Comme de nombreux patchs d’extension précédents de World of Warcraft, les ensembles de classe de Dragonflight sont des ensembles d’armures qui peuvent fournir aux joueurs de puissants attributs supplémentaires, améliorant de manière significative les capacités de tank, de DPS et de HPS du joueur. Lorsque vous obtenez 2 pièces de l’ensemble de classe, vous débloquez le premier bonus, qui modifie ou améliore l’une de vos capacités clés spécifiques. Lorsque vous obtenez 4 pièces, vous obtenez un autre bonus puissant.
Il est reconnu que les bonus de niveau ont souvent un impact plus important sur les performances d’un personnage que le classe de son équipement. Par conséquent, il est indispensable d’acquérir un ensemble de classe pour se distinguer dans Wow Dragonflight, que ce soit en JcJ ou en JcE.
Comment obtenir les ensembles de classe de Wow Dragonflight ?
Les ensembles de classe de la classe Primalist sont composés de 5 pièces d’armure et peuvent être obtenus grâce aux jetons lâchés par les boss de raid dans Caveau des Incarnations. Il existe quatre types de jetons et leur Niveau d’objet varie entre 389 et 398 pour le mode Normal, de 402 à 411 pour le mode Héroïque et de 415 à 424 pour le mode Mythique. Les boss lâchent des butins de différents ilvls et les jetons tombent à partir du 4ème boss. Découvrez la liste de ces jetons :
Zénith Jetons – partagés entre Évocateur, Moines, les Voleurs et Guerriers.
Effroyable Jetons – partagés entre Chevaliers de la mort, Chasseurs de démons et Démonistes.
Mystique Jetons – partagés entre Druides, Chasseurs et Mages.
Vénérée Jetons — partagés entre les Paladins, Prêtres et Chamans.
Il existe également un autre moyen d’obtenir des ensembles de classe. Dans le patch 9.2, le Catalyseur de création, vous permet de convertir un élément non défini approprié en élément de tier correspondant. Cette fonctionnalité sera reprise dans Dragonflight sous un autre nom : le Catalyseur de renouveau. Cela signifie que vous n’avez pas besoin de faire un Raid pour obtenir l’ensemble.
De plus, vous pouvez également obtenir des ensembles de classe dans la Grande chambre forte avec une faible chance, et leur niveau d’équipement dépend de la difficulté du raid. Pour débloquer les trois choix d’objets, vous devez :
vaincre 2 boss du Caveau des Incarnations
Vaincre 4 boss du Caveau des Incarnations
Vaincre 6 boss du Caveau des Incarnations
Bonus de l’ensemble de la classe Dragonflight de Wow
Il est indéniable qu’une armure à deux ou quatre pièces peut améliorer considérablement les capacités d’un joueur, et il me semble que personne ne veut passer à côté d’une amélioration de capacité aussi puissante. Voyons donc de plus près comment les ensembles de classe de Wow Dragonflight 10.1 peuvent améliorer les capacités de diverses professions.

WARRIOR
Number of pieces | Arms | Fury | Protection |
2-set | Deep Wounds increases your chance to critically strike and critical strike damage dealt to afflicted targets by 5%. | Rampage damage and chance to critically strike increased by 10%. | Shield Slam deals 15% increased damage and reduces the cooldown of Last Stand by 1 seconds. During Last Stand these effects are doubled. |
4-set | Deep Wounds critical strikes have a chance to increase the damage of your next Slam by 25%, stacking 10 times, and cause it to strike up to 4 additional targets for 50% damage. | Rampage critical strikes against your primary target cause your next Bloodthirst to deal 50% increased damage and generate 2 additional Rage, stacking up to 4 times. It also has a 100% chance to critically strike. | For 10 seconds after Last Stand ends, Shield Slam unleashes a wave of force dealing damage to enemies in front of you and reduces damage they deal to you by 5% for 5 seconds. |

MAGE
Number of pieces | Arcane | Fire | Frost |
2-set | Arcane Surge increases Spell Damage by an additional 5% and its duration is increased by 3 seconds. | Phoenix Flames applies Charring Embers to all enemies it damages, increasing their damage taken from you by 6% for 10 seconds. | Flurry and Ice Lance damage increased by 10%. Flurry causes an explosion on impact, dealing 50% of its damage to nearby enemies, damage reduced beyond 5 targets. |
4-set | For every 20,000 mana spent on and during Arcane Surge, your spell damage is increased by 1% for 12 seconds after Arcane Surge fades, stacking up to 30 times. | When your direct damage spells hit an enemy affected by Charring Embers 20 times the damage of your next 2 Phoenix Flames is increased by 200% and they refund a charge on use. | Casting Ice Lance on a frozen target has a 8% chance to trigger Brain Freeze. |

DEMON HUNTER
Number of pieces | Havoc | Vengeance |
2-set | Every 200 Fury you spend, gain Seething Fury, increasing your Agility by 8% for 6 seconds. | Soul Fragments heal for 10% more and generating a Soul Fragment increases your Fire damage by 2% for 6 seconds. Multiple applications may overlap. |
4-set | Each time you gain Seething Fury, gain 15 Fury and the damage of your next Eye Beam is increased by 12%, stacking up to 5 times. | Shear and Fracture deal Fire damage. After consuming 20 Soul Fragments, your next cast of Shear or Fracture applies Fiery Brand to its target for 6 seconds. |

DRUID
Number of pieces | Balance | Feral | Guardian | Restoration |
2-set | Sunfire radius increased by 2 yards. Sunfire, Moonfire and Shooting Stars damage increased by 18%. | Your auto-attacks have a chance to grant Shadows of the Predator, increasing your Agility by 1%. Each application past 5 has an increasing chance to reset to 2 stacks. | When you take damage, Mangle and Thrash damage and Rage generation are increased by 15% for 8 seconds and you heal for 6% of damage taken over 8 seconds. | Rejuvenation and Lifebloom healing increased by 15%. Regrowth healing over time increased by 75%. |
4-set | Shooting Stars has a 20% chance to instead call down a Crashing Star, dealing (72% of Attack Power) Astral damage to the target and generating 5 Astral Power. | When a Shadows of the Predator application resets stacks, you gain 5% increased Agility and you generate 1 combo point every 1.5 seconds for 6 seconds. | Maul and Raze damage increased by 20% and casting Ironfur or Maul and Raze increases your maximum health by 3% for 12 seconds, stacking 5 times. | Flourish increases the rate of your heal over time effects by 40% for an additional 16 seconds after it ends. Verdant Infusion causes your Swiftmend target to gain 15% increased healing from you for 6 seconds. |

EVOKER
Number of pieces | Devastation | Preservation |
2-set | Disintegrate and Pyre pierce enemies with Obsidian Shards, dealing 12% of damage done as Volcanic damage over 8 seconds. | Spiritbloom applies a heal over time effect for 40% of healing done over 8 seconds. Dream Breath’s healing is increased by 15%. |
4-set | Empower spells deal 8% increased damage and cause the Obsidian Shards to become supercharged, dealing 200% more damage for 5 seconds. During Dragonrage, shards are always supercharged | After casting 3 empower spells, gain Essence Burst immediately and another 3 seconds later. |

HUNTER
Number of pieces | Beast Mastery | Marksmanship | Survival |
2-set | Cobra Shot and Kill Command damage increased by 15%. | Arcane Shot/Chimaera Shot and Multi-Shot deal 10% increased damage and have a 8% chance to grant you the Deathblow effect. | Wildfire Bomb damage increased by 10% and throwing a Wildfire Bomb increases the damage of your next Kill Command by 50%. |
4-set | Cobra Shot and Kill Command damage increased by 15%. | Kill Shot damage increased by 15%, and Kill Shot reduces the cooldown of Rapid Fire and Aimed Shot by 0.5 seconds. | Every 25 Focus you spend reduces the cooldown of Wildfire Bomb by 1 second, and the target of your latest Kill Command takes 100% increased damage from Wildfire Bomb for 8 seconds. |

MONK
Number of pieces | Brewmaster | Mistweaver | Windwalker |
2-set | Blackout Kick damage increased by 20%. You have a 10% chance to not reset your Elusive Brawler stacks on a successful dodge. | Soulfang Infusion restores 5% of your maximum mana over 5 seconds | Rising Sun Kick deals 15% increased damage and has a 30% chance to go nova, dealing Fire damage to all enemies within 8 yards. |
4-set | Rising Sun Kick grants a stack of Elusive Brawler, and when you dodge, the damage and critical strike chance of your next Spinning Crane Kick or Rising Sun Kick is increased by 5%, stacking up to 5 times. | Drinking a Tea or gaining Soulfang Infusion increases the healing of your Vivify and Renewing Mists by 40% for 6 seconds. | Your melee auto-attacks have a chance to launch a Shadowflame spirit at your enemy that duplicates your abilities at 20% effectiveness for the next 7.5 seconds. |

PALADIN
Number of pieces | Holy | Protection | Retribution |
2-set | Holy Shock’s critical strikes heal for 15% more and reduce the cooldown of Light’s Hammer by 2 seconds and Holy Prism by 1 second. | Avenger’s Shield causes targets struck to burn with Heartfire, dealing an additional 20% of damage dealt over 5 seconds. Heartfire heals you for 100% of damage it deals. | Judgment and Hammer of Wrath deal 10% increased damage and 20% increased critical strike damage. |
4-set | Light’s Hammer heals 100% more frequently and generates 1 Holy Power every 4 seconds. Holy Prism’s healing is increased by 80% and it generates 1 Holy Power if cast on an enemy target, or 3 if cast on an ally. | Judgment critical strikes can trigger Grand Crusader. | Judgment and Hammer of Wrath deal 10% increased damage and 20% increased critical strike damage. |

PRIEST
Number of pieces | Discipline | Holy | Shadow |
2-set | Casting Penance on an enemy also heals a nearby injured ally at 20% effectiveness. Casting Penance on an ally also damages a nearby enemy at 35% effectiveness. | Prayer of Mending has a 20% chance to duplicate to another nearby target when it jumps. | When consuming Shadowy Insight, Mind Blast deals 60% increased damage and generates 4 additional Insanity. |
4-set | Every 3 casts of Penance grants you Shadow Covenant for 5 seconds and converts that Penance to a Shadow spell. | When Prayer of Mending jumps, it increases the damage and healing of your next Holy Word by 4%, stacking up to 15 times. | Every 400 Insanity spent summons Shadowfiend/Mindbender for 5 seconds. |

ROGUE
Number of pieces | Assassination | Outlaw | Subtlety |
2-set | Rupture and Crimson Tempest deal an additional 33% damage as Nature. | Damage you inflict applies a Soulrip, dealing 5% of all damage you deal as physical damage over 8 seconds. | Shadow Dance grants you Symbols of Death for 10 seconds and extends the duration of Rupture by 4 seconds. |
4-set | When Deathmark expires, Nature damage you deal is increased by 40% for 30 seconds. | Between the Eyes unleashes all Soulrips, dealing 200% of all remaining damage and granting 7% Agility for 15 seconds. | Symbols of Death increases the critical strike damage of Eviscerate and Black Powder by 15%. |

SHAMAN
Number of pieces | Elemental | Enhancement | Restoration |
2-set | Gain Stormkeeper every 40 seconds. | Sundering increases your Mastery by 24% for 15 seconds | When you cast Healing Rain, all allies with your Riptide on them are healed by Tidewaters for (140% of Spell Power). |
4-set | For 8 seconds after you consume Stormkeeper, your Lightning Bolt, Lava Burst, Icefury, and Frost Shock generate 100% more Maelstrom, and your Chain Lightning, Lava Beam, and Earthquake critical strike damage is increased by 20%. | Sundering increases your Physical and Fire damage dealt by 30% for 15 seconds and your next 3 Chain Lightning casts deal 100% increased damage and refund 50% of Maelstrom Weapon stacks consumed. | Each ally healed by Tidewaters increases your haste by 1% for 6 seconds and increases the healing of your next Riptide by 10%. |

WARLOCK
Number of pieces | Affliction | Demonology | Destruction |
2-set | Vile Taint cooldown reduced by 5 seconds and Phantom Singularity cooldown reduced by 12 seconds. Vile Taint and Phantom Singularity damage increased by 60%. | Demonbolt damage increased 15%. Consuming a Demonic Core reduces the cooldown of Grimoire: Felguard by 1 second. | Channel Demonfire bolts, Immolate, and Incinerate have a 20% chance to fire an additional Channel Demonfire bolt. |
4-set | Enemies damaged by Phantom Singularity gain Infirmity for its duration and enemies damaged by Vile Taint gain Infirmity for 10 seconds, increasing damage taken by 10%. | Grimoire: Felguard deals 20% additional damage and empowers your active demons, increasing their damage done by 20% while active. | After casting 15 Demonfire bolts, your next Demonfire bolt deals (103% of Spell Power) Shadowflame damage to the target and (35% of Spell Power) Shadowflame damage to enemies within 8 yards. |

DEATH KNIGHT
Number of pieces | Blood | Frost | Unholy |
2-set | Heart Strike and Blood Boil deal 20% increased damage and have a 10% chance to grant Vampiric Blood for 5 seconds. | Howling Blast and Frost Fever damage increased by 10%. Your Rime-empowered Howling Blasts reduce the cooldown of Frostwyrm’s Fury by 2 seconds. | Death Coil and Epidemic damage increased by 10%. Casting Death Coil or Epidemic grants a stack of Master of Death. At 20 stacks, Master of Death is consumed and you gain 15% Mastery for 20 seconds. |
4-set | When you gain Vampiric Blood you are infused with Vampiric Strength, granting you 10% Strength for 5 seconds. Your Heart Strike and Blood Boil extend the duration of Vampiric Strength by 0.5 seconds. | After consuming Rime 15 times you call down Frostwyrm’s Fury on your target at 100% effectiveness. | When Death Coil or Epidemic consumes Sudden Doom gain two stacks of Master of Death or increase the Mastery bonus to 25% for 5 seconds. |