Deviating from the plan
I wanted to talk about trash packs, their abilities, and the best way to counter them, so that people have some solid information on the first few rooms of the instance, and what you as a tank should know and do about them. However, I forgot to take a few screen shots while dpsing the crap out of the trash on my hunter this past weekend. As a result, I still dont know the names of any of the trash packs, and I do not have enough visual aids to give my “Presentation” to you guys, so that post will have to wait another day. Instead, I would like to talk about primordial saronite, its uses and benefits to both us as tanks and our guilds as a whole. My reasoning behind this digression is a current debate that my guild is having in our forums. The problem is that currency is scarce during these first few weeks of the patch, and everyone wants a cookie from the cookie jar.
Primordial saronites are used for crafting some very nice gear as well as purchasing the patterns for said gear. They are also used to start up the Shadowmourne quest chain which will ultimately get one of your guildies a juicy legendary. As the proud owner of a legendary (Hand of Ragnaros) back when it was still the Best in Slot item, I have to tell you that it was part of some of the most fun I have ever had in this game. The numbers were huge, and I loved every minute of it. Alas I continue to digress. Back to the topic at hand, the currency known as primordial saronite. While the item is used for cloth, leather, mail, and plate crafted items, I want to focus on the tank loot, as that is what we care about, and ultimately what will probably be put on the back burner for other things.
The boots and the legs
We have the option of crafting two different pieces of gear which aid us in completing two very different gear sets. The boots, also known as the Boots of Kingly Upheaval are a great upgrade for your threat set. Thats right, these are only really good for your threat set. While you may have to wait a bit for your progression set boots, they will come and they are much better for overall survival. The Grinning Skull Greatboots are in all ways superior for your main tanking set to the craftable boots. If you compare the boots, you gain 80 defense, and trade 72 parry for 53 Expertise. Both of the craftable items this patch have zero defense on them, and while we can easily reach the 540 minimum with out having all of our gear itemized with defense, you have to remember that defense gives you pure avoidance, plain and simple. And we have already seen that there are quite a few fights in this instance where avoidance is rewarded.
In the end, what you can see here is that you are trading hit for expertise. After my last post, and Thecks great work showing its importance, I believe that the zone drop boots are far superior to the craftable ones. This means that we do not have to worry about spending our precious badges on primordial saronite this early on in the instance. It goes with out saying, that once you have this place on farm and you are getting tons of badges a week, the Boots of Kingly Upheaval are very nice threat boots and should be crafted at some point.
On to the Choices in legs. We actually have three choices when it comes to the legs, and they each serve a different purpose. I first want to discuss the two legs that you do not have to craft, the T10 legs and the Legguards of lost hope. They both have identical values of armor, strength, and sockets. The Tier gear has more stamina, more defense, and dodge and expertise while the Legguards of lost hope have hit and more dodge. With the current gemming philosophies, the socket bonus is lost on the T10 legs, however, if you are gearing for threat, you already out gear the encounter and can pick up the socket bonus of the Legguards of Lost Hope. This is a clear case of threat versus avoidance pants.
Now if we move on to the crafted pants, we can see that the bonus armor that they provide is amazing, and will be a step in the right direction when creating a pure physical damage mitigation set. However these too do not have any defense itemization, and as a result will more than likely be a piece for a physical mitigation fight, and not your main tanking or progression pants. If you look closer at these, the 1190 bonus armor will be great, they still have three sockets and 207 stamina as well as a descent amount of avoidance. These scream physical mitigation for heavy melee.
Why the rant?
I wanted to get some things on paper regarding this so that we can make some educated decisions for the first month or so of the instance. As Emblems of Frost are scarce and we need them for everything from our belt, cloak, and trinket, to all of our tier gear, it is important to know the relative priority of things such as crafted items and primordial saronite. My conclusion is that it is not worth it for us to spend our badges on primordials as we have better options for our progression sets. As we get deeper and deeper into the instance, and we get more and more badges per week, these things can be of value to us, but not before we gear up to clear the instance first.
As promised, I hope to have a post tomorrow on the Trash in the ICC instance, proper pulls and abilities, as well as a few tricks of the trade so that you can make your runs go smoother.