Below you'll find the latest tier 12 set bonuses for all classes. Nearly all of these should be live on the PTR, if not implemented very soon. We thank you all for the feedback you've provided us thus far, as it's allowed us to make a few necessary tweaks. Feel free to let us know how the current bonuses are looking. Also, be sure to read the additional information in the section below all of the class listings, as it contains a few clarifications based on commonly asked questions about these sets.
Death Knights
Druids
Hunters
Mages
Paladins
Retribution 4-Piece Bonus: Increases the duration of your Zealotry ability by 15 seconds. [/li] Priests
Rogues
Shaman
Warlocks
Warriors
Additional Information & Clarification
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Creatures in the Firelands will not be immune to Fire damage. Giving raid mobs and bosses immunity to a school of magic just doesn't work well, given that some classes/specs are dependent upon the damage output from that school. Instead, we've themed many of the set bonuses around the Firelands. |
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Thank you all for the great feedback! Here is some additional information based on your posts:
Good point. Kill Command will be added to the hunter 4-piece set bonus. :)
The summoned guardians from the druid, mage, and warlock sets gain increased armor, resistance, Intellect, and hit chance from their master’s stats. They do not gain increased damage done in any way.
Yes, Dark Flames and Improved Mind Blast will stack.
No, effects in World of Warcraft generally do not work this way. If a set bonus (or a trinket) gave a spell power buff temporarily, it would not change existing DoT effects either.
Good call! Frostfire Bolt is being added to the mage 2-piece set bonus.
We feel DRW is a very good cooldown, and getting 60 RP is not an unreasonable cost or a detriment to this bonus.
There was a serious bug with rolling DoT mechanics like Ignite that were fixed in 4.1. They were not doing the correct damage. However, Ignite and mechanics like it got a bad rap in the meantime. The remaining issues with Ignite-type mechanics were caused by near-simultaneous events triggering it too close together, such as a periodic crit and a Fireball crit at the same exact moment. Making Ignite not able to be triggered by periodic crits should have resolved this issue completely.
Chain Heal is the signature shaman healing spell, so we feel a set bonus that interacts with it is entirely reasonable. Some of the alternate Chain Heal bonuses suggested in this thread are too powerful or technically infeasible. We're still reading, so your continued feedback is appreciated. :) |
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Yes. Sorry, I forgot to mention that one the first time around. :) |
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The Burning Treant, Mirror Image, and Fiery Imp all cast spells and do not melee.
Since it is ranged, travel time doesn’t matter.
It is balanced for our target DPS improvement without Starsurge being included. All three of these “proc a pet” bonuses have a high chance to proc combined with a cooldown, so they should be overall close to spec/class neutral. |
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The discussion continues here: http://us.battle.net/wow/en/forum/topic/2548785989#1
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It was easier to answer. Even if I haven't answered specific questions in this thread, I'm still discussing those questions with our developers until I can glean a good answer. :) |