Things I’m excited about in Patch 5.3

I had a somewhat busier work week last week, so my posting took a hit. I wrote about the one thing I really enjoyed doing, which was a diversion from the norm in some ways, but there wasn’t that much else going on, so I didn’t really have much to write about.

This week, Patch 5.3 “Escalation” goes live, so I’ll now have stuff to do on my hunter – that is, non-raiding, non-Halfhill stuff – if only because I’ll have a place to spend Valor Points again. I was thinking about writing a post about that, but I didn’t feel like writing at any time yesterday.

This morning, while maintenance is percolating, I still didn’t quite know what I wanted to write about until I read the following tweet by Big Bear Butt:

Today is patch day. Not to piss on anyone’s enthusiasm, but I feel no desire to start another grind, the patch does nothing to interest me.

And then, I knew what I wanted to talk about.

Everyone is in his or her different place in this game. Doing his or her own thing. As such, excitement levels may vary.

For me, there are two key things in 5.3 that I am immediately interested in with respect to my hunter:

1. Aspect of the (Iron) Hawk will buff Attack Power by 25% instead of 15%. I’ll take an 8.69% base increase in my total Attack Power any day. Am I excited about that? HECK YEAH I’m excited about it!

2. Item level upgrades are back. 500 VP for 8 ilvls per piece. I am capped and so ready to do this now. Doing anything that rewards Valor Points has that much more meaning for my main toon again.

There are other changes. A couple of changes – Blink Strike(s) / Intimidation, more room in the stable, some pet special attack cooldown changes, etc. – mean virtually nothing to me, because they won’t affect my raiding play or my DPS. Binding Shot being gone is sort of crappy, but once again, I rarely use it. So, as far as class changes, I’m really looking forward to raiding as Survival with Mushan in 5.3.

There is a new weekly quest area in the Barrens. That’s fine. It will be nice for alts, since it means 489 gear. However, I don’t imagine it will be much of a grind for raiding mains. Unless I’m mistaken, it’s not quite another Isle of Thunder or Molten Front, grind-wise. I could be wrong though.

There’s also a new part of the legendary quest line. I’ve been ‘behind’ on that thing since the beginning, and am still collecting Secrets of the Empire. From my perspective back here in Behind Land, it’s nice to see that there is more stuff to do down the line. I’m not immediately excited about it, because I’m not there yet, but I am salivating over those ilvl 600 cloaks: the stats on those babies are just mind-boggling!

There are new pets, and pet battle changes. Nice, but don’t really care. New arena and battleground: don’t really care. Mounts, shirts, heirloom changes: don’t care. New/Heroic Scenarios? I’ll probably do them at some point, but I’m not sure, and it doesn’t really affect me either way.

I find the PvP stat changes interesting, but I don’t know how I feel about them. I’ve only done a few dozen BGs this xpac, so it’s not a large part of my game. I do, however, like the Battleground Roles feature. It’s been “time” for that to happen since, well, forever.

One thing I’m feeling… well, not excited about… but I guess “relieved” is a better word for it: the nerf to Pandaria leveling XP requirements. When I finally bring my herbalist pally through the last 30-some bars to 90 and get her her flight license, my journey will be so much easier. 

On the other hand, the new Loot Specialization tab for choosing which spec you want loot for in raids and LFR is going to be great to use on my druid and warrior. I’m definitely excited about that for those toons.

I love the game, but I really live for raid success on my hunter. As such, the Aspect of the Hawk change and the return of Valor upgrades have me excited about raiding with the new-and-improved Mushan. Since this is a non-raid patch, there is understandably not as much for me to be excited about as there was in 5.2 with Throne of Thunder and all of the potential new gear.

Patches like these bring, among other things, quality of life changes, story progression, class changes, more stuff, and so on. As such, they’re less exciting in general than big raid patches like 5.2. Maintenance is still happening as I write this, but I don’t foresee ’new grind’ being a big feature of this patch. Legendary grinds were a given; stories with some grinds are a given. To me, it’s part of the package.

My girlfriend is excited about the new pets she can farm in old raids. She loves pets, pet battles, mounts, killing rares, and so on – they provide a nice ‘other side of the game’ when she’s not kicking major ass with her raid team. So for her, the patch is a bigger deal than it is for me.

What I mainly care about is that the hunter class is getting some love in the form of the Attack Power boost, and that I have a means to improve my toon in the absence of better raid drops. Because of this, I am excited about the patch.

But that’s just me. Your mileage may vary! :)

MMO-Champion has a nice roundup of Patch 5.3 info – check it out to see all the new features!

Hunters: Tabana has posted a concise summary of the 5.3 hunter changes over at WoW Hunters Hall. Check it out! And thanks, Tabana!

Thanks for reading these musings by Mushan at Mushan, Etc. Comments are welcome!


An in-game excuse to slack off

(Writing this on Wednesday evening.)

This past week-plus has been spent not doing quite as much as I normally do over the course of a day or week in WoW, following my previously detailed realization that I am suffering burnout due to over-exposure to the Valor grind(s).

While I continue to cap my hunter, I’ve been purposely slacking on every other toon. I spent a good deal less time doing just about everything that I normally do last week, except for raiding, than I have in a long time, and that was good.

Raiding

We skipped last week’s Friday night alt raid due to some absences, which was totally fine by me. The main group finally stepped back into Terrace and cleared that for the first time, which was nice. We downed Garalon. We’re planning on finishing up HoF this Friday if we can get enough people (Easter this weekend means, for good reason, that our weekend raid is cancelled). We can clear Jin’rokh every week, basically, so that’s good, because many of us need the gear he drops. But Horridon will wait until April, which is fine.

Isle of Thunder and The Thunder Forge

This raid lockout – while still “young” – has been kind of fun, since Stage 4 of the assault on the Isle of the Thunder Throne is now open. While doing my dailies on my hunter on Tues., I finally got to see The Thunder Forge, get my quest to learn how to make Lightning Steel Ingots, and start working on building up a store of such ingots to put toward creating some cool “reborn” weapons.

For some reason, I got all excited about this – perhaps it’s because I’ve been learning recipes for gear from making Magnificence of Leather and Imperial Silk since 5.2 Day One, so it’s nice that my two Blacksmiths (hunter and warrior) can finally start doing the same. Not sure why Blizzard made Blacksmithing this way, since the weapons that can be made after 29 days look like they will cap out at 489, which is hardly current raid levels. I imagine that this might be their reasoning – which I think is flawed, since there’s really no grounds for the penalty – but even if it’s not, I don’t have the interest or energy to hunt for an official answer. At any rate, I’m happy to be able to do those “transmutes” now, since I have a couple of toons that can use weapons of that level – appreciating that, at this point, my interest in gearing up alts via Raid Finder is at something of an absolute all-time low.

Shado-pan Assault rep and 5.2 Valor gear

Last week’s announcement that Patch 5.3 will see the Item Upgrade NPCs returning from their respective vacations was one that, at the time, merely sparked my interest. The reduced costs (500 VP for an 8-ilvl increase per item) mean that upgrades will be more flexible and user-friendly – more like putting a gem in a piece of gear (although not exactly like it) and less like buying an entire new item. Easier to commit to.

That kind of thing, I find interesting, whether it’s the old model or the new one.

However, things were thrown into a different light this evening as I neared the “Honored” threshold (of my ongoing quest to gain rep with the Shado-pan Assault) on Mushan.

When the Valor gear was initially revealed, I glanced at it. Wow, nice trinket. Lot of Hit, but nice proc. Other pieces… most of them upgrades. Nice. No helm or boots… but those can be crafted at a later date. That’s good. Etc.

I bought the neck immediately, and shortly thereafter I purchased the trinket, then the ring and the bracers. Everything was good there – my Hit Rating was a little high for a short while, but it’s under control at the moment.

In the meantime, however, I’ve had some decent luck with a couple of other slots. I got the Thunderforged legs (528) on our very first Jin’rokh kill. Our third kill resulted in the shoulders (522) on a bonus roll. I’ve gotten several pieces in Raid Finder, but the only piece I’m able to use right now is the cloak (502) from Ji-Kun. Nevertheless, I’ve got some decent gear going for me right now, which is helping me stay competitive and contributing to our team.

However, the combination of gear that I’ve acquired from Valor and drops means that I’ve suddenly run into a weird wall. Because of the fact that I still have the T14 2p bonus going on (helm and gloves), and the legs I got are so good, and there’s so much hit (or blue sockets) on the gear that is available to me, I’ve reached a point where my need for Valor Points is rapidly diminishing. Having just reached SPA-honored, I’m seeing a small upgrade with the cloak, which I’ll buy on Thursday. However, the legs are a direct downgrade from my 528s, while the gloves would break my set bonus. So for the next month or so, I really do not need much in the way of VP.

This looks to continue to be the case once I hit revered. At that point, the belt is totally sweet – and will be a must-buy – but the chest is loaded with Hit, Expertise, and two blue sockets with a +120 Agility socket bonus. For real, Blizzard? Beg pardon, but… are you shitting me?? So that’s a big kick in the sack – although it’s still a minor upgrade as things stand with my gear right now, believe it or not, because of the Agility bump. I’ll have to reevaluate when I get there, but I can see myself going “no thanks” when the time comes. And at exalted, the shoulders (with a 700g cost?) are a slight downgrade from Jin’rokh’s, so I’ll probably pass on those too.

All of that to say that my need for VP is likely to diminish rapidly, and is likely to stay that way until 5.3 arrives and upgrades return. I’ll be hitting those babies hard when the opportunity to use them finally arrives.

- – -

A side-note about all of this – and, incidentally, the title-theme of this post – is that this could possibly go a long way toward momentarily easing my demand for VP on my hunter. With no demand for Valor – and I’m talking almost no demand for several weeks – I could possibly just forego questing on that toon for a while. This would open up more time to play other toons for fun, or to simply not play them much at all. Which wouldn’t be a bad thing at this point. I’ve got a strong desire to dig into that copy of Kingdoms of Amalur that’s been staring at me for a while from the shelf.

All I have to do is make sure that I have enough VP to buy the cloak, buy the belt, and be capped for upgrading purposes when 5.3 arrives, and I will be all set. Depending on when that happens, I could conceivably have that taken care of just from raiding, which would be nice. That’s my favorite end-game thing to do on my hunter anyway.

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Thanks for reading this post by Mushan at Mushan, Etc. Comments are welcome!


Patch 5.3: PTR patch notes are up! Valor upgrades are back!

On the heals of Blizzard’s announcement today of the return of Valor upgrades comes the initial Patch 5.3 PTR notes. Wow!

There is currently no new hunter class information, which is fine with me, and I won’t review all of the other pertinent changes right now – you can see them in the link above. What I’m interested in at the moment is the return of Valor Point upgrades.

To me – and by now, regular readers know that I eat up all the “choice-making” stuff as far as gear goes – this is a good thing, particularly since the costs will be reduced to 4 item levels at 250 VP, 8 (max) at 500 VP, per item. This means that players can increase their overall power with much less fear of making the “wrong” decision and wasting VP in the process. It also means that if you’re hunting for a certain drop, it’s not going to cost 1.5 weeks of VP to upgrade the item you hope to replace soon if that’s your best option in the interim.

As far as I’m concerned, this is a good thing.

I know that there are other viewpoints out there, including the guy posting, in the comments of Blizzard’s Valor Point upgrade blog post, that he refuses to upgrade, ever, and will probably not get raid invites because of that stance. This position baffles me, because, in my mind, if there’s an upgrade, you take it. And if you’re killing raid bosses, you’re earning VP, so you have the currency. So the upgrade is there. So you take it, if it’s the best option after taking into account cost per VP (and other factors). But everyone has a different perspective, I suppose.

I like the changes – although I must admit that I had reached the point where, when the mechanic was removed in 5.2, I didn’t mind at all. It’s nice to be in a situation where the decisions on what to buy with VP are a little more straightforward at the moment. But the mechanic works well with Blizzard’s current M.O., where the even numbered patches have almost all of the new gear, and the odd patches seem to have the upgrade mechanic, giving people something to spend their excess VP on. It works as a slight incremental nerf to content due to an added progressive buff to player power, and makes stat management a little more interesting for people like me who eat that kind of thing up.

I’ll be honest – I hadn’t really thought about Item Upgrades – or Patch 5.3 – at all, since Patch 5.2 dropped, until today. I will say, however, that it’s fun to see how Blizzard really is keeping its patch schedule a bit tighter than in times past, and to see what may be on the horizon. I’ll be watching for any hunter updates, as will many others.

Basically, I’m one of those guys who loves new news about what’s happening in WoW. I’m not alone, am I right?  :)

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Thanks for reading this blurb by Mushan at Mushan, Etc. Comments are welcome!


Patch 5.2 gear added to Ask Mr. Robot

The word came down this morning: Mr. Robot has mostly completed the gargantuan task of adding the 5.2 gear to his database.

What you see when you load your character into Ask Mr. Robot today

What you see when you load your character into Ask Mr. Robot today

This means that when 5.2 goes live – and every indication is that this will happen tomorrow – players will have access to detailed upgrade lists for every slot. Not only does this allow us to reforge the new gear as we add it, but it also means that we can judge which items are bigger upgrades when we decide how to spend valor points and bonus rolls.

For those who don’t know, by clicking on an item you wish to find upgrades for, a list is generated of all of the items in that slot that are pertinent, meaning all of the upgrades as well as some of the downgrades. On that list, there are three “Ranking” check boxes: None, Absolute, Relative. Checking “Absolute” sorts the list by the raw values of each item. On the other hand “Relative,” which is what I use 99.99% of the time, sorts the list by the value of each item relative to the rest of your current gear.

This is particularly useful when it comes to looking at the value of a tier piece over a non-tier piece. For example, a 502 Raid Finder T15 Helm probably lists as worse than a 522 non-tier VP helm on the “Absolute” list, but if you already have one piece of T15, the value of that LFR T15 helm could jump to be slightly or even significantly better than the VP one because of the tier bonus, and Mr. Robot’s “Relative” list reflects that.

At any rate, here’s another look from Mr. Robot, comparing the weapons available in 5.2, relative to the one I’ve got equipped currently:

5.2 weapons vs. LFR Taoren

5.2 weapons vs. LFR Taoren

As you can see, I’ve got a lot of work to do, although I can very easily remove the heroic 5.0 and 5.2 gear from my list by un-checking the boxes to the right of those items, since it is unlikely I will see any of those pieces, all things being equal. But that’s a personal thing – I am not the best hunter out there by a long shot, so it’s a practical way to clean up my lists.

- – -

Check out the link to Mr. Robot’s blog post - there is a ton of great information about the updated tools there. It’s really a very valuable resource, so I encourage anyone to play around with them!

There are many other great resources. Icy Veins is in the process of being updated. WoW Hunters Hall has a bunch of great 5.2 resources. MMO-Champion has a 5.2 compendium that is being updated all day today as things change. Warcraft Hunters Union and WoW Insider have a lot of great info as well. Take a look around – there’s a lot to sink your teeth into as we change over to new raids and new stories in 5.2. I’m excited!

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Thanks for reading this post by Mushan at Mushan Etc. Comments are welcome!


The wrong motivation

A while ago, I ranked on Feng-10N as a SV hunter.

I’m not going to deny it – it was awesome. It was particularly so because I was not expecting it to happen. It was the first time I had ever ranked, and you can only ever have that first time once.

Since then, I haven’t ranked on anything. For a short time, this caused me to wonder if my damage was going down, but it hasn’t been. There are just more guilds beating Feng – and therefore more hunters – and so I can’t seem to crack the top 200. Which is fine, because that’s not my motivation.

Ranking again would be cool. Killing more bosses would be way, way cooler.

However, last night something happened which caused me to consider doing something this weekend that, upon reflection, seems asinine.

What happened was that a player I know ranked ridiculously high on Imperial Vizier Zor’lok. When I heard about it, I checked WoL and found that this person – normally a situation-appropriate SV/BM hunter – ranked as MM.

It was an interesting temptation. My girlfriend said, rather flippantly, “I guess if you want to rank, go as MM.”

Yeah, I thought. I could spend a couple of days practicing, and then bring a new MM version of Mushan into Mogu’shan Vaults, etc. on Saturday night. Most people don’t play MM anyway, right? If I applied myself, I could probably get my name on a few of the charts. My heart was momentarily excited.

Then, within a few short moments, I came plummeting back down to earth and realized that that was probably one of the dumber ideas I had had in the past year or so.

Yes, maybe I could rank on a few fights. Maybe I could rank on Zor’lok, too.

But would we even kill him, if I fought him in MM spec?

- – -

As a guild, we’ve defeated Zor’lok three times. The last time he died, which was last Sunday, it was the closest we’ve had to a full guild run / our regular team. He’s still rough – we’re fine until the floor phase, and then it gets shaky. I’m playing as close to the top of my game as I can, trying to avoid damage and deal as much damage as possible myself. Everyone is the same – we’re all playing with lightning at our finger-tips, dancing around and fighting as well as we can, trying to kill him before he kills us.

Taking MM Mushan into a fight like that would be a bad thing for several reasons.

1. It’s a selfish, stupid f@%king reason to play a spec like that. For serious.

2. I’d like to play MM again someday, but I’ve played SV consistently for more than a year now, and even with the changes the spec/class has gone through, I’ve been constantly familiar with it – SV fits me as close to a glove as any spec could in this game right now. On the other hand, even the idea of playing MM seems foreign to me right now, and at this time I don’t necessarily think I really even want to play the spec.

3. Making my teammates work harder to kill any of the bosses – even the “easier” ones – goes against how I view my role in raids, ethically and even morally. And it’s almost certain that I would be less effective playing Marks than I am as SV.

4. Who really gives a crap if I rank on anything in 10N? Or on any fight? You don’t, do you? No, you don’t. None of the other hunters, whether they themselves rank or not, cares if I rank. My guildies really don’t care if I rank. Nobody cares if I rank.

I don’t even really care if I rank, to be honest.

5. Ranking as MM would feel hollow.

I know that BM is supposed to be the best spec, but SV is the best spec for me, and I bring my best “me” to my raid team when I’m playing SV.

And the truth is that most hunters are playing SV or BM, which is evidenced by things such as the fact that the threshold for ranking as MM on Zor’lok-10N, as of last night, was only 64,268 DPS(e) – a number that, as SV, I regularly top by a good 15-18K. The threshold for ranking as SV was 94,523 as of Sunday night, which is a full 47% higher than the MM threshold. There is an obvious disparity there – the true competition is in the SV/BM ranking charts. And so, really, I don’t even know that I would feel good at all if I managed to rank on anything as MM – as a “bigger fish in a relatively smaller pond” – particularly when taking into consideration the potential detriment that my inexperience with MM and my lack of usual performance could hurt my team.

So it turned out to be a pretty bad idea. Thankfully, I didn’t try it.

- – -

To those who love and excel at playing Marksmanship, I salute you. I would love to play MM and play it well, but right now I’m sticking with SV, rankings be damned. SV feels right, and it also feels like the right thing to do. Someday, I’m sure I’ll pick up MM and give it a whirl, but it will be for the love of the spec and the game, not because I want to try to faceroll* onto an ultimately meaningless rankings chart.

*Not saying I would definitely faceroll onto the MM charts – I’m just self-directing some sarcasm with that comment.

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Thanks for reading this (description of a thought process) by Mushan at Mushan, Etc. Comments are welcome!


My personal list of realistic short-term gear goals

My current boot upgrade options.

My current boot upgrade options – list generated at AskMrRobot.com.

Last night, missing two spots on our raid team, we put together a group of 30 (…) to down Sha of Anger. It was fun, getting people out of mind-control without all of the extra DPS, but we didn’t have too much trouble.

The bright spot of the night was that I was able to acquire the Tier 14 legs via bonus roll, which was awesome! I immediately upgraded them and reforged everything (the pants actually cleaned up my reforge, which I had been at odds with Mr. Robot about previously), and they’re good to go. It was a big upgrade, so that made me happy.

I’ve been thinking about possible upgrades quite a bit lately. The combination of my personal gear progression and our raid team’s slow raid progression has thinned out the list of possible upgrades I can reach for before 5.2 drops, so I decided to sit down and re-analyze what’s available and how likely it is that I can acquire better gear.

This post/list is completely self-serving, is not a guide or a BiS list, and is not a “complete” gear list. It’s just… something that I enjoy doing.

Current items are listed with ilvl and where I got them in parentheses; possible upgrades for each slot are below, with (ilvl), +relative upgrade value according to Mr. Robot, and comments on the value and the likelihood of  my acquisition of them.

Helm

Current: Hawkmaster’s Headguard (489; VP)

Crown of the Doomed Empress (496) – +499, good upgrade, better than Tier without another T14 piece, likely won’t kill Shek’zeer.

Yaungol Slayer’s Headguard (496, T14) – +344, slight upgrade without another tier piece, won’t kill Sha of Fear.

Realistic goal: none.

Neck

Current: Amulet of the Hidden Kings (489; Spirit Kings)

Pheromone Coated Choker (496) – +59, minimal upgrade, higher likelihood of dropping (Zor’lok).

Choker of Unleashed Storm (496) – +38, minuscule upgrade, drops from Blade Lord.

Realistic goal: either/both, although neither would be very impactful.

Shoulder

Current: Windwalker Spaulders (489; VP)

Wingslasher Pauldrons (496) – +327, Wind-Lord, unlikely to kill.

Yaungol Slayer’s Spaulders (496, T14) – +340, (more with another T14 piece), won’t kill Lei’Shi.

Waterborne Shoulderguards (496) – +505, Protectors, unlikely to kill.

Realistic goal: none.

Cloak

Current: Arrow Breaking Windcloak (489; Feng)

Legbreaker Greatcloak (496) – +77, Garalon, we may or may not kill it.

Realistic goal: none, really. Even if we kill Garalon, we won’t kill him very many times.

Chest

Current: Raiment of Blood and Bone (496; LW)

Yaungol Slayer’s Tunic (496, T14) – -544, likely won’t kill Shek’zeer. However, would be an upgrade with another T14 piece.

Realistic goal: none.

Wrist

Current: Stonemaw Armguards (489, Stone Guard)

Realistic goal: none, unless we kill Heroic Stone Guard several times.

Gloves

Current: Yaungol Slayer’s Gloves (496, courtesy of Sha of Anger)

Realistic goal: none.

Waist

Current: Fetters of Death (489, Gara’jal)

Shadowgrip Girdle (483) – +12, Sha of Fear LFR, not worth the bonus roll.

Chain of Flaming Arrows (496) – +296, VP/Revered with Shieldwall, small upgrade.

Ranger’s Chain of Unending Summer (496) – +393, won’t kill Lei Shi.

Shadowgrip Girdle (496) – +670, won’t kill Sha of Fear.

Realistic goal: Chain of Flaming Arrows, if I get to the point where I have enough VP and it’s my best upgrade, before something better becomes available in 5.2.

Legs

Current: Yaungol Slayer’s Legguards (496+8, courtesy of Sha of Anger)

Realistic goal: none.

Boots

Current:Treads of Ardent Antagonism (476, Claw of Anger quest reward)

Wildfire Worldwalkers (476) – +112, Feng LFR, not worth the bonus roll.

Wildfire Worldwalkers (489) – +751, Feng, I bonus roll these every week!

Odlaw’s Everwalkers (496) – +265, VP/Revered with Shieldwall, small upgrade.

Monstrous Stompers (483) – +543, Amber-Shaper LFR, good upgrade.

Monstrous Stompers (496) – +1166, unlikely to kill Amber-Shaper.

Realistic goal: Feng, you will give me boots! Absent that, I’d take the LFR 483s. I need boots.

Rings

Current: Seal of the Windreaver (489, quest reward from Klaxxi exalted); Anji’s Keepsake (489, VP).

Painful Thorned Ring (496) – +75-104, minimal upgrade, unlikely to kill Wind-Lord.

Regail’s Band of the Endless (496) – +323, unlikely to kill Protectors.

Signet of the Shieldwall (496) – +140, VP/Revered with Shieldwall, small upgrade.

Realistic goal: the Shieldwall ring, a long time from now, if I still need it.

Weapon

Current: Taoren, the Soul Burner (483+8, Sha-Touched with gem, Lei Shi LFR)

Fang Kung, Spark of Titans (489+8) – -52 with +8 upgrade, unlikely to kill Emperors many times but it’s not an upgrade.

Taoren, the Soul Burner (496+8, Sha-Touched with gem) – +1477 (+3201 with +8 upgrade), won’t kill Lei Shi.

Realistic goal: none.

Trinket

Current: Relic of Xuen (476+8, Darkmoon reward, BiS); Bottle of Infinite Stars (476, Elegon LFR)

Arrowflight Medallion (496) – +293, VP/Revered with Shieldwall, minimal upgrade for a trinket/for the VP cost.

Bottle of Infinite Stars (489+8) – +700 (or +1155 with +8 upgrade), unlikely to kill Elegon many times.

Terror in the Mists (496+8) – +749 (or 1266 with +8 upgrade), won’t kill Lei Shi.

Realistic goal: Bottle of Infinite Stars, if we can start getting Elegon to drop on a weekly basis.

- – -

If you read all of that – and you’re forgiven if you didn’t! – you can see that, based on how progression is going (very, very slowly), there isn’t much further for me to go, gear-wise, in Tier 14. I’ve needed boots for months now, and so I will faithfully use bonus rolls on Feng until he complies. The other major upgrade that might be attainable is Elegon’s trinket; we’ll have to see about that.

I’m still enjoying the slice of raiding that we get to do for now, but we’re going to be entering a period of urgency in 5.2. There is a strong collective desire to experience this new and historic raid content to its fullest, combined with the fact that one of our core members is facing a major life/career change that will end his time with WoW in about six months. With those things in mind, we may have some new personnel with us in 5.2 in order to make that happen.

In the meantime, I’ll be optimizing and gearing and playing as well as I can, in order to be ready when it’s time to assault the Throne of Thunder!

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Thanks for reading this post by Mushan at Mushan, Etc. Comments are welcome!


Please don’t. A rebuttal to “Please remove reforging”

Expertise. Yeah.

One of the topics that seemed to come up a few times in my reading during the past several weeks has been the idea that Hit Rating and Expertise Rating are essentially redundant – which Matthew Rossi wrote about in October at WoW Insider – and that there may be changes in the future around those two stats.

Of course, any commentary by a developer will bring out all kinds of internet people suggesting drastic changes and issuing ultimatums (for example, “if you don’t ________ I’m going to unsub for good” is a grossly-overused classic). Regarding this topic, “Please remove reforging” is one such sledgehammer-to-the-game suggestion, lifted from a twitter exchange on December 6th between Ghostcrawler and @HunterSalty. I picked it up by reading MMO Champion’s blue tweet highlights on December 28th.*

*Not sure why this came up over three weeks later on MMO-C’s blue tracker, but I digress…

Here is @HunterSalty’s tweet:

@Ghostcrawler @Saraphite Amen. Please remove reforging. Also eliminates need to go to external sites to tell you how exactly to reforge.

For the full exchange, click the link above to see how ping-pongy a conversation can go on Twitter… or, here’s me paraphrasing it:

@Saraphite says: Gemming, reforging, enchanting, upgrading is too much stuff to do.

@Ghostcrawler says: We agree. Back in the day, you wore what you got.

@HunterSalty says: Amen. Remove reforging, etc. (see above)

@Ghostcrawler says: Actually we like reforging except for hit and expertise.

@CM_Zarhym says: Actually, I look forward to getting new gear and reforging between stats and hit/expertise.

@Zarasz says: Many people enjoy it. If it’s not fun for you, don’t do it.

@Ghostcrawler says: Can you explain how reforging is fun? Many players use a spreadsheet to make those decisions.

PING pong. ping PONG.

It’s a real conversation, and yet it’s all over the place. Yes, all of that is too much. No, reforging is fine except for hit/exp. Wait, how do you find it fun?

Wait, Greg Street. “Fun” is a broad term. An extremely broad term. I suppose my answer to your question would be that, on a process level, I like the challenge and process of using what parts and pieces I have available in order to come up with the best possible stat combination for me. And on a meta level, I like that the freedom to do so is available. Is that good enough? I’m not so enamored with mathematical challenges that I feel the same feeling – exhilaration, or whatever – that I feel after a new boss kill; nor am I so in love with the look and feel of Mr. Robot’s website that I just can’t wait to go see if I can use it again. So it’s not fun in that sense. It’s interesting, and it provides satisfaction, and it’s currently a (somewhat passive) part of the recipe for betterment, so I like it from those standpoints. But no, I don’t think to myself, “It’s a beautiful day, I think I’ll go on a reforging binge” or something like that, like pet battles or PvP weekends or chain-running heroics with friends on our alts on New Years Eve.

Yeah, that’s what I did on New Years Eve. It was most definitely a lot of fun.

Anyway… when I started this article on Dec. 28, the GC “fun” tweet hadn’t been made yet, and my thought was “Thank God Ghostcrawler is smart enough to take the ‘absolutes’ that people tell him on Twitter as what they are – individual perspectives.” Now, however, I don’t know what the hell to think. At any rate, I started writing this post, and I intend to finish it, keeping in mind the nature of Twitter conversations and their inherent limitations.

The error of a personal absolute

I find it both amusing and tiring when I see people, both in-game and on the World Wide Webinator, get all upset about reforging. I’ve been thinking about this a lot over the past several days, and for me, it boils down to this: if you play competitively – that is, whether you PvP or raid or Brawl or extreme solo, etc. – you’re min-maxing anyway, shuffling gems and weighing enchant options and deciding which side-grade has slightly better stats for you and whether last tier’s 4-piece is better than this tier’s 2-piece. Reforging further allows you to squeeze as much power as possible from your set of items by refining your available stat pool to knife-edge perfection. And if you’re not playing competitively, then it matters quite a bit less, and you’re probably not working to maximize your output, because it doesn’t matter as much for quests and so on.

This is a generalization, of course.

However, so is “get rid of reforging” – it suggests a thorough hammer-smash treatment for a game feature that someone doesn’t like, even though that feature is something that many people find fun (O.o, see “fun” part above), interesting, and challenging. Reforging has been part of the game for more than two years now, and is as big of a component as gemming and enchanting and gear selection, more or less, to varying degrees.

We wore what dropped

I remember back in Wrath, when (for instance) I would get a new piece of gear that had Crit and Haste on it, and I would have to make a decision about whether to use it in place of something that had Hit and/or Expertise on it. Deciding either way could at times mean that I sat down with a piece of paper and made a diagram of each slot and its secondary stats and sockets, and figured out whether I could swap in enough Hit or Exp gems without losing too much Armor Pen, or whatever, and still have the piece be a DPS upgrade. Now, I didn’t necessarily dislike this process; in fact, stat management has long been one aspect of WoW that I’ve enjoyed over the years.

However, with the advent of reforging in 4.0.1, things changed quickly. It was like the stat world opened up, and a whole new realm of possibilities with it. Instead of building something with only big blocks and small blocks like before, you now had big blocks and small blocks and blocks that you could cut into two pieces so they would fit better, making for better optimization and giving players more choices when it came to setting up their gear.

If we wore what dropped, today

If reforging didn’t exist today, but everything else remained unchanged, the following circumstances would be real and brutal in my own WoW life:

1. My hunter would be way over the Hit cap, and way, way under the Expertise cap. I would subsequently be missing (dodged) a lot and hitting with less power, less frequently, with less chance to crit, due to all of the stat budget wasted on excess Hit Rating.

2. My prot warrior wouldn’t have a chance in hell of even approaching the soft Expertise cap, making active mitigation much more difficult due to the dodges and parries of even quest mobs, and his passive mitigation/avoidance stats would be extremely unbalanced (not enough Mastery and Parry, too much Dodge).

3. My mage would likewise be way under the Hit cap. See above.

Therefore, it’s safe to say that a reversion to reforging being non-existent would require massive changes that would approach the scale of the gear changes that took place in 4.0.1 and Cataclysm.

Possible required changes

(A tip of the hat to my friend Squido, who reminded me of some key points on this issue when I was discussing this post with him last night.)

If reforging were removed from the game, there would have to be big changes to gear, and perhaps to classes, in order to make things work. It’s easy to imagine that – taking for granted that, for instance, most (if not all) DPS specs need to be at either 7.5% Hit/7.5% Exp (physical) or 15% combined Hit/Exp (spell) – stat itemization would have to be adjusted fairly radically in order to ensure that players had a fair chance of meeting caps. And for tanks, there would have to be appropriate amounts of avoidance stats on gear…

Which leads us to an even greater issue: that of class individuality as it relates to both gear and stats. For example, as many people know, different tank specs prioritize different stats. Regarding secondary stats, my warrior prioritizes Hit/Exp to caps > Mastery > twice as much Parry as Dodge, in general. On the other hand, Squido’s paladin looks at stats very differently, with Haste, which is virtually worthless to prot warriors, having some benefit for prot pallies.

In order to make a non-reforging world work as well as a reforging one does, some combination of these changes might have to happen:

1. They homogenize role specs to the point where they value the same stats. “All Agility classes value Crit over Haste,” etc… I can’t imagine how wrong and how utterly boring that would be. That would be a big step in the wrong direction, in my opinion.

2. They make a lot more pieces of gear available from each boss, as well as from Valor Points, etc. in order to cover all of the statistical bases if they don’t homogenize similar role specs. That way, there’s a chance, however minuscule, that the perfect piece will drop for you. Then again, that means every boss will be a loot pinata with a loot table approaching the size of Sha of Anger’s or Argaloth’s or Archavon’s. How many people will have super pissy-fits in that type of situation, due to the fact that, while their piece drops off this boss, it never drops because there are so many things that it could drop that the common drop chance is diluted? I know, right?

3. They put less passive stats and a lot more gem slots on gear, so that each piece has some level of customization, so that those players that don’t get “the perfect piece” (and there will be a lot of those) can still add stats to make up any shortfalls dealt them by RNG while still allowing them to raid competitively.

4. Absent these things, they make bosses “easier” since hardly anyone will have the opportunity to optimize their gear. Or…

5. Absent these things and keeping bosses at current difficulty levels, there is less progression, leading to less raiders, more frustration among the player base, and, eventually, lower subscriber numbers, due to a massive design downgrade.

Ghostcrawler obviously understands this, and so it’s likely that whatever solution he and his team working on won’t be a knee-jerk, hammer-smash change that certain people in the Internet think will be just jolly-good-fine. At least, I hope that’s the case…

Choice

As a side note…

Contrary to the beliefs of some, reforging does allow for choice, even if that choice can be stunted by the need to meet caps for Hit and Expertise.

Jasyla has written about how she doesn’t max out her Spirit on her resto druid, preferring to enjoy the mana management game and concentrate on throughput, whereas many healers I know of are loading up on Spirit like going-out-of-business Twinkies.

Tanks can choose to maximize Hit and Exp to smooth out their mitigation rotations, or they can take a walk on the wild side and max out their passive mitigation stats and ride the spike-damage coaster.

Certain DPS classes can prioritize Crit over Haste, or Haste over Crit, with little difference in results but a big difference in playstyle.

So there is choice, within limits, and it’s not quite as contingent on that next gear drop like it was before.

“Eliminates the need to go to external sites…”

Let’s do a little Q&A…

Q: How many classes have best-in-slot gear lists and rotation/priority advice written about them on blogs and forums for each patch?

A: Come on, really? All of them. In spades.

So yes, if reforging were removed, people wouldn’t have to go to the Internet to reforge, logically. I’ll give you that. But they’d been going to blogs and forums and sims and podcasts for several years before reforging was available. WoW is a game where many people spend a lot of time on the game outside of the game, and it’s been that way for a long time. So it won’t stop if reforging is removed.

In fact, with reforging removed, gear lists – both their sizes and their viewership – would likely go through the roof, along with gemming strategies and other related topics, because of #2 in the above section on Possible required changes. So if there’s a “problem” with people going outside the game for information – which is, by this point, a time-honored tradition – then getting rid of reforging will certainly not “fix” it.

Closing

I just don’t see how reforging is so bad that it needs to be removed. I don’t think that most of the progression raiding/PvP playerbase thinks that way, either. Maybe I’m completely wrong. If so, then I’ll just be wrong.

There may indeed be changes on the distant horizon with regard to Hit and Expertise, and when the time comes, I’m interested to see how they solve their perceived issues with it. But I don’t think reforging is the problem. Hit and Expertise are the problem. (Edited for poorly used quotes, etc.)

I see reforging as a very valuable tool that’s preferable to what came before, and I also think that it helps to smooth out some of the RNG issues that, while still frustrating, can be mitigated to a certain extent through “stat-swapping.” I was happy when it arrived, and I don’t want to go back to when it wasn’t.

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Item Level Upgrades now viewable on the Armory

Good news!

I just noticed that Blizzard has implemented the update to the WoW Armory that allows you to see Item Upgrades on character profiles. I had just upgraded my second item tonight, and when I reloaded my armory page, I noticed that, while the ilvl next to the item is the original, the tooltip for an upgraded item shows what you see in-game after an upgrade.

This means that when you load your character into wowupgrade.com, any fully-upgraded items are moved to the bottom of the list, and the next highest upgrade is moved to the top. Additionally, we may see these features become automatic (as opposed to adjustable, as it is currently) at places like askmrrobot.com, making reforging very simple if using an in-game addon (or long-form math) is not your thing.

For those who don’t know, wowupgrade.com is a great resource that lists all of your upgradable gear in order from the highest impact to lowest. If you were ever not sure which item to put your Valor or Justice Points into, this can help – although you also want to take into consideration factors such as how soon you are likely to be getting a better piece of gear in that slot, so it’s not a one-stop answer machine. However, it’s still worth checking out!

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Item upgrades: the new progressive nerf?

I’ll admit that I haven’t had my ear as close to the ground as I should lately, as regards what others are talking about around the blogosphere and on forums and podcasts. I’ve been busy working and playing, and not as busy writing and reading… So perhaps this has been discussed already, and I’m just oblivious to it. If so, I apologize ahead of time.

However, I did read MMO-Champion’s summary of Ghostcrawler’s recent interview with the fine folks at All Things Azeroth, where he mentioned that current raids may not see a progressive nerf until after patch 5.2 drops. At the time, I simply read and filed that bit of information, but after processing it a little, it occurred to me that progressive nerfage is already beginning to happen, post-5.1.

Item upgrades with Valor Points

With the introduction of the Item Upgrade system in 5.1, players can theoretically continue to improve their gear for quite a while – even if they don’t continue to get new pieces of gear.

While there are certainly differences between MoP and previous expansions – with Valor gear from reputation, bonus loot rolls / LFR loot changes, and stuttered LFR releases – things were still progressing fairly normally pre-5.1, all things considered. Now, however, the shelf-life of your gear has been greatly lengthened by the ability to upgrade it – the people behind Ask Mr. Robot recently pointed out on their blog that it would take approximately 24 weeks to upgrade every slot once!

So what I’m thinking is that this is a subtle substitute for the regular and progressive nerfs that Blizzard has applied to raids over the past couple of years or so – or, if nothing else, it’s an experiment in doing so, in part anyway.

To illustrate…

Let’s look at an oversimplified example:

Let’s say that, in this completely made-up example, all of the normal raid encounters are very killable (or even easy), while all of the heroic encounters are really difficult, for an average-skilled and -geared raid team. The team decides to knock on the heroic door, but proceeds to get its collective skull crushed repeatedly and mercilessly by the first heroic bosses. Where there’s probably a skill gap, there are also elements of the fight that may be able to be overcome with better gear: damage and health.

In the past few years, Blizzard has solved that problem by a) progressively nerfing the boss encounters (Firelands, Dragon Soul) or b) progressively buffing the players (Icecrown Citadel). This serves to let fledgling raiders see the normal content, normal raiders see some heroic encounters, and heroic raiders perhaps get past a wall and maybe even achieve heroic end-boss kills, before the raid itself is no longer relevant content.

With the current system, Blizzard is slyly giving players opportunities to slowly but progressively buff themselves. It’s a more subtle process than the ICC buffs, and takes it down to the individual level with individual pieces of gear.

To get back to the example, perhaps the upgrade system is just what the average Example Team needs to make it through a particularly tough phase on their first heroic boss. They kill the boss, and then they can presumably kill that boss repeatedly, which leads to gear from that boss that increases the raid team’s collective power and can also be upgraded, allowing them to move forward through the instance over time.

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Whatever you call it – a boss nerf, a player buff – it’s basically the same thing. Player/team power vs. raid boss damage/health can be represented by a scale. The boss starts out with more power, while the players/teams usually start out over-matched. As players gain power (gear; not accounting for knowledge or experience), the scales start to move from “overwhelmingly in the boss’s favor” to “more evenly matched” at any particular skill level, increasing the likelihood that the team of players will prevail over the boss at some point.

This is not to sit on any side of the argument about whether raid nerfs are bad or good for the game. This kind of thing simply gets my mind working – I’m interested in certain aspects of how Blizzard designs this game. Reading Ghostcrawler’s comment sparked this idea in my head, so I thought I’d throw it out there to see what you think about it.

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On the procurement of epic weapons

WoWScrnShot_120912_120310

Soon-to-be-gemmed, Taoren the Soul Burner is mine!

When hunters who are gearing up for raiding take a look at any comprehensive list of / source for gear information, they can see many available upgrade options – even for epic items – for most slots.

For instance, if I look at a list of available rings, even with the Valor and Klaxxi-exalted rings (ilvl 489) equipped I have six possible non-heroic/non-elite upgrades. And when my second ring was still the Headless Horseman’s seal, there were more than twice as many options. This is true for most of the other slots: there are choices from Valor gear, reputation quest rewards, drops from Raid Finder and raids, BoE drops, crafted pieces (and better crafted pieces!), and as of patch 5.1 there are even possible drops from scenarios. Players have a wide variety of ways to put together a gear set.

However, when looking at the most difficult slot to fill in order to become Mystically Epic (or, more importantly, to improve your performance), getting a weapon can prove to be the toughest task, relatively. It has, hands down, the fewest epic options for hunters when compared with all of the other slots.

Non-raid weapons

For those who don’t / won’t / can’t raid or run LFR, the only epic drop is Klatith, Fangs of the Swarm. This ilvl 476 bow, which is itemized very well for hunters, unfortunately has but a minuscule chance to drop from Raigonn, the final boss in the Gate of the Setting Sun heroic dungeon. Before I got an epic weapon, I had begun to run this dungeon at least once per day in hopes of seeing this one drop, although I knew my chance was very low – back then (October), Wowhead put the drop chance at 0.02%, although when checking for the purposes of this article, that number has changed to 0.04%. Either way, with a drop rate under 1%, it can be extremely elusive, as you can imagine.

The only other non-raid epic available is Flintlocke’s Blasthammer, a sweet ilvl 476 483 gun with a killer name and stats to match. This item periodically shows up on the Black Market Auction House, which means that it can be difficult to attain due to RNG (is it there today?) and cost (potentially many tens of thousands of gold) and competition (how many people are bidding, how high will the bidding go, will I have the high bid) etc.

Other than those two relative rarities, if you’re looking to improve upon that Tempestuous Longbow or Firebelcher Hand Cannon or Amber Sprayer of Klaxxi’vess or Houndmaster’s Compound Crossbow you’re clutching, you have to jump into some type of raid – and you have to kill bosses that drop weapons, obviously.

Raid Finder drops

In Raid Finder, this means you have two options:

The Will of the Emperor loot table includes Fang Kung, Spark of Titans; also known as Generator of Songs that Stick in Your Head and Dealer of Badass Damage. This ilvl 476 bow, which has great secondary stats for hunters, doesn’t have a drop rate listed on Wowhead, but it’s a heck of a lot better than the drop rate of Klatith.

In Terrace of Endless Spring, Lei’Shi drops Taoren the Soul Burner. This ilvl 483 gun contains a “Sha-Touched socket” in which you can place a Crystalized Dread, adding +500 Agility to the weapon, once you’ve completed the first phase of the Wrathion legendary questline. This gun is a sizeable upgrade over all other Raid Finder-quality and lower weapons in the game right now.

Of course, these two items are the Raid Finder equivalents of normal-mode weapons of the same names, which are even better!

Bonus loot rolls

One factor that makes these two weapons interesting is the new bonus loot roll system in MoP. With up to three new roll chances available every week, prioritizing bosses which drop weapons over other bosses improves your chances to see one of these appear in your bag,

When I hit 90, I immediately got the 450 weapon from Arena of Annihilation. I soon replaced that with the heroic Houndmaster’s, and ran with that while I was attempting to get Klatith. However, I prioritized my bonus rolls for Elegon (trinket) and Will (Fang Kung) around that time, and soon won both.

Since Terrace became available in Raid Finder, I’ve prioritized Lei’Shi for bonus rolls, because I wanted Taoren. The week before last, I used all three rolls on her, to no avail. This past Friday, however, I was overjoyed to see Taoren float into my bag on my second kill/bonus roll of the week! I am now in possession of a weapon that will, once I get my final Sigil of Wisdom next week, provide me with some very satisfying damage for a while to come.

All of that to say this: If you want an epic weapon*, your best bet is to be both persistent in your running of Raid Finder and smart with your use of bonus rolls.

*Obviously, if you’re already killing these bosses on normal mode or better, you may already have a better weapon, in which case this may not apply to you. :D

Closing

Blizzard wanted to make epics feel more epic. In order to do this, they made epic weapons much more difficult to obtain than they have been in previous patches. This was a smart move, because, while the rest of the WoW world is just swimming in purple gear, the dearth of purple ranged weapons really whets your thirst if you can use one. As such, when you finally win one of these weapons, it feels awesome! And yes, RNG may make it a long, frustrating grind. But in general, I’ve found this to be the best way to get one of these – it’s worked for me twice now.

Good luck as you hunt for that next killer weapon!

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Thanks for reading this post by Mushan at Mushan, Etc. Comments are welcome!


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