WoW Patch 4.3: Tier 13 Raid Gear Set Bonuses

Updated Sun, Oct 09, 2011 by Messiah

Patch 4.3 and Tier 13 Raid Gear Set Bonuses

Blizzard has released both a preview of the look of the brand new tier 13 raid gear that will be released with patch 4.3 and a look at the proposed set bonuses. For those that have not read the complete list of set bonuses, have no fear they will all be shown in this article as we take a quick look at all the Tier 13 Raid Gear Bonuses.

Overview of Patch 4.3: Tier 13 Raid Gear Set Bonuses

Without going into all the exact details up front, I have to say that these are almost all pretty good upgrades from the current tier 12 raid gear set bonuses. There are a few exceptions like the Elemental Shaman where the tier 12 set has a pretty killer two piece bonus, but then again tier 13’s isn’t shabby either. Some are also pretty weak right now, like the Warrior DPS set being pretty poor, but for the most part the bonuses add up pretty quick to be big bonuses.

The only real issue is that for the most part players that don’t raid won’t have access to all these cool new abilities and perks. But, heh, they should be raiding, right?

Tier 13 Death Knight Set Bonuses

Death Knight

Blood, 2P -- When an attack drops your health below 35%, one of your Blood Runes will immediately activate and convert into a Death Rune for the next 20 sec. This effect cannot occur more than once every 45 sec.
Blood, 4P -- Your Vampiric Blood ability also affects all party and raid members for 50% of the effect it has on you.

DPS, 2P -- Sudden Doom has a 30% chance and Rime has a 60% chance to grant 2 charges when triggered instead of 1.
DPS, 4P -- Runic Empowerment has a 25% chance and Runic Corruption has a 40% chance to also grant 710 mastery rating for 12 sec when activated.

The set bonuses for Death Knights are a bit strange right now, especially for tanks. While the 2 piece tanking bonus is nice so that you are not rune locked at low health and have more options on what to do, it isn’t that big of an increase. Once you get rotations down, it is not very often that you are short on runes.

The 4 piece tanking bonus is really strange as it really does not provide a benefit to the player themselves, but instead to the whole raid. Since Vampiric Blood is essentially a temporary health and healing boost it is of most use to tanks, only in AOE fights would it benefit the raid. Maybe Blizzard is telling us that tier 13 raids will have lots of AOE?

For the tier 13 DPS Death Knight set bonus both the 2 piece and 4 piece bonuses grant extra free abilities which are great since anytime you can use an ability for nothing it helps with your rune usage and ups your DPS.

Overall though the Death Knight bonuses seem weaker than many of the other classes set bonuses.

Tier 13 Druid Set Bonuses


Balance, 2P -- Insect Swarm increases all damage done by your Starfire, Starsurge, and Wrath spells against that target by 3%.
Balance, 4P -- Reduces the cooldown of Starsurge by 5 sec.

Feral, 2P -- Pulverize now also grants your Mangle (Bear) critical strikes a 100% chance to trigger Savage Defense, and your Blood in the Water talent now causes Ferocious Bite to refresh the duration of your Rip on targets with 60% or less health.
Feral, 4P -- Frenzied Regeneration also affects all raid and party members. This effect cannot be triggered if you have been in Bear Form for less than 15 sec. In addition, your Stampede talent now grants two charges after using Feral Charge (Cat).

Restoration, 2P -- After using Innervate, the mana cost of your healing spells is reduced by 25% for 15 sec.
Restoration, 4P -- Your Rejuvenation and Regrowth spells have a 10% chance to Timeslip and have double the normal duration.

The set bonuses for Druids are a bit strange as well simply because of what they do. The Balance bonuses seem very strong, while the others are a bit odd, onto the actual effects though.

The Balance bonuses are very strong, especially the 3% extra damage from many of your main damage abilities from the 2 piece bonus. The 4 piece seems less of an upgrade since starsurge generally isn’t used unless it comes up as an instant. The feral bonuses are the really odd ones, as Savage Defense bonus is nice but hard to time as a tank, but the DPS 2 piece bonuses seems really strong as your Rip will stay active longer, getting rid of the need to refresh it. For the 4 piece bonus it is like the Death Knight tanking bonus where Frenzied Regeneration will now effect all raid members, which seems strange and will likely be hard to time.

The restoration bonuses are a little odd as well, even though they could be extremely powerful, the timing and abilities is strange. For example the 2 piece bonus seems really strong at first glance, however do you save innervate for big damage phases now, or use it early to have it up soon as players do most of the time now. While overall it has the potential to be VERY strong, it makes you make choices. The 4 piece bonus is a mixed bag as well, since timeslip only has a 10% chance to happen anyway, an extra 10% isn’t a huge chance. However since most of the time the extra healing from timeslip isn’t a huge deal anyway, it seems weak unless you are a main tank healer, in which case it could be good, against other healing targets though it is a waste.

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