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Posts with tag Gearing

Things that were harder before

Things that were harder before
I did a post this week about raiding in previous expansions and in vanilla WoW, and how people often say those raids were harder and my opinion that it is easily demonstrable that current raids are if anything more complicated than they have ever been. I frankly believe there is almost no room for comparison between the game at 60 and today in terms of raid complexity and difficulty. Part of this stems from the many different variations on what the word hard means in this context. Something can be harder because it is conceptually or executionally more complex (the difficulty can stem from how much is required to successfully complete its mechanics) or it can be hard because it is laborious and/or time consuming. Was raiding with 40 people in classic WoW more laborious? Absolutely it was. It wasn't mechanically harder, but it was more time consuming and took a great deal of effort to organize and plan. It's the difference between working out a complex multi-stage math problem and carrying five thousand pounds of rocks from point A to point B.

But there were some points worth addressing. It absolutely has never been easier to level, even without heirlooms, than it is right now. Vanilla leveling to 60 took more time and effort than leveling to 90 does today. Even without heirlooms, one can easily and without much stress reach level 20 in a few hours, level 40 in less than two days, and be level 60 within a day of that, and this isn't spending all day staring at the screen either. This is a fairly casual leveling pace. I leveled a blood elf warrior to 35 in two days of rather casual play, an hour on followed by a half hour reading websites or having a snack or even going for a long walk.

It's also far easier to do the following things:
  1. Get a dungeon group. You can queue for dungeons at level 15, and from that point on, all you ever have to do to run a dungeon is hit that queue. If you're playing in the tank or healing role you can effectively chain dungeons all day, and even leveling as DPS there are stretches where you don't even need to quest or do anything but dungeon.
  2. Run a battleground. While you could argue that doing well at BG running as you level up and at max level takes some time and effort, if you want to risk queueing in whatever gear you have, it's simplicity itself.
  3. Getting ready to raid at max level. The game now has catchup mechanisms in place for players who start later. If you just got your alt to 90 and are switching to it for raiding, deciding to give raiding a try for the first time, or what have you it's not the case that your raid group is compelled to run you through previous raids for attunements and keys, much less gearing you through older raids to get ready for the current content.
  4. Find something to do. You could even argue that there's too much to do, or that it feels too mandatory. But you can't argue you don't have options - if you don't want to run dungeons, raid, or PvP there are pet battles, daily quests and scenarios you can do.
So the question then becomes this: is it better or worse for the game that these things are easier? For that matter, are they easy enough?

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Filed under: Analysis / Opinion, Blizzard, The Burning Crusade, Wrath of the Lich King, Cataclysm, Mists of Pandaria

Blizzard's official look at patch 5.3

Blizzard Blogs on patch 53
Blizzard has been blogging up a storm about patch 5.3, and there have recently been 2 more articles added to their arsenal. The first is a run-down of the new scenarios available, posted by Community Manager Nethaera, which runs players down the four new three-player scenarios coming in patch 5.3. Neth gives us a quick summary of the stories behind the scenarios, while doing a great job of not being too spoiler-heavy. She runs down the background of Blood in the Snow, Dark Heart of Pandaria, Secrets of Ragefire and Battle on the High Seas. You can also check out WoW Insider's own articles on Blood in the Snow and Dark Heart of Pandaria, but beware the light spoilers that lurk within!

Nethaera also briefly discusses the new difficulty level that will be added with patch 5.3, heroic scenarios. She clarifies that they are intended for pre-made groups of three players, and will award a hefty 120 valor, as well as bonus valor for completing the objectives.

What's more, Blizzard has recently published a guide to getting geared for 5.3, aimed at players with alts, and players who are returning to the game. They've got some great tips in there, even going so far as to acknowledge some neat tricks that'll have you running the Raid Finder in no time.

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Filed under: Blizzard, News items

The Care and Feeding of Warriors: Patch 5.2 and warrior gear part 1

The Care and Feeding of Warriors Patch 52 and warrior gear part 1
Every week, WoW Insider brings you The Care and Feeding of Warriors, the column dedicated to arms, fury and protection warriors. Despite repeated blows to the head from dragons, demons, Old Gods and whatever that thing over there was, Matthew Rossi will be your host.

Gear constantly changes. Every major patch, there's new gear to drool over and want. For the next few weeks, I'm going to look at the gear we're getting in patch 5.2 from the Throne of Thunder, Oondasta (holder of the greatest loot table in the universe), and Nalak. We'll also take a look at Shado-Pan Assault, Kirin Tor Offensive, and Sunreaver Onslaught gear. This means we'll be looking at gear with a wide variety of item levels, from the 522 of the world bosses and normal mode Throne of Thunder to the 476 of some of the faction gear.

Also, although I won't be covering the items here, transmog minded warriors should take a look at the return of these Burning Crusade blacksmithing models. These weapons won't be an upgrade for you in almost all cases, but they're a welcome addition to our cosmetic arsenal. Now, to discuss gear.

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Filed under: Warrior, Analysis / Opinion, (Warrior) The Care and Feeding of Warriors, Mists of Pandaria

Ghostcrawler explains spec-specific quest rewards in MoP

If you've been following the Mists of Pandaria beta at all, you may have heard that questing players discovered that they were only getting one choice for quest reward items. Many recent MMOs such as SW:TOR use this model; it's generally agreed that the system of multiple possible quest rewards is yet another "bad player trap," like Ghostcrawler described lots of talents pre-Cataclysm. Players can miss out on quest rewards accidentally, and since there's no in-game way of switching your quest rewards, well, that can be a headache (especially since reports say that GMs are no longer switching quest items for you).

When asked about the issue on the beta forums, Ghostcrawler offered a pretty reasoned explanation for the change. He says that most quests with green rewards will only give you one choice (that matches your current spec). However, there'll also be vendors in every zone from whom you can buy sets of gear that aren't quite up to the item level of quest rewards in that zone, so you can fill in itemization holes or help bolster an off spec a little more. Quests that offer blue rewards will usually offer rewards for any spec your class can be, giving you some flexibility when it comes to rare rewards. Also, Mists of Pandaria questing is more non-linear than Cataclysm's, so you'll be able to hit up a different zone in the event that you need gear for a specific level range.

Ghostcrawler's full response (and an image of one of the vendors) is after the break.

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Filed under: Mists of Pandaria

The Care and Feeding of Warriors: Warrior mistakes to avoid

Every week, WoW Insider brings you The Care and Feeding of Warriors, the column dedicated to arms, fury and protection warriors. Despite repeated blows to the head from dragons, demons, Old Gods and whatever that thing over there was, Matthew Rossi will be your host.

One of the interesting things about my current astonishing obsession with transmogrification and all things related to it has been seeing older itemization. You know, strength and agility plate. Warrior tier 6 is lousy with agility. That's a legacy of the past, of course, and as the design of the game moves ever onward, artifacts like that are left in its wake. After all, most level 70 warriors nowadays move straight to Northrend dungeons and are not likely to look at Black Temple until much later, when farming for transmog gear. The stats aren't important enough to go back and redesign the set.

What I really find interesting about this is seeing where the class has been, not just visually but also in terms of design. It's kind of like archaeology (the actual field of inquiry, not the in-game profession) or paleontology, reconstructing the class and its roots from the remainders of what it wore. Granted, I was there, so to a degree it's like excavating Pompeii with an immortal who survived the volcanic eruption of Vesuvius and keeps grumping about how people in his day didn't complain when they were buried in pyroclastic material. Which is a complete lie, by the way, we did nothing but complain about it. But I digress.

The warrior class has come a long way in seven years, and the artifacts of past design lie strewn about. New players and even old veterans can be forgiven for making a few mistakes based on the rubble. Let's go over a few.

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Filed under: Warrior, Analysis / Opinion, (Warrior) The Care and Feeding of Warriors, Cataclysm

Breakfast Topic: Has the early Cataclysm gearing model failed?

Near the end of Wrath of the Lich King, there was a real feeling that gearing had gotten out of control, between unintentionally heightened ilevels (due to the introduction of heroic modes early in the expansion), a raid-wide buff that made the penultimate raid of the expansion easily puggable (until Arthas), and ridiculously simple heroic 5-mans and Emblems of Triumph that allowed you to gear out your freshly leveled alt in high-ilevel epics.

When Cataclysm launched, part of the intent between the fairly difficult heroic 5-mans and the fact that they dropped ilevel 346 blue items was that Blizzard wanted to slow down gearing. This worked; the roadblock created by early Cataclysm heroics for casual players did serve to slow down gearing. For the first time in years, full epic-geared characters were seen as more of a rare occurrence than a staple of your average AFKer in Orgrimmar.

Fast forward to last Saturday, where I decided to transfer my blue-geared death knight (who hit 85 and was subsequently forgotten in March) to my main's server to make use of her professions. On a whim, I decided to see how long it could take to gear her. By Sunday night, she had tanked Madness of Deathwing in Raid Finder, was in three-piece tier 13, and was one item away from being in full 378 or higher epics.

It seems clear to me now that the original Cataclysm model for gearing has failed, and the roadblocks originally put in place to prevent quickly gearing alts are no longer in place. That said, I don't mind it, and I don't think Blizzard minds it. Getting gear is fun, even on an alt that's only supposed to be used for running around Tol Barad picking flowers and mining ore. I like having four characters at 380+ ilevel, and it served me well when my guild recently needed me to main-change from my mage back to my shaman to heal. So yes, the original gearing model for Cataclysm does seem to have failed -- but is that really such a bad thing?

Filed under: Breakfast Topics

Lichborne: Buy your death knight some patch 4.2 valor gear

Every week, WoW Insider brings you Lichborne for blood, frost, and unholy death knights. In the post-Cataclysm era, death knights are no longer the new kids on the block. Let's show the other classes how a hero class gets things done.

Now that patch 4.2 has been out a few weeks, if you've been faithfully raiding or queuing up for your random dungeons, you should have a pretty good chunk of valor points ready for use. That means it's time to start thinking seriously about what you should buy. This week, we'll be taking a look at the new valor point gear from patch 4.2 and figuring out what each brings to the table for you.

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Filed under: Death Knight, (Death Knight) Lichborne

A survey of gear levels in current 10- and 25-man Cataclysm raiding

If you've been curious whether or not you're geared enough to start raiding, the answer is "definitely maybe." Let me explain.

The nice people at GuildOx have collected and passed on their information for the average gear level for groups completing 10- and 25-man raids, and they were good enough to share this information with us. There are several interesting things to keep in mind about these numbers.
  • These numbers are from the last seven days and only for the first time a group beat the encounter. Subsequent kills aren't counted in this data set.
  • The average ilevel is higher for almost every single Cataclysm raid fight on 10-man than on 25-man. That is, the fights were first overcome by groups in higher ilevel gear on 10-man than on 25-man. Ascendant Council seems to be the only real exception to this rule.
  • The ilevels for the groups defeating this content are well achievable, starting at 337 for Omnotron Defense System and Conclave of Wind on 25-man. This is well within the level of gearing achievable through heroics. Even the 10-man encounters don't require much more, starting around ilevel 341.
  • There's a lot more data for heroic 25-man encounters than heroic 10s. Some fights don't seem to have had many or any clears on 10 for this data push.
  • Heroic Conclave of Wind had 40 kills on 25s and none on 10s, while Ascendant Council on normal seems to be easier on 10s than 25s for some reason.
See the data in full behind the jump; you can make your own conclusions, but I find the higher ilevel for 10-man clears over 25-man to be very, very interesting indeed. I also find it very heartening that yes, you can gear up for this in heroics and rep rewards, so don't let your gear hold you back from attempting these raids.

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Filed under: Analysis / Opinion, Guilds, News items, Raiding, Cataclysm

Totem Talk: The myth of the well-itemized elemental shaman shield

Guest hosting is serious business. Not everyone can live up to the challenge the way Alf did. Still, as part of a mission of mercy, shadow-priest-turned-elemental-shaman Fox Van Allen is rolling the dice and taking the helm of Totem Talk this week. How does mercy fit in, exactly? Well, have you seen what happens when rabid elementals invade the comment sections of Joe's resto version and Rich's enhancement version? Not pretty.

To get our children through their early days of life, we tell them little fictions to make things more magical and more fun.

Hurry up and get to sleep so Santa will bring you lots of presents!

You should take that tooth and put it under your pillow; the Tooth Fairy pays big money for those!

There are plenty of well-itemized spellpower shields out there for elemental shaman!
As you grow up, you learn the sad truth behind it all. That obese man coming sneaking into your house on Christmas Eve is actually trying to perpetrate a home invasion. Those who collect the teeth of others are most likely in need of serious psychiatric help. And for the longest time, we elemental shaman used to suffer the quiet indignation of carrying around gobs of useless MP5 on our shields, just because Blizzard didn't see it necessary to design shields around our specific needs.

Well, my totem-flinging friends, I have some good news -- not regarding Santa or the Tooth Fairy (sorry), but regarding that spellpower shield. You do have options. And there's more good news: With Cataclysm coming right around the corner, we're about to become proverbial kids in a candy store.

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Filed under: Shaman, (Shaman) Totem Talk

Totem Talk: Enhancing your gear in only four dungeons

Axes, maces, lightning, Windfury and wolves. It can mean only one thing: enhancement. Rich Maloy lives it and loves it. His main spec is enhance. His off-spec is enhance. He blogs about the life and times of enhance, and leads the guild Big Crits (Week 12 now out!)as the enhancement shaman Stoneybaby.

Holy Stormstrikes! I'm going to refrain from using the term casual in a post ever again. Wait, I just used it there. Ah well, rack that promise up with "I'll never drink again" and "I'll never die to cutters again." Lies, all of them, lies.

We all have different definitions of the term and judging by the comments in the last post, others' definition of casual is more severe than mine. I'll get into casual vs. hardcore and the ridiculousness of those classifications in another post. For now, I hear you loud and clear, so let's refrain from diving into that now.

I digress. As I was writing last week's article I had this sneaking suspicion that I already wrote several articles on gearing your non-end game enhancement shaman. In fact I had written articles many moons ago, and they are all on my neglected blog, Big Hit Box. Time for a revisit.

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Filed under: Shaman, (Shaman) Totem Talk

Totem Talk: Elemental gearing for the new 80


Melee combat? Barbaric. Healing? How pedestrian. Let the elements do the talking. Totem Talk: Elemental. Brought to you by Mike Sacco.

Last week I took you through Elemental 101, a crash course in playing your elemental shaman. Now that we've got the basics out of the way and you understand your talents and rotation, it seems as good a time as any to talk about gear.

We addressed the main stats you're looking for on elemental gear last week, but here's a quick rundown again for those who missed it: Hit rating, spell power, haste, and crit. These are the only four stats we'll be looking for on elemental gear, besides the obvious intellect and stamina boosts that'll be on nearly every piece of caster gear anyway.

If the above sounds like a pretty reasonable set of stats to look for, well, you're not wrong. So I've got good news and bad news for you. The good news? There's definitely elemental gear out there. The bad news? Good luck finding it. Elemental gearing has a lot of issues unique to both the shaman and this specific spec. And you're not gonna like them.

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Filed under: Shaman, (Shaman) Totem Talk

Arcane Brilliance: Gearing up after the glorious patch 3.3


It's time again for Arcane Brilliance, the weekly mage column that loves nothing more than to gaze down upon the whole of Northrend from one of the floating chunks of stone around Dalaran and realize that at some point, a mage has probably killed every living thing down there. At least the targetable ones, anyway. And the ones you can't target? I'm sure more than one mage has certainly tried.

So I'm officially nominating patch 3.3 for "best patch ever" status. Here's a short list of the highlights of this patch:
  • Three highly challenging, fun, lore-filled 5-man instances, full of sweet loot
  • A massive new raid, with four gated sections, 12 bosses, and the promise of eventually being able to shove a Fireball up the Lich King's tailpipe
  • The incredible, game-changing Dungeon Finder Tool, which is responsible for peace in the Middle East, has brought an end to the recession, and has cured cancer
  • A few choice mage buffs, including a PvE viable Frost spec
  • Quest Tracking without the need for an addon
  • Quel'delar and Shadowmourne
  • A swiftly approaching new Arena Season
  • Weekly raid quests
  • The Kalu'ak Fishing Derby
  • Perky the Pug
  • A host of little changes for low level characters
  • Rocket bare
Not shabby, right? And best of all, Blizzard has managed to deploy the majority of this new content without also deploying a host of bugs, glitches, and instability, or otherwise making the game unplayable for awhile as we've come to expect from patches this large. There were some log-in issues and bugginess on day one, but by day two, everything was running relatively smoothly by day two. I'm being relatively conservative when I say that Blizzard, in my personal opinion, has hit this one out of the park.

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Filed under: Mage, Patches, Items, Analysis / Opinion, Tips, How-tos, Instances, Features, Guides, Classes, Alts, (Mage) Arcane Brilliance

A little pre-80 min/maxing can be helpful

Gnomeaggedon has written up a great guide to something a lot of players (including me) haven't worried about at all in the past: min/maxing your gear before you ever hit level 80. Aside from twinking, there seems to be almost no reason to worry much about gear before you hit the endgame -- you can level in almost anything these days, and by the time you hit 80, you'll replace it all anyway. Why bother? But Gnome makes a good point: he says you should put the minimum of effort in to max out your gear's power. Better gear will help you level faster, will help you play better, and I'll even add that it will help you learn your class better; figuring out early on which stats you want to choose over others will be a big help when you are dealing with all of the epics at level 80. You don't have to spend all your time choosing gear pre-80, as most of it will get replaced with regular quest rewards anyway. But it's good to put some thought into it.

So how's it done? Gnome's posts have some excellent tips on browsing Wowhead for new gear, using Rawr to analyze where your character's at now, and eventually looking ahead to what's next (I'll throw Gear Wishlist in again, simply because that's helped me out a lot). There's so many great tools out there for choosing gear, and it's interesting to note that they're still helpful even pre-80. Taking a second to check your gear while leveling up might actually make that grind that much easier.

Filed under: Items, Instances, Leveling, Guides

GC clarifies ArPen's stat removal and others


Ghostcrawler's hoping this answer "gets read," so we'll help. A player asks why Blizzard is worrying about armor penetration with the Scourge Strike ability -- isn't, they ask, ArPen getting removed in Cataclysm like we heard at BlizzCon? The answer is basically no: Armor Penetration rating is getting removed from gear (along with Block value, Defense, Attack Power, and a number of other gear stats), but Armor Penetration as a stat is not getting removed from the game. Talents and other abilties will still depend on removing and penetrating armor, even if your gear selection won't revolve around it. They'll still be balancing it, but as players choosing gear, it won't be a part of our calculations there.

Make sense? Just because you don't see, say, Attack Power on gear doesn't mean you won't have an Attack Power number governing how much damage you do. It just means that the AP you have will come from stats like Agility and Strength (depending on your class and a number of other factors) rather than gear adding directly to AP. Of course, as Ghostcrawler says, these changes aren't even coming until patch "4.0" and the Cataclysm expansion, so there's still lots of gear choices and balancing to do before then.

Filed under: Odds and ends, Buffs, Death Knight, Forums, Cataclysm

Why Hit is a "sexy stat"

This post on Gray Matter has some pretty insightful thoughts about the much-maligned Hit stat. We've posted quite a few times about Hit with the various classes, and yet it's still fairly hard to get a handle on -- most people know their class has a "hit cap" that they have to reach to keep any of their swings or shots from missing, but other than that, they haven't really tangled with the stat much the way they might have some of the more core stats for their class. But Grey Matter argues that "Hit is sexy" -- despite the fact that, unlike other stats, Hit is required just to make your class do the right thing (rather than doing it better), Graylo still likes the idea, and actually likes the balance that Hit requires. No matter what ilvl your gear, you still need a certain amount of Hit on it, and the balancing job of keeping your hit cap met versus providing other stats on your gear is what Gray seems to like about Hit. While other stats just go up and up, Hit is the great limiter -- having more of it frees up space on other gear for more pressing stats, but you still have to balance out the pieces you wear to try and meet the cap.

To that extent, I agree. I do think that Hit is a relatively arbitrary stat (we know what it means in real life to be Stronger or have more Intelligence, but Hit is really just designed to keep game levels in line), but on the other hand, Gray's right -- because you need a certain amount of hit in your gear, it does become an interesting balancing game of "do I need this more powerful piece of gear, or this weaker piece of gear with some extra Hit on it?" It does a nice job of mixing things up as an endgame-balancing mechanic.

Filed under: Items, Analysis / Opinion, Raiding, Classes, Buffs

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