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
      Check out the latest Hunter class adjustments from the War Within Beta!
      Hunter
      Black Arrow - Each time Black Arrow deals damage, you have a 10% chance to generate a charge of Barbed Shot or Aimed Shot. Fire a Black Arrow into your target, dealing [ 180% 360% of Attack Power ] Shadow damage over 18 sec Wildfire Bomb - Deals 40% increased damage to your primary target.. Deals reduced damage beyond 8 targets Hurl a bomb at the target, exploding for [ 78% 74.1% of Attack Power ] Fire damage in a cone and coating enemies in wildfire, scorching them for [ 156% 148.2% of Attack Power ] Fire damage over 6 sec Overshadow - Aimed Shot and Rapid Fire deal 15% 20% increased damage. Mongoose Bite - Normal: A brutal attack that deals [ 202% of Attack Power ] Physical damage and grants you Mongoose Fury. Bloody Claws : A brutal attack that deals [ 202% of Attack Power ] Physical damage and grants you Mongoose Fury Mongoose Fury Increases the damage of Mongoose Bite by 15% for 15 14 sec, stacking up to 5 times. Mongoose Fury Increases the damage of Mongoose Bite by 15% and the chance for Kill Command to reset by 0% for 15 14 sec, stacking up to 5 times. Flanking Strike - Tip of the Spear grants an additional 15% damage bonus to Flanking Strike and Flanking Strike generates 2 stacks of Tip of the Spear. You and your pet leap to the target and strike it as one, dealing a total of [ Attack Power 300% 285% of Attack Power ] Physical damage
    • By Staff
      Here comes a big one as Blizzard have unveiled the official War Within cinematic! Featuring some shots we've seen already, this full cinematic expands on them and we get to see Azj-Kahet and Nerub-ar palace, not to mention the Dawnbreaker entering the zone! 
    • By Stan
      Solozerro has defeated Mythic Garrosh alone in MoP Remix! Congrats to the amazing feat that took months of dedication to accomplish!
      In an emotional tribute to a friend who passed away during the transition between World of Warcraft's Wrath of the Lich King and Cataclysm expansions, one dedicated player has fulfilled a long-standing promise to leave their mark in the game's history.
      "I promised her I would make a name for myself in WoW history, and today, I can finally say I've done this in her honor," Solozerro said.
      This accomplishment was the result of several evenings of dedicated attempts, each preceded by a week of rigorous farming. The process spanned multiple weeks, with each attempt lasting about 15 minutes.
      The player faced significant challenges, particularly with the Y’Shaarj adds during Garrosh Hellscream’s Empowered Whirlwind phase. "You need a high DPS check just for those adds," Solozerro explained.
      Back when the fight was nearly impossible to solo as a DPS, Solo had to do it in tank specialization to avoid fight resets due to mind control, which significantly impacted their damage output.
      Despite these obstacles, the player remained steadfast. "In total, I collected over 1.5 million threads on my cloak," they said, underscoring the extent of their efforts.

      Even the recent nerfs to Garrosh Hellscream posed a unique challenge. "I overslept and when I woke up and heard about the nerfs, I was sure someone would have tried it. During the fight, I still had adds up, but luckily, I managed to meet the DPS check to avoid the Empowered Whirlwind."
      This achievement not only honors a friend's memory but also serves as an inspiration to the WoW community. "These changes will affect a lot and might actually push more people to try it," the player reflected.
      Here’s the solo video! We want to congratulate Solozerro once again and express how thrilled we are to have been part of this incredible journey!
      Solozerro's journey has come to an end today with 24 days of MoP Remix remaining! The player has soloed Mythic Garrosh after the recent raid nerfs, nearly 1 months after soloing the Paragons of Klaxxi.
    • By Stan
      We've looked at the latest Druid changes that went live on the War Within Beta this week.
      Druid
      Restoration Druid - Restoration Druid core passive: Increases damage/healing by 96%: 74%: Improved Prowl, Pouncing Strikes, Shred, Thrashing Claws Increases damage/healing by 31%: 24%: Improved Prowl and Pouncing Strikes Renewal - Usable in all shapeshift forms. Instantly heals you for 20% 30% of maximum health Rip - Lasts longer per combo point. Finishing move that causes Bleed damage over time 1 point : [ 100.5% 110.5% of Attack Power ] over 8 sec 2 points: [ 150.7% 165.8% of Attack Power ] over 12 sec 3 points: [ 201% 221% of Attack Power ] over 16 sec 4 points: [ 251.2% 276.3% of Attack Power ] over 20 sec 5 points: [ 301.4% 331.6% of Attack Power ] over 24 sec Frenzied Regeneration - Heals you for 15% 24% health over 3 sec, and increases healing received by 20%. Primal Wrath - Lasts longer per combo point. Finishing move that deals instant damage and applies Rip to all enemies within 10 yards 1 point : [ 28.6% 34.4% of Attack Power ] plus Rip for 4 sec 2 points: [ 42.9% 51.6% of Attack Power ] plus Rip for 6 sec 3 points: [ 57.2% 68.8% of Attack Power ] plus Rip for 8 sec 4 points: [ 71.5% 86% of Attack Power ] plus Rip for 10 sec 5 points: [ 85.8% 103.2% of Attack Power ] plus Rip for 12 sec Berserk: Frenzy - During Berserk your combo point-generating abilities bleed the target for an additional 135% 150% of their direct damage over 8 sec. Rampant Ferocity - Damage reduced beyond 5 targets.. Ferocious Bite also deals [ 33.3% of Attack Power ] damage per combo point spent to all nearby enemies affect by your Rip Spending extra Energy on Ferocious Bite increases damage dealt by up to 50% 100% Bursting Growth - Damage reduced above 5 targets. When Symbiotic Blooms expire or you cast Rejuvenation on their target flowers grow around their target, healing them and up to 3 nearby allies for [ 20% of Spell Power ]. When Bloodseeker Vines expire or you use Ferocious Bite on their target they explode in thorns, dealing [ 70% 91% of Attack Power ] physical damage to nearby enemies Adaptive Swarm - Upon expiration, finds a new target, preferring to alternate between friend and foe up to 3 times. Command a swarm that heals [ 157.5% of Spell Power ] or deals [ 180% 216% of Spell Power ] Nature damage over 12 sec to a target, and increases the effectiveness of your periodic effects on them by 25% Rake - While stealthed, Rake will also stun the target for 4 sec and deal 60% increased damage. Awards 1 combo points.. Reduces the target's movement speed by 20% for 12 sec Rake the target for [ 21.54% 28% of Attack Power ] Bleed damage and an additional [ 141.4% of Attack Power ] Bleed damage over 15 sec Lunar Insight - Moonfire deals 20 20% additional damage. Berserk - While Berserk: Generate 1 combo points every 1.5 sec. Go Berserk for 15 sec. Combo point generating abilities generate 1 additional combo points. Finishing moves restore up to 3 combo points generated over the cap All attack and ability damage is increased by 10%. 15%. Brutal Slash - Deals 15% increased damage against bleeding targets. Awards 1 combo points.. Deals reduced damage beyond 5 targets. Awards 1 combo points. Applies the Bleed from Thrash Normal: Strikes all nearby enemies with a massive slash, inflicting [ 147.6% 192% of Attack Power ] Physical damage. Thrashing Claws : Strikes all nearby enemies with a massive slash, inflicting [ 147.6% 192% of Attack Power ] Physical damage Incarnation: Avatar of Ashamane - During Incarnation: Energy cost of all Cat Form abilities is reduced by [ 20 25% of Spell Power ]%, and Prowl can be used once while in combat. An improved Cat Form that grants all of your known Berserk effects and lasts 20 sec. Finishing moves restore up to 3 combo points generated over the cap. Generate 1 combo points every 1.5 sec. Combo point generating abilities generate 1 additional combo points. You may shapeshift in and out of this improved Cat Form for its duration All attack and ability damage is increased by 10%. 15%. Thriving Growth - Multiple instances of these can overlap.. Wild Growth, Regrowth, and Efflorescence healing has a chance to cause Symbiotic Blooms to grow on the target, healing for [ 120% of Spell Power ] over 6 sec Rip and Rake damage has a chance to cause Bloodseeker Vines to grow on the victim, dealing [ 135% 121.5% of Attack Power ] Bleed damage over 6 sec Bond with Nature - Healing you receive is increased by 3%. 4%. Druid Guardian 11.0 Class Set 4pc - Arcane damage you deal is increased by 5% and bleed damage you deal is increased by 5%. 8%. Taste for Blood - Ferocious Bite deals 15% 12% increased damage and an additional 15% 12% during Tiger's Fury. Evoker
      Animosity - Casting an empower spell extends the duration of Dragonrage by 4 5 sec, up to a maximum of 16 20 sec. Titanic Wrath - Essence Burst increases the damage of affected spells by 8.0%. 15.0%.
    • By Stan
      As of the War Within pre-patch, Alysrazor in the Firelands raid is bugged, preventing players from getting the Flametalon of Alysrazor mount.
      Blizzard made various updates to flying in the War Within pre-patch, and a possible side-effect could be tied to Alysrazor not leaving her spawn location when you engage her in the raid.
      Hopefully, Blizzard will soon release a fix for the issue. Until then, don't bother soloing the Firelands!
×
×
  • Create New...