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New Heirlooms in 5.2?

The PTR has once again revealed the possibility of new heirlooms. For the last couple of years there have been heirloom rings that were datamined out of the PTR, but we still haven’t seen them in-game. The legs showed up at the same time as the rings, and we have had those for a while now but who knows whether these new items will really be available or not, and if so then when?

When and if these new heirlooms do become available, I will update my existing guide, or write a new one to make sure that all of your heirloom needs are covered from which ones you need or want for which class, to which enchants you’ll want to put on them as well. Until they are confirmed to be in the actual patch, I’ll just stick with this guide to give you an idea of what’s there.

This post will show you all of the new heirlooms that were found in the 5.2 patch, and compare them to their existing items so that you can see how they compare and whether or not they might be on your list of things to do once they go live.

[Update: I found a blue post yesterday that confirms that these new upgraded heirlooms will in fact be in the 5.2 patch, as well as the new shields and off-hand item. The price for the upgraded versions of the heirlooms is the same as the current version of the heirloom plus you have to turn in that old heirloom. So, if you want a level 85 heirloom, they basically cost twice as much as the original because you have to turn in a copy of the original in order to get it.]

Turn the page to find out more…

 
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Posted by on December 27, 2012 in Guide, Heirlooms, World of Warcraft

 

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MoP Heirloom Legs

When you don’t pay attention to patch notes or explore the game as much as you should, you miss out on things like the fact that heirloom legs have been added to the game!

I will get these added into the primary heirloom guide soon, after I have time to make sure they haven’t slipped in any other heirlooms that I just haven’t noticed yet. We’ve known for quite a while now that there are a number of heirloom rings that have been data mined at the same time the legs first were, so I’m going to make sure those are not included before I edit the original guide. But until that time, here’s your guide for leg armor.

New Heirloom Legs
These heirlooms are going to cost you roughly 1,750g each. I don’t have a character that is Exhalted with a guild right now since I haven’t played in forever, so I can’t confirm the exact costs for those of you who get high enough to get the maximum discount. However, it’s pretty safe to assume they’ll cost you somewhere around 1,500-1,750g. I know gold is easier to come by these days than it used to be, but for those of you who will need to put forth a real effort to save up the gold, there you have it. The requirement to purchase them is Honored reputation with your guild.

You purchase these heirlooms from the guild vendor (I believe), and they require your guild to have gotten the “Working Better As a Team” achievement which is getting every profession leveled up to 600 skill level, which won’t be possible until MoP launches. But, that doesn’t mean you can’t start planning today, right?

These heirlooms are good all the way up to level 85, so we’re sticking with the Cap – 5 thing we’ve been seeing since the introduction of heirlooms. As you look at the table below, note that the stats you see here on my blog are the stats as they appear in-game on a level 85 character. The stats on Wowhead are significantly higher than the in-game version, as is the case with the new Monk staff. So don’t look at the stats there and think they’re mindblowingly great, stick to the numbers you see here or what you see for yourself in the game.

ITEM NAME TYPE STATS
Burnished Legplates of Might Plate +267 Str, +401 Stam, +191 Parry, +156 Hit, +10% Exp
Polished Legplates of Valor Plate +267 Str, +401 Stam, +178 Crit, +178 Expertise, +10% Exp
Tarnished Leggings of Destruction Mail +267 Agi, +401 Stam, +178 Crit, +178 Haste, +10% Exp
Mystical Kilt of Elements Mail +401 Stam, +267 Int, +178 Spirit, +178 Crit, +10% Exp
Stained Shadowcraft Pants Leather +267 Agi, +401 Stam, +178 Crit, +178 Haste, +10% Exp
Preened Wildfeather Leggings Leather +401 Stam, +267 Int, +178 Spirit, +178 Crit, +10% Exp
Tattered Dreadmist Leggings Cloth +401 Stam, +267 Int, +178 Crit, +178 Haste, +10% Exp

As you can see, we have Plate legs for both Tanks and DPS but still nothing new for plate casters. We also have Mail legs for both Melee DPS and Caster DPS as well as Heals. Leather legs cover the DPS and Heals well, though there’s nothing particularly tanky available for the Monks and Druid out there. You’ll get by just fine without a tanking stat for your leather legs, but for the sake of covering all the bases there it is. Cloth naturally only has one leg choice and it follows the same pattern we’ve seen with all of the other heirloom armor up to this point, meaning that all of the cloth casters have a piece to turn to but the gear has stats for DPS more so than healers as there is no Spirit available.

Enchanting Heirloom Legs
I’m going to hold off on posting the enchants right now because even though there are a lot of leg enchants that appear to be available for these heirlooms, some of them do have item level requirements that don’t show up on their tooltips. That being the case, I’m going to try to do some more in-depth research on the leg enchants before I go ahead and post the information. Unfortunately, I don’t know of a good place to find the information on those hidden tooltips, so I’m going to have to either experiment in game or find another source online.

For now, just know that your only low level options offer a nearly worthless amount of bonus Armor rating which is decent if you’re going to have a low level twink but otherwise a waste of materials. The higher level enchants offer much better stats, but the drawback of their stats not being in effect until you reach a higher level. So do you want good stats for 25 levels, or do you want crappy stats for all 85? That’s up to you, but I’ll take the good stats for 25.

Collecting More Information
If any of you happens to know specifically of any of the enchants that have hidden item level requirements, I would appreciate the help cutting down the list.

 
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Posted by on September 11, 2012 in World of Warcraft

 

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Monk Heirlooms

With the beta invites being sent out by the hundreds of thousands and the expansion drawing ever closer to going live, I think it’s time to start getting plans for heirlooms in motion.

I know a lot of people will not want to use heirlooms on their monks, especially since the class and expansion are going to be brand new, but I also know that there are a lot of people who really don’t like the leveling process at all who are going to make use of every heirloom they can get their hands on. And you can’t forget the twinks, of course.

This guide is written for those of you who do want to use heirlooms on your Monks, and would like a little direction in which purchases to make, and which enchants to use on them if you feel like maximizing your leveling potential.

As you continue reading, please keep in mind that this guide is aimed strictly at showing you which heirlooms are you best option among the heirloom gear; I am not necessarily saying that you should use these heirlooms exclusively and ignore all other gear. For example, I would never use the Dread Pirate Ring unless I really wanted to level a character quickly because it offers only secondary stats and an experience bonus. I would much rather use rings that provide a bonus to my primary stats that I know I’m going to use. As a guide that covers heirlooms though, I’m going over every slot for which heirlooms exist to say, “if you’re going to use an heirloom in this slot, then this is the one you want.”
Turn the page to find out more…

 
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Posted by on April 9, 2012 in Guide, Monk, World of Warcraft

 

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BoA Warrior Leveling: Prot DPS 1-29

If you’ve read my blog for a while, or especially if you follow me on Twitter, then you’ll know that I have a long standing hatred for this class. Why do I hate Warriors? Because I (used to) suck at playing Warriors. Of all the different resource mechanics in WoW, Rage is the one that I hate the most and I could never grasp how to use it.

I don’t like starting with nothing, building my way up, and then having it all bleed out of me again when I’m done. It’s like building a sandcastle on the beach even though you know that wave’s going to come in any second now and completely destroy everything you just built.

Those people are you, the Warrior. That shapeless mound of sand in front of you was your full Rage bar, but your Rage just got owned by the Wave of Inactivity. If you’re not either taking or receiving damage, then you don’t have Rage. You, the player, might have rage at your character’s lack of Rage, but that won’t get you anywhere.

How do you fight a wave? With a big, friggin’ axe and the light of the Crusaders flowing through your veins, that’s how.

By using BoA weapons and taking advantage of the Enchanting profession of my main character, I’ve turned a class that I hate playing into one of the most enjoyable leveling experiences I’ve had in a long time. Interestingly enough, I also did it by using the traditional tanking tree as a DPS tree because of the way that it plays.

What Is a BoA Warrior?
When I’m talking about a BoA Warrior, I’m talking about a PvE Twink; a character that has very powerful gear for their level so that they’re able to achieve more than a player with normal gear for their level and situation. BoA of course refers specifically to heirloom gear which is part of that powerful gear that we’re giving them. It’s not just the gear by itself though, we’re also going to enchant that gear with the best enchants we can find for it and we may even throw in some extra buffs via potions and scrolls if we’re feeling especially power hungry.

As I said, I don’t like leveling Warriors because I think Rage sucks and I hate having to deal with it. When you power your Warrior above and beyond his level though, Rage isn’t an issue. With a normal Warrior just getting the gear that drops for me or that I start with, I want to hoard my Rage and never let it go. With a PvE twinked Warrior though I can go from empty to full in about 5 seconds, so I don’t mind unloading on a single mob because I know the one standing just a few yards away will fill me back up.

I’m using the term “twink” here which typically makes people who aren’t PvP-friendly cringe a bit. I’m not talking about doing full PvP twinking here though where you’re farming the AH for rare blues and leveling engineering for goggles, because we’re not looking for very specific gear for every single slot. A PvE twink is going to level, not stick to a certain level cap like a PvP twink, so we’re only looking at getting the best gear for certain key areas.

Necessary Gear
If you’re going to roll a BoA Warrior, then you need to know which items you’ll need and which enchants you need to put on them. If you want to look at basic enchanting for BoA items in general, or ones that aren’t Warrior-specific, then I’ll point you to my Enchanting Heirlooms post for details. But for now, we’re talking about specifics for your BoA Warrior.

Weapons
Bloodied Arcanite Reaper: (two-hand) Strength, Stamina, Crit
Venerable Mass of McGowan: (one-hand) Agility, Stamina, Crit, Attack Power
Enchants: Crusader

Charmed Ancient Bone Bow: (ranged) Hit, Crit, Attack Power

The best way to generate a lot of rage is to deal a lot of damage. To do that, you’ll want a big weapon with which to bash mobs in the face. For this build and this play style, Crusader is the only enchant worth considering. Fiery Weapon may help you burn through mobs really fast in your first 10-15 levels, but Crusader not only procs for 200 Attack Power (100 Str), it also heals you. This build is going to be chain pulling mobs with a DPS spec from level 8 on, so that heal is extra helpful.

We don’t care about the enchant to our ranged weapon because we’re rarely (if ever) going to use the thing. We’re just interested in the stats that it gives us.

Armor
Polished Breastplate of Valor: Strength, Stamina, Crit, +10% Experience
Enchants: Greater Stats +4 All stats

Strengthened Stockade Pauldrons: Strength, Stamina, Resilience, +10% Experience
Enchants: Greater Inscription of the Gladiator 30 Stam, 15 Resil

Dread Pirate Ring: Stamina, Hit, Crit, +5% Experience
Enchants: Assault: +40 Attack Power

We do want health, but we’re not obsessed with it above all others. Because of that we want +4 Stats over +100 Health on our chest. In this case it’s better to get a decent amount of health and attack power from one enchant than just straight health.

The shoulder enchants aren’t super important because you’ll have to be at least level 70 before you can even benefit from them. I’m going to recommend the PvP enchant that costs 10,000 Honor because it’s easy to get, very helpful (once you can use it), and it’s the best option you’ve got until you hit level 80 or become an Inscriptionist.

If you have the ring, and you want to enchant it, then Assault is the one that you want. The ring is great if you have it, but don’t worry about it if you don’t. I don’t have one and I’m doing just fine.

Trinkets
Swift Hand of Justice: Haste, Heal per kill

There’s only one trinket worth considering here, and you want two of them if you can get them. The haste is great because we’re dealing with a big, slow weapon here. The faster we swing it, the more death and destruction we can leave behind. The real reason we’re using these though is the heal. Every time you kill something that rewards honor or experience you’ll heal yourself for 2% of your total health. If you’re using two of them, then you get 4% of your total health. Yes, the pair of these stack.

Extra Gear: Optional
There are some other gear options that you might want to consider and you might not. It’s gear that only someone like me would bother dealing with, and it’s what I call “Sparkley Whites”. Sparkley Whites are low level, white-quality items that you enchant to make your fresh toons more powerful. Since my main character is and always will be an enchanter, I have a full set of white gear to cover all non-BoA slots with the best enchants for each type of class.

You can either get ones with no level requirement at all, which can be purchased in the starting zone of each race for around 10 copper each, or you can get them with low level requirements for around 45-60 copper each. I personally go for the ones that require level 5 to use so those are the ones I’ll link you to below.

Mail Boots (70 Armor)
Light Chain Boots, Light Mail Boots
Enchant: Minor Run Speed Minor speed increase

These boots are found in your secondary towns, the ones you’ll go to right after your initial starting zones; places like Brill or Goldshire, or sometimes they’ll be found in racial capitals such as Silvermoon City or Stormwind.

I suggest the Minor Run Speed enchant over a +7 Stamina enchant because of that stupid sand castle I talked about at the beginning of this article. Losing Rage sucks, and the best way to not lose it is to not waste it between battles because you’re moving so slow. You can go with either of those two enchants, I just personally like the movement speed and use it as the enchant on every type of armor that I do this for.

Gloves (64 Armor)
Light Chain Gloves, Light Mail Gloves
Enchant: Greater Strength +7 Strength

If this were a PvP twink then I would be suggesting +15 Agility instead of +7 Strength for the enchant, but we’re not looking for constant crits so much as we are constant, solid damage increases. While the Agility enchant would also give us some survivability, we’ll get more benefit from the Strength.

Bracers (45 Armor)
Light Chain Bracers, Light Mail Bracers
Enchant: Superior Strength +9 Strength

Again we’re going to go with a solid increase to our damage output over survivability. The +9 Stamina enchant is a really big chunk of health that we’re passing up, but the 9 Strength = 18 Attack Power, and with this build we’re going to subscribe to the belief that “the best defense is a strong offense.”

Important Spells and Abilities
There are a lot of abilities that we’re going to use with this build. Some of them can only be used when we’re in certain stances and others can be used all the time. I’ll go over all of the abilities in this section, noting which circumstances are required for you to use them. Numbers and details for each spell are taken from their highest available rank as of level 29, and are not modified by talent points, attributes, gear, or any other variables.

For now just get yourself familiar with what these abilities do. I’ll tell you how to actually put them to use for mass slayage in the next section.

Stances
Battle Stance: A balanced combat stance that increases the armor penetration of all of your attacks by 10%.
Defensive Stance: A defensive combat stance. Decreases damage taken by 10% and damage caused by 5%. Increases threat generated.

General Abilities (No Stance, or Both Stances)
Thunder Clap: (20 Rage, Battle or Defensive, Instant cast, 6 sec cooldown) Blasts nearby enemies increasing the time between their attacks by 10% for 18 seconds and doing 55 damage to them. Damage increased by attack power. This ability causes additional threat.
Battle Shout: (10 Rage, Any stance, Instant) The warrior shouts, increasing attack power of all raid and party members within 30 yards by 55. Lasts 2 minutes.
Bloodrage: (No Rage, Any stance, Instant, 1 minute cooldown) Generates 20 rage at the cost of health, and then generates an additional 10 rage over 10 seconds.

Battle Stance Only
Charge: (No Rage, Battle Stance, Instant, 15 sec cooldown) Charge an enemy, generate 12 rage, and stun it for 1.5 seconds. Cannot be used in combat.
Victory Rush: (No Rage, Battle Stance, Instant) Instantly attack the target causing damage. Can only be used within 20 seconds after you kill an enemy that yields experience or honor. Damage based on your Attack Power.
Overpower: (5 Rage, Battle Stance, Instant, 5 second cooldown) Instantly overpower the enemy, causing weapon damage. Only usable after the target dodges. Overpower cannot be blocked, dodged or parried.
Retaliation: (No Rage, Battle Stance, Instant, 5 minute cooldown) Instantly counterattack any enemy that strikes you in melee for 12 seconds. Melee attacks made from behind cannot be counterattacked. A maximum of 20 attacks will cause retaliation.

Defensive Stance Only
Revenge: (5 Rage, Defensive Stance, Instant, 5 sec cooldown) Instantly counterattack an enemy for 145-177 damage. Revenge is only usable after the warrior blocks, dodges or parries an attack.

Leveling a BoA Warrior
Rotation: Charge, Heroic Strike, Thunder Clap, Victory Rush (spam), Thunder Clap, Victory Rush (spam)

You’ll also want to be sure your Battle Shout is on before rushing into combat if you can. If you don’t have any rage, and nothing to give you rage right away, then just charge in on the first mob and use the rage from the charge + auto-attack to cast it.

Your basic rotation is simple. Charge in to generate Rage, Heroic Strike to kill or seriously injure a mob to proc Victory Rush, Thunder Clap for AoE pull and damage, spam Victory Rush to kill all targets, Thunder Clap for additional AoE pulls or damage, spam Victory Rush and Thunder Clap until you’re done. If you use my macro suggestions down below you’ll also trigger your Overpower or Revenge abilities every time they become available as well.

When you’re doing solo questing, like clearing yeti caves and such, this simple rotation of TClap-Victory Rush kills almost everything straight away. When you get into instances things don’t die quite as easily, and since you’re not always going to get the killing blow your Victory Rush isn’t going to be available nearly as often. In cases like that, it’s best to build up as much rage as you can, and then unleash on single targets to try to get the killing blows. If you act like a PvP Rogue, killing off every target with low health, you can sometimes grab all of the killing blows from Victory Rushing the low targets one after another.

This is a Prot build, and you certainly can tank with this around level 20 even without a shield, but it’s also a DPS-focused build. If you’re not the tank, then you should cut back on your Thunderclaps so that you’re not the one with all the agro, but better you than one of the other DPS or the Healer.

Spec and Glyphs

Prot Spec Talents
Improved Thunder Clap 3/3: Reduces the cost of your Thunder Clap ability by 4 rage points and increases the damage by 30% and slowing effect by an additional 10%.
Improved Bloodrage 2/2: Increases the rage generated by your Bloodrage ability by 50%.
Incite 3/3: Increases the critical strike chance of your Heroic Strike, Thunder Clap, and Cleave abilities by 15%.
Anticipation 2/5: Increases your Dodge chance by 2%.
Improved Revenge 2/2: Increases damage of your Revenge ability by 60% and causes Revenge to strike an additional target.
Shield Mastery 2/2: Increases your block value by 30% and reduces the cooldown of your Shield Block ability by 20 seconds.
Shield Specialization 3/5: Increases your chance to block attacks with a shield by 3% and has a 60% chance to generate 5 rage when a block, dodge, or parry occurs.
Anticipation +3 (5/5): Increases your Dodge chance by 5%.

Major Glyph: Glyph of Resonating Power: Reduces the rage cost of your Thunder Clap ability by 5.
Minor Glyph: Glyph of Thunder Clap: Increases the radius of your Thunder Clap ability by 2 yards.

Thunder Clap is your bread and butter AoE ability from level 6 on. You’ll have other abilities that can hit multiple targets (such as Revenge via our talent points, or Cleave/Sunder if we use their glyphs), but those only hit a couple of mobs while this one is an AoE, so both of our glyphs are going to go towards improving Thunder Clap.

Our Major glyph reduces the rage cost which will allow us to use it more often, and our Minor glyph increases its radius which is actually used more as a means of pulling additional mobs from further distances than it is for the AoE aspect of it since most mobs will be within melee range of you anyway.

Cleaving, Revenge, and Victory Rush are all acceptable substitutes for your Major glyph slot and Charge, Battle, and Enduring Victory are all acceptable substitutes for the Minor glyph slot.

Suggested Macros
There are a lot of macros that we can use for this build to make it easier to play, and all of them are fairly easy to write, use, and understand.

Normally when I write a macro I like to name it something relating to what it actually does. For the warrior though, I instead set the macro name to the rage cost of the primary ability associated with that macro. When you put a macro on your action bars it shows the name of it, so in this case it shows me rage costs instead. After using a Warrior for a while you’ll know all of the rage costs without even paying attention anymore, but while you’re still learning I think it helps to see that visibly without having to mouse-over the ability. For abilities that have no rage cost, I just name them what they are.

Important Note: I have had people comment on my macros before, suggesting that you use the exclamation mark in front of some abilities that don’t fire off right away to prevent a second use of that macro from turning the ability off like this: “/cast !Heroic Strike”. I have personally never had this problem with my macros. It might be that I have an addon that fixes the issue that I’m just not aware of, or who knows. If you experience that problem then add the exclamation, if not then forget it and go with what I suggest here.

Charge:
#showtooltip
/startattack
/cast Charge
/cast Heroic Strike

The above macro will target an enemy (if you don’t already have an enemy targeted) and activate your auto-attack on that target. It will then use your Charge ability and activate Herioc Strike. What that’s going to do is cause you to charge and immediately follow with Heroic Strike instead of an auto-attack. If you are too close or too far away from your enemy for Charge to work, or if Charge is on cooldown, then it will simply activate Heroic Strike so that it’s used in place of your next auto-attack.

Since I don’t like wasting Rage on Heroic Strike when it’s not necessary, this is the only macro that I tie HS into and the only macro that I do not tie Revenge/Overpower into, so that I’m not accidentally throwing Rage away on HS when it could be put to better use on other abilities.

Victory Rush:
#showtooltip
/startattack
/cast Victory Rush
/cast Overpower
/cast Revenge

At low level, and high power thanks to our enchanted heirlooms, Victory Rush is insanely strong. Basically, if you use it then your target dies instantly. If you don’t have all of the gear and enchants that I suggested then you may have to actually hit them with a Thunder Clap or a normal attack as well, but generally speaking you can just consider them dead.

This is the button that I spam when I’m in a large group so that I’m not having to pay attention to when Overpower or Revenge procs, and my Victory rushes get used right away. When you’re in a large pack of mobs, it’s not always easy to see that you’ve got Victory Rush available, so I’ll often be spamming this macro during combat.

I personally like to use a variation of this macro for every attack that I put on my primary action bar, simply replacing Victory Rush with whatever attack ability I’m using. Thunderclap, Rend, Shield Bash, Sunder Armor, Mocking Blow – whatever it is, if it’s on your action bar then use it in this macro so that you don’t waste your procs.

Gearing Up Your Warrior
There are only a couple of stats that you care about with this build and this concept: Strength (Attack Power), and Stamina.

Warriors get 2 AP for every 1 Str, and since AP is fairly rare on low level items you’ll mostly be looking for Strength as your source. Stamina is your source of health, of course, and since you’ll be pulling more than normal with this type of character you will need that health now and then in order to survive.

Profession Suggestions
The purpose of this type of character is having fun, it’s not to rush to 80 and start raiding with it, so the professions I’m going to list here are the ones that will help you with this.

Herbalism provides you with the Lifebloom heal over time effect which can really be useful when you’re pulling very large groups of mobs and want to reduce your downtime while also increasing your survivability.

Skinning provides you with a bonus to your critical strike chance which is great since we’re basically playing a DPS version of a tanking spec. The more you crit, the harder you hit, and the harder you hit the more rage you get, and the more rage you get the faster things die.

Engineering provides a couple of benefits for us. First off being another form of AoE damage in the form of bombs and dynamite, and secondly by providing helms that will give you Stamina bonuses early on and eventually attack power bonuses as well once you get up around level 50. Starting off the big thing is the explosives as they can provide you both with the extra damage as well as a few seconds of AoE stun that you can use for a single healing tic from a bandage if you’re in serious trouble.

Mining is a decent benefit to you as well by providing a bonus to your Stamina. The extra health is good, though I wouldn’t consider it as good as any of the others listed above.

The other professions themselves aren’t particularly helpful for this, and the benefits they do provide come in the form of items that you can either purchase or make with an alt and then send them over. As far as those items go, potions or scrolls that provide Strength/Stamina/Agility are all good, as are any Armor bonuses you can find from consumables or armor kits made by leather workers.

 
5 Comments

Posted by on September 15, 2010 in Class, Guide, Leveling, Macro, Melee, Play Styles, Warrior

 

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Guide to Heirloom Purchases

Today we’re going to look at which heirlooms you should purchase for your leveling alts. A couple of weeks ago I covered Enchanting Your Heirlooms, so I’ll refer you back to that post if you have already purchased heirlooms and would like to look into the various ways that you can enhance their performance via enchants and item enhancements.

Equipment Lists
I’m going to make a list of heirlooms for each class individually, and I will mention certain items that would work better for certain specs as well. I will tell you right now though, that while I have leveled most classes to a significant leveling milestone, I have not played every class and every spec. So if you see me suggest an item for your class because I know you’re looking for Spell Power, but you feel it would be better for you to go with another because it has Spirit as well as Spell Power, then go with your gut as you may very well know that particular class better than I do.

What I am going to have is a list of weapons, chests, and shoulders for you to use in each of your different specs, and a (hopefully) short explanation of why. In some cases there may be multiple suggestions made for a particular slot, particularly when it comes to weapons. The reason for this will generally be because there are multiple builds that people use for that class, or because certain equipment options aren’t available until a higher level. A good example of this is the Enhancement Shaman who benefits more from a large two-hand weapon until level 40 when they can dual wield one-handers, or the Warrior who may dual wield one-handers until level 60 and then dual wield two-handers from there on.

Under each class header you’ll find the list of gear that I suggest and prefer. There will also be a Substitutions list which are items that I consider to be reasonable replacements for the items I suggest in case you already have some of those and would rather not purchase others, or in case you have more of one currency than another and can’t afford all of the recommended pieces.
Turn the page to find out more…

 

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