Archive for gear

Arena Team/Personal Rating – Interesting Bug? Exploit?

Posted in Uncategorized with tags , on August 5, 2008 by zereissen

On the 2v2 I’m playing on with my brother, my mage has a personal rating of 1579 or some such. However, the team rating is down at 1530 because we’re not so good at the shaman/warrior half (his shaman is still lacking a bit in the resilience department, has difficulty keeping up with damage and cc).

Anyway! The bracers (both those and the S4 bracers for all classes) require “a team and personal rating of 1575.” You’d think this would mean that I would not be able to purchase them, right?

Well, the mage still happens to be on a 3v3 team that has a rating of 1575+. When I went to look at the honor and marks required to buy the necklace I noticed that, unlike the boots which require 1700, they were an eligible purchase. (When they’re not an eligible purchase, the item icon is colored over in red, which the bracers in this case were not.)

The mage has not played any games on this team all season, and I want to say she didn’t at all even in the season before. This would seem to be an interesting bug. I currently don’t have the honor around to test whether or not I can buy them, but I’m really not sure I’m ok with it in principle XD

Image from worldofraids.com.

Crud…

Posted in Uncategorized with tags , , on August 4, 2008 by zereissen

In Serpentshrine Cavern last Wednesday, my shaman ended up with the Plans: Belt of the Guardian. The belt, being a nice upgrade for my paladin’s tank set (good chunk of more stamina), went to her as she was the only blacksmith willing to pick it up.

Learned it on the spot and just yesterday went about getting it crafted. Had most of the mats already, just needed to buy about 60 adamantite needed for the 5 Hardened Adamantite bars and also nab a Nether Vortex from the guild bank (at some dkp cost). Gemmed it with a Regal Nightseye and a Enduring Talasite. Gained a couple hundred hit points in my main tank set, bumping up to 14.7k without buffs.

However…I added up her avoidance and found that she’s now short of uncrushable at 99.66% avoidance with holy shield up. The belt was replacing the Crimson Girdle of the Indomitable I’d picked up in Kara a long long time ago.

So, looking around for immediate gear switchups I could make…hmm. There’s not much. The easiest thing I could find was maybe switching out my Figurine – Dawnstone Crab for the old Figurine of the Colossus but I noted quickly that this change, dropping 32 defense for a whole bunch of block rating, brought me to below 490 defense, which I need to remain uncrittable.

Thus, for now, the new belt remains in my threat set, until I can pick up enough avoidance to replace what I’m losing to begin with. (In that spot on my threat set before was the Girlde of Valorous Deeds.)

Image from pocketgpsworld.com.

Catapulted

Posted in Uncategorized with tags , , on June 2, 2008 by zereissen

So Vaexxi, my enhancement shaman, has been level 70 for…about a month?  Give or take a week?  Have managed to get geared up fairly quickly!  Have been to a couple raids – one Gruul’s, one Magtheridon’s, and one Karazhan run.  Got T4 shoulders from Gruul’s, the head turn-in ring from Mag’s, and a new necklace, pair of gloves, cape, and pair of boots from Kara.  Have also managed to get into a couple Magister’s Terrace runs, and a heroic Mana Tombs run.  From those I’ve gotten a new totem (Relic), feral druid leg item (str/agi/stam/int…nothin wrong with that!), new chest item, and yet another pair of boots.

45 Badges ready.  60 more for the main hand fist weapon!

What remains then, still, is leveling engineering for the helm from that, and then farming all those primals for all those other items (bracers and belt especially).

However, it seems to me that her attack power is fairly low.  A little less than 1.4k…maybe I’m spoiled by how much my warrior has (almost 2k)…I dunno.  Windfury hits plenty hard!

I’ve been making sure to keep checking up on maxdps and The Enhancement Shaman and You everytime I need to remember something or figure out what to do with my gear. So far in raids, I’ve been pretty good about keeping totems up and using a good ability rotation (priority= Stormstrike -> Flame Shock -> Earth Shock). I’ve been pretty awful about overwriting my own flame shocks, but regardless she’s done very respectable dps.

The Shopping List

Posted in Uncategorized with tags , on May 23, 2008 by zereissen

What I’m Looking For

Primal Might x 9

5 for Vaexxi (Planar Edge #2)
4 for Luthehza (Runed Eternium Rod)

Primal Shadow x 26

20 for Vaexxi (Planar Edge #2)
6 for paying someone back for those involved in #1

Primal Air x 38

14 for Vaexxi (Vengeance Wrap)
14 for Vaexxi (Windstrike Gloves)
10 for Vaexxi (Boots of the Crimson Hawk)
10 for Vaexxi (Belt of the Black Eagle)

Primal Fire x 10

10 for Vaexxi (Windstrike Gloves)

Primal Nether x 11

8 for Vaexxi (Black Planar Edge)
1 for Vaexxi (Vengeance Wrap)
1 for Vaexxi (Windstrike Gloves)
2 for Vaexxi (Boots of the Crimson Hawk)
1 for Vaexxi’s eventual Surestrike Goggles v2.0

Fel Armament x 8

Zerei needs a shoulder enchant for her Ret shoulders

Void Crystal x 14

12 for 2 Mongoose enchants for Vaexxi
2 for Luthehza (Runed Eternium Rod)

Nether Vortex x 7

5 for Vaexxi (Wicked Edge of the Planes)
2 for Vaexxi (Belt of the Black Eagle)

Gold x approximately 2500

1000 for Vaexxi’s Flying Mount
1500 for leveling Vaexxi’s Engineering to 350

What I Have

0 x Primal Might
14-15 x Primal Shadow
1-2 x Primal Air
3-4 x Primal Fire
11 x Primal Nether
0 x Fel Armament
6 x Void Crystal
0 x Nether Vortex
About 600 Gold?

Other Stuff I Can’t Shop For
150 x Badge of Justice (for Zerei’s Blade of the Harbingers)
105 x Badge of Justice (for Vaexxi’s Vanir’s Right Fist of Brutality)

EDIT: Just noticed that the Boots of the Crimson Hawk are BoP. That means that I think I’ll be going for the PvP ones…and soon, before Season 4 hits…

So, now that all of that’s down and out of the way…

If I do 3 (or 4?) sets of dailies per day (Zerei + Vaexxi + Luthehza (+ Haezyl?)), just the IoQD dailies anyway, that would net me 300-500 gold in income. Not factoring in stuff like repairs and consumables, this would let me slowly chip away at all of those things (except the badges).

Never before have I used crafting to the extent that I am today. Kudos to Blizzard for making it a viable option for gearing up. So much stuff!

The big 2H axe I’m getting for Zerei will be for the grind from 70-80. Her current Gorehowl might suffice, but I’d prefer something better and am spending badges on little else anyway. The Fist of Brutality will be why I’m not upgrading both Axes.

Also on my list of possibilities are the “Bindings of Lightning Reflexes,” mail bracers that would be for Vae, but require Hearts of Darkness. We got I think one or two in Hyjal the other day, but these bracers would require 4, and I’m sure they’re very expensive otherwise. We’ll see though!

Piercing the Veil, or something

Posted in Uncategorized with tags , , on May 16, 2008 by zereissen

As a semi-segue from my post earlier today, I wanted to throw this little tidbit out there.

Say you have 4 available sockets to put some gems in, and you have 2 Great Dawnstones (+8 Spell Hit Rating), 2 Runed Living Rubies (+9 Spell Damage), and 4 Veiled Noble Topaz (+4 Spell Hit/+5 Spell Damage).  Also suppose that the socket bonuses on the items in question are all terrible and you’d wish they’d die so you wouldn’t have to look at them.  Or you just don’t care about them.  Either way:

Gemming the Dawnstones and Rubies: total +16 spell hit, +18 spell damage.

Gemming the Topazes: +16 spell hit, +20 spell damage.

One of those little rounding things that happens with item budgets that can work in your favor.  Very minor difference of course, but hey!  It’s there!

A similar thing happens with mana per 5.  On 2 Brilliant Dawnstones (+8 Intellect) and 2 Lustrous Stars of Elune (+3 Mana per 5) vs. 4 Dazzling Talasites (+4 Int/+2 Mp5):

Gemming the Dawnstones and Stars: +16 intellect, +6 mana per 5.

Gemming the Talasites: +16 intellect, +8 mana per 5.

As such, the value of the Lustrous Star of Elune is pretty low, given that where you normally get a 100% increase from multicolor to main color, you only get a 50% in this case.

Hit Rating for Casters

Posted in Uncategorized with tags , , on May 16, 2008 by zereissen

Just echoing the thought so it’s out there on the internet in yet another place.

And no, not melee hit rating.  Inner Fire no longer adds attack power.  Silly geese.

Spell Hit Rating!  The general sentiment you will get for casters looking to increase their dps in raids is thus:  get hit capped, then stack spell damage.  Yet, I see many casters still ignoring spell hit on gear drops and gemming spell crit.  This is not as efficient!  By far!

Again, just echoing information you could read in any number of places on the internet, just hoping that having it in yet another spot will allow yet more folks out there to be illuminated.

So, say you have a spell.  Let’s assume for now that you have 0% spell crit and 0% additional spell hit.  Say that spell hits for exactly 1000 per hit, and we’re going to cast it at a boss 100 times.  Assuming no resists, no crits, etc, you will deal 100,000 damage.  But, thanks to the resist system, it is not that simple.

A boss is equivalent to a level 73 mob.  As such, this boss will have a 16% chance to resist your spells.  Completely.  Zero damage.  A little “Resist” message shoots up instead of a damage number.

So then, let’s factor that in.  Over 100 casts, 17% of those (wait, didn’t I say 16%?  read more in the next paragraph) will be resisted.  100 casts, 17 resists, 83 hits.  83 x 1000 = 83000.  That’s significantly less damage!

Let’s now throw in some talents and intellect-based spell crit chance.  Let’s go with an easy 15%.  Crits replace hits, so now we have 100 casts: 17 resists, 68 hits, 15 crits.

A little bit on the mechanics of spells first:  by default, when a spell crits, it deals one and a half times as much damage.  Our 1000 hits will become 1500 crits.  (There are talents that change this but we will look at those later.)  Also, there appears to be (after much testing by other players) a 1% chance for a mob to resist your spells, no matter how much spell hit you have.  So that 16% I mentioned before is actually 17%, but there’s just nothing you can do about that final 1% except maybe grumble loudly.  And then I’m not sure what that would do for you, but feel free.

Continuing from there then, 17 resists for 0 damage.  68 hits for 1000 damage each (68,000 total) and 15 crits for 1500 damage each (22,500 total).  90,500 total.  Working our way back up there!  All right, well.  Ignoring talents that increase spell hit for now, and lets take away our spell crit talents as well as they’ve served their purpose for now.  Back to 83000 damage total, 17 resists and 83 hits.

All right.  On this test caster guy who’s casting some random damage spell hitting for 1000, let’s give him a blank piece of loot, say some pants so he’s not completely naked, and it has but one gem slot.  No socket bonus or anything to complicate matters, just a gem slot.  And also suppose that Blizzard decided that all gems except the Gleaming Dawnstone (8 spell crit) and Great Dawnstone (8 spell hit) were overpowered.  So that’s all we have.

Which one should Mr. or Mrs. Caster use for fighting our boss? Let’s assume a base 1% increased chance to hit and crit, so that we don’t end up critting less than 1% of the time.

At level 70, 12.6 spell hit rating is 1% spell hit.  22.1 (or something close) spell crit rating is 1% spell crit.  If we use 8 spell hit, we get 8/12.6 = 0.635% less chance for our spells to be resisted, which would lower it from 16% to 15.365%.  (The math will start to get ugly, but bear with me.)  If we choose the Gleaming Dawnstone instead for 8 spell crit, we will increase our spell crit chance by 0.362%, from our fabled 1% to 1.362%.  Let’s take those numbers and compare!

These are difficult numbers to work with, again. Over 100 casts we will crit 1.362% of the time, which seems silly since it’s a binary system (either you crit or you don’t…there aren’t any fractional crits). But over many successive casts (more than 100, really) this will be how they average out.

Gem Dmg per Cast Spell Casts Resists Hits Hit Dmg Crits Crit Dmg Total Dmg
Neither 1000 100 16 83 83,000 1 1500 84,500
+8 Spell Hit 1000 100 15.365 83.635 83,635 1 1500 85,135
+8 Spell Crit 1000 100 16 82.638 82,638 1.362 2043 84,681

In our example here then, we can see that increasing your spell hit rating by 8 will bring Mr. or Mrs. Caster’s total damage done up to 86,135, while 8 spell crit rating will only bring it to 84,681. That’s a difference of 1454!

Now as I mentioned before though, there are talents in many dps caster trees that will increase the critical strike damage bonus of your spells. Most notably, Ruin, in the Destruction Warlock tree, and Ice Shards, in the Mage Frost tree, will both increase the critical strike damage bonus from a 50% increase to a 100% increase. An obvious increase to the value of spell crit! Will these affect our numbers at all? Let’s find out!

Gem Dmg per Cast Spell Casts Resists Hits Hit Dmg Crits Crit Dmg Total Dmg
Neither 1000 100 16 83 83,000 1 2000 85,000
+8 Spell Hit 1000 100 15.365 83.635 83,635 1 2000 85,635
+8 Spell Crit 1000 100 16 82.638 82,638 1.362 2724 85,362

Spell hit still wins out! 85,635 compared to 85,362. The crit damage increase closed the gap a bit, but did not overcome spell hit in effectiveness.

Now, there are other values to consider in favor of spell crit. Destruction Warlocks, for instance, have a talent called Improved Shadow Bolt that increases shadow damage dealt to the target for a time after a Shadow Bolt crits, from all sources that deal shadow damage. Fire Mages have one called Master of Elements, which refunds some mana when their spells crit, and Ignite, which causes a Damage over Time effect to occur on their target for a percentage of the damage done after a spell critical strike.

However, from a pure damage per second standpoint, spell hit is the winner.

I’ve linked to this post of Coriel’s before, but I continually reference it personally, and would advise others to do the same for additional information! Hit Caps for Bosses. Also check out Tuna’s post on spell hit here for more info on hit rating and how it works.

In short, capping your spell hit at 16% is highly advisable for casters, because of how “cheap” it is (ie, 12.6 rating per 1% hit vs. 22.1 per 1% crit). Those talents you have that increase your chance to hit with spells are very effective at both increasing your DPS and helping you reach that cap. Past 16% though, the stat will not help, as you cannot remove that final 1%, and it will do nothing additional for you. It is at this point that you stack spell damage, for most casters.

Image courtesy of some guy named “Boeotian.” Found the image on imageshack.us.  Editted because apparently I can’t add or something.  (Thanks, Abudon.)

Gearing Towards Uncrushability (I’m so broke)

Posted in Uncategorized with tags , , on May 13, 2008 by zereissen

Yet another project, and another money sink. Gearing my paladin has been like trying to gear five different characters at once. Two sets for Holy (PvE/PvP), two sets for Prot (Threat/Mitigation), and one set for Retribution.

There was a time when both healing sets and both prot sets were the same gear.  But to be serious about this stuff you have to pick up everything.  And forsake so much bag space.  I can’t carry my Ret set around anymore.

As well, this has run me broke!  Doing dailies most days and I’m just hovering around 100g.  In addition to repairs and consumables I spend money on actually using the gear.

Anyway!  The set I wanted to talk about was my Mitigation Tanking set, the one I would ideally use to tank bosses.  I’ve been mulling over the idea of building this set up for a while and have gone through some of the preliminaries.

Prot paladins are, in my opinion, the toughest tank class to gear.  Since Holy Shield only gives you 35% (or 40.5%, with the badge libram) chance to block, you need very high base avoidance in order to bring yourself up to that 102.4% magic number of combined avoidance (miss chance + parry + dodge + block).  This means weighing these avoidance stats very heavily as you gear your paladin to tank.

See, the thing is, you have these numbers to reach to be “uncrushable”:

1) 490 Defense.  This will make you impossible to Crit for boss-level mobs.

2) 102.4% Combined Avoidance.  This is (Boss’ Chance to Miss You) + Parry + Dodge + Block.  You should factor Holy Shield’s block % chance into your Block chance for this calculation.  This will make you uncrushable.

3) Then, stack Stamina for more health and survivability.  Threat generation will be a backseat stat, one you pick up because it’s there rather than one you aim to acquire a certain amount of…but try not to go below 150 spell damage early on.  This means you’ll want at least some“paladin” tank gear*.

What does it mean to be uncrushable?  When a mob (and only a mob, players are unable to land crushing blows) has a higher level than you and attacks you, there is a calculation made to see if the attack will critically strike or “crush”.  A critical strike is double (2x) damage, a crush is 1.5x damage.  This may not sound like much when you have a tank with 14,000+ health!  But when you have a heavy-hitting boss like, say, Nightbane in Karazhan bearing down on you for 3.5-4.5k damage per hit, allowing that damage to be increased to ~7k is going to result in a dead tank if it happens more than once.  And then you have Prince Malchezaar, who stymied our guild’s attempts on him for a good long while as he was sneaking Crushing Blows in on his Thrash attacks, wasting our tank’s Shield Block charges.

So, to make it so these Crushing Blows cannot land on you, you have to do what’s called “pushing them off the table.”  This means combining your avoidance such that it is impossible for the mob to land any sort of hit on you without it being a miss, dodge, parry, or block (an attack that is blocked cannot crush).  The combined magic number is 102.4% because mobs that are of a higher level than you (bosses are considered level 73) have a higher chance to hit you than mobs of equal or lower level.

So anyway!  For paladins, you’ll notice that Holy Shield only adds 30% (or 35.something% with the libram).  Contrast this with warriors, who get +5% chance to block from talents, and their Shield Block ability, which adds 75% chance to block.  This frees warriors up to gear for other stats, like Stamina for more health, because they’re pretty much uncrushable without even trying very hard as far as gearing goes.  (For the record, druids, lacking the ability to parry and block in bear form, are not concerned with crushing blows so much.)

Paladins however are stuck gearing and gemming for more avoidance.  In order of preference just for this task, you’ll want to look at block rating first, followed by dodge, and then parry.  In terms of item budgeting this will get you the most bang for your buck.  However, there is no block gem, so make sure you pick up Subtle Living Rubies for that task.

For me, what this has all meant is re-examining the set and seeing what needs to be changed.  The necklace needs to go, going to re-buy the Strength of the Untamed for more dodge, run Arcatraz so I can get a Elementium Band of the Sentry for yet more dodge, and craft a Dawnstone Crab to replace my Violet Eye arcane resist/stam trinket.

To replace my Breastplate of the Righteous I spent 75 badges on a Chestguard of the Stoic Guardian. Big upgrade in terms of Stamina and avoidance, especially when loaded up with some high-quality gems (red: 8 dodge; yellow: 4 def/6 stam; blue: 18 stam (epic BoP JC gem cut)). This brings my (holy spec) avoidance up to 19% dodge + 11.4% parry + 22.3% block + 5.9% miss, or about 58.6% total. +40.5 35.3% from my libram’d Holy Shield + 5% from Deflection in the Ret tree + about 1.5% more from 20 more defense = 105.6 100.4%.

…wait, really? I’m there? Ha! Okay! Nevermind, I’m all set. In fact I can probably forgo the full points in Anticipation I was…anticipating…having to put in there. Time to see if I can squeeze in more hit points!

Looking to pick up 2% more. Should not be too difficult with the aforementioned neck and trinket upgrades.

* Paladin tank gear:  In a nutshell, plate gear with defense and intellect, spell damage, and/or mana per 5.

Image courtesy of wowinsider.com.

Warrior DPS – Comparison of Epic Leg Items, Heroics -> Tier 5

Posted in Uncategorized with tags , , on May 8, 2008 by zereissen

It’s not very elegant to do, but using the dps spreadsheet I’ve had for warriors, I’ve been able to make some item comparisons.

See, Luth might be spec’d to tank, but I’m still gearing her for DPS.  My quiet outcry against being unable to play her the way I want.  <_<

Anyway, I was looking at the two dps leg items available for purchase via Badges of Justice: the Bloodthirster’s Wargreaves, available for 75 badges of justice, and the Legplates of Unending Fury, available for 100. The latter clearly wins out in terms of having the cooler name, and I lament heavily at the lack of crit on both, but how do they compare for dps?

I went from comparing just these two to wanting to compare them to other items as well. So here we are, everything (that I could think of off the top of my head) from the Vanquisher’s Legplates up to the Destroyer Greaves.

(Note: This is unfortunately with my stats, a standard 17/44/0 spec, and my gear in all the other slots. The outcome of the numbers might differ for anyone else.)

Item			Str	AP	Hit	Crit
Vanquisher's Legplates	592	1766	114	28.76
Bloodthirster's Wargreaves	602	1786	148	27.9
Warbringer Greaves		587	1756	110	29.39
Legplates of Unending Fury	599	1780	135	27.9
Greaves of the Bloodwarder	602	1792	110	29.3
Destroyer Greaves		596	1774	132	29.25

Argh these tables are annoying.  The LoUF also have 43 haste.

Item				DPS1	DPS2

Vanquisher's Legplates		699.08	831.00
Bloodthirster's Wargreaves		698.17	832.15
Warbringer Greaves			706.36	838.08
Legplates of Unending Fury		707.26	842.96
Greaves of the Bloodwarder		713.07	847.16
Destroyer Greaves			714.32	848.19

(Note #2: DPS1 is without Kings or being in Berserker Stance. DPS2 is including both, with 5/5 Imp Berserker Stance. Neither value includes Rampage. Both values are against level 73 mobs (bosses) with 4490 armor (factoring in my warrior’s 252 armor penetration). In gem slots, I matched color using the standard DPS warrior gem setup (8 Str in red, 4 Str/4 Crit in yellow, 4 Str/6 Stam in blue). I included the differentiation to note just how much % increases affect different stats. Notice that the Bloodthirster’s Wargreaves appear to be marginally worse than the Vanquisher’s before Kings and Imp. Berserker Stance have their effects.)

I also decided to try something else.  16 Haste Rating = 1% haste, 22 Crit Rating = 1% crit, a conversion value of about 72.7%.  Multiplying that by 43 haste, you see that it’s equivalent to about 31.2 Crit Rating.  On the spreadsheet, I switched those around, giving the Unending Fury legs 31 Crit Rating instead of 43 Haste Rating, and came out with the following:

		Crit	Haste	DPS1	DPS2
Unending Fury	27.90	43	707.26	842.96
Unhasted Fury	29.32	0	717.75	852.25

Haste > Crit? I think not.  Stinkin’ badge rewards…

/edit: I should also note item levels.

Vanquisher’s: 110
Bloodthirster’s: 128
Warbringer: 125
Unending Fury: 141
Bloodwarder: 128
Destroyer: 133

See how the added badge rewards are out of sync, and that the pre-badge gear items follow a progression from worse to better? And note also that the LoUF would be in its rightful place above Tier 5 if it just had crit instead of haste?

Eye of Gruul vs. Pendant of the Violet Eye vs. Seaspray Albatross

Posted in Uncategorized with tags , on May 6, 2008 by zereissen

I hit revered with the SSO folks recently and picked up the recipe for a pretty nice-looking mp5 trinket.  Is it better than either of mine though?  I decided to take a look…

Eye of Gruul

Pendant of the Violet Eye

Seaspray Albatross

Passives

EoG: 44 +healing

PotVE: +40 Intellect

SA: 18 mp5

Extras

EoG: Equip: 2% chance on heal spell cast to reduce the mana cost of next heal spell by 450 (note: does not work for healing with Holy Shock, near as I can tell).

PotVE: Use: Each spell cast within 20 seconds stacks a 21 mp5 buff.  2-minute cooldown.

SA: Use: Restores 900 mana over 12 seconds.  3-minute cooldown.

Comparison on a numbers level

1 Item Point: 18 +healing, 8 intellect, 3 mp5

Passives

Eye of Gruul passive: 2.444

PotVE passive: 5 points (default); 5.5 (5/5 Divine Intellect); 7.625 (5/5 Divine Intellect and 5/5 Holy Guidance)

Seaspray passive: 6 points

Extras

Eye of Gruul extra:  Depends on how often you’re casting spells, and how much they cost!  Difficult to quantify.  Especially considering that as a paladin, it makes a Flash of Light free, but reduces the cost of a max-rank Holy Light by a little more than half…and depends on what class you are, etc.  I rate this at about 10 points for me.  Would be more for a paladin that downranks and spams Holy Light instead of Flash of Light.  Or more still if I would notice when it was up and cast HL instead of FoL.

PotVE extra:  Depends entirely on how much you cast during that time.  This is a trinket for those casters that can and benefit from constantly casting spells.  Holy paladins, resto shaman, and dps casters in particular such as elemental shamans or balance druids.  Also difficult to quantify!  But I like this better than the Eye of Gruul.  If you use it in conjunction with Bloodlust (which now lowers your global cooldown) you can rack this up pretty high.  8-9 points for standard FoL spam with no haste buffs.

Seaspray Albatross extra:  Ah, finally something straightforward.  900 mana every 3 minutes.  25 mp5, 8.333 points.

Totals

Eye of Gruul: About 15.5 points About 13.05 points

PotVE: About 16-17 points

Seaspray Albatross: 14.33 points exactly

Old text:  So, I guess not!  Unless I’m weighing the EoG too heavily, which is a possibility.  I kinda guestimated how much mp5 it would equate to based on the percentages I think I cast FoL vs. HL.  And it ended up seeming like a lot, so I toned it down from 12 to 10.  It is only a minor difference, and the SA trinket is potentially more reliable as far as mana regen/conservation/efficiency goes.  Plus, I’d have to buy two Seaspray Emeralds with my precious badges.  I was hoping to save up for the 100-badge paladin tank chestpiece to replace that old piece of Righteousness that I’ve had for forever.

So, um, whoops.  I rescind that, I will be making a Seaspray Albatross.  Yay mana.

Gearing Up as the Next Expansion Nears

Posted in Uncategorized with tags , on May 1, 2008 by zereissen

This was originally going to be an advice article for gearing up a new level 70 paladin.  I got started on a rant of sorts though.  Said advice article will be forthcoming!

With the next expansion for World of Warcraft approaching, some might think that putting forth the effort to gear yet another alt not to be worth it.  I remember well that as The Burning Crusade drew ever closer, the desire of many to continue to run 5-mans or even raids for gear diminished greatly.

However, this is not me.  I was out there in Silithus grinding Encrypted Twilight Texts for Cenarion Circle reputation right up until the day before TBC launched.  I was still signing up for ZG, AQ20, and MC.

Why continue?  What is it going to matter?  Obviously, my exalted Cenarion Circle reputation means just about nothing now.  Dungeon Set 2 (Heroism, I had 6/8 of it done) is almost as obsolete as anything, all that fire resist gear sure wasn’t needed for anything, and I replaced some of my gear on my first couple days in the Outlands.  Why did I keep going for those final two weeks when I had even some idea of what was going to happen?

Well, this may be a fault of Blizzard’s for presenting the expansions in the way they have and seem wont to continue to do, but the game we are playing now is still the game we are playing now.  It doesn’t change until that expansion hits the shelves and people get it installed.  Up until then we are still in the Outlands, still (wistfully wishing we were (yay alliteration)) in the Sunwell.  Just because the gear you have now is going to face replacement does not mean you should give up on the game until said gear is guaranteed to be replaced.

For one thing, Blizz has mentioned that they won’t be creating the huge gap between BC and WLK that existed between “vanilla” WoW and BC.  The Great Gear Equalizer in BC that was Hellfire Peninsula is not supposed to exist in WLK.  The transition will be smoother.  Also, they probably won’t increase the value of stamina further so that we see level 80 tanks with 60k hp.  It will be a much smoother curve.  (Or so I hear, anyway.)  There will probably be some kind of jump, just not one so big as we witnessed with BC’s release, with low-range (20-man) epics and even some Tier 1-level items being largely worse than Hellfire Ramparts blues.

However, it is still a game, and as such people can play it how they wish.  At least consider the money you’re wasting paying for a game that you’re not playing.  XD