Concerning Upcoming Dungeon Improvements and Armor Sets

Tinie

New Member
Pulled from WoW boards, per Eyonix:

With the patch very close to being live on the Public Test Realms (PTRs), players are going to have an opportunity to test out the new content being made available for the 1.10 patch. As has been previously stated, much of our design focus for this patch was directed towards improving and creating content for players that don't wish to raid at level 60. I've detailed much of what's in-store below.

A brand new quest series has been added for each class which will allow players the opportunity to upgrade their existing dungeon set. The current dungeon sets consist of rare items that range from level 52 to 58. Each new set however, once fully upgraded through completing each quest in the series will provide players with four high level rare (blue) items, and four epic (purple) items. The upgraded sets are textured differently so that they are fully distinguishable from the standard dungeon set.

The new quest series begin with soloable quests, but eventually will take players into instances such as Scholomance, Stratholme, Blackrock Depths, along with both Upper and Lower Blackrock Spire. What's particularly exciting is that these quests challenge players to fight brand new bosses which have been added to each of these dungeons. These bosses, while created and placed for the purpose of the dungeon set quests, have been fully itemized so players can kill them for loot, whether or not anyone in the party even has the associated quests.

In addition to itemizing the new bosses, we've done an extensive review for the overall itemization of these dungeons, and have made several noteworthy improvements. For instance, many items which were previously uncommon (green), will now be rare (blue) and of course their statistical values have been improved. Also, in addition to the new items which drop from the new dungeon bosses, we've added new items to existing monster loot tables throughout these instances. Drop rates on several valuable items have been improved, such as set pieces which were previously difficult to obtain, i.e. Devout Bracers. The drop rate of epic quality items in these dungeons, such as the Felstriker, were also significantly improved.

Furthermore, all current dungeon sets have been standardized, meaning that now, belts, bracers and gloves for all nine sets will be BoE (bind-on-equip), as previously some classes had three items that were BoE while others had two.

Players will also notice that the placement for many of the set items has been optimized. For instance, players seeking the Magister Boots will no longer have to kill the Postmaster but rather take down Hearthsinger Forresten in Scholomance, a more convenient endeavor.

To further enhance the experience of grouping in these dungeons, we've adjusted the player cap for each so that it's in-line with the exact number of players that we tuned the difficulty of the dungeon for. Below are the new player caps for each dungeon.

Stratholme: 5 players
Scholomance: 5 players
Blackrock Depths: 5 players
Blackrock Spire: 10 players

We realize that it will take some players time to adjust to the new dungeon caps, however, it should be understood that with the intended caps in place the rewards players will receive when running through these dungeons will be that much greater. Currently loot designed to drop for a party of five is often being split between a raid party of ten. With the appropriate caps in place, players will have an easier time finding groups to complete dungeon quests, in obtaining rare and epic item drops, and probably most important, each player's individual contribution to the success and dynamic of the party will increase substantially.

Another change which will be particularly helpful for players end-game, is one we've made which will convert quest experience at level 60 to a value in gold. When the patch goes live, players at level cap can turn in quests and receive gold based upon a ratio of the experience that would've been gained if it were possible that they could level further.

This system will also carry over for the expansion, when players reach level 70.

This should also make questing in dungeons much more viable since typically experience for level 60 dungeon quests is fairly high, making for a decent reward in gold for each successfully completed quest.

In closing, we're really excited about the opportunities patch 1.10 will offer players in terms of improving their end-game characters. Feel free to use this thread to post your thoughts on that which I just disclosed.


Questions posted, with answers per Eyonix/Caydiem:


"While we now know that the 0 set is required to upgrade, I would like clarification if you have a set not "designed" for your class, but make use of due to a different spec (paladins with Valor, druids with Shadowcraft, casters with Dreadmist), will you be able to use (and have use for!) the 0.5 set? "


~As these are class-specific quests, you will not be able to do a quest to upgrade a set other than the one made for your class. For example, a Druid with Shadowcraft would not be able to do the quests to upgrade that armor to "Dungeon 2" status. ~



"Are you going to need to have your entire set in order to start any of the quest lines?

Or will you be able to start the quest line for the pieces you have?"



~The first piece which can be upgraded from Dungeon set 1 to Dungeon set 2 is the bracers, and no, you will not need additional pieces of the set in order to begin upgrading.

The first three upgrades affect the BoE portion of the sets ~
 
Personally, I can't stand a lot of it. The Dreadmist set is NOT a class specific set. For all of the warlocks out there that claim it's "theirs" is wrong. The tier 0 sets may benifit one class over the other, but it is no class specific. I enjoy using the dreadmist set items that I have now on my priest. I won't be able to upgrade those to the tier .5 now because it is a "warlock" set now? If it is a warlock set now in tier .5, then it should have been all along. Believe it or not, this really kinda makes me angry.

UBRS has to be done in a 10 man group now? I can see it being done in a 10 man group, I can. However when you first go through UBRS, it is extremely difficult to 15 man it, hence "first time."

NO SIR.....I DON'T LIKE IT!
 
I concur. 10 man UBRS is insane for a newbie group. can you imagine the poor folks on new servers that don't have epic'd 60s to run groups thru? *cringe*

The class/set cross is also annoying for me. Neirai & I are both feral druids. The "druid set" is pretty well useless to melee druids.

I've seen warlocks in Magister's....not sure why (set bonuses don't really give much +fire; priests in dreadmist... *sigh*

Although there are a lot of things I'll like about 1.10, there's some things that are going to hurt the game, as well.
 
One point I'd like to point (:P) out.

The Priest set is +spelldamage, not +healing.

The "Feralheart" druid set works well for a moonkin, and is also passable for a feral druid.

I'm optimistic.
 
One thing to keep in mind is that 1.10 is currently in test, meaning things can change. One voice may not change things, but many might. So voice it! The player base has convinced Blizzard to make changes in previous patches.

However, I can see where the tier 2 dungeon set is class specific. These pieces are quested, not random drops off named mobs. The idea of dungeon set 2 is to give solo'ers and people who enjoy smaller groups a chance to get an armor set that approaches the tier 1 raid set, which IS class specific. A paladin who is spec'd to be as close to a warrior can be is never going to be seen wearing a Might or Wrath epic set, as much as those paladins may want to. The tier 2 dungeon set is just following that already existing philosphy. Not saying this is good or bad, just that it follows the design of level 60 gear. Dungeon set 1 is pre-60 gear.

Now, it is my ever so humble opinion that "set" armor is not always desirable. There are indeed single pieces out there when combined, while not giving a set bonus, are still just as good (if not better) than having set pieces. I feel this is true on both my 60's. While I do have some of the tier 1 dungeon set pieces, I also have single pieces that I thing overall make my character better than having the full tier 1 dungeon set. And also considering that the revamped instances are supposed to have improved loot tables, with some existing drops being upgraded, I think things will be good for us small groupers/solo'ers.
 
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Dreadmist and Deathmist are for locks :p


If a shadow priest wants Dreadmist they are the natural second choice, but don't roll against a lock :eek:
 
Okay, played the PTR a bit and first I have to say the new final destination taxi system is fantastic.

On the dungeon 2 set quests, I have this info so far.

Every class basically has the same quests. Expect kill count/quest drop areas to be crowded, though playing on the very crowded PTR I was able to get the quests done.

You will need a lot of gold! So far, the first 3 pieces I had to dole out 110g to the quest givers. Luckily, the premade character started with 150g.

There are many crafted items needed for the quests, such as delicate arcanite converters, stonescale oil, enchanted leather, mooncloth, just to name a few. A shrewd merchant player could stock up now for the eventual demand on these items when 1.10 goes live.

To get the first three pieces (belt, braces and gloves) you will need the dungeon 1 set pieces. These quests are easy to solo, if just a bit expensive. For the fourth piece requires the first instance run, a >timed< run for the baron in Stratholme. Not an easy task, from what I hear. I was just about to run this leg of the quest series when the PTR shutdown.

So far, though, the quests are good, if not a bit monolithic in that every class does the same quest series. It does seem that you cannot pick and chose which pieces to go for, the quests are a series starting with the bracers.
 
Mambo said:
Dreadmist and Deathmist are for locks :p


If a shadow priest wants Dreadmist they are the natural second choice, but don't roll against a lock :eek:


I completely 100% agree. I do understand who can benefit from the set the most. No lock = Shadow Priest can roll.
 
Well, from my experience as a lock, dreadmist sucks unless you are looking for pure stats. I would like to see what the stats/bonuses are for the upgrades though before I completely write it off.
 
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