close

Login or Register

OR
$ USD

Frequently Asked Questions

World of Warcraft: Item stat changes on WoW PTR for Relics and Retribution Paladins
- Mar 12, 2008
Retribution Paladins and "Classic" hybrids rejoice. Even in the midst of all these recent nerfs, Blizzard is working on a few buffs. The latest news from the PTR via MMO Champion is that we can expect to see a few tweaks to Relics and Retribution Gear alike, mostly on the good side. Various pieces of Retribution Paladin focused gear, mostly from the heroic dungeon level, have had its spell damage removed and replaced with strength. Not great news for Shockadins, perhaps, but good for Retribution Paladins, whose talents and skills have been moved more to the side of shedding all spell damage for quite some time.

There's also a somewhat interesting, but probably ultimately minor tweak coming to arena and honor weapons, as all three levels of Feral Druid and spellcaster PvP weapons have seen their attack speed reduced by 1 to 1.60 seconds. You'll rarely see any of those classes using those weapons to melee anyone to death, so it seems a bit superfluous, but perhaps it was done for consistency with the recent Vengeful Gladiator's Waraxe change.

Druids, Shamans, and Paladins can rejoice at seeing a lot of their Idols get a boost, with various stats and effects on them being boosted, sometimes by as much as twice their old values.

World of Warcraft: Don't underestimate the Isle of Quel'Danas
- Mar 03, 2008
Patch 2.4 supplies a great amount of solo content along with the new 5-man dungeon and raid zone, but there is one thing that you should remember stepping onto the Isle of Quel'Danas: This content is not the same difficulty level as everything else done so far.

Quel'Danas is about the same. It isn't incredibly difficult, but it is a step up from what seen so far. Tread lightly, bring lots of bandages. If you're brand new to level 70 and your gear is... well, junk, then you might want to group with some friends for the new daily quests. And uh, don't be like me and go AFK in the middle of enemy territory and expect to come back 10 minutes later unharmed. That probably isn't going to go well for you.

The dungeon and raid aren't the only things that have progressed the difficulty of the game, the solo content is more challenging as well. While the respawn rates on mobs may be turned down on the live servers compared to what they are on the PTR, the fact remains that some of these baddies are not to be underestimated. Even the new bombing run is more difficult, though less likely to kill you than the others. When Ogri'la and Skettis were first released, they were a bit of a death trap. Most people went into them in a daze, expecting to nap through the little battles like the zones we had done before. The reality was, though, that it was quite a bit harder than that. Until we adjusted to the difficulty and played a little smarter, it was death city.
World of Warcraft: The Care and Feeding of Warriors: Learning how to wipe
- Feb 19, 2008
The Care and Feeding of Warriors would like to pretend to be an exhaustive and comprehensive overview of warrior issues.

If you want to kill the bosses you have to die first. As a tank, one of the harder lessons you'll ever learn is in dealing with this expensive and often personally aggravating necessity of raiding. You have to grow a thick inner skin, not allowing the setbacks and odd quirks of a particular fight to frustrate you or cause you to start pointing fingers at people.

Whether you're a tank or DPS, it can be very tempting to vent your frustrations over a wipe and start pointing fingers at what's going wrong. The advice in this situation is to do so with your microphone off and into the empty air around you. Don't type anything; don't accuse anyone in your guild forums or in raid chat or through whispers. Feel free to curse up a blue streak when there's no one around to hear you. Even when the group is not actually wiping on bosses, it's possible for a tank to die holding trash if a heal is mistimes, shield block charges get eaten up too fast, or the tank does something stupid like thunderclap in an area with CC that then piles onto him. There are literally thousands of ways for a tanking or DPSing warrior to die in the course of a run, and to some degree there's simply no point to pointing fingers. Consider it this way: if you lost agro and a healer died before you could get it back, you wouldn't appreciate having your nose rubbed in it either.

This is not the same situation as a run where, no matter how well you do you're simply not getting proper support from someone. It's more often the case in a five man that everyone is doing their best save for one person and that person's shortcomings become quickly apparent. Tank can't hold agro, one of the DPS is constantly off on his or her own target or breaking CC indiscriminately, healer can't seem to keep anyone alive. These runs happen to us all. But in a 10 or 25 man raid it can be difficult to identify what's going wrong. This isn't to say that effort on behalf of the raid or guild leadership shouldn't work to make sure everyone's pulling their weight, but it's counterproductive for angry raid members, especially tanks (who are often, rightly or wrongly, seen as de factor 'war leaders' of their respective raids, even with members of other classes are the ones actually running the raid) to start blaming people publicly.

Why about this in a warrior column? Because, men and women, you're going to be asked to take it for the team a lot. Some classes can escape death via various means... ice block and run for the door if it's close, vanish, feign, and our paladin sisters and brothers (who wear plate too) can use DI to escape the cost of a wipe if they're lucky. But a DPSing warrior is often one of the first to die even on successful kills, and much the time a tanking warrior dies just before success, which is going to drive you insane. You're going to burn Shield Wall, Last Stand, a potion, a health stone, and maybe even use a trinket only to die anyway when Bloodboil is at 1% and it's going to eat your guts out. There are things we can and should do to minimize these experiences... for starters, please use consumables. Use health pots, use health stones, runes of warding, flasks if you can. Also, if you're down a lot of health and you can get a few seconds to do it, bandage! (This is more for a DPSing warrior.) Sure, you may get a heal anyway, but if you don't, the bandage will help, and if you do you'll have made it so you don't need another as fast. Anything you can do to lower the load on healers is a good thing to do.

For you new tanks, please, remember your on-use trinkets. Remember your abilities like Last Stand and Shield Wall. Anything you can do to give your healers time to heal you, to stretch out the encounter and make progress on it. But in the end, unless you're very lucky, a new fight will undoubtedly mean a wipe. Don't let this discourage you, or make you lash out at your group. Furthermore, sometimes an encounter you have on farm will surprise you. You may be used to running up to Kael for a night's work except for whatever reason this week you can't even get past Void Reaver. This can be absolutely maddening if you know you're doing everything in your power and yet you can't get past the encounter. This is when, no matter if you're whacking away at the knees or, well, whacking away at the front of the knees and calling him names, you have to settle back and stop trying to physically carry the group past the encounter.

Stop it.

It doesn't do the group any good. It doesn't do you any good. If it's your fault for whatever reason, then fix what you're doing. If it's not your fault, then look at what happened, make reasonable suggestions if you can think of any and then move on. Getting angry at your fellow players won't kill any monsters. Also, know when to call it quits and don't keep agitating to slam the group's collective heads against a wall when they're not ready for it.

Wipes suck. There's nothing fun about becoming a bunch of stains on the floor...or lagoon... or wherever you're fighting. But they're part and parcel of learning the game. Treat them as the learning tools they are, don't let them chew your guys out with rage or incriminations. As warriors, you're going to eat a lot of very expensive repair bills. They're only going to get more expensive. This sucks, but it's one of the foibles of the class: at least we're spared reagent costs, thousands of rounds of ammunition, pet food, shard bags and the other ridiculous minutia other classes must go through. All our expenses come up front in those big repair bills, we don't have to dance the agonizing death of a thousand cuts other classes’ experience.

World of Warcraft: Remember the stealth animations?
- Feb 19, 2008
Rogues probably remember well the day that their current stealth animations were altered over a year ago now. People complained that their character suddenly seemed wobbly or constipated while walking around in stealth, but Blizzard responded with promises of brand-new super-cool stealth animations for rogues of all races to help solve the issue. They said, and I quote, "Currently this issue is expected to be resolved in patch 2.1," (which obviously didn't happen) "but there is a chance that the new animations will not be ready by that time, which may result in the fix being delayed for a later patch."

A later patch indeed! Which later patch, you ask? 2.4 perhaps? The official word is "no new ETA," which, as you know, is Blizzard-speak for "sorry guys and gals, we wish we could do this right now, but there just isn't time. We might have time to do it sometime between now and the next global ice age, perhaps."

No, to be fair, they probably will get around to it some day, probably even sometime during the 21st century!

Seriously though, every patch that comes out has a nerf for rogues and anytime that we get anything buffed it is taken away somewhere between PTR and production.

World of Warcraft: Two Bosses Enter: Ragnaros vs. Kel'Thuzad
- Feb 11, 2008
It is about the showdown between the final eight with a fight between Kel'Thuzad, the final boss in Naxxramas, and Ragnaros, the fiery raid target of Molten Core. Want to learn more about these two bosses and voice your opinion on who would win in a fight? Keep reading!

Ragnaros the Firelord was once a servant of the Old Gods, but at present he rules over the heart of Blackrock Mountain and answers to no one -- save a mini-raid of level 70s. Knowing he is a fire elemental, it's no surprise that Ragnaros takes down his opponents with massive fire damage. In battle, Ragnaros will use the following skills:

  • Wrath of Ragnaros: a melee-range knockback.
  • Hammer of Ragnaros: selects a random target at range and knocks everyone in the vicinity back.
  • Elemental Fire: A high-damage fire DoT that Ragnaros puts on whomever has aggro.
  • Magma Blast: If no one is in melee range, Ragnaros will do a high-damage physical attack -- enough to wipe your standard player raid.

The Lich Lord Kel’Thuzad rules over the Plaguelands from his citadel Naxxramas. While in his floating fortress, the fight begins with the raid taking out several adds, we're just considering the bosses themselves, so we'll start by talking about what would normally be considered phase 2 of this encounter, when you first get to fight Kel'thuzad himself.

Kel'Thuzad does frost and shadow damage with:

    • single-target and multi-target frostbolts,
    • the ability to mind-control up to 4 targets,
    • the ability to create a shadow fissure, causing massive shadow damage to anyone in its radius,
    • a frost blast that immobilizes and damages its target (100% of its health),
    • a mana detonation which causes causes mana users to explode, dealing damage to all of those around them.
World of Warcraft: The Light and How to Swing It: Levels 41-50
- Feb 19, 2008
The article includes suggestions to help you get through levels 41-50 as fast as possible. Since you got your mount at 40, you'll notice a distinct drop in travel time, but please be careful when mounted -- enemy mobs can still hit you, potentially knocking you off your mount to make your escape on foot. You may have chosen to respec at 40 to Protection or Holy, but I'm continuing as Retribution for leveling purposes (though Prot grinding is also quite fun). As such, certain quests / areas may be harder for some specs than others, so I've tried to offer alternative zones when possible just in case you start having trouble.

Levels 40-41: Stranglethorn Vale. There are tons of quests here, some of which you probably already did back in the late 30s. If you're Alliance, grab the new Flight Path at the Rebel Camp in the northernmost part of STV. If you're Horde, pick up all the available quests at Grom'gol. Players of both sides should pick up any quests you haven't done yet at Nessingwary's Expedition (northern STV , along the river). You should also make the run down to Booty Bay in the south-- there are a lot of quests down there, some of which require trips back up north. There are lots of quest chains in STV , so if you have any green quests here, you should finish them up and see if there is a follow up (especially for the "Mastery" quests from Nessingwary's). If you're finding STV too difficult, consider Arathi Highlands (some of the later quests are around level 40-ish) or Desolace.

Levels 42-43: At level 42 you pick up new ranks of Blessing of Might, Flash of Light, Seal of Righteousness and Seal of the Crusader. You also get Cleanse, which should replace Purify when you're trying to get rid of debuffs. Like Purify, Cleanse removes 1 poison and 1 disease debuff, but it can also remove 1 magic debuff. It also costs the same amount of mana to cast, so there's no real reason to ever use Purify again.

On the leveling front, continue running quests in STV. If you find yourself running low on quests or just want a chance in scenery, you can take a trip to the Swamp of Sorrows, which is east of Duskwood and Deadwind Pass. If you're Horde, stop in Stonard and get the flight path, and stock up on quests. There's less to do here if you're Alliance, but there are a few quests to be found in the swamp.

Levels 44-45: When you go to train at 44, you'll pick up new ranks of Blessing of Wisdom, Exorcism, and Frost Resistance Aura, as well as a new skill -- Hammer of Wrath. Hammer of Wrath is similar to Execute for warriors (it can only be used when your target has less than 20% health), but since it is a ranged attack that causes holy damage, it can be used to finish off runners. And that's a good thing, because you should be questing in Tanaris now, where there are many mobs who like to run when they get low on health.

If you're Horde and looking to get to Tanaris, fly to Thousand Needles, then head east to the Shimmering Flats. In the southern part of Shimmering Flats, there is a road that goes through the mountains that leads to Tanaris. If you're Alliance, this trip is a bit of a pain -- take the boat to Theramore, then follow the road north until you find the west exit to The Barrens. Once in the Barrens, head south until you get to the Great Lift, which will take you down into Thousand Needles. From there, follow the Horde directions until you get to Tanaris. Almost immediately you'll see the goblin town of Gadgetzan -- the Alliance flight path is on the south side of the city, and the Horde flight path is on the north side.

There are lots of quests for both factions in Tanaris -- check all parts of Gadgetzan, as well as Steamwheedle Port to the east. If you like to grind (especially if you're Prot spec), then you will likely find Lost Rigger Cove (south of Steamwheedle) a paradise. It's filled to the brim with pirates that'll respawn faster than you can kill them.

World of Warcraft: How to stop Vashj and Kael from destroying your guild
- Feb 19, 2008
These two bosses have earned their reputation as a guild killer, and are some of the hardest encounters in the game. While there is a plethora of information out there on how to defeat the technical aspects of the fights, very little is written on the social aspects these fights give us. Examining what can be done to keep a group of raiders together during this difficult time is critical to success.

On the flip side to Vashj's unknown factors exists Kael Thas. Kael is definitely a scripted encounter. We know what order the advisers are going to come up in, we know (sans gaze) where they'll go, we know what Kael will do when he reaches 50%, and we know what order we need to get the weapons down. This fight is all about repetition of a scripted encounter. So to get to Tier 6 content, a guild needs to be perfect at both random and non-random events. Okay, fair enough. A game like WoW is supposed to challenge our physical dexterity and our cognitive reaction times. However as Marcie points out, this is obviously a difficult and daunting task. What can be done to get over this hump and move into Tier 6 content? How can a guild survive this transition when it can take possibly months to work out the two encounters? How can these encounters not be guild killers?

Let us take a brief look at why these two encounters are so difficult. When it comes down to it, Blizzard is testing our ability to deal with two different skill sets. The first being immediate and unknown change, and that comes with Vashj during phase two and three: which side will the Naga spawn, where will the Tainted Element appear, how many times is your main tank going to get rooted and bat poison dropped on him, which way will the tanks need to drag the Naga around to avoid getting the melee cleaved, etc...

While individual guild members can do a lot of the work by learning their roles and becoming masters of their class, getting a dynamic group of 25 people through a challenging scenario rests solely on the shoulders of the guild leader and his/her leadership team. Let us look at a few basic management principals that the guild leadership can use during this time to keep things together.

1. Stay Positive

Anyone in a position of leadership should always maintain a positive attitude. This is the number one point for a reason: nothing can make a group of people feel more hopeless then a negative leader. Granted, even if your group is having trouble with simple things, and even if people keep getting killed by the same thing over and over, stay positive no matter what. This doesn't mean that you can't gently drop them comments and suggestions on how to improve their game play (this is a prerogative of a raid leader), but doing it tactfully and not in front of the whole guild is key. This brings us to the second thing to do...

2. Keep Embarrassing Issues Private

Maybe your off tank doesn't know he needs to keep up shield block all the time on Sanguinary. Perhaps he just hasn't been in a situation yet where he needs to. Of course this needs to change, but don't call him out in the middle of a raid. It doesn't do anything for his self esteem, and he might just decided not to come back the next day. Private tells in these cases will work wonders. You can get a lot more out of people if you help them with their issues, rather then pointing them out and walking away.

3. K.I.S.S.

Keep It Simple Stupid. There are a lot of complex things going on, but don't worry about everything all at once. Break it down into simpler parts, and keep working on one simple part at a time. Doing this will ensure that all issues are eventually figured out, and everyone gets a chance to participate in the strategy building and fine-tuning.

4. Know When To Pull the Plug

A break can do amazing things. It can rejuvenate people, give people a fresh perspective, let a few pieces of missing gear come into place, and generally let people relax a bit. Know when to take one of these breaks. While it might seem a bit fundamental, there are a few different types of breaks that should be considered:

  • A five minute break. This can do wonders. Let the raid go to the bathroom, get another drink, have a stretch, etc... Perhaps conjure up something that's been featured in our Well Fed Buff articles? No matter what people do, insist everyone goes away from their computer. Put yourself on /ask and follow your own words too. Amazing success can come after this.
  • A night off. Know when its time to take a night off. It might be that people are getting too bored with this repetitive content. Set a limit for yourself, or some other benchmark; when that limit is reached, take a night off and go kill something easy.
  • The rest of the evening. Nothing is going right, no progress is being made, and you seem to even be backing tracking a bit... just stop. Some times people are just not focused enough to raid and there is nothing you can do about it. So just take the rest of the evening off. But remember to do so with a positive tone. Say something like, "Okay, while we really wanted to go on, it looks like the raid leaders need to get together and get our ducks in a row." Even if you don't need to do that... say it anyways. Don't say "Hey losers. If I could 25-box this raid by myself I'd have cleared the Black Temple already. Go take a night off and let me try that."
5. Allow Feedback

People are raiding with your guild by choice. With the induction of server transfers over a year ago, people are no longer forced to stay on a server, and thus with a guild, like they used to be. Let the raiders give you feedback, and take that feedback positively and proactively. Ask people questions, get their opinions. Asking your third string mage (or anyone) what he thinks of the fight and what everyone needs to do differently will do wonders. Not only will it give them a chance to sound off to you about their frustrations (which is another topic in and of itself), but it will also get them to think more critically of the fight. Only good things will come of this.

As you can see, there is a lot to do concerning this one-two-knockout punch Blizzard has provided us with. The very nature of the situation means that guilds need to step up in not only their playing abilities, but also their social management skills. Having a good understand of what needs to be done to keep people motivated, happy, and optimistic is just as important to these fights as any gear ever will be.
World of Warcraft: Hyjal and Black Temple attunements removed
- Feb 14, 2008
Blizzard announced the following important four lines in their 2.4 Patch Ntoes.

Players will no longer require an attunement quest to enter Hyjal.

  • Players will no longer require an attunement quest to enter the Black Temple.
  • Players who have completed the attunement quests for Black Temple and Hyjal will be granted the title of "Hand of A'dal".
  • You may now fight Prince Kael'thas and Lady Vashj without first killing all the other bosses in their respective dungeons.

Despite the difficulty of Vashj and Kael'Thas, that Blizzard has removed the attunement requirements from Patch 2.4. Naxx, Blackwing Lair, and even Molten Core still require people to become attuned. Now seemingly, two of the hardest and most revered raids do not.

While the removal of the attunement is obviously a way to get more people to see their new raid zone, the Sunwell Plateau, all is not golden. Many, many, many raiding guilds and players who have already made the brutal trek through Vashj and Kael will be quite upset. On the other hand players, who are not yet able to, but perhaps ready for, the first few bosses of MH and BT, will undoubtedly rejoice.

It has less to do with a 'private' playground and more that people seem to honestly believe that the best gear and the major lore characters in this game should not be hard to get or kill. Give me a break.

It relieves some unnecessary stress from guilds that are just progressing through Vashj and Kael (just like mine). This will allow us to down Kael until the patch hits the live servers, but we won't be doomed to kill him (and Vashj, though Vashj isn't such a big problem anymore) many times just to get that stupid quest item for every single player.

Getting all the active players through this attunement quest is quite stressing for guilds with a rather large pool of players. Glad to see that won't be a problem anymore.

And for those who're going to cry "they're getting something for free that we had to fight for!" Hey, you got in there way earlier! That's your prize for going through the quest the hard way. Be happy, keep your frickin' elitism to yourself and let some more players have some fun now, too.

World of Warcraft: What you really want to know about the patch 2.4 notes
- Feb 13, 2008
  • Sunwell is inc! Also, the island where the Shattered Sun Offensive is fighting is called the Isle of Quel'Danas.
  • There's a Keeper of Time to take players in Shattrath to the Caverns of Time
  • Spell haste changes are in, as well as item casting changes (items that cast spells will do so at player's level now), and more intellect will now regenerate more mana per Spirit
  • Find Treasure doesn't deactivate on death anymore, but there's nothing about Find Herbs, Find Minerals, or any of the other tracking spells
  • Fear Ward usable in Shadowform (meh, say shadow priests)
  • A whole host of spells that weren't penalized at lower ranks are now penalized
  • Earth Shield nerfed-- mana cost lowered and charges dropped from 10 to 6, and Shamans get a default UI totem timer
  • Ritual of Summoning can bring players into instances now
  • Warrior Endless Rage is fixed, and now you can't change into a stance that you're currently in
  • Honor instantly calculated, since there are no diminishing returns
  • Warmasters and marshals in AV now share each other's health, and Horde starting point has been moved south
  • WSG changes: when both flags are held for 10 mins, flag carriers take more damage, increases over time. Also, flag carriers can be tracked after holding flag for 45 seconds.
  • Enchanting: Void Crystal to Large Prismatic, and Defense +15 to chest
  • Rocket Boots nerf is in there-- players carrying flag in WSG will drop it when boots are activated
  • 25man bosses drop more cash and an extra set token
  • No attunments for Hyjal and Black Temple any more (players who've completed Attunement will get "Hand of Ad'al" title)
  • Vashj and Kael can be fought without finishing all other bosses in the instance
  • Undead and Mechanical can bleed, elementals not always immune to poison and disease effects (though nature-based elementals will be immune to nature poisons and effects)
  • Level 70 superior quality PvP items from rep vendors
  • Weightstones and sharpening stones now work while shapeshifted
  • Lots of UI changes, including new options screen
World of Waecraft: Shattered Sun Offensive reputation loot revealed
- Feb 13, 2008
With the PTR up and running, information is pouring in faster than ever. The Shattered Sun Offensive's reputation vendor is ready for perusal, and World of Raids has already delivered a screenshot of the full loot list. The tabard looks like it's going to be a favorite for a lot of people, looking more elaborate than possibly any current player-wearable tabard.

But looking good aside, what about the loot? Will it make you better, harder, faster, stronger? Let's find out after the break.

Enchanters are definitely going to want to grind this faction. Void Shatter, the promised Void Crystal breaking enchants which will produce 2 Large Prismatic Shards, will be purchasable at honored reputation. In addition, they'll get a defense enchant for the chest at honored. Jewelcrafters will get two new metagems, the Ember Skyfire Diamond with 12 spell damage and +2% intellects, which should be welcome news for Shadow Priests and Affliction Warlocks, and the Eternal Earthstorm Diamond for +12 defenses and +10% shield block value, giving Paladin and Warrior tanks another option for their helms. PvPers finally get a head slot enchant of their own, with the Glyph of the Gladiator giving 18 stamina and 20 resiliencies to the head slot at the revered level.

The Dawnforged Defender, a tanking shield, looks nearly as good as the Shield of Impenetrable Darkness off Nightbane of Karazhan, at least stat-wise. The Sunward crest, while it has block rating, Also has spell hit rating and a little bit more spell damage than the Dragonheart Flameshield (Which is also dropped by Nightbane), which should make it a hot item with Elemental Shamans and the odd Holy Shock loving Paladin. There's one for healing, one for spell damage (but no spell critical strike rating), one for attack power (with some agility besides), and one with hit rating and expertise, as well as a ton of stamina. The really fun part is an interesting effect that hearkens back to the lore of the Shattered Sun Offensive as a united effort by the Aldor and Scryer factions. All four necklaces will "call upon" arcane powers or the power of the light when you attack, cast a spell, or heal, depending on which necklace it is and whether you are exalted with either the Aldor or the Scryers. If you can't get on the PTR, you might want to spend some of your time between now and 2.4 farming Arcane Tomes or Fel Armaments. It's likely a lot of people will want them so they can get full use out of their shiny new necklaces.

The new equippables come mostly in the form of blue weapons that become purchasable at revered faction. Most of them probably won't see much use from anyone who's been to Karazhan or Heroics or beyond for very long, but they're still comparable to most regular 5-man drops, and slightly better in most cases. Rogues who prefer swords and Fury Warriors should enjoy The Sunbreaker, while dagger rogues can pick up the Bombardier's Blade. Legionfoe is a good slow two-handed axe that should be an awesome upgrade from perennial favorites like the Crow Wing Reaper. The Truestrike Crossbow compares well to the Emberhawk Crossbow. Seeker's Gavel and Archmage's Guile are a 130 spell damage sword and mace, respectively, that should be great alternatives to current 5-man mainstays such as the Runesong Dagger and the Greatsword of Horrid Dreams. Innuro's Blade provides some defense along provides a bit of hit rating and expertise, perfect for threat grabbing, which should make a great tanking sword to bridge between quest blues like Grom'tor's Charge and epic swords like King's Defender. K'iru's Presage is a 228 healing mace, which stacks up favorably against 5-man mainstays like the Lightsworn Hammer or the Hammer of the Penitent.

As for the final verdict, the Shattered Sun Offensive loot looks like it'll be worth pursuing for a good amount of folks. The epics seem like they'll see a lot of mileage, at least well into Karazhan level content, and could be even nicer than they first appear depending on what, exactly, the reputation effect on the necklaces does, and how often it goes off. The blue weapons are a good goal for anyone who's in need of alternatives to level 70 dungeon drops, or is willing to drop some gold on a slight upgrade to them, though you can probably expect to replace at least some of them soon after you start running Heroics or Karazhan, depending on your drop luck.

Back

Close