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Posts with tag pvp-gear-in-pve

Blood Pact: Preparing for level 90 raiding with heroic dungeon gear

Blood Pact Preparing for level 90 raiding with heroic dungeon gear MON
Every week, WoW Insider brings you Blood Pact for affliction, demonology, and destruction warlocks. This week, Megan O'Neill puts so many bullets into one article, she dreamed her warlock could dual-wield pistols like Lord Godfrey.

I make my own list of loot every tier, just so I know what piece to roll on in my guild's raids per raid boss. I make a similar list of possible 5-man heroic loot so I know what to run or what I can look for when a certain dungeon comes up in my random queue.

You can stick to a Wowhead search list if that's your thing. But it's my thing to explain what a database can't -- like whether PvP crafted gear is really viable in PvE now or what two-handed weapons you might find for your felguard in Mists.

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Filed under: Warlock, (Warlock) Blood Pact, Mists of Pandaria

Ghostcrawler briefly discusses PvP power and PvP healing

Ghostcrawler discussed PvP Power and PvP Healing
Just a short while ago, everyone's favorite blue crab, Lead Systems Designer Greg "Ghostcrawler" Street, posted briefly on the U.S. forums in response to a thread regarding the function of PvP power and PvP healing. This certainly makes for interesting reading and may allay some fears of the PvE community regarding the use of PvP gear in dungeons and raids.

Is this testing or speculation? Because PvP Power and PvP Resilience should work anywhere with regard to DPS, but of course only when you are attacking or being attacked by other players.

The only thing that doesn't work is PvP Power-fueled healing. At the moment, you only gain the healing benefit when in BGs and Arenas. The reason is because that we don't want PvP gear to be super effective for PvE content (useful is fine, but super effective is not).

That design goal is easily met for damage dealers, because they won't benefit from PvP Power when damaging creatures. Unfortunately, there isn't a simple check for us to determine if a healer is healing damage done by PvP or PvE. In an Arena or BG you can make that assumption, but in the outdoor world you may be engaging in world PvP, or you may just be questing.

We are considering just letting PvP Power affect healing everywhere but dungeons and raids. That would solve world PvP and only risk unbalancing group questing and world bosses. Even the world bosses probably don't represent a huge game balance risk, given that the option always exists to get tons of players together to zerg them.


So to sum up, PvP power is easily developed to work exclusively in PvP scenarios for DPS and tank specs, as the game can easily tell what you're hitting. Healing is far harder, as you're always healing people wherever you are, so the game has to test for PvP scenarios before employing the PvP power.

To me, as a PvPer, the second option that GC mentions sounds far more appealing. For the PvP healing buff were to only apply in Arenas and Battlegrounds seems quite contrary to Blizzard's desire to reignite world PvP. It would also leave PvP-geared healers rather defenseless outside of the Arena and Battlegrounds, were they to be attacked on PvP servers or similar while out farming, etc. I don't think that unbalancing world bosses is a huge price to pay, particularly considering Blizzard's earlier comments regarding the likelihood of world PvP taking place around world bosses.

However, I'm sure PvEers will take comfort in the knowledge that Blizzard is taking steps to keep PvP gear from becoming too powerful in PvE scenarios.

It's open warfare between Alliance and Horde in Mists of Pandaria, World of Warcraft's next expansion. Jump into five new levels with new talents and class mechanics, try the new monk class, and create a pandaren character to ally with either Horde or Alliance. Look for expansion basics in our Mists FAQ, or dig into our spring press event coverage for more details!

Filed under: Mists of Pandaria

Shifting Perspectives: Why PvP gear isn't necessarily a stupid idea

Every week, WoW Insider brings you Shifting Perspectives for cat, bear, restoration and balance druids. This Tuesday, Allison is somewhat startled to discover that one of her long-held convictions is not necessarily right.

On the few occasions when I can be convinced to do a gear post for bears, I've generally shied away from including PvP gear. This is actually a complete turnaround from our situation in The Burning Crusade, when Arena gear was an absolute godsend due to the bear's desperation for critical strike reduction. The now-vanished talent Survival of the Fittest (the modern Thick Hide) gave us flat 3% crit reduction, and then we had to scrounge the last 2.6% in the interest of not being stomped into oblivion by a raid boss. Not surprisingly, most players wound up using a few pieces of PvP gear to reach the all-important crit cap, because resilience reduced your chance to be crit in PvE as well.

But ever since that changed, I soured on the use of PvP gear in PvE. Resilience is now completely wasted in PvE content, you can't reforge it, and you'll only ever get one other secondary stat on PvP pieces anyway.

"Pooh, pooh," I said.

"Threat generation," I said.

"Why would you want to gimp yourself with so much useless itemization?" I said.

"Three bags full," I said.

However, I couldn't help but notice that PvP gear was still crammed with all manner of agility goodness, and then there's the minor point that Kalon is pretty much always right. So I decided to try a little experiment to see how much the average player would be gimping himself by using a full set of PvP threads. Pay attention, children, because this is the last time for several minutes that I will be heard to utter the following words:

I was wrong.

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Filed under: Druid, Analysis / Opinion, (Druid) Shifting Perspectives

Breakfast Topic: Should PVP and PVE gear be so different from each other?

PVP awareness
This Breakfast Topic has been brought to you by Seed, the AOL guest writer program that brings your words to WoW Insider's pages.

What is the purpose for PVP and PVE gear being mostly useless in the opposite grouping? At one time, raiders would own the Battlegrounds having the top gear in the game. In The Burning Crusade, subtlety rogues did the same in Arena with the tier 6 set bonus combined with Illidan's blades. But that was then, this is now.

Currently, I hate the fact that I have to grind two separate sets of gear to do the same exact role. My paladin is holy. Whether I PVP or PVE, I heal with her. The problem is that my resilience healing gear hinders me while running heroics, and my ilevel 346 gear hinders me in Arena and Battlegrounds. Some of those in my guild do not mind dying a few more times because my gear is not optimal, but let's face it, they would rather not die because of my gear.

I do remember how tough the grind for gear used to be. I do know that it is easier than ever to grind out two separate sets of gear. At the same time, I would like it to be more effective to wear a full 359 PVE set than 358 PVP set of gear.

What do you think? Should PVE and PVP gear be that so different from each other?

Filed under: Breakfast Topics, Guest Posts

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