---
title: 'The BEST And WORST Tier Set Bonuses In Season 2 of Midnight'
source: 'https://youtube.com/watch?v=marZkdrQAP4'
video_id: 'marZkdrQAP4'
date: 2026-07-01
duration_sec: 1609
---

# The BEST And WORST Tier Set Bonuses In Season 2 of Midnight

> Source: [The BEST And WORST Tier Set Bonuses In Season 2 of Midnight](https://youtube.com/watch?v=marZkdrQAP4)

## Summary

This video provides a comprehensive preview of all new tier set bonuses and visuals for Season 2 of Midnight in World of Warcraft. The creator evaluates each spec's 2-set and 4-set bonuses, discussing their complexity, impact on rotation, and overall power level. The video also covers the visual design of each class's tier set, highlighting the best and worst-looking sets.

### Key Points

- **Dev goals for Season 2 tier sets** [00:46] — Dev team wanted more complex bonuses than Season 1, impactful gameplay variety, and increased damage consistency over burst.
- **Death Knight set bonuses** [01:16] — Blood DK: 2-set increases attack speed and Crimson Scourge chance; 4-set makes Crimson Scourge buff Death and Decay and grant crit chance. Frost DK: 2-set gives stacking buff from Remorseless Winter; 4-set makes Remorseless Winter deal damage more frequently and buff lasts longer. Unholy DK: 2-set changes mage spells to necrotic versions; 4-set increases damage of those spells against enemies below 35% health.
- **Demon Hunter set bonuses** [03:21] — Vengeance DH: 2-set gives Reap a chance to make next Consume explode for AoE; 4-set generates Soul Fragments and grants Moment of Craving. Havoc DH: 2-set increases damage of several abilities; 4-set makes Essence Break apply Cycle of Hatred and last longer. Vengeance DH: 2-set buffs Sigil of Flame; 4-set increases damage against targets affected by Sigil of Flame.
- **Druid set bonuses** [05:32] — Balance: 2-set buffs Star Surge and Starfall; 4-set makes Eclipse damage bonus highest at start and end. Feral: 2-set gives damage bonus after Berserk/Incarnation based on combo points spent; 4-set extends cooldown duration. Guardian: 2-set gives Thrash chance to buff Mangle; 4-set makes Thrash call thorns and extend Berserk. Restoration: 2-set gives Rejuvenation chance to grant Genesis; 4-set extends Genesis and gives Clearcasting.
- **Evoker set bonuses** [07:50] — Augmentation: 2-set reduces Upheaval cooldown; 4-set increases Fate Mirror effect. Devastation: 2-set maxes Shattering Star damage; 4-set increases Eternity Surge damage and cooldown reduction. Preservation: 2-set fires free Living Flames on Essence Burst consumption; 4-set buffs green spells and guarantees Essence Burst from Verdant Embrace.
- **Hunter set bonuses** [09:38] — Beast Mastery: 2-set makes pets stomp extra time; 4-set gives Cobra Shot extra effects. Marksmanship: 2-set buffs Explosive Shot; 4-set buffs Aimed Shot and Rapid Fire and reduces their cooldowns. Survival: 2-set buffs Raptor Strike; 4-set makes Mongoose Fury buff Wildfire Bomb.
- **Mage set bonuses** [11:20] — Arcane: 2-set buffs Arcane Missiles; 4-set makes Missiles buff Arcane Blast/Pulse/Prismatic Bolt. Fire: 2-set makes Pyroclasm guarantee crits; 4-set reduces cast time and increases damage. Frost: 2-set gives chance to generate Icicle and buffs Glacial Spike; 4-set gives chance to refund Glacial Spike and buff Shatter damage.
- **Monk set bonuses** [13:35] — Brewmaster: 2-set makes Breath of Fire cause Keg Smash to explode; 4-set leaves flame patch and buffs physical damage. Mistweaver: 2-set buffs Rising Sun Kick and Rushing Wind Kick; 4-set gives chance to ignore cooldown and be free. Windwalker: 2-set gives Fist of Fury extra punch; 4-set makes Fist of Fury buff next Rising Sun Kick or Spinning Crane Kick.
- **Paladin set bonuses** [15:19] — Holy: 2-set buffs Infusion of Light; 4-set gives Judgment and Holy Light chance to grant Infusion of Light. Protection: 2-set makes Consecration bigger and gives crit chance; 4-set gives free damage proc. Retribution: 2-set gives extra Divine Purpose chance and Holy damage buff; 4-set makes Divine Purpose give extra Holy damage on Templar's Verdict.
- **Priest set bonuses** [17:13] — Discipline: 2-set buffs Penance and reduces Mind Blast cooldown; 4-set buffs next Power Word: Shield or Void Shield. Holy: 2-set gives haste per active Renew; 4-set buffs Renew and gives Light's Resurgence chance to apply Renew. Shadow: 2-set reduces Tentacle Slam cooldown and doubles damage; 4-set makes Tentacle Slam buff Vampiric Touch.
- **Rogue set bonuses** [19:00] — Assassination: 2-set buffs Envenom and damage dealt; 4-set makes deadly poison buff bleeds or other poisons. Outlaw: 2-set buffs Dispatch; 4-set gives chance for free Dispatch. Subtlety: 2-set reduces energy cost and buffs Backstab/Shuriken Storm; 4-set makes Lingering Darkness buff Eviscerate/Black Powder.
- **Shaman set bonuses** [20:27] — Elemental: 2-set buffs Earth Shock/Elemental Blast/Earthquake; 4-set gives free spenders after Stormkeeper/Ascendance. Enhancement: 2-set makes Voltaic Blades cause Fire Nova; 4-set reduces Crash Lightning cooldown and buffs damage. Restoration: 2-set gives chance to create Healing Rain; 4-set gives absorb shield from Healing Rain.
- **Warlock set bonuses** [22:24] — Affliction: 2-set gives chance to refund Soul Shard; 4-set makes Unstable Affliction give stacking damage bonus. Demonology: 2-set buffs Wild Imps and Implosion; 4-set gives imps chance to implode. Destruction: 2-set buffs Incinerate and Echo of Sargeras chance; 4-set makes Echo of Sargeras buff damage on target.
- **Warrior set bonuses** [23:36] — Arms: 2-set buffs Mortal Strike and gives Slam cleave; 4-set buffs Overpower and Slam. Fury: 2-set buffs Raging Blow during Recklessness and extends Recklessness; 4-set buffs Bloodthirst and crit strike bonus. Protection: 2-set buffs free Revenge and Shield Slam; 4-set gives Ravager bleed and reduces cooldown.
- **Conclusion and call to action** [25:16] — This is the first PTR iteration; feedback can lead to changes. Encourages viewers to comment and support the channel.

## Transcript

Hey folks, this is Galani, with patch 12.1 on the PTR we have our first look at all of the new tier sets coming in season 2, as well as their two set and four set bonuses. These bonuses are supposed to be a bit more complex when compared to the season 1 counterparts, now that we've had
a bit of time to get used to the huge class overhauls that happened in Midnight. So let's go through all of the set bonuses, see which ones might be interesting or powerful and we'll figure out who has the best looking sets as we head into the next season of Midnight. Before we jump in,
be sure to hit up that like button and subscribe so you never miss another video. Before we get into the tier set bonuses themselves, the dev team laid out their goals while designing the season 2 tier sets. They wanted to create bonuses that are more complex when compared to
the season 1 sets, which shouldn't be too difficult as most of them were basic damage boosts. They want to create cool, impactful set bonuses that introduce a variety of gameplay and then they also wanted to try and increase the consistency of damage, rather than have these bonuses provide
big burst damage windows. So keep that in mind as we preview everything and we'll have a chat about whether or not we think these new bonuses meet the dev team's goals. Let's go through an alphabetical order that's never failed us before so we're starting with the
death knights. For blood, their 2 set bonus increases your attack speed by 15%, and increases crimson scourges chance to occur by an additional 5%, their 4 set causes crimson scourge to increase the damage you next to death and decay, and grants 5% crit chance for 8 seconds when consumed.
Nothing all too exciting there and nothing that really adds any complexity to your rotation or talents either. For frost, their 2 set causes remorse this winter damage to give you a stacking buff that increases your attack speed and increases the damage of icy death torrent, and then the 4 set
causes remorseless winter to deal damage more frequently and the buff lasts longer. So at least the set bonuses are working together here, the 4 set should make the 2 set significantly stronger. There's no listed stack limit on this either, so you may be able to dish out quite a bit of damage
every time your remorseless winter comes off cooldown. And then for unholy, their 2 set turns your mage's frostbolts into necrotic bolt and shatterbolts into withering grasp. That doesn't really tell as much, but I guess they'll be dealing more damage either way.
The 4 set increases the damage of necrotic bolt and withering grasp against enemies below 35% health. So that's just a passive damage boost, 2 on your minion types, and you get some execute damage thrown in for free. That seems incredibly boring, and there's not really anything going on here that
would change up how you play, or how you would approach or talents or rotation, except for maybe dumping every point possible into powering up your mages as much as you can, but you'll probably be doing that anyway. So unholy gets more or less a full passive set bonus this time around.
As for the new set visuals, death knights get a pretty cool set with a school visage in the helmet, glowing horns and caged skulls for your shoulders. The rest of the set does look a bit busy with the caged theme following down your chest, arms and legs,
but it's a very cool theme for sure. One thing I really don't like is how the helmet looks from the back, which is how you'll see it most of the time. It comes to kind of a short bulbous end, which looks very silly on some models. Apart from that, it's a pretty cool set.
Let's check out the demon hunters next, starting with the valorer. Their 2 set gives a reap an extra effect, so if you harvest 4 or more soul fragments with reap, you have a 20% chance to cause your next consume to explode for AoE damage.
The 4 set causes that prop to generate 8 soul fragments and grant the moment of craving, and then reap damage is increased by 20% baseline. So a reap should move up in your rotational priority to the point where it's probably cast on cooldown, as long as you have 4 souls ready to go.
Gaining extra access to moment of craving gives you some more burst AoE damage, and you'll be generating more fragments, which should make your entire rotation faster and smoother, and you may get some extra time in void meta too. This seems like a great set bonus on all fronts.
Now Havoc doesn't seem to have quite as interesting a 2 set bonus. It just increases the damage of Bladense, Chaos Strike and Essence Break. So that's nice, I guess. And then the 4 set causes Essence Break to apply and benefit from Cycle of Hatred, has 25% increased initial strike damage,
and his duration lasts 2 seconds longer. So be able to stack up Cycle of Hatred much faster, and its cooldown reduction will apply to Essence Break. So at least that's kind of interesting, that will lock you into Essence Break as a talent choice, though, which I'm never really a fan of.
For Vengeance, their 2 set increases sigil of flames damage over time, and Soulcleve increases the duration of sigil of flame on your primary target. Their 4 set causes Immolation aura and sigil of spite to deal more damage against targets,
affected by your sigil of flame, so just some passive damage bonuses. The extra damage should translate to some more self-sustained if you take Revolent Pain, but outside of that it's a pretty boring passive set. As for the new set appearance, I think Demon Hunters got one of the more boring
sets, there's just not much that really stands out here. The Demon school shoulders are cool, but the helm doesn't look all that interesting. The chest is very plain, and the rest of the set kind of follows suit. It kind of looks like an old Demon Hunter set from a much earlier expansion.
It's cool that Mythic doesn't just get some extra glows, but the shoulders move. I like to see more sets have a stronger distinction for the Mythic version like that, but apart from that, I'm not really a big fan of how this set looks.
The druids are up next starting with Balance. Their 2 set increases star surge damage, and causes Starfall to instantly deal damage to any valid target in Ranger and Cast. The instant damage should definitely be nice, and I imagine that could create some great AoE
burst potential. For their full set, Eclipse provides a damage bonus that is highest at the start and end of your Eclipse, and lowest in the middle. While thematically kind of interesting with the whole wax in Wayne's Cycle of the Moon, it's just a passive damage boost that you probably won't be
able to take full advantage of. For Feral, their 2 set gives you a damage bonus after Berserk or Incarnation ends that lasts longer, the more combo points you spend during the cooldown, so the better you play, the more damage you'll get out of your 2 set, which should reward great
execution of your rotation. The 4 set increases your cooldowns duration by 10 seconds, which should automatically extend the 2 set bonus and give you more damage overall. I really like when the set bonuses work together, and having big cooldown to last longer is always nice,
but the bonuses are still a bit passive. For Guardian, their 2 set gives Thrash a 20% chance to make your next mangle deal more damage, and the 4 set causes Thrash to call up three thorns to deal extra damage, some AoE damage, and they extend your Berserk by up to 5 seconds.
More damage is always nice, and some extra time on Berserk and even more damage from your spam thrash casts should lead to some great damage in AoE poles. And then for Restdown Druids, their 2 set gives Rejuvenation a 15% chance, and Nature's Swiftness a 100% chance to grant
Genesis, which causes all of your heal over time effects to heal for 25% more for 8 seconds, and multiple applications can overlap. The 4 set gives the buff an extra 4 seconds, and you get clear casting when you gain Genesis. This seems like it could be pretty powerful, depending on how
lucky you get. It's also going to encourage you to keep Nature's Swiftness on cooldown, or maybe use it as an extra mini cooldown for when things get spicy. It's at least interesting if potentially unreliable. For the visuals, you wouldn't question that this is a Druid set.
It does look like a few sets from the past, but between the feathers dotted round, the bark face cover and antlers, and the glowing symbol on the forehead, it's a pretty decent set in my opinion. The mythic version gets some extra feathers on the shoulders and some extra glow effects.
It's a great silhouette, and a good Druid set overall, if a bit similar to some tier sets of the past. Moving on to the evokers, augmentations 2 set reduces the cooldown on upheaval by 10 seconds,
and the 4 set causes upheaval to increase your fate mirror effect to 45% for 8 seconds, which is a pretty significant increase. That's triple its usual effectiveness, which could lead to some big damage spikes for your prescience targets. More access to upheaval
should be great for mythic plots as well. For devastation, the 2 set maxes out shattering stars damage no matter what end-power level you cast a turnity surge at, the 4 set increases the damage of a turnity surge by 10%, and it increases the cooldown reduction offered by causality by 0.1 seconds,
each time it occurs, getting your end-power spells back even faster should speed up your rotation a bit, which should lead to more damage overall. And then for preservation, the 2 set fires off some free living flames to heal your target or nearby allies whenever you consume essence burst,
and the 4 set causes green spells to restore 5% more health, and verdant embrace has a 100% chance to grant essence burst, so you want to focus more on green spells and make sure verdant embrace is used as often as possible. As for the visuals, evokers have one of the weaker sets once again in my
opinion, which they've struggled with quite a bit in the past. Part of that is probably because most of the time evokers didn't really get to see any of their set besides their shoulders while in combat, but at least with battle visage now being a thing, you will have a chance to see your tier set more
while in combat, so that's going to be nice. If you like their Batman style mask or the dragon scale theme prominent throughout the set, it might be okay, but in my opinion, the set doesn't really have much going for it. The hunters are up next, and the beast mastery 2 set bonus makes sure pets
stomp an extra time at 50% effectiveness after you barbed shot, and the 4 set causes stomp to give your cobra shot an extra effect. It can either cleave with beast cleave at lower effectiveness or strike your primary target for more damage, and that can stack up to 4 times. Now, cobra shot has always been
the least interesting ability in beast mastery's kit, so it's interesting they decided to build the 4 set around it. The flexibility of the 4 set is kind of nice, but I think they could have built a set bonus that works around your pets, instead for the real beast mastery fantasy.
For marksmanship, the 2 set boosts explosive shots damage, and gives it an extra second, and the 4 set boosts aim shot and rapid fires damage, and each time explosive shot ticks, it reduces the cooldown on aim shot and rapid fire. If you haven't seen the rework, explosive
shot will now be a damage of a time effect that deals AoE damage whenever it ticks, so this could lead to some significant cooldown reduction on both your main abilities, which would speed up your rotation quite a bit. It's still not super duper interesting, but at least it should reward good explosive shot
management and speed up your rotation. And then survival comes in swinging with a 15% damage boost for raptor strike in the 2 set, and the 4 set causes Mongoose Fury to also increase the damage of wildfire
bomb, that reads more like a season 1 set bonus, but at least those Mongoose Fury stacks should lead to some bigger wildfire bomb damage. As for the visuals, it should come as no surprise that in a snake-based
patch, hunters get a snake-based tier set. We've got fangs sticking out wherever possible, snake scales on the chest, legs, and a full snake skin cloak. It definitely fits the snake theme very well, and the poison like my asthma emanating off the mythic set looks cool. I'm not a huge fan
of the bulky helm, but all in all we have said much worse hunter sets over the years. Moving on to the majors, for arcane, the 2 set increases the damage of arcane missiles and causes to fire an extra missile, and the 4 set causes arcane missiles to increase the damage of arcane blast,
arcane pulse, or prismatic bolt by up to 40%. So you'll be highly encouraged to weave in some missiles now, no matter what talent build you're playing, but this could get a bit awkward with arcane pulse having a cooldown in 11.1, and prismatic bolt being somewhat unreliable. For fire mages,
the 2 set bonus causes pyro-class and to guarantee crits for flame strike and pyro blast, which will definitely be nice, and then the 4 set causes pyro-class and to reduce the cast time at both spells by 20%, and increase the damage bonus by 20%. That should make it easier to get these long casts
off, and more damage is always nice. This will lock you into the pyro-class and talent, though, which doesn't seem to be a popular talent right now in season 1, which makes me wonder how much the DPS boost this tier set is actually going to provide. And then we come to the frost majors,
their 2 set gives each stack a freezing shattered, a 5% chance to generate an icicle, and it increases glacial spike damage by 25%, so you should have glacial spikes way more often, which also means more
guaranteed prox of fingers of frost. And then their 4 set gives you a small chance to get your glacial spike back immediately, and increase shattered damage by 15%. That's definitely more interesting, and you'll have to react to your icicle generation, and free glacial spikes fairly quickly so you
don't waste any prox. It's interesting that frost gets flat damage bonuses and rotational changes, and with some specs only get damage bonuses. Obviously, you can tack on some damage increases as a
little side note if you really wanted to. The set itself looks like a pretty typical mage set, it looks very similar to some of the ones we've seen in the past, but at least it's executed pretty well. The shoulders are nice and spiky, the hand looks interesting with the frost spikes jutting
out to it, though the robe is quite simple. The mythic set looks awesome with the red colors and extra effects, and it kinda looks like something ASTOLOR would be happy to wear. I wouldn't call it the most interesting looking set out of the bunch, but it's still a great visual. The monks are up next,
and I know a bunch of you are probably raving about the visuals of this set already, but let's get through the bonuses first. For brewmaster, the two set causes breath of fire to make a next keg smash explode for extra Awe damage, and the four set causes those ignited keg smashers to leave
a patch of flame on the ground, and enemies hit take more damage from your physical abilities. Exploding kegs is always fun, bonus points for extra Awe damage on the floor, but it's just a bit of free damage at the end of the day. For mist we've had the two set buffs
up rising sun kicks damage and rushing wind kicks healing, and the four set gives both of those abilities a chance to ignore their cooldown and be completely free. This could create some fun chaining combos, depending on how high the prop chance is, and free spells is always nice.
And then for wind walker, the two set gives Fist of Fury an extra punch at lower effectiveness, and the four set causes Fist of Fury to increase the damage we were next rising sun kick, or spinning crane kick, stacking up to six times. So you'll always want to Fist of Fury before
either of those attacks, if it's available, depending on how many enemies you're facing I guess, but with Fist of Fury typically being a higher priority anyway, I'm not sure how different you'll play with the set bonus active. The big damage bonus should lead to some nice burst though.
Now I have a feeling that this set might fall into the love it or hate it category with how it looks. You get a full monkey mask with fur making up the rest of the helm piece. You can't say it doesn't fit the monk aesthetic or lore, but I burst out laughing when I first saw this set. It's definitely
interesting, and as I said I reckon it's going to be a love it or hate it set. The shoulders are kind of cool, and the rest of the set is quite plain, so if you like the minimal monk look, that could fit you quite well. I do like the legs in how they transition to the cold cloud visual
towards the bottom though. Then we come to the Paladins, for Holy their two set gives Infusion of Light an extra 75% boost to Flash of Heal Healing and Greater Judgment Absorbs, and the full set gives
Judgment and Holy Light a chance to grant Infusion of Light, so you'll have way more procs to play around with, and the procs themselves will be much stronger. Now, proc paladins have what looks to be a very potent set bonus this time around, even if it's just for damage. Their two set makes
consecration bigger, and gives you a 5% crit chance buff to any enemy inside your consecration, and then the full set gives you a free damage proc from Judgment or Crusader Strike, and if the ability is crit, the additional damage is increased by 200%. That sounds like a lot of
free damage, especially if you run with a lot of crit to try and maximize your DPS. Pro Paladins also won't have to choose between sanctified Wrath and Sentinel anymore in the patch, so you'll always have that free crit chance from your wings as well. And then for rep paladins,
their two set gives you a 10% extra chance to get Divine Purpose, and consuming it gives you a 10% Holy damage buff for 12 seconds. Free Holy Power Spenders is always nice, but then the full set gives
Divine Purpose an extra bonus. If you consume it with Divine Storm, your next two templates verdict deals an extra Holy damage to your target and nearby enemies, so you'll need to play around that new interaction and you should be rewarded well for reacting to your procs. As for how the set looks,
this may be one of the least paladin-looking sets we've had in a while, but I'm totally okay with that. It still fits in with a Holy Warrior kind of vibe, but the night full helm looks like something from Dark Souls. It only gets better with the Mythic version and the Ice Slick Glow, and the shoulders
look great. The only thing that really bunts me is that the set doesn't look like it was designed particularly well from the back. The helm that does have the odd cropped shape that doesn't flow into the armor very well on some models. Apart from that, this is one of my favourite sets of the
bunch so far. Moving onto the Priests, the disc two set gives penance a damage and healing boost, and casting pen introduces the cooldown of mind blast by two seconds, which should line up with the 12.1 disc changes fairly well. The 4 set gives your next powered shield or void shield a 25% boost after
you cast mind blast, which should always be void shield with how the apex talent has been changed. So not super interesting, but it does work well with the 12.1 class changes are the very least. For Holy, the two set gives you a haste buff for every renew you have active up to 6%,
and then the 4 set increases renew healing by 10%, and gives lights resurgence a 100% chance to leave a renew on the first target prey remending heals. With renew being passive now, and a lot of spells
applying it, you should have three rolling most of the time I would think, so it shouldn't be hard to keep your haste buff up, but having a tier set built around a small passive heal over time effect isn't the most exciting thing in the world. And then for Shadow, their two set reduces the cooldown
on tentacle slam and doubles its damage, and the 4 set causes tentacle slam to make your next vampiric touch instant, generate more insanity and conjure shadowy apparitions that deal double damage, summoning more spirits is always nice, having them deal extra damage even more so,
but it seems a bit odd to tie this interaction to vampiric touch, I guess they just wanted you to have a reason to still use the ability, with your dots being all to apply for the most part. Now this is another set that looks very interesting, priests have a stone or marble encased looking face,
which we haven't really seen before. There's a cool halo glowing behind your head, we have some great color variations between the difficulties, and overall it's quite a real looking set. The screaming skulls in the shoulders are also super cool, and the mythic
version takes it up a notch with the spiky glow around your head, and the skulls turning bright yellow gold. It is a cool set for sure, as long as you aren't tired of the errathe color scheme anyway. Then we come to the rogues, the assassination two-set increases the damage of Invenom,
an Invenom increases your damage dealt by 3%, and the four-set causes deadly poison to increase your bleed damage on the target, or to attack against targets with your amplifying poison, deal more damage per attack, and wound poison hits the second time, so whichever lethal
poison you're running with, they'll all be a bit better. For outlaw, their two-set increases dispatch damage by 15%, and the four-set gives sinister strike and ambush a chance to cause your next dispatch to be free, and deal damages if you have max combo points. Free finishes on rogues is
always fun, so you only need to react to those prox quickly to make sure you don't waste any. And then for sub-rogues, the two-set reduces the energy cost and increases the damage of backstab and shure-constorm, the four-set causes lingering darkness to now also benefit a viscerate and
black powder for effectiveness. I think that's the first time we've seen a set bonus lock you into a hero-talentry, which I'm not really a fan of. As for how the set looks, there's not really much going on. It's quite a plain set, especially the pants and chest, which could lead to some great
crossover transmog opportunities, I guess. The glows on the mythic set are cool, but it's just an okay set at best, in my opinion. It's also interesting that in a patch so heavily focused on poisons and
venom, I mean, this stuff is literally everywhere in the new zone. The tier set doesn't really reflect any of that, and it instead leans into the troll theme, which is a less of a rogue theme, really. The sharmons are up next, and Elemental's two-set increases the damage of Earthshock, Elemental Blast
and Earthquake, which isn't too interesting, but the four-set has some meat to it. When Stormkeeper or Ascendant's Fade, your next two lightning bolts chain lightning or lava bursts still extra damage and cause your next spender to cost 100% less maelstrom, so you'll have to quickly spend
these prox juggler generator and to spend each time and try not to overlap anything. That's kind of cool, and at least it changes up your rotation and rewards good execution. For enhancement, Voltaic Blades
causes your primary target to erupt in a firenova every two seconds for six seconds, and firenova damage is increased by 200%, if it strikes a single target. The four-set causes firenova to reduce the cooldown of crashing lightning and increase its damage, stacking up to five times, so you've got
some free AoE damage, some cooldown reduction and a good damage boost for your crash lightning. It could be more interesting, but at least there's something going on there, which you can't say for all of the set bonuses so far. And then for Rest of Shaman, their two-set gives your healing wave or
chain heal a chance to create a healing reign at the target's location, so we're going to have puddles for everyone, and then the four-set causes your healing reign to provide an absorb shield on one ally every second, which could be potentially powerful if the absorb shield isn't minuscule.
Anyway, to provide shields is free healing that can't overheal, but I don't think these set bonuses are really going to change much at the end of the day. Now the Shaman set is another one that is quite interesting. I don't love the set as a whole, especially the patchwork look for the back of the
helm and the robe. It's also definitely heavily troll-inspired, so if you're a troll-sharman, you'll probably be quite happy, but maybe not so much if you're playing a different race. The shoulders definitely stand out though, those are super cool, and even get their own little
glows when you bump them up to mythic. Moving on to the Warlocks, the affliction two-set gives you a 20% chance to refund a soul-shard when you spend them, which I'm sure won't be frustrating at all, and then the four-set causes unstable affliction to give you a stacking damage bonus,
and Cedar Corruption applies unstable affliction at 50% effectiveness to your target. For demonology, the two-set bonus increases the damage of your wild imps and implosion, and the four-set gives your imps a chance to implode themselves for more damage than usual.
That's going to be kind of funny to watch if nothing else, but it doesn't give you much to work with in terms of interesting gameplay changes. And then Destruction's two-set increases the damage of incinerate, and gives incinerate an increased chance to evoke an Echo of Sargeras, and the four-set causes Echo of Sargeras to increase
the damage of Echo of Sargeras on target by 6% for 6 seconds. Damage bonuses are always nice I guess if a bit boring. Now usually the Warlock sets are some of the better ones, and I think that
kind of holds true this season, especially when you compare it to some of the other sets. The horns bursting out of the side of the helm, the glowing soul-shard like crystal in the middle of the forehead, and the demon skull mask make for great visuals. The gloves are also really cool,
turning your hands into burnt and tainted looking flesh is quite interesting, as per usual the mist set gets some extra glows in the helm, shoulders and the hands. And then last but not least we come to the warriors. For arms their two-set increases mortal strike
damage and gives slam a cleave component, and then the four-set increases overpowered damage, and mortal strike and overpower increase the damage of the next slam, stacking up to three times, so you get some more AoE potential in a way to ramp up its damage. For fury their two-set
increases raging blows damage during recklessness, and raging blow extends recklessness back up to six seconds. For their four-set, bloodthirst damage gets above, and during recklessness bloodthirst increases the crit strike bonus of the buff up to 10%. So you'll get to extend your
recklessness and increase its burst potential with some damage bonuses on top. That's not too bad at all. And then we come to prompt warriors. Their two-set causes free revenges to deal more damage, and causes your next shield slam to deal more damage, and their four-set gives ravager and extra
bleed effect and reduces its cooldown. More access to ravager is cool, and the extra bleed effect should give you some extra AoE damage on top. As for the set appearance, warriors get a very warrior-style
set once again, by which I mean it looks okay, but nothing really stands out or looks super amazing. I feel like warriors tend to get that treatment more than most classes. I do like the fur accents,
the glowing eyes are always cool, and the mythic set does get a few more glows around the horns. This is another set that suffers from the odd helmet shape looking pretty bad from the back side, and I personally just don't think it looks all too interesting, even if it isn't terrible.
Now it is worth noting that this is the very first iteration of these set bonuses on the PTR, and I'm glad the dev team has been getting much better about having most, if not all of the set bonuses available to preview and test in earlier PTR builds,
so there's actually time to give feedback and for things to change if necessary. So if you think your set bonus is a bit pants, hop onto the forums to give your feedback. We have seen entire set bonuses, both 2 and 4 set, totally replaced by the time a patch goes live,
if enough people hate it, so quite a lot could change before 12.1 hit Slive servers. But that's all of the TSM bonuses and what each new TSM is going to look like as we head into season 2.
What do you think of your specs set bonuses? Do you think any of them really stand out as being potentially super powerful, really interesting in how they interact with your rotation, or just so bad that they aren't even worth using? Leave your thoughts in the comment section below.
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