Class Sets in Guardians of the Dream

Guardians of the Dream 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 Guardians of the Dream PTR may include values that are older 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

In the Guardians of the Dream update, set bonuses can interact with or modify talents anywhere on the talent tree. We expect them to shake up some builds that you’ve been using, enable entirely new builds, or further augment some high-powered abilities as you gear up in Season 3.

Set Bonuses

Death Knight


(2) Set Bonus: Consuming a Bone Shield charge has a chance to cause your next Heart Strike to apply Ashen Decay, reducing damage dealt to you by 10% and increasing your damage dealt to afflicted targets by 20% for 8 seconds.

(4) Set Bonus: Soulreaper’s execute damage and Abomination Limb’s damage applies Ashen Decay to enemy targets, and Heart Strike and Blood Boil’s direct damage extends Ashen Decay by 1 second.


(2) Set Bonus: Chill Streak’s range is increased by 4 yds and can bounce off of you. Each time Chill Streak bounces off an enemy your damage is increased by 4% for 10 seconds, stacking up to 5 times.

(4) Set Bonus: Chill Streak can bounce 2 additional times and each time it bounces, you have a 40% chance to gain a Rune, reduce Chill Streak cooldown by 5 seconds, or reduce the cooldown of Empower Rune Weapon by 10 seconds.


(2) Set Bonus: Set Bonus: Apocalypse summons an additional Magus of the Dead. Your Magus of the Dead Shadow Bolt now fires a volley of Shadow Bolt’s at up to 4 nearby enemies.

(4) Set Bonus: Set Bonus: Each Rune you spend increases the duration of your active Magus’ by 0.5 seconds and your Magus will now also cast Amplify Damage, increasing the damage you deal by 5% for 10 seconds.

Demon Hunter


(2) Set Bonus: Each slash of Blade Dance has a 50% chance to Throw Glaive an enemy for 35% damage.

(4) Set Bonus: Throw Glaive reduces the remaining cooldown of The Hunt by 0.4 seconds, and The Hunt’s damage over time effect lasts 4 seconds longer.


(2) Set Bonus: Sigil of Flame’s periodic damage has a chance to flare up, shattering an additional Soul Fragment from a target and dealing additional damage. Each 40 Fury you spend reduces its cooldown by 1 second.

(4) Set Bonus: When you attack a target afflicted by Sigil of Flame, your damage and healing are increased by 2% and your maximum health is increased by 2% for 8 seconds, stacking up to 5.



(2) Set Bonus: When Eclipse ends or when you enter combat, enter a Dreamstate, reducing the cast time of your next 2 Starfires or Wraths by 40% and increasing their damage by 60%.

(4) Set Bonus: Starsurge or Starfall increase your current Eclipse’s Arcane or Nature damage bonus by an additional 3%, up to 15%.


(2) Set Bonus: Feral Frenzy grants Smoldering Frenzy, increasing all damage you deal by 20% for 8 seconds.

(4) Set Bonus: Feral Frenzy’s cooldown is reduced by 15 seconds. During Smoldering Frenzy, enemies burn for 10% of damage you deal as Fire over 10 seconds.


(2) Set Bonus: 20% of your damage and healing and 100% of the armor you gain during Rage of the Sleeper fuel the growth of Dream Thorns, which wreath you in their protection after Rage of the Sleeper expires, absorbing 10% of damage dealt to you while the thorns remain.

(4) Set Bonus: Each 40 Rage you spend while Rage of the Sleeper is active extends its duration by 1 second, up to 5. Your Dream Thorns become Blazing Thorns, causing damage absorbed to be reflected at the attacker.


(2) Set Bonus: You and your Grove Guardian’s Nourishes now heal 2 additional allies within 40 yds at 40% effectiveness.

(4) Set Bonus: Clearcasting now causes your Regrowth to also cast Nourish onto a nearby injured ally at 200% effectiveness, preferring those with your heal over time effects.



(2) Set Bonus: Every third Prescience lasts 100% longer.

(4) Set Bonus: Casting Prescience enhances your next Eruption with smaller fissures for each Prescience you have active, each dealing 110% SP damage and extending Ebon Might by 0.2 seconds.


(2) Set Bonus: While Dragonrage is active you gain Emerald Trance every 6 seconds, increasing your damage done by 5.0%, stacking up to 5 times.

(4) Set Bonus: When Dragonrage ends, Emerald Trance persists for 5 seconds per stack and grants you Essence Burst every 5 seconds.


(2) Set Bonus: Empower spells cast Living Flame at enemies or allies struck at 40% effectiveness.

(4) Set Bonus: Living Flame has a chance to apply Echo at 100% effectiveness on allies healed, or a nearby ally who doesn’t already have Echo.


Beast Mastery

(2) Set Bonus: Bestial Wrath summons a Dire Beast for 15 seconds.

(4) Set Bonus: Dire Beasts now obey your Kill Command and can gain Beast Cleave.


(2) Set Bonus: Rapid Fire launches a Volley at the target for 2 seconds.

(4) Set Bonus: Legacy of the Windrunner now gives Volley a 15% chance to fire Wind Arrows at targets when dealing damage.


(2) Set Bonus: Fury of the Eagle increases you and your pet’s critical strike chance by 15% and critical damage dealt by 15% for 12 seconds.

(4) Set Bonus: Fury of the Eagle throws a free Wildfire Bomb at your current target at 100% effectiveness, generates 1 charge of Wildfire Bomb, and increases the damage Wildfire Bomb deals to your primary target by 40% for 12 seconds.



(2) Set Bonus: When Glimmer of Light dissipates or is refreshed, it creates a Holy Reverberation on its target to heal an ally or damage an enemy for over 8 seconds. Multiple Holy Reverberations may overlap, up to 3 times.

(4) Set Bonus: The cooldown of Daybreak is reduced by 15 seconds.


(2) Set Bonus: Expurgation lasts an additional 3 seconds and deals 50% increased damage. Casting Judgment or Divine Toll on a target with Expurgation causes Wrathful Sanction, dealing Holy damage to the target and resonating 20% of the Holy damage up to 4 nearby enemies.

(4) Set Bonus: Wrathful Sanction grants you Echoes of Wrath, causing your next Templar’s Verdict or Divine Storm to deal damage a second time at 50% effectiveness. This effect does not consume Judgment.


(2) Set Bonus: Judgment grants a stack of Sanctification, increasing your armor by 1% per stack. Upon reaching 10 stacks, your next cast of Consecration is empowered, increasing its damage and healing by 200% and its radius by 30%. Sanctification’s stacks are reset when your empowered Consecration ends.

(4) Set Bonus: While you are within an empowered Consecration, your abilities have a chance to deal 20% bonus damage or healing as Fire.



(2) Set Bonus: Consuming Clearcasting increases spell damage by 2% for 15 seconds, stacking up to 10%.

(4) Set Bonus: After consuming Clearcasting 6 times, your next Arcane Missiles deals 75% increased damage and fires at up to enemies near your target.


(2) Set Bonus: When Pyroblast and Flamestrike critically strike you gain Searing Rage, increasing your critical strike damage by 3% for 12 seconds, stacking up to 15%.

(4) Set Bonus: Activating Combustion increases the critical strike damage bonus of Searing Rage by 100% for 12 seconds.


(2) Set Bonus: Glacial Spike damage increased by 10% and it explodes when it Shatters a frozen target, dealing 20% of its damage dealt to nearby enemies. Deals reduced damage beyond 8 targets.

(4) Set Bonus: Casting Glacial Spike has a 40% chance to trigger Brain Freeze.



(2) Set Bonus: Breath of Fire deals 20% bonus damage as Shadowflame and causes you to heal for 50% of all Fire damage dealt.

(4) Set Bonus: Your attacks against targets afflicted by Breath of Fire have a chance to deal 5% extra damage as Shadowflame, and each Celestial Brew also grants a Stagger absorb equal to the amount of Shadowflame damage you have dealt, causing damage delayed by Stagger to instead be prevented.


(2) Set Bonus: Renewing Mist and its jumps apply Chi Harmony, increasing its targets healing taken from you by 50% for 8 seconds.

(4) Set Bonus: 15% of all healing you do to targets with Chi Harmony is stored and then dispersed evenly among your allies with Renewing Mist when Chi Harmony fades or is refreshed.


(2) Set Bonus: Melee attacks have a chance to make your next Spinning Crane Kick free. Free Spinning Crane Kicks grant Ebontoes, increasing the damage of your next Blackout Kick by 100%.

(4) Set Bonus: Ebontoes empowered Blackout Kicks reduce the cooldown of Fists of Fury, Rising Sun Kick, Strike of the Windlord and Whirling Dragon Punch by 1 second.



(2) Set Bonus: Smite and Penance damage increased by 20% and Smite extends the duration of an active Atonement by 2 seconds.

(4) Set Bonus: Smite has a 100% chance to cast an additional time during Shadow Covenant, dealing Shadow damage.


(2) Set Bonus: Holy Word: Serenity applies 14 seconds of Renew to its target. Holy Word: Sanctify applies 5 seconds of Renew to allies it heals.

(4) Set Bonus: Renew’s healing has a chance to cause your next Holy Word: Sanctify or Holy Word: Serenity to not consume a charge when cast and cost 50% less Mana, stacking up to 2 times.


(2) Set Bonus: Shadow Word: Death triggers 2 additional times at 50% effectiveness. Triggers again 1 additional time at 50% effectiveness if Deathspeaker is active or your target is below 20% health.

(4) Set Bonus: Each time you take damage from Shadow Word: Death, gain a stack of Death’s Torment, increasing the initial damage of your next cast of Shadow Word: Pain by 250% or the damage of your next Shadow Crash by 50%, stacking up to 12 times.



(2) Set Bonus: Primordial Wave also casts an Elemental Blast at the target at 100% effectiveness, and grants you all three Elemental Blast bonus effects for 15.0 seconds.

(4) Set Bonus: For 10 seconds after using Primordial Wave, whenever you consume Lava Surge, your next Lightning Bolt or Chain Lightning is instant cast and deals 25% increased damage.


(2) Set Bonus: Primordial Wave summons a Lightning Feral Spirit that increases your Nature damage dealt by 20% for 15 seconds.

(4) Set Bonus: Summoning a Feral Spirit reduces the cooldown of Primordial Wave by 7.0 seconds.


(2) Set Bonus: Chain Heal, Healing Surge, and Healing Wave mark their initial target with a Tidal Reservoir, causing them to receive 15% of all Riptide healing you deal for 10 seconds.

(4) Set Bonus: Riptide’s healing is increased by 15%. If Riptide is active on the same target as Tidal Reservoir, its heal over time effect has a 10% chance to create a new Riptide on a nearby ally.



(2) Set Bonus: Each 10 energy you spend grants Natureblight, granting 1% attack speed and 1% Nature damage for 6 seconds. Multiple instances of Natureblight may overlap, up to 15.

(4) Set Bonus: Envenom with Envenom active explodes, dealing Nature damage to all enemies within 8 yards. Deals reduced damage beyond 8 targets.


(2) Set Bonus: Sinister Strike has an additional 15% chance of striking an additional time.

(4) Set Bonus: Roll the Bones additionally refreshes a random Roll the Bones combat enhancement buff you currently posses for 40 seconds.


(2) Set Bonus: Using Eviscerate, Rupture, or Black Powder has a chance to summon a shadow clone to echo your finishing move for 50% additional Shadow damage.

(2) Set Bonus: Your shadow clones deal 10% increased damage with all attacks and grant you 2 combo points per clone when summoned.



(2) Set Bonus: Soul Rot deals 15% increased damage and lasts an additional 4 seconds.

(4) Set Bonus: Soul Rot causes your next 3 casts of Malefic Rapture within 12 seconds to deal 50% increased damage and extend the duration of your Agony, Corruption, Unstable Affliction, Haunt, Vile Taint and Phantom Singularity by 2 seconds.


(2) Set Bonus: Demonbolt now applies a Doom Brand that explodes after 20 seconds, dealing (79% Spell Power) Shadow damage to nearby enemies. Demonbolt and Hand of Gul’dan reduce the duration of the primary target’s Doom Brand by 1 second.

(4) Set Bonus: Hand of Gul’dan damage increased by 15%. When Doom Brand explodes, you have a chance to summon a Doomfiend that blasts your target for (81% Spell Power) Shadow damage every 3 seconds for 15 seconds.


(2) Set Bonus: Immolate damage increased by 20%. Immolate periodic damage has a chance to grant a charge of Dimensional Rift.

(4) Set Bonus: Dimensional Rift can now summon a powerful Flame Rift which fires 20 Searing Bolts that deal (25% of Spell Power) Fire damage to its target and an additional (10% of Spell Power) Fire damage over 10 seconds to nearby enemies.



(2) Set Bonus: Rend damage increased by 30% and has a chance to trigger Sudden Death.

(4) Set Bonus: Sudden Death also causes your next Execute to cut deeply, causing the target to bleed for 50% of the damage of the Execute and triggers a Thunder Clap that deals 100% additional damage.


(2) Set Bonus: Odyn’s Fury deals 50% increased damage and causes your next 3 Bloodthirsts to deal 150% additional damage and have 100% increased critical strike chance against its primary target.

(4) Set Bonus: Bloodthirst critical strikes reduce the cooldown of Odyn’s Fury by 2.5 seconds.


(2) Set Bonus: Spending Rage has a chance to cause your next Shield Slam to consume your bleeds on a target, instantly dealing 100% of remaining damage and reducing the target’s damage dealt to you by 10% for 5 seconds.

(4) Set Bonus: When your bleeds are consumed on a target, their damage dealt to you is reduced by an additional 2% per bleed consumed, the cooldown of Thunder Clap is reset, and the cooldown of Thunderous Roar is reduced by 1 second.


We consider the flow of testing, feedback, final design, and adjustments to be crucial to the success of an addition to the game as impactful as new class sets. In Guardians of the Dream, set bonuses will have a more significant impact on talent builds than sets in previous seasons. As you test the new class sets in the Guardians of the Dream PTR and provide your feedback here, please review the following guidelines.

To make a feedback post here, please provide:

  • The class and specialization being discussed
  • The game content type being referred-to (raiding, M+ dungeons, PvP)
  • When and where you feel like your set bonuses will be the most and least useful
  • Some sort of feeling about the above (positive, negative, indifferent)

The types of feedback posts that are most useful include all of the above, and might also detail:

  • How bonuses may not have their expected value, given how the class is often played
  • How bonuses could have very different value in single target and AOE situations
  • How bonuses help or don’t help in specific situations that are relevant to players
  • Likely degenerate or unintended impacts on rotations, including:
    • Using single target abilities in AOE or vice versa
    • Being flooded with resources faster than they can be spent
    • Being encouraged to use core abilities repetitively, or not at all

We’re always on the lookout for posts describing major upheaval in established talent builds.

Overall, our goal is to shake up existing talent trees and enable new builds in Guardians of the Dream. Do you feel like the set bonuses for the specialization you’re testing is drawing you toward a build that you’ll enjoy?

  • The class and specialization being discussed
    • Survival Hunter
  • The game content type being referred-to (raiding, M+ dungeons, PvP)
    • PvE in general
  • When and where you feel like your set bonuses will be the most and least useful
    • Just general discussion of initial design
  • Some sort of feeling about the above (positive, negative, indifferent)
    • Somewhat positive, but slightly awkward, as the Critical Strike % on the 2-set will be wasted as we will hit way past 100% and the extra WFB charge on the 4-set will also be wasted as we will cap on WFB CDR in any sort of AoE through the “Ruthless Marauder” talent

Is there any chance the 2-set can be changed a bit? With the Critical Strike % from Ruthless Marauder we’d already be well past 100% Critical Strike during the channel of FoTE which doesn’t feel super fun to effectively “waste” a portion of the 2pc as we don’t have something that scales past 100% like Fire Mage does, for example.

For the 4-set, the 1-bonus charge of WFB is just going to immediately overcap in any sort of AoE, as the Ruthless Marauder talent provides WFB CDR when FotE Crits, and with 100% crit, it will crit always, which just wastes a large portion of the 4-set.

For reference, this is the talent I’m referring to

This talent coupled with the new tier set is very redundant and results in a good portion of the tier set bonus being effectively wasted.

Please don’t do this. Don’t force frost mages to use Glacial Spike.


Please consider adding an AoE buff component to the affliction set.

This seems to be missed on a lot of sets compared to destruction/demonology

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Frost Death Knight:

I think this is very interesting but i feel like there’s a bonus missing for chill streak hitting yourself? Otherwise if you use it in 2 target cleave and it bounces off yourself instead of an enemy that’s just gonna feel bad. Shouldn’t it grant the damage bonus and some other effect that’s been frequently suggested such as a small damage shield? This effects all forms of content.

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Why force Enhncement Shamans into using Primordial Wave? It does not fit well into the storm build, and there aren’t enough talent points for the storm build anyway.

Enhance has two viable builds that are both fun, why completely invalidate one of them?

  • Class and specialization: Preservation Evoker, from someone who mostly plays the Blossom Burst talent build
  • Content type: PvE, primarily raiding

(2) Set Bonus: Empower spells cast Living Flame at enemies or allies struck at 40% effectiveness.
(4) Set Bonus: Living Flame has a chance to apply Echo at 100% effectiveness on allies healed, or a nearby ally who doesn’t already have Echo.

I think I like the 2 set bonus, assuming those Living Flames can give Essence Burst procs. Seems like it will fill a similar niche to our current 4 set bonus in Aberrus. That bonus felt really good to have for quality of life so I’m glad we’re getting something like it here. If anything, this one will probably feel even better.

I don’t think I like the 4 set bonus, though. Having our empowered healing spells putting down a bunch of echos will be awkward to play around when the best time for us to have echos up is going into our empowered healing spells. If I’m playing my usual blossom burst build and not playing around setting up a bunch of Echos for big empower spells it might not feel too bad to have as just a bit of extra passive healing, but for something like the Echo+Spiritbloom build that’s been popular this season I’m worried trying to play around this would make us lose a lot of flexibility in a build that doesn’t have much of that to begin with. And using actual living flame casts to fish for Echo procs just won’t work because 1. we already have Echo and Temporal Anomaly to do that, 2. Living Flame is about the last ability we want to use for healing, and 3. using Living Flame for healing consumes any Echos we already have up. So all this bonus really does is give us maybe 1-2 extra echos up (depending on proc rate) at points in our rotation that aren’t really the most appealing places to have Echos up. Even if the numbers on this bonus are good, I don’t think it’ll be very fun to play around.

My initial thoughts on this are, it’s visually spectacular and fun, it also packs a hell of a punch. That said, there are some issues.

I’d like to see the 2p stack up a different way when considering AoE. Currently with the Orb Barrage rework we almost never consume Clearcasting during pure AoE encounters due to the nature of the playstyle, meaning the AoE focused 4set will never be used.

That said on a fight like Sarkareth, I could see a way to build it up for use on periodic add spawns that would be fun, however the limited duration and the nature of how CC procs are utilized in ST probably gimps your standard damage pattern by stringing the usage of CC out to maintain the ability to have the cast ready for adds. But if that is hamstringing ST dmg output too much we won’t have the opportunity to save it for the adds and it will be somewhat random if it gets used.

So if it is meant for AoE but is either unusable on pure AoE or probably a loss to play around on ST fights with periodic cleave, why does the 4p exist?
A possible solution I could see is adding a stack if you have a Arcane Barrage that cleaves casted, and/or making the empowered missiles hit 150% harder if there is no cleave target on the empowered cast, giving it some better ST dmg application.

EDIT: This will also likely fundamentally alter Arcane’s playstyle for the 3rd patch in a row, which is not necessarily bad.

This seems very very strong, and also may make us even better PI targets as it forms a sort of feedback loop of PI increasing SKB uptime which increases 2p uptime at max stacks as well as increasing 4p uptime due to the CD reduction from kindling. Unfortunately, with the loss of the old set bonus the phoenix flame economy will take a major hit slowing the spec’s ability to bridge SKBs a bit. So it may end up a wash as far as pacing. No math to support that atm obviously since it’s been like 30min.

EDIT: Some prelim sims show new set as being substantially weaker than current set bonus when comparing just the bonuses, after accounting for inflated ilvl it will probably be close, but replacing a 4set with an ew one for neutral dps doesn’t seem intended. Probably need to address Phoenix flame economy on a class design level.

2p is very strong in AoE, especially using novas to shatter the splitting ice spike, 4p is pretty boring but takes some variance out of the spec. It suffers from the same issue arcane’s set bonus does though. The shatter splash effect doesn’t do anything on 1 target. Would like to see the shatter splash hit main target as well so it works in ST.

All in all, not terrible, could be improved. The focus on buffing AoE and not ST however, needs to stop. Like the class trinket from Aberrus, having something entirely focused on AoE tends to make it fall out of use for raid where ST is far more important. Please consider wrapping more ST dmg into these AoE effects.

1 Like

Windwalker Monk

Mainly Raids with this post but some nods to M+.

Discussion on the design of it, mainly specifically the 2 set.

Negative on the current iteration of it, will explain below. :point_down:

If melee attacks as in auto attacks procs free Spinning crane kicks then I hate to break it to someone who is reading this that did design this set bonus but we don’t auto attack as often as other melee specs, we spend most of our time in Fists of Fury and Spinning Crane Kick (in aoe situations), if this can proc off of our abilities then my concern about this is gone.

As for spinning crane kick being free when procced, its basically Dance of Chi-ji but does not provide a damage increase and replaces it with ebontoes to buff our Blackout Kick. Since because using Spinning crane kick requires us to get the said buff, I have some problems with it.

Using Spinning crane kick with no damage increase on a single target situation is a waste of a GCD just get Ebontoes, while this could be ok for M+ but if you want Windwalker monk to do well in Single target situations (raids). throwing Spinning crane kick in by making it free when it procs is not really the play, either buff the set bonus to include a spinning crane kick damage buff or add a single target ability in there to proc Ebontoes.

Overall the set bonuses itself is not great and could use some work because as it stands currently, if you want Windwalker to do well single target, forcing windwalkers to use a dance of chi-ji but no damage increase proc is not the way, logically it can fine for M+ because you are using Spinning crane kick anyways but raiding, its a waste of a GCD to get like a 100% damage increase for Blackout Kick.


I play exclusively a Protection Paladin, at Heroic raiding / 15-20 M+ level.

Can’t say I love this. The armor bonus feels like it’s going to be pretty negligible. Faith’s Armor already provides a virtually constant 5% armor, and it feels like no one takes this talent (not surprising, as it seems to result in only about 1% difference in physical mitigation with Shield of the Righteous up).

And on top of that, being able to stand still in one’s Consecration is somewhat rare in modern WoW. Raid bosses, but especially M+, feature a lot of movement, so it feels like we’ll frequently be losing on the benefits of the empowered Consecration… which is just going to feel crummy.

In addition, I don’t necessarily feel like these bonuses accomplish the intended goal. The only talent I can think of that isn’t often picked that might be affected by this is Golden Path, but I don’t think it has been numerically viable in Dragonflight (I loved it in Shadowlands).


Since my initial post got removed, I’ll try again…

Assuming “triggers” includes both Deathspeaker procs and execute, this is still not a tier bonus that looks fun to me. This once again pushes shadow priests into playing DA/Mindbender/Torment builds in pve content, which is not something most shadow priests want (and is the same feedback we gave about our original T30 tier set and why it was changed).

Perhaps something to shore up our aoe after several nerfs and the loss of our T30 set.

We essentially never press Shadow Word: Pain in our rotation because of Misery, except during heavy movement when we have nothing else to press. I’m assuming this is meant to give us access to some burst damage, which is fine, but this isn’t how I want to do it. Even assuming it’s optimal to hold until a full 12 stacks, it’s highly dependent on procs, and makes SW:P rotational, which adds to button bloat, which is something you’ve already said you’re trying to reduce. Also likely significantly better with DA builds, since DA buffs initial SW:Pain damage, which again is not the cooldown I want to be forced to play.

Shadow Crash is a dot application spell. In our 10.1 rework, you specifically removed damage from it’s initial crash in order to stop it from becoming rotational button bloat, so this is essentially undoing a positive change. I also doubt we will ever be able to hold it long enough or get enough procs to gain the full buff in aoe situations because we need it to apply dots. You’ve also just target capped shadow crash initial damage at five, which reduces the impact of this buff. I just don’t see how this is going to work well or be fun in any pve setting.

Again, I’d much rather any buffs apply to a core rotation or design spell, like Devouring Plague, Void Torrent, Shadowy Apparitions, Mind Blast, etc.

Please completely rethink and redesign both these tier set bonuses.


Blood DK
raiding and M+
When and where you feel like your set bonuses will be the most and least useful
2P is less useful in raids
Some sort of feeling about the above (positive, negative, indifferent)
You just took the season 1 tier set and the season 2 tier set and combined them together. The 2P only works if you are the active tank which lessens its value in raid. That was the same problem the the season one tier set.
Heart Strike and Blood Boil extending the debuff is the exact same as the 4P from the season 2 tier set.

This doesnt chance anything for blood dk, no new builds or changing talents

  • The class and specialization being discussed
    Warlock - Destruction
  • The game content type being referred-to (raiding, M+ dungeons, PvP)
    Raiding and M+ Dungeons
  • When and where you feel like your set bonuses will be the most and least useful
    Mediocre in Single Target situation, very little use in M+/Raiding AoE
  • Some sort of feeling about the above (positive, negative, indifferent)
    2 set: Immolate damage increase is ok, and recharge of Dimensional Rift is one of the artifact trait back in legion (Incinerate instead of Immolate)
    4 set: Another exact reiteration of Legion Artifact trait
    The negative feeling is Blizz continues to force Destruction to play a talent that no one pick like what you did in 10.1. With this, Destro cannot play Chaos Incarnate which share a talent position with Dimensional Rift, this is a further nerf to AoE damage as the class changes does not increase Rain of Fire damage (refer 10.2 warlock class changes).

The types of feedback posts that are most useful include all of the above, and might also detail:

  • How bonuses may not have their expected value, given how the class is often played
    As Destruction warlock only rely Rain of Fire as their main AoE output spell, this class tier bonus does not help in that particular situation as Dimensional Rift does no AoE damage unless the 4 Set bonus proc’ed, I don’t think relying on RNG to do AoE damage is good, even if it did the tuning does not look interesting/attractive. Previously Chaos Incarnate is good as it buffs RoF damage.
  • How bonuses could have very different value in single target and AOE situations
    Not unless you change the baseline Dimension Rift to have a little AoE capabilities, Destruction will be of little use in those situation in Raiding/M+.
  • How bonuses help or don’t help in specific situations that are relevant to players
    See above points, unless the 4 set bonus proc (RNG), there is not enough AoE Damage, even if it did the number is not very attractive.
  • Likely degenerate or unintended impacts on rotations, including:
    • Using single target abilities in AOE or vice versa
      Don’t think there is any change as Destruction has no relevant AoE ability beside Rain of Fire/Cataclysm.
    • Being flooded with resources faster than they can be spent
      With the removal of Madness of Azj’Aqir, the cast time reduction of Chaos Bolt also been removed which mean less chain casting CBs and more hard casting CB. Dimensional Rift is also generating Soul Shard fragment. I foresee Destro will be flooded with resources faster than they can be spent.
    • Being encouraged to use core abilities repetitively, or not at all
      Don’t think there any changes to core abilities. You will still be casting Immolate, Incinerate and CBs or RoF in AoE

Last but not least, with this much nerf to RoF damage, might as well make it into baseline Destruction abilities and buff Cataclysm damage.


The class and specialization being discussed
Frost Mage

The game content type being referred-to (raiding, M+ dungeons, PvP)
PvP – rated arena and battleground

When and where you feel like your set bonuses will be the most and least useful
Worthless in arena, somewhat powerful in BGs in AOE and cleave situations

Some sort of feeling about the above (positive, negative, indifferent)
Negative. Forcing players to choose a talent takes away player choice and makes the game less fun.

1 Like

The class and specialization being discussed:
Windwalker Monk

The game content type being referred-to (raiding, M+ dungeons, PvP)
All content

When and where you feel like your set bonuses will be the most and least useful
This set appears to trigger off of any damage dealt, although I haven’t seen it fire from Fists of Fury. The proc rate appears to be very, very low.

Additionally, this set boosts a primarily AoE ability and the four set one of the weakest, filler single target abilities while giving a mediocre CDR to other abilities.

Overall this set feels like it is middling to decent for AoE situations, like M+ or boss fights against more than one target, and on single target feels incredibly weak due to the loss of the buffs from Season 2’s set bonuses.

Some sort of feeling about the above (positive, negative, indifferent)
Overall I very much dislike this set since it will just lean harder into using instant Spinning Crane Kicks on M+, and I have a feeling it will be ignored in single target since you can get the Blackout Kick buff just by letting the debuff fall off, removing the need to waste a GCD on the spinning crane kick.

Additionally, this set is currently quite buggy:

  1. When the set triggers, using Spinning Crane Kick does not consume the buff, allowing you to continue using Spinning Crane Kick until the buff wears off.
  2. Because you don’t consume the buff, you don’t get Ebontoes until the buff actually ticks down.

Overall, I’d like to see changes that make it more useful for single target, helping where Windwalker Monks are still struggling mightily:

  1. Make the Windfoot buff apply to Rising Sun Kick as well as Spinning Crane Kick.
  2. Continue the current (bugged) behavior of making it a buff that lets you use Rising Sun Kick or Spinning Crane Kick for free for a duration.
  3. Make it so using Rising Sun Kick or Spinning Crane Kick while under the effects of Windfoot grant Ebontoes, giving an option to weave in Blackout Kicks in between RSK or SCK for cooldown reduction.
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I am absolutely in love with this tier set. I love that it makes the lash build just better overall and that I can try and make stormstrike builds built around pwave haste windows with extra stormblast scaling as well as big lightning bolts! 10/10 my favourite tier set between all the DF and SL3 sets. <3

If you make Resto Shamans remove chain heal from bar, once again Raid Leaders are going to remove them from pré nerf raid bosses because what is left others classes do a lot better. Please do not repeat same old mistakes.


Class Set Design

set bonuses can interact with or modify talents anywhere on the talent tree.

Can we have clarification on the ‘anywhere’ part? I read it as set bonus can affect a random talent on the tree, in addition to the specified bonuses. I just tested the new tier set on PTR, and this is not the case.

Having a random talent being affected would of course introduce too much RNG into gearing and become a pain to balance.

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