Guidesaffiliateconactus
 
  1. Complete Package Guide
  2. Warlock Strategy Leveling Gold Guide
  3. Warrior Strategy Leveling Gold Guide
  4. Paladin Strategy Leveling Gold Guide
  5. Hunter Strategy Leveling Gold Guide
  6. Druid Strategy Leveling Gold Guide
  7. Priest Strategy Leveling Gold Guide
  8. Mage Strategy Leveling Gold Guide
  9. Rouge Strategy Leveling Gold Guide
  10. Shaman Strategy Leveling Gold Guide
World of Warcraft Warrior Strategy Leveling Gold Guide $ 14.99
  • Crazy Forst Mage PVP Movie
  • A love story
  • Stop The Cavalry
  • Funny Dinosaur
  • Funny Conversation
  • New way to farm tons of gold
  • WoW Guide: Preparing your Moonkin for Karazhan

    2008-07-18 13:24:05

    According to Nasirah, knowing when you are ready for Kara is much easier for tanks and healers. Tanks have certain stats they need to strive for in order to not get killed. Healers have certain stats they need to strive for in order to not let their tanks die.

    As a damage caster, however, you personally need a certain amount of stamina to survive splash damage, but the group as a whole needs to have the DPS to beat an encounter within a given time frame (either an enrage timer built into the encounter, or simply before the healers' mana runs dry).

    This means that people just entering Karazhan for the first time will probably be on the low end of damage output, while veterans who just need a couple more drops or are running for badges will be on the high end. It's a team effort, and you should talk to your raid leader if you want to know how you're contributing.

    But you still need to have some idea of what goal you should be aiming for to help you know when you're ready to 'bring the goods'.

    Continue on for more on what to look for, what goals to set and a list of gear to hunt!

    Nasirah has a lot of experience in Karazhan, and she said that she really likes the minimum recommended gear values that Ten Ton Hammer has compiled as a starting point.

    She does want to point out, however, that these are "minimum" stats. You can walk in the door with these stats, and start running the raid to get a feel for the encounters and maybe some Badges, but you should still be trying to gear up through other sources.

    With those disclaimers out of the way, the base, minimum unbuffed stats for a Balance Druid are;

    6000 Health
    7000 Mana
    +600 Spell Damage
    15% Spell Crit (before Moonkin aura*)
    75 mp5 while casting

    * The Ten Ton Hammer guide says "15% spell crit in caster form." This is slightly confusing because Moonkin certainly is a casting form, but I would assume that this means in default Night Elf/Tauren form, before shifting into Moonkin and getting the 5% increase, so that's how I'm interpreting it.

    This is also before raid buffs and consumables. If you are at these stats with just gear and nothing else, you can start trying to get into a group. You won't have the DPS for Curator (unless the rest of the group is carrying you) or the Health to survive Shade, but this is at least a starting point.


    Spell Hit Rating

    Spell Hit is your single most important stat, until you get capped. Assuming you have 2/2 Balance of Power (which every raiding Moonkin should), you need 152 Spell Hit Rating to minimize your chance to miss against raid bosses.

    Unfortunately there's always a 1% chance to miss, but until you get to that point, you're shorting your DPS with every spell that gets resisted. Get there as fast as you can, any way you can. Enchants, gems, gear (and if you're ever going to really fight for a piece of cloth gear, it'll be the ones that come with spell hit).

    There are some good spell hit items in Karazhan, and I've heard that it's acceptable to go in not quite hit capped, and reach it through the new gear you get. Personally, I think it's better to get hit capped as soon as possible, and then re-gem and re-enchant as you get those upgrades. It's certainly possible to get hit capped without any Kara loot, so why wait? Just my personal opinion.

    With Balance of Power, you only need 13 spell Hit in order to be capped against lvl 72 trash mobs, the highest number you'll ever see on trash. The bosses are level 73 and have the 152 Spell Hit Rating requirement, but it's not a bad idea to have a few pieces you swap in and out for boss fights, because all of that extra spell hit is going to waste on the trash. For the trash, you might enojy higher performance by equipping more items with +damage and +Crit, and swapping in the full Spell Hit for the boss fights.

    Just don't forget to equip your Spell Hit set before boss fights, or you'll be very frustrated with your resist rate.

     

    On Balance Druids and cloth armor;

    Druids, like any class that wears leather or higher, have the ability to downgrade their armor if the stats on a particular piece are more desirable. Since armor isn't exactly a stat that caster DPS generally looks at, seems like there would be no issue wearing cloth, right?

    Well, there are a couple of issues with it. First of all, you get the same armor bonus that your feral brethren do. Taking a cloth item that has 100 less armor than its leather counterpart actually gives you 500 less armor when you're in Moonkin form. It may not seem like much, but it will start to add up the more cloth you wear. You really shouldn't be getting hit anyway, but it's something to at least keep in mind when making gear decisions.

    The greater issue is that, because we have the option to wear leather, many clothy casters don't take kindly to rolling against Druids for gear. To avoid drama, I usually don't take cloth drops on my Moonkin unless there are no clothies who want it. (Though if it's a holy priest rolling for an alternate set, you should be able to make a case on that one.) Basically, work out the rules AHEAD of time to avoid lots of headache, and if you're uncomfortable with a group that won't give you an equal roll on a drop you'd really like, you can always leave the group and find another.

    However, no one can tell you that you can't have a cloth item that's a quest reward, reputation reward, or crafted item. So if they're an upgrade, go nuts.


    Badge Rewards

    Badge rewards are a great way to enhance your gear when you're unlucky with drops, or there's simply not many options out there. And most Badge rewards, being of epic quality, are going to be better than most other things you'll come across pre-Kara. However, it's unrealistic to expect someone who's gearing up for Kara to have an overabundance of badges.

    So, prioritize. Get what gear you can from quests, rep, and drops first, even though they aren't as good as those shiny Badge rewards. Figure out where your holes are, which slots have the most limited options, and which slots you aren't likely to fill as soon as you walk in the door to Kara (Attumen drops bracers and a ring, Moroes has a lovely neck piece as well as a cloak, for example). Use your badges wisely.

    Gems

    Red Socket
    Runed Living Ruby
    Veiled Noble Topaz if not hit capped

    Yellow Socket
    Potent Noble Topaz
    Veiled Noble Topaz or Great Dawnstone if not hit capped
    Dazzling Talasite if you have mana issues

    Blue Socket
    Glowing Nightseye
    Dazzling Talasite if you have mana issues

    (or the uncommon versions of all of those)

    This is for meeting particular socket bonus or meta gem requirements. Otherwise, Runed Living Rubies in everything would be the best damage increase (assuming hit capped) . . . unless the socket bonus is spell damage in which case you might get a better increase in stats by using a Potent Noble Topaz in a yellow socket. (The Wowhead weighting system actually illustrates that fairly well. Example page - they list the set bonus in the gem column if they're meeting those requirements, otherwise they just put in all red gems for the damage.) But, if you're working on getting hit capped, or your damage is fine but your mana runs out way too fast, obviously gem for the stats you need, and pay attention to those socket bonuses as well.

    I'm also pretty unfamiliar with Haste, and how that can contribute to DPS. If you don't have the mana to be throwing out spells faster, it's not going to do much except make you go out of mana faster. But, if you're hit capped, and you don't have mana troubles, Reckless Noble Topaz could be another Yellow or Red option. But since those gems were only introduced recently, and I've never come across drops with haste on them (nor had enough Badges to get any rewards with it), I'm just really not all that familiar with the stat.

    And the only headpiece on the list that even has a meta socket is the engineering one, but there are a few cloth options out there (the Dungeon 3 head pieces at the very least) so just for sake of being complete, Insightful Earthstorm or Ember Skyfire would be my top picks.

     

    Head:

    Mooncrest Headdress - from Blast the Infernals! in Shadowmoon Valley (horde version)
    Very easily attainable, bare minimum headpiece.

    Circlet of the Starcaller - from Dimensius the All-Devouring in Netherstorm
    Solid headpiece for minimal effort, though it requires a group to complete the string.

    Druidic Helmet of Second Sight - from Teron Gorefiend, I am... in Shadowmoon Valley (horde version)
    Most customizable, and best damage if you gem for it, but involves a long string and requires a group.

    Moon-Crown Antlers - from Old Hillsbrad, heroic mode (2nd boss)
    Part of a T2 look-alike set designed for Balance druids, collect them all! Honestly probably not worth the effort since it's comparable to the quest rewards, but an option if you need spell hit.

    Windscale Hood - crafted with Leatherworking, BoE
    Good option if you have gold to spare, but overall quite comparable to a gemmed Druidic Helmet of Second Sight.

    Magnified Moon Specs - crafted with Engineering, BoP
    As always, engineers get the best headpieces in the game. If you're an engineer you should definitely be wearing this.

    Cloth options:

    Spellstrike Hood - crafted with Tailoring, BoE
    Expensive, but a very strong option, especially if you need spell hit.

    Head Enchant:
    Glyph of Power - Revered with Sha'tar
    Alternatively, Heavy Knothide Armor Kits can be placed on this slot, for a stamina boost until you get the necessary rep.


    Neck:

    Natasha's Arcane Filament/Natasha's Ember Necklace - from The Hound-Master in Blade's Edge Mountains
    Both very strong starter necklaces, depending on what stats you're looking for. If you're not looking to add spell hit to this slot, either of these could last until Karazhan.

    Brooch of Heightened Potential - from Shadow Labyrinth, normal or heroic (2nd boss)
    This is a well-balanced option, providing a bit of spell hit rating, and fairly easy to obtain.

    Hydra-fang Necklace - from Underbog, heroic mode (2nd boss)
    Less damage and slightly lower stats, but more spell hit rating than the above option.

    Shattered Sun Pendant of Acumen - available at Exalted with Shattered Sun Offensive
    This is a very strong necklace, even without the Aldor/Scryer bonus. Best option pre-Kara if you don't need the spell hit.


    Shoulder:

    Elekk Hide Spaulders - from The Fallen Exarch in Terokkar Forest
    Despite being from a very early quest, these are very solid starter shoulders.

    Netherfused Pauldrons - from Turning Point in Netherstorm
    A Scryer-only quest, unfortunately for Aldors. Lower damage but higher stats than Elekk Hide, another strong option depending on what your gear needs.

    Lunar-Claw Pauldrons - from Mechanar, normal or heroic (1st boss)
    Another piece of the T2 look-alike set. Very similar stats to the Netherfused Pauldrons.

    Cloth options:

    Mantle of Three Terrors - from Black Morass, normal or heroic (1st boss)
    You may have to fight clothies for this, but this is a very good spell hit option.

    Shoulder Enchant:
    (Greater) Inscription of Discipline - Honored/Exalted with Aldor
    (Greater) Inscription of the Orb - Honored/Exalted with Scryer
    Alternatively, Inscription of the Orcale at Honored with Scryer offers mp5, if that's needed more than crit rating. At exalted, however, definitely get the Orb.


    Back:

    Ogre Slayer's Cover - from Cho'war the Pillager in Nagrand (horde version)
    If you have this around from leveling, it's still a decent option for new 70's.

    Cloak of Woven Energy - from Hitting the Motherlode in Netherstorm
    Really a sidegrade from the Ogre Slayer's, with a bit more damage, but fewer stats. Still, an easily attainable option depending on what stats you need, or if you didn't level as Balance and missed the Nagrand quest reward.

    Cloak of the Black Void - crafted with Tailoring, BoE
    Even more damage, even fewer stats. Fairly cheap to make, and a good option for boosting your spell damage.

    Sethekk Oracle Cloak - from Sethekk Halls, normal or heroic (final boss)
    This is more balanced than the other options, with good stats, a bit lower damage, but includes spell hit. If you can get it, this is a solid pre-Kara cloak to help you get hit-capped.

    Cloak of the Betrayed - from Magisters' Terrace, normal mode (3rd boss)
    A fairly slight upgrade over the Sethekk Oracle Cloak, this is another spell hit option if you can get it.

    Baba's Cloak of Arcanistry - from Mechanar, normal or heroic (final boss)
    Another well-balanced cloak if you don't need the spell hit.

    Cloak Enchant:
    Subtlety


    Chest:

    Sacred Feather Vest - from Zeth'gor Must Burn! (Alliance) or Grillok "Darkeye" (Horde) in Hellfire Peninsula
    What, a HELLFIRE reward? Yes, but it's AMAZING for its level, and viable at 70 if you still have it around.

    Grom'tor's Friend's Cousin's Tunic - from The Cipher of Damnation - The First Fragment Recovered in Shadowmoon Valley
    Another long Shadowmoon quest chain, but this only requires doing one of the sub-strings, and is completely soloable. Fairly slight upgrade of the Hellfire one.

    Starry Robes of the Crescent - from Mana-Tombs, heroic mode (1st boss)
    Part of the T2 look-alike set. Very strong option if you can get it.

    Tunic of the Nightwatcher - from Underbog, normal mode (3rd boss)
    If you didn't get this while leveling, you may consider going back to farm for it now. Gemmed, it's comparable to the Heroic drop above, despite its low level.

    Windhawk Hauberk - crafted with Leatherworking, BoP
    Part of the 3-piece BoP set for Tribal Leatherworkers. Is a strong piece for balance druids, and can serve well if you're asked to heal for a particular fight. There is a lesser version available at lvl 65 (Living Crystal Breastplate) but now that nethers are no longer BoP, there's no reason not to upgrade to this right at 70.

    Cloth options:

    Auchenai Anchorite's Robe - from Everything Will Be Alright in Auchenai Crypts
    Very strong chestpiece with a good amount of spell hit, and sockets for customization.

    Robe of the Crimson Order - random BoE drop
    If you already did the Crypts quest and missed out on that piece, you may find this on the Auction House. Another solid hit piece, with higher stats, but no sockets.

    Chest Enchant:
    Restore Mana Prime
    Exceptional Stats


    Wrist:

    Mana Infused Wristugards - from A Fate Worse Than Death in Netherstorm
    Easy to get, and a good starter piece.

    Moon-Touched Bands - from Blood Furnace, heroic mode (1st boss)
    Part of the T2 look-alike set. Strong base stats if you can get them, but keep in mind that Attumen drops some very nice leather bracers, so don't worry too much about finding the best-in-slot pre-Kara.

    Windhawk Bracers - crafted with Leatherworking, BoP
    Like the chest piece, this is the best option for Tribal Leatherworkers, and a nice boost for switching to heals mid-fight if necessary.

    Cloth options:

    Crimson Bracers of Gloom - from Ramparts, heroic mode (2nd boss)
    Another cloth drop that may not come easily to you, but worth mentioning as your only option for spell hit in this slot.

    Bracer Enchant:
    Spellpower
    Restore Mana Prime


    Hands:

    Harmony's Touch - from Building a Perimeter in Netherstorm
    Another soloable quest reward that should be easy to obtain right at 70.

    Grips of the Lunar Eclipse - from Old Hillsbrad, heroic mode (1st boss)
    Part of the T2 look-alike set. Very solid mix of damage and base stats.

    Starlight Gauntlets - from Underbog, normal mode (1st boss)
    Like the chest item Tunic of the Nightwatcher, this can be gemmed to comparable level of the Heroic drop above.

    Cloth options:

    Gloves of Oblivion - from Shattered Halls, normal or heroic (final boss)
    These are part of the warlock dungeon set, but if no warlocks are in your group or want the item, these are some very solid gloves, especially if you're not hit-capped.

    Gloves of Pandemonium - random BoE drop
    If you don't have luck with the Gloves of Oblivion, these are another spell-hit option.

    Gloves Enchants:
    Major Spellpower
    Spell Strike
    Alternatively, Blasting is very inexpensive, but won't increase your damage output as much as Major Spellpower, and is best used as a temporary enchant.

    A few notes about weapons:

    If your guild already has Kara on farm and you're just getting your character ready to join in, you may expect to get upgrades fairly quickly. The Staff of Inifinite Mysteries drops from Curator and the Nathrezim Mindblade drops from Prince, so some of the epic weapons listed here may not be worth the effort to attain. However, to the character whose entire guild is now getting ready to start Kara, or simply someone who has the time/gold to spare and wants the best gear they can get, the options are certainly there.

    Also worth mentioning, is that while the majority of Season 2 PvP gear is worth looking at for any equipment slot you feel weak in, the weapons available from Season 2 really shine. Even the Season 1 weapons blew most pre-Kara options away, and now that Season 2 is available for honor, it's really no contest. But, if you don't enjoy PvP, these other avenues for gear are perfectly acceptable; these are the weapons that people were "meant" to be using when going into Kara for the first time.

    And of course, when upgrading from a 1H/off-hand to a staff, be sure to hold onto those two items. You never know when you might get a really awesome 1H weapon or off-hand that will make the combo better than your staff.

    And now, let's get on to the gear!

    Waist:

    Blackwhelp Belt - from Whelps of the Wyrmcult in Blade's Edge Mountains
    Standard starter item.

    Moonrage Girdle - from Steamvault, normal or heroic (1st boss)
    Part of the T2 look-alike set. This is a solid piece for the slot, and coming from the first boss of a non-heroic, it's easy to farm if you have a group willing to help you.

    Windhawk Belt - crafted with Leatherworking, BoP
    The final piece of the set, this is the best pre-Kara option for Tribal Leatherworking moonkin. As with the others, it offers an additional healing bonus for swapping roles.

    Cloth options:

    A'dal's Gift - from How to Break into the Arcatraz in Netherstorm
    Requires completing both Mechanar and Botanica to complete this quest. But, unlike drops, this is a guaranteed item, plus you won't have to battle clothies for it. Provides a higher damage boost than the leather options (aside from Windhawk).

    Sash of Serpentra - from Steamvault, normal or heroic (final boss)
    Mostly worth mentioning for the spell hit, or if you need a stamina boost. Otherwise, Moonrage Girdle is your better bet.

    Belt of Depravity - from Arcatraz, heroic mode (final boss)
    Offers the same spell hit as Sash of Serpentra, but higher damage and stats for the greater effort it takes to get it. However, unless you run with all melee, you'll have some competition for this item.


    Leggings:

    Leggings of the Third Coin - from Levixus the Soul Caller in Terokkar Forest
    Very easy to obtain, and a strong balance of damage and stats. The quest chain starts just outside Auchenai Crypts, so you may have missed it while leveling.

    Moonchild Leggings - from Blood Furnace, heroic mode (2nd boss)
    Part of the T2 look-alike set. Lower stats but more flexibility than the above option.

    Kurenai Kilt/Tempest Leggings - available at Revered with Kurenai/Mag'har
    Light on base stats, but very strong on damage, and not hard to obtain. Unless you're having trouble with health and mana, these are probably your best option.

    Cloth options:

    Spellstrike Pants
    - crafted with Tailoring, BoE
    Like the Kilt/Leggings, these are very strong on damage, but light on stats. However, if you're still striving to get hit-capped, these are worth the investment.

    Legging Enchants:
    Mystic Spellthread
    Runic Spellthread


    Boots:

    Druidic Force Boots - from Delivering the Message in Netherstorm
    Another simple, soloable string for a starter set of boots. Just as a note, the following quest in the chain is group 5, but rewards a nice damage staff (or, if you don't need it, healing/feral staves for off-sets).

    Uvuros Hide Boots - from Wanted: Uvuros, Scourge of Shadowmoon in Shadowmoon Valley (horde version)
    This is a group quest, given at a wanted poster in either Wildhammer Stronghold or Shadowmoon Village. Comparable to the Druidic Force Boots, but with slightly different stat focus.

    Moonstrider Boots - from Sethekk Halls, normal or heroic (1st boss)
    Final piece of the T2 look-alike set. Very solid pre-Kara gear for this slot.

    Cloth options:

    Shattrath Jumpers - from Into the Heart of the Labyrinth in Shadow Labyrinth
    Comparable to the Moonstrider boots, and available via quest. If you're unlucky with drops, this is a fine option as well.

    Shimmering Azure Boots - from Securing the Celestial Ridge in Netherstorm
    Inferior to the two blue options, but an easily accessible piece of hit gear. They're rewarded from a mostly soloable string, ending with a group 3 quest.

    Boot Enchants:
    Vitality
    Fortitude


    Finger:

    Manastorm Band - from Shutting Down Manaforge Ara in Netherstorm - Scryer version only
    Only accessible to Scryers, but easily attainable from a string you should be doing anyway for rep. Final quest may require a friend or two.

    Band of the Guardian - from Hero of the Brood in Black Morass
    Not as good as the other options here, but has the benefit of being a quest reward, guaranteed with one successful run of the instance.

    Scintillating Coral Band - from Steamvault, normal or heroic (1st boss)
    Ryngo's Band of Ingenuity - from Arcatraz, normal or heroic (3rd boss)
    These two are fairly equal, both good options if you can get them.

    Sparking Arcanite Ring - from Old Hillsbrad, heroic mode (final boss)
    Seal of the Exorcist - available for 50 Spirit Shards
    Ashyen's Gift - available at Exalted with Cenarion Expedition
    These are your spell hit options for this slot. Ashyen's Gift is the strongest, but depending on what's most attainable for you, any of these could be useful in helping reach the hit cap.

    Seer's Signet - available at Exalted with Scryers
    Another Scryer-only option, this is a very strong DPS ring.

    Ring of Cryptic Dreams - available for 25 badges
    If you can't get the Seer's Signet, this is another strong option. However, keep in mind that once you start running Karazhan you will be getting ring upgrades fairly quickly, so you may just want to save your badges till you can afford the Fused Nethergon Band (available for 60 badges).

    Ring Enchant (if an enchanter)
    Spellpower


    Trinket:

    Starkiller's Bauble - from The Horrors of Pollution in Netherstorm
    Arcanist's Stone - from Old Hillsbrad, heroic mode (final boss)
    Scryer's Bloodgem - available at Revered with Scryers
    These are your spell hit options for trinkets. Scryer's Bloodgem is the best option, but the others are available for Aldors. All offer a temporary damage increase as well.

    Quagmirran's Eye - from Slave Pens, heroic mode (final boss)
    This is nice simply for the flat damage bonus. A short burst of spell haste every so often is simply an additional perk.

    Xi'ri's Gift - available at Revered with Sha'tar
    Standard trinket with an increase to crit, as well as a temporary damage boost.

    Icon of the Silver Crescent - available for 41 badges
    Flat damage bonus with an additional temporary boost. This is an excellent trinket, but could be on the expensive side pre-Kara. However, you'll likely use it well into Kara, so definitely worth the investment if you have the badges.

    Figurine - Living Ruby Serpent/Figurine - Crimson Serpent - crafted with Jewelcrafting, BoP
    Both provide a temporary damage boost similar to that of other trinkets, but these are a nice increase to your health and mana pools as well. Certainly not the best spell damage trinkets, but worth considering if you're a jewelcrafter.

    Sorcerer's Alchemist Stone - crafted with Alchemy, BoP
    All alchemists should be using this trinket, both for the high damage increase, plus better mana return from your potions. Getting this requires Revered with the Sha'tar (for the original Alchemist's Stone recipe) and Exalted with the Shattered Sun Offensive.

    Darkmoon Card: Crusade - from collecting the Darkmoon Blessings Deck
    A pure spell damage trinket, one of the best in the game, and THE best available without raiding. Once the stack is full, you get 80 extra bonus damage for the duration of the fight. It can be quite expensive, but if you start looking for cards early, the trinket will likely last a long time.


    Two-Handed Weapons

    Auchenai Staff - available at Revered with Aldor
    An easy, attainable starter weapon for Aldors.

    Ameer's Impulse Taser - from Nexus-King Salhadaar in Netherstorm
    Another good starter weapon for those who can't get the Auchenai Staff.

    Warpstaff of Arcanum - from Botanica, normal or heroic (final boss)
    A nice upgrade to Ameer's, fairly easy to obtain.

    Bloodfire Greatstaff - from Black Morass, normal or heroic (final boss)
    Another solid pre-Kara staff, preferable over the others if spell hit isn't needed.

    The Bringer of Death - random BoE drop
    Lower stats but higher damage than the Greatstaff. Check the AH early and often to find it for a good price, and you could have this waiting for you when you hit 70.

    Sun-Infused Focus Staff - from Magisters' Terrace, normal mode (final boss)
    Another very good staff, includes highest spell hit rating of any staff, as well as three sockets for customization.

    Terokk's Shadowstaff - from Sethekk Halls, heroic mode (final boss)
    This is the best pre-Kara staff, if you are lucky enough to get it.

    Hammer of Righteous Might - crafted with Blacksmithing, BoE
    This is a curious weapon, the only 2H-mace that seems truly tailored for casters, lacking the melee stats that a ret pally or enhancement shaman might want. It is fairly expensive to craft, but a decent substitute for the Terokk's Shadowstaff and probably the second best 2H caster weapon available without raiding.


    One-Handed Weapons

    Runesong Dagger - from Shattered Halls, normal or heroic (2nd boss, 3rd on Heroic)
    Starlight Dagger - from Slave Pens, heroic mode (1st boss)
    Bleeding Hollow Warhammer - from Slave Pens, heroic mode (final boss)
    These are all fairly equal, with only slightly different stats. Starlight Dagger would be preferred if you're looking for spell hit. Otherwise, take what you can get based on the instance you prefer to run.

    Seeker's Gavel - available at Revered with Shattered Sun Offensive
    Offers some spell hit and very high stamina for a one-handed weapon. Easily attainable through dailies.

    Gavel of Unearthed Secrets - available at Exalted with Lower City
    Very long rep grind, but a good weapon if you can get it.

    Eternium Runed Blade - crafted with Blacksmithing, BoE
    Expensive, but another good pre-Kara weapon.

    Weapon Enchant for both One and Two Handed:
    Major Spellpower


    Off-Hand Items

    The Saga of Terokk - from Terokk's Legacy in Sethekk Halls
    Since this is a guaranteed item, available through a quest, it's the standard starter off-hand for most casters.

    Netherwing Sorceror's Charm - from Ally of the Netherwing in Shadowmoon Valley
    Not quite as much damage as the Saga of Terokk, but includes mp5 if you're lacking in that stat (in a 1min 40sec fight or longer, the mp5 on this outweighs the Saga's extra intellect). Also of note is that, although this opens up the Netherwing dailies, you DO NOT need your epic flight skill to complete this quest string, it is accessible to anyone.

    Star-Heart Lamp - from Black Morass, normal or heroic (2nd boss)
    Lamp of Peaceful Radiance - from Arcatraz, normal or heroic (final boss)
    Two very similar options, equal spell hit, one has slightly higher damage, the other has slightly higher stats. Again, take what you can get based on the instance you prefer to run.

    Crystal Orb of Enlightenment - available at Exalted with Ogri'la
    Easily accessible through dailies, though you will need a group to help you get the Apexis Crystals needed to purchase it.

    Fetish of the Primal Gods - available for 35 badges
    Best pre-Kara off hand if you have the badges to spend. Khadgar's Knapsack is another option (for 25 badges) but at only 10 more badges, this is a better investment.

    Idol:

    Idol of the Avenger - from News of Victory in Shadowmoon Valley (horde version)
    This is your Wrath-spamming idol. It involves a rather lengthy quest string that starts at Besieged! (horde version), but the entire thing is soloable.

    Ivory Idol of the Moongoddess - from Shattered Halls, normal or heroic (1st boss)
    This is your Starfire-spamming idol, better for boss fights than Idol of the Avenger due to the spell being more mana efficient than Wrath.

    Idol of the Unseen Moon - available for 20 badges
    This gives your Moonfire a chance to give a 10-second buff to all damage and healing. Patch 2.3 added an internal cooldown to this trinket, but it was removed in 2.4, making this again a very good trinket assuming you use Moonfire as part of your cast rotation.

    The Idol of the Raven Goddess, the Idol you receive as a reward from the swift flight quest, has party-wide effects. Honestly I'm not sure how this compares to the other ones. Obviously it helps out the whole group, but everything I've ever seen about it just talks about the healing benefit. I honestly don't know how much the extra crit rating from the Moonkin Aura would compare to the extra damage you'd do personally using one of the other idols.

    22.1 crit rating = 1%, so this is not quite 1% added to everyone's crit. If your group all benefit from high crit, then it might be very good, but if you are in a mixed group including affliction warlocks and shadow priests, I'd say it's probably better to use one of the other Idols to just boost your own damage. It might also depend on how geared the rest of the group is. If I was the lowest geared member of the group, it would probably be better to give the others my increased aura, to make their awesome damage go even farther. However, those decisions aren't based on any kind of math, just my own instinct.

    That's going to do it for this guide. Thanks for reading!

    World of Warcraft Mastery Guides & Gold-Making Massive Online Gaming Currency, Powerleveling Services Maple Story Maple Story
    Ultimate Guide
     
     
    Copyright (c) 2007 www.go4guide.com. All Rights Reserved.
     

    Wow Guides - Warcraft Guides - World of Warcraft

    If you are searching for Wow Guides or Warcraft Guides or even just World of Warcraft, this is the right site for you.