Sunday, October 28, 2012

Know Your Lore: Why do we fight?


Know Your Lore Why do we fight SUN
The World of Warcraft is an expansive universe. You're playing the game, you're fighting the bosses, you know the how -- but do you know the why? Each week, Matthew Rossi and Anne Stickney make sure you Know Your Lore by covering the history of the story behind World of Warcraft.

Azeroth is a volatile land fraught with conflict. In recent years of history, this conflict has been highlighted by the battle between Alliance and Horde, a seemingly never-ending struggle that began the moment the orcs made their way through the Dark Portal and began attacks on the Eastern Kingdoms in earnest. But prior to the orcs, there were still wars to contend with. In early days, pandaren rose up against mogu, troll against aqir. Kaldorei against Burning Legion, and against each other in the process.

It almost seems as though Azeroth's destiny is one that is irrevocably tied to war -- we're destined to fight, regardless of who we are, or what we happen to be fighting. But why do the Alliance and Horde continue to fight? They've worked together in the past, and yet it seems that every time they are close to some sort of peaceful resolution, they are drawn once more to war. What's making the Alliance and Horde so aggressive this time around?

Know Your Lore Why do we fight SUN

The Alliance

The Alliance have more than enough reason to be fighting currently, but their aggression with the orcs goes all the way back to the days of the Dark Portal and Medivh. What the kingdom of Stormwind encountered when the orcs first made their way through the Dark Portal was a race that was not interested in making friends or diplomacy. The orcs weren't interested in having a chat with the humans of Azeroth, they simply wanted to wreak as much havoc and destruction as they could.

The story is a little different on the Horde side of the equation, but what we have to remember is that the Alliance didn't know about any of this. They had no history on the orcs. They had no idea what the heck those green-skinned creatures were. All they knew was that the orcs could speak, but their language was one of brutality. There was no reasoning with them, there was merely a situation of kill or be killed. The one exception to this was Garona, a half-orc who at the time thought her other half was human.

Out of hundreds, thousands of green-skinned savages, only one orc was willing to sit and talk. King Llane was more than willing to listen -- and that ended in his abrupt demise at Garona's hands, in front of a very young and very terrified Varian Wrynn. This is the image of orcs that has been seared into Varian's head from childhood onward; a race of brutal savages bent on killing. A race that was cunning and clever enough to send in a well-spoken representative, have her earn the king's trust, and then turn on him when the moment was right.

It's enough for Varian to want to fight, but what of the other races? The dwarves and gnomes found themselves in the path of orcish domination in the Second War. In the Third War, the night elves were drawn into the fray, as the orcs continued their slow crawl up Kalimdor and into the forests of Ashenvale. It was at this point that a truce was called, and the Horde forces helped defeat the Burning Legion atop Hyjal.


But as the years passed following Archimonde's defeat, the orcs began to raise their heads again, with their sights set on Kalimdor once more. As far as the night elves were concerned, the forests were very clearly kaldorei land -- and as a nature-loving race, they didn't appreciate the orcs encroaching upon their forests. And at this point, it wasn't just orcs. The Horde had been very clearly formed and established between orc, troll, and tauren. Although the Alliance on the Eastern Kingdoms had little to worry about with the Horde's relocation to Kalimdor, there were still orcish forces to contend with in the Burning Steppes and Blackrock Mountain.

Now one could sit there and argue that the orcs of the Burning Steppes were not allied with the Horde, and you'd be telling the absolute truth. But what peasant, what wandering hero truly knew of the history of the Horde? How would they know of this history? The only one who might have had an inkling was Jaina Proudmoore, and she was nowhere near the Eastern Kingdoms.

In addition, the Horde picked up a new race of allies -- the Forsaken of Lordaeron. These creatures were literally the dead and fallen of Lordaeron from the Third War, brought back to horrifying un-life by Arthas. Since then, they had regained their free will, and they seemed intent on reclaiming all of Lordaeron for themselves. They also seemed intent on wiping out the living in the process, putting pressure on the few remaining cities to the north.

To the Alliance, the Horde has never been anything but this. They are a collection of some of the most brutal savages Azeroth has seen, led by a group of aliens from another world, intent on death and destruction. It's an organization of killers, and the Horde will stop at nothing until they have conquered every last bit of land they come across. Of course the Alliance wants to fight; this is their home. This is where they were born, where they were raised, and where a bright future supposedly awaits -- but the Horde seems to be dedicated to standing in the way.

Know Your Lore Why do we fight SUN

The Horde

And yet from the other side, the story looks completely different. The orcs arrived in Azeroth under the influence of demonic taint, tools of the Burning Legion simply fulfilling their duty. They had been fully deceived by Kil'jaeden into making the blood pact that bound their will to the Burning Legion. Yes, they arrived and they reduced Stormwind to rubble, but they weren't in control of their senses or their actions at that point in time. And when the Second War ended in orcish defeat, the orcs were imprisoned in internment camps and left to rot and die.

It was at this point that the blood haze began to wane, and the orcish race was reduced to a curious lethargy. And it was also at this point that a young orc named Thrall, raised by humans as a slave, good for nothing but fighting, wanted to learn more about his people. He escaped his imprisonment and sought out those who had not been imprisoned, and he learned what it meant to be an orc. Not an orc of the blood pact, an orc fueled by the blood haze of the Burning Legion, but an orc of the old ways. And he wanted that way back again. He wanted to put the orcs back on the path that they had left so many years ago on Draenor, the one Kil'jaeden had mercilessly ripped away from the orcish race through deception.

Thrall was successful to a degree. He managed to break the orcs free from the internment camps, and later moved them to Kalimdor. He had a vision in which the orcs could live free and simply exist on this world they'd been stranded upon, but that vision was clouded by Alliance conflict. The Third War and the events of Hyjal were Thrall's vision of a perfect world -- Alliance and Horde, working together to defeat a common foe. But once the thrill of victory had faded, Thrall and his people realized they were left with next to nothing.


They had one small corner of Durotar to claim as their capital, and their holdings consisted of vast amounts of barren desert and plains. It was a harsh, unrelenting world, one in which basic resources were scarce at best, absent at worst. Thrall tried his best for diplomacy, but the Alliance had no interest in helping, no interest in negotiation, no interest in allowing the orcs or the rest of the Horde to exist anywhere.

The Horde had become a ragtag band of outcasts -- the trolls of the Darkspear, no longer welcome in troll society. The tauren, a nomadic people who had finally taken the initiative to settle in the land of their ancestors, beholden to nothing but the land on which they walked. The orcs, strangers in a strange land, destined to be forever punished for falling prey to Kil'jaeden's deceit. And later, the Forsaken. The Forsaken were perhaps the oddest addition to the Horde.

Yet they strangely fit within the Horde as well. Former Alliance citizens, they were looked upon with horror by their former loved ones. There was no acceptance for the Forsaken within the Alliance, only fear and disgust. To Thrall, perhaps the addition made sense in that aspect -- to the other races of the Horde, the Forsaken were a quiet cause of concern, but powerful allies with access to forests and other natural resources the Horde lacked on Kalimdor.

Why does the Horde continue to fight? It's a struggle of survival in a world that has been pitted firmly against them. Of course the Horde wants to fight; this is their home. To the trolls, tauren and Forsaken, Azeroth has always been. To the orcs, Azeroth is the only place they have left to call home. But the Alliance continually stand in the way -- and the orcs have been corraled into a lone dusty corner of Kalimdor just as surely as they were corralled into internment camps after the Second War.

Know Your Lore Why do we fight SUN

Garrosh Hellscream

To Thrall, Garrosh was a logical choice for a replacement -- he's an orc of the old ways. He's an orc from Draenor, and he's an orc that has been living the path that Thrall has been trying to lead the orcs back to ever since the escape from the internment camps. Here is the problem: that path isn't what Thrall thinks it is. Thrall escaped imprisonment and sought out others of his kind. He was presented with an idea of what the orcs used to be. It was an idealized, romanticized version of orcish society, and the truth is that the way of the orcs is far more raw and brutal than Thrall ever realized.

Think of it like this: Players that remember the vanilla version of World of Warcraft speak of it fondly. They wax on about how wonderful the game was, how perfect everything seemed to be, and how everything today pales in comparison. The truth is, vanilla was a good game, but it was also a game where players struggled to figure out poorly designed questing paths, flew all over the world and back again to complete said quests, and marveled at the inconvenience of not being able to ride a mount until level 40.

Thrall was listening to someone speak of orcish history in the way that new players listen to people speak of that holy mecca that was vanilla WoW. Yet were any new players today to go back and play that original version of the game, they would be frustrated beyond belief. Garrosh is a player from vanilla, ripped from that version of time and pulled into the current version of the game -- and he doesn't understand why we're riding mounts way earlier than we should be. To Garrosh, level 40 is better, because it's how it has always been.

To Garrosh, the world of the orcs is one where power is established not through thinking and diplomacy, but through show of brute strength. Where a leader is determined not by who would be best for the position, but who clawed their way to the top of the pile. Where strength is shown not by conviction of character, but by how much land you hold, and how many people cower before you. To Garrosh, this is what the Horde should be, and he is delivering exactly what Thrall wanted. He is taking the orcs back to the "old ways," the ways he knows intimately, and the ways that Thrall simply didn't have a clue about.

Know Your Lore Why do we fight SUN

Matters of perception

There's a tale that can be found in the Seat of Knowledge called The Mogu and the Trogg. In this tale, the mogu create the grummles from troggs, to work as the eyes and ears of the mogu. Every day, a mogu would send a grummle to watch for any possible enemies. And every day, the grummle would return and report that he had seen no enemies anywhere. He saw the hozen digging tunnels, the jinyu speaking to water, and the pandaren dancing a funny dance, but there were no enemies to be found.

When the rebellion began, the mogu discovered the treachery of the hozen -- they were digging tunnels behind mogu lines. He discovered that the jinyu were speaking with the water to determine where the mogu would first respond once the rebellion began. And the pandaren were not dancing, they were training themselves to fight unarmed. He went to the grummle, outraged, and demanded to know why the grummle had not reported any enemies.
With a grin and a smile, the grummle said to the mogu: "I saw what I wanted to see. You heard what you wanted to hear."
It's a matter of perception. The grummle didn't report any enemies, because he didn't know what enemies were -- and nobody bothered to tell him the difference. The mogu assumed the hozen, jinyu and pandaren weren't up to any kind of rebellion, even though the grummle told him exactly what he had seen. Neither clearly understood what the other meant.


And this failure in perception is what perpetuates the entire Alliance and Horde struggle. It's why Garrosh is currently sitting in power; because Thrall thought he and Garrosh's perceptions of the orcs of old were the same. It's why Varian hates the orcs with every fiber of his being; because to him, the orcs are the green-skinned creatures of nightmare that ripped away his childhood and his father in one well-placed blow. And it's why a character like Anduin sits in the middle, flailing his arms and wondering why people just don't see the world the way he does. Because Anduin is looking at both sides and seeing what is ultimately a similarity.

Why do we fight? Because both sides are after the same thing: a safe place to call home, a place where families can be raised, where futures can be bright. A place with plenty of resources for all, a place of peace where we can at last lay down our weapons and stop fighting, because we've found that utopia that supposedly exists at the end of all conflict. But there's something that stands in the way of that beautiful future, and it's the other side. Neither will give in until the other is eradicated.

Why do we fight? Because in the end, we're convinced that we are right, and the other side is wrong. Yet if both sides fight for the same cause, then the question we should be asking ourselves is indeed the question so elegantly posed by Chen Stormstout.

What are we fighting for?

For more information on related subjects, please look at these other Know Your Lore entries:

The Care and Feeding of Warriors: The redundancy of hit and expertise


The Care and Feeding of Warriors The redundancy of hit and expertise
Every week, WoW Insider brings you The Care and Feeding of Warriors, the column dedicated to armsfury and protection warriors. Despite repeated blows to the head from dragons, demons, Old Gods and whatever that thing over there was, Matthew Rossi will be your host.

The problem with hit and expertise as stats in World of Warcraft is fairly simple: they do the same thing in practice, even if not in theory. The more hit you have up to the cap (i.e. the amount of hit needed to hit a skull level mob, which is effectively level 93 in Mists of Pandaria content since we're raiding at level 90) the less likely your attacks are to miss their target. This means that not only will they successfully deal their damage, but you'll properly generate the resources said attack would generate (if any), hold threat (if that's what you're doing) and so on. Similarly, the more expertise you have up to the soft cap (the amount of expertise needed to ensure that an attack from behind a skull level mob will not be dodged) the less likely that your attacks will be dodged, which means they're more likely to successfully deal their damage, generate resources, hold threat and so on.

Expertise' only real difference is that it also reduces the chance your attacks will be parried, at a much higher cost (the parry hard cap being almost twice the dodge soft cap) but, again, that just means that expertise does the same thing as hit twice. Since warriors don't need to worry about ranged attacks for the most part, we can be grateful that at least we don't really need to worry about spell hit caps and factoring both hit and expertise into spell hit chances. Since expertise caps out dodge chance and only then parry chance, it just becomes a verycomplicated means to determine whether or not your attacks do damage. In the end, while there's plenty of mechanical difference between hit and expertise, they do the same basic thing. The purpose to these stats is to give you something you can cap to add complexity to what would otherwise be a system where people figured out their best stat, then capped it. If crit is a warrior's best DPS stat, she'll stack crit until the cows blow up when she hits them, so by adding stats like hit and expertise you add a level where capping, reaching a certain level of X stat becomes a viable gearing strategy.

The problem is really that hit and expertise, because they do basically the same thing, don't serve us well. This especially becomes true when considering these stats alongside the other stats warriors will be using in their various specs. An arms warrior's relationship to hit and expertise is different from either fury or protection. This becomes even more complicated when considering SMF versus Titan's Grip, or hit/expertise/mastery tanks vs. mastery/dodge/parry tanks.

Warriors have always interacted with hit and expertise in a way most other classes don't, because our very resource generation is directly tied to these stats, and the changes to rage generation and our stances in Mists of Pandaria have if anything made that even more true. A protection warrior in defensive stance gets no rage for damage taken any longer - she or hemust connect with Shield Slam and Revenge to generate rage. This is what has led to the division between hit/expertise prioritizing warrior tanks and ones that prioritize dodge and parry. In essence, the latter are willing to sacrifice the steady rage generation of an assured Shield Slam for the burstier rage generation of Revenge spam, because they see the benefit of taking less damage through a higher dodge and parry rate and rely on said dodges and parries to proc their Revenges, and are willing to miss a Shield Slam. Hit/expertise warrior tanks, meanwhile, are not just leaning on Shield Slam for their rage (and using more Shield Block/Shield Barrier to actively do what dodge/parry tanks are doing passively) but are counting on hitting with their Devastates in order to reset Shield Slam's cooldown, and don't want any of those reset Shield Slams to miss.

This leads us to ask if tanks want to cap hit and soft-cap expertise. Hard capping expertise to push boss dodge and parry off the table would be prohibitive for any tanking warrior. But soft capping it to remove dodges is feasible. Pushing both hit and expertise to 7.5% (the current amount needed against a level 93 for a level 90 player) is feasible, but very expensive. Prioritizing hit and expertise over dodge and parry to the level this would require is, in my opinion, not yet practical for most warrior tanks, as I believe it would require on average ilevel 489 or better in most slots. I personally have both my hit and expertise at 4.5 to 5%, because I can reach those targets and still maintain reasonable dodge and parry. It ultimately depends on how active you can be with Shield Block and Barrier, and whether you prefer relying on steady Shield Slam rage or like hammering Revenge. Revenge is much more efficient rage generation when you're tanking multiple mobs and can almost guarantee a dodge or parry will light it up, but against slow swinging bosses steady Shield Slam rage gen is often the key to using your active mitigation properly. I admit I have a couple of alternate pieces in my bags to pump up my hit/expertise for bosses like Feng and the Spirit Kings.

Meanwhile, for DPS warriors, the value of hit and expertise shifts depending on what kind of DPS warrior you are. Frankly, while I understand the ideal presented in this coffee with the devs post, I don't think it's working out that way in actual practice. As a fury warrior, hit isn'ta stat you can cap feasibly. You could burn every spare piece of gear you have that doesn't have hit on it over to hit at the reforger, wear as much hit gear as possible, and gem for hit and you're not going to cap hit. And while you're busy not capping hit, you'll also be trying to get expertise to cap. That's a very large amount of itemization budget going towards stats that simply stated keep you from whiffing when you swing. The dual wield miss penalty is so extreme that it has become somewhat ridiculous.

Tanks and arms warriors have 7.5% hit to worry about, and that can be somewhat daunting at start of expansion, but we know gear will get better to the point where those caps are achievable. But hit for SMF and TG warriors will probably never reach the point where capping hit is even feasible - it didn't last expansion, and only did so the expansion before at the very end of the fear cycle. What is the point of having a DPS statistic that is intended to get you to think about the value of capping that stat, when the cost of capping it is always prohibitive? Right now, for a fury warrior, since so much of your rage is generated by Bloodthirst anyway, capping those white hits for extra rage generation is not only not feasible it's wildly pointless to even try for. You'll cap specials (the same 7.5% that actually caps out arms and protection), get your expertise dodge capped, and forget both stats forever. Crit, mastery and haste are all far more attractive than chasing the hit rainbow.

Arms warriors, meanwhile, rely heavily on Overpower, an attack that cannot be dodged. Furthermore, when someone dodges an arms warrior, Overpower lights up. So capping expertise is less attractive to arms warriors. Granted, you still don't want Mortal Strike to be dodged, since it generates rage, but the occasional dodge won't kill you, since you'll just get to hit overpower again anyway, and as such capping expertise loses its luster in comparison.

All of this points to a mechanical problem with the execution of the idea of cappable stats providing more interesting gearing decisions. In essence, they're not providing those decisions. You're not free to choose whether or not you'll cap a stat - your spec does that for you. In fact, only protection has the leeway to make actual interesting decisions about whether or not to cap hit and expertise. Arms and fury make their decisions based entirely on their spec and the feasibility, while protection can have two completely different gearing philosophies and both can work. And part of the problem is that hit and expertise simply don't do anything compellingly different from one another. In essence, it's time for one of these stats to go, or for them both to be combined. They essentially have been combined for casters, it's time to bring them together for melee as well.

The Queue: Smash the system


The Queue
Welcome back to The Queue, the daily Q&A column in which the WoW Insider team answers your questions about the World of Warcraft. Mike Sacco will be your host today.

I got my Mechromancer her first full stack of Anarchy last night. It was glorious, insane carnage.

Andrew_Davis25 asked:

Does anyone else think Lorewalker Cho sounds like an asian Winnie the Pooh? And on that same note, does anyone else think Bold Karasshi (the jinyu you free in the hozen village in Jade Forest) sounds like Optimus Prime? Or am I alone in this?

If Cho sounds like an Asian Winnie the Pooh, it's probably because he's voiced by Jim Cummings, who happens to do the voice of Winnie the Pooh, among lots of other well-known characters.

ninjatwitt asked:

Has anyone played with Windows 8 and WoW yet?

I haven't tried it myself, but I've heard that it works perfectly fine.

dmezrahy asked:

Does anyone have any idea as how the Battle.net Authenticator works, and how it is able to ensure my numbers are different than everyone else's, always? Or is that not how it works?

Commenter draknfyre had a great answer to this question:
The Authenticator is running a semi-random number generation program that is based on a seed number. This number is unique to your own. The servers are running software which can tell which numbers will come up at any time given the seed number. Your serial number on the back of the Authenticator lets the servers match the Authenticator to the servers. If power to the Authenticator is ever lost, the seed number is reset, and won't work again.

Your Authenticator is constantly generating new numbers, but will only display them when you press the button.

The Authenticator is a DigiPass GO-6. They run about $12.50 each before custom artwork. They used to retail for $25-$50, before bulk discounts, depending on which model of battery life you got. Blizzard has always lost money on them, but considers it an acceptible loss because it's providing you with account security. You basically get the Authenticator for free, you just pay shipping and handling.

Next time you see someone claim they are a scam by Blizzard to "make tons of money", laugh at them.
Alexey asked:

Is there any way to know which dailies you'll get for Golden Lotus as second and, most importantly, third set? I'm almost exalted, but I have some uncompleted achievs and I've had enough of extra grinding already.

For example, I haven't gotten Roll Club even once...


There's no real way of knowing which set of dailies you'll get. Addons can't fish for that information; it's just random. I know people who went from revered to exalted with the Order of the Cloud Serpent and never got a race daily.

Summer_Sal asked:

"No one has seen Alleria and Turalyon for years." I've seen this on my loading screen a few times and I am extremely curious. I thought the Dev Q&A said they wouldn't be in MoP. What gives? 

That loading screen tip has been there since Cataclysm. They won't be in MoP.

Saturday, October 27, 2012

Arcane Brilliance: Mage gear-up ultraguide, pre-raid edition


Liuyang's Lovely Longstaff
Every week, WoW Insider brings you Arcane Brilliance for arcanefire and frost mages. This week, we have a singular focus: shiny, shiny loot. And the warlocks we will kill with it.

I took some understandable flak last week when my "what to do at level 90" column contained a dearth of specifics. Well, fear not! This week's installment is all specifics, all the time. In fact, this column and the one to follow are going to be filled with so much specific, easily quantifiable information that your brains, trained by months of political campaign speeches to accept vague platitudes as factual policy, may not be able to process it.

My aim over the next two weeks is to provide you with a compendium of all the currently available mage gear from the heroic threshold of item-level 435 on up to best in slot. No matter where your mage is along the gear-grubbing spectrum, you should be able to look at these lists, identify an upgrade, and know where said upgrade is obtained.

I will be organizing this by gear slot. If you need a trinket, head on down to the trinket section. If you need an off-hand frill to go with your sweet new wand, head down to the off-hand section. And if you are a warlock, die in a fire.

We will begin with heroic-worthy green-quality quest rewards that are worth seeking out during the leveling process. Well move through everything obtainable outside of raids, and then next week we'll hit the raid finder, and then head all the way up to best-in-slot.

Head

This slot establishes the gearing path going forward. Worthy quest rewards can be found in the Dread Wastes, Tailoring provides the very nice Contender's set, which can also double as a starter PVP set, and then you'll want to start hitting scenarios and heroic 5-mans, saving up Justice and Valor Points to purchase even more upgrades.

437 Dreadspinner Cowl - Reunited (Dread Wastes)
437 Motherseed Hood - Reunited (Dread Wastes)
437 Sunset Silk Cowl - Kor'thik Aggression (Dread Wastes)
442 Hood of Alchemical Vapors - (World drop BOE)
442 Swampwalker Cowl - The Sha of Hatred (Townlong Steppes)
450 Contender's Silk Cowl - (Tailoring 590)
463 Barovian Ritual Hood - Jandice Barov in Scholomance
463 Breezeswept Hood - Wing Leader Ner'onok in Siege of Niuzao Temple
463 Brewmoon Cowl - Cache of Treasures from random scenarios
463 Firewool Cowl - Cache of Treasures from random scenarios
463 Whitemane's Embroidered Chapeau - High Inquisitor Whitemane in Scarlet Monastery

Neck

437 Amberglow Choker - Better With Age (Dread Wastes)
437 Council Choker - The Klaxxi Council (Dread Wastes)
437 Gurthan Locket - The Klaxxi Council (Dread Wastes)
440 Hardened Resin Pendant - Take Down the Wing Leader (Siege of Niuzao Temple)
440 Mantid Eye Amulet - Take Down the Wing Leader (Siege of Niuzao Temple)
442 Shiny Hozen Rock Holder - (World drop BOE)
450 Necklace of Jade Pearls - 1250 Justice Points from Jaluu the Generous (Golden Lotus)
450 Skymage Circle - (Jewelcrafting 575)
463 Anarchist's Pendant - Instructor Chillheart in Scholomance
463 Brewmoon Necklace - Cache of Treasures from random scenarios
463 Fireheart Collar - Cache of Treasures from random scenarios
463 Mindbreaker Pendant - Sha of Doubt in Temple of the Jade Serpent
463 Pendant of Precise Timing - Saboteur Kip'tilak in Gate of the Setting Sun
463 Temperature-Sensing Necklace - Flameweaver Koegler in Scarlet Halls

Shoulders

The best quest rewards are actually pretty impressive for this slot. Again, you're looking to complete the quest chains in the Dread Wastes. That place is a treasure trove of pre-raid awesomesauce.

450 Contender's Silk Amice - (Tailoring 575)
450 Dreadspinner Amice The Mariner's Revenge - (Dread Wastes)
450 Motherseed Mantle The Mariner's Revenge - (Dread Wastes)
463 Brewmoon Shoulderpads - Cache of Treasures from random scenarios
463 Firewool Shoulderpads - Cache of Treasures from random scenarios
463 Forgotten Bloodmage Mantle - Thalnos the Soulrender in Scarlet Monastery
463 Shoulders of Engulfing Winds - Raigonn in Gate of the Setting Sun
463 Whisperwind Spaulders - Wing Leader Ner'onok in Siege of Niuzao Temple

Back

437 Vu's Drape - Bound With Shade (Dread Wastes)
440 Drape of the Burning Signal - That's a Big Bug! (Gate of the Setting Sun)
450 Cloak of Ancient Curses - 1250 Justice Points from Sage Whiteheart (August Celestials)
450 Cloak of Cleansing Flame - Gekkan in Mogu'shan Palace (normal)
463 Brewmoon Cloak - Cache of Treasures from random scenarios
463 Fireheart Cloak - Cache of Treasures from random scenarios
463 Cape of Entanglement - Liu Flameheart in Temple of the Jade Serpent
463 Cloak of Cleansing Flame - Gekkan in Mogu'shan Palace (heroic)
463 Scorched Earth Cloak - Brother Korloff in Scarlet Monastery

Chest

437 Dreadspinner Robe - Fresh Pots (Dread Wastes)
437 Motherseed Robe - Fresh Pots (Dread Wastes)
437 Sunset Silk Robe - Falling to Pieces (Dread Wastes)
440 Darkmaster's Spare Robe - An End to the Suffering (Scholomance)
440 Empowered Necropile Robe - An End to the Suffering (Scholomance)
450 Contender's Silk Raiment - (Tailoring 590)
450 Robe of Eternal Dynasty - 2250 Justice Points from Rushi the Fox (Shadow-Pan)
450 Robe of Quiet Meditation - 2250 Justice Points from Rushi the Fox (Shadow-Pan)
463 Brewmoon Robe - Cache of Treasures from random scenarios
463 Firewool Robe - Cache of Treasures from random scenarios
463 Burning Robes of the Golden Lotus - Battle Axe of the Thunder King (Vale of Eternal Blossoms)
463 Robes of Fevered Dreams - Taran Zhu in Shado-Pan Monastery
463 Robes of Koegler - Flameweaver Koegler in Scarlet Halls

Wrists

437 Dreadspinner Cuffs - The Dissector Wakens (Dread Wastes)
437 Dreadspinner Wristwraps - Extracting Answers (Dread Wastes)
437 Motherseed Wristwraps - Extracting Answers (Dread Wastes)
450 Contender's Silk Cuffs - (Tailoring 555)
450 Tranquility Bindings - 1250 Justice Points from Jaluu the Generous (Golden Lotus)
463 Bracers of Displaced Air - Ook-Ook in Stormstout Brewery
463 Brewmoon Wristwraps - Cache of Treasures from random scenarios
463 Firewool Wristwraps - Cache of Treasures from random scenarios
463 Deadwalker Bracers - Rattlegore in Scholomance

Hands

This is as good a place as any to point out that you need not be a tailor or a jewelcrafter to equip any of these profession craftables. They are fully BOE, meaning you can either gather the mats yourself and then find a willing crafter to create them for you, or just keep an eye on the auction house and purchase them.

435 Gloves of Enraged Slaughter - Sha of Violence in Shado-Pan Monastery (normal)
437 Dreadspinner Handguards - Nope (Dread Wastes)
437 Dreadspinner Handwraps - Rending Daggers (Dread Wastes)
437 Motherseed Handwraps - Rending Daggers (Dread Wastes)
440 Gloves of Fiery Purification - Unto Dust Thou Shalt Return (Scarlet Monastery)
450 Conflagrating Gloves - Kuai the Brute in Mogu'shan Palace (normal)
450 Contender's Silk Handwraps - (Tailoring 565)
450 Krompf's Fine-Tuning Gloves - 1750 Justice Points from Ambersmith Zikk (The Klaxxi)
463 Brewmoon Handwraps - Cache of Treasures from random scenarios
463 Firewool Handwraps - Cache of Treasures from random scenarios
463 Bomber's Precision Gloves - Striker Ga'dok in Gate of the Setting Sun
463 Conflagrating Gloves - Kuai the Brute in Mogu'shan Palace (heroic)
463 Gloves of Enraged Slaughter - Sha of Violence in Shado-Pan Monastery (heroic)

Waist

This is another slot you can fill with a ilvl 450 item just from questing through Dread Wastes. You may be sensing a pattern here.

440 Scholarly Cord - Just for Safekeeping, Of Course (Scarlet Halls)
450 Contender's Silk Belt - (Tailoring 565)
450 Dreadspinner Cord - Overthrone (Dread Wastes)
450 Repression Belt - (World drop BOE)
463 Brewmoon Cord - Cache of Treasures from random scenarios
463 Firewool Cord - Cache of Treasures from random scenarios
463 Girdle of Endemic Anger - Lorewalker Stonestep in Temple of the Jade Serpent
463 Incineration Belt - Darkmaster Gandling in Scholomance

Legs

A note: The random scenario rewards from the Cache of Treasures are pretty rare drops. You may run quite a few scenarios before you see one of them, and it may very well not be the one you want. As a source of gear, scenarios can provide you with an occasional slot filler, but the chances are so hit and miss that your main benefit from running them will be quick, easy Valor Points.

437 Dreadspinner Trousers - Walking Dog (Dread Wastes)
437 Motherseed Leggings - Walking Dog (Dread Wastes)
450 Contender's Silk Pants - (Tailoring 565)
450 Leggings of Unfinished Conquest - 2250 Justice Points from Sage Whiteheart (August Celestials)
463 Brewmoon Leggings - Cache of Treasures from random scenarios
463 Firewool Leggings - Cache of Treasures from random scenarios
463 Leggings of Unleashed Anguish - Lilian Voss in Scholomance
463 Leggings of the Frenzy - Commander Ri'mok in Gate of the Setting Sun

Feet

437 Dreadspinner Shoes - Amber Arms (Dread Wastes)
450 Contender's Silk Footwraps - (Tailoring 565)
450 Dreadspinner Treads - Fires and Fears of Old (Dread Wastes)
450 Soulbinder Treads - Xin the Weaponmaster in Mogu'shan Palace (normal)
463 Brewmoon Sandals - Cache of Treasures from random scenarios
463 Firewool Sandals - Cache of Treasures from random scenarios
463 Scarlet Sandals - Armsmaster Harlan in Scarlet Halls
463 Soulbinder Treads - Xin the Weaponmaster in Mogu'shan Palace (heroic)

Ring

437 Krik'thik Band - The Poisoned Mind (Dread Wastes)
437 Loop of the Poisoned Mind - The Poisoned Mind (Dread Wastes)
437 Ring of Unspeakable Nightmares - A Cry From Darkness (Dread Wastes)
440 Burning Mark of the Golden Lotus - The Secrets of Guo-Lai (Vale of Eternal Blossoms)
442 Band of Terror - Terror of the Dread Wastes (Townlong Steppes)
442 Gao-Ran Ring - Terror of the Dread Wastes (Townlong Steppes)
450 Anaxo's Multi-Layered Seal - (World drop BOE)
450 Etched Golden Loop - 1250 Justice Points from Rushi the Fox (Shadow-Pan)
450 Lionsfall Ring - (Jewelcrafting 575)
463 Brewmoon Signet - Cache of Treasures from random scenarios
463 Fireheart Ring - Cache of Treasures from random scenarios
463 Alemental Seal - Yan-Zhu the Uncasked in Stormstout Brewery
463 Eye of the Tornado - Master Snowdrift in Shado-Pan Monastery
463 Ring of Malice - Taran Zhu in Shado-Pan Monastery
463 Signet of the Hidden Door - Thalnos the Soulrender in Scarlet Monastery
463 Triune Signet - High Inquisitor Whitemane in Scarlet Monastery

Trinket

I'm restricting this category to pure DPS trinkets, which rules out some highly useful items like the CC trinket from the Golden Lotus. There just aren't a whole lot of good pre-raid trinkets out there.

437 Badge of Kypari Zar - The Root of the Problem (Dread Wastes)
437 Charm of Ten Songs - Sacred Recipe (Dread Wastes)
463 Flashfrozen Resin Globule - Vizier Jin'bak in Siege of Niuzao Temple
463 Vision of the Predator - Striker Ga'dok in Gate of the Setting Sun

Main-hand weapon

437 Boggeo's Thorns - The Horror Comes A-Rising (Dread Wastes)
450 Firescribe Dagger - Xin the Weaponmaster in Mogu'shan Palace (normal)
463 Amber Saber of Klaxxi'vess - requires Exalted with The Klaxxi, purchased fromAmbersmith Zikk (The Klaxxi)
463 Firescribe Dagger - Xin the Weaponmaster in Mogu'shan Palace (heroic)
463 Melted Hypnotic Blade - Flameweaver Koegler in Scarlet Halls
463 Necromantic Wand - Rattlegore in Scholomance

Off-hand frill

437 Chronicle of a Hundred Wars - The Scent of Blood (Dread Wastes)
463 Bottle of Potent Potables - Hoptallus in Stormstout Brewery
463 Umbrella of Chi-Ji - (Archeology artifact, account-bound)

Staff

Probably the easiest and best early pre-raid weapon you can pick up is the staff from The Arena of Annihilation scenario. As soon as it is possible for you to do so, open the scenario finder and select The Arena as the scenario you'd like to queue for. Seconds later, you'll be in there. There'll be a questgiver available as soon as you enter. Pick up the quest, Then fight a sereies of 3-man bosses, have a great time, and at the end, you'll have a very nice staff to carry with you into heroics and beyond. A whole bunch of you got angry that I didn't mention this last week. All is forgiven?

442 Staff of Broken Hopes - (World drop BOE)
450 Liuyang's Lovely Longstaff - The Arena of Annihilation (Kun-Lai Summit)
463 Amber Scythe of Klaxxi'vess - requires Exalted with The Klaxxi, purchased fromAmbersmith Zikk (The Klaxxi)
463 Greatstaff of Righteousness - High Inquisitor Whitemane in Scarlet Monastery
463 Staff of Trembling Will - Sha of Doubt in Temple of the Jade Serpent
463 Wort Stirring Rod - Yan-Zhu the Uncasked in Stormstout Brewery

This should help in your endeavor to hit raiding levels of gear. Next week, we'll talk about what you'll be looking for once you get there. From the raid-finder to best-in-slot, we'll be covering it all. So what did I miss? If there's an item you think should be on this list, let me know in the comments, and I'll try to get it wedged in there somewhere.