Showing posts with label bonuses. Show all posts
Showing posts with label bonuses. Show all posts

Monday, July 15, 2013

Encrypted Text: Rogue tier 16 set bonuses reviewed

tier 16 couponEvery week, WoW Insider brings you Encrypted Text for assassination, combat and subtlety rogues. Chase Christian will be your guide to the world of shadows every Wednesday. Feel free to email me or tweet me with questions or suggestions of what you'd like to see covered here.

Set bonuses are the perfect time for Blizzard to experiment with fun class effects. They're in use by a limited set of players, they can be tuned specifically for a particular tier, and the bonuses are ephemeral. Class changes are much harder to implement quietly and they're even more difficult to roll back if undesirable. Tier set bonuses are a cultured petri dish for new ideas to grow, or to be sterilized. Our new tier 16 set bonuses are just such an experiment.

The two-piece bonus saves us energy on our combo point generators, and has some very interesting interactions with each talent spec's mechanics. The four-piece bonus also changes based on our spec. Killing Spree's damage ramps up significantly, which will pair nicely with its new Blade Flurry interaction. Vendetta's mastery-stacking bonus will add some teeth to assassination's burn cycle. The Backstab/Ambush combo pack, however, is easily the star of the show, and the start of an important conversation.

The two-piece is just extra energy

Your average assassination rogue picks up an extra combo point from Seal Fate on every other Mutilate. With an average of a 30% crit rate, the chance of back-to-back missed Mutilate crits is 50%. A typical encounter might see an assassination rogue unload 50 Mutilates or so, give or take a few. The two-piece bonus gives us 20 energy per Seal of Fate proc (ignore the tooltip), with essentially no wasted energy. Multiply that 20 energy by our 25 Seal Fate procs, and we'll be seeing approximately 500 extra energy during a 5-minute encounter. That's enough for several extra Mutilates and Envenoms, which is definitely nothing to sneeze at. The value of crit will rise significantly for assassination rogues.

Combat rogues have a 20% chance per Sinister Strike to generate an extra combo point, which would activate the two-piece bonus. Your average combat rogue will use approximately 150 Sinister Strikes in a 5-minute encounter, which will result in 30 procs from the two-piece bonus. That's worth 300 energy (at 10 energy per proc), which is a lot less than assassination is seeing. The other catch is that most of combat's damage doesn't come via energy, and as such, the DPE for combat is lower than assassination. Overall, the set bonus is very lackluster for combat, but not as bad as our tier 15 two-piece bonus was.

Subtlety rogues can get a Honor Among Thieves proc every 2 seconds, which should be pretty reliable in a raid. Over a 5-minute fight, that will yield 150 procs, which are worth 3 energy each, or 450 energy total. Subtlety is another energy-focused spec, and should see good results with all of that extra energy. We'll see what the final mechanics turn out to be, as there may be ways to game the stacking effect of the proc to maximize our Shadow Dance damage.

Ambush is back on the menu

I'll talk about assassination's new mastery-stacking Vendetta and all of combat's Killing Spree improvements another day. Today is all about the "buy 4 Backstabs, get a free Ambush" set bonus that answers the fundamental question that every subtlety rogue asks themselves: why can't I use my openers all the time? Subtlety has always been a spec that revolved around Stealth and openers, neither of which work well in a raid environment. Shadow Dance is a band-aid that's plastered over the gaping chasm between what openers are designed to do and the inherent limitations of Stealth as a spec-defining mechanic.

Every feature of the subtlety spec pushes rogues towards Ambush. Master of Subtlety, Find Weakness, and even our tier 1 talents all revolve around dropping some massive Ambushes on our target. Without Ambush, subtlety is a poor combat-clone that should be removed from the game (and probably replaced with a tanking spec, all things considered). The truth is that Ambush has always been the core damage dealer of a subtlety rogue, and putting a "more Ambushes" set bonus onto our tier 16 gear is exactly what the doctor ordered.

The subtlety four-piece bonus allows sub rogues to keep Find Weakness up over 80% of the time, and that's not including all of the extra damage and combo points from Ambush itself. Do you remember ArP rogues from Wrath? Do you remember how crazy-good they were? It's almost impossible to overstate how good this four-piece bonus is, at least the PTR incarnation. Currently, the four-piece set bonus for subtlety is better than all of the other subtlety two-piece and four-piece set bonuses in Mists of Pandaria -- combined.

What's more exciting than the set bonus is the implication of the mechanic itself. Blizzard is experimenting with ways to get more Ambushes in the hands of subtlety rogues. I've talked with a lot of you about subtlety's identity crisis and how crucial openers are to the spec's PvE health. If there's a way to shake up subtlety's dependence on Shadow Dance and to spice up its rotation, we might start seeing more subtlety rogues showing up to raids and applying to our guilds. One of the best things we can do is to give subtlety a shot in the Siege of Orgrimmar, to give Blizzard good data to work with.

I don't care what the final mechanic ends up being, as long as subtlety ends up using Ambush more often, and not just while wearing the tier 16 set. Four Backstabs turn into an Ambush? Ambush replaces Eviscerate for subtlety? Sub has a new finisher (with a short CD) that grants Shadow Dance for 1-5 seconds, based on combo points? Ambush turns into Blindside, via a 20% proc with each Backstab? Do whatever it takes, just let subtlety use its defining ability outside of cooldowns. Sneak in every Wednesday for our patch 5.2 guide, a deep-dive into the world of assassination and combat rogue AoE rotations -- and of course, all the basics in our guide to a raid-ready rogue. Tags: 2pc, 4pc, ambush, assassination-rogue-encrypted-text, backstab, combat-rogue-encrypted-text, featured, four-piece, guide-to-rogues, killing-spree, patch-5.4, ptr, rogue-assassination-encrypted-text, rogue-combat-encrypted-text, rogue-guide, rogue-info, rogue-set-bonus, rogue-subtlety-encrypted-text, rogue-talents, rogue-tier-bonus, set-bonus, sub-rogue, subtlety-rogue, subtlety-rogue-encrypted-text, tier-16, tier-16-set-bonus, tier-bonus, tier-set, two-piece, vendetta, wow-rogue, wow-rogue-info, wow-rogues

Filed under: Rogue, (Rogue) Encrypted Text


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Saturday, July 6, 2013

Totem Talk: Restoration predictions and set bonuses for tier 16

Totem Talk Restoration predictions and set bonuses for tier 16 tuesdayEvery week, WoW Insider brings you Totem Talk for elemental, enhancement and restoration shaman. Want to be a sultan of swing healing? A champion of Chain Heal? Totem Talk: Restoration, brought to you by Joe Perez (otherwise known as Lodur from World of Matticus and content creation at InternetDragons.TV), shows you how.

Recently we've been focusing a lot on the here and now, which is always good, but this week I thought it would be time to take a look at what's coming up. The PTR is alive with the sounds of music... or at least the thrashing and ravings of the soon to be defeated Garrosh. Patch 5.4 is starting to take shape with a the world receiving more changes for one particular area.

There are some very interesting changes right now for restoration shaman on the PTR, and they lead us to a point of speculation on what the next tier of raiding will bring for us. These are changes to glyphs and new set bonuses for tier 16 gear that may be portents for the future of shaman healing. As always this is information gained from the PTR and is subject to change prior to going live.

The Writing is on the Glyphs

This is one of those changes that I didn't expect, but I personally think speaks volumes as to what we can start to expect to see in the next tier of raiding. There are two glyphs in particular that received an update, Glyph of Chaining and Glyph of Riptide. So what are these changes exactly? Well, lets looks at glyph of chaining. It still increases your jump distance on your Chain Heal ability by 100%, but the penalty has been reduced by a considerable amount. Down from 4 seconds to 2 seconds, this is a very reasonable and manageable downside for the jump distance increase. Glyph of Riptide now sees the instant heal reduction moved down to 75% from 90%, and that is nothing to scoff at when you figure the stat jump we'll be making with the new gear available for tier 16.

These are really good changes for us, don't get me wrong, I just can't help but feel that these buffs to these glyphs are overpowered and at the same time heralding some difficult times ahead. Take a look at glyph of chaining. The reduction in the cooldown is a great incentive to take the glyph, I mean who doesn't want to have a chain heal that jumps 25 yards between targets? This is also the case with Glyph of Riptide, which while it is largely considered one of the best glyphs we have, having the instant healing penalty reduced begs the question why.

My prediction is that this is the first step in attempting to make our spread healing more viable than it currently is. Currently the hardest fights for us are the ones in which many people are spread out and can't take advantage of our group heals like Healing Rain. So changes to these two glyphs start to make me wonder about what we're going to be facing in the not so distant future. It speaks to the fact that we're going to have a lot more spread out fights, where our groups are going to have to stand far apart, or be divided into subgroups, for mechanic purposes. To me it means that we're going to be relying on these two spells more than we already do and that we're going to have our work cut out for us as healers very soon. Of course, these could change at any time, but at a first glance that is the impression that I get.

Set Bonuses on the Horizon

When looking ahead to the next tier of raiding, it's virtually impossible to do so without looking at what our set bonuses are going to be. Those set bonuses matter to any raider, no matter whether you're going through raid finder or fighting your way through heroic content. I personally like looking at them and attempting to figure out why those set bonuses in particular. What do they bring to the table for us in terms of healing? What does it mean to the type of damage we will be seeing or the encounter mechanics we will be facing?

Tier 16 2-piece bonus is actually fairly interesting as far as the choice goes. As it stands right now, the two piece set bonus makes it so that whenever Earth Shield heals a target, the target gets a shield that will absorb incoming damage equal to the amount of healing received. I say it is interesting because it winds up being sort of shieldception, basically where it is a shield inside of a shield. It's a good set bonus, and it basically lets you double dip on the shield which means it's going to be doing a lot of work, especially on tanks who tend to be our more traditional targets for ES. This leads me to believe that we're going to see some bigger tank hits in the next tier. I really like this set bonus and I'm looking forward to seeing it in action.

Tier 16 4-piece bonus, well this one I'm not sure if I like it or not quite yet. It's interesting for sure, it basically lets you summon a mirror version of yourself that will mimic all cast time targeted spells for 15 seconds whenever you cast Spiritwalker's Grace. There's still just so much about this that we don't know yet. Will spells like Ascendance interact with it? Will the heals that the duplicate casts benefit from Deep Healing? I could see it swaying us pretty heavily into the haste camp for secondary stats pretty easily. From my own limited testing so far, it seems to target your same target and cast your same spell, as long as it's something you have to target someone with like Greater Healing Wave and Healing Surge. This set bonus basically turns SWG into a tank healing cooldown if I've ever seen one, and while I've been asking for a tank healing cooldown for a very long time know I would really like it to not be tied to a set bonus or to SWG. I'm also not too thrilled with SWG continually being given things that make it a throughput cooldown. It then gets relegated to either you choose to use it to mobile heal or for big healing output, which sort of defeats the purpose of the spell in the first place. It is a set bonus that I will be watching very closely until it reaches live servers.

That's the initial reaction so far to what's coming in patch 5.4, but again things could still change. I know that I'm very intrigued to see what is in store for us, and how these changes will evolve before they reach live servers. I expect that these glyph changes will shift still, and the set bonuses as well, but only time will tell. What do you think of our patch 5.4 goodies so far? Totem Talk: Restoration lends you advice on healing groups, DK tanks and heroics and mana concerns in today's endgame -- or take a break and look back at the rise of the resto shaman. Happy healing, and may your mana be plentiful! Tags: featured, guide-to-shamans, patch-5.4, patch-5.4-ptr, patch-5.4-raid, resto, Resto-Shaman, restoration, restoration-shaman, restoration-shaman-column, restoration-shaman-totem-talk, Shaman Glyph, shaman-guide, shaman-healing, shaman-info, shaman-restoration-column, shaman-talents, ShamanGlyph, wow-shaman, wow-shaman-info

Filed under: Shaman, (Shaman) Totem Talk


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Monday, June 24, 2013

Breakfast Topic: Should guild bonuses be a continuing effort?

Breakfast Topic Should guild bonuses be a continuing effortPlugging into a level 25 guild after a period of solo leveling is like being loaded into a slingshot and catapulted into a candy shop of delight. More XP! More rep! More speed! More travel! Suddenly, basic game business turns EZ mode. Who wouldn't want that? Last year saw adjustments to guild leveling that made it easier to push a guild up to level 25. The changes helped boost many guilds up to the level cap, allowing their members to reap the benefits of guild membership.

The question is ... now what? Should there be something more to enjoying guild benefits once you've reached the top? Once members have helped the guild reach the level cap and pushed their individual guild reputation to exalted to earn the available rewards, is there enough incentive to keep contributing? Should there be additional benefits for consistently active players? What might those rewards look like? Tags: featured, game-discussion, gamer-discussion, guild-leveling, world-of-warcraft-discussion, world-of-warcraft-topics, wow-discussion, wow-hot-topics, wow-issues, wow-topics

Filed under: Breakfast Topics


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Wednesday, April 17, 2013

A Question About Tier Set bonuses

Hi,

Having never raided before this expansion I have a question that maybe a bit noobish.....

If I have a T14 2 set bonus, can I also have a T15 2 set bonus?

Thanks for any answers

Gulfv


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Thursday, March 28, 2013

A Question About Tier Set bonuses

Hi,

Having never raided before this expansion I have a question that maybe a bit noobish.....

If I have a T14 2 set bonus, can I also have a T15 2 set bonus?

Thanks for any answers

Gulfv


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Monday, January 28, 2013

Examining the tier 15 priest set bonuses

Spiritual Guidance Examining the tier 15 priest set bonuses
Last week, priests (and other less amazing classes) got a first look at the tier 15 set bonuses in the works for patch 5.2. The reactions so far have been mixed. Most discipline and holy priests seem to have had their interests piqued, while many shadow priests were seen grumbling discontentedly during the first few days. Have a look for yourself.
Healer two-piece Your Prayer of Mending heals for 10% more each time it jumps to a new target.Healer four-piece 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.Shadow two-piece 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.Shadow four-piece Periodic damage from your Vampiric Touch has a 10% chance to trigger your Shadowy Apparition.Blizzard has been fairly responsive to many complaints and inquiries made about these bonuses. For example, when shadow priests pointed out that Shadowy Apparitions were slow, buggy, and only a small portion of shadow DPS, Blizzard responded by letting us know that the cap was going to be raised for priests with the two-piece bonus, if not removed entirely. The developers also mentioned that work had been done to improve the AI on Shadowy Apparitions and get rid of bugs. Sound good?

Update: This article has been updated for build 16467, with changes notated in bold.

The shadow priest community seems to think so. If you follow the discussion over at HowToPriest.com, which started prior to Blizzard saying they were fixing Shadowy Apparitions, you can see the opinion of the new tier gradually improves as Blizzard answers more questions about the bonus.

Priest theorycrafter Twintop (a moderator at HowToPriest.com and blogger at Shadow Orbs and Mind Spikes) speculates that our new stat priority with the two-piece bonus will be critical strike > mastery > haste after reaching the 8,085 haste breakpoint. Drye (another moderator and theroycrafter at HowToPriest.com) also agrees that there shouldn't be any long term advantage to doubling up the tier 14 and tier 15 two-piece bonuses as they are now, even if the tier 15 four-piece is lackluster. Higher ilvl gear is simply going to be much more advantageous.

My advice? Listen to those guys.

More information on the tier 15 healing bonuses

What about the healing bonuses? Well, Blizzard has said a lot of things about those in the past week as well, and now that the mechanics have been explained they are looking very sexy. In the beginning I know some priests were concerned that the Golden Apparition from the four-piece bonus would be just as ineffective as the Shadow Apparitions on live, but have no fear.

The developers explained that Golden Apparition will function as a smart heal that would target the ally with the lowest health percentage within 40 yards. They mentioned that there is no visual yet, but that it's a "a simple missile, not a summoned unit." I haven't done any testing yet to know what the internal cooldown of the proc will be, but given similar procs in the past I think most healing priests should be happy with this. Disc priests in 25-mans might not like it as much, since they're less likely to cast Penance, but Blizzard is supposedly working on that (see the section below on disc nerfs).

I trust everyone is still using Prayer of Mending on cooldown, which makes the two-piece pretty universally solid for every healing priest. There does appear to be some potential for a holy priest to get more out of it if he specs into Divine Insight, though there's a higher chance that you'll overheal with a Divine Insight Prayer of Mending than you would with a normal one.

If you're curious, Blizzard was kind enough to explain the mechanics of the two-piece bonus, stating that the bonus is multiplicative and will scale upward like this: 100% for the first charge, 110% for the second, then 121%, 133%, and 146%. Oh, and before you get your hopes up, Blizzard already stated that the Glyph of Prayer of Mending will only affect the first charge of Prayer of Mending and not chain along (I know you were all thinking that as soon as you saw it).

So, what do you think healers? Are you happy?

Shadow Word: Insanity redesign and discipline nerfs

In the days following the preview of the tier 15 set bonuses, shadow priests pointed out the interaction between Shadow Word: Insanity and the tier 15 two-piece bonus. The developers responded, saying they were working to correct this before sweeping us off our feet a day later with the following statement.

Ghostcrawler -- PTR Class and Set Bonus IssuesWe are going to redesign Shadow Word: Insanity.
And there was much rejoicing ... Unless you were a disc priest, that is. At the same time shadow priests received the good news, disc priests were told they'd be receiving another round of nerfs on the PTR. Ghostcrawler -- PTR Class and Set Bonus IssuesWe are going to nerf Divine Aegis for Prayer of Healing, but also lower the cost of Power Word: Shield (for Disc only) and increase the healing and damage of Penance. In 25 raids, Disc is using Prayer of Healing almost exclusively and we don't think the Spirit Shell change will be sufficient to change that. We actually want Disc to get back to using PW:Shield a little more, along with Penance. Disc's throughput is overall too strong in PvE, not even counting the fact that absorbs are often more beneficial than heals.
Granted, many of us were still expecting this, even after the Spirit Shell nerf was announced. You'd have to have your head in the sand to think Prayer of Healing, Divine Aegis, and Spirit Shell weren't overpowered on live servers right now.

And I think the developers are probably onto something when they say they want to see disc using Power Word: Shield and Penance more. I still use Penance myself, since it's so mana efficient, but my Power Word: Shield usage is definitely at an all time low. I toss it on the tanks for Rapture procs, but rarely do I use it on the raid anymore -- just for the occasional save. How often are you using Power Word: Shield right now, and are you a 10-man or 25-man raider?

Updated: The redesign for Shadow Word: Insanity was data mined a few hours ago. The new talent will be called Solace and Insanity, and the text for shadow priests is as follows.
When cast on a target that has three of your Shadow damage-over-time spells applied, your Mind Flay gains the insanity effect. Mind Flay (Insanity) Assault the target's mind with shadow energy, causing 5,934 to 6,657 shadow damage over 3 seconds and slowing their movement speed by 50%.The change looks very promising, though there's a lot of testing that needs to be done to see how it interacts with our rotation. To keep up to date on the discussion, check out the thread at HowToPriest.com.

Discipline has also received heavy changes in build 16467. Prayer of Healing has been nerfed so that it will no longer always proc Divine Aegis. It will now behave as it did prior to patch 4.0.6, only yielding Divine Aegis on a critical heal.

Rapture has also been changed. The discipline passive will now also reduce the cost of Power Word: Shield by 25%. The mana returned on absorb has also been reduced to 150%, down from the 250% it was at in a previous build. (Please note these numbers are taken from Blizzard's updated patch notes, and appear to have been tweaked since they were originally data mined.)

Please see the comments on this article for further discussion.

The rest of the news

The rest of the priest news from patch 5.2 PTR isn't too exciting at the moment, mostly because a lot of it is discussion that Blizzard hasn't decided to implement yet. If something about these changes catches my attention later I'll mention it, but for now they're all pretty self-explanatory. (They're also very PvP-esque, if you didn't notice.)
Enemy players will no longer be able to dispel Angelic Bulwark or Spirit Shell.To balance healer DPS in PvP, discipline priests may have their damage increased, and then receive a small nerf to Atonement to make up for the the increase in healing the damage buff would cause. There would be no resulting change in the amount of healing done by Atonement, just an increase in disc damage.The season 12 four-piece bonus for healing priests is being changed. It will now reduce the cooldown of Chakra by 25 seconds and reduce the cost of Flash Heal by 50% during Spirit Shell.The developers stated that they'd like to give disc another AoE heal in the future, but that it's not something they're likely to add in the middle of an expansion. Aww ...Updated news from build 16467
Developers are considering making the Glyph of Desperation and the Glyph of Inner Focus specialization passives for discipline priests. Pain Suppression and Guardian Spirit can now always be cast while stunned. Glyph of Desperation has been removed and replaced with Glyph of Binding Heal. Glyph of Binding Heal applies Binding Heal to a third nearby friendly target, but costs 35% more mana. (See next bullet point for update on Glyph of Inner Focus.)Casting Inner Focus now always grants 5 seconds of immunity to silences, interrupts, and dispels. Glyph of Inner Focus has been removed and replaced with Glyph of Weakened Soul. Glyph of Weakened Soul reduces the duration of Weakened Soul by 2 seconds.Developers are also thinking about giving Focused Will to holy priests, as well as disc priests. Blizzard went ahead and gave Focused Will to holy priests in the latest 5.2 build for PTR.Flash Heal's healing has been reduced by 30%. A new passive (available at level 10) increases Flash Heal's healing by 43% for holy and discipline priests.Devouring Plague now deals its damage evenly through its duration.Penance damage and healing has been increased by 20%.The old season 12 four-piece bonus for healing priests (the one with Holy Spark) is now the two-piece bonus.Spiritual Guidance is WoW Insider's source for priest information. For information on playing the class, check out our Mists of Pandaria guides for discipline, holy, and shadow. For getting geared up, check out our pre-raid gear guide. Tags: df-main, divine-aegis, featured, guide-to-priests, how-to-priest, howtopriest.com, power-word-shield, prayer-of-healing, priest-guide, priest-info, priest-talents, shadow-word-insanity, spirit-shell, tier-15, wow-priest, wow-priest-info, wow-priests

Filed under: Priest, (Priest) Spiritual Guidance


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Thursday, January 17, 2013

Tier 15 set bonuses unveiled in latest PTR patch

Tier 15 set bonuses unveiled in latest PTR patchThe latest build in development for the patch 5.2 PTR has brought us a first glimpse at the tentative set bonuses for tier 15. Wowhead released the datamined information yesterday evening and some of the set bonuses are mighty interesting. Take for example, the rogue two-piece bonus, which increases the duration of finishing moves as though the rogue had an additional combo point ... Up to a maximum of six points. The DPS death knight two-piece also sounds a bit interesting; check it out below.

Death knight Blood two-piece Reduces the cooldown of your Rune Tap ability by 10 sec and removes its Rune cost.Blood four-piece Your Bone Shield ability grants you 15 Runic Power each time one of its charges is consumed.DPS two-piece Your attacks have a chance to raise the spirit of a fallen Zandalari as your Death Knight minion for 15 sec.DPS four-piece Increases the duration of Army of the Dead by 15 sec.

Druid Balance two-piece Increases the critical strike chance of Starsurge by 10%.Balance four-piece Nature's Grace now also grants 1000 critical strike and 1000 mastery for its duration.Feral two-piece Predatory Swiftness grants you an additional combo point on your current combo target when consumed.Feral four-piece After using Tiger's Fury, you gain 40% increased critical strike chance on the next 3 uses of Mangle, Shred, or Ferocious Bite.Guardian two-piece 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.Guardian four-piece You generate % more Rage from your attacks while Enrage is active.Restoration two-piece Swiftmend's ground effect can now heal up to 4 targets each time it heals.Restoration four-piece The healing done by your Rejuvenation increases by 6% each time it causes healing.
Hunter Two-piece Your Steady Shot and Cobra Shot have a chance to summon a Thunderhawk to fight for you for the next 10 sec.Four-piece Your Arcane Shot and Multi-shot have a chance to trigger a Lightning Arrow at the target, dealing 100% weapon damage as nature.
Mage Two-piece When Alter Time expires, you gain 5100 Haste for 30 sec.Four-piece 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%.
Monk Brewmaster two-piece 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.Brewmaster four-piece Each time you take damage from Stagger, you have a 10% chance to make your next Purifying Brew cost no Chi.Mistweaver two-piece Your Renewing Mist heals for 15% more each time it travels to a new target.Mistweaver four-piece Reduces the cooldown of your Thunder Focus Tea by 10 sec.Windwalker two-piece Your Chi generating abilities have a 15% chance to generate an Energy Sphere, which will grant you 10 Energy when you walk through it .Windwalker four-piece You have a 10% chance to gain an additional charge of Tigereye Brew every time you gain a charge of Tigereye Brew.
Paladin Holy two-piece Increases the healing done by your Daybreak ability by 50%.Holy four-piece Increases the healing transferred to your Beacon of Light target by 20%.Protection two-piece Casting Word of Glory or Eternal Flame also grants you 40% additional block chance for 5 sec per Holy Power.Protection four-piece You gain 1 Holy Power for each % of your health taken as damage while Divine Protection is active.Retribution two-piece Your Exorcism causes your target to take 6% increased Holy damage from your attacks for 6 sec.Retribution four-piece Your Crusader Strike has a 40% chance to make your next Templar's Verdict deal all Holy damage.
Priest Healer two-piece Your Prayer of Mending heals for 10% more each time it jumps to a new target.Healer four-piece 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.Shadow two-piece 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.Shadow four-piece Periodic damage from your Vampiric Touch has a 10% chance to trigger your Shadowy Apparition.
Rogue Two-piece Increases the duration of your finishing moves as if you had used an additional combo point, up to a maximum of 6 combo points.Four-piece Shadow Blades also reduces the cost of all your abilities by 40%.
Shaman Elemental two-piece Your Lightning Bolt and Chain Lighting spells have an 10% chance to cause a Lightning Strike at the target's location, dealing 64750 to 75250 Nature damage to all non-crowd controlled targets within 0 yardsElemental four-piece The cooldown of your Ascendence is reduced by 1 sec each time you cast Lava Burst.Enhancement two-piece Unleash Elements also grants you 3 additional charges of Maelstrom Weapon.Enhancement four-piece The cooldown of your Feral Spirits is reduced by 8 sec each time Windfury Weapon is triggered.Restoration two-piece Your Healing Stream Totem now heals an additional target for 50% of its normal amount.Restoration four-piece Your Ancestral Wakening now has a 20% chance to trigger on non-critical heals.
Warlock Two-piece While Dark Soul is active, your chance to trigger Nightfall is increased by 30%, Chaos Bolt and Shadowburn consume 20% less Embers, and abilities cost 30% less Demonic Fury.Four-piece 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% more Demonic Fury.
Warrior DPS two-piece Your melee auto attacks have a chance to trigger Enrage.DPS four-piece Activating Skull Banner now also increases your critical strike chance by 35% for 10 sec.Protection two-piece Your Shield Slam and Revenge have a 10% chance to activate Victory Rush and increase the healing done by the next Impending Victory by 100%.Protection four-piece Your abilities generate 50% more Rage when used against targets afflicted by Demoralizing Shout.Wowhead also included some datamined pets and new tailoring patterns in the post containing the new set bonuses, so be sure to take a look.
Tags: 5.2, patch-5.2, patch-5.2-ptr, thunder-king, thunder-king-raid, tier-15

Filed under: Raiding, Mists of Pandaria


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