targets.

Hunter

  • Beast Mastery
    • Dark Ranger
      • (2) Set Bonus: Black Arrow damage increased by 10% and Bleak Powder damage increased by 20%. Firing a Black Arrow reduces the cooldown of Call of the Wild by 2 seconds.
      • (4) Set Bonus: Withering Fire’s Black Arrow damage increased by 25%. Consuming Deathblow has a 30% chance to cause all Black Arrow Barrages during your next Withering Fire to fire 1 additional Black Arrow.
    • Pack Leader
      • (2) Set Bonus: Pet damage increased by 5% and Beast damage increased by 15%. Summoning a Beast grants 8% Haste, Mastery, or Critical Strike chance based on the Beast summoned for 8 seconds.
      • (4) Set Bonus: Summoning a Beast has a 25% chance to rouse the nearby wildlife into a stampede, charging your target and dealing heavy Physical damage to your enemies over 3 seconds. Your chance to summon a Stampede is increased to 100% while you have Lead from the Front.
  • Marksmanship
    • Dark Ranger
      • (2) Set Bonus: Black Arrow damage increased by 10% and Bleak Powder damage increased by 20%. Firing a Black Arrow reduces the cooldown of Trueshot by 1 second.
      • (4) Set Bonus: Withering Fire’s Black Arrow damage increased by 25%. Consuming Deathblow has a 30% chance to cause all Black Arrow Barrages during your next Withering Fire to fire 1 additional Black Arrow.
    • Sentinel
      • (2) Set Bonus: When Lunar Storm fades, gain the Boon of Elune, causing your next 2 Aimed Shots to deal Arcane damage and have their damage increased by 10%.
      • (4) Set Bonus: Sentinel’s damage is increased by 10%. Abilities that consume the Boon of Elune apply 2 stacks of Sentinel.
  • Survival
    • Pack Leader
      • (2) Set Bonus: Pet damage increased by 15% and Beast damage increased by 15%. Summoning a Beast grants 8% Haste, Mastery, or Critical Strike chance based on the Beast summoned for 8 seconds.
      • (4) Set Bonus: Summoning a Beast has a 25% chance to rouse the nearby wildlife into a stampede, charging your target and dealing heavy Physical damage to your enemies over 3 seconds. Your chance to summon a Stampede is increased to 100% while you have Lead from the Front.
    • Sentinel
      • (2) Set Bonus: When Lunar Storm fades, gain the Boon of Elune, causing your next 2 Wildfire Bombs to deal Arcane damage and have their damage increased by 60%.
      • (4) Set Bonus: Sentinel’s damage is increased by 10%. Abilities that consume the Boon of Elune apply 2 stacks of Sentinel.

Mage

  • Arcane
    • Spellslinger
      • (2) Set Bonus: Arcane Blast damage increased by 20%. Direct Splinter damage has a 50% chance to grant a stack of Arcane Harmony.
      • (4) Set Bonus: Damage from Arcane Orb has a 100% chance to grant a stack of Arcane Harmony, up to 5 times. When Arcane Harmony reaches maximum stacks, gain Intuition.
    • Sunfury
      • (2) Set Bonus: Spellfire Sphere spell damage bonus increased by 1%. Your Arcane Phoenix has a 25% chance to cast an exceptional spell without consuming a Spellfire Sphere.
      • (4) Set Bonus: When your Phoenix expires, it empowers you even further beyond, granting Lesser Time Warp and 10% increased spell damage for 10 sec.
  • Fire
    • Frostfire
      • (2) Set Bonus: Comet Storm, Ice Nova, and Frostfire Burst deal 10% increased damage and now apply Ignite at 150% effectiveness.
      • (4) Set Bonus: Casting Pyroblast has a 20% chance to also cast a Glacial Spike at 100% effectiveness that doesn’t root. Additionally, Glacial Spike now benefits from Ignite.
    • Sunfury
      • (2) Set Bonus: Spellfire Sphere spell damage bonus increased by 1%. Your Arcane Phoenix has a 25% chance to cast an exceptional spell without consuming a Spellfire Sphere.
      • (4) Set Bonus: When your Phoenix expires, it empowers you even further beyond, granting Lesser Time Warp and 10% increased spell damage for 10 seconds.
  • Frost
    • Frostfire
      • (2) Set Bonus: Meteor, Frostfire Burst, and Frostfire Bolt now deal 10% increased damage and now apply Ignite, dealing 30% of the damage they deal over 9 seconds.
      • (4) Set Bonus: Casting Glacial Spike has a 100% chance to also fire a Pyroblast at 100% effectiveness. Additionally, Pyroblast now benefits from Ignite.
    • Spellslinger
      • (2) Set Bonus: Ice Lance and Icicle damage increased by 20%. Direct Splinter damage has a 20% chance to grant a stack of Cold Front.
      • (4) Set Bonus: Damage from Frozen Orb has a 25% chance to grant a stack of Cold Front. When Cold Front summons a Frozen Orb, gain 10% increased spell damage for 10 seconds.

Monk

  • Brewmaster
    • Master of Harmony
      • (2) Set Bonus: Gaining vitality has an increasing chance to cause your next Tiger Palm to unleash a Harmonic Charge, dealing Nature damage split between your target and nearby enemies and healing up to 5 injured allies.
      • (4) Set Bonus: Casting Celestial Brew guarantees that your next 2 casts of Tiger Palm will trigger a Harmonic Surge.
    • Shado-pan
      • (2) Set Bonus: Flurry Strikes deal 30% more damage and activating Weapons of Order instantly grants 10 stacks of Flurry Strikes that trigger on your next attack at 100% effectiveness.
      • (4) Set Bonus: Flurry charge generation is increased by 100% and Flurry Strikes triggers every 120 energy spent during Weapons of Order.
  • Mistweaver
    • Conduit of the Celestials
      • (2) Set Bonus: Heart of the Jade Serpent additionally triggers for 8 seconds at 100% effectiveness after you cast Thunder Focus Tea.
      • (4) Set Bonus: Heart of the Jade Serpent increases your haste by 15% while active and for 4 seconds afterwards.
    • Master of Harmony
      • (2) Set Bonus: Gaining vitality has an increasing chance to cause your next Tiger Palm to unleash a Harmonic Charge, dealing Nature damage split between your target and nearby enemies and healing up to 5 injured allies.
      • (4) Set Bonus: Casting Thunder Focus Tea guarantees that your next 2 casts of Tiger Palm will trigger a Harmonic Surge.
  • Windwalker
    • Conduit of the Celestials
      • (2) Set Bonus: Heart of the Jade Serpent additionally triggers for 8 seconds at 100% effectiveness after you cast Slicing Winds.
      • (4) Set Bonus: Heart of the Jade Serpent increases your haste by 15% while active and for 4 seconds afterwards.
    • Shado-pan
      • (2) Set Bonus: Flurry Strikes deal 30% more damage and activating Storm, Earth, and Fire instantly grants 10 stacks of Flurry Strikes that trigger on your next attack at 100% effectiveness.
      • (4) Set Bonus: Flurry charge generation is increased by 100% and Flurry Strikes triggers every 120 energy spent during Storm, Earth, and Fire.

Paladin

  • Holy
    • Herald of the Sun
      • (2) Set Bonus: Dawnlight’s healing and damage is increased by 30% and you gain Solar Wrath after Avenging Wrath fades causing Sun’s Avatar’s effect to linger for an additional 10 seconds.
      • (4) Set Bonus: Solar Wrath increases the effectiveness of your Holy Power spenders by 15% and grants you 2 Dawnlight.
    • Lightsmith
      • (2) Set Bonus: Hammer and Anvil’s healing is increased by 15% and it can also be activated by Crusader Strike at 100% effectiveness.
      • (4) Set Bonus: Hammer and Anvil also grants a stack of Masterwork, causing your next Holy Armament to cast one Lesser version of itself on a nearby ally for each stack.
  • Protection
    • Lightsmith
      • (2) Set Bonus: Hammer and Anvil’s damage is increased by 15% and it can also be activated by Blessed Hammer at 100% effectiveness.
      • (4) Set Bonus: Hammer and Anvil also grants a stack of Masterwork, causing your next Holy Armament to cast one Lesser version of itself on a nearby ally for each stack.
    • Templar
      • (2) Set Bonus: Your Empyrean Hammer deals 20% increased critical strike damage and its critical strikes have 50% chance to grant an additional stack of Light’s Deliverance.
      • (4) Set Bonus: Hammer of Light deals 35% increased damage to its primary target, strikes 3 additional secondary targets, and can now be cast 1 more time after Eye of Tyr.
  • Retribution
    • Herald of the Sun
      • (2) Set Bonus: Dawnlight’s healing and damage is increased by 30% and you gain Solar Wrath after Avenging Wrath fades causing Sun’s Avatar’s effect to linger for an additional 10 seconds.
      • (4) Set Bonus: Solar Wrath increases the effectiveness of your Holy Power spenders by 15% and grants you 2 Dawnlight.
    • Templar
      • (2) Set Bonus: Your Empyrean Hammer deals 20% increased critical strike damage and its critical strikes have 50% chance to grant an additional stack of Light’s Deliverance.
      • (4) Set Bonus: Hammer of Light deals 35% increased damage to its primary target, strikes 3 additional secondary targets, and can now be cast 1 more time after Wake of Ashes.

Priest

  • Discipline
    • Oracle
      • (2) Set Bonus: The first bolt of each Penance cast damages or heals for 200% more.
      • (4) Set Bonus: Casting Premonition of Piety or Premonition of Solace grants 2 stacks of Premonition of Insight at 100% effectiveness. Consuming a stack of Premonition of Insight increases your Haste by 1% for 10 seconds. Multiple applications may overlap.
    • Voidweaver
      • (2) Set Bonus: Void Blast and Penance damage is increased by 40% and Void Blast’s cast time is reduced by 20%. Void Blast’s cooldown is reduced by 50%.
      • (4) Set Bonus: Void Blast now also causes Entropic Rift to grow, Collapsing Void increases Entropic Rift’s damage by an additional 10%, and the damage of your next Mind Blast is increased by up to 200% based on the size of Entropic Rift when it collapses.
  • Holy
    • Archon
      • (2) Set Bonus: Halos reduce the cooldown of your Holy Word: Serenity and Holy Word: Sanctify by 5 seconds and Resonant Energy additionally increases the healing of your Holy Words by 5%.
      • (4) Set Bonus: While Power Surge is active, every 2 casts of Holy Word: Serenity or Holy Word: Sanctify adds another Halo to the effect at 100% effectiveness, up to 2 times.
    • Oracle
      • (2) Set Bonus: Casting Prayer of Mending also heals your target.
      • (4) Set Bonus: Casting Premonition of Piety or Premonition of Solace grants 2 stacks of Premonition of Insight at 100% effectiveness. Consuming a stack of Premonition of Insight increases your Haste by 1% for 10 seconds. Multiple applications may overlap.
  • Shadow
    • Archon
      • (2) Set Bonus: Halos generate an additional 10 Insanity over 5 seconds and Resonant Energy additionally increases the damage of your Devouring Plague by 5%.
      • (4) Set Bonus: While Power Surge is active, every 2 casts of Devouring Plague adds another Halo to the effect at 100% effectiveness, up to 2 times.
    • Voidweaver
      • (2) Set Bonus: Void Blast and Penance damage is increased by 40% and Void Blast’s cast time is reduced by 20%. Void Blast’s cooldown is reduced by 50%.
      • (4) Set Bonus: Void Blast now also causes Entropic Rift to grow, Collapsing Void increases Entropic Rift’s damage by an additional 10%, and the damage of your next Void Torrent is increased by up to 200% based on the size of Entropic Rift when it collapses.

Rogue

  • Assassination
    • Deathstalker
      • (2) Set Bonus: Shiv increases the effectiveness of all Deathstalker damage effects and damage bonuses by 50% while active.
      • (4) Set Bonus: Shiv has a 2 second increased duration and consumes an application of your active Deathstalker’s Mark when activated.
    • Fatebound
      • (2) Set Bonus: Kingsbane deals 10% increased damage and has 4 seconds increased duration. Edge Case now flips an additional Fatebound Coin and activating Kingsbane triggers its effect.
      • (4) Set Bonus: Having a lucky Fatebound Coin reduces the cooldown of Deathmark by 30 seconds and Kingsbane by 15 seconds.
  • Outlaw
    • Fatebound
      • (2) Set Bonus: Ghostly Strike deals 50% increased damage and has 4 seconds increased duration. Edge Case now flips an additional Fatebound Coin and activating Ghostly Strike triggers its effect.
      • (4) Set Bonus: Having a lucky Fatebound Coin reduces the cooldown of Adrenaline Rush by 30 seconds and Ghostly Strike by 15 seconds.
    • Trickster
      • (2) Set Bonus: Unseen Blade deals 30% increased damage and has a 30% chance to immediately refresh its cooldown.
      • (4) Set Bonus: Coup de Grace may now be activated a second time within 5 seconds, dealing 100% of normal damage.
  • Subtlety
    • Deathstalker
      • (2) Set Bonus: Symbols of Death increases the effectiveness of all Deathstalker damage effects and damage bonuses by 30% while active.
      • (4) Set Bonus: Symbols of Death has 2 seconds increased duration and consumes an application of your active Deathstalker’s Mark when activated.
    • Trickster
      • (2) Set Bonus: Unseen Blade deals 30% increased damage and has a 30% chance to immediately refresh its cooldown.
      • (4) Set Bonus: Coup de Grace may now be activated a second time within 5 seconds, dealing 100% of normal damage.

Shaman

  • Elemental
    • Farseer
      • (2) Set Bonus: Ancestral Swiftness summons an empowered Ancestor for 15 seconds that deals 3% increased damage and healing.
      • (4) Set Bonus: Ancestral Swiftness reduces the cast time of your spells by 8%, the mana cost of your spells by 8% and increases the recharge rate of Lava Burst by 16% for 8 seconds.
    • Stormbringer
      • (2) Set Bonus: Ascendance has a 100% chance to grant a charge of Tempest and every 6 Awakening Storms now activates Ascendance for 6 seconds.
      • (4) Set Bonus: Nature damage increased by 5%, and Ascendance empowers your next 2 Tempests, causing it to gather a storm above, dealing Nature damage to its primary target and reduced damage to nearby enemies after 1.5 seconds.
  • Enhancement
    • Totemic
      • (2) Set Bonus: After you consume all the Whirling Element Motes, you cast Primordial Storm at 200% effectiveness at your Surging Totem’s location.
      • (4) Set Bonus: After casting Primordial Storm, your next Lava Lash or Fire Nova casts again at 150% effectiveness.
    • Stormbringer
      • (2) Set Bonus: Ascendance has a 100% chance to grant a charge of Tempest and every 3 Awakening Storms now activates Ascendance for 6 seconds.
      • (4) Set Bonus: Nature damage increased by 5%, and Ascendance empowers your next 2 Tempests, causing it to gather a storm above, dealing Nature damage to its primary target and reduced damage to nearby enemies after 1.5 seconds.
  • Restoration
    • Farseer
      • (2) Set Bonus: Ancestral Swiftness summons an empowered Ancestor for 15 seconds that deals 3% increased damage and healing.
      • (4) Set Bonus: Ancestral Swiftness reduces the cast time of your spells by 8%, the mana cost of your spells by 8% and increases the recharge rate of Lava Burst and Riptide by 16% for 8 seconds.
    • Totemic
      • (2) Set Bonus: After you consume all the Whirling Element Motes, you cast Downpour at 200% effectiveness at your Surging Totem’s location.
      • (4) Set Bonus: After casting Downpour, your next Chain Heal, Healing Wave, or Healing Surge casts again at 150% effectiveness.

Warlock

  • Affliction
    • Hellcaller
      • (2) Set Bonus: Mark of Xavius increases Blackened Soul damage by an additional 6% per stack. Malevolence increases the stack count of Wither by an additional 2 stacks.
      • (4) Set Bonus: Casting Malevolence grants 2 stacks of Backdraft and prevents Blackened Soul from consuming stacks while dealing damage 25% faster for 8 seconds.
    • Soul Harvester
      • (2) Set Bonus: Shadow of Death unleashes your demonic soul to assault your current target for 12 seconds, dealing Shadow damage and additional Shadow damage to enemies within 10 yards with each swipe.
      • (4) Set Bonus: Demonic Soul damage increased by 45% and Wicked Reaping damage increased by 45%. Your demonic soul generates 1 Soul Shard every 3 seconds while assaulting enemies.
  • Demonology
    • Diabolist
      • (2) Set Bonus: Hand of Gul’dan cast at full power summons a Demonic Oculus, up to 3. Consuming Demonic Art flings your Demonic Oculus at your current target, exploding for Fire damage and additional Fire damage to enemies within 10 yards.
      • (4) Set Bonus: Demonic Oculi analyze the battle while active and deliver information to you as they explode, increasing your Intellect by 2% for 10 seconds.
    • Soul Harvester
      • (2) Set Bonus: Shadow of Death unleashes your demonic soul to assault your current target for 12 seconds, dealing Shadow damage and additional Shadow damage to enemies within 10 yards with each swipe.
      • (4) Set Bonus: Demonic Soul damage increased by 45% and Wicked Reaping damage increased by 45%. Your demonic soul generates 1 Soul Shard every 3 seconds while assaulting enemies.
  • Destruction
    • Diabolist
      • (2) Set Bonus: Chaos Bolt and Rain Fire summons a Demonic Oculus, up to 3. Consuming Demonic Art flings your Demonic Oculus at your current target, exploding for Fire damage and additional Fire damage to enemies within 10 yards.
      • (4) Set Bonus: Demonic Oculi analyze the battle while active and deliver information to you as they explode, increasing your Intellect by 2% for 10 seconds.
    • Hellcaller
      • (2) Set Bonus: Mark of Xavius increases Blackened Soul damage by an additional 3% per stack. Malevolence increases the stack count of Wither by an additional 2 stacks.
      • (4) Set Bonus: Casting Malevolence grants 2 stacks of Backdraft and prevents Blackened Soul from consuming stacks while dealing damage 15% faster for 8 seconds.

Warrior

  • Arms
    • Colossus
      • (2) Set Bonus: Demolish damage increased by 20% and critical strike damage of your abilities is increased by up to 20% on targets affected by your Demolish for 10 seconds based on the number of stacks of Colossal Might consumed.
      • (4) Set Bonus: Demolish increases the critical strike chance of your next 2 Mortal Strikes by 100%. Mortal Strike critical strikes increase your Rend and Deep Wounds damage by 100% for 8 seconds.
    • Slayer
      • (2) Set Bonus: Execute damage increased by 20% and Executes from Sudden Death have a 10% chance per stack of Overwhelmed on the target to trigger a Slayer’s Strike.
      • (4) Set Bonus: Overpower damage increased by 20% and Overpower has a 2% chance per stack of Overwhelmed on the target to trigger Reap the Storm at 100% effectiveness.
  • Fury
    • Mountain Thane
      • (2) Set Bonus: Thunder Blast has a 35% chance to call down 5 Ionizing Strikes on affected targets. Each strike deals Nature damage.
      • (4) Set Bonus: Ionizing Strikes deal 50% more damage and have a 20% chance to grant a charge of Thunder Blast.
    • Slayer
      • (2) Set Bonus: Execute damage increased by 20% and Executes from Sudden Death have a 10% chance per stack of Overwhelmed on the target to trigger a Slayer’s Strike.
      • (4) Set Bonus: Raging Blow damage increased by 20% and Raging Blow has a 2% chance per stack of Overwhelmed on the target to trigger Reap the Storm at 100% effectiveness.
  • Protection
    • Colossus
      • (2) Set Bonus: Demolish damage increased by 20% and critical strike damage of your abilities is increased by up to 20% on targets affected by your Demolish for 10 seconds based on the number of stacks of Colossal Might consumed.
      • (4) Set Bonus: Demolish increases the critical strike chance of your next 2 Shield Slams by 100%. Shield Slam critical strikes increase your Rend and Deep Wounds damage by 100% for 8 seconds.
    • Mountain Thane
      • (2) Set Bonus: Thunder Blast has a 35% chance to call down 5 Ionizing Strikes on affected targets. Each strike deals Nature damage.
      • (4) Set Bonus: Ionizing Strikes deal 50% more damage and have a 20% chance to grant a charge of Thunder Blast.
4 Likes

Regarding the Farseer Shaman’s bonus: (2) Set Bonus: Ancestral Swiftness summons an empowered Ancestor for 15 seconds that deals 3% increased damage and healing.

If i have an Ancestor with Unleash Life
And if i cast Ancestral Swiftness … in the current state it spawns another Ancestor, so i have 2 Ancestors

But with this change: (2) Set Bonus: Ancestral Swiftness summons an empowered Ancestor for 15 seconds that deals 3% increased damage and healing.

This means that i will have 3 Ancestors active ?
edit: just tested on PTR: 3 Ancestors active

Or it means that i will still have 2 Ancestors, but the Ancestor spawned by Ancestral Swiftness will just do 3% increased damage and healing? If it is so, this is a huge nerf, it’s like this bonus it’s not used at all, because it’s the current behavior of Ancestral Swiftness ( combined with Nature’s Swiftness )

1 Like

Again Priest & Vdh as meta ,like usuall devs being out of touch with the classes ,non meta specs that is under performing getting nerfs , is that loving the game CLEARLY NOT BLIZZARD

2 Likes

mop hype, mop hype

already missing the current feral 4 set

season 3 feral set is sleeper

Mountain Thane set is fine in concept but need something to translate better into single target fights.

Needs also tunning pass as ~20% attack power on 35% chance is criminally undertuned

So here is some feedback for the scalecommander tier set:

The flavor of having two other evokers attack with you is amazing for scalecommander and fits very well.

However the current version of them seems a bit too dumb.

  1. They don’t adjust which spell they cast based on target count at all. They should cast Pyre/Disintegrate dynamically depending on target count.
  2. It looks rather silly that they keep running towards the player after every cast considering that scalecommander is also the talent tree that has hover active for around 95% of the fight. I’d like to see them get hover on a permanent basis or at least whenever the player hovers.

EDIT:
It seems they CAN hover but only if you are already hovering before using Deep Breath and even then its inconsistent at best.
EDIT 2:
It has been discovered that the two pets will continue spamming pyre as long as you fly. Because of the insane rate of fire that they have this will lead to devastation having to fly into a wall or in a circle to get the maximum amount of pyres on the target. Please consider adjusting it to not work this way.

Just had a look at the sets and what should i say, i always kinda went back to retail if the sets were good for transmog, but what the actual frick are these sets design wise? :frowning:

This set bonus does not work. The 2 piece is kinda weak (and boring). On average we have ~3.5ish spellfire spheres up as Arcane and and ~2.4ish as Fire, so this adds up to a ~3-4% ish gain on average between the two which is on the low end for an end of expac set bonus. If we’re going with “passive stat increases from the Hero trees” at least make it affect Mana Cascade too, more Haste is fun and it would fully revert the nerfs Sunfury has received since Beta.

The four piece is even worse, because it fundamentally misunderstands how both the specs work. Sunfury deals the bulk of its damage during Combustion/Arcane Surge, the Hyperthermia/Arcane Soul window that follows is more for resource/cdr generation than sheer damage.

Let’s use Arcane as an example, although Fire is in a similar boat. Over a 5 minute fight, I’ll get four casts of Arcane Surge, so my 4set bonus will be up for 40 seconds out of 300, or ~13% uptime. Looking at sims, during my Arcane Soul window I do roughly my mean dps, which for my character is ~3 million dps. If thanks to my 4piece I gain, say, 15% damage in that window, then my new dps will be: 87% x 3mill + 13% x1.15 x 3mill ~ 3.10mil. A whopping ~3% gain, and that’s while being fairly optimistic about the damage the set provides.

I suggest you fix this by having the set bonus triggering when the Phoenix spawns rather than expires, such that we gain the damage boost in our cd window when we want it the most. If you want to double down on the hero tree’s theme/strengths you might even make that bonus larger in execute, since it’s a niche that Sunfury does rather well.

This is a completely passive set bonus but it doubles down on the cool visuals of Frostfire and on its strength of juicing up meteor/cms combos, so I think it’s neat.

This one is about as easy to predict as Arcane usually is, and I had to work out some numbers in sims to figure stuff out. Looking at splinter generation during Arcane Surge, I think the 2set will generate on the order of 8 stacks of harmony in-between each barrage cast (at least, using the current rotation), and in that time frame we will also cast Arcane Missiles twice. These two together are enough to cap out Harmony and trigger the 4 set, so at least in pure single target this kinda works and might result in a much simpler rotation.

My main concern is in AoE, during which time we barrage far more aggressively. If we are barraging very aggressively we also consume Harmony stacks very aggressively and risk never triggering the 4set bonus outside of Aether Attunement-empowered Arcane Missiles casts. The only way I can see around this is increasing the stack generation from the Orb casts in the 4set bonus. I do need to play around this on PTR though, there’s a chance it might work out with the right orb barrage procs or something.

The other (more minor) concern is that the above only happens during Arcane Surge. It might well be that this set bonus has limited value outside of our big burn, which might be fine, but might not work out numerically. Definitely one of the harder set bonuses to predict, it might work, it might not, but I kind of see where it’s going at least.

Finally, this set bonus will probably require yet another full rework of the Arcane Spellslinger rotation and like…we’re tired boss. We’ve done this so many freaking times this expansion already.

I have similar concerns to the Arcane bonus. Cold Front is not a very satisfying talent, but it’s decent enough that we play it in ST. Finding the two points to spare is really really hard in an AoE build. This is more due to how badly structured the bottom of the Frost tree is, but the end result might be that we’re forced to play a frustrating, sub-optimal build (Fractured Frost has little value on its own, especially without DC, which is both unpopular and unaffordable for an AoE build that wants to also pick Cold Front) to gain value out of our set bonus. That, or we’ll just accept yet another incredibly underwhelming set bonus for Frost in AoE.

1 Like

Tried out the warlock set bonuses a bit and while I am very happy with the hellcaller and soul harvester ones, diabolist feels too bland for an end of expansion tier set bonus.

It rewards you for casting 3 shard Hand of Guldan and Chaos bolt/Rain of fire as much as possible but that’s something we are already doing so no changes to gameplay there. And the reward is some damage that you can’t really interact with and a 10sec intellect bonus that procs AFTER spending soul shards to consume demonic art so you have less to spend during the intellect bonus. It also has a pretty high uptime and is minor enough of a boost that I dont think it will be worth it to change rotation to try and minmax things around it.

All in all it just seems like we will play normally and the tier set will passively increase our dmg which is not really exciting.

1 Like

Concerning the Warlock tier set bonuses:

First I think overall they’re pretty good, with Soul Harvester seeming to be both the most powerful and the more cool visually with the new ghost attacking.

Diabolist is powerful, particularly for Destruction in Single Target, the eyes are cool but the lack of animation when they explode makes it more underwhelming.

Hellcaller is probably the least cool of the 3, everything happens “in the back” passively. In Single Target this is by far the weakest of the 3, but it makes up in some ways by still being very powerful in AOE.

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  1. Soul Harvester
  • For Demonology, the Demonic Soul that spawns from the 2pc bonus is extremely powerful, ridiculously so, 500k+ DPS on its own (with 715 ilvl). It seems to benefit from pretty much all the damage amp and vulnerabilities from our talents and the Demonic Tyrant. I don’t know if it’s intended or not.

  • For Affliction, the Demonic Soul is very powerful but it’s a lot more reasonnable (around half the demonology version).

  • For Affliction, the extra soul shard generation from the 4pc is nice, and on dummies where you have no movement you can use them, but in real scenarios I think we’re just going to end up overcapping them.
    We’ll be generating easily 10 shards in a 12s window with the 4pc + Soul Rot + passive generation. It’ll be very hard to actually to spend them in time if there’s any movement or mechanics involved.
    I think it’s overkill.

  • For both specs, Soul Harvester seems to be a lot more powerful in Single Target than Diabolist for Demonology or Hellcaller for Affliction.
    In AOE, Soul Harvester is better for Demonology, and it’s more or less even with Hellcaller for Affliction.

  • The 2 pc bonus is a massive DPS buff, whereas the 4 pc is very weak in comparison, it’s unusual.

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  1. Diabolist
  • The eyes need an animation when they detonate. Right now they just disappear, they need something to match the good damage they’re doing.
  • For Destruction, the eyes are NEVER imploded by casting Rain of Fire, so they don’t explode, you don’t get the intelligence buff from the 4pc. It’s bugged and doesn’t work.
  • For Demonology, It’s near impossible to get to 3 stacks of eyes before consuming them, I usually get 2 stacks only. We’re cycling through the rituals too fast with the haste and shard generation.
  • For Demonology, the 4pc bonus is bugged, it only grants 1% intelligence per eyes imploded, instead of 2%.
  • A bit like the Soul Harvester tier set bonus, the 2 pc bonus is very strong, and the 4pc seems a little underwhelming, especially in Demonology where you can’t actually implode 3 eyes reliably.

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  1. Hellcaller
  • I think it’s by far the more underwhelming set of the 3. It’s not bad but it doesn’t have the visual identity of the other 2.
  • The 2nd part of the 2pc bonus is probably the most underwhelming thing, Malevolence granting 2 extra stacks of Blackened Soul is ridiculous
    → This should be buffed, it could be 8 extra stacks (so double), it would favour Destruction.
    → And/or you can also add a buff to the actual Malevolence damage, it’s very weak because it doesn’t scale, it could use a +150/200% damage bonus.
    → And/or you can buff the Haste granted by Malevolence, maybe 4 extra %; or bring it up to 15% like in Beta.
    Any combination of any of those buffs would make the tier set a lot better. The “buff” to Malevolence right now just misses the mark.
  • For Affliction, the 4pc bonus is strong and answers a problem we have especially in AOE, where we don’t have any shards up after finishing our set-up. This gives us 2 free Raptures.
    I wonder why Soul Harvester gets 4 shards generated (despite already generating more) and Hellcaller only 2.
    It could be 3 to match Malign Omen buff to 3 raptures after casting Soul Rot.
    Also, it’s very easy to overcap the stacks of Crescendo, an increase to the cap of Crescendo stacks to 3 or 4 would be welcome.
  • For Destruction, the 4pc is strong too, it does help Malevolence feel a little bit more useful in ST scenarios. It’s a lot harder to generate stacks of Blackened Soul in ST during the 8s window of the 4pc than for Affliction though. But it’s going to be still very powerful in cleave/AOE scenarios.

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  1. Visual of the tier set

Tier set looks absolutely FANTASTIC, however, there’s an issue the belt, the robe and the shoulders.

  • The belt: It sits high on the torso, it looks great, but it makes it way too sensible to the breathing animation of characters while idle, so it moves massively constantly, it looks ridiculous and clips massively.
    It’d be great if it were immobilized a little, like when our character moves.

  • The shoulders: At the front and back of the spaldrons, near the back and chest, there’s a small 3D ribbon falling down with a small knuckle.
    At the front, those ribbons are TOO CLOSE to the chest, for almost all female characters the ribbons are perpetually stuck inside the chest of the character model, it looks silly.
    For male character, the ribbons clip with the belt, it looks ridiculous.
    → The ribbons should be moved a little to the side of the paldrons, or the angle of the extremity of the paldrons should be tipped back a little, to free those ribbons from clipping hell.

  • The robe: The 3d elements at the bottom and back of the dress are permanently clipped at the back with the main “model” of the dress. It just looks bugged with overlapping textures that aren’t supposed to. it’s hidden by the cloak if you wear it.

This is feedback regarding the tier sets for Arcane Mage hero talents:

  • Spellslinger:
  1. Both 2 set and 4 set bonus effects feel like they are catered towards mythic+ gameplay, and not generally good for raid. This would not generally be an issue, however, due to the history of how Spellslinger has been pushed towards only being an m+ spec and Sunfury has been pushed towards only being a raid spec, I think there should be a reconsideration for the 4 set bonus to not make the entirety of the tier effect be largely aimed towards mythic+ where we would end up having another full season of Spellslinger in m+ and Sunfury in raid scenario. Unless this is the intended design, but I personally liked playing Sunfury in m+ during S1 and would like to see it more.
  2. Making a tier set around Arcane Harmony sounds interesting on paper, and it makes sense to want to make the talent more impactful than it currently is, and it also would help shake up the “clipping missiles” gameplay that has been a thing for a while. However, after testing it a little on target dummies, the tier effect is very underwhelming and does not change or improve the rotational aspect in a meaningful way outside of dmg increase. You do not change the current clipping missiles gameplay, which feels like it defeats the purpose of the tier set. A single stack of Arcane Harmony from splinters does nothing in the grand scheme of things in AoE or ST, because of how Nether Precision and Aether Attunement works and the randomness of Intuition procs outside of the tier bonus. Because you do not conjure enough splinters outside of burst, there is not a noticeable impact on the rotation.
  3. The 4 set also plays heavily into certain talent choices in the spec tree such as Arcane Tempo and Orb Barrage, the former being already the strongest and dominant option in the choice node and the latter being an aoe talent nearly “forced” to be needed if for some reason playing the hero talent in ST, which will never feel good.
  • Sunfury:
  1. This is an acceptable tier set that does not feel like it is catering towards a specific type of content, good job. It does however feel a little underwhelming compared to what other tier sets accomplish, both in effect and dmg output. While I understand the 4 set bonus is to work around Arcane Soul, similarly to Spellslinger, this does nothing to change up or improve the rotational aspect outside of dmg gain.
  2. Intuition is also not working with Nether Precision when casting an Arcane Blast+Barrage. This is especially annoying as Sunfury because Glorious Incandescence has a nice rotational flow when casting Arcane Blast+Barrage, so when Intuition does proc at the same time as you gain Glorious Incandescence with Nether Precision up, you have to barrage instead of casting Arcane Blast which can break the flow and is generally a negative in the rotational aspect.

TL;DR Summary:
Spellslinger tier sets goes way too deep into m+ territory and has low impact in raid, generally feels like it has way too much going on with it and does not change rotational aspect, which is kind of boring.
Sunfury tier set is generally good, but feels like it has too little going on with it and does not change rotational aspect, which is kind of boring.

As a last note, there are several issues with the arcane spec talents that should also be addressed, mainly that there are few viable talent options and many “dead” talents. Some talents should be removed (Reverberate specifically) or entirely reworked (Static Cloud, Surging Urge) while some could need some numbers tuning or have a change of position (Leydrinker, Aether Fragment). Arcane Explosion also needs some love, too much risk in the range and position, very little dmg, very little benefit, and the talents made for it are redundant.

Unholy San Layn Feedback:

I like the changes to Unholy in general. Maybe i dont get it, but the 2-set and the 4-set don’t have synergy at all?

2-set: Extension of disease on main target is cool for st-fights. So we do not have to apply disease again. For aoe scenarios pretty useless :frowning: . Passive Mastery is always welcome.
4-set: Bloodbeast 4 sec extension is awesome but there is absolutely zero synergy with the melee attack power of my ghoul or with the 2-set?!

I know this thread is mainly for mechanics but I have to ask: can you please either remove the plume of the shaman set or give us a version without it? The wolf mask without the plume looks really nice!

Hello Monk Devs,

thank you for your work, doing great job so far making caster MW good again.

But I see with this tier bonus that you once again try to force Hero talent for playstyle.
I am enjoying very much being able to stand in range and cast spells as healer, fistweaving is not my thing, I am playing Master of Harmony since the begining of introduction of Hero talent due to visuals and mechanics, and this would feel bad to be forced to pick Conduit if i dont want to loose HPperS. Please make a change that range healer MW monk dont need to be forced going melee and using tiger palm.

Maybe try to attach the effect to Enveloping mist of Reneving Mist .

And since we are talking about Enveloping and Reneving MIst, as of now MW struggles a lot with healing multpliers , there are at leat 4 that i counted , can you please reduce that number in half or even tie it only to Enveloping Mist ? make it actually worth pressing and impactful :slight_smile:

1 Like

Protection Paladin Feedback:

Lightsmith:
After the nerfs to that Hero Talent and seeing 0 play in Season 2 we might need to see some buffs to that before the Set can be considered viable. If it does not deal more dmg than Templar it is not gonna get used. From someone who enjoys Lightsmith more. Overall sounds solid. Boring but solid.

Templar:
Basically more Hammer leads to more Crit which leads to more Hammer. Having to get that Holy power ready again for another Hammer might make tanking awkward and for now sounds a bit clunky. Depending on Future tuning seems to be the 1st Option for Raid and M+.

Overall Thoughts:
The thought of having “2 sets in 1 for each Hero Tree” sounds nice but at the end of the day people are gonna pick the one which deals more dmg disregarding what they enjoy sadly.

From an Overall feel all the Sets seem Good albeit very Boring and just “% more dmg”. Was hoping for a bit more of a change to the Gameplay of a Spec even if it only is using a different Hero Talent.
From the looks of it we gonna be stuck with another Templar season. Might be fun pressing a button 1 more time and no other changes but i am personally a bit bored by it.

TLDR: Boring but Solid and highly Tuning dependent.

Druid is shockingly bad in the actual looks, another green fel looking spikey armor set. too similar to a set used already, very little imagination these days from tier set design. What fel/green has to do with a druid baffles me, and all the spikey/orc looks that keeps happening is growing very stale.

Set Bonus - * (2) Set Bonus: Starfire damage increased by 25%. Gaining Astral Power with Starfire has a 50% chance to launch a Starsurge at your target at 50% effectiveness.

Makes the set bonus very useless if you dont use the talent to force you to stay in Lunar Eclipse.

  • Keeper of the Grove
    • (2) Set Bonus: Casting Celestial Alignment calls upon the assistance of a dryad for 10 seconds that casts Starsurge at 70% effectiveness and Starfall at 100% effectiveness.
    • (4) Set Bonus: When your Dryad fades, your next 2 Starsurges damage for an additional amount equal to 5% of your damage done while it was active and splash 100% of their damage onto nearby enemies, reduced beyond 5 targets.

These are pretty awful, if you take incarnation, with out the reduction talents, your sitting on a 2min cd for 20sec of some npc dmg and probably wont even hit the right target either. And the 4set is reliant on combat being unhampered, if you have to move alot whilst its active, your bonus is going to be pretty miserable, so reliant on rng, which is never a nice thing to have

The tierset idea is interesting, but could be a bit more creative. I’m not a numbers guy so I am coming from more of a flare and visual.

Diabolist

  • Instead of the oculi why can’t it be an Inquisitor demon with the oculi. This is visual to diabolist and fits the theme.

Hellcaller

  • I’m not sure why it is based around Blackened Soul. It should be working around Wither and Malevolence. Maybe the tier set can proc Malevolence.

Soul Harvester

  • I really like this tierset as it feeds into the theme of the specs and provides that shard generation to Aff.

I tested feral druid DotC set extensively in PTR.

A set bonus that revolves around big modified bite aka ravage procs feels really bad when you have to play apex predator’s craving for aoe. You are actually getting punished when you get apex proc in aoe talents and get the apex proc with ravage up. You need to cancel aura the free bite buff in order to get ur bite effected by saber jaws talent to do more damage…

I need to remove my last row talent tree buff in order to do more damage. This is really toxic gameplay. Remove saber jaw not effecting apex predator maybe?

  • Shaman, Stormbringer, enhancement

  • Content type: PVP

  • 2 piece set bonus will be most useful when getting kited - as enhancement struggles with mobility

  • Very happy overall with this set bonuses, exactly what the hero tree was missing, Ascendance is very important for the spec to shine and the 2piece bonus would make a sweet spot replacing the original deeply rooted elements or another nod within the hero tree itself

  • I don’t think it’s too great of a power gain, it’s limited to a small window of 6 seconds, it’s just right to gain some pressure but not overwhelm the opponent

  • The value on single and aoe target situations is big on both ends as Ascendance fuels both

  • Fits perfectly in the natural rotation of stormbringer enhancement and is a beautiful addition to

As of now in PvP the 2piece bonus seems to be bugged as the Ascendance duration is only 1 second, even in PvP 6 seconds is not too much.