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=== PAGE HEAVILY WIP ===


== The Onslaught Set ==
== The Onslaught Set ==
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This set comes after the Conqueror Set, and requires the Conqueror Ward to equip.
This set comes after the Conqueror Set, and requires the Conqueror Ward to equip.


Onslaught originally featured 5 pieces, but as part of the Sept 2024 Chapter 22 Re-launch, was updated to now feature 7 pieces. All pieces of Onslaught are bound on pick-up, so you cannot trade or buy Boots or Gloves for this set on the Auction House.
Onslaught originally featured 5 pieces, but as part of the Sept 2024 Chapter 22 Re-launch, was updated to now feature 7 pieces. All pieces of Onslaught are bound on pick-up, so you must earn them by completing [[Chapter 22 Guide|Chapter 22.]]
 
*Onslaught features a unique cape that grants some armor at the cost of lower resistances.  


Onslaught also features a unique cape that grants armor at the cost of lower resistances.  
*Onslaught also features large amounts of Initiative on both the pieces and as a set bonus, making it useful for players looking to stack this stat for crit reduction or parry.


Additionally, Onslaught is the first set to grant a 7-piece Granted Ability. In this set, each ability provides some sort of benefit to your group or players around you.
*Additionally, Onslaught is the first set to grant a 7-piece Granted Ability. In this set, each ability provides some sort of benefit to your group or players around you.


== How to equip Onslaught Armor ==
== How to equip Onslaught Armor ==
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To wear Onslaught Armor, you'll first need the [[Conqueror Ward]] granted by equipping five pieces of Conqueror Armor or equivalent sets.
To wear Onslaught Armor, you'll first need the [[Conqueror Ward]] granted by equipping five pieces of Conqueror Armor or equivalent sets.


Once that's complete, it's time to gather allies - Onslaught is earned exclusively via the [[Chapter 22 Guide|Chapter 22] Public Quests, which are Raids designed for 24 players.  
Once that's complete, it's time to gather allies - Onslaught is earned exclusively via the [[Chapter 22 Guide|Chapter 22]] Public Quests, which are Raids designed for 24 players.  


In these Public Quests, all Gold Bags and Purple Bags contain Onslaught Gear.
In these Public Quests, all Gold Bags and Purple Bags contain Onslaught Gear.
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For some builds, Onslaught is an excellent starting set or hybrid set to combine with others.  
For some builds, Onslaught is an excellent starting set or hybrid set to combine with others.  


In particular, the boost V bonus is fantastic for those DPS classes who gain it. The Range increase  
In particular, the boost V bonus is fantastic for those DPS classes who gain it. The Range increase for the Magus and Engi is also unique and cannot be found on any other gloves.
 
The 7-piece bonus also has notable potential to be useful for group engages, with the trade-off being less overall stats from stacking multiple sets. (More on these bonuses below)


== Set Bonuses ==
== Set Bonuses ==
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Wearing '''2 or more''' pieces of Onslaught will grant your character '''additional set bonuses'''.  
Wearing '''2 or more''' pieces of Onslaught will grant your character '''additional set bonuses'''.  


*For Tanks and Healers, The first 6 bonuses are always the same, and the 7 piece bonus is shared by one class per faction.
*The 7-piece bonus is a unique granted ability that benefits your group or nearby allies. You activate this like a Rune Priest or Zealot granted ability.
 
*Each 7-piece granted ability has a 2 minute cooldown. Some of these are also usable Off-GCD, or "Global Cooldown", meaning you can activate them and immediately use your next ability.


*For DPS Sets, if you see an ←, it means this class gains the same benefit listed in the left column.
*For DPS Sets, if you see an ←, it means this class gains the same benefit listed in the left column.


To see full details on the set bonuses for Onslaught, expand one of the tables below:
To see full details on the set bonuses for Onslaught, expand one of the tables below:
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|-
|-
! scope="row" | 2 Pieces
! scope="row" | 2 Pieces
| +66 Strength
| +62 Toughness
|-
|-
! scope="row" | 3 Pieces
! scope="row" | 3 Pieces
| +73 Wounds
| +69 Wounds
|-
|-
! scope="row" | 4 Pieces
! scope="row" | 4 Pieces
| +80 Toughness
| Pilfer Proc: On being hit, 10% chance to steal health from your attacker.
|-
|-
! scope="row" | 5 Pieces
! scope="row" | 5 Pieces
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|-
|-
! scope="row" | 6 Pieces
! scope="row" | 6 Pieces
| On Block: 10% chance to restore 500 HP and 50 AP
| +92 Initiative
|-
|-
! scope="row" | Knight & Chosen 7 Pieces
! scope="row" | 7 Pieces
| Anytime you block an enemy's attack, low damage is reflected back and their outgoing damage is reduced by 5%.
| Granted Ability: Into the Fray: Increases movement speed for you and all nearby allies by 30% for 4 seconds.  
|-
! scope="row" | Swordmaster & Black Orc 7 Pieces
| All Improved or Perfect Balance attacks have 25% chance to increase incoming healing by 5% on all groupmates within 100 feet except you.
|-
! scope="row" | Ironbreaker & Black Guard 7 Pieces
| When you block, all members of your group within 100 feet except you become 5% less likely to be critically hit for 10 seconds.


|}
|}
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|-
|-
|
|
! scope="col" | Effect
! scope="col" | Archmage / Shaman / Zealot / Runepriest
! scope="col" | Warrior Priest / Disciple of Khaine
|-
|-
! scope="row" | 2 Pieces
! scope="row" | 2 Pieces
| +66 Willpower
| +62 Wounds || +62 Wounds
|-
|-
! scope="row" | 3 Pieces
! scope="row" | 3 Pieces
| +73 Wounds
| +69 Willpower || +69 Willpower
|-
|-
! scope="row" | 4 Pieces
! scope="row" | 4 Pieces
| +80 Toughness
| Vivacious Proc: On Heal, 10% chance to recover AP. || Acute Essence/Fury Proc: On Heal, 10% Chance to recover 45 Soul Essence or Righteous Fury
|-
|-
! scope="row" | 5 Pieces
! scope="row" | 5 Pieces
| +5% Healing Critical chance
| +5% Healing Critical chance || +5% Healing Critical Chance
|-
|-
! scope="row" | 6 Pieces
! scope="row" | 6 Pieces
| On Direct Heal: 5% chance to remove a Hex, Curse, or Ailment from your heal target
| +92 Initiative || +92 Initiative
|-
|-
! scope="row" | Archmage and Shaman 7 Pieces
! scope="row" | 7 Pieces
| All your healing abilites have a 10% chance to increase Critical Heal chance by 9% and increase added value from criticals by 12% for 10 seconds.
| Granted Ability: Group Purge: Cleanses one Ailment, Hex, and Curse from your entire group within 100 feet. || Granted Ability: Group Purge: Cleanses one Ailment, Hex, and Curse from your entire group within 100 feet.
|-
 
! scope="row" | Warrior Priest & Disciple of Khaine 7 Pieces
| All your healing abilites have a 10% chance to increase the power of your heals by 12% for 10 seconds.
|-
! scope="row" | Rune Priest & Zealot 7 Pieces
| All your healing abilites have a 10% chance to increase Healing Power by 110 for 10 seconds.
|}
|}


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|-
|-
|
|
! scope="col" | Slayer & Choppa
! scope="col" | Slayer / Choppa / White Lion / Marauder
! scope="col" | Witch Hunter & Witch Elf
! scope="col" | Witch Hunter & Witch Elf
! scope-"col" | White Lion & Marauder


|-
|-
! scope="row" | 2 Pieces
! scope="row" | 2 Pieces
| +66 Strength || ← || ←
| +62 Wounds || ←  
|-
|-
! scope="row" | 3 Pieces
! scope="row" | 3 Pieces
| +73 Wounds || ← || ←
| +69 Strength || ←  
|-
|-
! scope="row" | 4 Pieces
! scope="row" | 4 Pieces
| +5% reduced chance to be parried. || ← || ←
| Preservation Proc: On Being Hit: 10% chance to increase Wounds || Boost V: On Hit: 10% Chance to increase your critical hit rate by 9% and your critical damage by 12% for 9 seconds.
|-
|-
! scope="row" | 5 Pieces
! scope="row" | 5 Pieces
| +5% Melee Critical chance || ← || +15% Auto-attack haste.
| +5% Melee Critical chance || ←
|-
|-
! scope="row" | 6 Pieces
! scope="row" | 6 Pieces
| On Critical Hit: 10% chance to increase your auto-attack damage by 25% for 5 seconds. || ← || ←
| +92 Initiative || ←  
|-
|-
! scope="row" | 7 Pieces
! scope="row" | 7 Pieces
| While you are Furious, all of your attacks will ignore 10% of your enemies' armor. While Berserk, all of your attacks will ignore 20% of enemies' armor. || Any time an enemy defends your attack, you will strike them for low damage which they cannot prevent. || Increases Critical hit rate of all Path of Hunter / Path of Brutality abilities by 10%.
| Don't let up!: Instantly recovers 160 AP for all groupmates within 100 feet. || Adrenaline Surge: For 10 seconds, Reduces Cooldowns of all groupmates' abilities by 5 seconds.
|}
|}


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|-
|-
|
|
! scope="col" | Bright Wizard, Sorcerer, & Magus
! scope="col" | Bright Wizard, Sorcerer
! scope="col" | Shadow Warrior, Squig Herder, & Engineer
! scope="col" | Magus
! scope="col" | Engineer
! scope="col" | Shadow Warrior & Squig Herder


|-
|-
! scope="row" | 2 Pieces
! scope="row" | 2 Pieces
| +66 Intelligence || +66 Ballistic Skill
| +62 Wounds || +62 Wounds || +62 Wounds || +62 Wounds
|-
|-
! scope="row" | 3 Pieces
! scope="row" | 3 Pieces
| +73 Toughness || +73 Wounds
| +69 Intelligence || +69 Intelligence || +69 Ballistic Skill || +69 Ballistic Skill
|-
|-
! scope="row" | 4 Pieces
! scope="row" | 4 Pieces
| +5% reduced chance to be disrupted. || +80 Weapon Skill
| +Boost V: On Hit: 5% Chance to increase your critical hit rate by 9% and your critical damage by 12% for 9 seconds. || +4% Disrupt Strikethrough || +4% Dodge Strikethrough || +4% Dodge Strikethrough
|-
|-
! scope="row" | 5 Pieces
! scope="row" | 5 Pieces
| +10 foot increased Range ||
| +5% Magic Critical Chance || Erosion Proc: On Hit: 10% chance to lower all of target's resistances by 200 for 10 seconds. || Corrosion Proc: On Hit: 10% chance to lower target's Armor by 704 for 10 seconds. || Corrosion Proc: On Hit: 10% chance to lower target's Armor by 704 for 10 seconds.
|-
|-
! scope="row" | 6 Pieces
! scope="row" | 6 Pieces
| On Critical Hit: Increase Dodge Strikethrough and Disrupt Strikethrough by 20% on next ability cast. Can only occur once ever 3 seconds. ||
| +92 Initiative || +92 Initiative || +92 Initiative || +92 Initiative
|-
|-
! scope="row" | 7 Pieces
! scope="row" | 7 Pieces
| '''Bright Wizard:''' All your Path of Immolation abilities have a 10% chance to increase your critical hit rate by 9% and your critical damage by 12% for 9 seconds.<br>'''Sorcerer:''' All your Path of Calamity abilities have a 5% chance to increase your critical hit rate by 9% and your critical damage by 12% for 9 seconds.<br>'''Magus:''' Each time you critically hit an enemy with Path of Havoc abilities, 20% chance to reduce their initiative by 80 for 5 seconds. || '''Shadow Warrior:''' Increases the critical hit rate of all Path of the Skirmisher abilities by 10%<br>'''Squig Herder:''' Increases the critical hit rate of all Path of Quick Shootin' abilities by 10%<br>'''Engineer:''' Each time you critically hit an enemy with Path of Rifleman abilities, 20% chance to reduce their initiative by 80 for 5 seconds.
| Explosive Power: For 10 seconds, your group's damage is increased by 5% if they are within 100 feet. || Can't Stop, Won't Stop: For 4 seconds, your group is immune to all roots and snares, and existing roots and snares are removed. || Can't Stop, Won't Stop: For 4 seconds, your group is immune to all roots and snares, and existing roots and snares are removed. || Now Or Never! For 10 seconds, your group's cast times are reduced by 0.3 seconds.  
|}
|}




== Unlocking the Onslaught Ward ==
== Unlocking the Vanquisher Ward ==
[[File:Onslaught Fragments.png|thumb|The Onslaught Ward has 5 Fragments, making some pieces of this set optional.]]
[[File:Vanq Fragments.png|thumb|The Vanquisher Ward has 5 Fragments, making some pieces of this set optional.]]
The Onslaught Ward is the second-to-last Gear Ward, and is unlocked by equipping five pieces of Onslaught Armor. Those are:
The Vanquisher Ward is the second-to-last Gear Ward, and can be unlocked by equipping five pieces of Onslaught Armor. Those are:


*Boots
*Boots
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== Next stop: Invader ==
== Next stop: Invader ==


The Onslaught Ward is the final step required to unlock the gates for both the '''Warlord''' and '''[[Sovereign Set|Sovereign Sets]]''', which represent best-in-slot gear for many players.  
With this set equipped, you're ready to move on to both the [[Bloodlord Set]] or the [[Invader Set]]. Depending on your class, Onslaught pieces are also considered BiS for some mixes with other sets, up until you eventually hit Sovereign-level pairings later in the game.


From this point forward, there are no more RvR Wards to unlock, so you can freely purchase and equip both Warlord and Sovereign once you have enough [[War Crests]] and a high enough [[Renown|Renown Rank]].
This set is one of the most difficult sets to earn in the game, as it requires strong coordination among your warband and a significant amount of players to attempt. Good luck, and congratulations to those who acquire it!

Latest revision as of 08:00, 5 September 2024

The Onslaught Set

The Onslaught Set is an upper mid-tier armor set within Return of Reckoning.

This set comes after the Conqueror Set, and requires the Conqueror Ward to equip.

Onslaught originally featured 5 pieces, but as part of the Sept 2024 Chapter 22 Re-launch, was updated to now feature 7 pieces. All pieces of Onslaught are bound on pick-up, so you must earn them by completing Chapter 22.

  • Onslaught features a unique cape that grants some armor at the cost of lower resistances.
  • Onslaught also features large amounts of Initiative on both the pieces and as a set bonus, making it useful for players looking to stack this stat for crit reduction or parry.
  • Additionally, Onslaught is the first set to grant a 7-piece Granted Ability. In this set, each ability provides some sort of benefit to your group or players around you.

How to equip Onslaught Armor

The Onslaught Cape is unique in that it grants half armor and half resistances. Capes also have unique designs, as seen in the image above. (Click for full size)

To wear Onslaught Armor, you'll first need the Conqueror Ward granted by equipping five pieces of Conqueror Armor or equivalent sets.

Once that's complete, it's time to gather allies - Onslaught is earned exclusively via the Chapter 22 Public Quests, which are Raids designed for 24 players.

In these Public Quests, all Gold Bags and Purple Bags contain Onslaught Gear.

There's no Renown Rank requirement to equip this set, as it follows the PvE Gearing Progression.

Onslaught Armor Acquisition

Onslaught Armor is divided up between all three Chapter 22 Public Quests.

Each PQ has two pieces of gear. Gold Bags have exclusive pieces, and also offer the pieces awarded in Purple Bags. If your Warband has people who don't need the gear, you can ask them to opt-out of Gold or even All bags to increase your chances of getting the gear you need.

  • High Elf / Dark Elf PQ: Awards Boots (Purple Bags), or Helmet (Gold Bags)
  • Empire / Chaos PQ: Awards Gloves (Purple Bags) or Shoulders (Gold Bags)
  • Dwarf / Greenskin PQ: Awards Belt (Purple Bags) or Chest (Gold Bags)
  • Cape: Acquired via completing a quest to complete all 3 Chapter 22 PQs. Quest found at the Chapter 22 Rally Masters.


Is the Onslaught Set good for my class?

For some builds, Onslaught is an excellent starting set or hybrid set to combine with others.

In particular, the boost V bonus is fantastic for those DPS classes who gain it. The Range increase for the Magus and Engi is also unique and cannot be found on any other gloves.

The 7-piece bonus also has notable potential to be useful for group engages, with the trade-off being less overall stats from stacking multiple sets. (More on these bonuses below)

Set Bonuses

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

  • The 7-piece bonus is a unique granted ability that benefits your group or nearby allies. You activate this like a Rune Priest or Zealot granted ability.
  • Each 7-piece granted ability has a 2 minute cooldown. Some of these are also usable Off-GCD, or "Global Cooldown", meaning you can activate them and immediately use your next ability.
  • For DPS Sets, if you see an ←, it means this class gains the same benefit listed in the left column.


To see full details on the set bonuses for Onslaught, expand one of the tables below:

Tanks
Effect
2 Pieces +62 Toughness
3 Pieces +69 Wounds
4 Pieces Pilfer Proc: On being hit, 10% chance to steal health from your attacker.
5 Pieces +5% Block
6 Pieces +92 Initiative
7 Pieces Granted Ability: Into the Fray: Increases movement speed for you and all nearby allies by 30% for 4 seconds.
Healers
Archmage / Shaman / Zealot / Runepriest Warrior Priest / Disciple of Khaine
2 Pieces +62 Wounds +62 Wounds
3 Pieces +69 Willpower +69 Willpower
4 Pieces Vivacious Proc: On Heal, 10% chance to recover AP. Acute Essence/Fury Proc: On Heal, 10% Chance to recover 45 Soul Essence or Righteous Fury
5 Pieces +5% Healing Critical chance +5% Healing Critical Chance
6 Pieces +92 Initiative +92 Initiative
7 Pieces Granted Ability: Group Purge: Cleanses one Ailment, Hex, and Curse from your entire group within 100 feet. Granted Ability: Group Purge: Cleanses one Ailment, Hex, and Curse from your entire group within 100 feet.
Melee DPS
Slayer / Choppa / White Lion / Marauder Witch Hunter & Witch Elf
2 Pieces +62 Wounds
3 Pieces +69 Strength
4 Pieces Preservation Proc: On Being Hit: 10% chance to increase Wounds Boost V: On Hit: 10% Chance to increase your critical hit rate by 9% and your critical damage by 12% for 9 seconds.
5 Pieces +5% Melee Critical chance
6 Pieces +92 Initiative
7 Pieces Don't let up!: Instantly recovers 160 AP for all groupmates within 100 feet. Adrenaline Surge: For 10 seconds, Reduces Cooldowns of all groupmates' abilities by 5 seconds.
Magic and Ranged DPS
Bright Wizard, Sorcerer Magus Engineer Shadow Warrior & Squig Herder
2 Pieces +62 Wounds +62 Wounds +62 Wounds +62 Wounds
3 Pieces +69 Intelligence +69 Intelligence +69 Ballistic Skill +69 Ballistic Skill
4 Pieces +Boost V: On Hit: 5% Chance to increase your critical hit rate by 9% and your critical damage by 12% for 9 seconds. +4% Disrupt Strikethrough +4% Dodge Strikethrough +4% Dodge Strikethrough
5 Pieces +5% Magic Critical Chance Erosion Proc: On Hit: 10% chance to lower all of target's resistances by 200 for 10 seconds. Corrosion Proc: On Hit: 10% chance to lower target's Armor by 704 for 10 seconds. Corrosion Proc: On Hit: 10% chance to lower target's Armor by 704 for 10 seconds.
6 Pieces +92 Initiative +92 Initiative +92 Initiative +92 Initiative
7 Pieces Explosive Power: For 10 seconds, your group's damage is increased by 5% if they are within 100 feet. Can't Stop, Won't Stop: For 4 seconds, your group is immune to all roots and snares, and existing roots and snares are removed. Can't Stop, Won't Stop: For 4 seconds, your group is immune to all roots and snares, and existing roots and snares are removed. Now Or Never! For 10 seconds, your group's cast times are reduced by 0.3 seconds.


Unlocking the Vanquisher Ward

The Vanquisher Ward has 5 Fragments, making some pieces of this set optional.

The Vanquisher Ward is the second-to-last Gear Ward, and can be unlocked by equipping five pieces of Onslaught Armor. Those are:

  • Boots
  • Gloves
  • Shoulders
  • Helm
  • Chest

You can also unlock this ward with other armor sets - please see the Vanquisher Ward page for info.

Next stop: Invader

With this set equipped, you're ready to move on to both the Bloodlord Set or the Invader Set. Depending on your class, Onslaught pieces are also considered BiS for some mixes with other sets, up until you eventually hit Sovereign-level pairings later in the game.

This set is one of the most difficult sets to earn in the game, as it requires strong coordination among your warband and a significant amount of players to attempt. Good luck, and congratulations to those who acquire it!