Posts Tagged ‘heroics’

Call to Arms, Dungeon Finder Impressions

7 April 2011 | 10 Comments » | Heartbourne

The WoW community has been abuzz about one of the newly announced additions to the dungeon finder in patch 4.1: Call to Arms. This feature detects when queues are long for level 85 heroics (“more than a few minutes”) (read: always) and offers additional rewards to the roles that need more representation (read: tanks) in an effort to lower queue times for other roles (read: DPS).

The rewards include extra gold, a chance at a flask or elixir, rare gems, and a chance to get some difficult to obtain non-combat pets/mounts that are available through currently soloable means. The examples Blizzard gave for pets include the Razzashi Hatchling (previously dropped in ZG, now a Stranglethorn zone drop), Cockateil (purchasable in Booty Bay), and the Tiny Sporebat (purchased when exalted wtih Sporregar.) The examples for mounts include Reins of the Raven Lord (drops in Heroic Sethekk Halls), Swift White Hawkstrider (drops in heroic Magister’s Terrace), and Deathcharger’s Reins (drops in Stratholme).

Not surprisingly, there was much QQing. Many DPS players complained along the lines “why should tanks get extra loot? All this will do is get bad tanks in the queue. I’m a great player and deserve extra goodies.” Critics of the system also add that Call to Arms can be used as many times as possible per day, while most of the mounts can only be farmed outside of Call to Arms once per day due to the heroic lockout system. They also claims it will give tanks and healers free reign to act egotistical, because Blizzard is favoring their role.

Well, all of these arguments are wrong.
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Gear Check: Gearing your Rogue for Heroics and Raiding in Cataclysm, Part 2

2 March 2011 | No Comments » | Heartbourne

Get the right gear and you'll be able to take on Mathias Shaw.

Last time, we broke down all the gear you can get via reputation rewards and dungeon/heroic drops. Let’s run the delicious gear rogues can get from crafting, Justice and Valor points.

For Engineers, you’ll definitely want to pick up your Agile Bio-Optic Killshades. They are better than anything you’ll see in heroics and well beyond. The materials aren’t cheap and you’ll need to run heroics to get a Chaos Orb, but hey, nothing is free.

All Assassination rogues should seriously consider getting Belt of Nefarious Whispers. It’s one of the only leather items with hit and mastery, a golden combination that you don’t even need to reforge unless you are really overboard on hit (unlikely at this point). It got sockets in patch 4.0.6, making it even worthier. You’ll need quite a few mats and pay a Leatherworker well for their 2 Chaos Orbs.

Assassin’s Chestpiece has an unfortunate amount of crit on it, though the hit is nice. If you really want to squeeze out a little more DPS you can pick it up, but again, it ain’t cheap, especially with three (!) Chaos Orbs required. Continue Reading

Gear Check: Gearing Your Restoration Druid for Heroics

15 February 2011 | No Comments » | Barugaara

No longer relegated to a permanent tree form, choosing the right equipment for your Restoration Druid is more important than ever! But you’ll have to wait until you your gear is up to snuff before you start playing dress-up. As with all of our Cataclysm Gear Check guides, we’ve provided you with a variety of ways to hit that elusive 329 ilevel cap required for entrance to Heroic 5-man dungeons.

Remember that while it eventually evens out a bit once you outfit yourself with Heroic and raiding items, initial healing and mana management can be a little tricky in this expansion, even with the pieces shown below.

Stat Priority: Intellect > Spirit > Haste > Mastery > Crit

Generally, you are going to want all of your gear to have spirit on it. However, if a piece has a significant abundance of intellect, don’t hesitate grabbing it!

As a Druid, we are gifted with the nifty ability to wear cloth gear. Or more appropriately, we were. We now receive a intellect bonus for wearing all leather, so that is definitely worth going for.

Chances are if you have leveled to 85, you have ran into all of the six new factions this expansion. As it turns out, these guys are real nice and are willing to hand out some (more or less) free blues to get you started. I would recommend checking them out.

Gear Check: Loot that Will Prep Your Hunter for Heroics

14 February 2011 | 7 Comments » | Kershocker
Kersh

Kersh - Survival Hunter

DING! Your hunter just reached level 85 and, now that the level bar is gone, you have no clue what to do next. So where should you go to get the pieces of gear missing to reach an average iLvl of 329 — and be able to queue for Heroics? Let me help you! Here I’ll list the best pieces of Pre-Heroic hunter gear you can obtain so to get you prepared to step into heroics.

This list will include items you can obtain by quests, crafting, reputation rewards, regular dungeons and Justice Points. The reason why I’m including Justice Points and iLvl 359 Reputation gear is because you can technically get those without spending time in heroic dungeons.

To be honest, I’ve always been a Survival Hunter. While I’ve leveled as BM, SV is the only spec I use for End-Game Content, but, from what I’ve read, stat priority is pretty much the same between the 3 specs. Oh, and just like in WotLK, Agility is still the best stat.

Agility >Haste [Soft Cap] > Hit [Until Capped] > Critical Strike > Haste > Mastery

If you feel like investigating a bit more about Stat Priority for your spec, take a look at:

Beast Mastery – Elitist Jerks

Marksmanship – Elitist Jerks

Survival – Elitist Jerks

Head:

iLvl 346:

  1. Willow Mask – 2200 Justice Points
  2. Windhome Helm / Snarling Helm – Revered with Wildhammer Clan / Dragonmaw Clan

iLvl 333:

  1. Wildhammer Riding Helm - Grim Batol: General Umbriss

Shoulders:

iLvl 346:

  1. Wrap of the Valley Glades – 1650 Justice Points

iLvl 333:

  1. Bloodpetal Mantel – Halls of Origination: Ammunae
  2. Mantle of Moss – Honored with The Earthen Ring Continue Reading

Gear Check: Gearing your Rogue for Heroics and Raiding in Cataclysm, Part 1

4 February 2011 | 8 Comments » | Heartbourne

Cataclysm has brought on a lot of changes for rogues. Subtlety may again see the light of day as a PvE spec, Hunger for Blood is replaced by Vendetta, and weapon specializations taken away from Combat just to name a few changes. This post will help you determine what gear you will want to go after in the endgame, and what you should be looking for while leveling.

The first thing you want to keep in mind are what stats you are going to want for heroics and raiding. While this doesn’t matter much for questing, if you are leveling in dungeons or preparing to do heroics, you should start looking to build your set while you are leveling.

Stat Weightings

With reforging, you can move some of your gear’s stats around. It’s important to know what stats you are looking for and reforge the stats that aren’t very good for you into better ones.

For Combat, this is what you are looking at:

Agility >> Hit (pre yellow cap) >> Expertise (pre cap) > Haste > Hit > Crit > Mastery

Basically, agility is way better than everything else, hit is way better than other things until the yellow cap, then hit and haste are about equal, but both better than crit and mastery.

Your hit information can be obtained by going into your character stats sheet. At level 85, here are the caps assuming you picked up 3/3 precision:

  • Yellow: 241 (2%)
  • Spell: 1127 (11%)
  • White: 2523 (21%)

Basically, hit rating is really good until the yellow cap, then its about as good as haste and expertise. It stays about that good up until the white hit cap, at which point it is useless. You won’t be anywhere near that number, so don’t worry about it too much. Expertise is capped at 781 for most races; if you have a racial that increases your expertise with your weapons (like Gnomes or Orcs), you are looking at 691.

A note on weapons: You are going to want a slow main hand and a fast offhand. The type of weapon doesn’t matter (unless you have a racial bonus), but the only fast offhands are daggers, so put a 1.4 speed dagger there.

Read on for the full list of gear you will want. Continue Reading

The Balancing Act: Catching Up When Real Life Takes Over

3 February 2011 | 2 Comments » | pixiestixy

Life likes to throw curve balls every now and then to keep us on our toes. And sometimes adapting requires a bit of down time for those things in life that aren’t our biggest priorities.

Without going into much boring detail, that’s been what’s kept me away from WoW for the past 8 weeks. Real life mayhem — some planned, and some not so much. I can’t complain, because it’s been mostly fun; either traveling or entertaining guests who travel to see me.

It’s left me little to no time to keep up with everything that life requires of me, much less sit down for any quality playing time.

And the timing was pretty awful. Cataclysm had just been released. I had just finished up questing in Mount Hyjal and was revving to get to more new content and keep leveling up to 85. I was not at all thinking that this would happen. But, as I mentioned — curve ball.

Finally, as life starts to settle down a bit again, the itch to play is strengthening. But I’m worried. Continue Reading

The Dungeon Finder: Why Use iLvl to Benchmark?

4 January 2011 | 5 Comments » | Heartbourne

Previously, we looked at some features the Dungeon Finder could benefit from. This time, we’ll muse about how players qualify for queueing for difficult dungeons.

For Cataclysm dungeons, the game calculates an “average item level” (also called iLvl) for your character, and you may not be able certain dungeons unless your gear is powerful enough. Additionally, players must discover the dungeons actual location in the world to be able to queue for them. If players form their own groups, they can enter at will, but they must satisfy these requirements to queue for the dungeons. In Burning Crusade (before the dungeon finder tool existed), players had to complete long quest lines that took them through difficult dungeons and raids in order to access harder ones. Additionally, in order to access the heroic modes of the dungeons, players had to buy “keys” for the dungeon that required high reputation with a linked faction that nigh guaranteed that they had run the dungeon many times on regular mode. Wrath of the Lich King introduced the minimum iLvl idea when the dungeon finder was introduced, making the hardest dungeons require a higher iLvl.

One of the main problems is how the iLvl value is calculated. The system looks at all of your characters equipped items and all of the gear your character is capable of wearing in your bags. From that, it takes the highest iLvl item for each slot and calculates the average. This is the iLvl associated with your character. This system has three major flaws:

  1. Players have an incentive to roll on items that aren’t actually better for them that increase their iLvl.
  2. Players can “cheat” the system by obtaining BoE items and not equipping them.
  3. iLvl is not an accurate representation of a player’s abilities.

The first item needs little explanation. Mages can use daggers, so why wouldn’t a mage roll on a powerful dagger that they won’t ever use, but that would increase their iLvl? Most players would consider it rude to take the dagger if there was a class that could actually benefit from the dagger in the group, but there is a clear benefit for the mage to take it if increases his average iLvl: he can queue for more dungeons. It can be tempting to be a “ninja”; you technically “need” the item in order to queue for better dungeons, right?
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The Dungeon Finder: Improving Queueing

3 January 2011 | 6 Comments » | Heartbourne

Last time, we looked at the current state of the dungeon finder and vote-to-kick. How could some of the abuses and problems with the dungeon finder and vote-to-kick be fixed?

Perhaps a solution would be some sort of rating system. The game could allow you to rate other players with a simple thumbs up/thumbs down. Players with lots of thumbs-ups would be grouped with other thumbs-upped players, and players with worse ratios would have to deal with each other. The problem with this system is the potential for new players to get bad ratings from not knowing what they are doing, and I don’t think Blizzard wants to group new players with griefers, so this system doesn’t seem like it could work very well.

A second and more likely solution would be to add more social features. There have been plenty of times where I have “randomly” been placed into a group with a member of my (3,500+ member) guild. Why can’t the system be smart about placing me with people with whom I probably want to play? The system already will not place you with anyone on your ignore list, so perhaps the system could use expanded friend lists to find preferred members to group you with. There have been plenty of times where I’ve had a great experience with random players, and if they are from different servers, I currently have no way to play with them again. I’m sure that cross-server friends and groups are on the way at some point, and they will bring many benefits. However, consider the benefits of having a “white list” as well as a “black list” that you could make for dungeons. The ignore list and the friend list are currently both 50 people each, but what if you could have a 200 person white list of people you really enjoyed playing with, but don’t want on your friends list? If both of you are queued at the same time, it automatically groups you. Similarly, if you don’t like someone, add them to your black list to never be queued with them. People you are mutually friends with, as well as your guildmates, could be added to the people it will try to group you with. This operation doesn’t sound computationally simple, but Blizzard has achieved some amazing things, and the benefits sound amazing.

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