For class sets in Season 2, we’re exploring a new direction and would like to give players an early look at them.
In The War Within Season 2 Class Sets will have their 2-piece set bonus designs split by role (Healer, Tank, Ranged damage, Melee damage) and their 4-piece set bonus designs split by spec. We wil utilize unique keywords for each role in their 2-piece sets and then modify how each spec interacts with the keyword in their 4-piec set. These keywords will be tied thematically to our upcoming raid – Liberation of Undermine.
For example, let’s look at the current Elemental Shaman and Augmentation Evoker sets and the Ranged DPS keyword, Jackpot!
Augmentation Evoker:
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(2) Set Bonus: Your damaging spells have a chance to hit a Jackpot!, causing an Upheaval at 100% effectiveness that does not knock enemies up. Casting Breath of Eons always hits a Jackpot!
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(4) Set Bonus: Your Upheavals have a 100% chance to grant Essence Burst. Eruptions cast with Essence Burst deal 25% increased damage.
Elemental Shaman:
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(2) Set Bonus: Your spells and abilities have a chance to hit a Jackpot! that summons a Fire Elemental for 8.0 seconds. Casting Ascendance always hits a Jackpot!
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(4) Set Bonus: When you summon or extend your Fire Elemental, your Lightning Bolt, Chain Lightning, and Lava Burst deal 10% increased damage for 8 seconds.
As you can see, the wording and structure of each of the 2-piece sets within a role will be very similar, but the keyword Jackpot! rewards different benefits based on spec. This difference is expanded upon in each of the 4-piece sets, which add further unique twists for each spec.
The other keywords, which can be seen below, are Luck of the Draw! for tanks, Winning Streak! for melee DPS, and Insurance! for healers.
We’d also like to note that there are not currently any plans to change the acquisition of class sets in The War Within Season 2. As in Season 1, players will receive a Catalyst charge when the season begins and additional charges every other week.
Playing with These Bonuses and Providing Feedback
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We consider the flow of testing, feedback, final design, and adjustments to be crucial to the success of an addition to the game like new class sets. As you test the new class sets and provide your feedback here, please review the following guidelines.
To make a feedback post here, please provide:
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The class and specialization being discussed
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The game content type being referred-to (raiding, M+ dungeons, PvP)
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When and where you feel like your set bonuses will be the most and least useful
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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:
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How bonuses may not have their expected value, given how the class is often played
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How bonuses could have very different value in single target and AOE situations
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How bonuses help or don’t help in specific situations that are relevant to players
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Likely degenerate or unintended impacts on rotations, including:
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Using single target abilities in AOE or vice versa
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Being flooded with resources faster than they can be spent
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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.
To try these set bonuses once the PTR is active, log into an endgame realm and 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.
Set Bonuses
Death Knight
Blood
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(2) Set Bonus: Each time you take damage you have a chance to activate Luck of the Draw! causing you to cast Icebound Fortitude for 4 seconds. Your damage done is increased by 15% for 8 seconds after Luck of the Draw! activates.
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(4) Set Bonus: Luck of the Draw! has a 2 seconds increased duration. While Luck of the Draw! is active, Death Strike costs 2 less Runic Power and can strike up to 2 additional nearby enemies.
Frost
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(2) Set Bonus: Your spells and abilities have a chance to activate a Winning Streak! increasing the damage of your Frost Strike and Glacial Advance by 2%, stacking up to 5 times. Obliterate has a 15% chance to remove Winning Streak!
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(4) Set Bonus: Winning Streak! stacks 3 additional times. While on a Winning Streak!, your Frost Strike and Glacial Advance have a chance to cast Frostscythe at 50% effectiveness. Frostscythe now also benefits from Winning Streak!
Unholy
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(2) Set Bonus: Your spells and abilities have a chance to activate a Winning Streak! increasing the damage of your Death Coil and Epidemic by 3%, stacking up to 10 times. Death Coil and Epidemic have a 15% chance to remove Winning Streak!
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(4) Set Bonus: Casting Dark Transformation grants up to 10 stacks of Winning Streak! and while Dark Transformation is active the effectiveness of Winning Streak! is increased by 100% and no longer has a chance to reset.
Demon Hunter
Havoc
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(2) Set Bonus: Your spells and abilities have a chance to activate a Winning Streak! increasing the damage of your Blade Dance and Chaos Strike by 1%, stacking up to 10 times. Blade Dance and Chaos Strike have a 15% chance to remove Winning Streak!
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(4) Set Bonus: Winning Streak! persists for 7 seconds after being removed by Blade Dance or Chaos Strike. Entering demon form sacrifices your Winning Streak! to gain 1% critical strike per stack consumed. Lasts 15 seconds.
Vengeance
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(2) Set Bonus: Each time you take damage you have a chance to activate Luck of the Draw! causing you to cast Metamorphosis for 4 seconds. Your damage done is increased by 15% for 10 seconds after Luck of the Draw! activates.
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(4) Set Bonus: The Hunt has a high chance to refresh its cooldown when you gain Luck of the Draw!
Druid
Balance
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(2) Set Bonus: Your damaging spells have a chance to hit a Jackpot!, growing a Wild Mushroom at a nearby enemy’s location at 100% effectiveness. Casting Celestial Alignment or Incarnation: Chosen of Elune always hits a Jackpot!
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(4) Set Bonus: Starfall and Starsurge damage against targets affected by your Wild Mushroom’s damage over time effect is increased by 20%.
Feral
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(2) Set Bonus: Your spells and abilities have a chance to activate a Winning Streak! increasing the damage of your Ferocious Bite, Rip, and Primal Wrath by 1%, stacking up to 10 times. Ferocious Bite, Rip, and Primal Wrath have a 15% chance to remove Winning Streak!
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(4) Set Bonus: When you consume Apex Predator’s Craving, become a Big Winner, dealing Physical damage to Apex Predator’s primary target and increasing the damage of your periodic effects by 4% for 6 seconds.
Guardian
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(2) Set Bonus: Each time you take damage you have a chance to activate Luck of the Draw! causing you to cast Survival Instincts for 4 seconds. Your damage done is increased by 15% for 8 seconds after Luck of the Draw! activates.
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(4) Set Bonus: After you gain Luck of the Draw! your next 10 Druid abilities cast another Druid ability at 125% effectiveness.
Restoration
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(2) Set Bonus: Your healing spells have a chance to apply Insurance! to their targets that heals them over 15 seconds. Insurance! is consumed if any ally drops below 40% health to heal them.
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(4) Set Bonus: Lifebloom’s bloom has a 30% chance to apply Insurance! to its target for 10 seconds. When Insurance! is consumed or removed, it leaves a missing Rejuvenation, Regrowth, or Wild Growth heal over time effect for 15 seconds on its target.
Evoker
Augmentation
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(2) Set Bonus: Your damaging spells have a chance to hit a Jackpot!, causing an Upheaval at 100% effectiveness that does not knock enemies up. Casting Breath of Eons always hits a Jackpot!
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(4) Set Bonus: Your Upheavals have a 100% chance to grant Essence Burst. Eruptions cast with Essence Burst deal 25% increased damage.
Devastation
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(2) Set Bonus: Your damaging spells have a chance to hit a Jackpot!, launching a Shattering Star at 3 nearby enemies at 50% effectiveness. Casting Dragonrage always hits a Jackpot!
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(4) Set Bonus: Casting Shattering Star or hitting a Jackpot! increases the damage of your next empower spell by 20%, stacking up to 2 times.
Preservation
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(2) Set Bonus: Your healing spells have a chance to apply Insurance! to their targets that heals them over 15 seconds. Insurance! is consumed if any ally drops below 40% health to heal them.
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(4) Set Bonus: Verdant Embrace always grants Insurance! to you and your target for 6 seconds and its cooldown is reduced by 4 seconds.
Hunter
Beast Mastery
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(2) Set Bonus: Your damaging spells have a chance to hit a Jackpot! that fires a Barbed Shot at 200% effectiveness. Casting Bestial Wrath always hits a Jackpot!
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(4) Set Bonus: Hitting a Jackpot! infuses your pet with a mutagen, causing its auto-attacks to deal Nature damage to its target and up to 5 enemies within 10 yd for 10 seconds. Mutagenic attacks reduce the cooldown of Bestial Wrath by 1 seconds.
Marksmanship
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(2) Set Bonus: Your damaging spells have a chance to hit a Jackpot! that increases your auto shot damage by 600% and reduces the time between auto shots by 2 seconds for 10 seconds. Casting Trueshot always hits a Jackpot!
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(4) Set Bonus: Consuming Lock and Load also fires an Explosive Shot at 200% effectiveness.
Survival
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(2) Set Bonus: Your spells and abilities have a chance to activate a Winning Streak! increasing the damage of your Wildfire Bomb by 3%, stacking up to 6 times. Wildfire Bomb has a 15% chance to remove Winning Streak!
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(4) Set Bonus: When your Winning Streak! ends, your next Kill Command deals 200% additional damage and generates 3 stacks of Tip of the Spear.
Mage
Arcane
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(2) Set Bonus: Your damaging spells have a small chance to hit a Jackpot! granting you Clearcasting and 8% increased spell damage for 12 seconds. Casting Touch of the Magi always hits a Jackpot!
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(4) Set Bonus: When you hit a Jackpot!, you also gain Aether Attunement at 100% effectiveness.
Fire
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(2) Set Bonus: Your damaging spells have a chance to hit a Jackpot! reducing the cooldown of Combustion by 3 seconds. Casting Combustion always hits a Jackpot! at 200% increased effectiveness.
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(4) Set Bonus: When you hit a Jackpot! your damage is increased by 15% for 7 seconds. If you would gain Jackpot! from Combustion the duration is increased by 100%.
Frost
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(2) Set Bonus: Your damaging spells have a chance to hit a Jackpot! that fires a Frostbolt Volley dealing damage to your primary target and damage to up to 8 additional targets. Casting Icy Veins always hits a Jackpot!
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(4) Set Bonus: Icy Veins causes you to hit a Jackpot! at 100% effectiveness every 10 seconds for 30 seconds.
Monk
Brewmaster
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(2) Set Bonus: Each time you take damage you have a chance to activate Luck of the Draw! causing you to cast Fortifying Brew for 6 seconds. Your damage done is increased by 15% for 8 seconds after Luck of the Draw! activates.
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(4) Set Bonus: When you gain Luck of the Draw!, your next 2 casts of Blackout Kick deal 150% increased damage and incur a 2 seconds reduced cooldown.
Mistweaver
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(2) Set Bonus: Your healing spells have a chance to apply Insurance! to their targets that heals them over 15 seconds. Insurance! is consumed if any ally drops below 40% health to heal them.
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(4) Set Bonus: Casting Renewing Mist applies Insurance! for 6 seconds. The healing of Insurance! is increased by up to 50% in proportion to the coverage Renewing Mist has on you and up to 10 allies.
Windwalker
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(2) Set Bonus: Your spells and abilities have a chance to activate a Winning Streak! increasing the damage of your Rising Sun Kick and Spinning Crane Kick by 3%, stacking up to 10 times. Rising Sun Kick and Spinning Crane Kick have a 15% chance to remove Winning Streak!
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(4) Set Bonus: Fists of Fury applies 1 stack of Winning Streak! when cast and when finished channeling completely. The damage of your next Fists of Fury is increased by 5% per stack when Winning Streak! is removed. Your Winning Streak! is always removed once it reaches max stacks.
Paladin
Holy
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(2) Your healing spells have a chance to apply Insurance! to their targets that heals them over 15 seconds. Insurance! is consumed if any ally drops below 40% health to heal them.
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(4) Set Bonus: Divine Toll applies Insurance! to allies it heals for 8 seconds. Divine Toll’s cooldown is reduced by 1 second each time you spend Holy Power.
Protection
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(2) Set Bonus: Each time you take damage you have a chance to activate Luck of the Draw! causing you to cast Guardian of Ancient Kings for 4 seconds. Your damage done is increased by 15% for 10 seconds after Luck of the Draw! activates.
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(4) Set Bonus: While you have Luck of the Draw! Shield of the Righteous refunds 1-3 Holy Power and extends the duration of Luck of the Draw! by 0.5 sec, up to 10 seconds.
Retribution
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(2) Set Bonus: Your spells and abilities have a chance to activate a Winning Streak! increasing the damage of your Templar’s Verdict and Divine Storm by 2%, stacking up to 10 times. Templar’s Verdict and Divine Storm have a 12% chance to remove Winning Streak!
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(4) Set Bonus: When you lose your Winning Streak! you get the last Holy Power spent back, and for 4 seconds you cannot lose Holy Power and the damage of your Holy Power abilities are increased by 10%.
Priest
Discipline
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(2) Set Bonus: Your healing spells have a chance to apply Insurance! to their targets that heals them over 15 seconds. Insurance! is consumed if any ally drops below 40% health to heal them.
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(4) Set Bonus: When your Power Word: Shield is completely absorbed on an ally, they are granted Insurance! at 40% effectiveness. Allies with your Insurance! or absorption effects receive 15% increased healing from you.
Holy
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(2) Set Bonus: Your healing spells have a chance to apply Insurance! to their targets that heals them over 15 seconds. Insurance! is consumed if any ally drops below 40% health to heal them.
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(4) Set Bonus: Holy Word: Serenity and Holy Word: Sanctify apply Insurance! for 10 seconds to one target while Apotheosis is active. Your healing is increased by 1% for each Insurance! active on allies.
Shadow
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(2) Set Bonus: Your damaging spells have a chance to hit a Jackpot! that fires a Void Bolt at an enemy at 200% effectiveness. Casting Dark Ascension or Void Eruption always hits a Jackpot!
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(4) Set Bonus: Hitting a Jackpot! grants you 5 seconds of Power Infusion. Mind Blast and Void Bolt deal 15% increased damage while Power Infusion is active.
Rogue
Assassination
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(2) Set Bonus: Your spells and abilities have a chance to activate a Winning Streak! increasing the damage of your Envenom, Rupture, and Crimson Tempest by 3%, stacking up to 10 times. Envenom, Rupture, and Crimson Tempest has a 15% chance to remove Winning Streak!
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(4) Set Bonus: When you would lose Winning Streak!, you have a chance to instead gain maximum stacks of Winning Streak for 4 seconds. These cannot be removed and have 30% additional effect while immune to removal.
Outlaw
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(2) Set Bonus: Your spells and abilities have a chance to activate a Winning Streak! increasing the damage of your Dispatch by 6%, stacking up to 5 times. Dispatch has a 15% chance to remove Winning Streak!
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(4) Set Bonus: Roll the Bones has a 12% increased chance of granting additional combat enhancements and also applies 1 stack of Winning Streak! for each combat enhancement granted. Stacks applied by Roll the Bones can exceed the normal Winning Streak! maximum 5.
Subtlety
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(2) Set: Your spells and abilities have a chance to activate a Winning Streak! increasing the damage of your Eviscerate, Secret Technique, and Black Powder by 3%, stacking up to 10 times. Eviscerate, Secret Technique, and Black Powder have a 15% chance to remove Winning Streak!
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(4) Set: While Shadow Dance is active, you cannot lose Winning Streak!, gain an additional stack of Winning Streak! each time you would gain one, and deal an additional 6% Shadow damage per Winning Streak! stack.
Shaman
Elemental
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(2) Set Bonus: Your spells and abilities have a chance to hit a Jackpot! that summons a Fire Elemental for 8.0 seconds. Casting Ascendance always hits a Jackpot!
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(4) Set Bonus: When you summon or extend your Fire Elemental, your Lightning Bolt, Chain Lightning, and Lava Burst deal 10% increased damage for 8 seconds.
Enhancement
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(2) Set Bonus: Your spells and abilities have a chance to activate a Winning Streak! increasing the damage of your Stormstrike, Crash Lightning, and Lava Lash by 5%, stacking up to 5 times. Spending Maelstrom Weapon has a 15% chance to remove Winning Streak!
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(4) Set Bonus: When you gain a stack of Winning Streak!, reduce the cooldown of Doom Winds by 2 seconds. When Winning Streak! is removed, reduce the cooldown of Doom Winds by 10 seconds.
Restoration
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(2) Set Bonus: Your healing spells have a chance to apply Insurance! to their targets that heals them over 15 seconds. Insurance! is consumed if any ally drops below 40% health to heal them.
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(4) Set Bonus: When you cast Healing Rain, 1 ally in the radius has Insurance! applied to them. When Insurance! is consumed, your next Chain Heal, healing Surge, or Healing Wave is increased by 10%.
Warlock
Affliction
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(2) Set Bonus: Your damaging spells have a chance to hit a Jackpot! that increases your haste by 12% for 12 seconds. Casting Summon Darkglare always hits a Jackpot!
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(4) Set Bonus: Hitting a Jackpot! also increases the damage of Unstable Affliction by 50% and causes Unstable Affliction to spread to up to 3 targets within 40 yds for 12 seconds.
Demonology
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(2) Set Bonus: Your damaging spells have a chance to hit a Jackpot! that summons a Dreadstalker at 165% effectiveness. Casting Summon Demonic Tyrant always hits a Jackpot!
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(4) Set Bonus: Casting Hand of Gul’dan causes your active Dreadstalkers to cast Dreadbite at 50% effectiveness. This damage is increased by 10% for each Soul Shard spent on Hand of Gul’dan.
Destruction
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(2) Set Bonus: Your damaging spells have a chance to hit a Jackpot! that fires a flurry of 12 Demonfire bolts at 200% effectiveness. Casting Summon Infernal always hits a Jackpot!
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(4) Set Bonus: Hitting a Jackpot! increases your Mastery by 3% and your spells gain maximum benefit from Mastery: Chaotic Energies for 10 seconds.
Warrior
Arms
- (2) Set: Your spells and abilities have a chance to activate a Winning Streak! increasing the damage of your Mortal Strike and Cleave by 2%, stacking up to 10 times. Overpower has a 15% chance to remove Winning Streak!
(4) Set: When your Winning Streak! ends, Overpower deals 20% additional damage and recharges 75% faster for 2 seconds per stack of Winning Streak! you had.
Fury
- (2) Set: Your spells and abilities have a chance to activate a Winning Streak! increasing the damage of your Rampage by 2%, stacking up to 10 times. Rampage has a 15% chance to remove Winning Streak!
(4) Set: When you gain a stack of Winning Streak! you have an even chance to either cause your next Bloodthirst to deal 15% increased damage and have 25% increased chance to critically strike or cause your next Raging Blow to deal 15% increased damage and generate 2 additional Rage.
Protection
- (2) Set: Each time you take damage you have a chance to activate Luck of the Draw! causing you to cast Shield Wall for 4 seconds. Your damage done is increased by 15% for 10 seconds after Luck of the Draw! activates.
(4) Set: During Luck of the Draw! Sheild Slam’s chance to critically strike is increased by 50% and its critical strikes reduce the cooldown of Shield Charge by 6 seconds.