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(→‎Secondary stats: info about haste)
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*[[Multistrike]]: X% Multistrike = Each ability has two separate (X/2)% chances to hit each target an additional time for 30% damage.<ref>https://twitter.com/Celestalon/status/403315072514002945</ref> Multistrikes count as hitting the same target twice with one cast, not multiple casts.<ref>https://twitter.com/Celestalon/status/403315388651294721</ref> Multistrike is split into two (X/2)% chances, so that you can occasionally get a triple-hit (fun!), and the cap is 200%, not 100%.<ref>https://twitter.com/Celestalon/status/403315506569953280</ref> Heals can multistrike.<ref>https://twitter.com/Celestalon/status/403321284055949312</ref> Multistrike is a chance on hits/crits only, not misses/avoids.<ref>https://twitter.com/Celestalon/status/403337497549086720</ref> Additional Multistrike and Cleave hits are considered procs, so can't proc more things. But, DPoison could Multistrike.<ref>https://twitter.com/Celestalon/status/403339702595366912</ref> Cleaves (and Multistrikes) can crit.<ref>https://twitter.com/Celestalon/status/404019507141681152</ref>
 
*[[Multistrike]]: X% Multistrike = Each ability has two separate (X/2)% chances to hit each target an additional time for 30% damage.<ref>https://twitter.com/Celestalon/status/403315072514002945</ref> Multistrikes count as hitting the same target twice with one cast, not multiple casts.<ref>https://twitter.com/Celestalon/status/403315388651294721</ref> Multistrike is split into two (X/2)% chances, so that you can occasionally get a triple-hit (fun!), and the cap is 200%, not 100%.<ref>https://twitter.com/Celestalon/status/403315506569953280</ref> Heals can multistrike.<ref>https://twitter.com/Celestalon/status/403321284055949312</ref> Multistrike is a chance on hits/crits only, not misses/avoids.<ref>https://twitter.com/Celestalon/status/403337497549086720</ref> Additional Multistrike and Cleave hits are considered procs, so can't proc more things. But, DPoison could Multistrike.<ref>https://twitter.com/Celestalon/status/403339702595366912</ref> Cleaves (and Multistrikes) can crit.<ref>https://twitter.com/Celestalon/status/404019507141681152</ref>
 
*[[Readiness (attribute)|Readiness]]: X% Readiness increases the cooldown recovery rate (aka, divides the cooldown by (1+Readiness)) of *some* class abilities.<ref>https://twitter.com/Celestalon/status/403619611364425728</ref> The number of abilities affected by Readiness will vary by spec (will be listed in spellbook, like Mastery). Coefficient likely to vary too.<ref>https://twitter.com/Celestalon/status/403619951409233920</ref> Readiness will be a competitive benefit, even for WW. Exactly what it will affect is still being decided, but will boost DPS.<ref>https://twitter.com/Celestalon/status/405405717965721600</ref>
 
*[[Readiness (attribute)|Readiness]]: X% Readiness increases the cooldown recovery rate (aka, divides the cooldown by (1+Readiness)) of *some* class abilities.<ref>https://twitter.com/Celestalon/status/403619611364425728</ref> The number of abilities affected by Readiness will vary by spec (will be listed in spellbook, like Mastery). Coefficient likely to vary too.<ref>https://twitter.com/Celestalon/status/403619951409233920</ref> Readiness will be a competitive benefit, even for WW. Exactly what it will affect is still being decided, but will boost DPS.<ref>https://twitter.com/Celestalon/status/405405717965721600</ref>
*[[Haste]]: Haste breakpoints are gone because the duration of a DoT no longer changes with haste. <ref>https://twitter.com/Celestalon/status/405552253479575552</ref> DoTs now get a 'partial tick' at the end, equal in damage/healing to the ratio of that time and the full tick time.<ref>https://twitter.com/Celestalon/status/405552346144321536<ref> Since DoTs are no longer tied to individual ticks, Blizz can be more lenient about refresh windows. May allow full refresh from last Xsec, or X%.<ref>https://twitter.com/Celestalon/status/405554136545886208</ref>
+
*[[Haste]]: Haste breakpoints are gone because the duration of a DoT no longer changes with haste. <ref>https://twitter.com/Celestalon/status/405552253479575552</ref> DoTs now get a 'partial tick' at the end, equal in damage/healing to the ratio of that time and the full tick time.<ref>https://twitter.com/Celestalon/status/405552346144321536</ref> Since DoTs are no longer tied to individual ticks, Blizz can be more lenient about refresh windows. May allow full refresh from last Xsec, or X%.<ref>https://twitter.com/Celestalon/status/405554136545886208</ref>
 
*[[Crit]] (as before)
 
*[[Crit]] (as before)
 
*[[Mastery]] (as before)
 
*[[Mastery]] (as before)

Revision as of 05:10, 27 November 2013

Attributes are the basic building blocks for a character's combat ability. The five attributes are strength, agility, stamina, intellect and spirit. These five attributes appear on the character sheet under "Attributes". These are sometimes referred to as simply stats.

A number of secondary attributes affect specific areas of combat more directly, and are often influenced in some way by a primary attribute. Secondary attributes include critical strike rate, damage absorption, attack power, spell power, and many others.

All characters inherently have some amount of each attribute that increases with level depending mainly on class. For example, a mage will have more base intellect than a rogue, who will have more base agility. Increasing these attributes is mainly done with equipment (from items' base stats, as well as improvements from enchantments and gems), talents, temporary effects such as buffs, elixirs, scrolls, auras, and many other means.

Nearly all combat mechanics rely in some way on one or more character attributes. Increasing the appropriate attribute will increase damage done, reduce damage taken, increase healing done, affect a character's mana or health, or other benefits. Understanding how these attributes work is important for effective combat.

Addons such as RatingBuster [1] can show you the actual improvements in game to your Secondary attributes which are more directly applied to combat mechanics.

Primary attributes

Strength

See also: Attack power

Strength (often abbreviated STR) has the following effects:

Strength does not affect the chance to land a critical strike. Strength does not improve the chance to block.

Agility

AGI per 1% Crit
Class L. 60 L. 70 L. 80 L. 85
Death Knight 20 30 62.4 243.7
Druid 32.48 40 83.18 324.85
Hunter 33.17 40 83.18 324.85
Mage 22.64 24.58 51.1 199.87
Paladin 19.55 24.84 51.98 203.08
Priest 21.94 24.91 52.1 203.46
Rogue 28.17 40 83.15 324.72
Shaman 31.28 40.01 83.19 324.88
Warlock 21.03 24.29 50.46 197.08
Warrior 20 30 62.4 243.6
AGI per 1% Dodge
Class L. 60 L. 70 L. 80 L. 85
Druid Unknown 14.7 41.59 243.58
Hunter 20 26.5 75.04 440
Mage 20 25 51.22 300.16
Priest 20 25 51.98 304
Rogue 14.5 20 41.57 243.52
Shaman 20 25 51.98 304
Warlock 20 25 51.98 304.35
See also: Critical strike

Agility (often abbreviated AGI) has the following effects:

  • Increases attack power with ranged weapons (not including wands) or melee weapons for certain classes.
  • Increases chance to score a critical hit with a weapon.
  • Increases chance to dodge attacks. This is dependent on both class and level, in fact death knights, paladins and warrios don't.

Agility Equivalence Points is a notable formula for calculating the contribution of agility. It might be outdated with regard to hunters.

Stamina

Stamina (often abbreviated STA) has the following effects:

  • Stamina provides 1 health per stamina for the first 20 points of stamina, and 14 health per point of stamina thereafter.
  • Stamina also increases the health of a player's pet for classes with pets, although not from the player's base stamina (the stamina the player has without any armor or talent bonuses). They gain between 3 and 11 health per point of stamina, depending on the pet's type and the master's talents (see the hunter pet, warlock minion and Risen Ghoul articles for details).
  • Stamina is the key attribute of tanks. It is useful to every class in PvP. Non-tank PvE characters should not actively seek out stamina, but some of it is found on nearly any piece of gear.
  • There are many non-standard adjustments that can be made for stamina:

Intellect

Class Expected
@ 60
L. 60
1% Crit
L. 70
1% Crit
L. 80
1% Crit
L. 85
1% Crit
Warlock 200 60.6 81.92 166.6667 648.91
Druid 192 60.0 80 166.6667 648.91
Shaman 259 59.5 80 166.6667 648.91
Mage 286 59.5 80 166.6667 648.91
Priest 160 59.2 80 166.6667 648.91
Paladin 106 54 80.05 166.6667 648.91

Intellect (often abbreviated as INT) has the following effects:

  • Increases spell power by 1 per point at level 80 or above. Intellect is now the main source of spell power for most cases.
  • Increases chance to score a spell critical strike. This increase varies by class and level; in general, the relationship is linear as intellect increases. The rate of increase is generally based on the amount of intellect a class is expected to have at a certain level, given by the following table.[1][2][3]

Spirit

Main article: Spirit
See also: Mana regeneration

Spirit (often abbreviated SPI) has the following effects:

Spirit is of no use for mages and warlocks due to how their classes' mana regeneration works.

Secondary attributes

Secondary attributes are player stats that affect combat directly. The primary attributes only indirectly affect combat, by contributing to these attributes.

Mastery

Main article: Mastery

Mastery is a unique attribute that that has different effects depending on class and specialization. Mastery becomes available at level 80, and must be learnt from a class trainer in order to become active.

Players at or above level 80 automatically gain 8 points of Mastery. Mastery rating can be gained from gear and enhancements and is converted to Mastery depending on level. Each specialization has its own Mastery, improving key areas of the character's abilities by X% per point of Mastery.

Physical combat

  • Weapon damage - Weapon damage is a property of the player's equipped weapon. Melee weapon damage is increased by enchants, and enhancements such as sharpening stones or weightstones. Ranged weapon damage is increased with scopes.
  • Attack power - (Abbreviated as AP) Increases the damage of the equipped weapon, as well as improving many abilities. Attack power is increased directly by buffs and effects, and indirectly by strength and agility.
  • Attack speed - Attack speed measures the length of time between the player's auto-attacks, with a higher attack speed indicating slower and less frequent strikes. Attack speed is a function of the current weapon speed and the player's melee haste (see below).
  • Ranged attack power - (Abbreviated as RAP) Increases damage of an equipped bow, crossbow or gun, but not wands. Ranged attack power is increased similarly to melee attack power.
  • Haste - Decreases the time between auto-attacks. This lowers attack speed, but has no effect on cooldowns. Increased by effects and haste rating, a combat rating.
  • Hit - Increases chance to hit with melee and ranged weapons by a percentage. Hit chance is increased by hit rating, a combat rating.
  • Critical strike - Percentage of attacks that will result in a critical strike. Crit chance is increased directly by critical strike rating, a combat rating, and indirectly by agility.
  • Expertise - Reduces the enemy's chance to dodge/parry. Also increases Spell hit for casters by the same amount.

Spell combat

Defense

  • Armor - Decreases physical damage received. Increases your pet's Armor. Armor is always present on equippable items, such as chest pieces and shields. Shields and plate items generally have the most armor, while cloth items have the least. The base armor of an item is determined directly by its type (cloth, leather, mail or plate), item level and slot (chest, head, legs, etc). Some items have extra armor, which is indicated by the total amount of armor appearing in green on the tooltip. Rings, weapons, amulets and trinkets have no base armor, but may have bonus armor.
  • Dodge - Chance to dodge incoming melee attacks. Ranged attacks cannot be dodged. Dodge is increased by dodge rating and agility. Only tanks should use gear with dodge rating.
  • Parry - Chance to parry melee attacks with a melee weapon. Ranged attacks cannot be parried. Parry is increased by parry rating and strength. Only (non-druid) tanks should use gear with parry rating.
  • Block - Chance to block melee and ranged attacks with a shield. Warrior and paladin tanks receive additional block chance through their respective mastery and abilities such as Ability defend [Shield Block].
  • Resistance - Decreases the damage taken from magical attacks.

PvP stats

  • PvP Power - Increases damage done to enemy players and their pets and minions, and increases healing done in PvP zones and outdoors. PvP Power's healing bonus varies for each spec. PvP Power can be found on PvP gear, and added through gems and enchantments. Has no effect on non-players.
  • PvP Resilience - Decreases damage taken from enemy players and their pets and minions. All characters have an innate resilience of 65%. Additional resilience can be gained through gems and enchantments. Note that resilience has no effect against npcs.

Other information

Attack power

See also: Attack power

Base statistics affect attack power (which contributes to DPS) as follows:

  • Strength will always contribute to the physical melee attack power for all classes.
  • Rogues, hunters and shamans can also use Agility in addition to Strength to increase their base physical melee attack power.
  • Druids in Ability druid catform [Cat Form] can also use Agility to increase their base physical melee attack power. However, Agility also affects critical strike percentage which directly affects Cat Form abilities such as Ability racial cannibalize [Primal Fury]. This gives an added attack power equivalence.
  • Agility is the only primary statistic to affect physical ranged attack power (bows and crossbows, guns, throwing weapons) for all classes capable of using them. This is especially important for hunters.
  • Wand damage is not affected by a primary statistic.

Critical Strikes

  • Agility will increase the chance to score a critical strike with both physical ranged and melee damage for all classes. The amount needed per point varies by class.
  • Intellect will increase the chance to score a critical strike with spells. For a mage at level 60, the rate is 1% per 59.5 points of intellect.
  • Critical strike rating increases the chance for both spell and physical affects to score a critical strike.

Dodge

  • Agility will determine a character's chance to dodge an attack. Rogues and druids (as of 2.03) gain a much stronger bonus to dodge than other classes.

Fighting with two weapons, using off-hand, two-handed

See the "Physical Combat" section of Combat.

Random attributes on items

On many uncommon, rare and on some epic items you can get random attributes.

  • ...of the Bandit - Agility, Stamina, Critical Strike Rating
  • ...of the Bear - Stamina, Strength
  • ...of the Beast - Hit Rating, Critical Strike Rating, Stamina
  • ...of the Bedrock - Stamina, Strength, Mastery Rating, Parry Rating
  • ...of the Bouldercrag - Stamina, Strength, Dodge Rating, Parry Rating
  • ...of the Champion - Strength, Stamina, Dodge Rating
  • ...of the Eagle - Intellect, Stamina
  • ...of the Earthbreaker - Stamina, Strength, Critical Strike Rating, Mastery Rating
  • ...of the Earthfall - Stamina, Strength, Critical Strike Rating, Haste Rating
  • ...of the Earthshaker - Stamina, Strength, Hit Rating, Critical Strike Rating
  • ...of the Elder - Stamina, Spirit, Intellect
  • ...of the Faultline - Stamina, Strength, Haste Rating, Mastery Rating
  • ...of the Feverflare - Stamina, Intellect, Haste Rating, Mastery Rating
  • ...of the Fireflash - Stamina, Intellect, Critical Strike Rating, Haste Rating
  • ...of the Flameblaze - Stamina, Intellect, Mastery Rating, Hit Rating
  • ...of the Galeburst - Stamina, Agility, Hit Rating, Expertise Rating
  • ...of the Invoker - Intellect, Critical Strike Rating
  • ...of the Landslide - Stamina, Strength, Hit Rating, Expertise Rating
  • ...of the Marksman - Stamina, Agility, Hit Rating
  • ...of the Mercenary - Stamina, Strength, Haste Rating
  • ...of the Monkey - Agility, Stamina
  • ...of the Mountainbed - Stamina, Strength, Mastery Rating, Expertise Rating
  • ...of the Rockslab - Stamina, Strength, Mastery Rating, Dodge Rating
  • ...of the Seer - Stamina, Intellect, Critical Strike Rating
  • ...of the Soldier - Strength, Stamina, Critical Strike Rating
  • ...of the Sorcerer - Stamina, Intellect, Haste Rating
  • ...of the Stormblast - Stamina, Agility, Hit Rating, Critical Strike Rating
  • ...of the Tiger - Agility, Hit Rating
  • ...of the Undertow - Stamina, Intellect, Haste Rating, Spirit
  • ...of the Wavecrest - Stamina, Intellect, Mastery Rating, Spirit
  • ...of the Whale - Spirit, Stamina
  • ...of the Wildfire - Stamina, Intellect, Hit Rating, Critical Strike Rating
  • ...of the Windflurry - Stamina, Agility, Critical Strike Rating, Haste Rating
  • ...of the Windstorm - Stamina, Agility, Critical Strike Rating, Mastery Rating
  • ...of the Zephyr - Stamina, Agility, Haste Rating, Mastery Rating

Warlords stats changes

See also: Warlords of Draenor gear changes

In World of Warcraft: Warlords of Draenor, numerous stats will be added or modified. Hit, expertise, dodge, and parry will be removed. All of the new secondary and tertiary stats are passed down to pets/guardians.[4] Gear will change the primary stat based on the spec (that is, a holy paladin will have intellect on it's gear, whereas retribution or protection paladins will have Strength). Secondary stats on gear will not change based on spec and are fixed at item creation time. Finally, armor may randomly have up to three additional properties: bonus item level (a la Warforged), gem sockets, or tertiary stats. As an example, all copies of some item would have Mastery+Amplify, but the tertiary stat/gem socket/"Warforged" attributes are random.[5]

Primary stats

  • Armor pieces will always have some amount of Stamina and Armor value.
  • Armor pieces always have Strength, Intellect, or Agility as a primary stat. Plate has either Strength or Intellect. Mail and Leather have either Agility or Intellect. Cloth has Intellect. Non-armor pieces (except for weapons) likely will not have strength, agility, or intellect.
  • In the cases of Plate, Mail, and Leather, the primary stat will change depending on your current spec. Specifically, casters (including healers) will get Intellect, and melee or tank specs will get Strength or Agility.

Secondary stats

Blizz intends that all six all-spec secondary stats to be close-but-not-equal in value to each other.[6] Secondary stats on an item are fixed at item creation time and will not change with spec.

  • Amplify: X% Amplify = +X% crit/multistrike damage/healing multiplier, and x% more haste/mastery/readiness/spirit/armor from gear[7] Amplify isn't stat specific. If you have 10% Amplify, and 1000 Haste (rating) on gear, you get 1100 Haste (rating) from gear.[8]
  • Multistrike: X% Multistrike = Each ability has two separate (X/2)% chances to hit each target an additional time for 30% damage.[9] Multistrikes count as hitting the same target twice with one cast, not multiple casts.[10] Multistrike is split into two (X/2)% chances, so that you can occasionally get a triple-hit (fun!), and the cap is 200%, not 100%.[11] Heals can multistrike.[12] Multistrike is a chance on hits/crits only, not misses/avoids.[13] Additional Multistrike and Cleave hits are considered procs, so can't proc more things. But, DPoison could Multistrike.[14] Cleaves (and Multistrikes) can crit.[15]
  • Readiness: X% Readiness increases the cooldown recovery rate (aka, divides the cooldown by (1+Readiness)) of *some* class abilities.[16] The number of abilities affected by Readiness will vary by spec (will be listed in spellbook, like Mastery). Coefficient likely to vary too.[17] Readiness will be a competitive benefit, even for WW. Exactly what it will affect is still being decided, but will boost DPS.[18]
  • Haste: Haste breakpoints are gone because the duration of a DoT no longer changes with haste. [19] DoTs now get a 'partial tick' at the end, equal in damage/healing to the ratio of that time and the full tick time.[20] Since DoTs are no longer tied to individual ticks, Blizz can be more lenient about refresh windows. May allow full refresh from last Xsec, or X%.[21]
  • Crit (as before)
  • Mastery (as before)
  • Bonus armor (for tanks) and Spirit (for healers) only appear on rings, neck, trinkets, cloak and weapons. [22] If you want to stack Spirit, get it on all those pieces. But you shouldn't need that much. Spirit will not appear on gloves, hats, etc.[23] The intent of including Spirit and Bonus Armor on these pieces is to make sure some items are still valuable only to healer and tank specs, helping to make sure they don't have too much competition for gear against the more numerous DPS players in a given group. In the case of Bonus Armor, this stat fills the niche that Dodge and Parry fill today.

Tertiary stats

Tertiary stats are not set in stone, but currently include: Cleave, Sturdiness, Speed (movement speed), Leech, Avoidance (-% AoE damage taken), and Inspiration.[24][25] Items can have a maximum of one tertiary stat on them.[26] Generally tertiary stats are not expected to have a limit. Speed in particular may need one, but that would be a global Speed cap, not a cap on Speed from gear.[27]

  • Avoidance (reduced area effect damage taken)
  • Cleave: X% Cleave = X% chance for single-target abilities to also hit a second nearby target, +X% damage/healing on multi-target abilities.[28] As with Multistrike, Cleave still counts as one cast, not multiple casts. (i.e. Mind Blast won't generate 2 orbs)[29] No cleaving or multistriking of Fears, Polymorphs, etc.[30] Cleaves (and Multistrikes) can crit.[31]
  • Inspiration (heal on damage received)
  • Leech: (heal on damage dealt) Works off every hit.[32]
  • Speed: Movement Speed is changing to be calculated additively [from multiplicatively], and most movement speed buffs will stack.[33] For example, two separate 50% movement speed increases on you will result in 200% movement speed, not 225%.[34]
  • Inv pet goat [Sturdiness] (reduced durability damage)

Patch changes

  • Mists of Pandaria Patch 5.0.4 (2012-08-28):
    • Intellect: No longer affects mana pools
  • Cataclysm Patch 4.2.0 (2011-06-28):
    • Agility: Death knights, paladins and warriors no longer gain dodge from agility.
    • Strength: Death knights, paladins and warriors now gain parry rating equal to 27% of their extra strength (up from 25%)
  • Cataclysm Patch 4.0.1 (2010-10-12):
    • Strength: Now gives 0.25 parry ratting per point to plate wearing classes.
    • Stamina: Now gives 14 health per point (up from 10).
    • Agility: Now provides 2 melee attack power per point to rogues, shamans and druids and no longer increases armor.
    • Intellect: Now provides Spell power.
    • Spirit: No longer increases Health regeneration.
    • Defense: Stat has been removed from gear.
    • Block value: Stat has been removed.
    • Armor Penetration: Stat has been removed from gear, all previous items with ArP have had it converted to Crit or Haste depending on which stats was not present in the item. (Still exists in skills, debuffs, etc.)
    • Mana Regeneration: Stat has been removed, all previous items with MP5 have had it converted to Spirit.
    • Spell power: Has been removed on most items. (Usually found only on weapons now.)
    • Resilience: No longer reduces chance of receiving a critical hit and is now a flat reduction on damage taken from other players.
    • Mastery: New stat has been introduced.
  • Wrath-Logo-Small Patch 3.2.0 (2009-08-04):
    • Agility: The amount of agility required per percentage of dodge has been increased by 15%. This change required recalibrating the amount of dodge a player has with 0 agility by a slight amount as well, so all players will see their dodge percentage vary a small amount.
    • Block rating: The amount of bonus block value on all items has been doubled. This does not affect the base block value on shields or block value derived from strength.
    • Dodge Rating: The amount of dodge rating required per percentage of dodge has been increased by 15%. This is before diminishing returns. Combined with other changes, this makes dodge rating and parry rating equally potent before diminishing returns apply.
    • Mana Regeneration: All items that provide "X mana per five seconds" have had the amount of mana they regenerate increased by approximately 25%.
    • Parry Rating: The amount of parry rating required per percentage of parry has been reduced by 8%. This is before diminishing returns. Combined with other changes, this makes dodge rating and parry rating equally potent before diminishing returns apply. Parry still diminishes more quickly than dodge.
    • Resilience: No longer reduces the amount of damage done by damage-over-time spells, but instead reduces the amount of all damage done by players by the same proportion. The other effects of resilience (reducing critical chance, critical damage and mana drain effects) have not changed.

References

 
  1. ^ Blizzard Entertainment Tseric 2005-12-01. Re: 100 int can't be = 1% crit. WoW US Mage forum. Archived from the original on 2005-12-01. Retrieved on 2007-10-03.
  2. ^ Blizzard Entertainment Tseric 2006-05-31. Re: 59.5 int per crit for *every* class.. WoW US General forum. Archived from the original on 2006-05-31. Retrieved on 2007-10-03.
  3. ^ Whitetooth 2008-07-30. Combat Ratings at level 80. Retrieved on 2009-06-12.
  4. ^ https://twitter.com/Celestalon/status/403708912035061760
  5. ^ https://twitter.com/Celestalon/status/405430407824306176
  6. ^ https://twitter.com/Celestalon/status/405458054839144448
  7. ^ https://twitter.com/Celestalon/status/403314937218338816
  8. ^ https://twitter.com/Celestalon/status/403340514088329216
  9. ^ https://twitter.com/Celestalon/status/403315072514002945
  10. ^ https://twitter.com/Celestalon/status/403315388651294721
  11. ^ https://twitter.com/Celestalon/status/403315506569953280
  12. ^ https://twitter.com/Celestalon/status/403321284055949312
  13. ^ https://twitter.com/Celestalon/status/403337497549086720
  14. ^ https://twitter.com/Celestalon/status/403339702595366912
  15. ^ https://twitter.com/Celestalon/status/404019507141681152
  16. ^ https://twitter.com/Celestalon/status/403619611364425728
  17. ^ https://twitter.com/Celestalon/status/403619951409233920
  18. ^ https://twitter.com/Celestalon/status/405405717965721600
  19. ^ https://twitter.com/Celestalon/status/405552253479575552
  20. ^ https://twitter.com/Celestalon/status/405552346144321536
  21. ^ https://twitter.com/Celestalon/status/405554136545886208
  22. ^ https://twitter.com/Ghostcrawler/status/403316608442966017
  23. ^ https://twitter.com/Ghostcrawler/status/403316779880955904
  24. ^ https://twitter.com/Celestalon/status/404028230950068224
  25. ^ Crithto 2013-11-26. Gear Changes in Warlords of Draenor.
  26. ^ https://twitter.com/Celestalon/status/404417900447952896
  27. ^ https://twitter.com/Celestalon/status/405468629786836992
  28. ^ https://twitter.com/Celestalon/status/404008273407270912
  29. ^ https://twitter.com/Celestalon/status/404008344936919041
  30. ^ https://twitter.com/Celestalon/status/404017839020847104
  31. ^ https://twitter.com/Celestalon/status/404019507141681152
  32. ^ https://twitter.com/Celestalon/status/404029328213569536
  33. ^ https://twitter.com/Celestalon/status/405446892290445312
  34. ^ https://twitter.com/Celestalon/status/405446965489446912

External links

nl:Attributes