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About: I've decided to make a guide on Leveling Heirlooms since I did not find any quick guides for it. This is my first guide, so please feel free to give some constructive feedback What are Heirlooms: Heirlooms are items whose stats scale with your character's level, reducing the need to replace gear whose stats are becoming too low for your level.
Heirloom Collections Tab: A new Heirloom system has been introduced in 6.1, adding all your heirlooms to your Collections, where they can be easily accessed without having to mail the heirlooms to other characters. Already earned heirlooms will be added to the collection once you have logged in with the character that has the heirlooms in their bank/bag. Any newly purchased heirlooms will automatically be added to your collection. To use a heirloom, simply find and click on it in the Heirlooms tab, and it will be placed in your inventory, and then equip it. You can also recreate the same heirloom if you want to dual-wield it, or have two trinkets or rings of the same type.
Categories: Heirlooms can be divided into the following 4 categories, based on what stats they give: Strength-Haste - Gear for Melee damage dealers that requires more haste than crit. These pieces were the tanking pieces, but the Parry/Dodge stats were changed in 6.0
Strength-Crit - Gear for Melee damage dealers that requires more crit than haste.
Agility - Gear for Melee+Ranged damage dealers
Intellect - Gear for Spell-caster Damage Dealers and Healers
There are also subcategories for armor types, like Cloth, Leather, Mail and Plate.
There are also subcategories for slots, like Chest, Shoulder, Leggings, Weapons etc
How to buy Leveling Heirlooms: Heirlooms can be brought with the following 4 currencies: Gold (g) Darkmoon Prize Ticket (DPT) Champion's Seals (CS) From these vendors: Alliance: Krom Stoutarm Horde: Estelle Gendry Guild Vendors: (A) Shay Pressler / (H) Goram
Head, Shoulder, Chest, Cloak and Pants pieces cost 500 gold / 50 Darkmoon Prize Tickets / 25 Champion's Seals One-handed weapons (except the fist weapons) cost 650 gold / 50 Darkmoon Prize Tickets / 25 Champion's Seals Two-handed weapons cost 750 gold / 75 Darkmoon Prize Tickets / 40 Champion's Seals Off-hand weapons cost 500 gold / 50 Darkmoon Prize Tickets / 25 Champion's Seals Trinkets cost 700 gold / 70 Darkmoon Prize Tickets / 35 Champion's Seals The New Neck pieces cost 700 gold Once you have brought a new heirloom, it's starting level range will be from level 1 to 60, meaning it will stop to scale up once you have reached level 60. This level cap can be increased twice by upgrading the piece with these tokens. Armor (1-90): Ancient Heirloom Armor Casing costs 100 gold / 100 Darkmoon Prize Tickets / 55 Champion's Seals / 2000 Honor Armor (1-100): Timeworn Heirloom Armor Casing costs 2000 gold Weapon (1-90): Ancient Heirloom Scabbard costs 1200 gold / 120 Darkmoon Prize Tickets / 65 Champion's Seals / 2400 Honor Weapon (1-100): Timeworn Heirloom Scabbard costs 5000 gold List of Heirlooms per Category Strength-Haste Plate (Warrior / Paladin / Death Knights) Head: Burnished Helm of Might Shoulders:Burnished Pauldrons of Might Chest: Burnished Breastplate of Might Back: Ripped Sandstorm Cloak Leggings: Burnished Legplates of Might Ring: Dread Pirate Ring Weapon: Bloodsoaked Skullforge Reaver Shield: Flamescarred Draconian Deflector
Health Trinket: Swift Hand of Justice Mana Trinket: Discerning Eye of the Beast Strength-Crit Plate (Warrior / Paladin / Death Knights) Head:Polished Helm of Valor Shoulders:Polished Spaulders of Valor Chest: Polished Breastplate of Valor Back: Worn Stoneskin Gargoyle Cape Leggings: Polished Legplates of Valor Ring: Dread Pirate Ring 2H Axe: Bloodied Arcanite Reaper Dual Wield 1H Sword: Bloodsoaked Skullforge Reaver Health Trinket: Swift Hand of Justice Mana Trinket: Discerning Eye of the Beast
Agility Mail (Hunter, Enhancement Shaman) Head:Tarnished Raging Berserker's Helm Shoulders: Champion Herod's Shoulder Chest: Champion's Deathdealer Breastplate Back:Back:Inherited Cape of the Black Baron (Can be used by Agility Leather characters) Leggings:Tarnished Leggings of Destruction Ring: Dread Pirate Ring Dual Wield 1H Mace: Venerable Mass of McGowan (Combat Rogues can use this) Bow: Charmed Ancient Bone Bow Health Trinket: Swift Hand of Justice Mana Trinket: Discerning Eye of the Beast Intellect Mail (Elemental/Restoration Shaman, Holy Paladins) Head: Mystical Coif of Elements Shoulders:Mystical Pauldrons of Elements Chest: Mystical Vest of Elements Back: Ancient Bloodmoon Cloak (Also used by Intellect Cloth and Intellect Leather) Leggings:Mystical Kilt of Elements Ring: Dread Pirate Ring 1H Mace: Devout Aurastone Hammer Staff: Dignified Headmaster's Charge Shield: Weathered Observer's Shield Health Trinket: Swift Hand of Justice Mana Trinket: Discerning Eye of the Beast Agility Leather (Rogue, Feral Druid, Windwalker Monk. To a lesser extent Enhancement Shamans and Hunters) Head:Stained Shadowcraft Cap Shoulders: Stained Shadowcraft Spaulders Chest: Stained Shadowcraft Tunic Back:Inherited Cape of the Black Baron (Can be used by Agility Mail characters) Leggings:Stained Shadowcraft Pants Ring: Dread Pirate Ring
Dual Wield 1H Sword: Venerable Dal'Rend's Sacred Charge Dual Wield 1H Mace: Venerable Mass of McGowan (Enhancement Shamans can use this) Dual Wield Daggers: Balanced Heartseeker Staff (Feral Druids): Burnished Warden Staff Bow: Charmed Ancient Bone Bow Health Trinket: Swift Hand of Justice Mana Trinket: Discerning Eye of the Beast
Intellect Leather (Balance/Restoration Druids, Mistweaver Monk) Head: Preened Tribal War Feathers Shoulders: Preened Ironfeather Shoulders Chest: Preened Ironfeather Breastplate Back: Ancient Bloodmoon Cloak (Also used by Intellect Cloth and Intellect Mail) Leggings: Preened Wildfeather Leggings Ring: Dread Pirate Ring 1H Mace: Devout Aurastone Hammer Staff: Dignified Headmaster's Charge Health Trinket: Swift Hand of Justice Mana Trinket: Discerning Eye of the Beast Intellect Cloth (Mage, Priest, Warlock) Head: Tattered Dreadmist Mask Shoulders:Tattered Dreadmist Mantle Chest: Tattered Dreadmist Robe Back: Ancient Bloodmoon Cloak (Also used by Intellect Leather and Intellect Mail) Leggings: Tattered Dreadmist Leggings Ring: Dread Pirate Ring Staff: Dignified Headmaster's Charge Off-Hand: Musty Tome of the Lost Health Trinket: Swift Hand of Justice Mana Trinket: Discerning Eye of the Beast
Collecting 35 heirlooms will reward you with a Chauffeured Chopper, which can be used as a mount from level 1.
I play a Combat Rogue and noticed that on the PTR Death From Above is getting a ~25% buff to it's AOE. Now I know that Venom Rush is best at the moment due to it's raw energy regen, however I was wondering when there was a scenario where DFA becomes a dps increase?
I'm not great at theorycrafting but I hope that some people are more knowledged on the effectiveness of DFA?
I really want to use DFA.
Post your favourite overall addon, and your favourite rogue-specific addon!
My favourite overall addon is TellMeWhen: http://www.wowinterface.com/downloads/info10855-TellMeWhen.html
It's a modernized power aura addon that takes all of the tedious aspects of older addons and makes them simpler. Many aura features are automatic or able to be switched with simple sliders and checkboxes. Sizing and positioning can be done with dragging or anchored coordinates.
My favourite rogue-specific addon is Bandit's Guile Helper: http://wow.curseforge.com/addons/bandits-guile-helper/
A resizable movable icon that tells you everything you need to know about your Bandit's Guile ability. It tells you what stage of the buff you are at, how many stacks you are at, and how many seconds you have left once you reach Deep Insight. It is colour coded and very intuitive, and best of all it requires no setup.
The pure DPS classes that I raided with in the past have all had different attitudes about how they pick and switch between their specs. I have been a part of my guild for almost 5 years now, and from watching literally hundreds of players come and go from raids, I have noticed some patterns in these attitudes.
The Mages were the most fiercely resistant to spec swapping for different encounters during a patch. They either had emotional attachments to a spec, some kind of problem with the rotation of other specs, or some amount of math and theory to back up their choice.
The Warlocks seemed to intentionally avoid learning how to play other specs so they wouldn't have to change from their current. For the most part the Warlocks I've played with were aware of the advantages of one spec or another in a given situation, but they didn't swap anyway.
The Hunters seemed to consistently have a clearly dominant spec for all situations. For one reason or another one spec would just fire out ahead of the others and all the Hunters would switch. A few were resistant, but most switched once per patch and didn't switch back.
The Rogues I raided with I would equate closest to the Warlocks, with a few differences. We have the unique problem among the pure DPS classes of being hamstrung by weapon type for spec swapping (not in 6.0! Yay!), which I believe contributes to a lot of Rogues not playing the correct spec for the correct encounter. Once a Rogue has all the weapons required, they will often swap between Assassination and Combat as necessary to get better cleave damage or better single target damage. Subtlety, after all the simplifying and math that shows how viable and in some cases superior it is, still has the stigma of being the overly hard spec that doesn't match Assassination in single target.
Since weapons will no longer be a barrier to spec swapping for Rogues, this is the perfect time to put your energy into learning all three of your specs. Especially at a higher level of play, each spec offers very unique benefits that can make or break a progression encounter.
So, why should you learn all three specs? In my experience, there have been opportunities in every tier of raiding for one or more variations of all three specs to shine through. You can't just care about theoretical Patchwerk DPS, you have to consider the strengths and weaknesses of each spec and playstyle against the scenarios presented by each boss. Sometimes it isn't about maxing out your overall DPS, sometimes it's about even DPS across multiple targets, or burst DPS on a critical mob. You will feel like a raiding genius if your raid is having a problem with a mechanic and you're able to switch your spec to fix it. You will feel like a scrub if your raid leader asks you to switch specs to help with that mechanic, and you have to tell them that you can't, because you don't know how.
Subtlety has two somewhat distinct play styles; sustained single target and burst single target. All the same spells are used, but the priorities are different. Sustained single target DPS is what is described in our class guides, burst play is a little more nuanced. This is something you'll want to know for a boss that spawns an add that must die as quickly as possible, but has enough health to live more than 4 seconds (unfortunately, most adds these days die too quickly). I won't go into the details here because it would muck up the thread, but if you'd like me to I can make a separate post about it.
Assassination has an underused multi target play style which amounts to Rupture spreading. The reason this play style has vanished is because Combat for some reason now has a higher sustained single target DPS rotation than Assassination does, theoretically. Going forward I would not count on this being the case. Multi-Rupture rotation for Assassination is great for a fight where there is one available target for parts of the fight, and there are 1 to 2 other grouped up targets for other parts of the fight. The concept for this play style is easier than Subtlety burst, and I'll go through it in detail if anyone wants to read about it.
Combat, well, there's one way to play Combat. Cleave city. I wish there was more variety and more functionality for this spec, but there isn't. Enjoy your Galakras ranks (if Warlocks and Ele Shamans ever stop being insane for AoE).
Learning all of your possibilities isn't about ranking or forcing them into situations, it's about having options and being the best you can be in a specific scenario. Maybe one week on Norushen your group is having a terrible time killing the Amalgam's, so you switch to Subtlety during the break to help with the burst. Maybe the next week they are fine, so you switch back to single target Combat. If the group isn't killing tiny adds on Sha of Pride well enough late in the fight, you could switch away from single target Subtlety to a mass AoE Assassination play style. Knowledge of your own class will weasel you through progression kills; I've done it myself a number of times.
I would like to start a kind of Discussion/Guide on Mistweaver Monk PvP. I have been doing a few Battlegrounds and some 2v2 Arena match-up and would like to share my experiances with everyone. If you disagree with anything here, please feel free to comment, I will be adjusting this first post accordingly.
As a Mistweaver Monk, your role in PvP instances will be to heal your allies as well as dealing damage when you don't have to heal.
1) Very High Mobility
2) Able to burst heal while on the run.
3) Even as healer, you are able to deal sufficient amount of damage
4) Your damage done also counts as healing
1) You don't have many Crowed Controls
Intellect > Spirit > Crit > Haste > Mastery
You are a healer, and will need to have enough mana through the fight to cast healing spells.
Critical Strike is considered superior to Haste and Mastery since you will be able to generate more Mana Tea charges to regain more mana.
Haste is considered superior to Mastery since you will gain extra ticks on your Enveloping Mist and Renewing Mist.
Get yourself the latest crafted PvP gear. "Crafted Malevolent Gladiator" on Auction House, or let your friends / Guild craft it for you.
Crafted from Leatherworking:
Crafted Malevolent Gladiator's Copperskin Gloves
Crafted Malevolent Gladiator's Copperskin Helm
Crafted Malevolent Gladiator's Copperskin Legguards
Crafted Malevolent Gladiator's Copperskin Tunic
Crafted Malevolent Gladiator's Copperskin Spaulders
Crafted Malevolent Gladiator's Belt of Meditation
Crafted Malevolent Gladiator's Footguards of Meditation
Crafted Malevolent Gladiator's Bindings of Meditation
Crafted from Tailoring:
Crafted Malevolent Gladiator's Drape of Meditation
Crafted from Inscription:
Crafted Malevolent Gladiator's Medallion of Tenacity
Celerity - Recommended. You can use this sometimes when you feel that the enemy team has too much snares(slows), Your Glove piece allows you to remove all snares when you Roll or Chi Torpedo. Works very well with Chi Torpedo
Tiger's Lust - Recommended. This should be your default selection. Not only does this remove snares AND Roots, but also provides a Sprint. You can cast this on melee allies so that they can catch up to their target.
Momentum - Not Recommended. Not as good as the other 2.
Chi Wave - Recommended. This is possibly the only option worth taking in Tier 2. Provides a nice heal and damage boost without costing mana.
Zen Sphere - Not Recommended.
Chi Burst - Not Recommended.
Power Strikes - Not Recommended. You won't be able to fistweave all the time, and the other 2 options are better.
Ascension - Recommended. You will have more mana at the start of the fight and will regain more mana when using Mana Tea. Useful for when you don't have time to be sipping your tea.
Chi Brew - Recommended. This should be your default selection, Not only does this provide a burst in Chi Generation, but also generates 2 Mana Tea stacks with each use.
Ring of Peace - Recommended. Usefull when playing againts a team that is focused on dealing damage and not on heals.
Charging Ox Wave - Not Recommended.
Leg Sweep - Recommended. Allows you to control the other team's healers if you queue this after a paralysis.
Healing Elixirs - Not recommened. You wont be drinking your Mana Tea that often, unless you macro'ed a Glyphed Mana Tea with one of your spells
Dampen Harm - Recommended when facing burst damage dealers.
Diffuse Magic - Recommended when facing DoT classes like affliction warlock and Fire Mages.
Rushing Jade Wind - Not Recommended. This normally used to heal a stacked team in raids.
Invoke Xuen, the White Tiger - Recommended. Gives you a nice damage burst, also the damage done will also become healing.
Chi Torpedo - Recommended when you are facing Melee classes.
Glyph of Life Cocoon - Mandatory. Boosts survival.
Glyph of Paralysis - Recommended. Boosts the duration on one of your only Controls
Glyph of Mana Tea - Recommended. Works well when you macro this in with your spells and Ascension
Glyph of Transcendence - Recommended. Boosts mobility
Glyph of Zen Meditation - Recommended when facing spellcasters.
Use Summon Jade Serpent Statue at a location that covers most of the battlefield. Other players will generally ignore your Statue. Your Statue doubles the healing done by your Soothing Mist.
You will normally heal with Soothing Mist, and when you have 3 Chi, you will cast Enveloping Mist, this will increase your healing from Soothing Mist yet again.
When on the move, or when your target is in a Smoke Bomb, you will use Healing Sphere for healing. Healing Sphere is a burst heal for when you need it, but don't spam it because it will not generate any Chi.
You can also use Chi Wave on cooldown since it doesn't cost anything to cast.
and Renewing Mist on cooldown since it counts as a buffer when the enemy team is dispelling your Buffs, and it will also grant a stack of Mana Tea when they do dispell it due to your 2-set bonus. Renewing Mist also help when your target is not in your line of sight, then you simply need to cast Uplift to heal.
If you find your target less than 50% health, you can combo a Chi Brew + Soothing Mist, and then Thunder Focus Tea + Surging Mist, and then Enveloping Mist.
Thunder Focus Tea doubles the heal of your next Surging Mist, and due to your PvP 4-Set Bonus you are immune to interrupts and silences for 5 seconds.
If your target is less than 25%, you can start with Life Cocoon, and then use the above combo.
You also have a nice Healing Cooldown,Revival. This Heals and Detoxes all allies close to you.
As a healer, the opposing team will target you to stop your healing. When you see they are going to burst you, simply use Fortifying Brew to reduce the damage.
If they open with a stun, you don't need to worry for incomming damage due to Dematerialize. This passive spell has a very short cooldown, and will save you more times than you think.
If they open with a fear/horror or they stunned you while Dematerialize is on cooldown, you can use Nimble Brew, this will remove and then reduce all stun/fear/horrors/root effects on you for 6 seconds.
If you are controlled by anything else, or if the above is on cooldown, you can just trinket out.
If the other team's melee is on you, you can easily roll out of their range, or roll to block their line of sight.
If the other team only has spell casters, you can use Zen Meditation to reduce the damage to almost nothing.
If the other team casted many Damage over Time effects on you, simply use Diffuse Magic to reflect the dots back to their casters. A great time to use this is when a fire mage uses Combustion on you.
As preperation for a fight, you should always cast your Transcendence on a location that is either:
1. Out of Line of Sight when you transfer
2. Out of Reach of Melee when you transfer. Generally this is on a upper level from the battlefield.
Keep in mind when you want to use Transcendence: Transfer:
1. You don't need to have line of sight on your spirit to transfer
2. Need to be 40 yards from your spirit
3. The Transfer does have a cast time, so it cannot be used while stunned.
4. Your Body and Spirit swaps positions, so you won't be able to use it a second time to take cover, but it does provide a chance to cover more ground when running or returning to the battlefield when you transfer.
When you placed your spirit, it is generally a good idea to cast Healing Sphere 3 times on your spirit, so that when you transfer, you recieve a nice burst heal. Note these spheres disappear after a minute, or if you used Healing Sphere on the run.
Controlling the Fight:
You have 4 Controls:
Spear Hand Strike - Interrupts their spellcasts, and if used from the front it silences them
Paralysis - Your only "Lose Control" spell.
Grapple Weapon - Disarms your target and increases your healing.
Disable - One of the best snares in the game. Using this twice will root your target.
Your Tier 4 Talent also counts as a control.
You can chain Leg Sweep with Paralysis to control their healers.
You are the only healer class who can deal enough damage to be a difference in a fight. This is largely due to:
Stance of the Wise Serpent - The Eminence effect, remember your statue also doubles this healing
Teachings of the Monastery - Upgrades finishing moves
Muscle Memory - Upgrades finishing moves and restores mana
Tiger Strikes - a Minor addition to the above list.
Healing using Eminence and Serpent's Zeal is called Fistweaving. I'll refer to Krazyito's Guide on Fistweaving for more infomation:
Keep in mind you are a healer, and that running towards your opponents is considered handing yourself over on a silver platter. Rather use Crackling Jade Lightning to keep a distance. I noted one effect of this spell is that when you successfully start casting it, even line of sight or Out of Range won't break it.
That is all folks, thanks for reading, Please leave some constructive comments/tips.