Change and Effects
On the latest build of the 9.2 PTR, the Vengeance 4 piece set bonus Fame Vorace
has been changed from extending Rogo Rovente
if active or granting 2 seconds of it if not, to reducing the cooldown of either Rogo Rovente
by one second per lesser Frammento dell'Anima
This change fixes 2 major issues with the previous set:
- The cancelaura interaction with our talent Ricaduta no longer exists, so we can no longer gain absurd stacks of Fede Cieca making us effectively immortal in all situations.
- We can no longer get infinite uptime on a single Rogo Rovente, so our damage doesn't scale as high from Inferno Crescente.
However, the new set does still introduce some new issues and reinforces some existing issues with the base spec as well.
- There is a major resource conflict on our GCDs
- Optimizing for damage or defensiveness can lead to degenerate gameplay
- It adds multiple layers of randomness to our spec, whether directly or indirectly
Strengths and Weaknesses
We can summarize the strengths and weaknesses in this set quite simply: The new 4 set is still borderline overpowered in large scale AoE while offering very little benefit on ST or low target AoE.
There are 3 primary sources of randomness created by this set:
- Each soul absorbed will randomly reduce the cooldown of either Rogo Rovente or Vildevastazione if both are on cooldown. If only one is on cooldown, that spell will always get its cooldown reduced
- Soul spawns from both the 2-set and Ricaduta are percent chance to proc and contribute to resource conflict in our rotation
- Dono Lumenero is a percent chance to proc and affects our rotation
In ST, the set offers less of a damage boost than the current Shards of Domination system by an order of magnitude. Considering that our ST damage is among the lowest, if not the lowest of all tanks, this poses an issue when dealing with a high DPS co-tank such as Protection Paladin as we are unable to hold agro properly when they have cooldowns available. Currently, the Blood set offers around 15-20% of our overall damage on ST, while Rogo Rovente
provides about 8-10%. With the increased uptime from the new 4 set, we can expect to see about a 30% increase in uptime in most situations meaning the estimated value of the set bonus is somewhere around a 3% DPS increase when played to maximize the value of GCDs and Inferno Crescente
ticks by only pressing Rogo Rovente
when it expires. This does require us to track the duration rather than pressing Rogo Rovente
as soon as it's available, as using it immediately resets the stacks of Inferno Crescente
Defensively, it is a decent gain, as we can expect to see an increase in Metamorfosi Demoniaca
uptime from ~26% to ~35% when played normally, with up to ~43% when playing for maximum defensiveness. However, in most situations, much of this uptime would be wasted as we don't want to be using it for melees over tankbusters unless the encounter is a high uptime patchwerk-like encounter similar to Divoratore Fetido
where we want as much uptime as possible. In that case however, we would have to use a specialized build that does even less damage, by taking Nutrimento Demone
and never using Rogo Rovente
or spending any resources on Fendente d'Anima
or Bomba Spirituale
, as well as cancelaura on our Vildevastazione
Small AoE (2-9 Targets)
On low target counts, the set bonus is decent, but not super strong. We can expect to sustain approximately 4 souls every other GCD from all sources combined, allowing for a good amount of damage from Bomba Spirituale
, as well as decent sustain from the extra souls spawned and increased Metamorfosi Demoniaca
uptime. In this case, pressing Rogo Rovente
early is no longer as much of a detriment, as the bonus souls generated from Ricaduta
allow for more Bomba Spirituale
, making up the lost damage from the final ticks of Inferno Crescente
while providing increased cooldown reduction. Similar to ST, waiting until the ticks run out is slightly better defensively, as it provides more cooldown reduction on Vildevastazione
allowing for more Metamorfosi Demoniaca
Large AoE (10+ Targets)
Once we get to 10 targets and beyond, this is where the set bonus becomes borderline overpowered. Due to the 2-set bonus scaling with number of targets, we effectively generate enough souls every GCD to press nothing but Bomba Spirituale
and refresh Decreto Elisio
, Rogo Rovente
, and Vildevastazione
as necessary, never pressing our single target generator as it simply isn't needed anymore. The extra souls generated also provide more cooldown reduction, allowing us to sustain upwards of 50% uptime on Metamorfosi Demoniaca
, increase our versatility by significant amounts during Fede Cieca
windows, and provide significant amounts of healing, making us more durable on larger target counts, while becoming vulnerable as target count diminishes from enemies dying.
Kyrian is a clear winner here for covenants in any multi-target situation, as the versatility and fury provided by Fede Cieca
allows for a near-infinite cycle of spenders as well as providing fairly consistent damage reduction. Venthyr may be competitive in single target, potentially surpassing Kyrian, but is not as consistent.
We'll have a few talent builds depending on the situation, but the major change is that Ricaduta
becomes significantly stronger than the other talents in its row, and Bomba Spirituale
will likely become the standard.
This should be the standard, most flexible build for most situations. It provides a good mix of damage and survivability. In extremely high fortified keys where large pulls are still possible, it may be preferred to switch to Nutrimento Demone
for more defensive uptime as the loss of damage isn't particularly high in AoE.
This talent build would provide the most uptime on Metamorfosi Demoniaca
at the cost of nearly all DPS. Oddly enough, the third row becomes entirely useless because you would never press any button other than Decreto Elisio
, cancelaura Vildevastazione
, or Recisione
to maximize soul generation for extra uptime.
This is the same as our current standard build for high uptime on Marchiatura Ardente
which works better on magic damage fights.
With the way everything is currently going, assuming we run Kyrian and the standard talent build for most situations, we will continue to use Profanazione di Razelikh
for maximum damage in ST, Anima Ardente
for magical defense with the brand build, and adding Dono Lumenero
for maximum Metamorfosi Demoniaca
uptime. If Venthyr ends up being stronger, we'll likely use Dono Lumenero
and hope for high rolls to maximize the Marchio Peccaminoso
Our most effective legendary in AoE will likely become Dono Lumenero
as the GCD conflict causes us to be unable to spend most of our fury as generating and spending souls becomes more important. This means that Fendente d'Anima
doesn't get used, making Profanazione di Razelikh
and Anima Ardente
provide very little value. Despite being random, with the number of rolls being increased due to the cooldown reduction from the set, we can generally expect around 4-5 resets in a 6 minute boss encounter, and it becomes generally more reliable in keys.
Resource and GCD conflict
Due to the influx of fury from Fede Cieca
and more uptime on Rogo Rovente
, as well as the increase in souls from Fame Bruciante
, we will often find ourselves overcapping fury due to being unable to spend quickly enough before receiving more. In addition, the extra souls mean we are pressing Bomba Spirituale
rather than Fendente d'Anima
, reducing the value of our legendaries that depend on Fendente d'Anima
. On top of this, due to the extra resources, we have neither spare GCDs nor need for our generators (Recisione
) in AoE situations. While it's possible to play without Bomba Spirituale
, it becomes net neutral with using a legendary such as Profanazione di Razelikh
, but at the loss of potentially gaining more from other legendaries. On the other hand, in Single Target, we alternate between feast and famine in a standard build, being flooded with resources which we lack free GCDs to spend during the Fede Cieca
window, and being somewhat starved outside that window. Alternatively, if playing a more defensive build, we simply ignore all resources and maximize generating souls as much as possible, which is rather degenerate gameplay.
With no other changes to our spec, this set bonus will be lackluster in raid, cementing our status as the lowest DPS/threat tank, while providing little useful defensive benefit. Without a gimmick such as the kiting strategies used in Castello di Nathria
, and the strength of Havoc, I don't expect Vengeance to be a favored pick in raid with this set. I'd like to see a more significant bump to our damage, whether it's from this set or from spec changes.
In Mythic+, the situation is completely different. This set will be a large increase in both survivability and damage and I expect Vengeance to be quite enjoyable, especially when pulling larger packs as the set scales powerfully and we do get a shakeup to our selected talents and legendaries which is a first for Shadowlands.
All in all, this set bonus is somewhat more balanced than the previous one, but is a bit lackluster on lower target counts and seems slightly lacking, especially when compared with other tank sets. The new layers of randomness are also not ideal for tanking, though they can be played around.