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Hand Me Downs: Shamans

I realize that my Hand Me Downs: A Poor Man’s Heirlooms post was a huge wall of text, so I’ve decided to do a breakdown of it so that it’s more useful to those who want try it out.

To do this, I’m going to do a breakdown of each class and show you which Hand Me Downs (HMD’s) I suggest using for the given class and spec. Most of this information is copied and pasted from the original post, but I’ve put in specifics related to the Warrior class and specs and hopefully given a bit more detail and direction for why I chose what I did.

General Concept
The basic idea of what I call “hand-me-downs” (or HMD’s) is that you’re taking items that can be passed from one toon to the next (so Common, White-quality items) and enhancing them to make them better. Enhancements that we’re going to talk about here come mostly from the Enchanting profession, though a few may also be found in Blacksmithing (counterweights, sheild spikes, etc), Leatherworking (armor kits), and Engineering (scopes).

The whole point here is to get low level gear that you can pass around to any alts that you ever roll to make them more powerful starting out. As Cynwise and I have proved through experiment in both PvE and PvP at low levels, it isn’t heirlooms that make your character so overpowered, it’s actually the enchants.

So if you’re trying to decide on which class to role, or what to go take one for a test drive for 10 levels or so before deciding whether or not to keep them, this is a great way to get a feel for how the class is going to play for you without putting in investment that’s going to be wasted. Since these items can be passed around due to their lack of binding, it’s not a big deal to roll a character, gain a few levels, scrap them and reroll another, and so on until you find a nice fit.

Elemental Weapons
We’re going to start off with weapons because they have more potential than armor for making your low level toons extra powerful. When you’re choosing a hand-me-down weapon, you need to consider which type you’re really looking for. For Melee weapons you’re interested in three things: damage, usefulness, and coolness.

WARNING! - Using your Shaman weapon buffs will bind non-bound gear to you. Meaning, if you cast Flametongue Weapon (or any of the others) on your HMD’s, they become bound to the character and can no longer be traded to your other toons. The only weapons that will not become soulbound when using your class’s weapon buffs are the actual BoA heirlooms.

Elemental and Restoration Weapons
Arcane Forged Mace: 2-5 Damage (1.7 DPS), 1.90 Speed
Arcane Forged Dirk: 1-4 Damage (1.7 DPS), 1.60 Speed
Mana Gathering Staff: 5-9 Damage (2.1 DPS), 3.20 Speed
Apprentice’s Staff: 3-5 Damage (1.3 DPS), 2.90 Speed

As I’ve said before, the Mace is the only weapon that every healing class in the game has in common, so the Mace is one of your best choices. However, the Dagger is the one weapon that can be shared across every type of spellcaster in the game, except for the Holy Paladin. If you only want to enchant a single caster HMD, then the dagger is the best option because both healers and DPS casters can use it save for the Paladin.

Any of these, or similar, weapons will work for you though you’ll want to keep in mind that as a Shaman caster you can take advantage of shields where most other casters cannot, so a one-hand is more useful to you overall than a staff.

Elemental Enchants
Enchant Weapon – Mighty Intellect: +22 Intellect
Enchant Weapon – Spell Power: +30 Spell Power
Enchant Weapon – Healing Power: +29 Spell Power
Enchant 2H Weapon – Major Intellect: +9 Intellect

In 3.5 the +30 SP was the go-to enchant for casters, but with the change to spell power Mighty Intellect has taken the lead. It’s also the cheapest of the three options which makes it that much more appealing. You don’t get quite as much spell power out of the deal, but you’re trading 7-8 SP for 330 mana which is more than worth it for low level casters in my opinion.

Enhancement Weapons
2H Broad Axe: [Lvl: -] 5-8 Damage (2.1 DPS), 3.10 Speed
2H Vile Fin Battle Axe: [Lvl: 4] 12-19 Damage (5.1 DPS), 3.10 Speed
2H Frostbit Staff: [Lvl: 5] 12-19 Damage (5.8 DPS), 2.70 Speed
1H Mace: [Lvl: 9] 8-17 Damage (6.5 DPS), 1.90 Speed
1H Left-Handed Brass Knuckles: [Lvl: 10] 6-13 Damage (7.0 DPS), 1.40 Speed
1H Right-Handed Brass Knuckles: [Lvl: 10] 6-13 Damage (7.0 DPS), 1.40 Speed

The best way for you to kill things when you roll a fresh Shaman is to just spam Lightning Bolt until your target is dead. You really don’t have anything else to help you along until Primal Strike at level 3, so you don’t necessarily need a melee HMD until then. If you want one anyway, then the Broad Axe is your choice for level 1+, while the Vile Fin Battle Axe or Frostbit Staff will work well for level 4-5 on.

Since a two-hander will work better than a one-hander in those early levels I’m not listing any one-hand options until the Mace at level 9. You can’t dual wield until level 10, but you can use a pair of Maces once you hit level 10. If you want to add a little flair to your low level toon you can go for the Brass Knuckles instead as very, very few players use fist weapons early in the game.

As I mentioned above, using your class’s weapon buffs (Flametongue Weapon) will bind your HMD’s to this character, so you don’t want to use them unless you don’t mind having to vendor the HMD’s when the Shaman gets high enough to stop using them.

If you’re going to go Enhancement, I suggest you pick up the Maces at level 9 and use them until you replace them with dungeon drops.

Enhancement Enchants
Enchant Weapon – Crusader: Proc: +100 Strength for 15 sec., heals you for 75-125 (x2 crit)
Enchant Weapon – Agility: +15 Agility
Enchant 2H Weapon – Agility: +25 Agility
Enchant Weapon – Fiery Weapon: Proc: +40 Fire damage (x2 crit)
Enchant Weapon – Lifestealing: Proc: Steals 30 health from the target (x2 crit)

Since the purpose of HMD’s is to be used at low level, you want to consider what kind of investment you’re really making. The best enchant for your class is Agility, but the best enchant for those low levels is technically Crusader. Since you don’t get Dual Wield until level 10 your best damage increase is going to come in the form of a two-handed weapon. You can put a +25 Agi enchant on it for a consistent +50 AP, or you can put Crusader on it for a fairly reliable +100 AP most of the time.

Note: Concerning Crusader, Fiery Weapon, and Lifestealing – these enchants all work off of a proc rate which ties directly to the weapon’s speed. The slower your weapon, the more often it will proc on a per-swing basis. The faster the weapon, the fewer times per-swing it will proc. The proc rate is based on a Procs Per Minute (PPM), so you won’t get any more procs each minute from a slow weapon than you would from a fast weapon, but the chance of a proc on each swing is higher if it’s slow.

It’s kind of confusing, so let me simplify it by saying this: Given the level range at which HMD’s are viable, the strength of classes, and the fragility of mobs, you’re better off using slow weapons rather than fast weapons when using proc-based enchants.

I haven’t decided yet which of those I honestly prefer more, so for now I’m using Crusader since I already have it. When it procs I know I have 12 seconds of one-shotting most mobs, so I go on a mini killing spree while it’s active and loot after the buff wears off. Between the two Agility enchants, you want a two-hander prior to level 10, and then two one-handers from 10 on, so if you can dual wield the +15 Agi (x2) is better than +25 Agi, but until then +25 > +15 (x1).

Fiery and Lifestealing are both great choices as well, with Fiery being the better of the two. I like that Fiery procs often lead to one-shots, but the higher you get in level the less impressive the enchant becomes. Lifestealing does at least have some scaling with your level, but it’s proc rate isn’t as high as Fiery so it doesn’t happen as often.

Shields
I really only suggest you even bother looking at shields if you’re going to go Elemental or Restoration. Enhancement is better served with a two-handed weapon prior to level 10 and then dual wielding from there on, so there’s never any room for a shield as Enhancement.

Shields
Large Round Shield: [Lvl: -] 171 Armor
Light Guard Shield: [Lvl: -] 116 Armor
Warrior’s Shield: [Lvl: 4] 278 Armor
Dull Heater Shield: [Lvl: 5] 307 Armor
Standard Issue Shield: [Lvl: 5] 307 Armor

Shields aren’t all that important prior to level 10 or 15, so you might want to consider doing another search that looks at higher level shields if you’re not going to use one right away. If you want one starting out though, the Large Round Shield is as good as it gets. While I do have a level 1 shield that I can pass around on my alts that use them, I wouldn’t really recommend that you bother with one below level 5 when the Standard Issue and Heater Shields become available. They give almost twice the armor value and it takes all of 15 minutes to reach level 5 without heirlooms so it’s not a big deal to wait. And the Standard Issue Shield is probably the coolest looking low level shield in the game, give or take a couple of the other options I have listed there.

Elemental and Restoration Shield Enchants
Enchant Shield – Vitality: Restore 4 health and mana every 5 seconds
Felsteel Shield Spike: Deals 26-38 damage when you block
Thorium Shield Spike: Deals 20-30 damage when you block
Mithril Shield Spike: Deals 16-20 damage when you block
Enchant Shield – Greater Stamina: +7 Stamina

This is actually a hard call to make. Elemental now gets Thunderstorm at level 10 which can negate the usefulness of a shield spike because most mobs won’t get to touch you before they’re dead. But, the shield spike provides a lot of extra damage for low level characters too. I haven’t been able to test these two out yet, so I’m going with my gut on the priority order here. I’m going to say that for Elemental you want Vitality over a shield spike, while Resto probably wants the additional damage from a shield spike rather than Vitality.

Armor
Armor isn’t nearly as important as your weapons because in the levels that you’ll use HMD’s you should not have very many issues with survivability, making the armor stat much less impressive than it really is. The main benefit that you’ll get from your HMD’s then is actually the enchants that you place on them. The best-in-slot items for both chest and leg slots (that can be used at level 1) are interestingly cloth items; Haliscan Jacket and Haliscan Pantaloons.

And since the whole point of HMD’s is to enchant them in order to make them more powerful than regular gear, we’re not going to bother making HMD’s that cannot benefit from enchants, or which benefit only a very small amount. So we’re not going to look at Belts, jewelry or trinkets.

Leather Armor Set
Chest: Haliscan Jacket: 90 Armor (Cloth), Sun Cured Vest: 33 Armor
Legs: Haliscan Pantaloons: 77 Armor, Black Tuxedo Pants: 54 Armor, Sun Cured Pants: 29 Armor
Waist: Squeeler’s Belt: 22 Armor, Sun Cured Belt: 18 Armor
Bracer: Sun Cured Bracers: 14 Armor
Gloves: Sun Cured Gloves: 20 Armor
Feet: Sun Cured Boots: 23 Armor
Back: Linen Cloak: 12 Armor

Above is the vendor bought Leather set from the Blood Elf starting area. For level 1 characters these do end up being the strongest items available to you, so I haven’t bothered listing items for other levels as armor upgrades really aren’t important for your first 20 levels unless you’re a tank.

The Haliscan Jacket and Pantaloons and the Tuxedo Pants easily beat out the best leather options at level 1, so they’re listed here as well even though they’re cloth. They also happen to have higher item levels than all of the other options, giving you the ability to put more worthwhile enchants on them as well.

Elemental and Restoration Chest Enchants
Enchant Chest – Exceptional Stats: +6 All Stats [ilvl 35+]
Enchant Chest – Greater Stats: +4 All Stats
Enchant Chest – Major Mana: +100 Mana
Enchant Chest – Stats: +3 All Stats
Enchant Chest – Restore Mana Prime: Restore 7 Mana every 5 seconds [ilvl 35+]

The best choice here is +6 Stats which gives you 90 Mana and 6 Spell Power, though it can only be placed on the Haliscan Jacket. The +4 and +3 Stats enchants are listed for the same reason, providing both spell power and mana. I like the +100 Mana more than +3 stats for Shaman HMD’s because while mana isn’t an issue in most cases I’m more likely to need the extra mana than I am a mere 3 points of spell power. Mana regen isn’t usually a huge issue, but if you run into mana problems then you might want to consider Restore Mana Prime.

Enhancement Chest Enchants
Enchant Chest – Exceptional Stats: +6 All Stats [ilvl 35+]
Enchant Chest – Greater Stats: +4 All Stats
Enchant Chest – Exceptional Health: +150 Health [ilvl 35+]
Enchant Chest – Stats: +3 All Stats
Enchant Chest – Major Health: +100 Health

We have basically the same situation for Enhancement, except the +X Stats enchants get much more beneficial. The +6 Stats for instance grants 18 Attack Power (6 Agi = 12 AP, 6 Str = 6 AP) as well as 6 Spell Power and 90 mana, all of which you’ll use. This is a great example of when being a hybrid is a good thing. Shamans do have a knack for being squishy in the early levels though, so +150 Health isn’t a bad idea either, if you have the Haliscan to put it on.

Elemental and restoration Bracer Enchants
Enchant Bracer – Healing Power: +15 Spell Power
Enchant Bracer – Greater Intellect: +7 Intellect
Enchant Bracer – Mana Regeneration: Restore 5 Mana every 5 seconds

I personally choose +15 SP for my bracer enchants, but the +7 Intellect enchant is a lot better now than it was before 4.0. You can either have 15 SP or you can have 7 SP and 105 Mana to go with it. It’s up to you really, I just like to have that extra level of power from the 15 SP for my personal taste.

I feel that the mp5 enchant is the weakest here, but it’s still a decent fit for a caster. You may consider it if you’re a healer, but I wouldn’t even look at it if you’re going for DPS unless you can’t find or can’t afford one of the others.

Enhancement Bracer Enchants
Enchant Bracer – Superior Strength: +9 Strength
Enchant Bracer – Superior Stamina: +9 Stamina
Enchant Bracer – Minor Agility: +1 Agility

I don’t know why in the world they gave us +9 to both Strength and Stamina, but not Agility. We don’t even have a +7, +5, or even +3 Agility; they just left us with the dinky +1. However, we do still get 1:1 AP from Strength, so the +9 Str enchant is your best bet here. If you’re feeling especially fragile then go ahead and reach for the +9 Stam instead, but you shouldn’t have many survivability problems in this level range.

Elemental and Restoration Glove Enchants
Enchant Gloves – Healing Power: +16 Spell Power
Enchant Gloves – Minor Haste: +10 Haste

Casters have a lot of really good options here. The generic enchant of choice is Healing Power for +16 SP to all of your spells. Unfortunately, most of our damage is Nature which doesn’t have it’s own “.. Power” enchant, so Healing Power is your best option. Haste can help you in a few situations, though mostly in your reduced cast times.

Enhancement Glove Enchants
Enchant Gloves – Superior Agility: +15 Agility
Enchant Gloves – Greater Agility: +7 Agility
Enchant Gloves – Greater Strength: +7 Strength

Gloves provide us one of the best enchants of all of our HMD’s with Superior Agility (+15 Agi). The +15 Agi enchant isn’t exactly easy to find though, because it’s not exactly easy to farm either. If you can’t find it, then look for the +7 Agi instead, or +7 Str if you can’t find either of the Agility enchants.

Leg Enchants
Light Armor Kit: +8 Armor to Chest, Legs, Hands or Feet
Medium Armor Kit: [Lvl: 5] +16 Armor to Chest, Legs, Hands or Feet

I’m going to go ahead and list these here just for the sake of completion. I don’t use HMD pants because of the fact that these are the only enchants you can put on them. A little extra armor never hurt anybody, but it never really helps for your low level toons either. Not when we’re talking about 8-16 points of it, at least. If you want to use them, then here they are.

Elemental and Restoration Boot Enchants
Enchant Boots – Minor Speed: +7% Run Speed
Enchant Boots – Lesser Accuracy: +5 Hit

Casters get the shaft on boot enchants, with nothing really standing out. I lean towards the speed increase for my personal use, but you might prefer the +5 Hit. Run Speed will help you quest and level faster, while Accuracy will help you kill faster, so the choice is yours.

Enhancement Boot Enchants
Enchant Boots – Greater Agility: +7 Agility
Enchant Boots – Minor Speed: +7% Run Speed
Enchant Boots – Lesser Accuracy: +5 Hit
Enchant Boots – Greater Stamina: +7 Stamina

While my personal choice for HMD boots is almost always Minor Speed, the +7 Agility is the best one for actually improving your performance. You can also get a lot of use out of the +5 Hit, especially once you can dual wield at level 10, so keep that one in mind. I only use the +7 Stamina enchant on my twinks, and even then I usually go for the run speed instead, but it’s there if you want it.

Cloak Enchants (All Specs)
Enchant Cloak – Stealth: +8 Agility, +8 Dodge
Enchant Cloak – Lesser Agility: +3 Agility
Enchant Cloak – Superior Defense: +70 Armor
Enchant Cloak – Subtlety: -2% Threat

The Stealth enchant has stepped up in 4.0.3a as the top enchant for Agility-based HMD’s. Rather than making it harder to be noticed while it stealth, it now gives you +8 Agility and +8 Dodge making it far superior to every other cloak enchant available on your HMD’s. The mats for it are also fairly inexpensive given how powerful this enchant it.

Elem/Resto may want to consider Subtlety if you’re going to be using the dungeon finder a lot. The Defense enchant is good for any spec as well, but it’s not all that great. Consider the +70 Armor if you’re going to do a lot of solo questing, and Subtlety if you’re doing a lot of LFG.

 
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Posted by on November 24, 2010 in Caster, Class, Guide, Hand Me Downs, Leveling, Melee, Play Styles, Shaman

 

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Hand Me Downs: Warlocks

I realize that my Hand Me Downs: A Poor Man’s Heirlooms post was a huge wall of text, so I’ve decided to do a breakdown of it so that it’s more useful to those who want try it out.

To do this, I’m going to do a breakdown of each class and show you which Hand Me Downs (HMD’s) I suggest using for the given class and spec. I was going to combine the Mages and Warlocks into a single post, but I considered that even though they’re both pure DPS classes and both wear the same gear (cloth), they don’t necessarily want the same enchants in every slot. So I’ve split them back up and we’ll move forward from here with the Warlock post.

Most of this information is copied and pasted from the original post, but I’ve put in specifics related to the Warlock class and specs and hopefully given a bit more detail and direction for why I chose what I did.
Turn the page to find out more…

 
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Posted by on November 19, 2010 in Caster, Class, Guide, Hand Me Downs, Leveling, Play Styles, Warlock

 

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Hand Me Downs: Mages

I realize that my Hand Me Downs: A Poor Man’s Heirlooms post was a huge wall of text, so I’ve decided to do a breakdown of it so that it’s more useful to those who want try it out.

To do this, I’m going to do a breakdown of each class and show you which Hand Me Downs (HMD’s) I suggest using for the given class and spec. I was going to combine the Mages and Warlocks into a single post, but I considered that even though they’re both pure DPS classes and both wear the same gear (cloth), they don’t necessarily want the same enchants in every slot. So I’ve split them back up and we’ll move forward from here with the Mage post.

Most of this information is copied and pasted from the original post, but I’ve put in specifics related to the Mage class and hopefully given a bit more detail and direction for why I chose what I did.

General Concept
The basic idea of what I call “hand-me-downs” (or HMD’s) is that you’re taking items that can be passed from one toon to the next (so Common, White-quality items) and enhancing them them to make them better. Enhancements that we’re going to talk about here come mostly from the Enchanting profession, though a few may also be found in Blacksmithing (counterweights, sheild spikes, etc), Leatherworking (armor kits), and Engineering (scopes).

The whole point here is to get low level gear that you can pass around to any alts that you ever roll to make them more powerful starting out. As Cynwise and I have proved through experiment in both PvE and PvP at low levels, it isn’t heirlooms that make your character so overpowered, it’s actually the enchants.

So if you’re trying to decide on which class to roll, or want to go take one for a test drive for 10 levels or so before deciding whether or not to keep them, this is a great way to get a feel for how the class is going to play for you without putting in a time investment that’s going to be wasted. Since these items can be passed around due to their lack of binding, it’s not a big deal to roll a character, gain a few levels, scrap them and reroll another, and so on until you find a nice fit.

Obtaining Your HMD Caster Weapons
Arcane Forged Shortsword: 3-6 Damage (1.7 DPS), 2.6 Speed
Mana Gathering Staff: 5-9 Damage (2.1 DPS), 3.20 Speed
Apprentice’s Staff: 3-5 Damage (1.3 DPS), 2.90 Speed
Arcane Forged Dirk: 1-4 Damage (1.7 DPS), 1.60 Speed

The first thing you need to decide when picking your caster weapon(s) is whether you want it to be one-handed or two-handed. The benefit of using a one-hand is that you can also equip off-hand items as you level, such as the books offered from the Inscription profession. The only real “benefit” of using a two-handed item as a HMD instead is that it can often look “cooler”. I like my casters to have a staff even though I know I can usually get better stats overall from a one-hand plus off-hand combo.

The benefit of a staff really is that the staff weapons almost always look cooler than the swords or daggers that you would use for a Mage HMD. You lose out on being able to use an off-hand item, and you get nothing in return save for the weapon’s looks. You also need to consider the fact that these enchants usually have a glow effect on them which will make a Dagger look like a lightbulb in your hand (not really, but pretty close). A sword can have a really cool effect with the right enchant, and a staff will have the primary end glow when enchanted. All in all I just tend to lean towards a staff, though a sword tends to look the best when enchanted.

The first option up there, Arcane Forged Shortsword, is the one that I recommend using for your Mage because it looks cool and because it’s one-handed. Since you’re a caster, it doesn’t make a bit of difference which one you choose as far as damage and speed are concerned, because it’s really just a source of stats for you via the enchant you place on it. I have four different staff weapons in my HMD collection, but I still prefer using the sword or dagger for the ability to make use of my off-hand. Despite my preference for a staff’s look, I’m a min/maxer at heart so I’m suggesting the sword.

Weapon Enchants
Enchant Weapon – Mighty Intellect: +22 Intellect
Enchant Weapon – Spell Power: +30 Spell Power
Enchant Weapon – Healing Power: +29 Spell Power
Enchant 2H Weapon – Major Intellect: +9 Intellect

In 3.5 the +30 SP was the go-to enchant for casters, but with the change to spell power Mighty Intellect has taken the lead. It’s also the cheapest of the three options which makes it that much more appealing. You don’t get quite as much spell power out of the deal, but you’re trading 7-8 SP for 330 mana which is more than worth it for low level casters in my opinion.

If you can’t afford (or find) those top three, then +9 Intellect should be both easy to find and cheap. It’s not nearly as good as the others, but it’s definitely better than nothing and 9 Spell Power and 135 Mana is still of great use to a low level toon.

Obtaining Your HMD Armor
Chest: Haliscan Jacket: 90 Armor
Festival Dress: 13 Armor
Simple Black Dress: 0 Armor
Bracer: Light Cloth Bracers: 9 Armor
Gloves: Light Cloth Gloves: 13 Armor
Feet: Dress Shoes: 9 Armor
Back: Linen Cloak: 12 Armor
*Waist: Light Cloth Belt: 12 Armor
*Legs: Haliscan Pantaloons: 77 Armor
Black Tuxedo Pants: 54 Armor

This is an example of a full gear set that I would suggest for your HMD’s. This particular set can be purchased form the Cloth Armor vendor in the Blood Elf starting zone, but there is a similar armor set that you can purchase in every starting zone that have the same stats.

There are a few armor pieces here that aren’t vendor purchases though, and those are the Chest and Legs. There I have the pieces that are actually above and beyond the norm, and they are all crafted by Tailors. The Haliscan Jacket and Simple Black Dress are both able to be equipped at level 1, but they both have item levels over 35 which means they can be enchanted with recipes from the Burning Crusade expansion where other items cannot. If you can afford one of them, then I suggest you do it. The Haliscan is a shirt rather than a robe, so if you like to look more like a caster then you may prefer to the Dress instead, despite the 90 Armor difference.

The Festival Dress is just a cool looking robe for you to wear at low levels, and since part of using HMD’s is looking cool I’m going to leave it up there. The Simple Black Dress might have a higher item level and be able to get better enchants on it, but it doesn’t look nearly as cool as the Festival Dress.

I marked the Legs and Waist items because neither of those slots can actually be enchanted with anything worthwhile for a low level toon (16 armor from an armor kit is blah). You can get some more armor out of them, but that’s it. I don’t consider it worth my time or my bank space to hold onto those items since they offer so little benefit. If you want a complete “set” of the armor, then go ahead and buy them, but otherwise ignore those two slots.

Chest Enchants
Enchant Chest – Exceptional Stats: +6 All Stats [ilvl 35+]
Enchant Chest – Greater Stats: +4 All Stats
Enchant Chest – Major Mana: +100 Mana
Enchant Chest – Stats: +3 All Stats

The enchants I have listed here are ranked by their power and usefulness as I see them. The best choice here is +6 Stats which gives you 90 Mana and 6 Spell Power, though it too can only be placed on the Haliscan Jacket or Simple Black Dress (from the list I gave you). The +4 Stats enchant gives you 4 Spell Power and also 60 mana, so I consider it better than just +100 Mana. The difference is only 40 mana which is typically only enough to cast one or two spells. The +3 Stats falls below the +100 Mana enchant for me for the very same reason, in that it’s only giving you 45 Mana, so the +3 Spell Power isn’t all that great.

We have the same situation with the Stats enchants here as we do above with the Melee enchants and for the same reasons. Again, I list the +100 Mana last here, but only because I consider it less valuable than the others. For casters, mana = damage so having more mana does essentially make you more powerful; just not directly. Despite it being last on my list, I tend to use it above all of the others for my personal HMD’s, because I like to have a ton of mana to work with and don’t mind sacrificing a few points of spell power for 100 extra mana.

Bracer Enchants
Enchant Bracer – Healing Power: +15 Spell Power
Enchant Bracer – Greater Intellect: +7 Intellect

I personally choose +15 SP for my bracer enchants, but the +7 Intellect enchant is a lot better than it used to be now that Int=SP. You can either have 15 Sp or you can have 7 SP and 105 Mana to go with it. It’s up to you really, I just like to have that extra level of power from the 15 SP for my personal taste. I don’t often run into mana issues on my Mages, but it’s also the class I’m most familiar with leveling and playing, so I know how to work with what I’ve got.

There are some other bracer enchants you might want to take a look at if you don’t like these or can’t find/afford them, but they shouldn’t be all that hard to come by.

Glove Enchants
Enchant Gloves – Healing Power: +16 Spell Power
Enchant Gloves – Fire Power: +20 Fire Spell Power
Enchant Gloves – Frost Power: +20 Frost Spell Power
Enchant Gloves – Minor Haste: +10 Haste

Casters have a lot of really good options here. The generic enchant of choice is Healing Power for +16 SP to all of your spells, but if you know your’e going to spec for a specific damage type then you can go ahead and grab it instead. If you’re going for a Fire spec, then get Fire Power, and if you’re going Frost spec then get Frost power.

If you’re not sure of your spec, then go with Healing Power. Also remember that the purpose of HMD’s is to pass them around on other toons, so they need to be reusable. For that reason, I personally go with +16 Spell Power rather than +20 to a specific type. Frost Mages are the only ones that will make decent use of Frost Power, while Fire Mages and Destro Locks can both use Fire Power.

The drawback of those top three enchants is that they’re all harder to come by than mots of the other enchants you’ll use for HMD’s because they’re found in old raids. The mats can be a bit pricey on some servers, but they aren’t as bad as some of the others.

The Minor Haste enchant is a very good choice and one I frequently use. I don’t prefer it for Mages (now that spell ranks are gone /sniffle), but it’s still a good option for them as well. For low level casting that 10 Haste equates to about 0.10 seconds off of your cast times.

Boot Enchants
Enchant Boots – Minor Speed: +7% Run Speed
Enchant Boots – Lesser Accuracy: +5 Hit

Casters get the shaft on boot enchants, with nothing really standing out. I lean towards the speed increase for my personal use, but you might prefer the +5 Hit. Run Speed will help you quest and level faster, while Accuracy will help you kill faster, so the choice is yours.

Caster Cloak Enchants
Enchant Cloak – Subtlety: -2% Threat
Enchant Cloak – Superior Defense: +70 Armor

The cloak enchants are even worst than the boot enchants, I’m afraid. If you’re going to do a lot of dungeon running then I definitely suggest you pick up a cloak with Subtlety on it for the threat reduction, because Mages are real good at laying down some good DPS, and reducing the chance of pulling those mobs to eat your face is a good thing.

If you’re not going to use LFG very much, then either go with the +70 Armor, or skip using an HMD cloak all together. We don’t get much benefit out of them when not running dungeons, so they’re not that important.

 
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Posted by on November 19, 2010 in Caster, Class, Guide, Hand Me Downs, Leveling, Mage, Play Styles

 

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Hand-Me-Downs: A Poor Man’s Heirlooms

With Cataclysm less than a month away and more changes sure to hit the classes and leveling processes, it’s kind of hard right now to dedicate the time to writing leveling guides because we know things are going to change again and that they’re going to change soon. While I have dedicated this blog to leveling, not all of the posts have to be specifically about leveling classes, right? (The correct answer here is “yes” just in case you were wondering.)

I’ve mentioned hand-me-downs before in some of my leveling guides and in my heirloom guides as well, but I haven’t really discussed them in particular just yet so that’s what I’m going to do today. Rather than how to level your characters we’re going to look at what kinds of gear you can give them to help enhance their performance without resorting to heirlooms. To some extent this is related to PvE twinking, but at the same time it’s really not. Granted, you’re making your character more powerful than they normally would be for their level, but we’re not looking for best in slot so much as coolest, or most interesting, in slot.

You can look at this post as a replacement for heirlooms, or an addition to them, or you can look at it as a way to have heirloom-like items on a server that you don’t have access to heirlooms on. In some ways it relates to Cynwise’s post against heirlooms, and in others it doesn’t. Think of them as sort of complimentary and yet contrasting at the same time…bah, just read it and decide for yourself.

I’ll start off by talking about what they are and then how to make them, and by “make” I mean “enchant”. I’m also going to give you a guideline for when to replace those items, which means sending them to your bank alt for storage until you roll another toon that can use them. And to wrap it up I’ll give you a list of several different items that you can get for all of your low level toons to use for their HMD’s.
Turn the page to find out more…

 
26 Comments

Posted by on November 18, 2010 in Caster, Guide, Hand Me Downs, Leveling, Melee, Play Styles

 

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