There are new tier sets in patch 10.1 of World of Warcraft. The developers have revealed all of them along with the set bonuses, which we present to you here.
Patch 10.1 Ashes of Neltharion still needs a few months before it launches on the live servers of World of Warcraft, but the developers want to collect feedback diligently even now. Therefore, they have already released the upcoming set bonuses of the new tier sets ahead of the extensive testing. You will soon be able to obtain these in the new raid “Aberrus, the Shadow Crucible” or through “Mythic+” and later again through a catalyst. We have listed all bonuses for all 13 classes and translated the effects.
As usual, there are two bonuses for each specialization. The first bonus becomes active when you wear two pieces of the set, and the second when you wear at least four pieces.
We have already presented the appearance of the new tier sets in this article.
However, please note that these bonuses are initial drafts from Blizzard. The exact values or even the set bonuses themselves may change during the development of patch 10.1.
Death Knight
Blood
- (2) Heart Strike and Sanguine Blood deal 20% more damage and have a 10% chance to grant Vampiric Blood for 5 seconds.
- (4) When you would receive Vampiric Blood, you are flooded with Vampiric Strength, granting you 10% Strength for 5 seconds. Heart Strike and Sanguine Blood increase the duration of Vampiric Strength by 0.5 seconds.
Frost
- (2) Howling Gale and Frost Fever deal 10% more damage. Your Frost-Enhanced Howling Gales reduce the cooldown of Frostwyrm’s Fury by 2 seconds.
- (4) After consuming 15 Frost, you unleash a Frostwyrm’s Fury on the current target with 100% effectiveness.
Unholy
- (2) Death’s Shroud and Epidemic deal 10% more damage. Casting Death’s Shroud or Epidemic grants a stack of “Master of Death”. At 20 stacks, all are consumed, and you gain 15% Mastery for 20 seconds.
- (4) When Death’s Shroud or Epidemic consumes Wrath of the Damned, you gain two stacks of “Master of Death” or increase the current Mastery bonus to 25% for 5 seconds.
Demon Hunter
Havoc
- (2) For every 200 Fury you spend, you gain “Sanguine Fury,” increasing your Agility by 6% for 8 seconds.
- (4) Each time you gain Sanguine Fury, you gain 15 Fury, and the damage of your next Eye Beam is increased by 12%. This effect is stackable up to 5 times.
Vengeance
- (2) Soul Fragments heal for 10% more health, and generating a Soul Fragment increases your Fire Damage by 2% for 6 seconds. Multiple stacks of this can overlap.
- (4) Consuming 20 Soul Fragments causes your next cast of Shear or Fracture to apply Blazing Brand to the target for 6 seconds.
Druid
Balance
- (2) The radius of Solar Fire is increased by 2 meters. Solar Fire, Moonfire, and Starfall deal 18% more damage.
- (4) Starfall has a 20% chance to call down a Falling Star instead, dealing quadruple damage and granting 5 Astral Power.
Feral
- (2) Your auto-attacks have a chance to grant you “Predator’s Fury,” increasing your Agility by 1%. Each stack after the fifth has an increasing chance to reset the stacks back to 2.
- (4) When “Predator’s Fury” resets the stacks, you gain 5% additional Agility, and you generate a combo point every 1.5 seconds for 6 seconds.
Guardian
- (2) When you take damage, the damage from Mangle and Thrash and the Rage generation is increased by 15% for 8 seconds, and you heal for 6% of the damage taken over 8 seconds.
- (4) The damage of Pulverize and Thrash is increased by 20%, and casting Iron Skin, Pulverize, or Thrash increases your maximum health by 3% for 12 seconds. Stackable up to 5 times.
Restoration
- (2) Rejuvenation and Flourishing Life heal for 15% more. The healing over time of Regrowth is increased by 75%.
- (4) Prosperity increases the rate of your healing-over-time effects by 40% for an additional 16 seconds after the effect ends. Luxuriant Infusion ensures that the target of your Swift Healing receives 15% more healing from you for 6 seconds.
Wildcaller
Devastation
- (2) Disintegrate and pyre pierce enemies with obsidian shards, dealing 12% of the damage as volcanic damage over 8 seconds.
- (4) Empowered spells deal 8% more damage and ensure that your obsidian shards are overloaded, causing them to deal 200% more damage for 5 seconds. While Dragonwrath, your obsidian shards are always overloaded.
Preservation
- (2) Spirit Blossom now grants a healing-over-time effect that causes 40% of the healing over 8 seconds. The healing from Trauma Breath is increased by 15%.
- (4) After casting 3 empowered spells, you immediately gain Essence Explosion and again 3 seconds later.
Hunter
Beast Mastery
- (2) Cobra Shot and Barrel! deal 15% more damage.
- (4) Cobra Shot, Barrel!, and Multi-Shot reduce the cooldown of Bestial Wrath by 1 second.
Marksmanship
- (2) Arcane Shot/Chimera Shot and Multi-Shot deal 10% more damage and have an 8% chance to grant you the effect Kill Shot.
- (4) Kill Shot deals 15% more damage and Kill Shot reduces the cooldown of Rapid Fire and Aimed Shot by 0.5 seconds.
Survival
- (2) Fire Bomb deals 10% more damage, and throwing a Fire Bomb increases the damage of your next Barrel! by 50%.
- (4) For every 25 Focus you spend, the cooldown of Fire Bomb is reduced by 1 second.
Mage
Arcane
- (2) Arcane Surge increases spell damage by an additional 5% and the duration is increased by 3 seconds.
- (4) For every 20,000 mana you consume during Arcane Surge, your spell damage at the end of Arcane Surge is increased by 1% for 12 seconds, stackable up to 30 times.
Fire
- (2) Phoenix Flames applies Incinerating Ember to all affected enemies, causing them to take 6% more damage from your spells for 10 seconds.
- (4) When your direct damage spells hit a total of 30 times on an enemy affected by Incinerating Ember, you gain Hyperthermia for 6 seconds.
Frost
- (2) The damage of Hail and Frostbolt is increased by 20%. Hail now creates an explosion upon impact, dealing 50% of the damage to nearby targets. Reduced damage against more than 5 targets.
- (4) Casting Ice Lance on a frozen target has an 8% chance to trigger Brain Freeze.
Monk
Brewmaster
- (2) Blackout Kick deals 20% more damage. You have a 10% chance that you will not reset the stacks of Elusive Fighter when successfully dodging.
- (4) Rising Sun Kick grants a stack of Elusive Fighter. When you dodge, the damage and critical strike chance of your next Blackout Kick or Rising Sun Kick is increased by 5%. Stackable up to 5 times.
Brewmaster
- (2) Renewing Mist has a chance to grant you Soulfang Tooth Infusion, restoring 5% of your maximum mana over 6 seconds.
- (4) Drinking tea or receiving Soulfang Tooth Infusion increases the healing of Revitalize or Renewing Mist by 40% for 6 seconds.
Windwalker
- (2) Rising Sun Kick deals more damage and has a chance to trigger as Nova, dealing fire damage to all enemies within 8 meters.
- (4) Your automatic melee attacks have a chance to send a Spirit of Shadowflame to your target, duplicating your next 3 abilities with X% [unknown] effectiveness.
Paladin
Holy
- (2) Critical hits from Holy Shock heal for 15% more and reduce the cooldown of Hammer of Light by 2 seconds and Holy Prism by 1 second.
- (4) Hammer of Light heals 100% more often and generates 1 Holy Power every 4 seconds. The healing of Holy Prism is increased by 80% and generates 1 Holy Power when cast on an enemy target and 3 Holy Power when cast on an ally.
Protection
- (2) Shield of Vengeance applies Heartfire to hit enemies, causing 20% extra damage over 5 seconds. You heal for 100% of the damage that Heartfire deals.
- (4) Critical hits from Judgement can now cause Supreme Crusader.
Retribution
- (2) Judgement and Hammer of Wrath deal 10% more damage and 20% more critical damage.
- (4) Judgement increases damage dealt to enemies by abilities consuming Holy Power by an additional 5%. Hammer of Wrath applies Judgement to all affected enemies.
Priest
Discipline
- (2) Casting Atonement on an enemy simultaneously heals a wounded ally nearby for 20% effectiveness. Casting Atonement on an ally simultaneously injures a nearby enemy for 35% effectiveness.
- (4) Every third casting of Atonement grants you Shadow Pact for 5 seconds and transforms this Atonement into a shadow spell.
Holy
- (2) Prayer of Mending has a 20% chance to be duplicated on another target when it jumps.
- (4) When Prayer of Mending jumps, it increases the damage and healing of your next Blessing of the Word by 4%. Stackable up to 15 times.
Shadow
- (2) When you consume Shadowy Insight, Mind Spike deals 60% additional damage and generates 4 additional Insanity.
- (4) For every 400 Insanity consumed, you summon your Shadow Spirit/Spirit Weaver for 5 seconds.
Rogue
Subtlety
- (2) Bleeding and Bloodstorm deal 33% additional damage as Nature damage.
- (4) When Death Mark expires, the Nature damage you deal is increased by 40% for 30 seconds.
Outlaw
- (2) The damage you deal applies the target with Soul Ripper, dealing 5% of all damage you deal as physical damage over the duration of 8 seconds.
- (4) Between the Eyes unleashes all Soul Rips, dealing 200% of the remaining damage, and granting you 7% Agility for 15 seconds.
Assassination
- (2) Shadow Dance grants you Symbols of Death for 10 seconds and extends the duration of Bleeding by 4 seconds.
- (4) Symbols of Death increase the critical strike chance of Exsanguinate and Black Powder by 15%.
Shaman
Elemental
- (2) Every 40 seconds you gain Stormkeeper.
- (4) For 8 seconds after consuming Stormkeeper, your Lightning Strike, Lava Burst, Ice Fury, and Frost Shock generate 100% more Maelstrom, and your Chain Lightning, Lava Beam, and Earthquake deal 20% more critical damage.
Enhancement
- (2) Shattering increases your mastery by 12% for 15 seconds.
- (4) If Shattering hits only one target, you deal 30% additional physical damage for 15 seconds. If Shattering hits 2 or more targets, your next Chain Lightning deals 50% more damage and grants back 100% of the consumed “Weapon of Maelstrom” stacks.
Restoration
- (2) When you cast Healing Rain, all allies affected by Tidal Wave are healed by “Tidewater”.
- (4) Each ally healed by “Tidewater” increases your haste by 1% for 6 seconds and increases the healing of your next Tidal Wave by 10%.
Warlock
Affliction
- (2) The cooldown of Malefic Affliction is reduced by 5 seconds, and the cooldown of Phantom Singularity is reduced by 12 seconds. The damage of Malefic Affliction and Phantom Singularity is increased by 60%.
- (4) Enemies affected by your Phantom Singularity take Weakness for this duration, and enemies hit by Malefic Affliction take Weakness for 10 seconds. Weakness increases damage taken by the Warlock by 10%.
Demonology
- (2) Demon Bolt deals 15% more damage. Consuming Demonic Core reduces the cooldown of Grimoire: Felguard by 1 second.
- (4) Grimoire: Felguard deals 40% additional damage and empowers your other demons, causing them to deal 20% more damage during the duration of Felguard.
Destruction
- (2) Blasts of Demon Fire have a 20% chance to unleash an additional Blast of Demon Fire.
- (4) After casting 15 Demonic Fire Blasts, your next Demonic Fire Blast deals drastically increased damage and a portion of the damage to all enemies within a radius of 8 meters.
Warrior
Arms
- (2) Deep Wounds increases your chance for critical hits and the damage dealt by critical hits by 10%.
- (4) Critical hits from Deep Wounds have a chance to increase the damage of your next cast of Smash by 25%. Stackable up to 10 times. This enhanced Smash hits up to 4 additional targets for 50% of the dealt damage.
Fury
- (2) The damage and critical strike chance of Rampage are increased by 10%.
- (4) Critical hits against your primary target of Rampage cause your next Bloodthirst to deal 50% additional damage and generate 2 additional Rage. Stackable up to 4 times. This Bloodthirst also guarantees a critical hit.
Protection
- (2) Shield Bash deals 15% more damage and reduces the cooldown of Last Stand by 0.5 seconds. During Last Stand, these bonuses are doubled.
- (4) For 10 seconds after Last Stand ends, Shield Bash creates a pressure wave that damages all targets in front of you and reduces the damage they deal to you by 5% for 5 seconds.
How do you like the tier set bonuses from patch 10.1? Interesting and cool? Or rather boring and uninspired?


