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Sovereign 8 Piece Sets & Abilities.

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Kaelang
Posts: 1275

Sovereign 8 Piece Sets & Abilities.

Post#1 » Thu Apr 02, 2020 12:22 am

Since the latest patch I've seen a lot of players asking what their 8 piece abilities actually do as there's currently no description. I found this article online which outlines all of the sets and their 8 piece bonus' from live.

Please note, as this is a private server, the balance team have the ability to modify any of these abilities in the name of balance, and thus these could be completely incorrect. But for those interested, here's a good reference for now.

“Sovereign” – provides the Supreme Ward

Requires – Rank 40, Renown Rank 73/74/75/76/77/78/79/80

Ironbreaker

(3 Piece Bonus): +80 Strength

(4 Piece Bonus): +80 Wounds

(5 Piece Bonus): +5 Block

(6 Piece Bonus): Preservation – On Being Hit: 10% chance to increase Wounds by 80 for 20 seconds.

(7 Piece Bonus): Domination – On Hit: 25% chance to steal X Toughness from your target for 10 seconds.

(8 Piece Bonus): Gain Ability: Recession – A disrupting strike that makes your opponent receive X% less benefit from any heals cast on them for Y seconds.

Slayer

(3 Piece Bonus): +80 Strength

(4 Piece Bonus): +80 Wounds

(5 Piece Bonus): +5 DPS

(6 Piece Bonus): Pilfer – On Being Hit: 10% chance to steal X health from your attacker.

(7 Piece Bonus): Overwhelming – On Hit: 25% chance to reduce target’s Weapon Skill by 80 while increasing your Strength by 80 for 10 seconds.

(8 Piece Bonus): Gain Ability: Can’t Slow Me Down – Your thoughts of glorious battle ahead overtake you. You cannot be stopped by roots or snares for the next 10 seconds.

Rune Priest

(3 Piece Bonus): +80 Willpower

(4 Piece Bonus): +80 Toughness

(5 Piece Bonus): +5 Healing Critical Chance

(6 Piece Bonus): Martyr – On Being Hit: 10% chance to heal group for X health over 9 seconds.

(7 Piece Bonus): Vivacious: On Heal: 10% chance to recover 50 AP.

(8 Piece Bonus): Gain Ability: Empowered Runes – A brief magical wind increases your chance to critically heal by X% for Y seconds.

Engineer

(3 Piece Bonus): +80 Ballistic Skill

(4 Piece Bonus): +80 Wounds

(5 Piece Bonus): +5 Ranged Critical Chance

(6 Piece Bonus): Creeping – On Being Hit: 10% chance to reduce attacker’s movement speed by 40% for 5 seconds.

(7 Piece Bonus): Aim – On Hit: 10% chance to increase critical chance by 20 for 5 seconds.

(8 Piece Bonus): Gain Ability: Restraining Shot – Target is rooted in place for X seconds.

Witch Hunter

(3 Piece Bonus): +80 Strength

(4 Piece Bonus): +80 Wounds

(5 Piece Bonus): +5 Melee Critical Chance

(6 Piece Bonus): Intensity – On Being Hit: 10% chance to gain a finisher point.

(7 Piece Bonus): Guile – On Hit: 10% chance to lower incoming healing on target by X for 10 seconds.

(8 Piece Bonus): Gain Ability: Enough! – You knock your target back a long distance.

Knight of the Blazing Sun

(3 Piece Bonus): +80 Strength

(4 Piece Bonus): +80 Wounds

(5 Piece Bonus): +5 Block

(6 Piece Bonus): Preservation – On Being Hit: 10% chance to increase Wounds by 80 for 20 seconds.

(7 Piece Bonus): Domination – On Hit: 25% chance to steal X Toughness from your target for 10 seconds.

(8 Piece Bonus): Gain Ability: Slowing Radiance – The brilliant glare from your armor, perhaps a reflection of Mymidia herself, causes your opponent to stumble and reduce movement speed by X % for Y seconds.

Bright Wizard

(3 Piece Bonus): +80 Intelligence

(4 Piece Bonus): +80 Wounds

(5 Piece Bonus): +5 Magic Critical Chance

(6 Piece Bonus): Quickening – On Being Hit: 10% chance to reduce build times by half a second for 10 seconds.

(7 Piece Bonus): Surging – On Hit: 25% chance to deal X damage to an additional target within 20 feet of the first.

(8 Piece Bonus): Gain Ability: Wind of Aqshy – A surge of power increases the radius of all your spells by X%.

Warrior Priest

(3 Piece Bonus): +80 Strength

(4 Piece Bonus): +80 Wounds

(5 Piece Bonus): +5 Melee Critical Chance

(6 Piece Bonus): Domination – On Hit: 25% chance to steal X Toughness from your target for 10 seconds.

(7 Piece Bonus): +98 Hit Points Every 4 Seconds

(8 Piece Bonus): Gain Ability: Righteous Faith – You instantly regain X Righteous Fury.

Swordmaster

(3 Piece Bonus): +80 Strength

(4 Piece Bonus): +80 Wounds

(5 Piece Bonus): +5 Melee Critical Chance

(6 Piece Bonus): Bracing – On Being Hit: 10% chance to Increase Armor by X for 10 seconds.

(7 Piece Bonus): Domination – On Hit: 25% chance to steal X Toughness from your target for 10 seconds.

(8 Piece Bonus): Gain Ability: Vaul’s Guidance – You are an inspiration to yourself and others. Your defensive target will absorb up to X damage over Y seconds.

Shadow Warrior

(3 Piece Bonus): +80 Ballistic Skill

(4 Piece Bonus): +80 Toughness

(5 Piece Bonus): +5 Critical Hit Rate

(6 Piece Bonus): Reactionary – On Being Hit: 25% chance to increase Parry, Evade, and Disrupt by 10% for 10 seconds.

(7 Piece Bonus): Aim – On Hit: 10% chance to increase critical chance by 20 for 5 seconds.

(8 Piece Bonus): Gain Ability: Expertise – A sudden rage makes you want to take down your enemies even faster. All your build times are reduced by X seconds for Y seconds.

White Lion

(3 Piece Bonus): +80 Strength

(4 Piece Bonus): +80 Wounds

(5 Piece Bonus): +5 Melee Critical Chance

(6 Piece Bonus): Pilfer – On Being Hit: 10% chance to steal 15 health from your attacker.

(7 Piece Bonus): Overwhelming – On Hit: 25% chance to reduce target’s Weapon Skill by 80 while increasing your Strength by 80 for 10 seconds.

(8 Piece Bonus): Gain Ability: Lion’s Savagery – You rage with the spirit of the beast, increasing your chance to critically hit by X% for Y seconds.

Archmage

(3 Piece Bonus): +80 Willpower

(4 Piece Bonus): +80 Wounds

(5 Piece Bonus): +5 Healing Critical Chance

(6 Piece Bonus): Caretaker – On Hit: 10% chance to heal defensive target for X health.

(7 Piece Bonus): Vivacous – On Heal: 10% chance to recover 50 AP.

(8 Piece Bonus): Gain Ability: True Magic – You push your powers to their limits, extending their range by X% for Y seconds.

Black Orc

(3 Piece Bonus): +80 Strength

(4 Piece Bonus): +80 Wounds

(5 Piece Bonus): +5 Melee Critical Chance

(6 Piece Bonus): Erosion – On Hit: 10% chance to lower all of target’s Resistances by 200 for 10 seconds.

(7 Piece Bonus): Domination – On Hit: 25% chance to steal X Toughness from your target for 10 seconds.

(8 Piece Bonus): Gain Ability: Deal wit’ it – You show the others how it’s done… either by makin dem do it, or doin’ it yourself. Your defensive target will absorb up to X over Y seconds.

Choppa

(3 Piece Bonus): +80 Strength

(4 Piece Bonus): +80 Wounds

(5 Piece Bonus): +5 DPS

(6 Piece Bonus): Pilfer – On Being Hit: 10% chance to steal X health from your attacker.

(7 Piece Bonus): Overwhelming – On Hit: 25% chance to reduce target’s Weapon Skill by 80 while increasing your Strength by 80 for 10 seconds.

(8 Piece Bonus): Gain Ability: ? – Your blood thirst is elevated by the thoughts of battle. You cannot be stopped by roots or snares for the next 10 seconds.

Shaman

(3 Piece Bonus): +80 Willpower

(4 Piece Bonus): +80 Wounds

(5 Piece Bonus): +5 Healing Critical Chance

(6 Piece Bonus): Caretaker – On Hit: 10% chance to heal defensive target for 67 health.

(7 Piece Bonus): Vivacious – On Heal: 10% chance to recover 50 AP.

(8 Piece Bonus): Gain Ability: Just a bit mor’ – Feeling the Waagh!!! Getting more intense you make an effort to push it further away from you, extending the range of your spells by X for Y seconds.

Squig Herder

(3 Piece Bonus): +80 Ballistic Skill

(4 Piece Bonus): +80 Wounds

(5 Piece Bonus): +5 Critical Hit Rate

(6 Piece Bonus): Creeping – On Being Hit: 10% chance to reduce attacker’s movement speed by 40% for 5 seconds.

(7 Piece Bonus): Marked – On Hit: 25% chance to reduce target’s Initiative by X while increasing your Ballistic Skill by X for 10 seconds.

(8 Piece Bonus): Gain Ability: Fasterfaster – It breifly dawns on you that shootin faster is better. All your build times are reduced by X seconds for Y seconds until you forget.

Chosen

(3 Piece Bonus): +80 Strength

(4 Piece Bonus): +80 Wounds

(5 Piece Bonus): +5 Block

(6 Piece Bonus): Preservation – On Being Hit: 10% chance to increase Wounds by 80 for 20 seconds.

(7 Piece Bonus): Domination – On Hit: 25% chance to steal X Toughness from your target for 10 seconds.

(8 Piece Bonus): Gain Ability: Mindless Fear – A disrupting strike that makes your opponent receive X% less benefit from any heals cast on them.

Marauder

(3 Piece Bonus): +80 Strength

(4 Piece Bonus): +80 Wounds

(5 Piece Bonus): +5 Melee Critical Chance

(6 Piece Bonus): Pilfer – On Being Hit: 10% chance to steal X health from your attacker.

(7 Piece Bonus): Overwhelming – On Hit: 25% chance to reduce target’s Weapon Skill by 80 while increasing your Strength by 80 for 10 seconds.

(8 Piece Bonus): Gain Ability: Sadist – A spastic surge of raw power courses through you which increases your chance to critically hit by X% for Y seconds.

Zealot

(3 Piece Bonus): +80 Willpower

(4 Piece Bonus): +80 Toughness

(5 Piece Bonus): +5 Healing Critical Chance

(6 Piece Bonus): Martyr – On Being Hit: 10% chance to heal group for X health over 9 seconds.

(7 Piece Bonus): Vivacious – On Heal: 10% chance to recover 50 AP.

(8 Piece Bonus): Gain Ability: Favor of Tzeentch – A brief magical wind increases your chance to critically heal by X% for Y seconds.

Magus

(3 Piece Bonus): +80 Intelligence

(4 Piece Bonus): +80 Toughness

(5 Piece Bonus): +5 Magic Critical Chance

(6 Piece Bonus): Barrier – On Being Hit: 10% chance to form a protective barrier that will absorb up to X damage over 5 seconds.

(7 Piece Bonus): Surging – On Hit: 10% chance to deal X damage to an additional target within 20 feet of the first.

(8 Piece Bonus): Gain Ability: Tzeentch’s Holding – Target is rooted in place for X seconds.

Blackguard

(3 Piece Bonus): +80 Strength

(4 Piece Bonus): +80 Wounds

(5 Piece Bonus): +5 Block

(6 Piece Bonus): Preservation – On Being Hit: 10% chance to increase Wounds by 80 for 20 seconds.

(7 Piece Bonus): Domination – On Hit: 25% chance to steal X Toughness from your target fro 10 seconds.

(8 Piece Bonus): Gain Ability: Unnerving Hate – Your seething contempt is focused towards a single target. So unnerving is this sensation that your target’s movement speed is reduced by X% for Y seconds.

Witch Elf

(3 Piece Bonus): +80 Strength

(4 Piece Bonus): +80 Wounds

(5 Piece Bonus): +5 Melee Critical Chance

(6 Piece Bonus): Intensity – On Being Hit: 10% chance to gain a finisher point.

(7 Piece Bonus): Guile – On Hit: 10% chance to lower incoming healing on target by X for 10 seconds.

(8 Piece Bonus): Gain Ability: Rejection – You knock your target back a long distance.

Disciple of Khaine

(3 Piece Bonus): +80 Strength

(4 Piece Bonus): +80 Wounds

(5 Piece Bonus): +5 Melee Critical Chance

(6 Piece Bonus): Domination – On Hit: 25% chance to steal X Toughness from your target for 10 seconds.

(7 Piece Bonus): +98 Hit Points Every 4 Seconds

(8 Piece Bonus): Gain Ability: Reaping – You instantly regain X Soul Essence.

Sorcerer

(3 Piece Bonus): +80 Intelligence

(4 Piece Bonus): +80 Wounds

(5 Piece Bonus): +5 Magic Critical Chance

(6 Piece Bonus): Quickening – On Being Hit: 10% chance to reduce build times by half a second for 10 seconds.

(7 Piece Bonus): Superiority – On Hit: 25% chance to reduce target’s Willpower by X while increasing your Intelligence by X for 10 seconds.

(8 Piece Bonus): Gain Ability: True Dhar – A surge of power increases the radius of all your spells by X%.



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Original link: https://thesteelbrand.wordpress.com/201 ... #Sovereign
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User avatar
kmark101
Posts: 482

Re: Sovereign 8 Piece Sets & Abilities.

Post#2 » Thu Apr 02, 2020 12:29 am

These abilities are pretty bad - except the BW/Sorc ones, which are kinda op - totally not worth to use instead of mix and matching sets.
Gryyw - Ironbreaker

Zxul
Posts: 1359

Re: Sovereign 8 Piece Sets & Abilities.

Post#3 » Thu Apr 02, 2020 1:54 am

The tank snare abilities- do they have higher than melee range? Since if they are single target and melee range, they are pretty much totally useless considering tanks already have a spammable melee snare.

Also dok warlord currently has a Sadist ability, wonder if its same as mara one.
"Can we play with him, master? He seems so unhappy. Let us help him smile. Please? Or at least let us carve one on his face when he stops screaming."

— Azeila, Alluress of Slaanesh

User avatar
Garner
Posts: 157

Re: Sovereign 8 Piece Sets & Abilities.

Post#4 » Thu Apr 02, 2020 2:06 am

The tank sov snares are 100 feet range.

User avatar
badoglio
Posts: 57

Re: Sovereign 8 Piece Sets & Abilities.

Post#5 » Thu Apr 02, 2020 10:31 am

choppa and slayer cant be slowed or rooted is bad? :lol: :lol: :lol: :lol: :lol: :lol: :lol:
squig cds reduced :cry: oh boy


you will see hell in cities guys :shock:

Sulorie
Posts: 7219

Re: Sovereign 8 Piece Sets & Abilities.

Post#6 » Thu Apr 02, 2020 3:33 pm

A 100ft range snare on a tank, which most likely can't even be cleansed? How much it snares and how long?

Sham/AM on the other hand get increased range, lol, right what we need...not.
Dying is no option.

User avatar
Garner
Posts: 157

Re: Sovereign 8 Piece Sets & Abilities.

Post#7 » Thu Apr 02, 2020 3:53 pm

30% for 8 seconds with a 2 minute cooldown.

User avatar
kmark101
Posts: 482

Re: Sovereign 8 Piece Sets & Abilities.

Post#8 » Thu Apr 02, 2020 3:54 pm

badoglio wrote: Thu Apr 02, 2020 10:31 am choppa and slayer cant be slowed or rooted is bad? :lol: :lol: :lol: :lol: :lol: :lol: :lol:
squig cds reduced :cry: oh boy


you will see hell in cities guys :shock:
Yes, it is. Snare/Root is typically AoE, so if a slayer's/choppa's guard s snared/rooted he needs to stay there anyway, means it's a completely pointless skill besides from 1v1'ing shamans.
Gryyw - Ironbreaker

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kryss
Posts: 456

Re: Sovereign 8 Piece Sets & Abilities.

Post#9 » Fri Apr 03, 2020 6:35 am

WH skill is a megapunt, way stronger than the BG one: i did a lot of tests and the ability sends people literally on the moon, with a 5-6 seconds flight (half of nordenwatch map). Not sure if it's intended or not, but it surely is useful to take out someone (a guarding tank) out of the fight for 12-13 seconds if not more.

Sulorie
Posts: 7219

Re: Sovereign 8 Piece Sets & Abilities.

Post#10 » Fri Apr 03, 2020 6:56 am

kryss wrote: Fri Apr 03, 2020 6:35 am WH skill is a megapunt, way stronger than the BG one: i did a lot of tests and the ability sends people literally on the moon, with a 5-6 seconds flight (half of nordenwatch map). Not sure if it's intended or not, but it surely is useful to take out someone (a guarding tank) out of the fight for 12-13 seconds if not more.
Sounds OP. :lol:
Dying is no option.

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