It also occurred to me that part of the questline required dire maul. Another inherent time lock.
12/21/2017 10:39 AMPosted by WilliamsT0.5 should wait for the correct content patch just as it did in the original game.
T0.5 originated because of schedule incapabilities. For players who couldn't PvE and only PvP due to population demand and progression, this was a source of content for them regardless of how late it was released. I remember spending a week on Alcaz Island and soloing elites for 20 bloodkelp just to complete a chain quest. Eventually, as my server started to expand more and find that raiding was easier, they started to flex their time out and later on our server had a near 24 hr clock on weekends.
I do agree that they should wait until the correct content patch as it did in the game, alot of players will not find it useful nowadays since society is more open,easier to connect, and it won't be our 1st rodeo in raiding, but back then it was just god awful yet worth the trip.
12/21/2017 02:06 PMPosted by Efdaqefawew12/21/2017 01:44 PMPosted by DazelleJust to be clear I will admit I'm wrong if I'm proven wrong, but I specifically remember having to asses this new haste stat during AQ40 (which I could be mis-remembering), I also have gear links like this that show haste
https://wow.gamepedia.com/Feralheart_Spaulders
But I also have gear links like this that don't show haste
https://db.vanillagaming.org/?item=22112
so I'm still fairly confident Haste was introduced in Vanilla, but I'm no longer 100% of this :)
There was no crit rating in Vanilla either, that was added in TBC. The gamepedia link shows an updated version of the item that never existed in Vanilla.
Haste rating didn't really start to show up on gear until mid-late TBC.
There are some "haste effects" in Vanilla. There's a 1% attack speed on gloves enchant, Mind Quickening Gem, Flurry, and a few things here or there.
I'll buy that, my main point still stands about more useful stats for PvE on the T0.5 sets though!
12/21/2017 11:41 AMPosted by EfdaqefawewThis is a pretty big simplification. In Vanilla, it's a PvP set if it has a lot of stamina relative to similar tiered gear. I don't know if this is the case for tier .5, but I doubt it. Point is, a set isn't a "PvP set" just because of the set bonuses.
By that logic, you could argue that Stormrage (Druid T2) is a better PvP set than the Rank 13 PvP set because it has more Stamina.
Your assessment about Stamina only applies to pure classes. It's only the focus because Rogues/Warriors have no need for Intellect or Spirit and Mages/Warlocks have no need to Strength or Agility, thus Stamina becomes the singular stat that pure classes use to distinguish between PvE and PvP gear.
Which is why the next logical step is to look at set bonuses for an indication as to the purpose of its design.
Actually if you look at ALL the stats, not just the ones you cherry picked you'll notice they are actually good for both. The first two examples you gave are also on the tier 0 version of those sets which people absolutely used when they started to raid. You'll also notice a lot of the T0 sets traded Spirit for Crit/Hit/haste, all of which are significant PvE upgrades.
So sure, the T0.5 sets aren't perfectly itemized for PvE (It was vanilla though, itemization was generally bad on all gear), but they were definitely an upgrade for PvE over the T0 sets if you actually look at all of their stats and not just a couple of the bad ones.
I was only cherry-picking the pure classes because they are the most confined stat-wise. Let's broaden the scope and look at Druids and Priests, as they are the standard raid healers on both factions (including Paladins/Shamans would be redundant). I would like to point out that 3/4 healing classes are hybrids and unlike pure classes, hybrids are in need of a little bit of everything to be as adaptable as possible in PvP.
Druid
Feralheart (Druid Dungeon Set 2):
Intellect - 108
Spirit - 85
Stamina - 95
Strength - 86
Agility - 64
+92 spell dmg/heal (including 6pc set bonus)
Cenarion (Druid Tier 1):
Intellect - 158
Spirit - 112
Stamina - 116
Strength - 0
Agility - 0
+125 healing
Priest
Vestments of the Virtuous (Priest Dungeon Set 2):
Intellect - 115
Spirit - 96
Stamina - 108
+120 spell dmg/heal (including 6pc set bonus)
Vestments of Prophecy (Priest Tier 1):
Intellect - 171
Spirit - 117
Stamina - 113
+135 healing
Considering the fact that the holy trinity of raiding (tanks/dps/heals) is the status quo for all of PvE, both of the Dungeon Sets here indicate a different purpose. Why is there Strength and Agility on the Druid set? Why is the Priest Dungeon Set aimed more at +dmg/heal instead of just +heal?
These are rhetorical questions, of course. It's obvious that the Dungeon Sets are not purely meant for PvE, thus they are more applicable in PvP. I didn't even bring up the set bonuses for all of the casters, which always pertain to "getting struck in combat" which isn't supposed to happen at all in PvE.
The only way for the designers to indicate a GENERAL purpose of a set is through set bonuses. Tier 1 has a very clear purpose for fitting within that trifecta of healing, whereas Dungeon Set 2 has a much more versatile array of bonuses and stats to utilize for PvP.
As I said before, pure classes typically distinguish PvP gear from PvE gear based on the singular stat of Stamina. A better gauge for a set's purpose is to look at what the hybrid stats/bonuses are.
When I said these are PvP sets, you assumed that I meant purely PvP and not even close to applicable in PvE. People raided MC with the basic Tier 0.5 gear all the time, so obviously they can be used in PvE. I could have worded it more clearly and said they are geared towards PvP for the people that can't be bothered to grind Rank 13, but they're definitely not as clearly defined as Tier 1.
The main point is that these sets are obviously huge upgrades from Tier 0.5, but they won't be game breaking because A.) They take a long time to get/upgrade, and B.) The raids are going to be tuned up anyways.
Most people who are bent on raiding will probably not even bother getting the full upgraded Dungeon Set since it takes so long. They'll still be walking into MC with blues and a good amount of greens, just as I remember doing way back when. Let those who want to farm this set do it right off the bat and use it for it's general function in PvP. It's comparable to the Rank 10 PvP gear and that's nothing to shake a stick at. ;)
1 Like
12/21/2017 11:41 AMPosted by EfdaqefawewThis is a pretty big simplification. In Vanilla, it's a PvP set if it has a lot of stamina relative to similar tiered gear. I don't know if this is the case for tier .5, but I doubt it. Point is, a set isn't a "PvP set" just because of the set bonuses.
By that logic, you could argue that Stormrage (Druid T2) is a better PvP set than the Rank 13 PvP set because it has more Stamina.
Your assessment about Stamina only applies to pure classes. It's only the focus because Rogues/Warriors have no need for Intellect or Spirit and Mages/Warlocks have no need to Strength or Agility, thus Stamina becomes the singular stat that pure classes use to distinguish between PvE and PvP gear.
Which is why the next logical step is to look at set bonuses for an indication as to the purpose of its design.Actually if you look at ALL the stats, not just the ones you cherry picked you'll notice they are actually good for both. The first two examples you gave are also on the tier 0 version of those sets which people absolutely used when they started to raid. You'll also notice a lot of the T0 sets traded Spirit for Crit/Hit/haste, all of which are significant PvE upgrades.
So sure, the T0.5 sets aren't perfectly itemized for PvE (It was vanilla though, itemization was generally bad on all gear), but they were definitely an upgrade for PvE over the T0 sets if you actually look at all of their stats and not just a couple of the bad ones.
I was only cherry-picking the pure classes because they are the most confined stat-wise. Let's broaden the scope and look at Druids and Priests, as they are the standard raid healers on both factions (including Paladins/Shamans would be redundant). I would like to point out that 3/4 healing classes are hybrids and unlike pure classes, hybrids are in need of a little bit of everything to be as adaptable as possible in PvP.
Druid
Feralheart (Druid Dungeon Set 2):
Intellect - 108
Spirit - 85
Stamina - 95
Strength - 86
Agility - 64
+92 spell dmg/heal (including 6pc set bonus)
Cenarion (Druid Tier 1):
Intellect - 158
Spirit - 112
Stamina - 116
Strength - 0
Agility - 0
+125 healing
Priest
Vestments of the Virtuous (Priest Dungeon Set 2):
Intellect - 115
Spirit - 96
Stamina - 108
+120 spell dmg/heal (including 6pc set bonus)
Vestments of Prophecy (Priest Tier 1):
Intellect - 171
Spirit - 117
Stamina - 113
+135 healing
Considering the fact that the holy trinity of raiding (tanks/dps/heals) is the status quo for all of PvE, both of the Dungeon Sets here indicate a different purpose. Why is there Strength and Agility on the Druid set? Why is the Priest Dungeon Set aimed more at +dmg/heal instead of just +heal?
These are rhetorical questions, of course. It's obvious that the Dungeon Sets are not purely meant for PvE, thus they are more applicable in PvP. I didn't even bring up the set bonuses for all of the casters, which always pertain to "getting struck in combat" which isn't supposed to happen at all in PvE.
The only way for the designers to indicate a GENERAL purpose of a set is through set bonuses. Tier 1 has a very clear purpose for fitting within that trifecta of healing, whereas Dungeon Set 2 has a much more versatile array of bonuses and stats to utilize for PvP.
As I said before, pure classes typically distinguish PvP gear from PvE gear based on the singular stat of Stamina. A better gauge for a set's purpose is to look at what the hybrid stats/bonuses are.
When I said these are PvP sets, you assumed that I meant purely PvP and not even close to applicable in PvE. People raided MC with the basic Tier 0.5 gear all the time, so obviously they can be used in PvE. I could have worded it more clearly and said they are geared towards PvP for the people that can't be bothered to grind Rank 13, but they're definitely not as clearly defined as Tier 1.
The main point is that these sets are obviously huge upgrades from Tier 0.5, but they won't be game breaking because A.) They take a long time to get/upgrade, and B.) The raids are going to be tuned up anyways.
Most people who are bent on raiding will probably not even bother getting the full upgraded Dungeon Set since it takes so long. They'll still be walking into MC with blues and a good amount of greens, just as I remember doing way back when. Let those who want to farm this set do it right off the bat and use it for it's general function in PvP. It's comparable to the Rank 10 PvP gear and that's nothing to shake a stick at. ;)
This is too long a post for me to read all of it, but the Druid .5 set is a feral PvP set, yes. In Vanilla, feral sets that were good for PvP included a nice spread of stats, some int was nice to have, and a little +damage/healer wasn't bad either.
But, in general, the tier .5 sets are not geared toward PvP any more than any other tier. All of tier 0 has a 200 armor bonus as the last set bonus, which is useless for most classes in PvE. That doesn't make tier 0 a PvP set.
B.) The raids are going to be tuned up anyways.
Citation needed.
B.) The raids are going to be tuned up anyways.
Citation needed.
Blizzard would be dumb to not do so, assuming they off the bat go with 1.12 class balancing and such.
By the by, read his entire post. It's well thought out and worth it, IMHO.
Yeah, "Blizzard would be dumb not to" is really not a good argument, sorry.
Also, if you can't condense your argument into a few short paragraphs I'm not going to read it. We aren't proving theorems here. "Your opinion about Vanilla WoW set" should not take up that much space.
Also, if you can't condense your argument into a few short paragraphs I'm not going to read it. We aren't proving theorems here. "Your opinion about Vanilla WoW set" should not take up that much space.
1 Like
12/21/2017 02:41 PMPosted by Chriss44AC13Let's broaden the scope and look at Druids and Priests,
I did read your entire post but I think we're getting a little off track. I was never really arguing what the T0.5 sets focus was, I was simply stating that they are a significant PvE upgrade over their T0 counterparts. Lets take a look at the T0 and T0.5 sets
Priest
Vestments of the Devout (Priest Dungeon Set 1)
Int - 134
Spirit - 110
Stam - 76
+Healing - 23
MP5 – 0
Crit – 0%
Vestments of the Virtuous (Priest Dungeon Set 2)
Int - 115
Spirit - 96
Stam - 108
+Healing - 120
MP5 – 27
Crit – 1%
Druid
Wildheart Raiment (Druid Dungeon Set 1)
Str - 26
Int - 122
Agi - 12
Stam - 65
Spirit - 110
+Healing - 15
MP5 – 0
Feralheart (Druid Dungeon Set 2)
Str - 86
Int - 112
Agi - 64
Stam - 95
Spirit - 85
+Healing - 92
MP5 – 8
You’ll notice that the only +Healing from both T0 sets are from the set bonus, both T0.5 sets trade in a small amount of primary raid stats (Int and Spirit) for a very large amount of +Healing and MP5.
No serious raider is going to ignore the massive upgrade T0.5 gives when starting on a fresh server. Can you imagine the sustain downranking with the MP5 and +healing those bonuses give? Sure T1 is better, but as I’ve said before it takes a LONG time to gear 40 people up, especially since a guild starting a half way tuned MC in blues and greens aren’t going to get very far. It will be much much quicker for players to collect pieces of T0.5 than waiting to gear up through MC/Ony, and gearing up with T0.5 will help speed up the gearing process from Ony/MC by helping progression.
In addition to this, they can’t tune MC for T0.5 sets if they take significant effort because that will heavily punish the more casual players, and if they tune MC for T0 then the serious raiders farming T0.5 will have a notable advantage. I’m not sure why you and several others think guilds are going to hit 60 and immediately clear all of MC/Ony in greens and blues and get decked out in raid gear. It’s going to be a slow, weekly process for most guilds that leaves a LOT of time to collect T0.5 which would only be speed up the clearing of MC/Ony which is why I don’t think it should exist at first.
Tier .5 was released way too late in classic. I never completed more than the first few, as the gear was irrelevant for me. I had guild mates that did the entire chain, just to do the content.
If we are talking about time gating tier .5, I feel it should be witheld until at least Blackwing Lairs' release. I'd rather see the .5 used as filler for gear you didn't get in Molten Core, rather than used for progression in Molten Core.
If we are talking about time gating tier .5, I feel it should be witheld until at least Blackwing Lairs' release. I'd rather see the .5 used as filler for gear you didn't get in Molten Core, rather than used for progression in Molten Core.
1 Like
12/21/2017 04:46 PMPosted by EfdaqefawewYeah, "Blizzard would be dumb not to" is really not a good argument, sorry.
Also, if you can't condense your argument into a few short paragraphs I'm not going to read it. We aren't proving theorems here. "Your opinion about Vanilla WoW set" should not take up that much space.
So short summaries and long explanations are not worthy of your considerations.
12/21/2017 05:27 PMPosted by BelowTier .5 was released way too late in classic. I never completed more than the first few, as the gear was irrelevant for me. I had guild mates that did the entire chain, just to do the content.
If we are talking about time gating tier .5, I feel it should be witheld until at least Blackwing Lairs' release. I'd rather see the .5 used as filler for gear you didn't get in Molten Core, rather than used for progression in Molten Core.
It is ironic that in many threads people point at MC as a faceroll raid, while in this one D2 (that raiders all but ignored in vanilla) is somehow something people would strive for in order to do MC.
Sorry, just not buying it. Besides, it would already be timegated until as mentioned earlier, DM and war effort came to be.
12/21/2017 05:35 PMPosted by Brokenwind12/21/2017 05:27 PMPosted by BelowTier .5 was released way too late in classic. I never completed more than the first few, as the gear was irrelevant for me. I had guild mates that did the entire chain, just to do the content.
If we are talking about time gating tier .5, I feel it should be witheld until at least Blackwing Lairs' release. I'd rather see the .5 used as filler for gear you didn't get in Molten Core, rather than used for progression in Molten Core.
It is ironic that in many threads people point at MC as a faceroll raid, while in this one D2 (that raiders all but ignored in vanilla) is somehow something people would strive for in order to do MC.
Sorry, just not buying it. Besides, it would already be timegated until as mentioned earlier, DM and war effort came to be.
It's true. The T.5 was content for non raiders, and a way to improve their gear.
Now people want to use it as progression gear in the first raid:)
12/21/2017 05:35 PMPosted by Brokenwind12/21/2017 05:27 PMPosted by BelowTier .5 was released way too late in classic. I never completed more than the first few, as the gear was irrelevant for me. I had guild mates that did the entire chain, just to do the content.
If we are talking about time gating tier .5, I feel it should be witheld until at least Blackwing Lairs' release. I'd rather see the .5 used as filler for gear you didn't get in Molten Core, rather than used for progression in Molten Core.
It is ironic that in many threads people point at MC as a faceroll raid, while in this one D2 (that raiders all but ignored in vanilla) is somehow something people would strive for in order to do MC.
Sorry, just not buying it. Besides, it would already be timegated until as mentioned earlier, DM and war effort came to be.
It's not that anyone needs tier .5 to do MC, but people will do it if it's there, and it will make the content easier.
You only get 1 shot at MC a week. You can kill each boss once, and you've got at least 40 people to gear. The idea that people won't do tier .5 or DM or UBRS or whatever other non-raid content for upgrades is ridiculous. People will spend their non-raid time replacing slots. People will not say "Oh we're clearing MC anyway, I'll just wait 6 months for everyone to be MC geared."
Also, some of the tier .5 sets may be worthwhile forever. I mentioned this on page 1, but I would say no one really knows how good 4 piece Darkmantle is for rogues. Depending on the proc rate, it could be better than tier 3. Really.
12/21/2017 04:46 PMPosted by EfdaqefawewYeah, "Blizzard would be dumb not to" is really not a good argument, sorry.
Also, if you can't condense your argument into a few short paragraphs I'm not going to read it. We aren't proving theorems here. "Your opinion about Vanilla WoW set" should not take up that much space.
In this particular case, it actually is a valid argument because they are well aware that there are guilds that are speed-running MC and BWL in less than 30 minutes each. I don't think "the Vanilla experience" would accommodate speed-running as readily as Nostalrius did.
Also, I'm sorry about that last post taking up so much space. I'll try to keep it short.
12/21/2017 05:03 PMPosted by DazelleI did read your entire post but I think we're getting a little off track. I was never really arguing what the T0.5 sets focus was, I was simply stating that they are a significant PvE upgrade over their T0 counterparts. Lets take a look at the T0 and T0.5 sets
Priest
Vestments of the Devout (Priest Dungeon Set 1)
Int - 134
Spirit - 110
Stam - 76
+Healing - 23
MP5 – 0
Crit – 0%
Vestments of the Virtuous (Priest Dungeon Set 2)
Int - 115
Spirit - 96
Stam - 108
+Healing - 120
MP5 – 27
Crit – 1%
Druid
Wildheart Raiment (Druid Dungeon Set 1)
Str - 26
Int - 122
Agi - 12
Stam - 65
Spirit - 110
+Healing - 15
MP5 – 0
Feralheart (Druid Dungeon Set 2)
Str - 86
Int - 112
Agi - 64
Stam - 95
Spirit - 85
+Healing - 92
MP5 – 8
You’ll notice that the only +Healing from both T0 sets are from the set bonus, both T0.5 sets trade in a small amount of primary raid stats (Int and Spirit) for a very large amount of +Healing and MP5.
I had a feeling you would break these two sets down and I'm glad to see it! The T0 sets were as basic as a set gets. They were the first sets that anybody really aimed for at Level 60 and they all looked pretty cool. It's important to contextualize things here because, as has been mentioned, the Tier 0.5 sets came out some time later.
Looking at the gear comparisons here along with the aforementioned Tier 1 sets, it seems that the only reason Blizzard implemented Dungeon Set 2 was to fill in the gaps that they noticed in viable, versatile gear. They didn't have much endgame gear for people to acquire outside of MC/Onyxia (The PvP gear came later too!). They realized that there just weren't many items that accommodate a hybrid's need for every stat.
Even stepping out of the hybrid realm, the Warrior Dungeon Set 2 (Heroism) provides +50 Agility whereas Tier 1 (Might) provides none. Even though the Stamina is obviously less than Tier 1, the Strength is comparable and the Agility adds crit/dodge to top it off. This upgrade, being added later, helps to fill in the gap that Warrior's have in bridging between defensive and offensive gear.
I know that I'm rehashing the same argument here, but it's important to point out the clear distinctions and look for a clear purpose of Dungeon Set 2. The norm back in the day was to go from Dungeon Set 1 to Tier 1 with no alternatives in between the two. The PvP gear came out in patch 1.4, so that was the only alternative that people had for versatile gear until 1.10 when these Dungeon Sets were introduced. The PvP grind was a notorious time sink, so it seems very clear to me that these sets were more intended for PvP. But I digress!
12/21/2017 05:03 PMPosted by DazelleNo serious raider is going to ignore the massive upgrade T0.5 gives when starting on a fresh server. Can you imagine the sustain downranking with the MP5 and +healing those bonuses give? Sure T1 is better, but as I’ve said before it takes a LONG time to gear 40 people up, especially since a guild starting a half way tuned MC in blues and greens aren’t going to get very far. It will be much much quicker for players to collect pieces of T0.5 than waiting to gear up through MC/Ony, and gearing up with T0.5 will help speed up the gearing process from Ony/MC by helping progression.
So let them! It will add that mysterious flair of PvE balance that was in Vanilla! If you wanted to down Ragnaros, you had to be hardcore. This gear doesn't diminish that hardcore mindset, it simply provides another option for those players to gear themselves up within a smaller group setting.
Besides, what reason would Blizzard have to stagger this particular content? Dungeon Set 1 is obtainable right from the get-go and to my knowledge, this stuff is all able to be acquired pre-MC. I can fully understand the demand to stagger BWL, AQ, and Naxxramus, but Dungeon Set 2? It seems ever so trivial!
Let me put it to you like this: If it were to take Blizzard's team an additional week of programming and development to prepare a delayed Dungeon Set 2, would you still insist on it? Would the community insist on it?
12/21/2017 05:03 PMPosted by DazelleIn addition to this, they can’t tune MC for T0.5 sets if they take significant effort because that will heavily punish the more casual players, and if they tune MC for T0 then the serious raiders farming T0.5 will have a notable advantage. I’m not sure why you and several others think guilds are going to hit 60 and immediately clear all of MC/Ony in greens and blues and get decked out in raid gear.
I've never claimed to think guilds will clear MC on the first week in greens and blues. In fact, my previous post makes a 100% confident prediction that they will significantly tune up MC/Ony/BWL.
Besides, I don't know when this perception changed in Vanilla, but it certainly did and and for good reason--When did Ragnaros become considered casual-tier? Why?
It's an honest question. There was a time when Ragnaros was only for the most hardcore and then a few patches later people were calling it Molten Bore. The tuning should demand the same effort and investment as it did when Ascent first downed Ragnaros on April 25th, 2005. This is Ragnaros we're talking about! Not some casual-tier fire elemental of Vanilla's latter days...
12/21/2017 05:03 PMPosted by DazelleIt’s going to be a slow, weekly process for most guilds that leaves a LOT of time to collect T0.5 which would only be speed up the clearing of MC/Ony which is why I don’t think it should exist at first.
I'm not sure how far back you played, but that very same slow, weekly process is what most other guilds took advantage of to deck everybody out in Dungeon Set 1 gear. That grind is going to happen regardless of whether its Dungeon Set 1 or Dungeon Set 2. You also have to remember that Dungeon Set 2 is an upgrade, meaning you need to have already collected all of Dungeon Set 1 to get it. It would actually require more grinding to deck people out in Dungeon Set 2, which renders this whole argument a moot point in regards to PvE.
Thus, I stand by my previous sentiment that these sets were designed for people who wanted solid PvP gear without going through the enormous time sink of the PvP grind. They are beautiful sets with great stats. Will they help in PvE? Absolutely. But you will still have to earn them, and that seems well within the Vanilla spirit!
I'll try to keep it short.
Better luck next time.
12/21/2017 06:18 PMPosted by EfdaqefawewI'll try to keep it short.
Better luck next time.
I suspect it isn't the length but rather reading things that you do not agree with that is holding you back. Once again I read it in entirety and was nodding the whole way through.
For all I know that entire post is agreeing with me.
There's a zero percent chance it's worth my time to read a !@#$ing treatise on "The place occupied by tier .5 in the Vanilla WoW tier continuum."
There's a zero percent chance it's worth my time to read a !@#$ing treatise on "The place occupied by tier .5 in the Vanilla WoW tier continuum."
12/21/2017 06:23 PMPosted by EfdaqefawewFor all I know that entire post is agreeing with me.
There's a zero percent chance it's worth my time to read a !@#$ing treatise on "The place occupied by tier .5 in the Vanilla WoW tier continuum."
The irony is you think players will do the in-game parallel and gear up on D2 to run MC. :)
That guy put a lot of effort into his well thought out points, and you pretty much insult him by not only not reading it, but bashing him for being thorough. Damn dude.
I don't know if I care too much about this however, if they were to err I would prefer they err on the side of adding it too late than too soon.
The irony is you think players will do the in-game parallel and gear up on D2 to run MC. :)
I'm 100% sure people will run UBRS/Strat/Scholo at launch and if tier .5 is available I am 100% sure they will acquire it. It takes a long time to gear up a raid in MC, people aren't just going to chill out and not replace their gear because they're clearing MC every week.
How come all your posts on this forum are so wrong? Like you're misusing the word irony here. Don't use words if you don't know their meaning.
That guy put a lot of effort into his well thought out points, and you pretty much insult him by not only not reading it, but bashing him for being thorough. Damn dude.
If he put effort into his posts, he'd make them readable. No one is interested in reading essays about tier .5, especially if the thesis is "Tier .5 is a secret PvP set."