Suggestion for Lunatic Gear Progression

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Cysthen
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Suggestion for Lunatic Gear Progression

Post by Cysthen » Sun May 25, 2025 3:55 am

Suggestion for Lunatic Gear Progression

Not sure what the intentions are with Lunatic Gear moving forward with these Dungeons but we ran some tests on a vmangos server and I believe Hit would be the perfect stat that speeds up our Runs without giving us too much power in PVP.

To the concern about PVP it could make us hit higher levels a little easier but in turn that might get us out of Elwynn Forest and Durotar a little more often so I see that as debatably a plus side.

Southshore VS Tauren Mill on timeline? Might be perfect.


Heres how the Meta Works

Enemies have 99% Avoidance from the front and that pretty much never changes.

Enemies have 50% Miss chance from behind and this value can change with Hit.

10% Hit on a vmangos Server makes it 25% Miss chance from behind for reference.

3% Hit for example would make us go from 50% Miss to 43% Miss behind targets in PVE.
You would still need 2 Rogues to Tank each target and how we play would remain the same.

Also a note on Ragefire Chasm having the Pan on Oggleflint.
What happens is many Rogues just go 3 man that and don't care to sign up for full runs.

So this is what I suggest as someone actually trying to set up and run these and stream them and such.


Ragefire Chasm 1-2 Hours


Oggleflint - Pan.

Taragman - Wand (move Cape to Bazzalan).

Jergosh - Cloth Chest add 1 Stamina, 2 Spell Damage, 1% Spell Hit.

Bazzalan - Cape Add 1% Hit, Remove 1 Fire Resist. (move Wand to Taragman).

This adds reasons to repeatedly run full runs.
Especially for Rogues as you need 2+ at bare minimum to have a clean run.


The Deadmines 3-5 Hours in Full 10 Man


Jared Voss - Add Bow 2.6 DPS with Chance on Hit: Reduces Threat and deal 2-3 Nature Damage. (10% Proc Rate).
(Hunters have Threat Issues).

Rhakzor - 1 Intellect Cape.

Miner Johnson (Rare) - Add 70 Armor 2 Spirit Shield.

Sneed - 2h Sword.

Both Harvester and Gilnid take a very long time to get through.

Masterpiece Harvester - Add Leather Gloves 2 Attack Power, 1% Hit.

Gilnid - Add Cloth Gloves 2 Spell Damage, 1% Spell Hit.

Smite - Add Mail Chest 1 Stamina, 1 Strength, 1% Hit.

Cookie - Unenchantable Neck? Make Neck Enchantable and Add 2 Spirit.

Captain Greenskin - Add Cape 1% Spell Hit.

Vancleef - Enchantable Ring Add 1 Spirit, Add Leather Chest 1 Stamina, 2 Attack Power, 1% Hit.


End Comments:

This would currently lock us at 3% Hit or 3% Spell Hit or combination and keep us there. Helps the economy so we would have to get 4 Stats and 15 Agility/30 Healing Enchant to Gloves repeatedly.

As shown to us with Karazhan 40 I believe the 2nd half of these 3-5 Hour Raids should be substantial and worth the effort. This solves that issue.

Perhaps another 2% in Wailing Caverns for example on Legs/Boots, that said this would keep us busy gearing out our core for a long time with repeated runs and will over time better our clear times.

For run length reference I have 3 seperate Deadmines runs on my Youtube.
First Full Clear was 4 Hours 42 Minutes.
2nd Run was 3 Hours and 20 Minutes and we killed Harvester and Smite and didn't finish.
3rd Run was 3 Hours and 32 Minutes and we skipped Harvester and killed Vancleef.

That said a sub 4 Hour clear I don't think is really possible unless its flawless and some crazy 4 Hunter Meta Comp which isn't fair to the other classes that people might want to try.

If you go to my most recent clear on 5/25/25 and skip to when we kill Cookie, (my mic was messed up and muted by accident). You can see how frustrating it is to see a White Necklace with no Stats drop after 3 Hours.



Future Suggestion:
Wailing Caverns
Note: The current lay out with especially the Overgrowth addition I would suspect a full clear to be easily 6+ Hours with the current items in place. Another reason why gearing our core with the suggested above items would be appropriate. Even perhaps the PVP Reputation items below if they are considered first.


Lady Anaconda - Staff 2.8 DPS 2 Spell Damage, Chance on landing a damaging spell to deal 5-7 Nature Damage. (20% Proc Rate).
(Other Dungeons have Weapons early on and Casters need help the most).

Kresh - 74 Armor 3 Stamina Shield.
(Furbolg Pouch 10 Stamina alternative for Shield users).

Lord Cobrahn - Leather Legs 2 Attack Power, 1% Hit.

Deviate Faerie Dragon (Rare) - Cloth Boots 2 Spell Damage, 1% Spell Hit.

Zandara Windhoof - Mail Gloves 1 Strength, 1% Hit.

Lord Pythas - 1h Mace 2.8 DPS, 3 Healing, 2% Meditation.

Skum - Cloth Legs 2 Spell Damage, 1% Spell Hit.

Vangros - Leather Boots 2 Attack Power, 1% Hit.

Lord Serpentis - Mail Boots 1 Strength, 1% Hit.

Verdan the Everliving - Bow 2.3 DPS, 1 Agility.
(Tank Bow).

Mutanas the Devourer -
Drops any 2 of the following:

Mail Legs 1 Strength, 1% Hit.

Unique Trinket 2% Dodge.

Unique Ring 2 Spirit Enchantable.

Cloth Helm 53 Armor 1 Stamina, 1 Spirit.
(Bring back Gnomish Mind Control Helm Model? Awaken the Dreamer!).

Wailing Caverns is really huge and very well seems like an end Raid.
I think these would be appropriate rewards for it.

There's also an argument for the Tauren to be able to teach Mark of the Wild Rank 2 or have it implemented in some way like a Bind on Pick Up Book on Verdan the Everliving as we currently park a Druid outside to buff it to the Raid.

With the loot added to Deadmines and maybe PVP that would give ample time for us to gear out our core and then when Wailing Caverns is ready it can be released with gear already in place instead of put out with nothing.

For those who want the Hit Math, 5% Hit in BiS is 37.5% Miss behind Targets instead of 50% base.


Would like to add for the sake of PVP Gear:
Warsong Gulch Reputation Rewards:

Honored:
Add Cape 8 Armor 1 Stamina, 2 Healing.
Add Unique Ring 2 Spell Damage.
Add Unique Ring 1 Strength.
Add Unique Neck 1 Stamina.

Revered:
Add 3.2 DPS Dagger 1 Stamina.
Add 3.2 DPS Sword 1 Stamina.
Add 3.0 DPS Staff 1 Stamina. (Shaman/Druid 2h DPS).
Add 2.2 DPS Bow 1 Stamina.


Arathi Basin Reputation Rewards:
Yes we can que Arathi Basin at the Battlemaster, please add it to the Minimap Button.

Friendly:
Add Talisman of Arathor, Use: Absorb 60 Damage. Lasts 15 Seconds.

Honored:
Add Cloth Belt 1 Stamina, 2 Spell Damage.
Add Leather Belt 1 Stamina, 2 Attack Power.
Add Mail Belt 1 Stamina, 1 Strength.

Revered:
Add Cloth Boots 1 Stamina, Run Speed increased slightly.
Add Leather Boots 1 Stamina, Run Speed increased slightly.
Add Mail Boots 1 Stamina, Run Speed increased slightly.
(These Boots would clash with PVE Boots and make it so in PVP you want to gear less hit to have more health with Stamina Enchant).


Best in Slot would consist of items from every dungeon, Reputation Cape for Healers, 1h Weapon for Melee, Belt for All Classes and Boots for PVP/Troll Warrior Tank.

This would make the challenge completely rounded. Thank you for reading.



Future Future Suggestion:
Shadowfang Keep


Rethilgore - Cape 10 Armor 2 Stamina 1 Spirit.

Fel Steeds: Offhand 3 Spirit 2 Healing.

Razorclaw the Butcher - Unique Ring 4 Spell Damage.

Baron Silverlaine - Unique Ring 4 Attack Power.

Prelate Ironmane -
Drops 2 of the Following:
Book of Resurrection Class: Priest. Bind on Pick Up.
Book of Resurrection Class: Paladin. Bind on Pick Up.
Book of Ancestral Spirit Class: Shaman. Bind on Pick Up.

Commander Springvale - Unique Ring 1 Stamina, 2% Health Reneration in Combat.

Odo the Blindwatcher - Unique Ring 2% Meditation.

Deathsworn Captain (Rare) - Mail Shoulder 1 Stamina 1% Hit.
(Twain's Shoulder model).

Fenrus the Devourer - Cloth Shoulder 1 Stamina 1% Spell Hit.

Wolf Master Nandos - Leather Shoulder 1 Stamina 1% Hit.

Archmage Arugal
Drops 2 of the Following:

Unique Trinket: 2% Health Reneration in Combat.
Chance when struck in combat to Heal for 15. (10% Proc Rate).

Unique Trinket: 1% Spell Crit.
Chance on landing a damaging spell to increase your Spell Damage by 15 for 12 Seconds. (10% Proc Rate).

Unique Trinket: 2 Mana per 5.
Your Heals have a chance to grant a 15 Damage Shield to your target for 12 Seconds. (10% Proc Rate).

Unique Trinket: 1% Crit.
Attacks have a chance to increase your haste by 2% for 12 Seconds. (4% Proc Rate).


Was considering Book of Thorns Rank 1 on Odo the Blindwatcher as well but thats a power increase where as Ressurection is more of a convenience increase so I wasn't sure of it.

If you look at the design of where I placed the items, the Leather pieces take the most to obtain, this is on purpose.
End Bosses, Harvester, Vangros. Rogues are required for these dungeons and are the highest population of Lunatics so it only makes sense to make these items routed in this way. Thank you for reading.
Last edited by Cysthen on Tue Jul 08, 2025 5:25 pm, edited 89 times in total.

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Noephix
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Re: Suggestion for Lunatic Gear Progression

Post by Noephix » Sun May 25, 2025 12:55 pm

Who told you lvl 1 lunatics are supposed to have gear progression?

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Cysthen
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Re: Suggestion for Lunatic Gear Progression

Post by Cysthen » Sun May 25, 2025 1:05 pm

Noephix wrote: Sun May 25, 2025 12:55 pm Who told you lvl 1 lunatics are supposed to have gear progression?
They do already now, it's just Deadmines takes 4+ Hours.

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StabsMcKenzy
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Re: Suggestion for Lunatic Gear Progression

Post by StabsMcKenzy » Sun May 25, 2025 10:31 pm

Noephix wrote: Sun May 25, 2025 12:55 pm Who told you lvl 1 lunatics are supposed to have gear progression?
I guess it would depend on your definition of "progression" wouldn't it? Based on the usual mmo term, it's safe to say that any new gear that provides better stats than your current gear would be considered progression. Some will argue that only getting new "tiers" of gear is progression and anything in between is meaningless.

If you're the kind of person to align with the first definition, then I'd say the two change logs that stated "new gear for lunatics in rfc and deadmines" seems like a reasonable place to assume we were informed from. So to answer your question the dev's/gm's would be the ones who said we have gear progression.

If you're more interested in the second definition then worry not. There isn't gear progression for lvl 1 lunatics and there likely won't be. Cysthen is requesting they add more "meaningless gear" for lvl 1s, so no need to concern yourself.

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Totallynotmel
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Re: Suggestion for Lunatic Gear Progression

Post by Totallynotmel » Mon May 26, 2025 10:21 pm

We hunger for gear like raccoons in a dumpster.
#Fashion4Lunatics

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