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Posts with tag warlords-of-draenor-gear

Warlords of Draenor: Low level Battlegrounds to drop dungeon-style satchels

Senior PvP Designer Brian Holinka tweeted something yesterday that will be music to the ears of any player who wants to level via PvP.


Leveling via PvP is a hard-fought battle in WoW, XP gains are unpredictable, and unless you're using heirlooms you risk falling behind in gear gains and gold gains. So this change, put in place by Reward Systems Designer Russ Petersen, allows those players to keep up with their PvE-ing counterparts. It's fantastic news! I'd love to see some improvement to XP gains from battlegrounds, too.

And let's not forget that Holinka has previously hinted at Skirmishes being potentially available for leveling, which would be an incredible change. Certainly, the rewards would need to be ironed out, but that they're even thinking about it gives me hope for PvP leveling becoming something that more than just the dedicated or foolhardy undertake.

Filed under: PvP, Warlords of Draenor

Warlords of Draenor PvP: Everything is awesome!

I was already excited for PvP in Warlords of Draenor. I was already looking forward to the stat squish and the ability squish and the changes to casting while moving and the lowering of CC. Senior PvP Designer Brian Holinka has been tweeting about the internal testing in 6.0 environments, and I was already excited. You had me at the squish, Blizzard. You already had me.

And now, the latest PvP blog's arrival has basically blown my mind. If you missed it, WoW Insider published a short summary of the key changes. Skirmishes are in, Trial of the Gladiator is out. Spectator invitations are in, for wargames, as well as an API allowing addon creators to build interfaces around the invitations. And all these are really, really exciting changes.

Before you accuse me of being overly positive, I've been critical of PvP this expansion, highly critical in places, because I think it's had real problems. And it has -- it's fair to say that Mists of Pandaria has been an expansion of experimentation for PvP, and as is often the case with experiments, some are more successful than others.

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Filed under: PvP, Blood Sport (Arena PvP), Warlords of Draenor

Warlords of Draenor: PvP rework brings back Skirmishes, adds Spectator Invites

Blizzard posted a blog today that should make every PvPer really excited. It seems like they have shifted their thinking away from the proposed rework of the ladders and gone to a more inclusive feel, with a nod towards tournament organizers getting an easier ride too. What are the changes? Let's spell it out:
  • Trial of the Gladiator is gone, removed. This is due to concerns about the proposed system.
  • Skirmishes, un-rated arenas which you can solo-queue for or do with friends in 2v2 and 3v3, are in.
  • Skirmishes reward honor and have the chance to award a bag containing gold, more honor, a small amount of conquest points or something else entirely
  • A Spectator Invite system has been added, allowing players to put Wargames together and invite spectators. This is specifically aimed at tournament organizers, but could be a boon for streamers or casual observers in parties with players doing wargames.
  • Tournament gear is in for Wargames only.
Why should you be excited? Well, Skirmishes for one. These casual games allow players to try out arena by themselves, another solo-queue option that WoW PvP has sorely needed for some time, since Skirmishes were replaced with Wargames when Cataclysm launched. Not to mention earning honor from them! While many PvPers have allowed themselves to dream about Skirmishes' return, I don't think any of us ever dreamed we could earn honor from them!

What's more, the addition of Spectator Invites and Tournament gear makes it far, far easier for would-be tournament organizers to put contests together. We can all hope to see more and more Arena tournaments coming out of the woodwork with these additions!

Filed under: PvP, Warlords of Draenor

Tertiary stats and that pesky bag space problem


I think it was really nice of Blizzard to cook up a way to fix our bag space problem with the toy box and primary stat conversion. Recognizing this, I propose a way to make it even worse.

I'll start with a story. There was a brief period on the Mists of Pandaria beta where the combination of the feral 4-piece PvP bonus, the Feline Swiftness talent, and a run speed enchant resulted in the glory that was the 132% speed bear. I could run around the first boss' room in Stormstout kiting a howling pack of monkeys before the DPS even made it up the stairs, and zooming around Pandaria's countryside was equally fun. Run speed's value was obvious and it was a bummer when the PvP bonus no longer stacked with Feline Swiftness.

So now that run speed, cleave, and "multistrike" are on the table as randomly-generated tertiary stats to be found (if rarely) on gear, I'll be blunt: I want enough cleave while healing that my Rejuvenation will hit, if possible, the people in local hospitals. I want enough cleave while tanking that Thrash will run out of targets in the game, physically reach through the computer and smack the people who don't read raid chat instructions in LFR. I want enough run speed that I can cap the Warsong Gulch flag before the match even starts, triggering a singularity that will cause time to fold in on itself.

Here's the rub. Knowing that tertiary stats are going to be completely random and also rare, the only way I can stack any of them to a useful level is to hoard whatever pieces I can find and create specialized sets for them. It'll be great to free up all the bag space currently devoted to our offspec gear, but how long will those bags stay empty with the siren call of a "speed set" or a "cleave set?"

Filed under: Analysis / Opinion, Warlords of Draenor

Potentials and pitfalls of Warlords of Draenor's proposed gearing system

Pally tank bracers
Not long ago Blizzard posted a long and detailed post about the gearing system that they are planning on implementing in Warlords of Draenor. Many aspects of it represent significant departures from what we're currently familiar with, particularly the ability of primary stats to morph with class and spec, the removal of spirit from all but non-armor pieces, and the addition of the randomized tertiary stat system (along with chances for sockets and a higher ilevel). As a result, there has been a lot of discussion, speculation, and debate about how the new system will work, and ways in which it may or may not be an improvement over the status quo.

I personally am excited for the new gearing system, and I'm eager to see how it will work out. I think there's a great deal of potential in it. While we can probably envision endless possibilities as to how the new system will affect gameplay, two major aspects of the change jump out at me in particular:
  • It's extremely friendly to hybrids
  • It's extremely unfriendly to min-max optimization
The latter refers to the fact that whether the gear has a socket, a tertiary stat, or a higher ilevel is determined by chance and there is no guarantee that a given piece of gear will have any of those things. I think there are both good and bad sides to be had here, so let's look at them in a bit more depth.

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Filed under: Analysis / Opinion, Warlords of Draenor

Blizzard: Gearing in Warlords of Draenor

Draenei gear
Along with the BlizzCon announcement of a new WoW expansion came, of course, a discussion of the way the game will be changing with that expansion. One of the most jarring changes will be the gear system -- and trying to wrap our heads around the way everything will work in the future has been a bit of an exercise.

Never fear, fellow WoW players, it's Community Manager Crithto to the rescue in the forums today, with a long and detailed post going over exactly how (for the moment, at least) the developers are designing gear for Warlords of Draenor. This is a fascinating insight into the thought process behind the design, which strikes me as rather flowchart-like, in a good way. There are, in a sense, stat tiers within the design of each piece, meant to make our gear both more flexible and more customizable.

Gear is divided into two categories: armor (head, shoulders, chest, legs, gloves, belt, boots, and bracers) and non-armor (weapons, rings, cloak, necklace, and trinkets). In general, armor pieces will have primary stats, and non-armor pieces will not, with the exception of weapons. As far as stats go, there are three types: primary, secondary, and tertiary. Primary stats can be one of three things: Strength, Agility, or Intellect. A gear piece's primary stat will change depending on your class and spec. In addition, all armor pieces will possess some value of Stamina and Armor, and that will not change depending on your stat.

Secondary stats will not change based on your class or spec--they are fixed on an item. Secondary stats include things like Haste, Crit, Mastery, Spirit, and Bonus Armor. In addition, Blizzard is exploring new possibilities for secondary stats, for example, things like Readiness, Amplify, and Multi-Strike. These are still in development, and nothing is yet certain. Armor pieces (as listed above) will not possess Spirit or Bonus Armor. Non-armor pieces, however, can.

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Filed under: News items, Warlords of Draenor

Warlords of Draenor's gear system and spirit as a secondary stat

There has been some discussion recently, on Twitter, between Lead Systems Designer Greg "Ghostcrawler" Street and several players about some elements of the new gearing system, and how it applies to healers.

First up, I feel like, before we get into the specifics, I should quickly wrap up how the new system will work. You won't understand the rest of the article without this knowledge, so let's rattle through it. The new gearing system works as follows:
  • A piece drops.
  • It is plate, mail, cloth or leather.
  • It has crit and haste as secondary stats.
  • Its primary stat will change according to your spec, so if you're a caster it will be intellect, melee DPS could be strength or agility and so on.
  • As you change spec, the primary stat changes with you.
  • The secondary stats (in this example, crit and haste) will not change.
  • There may also be tertiary stats on gear, such as +run speed, or -durability damage.

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Filed under: Analysis / Opinion, Raiding

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