The best warrior sheet can be found in the warrior discord. However we have a tool that will be coming out very soon that will solve issues like that for you. Stay tuned!
Posts made by Taladril
Topic Tuesday - Missing the forest for the AV's
PVP, What a Grind
There's a sickness that has spread on the more competitive servers. The quest for honor and ranking has turned one of the best aspects of the game - PVP, into one of the worst. It's a simple problem. With how the system is structured, AV is the most efficient honor grind. And since all servers on each region share queues there can't be a serverwide decision to control how honor is ground out or to cap it. With that situation everyone is stuck firmly inside the prisoner's dilemma. The grind is horrible and I don't see it getting better unless Blizzard changes the structure of the system or the balance of honor gained.
Unfortunately we are working against the player's modern outlook on the game - namely that everyone always will take the most efficient method to their goal, regardless of the fun factor. And the second modern outlook is the extreme quest for optimization, which I will go into here. Hopefully maybe I can try to convince some of you to relax, chill out a little and actually try to enjoy the game before you burn yourself out completely or have actual negative health effects because of how you did the honor grind.
Extreme Server Competition
Some servers, especially the more populated and competitive ones have extreme numbers involved in what is needed to push ranks. Obtaining rank 14 is an insane amount of work that seriously concerns me about what someone needs to do physically to make it happen (presuming they don't bot their way there). But setting 14 aside, ranks 13, 12, 11, or even 10 have crazy competition. It is way more than it ever was in Vanilla on any server. We are talking grinds 7 days a week for over half the day or even more. This isn't casual. It's not even hardcore. It's just nuts. Rank 10 isn't even that high but you still have to do that level of grind to get it? What???
Competition even for Mid Ranks
So let's talk about rank 10. The reason people go for it is because it unlocks the helm and shoulders for the blue pvp items. And well, some of those set bonuses are really good. Higher ranks unlocks different items which then gives more slot options for which pieces to use for optimizing sets. And it is especially true for warriors. Of course warriors are just sliiiightly competitive aren't they.
An optimized set will take advantage of the 2 piece bonus because that is a lot of AP to tap into. But all you need is 2 pieces. Do you really need rank 10 for the helm and shoulder options? For helm you are already going to be wearing Lionheart so rank 10 is only about the shoulders. Well let's compare.
Looking at an example set with PVP or BWL gear specifically for the slots in question, here's a gear set that doesn't use the PVP shoulders.
Up to Rank 8
And now lets see the set with shoulders that requires rank 10.
Requires Rank 10
So effectively because of the shoulders we can now juggle the Drake Talon Pauldrons over to Chromatic Boots. Here's the breakdown for stat difference:
Rank 8 --> Rank 10
- 14 AP
- 0.55% Crit
- 1% Hit
It's definitely an upgrade. How worth it is it to grind to get it? It's a personal question. But just keep in mind the crazy amount of time and mental energy you are going through for it. There's also a large opportunity cost too. You could be leveling alts which means more profession options. You could be grinding for gold for consumables. To me it's not worth it, but I don't do hardcore grinds like that for minimal return. For you it might be different. Don't get blinded by the absolute BIS of a situation and push yourself too far and hate the game and yourself by doing it. Just keep in mind the perspective of what you gain and how much effort it will take to get it. And don't ruin the game for yourself just to do it the absolutely most efficient way!
Paid Server Transfers are now LIVE!
Blizzard has announced that they will now allow paid server transfers for Classic realms.
- 90 day cooldown
- Gold transfer cap based on level
- Level 1-30: 100g
- Level 31-50: 500g
- Level 51-60: 2000g
- Players who are on PvE or RP realms cannot transfer to PvP or RPPvP realms.
To do a transfer you can launch the service by clicking on the Shop button on the Character Select screen.
Topic Tuesday - Blinded by BIS part 2
This is a continuation on the topic Blinded by BIS. See Part 1.
So we know that gear is important and everyone is shooting to get to BIS for each tier. It's a great goal and one that most won't get 100% on. Most people get to half or mostly BIS. Only a few will actually be fully BIS in every single slot. Until you are perfectly BIS you have to worry about adjusting your gear to match the stats that you currently have. Spreadsheets and gear tools are the biggest help here (we have one incoming very soon!).
Why BIS Items are so Important
There is a good reason why BIS is so important. Some slots lend themselves to being more valued than others, and also some items with their very specific stats cause them to be unusually important despite their relative lack of strength throughout the tiers. Often these items are ones with hit stats such as Truestrike Shoulders, Band of Accuria, Drake Fang Talisman, or the Devilsaur Armor set. As you can see these all provide 2% hit. Why is that so special? Well because now instead of trying to shoehorn in 2 items with 1% hit, now you can free up an entire item slot to have no hit instead. There are many many fantastic items that have very good itemization - but they don't have hit and it makes it challenging to utilize them as melee when you are working toward or floating around hit cap.
Some classes are more prone to problems with this than others. Warriors have a bit of an easier time because they have access to Lionheart Helm which just has unbelievable itemization especially for being available at the beginning of the game. Other items are arguably BIS but it is far more about their ranking as such than what they provide to the user's end stats. Hit (both melee and spell) is usually the stat most affecting builds and to a lesser extent crit. Other stats are mostly about the basic concept of more = better. Most items fall in the basic stat increase category which leads to the point of this article.
So here's where my discussion and frustrations come out. People are fixated on what is BIS. Often it is far more about what the piece of gear is than the benefit the gear provides. What am I talking about? How much DKP or convincing would a rogue go through to try to acquire Bloodfang Boots to upgrade from his Nightslayer Boots? Hopefully not a lot. Because the damage dealing stats compared to these two items is virtually identical. It's +6 str, -1 agi swing when looking at the pure dps stats. That is nothing!
Here's another example: every healer is drooling to be able to get Cauterizing Band but lets compare it to the previous BIS ring Fordring's Seal. Now it's better in every way. There's no question there but what exactly does it impart to your character's bottom line? +9 heal, +7 int, and +5 stam. This is pretty similar to having a libram enchant or not. The difference is minor and is hardly a make or break issue for a healer for topping meters. Giving a top healer Caut band is much more about the feel good than to the short term benefit of the raid.
Now of course the whole point of upgrades is that they aren't earth shattering. I get it. And to give lots of loot to lots of people slowly but surely increases the entire raid's strength. That's exactly the point. But my point is that these Best In Slot items generate a lot of drama. Who gets what first and how upgrades are dolled out is serious business that can literally rip guilds apart. and the upgrade value is not even worth squabbling about when looking at the big picture.
Patch 2.5: Battlegrounds, Elemental Invasions, and the Keyring coming Dec 10!
Patch 2.5 on Dec 10
Blizzard has announced more details of their newest Classic patch, set to drop with the reset on December 10. The highlights include:
Warsong Gulch and Alterac Valley
We will be able to queue up for these battlegrounds at their respective BG entrances as well as directly with the battlemasters in capital cities.
The battlegrounds are cross-realm with battlegroups based on your region. How this plays out will still have some questions as Oceanic and South American specific servers lists are very limited. Will these servers get rolled up into simply a West and East server group? Regardless it seems like PvE and PvP servers will commingle together.
We will now have elemental invasions taking place in Azeroth. Hopefully this will help some of the elemental material prices a bit!
Finally! we have our keyring. Bank slots rejoice! The keyring can hold up to 32 unique keys. Lets hope that the keybar addons will already have this working...
Future Paid Transfers?
Paid character transfers client support has been added in game. The feature is not available however Blizzard is hinting that this is coming. More info on that will come down the line.
Full patch notes
With scheduled weekly maintenance in each region, we will update WoW Classic to version 1.13.3, which includes several updates to the game. We will deploy this patch with weekly maintenance starting at 7:00 a.m. PST (10:00 a.m. EST) on Tuesday, December 10.
World of Warcraft Classic Version 1.13.3
The fields of battle are open, and the Alliance and Horde are set to clash over Warsong Gulch and Alterac Valley.
Warsong Gulch is a 10v10 game of capture-the-flag, with each faction attempting to carry their opponents’ flag all the way back to their own base, while preventing the opposition from doing the same. Players fight in level-ranges in Warsong Gulch: 10-19, 20-29, 30-39, 40-49, 50-59, and level 60.
Alterac Valley is a large 40v40 tug-of-war zone, with many quests, objectives, and areas of interest. All players at level 51 and higher are placed into a single level-range in this epic struggle, with rewards via reputation as well as quest rewards. Some Alterac Valley rewards are highly sought, such as Don Julio’s Band, Lei of the Lifegiver, and Ice Threaded Arrows/Bullets.
The Alliance entrance to Warsong Gulch is in Silverwing Grove in Ashenvale Forest, and the Horde entrance is near Mor’shan Base Camp in the northern Barrens. The Alliance and Horde entrances to Alterac Valley are in northern Hillsbrad Foothills. Both Warsong Gulch and Alterac Valley can also be entered by speaking with the appropriate battlemaster in your capital city.
Battlegrounds are cross-realm, which means you’ll fight alongside allies and against opponents from all of the realms in your region.
Across Kalimdor, Blazing, Thundering, Watery, and Whirling Invaders now occasionally appear in Un’goro Crater, Azshara, Winterspring, and Silithus respectively. The elementals appear to be seeing just how far into these territories they can penetrate before being beaten back by the forces of the Horde or the Alliance.
The key button in your micro menu now opens your Keyring, an additional bag for keys only, that scales up to hold 32 keys.
The lua API has been modified 1.7k to prevent some addons from using communications channels in ways that are contrary to the spirit of the game.
This patch includes client support for the Paid Character Transfer service, which may be enabled at a future date.
The World of Warcraft Classic executable file on your PC has been renamed.
RE: Arcane mage playstyle/viability
One thing I saw someone theorize is a mana regeneration technique with arcane. Now that we have classic test it out and fill us in. The idea is that you can pair an arcane missile set with a pyroblast. On private servers mana only ticked at the beginning of arcane missiles, and of course at the end of pyroblast. So the theory went that if you did them together then you actually get outside of the 5 second window for two to three ticks. I think they called it arcane weaving to give it a name. The question with it is: does arcane missiles pull the mana at the beginning or does the channeling have the rule kick in only at the end of the cast like other spells?
Topic Tuesday - Blinded by BIS part 1
This is one of those long lasting issues that was something I had blinders on for too long and it took some hard numbers for me to admit to the truth. With that short caveat let me explain what I'm talking about.
Everyone wants to be BIS
It's no secret that WoW is a game about gear. We might lie to ourselves and say that it's a social game and we do it for the PvP or the dungeons or the raids but the bottom of the line is, if you aren't getting new gear then it's a short path to no longer logging in. Stagnation in the game means people stop playing and the ultimate stagnation is when you have no gear to aspire to. So we all want to get the best gear possible which led to the idea of looking at what is the best item that can be obtained for your class for that slot, aka best in slot (BIS). Once you have that list of items, now you have a list of goals to achieve and people spend endless hours working on that list attempting to get to that point.
I myself have spent countless hours developing said lists and tools (soon tm) because I like to see upgrade options and enjoy exploring the odd items that Classic has in it. If you haven't seen them, here's the two I did for tanking.
Druid Tank BIS
BIS is not static
But in making these BIS lists I didn't and still don't like the idea of "BIS" as an all encompassing thing. There's too much variation in how buffs work and encounters from a basic standpoint to have a fixed list. Also and more importantly, BIS changes depending on what you have in your other slots. People's specific single BIS list is all well and good but it's tailored to itself. If you don't have every. single. piece. then there very well may be and are items that are actually better for you that you should know about. An easy example is hit. If you don't have hit cap or the items on the list that correspond to conveniently be exactly the hit cap you need, then your set isn't performing optimally.
If you want to be performing optimally you should take a smart approach to your gear and always look at how to optimize your set with what you have but also see it for what it is - a constantly moving answer depending on your encounter and setup. Only you can can know how long your guild takes to kill bosses, how much down time between pulls there is and the consumes needed to get the job done. These numbers will help you understand how to value stats like intellect for more burst mana needs vs pure Spell Power or even MP5. See the MP5 Topic Tuesday for more on that.
When you have a handle on your encounter you can start to make sense of the kinds of gear to shoot for. Don't stick with the set BIS list people show you. Explore what else is out there and what options you can look for that can adjust to your play style and your guild's raid style. At that point you will be in control of actually understanding what is BIS for yourself rather than copying what someone else says is best.
CWL Community Spotlights - Interviews at Blizzcon
Blizzcon a month out
Blizzcon is sadly turning into a bit of a faded memory. But while we were there we grabbed some fun interviews from a few of the Classic WoW fans that we found and hung out with. Since the con didn't have much in the way of Classic news we wanted to make sure that there's still some Classic content to enjoy. Everyone was happy to talk about the game and it was interesting to see the different interests and reactions to the game and what's next.
Quissy and Pastaface
Thanks to all of the interviews! It was so fun to meet and talk to you all at Blizzcon. We look forward to seeing you there next year.
Topic Tuesday - MP5 and HP5: the most useless or underrated stats in the game?
MP5 and HP5 are the worst
This is definitely a bit of a divisive topic. People (casters especially) scoff at the thought of MP5. "As long as you have enough mana to burn max rank of your spell for the whole fight, MP5 is useless!" And they aren't wrong. If you have the mana to not have to downrank spells for a given fight, then mana regeneration stats are indeed useless. Or at least for that snapshot it is true. HP5 is literally treated like the red headed stepchild of everyone's stat allocations.
Is it MP5 week or something?
I know Melderon just did another one of his excessively long vids about the minutia of WoW but I was thinking of writing this long before him! Regardless check the guide out because it is a great visualization for mana management.
Itemization rarity purposeful?
It doesn't help that these stats were almost unheard of on gear before the Dire Maul patch and even still you are hard pressed to find anything with HP5. They are stats that aren't suited to stacking - and that was very possibly purposeful. These stats are odd and break the cardinal rules of resource management: you don't gain back health in combat and you don't gain back mana when casting.
Imagine if you geared your character with hypothetical gear that was purely MP5 or HP5. And imagine that it was itemized in a way where you don't get a measly 5 or 8 per that you normally find. Imagine this or this in every slot. Useless? Hardly. You are potentially unkillable or have infinite mana.
This is peak performance, you just don't want to admit it
This was actually the theory I had as an aspiring priest back in vanilla before we had the optimization figured out. Screw +heal. What if I could get so much MP5 that I could just heal max rank whatever constantly instead. If you look at the options it is quite easy to see that you could get 100 or more MP5. At that point it really starts to add up. Over the course of a minute that is 1,200 mana! The problem of course is to get that itemization requires removing a lot of comparable +heal. Bummer. I think Blizzard knew how it could be used like this and so I think this is why these stats are hard to stack in bulk.
Not stackable so actually useless right?
The problem with these stats is they are very time dependent. You take the graph to infinity and the stat gives you infinite mana or health. Int gives 15 mana. Stam gives you 10. Deal with it cause that's all you will ever get. But MP5 and HP5 just keep ticking and ticking and ticking. In the short term? Yeah they are pretty garbage. 1 MP5 in one minute gives you 12 mana. It takes 75 seconds for 1 MP5 to equal 1 int for just the mana component, not to mention crit. And that doesn't even factor in Kings or Spirit of Zandalar. Worst case scenario it takes just under 95 seconds for 1 MP5 to be the same mana as 1 int. There's only a handful of fights throughout classic where the fight lasts longer than that.
I can tell you are lining up right now to focus on int instead of MP5. And for most of you it's probably the right plan. Tanks already completely ignore HP5 so there's not much to say. For 99% of the time I would generally agree. MP5 and definitely HP5 in how it's itemized is done so in a way that only roughly benefits the class. In the same way that crit for healers (except paladins) don't really matter that much because it's not dependable, MP5 is a nice stat to have but not the bread and butter that you focus on. So why even continue to talk about it? Well the thing that is interesting about it is that infinite scalability like I mentioned.
MP5 and HP5 for the extremely hardcore?
I'm not saying that this is the way people need to gear if they are trying to push the envelope but it might be interesting to investigate. The guilds that are speed running content do it in such a way that they don't stop to drink, eat, or do anything. It is a chain pull from start to finish. Casters rely on using mana pots to keep outputting maximum DPS and heals. If you truly don't have time to drink except for maybe one tick here or another there, then it begs the question: what is the fight length? I would think it very well might be the entire raid, not just each encounter as other guilds would see it.
So if you are now looking at, not 30 one minute fights but one 30 minute fight, the value of MP5 and HP5 just skyrocketed. These are the slow tick batteries that are the lifeblood of the situation these guilds face. The issue is the same as before with my early priest days - the itemization of these items is junk and hard to stack the way you want. But is it possible? Can you make it worth it? I'm not sure but I'm curious to see if some guilds might want to look into this.
The analysis of this would be to look at the complete picture of resources per player. How much mana do you have, how much can you gain from sipping the water here or there, how much do you get from MP5, and most importantly how much can you get from your Dark Runes and Major Mana Potion. Start to think of consumables as buffs that take a consumable slot and the picture is more clear. On average a Dark Runes gives you 1200 mana while a Major Mana Potion gives you 1800 mana. Both have a 2 minute cooldown. Translate those to MP5 and they are the equivalent of 50 MP5 and 75 MP5 respectively. Not as high as maybe you would have thought? That sure puts the Paladin Blessing of Wisdom with 33 untalented MP5 into perspective doesn't it?
Maybe not so horrible
In fact there is a lot of gear that maybe is getting sneered at a little more than it should. Take Robe of the Archmage for example. Sure it's BIS but people are so eager to upgrade from it and ignore the mana on use.
The mana gained from that you can translate to being the equivalent of 8.3 MP5! I know mages don't usually care about MP5 but that's not a small amount of MP5 when analyzing what the value of the gear actually is.
The bottom line as with everything is look at your raid situation, gear, and guild style and see what fits you best. On paper MP5 and HP5 are pretty underwhelming but they have their upsides when it comes to looking at longer fights. While you may be normally where you still don't run out of mana, if you do face that issue, look at these stats with a bit of a fresh perspective and hopefully it will help your optimization in your raid.