Introduction
Our 10.1 tier set is currently disappointing compared to our last few tier sets, both in impact and design. It attempts to tighten up the rotation with a minimal strength boost and cooldown reduction to
Bomba de Fogo Indômito as well as strengthen in
Comando para Matar with a back-and-forth rhythm with our pet that many see as an identity to the spec's overall themes. Unfortunately, the praise stops there as the tier-set bonus is currently significantly less powerful than our 10.0 tier set and introduces several conflicts to our rotation and priority. Finally, this tier set is especially awkward when playing with both of our cooldowns
Ponta de Lança and
Ataque Coordenado which is explained in further detail in the drop down below.
Numbers
Very, very early napkin math (and some shenanigans in a sim) puts the combined 10.1 2/4 piece set at
about a
~5-6.5% ST gain and about a
6.5-8% AoE gain. This is fairly weak for a set bonus and especially in contrast to our s1 set bonus which provided somewhere around
~17% ST. Its AoE performance was similar to what the expectations of the new set could achieve.
What does this mean? Well, unless the 10.0 sets are entirely disabled as legacy content,
with current tuning there might be scenarios where you wouldn't want to replace your old set for a long time, (or at all!) for some encounter types. This is surely not the intention of a shiny new tier set bonus.
Sentiment
Many in the Survival community (such as the Survival channel in the Trueshot Lodge discord!) are generally disappointed at the 10.1 tier set.
It's significantly weaker and more disruptive than our current tier set. The biggest problem of the tier set bonus is the fact that it enhances
Bomba de Fogo Indômito—this is an incredibly problematic ability (and has been our entire history). The way
Bomba de Fogo Indômito works in doing the same damage both single-target and AoE presents a very tough balancing act: it is either strong and desirable in single-target and thus wildly overpowered in AoE, or it is strong and balanced in AoE and extremely weak in single-target. Ever since the 50% nerf to
Tática de Guerrilha in the transition from Shadowlands to Dragonflight (as well as the removal of Rank 2 of
Bomba de Fogo Indômito),
Bomba de Fogo Indômito is just not appealing to use in single-target. This is understandable to make it more reasonable in AoE and to tune our AoE to other tools such as
Carnificina, but it significantly impacted the single-target.
The most immediate and perhaps most actionable solution to this could be to introduce a baseline separate scaling knob to
Bomba de Fogo Indômito and allow it to deal increased damage to your primary target (much like
Punhos da Fúria from Windwalkers or scaling AoE from our ranged Hunter friends in
Cutilada Mortal or
Tiros de Mestre) which allows it to be tuned both in single-target and AoE separately. A second solution would be the tier-set taking
Bomba de Fogo Indômito off of the GCD, allowing it to be used without conflicting other, more appealing abilities as well as removing any awkward interactions with cooldowns.
Further Discussion about 2/4 piece bonus
Two - Set
The two piece-set bonus offers a damage buff to an already not-so-strong ability in
Bomba de Fogo Indômito (and presumably the
Infusão em Fogo Indômito variants) as well as an occasional yet predictable buff to our generator,
Comando para Matar. It's a bit hard to get a feel for the intention of this as the first half (
10% increase to
Bomba de Fogo Indômito) is really not great in single-target as
Bomba de Fogo Indômito is very weak in single target. For example, the damage difference between your average
Mordida de Mangusto and
Bomba de Fogo Indômito is incredibly tiny, even without 10.0 tier-set and factoring in 10.1 tier set. It isn't until you introduce extra targets to cleave does
Bomba de Fogo Indômito start to outperform
Mordida de MangustoThe second half of the bonus (a
50% increase in damage to your next
Comando para Matar after you use
Bomba de Fogo Indômito) is equally confusing in intent as
Comando para Matar has 0 AoE applications and only does single-target damage. One could argue that due to the four-set and the increased frequency of bombs we would enjoy more frequently buffed
Comando para Matar in AoE but the fact of the matter is we have more Focus generators in AoE (
Ataque Flanqueante or even
Bomba de Fogo Indômito through
Abate Coordenado). On top of that our AoE rotation isn't nearly as Focus hungry, which means the 2-set loses a bit of the synergy it has with the 4-set. Simply put, we don't utilize
Comando para Matar as much in AoE.
One could think of it as a buff to both single-target and AoE, but it numerically falls very flat in both aspects, especially compared to our 10.0 tier set.
This bonus also introduces a bit of awkward conflict in our single-target cooldown enhancement:
Ponta de Lança /
Dupla Mortífera. During this cooldown, you already want to avoid using
Bomba de Fogo Indômito as it's a GCD spent on something other than
Mordida de Mangusto or generating resources for
Mordida de Mangusto, so throwing a
Bomba de Fogo Indômito lowers the value of
Ponta de Lança and this avoidance of
Bomba de Fogo Indômito means you won't even be enjoying the buff to
Comando para Matar during your big, flashy
Ponta de Lança moments.
Four-Set
Our new four-set is equally as unimpactful and conflicting. In a different time we would have really appreciated the extra cooldown reduction on
Bomba de Fogo Indômito as it used to be a far more powerful ability. Unfortunately, in Dragonflight that is not the case. In single-target we avoid using
Bomba de Fogo Indômito typically unless there's nothing else we could be doing and in AoE we use it because, well, it's one of our two rotational AoE abilities. This bonus might also end up giving us too much CDR as recently
Bote been reworked to provide CDR to
Bomba de Fogo Indômito as well as the litany of other cooldown reduction effects we have such as
Golpes Frenéticos or
Abate Coordenado and more uses of a weak spell will not end up feeling or performing well.
Finally, the cooldown on this can drive an awkward wedge in our other, more AoE damage focused cooldown,
Ataque Coordenado. This is due to the talent
Abate Coordenado reducing the baseline cooldown of
Bomba de Fogo Indômito as well as making it generate Focus. This could cause a situation during
Ataque Coordenado where will you be generating too much Focus to spend, sitting on too many uses of
Bomba de Fogo Indômito as well as wasting valuable
Ataque Coordenado empowerments on a weak
Bomba de Fogo Indômito, as the empowered
Tiro Mortal hit far, far harder than an empowered
Bomba de Fogo Indômito.