Jump to content
FORUMS
Sign in to follow this  
Staff

All Patch 10.1 Aberrus Raid Class Tier Set Bonuses

Recommended Posts

Clipboard01.jpg

Blizzard has posted every class tier set bonus from the Aberrus raid coming in patch 10.1! 

Blizzard LogoTier Set Bonuses (Source)

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

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

Class Set Design

Set armor bonuses in Season 1 had relatively low impact on gameplay and rotations, because we wanted to give the new talent system room to shine. In Embers of Neltharion, set bonuses can have more impact on your resources, cooldowns, and talents. Some bonuses are enhanced by playing certain talents, and some build on popular talents in the middle sections of trees. Throughout these designs, we intend for players to feel able to play the overall build or strategy they prefer.

Set Bonuses

Death Knight

Blood

  • (2) Set Bonus: Heart Strike and Blood Boil deal 20% increased damage and have a 10% chance to grant Vampiric Blood for 5 seconds.

  • (4) Set Bonus: When you would gain Vampiric Blood you are infused with Vampiric Strength, granting you 10% Strength for 5 seconds. Your Heart Strike and Blood Boil extend the duration of Vampiric Strength by 0.5 seconds.

Frost

  • (2) Set Bonus: Howling Blast and Frost Fever damage increased by 10%. Your Rime-empowered Howling Blasts reduce the cooldown of Frostwyrm’s Fury by 2 seconds.

  • (4) Set Bonus: After consuming Rime 15 times you call down Frostwyrm’s Fury on your target at 100% effectiveness.

Unholy

  • (2) Set Bonus: Death Coil and Epidemic damage increased by 10%. Casting Death Coil or Epidemic grants a stack of Master of Death. At 20 stacks, Master of Death is consumed and you gain 15% Mastery for 20 seconds.

  • (4) Set Bonus: When Death Coil or Epidemic consumes Sudden Doom gain two stacks of Master of Death or increase the Mastery bonus to 25% for 5 seconds.

Demon Hunter

Havoc

  • (2) Set Bonus: Every 200 Fury you spend, gain Seething Fury, increasing your Agility by 8% for 6 seconds.

  • (4) Set Bonus: Each time you gain Seething Fury, gain 15 Fury and the damage of your next Eye Beam is increased by 12%, stacking up to 5 times.

Vengeance

  • (2) Set Bonus: Soul Fragments heal for 10% more and generating a Soul Fragment increases your Fire damage by 2% for 6 seconds. Multiple applications may overlap.

  • (4) Set Bonus: Shear and Fracture deal Fire damage. After consuming 20 Soul Fragments, your next cast of Shear or Fracture applies Fiery Brand to its target for 6 seconds.

Druid

Balance

  • (2) Set Bonus: Sunfire radius increased by 2 yards. Sunfire, Moonfire and Shooting Stars damage increased by 18%.

  • (4) Set Bonus: Shooting Stars has a 20% chance to instead call down a Crashing Star, dealing (72% of Attack Power) Astral damage to the target and generating 5 Astral Power.

  • Developers’ Note: The damage of Crashing Star is about 4 times the damage of a Shooting Star.

Feral

  • (2) Set Bonus: Your auto-attacks have a chance to grant Shadows of the Predator, increasing your Agility by 1%. Each application past 5 has an increasing chance to reset to 2 stacks.

  • (4) Set Bonus: When a Shadows of the Predator application resets stacks, you gain 5% increased Agility and you generate 1 combo point every 1.5 seconds for 6 seconds.

Guardian

  • (2) Set Bonus: When you take damage, Mangle and Thrash damage and Rage generation are increased by 15% for 8 seconds and you heal for 6% of damage taken over 8 seconds.

  • (4) Set Bonus: Maul/Raze damage increased by 20% and casting Ironfur or Maul/Raze increases your maximum health by 3% for 12 seconds, stacking 5 times.

Restoration

  • (2) Set Bonus: Rejuvenation and Lifebloom healing increased by 15%. Regrowth healing over time increased by 75%.

  • (4) Set Bonus: Flourish increases the rate of your heal over time effects by 40% for an additional 16 seconds after it ends. Verdant Infusion causes your Swiftmend target to gain 15% increased healing from you for 6 seconds.

  • Developers’ Note: The duration of the 4-piece Flourish bonus is halved if Flourish is cast by Convoke the Spirits.

Evoker

Devastation

  • (2) Set Bonus: Disintegrate and Pyre pierce enemies with Obsidian Shards, dealing 12% of damage done as Volcanic damage over 8 seconds.

  • (4) Set Bonus: Empower spells deal 8% increased damage and cause the Obsidian Shards to become supercharged, dealing 200% more damage for 5 seconds. During Dragonrage, shards are always supercharged.

Preservation

  • (2) Set Bonus: Spiritbloom applies a heal over time effect for 40% of healing done over 8 seconds. Dream Breath’s healing is increased by 15%.

  • (4) Set Bonus: After casting 3 empower spells, gain Essence Burst immediately and another 3 seconds later.

Hunter

Beast Mastery

  • (2) Set Bonus: Cobra Shot and Kill Command damage increased by 15%.

  • (4) Set Bonus: Cobra Shot, Kill Command, and Multi-Shot reduce the cooldown of Bestial Wrath by 1 second.

Marksmanship

  • (2) Set Bonus: Arcane Shot/Chimeara Shot and Multi-Shot deal 10% increased damage and have a 8% chance to grant you the Deathblow effect.

  • (4) Set Bonus: Kill Shot damage increased by 15%, and Kill Shot reduces the cooldown of Rapid Fire and Aimed Shot by 0.5 seconds.

Survival

  • (2) Set Bonus: Wildfire Bomb damage increased by 10% and throwing a Wildfire Bomb increases the damage of your next Kill Command by 50%.

  • (4) Set Bonus: Every 25 Focus you spend reduces the cooldown of Wildfire Bomb by 1 second.

Mage

Arcane

  • (2) Set Bonus: Arcane Surge increases Spell Damage by an additional 5% and its duration is increased by 3 seconds.

  • (4) Set Bonus: For every 20,000 mana spent during Arcane Surge, your spell damage is increased by 1% for 12 seconds after Arcane Surge fades, stacking up to 30 times.

Fire

  • (2) Set Bonus: Phoenix Flames applies Charring Embers to all enemies it damages, increasing their damage taken from you by 6% for 10 seconds.

  • (4) Set Bonus: When your direct damage spells hit an enemy affected by Charring Embers 30 times, gain Hyperthermia for 6 seconds.

Frost

  • (2) Set Bonus: Flurry and Frostbolt damage increased by 20%. Flurry causes an explosion on impact, dealing 50% of its damage to nearby enemies, damage reduced beyond 5 targets.

  • (4) Set Bonus: Casting Ice Lance on a frozen target has a 8% chance to trigger Brain Freeze.

Monk

Brewmaster

  • (2) Set Bonus: Blackout Kick damage increased by 20%. You have a 10% chance to not reset your Elusive Brawler stacks on a successful dodge.

  • (4) Set Bonus: Rising Sun Kick grants a stack of Elusive Brawler. When you dodge, damage and critical strike chance of your next Blackout Kick or Rising Sun Kick is increased by 5%, stacking up to 5 times.

Mistweaver

  • (2) Set Bonus: Renewing Mists has a chance to grant Soulfang Infusion, granting 5% of your maximum Mana over 6 seconds.

  • (4) Set Bonus: Drinking a Tea or gaining Soulfang Infusion increases the healing of your Vivify and Renewing Mists by 40% for 6 seconds.

Windwalker

  • (2) Set Bonus: Rising Sun Kick deals increased damage and has a chance to go nova, dealing Fire damage to all enemies within 8 yards.

  • (4) Set Bonus: Your melee auto-attacks have a chance to launch a Shadowflame spirit at your enemy that duplicates your next 3 abilities at X% effectiveness.

Paladin

Holy

  • (2) Set Bonus: Holy Shock’s critical strikes heal for 15% more and reduce the cooldown of Light’s Hammer by 2 seconds and Holy Prism by 1 second.

  • (4) Set Bonus: Light’s Hammer heals 100% more frequently and generates 1 Holy Power every 4 seconds. Holy Prism’s healing is increased by 80% and it generates 1 Holy Power if cast on an enemy target, or 3 if cast on an ally.

Protection

  • (2) Set Bonus: Avenger’s Shield causes targets struck to burn with Heartfire, dealing an additional 20% of damage dealt over 5 seconds. Heartfire heals you for 100% of damage it deals.

  • (4) Set Bonus: Judgment critical strikes can trigger Grand Crusader.

Retribution

  • (2) Set Bonus: Judgment and Hammer of Wrath deal 10% increased damage and 20% increased critical strike damage.

  • (4) Set Bonus: Judgment increases the damage enemies take from your Holy Power spenders by an additional 5%. Hammer of Wrath applies Judgment to enemies.

Priest

Discipline

  • (2) Set Bonus: Casting Penance on an enemy also heals a nearby injured ally at 20% effectiveness. Casting Penance on an ally also damages a nearby enemy at 35% effectiveness.

  • (4) Set Bonus: Every 3 casts of Penance grants you Shadow Covenant for 5 seconds and converts that Penance to a Shadow spell.

Holy

  • (2) Set Bonus: Prayer of Mending has a 20% chance to duplicate to another nearby target when it jumps.

  • (4) Set Bonus: When Prayer of Mending jumps, it increases the damage and healing of your next Holy Word by 4%, stacking up to 15 times.

Shadow

  • (2) Set Bonus: When consuming Shadowy Insight, Mind Blast deals 60% increased damage and generates 4 additional Insanity.

  • (4) Set Bonus: Every 400 Insanity spent summons Shadowfiend/Mindbender for 5 seconds.

Rogue

Assassination

  • (2) Set Bonus: Rupture and Crimson Tempest deal an additional 33% damage as Nature.

  • (4) Set Bonus: When Deathmark expires, Nature damage you deal is increased by 40% for 30 seconds.

Outlaw

  • (2) Set Bonus: Damage you inflict applies a Soulrip, dealing 5% of all damage you deal as physical damage over 8 seconds.

  • (4) Set Bonus: Between the Eyes unleashes all Soulrips, dealing 200% of all remaining damage and granting 7% Agility for 15 seconds.

Subtlety

  • (2) Set Bonus: Shadow Dance grants you Symbols of Death for 10 seconds and extends the duration of Rupture by 4 seconds.

  • (4) Set Bonus: Symbols of Death increases the critical strike damage of Eviscerate and Black Powder by 15%.

Shaman

Elemental

  • (2) Set Bonus: Gain Stormkeeper every 40 seconds.

  • (4) Set Bonus: For 8 seconds after you consume Stormkeeper, your Lightning Bolt, Lava Burst, Icefury, and Frost Shock generate 100% more Maelstrom, and your Chain Lightning, Lava Beam, and Earthquake critical strike damage is increased by 20%.

Enhancement

  • (2) Set Bonus: Sundering increases your Mastery by 12% for 15 seconds.

  • (4) Set Bonus: When Sundering hits a single target, you deal 30% increased physical damage for 15 seconds. When Sundering strikes 2 or more targets, your next Chain Lightning deals 50% increased damage and refunds 100% of Maelstrom Weapon stacks consumed.

Restoration

  • (2) Set Bonus: when you cast Healing Rain, all allies with your Riptide on them are healed by Tidewaters for (140% of Spell Power).

  • (4) Set Bonus: Each ally healed by Tidewaters increases your haste by 1% for 6 seconds and increases the healing of your next Riptide by 10%.

Warlock

Affliction

  • (2) Set Bonus: Vile Taint cooldown reduced by 5 seconds and Phantom Singularity cooldown reduced by 12 seconds. Vile Taint and Phantom Singularity damage increased by 60%.

  • (4) Set Bonus: Enemies damaged by Phantom Singularity gain Infirmity for its duration and enemies damaged by Vile Taint gain Infirmity for 10 seconds, increasing damage taken by 10%.

  • Developers’ note: The (4) Set Bonus technically applies Infirmity for 2 seconds every time an enemy is damaged by Phantom Singularity. Phantom Singularity deals damage every 2 seconds, so this has the effect of keeping Infirmity on targets for its duration.

Demonology

  • (2) Set Bonus: Demonbolt damage increased 15%. Consuming a Demonic Core reduces the cooldown of Grimoire: Felguard by 1 second.

  • (4) Set Bonus: Grimoire: Felguard deals 40% additional damage and empowers your active demons, increasing their damage done by 20% while active.

Destruction

  • (2) Set Bonus: Channel Demonfire bolts, Immolate, and Incinerate have a 20% chance to fire an additional Channel Demonfire bolt.

  • (4) Set Bonus: After casting 15 Demonfire bolts, your next Demonfire bolt deals (103% of Spell Power) Shadowflame damage to the target and (35% of Spell Power) Shadowflame damage to enemies within 8 yards.

Warrior

Arms

  • (2) Set Bonus: Deep Wounds increases your chance to critically strike and critical strike damage dealt to afflicted targets by 10%.

  • (4) Set Bonus: Deep Wounds critical strikes have a chance to increase the damage of your next Slam by 25%, stacking 10 times, and cause it to strike up to 4 additional targets for 50% damage.

  • Developers’ Note: The chance for the (4) Set Bonus to trigger its effect increases at a diminishing rate for each target beyond the first. This is similar to the effects of spells like Agony and Shooting Stars.

Fury

  • (2) Set Bonus: Rampage damage and chance to critically strike increased by 10%.

  • (4) Set Bonus: Rampage critical strikes against your primary target cause your next Bloodthirst to deal 50% increased damage and generate 2 additional Rage, stacking up to 4 times. It also has a 100% chance to critically strike.

Protection

  • (2) Set Bonus: Shield Slam deals 15% increased damage and reduces the cooldown of Last Stand by 0.5 seconds. During Last Stand these effects are doubled.

  • (4) Set Bonus: For 10 seconds after Last Stand ends, Shield Slam unleashes a wave of force dealing damage to enemies in front of you and reduces damage they deal to you by 5% for 5 seconds.

Playtesting and Providing Feedback

The bonuses above will become available for testing in the Embers of Neltharion PTR over the coming weeks. We expect the first few sets you’ll see on the PTR to be Death Knight, Havoc Demon Hunter, Druid, Mage, Brewmaster Monk, and Holy and Protection Paladin. 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.

Thank you!

  • Like 1

Share this post


Link to post
Share on other sites

This feral tier sets seem kinda skit ngl and not well thought out like bommie or guardian seem. Hopefully they are better than they seem. otherwise unlucky 

Share this post


Link to post
Share on other sites

The retribution set bonus seems kinda underwhelming compared to the rest, although that's pretty understandable given the significant reworks it'll be receiving soon. Hopefully they'll be more confident in the balancing of ret before the sets are set in stone, but I don't mind if this is the final result either as long as ret ends up viable in more content.

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Staff
      Patch 10.0.7 releases later today in North America and servers will not be up before 3:00 PM (PDT).
      (Battle.net Launcher)
      We will be performing scheduled maintenance beginning on Tuesday, March 21st, 7:00 AM (PDT) and we expect the service to be available again at approximately 3:00 PM (PDT). During this time the game will be unavailable for play.
    • By Starym
      Arhqirah is back with another quick video covering a few easy to acquire mounts from the new patch, featuring the Gooey Snailemental, Noble Bruffalon and Mossy Mammoth. All three come from the new patch activities, from the Primal Storm events in the Forbidden Reach to the Zskera Vaults, so let's take a look!
    • By Starym
      Another batch of hotfixes arrives, with the Hall of Fame being closed this week!
      March 20 (Source)
      Dungeons and Raids
      Vault of the Incarnates [With weekly restarts] The Hall of Fame (Alliance) for Vault of the Incarnates has now been filled with the first 100 guilds to defeat Mythic Raszageth, and with that both factions’ halls have filled. Congratulations to all players who earned a spot in the annals of raiding history this season!
    • By Staff
      Blizzard has posted an in-depth discussion on class set acquisition, going into changes coming with 10.1, as well as looking back at the systems used so far.
      Class Sets (Source)
      Hey everyone, with 10.1 on PTR & Raid Testing in full swing, we wanted to catch up and talk about some Rewards Updates coming to Embers of Neltharion. This will include changes we’re making to the Revival Catalyst, Class Set Acquisition, Raid Rewards, as well as some of the history behind how we’ve arrived to our current approach & how those philosophies are evolving over time. This post will already be pretty long already, so for now this is going to focus entirely on the Class Sets & the Catalyst - how we got here initially, how things are today, and what they’ll look like soon - and keep the Raid Talk to a different post coming soon.
      First off, let’s talk about the Revival Catalyst (formerly the Creation Catalyst from Zereth Mortis), and how we got to where we are today. Early on in 10.0’s development, we knew we would keep the Catalyst unlock timing of 6 weeks after the season begins - which certainly wasn’t the most popular decision, but let’s talk about why. Generally speaking, when iterating on a system we try to be careful of not making too many changes at once so as to better discern & analyze the impact of those changes individually, and with something as big as the Catalyst, making too many changes at once could jeopardize our ability to balance its place in the gearing ecosystem in the future. If we’d made it unlock even one week earlier, and discovered that was a mistake or didn’t align with our goals, it would be even more disruptive to players to say ‘oops’ and rewind it back. So let’s talk about what did change - because coming from Shadowlands Season 3 where the Catalyst was introduced (and Class Sets reintroduced overall), there were a number of compounding issues that made the experience of assembling your Set as frustrating as it was. These complicating factors were:
      Sepulcher of the First Ones, as a raid, was notoriously more difficult than intended- this meant that even very competent and committed guilds found it hard to take down Lihuvim, Halondrus, and especially Anduin in that very first week.
      On top of this, Sepulcher released in segments - Lords of Dread and Rygelon, two other very challenging bosses sporting Class Set tokens, weren’t even available for people who did clear the first week.
      Special Trading Requirements - in the world of personal loot in raid, you needed equal-or-better item level in a particular slot to trade an item. In 9.2 specifically, there was an even further restriction meaning you needed to have a high enough item level Set Piece. This meant that there were many cases where people who had normal set pieces couldn’t trade heroic ones that dropped for them right after, or players who had their set completed couldn’t trade items that would have finished the bonus for others.
      Great Vault accessibility - while it was a benefit that the Great Vault allowed all players (even non-raiders) to get set pieces at all, the rates weren’t at all favorable compared to your chances of non-set items appearing.
      Additionally, many of our tests and projections were expecting that a lot of players would meet the Raid Thresholds of 3/5/8 Bosses killed each week which, as mentioned above, didn’t happen regularly for quite a while given the high average difficulty of the raid (Anduin being a major gatekeeper here). This meant that from the very first week, the vast majority of players were behind our initial expectations for acquiring their Sets.
      So that was the world of 9.2 We’re highlighting these factors alongside the 6-week release timing of the original Catalyst to hopefully show the snowball effect acquisition and rewards systems can have. Players weren’t killing as many bosses early, which meant they weren’t killing the rest of the Class Set bosses, which meant less people had them appear in their Great Vault, which all meant less trading across your raid group to fill out slots - furthermore, this delays the power spikes those bonuses would give, which makes it harder to progress past certain walls within the raid, and so the cycle continues. Even guilds choosing to clear Normal and Heroic bosses for extra chances at Set Tokens were still running afoul of the trading restrictions, which didn’t help much either. So what changed moving into Vault of the Incarnates & Dragonflight Season 1?
      All trading restrictions for Raid items were removed - this means guilds clearing heroic and normal had much faster/easier access to Set tokens. We greatly increased the appearance rate of Class Set items from your slots in the Great Vault across the board Great Vault slots for the Raid moved to 2/4/6 - this combined with being a shorter raid (8 bosses instead of 11) overall meant less loot individual loot in your pools, so a higher chance of not only making it to Set Token bosses, but also a higher chance of maxing out your vault weeks earlier than in Season 3 Knowing the 6-week Catalyst unlock timing would still be controversial, we held fast due to the other incoming changes to get a look at how things would shake out - and as it happens, our data shows that these changes had an even bigger impact than anticipated. Without peering too much behind the curtain, we were able to see that the vast majority of players filling between 3 & 6 Great Vault slots (by far the most common bracket for players who engage with vault at all early in a season) either had their 4-piece Set Bonus before the Revival Catalyst opened, or were set up to complete it that very week. Players were killing more bosses on more difficulties than before, which led to more vault slots & more gear trading, which in turn led to progressing deeper into the raid earlier, which continues the positive loop of more players getting geared faster. That said, some readers will correctly identify that there’s groupings of players who still were left out of this bounty - these are players who engage only with Mythic+, and only with PvP, with zero raiding at all. These players still on-average had decent luck getting some Set pieces via the Great Vault change, but were extremely unlikely to complete their 4-piece bonus before the Catalyst arrived.
      So, that’s the basics of Season 1 - but we still think we can do better for more players. So let’s talk about what’s changing in Dragonflight Season 2:
      First, we’re reverting the Weekly Quest system to get Catalyst Charges in favor of how it worked in Shadowlands Season 3. For those unaware, this is very simple - every week, all characters on your account will get a charge, no action required. We wanted to experiment with making the acquisition of Charges require some more effort & investment on the player’s part in lieu of having a Currency Cost (9.2 had Cosmic Flux, which handled this previously) - but in so doing we ended up taking a step backwards on one of the founding goals of the Catalyst system itself: mid- or late-season catch-up for new or returning players.
      Whereas 9.2’s system would greet fresh 60s with many Catalyst Charges ready to craft an entire Class Set for a hefty Cosmic Flux fee, level 70 players in Dragonflight Season 1 quickly found that if they were late to the party - that was it. It would always take 6 weeks to reach the Charge cap, and if you failed to turn in the quest for any reason, you couldn’t gain another. It’s not a total loss - this entirely-new truly account-wide quest is something we’ll be able to use in the future, but not allowing catch-up was a mistake we’re going to correct. The quick hits of how Dragonflight Season 2 will work are thus:
      Upon the Catalyst opening, all players will receive a Charge for every one of their characters. These function the same as they always have - if your Main spends a few to convert items early in the season, it doesn’t impact your alt (or any alt characters you may make in the future). unlike in Shadowlands Season 3, there will be no cost associated beyond the Charge spent. No Cosmic Flux, no Dragon Isles Supplies, no Apexis Crystals - if you’ve done the work of obtaining a convertible item, that’s enough for us. Second, we’re adding a new Seasonal Achievement - tentatively titled Dragonflight Season 2 Master. You may be aware that in 9.2 & 10.0, we’ve had some achievements that would require you to clear the Mythic Raid, or obtain a very high Mythic+ or PvP threshold to obtain a reward - in Shadowlands S3 it was a special item to upgrade all of your conduits, and in Dragonflight Season 1, it was a cosmetic item that gave you access to the previously Mythic-Only Visual Effects for all colors of your Class Set appearances. We’re keeping that style of achievement & reward moving forward, but want to experiment with more seasonal milestones to hit as you progress towards your goals. Here’s how it’ll work:
      Season 2 Master is awarded for clearing Aberrus, the Shadowed Crucible on Heroic Difficulty, obtaining 2200 Mythic+ Rating, or 1800 rating in PvP Doing so awards that character a Draconic Mark of Mastery - an item that can be turned in to a vendor for any Heroic-Level Class Set item of your choice This can only be earned once per-character, but is available the day Dragonflight Season 2 begins The item received from the Mark of Mastery is also fully upgradeable with Shadowflame Crests & Flightstones, like all items in the universal upgrade system coming with this patch This achievement and its reward serve a few functions. We’re interested in adding a non-raid method of obtaining a guaranteed set item for those players we mentioned previously. Additionally, we’re interested in testing the waters to see how players feel about being able to earn relevant power rewards for their progress and performance within a given season. For the most skilled and coordinated players, this token will be something they could earn within a matter of days or even a week - for others, it’s a medium or even long-term goal to push for that could provide items otherwise out of their typical reach.
      Lastly - and this is Raid-specific - Scalecommander Sarkareth, the final boss of the 10.1 Raid, will drop 1 ‘Omnitoken’ per defeat on all difficulties for your group, guaranteed. We’re still hammering out the specifics here, but like the Mark of Mastery above, any player in possession of it will be able to take it to a vendor and purchase a Class Set item of the level & upgrade band appropriate to the Raid Difficulty it came from.
      Also worth noting before we talk about the Raid Rewards charges in full is that some time into the season - either with the re-opening of the Revival Catalyst, or shortly thereafter - we’ll be adjusting how often Set Tokens drop in raid as well. At present, Class Set tokens drop at a ratio of 1 per 10 players, scaling up to 2 per 20 and 3 per 30 guaranteed. We’ll be reducing this number as the season progresses, as we’ve heard feedback that players making late-season runs at mythic progression or AotC very often already have their Class Sets, and often at an item level that’s decently above or comparable to those dropping. This can make those bosses feel less exciting & rewarding at the end of a season, especially when hunting specific trinkets or weapons.
      All in all it’s been about a year since Class Sets have returned, and we hope the above changes represent a shift towards making them more accessible for all players. We want to acknowledge the feedback that having raiding be the primary way all players obtain Class Sets doesn’t feel in-step with your expectations, given that they feel like something that should be universally available to all styles of play. We’re eager to see how Season 2 plays out, and will be looking for more ways to level the playing field in this regard as we continue to iterate. Thanks for all of your thoughts on this topic so far, and we’ll see you in 10.1!
       
    • By Stan
      Find out more about catch-up gear in Patch 10.0.7.
      Forbidden Reach Catch-Up Gear 101
      Patch 10.0.7 adds BoA catch-up gear tokens that you can send to alts. Gear tokens are available for all slots. They drop from all types of content in the Forbidden Reach, including killing mobs, opening treasure chests, defeating rares, completing Froststone Vault Primal Storms, and more. The gear tokens start at Item Level 385.
      Primalist gear can be upgraded to Item Level 395 with Untapped Forbidden Knowledge at Morqut Village. Untapped Forbidden Knowledge comes from participating in the Forbidden Reach content. Open chests, kill rares, and complete the Trial of the Storm event. Eventually, you will come across the upgrade item. Likewise, the Primal Storm gear offered by Mythressa can also be upgraded to Rank 3 (Item Level 395) in the patch.
×
×
  • Create New...