

The main threats are the Golem King and the Scorpion.

The fire spell is quite weak compared to the other three. The upgrades are a little to vague and similar for each tower and spell. You can beat the game with Earth and Air only. Death knights, since they are never restricted from using plate, always get the plate version, of course.Pretty nice, well executed, even though it reminded me a lot of Kingdom Rush. Likewise, a plate shoulderpiece sent to a paladin or warrior is mail for the first forty levels, then plate as soon as you can wear that. However, if you DO send it to a hunter or shaman, it's leather from level 1 through 40, and mail from level 40 through 80. If you buy a mail shoulder and send it to any of your characters save hunters and shamans, it'll be mail from level 1 to level 80. If you buy a leather shoulder and send it to any of your characters, it'll still be leather all the way to 80. If you buy a cloth shoulder and send it to a warlock, mage, priest, death knight, paladin, rogue - well, any class - it'll be cloth all the way to 80. When you're buying heirloom items for your alts to aid in their leveling, make sure you buy the right ones! Not only does the item enhancements scale with your level, but the material does as well. So, they're good for PvE and PvP.Ĭomment by JigainAmazingly no one else has said this before, so I'll make a note about it here. Note that, in addition to this clearly PvE stat, they also have resilience. They are clearly intended to be handed down to low-level alts. The shoulder items are particularly intriguing, as they all offer 10% more experience for monsters killed. It's also handy for PvE, especially for melee character in fights where they have to move around a lot between multiple targets. Minor Run Speed Increase: PvP opponents are constantly trying to outmaneuver each other, so this offers a small advantage in doing that.In particular, healers will appreciate silence duration reduction. Some PvE bosses use these abilities as well, so these are decent PvE skills. Fear, Stun, Snare/Root, and Silence Duration Reduction: PvP opponents use these skills constantly to cripple each other, so this is another good PvP stat.Most monsters have little or no spell resistance, so this is a PvP stat. Resistances cannot be lowered past zero, so this is only useful against targets with resistance. Note that it does not affect the probability that the spell will miss entirely (that's level-based and affected by hit rating). This reduces the possibility that the spell will be fully or partially resisted. Spell Penetration: Ignores some of the target's resistance to the school of spells you're casting.While primarily a PvP stat, this is also moderately useful for tanks that can't get crit immunity via talents or defense rating. Resilience: Reduces probability of being hit with a critical strike, damage from when you get hit with a critical strike, and damage from damage-over-time effects.

The PvP stats and ratings that appear are: Given that these shards are rewarded from PvP activity (even if it isn't yours), that makes sense. Comment by KathuckaNote that all of the armor and weapons, shoulder enhancements (inscriptions), and head enhancements (arcanums) purchased with these shards, and all of the gems cut with patterns purchased with these shards, have PvP-oriented stats.
