Archive for January, 2012

by Matthew Rossi

 

With the changes to the 1-to-60 game made with Cataclysm, it’s never been easier to level. While Mists of Pandaria is bringing a whole new talent system, the 1-to-60 game is most likely not going to see another revamp, so we’ll go forward assuming that getting to max level will take the same path. In order to discuss it, I went and rolled yet another warrior. It’s for science, people.

For people rolling a new warrior, be it an alt or a new main, there is one thing I like to keep in mind: Know how you intend to level. Whether you’re a new player or an old hand trying a warrior out, it’s really helpful to know what you intend to do to get to max level. Each talent specialization is viable for questing and PvP (player vs. player), for instance, but if you’re intending on tanking instances or flag running in WSG, protection is the clear winner. Arms may be the easiest to level, however, without the stress of tanking and fairly easy to gear up for.
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by Josh Myers

 

Those of you who played elemental at the start of Cataclysm may remember a time when mastery was as good as haste and balancing the two stats was ideal. With Firelands, mastery fell by the wayside. It was still a good stat, but it couldn’t compete with haste. Now that 4.3 has hit, we’re starting to see mastery coming back into the limelight. It’s like the Neil Patrick Harris of elemental stats — starts off strong, fades into the background for 10 years (or five months), and comes back to outshine everything around it.

In a new post over at Totemspot, Binkenstein gets into some of the reasons for mastery’s triumphant return. First, though, we have to look at haste. As Binkenstein points out, haste works differently for elemental shaman than it does for most DoT classes. For DoT classes, haste is valuable up to a specific break point, which is the point where the DoT gains a new tick. For example, fire mages this patch are generally gearing to get 2,005 haste, which is the point where Combustion gains a 13th tick.
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by Matt Walsh

 

Last time, we talked about what you needed to know to prepare for the dawning of the Hour of Twilight. Now let’s talk about what shiny new purples you can expect to rip from the still-warm carcasses that will lie in your wake as your cut a swath through the new content.

Our itemization goals haven’t changed since 4.2. Mastery is still king, and threat stats are still to be avoided. In the list below, I didn’t list the gear in any particular order, so don’t expect the top choice to be the best. Indeed, the best piece will depend on how much mastery you have and thus how close you are to block cap.

Generally, the rule of thumb to follow when trying to decide what pieces are best is that mastery/avoidance pieces provide the most combat table coverage (and thus the most survivability), followed by mastery/threat pieces (with the threat stat reforged to avoidance), followed by avoidance/avoidance pieces, followed by avoidance/threat pieces. If a piece doesn’t have mastery and you’re seeking the One Stat to Rule Them All, reforge the higher number to mastery — even if it’s dodge or parry.

As always, I recommend using my CTC calculator spreadsheet (I really can’t pimp that enough) to properly evaluate each piece in relation to your current load-out and to confirm that an upgrade is most certainly an upgrade.
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by Anne Stickney

 

While you’re blazing your way through the Sunwell Plateau, don’t forget about the other items you can nab along the way. In addition to the gear and items that drop in the raid, bosses drop Sunmotes, which can be traded along with various loot drops in Sunwell Plateau for other loot items. To trade these items, look for the NPC Yrma aboard the boat in Sunwell Harbor.

In addition, there is also plenty of unique-looking gear on Smith Hauthaa over in the armory section of the Isle. Unlike the other gear to be found on the Isle, everything that Hauthaa has can be purchased for justice points rather than fished out of an instance. If you’ve got a glut of justice points, it may be worth it to check out Hauthaa’s wares and see if there’s anything that catches your eye for transmogrification.
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by Chase Christian

 

The introduction of the Raid Finder is one of the biggest features in patch 4.3, and so far it has been everything that we could ask for and more. The queues have been quick, the bosses are tuned just right for the demographic, and the rewards are potent enough to keep the system running. Anyone with decent gear can queue up for a raid, gaining valuable experience and gear. I think the new system is perfect for allowing new raiders to get their feet wet, preparing them for what lies ahead.

Even as a pure DPS class, the Raid Finder queues haven’t been too bad for rogues. Between my own experience and the word on the street, queue times are between 15 and 30 minutes, and groups are mostly competent. To a class that’s historically had problems finding a spot in a raid group, the Raid Finder looks like our new best friend. The only bummer is that we can’t start or progress in our legendary quest line in the Raid Finder. In order to maximize our random group’s chance for success, we need to be prepared to do our best.

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by Matt Low

 

Ready for a trip back into the Eye of Eternity? Oh, don’t worry, you’ll get your chance to reminisce. This week, we’re going to look at the next two bosses within the Dragon Soul raid instance. Some movement will be required — hope you have your running shoes equipped. Last thing you want happen is to complain to your raid leader that your feet are in pain.

Yor’sahj is one of the bosses that some raid groups may have some difficulty with. I know that green and red slimes up can be the hardest combination to deal with. We’ll go over how to handle those. … Could always ask Greatfather Winter for a hand! I’m sure he’d be happy to help with some brand new raid loot.
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