Patch 9.2 byword of Warcraft brings back animal sets — and they have crass bonuses. We show you all of them.
With patch 9.2 end of eternity, a feature comes back to the World of Warcraft, after which players long for several years — the animal sets. Finally, there are solid sets again for each class. Thus, however, there are also quite powerful bonuses that will have drastic impact on the effectiveness of your class.
What is new to the animal sets? Unlike so far, the animal sets will not only be from the new RAID mausoleum of the first. You can also earn parts of the Animal Sets via PVP or Mythical + visits. Thus, all players can enjoy the animal sets, no matter what kind of endgame activity you like to pursue.
All new set bonuses of the animal sets from patch 9.2 end of eternity
As usual for animal sets, all sets with different bonuses therefore come. For each specialization there are 2 different bonuses — a part carried at 2 and another parts carried. We show you all bonuses on all sets and every specialization. The pictures used are from Dating of the Warhead page.
Consider, however, the set bonuses so far is to rationing and that can still be changed until the release of patch 9.2. If that's the case, we will update this item here.
Death Knight
blood (2) Endless Rune Waltz: Parrying an attack ensures that your weapon performs a push of heart on the attacker. Dancing rune blade summons now 2 rune blades. (4) Endless Rune Waltz: Power increases your strength by 1% and duration of dancing rune blade by 0.5 seconds. The effect remains for 10 seconds after dancing rune blade ends. frost (2) Arctic Assault: Merciless winter grants 8% critical hit rating. (4) Arctic Assault: Consuming killing machine fires an unstoppable glacier to the destination. Unholy (2) Harvest Time: Each 5th shadow / scourge kick acts a soul harvest at your destination. Soul harvest grants your Gaul 20% attack speed for 10 seconds. (4) Harvest Time: Whenever the secondary effect of soul harvest is triggered, summoned a Ghoul of the Dead Army.
Demon Hunter
Devastation (2) Deadly Dance: Increases the damage to blade dance and death sweep by 20%. (4) Deadly Dance: Every 5th blade dance or death sweep reimburses his cooldown and expect immediately. Using this so authorizing blade dance or death sweep has a chance of 15%, to reimburse the cooldown and costs. Racquet (2) Burning Hunger: Damage to your Feuerbrandaura has a chance of 10% to create a low soul fragment. (4) Rapacious hunger: The consumption of a small soul fragment has a chance of 100%, to grant you 2 seconds Feuerbrandaura or to increase the duration of an existing Feuerbrandaura by 2 seconds.
Druid
Balance (2) Umbra Essence: If you reach a lunar eclipse, you create an anger of Elude for 25% of its strength, which tracks the target for 8 seconds. (4) Umbra Essence: As long as you are in a darkness, the cost of star kit and star rain are reduced by 20%. wildness (2) Ephemeral Leg: Each issued combo point reduces the cooldown of incarnation: king of the jungle / berserker by 0.5 seconds. (4) Bleeding Soul: When Berserkers end, you wound all enemies nearby and adds them to 700% of your attack force as bleeding damage over 10 seconds. Guardian (2) Architect's Design: The work of tree bark provides you for 4 seconds Berserker. (4) Architect's Aligner: While Berserk is active, it adds every second to all near enemies 45% of your attack force as a cosmic damage and heals yourself for 61% of your attack power. Restoration (2) Renewing Bloom: Rapid healing an additional amount per active hot on the goal. (4) Ephemeral Blossom: Rapid healing 4 allies near for 25% of the healing caused.
Hunter
animal rule (2) Killing Frenzy: The critical hit chance of barrel! For each pile of rage on your companion increased by 15%. (4) Killing Frenzy: Critical goals of barrel! Increase the damage and cooldown reduction of the next Cobb cable by 40%. Markers (2) Focused Trickery: Skillful shots now also increase the damage to the affected shot by 30%. (4) Focused Trickery: Spending 80 Focus Grants you 2 charges of skillful shots. Survive (2) Mad Bombardier: When barreled! It is a chance of 40% that your next running firebomb does not trigger a cooldown. (4) Mad Bombardier: Your running fire bomb adds 30% additional damage. This bonus is increased to 80% when it was reinforced by Mad Bombardier.
Mage
Aryan (2) Arcane Lucidity: Your Arcane damage to goals that are affected by touch of Magi is increased by 18%. (4) Arcane Lucidity: After you have consumed 8 free spells, your next touch of the Magi is a spontaneous magic, does not trigger a cooldown and stops for 6 seconds. Fire (2) Fiery Rush: Increases the duration of trimester by 2 seconds. (4) Fiery Rush: While crushing is active, it burns for 2% of your maximum life points per second, which allows the cooldown of fire platter and phoenix flames to complete 100% faster. frost (2) Frost Storm: As long as icy wires is active, there is a 25% chance to fire a comet belief on your goal. This effect can not occur more frequently than every 30 seconds. (4) Frost Storm: Enemies met by your comet hail suffer 2% additional damage to your freezers for 8 seconds, up to a maximum of 10%.
Monk
Brew master (2) [still without names] Objectives that are inflamed by your Feuerodem also cause 4% less damage to you. (4) [still without names] Feuerodem enhances your next tiger claw or blackout kick, thus increasing the duration of leg work and improves the decay time reduction of your braes by 100%. Nebelwister (2) [still without name] The healing effect of Asselborn remains 2 seconds longer. (4) [still without names] Drinking your thunder focal conjures a rune of healing, which increases all healing knitted, as long as you stand in the rune. Wind runner (2) [still without names] increases the damage to Furry by 40%. (4) [still without name] After you use 10 offensive skills, your next 3 offensive capabilities add more damage to 22%.
Paladin
Holy (2) Dawn Will Come: The work of word of glory ensures that your next light of dusk is heals for 50% more and twice. This can not occur more often than once every 30 seconds. (4) Dawn Will Come: Each goal taken by dawn light has a 100% chance to reduce the compression time of angry retaliation by 2 seconds. Protection (2) Glorious Purpose: Shield of righteously increases your block chance by 4% for 15 seconds. Stackable up to 3 times. (4) Glorious Purpose: The blocking of an attack has a chance of 33% to act a guideline on the attacker. Retribution (2) Ashes to Ashes: If you benefit from art of war, your Seraphic receives for 2 seconds. (4) Ashes to Ashes: Art of War has a 50% chance to complete the cooldown of ash wave instead of the righteousness of justice.
Priest
Discipline (2) From Dusk: The work of powerful word: Shield or shadow healing has a chance of 15% that the next shadow healing has no costs or magic time. (4) Manifested Twilight: The power of the dark side increases the effectiveness of atonement additionally by 45% and is triggered when MAKE word is worked out. Holy (2) Knowledge: Your blessing words begin a divine conversation that improves the decay-time reduction of your next spell that influences blessing words to 15 seconds. (4) BLESSED SOUL: Divine Conversation increases the effectiveness of your next blessing word by 35%. The shade (2) Marked Mind: Dark thought has an additional chance of 15% triggered per active shadow dot of the priest on the goal. (4) Living Shadow: Consuming dark thoughts revives your shadow for 8 seconds. The shadow follows you and adds shadow damage to your destination during the duration.
Rogue
Assassination (2) Grudge Match: Shiv increases the critical strike chance of bleeding effects for 9 seconds by 25%. (4) Immortal Technique: Vendetta ensures that toxins and bleed effects on your destination 100% will be consumed faster. lawlessness (2) Tornado Trigger: Your Main Gauche has a 25% chance to fire a pistol shot. (4) Tornado Trigger: gunshot has a chance of 50%, a hidden ball out of your sleeve to load up to 6 times. After you've loaded six balls, the cooldown is completed by between the eyes and does not cost any energy. deception (2) Immortal Technique: Shadow Strike has a 20% chance to grant you for 5 seconds Shadow Blades. (4) Immortal Technique: Your finishing moves have a 4% chance per combo point, a shadow blow to up to 5 enemies to work nearby.
Shaman
Elemental (2) Fire Heart: The interaction of Lava Burst increases the duration of your assault Elemental / Feuerlementars to 1.5 seconds. If your storm Elemental / Fire Elemental is not active, the dispensing of Maelstrom has a 20% chance to reduce the remaining cooldown by 10 seconds. (4) Fire Heart: While your Storm Elemental / Fire Elemental is active, your Lava Burst does 20% more damage, and you get every 8 seconds Analog. Gain (2) Storm Spirit: The attacks of your Feral Spirits have a 20% chance to trigger Sturmbringer and so quit the cooldown Storm strike. (4) Storm Spirit: Consuming Maelstrom Weapon has a chance of 3% per stack to summon a wild spirit for 9 seconds. Restoration (2) Heal the Soul: Critical hits your Chain Heal reduce the remaining cooldown of your totem spirit connection by 2 seconds. (4) Heal the Soul: The critical strike chance of your Chain Heal is increased on all targets by 30% when you cast the spell on a target that has been affected by flash flood.
Sorcerer
infirmity (2) Calamitous Crescendo: While pain, Corruption and Unstable Affliction are active, your Drain Soul has a 4% chance and your Shadow Bolt a 20% chance that your next bet by Sinister euphoria will cost no soul crystals and becomes an instant. (4) Deliberate Malice: The damage to Unheilvolle euphoria is increased by 15% and each action of the spell increases the duration of decay, pain and disability Unstable to 2 seconds. Demonology (2) Malicious Imp-Pact: Your Hand of GUL'Dan has a 5% chance per shard that a malicious imp is summoned. If the gnome is killed, it grants a Soul Shard, adding either all enemies of the elves' explosion fire damage or your current target this damage. (4) Ripped From the Portal: Casting call terror Stalker has a 100% chance to summon a further terror Stalker. destruction (2) Herald of Chaos: Using Chaos Bolt or Rain of Fire to make a 20% chance, the next use of each other's capability for free. (4) Avatar of Destruction: When Rain of Fire or Chaos Bolt will be cast for free, it evokes an Infernal for 8 seconds.
The Warlock set is the way visual changed — because it is reminiscent of the Ku Klux Klan.
warrior
Weapons (2) Pile On: each increase 75 rage output damage your next Colossal Spiking or war breaker to 2%, up to 10%. (4) Pile On: Increases the duration of Colossal Spiking and war breaker to 3 seconds. Fury (2) Frenzied Destruction: Raging Blow has a 20% chance to grant you for 4 seconds foolhardiness. (4) Frenzied Destruction: Mad shock caused 15% additional damage and receives a further charging. Protection (2) Outburst: Consuming 30 rage granted a stack of Outburst. When you reach 8 stacks your next plate impact or Thunderclap is 200% effective or your next teeth bite 50% effective. (4) Outburst: Avatar increases your damage caused by an additional 10% and reduces damage by 10%. Avatar immediately granted 8 stacks of Outburst.
When will the animal sets? They are only with the release of patch 9.2 End of Eternity in World of Warcraft available. Currently, not even the PTR is active, so one can only speculate as to when an official release of the update is applied. Most likely currently a release date sometime in the late February 2022 or March 2023. Notice appears, however, that it to the part is no reliable statements Blizzard.
How do you like the bonuses of the animal sets? Do you have a favorite?
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