Sovereign Set

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The Sovereign Set

The Sovereign Set is the final, highest-tier armor set within Return of Reckoning.

This set comes after the Warlord Set, and requires Renown Rank 75-78 to equip.

Sovereign features 8 pieces, and like the Invader Set and Warlord Set before it, all pieces of Sovereign are bound on pick-up, so you must earn all pieces of this set with War Crests.

How to equip Sovereign Armor

Speak to the Royal Quartermaster in the North of your Capital City to purchase Sovereign Armor.

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

Once that's done, it's time to head North in your capital city to either the Palace of Altdorf or The Citadel within the Inevitable City. (You can also head to the far Western area of Karaz-A-Karak, or the Great Green Hall in Karak Eight Peaks.)

Look for Reingard Kolb (Order) or Strezhyrr (Destro) and speak to them to begin purchasing the Armor set.

You'll need Renown Rank 75 to start equipping pieces, and Renown Rank 78 to finish the set.

Off-Spec Sovereign

Sovereign armor is unique as it offers a special off-spec set for every class. The general breakdown for these specs is:

  • Tank: Primary spec Defense-focused, Off-spec DPS-focused
  • Healer: Primary spec Heal-focused, Off-spec DPS-focused
  • DPS: Primary Spec DPS-focused, Off-spec defense-focused

You can find the Off-spec Vendor located next to the regular Sovereign merchant, so be sure to check closely that you're purchasing the right set before buying anything. (There are no refunds!)

Sovereign Armor Costs


Which Sovereign set should I pick?

As always, this is situational and depends on your playstyle and type of build you'd like to bring to combat. Some players also combine bonuses from Sovereign with other set bonuses.

Set Bonuses

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

  • Defensive Tanks share the same bonuses across all classes. Offensive Tanks share almost all bonuses, but gain different 8-piece abilities.
  • 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 Sovereign, expand one of the tables below:

Tanks
Sov Effect Off-Sov Effect
2 Pieces +80 Wounds +80 Strength
3 Pieces +88 Toughness +88 Wounds
4 Pieces +6% Block +15% Critical Damage
5 Pieces +6% Reduction in being critically hit +6% Melee Critical Chance
6 Pieces +2 Defensive Mastery Tree Abilities (Path of Vaul / Vigilance / Stone) +2 Offensive Mastery Tree Abilities (Path of Khaine / Conquest / Vengeance)
7 Pieces On Being Attacked: 10% chance to increase Parry, Block, Disrupt and Dodge by 10% for 10 seconds. On Hit: 10% chance to increase Block Strikethrough and Parry Strikethrough by 10% for 10 seconds.
8 Pieces Gain Ability: Leading the Charge (AOE movement speed increase for 10 seconds) Swordmaster/Black Orc: Desolation - Up to 3 nearby enemies within 10 feet immediately lose 1800 Morale.
Knight of the Blazing Sun/Black Guard: Reduces an enemy's movement speed by 30% for 10 seconds.
Ironbreaker: Recession - Reduce incoming heals by 50% for 10 seconds on an enemy.
Chosen: Mindless Fear - Reduce incoming heals by 30% on your target.
Healers
Sov Effect Off-Sov Effect
2 Pieces +80 Willpower +80 Intelligence
3 Pieces +88 Wounds +88 Wounds
4 Pieces +6% Reduced Armor Penetration +6% Reduced chance to be Disrupted
5 Pieces +6% Healing Critical chance +6% Magic Critical Chance
6 Pieces +2 Healing Mastery Tree Abilities. +2 Offensive Mastery Tree Abilities.
7 Pieces On Heal: 10% Chance to recover 60 Action Points over 3 seconds.
DoK/WP: On Casting Heal: 20% chance to recover 30 Soul Essence / Righteous Fury over 3 seconds.
On Hit: 10% chance to increase target's chance to be critically hit by 7% for 10 seconds.
DoK/WP: Any time you block an attack, you will gain 60 action points over 3 seconds.
8 Pieces Archmage/Shaman: Absolute Preservation - You and your defensive target cannot be critically hit for 10 sec.
DoK/WP - You instantly regain 120 Soul Essence/Righteous Fury.
Zealot/Runepriest - Increases your chance to critically hit and heal by 10% for 10 sec.
Gain Ability: Unshackled Freedom - You and your defensive targets abilities cost no Action Points for 10 seconds.
DoK/WP: Dispersion - For 10 seconds, your attacks will heal your allies within 30 feet for 200% of the damage done.
Melee DPS
Sov Effect Off-Sov Effect
2 Pieces +80 Strength +80 Strength
3 Pieces +88 Wounds +88 Toughness
4 Pieces +6% Armor Penetration
WH/WE: +15% Critical Damage
+96 Wounds
WH/WE: +367 Armor Bonus
5 Pieces +6% Melee Critical Chance +734 Armor
WH/WE: +6% Reduction in being Critically Hit
6 Pieces +2 Single Target DPS Mastery Tree Abilities (Skavenslayer / Judgment / ) +2 x tree Abilities (Trollslayer / Confession / Guardian / )
7 Pieces On Hit: 10% chance to increase target's chance to be critically hit by 7% for 10 seconds. On Being Attacked: 10% chance to reduce incoming damage by 4% for 10 seconds.
8 Pieces Gain Ability: Desolation - Up to 3 nearby enemies within 10 feet immediately lose 1800 Morale
WH/WE: Enough! - You knock your target back a long distance.
Gain Ability: Inexorable Force - Your defensive target becomes immune to Stagger, Knockdown, Root and Knockback effects for 10 seconds.
Ranged DPS
Bright Wizard, Sorcerer, & Magus Shadow Warrior, Squig Herder, & Engineer
2 Pieces +66 Intelligence +66 Ballistic Skill
3 Pieces +73 Toughness +73 Wounds
4 Pieces +5% reduced chance to be disrupted. +80 Weapon Skill
5 Pieces +10 foot increased Range
6 Pieces On Critical Hit: Increase Dodge Strikethrough and Disrupt Strikethrough by 20% on next ability cast. Can only occur once ever 3 seconds.
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.
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.
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%
Squig Herder: Increases the critical hit rate of all Path of Quick Shootin' abilities by 10%
Engineer: Each time you critically hit an enemy with Path of Rifleman abilities, 20% chance to reduce their initiative by 80 for 5 seconds.