It's a big update this time around, with the set names being revealed, the bonuses being tweaked and some significantly changed, as well as the final iteration of the warrior set look. Old set bonuses are in black.
Battleplate of the All-Consuming Maw: Death Knight DPS
Death Knight T15 DPS 2P Bonus: Your attacks have a chance to raise the spirit of a fallen Zandalari as your Death Knight minion for 15 sec.
Death Knight T15 DPS 4P Bonus: Increases the duration of Army of the Dead by 15 sec. Your Soul Reaper ability now deals additional Shadow Damage to targets below 45% instead of below 35%. Additionally, Killing Machine now also increases the critical strike chance of Soul Reaper.
Plate of the All-Consuming Maw: Death Knight Tank
Death Knight T15 Blood 2P Bonus: Reduces the cooldown of your Rune Tap ability by 10 sec and removes its Rune cost.
Death Knight T15 Blood 4P Bonus: Your Bone Shield ability grants you 15 Runic Power each time one of its charges is consumed.
The DPS Death Knight 2T15 bonus has a RealPPM rate of 1.0. The Zandalari spirit it summons has damage and attacks similar to the normal DK Ghoul, benefits from Unholy’s mastery, does not replace your current ghoul, and you can have multiple of them up at once.
While the DPS Death Knight 4T15 bonus (increased Army duration) is on target, performance-wise, in most fights, it’s always challenging to have a set bonus improve a 10min cooldown. We’re considering some additional changes to this, such as also lowering the channel time and / or rune cost. We understand this is a challenging set bonus to design, so we're going to have to iterate on it a bit.
I said above that the Zandalari from the 2pc benefited from Unholy mastery. That was a bald-faced lie. It deals physical damage, like the ghoul.
There is a good chance we're going to redesign the 4pc DPS bonus.
We are changing the 4pc Frost / Unholy set bonus from Army of the Dead to Killing Machine and Sudden Doom proc more often. We don't have numbers yet and it's possible they won't work out. In addition to all the concerns mentioned, it was a really valid point that Army of the Dead is hard to use in Raid Finder, where most of our players experience raids. You rarely get countdowns before a pull and players in general are used to yelling at DKs who use Army because they had a bad experience at some point with the ghoul taunt.
Armor of the Haunted Forest: Guardian Druid
Druid T15 Guardian 2P Bonus: Each attack you dodge while Savage Defense is active increases the healing from your next Frenzied Regeneration within 10 sec by 10%, stacking up to 10 times.
Druid T15 Guardian 4P Bonus: You generate <Unknown value - The spell referenced no longer exists>% more Rage from your attacks while Enrage is active.
Regalia of the Haunted Forest: Balance Druid
Druid T15 Balance 2P Bonus: Increases the critical strike chance of Starsurge by 10%.
Druid T15 Balance 4P Bonus: Nature's Grace now also grants 1000 critical strike and 1000 mastery for its duration.
Battlegear of the Haunted Forest: Feral Druid
Druid T15 Feral 2P Bonus: Predatory Swiftness grants you an additional combo point on your current combo target when consumed. Gives your finishing moves a 0 + (15 * ComboPoints)% chance per combo point to add a combo point to your target.
Druid T15 Feral 4P Bonus: After using Tiger's Fury, you gain 40% increased critical strike chance on the next 3 uses of Mangle, Shred, or Ferocious Bite Ferocious Bite, Ravage, and Swipe.
Vestments of the Haunted Forest: Resto Druid
Druid T15 Restoration 2P Bonus: Swiftmend’s ground effect can now heal up to 4 targets each time it heals.
Druid T15 Restoration 4P Bonus: The healing done by your Rejuvenation increases by 6% each time it causes healing.
We’re still iterating on this design for Wild Mushrooms. Currently, they each absorb 25% overheal, up to a max of 33% of the Druid’s max health (total of 75% / 100% with 3 Mushrooms out). This max size isn’t working in build 16446, but we hope to hotfix that soon. Upon blooming, their accumulated healing is split over the targets they heal. Several parts of this aren’t yet working in build 16446, leading them to be massively overpowered (which we also hope to hotfix soon). Feedback, especially in future builds, is appreciated.
The Guardian 4pc is currently a 50% increase to rage generation while Enraged.
Battlegear of the Saurok Stalker: Hunter
Hunter T15 2P Bonus: Your Steady Shot and Cobra Shot have a chance to summon a Thunderhawk to figth for you for the next 10 sec.
Hunter T15 4P Bonus: Your Arcane Shot, and Multi-shot Multi-shot, and Aimed Shot have a chance to trigger a Lightning Arrow at the target, dealing 100% weapon damage as nature.
The Hunter 2T15 bonus is a chance to summon a Thunderhawk. That Thunderhawk will assist you, and will always cast 5x Lightning Bolts for 16k to 24k Nature damage. Its damage will scale with BM mastery, and will not scale with Survival mastery. However, the proc chances (which are Real PPM) vary by spec: 0.7/min for BM, 1/min for MM, 1.2/min for Surv.
The Hunter 4T15 bonus is affected by Survival’s mastery, cannot trigger Wild Quiver, and procs at a rate of 3 RealPPM.
Mage T15 2P Bonus: When Alter Time expires, you gain 1800 Haste, Crit, and Mastery for 30 sec.
Mage T15 4P Bonus: Increases the effects of Arcane Charges by 20%, increases the critical strike chance of Pyroblast by 5%, and increases the chance for your Frostbolt to trigger Fingers of Frost by an additional 6%.
The Fire Mage 4T15 bonus is before Critical Mass. Net increase to your Pyroblast’s crit rate will be +6.5%.
This build included a new version of Blazing Speed. We changed it from the previous build because we thought that it was too strong. This is definitely something we’re still iterating on for 5.2. The new version replaces Blink, but goes farther than Blink (and distance is variable instead of fixed), does not cost a GCD, and provides brief stun and root immunity, and is on a different spell school. Feedback from playing with it is very helpful. We realize that there is somewhat of a conflict here with the PvP Glove bonus, and will resolve that if needed.
Another talent we’re iterating on is Invocation; it’s quite possible that the current version is overpowered, but we’d like people to try it out, and give us feedback about how you use it, especially as Arcane.
Fire-Charm Armor: Brewmaster Monk
Monk T15 Brewmaster 2P Bonus: After Elusive Brew expires, the amount of damage you Stagger is increased by 12%. This effect lasts 1 sec per stack of Elusive Brew consumed.
Monk T15 Brewmaster 4P Bonus: Each time you take damage from Stagger, you have a 10% chance to make your next Purifying Brew cost no Chi.
Fire-Charm Battlegear: Windweaver Monk
Monk T15 Windwalker 2P Bonus: Your Chi generating abilities have a 15% chance to generate an Energy Sphere, which will grant you 10 Energy when you walk through it.
Monk T15 Windwalker 4P Bonus: You have a 10% chance to gain an additional charge of Tigereye Brew every time you gain a charge of Tigereye Brew.
Fire-Charm Vestments: Mistweaver Monk
Monk T15 Mistweaver 2P Bonus: Your Renewing Mist heals for 15% more each time it travels to a new target.
Monk T15 Mistweaver 4P Bonus: Reduces the cooldown of your Thunder Focus Tea by 10 sec.
Battlegear of the Lightning Emperor: Ret Paladin
Paladin T15 Retribution 2P Bonus: Your Exorcism causes your target to take 6% increased Holy damage from your attacks for 6 sec.
Paladin T15 Retribution 4P Bonus: Your Crusader Strike has a 40% chance to make your next Templar’s Verdict deal all Holy damage.
Plate of the Lightning Emperor: Protection Paladin
Paladin T15 Protection 2P Bonus: Casting Word of Glory or Eternal Flame also grants you 40% additional block chance for 5 sec per Holy Power.
Paladin T15 Protection 4P Bonus: You gain 1 Holy Power for each <Unknown value - The spell referenced no longer exists>% of your health taken as damage while Divine Protection is active.
Vestments of the Lightning Emperor: Holy Paladin
Paladin T15 Holy 2P Bonus: Increases the healing done by your Daybreak ability by 50%.
Paladin T15 Holy 4P Bonus: Increases the healing transferred to your Beacon of Light target by 20%.
The Protection 4pc counts damage after all mitigation, and does count absorbed damage.
The Retribution 4pc set bonus has changed. It now has a chance for Hammer of the Righteous or Crusader Strike to cause your next Divine Storm to cause extra damage to your target. The idea being that you might swap from TV to DS when you get the proc, so that the RNG is something you can actually do something with rather than it just being RNG for extra damage.
Vestments of the Exorcist: Disc/Holy Priest
Priest T15 Healer 2P Bonus: Your Prayer of Mending heals for 10% more each time it jumps to a new target.
Priest T15 Healer 4P Bonus: Your Penance and Circle of Healing have a 40% chance to summon a Golden Apparition, which moves to a nearby ally and heals for an additional 92500 to 107500.
Regalia of the Exorcist: Shadow Priest
Priest T15 Shadow 2P Bonus: When your Shadowy Apparitions damage their target, they have a 65% chance to extend the duration of your Shadow Word: Pain and Vampiric Touch, causing each to deal damage one additional time.
Priest T15 Shadow 4P Bonus: Periodic damage from your Vampiric Touch has a 10% chance to trigger your Shadowy Apparition.
The Golden Apparition from the Healing 4pc heals the lowest % health friendly target within 40yd. Note that it has no visual yet, but will not work like Shadowy Apparitions. It is a simple missile, not a summoned unit.
Rogue T15 2P Bonus: Increases the duration of your finishing moves as if you had used an additional combo point, up to a maximum of 6 combo points.
Rogue T15 4P Bonus: Shadow Blades also reduces the cost of all your abilities by 40%.
We are still iterating on Blade Flurry. We feel like the implementation of Blade Flurry on live forces rogues to go Combat on any cleave fights, while leaving Combat too far behind on any single target fights. It's fine if the rogue specs have niches, but the niches shouldn't be so rigid that you don't feel like you have any choice in spec. Blade Flurry will be how Combat does 2-5 target AoE damage. In the next PTR build, it deals 40% of normal damage to up to 4 additional targets, for a 20% energy regen reduction.
The Rogue 2T15 bonus does apply to all finishers with a duration, including Slice and Dice, Kidney Shot, Recuperate, Envenom, and Rupture. In build 16446, the Kidney Shot increase was broken, but is fixed for the next build.
The 2pc bonus does not affect Crimson Tempest, because Crimson Tempest’s duration does not scale with combo points.
Battlegear of the Spiritbreaker: Enhancement Shaman
Shaman T15 Enhancement 2P Bonus: Unleash Elements Your Stormstrike also grants you 3 additional charges 2 additional charges of Maelstrom Weapon.
Shaman T15 Enhancement 4P Bonus: The cooldown of your Feral Spirits is reduced by 8 sec each time Windfury Weapon is triggered.
Regalia of the Spiritbreaker: Elemental Shaman
Shaman T15 Elemental 2P Bonus: Your Lightning Bolt, and Chain Lightning Chain Lighting, and Lava Beam hits have a 10% chance to cause a Lightning Strike at the target’s location, dealing 64750 to 75250 Nature damage divided among all non-crowd controlled targets within 0 yards.
Shaman T15 Elemental 4P Bonus: The cooldown of your Ascendance is reduced by 1 sec each time you cast Lava Burst.
Vestments of the Spiritbreaker: Resto Shaman
Shaman T15 Restoration 2P Bonus: Your Healing Stream Totem now heals an additional target for 50% 25% of its normal amount.
Shaman T15 Restoration 4P Bonus: Your Ancestral Awakening now has a 50% chance to trigger on non-critical heals.
The Elemental 4pc does count Lava Burst cast while in Ascendance.
We're changing the Enhance 2pc from 3 charges on Unleashed Weapon to 1 charge on all Shocks.
For the Enhance 2pc, we're going to try Storm Strike gives you 2 charges on Maelstrom Weapon, for the reasons mentioned.
Regalia of the Thousand Hells: Warlock
Warlock T15 DPS 2P Bonus: While Dark Soul is active, your chance to trigger Nightfall is increased by 30% Haunt's duration is increased by 2 sec, Chaos Bolt and Shadowburn consume 20% less Embers, and abilities cost 30% less Demonic Fury.
Warlock T15 DPS 4P Bonus: Your Malefic Grasp and Drain Soul deal 5% more periodic damage, your Incinerate has a 8% chance to generate twice the normal Embers, and your Shadow Bolt and Soul Fire grant 5% spells generate 10% more Demonic Fury.
Battleplate of the Last Mogu: DPS Warrior
Warrior T15 DPS 2P Bonus: Your melee auto attacks have a chance to trigger Enrage.
Warrior T15 DPS 4P Bonus: Activating Skull Banner now also increases your critical strike chance by 35% for 10 sec.
Plate of the Last Mogu: Protection Warrior
Warrior T15 Protection 2P Bonus: Your Shield Slam and Revenge have a 10% chance to activate Victory Rush or Impending Victory as if you had killed your target.
Warrior T15 Protection 4P Bonus: Your abilities generate 50% more Rage when used against targets afflicted by Demoralizing Shout.
And it seems MMO Champion, not to be outdone, have out-datamined Wowhead and gotten some much better images (including shoulders for paladins and Monks), as well as most of the Season 13 armor sets. While we're on that subject, I hope you like PvP, because these sets are definitely going to be worth it (the Paladin and Warlock ones pop out the most).
For all the various color option check out MMOC's thread.
And yet more updates. The latest ones are in blue. We also just got the Shaman Tier 15 as well as some changes to Mage 2 part, Shaman elemental 2 part, Shaman resto 2 part and Warrior prot 2 part, highlighted in blue. There's also the work in progress Warrior T15 set.
There has been more talk about the specifics of how the bonuses work. Latest updates in orange.
The devs have decided to chime in and give us some details on the upcoming t15 set bonuses and what exactly they intend with them, so check out the comments under the individual set bonuses for each class.
Whenever a PTR build goes up, we get a flurry of simple questions that we want to address, but that don't feel patch note worthy. We are going to be posting the answers to some of these in this thread.
- We're going to leave the thread unlocked. Feel free to leave feedback here, but be aware that this is just a running list of explanations and don't expect a lot of back and forth discussion.
- Likewise, you don't need to ask your question here. We'll try and cover anything we see in our forums, other forums, Twitter, etc.
- The focus of this thread is on class mechanics and set bonuses. We aren't going to cover e.g. achievements, raid encounters, pet battles, account issues, or GC's favorite cover bands. Likewise, these are simple answers, not "What is your vision for my class?"
And here we go with the set bonuses for the next tier! As usual it's just the current build of the PTR and they might still change but the themes are definitely staying. You can also check out the Armor set looks under the bonuses as well as the PvP sets.
Continuing with the new PTR build data-mining Wow Head have found some of the Tier 15 armor sets coming with the Throne of Thunder raid! Check out their preview for all the colored versions and 3d models. Man, I guess Blizzard really aren't messing around when they say they're able to do stuff faster in this expansion.
So, what do we say to these? And is it just me or does the Priest set look very Sith-y. Also, let's all hope the Warrior isn't quite done yet :D