Tag Archives: Mists of Pandaria

Anybody out there? (Out there? (Out there?))

18 Apr

/peeks in

/coughs at the dust

Wow. Okay, so see, I didn’t *intentionally* mean to leave this blog hanging for four months guys. Honestly I didn’t. I just kind of ran out of things to write about, but I didn’t want to fully close the blog… I figured I would come back to it sometime and pick up the writing again, and I think that today might be “sometime” finally. I may try to revitalize this website and redesign it sometime in the near future, but for now I’m just going to try and get back in the habit of kicking out a post every week or so. I hope enough of you guys are still around to appreciate what i’ve got to say.

First off – Tier 14. It was a little disappointing to me, not because the fights were bad or anything like that, but because of how we performed, and I feel directly responsible for that as raid leader. My guild really struggled with Heart of Fear. We had some pretty heavy attrition issues, and a lot of things were just… problematic. I think the biggest issue came in the fact that there are some fights where you’re penalized for your latency and twitch gameplay more than you are for understanding the mechanics of the fight. Let me tell you, i’ve done Blade Lord Ta’yak a thousand times, but I *still* get picked up by a tornado that I was nowhere fucking near sometimes, all because latency makes me look like i’m in a different place than I really am. The weird thing about it is? Once we got past Blade Lord Ta’yak, we really didn’t struggle *TOO* much with the fights. At least, not more than I feel like we should have. Garalon took us a couple weeks, but we brought him down straightaway after 5.2 launched. Wind Lord Mel’jarak we actually managed to kill un-nerfed even if it WAS post-nerf (because that first week they had bugged out the debuff on Ta’yak and Mel’jarak). Amber Shaper took a couple weeks of work (but I don’t feel like it would have taken much longer without the debuff), and Empress was roughly the same. So, on March 28th, we finally cleared Heart of Fear.

After all the trouble we had in Heart of Fear, Terrace of Endless Spring barely felt like a raid at all. We walked in, 1-shot Protectors, 2-shot Tsulong, 3-shot Lei Shi and had 2 pulls on Sha before our raid week was up (after clearing Heart of Fear again that week). The next week (April 11th) we cleared HoF in like 90 minutes wednesday. Owned Protectors, Tsulong and Lei Shi, and even went on to kill Jin’rokh in Throne of Thunder (something we had been doing for weeks anyway). This gave us a full 3 hours to work on Sha on thursday. So of course, we 1-shot Sha as well. And thus ended Tier 14, for all intents and purposes, for Stands In Bad.

I feel like we’re rebounding pretty well into Throne of Thunder, in spite of our rather late start and catchup time while they tuned down 10m normals. From what I hear, pretty much the only people that were progressing past Horridon in 10s were people that already had heroic gear from t14, so I think they needed to be brought down. Speaking of, we managed to kill Horridon last week, and made some pretty solid progress on Council of Elders as well. I think that, for the most part, we could be back on track with t15 pretty soon.

I guess that’s all I have for now. I planned on talking about Death Knights some more, but maybe in a future post. I don’t feel the need to overload you guys so much on my first post in 4 months. For those of you who’ve kept me on your feeds and kept checking in from time to time, I thank you greatly. It’s been really nice seeing the discussions brought about by my blog in the past, and I think I am in a bit of a better place to be able to bring that back.

Ask Achloryn

20 Dec

I was rampaging around twitter while at work last night, and looking over my search hits, as I am prone to doing from time to time. As I listed a few of them for my twitter people to see, I got this suggestion.

EUREKA!!!Well… I thought this was bloody brilliant! Maybe it’s something i’ll do once a month, or maybe i’ll just do it whenever I feel like it, and I am at a loss for actual things to blog about. So, I am not going to answer EVERY single search term (because I really do get a surprising amount, and that would take me forever), but I will go through and pick a handful out, and answer/rebutt them. So, without further ado, here we go!

 

“since when can a fucking druid fucking ice fucking block”

Resto druids get ice block from mages via Symbiosis. There seems to be nothing fair about this. Also, symbiosis is not a new spell, where have YOU been?

“good gear from rep for deathknight in mop”

I have several posts touching on this already. Here, is the main one. It may not be all-inclusive, but it’s a pretty solid list of what gear you can get from what reps. (That reminds me that I have not done one to add Operation Shieldwall/Domination Point yet. I should get on that)

“i want you to help me decide which”

…decide which what? I don’t know if you can’t answer me, random google user? DECIDE WHICH WHAT?!??!?!

“are dks good in mop”

This is a question I see pretty damn often. Yes, DKs are doing just fine. Tank balance is at an all-time high, and our DPS specs are performing quite well (with unholy, sadly, falling behind again it would seem)

“blood boil does so much damage”

Actually, it’s not that bad. I think it took a moderate nerf, and now it certainly doesn’t seem to hit any harder than Heart Strike does. As per the old standard, BB will be better with 3+ targets (and refreshing diseases if you’ve had bad luck with Crimson Scourge), and HS is good for 1-2 targets. Replace HS with Soul Reaper as often as possible sub 35%.

“mop solo chess event”

I’ve been soloing Chess (in Karazhan) since WotLK. It’s not terribly difficult if you use the right strategy and play smart. The problem is, that unlike everything else on the planet, you can’t just outgear the shit out of it. I may do a video, since this is another thing I see rather often.

“enter gruuls lair solo”

Yes, you can, as of 5.1. And you can solo it pretty easily too. Hell, i’ve done it on my alt warlock without any issues.

“worlds of the warcraft”

I think you may have it a bit backwards. Close, though!

“mogushan vaults last boss how to dodge”

Will of the Emperor’s is kind of a fun fight for tanks/melee dps. It takes practice is all I can tell you. Keep at it and you’ll figure out that A – there is no actual pattern that he does with the swings, and B – which swing visuals mean which direction he’s going. Practice it lots in LFR, that’s how I got better at it.

“wow where does spaulders of the scorned come”

They’re a world BoE drop, that can come from any level 90+ mob, it looks like. Good luck.

“dk t14 4 piece worth getting?”

I did briefly touch on this subject towards the bottom half of this post, but I would like to elaborate a bit more on it briefly. If you are one of those DKs who is going for a pure mastery > everything else build, then no. the 2p bonus is worth getting, but the 4p bonus is not. However, if you’re going with the hit/exp cap gearing strategy first, then the 4p bonus may be worth looking in to. The shoulders and helm have expertise, while the chest and gloves both have hit.

“how raid work in pandaria bloob (sic) knight”

…../falls off his chair laughing hysterically

“does starfall drop for blood dks?”

By “Starfall” I am assuming you mean Starshatter, and then answer is yes. There was a bug a while ago with blood DKs having 1h weapons show up in their gear list, but that has since been corrected, and I can assure you, you will see Starshatter in your list of drops while specced blood.

“is mark of the dancing crane warcraft ring unique”

No, it doesn’t appear to be unique. Have at if, if you need the JP upgrade.

“why dks suck in mop”

L2P. DKs are doing just fine. Maybe gimme an example of the issue you’re having and I might be able to help.

“why can’t i use insribed tiger staff on death knight”

For one, because it’s a staff. For two, it has agility on it. What why. I don’t. what? /flail

“which necklas should a hunter choose fron anji autumnlight”

(there’s only one agi necklace she offers)

…….I would like you to meet:

dk tank unyealding blood plate or breastplate of ancient steal”

you’ll get along famously, i’m sure.

(To answer the question, Unyielding Bloodplate, without question.)

“how do i stay out of ice blocks when soloing kt”

Worry  not. When soloing Kel’thuzad, he doesn’t iceblock anybody! That’s how you stay out :D

So, that’s it for this time guys! I hope you enjoyed reading them as much as I enjoyed did. Keep the crazy/funny/brain damaged google searches coming, and i’ll do my best not to laugh my kidneys out of my body before answering them. (But afterwords, i’m on my own I guess)

State of the Fuzzbutt

13 Dec

Wow. It’s been like 6 weeks since my last post. I knew the blog had gotten away from me a bit, but… Damn, sorry guys.

I suppose you have been wondering what I’ve been up to since my last post. Well, SIB officially started raiding on November 8th, and thus far we’ve been doing pretty damn well. Our first week, we killed the first two bosses, and then we floundered on Gara’jal for a week (and then Thanksgiving), and the following week we downed both Gara’jal and Spirit Kings. We’ve been sitting on Elegon for a bit, but this week, we didn’t have a healer with a DPS spec sign up, so we decided to go to Heart of Fear and put some tries in on Zor’lok. For all of 4 attempts, I think it’s safe to say we’ve got Zor’lok’s number pretty well, we just need to tighten up a couple things (attenuation and mind controls are the biggies at this point).

Raiding continues to plug along in genuine SiB fashion, in never failing to surprise me sometimes. However, I do wish to give my first Bag Of Angry Dicks Award to Elegon. (You may remember other such recipients of this award as Al’Akir, and… Well, I think he was the only other one actually)

Elegon: in a raid of encounters that were moderately challenging, without punching people in the face, you managed to be the Angry Teabagging FPS-player of Mogu’shan Vaults. And for that, I hate you. Fucker.

*ahem*

This weekend I also managed to snag a Brawler’s Guild invite. I have to say folks, as someone who’s been really big into soloing older content, this is fucking awesome. However, the fact that it’s Cross-Realm does tend to make it a bit buggy at times. (I was DC’ed a few times because of stupid shit like, being dropped into the ring when my turn came up. I mean, how dare I do that? Pfft). I didn’t manage to progress very far because the queues were getting longer and longer as the night progressed, it seemed. I did manage to go to rank 2 without any issues though. Y’know… aside from cross-realm-initiated-DC issues that is.

Speaking of soloing old-school raids, i’ve gone and done a couple of the Cataclysm bosses. Magmaw, Omnotron, and Halfus have all succumbed to my solo bitch-slappings. Maloriak is pretty much impossible to solo at this point. I can’t get past the Atramedes trash alone to try him (DAMN YOU EXECUTION SENTENCE!). Chimaeron is do-able, but you need to be EXTREMELY lucky and well… i’m just kinda succumbing to RNG every time.

WoWScrnShot_110312_173134 WoWScrnShot_110312_175315 WoWScrnShot_110312_194511

 

 

 

 

 

 

 

If you go check out my Youtube channel, you’ll also notice that i’ve got a few kill videos posted up there as well. I didn’t manage to get Spirit Kings on our first drop (because honestly, it surprised me that we got them that quick heh). I do have a video from last night (on 12/12/12 hah), but I have yet to process and upload it.

In other news of things i’ve been doing, you probably don’t care anyway. heh. I mainly wanted to post this because it HAS been so long since I’ve made a blog post, and I didn’t want people to think I had completely disappeared. I got a little frustrated with a lot of things, both in-game and IRL, so the blog sort of took a backseat for a bit. I think things are starting to get better, so I plan on posting more regularly again. I hope the long absence didn’t drive TOO many of you away ;D

 

Blood DK Gear Talk (Also – HoF/TES drops)

2 Nov

Originally this started out as a simple gearlist, but it has evolved into something much more as I was writing it. That tends to happen a lot sometimes, but there are some things I just can’t go without saying. I mean… I think some of you blood DKs out there DEPEND on me for vital info, and I’M HERE TO BRING IT TO YOU.

/ahem. Anyway!

Heart of Fear opened this past tuesday, and Terrace of Endless Spring opens in another week and a half, so I will kill two birds with one stone and get the gearlists for both of them going here. Just like I did for Mogu’shan Vaults, I will do them by boss instead of by slot. It tends to make things easier, so you can look at whichever boss you’re on and see what he may have, and if it’s of any use to you or not.

Heart of Fear

Imperial Vizier Zor’lok

Vizier’s Ruby Signet – Ring. Parry/Expertise, no socket.

Articulated Legplates - Legs. Parry/Hit, Red/Blue socket (+120 Str)

Blade Lord Ta’yak

Pauldrons of the Broken Blade – Shoulders. Parry/Hit, Yellow socket (+90 Stam)

Windblade Talons – Gloves. Dodge/Parry, Blue socket (+60 Parry)

Garalon

Ring of the Shattered Shell – Ring. Dodge/Mastery, no socket.

Garalon’s Hollow Skull – Helm. Dodge/Parry, Meta/Red socket (+270 Stam)

Wind Lord Mel’jarak

Cloak of Raining Blades - Cloak. Dodge/Mastery, no socket.

T14 Glove Token - Gloves. Dodge/Hit, no socket.

Amber-Shaper Un’sok

T14 Leg Token - Legs. Dodge/Mastery, Red socket (+90 Stam)

Grand Empres Shek’zeer

T14 Chest Token - Chest. Parry/Hit, 2 yellow sockets (+120 Parry)

Legplates of Regal Reinforcement - Legs. Dodge/Parry, Red/Blue socket (+180 Stam)

Terrace of Endless Spring

Protectors of the Endless

Kaolan’s Withering Necklace - Neck. Dodge/Parry, no socket.

Bracers of Defiled Earth - Wrist. Hit/Mastery, no socket.

Deepwater Greatboots - Boots. Parry/Hit, Yellow socket (+60 Parry)

Tsulong

Daybreak Drape - Cloak. Dodge/Parry, no socket.

Grasps of Serpentine Might – Gloves. Parry/Expertise, Blue socket (+60 Parry)

Stuff of Nightmares – Trinket. 1152 Mastery + 20s Dodge Proc.

Lei Shi

T14 Shoulder Token - Shoulder. Expertise/Mastery, Blue socket (+90 Stam)

Cuirass of the Animated Protector – Chest. Dodge/Mastery, Red/Yellow socket (+120 Strength)

Protector’s Girdle of Endless Spring – Belt. Dodge/Expertise, Blue socket (+60 Dodge)

Sha of Fear

T14 Helm Token - Helm. Parry/Expertise, Meta/Blue socket (+90 Stam)

Shin’ka, Execution of Dominion - 2h Axe. Crit/Mastery, Sha-touched Socket.

Sigh. Hope you DKs weren’t planning on getting your sha-touched weapon anytime soon. Friggin last boss of the last raid of the last of the lastie last lasts. /flail

Tier 14 vs Off-tier items.

One of the things that plagues every class every tier of raiding is: “Is our tier set good enough? Are the bonuses worthwhile?” As a general rule, you almost never want to wear all 5 pieces of tier gear. 4 is plenty, you get the set bonuses, and there’s usually one piece that is weaker than the others, even if by a narrow margin. In this case, the weak link would be the Gloves, and i’ll tell you why. They’re the only set piece with no mastery and no socket. Other off-tier gloves have sockets that you can add moar delicious stats to, but the tier ones don’t.

Now then. If you only wish to go for the 2-piece set bonus, your ideal pieces are legs and shoulders (with the chest coming in a VERY strong 3rd place because of two amazing yellow sockets).

If you wish to go with the 4-piece bonus, you want to add the afore-mentioned chest, and helmet (good GOD that is a lot of parry rating.. /fans self)

Now then. Is it better to go for the 4-piece bonus, or is it better to go with the off-set pieces that have mastery? The simple answer is that there is no simple answer. You could go either way and probably be just fine. If you’re a bleeding edge progression raider then… well, what the hell are you doing at MY little blog? Honestly though. I cannot math hard enough to devise an answer to that question. I’m sure there’s a way to do so, but it’s far beyond me. The best I can do is provide you with comparisons and let you decide for yourself. Thank god for wowhead for making these comparisons much easier to look at.

Chestpiece comparison - Ignoring set bonuses, and all things being equal, I would pick Ornate Battleplate of the Master.

Glove comparison - I would go with Gauntlets of Battle Command

Legplate comparison - Even with one less socket than the other pieces, I would go with the tier legs

Helmet comparison - My choice is Giantfoot Headguard

Shoulder comparison - The tier piece is the clear winner here.

All things considered, I will probably only be going for the 2-piece set bonus. The amount stat-fuckery between tier and non-tier pieces is too wide for me, personally, to ignore (more on that in a second). Your mileage may vary, of course.

Now, as you look through the comparisons, you may see a couple items that I didn’t include in my drop lists above. The reason for these are there are crafted pieces that aren’t boss drops (but the patterns very well might be), or they are drops from Galleon or Sha of Anger (world bosses).

As you look through the comparisons, you may also notice that some of the stats aren’t normalized very well, even though they’re ALL the same ilvl (which I promise i triple checked, and then checked again, because I couldn’t fucking believe it myself.)  For instance, look at the glove comparison there. I already mentioned that there was no socket on the tier gloves, compared to the other 3 offset pieces. What I didn’t notice until I made that actual comparison link was that it ALSO has less strength (by a good margin) than two of the offset pieces. I’m not sure if this is intended or if this was just shit itemization that slipped through the cracks somehow, but as it is right now, i can’t very well just overlook some of those discrepancies.

 

The Death Knight Number Shuffle

28 Oct

I am not a theorycrafter really. I have a basic idea of how the stats work for the classes, and why we want some more than others, but I couldn’t tell you the exact values, or how people determine them, or even a vague idea of how people decide how to determine stat weights. All that having been said, I do want to talk about Death Knight stats for a few minutes. Basically, I am going to go down the line and list what each stat does for us (for each spec), why we would want it, and why we would not want it. I’ve noticed a rather disheartening trend among all of the so-called “guide” sites (noxxic, mr robot, EJ, icy-veins) in that NOBODY is giving the same information to the community. This is a problem because if 4 people are getting their information from any of the 4 different sites, who’s to say who’s wrong or right?

Strength: Initially, I wasn’t going to mention it, but I feel the need to do so because I *still* come across some numbskull DKs rolling on Agility rings or trinkets or what have you. Strength is our base stat. Long gone are the days of DKs using agility weapons, because we get absolute shit for benefit from them. If a DK is using an agility weapon, they’re doing it wrong. Some people have the sort of “golden rule” about a 3-tier improvement making agi weapons allowable based solely on weapon damage increases alone, but I think that’s shit. If you’re a DK, you should have strength on everything. All three specs get 2 AP (Attack Power) per 1 point of strength.

Blood – Blood DKs get an added bonus of having a parry rate conversion from strength. Roughly 90% of strength is converted into parry rating. To put this into easier-to-digest terms, if an item has 100 strength on it, and you’re a blood DK, it’ll give you the equivalent of 90 parry rating as well.

Hit: This is a simple one to explain. Hit lets you hit things more frequently. Easy, right? The percentage to never miss a raid boss-level mob is 7.5% (2550 hit rating at 90, or 2210 hit rating if you’re a draenei)

Frost Dual-Wield – Any dual-wielding class has things a bit differently. They will notice two sets of hit ratings on their character sheet when they mouse over it. Innately, it takes something like 15% hit rating to completely hit cap (aka “white cap”. Every attack that has white damage numbers is an auto-attack, whereas if it’s yellow numbers, it’s an ability). It’s worth noting that NO dual-wielding class will pour enough stats into reaching white cap. They will stop at 7.5% (“yellow cap”, or “specials cap”). The amount of hit rating it takes to white cap simply take too much away from the your other stats to be worthwhile.

Expertise: This one is relatively simple to explain as well. Every creature in wow (player-controlled or NPC) has a built-in chance to dodge attacks, and most have a chance to parry them as well (not all PCs do). Expertise removes the chance you will be dodged or parried (in that order). Now, prior to MoP, expertise was handled a bit differently in that up to a certain point, it would push some of both dodge AND parry off the table. Since 5.0, it is much more simply done. There is a maximum of 15% expertise. 7.5% (2550 hit rating at 90, or 2210 hit rating if you’re a have sword/axe/mace specialization and are using the corresponding weapon) will completely push dodge off the combat table, and the next 7.5% will push parry off the table.

Frost/Unholy – It’s worth noting that NO creatures can parry from the back or sides. If you are frost or unholy (or any other melee dps class for that matter), you should *always* be behind the boss whenever physically possible. Since you’re ideally behind everybody, you never have to worry about parry, so you can safely stop at 7.5% expertise.

Blood – Now then, obviously tanks don’t get that choice. They’re always in front of the boss, and as such will get parried sometimes. With this in mind, as a tank, you’re probably NEVER going to go for the 15% expertise level. The reason for this is because Death Strike cannot be parried. Basically, the most important ability that factors in your survival stops at 7.5% expertise, so why go higher?

Haste: Haste is a funny thing for Death Knights. Actually, it’s been a funny thing for a lot of classes since 5.0, but that’s not what i’m writing about. Haste makes our weapon swing faster, that’s the obvious part. Haste also plays a part in our rune regeneration, so it’s something that has the potential to be a big deal for all of the specs.

Frost 2-handed/Unholy - Haste is the biggest stat for 2-handers. Because of the way things work currently, haste will contribute more runes for you to hit the big button (either obliterate or scourge strike) more often. It also contributes more, proportionally, to your swing speed since you start off with a much slower speed.

Frost Dual-Wield - Prior to 5.0, haste was the big deal for all three DPS specs, but it doesn’t work like that anymore… more on that later.

Mastery: Mastery continues to be an interesting stat to look at across the board for all three specs of Death Knight.

Blood – Mastery is the king of the frickin hill for tanks. Death Strike is your mainstay of survivability, and mastery increases the percentage of your death strike that gets turned into a shield. For instance, i’m currently sitting at about 130% mastery, so to put it in easier to digest numbers… if my DS heals me for 10,000 then I will generate a shield for 13,000.

Unholy – Sadly, mastery is kind of the bottom of the heap for unholy specced DKs, and i’ll tell you why. Haste not only contributes to your swing speed and rune regeneration, but it ALSO contributes to your minion’s swing speed. It double dips, sort of. Crit has the same thing in that it increases your crit, as well as your ghoul’s crit. Mastery increases shadow damage, and while a significant portion of YOUR damage is shadow damage, your minion does NOT deal shadow damage.

Frost - Frost is a funny thing. If you are a dual-wielding frost DK, then mastery is going to be your kingpin. With Frost Strike being your heavy hitter (and dealing actual FROST damage instead of weapon damage like Obliterate), then mastery just makes your hardest hitter… hit harder. Conversely, for the 2-handed frosty DKs, frost strike is a much lower portion of your damage overall, so you don’t benefit as much from mastery.

Crit: Crit is, by and large, a pretty simple stat that is worthless to 3/4 of the Death Knight specs.

Unholy – As I mentioned before, Unholy is the only spec that really gets any actual benefit from crit. It’s not a strong a stat for you as haste is, but it IS stronger than Mastery in that your minion will double dip from any extra crit you already have. It’s relatively useless for Frost because most of your crits are going to come from Killing Machine procs, and it’s even more useless for Blood because your job is staying alive, not putting out big numbers… although we ALL KNOW that you’re tending to do both right now. So why do you need crit anyway, huh? Greedy.

Dodge/Parry: This is only going to be found on tank gear. If you’re an unholy or frost DK, and you have either of these on your gear, then you are doing it WRONG.

Now then, to break it down, the varied specs stat priorities SHOULD look like this.

Blood – Hit/Exp cap* > Mastery > Parry** > Dodge > crit/haste.

*I know that in a previous post I said that 7.5% hit/exp may not be the best way to go for raiding, and in fact I still stand by that feeling. However, to be completely optimal, you DO want to eliminate all chance for death strike to miss, so 7.5% hit and 7.5% expertise is the OPTIMAL way to go, but between 4-5% of each is definitely satisfactory.

**As it stands currently, Parry is more valued than dodge because we have a higher value of baseline dodge (with zero gear on). About twice as much, actually. That in mind, we want to have about twice as much parry as we do dodge, because it will take that much more for the diminishing returns to even out. It’s also worth noting that the 4% parry given from Rune of Swordshattering does NOT SUFFER from diminishing returns… it’s a free 4%.

Frost 2-handed – Hit/Exp cap > Haste > Mastery > Crit

Frost Dual-Wield – Hit/Exp cap > Mastery > Haste > Crit

Unholy – Hit/Exp cap > Haste > Crit > Mastery

It should be noted that these priorities COULD be wrong. They are based on what I know and understand about the various specs with my own personal experience, but I have no math to back them up because… well, honestly i’m not very good with the maths. I don’t have stat weights for any of these. They are just “X is better than Y” in black and white, because that’s generally how it works.

Pandas?

29 Sep

I’ve been meaning to blog the last few days, I swear I have, but PANDAS have kept me genuinely *beyond* busy. Also they’ve kept me far more entertained than I ever remember being in WoW since I first started almost 4 1/2 years ago… or okay, maybe back in Wrath… Wrath was a damn fine expansion too. But I digress.

Pandaria is fucking *fun* okay? (Kialesse and I have begun just referring to everything in-game as “Pandas” with each other. It’s probably a bit nauseating to anybody who might be watching, but they shouldn’t be peeking in my window and eavesdropping on our conversations anyway.)

I also want to take a minute to thank each and every one of you. Seriously. By the end of today (29 September), my blog will have crossed the 20,000 views mark. It absolutely blows my mind how much things have picked up around here lately, and I seriously couldn’t do it without all of you.

I actually don’t have a whole lot to say for this post, but I wanted to put something up for my experiences. Initially, I was going to do a big pictorial on my quest from 85-90, but I had to uninstall wow a few days ago, and like an absolute IMBECILE… I didn’t save my screenshots folder. 2 years worth of screenshots just gone. I was very very sad upon this realization. BUT, since then I have managed to take a few more screenshots, so I guess I can go with that.

Oh. And for the record, Blood DKs? Enjoy it while you can. You are going to get nerfed to shit at some point, because yeah… Our OP damage at 85 carried over just fine into level 90. When we killed Galleon (see the screenshot below), I was 3rd on DPS with 57k. Tanking. A single target fight. Yup, we’re going to get nerfed.

MOTHERFUCKING CLOUD SURFIN!

Ding 90!This guy has the most eyeball-destroyingly bad outfit EVER. He's like Fabulor's cousin!The Sha of Anger. I was just absolutely struck by how IMMENSE this guy was. He looks like a real world boss shouldGalleon, the OTHER world boss... being killed by me and a few other people. Thanks to Jasyla at cannotbetamed.com for putting the group together!

Runeforging, and other things.

12 Sep

The other day, four Blizzard developers did a Reddit AMA (Ask Me Anything), similar to their twitter Q&As from a couple years ago. This allowed them to pick and choose through (what was undoubtedly) a mass influx of questions ranging from all topics. The full transcript, sorted by each dev’s answers can be found here, but I do want to make special mention of one particular question/answer combo (that should be) of interest to every death knight out there…

A while back you guys said that “Runeforging will get some changes to make it less boring.”, but we have yet to see or hear anything about this. Is this something still being looked into? Or was it scrapped entirely?

As with many things, if we can’t do something right, we end up not doing it (yet). We still aren’t close to satisfied with the Runeforging system as it currently stands, but we also didn’t have an overhaul to that system that we were happy with. It’s a feature we’re still discussing and working on.

So, naturally I have *no frickin clue* what they could do with Runeforging, but I do have an idea that they SHOULD implement.

For one thing, I think a “rune tracing” idea is long overdue. Something in the same line as enchanting scrolls have basically helped overhaul the profession entirely, rune scrolls could help overhaul runeforging entirely. But this would also generate a problem, if you get inside of Blizzard’s mind… This would make Acherus almost entirely redundant. The only reason anybody would go there would be to switch specs at some point. Honestly, is that such a bad thing? Do we really NEED Acherus anymore after we’ve broken free of the scourge at the Battle of Light’s Hope?  Personally, I would welcome a chance to never need to go back there again. My death gate spell isn’t even on my bars anymore (and honestly, hasn’t been in a long ass time). Last time I went back there? To runeforge my Gurthalak and Experimental Speciman Slicer. Last time I went there before that? When I unlearned my 2h frost spec and plugged a blood spec back in there (January maybe?)…

Now then, a lot of my search hits lately have come from people talking about “Blood Boil”.. I suppose that kind of makes sense, considering the title of an earlier post from a couple weeks back, but I’ve noticed a theme. A lot of people are saying (or at least google searching) that Blood Boil hits harder than Heart Strike, or that Blood Boil is overpowered, or that blood AOE is over powered, and varied and sundry other wordings, misspellings, and queries, exclamations, proclamations, and filth-ridden googleings that led people here.  I was pretty certain that I had touched on this before, but I realize that I didn’t give any sort of proof to back up my claims. This is where skada comes in. I tanked normal Dragon Soul the other night (wednesday), and these are the numbers I got from the entire evening… from the first trash pull just inside the doors, until we gave “Destroyer’s End” to a couple of 3rd or 4th alts.

I didn’t screenshot the numbers, Over the course of an entire DS normal run -

Blood Boil accounted for 6.5M damage, Heart Strike accounted for 3.6M.

BB had a smaller damage range (4.7k-33.6k), averaging 10.4k

HS had a lower minimum (1.8k) and a higher maximum (37.2k) with a higher average (14.7k)

Those numbers DO include Madness (i forgot to snapshot the numbers after spine), so they will be skewed a bit higher than normal, but the trend is going to be the same, at least at 85 with Dragon Soul normal gear (my DK is sitting at ilvl 394). Blood Boil does not hit harder than Heart Strike, and as such will not be preferable for single target other than when it’s free, or for refreshing diseases in between outbreaks. However, with HS’s limp-noodle-of-a-cleave, it IS preferable on 3+ targets though.

All that said, IS blood boil a little overpowered? Hrmm… maybe a bit, but I think it’s more that heart strike is UNDERpowered in comparison. HS just isn’t always a compelling enough choice to hit, even on single targets, because of the disease refresher mechanic. Of course, theoretically, you still have outbreak every 1 minute, so if you had REALLY bad luck with procs, you would only need to “force” a refresh every when it’s on cooldown, and then only once (because durations are hard).

The Big Book of Blood DKs

6 Sep

With 5.0.4′s recent release, and random spigots of incorrect or simply mistaken information, I thought that I would go and give a full on “How to Blood DK” guide for 5.0.4 and beyond (barring any weird changes that may be patched in). I shall warn you now… this may be a VERY wordy post. Also, this is geared to level 85s

“Wat buttan does I hit?”

Blood DKs abilities have changed very little from before-to-after 5.0, but the way you weave them into battle may be different than what you’re used to. Let’s start with our “rotational” priorities.

1st – Diseases (Frost Fever/Blood Plauge). These can be applied by either using Outbreak (1m cooldown), or Icy Touch and Plague Strike respectively. To be honest, you shouldn’t ACTUALLY be hitting Icy Touch/Plague Strike very often (more on that later). Any time you are facing any enemy, these diseases should be on them. Strive for as high of an uptime as you can possibly manage.

2nd – Death Strike (Blood Shield). Death strike’s purpose is two-fold. It heals back a percentage of damage we received over the last 5 seconds, (minimum of 7% of your max health), and creates an absorption shield equaling a percentage of the amount healed. (This absorption shield is made bigger by your Mastery stat, more on that later). Also, if you’re not actively tanking, the more death strikes you do, the bigger shield you have built up for when you have to take the boss back.

3rd – Free Blood Boils or Death and Decay – This is going to be a personal choice here. If your diseases have a long duration remaining, and Death and Decay is off cooldown, it is a dps gain to use it. If the diseases have less than half of their duration (under 15s), use Blood Boil to refresh them. The idea here is that free buttons are free damage, and free damage is never bad, except when it interfere  with your survivability (thus Death Strike ahead of BB/D&D).

4th – Rune Strike – Depending on which level 75 talent you picked, Rune Strike is always going to be what triggers it. More rune strikes means more regenerated runes, meaning more death strikes, meaning bigger shields and/or more healing.

5th – Heart Strike/spent Blood Boil – Heart strike is going to be where the majority of your actual blood runes go on single target fights. That said, because of Crimson Scourge, there is nothing wrong with using Blood Boil to refresh your diseases in between Outbreak cooldowns. Up to three targets at once, you’ll still want to use your blood runes on Heart Strike. More than 3 targets, and you can use them on Blood Boil.

6th (or whenever you have downtime) Horn of Winter – This gives you 10 runic power when you use it, and ensures that you’re always hitting buttons, as well as keeping the buff up (if you’re the one responsible for it… if you’re not, it’s still good for the free runic power).

Diseases > DS > Free BB/D&D > RS > HS/BB > HoW. Diseases are the most important to your survival because they apply the Weakened Blows debuff to any enemy, and reducing their damage output right from out of the gate is the single best thing you can do for mitigation. Death Strike is unique in it’s both reactive and proactive abilities. It heals you up, as well as gives you a shield (which only applies to physical damage, but it’s still very important). Blood Boil is simply a way to make sure your diseases are constantly rolling. Rune Strike is how you make sure you have as many runes returned through your regeneration gambits as possible. Heart Strike is purely a DPS button really. Horn of Winter keeps a buff up on your raid, and provides you a minor amount of RP, so you can rune strike more.

“OMG How I not die?!”

Death Knights have *absurd* amounts of defensive cooldowns at their disposal, and are easily one of the most survivable classes, both independently, and in a group situation. A well-played blood DK can keep a group going long enough on an unexpected healer death for that battle rez to fire off, whereas other tanks might simply melt away going “OMG HEAL ME NUB?!”

Icebound Fortitude – Reduces ALL damage taken by 50%, lasts 12 (3 glyphed) seconds. 3 minute (90 seconds glyphed) cooldown.

Anti-Magic Shell – Absorbs 75% (100% glyphed) of magic damage done, up to 50% of the DK’s health. Absorbed damage generates Runic Power. Lasts 5 seconds, 45 second cooldown. (Note: the tooltip says 50% of the DK’s health, and I assume it means 50% of the DK’s *maximum* health. I am looking in to it to be certain though).

Dancing Rune Weapon – Mirrors the DK’s attacks for 12s, and grants an extra 20% parry chance for the duration. 90 second cooldown.

Vampiric Blood – Temporarily increases max health by 15%, increases healing recieved by 25% (or, simply increases healing recieved by 40% glyphed) for 10 seconds. 1 minute cooldown.

Bone Shield – Reduces ALL damage taken by 20%, lasts 5 minutes or until 6 charges are depleted. 1 minute cooldown. (It’s worth noting that this no longer costs an unholy rune. It’s arguably worthwhile to just use this on cooldown, as it lasts a pretty solid amount of time)

Rune Tap – Converts 1 Blood (or death) rune into 10% of your health. 30 second cooldown.

Army of the Dead – Summons an army of ghouls over 4 seconds. While channeling, the DK takes % less damage equal to his dodge + parry chance. (so if you’re at 15% dodge, 15% parry, you take 30% less damage for those 4 seconds). 10 minute cooldown.

Empower Rune Weapon – Empower your rune weapon, immediately restoring all runes from cooldown, and giving 25 runic power. 5 minute cooldown.

No other tank, to my knowledge, has THIS MANY DIFFERENT BUTTONS you can hit when you’re in trouble, or when you know there’s trouble coming, or to recover from OH DEAR GOD SHITSHITSHIT moments. I included “Empower rune Weapon” in this list, because one of my favorite past-times (especially when soloing things) is to wait till i’m in trouble, hit Vampiric Blood, death strike twice, ERW, and death strike two more times. That will fill your health bar more than enough to let the healers stop hyperventilating.

“Wat gear does I wear?”

One of the things that 5.0 changed, dramatically, for death knights is the importance of hit/expertise. Previously, even if Death Strike was dodged, parried, or missed, we would still lose our runes and receive the healing/shield from it. Currently, that’s not the case, but to help combat this, Death Strike can now only be dodged, not parried. What this means to us, is that Expertise is important up to the parry cap. A lot of websites will show you some bizarro stat priority that is something along the lines of:

Mastery >= Stamina > Dodge/Parry > 7.5% Hit/7.5% Expertise.

I don’t entirely buy this line of thinking, and i’ll tell you why. If Mastery (blood shield) is our most important stat (and it is), then why do we place such a de-emphasis on hit and expertise. In very low gear levels at 90, it’s VERY possible that a death knight is going to find himself with absolute shit for hit and expertise. And this means that our mastery is useless because we’re going to get our death strikes missed and dodged all over the place, which DIRECTLY translates into our best survivability tool. So, why are we forsaking hit and expertise again?  Now, don’t get me wrong, i’m not saying we should completely forsake dodge and parry to reach hit cap either, but the trick is to find a balance. I recommend shooting for between 4-5% hit and expertise before loading up on the dodge and parry. Especially now at 85, our gear levels can readily sacrifice some dodge/parry for hit/exp without giving up survivability. For me, the more “realistic” stat priority is probably closer to this:

Mastery > 4% Hit/4% Expertise > Dodge/Parry >= Stamina > 7.5% Hit/7.5% Expertise.

You’ll also notice that I moved stamina down from being 2nd in priority. As it is, DKs already get a MUCH bigger stam bonus than other tanks do, so prioritizing it so high (in gems and enchants) strikes me a quite a bit wonky. I would put it roughly on par with dodge/parry, possibly even a bit below it. That may be more personal preference than the rest of the stats.

Blurring the line between DPS gear and Tank gear

When you’re looking for gear pieces, you always want to pick something that has either mastery, dodge, or parry. Occasionally, you’ll see pieces with Mastery/Hit, or Mastery/Expertise on them. Y’know what? I would pick those pieces up too. Mastery is STILL your highest valued stat, and ignoring that is just plain silly. Besides, I already gave you my opinion on hit and expertise over dodge/parry ;D. That said, your biggest tell might come from socket bonuses. If something has a red socket, with a strength socket bonus, it’s most likely meant to be a DPS piece (but not always! Stand up for yourself in your knowledge that YOU KNOW your stat priorities). I can show you several pieces right now (coming out in Mists) that have dodge or parry on them, but still have a strength socket bonus. Why? Who the hell knows, but there it is. Anyway, ignoring socket bonuses is a time honored tradition for tanks anyway, so feel free to roll need on that Exp/Mast gear, and load it up with the Fractured gem of your choice. All of that having been said, it is going to be up to your raid leader/loot council/whatever to decide if you need it more as a tank, or if the dps needs it more. Arguments can clearly be made in either direction here.

“How does I glyph?”

Glyphs are funny things these days. By and large, they are mostly a preference choice, or situational glyphs. So lets take a look at them starting with the major glyphs:

Anti-Magic Shell - this is pretty much the only one I would say is “mandatory” for tanks. Why take 25% of the magic damage, when you can take 0% of the magic damage? This is a no-brainer.

Dancing Rune Weapon - If you are having trouble generating threat, this one is a necessary glyph, but honestly unless you’re a fresh 85 running against DPS in full dragon soul gear, you SHOULDN’T have issues generating threat. The problem with this glyph is that it takes a couple globals to reach the 60 runic power needed for DRW, and you can’t rune strike while you’re banking that much. Since Rune Strike is our highest threat generating ability, this seems a bit… counter-intuitive. Situational at best.

Death Grip – An extra 5 yards of gripping range can be nice for you, but it’s hardly necessary. Preferential thing.

Icebound Fortitude - This is an interesting glyph choice, and can DEFINITELY be nice to have for situational boss fights. High damage in short bursts occurring regularly make this a nice glyph to keep in your book, along with some dust handy to throw in or remove depending on the fight.

Mind Freeze - We’ve spent all of Cataclysm with a 10 second interrupt cooldown, so 15 seconds probably feels weird as shit to us. This is a way to help combat that, some (reduces to 13s). I personally would *never* use this glyph because I am of the opinion that RP should be used for rune strikes. This will be another personal preference choice.

Outbreak – This is just a terrible choice for a glyph, if you ask me. Since Crimson Scourge was baked into a baseline talent ability, you should almost NEVER need this more often than every 60 seconds. Free blood boils that refresh diseases are one of the best things to happen to blood DKs in 5.0.4, and 40 RP is just way too high of a price to pay, for me, for having an ability i almost never hit after the start of a fight anyway.

Pestilence - This glyph has carried forward ever since the release of the DK class in Wrath, and ever since then, I have felt very hit or miss about this glyph. Is 5 extra yards useful? It can be, sure. Can it potentially get you into trouble as well? Sure. This glyph always has, and will always continue, to scream “personal preference”.

Shifting Presences - Another one of the nice, relatively unnoticed changes of 5.0 for DKs is that rune strike works the same way for blood spec, regardless of which presence you’re in. Now, of course, you lose stam and crit-immunity by shifting into frost or unholy presence, but you ALSO are far less likely to rip threat off your co-tank at inopportune times. This may be a worthwhile glyph to have for tank swap fights, but again, it’s all kinds of personal preference.

Unholy Command - This is a glyph I have grown to love the shit out of. Everytime your manage to get a killing blow, your death grip’s cooldown is reset. Chances are, you can strike one killing blow per trash pack, at least, so this glyph is SO awesome for 5-man groups.

Vampiric Blood - This is another glyph that has seen a great debate. A little bonus health, or some extra bonus healing? Guess what. This is a personal preference too. It always has been. Some people like having that 15% extra health as a buffer, some others like seeing the bigger green numbers over their head. It’s definitely something that’s worth keeping in your glyph list, just in case you wish to swap it out.

Are you seeing a recurring theme up there for the major glyphs? A lot of them are “Personal preference” or “Situational”. Hell *all* of them are, except for Anti-Magic Shell. This was Blizzard’s goal for overhauling glyphs, and I think it works beautifully for us. Now, let’s move on to the minors.

Actually, there’s only one minor glyph I really want to mention, because the rest are purely flavor glyphs (hooray for CORPSE EXPLOSION!)

Army of the Dead - I am of the opinion that every death knight in the history of ever should have this glyph in an active slot 100% of the time. Why? Well Army already doesn’t taunt raid bosses, so it’s not going to save THAT wipe. All it does is piss off the tank in 5-mans, and at worst, can cause you to play SPIN THE DRAGON, which leads to unnecessary breath damage and/or tail swipes. Get it, Glyph it, Love it.

“How does I talent?!”

I’ve already done several posts on the new talent tree, so I will try to keep this part somewhat brief. A lot of this is going to be (even more!) personal preference, or situational. Currently at level 85, this is the talent spec I am using. Generally, for progression, I will switch out Anti-Magic Zone for Lichborne to give myself *yet another* self-healing cooldown, but AMZ is generally more useful raid-wide on the fights in Dragon Soul.

For Level 15, on single target encounters, “technically” Plague Leech is the talent of choice, because it will let you rune tap on demand, and outbreak can drop diseases back on the target in a hurry. I stick with Rolling Blood, because right now, I just find it more useful. Also, it’s *amazing* to do some real AOE dps for once.

For Level 30, you probably want to avoid Purgatory until you have a *long* discussion with your healing team. In heavy profession I will switch out between AMZ and Lichborne. It depends on whether there’s more call for raid-magic damage, or tank painful ouchy damage. Personal choice here.

For Level 45, this is another personal choice, but I feel that Death’s Advance will, by and large, be your best bet the majority of the time. Asphyxiate is clearly meant as a pvp talent (and probably to stoke a bit of nerdgasms about force choking), so it’s usefulness is limited. Chillblains is situational at best, but there are other classes that are much better suited to kiting than a tank.

For Level 60, Death Pact is the clear winner. It’s a 2 minute cooldown (which lines up with your Summon Ghoul cooldown) and restores 50% of your health in one go. If you have 2 globals to pull it off, or you KNOW there’s a big hit coming that you can prepare for, this can be an absolute wipe saver. It really comes down to knowing the encounter. Death Siphon is wonky because it uses a death rune, and those are almost ALWAYS better used for Death Strike, and Conversion is just…. I don’t even know.

For Level 75, the debate rages on. I have become a big proponent of Blood Tap. I loves it. It feels so smooth in our rotation, and it’s a *smart* button, that you can macro into EVERYTHING. By “smart button” I mean that if there’s not a rune for it to regenerate, if you hit the button, it won’t waste those 5 charges. However, if you’re used to the rune-gaming that Runic Empowerment brings along, feel free to take that. There’s nothing wrong with either choice. RE has the *ability* to gain more runes than Blood Tap, but it also has the ability to gain less… this is part of the problem when dealing with RNG systems, and why I like Blood Tap so much. Your mileage may vary, of course.

“Wat is dis runeforge thing?”

Runeforging has never been a very complicated thing for DKs. There’s always been one choice for DPS, and one of two choices for Tanks, depending on several factors. This hasn’t changed any with 5.x. In spite of some reports to the contrary, Rune of Swordshattering still does not suffer from diminishing returns, and is a pure 4% parry chance. Rune of the Stoneskin Gargoyle is the rune that provides better effective health via stamina and armor. Both of them are perfectly legitimate options for tanks of all gear levels, and both of them continue to scale well with gear (although SSG might have a bit of a sharper curve. It starts off weaker at low gear levels, and improves much more strongly as your stamina and armor improve). There’s really not any wrong choice between the two, and you can pick either without looking like a nub. Don’t put Rune of the Nerubian Carapace on though… because I *will* point and laugh.

Now then. 3 thousand words on blood DKs, with changes more than likely to come at some point or another, and updates and yadda yadda. I felt like I had to put this all for several reasons.

A – Seriously, most of you people come here for Blood DK stuff, and end up looking at my posts that are several months old with outdated beta info.

B – I’ve been to several different “theory-heavy” sites, and not all of them say the correct things. Hell, not even all of them say the SAME incorrect things. I felt compelled to set the record straight on some things (BONE SHIELD DOESN’T COST A FUCKING RUNE ANYMORE PEOPLE. HOW DID NO ONE ELSE NOTICE THAT?), and give my own PERSONAL experience with others, instead of going with what the sims and theorycrafters have only pitted and postulated about. Empirical evidence. Or something, I dunno. (gimme a break, i’m running out of words here)

C – Navimie took a comment out of context, and now picks on me that I don’t care about my readers. Clearly this is not the case because I’M DOING THIS FOR ALL OF YOU AS MUCH AS MYSELF. In spite of this, she’s actually a VERY nice person… more on this at a later date.

D – I will admit to getting pretty excited when I see large amounts of blog hits, which I have been getting lately. I don’t write BECAUSE I WANT BLOG HITS OMG, but the traffic is a wonderful side effect, and it makes me feel good to know that people are giving a solid shit about what I have to say. Plus, I feel like my point of view, while not necessarily unique, has it’s own unique voice to lend to certain situations.

Suffer well, or something like that. In case you couldn’t figure it out, i’ve decided on my main for Mists :D

5.0.4 makes my blood boil!

29 Aug

Okay… I hope you’ll pardon the pun in the title. I’m actually quite thrilled at the DK changes i’ve run across. Crazy amounts excited about the blood DK changes. I spent some time playing with it last night, and some little things REALLY caught my attention that just made me happy. A lot of them are tiny little quality of life issues, but still, some of them are just AWESOME.

I went in and blew through Naxx 10 solo, just to get a feel for things. Initially, I was going to play around and test out the different rune regeneration talents (level 75 tier). The first one I went to check out was Blood Tap, and the first boss I went after was Patchwerk. I gotta be honest guys, after doing Patch with Blood Tap on, I was sold. I didn’t even WANT to try Runic Empowerment (because I already know how it feels, it’s what blood’s been using ever since release). Macroing Blood Tap into all of your main abilities really is the ONLY way to regenerate runes guys. It is so smooth and seemless…. it’s just awesome.

Another thing that I hadn’t really paid attention to before, but made itself ABUNDANTLY clear when fighting Patchwerk… Crimson Scourge is now baseline for blood DKs. Previously it was a talent that we didn’t really pick up because… well blood boil was kinda worthless, even with that extra damage. Well, now I can freely admit that blood boil STILL doesn’t hit very hard, but now, they’ve made a pretty big changed to Scarlet Fever… For those of you playing along at home who AREN’T clicking on links… Blood Boil now refreshes diseases.

Let me say that again, in case you just skimmed over it without paying much attention.

Blood boil. Now. Refreshes. Diseases.

Holy batshit you guys, that’s amazing. Not only does it solve the problem generated by moving Outbreak back to a 1 minute cooldown across the board, but when combined with the Scarlet Fever passive, it means that our diseases pretty much will NEVER fall off the target. Why’s that? Because you ALWAYS have blood runes to get rid of. The *easy* answer is that you can simply replace heart strike with blood boil, but that’s a relatively inelegant solution (although perfectly viable). Ideally, you’ll want to use heart strike as much as possible, only spending a rune on blood boil if your diseases are JUST about to fall off and you don’t have a proc. It is possible, but probably won’t happen that often. Generally, save runes for heart strike, and CS (Crimson Scourge) procs for blood boil.

Now, a caveat to the above statement. Crimson Scourge *also* gives you a free death & decay. It doesn’t reset the cooldown on it, but it’s extra damage. This is one of those things that Blizz gives you a way to seperate yourself from the pack. It’s perfectly acceptable to do nothing but blood boil. Your diseases will guarantee to never fall off, and you’re only sacrificing a modest amount of DPS. But the DK tanks who can properly weave in heart strikes, and even Death and Decay (I confirmed that it DOES do more damage, even on a single target at zero vengeance, than blood boil) properly will squeeze out that extra bit of dps. With the way vengeance no longer has a cap, I suspsect that it’ll become more and more significant as the content you run becomes harder.

Now… The other thing I noticed while playing, that I hadn’t noticed before, was the Scent of Blood change. Interestingly enough, this accrues with *every* auto-attack swing. This will be a little more curious to see how it plays out in the grand scheme of things, but I suspect that some of the absolute “Best of the Best” tanks will somehow find a way to time their death strikes properly after getting a couple stacks of this. Big damage incoming? Stave off the Death Strike for a bit and get a couple charges. Take the big hit, heal yourself back up massively, watch the healers go “wait what just happened?”, laugh yourself silly. Fun times for everybody!

This ties in to my (ever ongoing) indecision on which class i’m going to play for Mists. I figure I will spend a week on each toon (druid and DK), exclusively. Raid tank with it, run 5-mans with it, the whole shebang. At the end of each week, I will post my overarching thoughts, and then I will compare the two. My comparison may go into another blogpost, it may not… I haven’t exactly decided yet.

By the way… Pretty much ALL THE TIME, my DK will be on the Headless Horseman’s mount. LOOK AT MY HORSE, MY HORSE IS AMAZING!

MoP Rep Gear – Bears & DKs

25 Aug

So when writing my gear lists last week, I stumbled across something unexpected. It turns out that there are 4 factions who have rep gear, purchasable with VP, that is 489 ilvl epics. Of course, these are probably going to be gear pieces you would be interested in, but which factions have the best pieces for you? Which factions should you focus on, or ignore?

It’s worth noting that each of these factions ALSO have ilvl 450 blue gear, that is purchasable with JP at honored. It’s possible that you may run across honored without even trying, so these may be an early, good way to boost your ilvl getting ready for heroics as well. I will mention each faction, and what they offer to both DKs and bears, much in a similar way that my other lists were formatted, except they will be by faction instead of by gear slot.

Golden Lotus - In addition to some nice gear, the Golden Lotus also have mounts purchasable at exalted. Win!

Guardian Druids – Bears *really* clean up with the Golden Lotus. The 489 shoulders and chestpiece are about as nice as you can find outside of raiding (and would probably only be replaced by tier pieces. I haven’t honestly looked at tier itemization yet). Also, feel free to pick up the ring. Haste may be garbage, but jewelry has always been one of those hard to find, harder to replace pieces.

Surehand Grips – 450 gloves. Crit/Mastery, no socket.

Amulet of Swirling Mists - 450 neck. Haste/Mastery, no socket.

Mogu Rune of Paralysis – 450 trinket. 751 mastery, stun use.

Imperion Spaulders – 489 shoulders. Hit/Crit, yellow socket (60 agi)

Softfoot Silentwrap – 489 chest. Hit/Expertise, blue/yellow socket (120 agi)

Anji’s Keepsake – 489 ring. Hit/Haste, no socket.

Blood DKs – The weird itemization we saw in heroic blues continues on here for DKs. Why they have strength as a socket bonus on a clearly-tank item is beyond me. Perhaps they changed the Str-to-Parry conversion rate to make it far more attractive… I dunno. Anyway, Either 489 chest will work out for you, just depending on which you prefer to have more of. It probably would be worthwhile to pick up both and swap them out according to what feels better to you.

Serrated Forearm Guards – 450 wrist. Expertise/Mastery, no socket.

Gorget of Usurped Kings – 450 neck. Dodge/Hit, no socket.

Mogu Rune of Paralysis - 450 trinket. 751 mastery, stun use.

Cuirass of the Twin Monoliths – 489 chest. Dodge/Expetise, blue/yellow socket (120 str)

Dawnblade’s Chestguard – 489 chest. Hit/Expertise, blue/yellow socket (120 str)

Shoulders of Autumnlight – 489 shoulders. Dodge/Expertise, yellow socket (90 stam)

Alani’s Inflexible Ring – 489 ring. Dodge/Parry, no socket.

Shado-Pan – The Shado-Pan also have some mounts purchasable at exalted. The cloaks alone make these guys worth working on until revered, at the very least… besides, their mounts look effing SWEET.

Guardians – I know the “Hawkmaster’s Talon” has a kind of bunk on-use ability, but that much agi is hard for anybody to pass up, and it would be well worth a pick up on fights where you spend a lot of time DPS-bear’ing instead of actively tanking.

Tough Mushanhide Leggings – 450 legs. Hit/Mastery, no socket.

Mark of the Dancing Crane – 450 ring. Crit/Haste, no socket.

Red Smoke Bandana – 489 head. Hit/Mastery, meta/blue socket (180 agi)

Lao-Chin’s Liquid Courage - 489 trinket. 1619 stam, 15s mastery use.

Hawkmaster’s Talon – 489 trinket. 1079 agi, 15s haste use.

Blackguard Cape – 489 cloak. Hit/Mastery, no socket.

Blood DKs – Nothing special here really. I’m surprised to see such a big stam socket bonus on the helmet, but I expect that’ll be corrected sooner or later. Again, this is still beta.

Thunderstone Ring – 450 ring. Parry/Hit, no socket.

Yi’s Least Favorite Helmet – 489 head. Dodge/Mastery, mega/blue socket (270 stam)

Lao-Chin’s Liquid Courage - 489 trinket. 1619 stam, 15s mastery use.

Yi’s Cloak of Courage – 489 cloak. Parry/Mastery, no trinket.

The August Celestials - More awesome (flying!) mounts that kinda remind me of Mushu. These guys have your “stepping stone” blue cloaks before picking up the 489′s from the Shado-Pan.

Guardians – Nothing particularly noteworthy here. It would figure that somewhere along the line we would have a VP purchase with haste on it… Arginfriggin boots.

Bladesong Cloak – 450 cloak. Crit/Haste, no socket.

Refurbished Zandalari Vestment – 450 chest. Haste/Expertise, no socket.

Fingers of the Lonliest Monk – 489 gloves. Expertise/Mastery, no socket.

Quilpaw Family Bracers – 489 gloves. Hit/Crit, no socket.

Tukka-Tuk’s Hairy Boots – 489 boots. Hit/Haste, no socket.

Blood DKs – Standard valor point gear here. Nothing spectacular to see.

Cloak of the Silent Mountain – 450 cloak. Parry/Expertise, no socket.

Leggings of Ponderous Advance – 450 legs. Crit/Mastery, no socket.

Battle Shadow Bracers – 489 wrist. Parry/Hit, no socket.

Gloves of Overwhelming Swarm – 489 gloves. Parry/Mastery, no socket.

Yu’lon Guardian Boots – 489 boots. Dodge/Parry, no socket.

The Klaxxi - This appears to be one of the few factions that has level 90 weapons for sale with rep, and the only place that the Alliance can get a scorpion mount. They do have the 489 necklaces for sale as well, so they’re definitely worth sinking time into.

Guardians – The belt is weird, with a crit rating socket bonus, but whatever. Drop whatever kinda gem you like in there.

Cruel Mercy Bracers – 450 wrist. Crit/Mastery

Choker of the Klaxxi’va – 489 neck. Hit/Crit, no socket.

Dreadsworn Slayer Legs – 489 legs. Crit/Mastery, red socket (60 agi)

Klaxxi Lash of the Borrower – 489 belt. Crit/Mastery, blue socket (60 crit)

Blood DKs – The Klaxxi are weird, in the direction of tanks. They have mastery on two pieces of plate that are clearly meant for DPS. Take your pick, I suppose.

Chestplate of the Stone Lion – 450 chest. Hit/Mastery, no socket.

Klaxxi Lash of the Consumer – 489 waist. Parry/Hit, blue socket (60 parry).

Kovok’s Riven Legguards – 489 legs. Dodge/Expertise, red socket (60 str).

Paragon’s Pale Pendant – 489 neck. Parry/Hit, no socket.

In general, this is your basic, JP/VP gear list, with the added oddity of needing rep to buy these items as well. In addition  to that, the JP pieces are lower ilvl than what you get from heroic dungeons… VERY weird if you ask me, but whatever I suppose. I’m not sure how it’ll work out, by and large, but I assume either people will buy these items or they won’t. I suppose it doesn’t much matter anyway, because when the second full content patch of MoP comes out, we’ll be largely ignoring these items anyway.

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