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Posts with tag Itemization

Mists of Pandaria Beta: The evolution of itemization

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Let me introduce you to the Massacre Sword. It was, and still is, a solid leveling green with a rather good model. I point it out to you to show you the odds of getting one with stats you'd actually want on a warrior, paladin or hunter (the three classes that would be using the sword at the time the game launched) and how likely it was you'd get, say, a Massacre Sword of the Boar or Whale. Granted, you could get a few fairly useful combinations (one of Strength or Agility, say, or a good two stat combo like Bear, Tiger, Eagle, Monkey or Gorilla depending on your class.

This was a green drop, of course. It wasn't meant to be the best of the best, just something to pick up and use on your way to dungeon loot. It's hard to compare it to what it would be replaced by nowadays, because a lot of that gear was re-itemized when Cataclysm came out and the dungeon levels were adjusted up or down. I remember replacing it with Lord Alexander's Battle Axe, followed by a Demonshear and an Arcanite Champion, before forays into Molten Core and Blackwing Lair. It's fascinating to consider how itemization works as a tool in driving players forward. Bad itemization, while baffling at times when encountered in game, actually serves a purpose in the hands of the developers. An item with too good of a stat spread can actually serve as a hanging burr, sticking to your character long after it should have been replaced.

I mention this because, to my mind, Mists of Pandaria is the first expansion to really know this, forwards and backwards. This is the expansion that will use gear design to motivate you better, more skillfully, and more expansively than ever before.

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Filed under: The Burning Crusade, Wrath of the Lich King, Cataclysm, Mists of Pandaria

Ready Check: The loss of itemization in Cataclysm

Ready Check helps you prepare yourself and your raid for the bosses that simply require killing. Check back with Ready Check each week for the latest pointers on killing adds, not standing in fire, and hoping for loot that won't drop. Questions, comments, or something you would like to see? Email me at tyler@wowinsider or message me on Twitter @murmursofadruid.

Like it or not, there's one constant about raiding. No matter what your reason for raiding is, and no matter what joy you happen to get from it, there's only one thing that matters at the end of the day. Obviously, I'm talking about loot. Loot is the one thing that makes the raiding world go 'round. Sure, we raid for story, we raid for friends, we raid for challenges. All of that is well and good and makes for a nice, lovely, non-selfish story that we can tell the world. Who knows? It might even be true -- but there's no avoiding that loot is the result.

Maybe that's why raiding has popularity issues. Maybe it isn't the experience so much as it is the reward. I suppose we'll never know -- at least, not from this Ready Check. No, no, instead there's there one part of loot issues that I really want to get into, the problem that has been plaguing Blizzard for this entire expansion: the lack of loot.

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Filed under: Raiding, Ready Check (Raiding), Cataclysm

Ol' Grumpy and the grimoire of gear inflation

Hello again, everybody. I'm Ol' Grumpy. You might remember me from such posts as Ol' Grumpy and the Goblet of Firelands adjustments or Ol' Grumpy's guide to outdated content and you. This time, we're going to be talking about what gear inflation is, how it happens, and why something eventually has to be done about it.

Gear inflation has actually been a concern of mine since about halfway through Wrath of the Lich King's expansion cycle. Back then, it was armor penetration that really set off my gear inflation warning bells, a stat that's since gone the way of the dodo. If you remember ArP, you remember that it start acting extremely weird at higher gear levels and often had to be adjusted and capped to keep it from doing things like reducing target armor into the negative.

In essence, for a brief period after Ulduar dropped, ArP could actually cause your target to have negative armor values so that their damage taken was increased by a percentage instead of just reduced by a percentage. This was very wonky. It was quickly capped and the stat adjusted. But by ICC levels of gear, it was possible again to reach 100% ArP, and doing so was absolutely your best bet as a melee DPS.

Now, let's be honest: Gear inflation is the inevitable by-product of a game where one increases in power via leveling and gaining new gear. It must happen. If you simply look at gear from original World of Warcraft's 1 to 60 game, you'll see that gear steadily increases in power and that raid gear from MC to BWL/AQ and to the now-vanished Naxxramas-40 steadily increases in power. Indeed, Naxx-40 gear was such an upgrade in power that it was roughly as strong as blue drops from level 70 instances. You could raid Karazhan in Naxx-40 gear. The Burning Crusade dealt with gear inflation differently than its successors did because it could.

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

Enhancement shaman itemization and the end boss effect

As you may or may not be aware, I've started gearing up my enhancement shaman and have been having a really good time playing him. I enjoy enhancement for a lot of reasons, including how different it feels from playing a warrior or feral druid, the other two melee classes I'm familiar with.

However, finding weapons can be a bit of a pain. The best weapons for me outside of a raid are the two fist weapons in ZG, which drop from a randomly summoned boss. So you may not even get the boss who drops them, and the off-hand doesn't even drop from the same boss as the main-hand -- and in either case, it means I'm leveling archaeology on a fourth toon because half the time, no one can summon any of them.

As annoying as this is, for raiding, it can get even worse. Getting a 2.6 speed agility main-hand weapon from raiding means killing Nefarian and praying that this week he drops your axe. (You can get an off-hand from trash, but you can't use it in your main hand, meaning you need at least one Neffy axe). Blizzard has come out and said it's fine with this for now.

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Filed under: Shaman, Raiding, Cataclysm

The lack of wands in Cataclysm

Very recently, a reader by the name of Jasper submitted a question via our tip line: Why can't enchanters make wands beyond level 30? I don't have an answer to that question, beyond "because they make enough money as it is." However, it made me look into the wands available at level 85 and items for the ranged slot in general.

There are no level 85, pre-heroic wands for classes that do not use spirit. There is only one ilevel 333 wand in the game, and it drops in Grim Batol. All other ranged slots have ilevel 333 (or ilevel 346) bind on equip items available. This puts casters at an obvious (though admittedly minor) disadvantage when trying to gear for heroics.

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Filed under: Analysis / Opinion, Cataclysm

Breakfast Topic: A few of your favorite things

This article has been brought to you by Seed, the Aol guest writer program that brings your words to WoW.com.

Every once in a while, Blizzard truly raises the bar in designing a raid. My personal favorite is Ulduar from patch 3.1. The boss encounters required strategy, while still remaining unique, and the graphics in the zone are some of the coolest things in the game. However, one of the only things that a character can permanently keep from a raid is the loot.The legendary mace Val'anyr, Hammer of Ancient Kings and the Starshard Edge off Algalon the Observer are by far some of the coolest item graphics I've seen in this expansion.

Even in Icecrown Citadel, few items can measure up to the epicness of these stellar designs. After all, one can only see so many bone-spiked maces before they begin to get old. While a few items like Bryntroll the Bone Arbiter are pretty exciting and unique, Blizzard didn't even create new item models for the climactic boss in the Lich King: only two of the 28 weapons (excluding heroic versions) that the final boss drops are unique, and one of those is repeated between 10- and 25-man. In my opinion, Blizzard could have taken a few more days to design some really exciting and unique weapon designs before releasing the Lich King. While I'm no hardcore raider, I would really love to sit in Dalaran exhibiting a one-of-a-kind weapon from the hardest boss in the expansion, just as the Ulduar raiders could back in 3.1.

What do you think? Is there an item that sets the bar in graphic design? Do you think Blizzard should spend more time on item graphics so there aren't as many repeats for end-game encounters, or does a simple recoloring make the item cool enough for you?

Have you ever wanted to write for WoW.com? Your chance may be right around the corner. Watch for our next call for submissions for articles via Seed, the Aol guest writer program that brings your words to WoW.com. The next byline you see here may be yours!


Filed under: Breakfast Topics, Guest Posts

Wrath of the Lich King Retrospective: Naxxramas

With the final content patch of this expansion on our doorstep and Cataclysm following close behind, we'll be taking the next several weeks to look back on Wrath of the Lich King and everything that made it what it is, for better or for worse, in WotLK Retrospective.

When people talk about raiding in Wrath of the Lich King, a lot of the complaints often boil down to Naxxramas. It was out too long before a new tier of raid content, the fights were too dumbed down from the original raid's difficulty and it was too easy. It was an unimaginative way for Blizzard to cut corners and save time developing Wrath. While I'm personally critical of Naxxramas as a raid instance in its current implementation, let's look at these points and discuss their validity.
  • Naxxramas was out too long before a new tier of raid content. This one's pretty subjective, but we can consider two factors. First, Naxx went live with Wrath's release in November 2008, alongside Malygos (Eye of Eternity) and Sartharion (Obsidian Sanctum). Malygos' itemization was half a tier superior to that of Naxx itself, so that items that dropped in the 10-man version of Eye of Eternity were equivalent to those that dropped in 25-man Naxx. Malygos-25 drops were superior to anything that dropped in Naxxramas off anyone but Kel'Thuzad himself. So while we could say that this entire tier of raiding lasted from launch until the release of Ulduar in April 2009, it's unfair to single out Naxxramas as the sole offender. Furthermore, Trial of the Crusader launched in August 2009, meaning that Ulduar's duration as the top tier of raiding was only a month shorter than that of Naxxramas/EoE/OS. Are we really arguing that the 20 bosses of those combined three raids had so much less raiding potential that an extra month or so wasn't at least subjectively justifiable?

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Filed under: Analysis / Opinion, Raiding

Totem Talk: Enhancement weapons

Ebon Blade weapon rack
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 at Big Hit Box, pens the enhance side of Totem Talk and leads the guild Big Crits (Week 3 now out!) as the enhancement shaman Stoneybaby.

As a melee class, weapons are our most important items. Not surprisingly, good weapons (emphasis on "good") can't be bought with emblems and only drop off a select few bosses, with the best weapons dropping off the hardest bosses. While trinkets can be hard to acquire (Death's Choice/Verdict is a lie!), you can fill in the gaps with emblems or even some subpar trinket choices and not have as big an impact on overall damage as a good weapon. Nothing beats a big stick.

Today we're looking at enhancement weapon options in dungeons, plus Trial of the Crusader and Icecrown Citadel in 10s and 25s, regular and heroic. I am skipping over Naxx, OS, EoE, Ulduar, and Ony because it seems to me that it's far easier to get in and gear up in a ToC/ToGC PuG these days than any other raid. There are some good weapon choice in those older raids, but even starting out as a fresh 80 you should find ToC-10 PuGs doable.

Let's dive in to our weapon options.

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Filed under: Shaman, (Shaman) Totem Talk

The great gear explosion

Gear is fairly easy to get at this point in the expansion life cycle of Wrath. That's not a flaw. That's actually how things should be: there shouldn't be too many artificial limitations keeping you from jumping into the newest content and getting a chance to at least see, if not down it. With the rise of 10 and 25 man versions of every raid and heroic modes, however, we are looking at something fairly unique to this expansion, a somewhat drastic power curve to gear scaling.

This isn't a new idea, and it's not one Blizzard themselves haven't commented on. It's one thing to be aware of it in a general way, however, and another to sit back and look at it. That's a comparison of itemization on select 2H weapons from the first crafted epic (equivalent to a Naxx 10 drop) up to hard mode Ulduar 25, which puts it squarely in the middle of the current expansion cycle. What you're looking at is a steady gain that leads to a nearly 60 DPS increase between the starting weapon (Titansteel Destroyer) and the last one compared (Voldrethar).

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Filed under: Analysis / Opinion, Wrath of the Lich King, Cataclysm

Cataclysm: Stats and system changes for DPS warriors

So, what's happening with gear for warriors who like to actually get to kill things in Cataclysm? I'm glad you asked, gentle friend. I'm glad you asked. Well, okay, whether or not you asked I was going to talk about it anyway.
  • If you've been using various leather or mail pieces with attack power, said AP is about to drop off of them. There will be no attack power on gear of any kind. Attack power will purely be converted from either strength or agility depending on class. This has been said before but it bears repeating. If gear currently has AP on it, that AP will convert to agi and stam.
More changes after the break.

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Filed under: Warrior, Analysis / Opinion, News items, Cataclysm

Trinkets: Hard to get, and Blizzard likes it that way


Any caster worth their salt can remember the frustration involved in trying to nab the elusive Illustration of the Dragon Soul trinket from Sartharion in the Obsidian Sanctum. We tried everything we could to get it, from creating our own melee-heavy raid groups, to participating only in "3D zerg" runs hoping that participants would be too over-geared to want it, to participating in Less Is More achievement runs just so there would be less competition for it.

Towards the end of the Patch 3.2 days, people would run OS25 once a week just to try and get that one trinket. Most weeks, it wouldn't even drop. When it did, you'd have to beat a good twelve or thirteen people in a roll for it.

The Illustration was so valuable (1) because it was a darn good trinket with gobs of spell power, and (2) it seemed impossible get it -- or any good trinket, for that matter. You can still head to Dalaran and buy trinkets with emblems, like the Talisman of Resurgence, but their use is painfully specialized and their value is often less than trinkets you can find in lower level heroics.

It turns out that good trinkets are hard to find for a reason: Blizzard like it that way. Bornakk at the official World of Warcraft forums wrote today:
"Trinkets are really the one item (weapons are to a lesser extent) that we use to try and capture that old slot machine feel from the classic Molten Core days. Yes, completely random loot with huge loot tables can be frustrating but we are pretty far from being completely random these days. Trinkets however are still somewhat random, they can be hard to acquire, and there is often a lot of competition for them."

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Filed under: News items

Upcoming tier 10 tank armor stat changes


With Icecrown Citadel's unpopular Chill of the Throne debuff, or as we like to call it, "Getting out of Dodge," tanks have had to re-prioritize in terms of avoidance and mitigation stats to the point where tier 10 gear might not be as desirable as Blizzard intended. Thankfully, they appear to have realized this, and change is coming! To tier 10 tank gear, anyway. Blizzard CM Zarhym posted a note on the official forums announcing their plans for said gear:
"We recognize that many plate tanks are making their gear choices based on the amount of armor they're provided, as this is currently the most preferred stat. In order to make the tier-10 plate tanking sets more desirable, we will be adjusting the stats on the gloves and chest pieces in order to inflate the amount of armor they provide in the next minor patch. This will apply to all item levels of the tier-10 death knight, warrior, and paladin tanking gloves and chest pieces."
He also noted that Emblem gear will continue to be comparable to the tier gear in terms of stats and, for those concerned about Feral tanks, they'll be keeping an eye on gear scaling on druid tank gear as well.

Filed under: Druid, Paladin, Warrior, Death Knight, Wrath of the Lich King

Totem Talk: On unique gearing and gear consolidation


Totem Talk is the column for shamans. Matthew Rossi is a vampire robot from beyond the stars who came to Earth to learn the true meaning of love and to write columns about shamans. Seriously, it was in my alien creator's first lines of code when they programmed me. "Drink human blood, write shaman column." The love thing was somewhere around the second packet of directives.

Last week on Totem Talk, we jumped our cherried out Dodge Charger out of a warehouse before it exploded and then complained that we were too old for this kind of thing to our reckless younger partner. We're supposed to retire in a few days, we informed him. There may also have been some discussion about shaman itemization in there. I'll have to check the credits later to make sure.

The main issues with shaman itemization are more complex than can be easily summarized: many commenters correctly pointed out, for instance, that I was giving short shrift to enhancement's constant struggle to stay both hit and expertise capped (in fact, even calling them caps instead of targets shows that I'm not going into full detail) since the changes to the spec implemented with Wrath of the Lich King. Basically, one of the issues here is the very hybridization of the class: since now enhancement has become a spec that uses both spell damage and melee strikes, it has to hew to both spell hit rating levels (which are generally higher than melee targets) and stats like expertise, which is only useful for melee.

Shamans are interesting in that they are a hybrid class more in their playstyles than in terms of roles: like priests and warriors, shamans are only two of the three possible roles, being either healers or DPS. We can of course quibble about the nature of DPS, and if 'ranged DPS' and 'melee DPS' are distinct enough roles to be divided in focus. I personally believe they are, based on watching my guild struggle to recruit ranged and being thick on the ground with melee. But as a result of having two damage specs and one healing spec, shamans have a lot of cross-hybridization conflict built into their itemization.

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Filed under: Shaman, Analysis / Opinion, The Burning Crusade, (Shaman) Totem Talk, Wrath of the Lich King

Totem Talk: Shaman Itemization resists a clever title

Totem Talk is the column for shamans. This installment sees Matthew Rossi contemplating the incoming influx of gear and how current itemization affects shamans. Also, sorry but you get Alliance shamans this week. I can't wait until I can race change to a dwarf.

The thing is this: I hate doing gear lists.

My editors (I like to imagine them as an old Marvel Comics cosmic entity like The Living Tribunal) quite rightly point out to me from time to time that with Patch 3.3 so close, we're effectively at the end of Wrath of the Lich King and therefore all sorts of new loot will be entering the game. Loot from the new five mans at Ulduar 10/25 quality! Loot from the new raid exceeding all previous iLevels! We'll be awash in the best gear we'll ever see until Cataclysm drops and we start it all over again. And of course they're right. It helps me to accept this if I imagine that cosmic entity spinning a giant head around with different faces on it like Reliquary of Souls. (No, sorry, we didn't call it Reliquary of Souls all those weeks just to be corrected by Blizzard. Heck, you guys even brought it back in Icecrown.)

The next couple of weeks, however, I'm going to look not at gear but at itemization itself and how it interacts with shamans. I was inspired by the change to Elemental Mastery, the talent in the elemental combat tree that currently grants 15% crit when activated as well as making your next spell instant cast. On the surface, this doesn't look like a bad talent all told, so why would we even want to change it? Because of the way shaman talents and spells interact, an extra 15% chance to crit is somewhat useless to an elemental shaman. Specifically, we're talking about Flame Shock and Lava Burst.

Because of these two spells and their interaction, elemental shamans can basically crit every eight seconds or so. They can guarantee an Elemental Focus clearcasting state to reduce mana cost by 40%. Stacking crit doesn't really do anything for them: they're going to crit anyway. Most of the elemental tree has synergy with spell haste in comparison, with abilities like Lightning Mastery and Storm, Earth and Fire already reducing cast time on various spells.

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Filed under: Shaman, The Burning Crusade, (Shaman) Totem Talk, Wrath of the Lich King, Cataclysm

Patch 3.3: The heart and souls of Icecrown Citadel

Continuing Blizzard's slow PR trickle of Patch 3.3 news, they just released an interview with Lead World Designer Cory Stockton and Lead Systems Designer Greg Street, a.k.a. Ghostcrawler, about the philosophy behind the design of the Icecrown Citadel raid dungeon.

There's a lot of great information in there. Where itemization is concerned, they explain that the multitude of bosses in the instance (especially compared to the ghost town that was Crusader's Coliseum) affords the developers the opportunity to really serve players with specific specs and make sure that each boss has a loot table with an item of interest for every raider in attendance. They also talk at length about some popular concepts they've brought back for the sake of keeping things fun and interesting -- like the return of weapon procs, something we've rarely seen since the vanilla endgame. Ghostcrawler says that the main theme of Icecrown's gear is "Epic. Cool things. Proc'y stuff." Sounds good to me.

They also talk about cohesion between the dungeon's art and the gear that drops in it. The compelling look of the instance made it easy to create eye-catching gear to match it, and that's apparently not always easy. The Frozen Halls, the set of three five-man dungeons also releasing with 3.3, will also have gear that shares the same artistic "kit" as the raid, like they wish they had done with Ulduar and its sister five-man dungeons.

Other topics touched on include discussion of non-boss items available -- trash epics, for example, or the Ashen Verdict rep gear that'll be available -- and why Crusader's Coliseum was so, what's the word ... boring. In short, blame Icecrown. Personally, I'm willing to make the sacrifice of one fairly uninspired patch period if it means that the end of the entire WarCraft III arc wraps up in a big, glorious, icy fireworks display. So to speak.

Check out the full interview for yourself here, along with some new screenshots.

Patch 3.3 is the last major patch of Wrath of the Lich King. With the new Icecrown Citadel 5-man dungeons and 10/25-man raid arriving soon, patch 3.3 will deal the final blow to Arthas. WoW.com's Guide to Patch 3.3 will keep you updated with all the latest patch news.

Filed under: Patches, Interviews, Wrath of the Lich King

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