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Loot in the expansion
For comparing old-world loot to new stuff, the general rule of thumb is that blues that require level 60-63 are equivalent to Tier 1 MC, blues that require 64-67 are close to Tier 2, then the blues beyond that are almost Tier 3 equivalent. Level 70 blues are about equal to Tier 3. A full Naxx equipped character won't start replacing gear seriously until they get to 70, while Blackwing Lair level will start replacing gear around 65. As always, specific slots might have an easier upgrade. Also, most gear 60-69 in the expansion is leveling based, minimizing stats like Spirit or mana/5. A character without any epics would replace the majority of their gear almost immediately, and a character in Molten Core gear would equip the majority of blues they find. Probably the biggest slowdown in replacing gear is the enchantments for the new gear. An old piece of gear with an enchantment can still be more valuable until a new enchant is obtained.
The expansion introduces several new suffixes for items, which distribute stats in a more preferred way. This allows, for example, a green item with three stats or +spell damage and a stat. In general, bind on equip rare item drops from levels 60-69 are all armor pieces with a random suffix, although there are a few exceptions. All epics items in the expansion are level 70 items.
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Crafting
The three armorcrafting specs (Blacksmithing, Leatherworking, and Tailoring) all make a variety of green gear from 61-65, a Bind on Pickup item that requires a specialization at 65, and from 66-70 various blue items.
In addition, each spec has 2-3 items at 70 that are bind on pickup. Blacksmithing can upgrade those items, while there is no upgrade path for Leatherworking or Tailoring. The first level of these is ilvl 105 epics. Leatherworking and Tailoring items all have numerous sockets available and a strong set bonus.
Epic crafting items usually require a Primal Nether or two. Those items are a guaranteed one per a heroic 5-man dungeons and have a chance to drop from level 70 5-mans. They are also required for a high end enchantment and leg enchants (from Leatherworking and Tailoring).
Leatherworking – In addition to the BoP items, Leatherworkers can use special drums that have a large number of charges and provide a very brief power boost to the party.
Dragonscale has two sets -- Ebon Netherscale (Attack Power, Stam, Int, and mana/5) and Netherstrike (+spell dmg, +spell crit, stam, int, and mana/5).
Elemental – Primalstrike (Attack Power, Agility, Stam)
Tribal – Windhawk (Stam, Int, Spirit, +spell crit, +spell dmg, +healing)
Tailoring – In addition to the items, specializing in a tailoring spec will produce an extra special cloth whenever it is made. All three of the cloths are on separate cooldowns. Creating a tailoring cloth will provide a temporary boost or some items to the crafter (possibly only if specialized). Tailors can also use nets which can root a target.
Mooncloth -- Primal Mooncloth (Int, Spirit, +healing, mana/5)
Spellfire -- Spellfire (Int, +spell crit, +Fire dmg, +Arcane dmg)
Shadoweave – Frozen Shadoweave (Stam, Int, +Shadow dmg, +Frost dmg)
Blacksmithing -
Each weaponsmith spec can make a 1-hander and a 2-hander. Armorsmithing can make a mail BP and a plate BP. The maximum level of these items (currently available) can make Tier 5 loot. I'd recommend taking Blacksmithing for any physical DPS class, because they are very powerful compared to the difficulty in acquiring them.
Engineering doesn't pick up anything really exciting in the expansion. In general, it's the same power level, making useful trinkets and various other items that only other engineers can use.
Alchemy gains the expected upgrades, including flasks. The flasks and other potions in general are easier to make based on their components, plus there's an Alchemy Lab in a major Outlands city. In addition, Alchemists can make a bind on pickup item (Alchemist's Stone) and specialize in Potion, Transmutes, or Elixirs. Specializing gives a chance to make an extra item whenever that item is crafted.
Jewelcrafting can make a handful of BoP trinkets. Pre-60, it mostly makes amulets and rings. Post-60, jewelcrafting concentrates on making gems. In addition, jewelcrafting can make necklaces that act as partial-consumables for a party-wide buff.
Herbalism and Mining can “skin” plant or rock elementals.
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Tiers of Loot
At level 70, there are several tiers of loot. Magtheridon, Tempest Keep's Eye, and Serpentshire Cavern have not had any boss killed, so those are just speculation right now.
The highest rare tier is ilvl 110-115 rare gear. It's basically level 69-70 rare items, and are available in a variety of ways. Primarily...
Item drops from heroic dungeons
Item drops from level 70 non-heroic dungeons
Rare crafted items
Quest rewards
Reputation rewards at Revered
PvP 5-piece gear from honor
5-piece dungeon set
Tier 3.5 is ilvl 95-100 epic gear. It's probably the base level gear for starting into serious raiding (Karazhan, Gruul's Lair, and Magtheridon). It's obtainable from-
Heroic dungeon drops (1 per a wing)
Heroic dungeon turn-ins (1 token per a player is obtained in each wing)
Bind on equip crafting gear (They all require 1-2 Primal Nethers)
Reputation rewards at Exalted
Bind on equip epic world drops
PvP epic bracers
Karazhan loot
Tier 4 is ilvl 105-110 epic gear.
Tier 4 token turn-ins (2 pieces drop from Kharzahn, 2 from Gruul's Lair, 1 from Magtheridon (presumably, unkilled currently))
Nightbane (Boss of Karazhan)
Gruul's Lair
Magtheridon (presumably, unkilled currently)
The first tier of BoP craftables (Some require 1-2 Primal Nethers)
PvP epic belts and boots
Tier 5 is ilvl 115-125 epic gear
Tier 5 token turn-ins (presumably from TK and Serpentshire)
The second tier of BoP craftables (only for Blacksmithing, requires many Primal Nethers)
Arena PvP armor (although the armor is basically just Tier 4 with resilience)
Arena PvP Weapons
Tier 6 might drop from the Mt. Hyjal instance. It also includes the third tier of BoP craftables (only for Blacksmithing) that require unimplemented Nether Vortexes.
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Gems
Currently, there are four tiers for gems plus metagems.
Tier 1 – Standard quality gems, these can be purchased at any major Outlands city. They have one minor stat on them. (+8 Attack Power)
Tier 2 – Good quality gems, these are crafted from just one uncut gem. They start having two stats on them. (+12 Attack Power, +3 Defense Rating and +4 Stamina)
Tier 3 – Rare quality gems, these are crafted from a higher quality, rarer uncut gem. They can have one or two stats. (+16 Attack Power, +4 Defense Rating and +6 Stamina)
Tier 4 – Epic quality gems, these are drops or PvP purchases. They are unique. They usually come with two stats on them, with a few exceptions. (+20 Attack Power, +5 Defense Rating and +6 Stamina)
Metagems - Metagems are only usable in high-level helms. A metagem provides a unique bonus, such as a run speed increase, a chance to instant-cast spells, or a chance to proc stuns in melee. They require a certain number of socketed gems on the character to be turned on. They are obtained mostly from Jewelcrafting and Alchemy, while the run speed one can be purchased from a vendor.
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Leg/Shoulder/Helm Enchants
Explained here -
http://www.worldofraids.com/forum/viewtopic.php?t=2773
To summarize
Shoulder enchants are from Aldor/Scryers faction
Helm enchants are from various factions
Leg enchants are crafted by tailoring or leatherworking
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Crafting Materials
Elemental Motes-
The upgrade for Fire/Earth/etc. items are Primal items. Instead of dropping from mobs, elementals or other mobs drops Motes. Ten motes turn into one primal. Motes have a much higher drop rate than essences, but the overall grind is the same. It mainly results in a faster feeling of progress and less of a lottery. Motes are also sometimes used in crafting recipes.
Skinning/Leatherworking-
The next level of leather is Knothide Leather. Five of those turn into a Heavy Knothide Leather. Heavy Knothide Leather can not be skinned and Rugged Leather can not be changed into Knothide Leather. There are also a few special skins/scales that can only come from certain mobs. There are no hides equivalent or transmutes.
Herbalism/Alchemy-
Alchemists can transmute Primals between each other like with Essences. They also can transmute Primal Might (an expensive item that is required in high-end recipes) and the base diamonds for metagems (Jewelcrafting). When harvested, herbs sometimes drop additional minor consumables, powerups, motes of life, or fel lotus. Fel Lotuses are used for the new flasks instead of a Black Lotus. Herbalists can also skin play beasts. Finally, there's an herb (Ancient Lichen) that is only available via skinning a certain mob or a dungeon.
Mining/Blacksmithing-
Miners can mine rock elementals and there's a chance at motes of fire or earth from mining deposits. Otherwise, nothing new beyond the expected advancements.
Engineering-
Engineers can harvest motes in certain zones with a special pair of goggles.
Jewelcrafting-
Jewelcrafting is basically Engineering when it comes to required materials, with a greater emphasis on gems. After level 60, Jewelcrafting can start making jewels for sockets. They are relatively simple to create, requiring a gem from mining. Metagems require an item created with alchemy, and are on a one hour cooldown for crafting.
Enchanting-
The new enchanting reagents...
Arcane Dust – From good items level 61-70 and Arcane Crystals
Small Prismatic Shard – From rare items of ilvl 67 or higher. Can be obtained in the current live game.
Large Prismatic Shard – From rare items, presumable ilvl 100 or higher. Can also be made from three Small Prismatic Shards.
Lesser and Greater Planer Essences – Like the standard essences for 61-70 items.
Void Crystal – From epic items of ilvl 85 or higher. This includes Naxxramas items. Two of them can also be turned into an epic +4 to all resists jewel on a 2 day enchanting cooldown.
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Primal Nethers, Badge of Justice, Heroic Dungeon Drops-
Primal Nethers have a 100% drop rate from the final boss in heroic 5-man dungeons. The final boss will also drop one guaranteed epic item. Primal Nethers have a chance to drop off the final boss of a regular level 70 5-man instance, about 20%. A mid-boss will drop a Badge of Justice -
http://www.thottbot.com/beta?i=8512 - in heroic dungeons. Each person in the party can loot it. Of all the information in here, this could change the most, until Blizzard decides how they want to handle the loot.
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Will be working and editing this over the next few days.
Edit 1: Cleaned up slightly, fixed Tier 4 drop locations, added the Nether Vortex requiring third Tier of Blacksmithing.
Edit 2: Fixed a typo, added metagems and a link to the helm/shoulder/leg enchants. Added a quick section on heroic dungeons.
Last edited by Copernicus on Fri Jan 05, 2007 4:52 am; edited 6 times in total