While I am not surprised he did this... I am extremely curious as to how the guy procured his own nether. None of his outland reputations are high enough for heroics... did he simply zone in to a lv70 instance and manage to get one off the final boss as a lower-chance drop?
While I am not surprised he did this... I am extremely curious as to how the guy procured his own nether. None of his outland reputations are high enough for heroics... did he simply zone in to a lv70 instance and manage to get one off the final boss as a lower-chance drop?
That's a pretty good question, especially since as a twink you usually want to avoid getting xp, I guess logging in only for last boss, but with a limited number of tries since the boss does give some xp. Sounds pretty annoying to do, I was thinking of maybe getting badges but can't do kz attunement, so it would be in ZA. If people aren't going for 4chests, you can easily 9man ZA and still get 3chests. Then again, I don't know what min level to zone in ZA.
While I am not surprised he did this... I am extremely curious as to how the guy procured his own nether. None of his outland reputations are high enough for heroics... did he simply zone in to a lv70 instance and manage to get one off the final boss as a lower-chance drop?
360/3000 Cenarion rep sounds like 3 Warlord Kalithresh kills (I think normal bosses are 120 rep).
14**/3000 Lower City rep sounds like a lot of Murmur kills.
TBC raid instances have a 65 level requirement if I remember correctly.
While I am not surprised he did this... I am extremely curious as to how the guy procured his own nether. None of his outland reputations are high enough for heroics... did he simply zone in to a lv70 instance and manage to get one off the final boss as a lower-chance drop?
He's the right level for Hellfire Ramparts, but I can't explain the reputation part since he's not honored with any key Outland factions. Lower City is noticeably high for his level, but farming Ikiss/Murmur seems pretty tedious.
That's a pretty good question, especially since as a twink you usually want to avoid getting xp, I guess logging in only for last boss, but with a limited number of tries since the boss does give some xp. Sounds pretty annoying to do, I was thinking of maybe getting badges but can't do kz attunement, so it would be in ZA. If people aren't going for 4chests, you can easily 9man ZA and still get 3chests. Then again, I don't know what min level to zone in ZA.
You could convert to a raid to remove experience gains. Then you only have to worry about the rest bonus.
It's still kind of insane though. Get a nether on your main with his stockpile of badges, grind to 350 engineering on your alt, get a T5-ish level head at 62! Seems kind of crazy to me.
If you check the Twinking/Leveling thread, there is talk about doing this for Engineering alts at 60-62.
So effectively they left it as doable as such whithout letting lvl50s have said Helms. (I.e. the min lvl required to hit Engineering 350)
It's currently pretty easy to do normally, even if you aren't making a twink as such. The minimum level for heroics is 55, not 65; with the lowered rep requirement, someone getting to Outland right at 58 can be Honored in Thrallmar/Honor Hold, and CE rep, by low 60s. Then you just pop in for the last boss in a heroic, and you have your Primal Nether to craft it; instant uber headpiece for leveling through the 60s.
With the 2.4 change in Primal Nether not being Soulbound, getting a helm should become a pretty common practice for anyone who leveled up Engineering by 62.
Wasn't saying that it was a show stopper at all. In fact, the nether unbinding + level req change on the helm actually makes it easier to get the helm earlier than 70 than currently. The only thing I am wondering is, for those people who somehow got this helm made on a 59 twink, will the helms not be usable when the patch goes live?
It should stay equiped, but you can't re-equip it, or equip a new one.
Obviously saying this with a fair bit of hesitance, since I can't claim to ever have gotten t5 equivalent engineering goggles on a character to have them changed after.
Originally Posted by Sayessa
If it works the same way as the tailoring sets, when you chance specialisation, you can still wear the item but you don't get the stats on it.
In response to the post below - largely basing this on a respec a while ago on my shaman. Could still use Kang the Decapitator despite losing the talent (with the big reset). (Putting it in this post since I was planning on this edit anyway.)
It should stay equiped, but you can't re-equip it, or equip a new one.
Obviously saying this with a fair bit of hesitance, since I can't claim to ever have gotten t5 equivalent engineering goggles on a character to have them changed after.
If it works the same way as the tailoring sets, when you chance specialisation, you can still wear the item but you don't get the stats on it.
In response to the post below - largely basing this on a respec a while ago on my shaman. Could still use Kang the Decapitator despite losing the talent (with the big reset). (Putting it in this post since I was planning on this edit anyway.)
A funny thing happened to me too when they removed 2h spec for shamans. My shaman got refunded the point for 2h specialization (as did all shamans that had it). This left my shaman's talent tree a supposedly illegal state - I was basically a point short to get to the upper tiers. Furthermore, I could put that extra refunded point wherever I wanted - even in the upper tiers. When I leveled and got more points, I ended up putting the point back into Shamanistic Focus (the replacement for 2h spec) anyway since it was pretty good, but I did run around for a few levels with 40 points and Shamanistic Rage (the 41 point talent). Part of me wonders how sweet it would have been to get both Nature's Swiftness and Shamanistic Rage though.
Anyway, this is anecdotal evidence that Blizzard doesn't seem to mind talent trees being in illegal states - they could have easily refunded all points for shamans. This supports the hypothesis that Blizzard doesn't really mind a few isolated incidents of illegal states after they make item changes on their end.
New PTR patch: Emberstorm now reduces casting time of incinerate by 2/4/6/8/10 % making it a 2,25 sec cast. Don't know what they intend with this change, shadowbolt should still be superior due to improved shadowbolt.
T6 has stamina again, as of today's patch. It's not the first incarnation of T6, either - everything has new stats. All of my pieces are pretty damned good now.
T6 has stamina again, as of today's patch. It's not the first incarnation of T6, either - everything has new stats. All of my pieces are pretty damned good now.
T6 has stamina again, as of today's patch. It's not the first incarnation of T6, either - everything has new stats. All of my pieces are pretty damned good now.
Warrior tier 6 dps bracer/boot/belt doesn't have stamina.
That's intelligent, actually -- warriors tend to have enough stamina and I've never heard a DPS warrior saying they wished they had more. If they really and truly wanted to min/max this, they'd probably keep the stamina off warlock and DPS warrior gear only.
That's intelligent, actually -- warriors tend to have enough stamina and I've never heard a DPS warrior saying they wished they had more. If they really and truly wanted to min/max this, they'd probably keep the stamina off warlock and DPS warrior gear only.
This is a somewhat peculiar statement, given that (a) warriors essentially receive a 10% hit to their health pool from Berserker stance, and (b) they're probably the most likely class (except possibly feral druids) who might have to put their stamina to work (like if they end up tanking some kind of non-boss monster).
I don't doubt that you've never heard it said, but it just seems that warriors have some pretty good reasons for wanting stamina. Is this just because a lot of their gear already has stamina? That's one consequence of having a fairly shallow pool of desirable stats. And also one reason why they can usually squeeze a little stamina in there with no serious tradeoff.
Edit: Just noticed a very strange lifetap change: There's only one rank of lifetap now and it converts 26% of max. hp into 26 % of max. mana.
That strikes me as being the worst way to fix lifetap they could ever come up with. Does the tooltip say 26% to 26%? or is that what you see as the result?
It makes sense in some ways that it stops warlocks just stacking stam and damage because we become forced to boost up our int to get any kind of reasonable returns for lifetap. However for pvp warlocks it is MONSTROUS. Typically 5's buffed I am at 15.7k buffed hp with 9k mana. I would therefore loose 4k health to gain 2340 mana. The awesome part is how my lifetap would keep costing more and more as I can health without improving in any returns. I would start removing fort buffs from myself and commanding shout in raids to make my lifetaps not cost as much!
That strikes me as being the worst way to fix lifetap they could ever come up with. Does the tooltip say 26% to 26%? or is that what you see as the result?
That is what the tooltip says. Don't know why they would ever do this, the way to go is now low stamina (so low lifetap cost) and high int (for max. mana gain).