![]() Guilds have responded in different ways - many guilds already used Personal Loot and are therefore unaffected by the removal of Master Looter as an option. Personal Loot as a default loot system has a lot of upsides - it's fairly intuitive and avoids almost all of the loot drama that WoW has historically been home to - one only needs a quick google search to find heaps of articles about "ninja looting" or forum threads from earlier expansions where players bemoaned the unfair tyranny of their guild's loot master. In Legion this was restricted to only be usable in groups where 80% or more players were from the same group, and then in Battle for Azeroth it was removed entirely. ![]() When we talk about "Master Looter," we're referring to an earlier loot system that Raid Leaders could opt into while the raid wasn't in combat, where items would instead drop without being allocated to any particular players and could then be assigned by the Raid Leader. If you loot an item that you don't need, you can trade it to someone else provided you already owned and equipped an item of that item level and tagged as appropriate for your role in that slot (or both of the eligible slots for rings and trinkets). This loot is then soulbound to that player when they loot it, and it's mailed to them if they fail to loot it (except, interestingly, for Bind on Equip items, so check those dead trash mobs in raid!) In Battle for Azeroth, all loot from basically all content is rolled and assigned on a per-player basis. In this article, I'll go over the benefits and drawbacks of this new paradigm, and then give my own opinion on the best path forward, but let's start by explaining the current rules and the relevant ones from the past to provide the context for this discussion. The last few expansions have pushed loot rules further towards Personal Loot, first by making it the default option, then by limiting Master Looter to only be available to guild groups, and then finally in Battle for Azeroth by removing Master Looter entirely. It's no surprise that the rules and systems surrounding it have changed too. While every class benefits ROUGHLY equally from ap and armor ignore, they do NOT all benefit from hit the same way.Over World of Warcraft's 15 year history, gear has evolved dramatically. Duel wielding classes have a 25% (ish) chance to miss on white attacks, but all yellow attacks only have a 9% chance to miss. Rogues benefit the most out of all the classes that can use this trinket because white damage makes up a larger portion of their dps. ![]() Enhancement shamen are similar, although over 50% of their damage is white thanks to windfury. Fury wars, on the other hand average around 40% of their dps as white attacks. This is why hit is generally considered a bad stat for warriors. With hunters, they should already have enough +hit from other rings etc. that increase agi and hit, therefore wasting the hit on the ring. ![]() However, if a hunter does not have his hit maxed, this would be an excellent trinket for him provided the hit dod not go to waste. Ret paladins actually do even less white dmg then warriors thanks to spellcasting.Īll that being said, I believe that the gains/losses are not enough to say a certain class shouldnt roll on it. Any of the afore mentioned classes can make excellent use of this trinket. If this dropped would i take it over a rogue? Yes i would, since all the rogues have warp-spring (something I cant get), and my class trinket blows.Ĭomment by Thottbothunters dont really have much +hit on pretty much any of the later game items. Some say it will proc more for a DW simple because they throw more hits, well i say this: To get hit from a trinket for a hunter is a great thing, especially when its as much as this thing tacks on, not to mention hunters are getting as many hits in as a dual wielder any day. If you have 3.00 bow speed: (most bows have under 3.00, but im using bristlzeblitz for this example). Throw in the shot you will put in between your auto shots, that halfs it, making it 1.50 right there. So, 1.50 then tack on the quiver bonus (a definet +15 percent). Then the possibles: Serpents swiftness if full BM ( 20 percent increase).
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