Darkpromise Set

From RoR Wiki
Jump to: navigation, search

The Darkpromise Set

Earn Darkpromise gear in the Lost Vale Dungeon by trading broken pieces to the vendors shown here, or completing repeatable quests.

The Darkpromise Set is armor earned within the Lost Vale Dungeon.

Darkpromise has three variations which a player can choose from, each supporting different specs or playstyles.

There is no limit on the amount of Darkpromise gear which can be earned, so it's possible for a player to acquire all 3 sets if they like.

How to equip Darkpromise Armor

Darkpromise follows the normal Wards progression path, and requires the Invader Ward to wear. (It does not require any Beastlord or Hunter's Vale unlocks.)

Bosses in Lost Vale will drop a Broken Darkpromise piece, which can be traded to a vendor at the Dungeon's entrance for the full piece.

Each vendor has a different set, so triple check that you're selecting the correct piece before trading.

You can also get guaranteed Darkpromise Armor by completing repeatable quests and then selecting the piece you'd like as a quest reward.


Darkpromise Set Variations

There are three Darkpromise set variations to choose from, which are:

  • Darkpromise: Main spec focused for the class
  • Twisted Darkpromise: Off-spec focused for the class
  • Blissful Darkpromise: Hybrid focused with a unique group bonus

Darkpromise Set Bonuses

Wearing 2 or more pieces of Darkpromise gear will grant your character additional set bonuses.

All set Bonuses for Darkpromise can be found below. Expand an Archetype to see the three Sets + Bonuses.

  • If your class is called out specifically on a bonus, it means they gain only the bonus listed after their class name on that row.


Tanks
Darkpromise Twisted Darkpromise Blissful Darkpromise
2 Pieces +71 Initiative +71 Weapon Skill +71 Toughness
3 Pieces +78 Wounds +78 Wounds +78 Strength
4 Pieces Blur of Fate: On being hit, 10% chance to decrease damage taken by 7% for 7 seconds Corrosion VII: On hit: 10% chance to lower target's armor by 583 for 10 seconds. Major Preservation: On being hit, 10% chance to increase wounds of group members within 100 feet by 50 for 20 seconds.
5 Pieces +5% Reduction in being critically hit +5% Parry +5% Block
6 Pieces +6% Block +6% Melee Critical Chance +6% Parry
7 Pieces Echo of Hatred: Reduces cooldown of Challenge by 5 seconds. Challenge now additionally deals 300 Undefendable Corporeal damage to all targets. Soul Blight: On hit, 10% chance to lower outgoing healing on target by 30% for 7 seconds. Heroic Rally: On Defense: 7% Chance to increase critical damage dealt by group members within 100 feet by 10% for 7 seconds.
Warrior Priest & Disciple of Khaine
Darkpromise Twisted Darkpromise Blissful Darkpromise
2 Pieces +71 Willpower +71 Weapon Skill +71 Strength
3 Pieces +312 Armor +78 Wounds +78 Toughness
4 Pieces Acute Fury/Essence: On Casting a Heal, a 20% chance to recover 30 Righteous Fury / Soul Essence over 3 seconds. Renewal: On being hit, 10% chance to recover 30 Fury/Essence over 3 seconds. Reclamation: On Block, Recover 30 Fury/Essence over 3 seconds. (5s internal cooldown.)
5 Pieces +5% Heal Crit +5% Melee Crit +5% Parry Strikethrough
6 Pieces +6% Reduced Armor Penetration +6% Armor Penetration +6% Block
7 Pieces Reduces the cooldown of AOE Detaunt by 5 seconds. Impede Movement: On hit, 10% chance to reduce target's movement speed by 30% for 5 seconds. Warden: On Block, 20% chance to heal your groupmates within 100 feet for 550 over 5 seconds.


Cloth Healers
Darkpromise Twisted Darkpromise Blissful Darkpromise
2 Pieces +71 Willpower +71 Intelligence +71 Toughness
3 Pieces +312 Armor +78 Wounds +78 Wounds
4 Pieces Unrelenting Focus: On direct heal, 10% chance to give your target 30 AP over 3 seconds. Accelerated Recovery - On hit: 10% chance to recover 30 AP over 3 seconds. Inner Resolve - On Direct Heal: 10% chance to increase Willpower by 100 for 7 seconds.
5 Pieces +5% Heal Crit +5% Disrupt Strikethrough +5% Reduction in being critically hit
6 Pieces +6% Reduced Armor Penetration +6% Magic Critical chance +6% Outgoing Healing
7 Pieces Increasing Impetus: On hit or direct heal: 5% Chance to reduce build times by 25% for 5 seconds. Wind Splitting - On hit: 10% chance to sever a blessing or remove an enchantment. AM/Shaman - Divine Absorption - On being Disabled: All group members within 100 feet receive a protective barrier absorbing up to 825 damage over 5 seconds. When the barrier ends, they are cleansed, removing one Hex, Curse, or Ailment.
Rune Priest/Zealot - Augmented Conduit/Ritual - Your Runic Conduit / Ritual will also decrease the chance to be critically hit by 5% for those it empowers.


Melee DPS
Darkpromise Twisted Darkpromise Blissful Darkpromise
2 Pieces +71 Strength +71 Initiative +71 Weapon Skill
3 Pieces +78 Wounds +78 Wounds +78 Wounds
4 Pieces Unyielding Focus - On hit: 10% chance to increase outgoing damage by 5% for 7 seconds.

WH/WE - Honed Steel: If your attack is defended against, there is a 25% chance to deal 300 undefendable physical damage to your target.
Defensive Reflexes - On being hit: 10% chance to lower enemy's outgoing damage by 7% for 7 seconds.

WH/WE - Divine Ward: On being hit: 10% chance to form a protective barrier that absorbs 825 damage over 10 seconds. (10 second internal cooldown.)
Crippling Blades - On hit: 10% chance to reduce your target's parry by 10% for 7 seconds.
5 Pieces +5% Melee Critical Chance +5% Parry +74 Melee Power

WH/WE: 5% Reduction in being Critically Hit
6 Pieces +15% Auto-attack haste +6% Reduction in being critically hit +6% Armor Penetration
7 Pieces Boost VI - On hit: 10% chance to increase your crit rate by 9% and crit damage by 18% for 9 seconds Barrier VII - On being hit: 10% chance to increase your armor by 350 for 6 seconds. Vulnerability - On hit: 10% chance to increase your target's chance to be critically hit by 5% for 10 seconds.



Range DPS
Darkpromise Twisted Darkpromise Blissful Darkpromise
2 Pieces SW/SH +71 Ballistic Skill

Engi: +71 Weapon Skill

Magus/BW/Sorc: +71 Intelligence
SW/SH/BW/Sorc: +71 Toughness

Engi: +71 Ballistic Skill

Magus: +71 Intelligence
SW/SH: +71 Weapon Skill

Engi/Magus: +71 Toughness

BW/Sorc: +71 Intelligence
3 Pieces +78 Wounds +78 Wounds +78 Wounds
4 Pieces SW/SH/BW/Sorc: Clairvoyance - On hit: 10% chance to cause your next damaging ability within 10 seconds to always critically hit with 10% increased crit damage.

Engi/Magus: Targeted Burst/Surge: On hit: 10% chance the target suffers 550 Corporeal(Engi) or Elemental(Magus) damage over 5 seconds.
SW/SH: Crippling Arrow - On hit: 10% chance to reduce the target's parry and dodge by 10% for 10 seconds.

Engi/Magus: Accelerated Recovery - On hit: 10% chance to recover 30 AP over 3 seconds.

BW/Sorc: Divine Ward - On being hit: 10% chance to form a protective barrier that absorbs 825 damage over 10 seconds. (10 second internal cooldown.)
SW/SH: Accelerated Recovery - On hit: 10% chance to recover 30 AP over 3 seconds

Engi/Magus: Endure - On being hit: 15% chance to reduce your attacker's strength, ballistic skill, and intelligence by 80 while increasing your initiative by 80.

BW/Sorc: Mind Fracture - On hit: 10% chance to lower your target's chance to defend by 5% for 5 seconds.
5 Pieces SW/SH: +5% Ranged Critical chance

Engi/Magus: +5% Range / Magic Critical chance.

BW/Sorc: +74 Magic Power
SW/SH: +5% Parry

Engi/Magus: +5% Dodge or Disrupt Strikethrough

BW/Sorc: +213 Armor
SW/SH: +5% Armor Penetration

Engi/Magus: +5% Reduced Armor Penetration

BW/Sorc: +5% Magic Critical chance
6 Pieces SW/SH: +85 Ranged Power

Engi/Magus: +85 Range / Magic Power

BW/Sorc: +6% Magic Critical Chance
SW/SH: +6% Reduction in being critically hit

Engi/Magus: +10 foot increased range

BW/Sorc: +6% Reduction in being critically hit
SW/SH: + 10 foot range

Engi/Magus: +6% Reduction in being critically hit

BW/Sorc: +5 foot AOE Radius
7 Pieces Wind Splitting: On Hit: 10% chance to remove up to one Blessing or Enchantment from your target. SW/SH: Barricade VII - On Being Hit: 10% chance to increase armor by 350 for 6 seconds.

Engi/Magus: Decreases the cooldown of Turret/Daemon's Self Destruct/Instability from 60 seconds to 30 seconds, increases the Radius of this skill by 5 feet, and all enemies hit are snared by 30% for 5 seconds.

BW/Sorc: Burnout/Reckless Gathering now also cause the caster to recover 1992 over 12 seconds.
SW/SH: Swift Draw - On Crit: 10% Chance to increase your group's auto-attack speed by 15% for 7 seconds

Engi/Magus: Numbing Touch - On being hit: 10% chance to lower your enemy's chance to critically hit by 10% for 5 seconds.

BW/Sorc: Blazing Invulnerability - On Hit: 10% chance to apply Blazing Vulnerability to your target for 7 seconds. Each time they are hit, they have a 25% chance to take an additional 112 Elemental damage. This effect can only occur once per second.