Classic WoW: 5 Overpowered Twink Classes (& 5 That Fall Flat) With the launch of Classic World of Warcraft, twinking has come back into fashion. Here are the most overpowered and most lacking twink classes. Retail WoW has a plethora of activities to explore outside of raids and dungeons. Whether you're interested in transmog, pet battles, mount. The addon also provides useful information like damage taken and allows you to share these metrics in the various chats in a single click. Image via CurseForge Bartender4. If there’s one thing that’s never changed over the 15 years of World of Warcraft, it’s the action bars. To be fair, there’s a saying that goes, “if it ain’t broke. The Most Expensive Items in WoW Classic. World of Warcraft offers thousands of Epic items for players to loot. While most of the high-end gear is obtained from Raids and Dungeons and binds to the player upon pick-up, there are some extremely rare and valuable items that can be traded, and hence, it's possible to estimate their value in in-game Gold. People are now raid logging, even the most hardcore player I know are raid logging This game feel dead, and I doubt It will recover at any point because there’s no incentive to come back. There’s literally nothing that will change from T4 to Sunwell. The game will be like that for 2 years untill WOTLK. So, why people are not logging in TBC and play other game like League Of Legends. From showing every single herb and mining node on the world map to all-in-one UI packages, it is possible to optimize your gameplay in a seemingly infinite number of ways. These are some of the best classic WoW addons to get the most out of the nostalgic MMO experience. 10 Best Classic WoW Addons. Here are the top ten best Classic WoW Addons.
Introduction
World of Warcraft offers thousands of Epic items for players to loot. While most of the high-end gear is obtained from Raids and Dungeons and binds to the player upon pick-up, there are some extremely rare and valuable items that can be traded, and hence, it's possible to estimate their value in in-game Gold. Have you ever wondered, what are the most expensive Items in WoW Classic and how to obtain them? In this article, we will present ten most expensive Items in Vanilla WoW, and give you detailed information on where to find them. Keep in mind that some of those items will either take thousands of hours to farm or getting them will be on a 40-man Raid difficulty level. Finding any of the items below will either make you rich or at least make thousands of players envy you when you cross paths in Azeroth. Furthermore, a bunch of the listed Items are BiS or BiS Twink items and have been included in our comprehensive list of all the Best BoE Items in WoW Classic.
We have also added estimated market value and drop rates for each item. Prices may vary depending on the server, and will most likely change over time, however, we will try to keep it up to date with weekly updates!
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Hand of Edward the Odd | |
Type | One-handed Mace |
Rarity | Epic |
Estimated price | 500 - 2,000 |
Difficulty level | Medium |
Loot chance | Low |
Item overview - Hand of Edward the Odd is among the best BoE Spell Caster Weapons available currently in Classic WoW. It grants a chance on hit to make your next Spell Cast instant. This ability is extremely powerful for Spells with a high cast time, and in order to not make this item overpowered, the chance has been set to approximately 3% | |
Where to find Hand of Edward the Odd? - this weapon is a random world drop, so farming Elites in Scholomance, Stratholme, Blackrock Spire, and Molten Core will be your best bet. On top of being very rare, you will usually have to roll for it with other party members, greatly reducing the chances of getting it even after it drops, hence the actual market value being so high |
The Eye of Shadow
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Type | Trinket |
Rarity | Epic |
Estimated price | 250-350 |
Difficulty level | Hard |
Loot chance | Low |
Item overview - The Eye of Shadow is a Epic Trinket which is part of the Epic Priest Staff Quest called Balance of Light and Shadow. The Staff; Benediction, is one of the best weapons for Holy Priests, and since it's very hard to farm for it solo, the price can reach very high levels | |
Where to find The Eye of Shadow? - this Trinket drops from Elites in Winterspring and Blasted Lands. It can be also looted from Lord Kazzak - a world Boss who resides in the Tainted Scar part of the Blasted Lands area. Lord Kazzak offers the highest drop chance, but defeating him requires approximately 30-man group which should have a composition of a typical Raid Group |
Alcor's Sunrazor | |
Type | Dagger |
Rarity | Epic |
Estimated price | 800 - 1,200 |
Difficulty level | Medium |
Loot chance | Low |
Item overview - this is one of the most overpriced items in WoW Classic. It surely is a very decent Dagger for Rogues, however, in most cases, you will want to have two extra attributes to increases your DPS instead of getting a little extra Fire Resistance. On the other hand, it has its Attack Speed at 1.30 which is among the fastest in the game, giving it some extra utility when playing a DoT Stacking Rogue or when generating threat during certain encounters as a Protection Warrior | |
Where to find Alcor's Sunrazor? - it's a random Epic world drop. We have confirmed drops from Molten Core's Elites, as well as Scarlet High Clerist, a level 60 Elite Mage that can be found in the northern part of Western Plaguelands. It has been also known to drop from Colossus Bosses in Ahn'Qiraj's Event, however, this part of the game is not yet implemented, and it's hard to predict whether we will be able to find it in the loot table when it gets unlocked |
Teebu's Blazing Longsword | |
Type | One-handed Sword |
Rarity | Epic |
Estimated price | 2,000 - 4,000 |
Difficulty level | Medium |
Loot chance | Low |
Item overview - one of the most iconic weapons in World of Warcraft Classic. It has been displayed on the original World of Warcraft box back in the days. It's a very powerful, but slow Main-hand weapon which deals extra Fire Damage. It looks simply astounding, making it one of the most sought-after items in the game | |
Where to find Teebu's Blazing Longsword? - it's a random world drop, with currently the highest chance to drop from Elites in Molten Core. It was also very popular to farm for it in the Silithus Zone back in the days of Vanilla World of Warcraft |
Staff of Jordan | |
Type | Staff |
Rarity | Epic |
Estimated price | 150 - 300 |
Difficulty level | Easy |
Loot chance | Low |
Item overview - the BiS Weapon for leveling, Spell-caster twinks, and still quite powerful on higher levels. You may even still find level 60 characters using it efficiently | |
Where to find Staff of Jordan? - it's a random world drop so it basically can drop from any monster with the appropriate level (it's a level 40 Weapon, with a level 35 required to wield it) |
Spellshock Leggings | |
Type | Cloth Pants |
Rarity | Rare |
Estimated price | 100 - 500 |
Difficulty level | Easy |
Loot chance | Low |
Item overview - one of the best BoE Pants for Cloth users. They are extremely rare so their price can usually reach very high levels | |
Where to find Spellshock Leggings? - they can drop randomly from any monster in Zul'Farrak. They are among a few very solid BoE Rares that can be looted there, but with a very very low drop rate |
Foror's Compendium of Dragon Slaying | |
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Type | Book |
Rarity | Epic |
Estimated price | 600 - 800 |
Difficulty level | Hard |
Loot chance | Low |
Item overview - Foror's Compendium of Dragon Slaying starts a Questline that leads you to obtain the best tanking Main-hand weapon for Warriors and Paladins; Quel'Serrar | |
Where to find Foror's Compendium of Dragon Slaying? - the Book is a random drop from any Boss in the Dire Maul Dungeon. It's quite rare, and the dungeon itself is not easy either, which makes the Book extremely valuable |
Skullflame Shield Epic games launcher wont open. | |
Type | Shield |
Rarity | Epic |
Estimated price | 300 - 500 |
Difficulty level | Medium |
Loot chance | Low |
Item overview - Skullflame Shield is the BiS Shield for AoE tanking as a non-Engineer character. This shield provides decent Life Steal, and extra AoE damage around you when you are hit, which make it exceptionally expensive | |
Where to find Skullflame Shield? - it's a random world drop, with currently the highest drop chance from Elites in Molten Core |
Parrot Cage (Hyacinth Macaw) | |
Type | Pet |
Rarity | Normal |
Estimated price | 700 - 1,200 |
Difficulty level | Easy |
Loot chance | Very Low |
Item overview - Hyacinth Macaw is one of the most expensive and the rarest Pets available in World of Warcraft Classic that can be traded | |
Where to find Parrot Cage (Hyacinth Macaw)? - it can drop from any Bloodsail Pirate in Stranglethorn Vale, but it has an extremely low chance to drop |
Mature Blue Dragon Sinew | |
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Type | Quest Item |
Rarity | Epic |
Estimated price | 500 - 700 |
Difficulty level | Easy |
Loot chance | Low |
Item overview - Mature Blue Dragon Sinew is a quest Item required to obtain Epic Hunter's Bag which increases Ranged Attack Speed by 15% making it a heavily demanded item. Drop rate lower than 0.1% makes it a very expensive Item | |
Where to find Mature Blue Dragon Sinew? - it can drop from any Azure/Cobalt Dragonkin monster in Winterspring, as well as, Azuregos World Boss who roams around Azshara |
END NOTE Make sure to leave your feedback below! If there are any rare and valuable items that we have missed in our Guide, we would like to know what are they and add them in our future updates! We will obviously also try to keep this up-to-date with all the upcoming Patches and Content Updates for World of Warcraft Classic |
Pictures used in this article are the intellectual property of Blizzard Entertainment Inc.
(The following has been converted from an old wiki page.)You may have seen items or effects with bonuses like the following:
- 'Increases healing done by spells and effects by up to 42.'
'Increases damage and healing done by spells and effects by up to 42.'
'Increases Fire damage done by spells and effects by up to 42.'
To determine how much +Healing, +Damage/Healing and +Damage you have, simply add together the totals from each item: these bonuses stack additively. If you had two items that each give +20 Nature damage, one that gives +10 damage/healing, and one that gives +10 healing, your healing spells would have an advertised benefit of 20 and your nature-damage spells would have an advertised benefit of 30, and all your other damage spells would have an advertised benefit of 10.
Formulas for Different Spell Types
The calculations below end in a decimal result that should be less than 1. To get the % multiply that decimal by 100.
Different types of spells have their damage and healing bonuses calculated differently. There are three base types of spells: standard, over time or a combination. Area of Effect and Channeling spells also take different bonuses. After the proper bonus is calculated, penalties are calculated to achieve the final damage.
Standard Spells
Standard spells are spells that apply all the damage or healing at one time. To determine the plus Healing or Damage benefit for these spells the following formula is used:
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(Cast Time of Spell) / 3.5
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3.5+ sec = 100%
3.0 sec = 85.71%
2.5 sec = 71.43%
2.0 sec = 57.14%
1.5- sec = 42.86%
Instant = 42.86%
Spells with a cast time longer than 3.5 seconds are capped at 100%. The casting time used in the calculation should be the base cast time before effects from talents or gear are applied. Note that the tooltip in game includes those effects; refer to a database to find the base cast times of all spells.
Examples of such spells include: Healing Touch (Druid), Frostbolt (Mage), Greater Heal (Priest), Lightning Bolt (Shaman), Shadow Bolt (Warlock)
Over Time Spell
Over Time spells apply healing or damage over a period of time in ticks. Ticks can vary from one second apart to three seconds apart. Some spells specify the length of each tick and others require testing to determine.
If a spell has less than five ticks, each tick receives one-fifth of the bonus per tick. If an over time spell has 5 or more ticks, the spell receives full benefit, divided equally between the number of ticks.
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(Number of ticks in Spell / 5) = Benefit
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1 tick = 20%
2 ticks = 40%
3 ticks = 60%
4 ticks = 80%
5+ ticks = 100% (divided equally between the number of ticks.)
Note that the cap for this calculation is 1x (100%), more ticks than five will not give you over 100% benefit. +Healing and +Damage benefit for the spell is divided equally to each tick. If talents or gear add more ticks, count the extra tick in your calculations as it may change the benefit.
Examples of these spells include: Rejuvenation (Druid), Renew (Priest), Corruption (Warlock)
Combination - Standard and Over Time Spell
Why are these treated differently? Usually in all other spells discussed the damage or healing is all applied in one way. It may be delivered all at one time or split up into equal parts and distributed over time. With these spells the damage or healing is not divided equally and is applied in two or more different methods.
That Standard portion of the spell does not receive the full benefit because some of the benefit is moved to Over Time portion. So first you need to know what benefit goes to each section of the spell.
Calculation for determining the Portion to the Over Time part of the spell:
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(Number of ticks / 5) / ((Number of ticks / 5) + (Cast Time of Spell / 3.5)) = Portion to Over Time
So to get the Amount to the Regular part of the spell:
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1 - Portion to Over Time = Portion to Standard
Now remember the rules for Standard and Over Time spells still apply. So we have to now consider the cast time of the spell for the Regular part and the number of ticks for the Over Time part.
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(Cast Time of Spell / 3.5) * Portion to Standard = Benefit Regular part of the spell
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(Number of ticks / 5) * Portion to Over Time = Benefit Over Time part of the spell
See the notes in the Standard and Over Time spell formula sections to note any definition of terms or explanations on how to determine the Cast Time of Spell or Number of Ticks.
Examples of these spells include: Moonfire (Druid), Immolate (Warlock)
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Channeled Spell
Channeled spells have their benefit distributed evenly over the time the effect lasts, getting 100% benefit for the whole spell (not per tick). The duration of the spell cast time is used as with a standard spell to calculate the total benefit, then divided equally between the number of ticks.
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Cast Time of Spell / 3.5 = Benefit
Examples of these spells include: Hurricane (Druid), Arcane Missiles (Mage), Mind Flay (Priest), Hellfire (Warlock)
Area of Effect Spell
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Area of Effect spells receive only 1/3 or 33.3% of the benefit. The cast time is used as with a standard spell to calculate the total benefit, then divided by 3.- Code: Select all
(Cast Time of Spell / 3.5) / 3 = Benefit
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3.5+ sec = 33.33%
3.0 sec = 28.57%
2.5 sec = 23.81%
2.0 sec = 19.05%
1.5 sec = 14.29%
Instant = 14.29%
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Examples of these spells include: Tranquility (Druid), Arcane Explosion (Mage), Prayer of Healing (Priest), Hellfire (Warlock)Note that some spells fall under the rules for multiple spell types. Hurricane, Tranquility and Hellfire for example are all Area of Effect and Channeled. Prayer of Healing is both a Standard Spell as well as an Area of Effect spell.
Rules for Applying +Healing and +Damage
- You calculate spell time using the base spell cast time BEFORE talents and gear reductions to the cast time. (Notice that your casting time in the in-game tool tip will subtract time based on your talents.)
- The factor for the casting time is capped at both ends. For the purpose of these formulas, spells that take longer than 3.5 seconds are considered to have 3.5 sec, and spells faster than 1.5 sec are treated like they had 1.5 sec (this is the global cast cooldown).
- The number of ticks for a spell is capped at 5 for the purposes of working the equation (but bonus is divided equally between the number of ticks).
- Damage benefits are applied before any talents or buffs that may increase your damage by a flat percentile. Healing spells are opposite; all talents are added to the base first then healing benefits added. For example: A spell that normally deals 100 damage that receives a +10 plus damage bonus, and a 10% damage bonus from talents, would deal 121 damage. A spell that normally heals 100 damage, that receives a +10 plus heal bonus, and a 10% heal bonus from talents, would heal for 120.
- Spell criticals are an extra 50% of the original calculated value of the spell after benefits. So if the spell would do 100 damage or healing normally then the critical would be 150.
- Gear benefits are added to spells before critical hit modifications are made.
Penalty Rule
Spells learned before level 20
Many spells have multiple ranks. To avoid having players using these lower ranks to deal constant damage at a negligable mana cost, any spell with a level requirement lower than 20 has a large penalty applied. If the spell has a shorter cast time, this is also taken in to account. This level penalty can be worked out by taking off 3.75% for each level lower than level 20.
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(20 - Level Spell is Learned) * .0375 = Penalty
Additional effects
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Spells with additional effects (like slow) get a 5% penalty to benefit. This penalty is applied before other penalties and to the base calculation for the spell. Example a standard spell that is also AOE with an additional slow effect would be calculated:
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((Cast Time of Spell / 3.5 ) - .05 Penalty for extra effect) / 3 = Benefit
Examples of these spells include: Entangling Roots (Druid), Mind Flay (Priest), Blast Wave (Mage), Frostbolt (Mage)
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Spells that do Damage and Healing
Some spells, both damage the target and heal the caster. These spells have a 50% penalty to the bonus they receive, but damage gear increases both the damage and the healing of the spell equally. These spells receive no bonus from gear that only increases healing.
Examples of these spells include: Devouring Plague (Priest), Drain Life (Warlock)
Exceptions to the Rules
- Pyroblast was changed in patch 1.9 to deal 100% of +spell damage on impact and 71.4% of +spell damage to it's DoT component.
- Fireball has a small damage over time component, but is not considered a hybrid spell, so it receives only the Direct Damage bonus to its direct damage component. Spell damage gear never increases the DoT on fireball.
- Curse of Doom receives a 100% coefficient.
- Mind Flay receives around 45.7% of spell damage.
Additional notes
- +Damage amount has no effect on chance to crit with spells.
- +Healing does not apply to bandages or potions. Trinkets should no longer be affected.
- Shaman totems receive benefit from +Damage.
- Hunter Traps don't get any benefit from +spell damage.