I don't understand why Versatility is getting ranked so low by everybody, even tanks. Do more damage! Take less damage! Heal more! Those all seem good to me!
It's like that episode of Friends with the dessert that was half cream pie and half meat pie. Only I'm Joey.
Custard good.
Jam good.
Meat good.
It's because it does so little for how much of it you have.
I have 245 Versatility on my gear, without aiming for it particularly.
Do you know how much reduced damage & bonus damage done that is?
Increased 1.88% damage done and 0.92% less damage taken. FUCKING WOO.
Meanwhile I have around 1350 Mastery and 650 Crit, because I aim for those on my gear. That Mastery is giving me 18% more block chance, 30% more chance to critically block for double, and 28% bonus attack power. The 650 crit is giving me about 6% parry.
So let's say I was stacking Versatility instead of Mastery. I have a Versatility on-use trinket that gives me just over 1000 versatility when activated, so I know how much benefit I'd have if I'd stacked Versatility like I have Mastery. I'd give up all of those block and attack power bonuses, in exchange for about 4% reduced damage taken.
WOO.
Versatility is not a complete waste - if an item is an overall ilevel upgrade, it's usually worth equipping. But a piece with Versatility will NEVER be as good as a piece with Mastery, Bonus Armor, or Crit, for a tank.
If they want people to use Versatility, it needs to do a lot more than it does. If my 250 versatility was giving more like 2.5-3% damage reduction, then stacking it up to 1350 like my Mastery would be worth it, because then I'd be looking at 10% damage reduction and hey, that's pretty fucking damn good.
What's funny is, as far as I can tell, the damage reduction portion of versatility isn't subject to diminishing returns (i.e., if you have 10% versatility you will have 5% damage reduction). And as we know from the half a dozen other times Blizzard has made this mistake, linearly increasing damage reduction results in exponentially increasing EHP. If this is actually the case, then the aggressively low tuning on damage reduction from versatility is important to keep it from being able to be stacked too high (which becomes more of an issue in later tiers) and eventually becoming the best tank stat that just gets better the more you have of it.
Assuming I am right about the versatility formula (my Google-fu can't get me confirmation one way or the other on how Versatility adds up), then why they decided it should be linear becomes the next question, as they have had this lesson slammed in their faces quite a few times over the years.
Officially the unluckiest CCG player ever.
0
Warlock82Never pet a burning dogRegistered Userregular
I'd really like to get some of those sets, but drops seem super rare in heroics. I was doing some quests in Lok'rath last night and those guys seemed to drop a decent amount. Anywhere else good?
Ive farmed them a couple times in the camp in northern talador. Forget the name of the camp but it's where you get the follower "Ahm" for alliance. I just ran around it tab dotting and the mobs spawn quickly. I was getting about 30 of them in 15 minutes. The lvl 94 mobs die almost instantly so it's pretty brainless as well.
Also I think youre crazy for dropping the barracks. the 5 extra followers feel almost necessary to me, but maybe i enjoy the follower missions more than you do.
Yeah, as I've said/shown, I'm simply not getting enough missions, let alone level 100 missions, to have even 20 followers out at any given time, so the extra 5 are more or less useless.
I use those extra 5 slots to basically keep some of my followers below 100. having the inn helps because i get a fresh person every week. I send lvl 100 followers on low level missions all the time because they all can give salvage. Having followers in the different level ranges gives you way more missions than just getting 20 to 100 and stopping.
Several of you keep saying that, but it hasn't shown to be true at all for me. I get 1-2 missions every few hours, tops, no matter what, and if I have even a single follower below level 100 they're more than likely the level of said follower. I keep all missions filled, immediately, more or less all hours of the day except when i'm asleep (and those get filled immediately when I wake up) and I never have all of my followers out. Again, as I've pointed out, my problem isn't getting only a few level 100 missions; I'd actually love that; it's getting the vast majority of any missions I get be absolutely useless for most of my followers with the exception of a chance at salvage.
Also, I don't know what stuff you guys are finding in salvage, but aside from follower upgrades, the rest is complete garbage. Sure, occasionally you get a past xpack BoE, but...wooo? I've yet to get anything that made me feel like "yeah, I'm glad that was a level 90 worthless reward mission instead of a level 100 with potentially something I can use, or that might rank up my followers".
Also also, looking at the preset follower list there is one non 100 follower I still can get outside of the weekly ones. I either have everything else, or the ones I don't have are 100 or are from outposts I didn't build, and thus can't get.
Mine have been all over the place. Sometimes I will have a shit ton and sometimes barely any. I think it may be related to quality, as I've noticed they tend to get lean when I have missions with super good rewards up (which of course is when I need them most for follower gear or XP to make the good missions more successful).
I really wish there was a way to buy follower gear - at least the green ones....
The war mill level 2 description is incredibly misleading to the point of being dishonest. It says nothing about iron scraps, or 'occasionally' getting follower gear. It's pretty ridiculous
I'd really like to get some of those sets, but drops seem super rare in heroics. I was doing some quests in Lok'rath last night and those guys seemed to drop a decent amount. Anywhere else good?
Ive farmed them a couple times in the camp in northern talador. Forget the name of the camp but it's where you get the follower "Ahm" for alliance. I just ran around it tab dotting and the mobs spawn quickly. I was getting about 30 of them in 15 minutes. The lvl 94 mobs die almost instantly so it's pretty brainless as well.
Also I think youre crazy for dropping the barracks. the 5 extra followers feel almost necessary to me, but maybe i enjoy the follower missions more than you do.
Yeah, as I've said/shown, I'm simply not getting enough missions, let alone level 100 missions, to have even 20 followers out at any given time, so the extra 5 are more or less useless.
I use those extra 5 slots to basically keep some of my followers below 100. having the inn helps because i get a fresh person every week. I send lvl 100 followers on low level missions all the time because they all can give salvage. Having followers in the different level ranges gives you way more missions than just getting 20 to 100 and stopping.
Several of you keep saying that, but it hasn't shown to be true at all for me. I get 1-2 missions every few hours, tops, no matter what, and if I have even a single follower below level 100 they're more than likely the level of said follower. I keep all missions filled, immediately, more or less all hours of the day except when i'm asleep (and those get filled immediately when I wake up) and I never have all of my followers out. Again, as I've pointed out, my problem isn't getting only a few level 100 missions; I'd actually love that; it's getting the vast majority of any missions I get be absolutely useless for most of my followers with the exception of a chance at salvage.
Also, I don't know what stuff you guys are finding in salvage, but aside from follower upgrades, the rest is complete garbage. Sure, occasionally you get a past xpack BoE, but...wooo? I've yet to get anything that made me feel like "yeah, I'm glad that was a level 90 worthless reward mission instead of a level 100 with potentially something I can use, or that might rank up my followers".
Also also, looking at the preset follower list there is one non 100 follower I still can get outside of the weekly ones. I either have everything else, or the ones I don't have are 100 or are from outposts I didn't build, and thus can't get.
EDIT: to be clear; if you guys are having good luck with how it works; great. I'm just not. I had the level 2 stables built for 5 minutes before it was already absurdly more useful to me than the barracks ever where. Also I know I have bad luck with drops, so maybe there is useful stuff in salvage; it's just for me, for the time being, it's just a small amount of gold now and then, but there's no other small building I have any use for.
I've gotten no gear I can equip from salvage. I have however gotten some vaulable ancient weapons. But the salvage yard's value to me is really all in the pile of follower items I get. I think it would take *forever* to gear up for Mission raids if I didn't have one. And it means I can grind out low level missions very quickly and get high-level follower gear.
The war mill level 2 description is incredibly misleading to the point of being dishonest. It says nothing about iron scraps, or 'occasionally' getting follower gear. It's pretty ridiculous
What does level 2 actually do for you, then? I'm still at level 1, not sure if I should pull the trigger on level 2. I still have a long way to go before I could afford level 3, so I've been hesitant to move forward until I'm positive it's what I want.
The war mill level 2 description is incredibly misleading to the point of being dishonest. It says nothing about iron scraps, or 'occasionally' getting follower gear. It's pretty ridiculous
What does level 2 actually do for you, then? I'm still at level 1, not sure if I should pull the trigger on level 2. I still have a long way to go before I could afford level 3, so I've been hesitant to move forward until I'm positive it's what I want.
It lets you submit work orders that give follower upgrades, but it's not guaranteed. Most work orders give iron scraps, getting follower gear tokens is the minority
Also, the work orders cost garrison materials, so it's definitely not worth doing until you have a surplus of materials
Javen on
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Dhalphirdon't you open that trapdooryou're a fool if you dareRegistered Userregular
I had never done the Proving Grounds in MoP, so when I went there a couple weeks ago to do the Silver tank challenge on my Guardian (Bear) druid to be able to queue for heroics, it was pretty much a new experience for me. Holy hell, the tank challenge is frustrating. You need to put out good damage, not get gibbed by hard-hitting mobs, try to maneuver the shit you're tanking into fire patches (which has always been a pain in WoW thanks to the mob AI/pathing), including a caster mob that plants itself to lob hard-hitting spells except for the brief window you get during an interrupt, while not moving into the fire yourself because it does damage incredibly fast, while also keeping an eye on the NPC because some rounds will have a later wave come and attack him from the other side of the room, all while trying to beat a fairly aggressive round timer. I failed the first time in one of the final rounds and then got it on my second attempt, but it was rough and very frustrating to deal with.
Just for the hell of it, I thought I'd attempt the DPS bronze/silver challenges with my tank spec (my second spec is healing). What a joke those were. I breezed through those without any issues. I finished one round with over 40 seconds remaining.
So the Proving Grounds experience was:
Tank: frustrating and stressful.
DPS: easy and fun.
Huh, turns out Proving Grounds really do prepare you for the rest of the game.
@forty its actually even more appropriate than that
the healer/DPS mob, sikari the shitweaver (pretty sure that is her name)
She
-Does not use anything other than her most basic healing spells
-Does not CC
-Does not focus fire dangerous mobs, instead choosing at random
-AOEs even when you've carefully CC'd a dangerous mob
-Attacks things before you've even had a chance to whack them once
She is EXCELLENT preparation for the shitlords in LFG
The war mill level 2 description is incredibly misleading to the point of being dishonest. It says nothing about iron scraps, or 'occasionally' getting follower gear. It's pretty ridiculous
What does level 2 actually do for you, then? I'm still at level 1, not sure if I should pull the trigger on level 2. I still have a long way to go before I could afford level 3, so I've been hesitant to move forward until I'm positive it's what I want.
It lets you submit work orders that give follower upgrades, but it's not guaranteed. Most work orders give iron scraps, getting follower gear tokens is the minority
Also, the work orders cost garrison materials, so it's definitely not worth doing until you have a surplus of materials
Which is pretty easy to get post-lvl 3 garrison because you no longer have any big purchases to save up. I get more garrison resources than my War Mill can actually use.
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Dhalphirdon't you open that trapdooryou're a fool if you dareRegistered Userregular
The funny thing to me is that apparently some people did the tank one as a healer and it was really easy? That would be ridiculous.
I could see that as the "healer" doesn't take that much damage and you could probably out heal it while she dps's everything down. Though you would have to put up with her bitching the entire time which might kill you on the inside.
I would like some money because these are artisanal nuggets of wisdom philistine.
I did the gold tank proving grounds and I thought it was tuned correctly.... if you're not able to do that you probably aren't ready for raiding. There wasn't anything incredibly hard to do and she kept me up as long as I used my cooldowns at the correct times.
Perhaps the DPS one is just tuned a little too easy?
I did the gold tank proving grounds and I thought it was tuned correctly.... if you're not able to do that you probably aren't ready for raiding. There wasn't anything incredibly hard to do and she kept me up as long as I used my cooldowns at the correct times.
Perhaps the DPS one is just tuned a little too easy?
The DPS one is pretty brain dead easy, yeah. I think the most challenging part of it was "Remember your aoe ability? maybe use that on these clumped guys over here. Or not, it's really optional."
It might be pretty challenging to create a scenario that adequately tests "good" dps versus "okay" dps, especially when you consider hybrids versus pure dps, and the disparity in spell interrupt timers, and I'm sure other things.
I did the gold tank proving grounds and I thought it was tuned correctly.... if you're not able to do that you probably aren't ready for raiding. There wasn't anything incredibly hard to do and she kept me up as long as I used my cooldowns at the correct times.
Perhaps the DPS one is just tuned a little too easy?
After hitting 100, I tried the tank proving ground as Guardian Druid. Bronze was just plain easy, brain-dead even. Then came Silver (tried it twice), I got my bear butt handed to me, best I could do was wave 6-7. I have a feeling that the tuning is just fine, but I was incredibly rusty and wasn't making anywhere close to enough use of my defensive cooldowns.
As a bit of info, I came back to the game this expansion after not having played since early-Cataclysim (so nearly 4 years gone.)
Been practicing tanking now and think I'll give it another try before this weekend.
Just as an aside, I'm really enjoying this expansion, seems there's a good underlying core of stuff.
I did the gold tank proving grounds and I thought it was tuned correctly.... if you're not able to do that you probably aren't ready for raiding. There wasn't anything incredibly hard to do and she kept me up as long as I used my cooldowns at the correct times.
Perhaps the DPS one is just tuned a little too easy?
After hitting 100, I tried the tank proving ground as Guardian Druid. Bronze was just plain easy, brain-dead even. Then came Silver (tried it twice), I got my bear butt handed to me, best I could do was wave 6-7. I have a feeling that the tuning is just fine, but I was incredibly rusty and wasn't making anywhere close to enough use of my defensive cooldowns.
As a bit of info, I came back to the game this expansion after not having played since early-Cataclysim (so nearly 4 years gone.)
Been practicing tanking now and think I'll give it another try before this weekend.
Just as an aside, I'm really enjoying this expansion, seems there's a good underlying core of stuff.
Bear druid tanking is pretty interesting so far, I think. For the silver challenge specifically, the treant and instant root talents are really quite good. The vortex talent might be as well. Positioning is really the key to success. Get those critters roasting over the fire pits and you're most of the way there.
The war mill level 2 description is incredibly misleading to the point of being dishonest. It says nothing about iron scraps, or 'occasionally' getting follower gear. It's pretty ridiculous
What does level 2 actually do for you, then? I'm still at level 1, not sure if I should pull the trigger on level 2. I still have a long way to go before I could afford level 3, so I've been hesitant to move forward until I'm positive it's what I want.
It lets you submit work orders that give follower upgrades, but it's not guaranteed. Most work orders give iron scraps, getting follower gear tokens is the minority
Also, the work orders cost garrison materials, so it's definitely not worth doing until you have a surplus of materials
The best part is it's an iron scrap. Like, one scrap for every 20 resources.
Not a good deal.
Honestly I think I did get one decent follower upgrade from it, but aside from a trivial amount of apexis shards, every bunker work order has been a single scrap each.
I'm not dumping the building because I really want those transmog sets (all of them), but it's been a disappointment, for sure.
Speaking of; does anyone happen to know if the SW armor transmog auto-switches to the horde version if you send it cross faction on your account, as other faction specific things tend to?
Just wondering if I need to get both or if one will do.
Munificent Emblem of Terror
Item Level 615
Binds when picked up
Unique-Equipped
Trinket
+138 Agility
Equip: Your attacks have a chance to grant 1200 Critical Strike for 10 sec. (Approximately 0.92 procs per minute)
Damn, that's pretty nice. Last night, my followers completed a mission that got me a 630 trinket token (that you use to turn into an actual 630 trinket). "Oh hell yeah!" I thought, "this will get me an even better version of that Munificent Emblem!" Naturally I was wrong, as the Blizzard intern had different ideas about what constitutes a 630 trinket:
Turbulent Vial of Toxin
Item Level 630
Binds when picked up
Unique-Equipped
Trinket
+106 Agility
Use: Grants 1060 (9.64 @ L100) Mastery for 15 sec. (1 Min, 30 Sec Cooldown)
What the fuck? Why is it not just not better than the 615 trinket, but actually worse?
The second trinket has two big things about it that could theoretically make it cost more ilvl: being on use and an extra 5s of buff. That said, they just did a fix for trinkets 640 and higher so there's a chance that 615 one is overbudget and/or the 630 is underbudget but Blizz didn't care enough to fix it.
I did the gold tank proving grounds and I thought it was tuned correctly.... if you're not able to do that you probably aren't ready for raiding. There wasn't anything incredibly hard to do and she kept me up as long as I used my cooldowns at the correct times.
Perhaps the DPS one is just tuned a little too easy?
After hitting 100, I tried the tank proving ground as Guardian Druid. Bronze was just plain easy, brain-dead even. Then came Silver (tried it twice), I got my bear butt handed to me, best I could do was wave 6-7. I have a feeling that the tuning is just fine, but I was incredibly rusty and wasn't making anywhere close to enough use of my defensive cooldowns.
As a bit of info, I came back to the game this expansion after not having played since early-Cataclysim (so nearly 4 years gone.)
Been practicing tanking now and think I'll give it another try before this weekend.
Just as an aside, I'm really enjoying this expansion, seems there's a good underlying core of stuff.
This was probably actually gear, it gearchecks you for 615 (and tunes your gear down to 615 so that higher gear isn't an advantage). But you will die if you are noticeably undergeared.
From what I heard, it scales your gear down if you're above 630.
They did say that they were going to make the proving grounds scale up, but they didn't. The proving grounds we have now are exactly the same as MoP's, but at a higher level.
So I started playing this again, currently only under the WoD trial so I can't level past 90, but doing pet battles and panda content is fun. Also it seems like the old EU Obsidan spur still exists with me as it's only member! It's telling how long it's been as my guild note is "the soon to be married @Echo" and I've been married nearly 4 years now.
Munificent Emblem of Terror
Item Level 615
Binds when picked up
Unique-Equipped
Trinket
+138 Agility
Equip: Your attacks have a chance to grant 1200 Critical Strike for 10 sec. (Approximately 0.92 procs per minute)
Damn, that's pretty nice. Last night, my followers completed a mission that got me a 630 trinket token (that you use to turn into an actual 630 trinket). "Oh hell yeah!" I thought, "this will get me an even better version of that Munificent Emblem!" Naturally I was wrong, as the Blizzard intern had different ideas about what constitutes a 630 trinket:
Turbulent Vial of Toxin
Item Level 630
Binds when picked up
Unique-Equipped
Trinket
+106 Agility
Use: Grants 1060 (9.64 @ L100) Mastery for 15 sec. (1 Min, 30 Sec Cooldown)
What the fuck? Why is it not just not better than the 615 trinket, but actually worse?
The second trinket has two big things about it that could theoretically make it cost more ilvl: being on use and an extra 5s of buff. That said, they just did a fix for trinkets 640 and higher so there's a chance that 615 one is overbudget and/or the 630 is underbudget but Blizz didn't care enough to fix it.
Possibly, but on the other hand, the on use property is usually compensated by providing a less powerful effect, which is clearly the case here. The 15 second duration is in line with the 1min 30sec cooldown. Just like how 20 second trinkets usually have a 2 minute cooldown. The proc lasts longer but the maximum uptime ends up being about the same as the 10 second, (almost) 1 PPM trinket. It's possible that Blizzard has changed their budgeting philosophy in WoD and greatly increased the cost of on use effects, but my initial suspicion is that it's the typical itemization clusterfuckery we see.
I haven't gone looking on wowhead or whatever to see what other trinkets are like, so I'm not sure if the 630 is noticeably under budget or what. I've just noticed that the trinkets I've been picking up from quests, rares, dungeons seem to have inconsistent budgeting.
Officially the unluckiest CCG player ever.
0
Dhalphirdon't you open that trapdooryou're a fool if you dareRegistered Userregular
I'm pretty sure mastery is also budgeted higher than crit.
Munificent Emblem of Terror
Item Level 615
Binds when picked up
Unique-Equipped
Trinket
+138 Agility
Equip: Your attacks have a chance to grant 1200 Critical Strike for 10 sec. (Approximately 0.92 procs per minute)
Damn, that's pretty nice. Last night, my followers completed a mission that got me a 630 trinket token (that you use to turn into an actual 630 trinket). "Oh hell yeah!" I thought, "this will get me an even better version of that Munificent Emblem!" Naturally I was wrong, as the Blizzard intern had different ideas about what constitutes a 630 trinket:
Turbulent Vial of Toxin
Item Level 630
Binds when picked up
Unique-Equipped
Trinket
+106 Agility
Use: Grants 1060 (9.64 @ L100) Mastery for 15 sec. (1 Min, 30 Sec Cooldown)
What the fuck? Why is it not just not better than the 615 trinket, but actually worse?
The second trinket has two big things about it that could theoretically make it cost more ilvl: being on use and an extra 5s of buff. That said, they just did a fix for trinkets 640 and higher so there's a chance that 615 one is overbudget and/or the 630 is underbudget but Blizz didn't care enough to fix it.
They buffed all the Darkmoon Faire trinkets except for the healing one for whatever reason. I don't see why spirit should be more valuable than bonus armor for example.
I really wish they'd give you the option to build the herb garden instead of the mine at level 92. It kind of gimps those professions that require the herbs (and ones you wouldn't expect to need them, like Leatherworking for the daily cooldown).
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
I'm confused as to why Versatility AND Mastery exist.
The whole point of Mastery was that it does something useful for every class/spec.
Versatility just seems like a weak copy.
Versatility seems like it was intended to be a hybrid stat. A well played feral druid, for example, will be bombing the main tank (or whomever else needs it) with Healing Touch every finisher to activate blood talons. I think that's the kind of play Blizzard was aiming towards with the stat.
Which is all well and good, but it doesn't have enough umph to entice anyone to stack it.
Posts
Assuming I am right about the versatility formula (my Google-fu can't get me confirmation one way or the other on how Versatility adds up), then why they decided it should be linear becomes the next question, as they have had this lesson slammed in their faces quite a few times over the years.
Mine have been all over the place. Sometimes I will have a shit ton and sometimes barely any. I think it may be related to quality, as I've noticed they tend to get lean when I have missions with super good rewards up (which of course is when I need them most for follower gear or XP to make the good missions more successful).
I really wish there was a way to buy follower gear - at least the green ones....
It lets you submit work orders that give follower upgrades, but it's not guaranteed. Most work orders give iron scraps, getting follower gear tokens is the minority
Also, the work orders cost garrison materials, so it's definitely not worth doing until you have a surplus of materials
@forty its actually even more appropriate than that
the healer/DPS mob, sikari the shitweaver (pretty sure that is her name)
She
-Does not use anything other than her most basic healing spells
-Does not CC
-Does not focus fire dangerous mobs, instead choosing at random
-AOEs even when you've carefully CC'd a dangerous mob
-Attacks things before you've even had a chance to whack them once
She is EXCELLENT preparation for the shitlords in LFG
pleasepaypreacher.net
Which is pretty easy to get post-lvl 3 garrison because you no longer have any big purchases to save up. I get more garrison resources than my War Mill can actually use.
Oh my god YES and she's so SNARKY
Did you forget to equip your heaviest armor?
No Sikari did you forget to equip your BRAIN
Does the healing one have some snarky dick berate you when you fail?
pleasepaypreacher.net
I haven't actually failed it though, since I haven't gone back and tried endless yet, so I dunno if anybody yells at you
that's why we call it the struggle, you're supposed to sweat
I could see that as the "healer" doesn't take that much damage and you could probably out heal it while she dps's everything down. Though you would have to put up with her bitching the entire time which might kill you on the inside.
pleasepaypreacher.net
Perhaps the DPS one is just tuned a little too easy?
that's why we call it the struggle, you're supposed to sweat
The DPS one is pretty brain dead easy, yeah. I think the most challenging part of it was "Remember your aoe ability? maybe use that on these clumped guys over here. Or not, it's really optional."
It might be pretty challenging to create a scenario that adequately tests "good" dps versus "okay" dps, especially when you consider hybrids versus pure dps, and the disparity in spell interrupt timers, and I'm sure other things.
Yeah I didn't even know that until I was looking over my blue prints and saw one for rank 3 of the menagerie.
pleasepaypreacher.net
After hitting 100, I tried the tank proving ground as Guardian Druid. Bronze was just plain easy, brain-dead even. Then came Silver (tried it twice), I got my bear butt handed to me, best I could do was wave 6-7. I have a feeling that the tuning is just fine, but I was incredibly rusty and wasn't making anywhere close to enough use of my defensive cooldowns.
As a bit of info, I came back to the game this expansion after not having played since early-Cataclysim (so nearly 4 years gone.)
Been practicing tanking now and think I'll give it another try before this weekend.
Just as an aside, I'm really enjoying this expansion, seems there's a good underlying core of stuff.
I rolled on a hentai staff and lost but apart from that there was not much elemental shaman loot love. Everyone else had a mega haul though.
Tectus was the only stumbling block but we fine tuned and pushed dps a bit harder and it all worked out.
Twitter - discolouie PSN - Loupa Steam - Loupa
Bear druid tanking is pretty interesting so far, I think. For the silver challenge specifically, the treant and instant root talents are really quite good. The vortex talent might be as well. Positioning is really the key to success. Get those critters roasting over the fire pits and you're most of the way there.
The best part is it's an iron scrap. Like, one scrap for every 20 resources.
Not a good deal.
Honestly I think I did get one decent follower upgrade from it, but aside from a trivial amount of apexis shards, every bunker work order has been a single scrap each.
I'm not dumping the building because I really want those transmog sets (all of them), but it's been a disappointment, for sure.
Speaking of; does anyone happen to know if the SW armor transmog auto-switches to the horde version if you send it cross faction on your account, as other faction specific things tend to?
Just wondering if I need to get both or if one will do.
Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand
The second trinket has two big things about it that could theoretically make it cost more ilvl: being on use and an extra 5s of buff. That said, they just did a fix for trinkets 640 and higher so there's a chance that 615 one is overbudget and/or the 630 is underbudget but Blizz didn't care enough to fix it.
This was probably actually gear, it gearchecks you for 615 (and tunes your gear down to 615 so that higher gear isn't an advantage). But you will die if you are noticeably undergeared.
And if there is a minimum to the scaling, it's probably closer to 600.
They did say that they were going to make the proving grounds scale up, but they didn't. The proving grounds we have now are exactly the same as MoP's, but at a higher level.
I haven't gone looking on wowhead or whatever to see what other trinkets are like, so I'm not sure if the 630 is noticeably under budget or what. I've just noticed that the trinkets I've been picking up from quests, rares, dungeons seem to have inconsistent budgeting.
Edit: And all the enchants/gems have the same amount of mastery/crit/etc.
They buffed all the Darkmoon Faire trinkets except for the healing one for whatever reason. I don't see why spirit should be more valuable than bonus armor for example.
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
The whole point of Mastery was that it does something useful for every class/spec.
Versatility just seems like a weak copy.
The harder the rain, honey, the sweeter the sun.
I don't think you understand how percentages work.
Anything under 100% does not equal 0%.
Thanks,
-TDWH
Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand
And the Grinning Reaver Mount is for sale, $25.
Or you can buy a combo pack for $30 ($10 still goes to the red cross for the pet)
EDIT EDIT: also for the olol-worthy price of just 100,000 gold, you can buy the alliance chopper. :rotate:
Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand
Versatility seems like it was intended to be a hybrid stat. A well played feral druid, for example, will be bombing the main tank (or whomever else needs it) with Healing Touch every finisher to activate blood talons. I think that's the kind of play Blizzard was aiming towards with the stat.
Which is all well and good, but it doesn't have enough umph to entice anyone to stack it.