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: Desolation - Up to 3 nearby enemies within 10 feet immediately lose 1800 Morale.
Knight of the Blazing Sun: Slowing Radiance - Reduces an enemy's movement speed by 30% for 10 sec.
Ironbreaker: Recession - Reduce incoming heals by 50% for 10 seconds on an enemy.
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. (Path of Isha / / ) +2 Offensive Mastery Tree Abilities. (Path of Asuryan / / )
7 Pieces On Heal: 10% Chance to recover 60 Action Points over 3 seconds.
DoK and WP: On Casting Heal: 20% chance to recover 30 Soul Essence / Rightous Fury over 3 seconds.
On Hit: 10% chance to increase target's chance to be critically hit by 7% for 10 seconds.
DoK and WP: Any time you block an attack, you will gain 60 action points over 3 seconds.
8 Pieces Ability: (Archmage): Absolute Preservation
DoK - Reaping:
Zealot: Favor of Tzeentch - You and your defensive targets abilities cost no Action Points for 10 sec.
Gain Ability: Unshackled Freedom
DoK: Dispersion - For 10 seconds, your attacks will heal your allies within 30 feet for 200% of the damage done.
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.
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, 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.