warlords-of-draenor-gear-changes

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  • Tertiary stats and that pesky bag space problem

    by 
    Allison Robert
    Allison Robert
    02.05.2014

    I think it was really nice of Blizzard to cook up a way to fix our bag space problem with the toy box and primary stat conversion. Recognizing this, I propose a way to make it even worse. I'll start with a story. There was a brief period on the Mists of Pandaria beta where the combination of the feral 4-piece PvP bonus, the Feline Swiftness talent, and a run speed enchant resulted in the glory that was the 132% speed bear. I could run around the first boss' room in Stormstout kiting a howling pack of monkeys before the DPS even made it up the stairs, and zooming around Pandaria's countryside was equally fun. Run speed's value was obvious and it was a bummer when the PvP bonus no longer stacked with Feline Swiftness. So now that run speed, cleave, and "multistrike" are on the table as randomly-generated tertiary stats to be found (if rarely) on gear, I'll be blunt: I want enough cleave while healing that my Rejuvenation will hit, if possible, the people in local hospitals. I want enough cleave while tanking that Thrash will run out of targets in the game, physically reach through the computer and smack the people who don't read raid chat instructions in LFR. I want enough run speed that I can cap the Warsong Gulch flag before the match even starts, triggering a singularity that will cause time to fold in on itself. Here's the rub. Knowing that tertiary stats are going to be completely random and also rare, the only way I can stack any of them to a useful level is to hoard whatever pieces I can find and create specialized sets for them. It'll be great to free up all the bag space currently devoted to our offspec gear, but how long will those bags stay empty with the siren call of a "speed set" or a "cleave set?"

  • Potentials and pitfalls of Warlords of Draenor's proposed gearing system

    by 
    Sarah Pine
    Sarah Pine
    12.11.2013

    Not long ago Blizzard posted a long and detailed post about the gearing system that they are planning on implementing in Warlords of Draenor. Many aspects of it represent significant departures from what we're currently familiar with, particularly the ability of primary stats to morph with class and spec, the removal of spirit from all but non-armor pieces, and the addition of the randomized tertiary stat system (along with chances for sockets and a higher ilevel). As a result, there has been a lot of discussion, speculation, and debate about how the new system will work, and ways in which it may or may not be an improvement over the status quo. I personally am excited for the new gearing system, and I'm eager to see how it will work out. I think there's a great deal of potential in it. While we can probably envision endless possibilities as to how the new system will affect gameplay, two major aspects of the change jump out at me in particular: It's extremely friendly to hybrids It's extremely unfriendly to min-max optimization The latter refers to the fact that whether the gear has a socket, a tertiary stat, or a higher ilevel is determined by chance and there is no guarantee that a given piece of gear will have any of those things. I think there are both good and bad sides to be had here, so let's look at them in a bit more depth.

  • Warlords of Draenor's gear system and spirit as a secondary stat

    by 
    Olivia Grace
    Olivia Grace
    11.20.2013

    There has been some discussion recently, on Twitter, between Lead Systems Designer Greg "Ghostcrawler" Street and several players about some elements of the new gearing system, and how it applies to healers. First up, I feel like, before we get into the specifics, I should quickly wrap up how the new system will work. You won't understand the rest of the article without this knowledge, so let's rattle through it. The new gearing system works as follows: A piece drops. It is plate, mail, cloth or leather. It has crit and haste as secondary stats. Its primary stat will change according to your spec, so if you're a caster it will be intellect, melee DPS could be strength or agility and so on. As you change spec, the primary stat changes with you. The secondary stats (in this example, crit and haste) will not change. There may also be tertiary stats on gear, such as +run speed, or -durability damage.