3.3 Gem and Enchant Guide

Get help with your character's gear

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Re: 3.2 Gem and Enchant Guide

Postby Digren » Wed Aug 05, 2009 8:12 am

theothersteve7 wrote:I'm curious about the viability of Blade Ward with the new Parry changes.


There's a thread about it in the advanced forum. It's better, but AFAIK still not as good as Exceptional Agility for avoidance. The math isn't in yet, but it might also still be worse than Mongoose too.

I've gone Blood Draining as it's a ghetto EH enchant, the best I can get.
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Re: 3.2 Gem and Enchant Guide

Postby Zeruvar » Wed Aug 05, 2009 9:50 am

from what i understood, after 1180 rating, did you mean try to balance out parry and dodge? or go for the 1.88 ratio?
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Re: 3.2 Gem and Enchant Guide

Postby Digren » Wed Aug 05, 2009 10:24 am

Zeruvar wrote:from what i understood, after 1180 rating, did you mean try to balance out parry and dodge? or go for the 1.88 ratio?

The 1.88 ratio of (dodge-10%)/(parry-10%) is required. I'd like to make sure that's clear, but I don't see how it's unclear given the current wording.

3. At higher gear levels (defense + dodge + parry > 1150 rating), gear so that your post-DR dodge and parry percentages come out as close to a 1.88:1 ratio as possible, using the formula:

(character_sheet_dodge_% - 10) / (character_sheet_parry_% - 10) = 1.88

Can you please explain how you interpreted this to not imply the 1.88 ratio?
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Re: 3.2 Gem and Enchant Guide

Postby Zeruvar » Wed Aug 05, 2009 11:25 am

i forgot to mention that from the patch notes it seemed like they were trying to balance out Parry rating and dodge. when i read your post saying to get 1.88 that confused me for a sec.

Oh that and just having woke up didnt help
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Re: 3.2 Gem and Enchant Guide

Postby Robbert » Wed Aug 05, 2009 11:42 am

The Engineering cloak tinker 'Flexweave Underlay' was buffed in 3.2 to provide 23 Agi in addition to the slow fall on use effect. Ignoring the on use effect, this buff makes this enchant best overall tanking enchant to cloak.
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Re: 3.2 Gem and Enchant Guide

Postby Braundo » Wed Aug 05, 2009 11:50 am

Robbert wrote:The Engineering cloak tinker 'Flexweave Underlay' was buffed in 3.2 to provide 23 Agi in addition to the slow fall on use effect. Ignoring the on use effect, this buff makes this enchant best overall tanking enchant to cloak.

...So, it's 1 more agility over the standard enchant?

Lame.
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Re: 3.2 Gem and Enchant Guide

Postby Digren » Wed Aug 05, 2009 12:03 pm

Note that I haven't touched the enchant post at all yet for 3.2. Updating it for engie stuff is on my list, but wowhead has been down so it's probably going to wait until tomorrow.

Robbert wrote:The Engineering cloak tinker 'Flexweave Underlay' was buffed in 3.2 to provide 23 Agi in addition to the slow fall on use effect. Ignoring the on use effect, this buff makes this enchant best overall tanking enchant to cloak.

It's definitely the best avoidance enchant. As to best, many would argue that the armor enchant still fills that spot given that it's the best EH option.

Braundo wrote:...So, it's 1 more agility over the standard enchant?

Lame.

The extra agility is not supposed to be a benefit of engineering. The slow-fall tinker is supposed to be no worse than not having engineering. I'm thrilled with the change.
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Re: 3.2 Gem and Enchant Guide

Postby Robbert » Wed Aug 05, 2009 12:52 pm

Digren wrote:As to best, many would argue that the armor enchant still fills that spot given that it's the best EH option.


Being fairly EH focused myself, I've been using the armor enchant...but I've done so knowing I'm passing up on the better overall enchant for the one that's the better EH enchant. Given back and gloves (for us engineers at least) are the only two slots with a competitive armor enchant, I've been happy to use armor on my cloak. I am looking to pick up a more avoidance focused cloak for added flexibility in gearing that I'll use the improved engy tinker on tho!
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Re: 3.2 Gem and Enchant Guide

Postby Digren » Wed Aug 05, 2009 3:24 pm

The enchant guide has been updated. I punted on the weapon enchant discussion by just leaving it as-is. This pretty much matches the preliminary analysis, at least with regard to Blade Ward and its relative quality compared to Exceptional Agility. Whether Mongoose is still better than Blade Ward hasn't been determined.

If anything major has changed, it's that Blood Draining now has NO down side whatsoever to use as an excuse. It still doesn't heal for much in the long run - and it is very difficult to compare to more hit rating or more agility - but it's leaning towards getting a best-of nomination.
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Re: 3.2 Gem and Enchant Guide

Postby Barathorn » Thu Aug 06, 2009 2:06 am

Thanks for all your hard work Digren, I will be incorperating your new list into the consolidated sticky when I get home tonight.

Thanks again.

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Re: 3.2 Gem and Enchant Guide

Postby Klaudandus » Thu Aug 06, 2009 12:22 pm

Excellent list, just one question - is there a limit on how many Solid Majestic Zircon (or any other crafted epic gem) we can put in our gear?
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Re: 3.2 Gem and Enchant Guide

Postby Digren » Thu Aug 06, 2009 1:53 pm

Klaudandus wrote:Excellent list, just one question - is there a limit on how many Solid Majestic Zircon (or any other crafted epic gem) we can put in our gear?

Nope. Have at it.
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Re: 3.2 Gem and Enchant Guide

Postby Klaudandus » Thu Aug 06, 2009 3:44 pm

Digren wrote:
Klaudandus wrote:Excellent list, just one question - is there a limit on how many Solid Majestic Zircon (or any other crafted epic gem) we can put in our gear?

Nope. Have at it.


So, we're basically only limited by budget concerns?
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Re: 3.2 Gem and Enchant Guide

Postby Braundo » Thu Aug 06, 2009 4:28 pm

Klaudandus wrote:So, we're basically only limited by budget concerns?

Given how cheap the mats are for the epic gem transmutes (1 blue gem + 1 eternal for all except the Eye of Zul), after a few weeks I imagine that the epic gems will not cost all that much more than the blue-quality gems.
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Re: 3.2 Gem and Enchant Guide

Postby Klaudandus » Thu Aug 06, 2009 8:52 pm

Braundo wrote:
Klaudandus wrote:So, we're basically only limited by budget concerns?

Given how cheap the mats are for the epic gem transmutes (1 blue gem + 1 eternal for all except the Eye of Zul), after a few weeks I imagine that the epic gems will not cost all that much more than the blue-quality gems.


I can actually cut 'em - need to get the recipes for the regal purple one and the enduring green one
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Re: 3.2 Gem and Enchant Guide

Postby Robbert » Tue Aug 11, 2009 1:57 am

Robbert wrote:The Engineering cloak tinker 'Flexweave Underlay' was buffed in 3.2 to provide 23 Agi in addition to the slow fall on use effect. Ignoring the on use effect, this buff makes this enchant best overall tanking enchant to cloak.


Ok...so I finally applied this enchant to one of my cloaks (for my ret set in this case), and while the text for the tinker does say it increases Agi by 23, but the tinker text on the cloak says it increases crit rating by 43. If the text as shown on the cloak is correct, then this tinker is no longer at all viable for tanking.
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Re: 3.2 Gem and Enchant Guide

Postby Arnax » Tue Aug 11, 2009 2:11 am

I believe Titanium Plating now gives +81 BV instead of the old +40 BV on your shield.
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Re: 3.2 Gem and Enchant Guide

Postby Digren » Tue Aug 11, 2009 11:52 am

Robbert wrote:
Robbert wrote:The Engineering cloak tinker 'Flexweave Underlay' was buffed in 3.2 to provide 23 Agi in addition to the slow fall on use effect. Ignoring the on use effect, this buff makes this enchant best overall tanking enchant to cloak.


Ok...so I finally applied this enchant to one of my cloaks (for my ret set in this case), and while the text for the tinker does say it increases Agi by 23, but the tinker text on the cloak says it increases crit rating by 43. If the text as shown on the cloak is correct, then this tinker is no longer at all viable for tanking.


When I put this on my cloak a few days ago, I verified that it added 23 agility. It was not in the text, but toggling the cloak in and out of the slot changed my stat accordingly.

I do not know if they changed it in today's patch. I can check tonight.

Arnax wrote:I believe Titanium Plating now gives +81 BV instead of the old +40 BV on your shield.


Corrected. Thank you.
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Re: 3.2 Gem and Enchant Guide

Postby Piety » Wed Aug 12, 2009 11:48 am

Is blood draining still of questionable effect with the changes to AD?
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Re: 3.2 Gem and Enchant Guide

Postby Digren » Wed Aug 12, 2009 12:13 pm

Piety wrote:Is blood draining still of questionable effect with the changes to AD?

Blood Draining was never of questionable effect. That myth was debunked months ago.

Now even that myth can't be used as an excuse. Blood Draining is good, and in my opinion the best pseudo effective health option for the slot. I use it.
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Re: 3.2 Gem and Enchant Guide

Postby Veilan » Wed Aug 12, 2009 4:38 pm

For completeness' sake, you seem to have omitted the Nightmare Tear.

Even with the useless +10 spirit and negligible +10 intellect, at +10 agility, +10 strength and +10 stamina it can be a valid choice, at more useful item credit value and due to its prismatic flexibility. It's also rather cheap.

Might be worth a mention, just to round it out.
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Re: 3.2 Gem and Enchant Guide

Postby Digren » Thu Aug 13, 2009 7:51 am

Veilan wrote:For completeness' sake, you seem to have omitted the Nightmare Tear.

Even with the useless +10 spirit and negligible +10 intellect, at +10 agility, +10 strength and +10 stamina it can be a valid choice, at more useful item credit value and due to its prismatic flexibility. It's also rather cheap.

Might be worth a mention, just to round it out.

I don't want to confuse people who aren't nuanced in gear selection. Only blocking sets need to gem for strength, ever, and in that case a +10str/+15sta gem is likely a better choice anyway. In regular gear sets a +10agi/+15sta gem would be preferred.

In a theoretical world where blocking was important for effective health, it could have uses. But I can just imagine new tanks posting the gear advice forum with gem slots full of those and complaining about how they have trouble reaching and maintaining the defense minimum and how their strength and block gear doesn't seem to keep them alive long enough.
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Re: 3.2 Gem and Enchant Guide

Postby Wrathy » Thu Aug 13, 2009 11:32 am

For those interested, I have a brief opinionated rant on gemming theory for 3.2 - Gems, Sockets and YOU!
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Re: 3.2 Gem and Enchant Guide

Postby Veilan » Thu Aug 13, 2009 12:53 pm

Digren wrote:But I can just imagine new tanks posting the gear advice forum with gem slots full of those


Heh, considering they're unique equipped, your imagination trumps mine here 8).

While I agree that usually other choices are better, the beauty of the prismatic stone is that it can provide you a slot bonus, and ease your meta activation, if that is a problem. Not that anyone should need that, but the option is out there and might deserve a place in a thorough guide. Possible confusion can be countered by accessible education in the gem's paragraph or description.
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Re: 3.2 Gem and Enchant Guide

Postby Tobyboat1 » Sat Aug 15, 2009 5:23 am

Account Deactivated.
Last edited by Tobyboat1 on Sat Dec 12, 2009 6:05 am, edited 2 times in total.
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