Invader Set: Difference between revisions

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(Fixed Healer tables and added Melee and Ranged DPS Set Bonus tables! This page is now just about complete.)
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For Tanks, The first 6 bonuses are always the same, and the 7 piece bonus is shared by one tank from each faction.
For Tanks, The first 6 bonuses are always the same, and the 7 piece bonus is shared by one tank from each faction.


To see details on the set bonuses for Invader, expand one of the tables below.
For DPS Sets, if you see an ←, it means that class gains the same benefit listed in the left column.
 
To see full details on the set bonuses for Invader, expand one of the tables below:


{| class="wikitable mw-collapsible mw-collapsed"
{| class="wikitable mw-collapsible mw-collapsed"
Line 94: Line 96:
! scope="row" | 6 Pieces
! scope="row" | 6 Pieces
| On Direct Heal: 5% chance to remove a Hex, Curse, or Ailment from your heal target  
| On Direct Heal: 5% chance to remove a Hex, Curse, or Ailment from your heal target  
|-
! scope="row" | Archmage and Shaman 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.
|-
! 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.
|}
{| class="wikitable mw-collapsible mw-collapsed"
|+ class="nowrap" | Melee DPS
|-
|
! scope="col" | Slayer & Choppa
! scope="col" | Witch Hunter & Witch Elf
! scope-"col" | White Lion & Marauder
|-
! scope="row" | 2 Pieces
| +66 Strength || ← || ←
|-
! scope="row" | 3 Pieces
| +73 Wounds || ← || ←
|-
! scope="row" | 4 Pieces
| +5% reduced chance to be parried. || ← || ←
|-
! scope="row" | 5 Pieces
| +5% Melee Critical chance || ← || +15% Auto-attack haste.
|-
! scope="row" | 6 Pieces
| On Critical Hit: 10% chance to increase your auto-attack damage by 25% for 5 seconds. || ← || ←
|-
|-
! scope="row" | All Healer Classes 7 Pieces
! scope="row" | All Healer Classes 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.
| 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%.
|}
 
{| class="wikitable mw-collapsible mw-collapsed"
|+ class="nowrap" | Ranged DPS
|-
|
! scope="col" | Bright Wizard & Sorceror
! scope="col" | Shadow Warrior & Squig Herder
! scope="col" | Engineer and Magus
 
|-
! scope="row" | 2 Pieces
| +66 Intelligence || +66 Ballistic Skill || Engi: +66 Ballistic Skill / Magus: +66 Intelligence
|-
! scope="row" | 3 Pieces
| +73 Toughness || +73 Wounds || Engi: +73 Wounds / Magus: +73 Toughness
|-
! scope="row" | 4 Pieces
| +5% reduced chance to be disrupted. || +80 Weapon Skill || Engi: +80 Weapon Skill / Magus: 5% reduced chance to be disrupted.
|-
! scope="row" | 5 Pieces
| +10 foot increased Range || ← || ←
|-
! 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. || ← || ←
|-
! scope="row" | 7 Pieces
| All your Path of Immolation / Path of Calamity abilities have a 10% chance (Sorc: 5%) to increase your critical hit rate by 9% and your critical damage by 12% for 9 seconds. || Increases the critical hit rate of all Path of the Skirmisher / Quick Shootin' abilities by 10%. || Each time you critically hit an enemy with Path of Rifleman / Path of Havoc abilities, 20% chance to reduce their initiative by 80 for 5 seconds.
|}
|}
''(WIP - I'll add DPS soon! - Ruby)''
 


== Unlocking the Invader Ward ==
== Unlocking the Invader Ward ==

Revision as of 16:47, 27 May 2022

The Invader Set

The Invader Set is a high-tier armor set within Return of Reckoning.

This set comes after the Vanquisher Set, and requires Renown Rank 60-63 to equip.

Invader features 7 pieces, and unlike sets prior to it, all pieces of Invader are bound on pick-up, so you cannot trade or buy Boots or Gloves for this set on the Auction House.

Invader is also the first major RvR Set to introduce an Accessory piece. This piece is optional for unlocking The Invader ward.

How to equip Invader Armor

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

To wear Invader Armor, you'll first need the Vanquisher Ward granted by equipping five pieces of Vanquisher 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.

Look for Killbjorn Grimstone (Order) or Skullsplitta Badaxe (Destro) and speak to them to begin purchasing the Armor set.

You'll need Renown Rank 60 to start equipping pieces, and Renown Rank 63 to finish the set.

Invader Armor Costs

Is the Invader Set good for my class?

As with all sets, this is situational, depending on your class and build.

Check out the Invader Set Bonus to judge how useful you feel this set can be for your character, and your specific playstyle!

Set Bonuses

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

For Tanks, The first 6 bonuses are always the same, and the 7 piece bonus is shared by one tank from each faction.

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

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

Tanks
Effect
2 Pieces +66 Strength
3 Pieces +73 Wounds
4 Pieces +80 Toughness
5 Pieces +5% Block
6 Pieces On Block: 10% chance to restore 500 HP and 50 AP
Knight & Chosen 7 Pieces Anytime you block an enemy's attack, low damage is reflected back and their outgoing damage is reduced by 5%.
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.
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.
Healers
Effect
2 Pieces +66 Willpower
3 Pieces +73 Wounds
4 Pieces +80 Toughness
5 Pieces +5% Healing Critical chance
6 Pieces On Direct Heal: 5% chance to remove a Hex, Curse, or Ailment from your heal target
Archmage and Shaman 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.
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.
Rune Priest & Zealot 7 Pieces All your healing abilites have a 10% chance to increase Healing Power by 110 for 10 seconds.
Melee DPS
Slayer & Choppa Witch Hunter & Witch Elf White Lion & Marauder
2 Pieces +66 Strength
3 Pieces +73 Wounds
4 Pieces +5% reduced chance to be parried.
5 Pieces +5% Melee Critical chance +15% Auto-attack haste.
6 Pieces On Critical Hit: 10% chance to increase your auto-attack damage by 25% for 5 seconds.
All Healer Classes 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%.
Ranged DPS
Bright Wizard & Sorceror Shadow Warrior & Squig Herder Engineer and Magus
2 Pieces +66 Intelligence +66 Ballistic Skill Engi: +66 Ballistic Skill / Magus: +66 Intelligence
3 Pieces +73 Toughness +73 Wounds Engi: +73 Wounds / Magus: +73 Toughness
4 Pieces +5% reduced chance to be disrupted. +80 Weapon Skill Engi: +80 Weapon Skill / Magus: 5% reduced chance to be disrupted.
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 All your Path of Immolation / Path of Calamity abilities have a 10% chance (Sorc: 5%) to increase your critical hit rate by 9% and your critical damage by 12% for 9 seconds. Increases the critical hit rate of all Path of the Skirmisher / Quick Shootin' abilities by 10%. Each time you critically hit an enemy with Path of Rifleman / Path of Havoc abilities, 20% chance to reduce their initiative by 80 for 5 seconds.


Unlocking the Invader Ward

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

The Invader Ward is the final RvR Ward, and is unlocked by equipping five pieces of Invader Armor. Those are:

  • Boots
  • Gloves
  • Shoulders
  • Helm
  • Chest

If you're not looking to use Invader for long or want to move on to a different set, you can skip both the Invader Belt and Invader Accessory to save on War Crests. You can also unlock this ward with other armor sets - please see the Invader Ward page for info.

Next stop: Warlord and Sovereign

The Invader Ward is the final step required to unlock the gates for both the Warlord and Sovereign sets, which represent best-in-slot gear for many players.

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 Rank.