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  • Thaurissan
  • 680. Re: Tier-10 Set Bonuses Feedback   10/08/2009 06:37:18 PM PDT
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Ok first of all..

What is it with Blizzard and making rogue sets look like the skins of other NPC's? It is starting to get a bit disturbing.

We aren't severely deranged psychopathic killers that skin their victims and wear it as armor. (most of us.. anyway)

The 2pc bonus.. 13% chance? I can see this ending up like another 2% from the t9. Personally I'd increase it to 20-25%.
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  • Cenarius
  • 681. Re: Tier-10 Set Bonuses Feedback   10/08/2009 06:37:22 PM PDT
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New Ele 4 Set:

Shaman: Elemental
2-Piece: -- (previous post)
4-Piece: At 1.5 sec CD reduction, it's worse than the T9 bonus. You cast 20% more LvBs, instead of each LvB dealing 20% more damage. But you also have to forgo the LB you would otherwise cast.
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  • Blackrock
  • 682. Re: Tier-10 Set Bonuses Feedback   10/08/2009 06:46:50 PM PDT
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Druid Balance

2 Piece

Assuming ~1.5 clearcasting procs per minute ( calculated clearcasting procs / fight time over 2 raid night WWSs)

1.5 ppm = 9 seconds of 2P buff uptime per minute
9 seconds / 1 minute * 100 = 15% uptime

If the buff is up 15% of time and gives 10% damage buff (+10% SP) then the net dps gain is 1.5% which I think is pretty low as a bonus.

I like the idea of RNG net damage gain procs, but I think the damage or duration needs to be increased by about 150% which would yield about a 3.5ish percent damage gain from the set bonus.

4 Piece

Very nice buff (chain critting during a lunar eclipse lol) assuming dots ticked independently of one another and could have multiple dots on at once This ability needs to not auto refresh current dot otherwise with crit strings it wouldn't tick before you crit again, refreshing the buff and resulting in no damage done until you stop stringing crits)


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  • Khaz'goroth
  • 683. Re: Tier-10 Set Bonuses Feedback   10/08/2009 06:48:19 PM PDT
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I, and many other shadow priests feel like 2pc is a very good idea, props to use on that.

4pc on the other hand is a very poorly thought out idea.


I came up with a few ideas that use might be interested in.

4 piece bonus - Increase the duration of your shadow fiend by 4 seconds(2 extra attacks), and while shadowcrawl is active you also gain the damage buff(15% for 5 seconds, 6 second cooldown) - Gives us some burst to work with, which the shadowpriest is lacking.

4 piece bonus - Increase the damage done by your Mind Blast by 15% - flat damage buff.

4 piece bonus - You mind blast increses the damage done by your shadow work death by 50%, stacks up to 2/3 times, 10 second duration. - Gives us a nice little burst, that the shadow priest is lacking, having SW:D hitting for near 20k crit would be nice, but maybe thats a little unrealistic

4 piece bonus - You mind flay increases the damage done by your Mind Blast by 20%, stacks upto 2 times - Gives us a nice little burst, that the shadow priest is lacking.

4 piece bonus - Your Mind Flay and Mind Sear critical strikes have a chance of doing extra damage to your target (Reign of the dead type thing) - us a nice little burst, that the shadow priest is lacking

4 piece bonus - Reduced the Global cooldown of your shadow word dead by 50%


These are just some thing i put together while being bored at work.
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  • Bleeding Hollow
  • 684. Re: Tier-10 Set Bonuses Feedback   10/08/2009 06:49:24 PM PDT
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A Holy Priest point of view.
# 2 Pieces (Heal): After your Pain Suppression and Guardian Spirit talents expire on your target, they grant your target 10% increased healing received for 10 sec.
# 4 Pieces (Heal): Your Flash Heal spell has a 15% chance to reset the cooldown on your Circle of Healing and Penance Spells.

Just posting to help out the cause =)

As said before, random proc chances for healing, and being such a low chance is not good for us holy priests. With CoH having such a short CD, it will hardly be used (maybe change it to renew?)

Please consider changing it, thank you blizz!
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  • Mal'Ganis
  • 685. Re: Tier-10 Set Bonuses Feedback   10/08/2009 06:51:28 PM PDT
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I fully understand the intent of the Mage 4-piece bonus (make MI a more offensive abililty).

I'd be happier, though, if MI were already a more offensive ability (remove the threat drop, give them a little more damage) and Invisbility was redesigned to be more robust. The reason I use MI instead of Invisibility as a Fire spec during threat emergencies is because if the fade time goes through, I lose my target, I lose all sight of everything going on (which is a death sentence on hard-mode encounters), and because of things like network lag it takes between 2-4 seconds for the entire scene to reload on my screen when I pop out of Invisibility.

Make Invisibility a safer and more robust threat drop, remove Mirror Image's defensive components, and this 4-piece would make a lot more sense to me.
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  • Turalyon
  • 686. Re: Tier-10 Set Bonuses Feedback   10/08/2009 06:52:15 PM PDT
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[Hunter]:[All specs]

Let our Misdirection grant us a damage bonus. Give us a REASON to use it except when out of combat before a pull.
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  • Norgannon
  • 687. Re: Tier-10 Set Bonuses Feedback   10/08/2009 06:56:23 PM PDT
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Q u o t e:
Paladin: Ret

I like what you did to adjust the ret set bonus's but... instead of reseting the CD you should do:

30% chance for your attacks to instantly cause a mana free divine storm to occur. (kinda like Elemental?)

That way it doesnt interfere with your already GCD locked rotation, and this way procs arent wasted.
Oh hell no. I do NOT want to have a divine storm proc around CC'ed targets. And I would receive no sympathy from raid members if I asked them to move the mobs we're dpsing away from the CC'ed mobs.
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  • Uther
  • 688. Re: Tier-10 Set Bonuses Feedback   10/08/2009 06:57:44 PM PDT
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Rogue

* 2 piece bonus - Your Tricks of the Trade ability now grants you 15 energy instead of costing energy.
* 4 piece bonus - Gives your melee finishing moves a 13% chance to add 3 combo points to your target.

I have to say I feel very let down by these. The two piece doesn't seem in line at all with the other classes 2 piece, 15 energy every 30 seconds versus say 20% AP chance, 12% haste, 40% chance to reset a skill, 20% increased damage on Lacerate+ reduced energy... those all seem to be way more in line with what you would expect from T10. Not to mention from what I read our 2 piece is the only one that isn't a "chance on" or "when you" type, meaning if we forget to TotT or anything like that, it's wasted.

Hell, why can't our 2 piece be "20% increased damage on your Sinister Strike, Mutilate, Hemo ability and reduced energy cost by 10", or "Your Auto attacks have a 5% chance to cause you to deal 15% additional damage" like the hunter one.

The 4 piece is... nice on paper I think. It seems like a decent idea you know, "Hey lets give them some free CP's", 13% is an odd choice for a number, and for a cycle heavy class throwing 3 cp's into the mix randomly I think will just make things harder for us. That's just a first impression of that one though, haven't seen it working yet so it might actually turn out to be great.

The 2 piece though, yeah, I'd definitely like to see that changed.
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  • 689. Re: Tier-10 Set Bonuses Feedback   10/08/2009 06:57:59 PM PDT
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Q u o t e:
Oh hell no. I do NOT want to have a divine storm proc around CC'ed targets. And I would receive no sympathy from raid members if I asked them to move the mobs we're dpsing away from the CC'ed mobs.

Make it crusader strike instead of divine storm then? I dunno how they compare, since my pally's prot, though.
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  • Khaz'goroth
  • 690. Re: Tier-10 Set Bonuses Feedback   10/08/2009 07:00:43 PM PDT
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Q u o t e:
A Holy Priest point of view.
# 2 Pieces (Heal): After your Pain Suppression and Guardian Spirit talents expire on your target, they grant your target 10% increased healing received for 10 sec.
# 4 Pieces (Heal): Your Flash Heal spell has a 15% chance to reset the cooldown on your Circle of Healing and Penance Spells.

Just posting to help out the cause =)

As said before, random proc chances for healing, and being such a low chance is not good for us holy priests. With CoH having such a short CD, it will hardly be used (maybe change it to renew?)

Please consider changing it, thank you blizz!


this tread is for you
http://forums.worldofwarcraft.com/thread.html?topicId=20140813501&sid=1

<3


Q u o t e:


Hell, why can't our 2 piece be "20% increased damage on your Sinister Strike, Mutilate, Hemo ability and reduced energy cost by 10",
.


because that would be a huge damage buff

[ Post edited by Kaõ ]

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  • Norgannon
  • 691. Re: Tier-10 Set Bonuses Feedback   10/08/2009 07:01:44 PM PDT
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Q u o t e:
Paladin (Retribution)

2 - Piece: I take back all my previous comments about this bonus, this is a not a good set bonus. It's certainly not what I would expect out of Tier 10. From the numbers I've been running, it looks like it will lower the average cooldown of Divine Storm enough that it will pretty much result in Ret Paladins rarely using consecration, and dropping exorcism out of the rotation entirely. (Before 20% HP) This will also cause issues with PvP burst damage, as a couple of other posters have pointed out. After 20% HP, this set bonus does absolutley nothing, as Divine Storm is far enough down on the priority list that it won't be used often enough for the average cooldown reduction (via free procs) to matter.
Well, remember that it's not important which abilities we use, just whether the abilities we use do enough damage to justify the bonus. I think this bonus will require some experimentation to get a proper feel for how this changes our rotation. Also who uses PVE tier pieces for PVP? That's what gladiator gear is for. PVE gear is not designed for PVP and should not even be considered.


Q u o t e:
4 - Piece: This should have been kept as the 2 piece bonus and the 4 piece bonus should have been redesigned. I don't understand why you guys are fixating on a bonus that refreshes the cooldown of Divine Storm. It's not a good bonus and is almost universally hated. There are plenty of other bonuses that you could make that people would actually like.

EDIT: Clarity.
They swapped it because 2 piece tier 9+2 piece tier10 would have been stronger than 4 piece tier 10. A lot of us were saying we wouldn't take 4 piece tier 10 because of the lackluster bonus. Now that they've upped the proc rate significantly and swapped the set bonuses around, I'm liking it a lot more. I still don't know how it will play out ultimately, but I'm willing to give it a shot.
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  • Frostmourne
  • 692. Re: Tier-10 Set Bonuses Feedback   10/08/2009 07:06:59 PM PDT
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Q u o t e:
Another update:

Druid - Balance
4 piece bonus - Your critical strikes from Starfire and Wrath cause the target languish for an additional 5% of your spell's damage over 4 seconds.



If this dot stacks this is an awesome change. If not its very underwhelming.
2 piece still needs a change.
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Bornakk
Blizzard Poster
  • 693. Re: Tier-10 Set Bonuses Feedback   10/08/2009 07:07:46 PM PDT
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And another round of updates. Changes are bolded in this post for reference. :)

Death Knight
  • 2 piece bonus - Your Obliterate and Scourge Strike abilities deal 10% increased damage., and your Heart Strike ability deals 7% increased damage.
  • 4 piece bonus - Whenever all your runes are on cooldown, you gain 3% increased damage done with weapons, spells, and abilities for the next 15 second.


Druid - Balance
  • 2 piece bonus - When you gain Clearcasting from your Omen of Clarity talent, you deal 15% additional Nature and Arcane damage for 6 seconds.
  • 4 piece bonus - Your critical strikes from Starfire and Wrath cause the target languish for an additional 5% of your spell's damage over 4 seconds.


Warlock
  • 2 piece bonus - The critical strike chance of your Shadowbolt, Incinerate, Soulfire, and Corruption spells is increased by 5%.
  • 4 piece bonus - Each time your Immolate and Unstable Affliction spells deal periodic damage, you have a 15% chance to gain 10% damage done by you and your pet for 10 seconds.


Warrior
  • 2 piece bonus - When your Deep Wounds ability deals damage you have a 3% chance to gain 20% attack power for 10 seconds.
  • 4 piece bonus - You have a 30% chance for your Bloodsurge and Sudden Death talents to grant 2 charges of their effect instead of 1, reduce the global cooldown on Execute or Slam by 0.5 seconds, and for the duration of the effect to be increased by 100%.


Shark.
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  • Khaz'goroth
  • 694. Re: Tier-10 Set Bonuses Feedback   10/08/2009 07:09:06 PM PDT
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firstlol

Just an update, if 4pc Priest goes ahead it will make it that mind blast only exist for replenishment, dropping mind blast out of our priority will see an increase in dps.

[ Post edited by Kaõ ]

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  • 695. Re: Tier-10 Set Bonuses Feedback   10/08/2009 07:09:43 PM PDT
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Death Knight : Blood

2p: As has been stated before (And will be stated again and again, I'm sure), the 2p bonus just isn't that great for blood DKs. Whereas Unholy and Frost go out of their way to generate death runes to use Scourge Strike or Obliterate more, Blood DKs use Death Strike to generate death runes so they don't have to use it again in the next phase of their rotation. I don't know if this is the case or not, but being that Heart Strike eats 2 runes and 2 cooldowns for every one that obliterate or scourge strike would, I assume that if the specs are well balanced, then heart strike should be doing roughly half as much damage (Perhaps slightly more if there are two targets), and therefore applying the 10% damage increase to Heart Strike instead would be a viable solution.

4p: Again, as a Blood DK's primary ability takes 2 runes and 2 cooldowns, we'll be hitting this one far less often than the other specs, and it will see very little up time in most mobile fights. Additionally, even if I were to be pulling 6k dps (Spoilers: I don't) this would be an overall increase of 180dps, which isn't worth getting tier pieces over dropped ones with Armor Pen, which is still an essential stat for Blood spec, in spite of the recent nerf.

I suppose in summation, it appears as though 2 2p bonuses with T10/9 will be far better than the 4p t10 bonus, if only until a Blood DK can acquire higher level gear with ArP, in which we will probably see (As with T9), 2p T10, and then misc ArP gear, and while I understand this is the point of having non-tier gear the set bonuses seem to have been skipping Blood spec for a while now.
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  • Ner'zhul
  • 696. Re: Tier-10 Set Bonuses Feedback   10/08/2009 07:09:52 PM PDT
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Q u o t e:

  • 4 piece bonus - You have a 30% chance for your Bloodsurge and Sudden Death talents to grant 2 charges of their effect instead of 1, reduce the global cooldown on Execute or Slam by 0.5 seconds, and for the duration of the effect to be increased by 100%.[/ul]



  • Does the GCD reduction for Execute/Slam apply whenever BS/SD are active or only when this double BS/SD proc is active? Assuming it's the latter, what would happen in the case of... you've used 1 of the BS charges, the duration of the effect is at 3 seconds, and BS procs again. Would it refresh the proc with a normal 1-charge BS that has no GCD reduction, refresh the proc with a 1-charge BS that has the GCD reduction, or do nothing and not be able to overwrite the proc at all?

    In any case, very pleased with the changes. The 2pc was about 50% better for Arms, which the change to 3% on DW and removal of Rend equalized perfectly.

    The GCD reduction on the 4pc will provide the room to fit in the extra procs and entirely fixes the issue. That was some fast response time!

    [ Post edited by Xanthan ]


    http://www.wowarmory.com/character-sheet.xml?r=Ner'zhul&n=Rallik
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    • Arena Tournament 2
    • 697. Re: Tier-10 Set Bonuses Feedback   10/08/2009 07:10:33 PM PDT
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    Q u o t e:
    2p: As has been stated before (And will be stated again and again, I'm sure), the 2p bonus just isn't that great for blood DKs. Whereas Unholy and Frost go out of their way to generate death runes to use Scourge Strike or Obliterate more, Blood DKs use Death Strike to generate death runes so they don't have to use it again in the next phase of their rotation. I don't know if this is the case or not, but being that Heart Strike eats 2 runes and 2 cooldowns for every one that obliterate or scourge strike would, I assume that if the specs are well balanced, then heart strike should be doing roughly half as much damage (Perhaps slightly more if there are two targets), and therefore applying the 10% damage increase to Heart Strike instead would be a viable solution.



    2 posts up.

    I think you deserve a little credit. No one's ever dodged that shot of mine.. But nobody gets lucky twice, either!
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    • 699. Re: Tier-10 Set Bonuses Feedback   10/08/2009 07:11:23 PM PDT
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    Q u o t e:
    And another round of updates. Changes are bolded in this post for reference. :)

    Death Knight
    • 2 piece bonus - Your Obliterate and Scourge Strike abilities deal 10% increased damage., and your Heart Strike ability deals 7% increased damage.
    • 4 piece bonus - Whenever all your runes are on cooldown, you gain 3% increased damage done with weapons, spells, and abilities for the next 15 second.






    You are my hero Bornakk, absolutely brilliant change. Both the 2pc and the 4pc are perfect.
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