Gear Changes in Warlords of Draenor

26-12-2013 15:34

I read this all, and I like it, a lot. Good stuff. However, my fear is how this plays out for PvP. For PvE variance in performance based on RNG stats is super cool and creates a sense of non-uniformity, but in PvP you need to be able to expect that class X generally has Y capabilities.
PvP gear will have more stats to choose from, and less worrying about hit caps! PvP Power will likely still exist to make sure PvP gear is powerful without being more powerful than PvE gear in PvE. Additional PvP changes are beyond the scope of this discussion, but we do want to make sure PvE gear doesn’t outstrip PvP gear for world PvP.

Can I just ask what will happen to Spirit for Shadow Priests, where it is now a go to stat because it gets converted to Hit? With Hit going away, will it convert to something else, or will Spirit now be useless for us.
Healers will have increased baseline regen on their character, and each point of Spirit will have higher regeneration effects. As mentioned in the last couple paragraphs, Spirit will be useless to DPS specs, so min-maxers will want to get alternate gear for the few slots they have Spirit in.

One more thought on this...please extend this system to crafted gear, not just boss drops.
Okay!