Jump to content
FORUMS
Sign in to follow this  
Stan

Item Level Increase in Patch 8.2

Recommended Posts

41010-ilvl-increase.jpg

Season 3 starts on July 9th and Blizzard is increasing the item level of loot across the board. Check out our latest article to learn more about the loot found in Grand Challenger's Bounty, dungeons, and more.

Benthic Gear

Players can purchase new Benthic gear in Patch 8.2 and upgrade it all the way to item level 430 for a currency earned from participating in Nazjatar outdoor content.

  • Base: Item Level 385
  • Upgrade #1: Item Level 400
  • Upgrade #2: Item Level 415

Dungeons

Blizzard is buffing the item level of dungeon rewards by 30 item levels as well as their difficulty.

  • Normal: Item Level 370
  • Heroic: Item Level 385
  • Mythic: Item Level 400

Mythic+

Keystone Level End of Dungeon Loot Weekly Chest Loot
Mythic 2 405 410
Mythic 3 405 415
Mythic 4 410 420
Mythic 5 415 420
Mythic 6 415 425
Mythic 7 420 430
Mythic 8 425 430
Mythic 9 425 435
Mythic 10 430 440

Timewalking

  • Dungeon: Item Level 395
  • Raid: Item Level 415

Professions

New BoP items can be crafted in Rise of Azshara.

Eternal Palace Raid

  • Raid Finder: Item Level 400
  • Normal: Item Level 415
  • Heroic: Item Level 430
  • Mythic: Item Level 445

Azerite Armor (Titan Residuum Vendor)

Azerite gear purchased from Thaumaturge Vashreen is going up as well.

  • Item Level 415 Tokens
  • Item Level 430 Tokens
  • Item Level 445 Tokens
  • Like 1

Share this post


Link to post
Share on other sites

what about Worldquests  in Kul Tiras and Zandalar and their Emissary chests? Do they stick at 360/365+ rare and 370% epic?

Share this post


Link to post
Share on other sites
43 minutes ago, Keller said:

what about Worldquests  in Kul Tiras and Zandalar and their Emissary chests? Do they stick at 360/365+ rare and 370% epic?

You can get Benthic tokens ilvl 385 from Nazjatar world quests and I saw an ilvl 390 reward from the Tortollan Emissary on PTR. I'm sure it will be mentioned in the 8.2 patch notes.

Share this post


Link to post
Share on other sites

i hate that the weekly chest is always just 5 ilvl below mythic gear.. should be way lower. Hope they will change that someday, so mythic gear feels the way it should.

Share this post


Link to post
Share on other sites
1 hour ago, Kotaso said:

i hate that the weekly chest is always just 5 ilvl below mythic gear.. should be way lower. Hope they will change that someday, so mythic gear feels the way it should.

While I agree you shouldnt be able to get close to Mythic level from +10s (which are about heroic difficulty) I dont think eliminating it completely from the weekly chest should be done. It should instead be moved to higher key levels. Say 440 for doing a 15 key and maybe even 445 for an 18 or 20. I thought they would do that this season but I guess not. 

They scale M+ rewards very weirdly for whats supposed to be an alternative to raiding or PvP. In this current season you only get 400 extra Residuum for doing a +20 over a +10. While it did drop the amount of time it took to get a 415 AZ piece from 3 weeks to 2 weeks it just doesnt compare to M Raid or PvP where you could possibly get an AZ piece every week.

Edited by Xaethron

Share this post


Link to post
Share on other sites
12 minutes ago, Xaethron said:

It just doesnt compare to M Raid or PvP where you could possibly get an AZ piece every week.


IMO it doesnt really compare in difficulty either, so it shouldnt compare in ease of getting a piece.  A couple extra weeks vs the time to manage a 20man mythic raid team / guild is definitely in line.  

Share this post


Link to post
Share on other sites
11 minutes ago, PatrickHenry said:

IMO it doesnt really compare in difficulty either, so it shouldnt compare in ease of getting a piece.  A couple extra weeks vs the time to manage a 20man mythic raid team / guild is definitely in line.  

You don't think a high level M+ key take the same level of skill as a M Raid? Cause if so I definitely disagree.

Share this post


Link to post
Share on other sites
1 hour ago, Xaethron said:

You don't think a high level M+ key take the same level of skill as a M Raid? Cause if so I definitely disagree.

Even the highest level key only requires managing 5 people.

While its difficult, no disagreement there, there is literally no way possible it can be as difficult as managing 20+ people and their schedules, characters and mechanics of in-game content.  

Share this post


Link to post
Share on other sites

If Mythic Dungeons and/or Mythic Raids is all about difficulty…. Blizzard is doing it wrong. Instead of you gaining  "better" equipment, you should loose a good piece of equipment by beating content. Sorry if I see it wrong, but only a small percentage of players is looking for persistent difficulty ingame. The majority want the difficult content on farm asap. so their group/guild can get the best gear easier.

Share this post


Link to post
Share on other sites
1 hour ago, PatrickHenry said:

Even the highest level key only requires managing 5 people.

While its difficult, no disagreement there, there is literally no way possible it can be as difficult as managing 20+ people and their schedules, characters and mechanics of in-game content.  

Yet PvP requires as little as 2 people while still giving up to Mythic level rewards if that is where you skill lies. 

Honestly it seems like you're making assumptions while having no idea what the content is like. While managing 5 people is easier than 20, the mechanics of M+ are just as hard as those found throughout Mythic raids and scale to a point where they actually get harder.  That's something you'd know if you played anywhere near the level.

42 minutes ago, Keller said:

If Mythic Dungeons and/or Mythic Raids is all about difficulty…. Blizzard is doing it wrong. Instead of you gaining  "better" equipment, you should loose a good piece of equipment by beating content. Sorry if I see it wrong, but only a small percentage of players is looking for persistent difficulty ingame. The majority want the difficult content on farm asap. so their group/guild can get the best gear easier.

I have no idea what you mean by "lose a good piece of equipment by beating content".

Edited by Xaethron
  • Like 1

Share this post


Link to post
Share on other sites

I really don't see them raising World Quest Gear or the Emissary reward to scale with 8.2; instead they will keep it there and encourage players to venture over to the new maps to farm for the Benthic gear if they are somewhat fresh to the experience of playing WoW or just recently resubbed and wanted to get 'caught up' with gear to try the current and newer content being released.  

Those that have played and maintained a sub and have a gear score of 410-415 will have to wait for season 3 to be released for the new tier of Mythic Keystone Cache rewards along with introduction of the new Raid gear from the new raid to begin the tedious grind again to upgrade what they already acquired to a higher ilvl score.

Share this post


Link to post
Share on other sites
28 minutes ago, Xaethron said:

That's something you'd know if you played anywhere near the level.

Now who is making assumptions.

Look, the mechanics at a +10 are the same at a +20.  Its a raw numbers game.  Eventually M+ is literally unbeatable, but that doesnt mean its inherently more difficult, just that the difficulty is exponentially harder as you go, rather than 'its just frickin hard', which, in general, is what Mythic Raiding is 'supposed' to be.  

Share this post


Link to post
Share on other sites
15 minutes ago, PatrickHenry said:

Now who is making assumptions.

Look, the mechanics at a +10 are the same at a +20.  Its a raw numbers game.  Eventually M+ is literally unbeatable, but that doesnt mean its inherently more difficult, just that the difficulty is exponentially harder as you go, rather than 'its just frickin hard', which, in general, is what Mythic Raiding is 'supposed' to be.  

Actually no. I said that based on the raider io profile of the toon you have tagged to you. The one with a 621 M+ score and is 1/9 Mythic. While the mechanics may be the same at +10 and +20, you can not do what is done in a +10 at +20. There's more mechanics overlap, less downtime, and more team play. It's simply more involved. That's not even including the fact that mistakes in a +20 are almost guaranteed to kill the key unlike in a +10 which is also one of the major differences between heroic and mythic raids.

Edited by Xaethron

Share this post


Link to post
Share on other sites

"you cant do what is done at a +10 in a +20."

That doesnt change the actual mechanics.  They just hurt more.  

less downtime? Thats part of the whole 'progressively more difficult' thing and the 'eventually unbeatable' thing.  

"mistakes can kill" exactly, but that doesnt mean the mechanics "changed" from a 10 to a 20, theyre just harder and less forgiving to mistakes...

...and youre still not trying to coordinate 19 more people through these same 1-shot mechanics. Just 4.  

Edited by PatrickHenry

Share this post


Link to post
Share on other sites
9 minutes ago, PatrickHenry said:

That doesnt change the actual mechanics.  They just hurt more.  

It does when you have to pull multiple packs together. Regardless, go attempt something above a +10 and then your views might have a bit more substance to them.

Share this post


Link to post
Share on other sites
1 hour ago, Xaethron said:

I have no idea what you mean by "lose a good piece of equipment by beating content".

Your iLevel goes down ?

Share this post


Link to post
Share on other sites
10 minutes ago, Xaethron said:

It does when you have to pull multiple packs together. Regardless, go attempt something above a +10 and then your views might have a bit more substance to them.

? ? ?

Yes, because these never existed prior to this expansion, and common sense has no bearing on it.

"pulling multiple packs together" ??  

So you mean these are NEW packs?  Ones that didnt exist in a +10, or just that by a +20 you have to deal with it differently, which is exactly like I had said already?

Nor have you said im actually wrong, just that "WeLl U HaVnT DuN iT ToDaY!"

Edited by PatrickHenry

Share this post


Link to post
Share on other sites
3 hours ago, Xaethron said:

That's both idiotic and counterproductive.

why? Not if you're truly interested in doin difficult content. My point is why would you get better gear to make it easier? That's counterproductive. Give all players the same gear and see who beats which mythic.

Share this post


Link to post
Share on other sites
1 hour ago, Keller said:

why? Not if you're truly interested in doin difficult content. My point is why would you get better gear to make it easier? That's counterproductive. Give all players the same gear and see who beats which mythic.

Thats already basically how its done. The bosses are tuned with the gear in mind.

Share this post


Link to post
Share on other sites
5 hours ago, PatrickHenry said:

? ? ?

Yes, because these never existed prior to this expansion, and common sense has no bearing on it.

"pulling multiple packs together" ??  

So you mean these are NEW packs?  Ones that didnt exist in a +10, or just that by a +20 you have to deal with it differently, which is exactly like I had said already?

Nor have you said im actually wrong, just that "WeLl U HaVnT DuN iT ToDaY!"

I guess the one thing I'd point out against your argument is that while the "mechanics" may be the same, your strategy has to drastically change to have a chance at higher key levels which makes them different than doing a 10.  Gear eventually caps, but difficulty continues to climb with higher keys, so those pushing the limits on keys I would say are more skilled players than the average Mythic raider.  

Granted, the original point was that a 10 is on par with heroic and an almost Mythic raid piece of loot in the weekly.  But it's necessary for those gearing only with M+ for the sake of pushing higher M+.  You have more chances and better loot in Mythic raid which is it's own reward.

Edited by Gilby79
  • Like 2

Share this post


Link to post
Share on other sites

I still don't understand how there is no possibility to get a higher ilvl reward in the m+cache then what you get in mythic raid. Yes getting 20 players together is annoying, but still the skill cap in high m+ is way higher (same goes for high arena ratings) then when you compare it to mythic raids.

How is that even an argument. Mythic raid is harder then +10... while that may be true for the last bosses in a mythic raid, it is definitly not true for the first few. Yet you get lower ilvl in it.

Share this post


Link to post
Share on other sites
16 hours ago, Gilby79 said:

I guess the one thing I'd point out against your argument is that while the "mechanics" may be the same, your strategy has to drastically change to have a chance at higher key levels which makes them different than doing a 10

Yeah you said what i was unable to get at. Strategy changes. Is the same difference between Heroic and Mythic Zek'voz back in Uldir.

Share this post


Link to post
Share on other sites

I don't know where the information for this gear chart is coming from. According to the patch notes, Benthic gear caps at 425, not 430. And M+ loot has a dungeon cap of  420. Not sure if that is temporary or permanent due to complaints from raiders. 

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Stan
      We've recapped the Evoker changes from Dragonflight Beta Build 45698.
      Blizzard announced changes to Preservation Evoker's healing range in the next Dragonflight Beta build.
      Evoker
      Devastation
      Fly With Me renamed to Rescue. Power Swell - Casting an empower spell increases your Essence regeneration rate by 50% 100% for 2 sec. Rescue renamed to Verdant Embrace and changed. Fly to an ally and heal them for [ 430% 258% of Spell Power ]. Renewing Blaze - The flames of life surround you for 8 sec, healing you over 14 sec for 100% of damage taken. The flames of life surround you for 8 sec. While this effect is active, 100% of damage you take is healed back over 14 sec. Tyranny renamed to Spellweaver's Dominance. Preservation
      Emerald Blossom renamed to Improved Emerald Blossom. Call of Ysera - Rescue Verdant Embrace increases the healing of your next Dream Breath by 40%, or your next Living Flame by 100%. Fly With Me renamed to Rescue. Life Giver's Flame renamed to Life-Giver's Flame. Time of Need - When you or an ally fall below 20% health, a version of yourself enters your timeline and heals them for [ 430% 258% of Spell Power ]. Your alternate self continues healing for 8 sec before returning to their timeline. Spiritbloom - Divert spiritual energy, healing an ally for [ 565% 508.5% of Spell Power ]. Splits to injured allies within 25 yards when empowered. Lifebind - Rescue Verdant Embrace temporarily bonds your life with an ally, causing healing either of you receive to also heal the bonded partner for 40% of the amount. Lasts 5 sec. Time Keeper renamed to Punctuality. Renewing Blaze - The flames of life surround you for 8 sec, healing you over 14 sec for 100% of damage taken. The flames of life surround you for 8 sec. While this effect is active, 100% of damage you take is healed back over 14 sec. Dream Flight - Take in a deep breath and fly to the targeted location, healing all allies in your path for [ 400% 240% of Spell Power ] immediately, and [ 250% 150% of Spell Power ] over 15 sec. New Talents
      Pyre - Pyre has a 20% chance to flare up and explode again on a nearby target.
    • By Stan
      Druids received some class changes and plenty of new talents in the latest Dragonflight Beta build. Check them out!
      Druid
      Balance
      Starfall - Calls down waves of falling stars upon enemies within 40 yds, dealing [ 204.3% of Spell Power ] Astral damage over 8 sec. Multiple uses of this ability may overlap. Starfall (Rank 2) renamed to Aetherial Kindling. Incarnation: Chosen of Elune - An improved Moonkin Form that grants the benefits of Celestial Alignment and 10% critical strike chance.  An improved Moonkin Form that grants both Eclipses, any learned Celestial Alignment bonuses, and 10% critical strike chance. Feral
      Infected Wounds - Rake damage increased by 30%, and Rake causes an Infected Wound in the target, reducing the target's movement speed by 20% for 12 sec. Rake damage increased by 30. Berserk - Finishing moves have a 20% chance per combo point spent to refund 2 combo points. Swipe generates 1 additional combo points. Improved Bleeds renamed to Merciless Strikes. Shred deals 20% increased damage and Swipe/Brutal Slash deal 20% deals 10% increased damage against bleeding targets. Soul of the Forest - Your finishing moves grant 5 3 Energy per combo point spent and deal 5% increased damage. Brutal Slash - Strikes all nearby enemies with a massive slash, inflicting [ 82.8% of Attack Power ] Physical damage. Deals 20% 10% increased damage against bleeding targets. Deals reduced damage beyond 5 targets. Guardian
      Improved Frenzied Regeneration (NNF) renamed to Verdant Heart. Survival Instincts renamed to Improved Survival Instincts. Restoration
      Improved Innervate renamed to Natural Wisdom. New Talents
      Ursoc's Guidance Incarnation: Guardian of Ursoc: Every 20 Rage you spend reduces the cooldown of Incarnation: Guardian of Ursoc by 1 sec. Convoke the Spirits: Convoke the Spirits' cooldown is reduced by 50% and its duration and number of spells cast is reduced by 25%. Convoke the Spirits has an increased chance to use an exceptional spell or ability. Cenarius' Guidance - Convoke the Spirits' cooldown is reduced by 50% and its duration and number of spells cast is reduced by 25% Convoke the Spirits has an increased chance to use an exceptional spell or ability. Cenarius' Guidance - Increases the duration of Barkskin and Ironfur by 1.0 sec. Ursoc's Endurance - Increases the duration of Barkskin and Ironfur by 1.0 sec. Primal Claws - Your combo point generating abilities have a 10% chance to generate 1 extra combo points. Flashing Claws - Thrash has a 10% chance to trigger an additional Thrash. Cenarius' Guidance - During Incarnation: Tree of Life, you gain Clearcasting every 6 sec. The cooldown of Incarnation: Tree of Life is reduced by 1.5 sec when Lifebloom blooms and 1.0 sec when Regrowth's initial heal critically strikes. Umbral Embrace - Dealing Astral damage has a chance to cause your next Wrath or Starfire to become Astral and deal 50% additional damage. Relentless Predator - Energy cost of Ferocious Bite reduced by 20%. Umbral Embrace - Dealing Astral damage has a chance to cause your next Wrath or Starfire to become Astral and deal 50% additional damage. Reinforced Fur - Ironfur increases armor by an additional 4% and Barkskin reduces damage taken by an additional 5%. Lunar Shrapnel - Starfall's stars deal an additional 25% damage to nearby enemies when they damage an enemy afflicted by Moonfire. Tireless Pursuit - For 2.0 sec after leaving Cat Form or Travel Form, you retain up to 40% movement speed. Ursine Vigor - For 4 sec after shifting into Bear Form, your health and armor are increased by 12.0%. Starweaver - Starsurge has a 20% chance to make Starfall free. Starfall has a 40% chance to make Starsurge free. Rattle the Stars - Energy cost of Ferocious Bite reduced by 20%. Starweaver's Weft - Starsurge has a 20% chance to make Starfall free. Starfall has a 40% chance to make Starsurge free. Starweaver's Warp - Starsurge has a 20% chance to make Starfall free. Starfall has a 40% chance to make Starsurge free. Nature's Grace - After an Eclipse ends, you gain 15% Haste for 6 sec. Rattled Stars - Starsurge and Starfall reduce the cost of Starsurge and Starfall by 10% and increase their damage by 10% for 5 sec, stacking up to 2 times. Waning Twilight - When you have 3 periodic effects on a target, your damage and healing on them are increased by 4%. Primordial Arcanic Pulsar - Every 300 Astral Power spent grants Celestial Alignment for 12 sec. Incarnation: Chosen of Elune - An improved Moonkin Form that grants both Eclipses, any learned Celestial Alignment bonuses, and 10% critical strike chance. Lasts 30 sec. You may shapeshift in and out of this improved Moonkin Form for its duration. Goldrinn's Fang - Deals [ 104% of Spell Power ] Arcane damage. Elune's Guidance - Incarnation: Chosen of Elune reduces the Astral Power cost of Starsurge by 10, and the Astral Power cost of Starfall by 15. Convoke the Spirits' cooldown is reduced by 50% and its duration and number of spells cast is reduced by 25% Convoke the Spirits has an increased chance to use an exceptional spell or ability. Power of Goldrinn - Starsurge has a chance to summon the Spirit of Goldrinn, which immediately deals [ 104% of Spell Power ] Arcane damage to the target. Balance of All Things - Entering Eclipse increases your critical strike chance with Arcane or Nature spells by 16%, decreasing by 2% every 1 sec. Astral Smolder - Your critical strikes from Starfire and Wrath cause the target to languish for an additional 4% of your spell's damage over 4 sec. Denizen of the Dream - Your Moonfire and Sunfire have a chance to summon a Faerie Dragon to assist you in battle for 30 sec. Friend of the Fae - When a Faerie Dragon is summoned, your Arcane and Nature damage is increased by 6% for 30 sec. Sundered Firmament - Every other Eclipse creates a Fury of Elune at 25% effectiveness that follows your current target for 8 sec. Stellar Innervation - During Solar Eclipse, Sunfire generates 100% additional Astral Power. During Lunar Eclipse, Moonfire generates 100% additional Astral Power. Fury of Elune - Calls down a beam of pure celestial energy that follows the enemy, dealing up to [ 264% of Spell Power ] Astral damage over 8 sec within its area. Damage reduced on secondary targets. Generates 40 Astral Power over its duration. Radiant Moonlight - Full Moon becomes Full Moon once more before resetting to New Moon. Fury of Elune's cooldown is reduced by 15 sec.
    • By Stan
      We've summarized the latest Demon Hunter changes from the Dragonflight Beta in our latest news post. Havoc's Blade Dance and Essence Break have been nerfed and the class got some new talents.
      Demon Hunter
      Havoc
      Blade Dance - Reduces the cooldown of Blade Dance by 6 5 sec. Essence Break - Slash all enemies in front of you for [ 280% 252% of Attack Power ] Chaos damage, and increase the damage your Chaos Strike and Blade Dance deal to them by 100% for 4 sec. Deals reduced damage beyond 8 targets. Vengeance
      Void Reaver - Frailty now also causes afflicted enemies to deal 4% reduced damage to you for 5 sec. Frailty now also reduces all damage you take from afflicted targets by 4%. New Talents
      Internal Struggle - Increases your Mastery by 2%. Stoke the Flames - Fel Devastation damage increased by 40%. Fel Devastation - Unleash the fel within you, damaging enemies directly in front of you for [ 155.6% of Attack Power ] Fire damage over 2 sec. Causing damage also heals you for up to [ 409.5% of Attack Power ] health.
    • By Stan
      Currently, on the Dragonflight Beta, you won't reach Level 70 just by completing the campaign. You also need to run dungeons or complete side quests.
      The first gating occurs in Azure Span where you need to be Level 66 to continue the Dragonflight campaign. However, you will be safe if you complete at least 3 dungeons at Level 60 and higher and you won't need to complete any side quests.
      The second gating, however, is more noticeable and you will need to reach Level 70 to be able to start the final two chapters of the Dragonflight campaign.
      Completing the Dragonflight campaign unlocks World Quests.

      Dragonflight includes a ton of side quests that you can easily find by opening the map for each zone and they reward you with reputation that increases your Renown with the main factions, so you would probably complete them anyway.

      What do you think about gating the main campaign behind levels? Let us know your thoughts in the comments!
    • By Stan
      We're looking at Mage Gladiator and Elite PvP Sets coming in the Dragonflight expansion.
      Gladiator Set


      Elite PvP Set


      What do you think about the sets? Let us know in the comments down below!
×
×
  • Create New...