Tuesday, February 24, 2009

PTR 3.1.0 - Patch Notes



 
 

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via MMO-Champion - World of Warcraft Guides and Raid Strategies - News by boubouille@mmo-champion.com on 2/23/09

Patch 3.1.0 is now available on the PTR downloader, this post will be updated a lot in the next few hours. Stay tuned.

Update 10:40 CEST - The Dual Talent Spec skill costs 1000 gold!
Update 10:15 CEST - New crafted items added

Update 09:30 CEST - Added undocumented changes / spell comparison for all classes.
Update 07:35 CEST - Talent Calculator is now up to date. Please note that the stats of the spells here are taken directly from the game files and might be different from the official patch notes.
Update 07:25 CEST - Patch Notes now available in German, French and Spanish
Update 07:15 CEST - Added new monster models.


Val'anyr, Gavel of Ancient Kings
According to this spell, a new atiesh-like legendary item will be available from the game and will most likely be a mace.
  • 62812 : Forming Val'anyr, Gavel of Ancient Kings -- Combines 40 Fragments of Val'anyr to form the Shattered Fragments of Val'anyr.


Ulduar
Sound files included in the patch give a few more details on Ulduar ... It seems that we'll see multiple wings here, and even a tram!

  • base\Sound\Ambience\WMOAmbience\ULduarRaid_StormwindWing.wav
  • base\Sound\Ambience\WMOAmbience\UlduarRaid_EngineRoom.wav
  • base\Sound\Ambience\WMOAmbience\UlduarRaid_General.wav
  • base\Sound\Ambience\WMOAmbience\UlduarRaid_LichKingWing.wav
  • base\Sound\Ambience\WMOAmbience\UlduarRaid_PlanetariumHallway.wav
  • base\Sound\Ambience\WMOAmbience\UlduarRaid_Tram.wav
  • base\Sound\Ambience\WMOAmbience\UlduarRaid_Wyrmrest_Temple.wav
  • base\Sound\Ambience\WMOAmbience\UlduarRaid_Yogg_Saron_BrainRoom.wav


New monster models
New models have been added to the game, read the filename for more details.


 
 

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Sunday, February 15, 2009

Sometimes, 20% > 30%



 
 

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via TankingTips.com by Veneretio on 2/14/09

One of the most interesting aspects of customizing one's Warrior these days is Major Glyph selection. Glyph of Blocking has established itself as the strongest of all of them with Glyph of Revenge close behind. What makes Major Glyph selection so interesting though is that the 3rd Major Glyph is very open.

The Usual Suspects

Glyph of Heroic Strike, Glyph of Devastate and Glyph of Sunder Armor have appeared to be the most popular 3rd Major Glyph choices thus far, but I suspect that Glyph of Cleaving has gained a certain following after it was improved as well.

Note: There is a poll embedded within this post, please visit the site to participate in this post's poll.

The Title Glyph

As many of you have certainly guessed by now, the title is talking about Glyph of Last Stand. Not a terribly popular choice as one might suspect from a Glyph that nerfs the potency of one of our most important abilities. However, sometimes frequency trumps ferocity. When would that be?

Malygos.

As many of you have found out and are finding out, Malygos, represents one of the most challenging pieces of content for us at this time. If you've just started working on him, I can imagine that your healers have had a rude awakening as have you yourself in how quickly he's capable of killing a tank. And, that's where Glyph of Last Stand kicks in.

After Malygos' Vortex is one of the most stressful times on the healers as they're trying to quickly get their barings while you position the dragon. Glyph of Last Stand allows you to help. By having it as your 3rd Major Glyph, you'll be able to use it after the 1st and 3rd Vortexes. Thus, allowing you to execute the following sequence of events:

  • After Vortex 1: Last Stand + Shield Block
  • After Vortex 2: Shield Wall + Shield Block
  • After Vortex 3: Last Stand + Shield Block

Using this strategy, you'll give your healers the most time possible following a Vortex to position themselves and get the heals flowing consistently on you again.

But, what if a Spark hits Malygos?

There's nothing saying you have to stick unwaveringly to the plan. If a Spark hits Malygos, you should use either Last Stand or Shield Wall. (likely only 1 of the 2 will be up at the time given following the above) As always, be sure to let the healers know you've done this. That being said, if a Spark is frequently hitting Malygos, you simply aren't going to be able to get out of Phase 1 quick enough to win the fight.

I shouldn't have to use Last Stand though

That's probably one of the dumbest things I read. Thankfully, it's on a rather infrequent basis. Even worse still, however, I see some that don't even feel the need to spec into Last Stand. Frankly, if you think this way and you scoff at the Malygos strategy listed above, you're doing a disservice to yourself and to your guild.

If you die and you have not used ALL of your cooldowns, it is your fault.

Now, I'm not saying one can always know when the appropriate time to use Last Stand and Shield Wall is, but not knowing does not absolve you. It's still your fault if you didn't use them. I'm sure many of you have died to Malygos' Breath after a Spark hit him or you've died after a Vortex and you've blamed it on the DPSers or the Healers, but ultimately, you could have helped. You could have done something and you didn't.

…and in the case of preparing for the Malygos fight, you could even have used Glyph of Last Stand. So, Last Stand being on cooldown doesn't relinquish you of guilt either.

Spec for the fight, Gear for the fight, Glyph for the fight.

Or, make excuses… blame others… learn nothing…

…and Die on the fight.


 
 

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Tuesday, February 3, 2009

Best in Slot for Resto Druid



 
 

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via World of Matticus by Sydera on 2/3/09

pinwheel1

I see the question of what items are actually best-in-slot for one class or another come up time and again on forums and blogs alike. These lists can come in pretty handy. Of course, at the current difficulty of content, you don't really need your best-in-slot, but without something to strive for, where would we be?

I have worked to keep this list mostly leather, but where there's a cloth contender I've tried to mention it as well. My criteria of judgment are purely the relative stats of the item. The item level serves me as a guide, but is never a consideration in its own right.

Head

Valorous Dreamwalker Headpiece, from Kel'Thuzad 25

This helm, featuring both Spirit and Mp5, is most certainly the best piece in our tier set–it's a shame, though, that there are other good headpieces as well.

Hood of Rationality, from Malygos 25

If your loot rules allow you to pick up some cloth, here's a piece to consider.

Headpiece of Reconciliation, from Sartharion 25, 2 Drakes

This should be our best-in-slot, but right now it isn't. It's a level 226 item, but the stats don't match expectations. It could be corrected in the future, but I'm not holding my breath.

Neck

Necklace of the Glittering Chamber, from Malygos 10

Shoulder

Spaulders of Catatonia, from Malygos 25

These shoulders have the best stats, but be careful. If Nourish is in your rotation at all, you will want to keep your 4 pc bonus. If not, have at it with the non-set pieces

Valorous Dreamwalker Spaulders, from Loatheb 25

This item is well-balanced and very useful for filling out the set bonus. However, it's clearly inferior to the Spaulders of Catatonia.

Cloak

Cape of the Unworthy Wizard, from Kel'Thuzad 25

There's no argument here. This cloak is far out ahead of its competitors, a must-have if you can get it.

Chest

Valorous Dreamwalker Robe, from 4 Horsemen 25

I'm a big advocate of wearing leather while I can, and this item is quite good. I also like my set bonuses, even though I don't get much out of the boost to Nourish.

Blanketing Robes of Snow, from Malygos 25

If your guild gets enough of these to outfit the priests, by all means, add this to your set.

Bracers

Unsullied Cuffs, from Sartharion 2D

These may be cloth, but they are my runaway favorite, much better than our leather options.

Bands of the Great Tree, From Emblems of Valor

These bracers are probably the best in leather, but they are not significantly different from the more easily accessible Swarm Bindings, from Anub'Rekan 25. I wouldn't spend the emblems for them myself.

Hands

Valorous Dreamwalker Handguards, Sartharion 25

There's no contest here. This is a nice, balanced item that will help you get your bonuses.

Waist

Unravelling Strands of Sanity, from Malygos 25

I was very lucky to pick up this little beauty on our second Malygos kill. There's no doubt about it–this belt is by far the best.

Legs

Valorous Dreamwalker Leggings, from Thaddius 25

Once again, the tier piece isn't strictly ideal in terms of stats, but that has more to do with it being introductory gear than with it being the "wrong" piece to wear. I use these quite happily.

Leggings of Mortal Arrogance from Kel'Thuzad 25.

I like the stat allocation pretty well on these leggings. They're better for priests than druids, though, and you should by all means let your clothies–maybe even dps–have them first.

Feet

Rainey's Chewed Boots

Get these boots with your Emblems of Valor and never worry about it again. They are the runaway winner in this category.

Fingers

Lost Jewel, Naxx 25 shared loot

The Spirit makes this item a good bet. I'm personally going for Spirit on both rings, but your budget may vary.

Band of Channeled Magic, Emblems of Valor

This item gets points for spirit and accessibility. A must-have.

Arguably, the real best in slot is the Loop of the Kirin Tor, but I'm never going to have 8,000g for a marginal upgrade.

Trinkets

Je'Tze's Bell, BoE world drop

I love everything about this item except its price. I saw one last night on Ner'zhul that had big up to 5,000. I don't have that much total gold across all my toons. Here's hoping I get lucky with a trash drop.

Forethought Talisman, Naxx 25 shared loot.

This one packs a huge spellpower punch, and the proc, while lackluster, will give me an extra 3,000 or so effective heals per fight.

As for other trinkets–the Spirit-World Glass is something I really want to pick up for myself just in case changes are made to mana regen. I like the idea of the Illustration of the Dragon Soul and the Majestic Dragon Figurine, though there's probably a bit of a learning curve to keeping the effect up as much as possible.

Weapon

Torch of Holy Fire, Kel'Thuzad 25

This one is a no-brainer, but good luck getting it. This is a very hot ticket item in almost every guild.

Off Hand

Urn of Lost Memories, Naxx 25 shared loot.

Idol

Idol of Lush Moss, Emblems of Valor

There's no real choice here. Lifebloom may be nerfed, but we still need it.

Set Bonuses

Make sure that you get your 2 pc T7.5 set bonus. You will continue to depend on your Lifebloom, particularly if you ever heal tanks. 4 pc T7 gives enough of a bonus to Nourish to make it your most efficient heal on a target who already has all your other hots, i.e., a tank. However, the 4 pc isn't strictly necessary. You have plenty of mana regen for this level, and a less efficient Nourish won't hurt at all. Efficiency will only be in play in a harder dungeon (Ulduar) or if the mana regen formula should be changed. If it's only a factor in Ulduar, you probably won't hang onto 4pc T7 for long anyway–you'll be replacing it with T8.

Final Note: Introductory Gear

Remember, no matter how good your T7 gear is, we're still in the first tier of Wrath content. If you look over the Resto druid items, there are many items with "wasted" stats like crit and haste. Don't pull your leaves out over it. At this point, there are no real best in slots. Je'Tze's Bell comes the closest, but even that may be replaced in Ulduar. I'm hoping that when we do start getting some T8 upgrades, the stats actually come closer to ideal.

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Best in Slot for Resto Druid


 
 

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Thursday, January 29, 2009

For the Resto Shaman: Settling the Crit vs Haste Discussion



 
 

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via World of Matticus by Matticus on 1/28/09

sham-crit-haste

This is a guest post from Lodur, a Resto Shaman who set up an experiment to determine what is better: Haste or Crit. The experiment consisted of two relatively equally geared Resto Shamans with slight variances in haste and crit thrown into a full clear Heroic Naxxramas.

Round 1

Lodur from Zul'jin here again. Today I'd like to talk a little bit on the topic of Crit versus Haste. This has been a hotly debated topic among the shaman community since patch 3.0 dropped on us giving us all kinds of goodies. Specs have been proposed and gear has been compared using every measuring stick imaginable. The arguments are all over the Internet, and you can find them on all sorts of forums and websites. Right now though I'd like to take a look at some key points for each camp that have recently been brought up in my guild's Shaman Class forums.

Pro Crit:

  • Bigger heals = less heals needed

  • Allows for increased rate in procs in key talents such as Improved Water Shield,and Ancestral Awakening.

  • Takes full advantage of the fix to Earth Shield which now has a crit change equal to the caster and not the recipient of the shield

  • Allows for Increased performance of preventative healing

  • Allows for greater single target healing efficiency

Pro Haste:

  • Allows for lower casting time for Chain Heal which is a shamans most efficient heal (5.23 heal per mana)

  • Allows for a greater number of spell casts which will allow key talents such as, Ancestral Awakening, Tidal Waves, and Healing Way to proc more often on more targets

  • Allows for Increased performance in "twitch" or reactive healing

  • Allows for greater group healing efficiency, while giving the passive regen of a Glyphed Water Shield time to restore mana. 

  • Allows for quicker application of Earth Living Weapon so as to proc to more targets

To further understand these points we can look at the talents and abilities so you can begin to see where each is coming from.

Talents / abilities Described:

  • Ancestral Awakening: When you critically heal with your Healing Wave, Lesser Healing Wave or Riptide you summon an Ancestral spirit to aid you, instantly healing the lowest percentage health friendly party or raid target within 40 yards for 30% of the amount healed. This may not seem like much but this adds up over time. It normally clocks in at around 1% of your total healing output.

  • Improved Water Shield: You have a 100% chance to instantly consume a Water Shield Orb when you gain a critical effect from your Healing Wave or Riptide spells, and a 60% chance when you gain a critical effect from your Lesser Healing Wave spell. This is helpful with mana regen especially if your find your MP5 or raid replenishment lacking.

  • Healing Way:Your Healing Wave spells have a 100% chance to increase the effect of subsequent Healing Wave spells on that target by 18% for 15 sec. This turns your 15,000 Healing Wave crit into something that creeps up to around 20,000 and with the change to the talent applying the full bonus on once cast of Healing Wave, it has found it's way into many rotation.

  • Earthliving:Imbue the Shaman's weapon with earthen life. Increases healing done by 150 and each heal has a 20% chance to proc Earthliving on the target, healing an additional 652 over 12 sec. Lasts 30 minutes. 20% meaning 1 out of every 5 heals will land a hot on a target. Using a Glyphed Chain Heal means 4 targets per heal. A 652 HoT doesn't seem like much but it adds up over time. 

Practical Application:

Someone once said me to "Lodur, I hear what you're saying but I need to see the numbers." So after a lengthy discussion with another shaman in our guild we decided to give it a go. I would continue to stack haste (Hello, My name's Lodur, and I'm a haste junkie) and they (I wont use their name simply because I don't exactly have their permission to post their toon details on the interwebs and I'm respectful like that) would stack crit and change spec and see what numbers we got.

All numbers are without totems or self buffs, and not including Earthliving Weapon. These also do not take into account trinkets like Egg of Mortal Essence . Both of us were present for all four wings of Naxx and we were both tasked with Raid / OT healing at the same time in order to keep things as consistent as possible.

(And before anyone says quality of player or anything silly like that it should be noted that me and Shaman 2 are consistently within a stones throw of eachother every raid and both have been doing this for a long time!)

Let's look at what some numbers produce, looking at builds and stats first. All gear is at the item level of i200 and i213. This is without totems, weapon buffs, food or raid buffs. Both shamans used the same Glyphs for the run. Glyph of Chain heal, Glyph of Water Mastery, Glyph of Lesser Healing Wave and Glyph of Water Shield

The Stats

  Lodur Shaman 2
Spec Spec here (Excludes Improved Water Shield in favor of Healing Way) Spec here (Inclusion of Thundering Strikes over Enhancing Totems )
Intellect 1010 983
Haste 419 (14%) 262 (8%)
Crit 19% 31%
Spellpower 1952 1936

As you can see the stats are fairly close, differing mainly in their haste and crit rating. So lets take a look and see what the end result of the run was number wise.

The Results

  Lodur Shaman 2
Total Healing 5328335 5089956
Water Shield 60813 64400
Earthliving 444686 311665
Ancestral Awakening 75251 67245
Average Crit 24% 34%
Overhealing 40% 40%

Wow. Pretty close there! Now that's overall for the entire raid night. So as everything averages out at the end they wind up being pretty similar. We can break this down a bit further and look at some of the individual fights to look for strenghts and weaknesses for each. Lets pull out two boss kills here.

Maxxena:

Lodur: Total Healing Done: 68,068
Shaman 2: Total Healing Done: 123,953

Damn, got almost doubled on that fight! The strong single target heals allowed for Shaman 2 to top off tanks and webbed people in one gulp causing my quicker heals to move on over into overhealing.

Heigan the Unclean:

Lodur: Total Healing Done: 222,257
Shaman 2: Total Healing Done: 109,780

Haste won that round! The faster group heals and lesser healing waves allowed for me to top people off quicker while diseases were cleansed.

The trade off between bosses carries on from there with Crit winning on Loatheb and Haste winning on Patchwerk. The two have fights where they will always shine slightly brighter then the other, but overall they perform to roughly the same output.

The Conclusion

It is, in the opinion of this shaman, so close that the difference really boils down to playstyle.

Both ways work! If you have a preference roll with it. Gearing for both is very easy. There's haste on just about everything and what mail spell power pieces don't have haste normally have a ton of crit (yes I know it can be argued that its elemental gear but it still works for healing all the same).

There will always be fights that are slightly tougher for your then if you had more haste rather then a ton of crit, but thats true about everything in the game. The synergy between the two is also noticeable. Fights where a hastened Healing Wave can keep Healing Way up so that the crit spec can land a huge, huge heal will always be there.

Well that's it for round one of haste vs crit. Round 2 will be after 3.1 drops and Ulduar is available. Until next time, happy healing.

Image courtesy of Aurik

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For the Resto Shaman: Settling the Crit vs Haste Discussion


 
 

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Tuesday, January 27, 2009

At least, 41% of Tanks aren’t Heroic Striking enough.



 
 

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via TankingTips.com by Veneretio on 1/26/09

…and this doesn't include the tanks that are level 8. This is you guys. Yup, you.

In my most recent poll, more than 500 of you let me know how you use Heroic Strike and I'm not going to lie, the results were a little surprising.

The Clickers, 20%

1 in 5 tanks click Heroic Strike. That's a lot guys and gals and that's not a good thing. There's 2 cases with this, one's bad and one's ugly.

a) The Bad Case

You have your main rotation of Shield Slam, Revenge, Concussion Blow, Shockwave and Devastate all bound to keys. This allows you to utilize your left hand to do your proper rotation and allows you to use your right hand with the mouse to click Heroic Strike whenever your rage gets too high. This can work… until you have to move. I bet you don't use Heroic Strike at all when you move. You probably have never maintained Heroic Strike usage while using a cooldown either.

b) The Ugly Case

You click your main rotation and you click Heroic Strike. There's just no possible way you can move fast enough. You're going to be lucky to keep up with your main rotation even. Basically, if you manage to somewhat pull off your main rotation, you'll end up never using Heroic Strike. If you manage to Heroic Strike effective, you'll screw up your main rotation massively. It's lose-lose and it's even worse once you have to move around.

Macro Men, 15%

As a former member of the Macro Men, I can say confidently that you're lazy and if you don't know it, you do now. Heroic Strike lands whenever your weapon swings. Your weapon does not swing at the same time that you do your main rotation. If you're using a Macro, you're missing numerous opportunities to dump rage. You're also making it impossible to use Heroic Strike by itself.

Why would I want to just Heroic Strike?

For bosses that spawn adds. Once you've got a massive threat lead, you can just start spamming Heroic Strike around the time the adds are expected. This will allow you to have your global cooldown free to Thunder Clap or Shockwave immediately once the adds spawn ensuring no one gets hit. The fact that the current content allows DPSers to "take a hit" is no excuse.

I'm no User, 6%

Heroic Strike is a massive amount of your threat/damage especially in today's world of High Rage situations, not using it is doing a gross disservice to your team as you're greatly hindering your own personal dps as well as your groups ability to go all out on their own dps due to low threat. If you're not using Heroic Strike and struggling with threat, now you know why. If you're new to the world of Heroic Strike, try reading this oldie, but goodie: Heroic Strike, more than a Rage Dump.

Wheelers, 6%

Hello my fellow siblings, how are you enjoying the world of Wheeling? This is where I sit currently with my Heroic Strike usage. I'm finding it to be quite effective especially when I have to maintain my regular rotation + Heroic Strike + move + talk on vent. Is it ideal though? I'm not certain. Currently, I bind Heroic Strike to wheel up and Cleave to wheel down and I've definitely noticed that I'll occasionally Cleave instead of Heroic Strike due to miss-wheeling. This is a problem.

So, what are you going to do?

I'm going to bind it to a key as well and go back to the key as my primary Heroic Strike button. In the past, I've always bound Heroic Strike to a key and I've prided myself on being very good at utilizing it and it's because it was bound to a key that I could accomplish this. I still will be using Heroic Strike on my wheel as well since I find it very useful for good Heroic Strike usage while Strafing and Tabbing, but unfortunately, the wheel alone is not enough. Random Cleaves are simply unacceptable for standard tanking.

The Kings of the Key-dom, 53%

Pat yourself on the back, you're doing it right. Now granted, I'm assuming you have your Heroic Strike key in some meaningful area that you can constantly spam easily while moving or talking and maintain your regular rotation at the same time. If you've bound Heroic Strike to Shift-1 and Shield Slam to 1… then you're doing it wrong. If you've bound Heroic Strike to something unreachable like F12, then you're doing it wrong, too.

Adequate isn't Enough

It's true, we play in a world right now that allows us to be sloppy. I guarantee there's someone that doesn't use Heroic Strike that's progressed farther than I have and as a result, has got a whole lot better gear than me too. The Main Tank of your guild could be this person too. That doesn't make it right. If you're clicking, macroing or not even using Heroic Strike… then you're simply not Heroic Striking enough. If you're wheeling Heroic Strike, you may want to consider Binding it to a key like me because unless you've got Heroic Strike bound to Wheel up and Wheel down, you're probably making mistakes too.

The keybound and the converted to keying, remember binding alone doesn't immediately make you better. You still have to press the button. It doesn't do you any good having a key bound to Heroic Strike, if you're unable to use it effectively. So make that key meaningful and pay attention to your rage. It still remains true that if you've got 50+ rage, you should be Heroic Striking until you don't. If you never go below that in an entire fight, then you should literally see zero Swings in your WWStats and All Heroic Strikes.

After all, that's the goal here folks. If it's a high rage situation like Main Tanking Patchwerk, we don't ever want to swing. We want to do a flawless regular rotation and have 100% Heroic Strike usage. And, if you think it doesn't matter… that doesn't make a difference… well the day you walk into Ulduar and wipe at 1% on a brand new boss… I want you to realize that if you're Heroic Striking wrong that you're just as responsible for that wipe as the DPSer that was dead for half the fight.

The time where mediocrity is adequate will not last forever, will you be ready?


 
 

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Friday, January 9, 2009

EoHs exchangeable for EoVs at 10:1 on the PTR



 
 

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via WoW Insider by Eliah Hecht on 1/9/09

Filed under: , ,

Update: This post is incorrect. Sorry about that. As mentioned in the comments, the actual change is one EoV for one EoH, which makes a lot more sense.

In the latest PTR build, updated tonight, the Emblem of Valor quartermaster will sell you Emblems of Valor (the 25-man raid, ilvl 213 emblems) for the price of ten Emblems of Heroism (10-man/ilvl 200). This is something we talked about way back last summer, when they introduced the idea of having multiple levels of badges; this way, 10-man raiders can eventually get the 25-man gear, it just takes a very long time. One EoV can not be traded back for ten EoHs, by the way.

I do think that exchange rate might be a bit high. The cheapest items (rings and cloaks) cost 25 EoVs, which would be 250 EoHs if you paid for it entirely that way. That's (just under) 16 weeks of full Naxxramas clears. If you've been clearing Naxxramas for 16 weeks, you're probably pretty bored of it and ready to move on to Ulduar (which will hopefully be released by then), at which point any EoH-EoV trade-up is meaningless, because you're not getting EoHs anymore.

Continue reading EoHs (not) exchangeable for EoVs at 10:1 on the PTR

WoW InsiderEoHs (not) exchangeable for EoVs at 10:1 on the PTR originally appeared on WoW Insider on Fri, 09 Jan 2009 09:00:00 EST. Please see our terms for use of feeds.

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Tuesday, January 6, 2009

Enchanting changes in patch 3.0.8 -- look for dream shard prices to increase



 
 

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via WoW Economist by Kevin on 1/5/09

Dream ShardsAs we covered a few weeks ago, some enchanting recipes are being changed in the upcoming patch. Thanks to well-formatted post at MMO-Champion, we've got a much better idea of what's being changed - nearly all the Wrath enchants!

Many of them are having their dust and essence (especially essence) requirements lowered, some have had Dream Shards added or Dream Shards to replace Abyss Crystals. With the additions of two new tanking enchants, we can definitely expect Dream Shard prices to rise - probably double or triple their current cost. I've been stocking up over the last few weeks and I'm already seeing the prices climb from 4-5g each to about 8-9g each. And the increases in price isn't stopping any time soon.

I have not yet heard if the patch is coming during tomorrow's maintanence or not, but it has to be soon. You still have a chance to pick up some more dream shards before the auction house is cleared out and inflation sets in.


 
 

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