Vale-Walker Set: Difference between revisions

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== How to equip Vale-Walker Armor ==
== How to equip Vale-Walker Armor ==
[[File:Invader Merchant.png|thumb|Speak to the Invader Quartermaster in the North of your Capital City to purchase Invader Armor.]]
[[File:HV_quest_starter.png|thumb|Begin the Hunter's Vale Questline in Ellyrion to earn Vale-Walker pieces as you complete the dungeon.]]
Vale-Walker armor exists outside the traditional [[Wards|Ward Sets]], and instead of requiring any usual wards, first requires wearing the full Beastlord Set.
Vale-Walker armor exists outside the traditional [[Wards|Ward Sets]], and instead of requiring any usual wards, first requires wearing the full Beastlord Set.


There is no Renown requirement for these pieces, and to earn them all, you must complete a Quest line that begins in Ellyrion and takes roughly 7 days to complete, as it requires 7 runs of the dungeon.
 
There is no Renown requirement for these pieces, and to earn them all, you must complete repeatable quests that can be accepted near the entrance of the [[Hunter's Vale]] Dungeon.
 
 
To begin this quest line, speak to '''Reaver Khazkan''' (Order) at 57k/54.6k Ellyrion, or to '''Beastmaster Rovek''' (Destruction) at 26k/33k, Ellyrion.


== Set Bonuses ==
== Set Bonuses ==
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Wearing '''2 or more''' pieces of Vale-Walker gear will grant your character '''additional set bonuses'''.  
Wearing '''2 or more''' pieces of Vale-Walker gear will grant your character '''additional set bonuses'''.  


*All Tank classes gain the same bonuses.
*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 Vale-Walker, expand one of the tables below:
To see full details on the set bonuses for Vale-Walker, expand one of the tables below:
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|-
|
|
! scope="col" | Bright Wizard, Sorcerer, & Magus
! scope="col" | Bright Wizard, Sorcerer, Magus
! scope="col" | Shadow Warrior, Squig Herder, & Engineer
! scope="col" | Shadow Warrior, Squig Herder, Engineer
 
|-
|-
! scope="row" | 2 Pieces
! scope="row" | 2 Pieces
| +66 Intelligence || +66 Ballistic Skill
| +249 Armor Bonus || +62 Wounds
|-
|-
! scope="row" | 3 Pieces
! scope="row" | 3 Pieces
| +73 Toughness || +73 Wounds
| +69 Wounds || +69 Weapon Skill
|-
|-
! scope="row" | 4 Pieces
! scope="row" | 4 Pieces
| +5% reduced chance to be disrupted. || +80 Weapon Skill  
| +76 Intelligence || +76 Ballistic Skill  
|-
|-
! scope="row" | 5 Pieces
! scope="row" | 5 Pieces
| +10 foot increased Range ||
| +5% Magic Critical chance <br> '''Magus''': 5% Reduced chance to be disrupted || +5% Reduced chance to be dodged
|-
|-
! 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. ||
| Any ability: 10% chance to reduce cost of next ability used within 10 seconds to 0 AP. If possible, will always crit and be undefendable. Can only trigger once every 10 seconds. <br><br> '''Magus:''' On Hit: 25% chance to reduce target's Willpower by 118 while increasing your intelligence by 118 for 10 seconds. || On Hit: 25% chance to reduce target's initiative by 110 while increasing your Ballistic Skill by 118 for 10 seconds.
|-
|-
! 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.
| On Being Hit: 10% chance to increase Wounds by 118 for 20 seconds. || On Critical Hit: 10% chance to increase your auto-attack damage by 25% for 5 seconds.
|}
|}

Latest revision as of 04:09, 3 May 2024

Vale-Walker Set

The Vale-Walker Set is a PvE Armor set earned by completing a quest line within the Hunter's Vale Dungeon.


How to equip Vale-Walker Armor

Begin the Hunter's Vale Questline in Ellyrion to earn Vale-Walker pieces as you complete the dungeon.

Vale-Walker armor exists outside the traditional Ward Sets, and instead of requiring any usual wards, first requires wearing the full Beastlord Set.


There is no Renown requirement for these pieces, and to earn them all, you must complete repeatable quests that can be accepted near the entrance of the Hunter's Vale Dungeon.


To begin this quest line, speak to Reaver Khazkan (Order) at 57k/54.6k Ellyrion, or to Beastmaster Rovek (Destruction) at 26k/33k, Ellyrion.

Set Bonuses

Wearing 2 or more pieces of Vale-Walker gear will grant your character additional set bonuses.

  • 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 Vale-Walker, expand one of the tables below:

Tanks
Effect
2 Pieces +62 Weapon Skill
3 Pieces +69 Toughness
4 Pieces +76 Strength
5 Pieces +5% Block
6 Pieces On Hit: 25% chance to reduce target's Weapon Skill by 80 while increasing your Strength by 80 for 10 seconds.
7 Pieces Corrosion - On Hit: 10% chance to lower target's Armor by 1200 for 10 seconds.
Healers
Archmage, Shaman, RunePriest, Zealot Warrior Priest & Disciple of Khaine
2 Pieces +249 Armor Bonus +62 Wounds
3 Pieces +69 Wounds +69 Initiative
4 Pieces +76 Willpower +76 Strength
5 Pieces +5% Healing Critical chance +5% Block
6 Pieces On Direct Heal: 5% chance to increase the power of your heals by 6% for 10 seconds On Being Hit: 10% chance to heal group for 640 over 9 seconds
7 Pieces On Direct Heal: 5% chance to remove a Hex, Curse, or Ailment from your heal target On being attacked: 10% chance to reduce incoming damage by 4% for 10 seconds
Melee DPS
Slayer, Choppa, White Lion, Marauder Witch Hunter & Witch Elf
2 Pieces +62 Wounds
3 Pieces +69 Weapon Skill
4 Pieces +76 Strength
5 Pieces +5% Reduced chance to be parried +5% Melee Critical chance
6 Pieces On Hit: 25% chance to reduce target's Weapon Skill by 118 while increasing your strength by 118 for 10 seconds On Attacking Target: 10% chance to increase outgoing damage by 1% for 15 seconds. Stacks up to 5 times.
7 Pieces On Being Attacked: 10% chance to increase Parry, Block, Disrupt and Dodge by 7% for 10 seconds. On defense: 25% chance to increase Parry, Evade, and Disrupt by 10% for 10 seconds.
Magic and Ranged DPS
Bright Wizard, Sorcerer, Magus Shadow Warrior, Squig Herder, Engineer
2 Pieces +249 Armor Bonus +62 Wounds
3 Pieces +69 Wounds +69 Weapon Skill
4 Pieces +76 Intelligence +76 Ballistic Skill
5 Pieces +5% Magic Critical chance
Magus: 5% Reduced chance to be disrupted
+5% Reduced chance to be dodged
6 Pieces Any ability: 10% chance to reduce cost of next ability used within 10 seconds to 0 AP. If possible, will always crit and be undefendable. Can only trigger once every 10 seconds.

Magus: On Hit: 25% chance to reduce target's Willpower by 118 while increasing your intelligence by 118 for 10 seconds.
On Hit: 25% chance to reduce target's initiative by 110 while increasing your Ballistic Skill by 118 for 10 seconds.
7 Pieces On Being Hit: 10% chance to increase Wounds by 118 for 20 seconds. On Critical Hit: 10% chance to increase your auto-attack damage by 25% for 5 seconds.