Showing posts with label reputation. Show all posts
Showing posts with label reputation. Show all posts

Wednesday, January 12, 2011

How to gear up a druid at level 85 without entering an instance

Way back in the days of Wrath of the Lich King, I wrote a post about how to gear up a druid without entering an instance due to my own aversion to dungeons and my hesitance to rely on random drops to gear up. Well, now that Cataclysm has gotten underway, I thought I'd write a similar post for this expansion pack. This post is a collection your options for gearing up a Druid before you set foot in any 5-mans. Keep in mind that some slots don't have very good options, and you are probably better served getting gear for those slots from 5-mans themselves, but I included your options for those slots here just for completion's sake. Like last time, I will give you multiple options for each slot so you can pick the one that best suits you. Since balance druids can dip into resto's sections'for spirit pieces with the talent Balance of Power and the two feral druids share many pieces, I tried to avoid redundancy when there are actually different options for each one. In those cases, if you don't like any of the suggestions for your spec, check your corresponding partner spec's section for other options.

Weapon(s):
Balance: Beak of Julak-Doom (drop from a specific rare mob, most likely to be found on the AH), Insidious Staff (Baradin's Wardons/Hellscream's Reach, revered), Elementium Spellblade (blacksmithing), Very Manly Staff (quest in Twilight Highlands) Staff of Solemn Secrecy (world drop)
Feral (tank): Spear of Trailing Shadows (Baradin's Wardons/Hellscream's Reach, revered), Mobus's Vile Halberd (drop from a specific rare mob), Elementium Poleaxe (blacksmithing), Staff of Old Woes (world drop, most likely to be found on the AH), Staff of Draconic Pacification/Torth-Slayer's Staff (quest in Twilight Highlands)
Feral (DPS): Spear of Trailing Shadows (Baradin's Wardons/Hellscream's Reach, revered), Mobus's Vile Halberd (drop from a specific rare mob), Elementium Poleaxe (blacksmithing), Staff of Old Woes (world drop), Staff of Draconic Pacification/Torth-Slayer's Staff (quests in Twilight Highlands)
Resto: Elementium Hammer (blacksmithing), Shimmering Morningstar (Baradin's Wardons/Hellscream's Reach, revered), Gurgthock's Garish Gorebat (quest in Twilight Highlands), Mace of Apotheosis (world drop)

Off-hand:
Balance: Dungeoneering Guide (inscription), Skyflight Beacon/Air Raid Beacon (quest in Twilight Highlands) Book of Origination (dungeon drop, look on AH)
Resto: Heartbound Tome (world drop), Divine Companion (inscription) Bone-Inlaid Sarcophagus Key (world drop)

Idol:
Balance: Tattooed Eyeball (inscription)
Feral (tank): Halted Clock (world drop), Silver Inlaid Leaf (inscription)
Feral (DPS): Silver Inlaid Leaf (inscription)
Resto: Tattooed Eyeball (inscription)

Head:
Balance: Bloodied Wyrmhide Helm (leatherworking), Hood of Lost Solitude (quest in Twilight Highlands)
Feral (tank): Hood of the Crying Rogue (world drop), Dunwald Winged Helm/Shocktrooper Hood (quest in Twilight Highlands)
Feral (DPS): Hood of the Crying Rogue (world drop), Dunwald Winged Helm/Shocktrooper Hood (quest in Twilight Highlands)
Resto: Bloodied Wyrmhide Helm (leatherworking), Wax-Filled Hood/Mechano-Assembler Headguard (quest in Twilight Highlands)

Neck:
Balance: Lightning Flash Pendant/Yellow Smoke Pendant (Wildhammer Clan/Dragonmaw Clan, exalted), Charm of the Muse (dungeon drop), Eye of Many Deaths (jewelcrafting)
Feral (tank): Elementium Guardian (jewelcrafting), Don Rodrigo's Fabulous Necklace (world drop), Acorn of the Daughter Tree (Guardians of Hyjal, revered)
Feral (DPS): Don Rodrigo's Fabulous Necklace (world drop), Acorn of the Daughter Tree (Guardians of Hyjal, revered), Barnacle Pendant (dungeon drop), Brazen Elementium Medallion or Entwined Elementium Choker (jewelcrafting), Nightrend Choker (world drop), Pendant of Victorious Fury (quest in Twilight Highlands)
Resto: Acanthia's Lost Pendant (dungeon drop), Lightning Flash Pendant/Yellow Smoke Pendant (Wildhammer Clan/Dragonmaw Clan, exalted), Pendant of Elemental Balance (Earthen Ring, honored)

Shoulders:
Balance: Spaulders of Rolling Incineration (quest in Uldum)
Feral (tank): Aledrinker Shoulderpads/Cult-Hide Spaulders (quest in Twilight Highlands)
Feral (DPS): Aledrinker Shoulderpads/Cult-Hide Spaulders (quest in Twilight Highlands)
Resto: Mantle of Wild Feathers/Spaulders of the Endless Plains (Wildhammer Clan/Dragonmaw Clan, honored)

Back:
Balance: Ritssyn's Ruminous Drape (world drop), Cloak of the Dryads (Guardians of Hyjal, honored)
Feral (tank): Zom's Electrostatic Cloak (world drop), Twilight Dragonscale Cloak (leatherworking), Shroud of Dark Memories (dungeon drop)
Feral (DPS): Razor-Edged Cloak (leatherworking)
Resto: Cloak of the Dryads (Guardians of Hyjal, honored)

Chest:
Balance: Chestguard of Nature's Fury (leatherworking)
Feral (tank): Assassin's Chestplate (leatherworking), Sly Fox Jerkin (Guardians of Hyjal, honored)
Feral (DPS): Assassin's Chestplate (leatherworking), Sly Fox Jerkin (Guardians of Hyjal, honored)
Resto: Chestguard of Nature's Fury (leatherworking), Robes of the Loving Ursine (world drop), Wrap of the Fallen City (quest in Uldum)

Wrist:
Balance: Bracers of Caustic Purification (world drop), Keg-Stealer Bracers/Alefire Bracers (quest in Twilight Highlands)
Feral (tank): Bloodied Leather Bracers (leatherworking), Flarefire Bracers/Buildingblast Bracers or Whirlpool Bracers/Dragonheart Bracers (quests in Twilight Highlands)
Feral (DPS): Bloodied Leather Bracers (leatherworking), Keg-Stealer Bracers/Buildingblast Bracers or Flarefire Bracers/Dragonheart Bracers (quests in Twilight Highlands)
Resto: Bracers of Caustic Purification (world drop), Keg-Stealer Bracers/Alefire Bracers (quest in Twilight Highlands)

Hands:
Balance: Aessina-Blessed Gloves (Guardians of Hyjal, revered)
Feral (tank): Stormbolt Gloves/Liar's Handwraps (Wildhammer Clan/Dragonmaw Clan, exalted), Safecracker's Gloves (world drop), Thartuk's Inimitable Gauntlets (drop from a specific rare mob)
Feral (DPS): Stormbolt Gloves/Liar's Handwraps (Wildhammer Clan/Dragonmaw Clan, exalted), Safecracker's Gloves (world drop), Thartuk's Inimitable Gauntlets (drop from a specific rare mob)
Resto: Aessina-Blessed Gloves (Guardians of Hyjal, revered)

Waist:
Balance: Lightning Lash (leatherworking), Belt of the Untamed/Withered Dream Belt (Wildhammer Clan/Dragonmaw Clan, exalted)
Feral (tank): Belt of Nefarious Whispers (leatherworking), Quicksand Belt (Ramkahen, revered), Belt of a Thousand Mouths (drop from a specific rare mob)
Feral (DPS): Belt of Nefarious Whispers (leatherworking), Quicksand Belt (Ramkahen, revered), Belt of a Thousand Mouths (drop from a specific rare mob)
Resto: Lightning Lash (leatherworking), Belt of the Untamed/Withered Dream Belt (Wildhammer Clan/Dragonmaw Clan, exalted)

Legs:
Balance: Blazewing's Furious Kilt (drop from a specific rare mob)
Feral (tank): Swiftflight Leggings/Leggings of the Impenitent (Wildhammer Clan/Dragonmaw Clan, honored), Shaw's Finest Leggings/Garona's Finest Leggings (quest in Twilight Highlands)
Feral (DPS): Swiftflight Leggings/Leggings of the Impenitent (Wildhammer Clan/Dragonmaw Clan, honored), Shaw's Finest Leggings/Garona's Finest Leggings (quest in Twilight Highlands)
Resto: Blazewing's Furious Kilt (drop from a specific rare mob)

Feet:
Balance: Treads of Revelation/Vision-Tainted Treads (quest in Stormwing/Orgrimmar)
Feral (tank): Flameproof Treads/Heartstone Treads (quest in Twilight Highlands)
Feral (DPS): Flameproof Treads/Heartstone Treads (quest in Twilight Highlands)
Resto: Tarvus's Poison-Scarred Boots (drop from a specific rare mob), Treads of Revelation/Vision-Tainted Treads (quest in Stormwing/Orgrimmar)

Rings:
Balance: Band of Singing Grass/Band of Lamentation (Wildhammer Clan/Dragonmaw Clan, revered), Diamant's Ring of Temperance (Therazane, revered), Ring of Warring Elements (jewelcrafting), Abandoned Dark Iron Ring (dungeon drop)
Feral (tank): Felsen's Ring of Resolve (Therazane, revered), Red Rock Band (Ramkahen, revered), Elementium Moebius Band (jewelcrafting)
Feral (DPS): Terrath's Signet of Balance (Therazane, revered), Band of Blades and/or Elementium Destroyer's Ring (jewelcrafting)
Resto: Ring of the Great Whale (dungeon drop), Ammunae's Blessing (Ramkahen, honored), Ring of Warring Elements (jewelcrafting)

Trinkets:
Balance: Stump of Time (Baradin's Wardons/Hellscream's Reach, exalted), Darkmoon Card: Volcano (completing the Volcanic Deck), Talisman of Sinister Order (quest in Uldum)
Feral (tank): Unsolvable Riddle (Baradin's Wardons/Hellscream's Reach, exalted), Mirror of Broken Images (Baradin's Wardons/Hellscream's Reach, exalted), Darkmoon Card: Earthquake (completing the Earthquake Deck)
Feral (DPS): Unsolvable Riddle (Baradin's Wardons/Hellscream's Reach, exalted), Impatience of Youth (Baradin's Wardons/Hellscream's Reach, exalted), Darkmoon Card: Hurricane (completing the Hurricane Deck) Schnotzz's Medallion of Command (quest in Uldum)
Resto: Mandala of Stirring Patterns (Baradin's Wardons/Hellscream's Reach, exalted), Darkmoon Card: Tsunami (completing the Tsunami Deck), Rainsong (dungeon drop)

Monday, January 10, 2011

Speak up, Ramkahen!

It seems Uldum has become the new acceptable target for the blogosphere. From my own post on the motivation dissonance of the place to Spinksville's post on the zone to Murloc Parliament's post about keeping Nazi's out of WoW, there are plenty of negative opinions going on about poor ol' Uldum. Now, I for one found the zone to be pretty enjoyable (though it did have two bad cases of "incomplete storyline" syndrome due to questlines continuing into dungeons); though some people would prefer that WoW take itself more seriously and not reference pop culture as much as it does, I, for one, enjoyed the Harrison Jones quest line. But as for the Ramkahen questline, I found myself decidedly unopinionated. There was nothing wrong with the quests themselves, as far as I'm concerned, but they all felt a little bit empty. And upon reflection, I think they felt empty because I really didn't care all that much about the Ramkahen themselves.

From the beginning of Uldum, the Ramkahen aren't really given much of an introduction. Here is this new race of beings that we have never encountered before, entrenched in a war we have no context for, and upon helping one of them escape the same prison we find ourselves in (one I was able to fly in and out of with no difficulty), we immediately side with them and help them fight their conflict. Yet several questions are left unanswered before we start helping them. Who are these cat people? Where did they come from? Why are they fighting who they are fighting? The exposition on the Ramkahen is decidedly sparse, and though we get some idea of who they are as we fight for them, they never really struck me as sentient beings. Oh sure, they give us quests, buy and sell things to us, and even speak in cutscenes, but something about the Ramkahen prevented me from conceptualizing them as people (by the loosest definition of the term; in fact, let's just go with "humanoids". Something that had made me able to empathize with Sporeggar, with the Sons of Hodir, and with other clearly non-human factions was missing in the case of the Ramkahen.

Maybe it was their models; the Ramkahen's bodies just don't look at all natural to me. I find them to be too top heavy; whenever I look at one, he looks like there should be no way for him to support himself, especially with all their support centered behind their torso due to their centaur-like structure. Their animations don't seem all that natural, either; when they move, a whole lot of their body stays still, and they seem to glide rather than walk or run. But even greater than these issues I have with the models is how difficult it is to see their faces. The face is where we look when we are trying to connect with another human, and something about the Ramkahen's models make finding that face and connecting with it difficult. Maybe it's the absence of any perceivable neck, or even a distinct head. Whatever it is, whenever I looked at the Ramkahen with my camera zoomed out to a normal distance, I just saw a body, with no real face or head to speak of. Sure, they're creations of the titans who probably fell victim to the curse of the flesh, and if they were created by the titans rather than natural selection, it might be permissible for them to have body structure that isn't exactly natural. But Dwarves and Gnomes are in the same boat in terms of being titan creations that fell victim to the curse of the flesh, and they look natural enough.

But even worse than their models, even worse than the fact that they come right out of nowhere and we are expected to accept them and ally with them, is the fact that they are completely silent. I don't mean that they never communicate with us; they certainly do, with their quests and all. What I mean is that they never make any audible sounds. I just have no idea what a member of the Ramkahen sounds like. Even in battle, they make no sounds other than the clang of their weapons. No grunts, no utterations of any kind, just their silent existence. Most other friendly NPCs make some sort of noise when you click on them, but the Ramkahen do not, and I never realized how important those simple sounds were until I clicked on the members of Ramkahen and got nothing. When the game featured that cutscene of the three advisers talking to the king, I had no idea what kind of voice to put to those words because I had no idea what the Ramkahen sounded like. And with no voice to put to their words, they seemed much less human...oid to me. If anything, they seem more like Beasts, and I just can't conceptualize a faction of beasts.

Monday, January 3, 2011

To the dungeons with you!

Over a year ago, during the era of Wrath of the Lich King, I wrote a post about how to get exalted with every faction in the expansion (minus the Ashen Verdict, of course) without championing. In other words, this was a post about how to hit exalted on every faction by yourself, without needing to enter an instance. I was pretty proud of it, if only for the idea, and was looking forward to writing a similar post for Cataclysm's factions. Then Cataclysm came out, and as I plodded my way through the new zones' quests, I was hit by a sad realization: there would be no Cataclysm version of that post, because some factions are impossible to reach exalted with without donning their tabard and entering a 5-man instance. As such, if I should desire to obtain the Wrap of the Great Turtle to tank 5-mans, or if I want the Signet of the Elder Council to boost my stats while I'm out solo-ing, I can't get them by solely by solo-ing. And this doesn't sit right with me. Why, after letting us get exalted with every faction in Wrath of the Lich King by solo-ing, would Blizzard regress in its accommodation of us solo players?

Now, this is nothing new. Many of the factions in Burning Crusade required players to enter dungeons in order to earn reputation with them beyond a certain point (Honor Hold/Thrallmar come to mind), as did many of the factions in vanilla WoW. Wrath of the Lich King, however, moved away from this model by giving every one of its factions (minus one that was clearly designed around a specific raid) a way for players to earn reputation with that faction on their own. This was a good move on their part, in my opinion, for though those ways of earning reputation on one's own were often slower than championing, they gave solo players something to work for, as well as something to do, and they gave players a way to earn faction reputation that wasn't dependent on the competence of other players.

But there is one other major difference between the two expansion packs, one which may explain Blizzard's shift in design philosophy. In Wrath of the Lich King, the gear earned through reputation was the same ilevel as the gear earned through heroics, the primary source of reputation. The gear dropped by the last boss in all of the pre-3.2 heroics and the gear awarded at exalted status with Wrath-era factions were both ilevel-200 epics, and the gear dropped by all other heroic bosses and awarded at revered with the factions were ilevel-200 rare gear. In other words, factions awarded gear that was on par with what was awarded by heroics at the time, so by running heroics to earn reputation with various factions, players would be getting gear that was just as good as the gear they were trying to earn. What this meant was that it was quite possible for players, in the process of trying to earn one specific piece of gear, to earn another piece of gear that would render the reputation-awarded piece unneeded.

This has changed between Wrath of the Lich King and Cataclysm, and in my mind, that change justifies some factions requiring dungeon runs if we wish to reach exalted with them. It is this one change that prevents this post from being one in which I merely complain about how this change to the faction design philosophy is unfair to those who don't wish to run dungeons. You see, heroics no longer drop epics. Heroics in Cataclysm drop ilevel 346 rare gear, while reaching exalted with a Cataclysm faction gives you access to ilevel 359 epics. This means that running heroics doesn't give you better gear than the gear you are trying to earn by hitting exalted with whatever faction you are trying to get exalted with. In fact, outside of crafted epics, the epics awarded by reaching exalted with a faction are currently the best gear one can get outside of raids. (With the exception of the epics that you can get if you save up enough valor points doing your daily random heroic, but it takes a couple of weeks of running a random heroic each day in order to earn enough points for just one piece of gear, so that's by no means a practical way to deck yourself out in epics.)

What this all means is that in order to obtain the best gear you can obtain outside of a raid, you will have to do the hardest thing you can do outside of a raid, i.e. running dungeons. This wasn't the case in Wrath of the Lich King, where gear awarded by factions wasn't the best gear available outside of a raid: you had the drops from the last bosses of each heroic, the emblem of heroism gear, and the crafted gear. But those first two sources of epics outside of a raid no longer award epics, so we players are left with factions and professions as avenues to earn epics without raiding. And since ilevel 359 epics are the best gear one can earn outside of a raid, it makes sense that to earn them, you should need to do the hardest thing you can do outside of a raid: running dungeons. (And the fact that crafted epics require Chaos Orbs, which are bind-on-pick-up and are dropped by the last bosses in heroics, further fits this trend.) To me, that seems like a fair trade.

Monday, October 26, 2009

What I would like to see in Cataclysm. Part 1: Professions

We have all had some time to think about what we would like to see in the new expansion, and I especially have high hopes for this one. Because Cataclysm will remake Azeroth completely, it will basically be WoW 2. This means that Blizzard has many opportunities to do things over and improve the game in a vast number of ways, and I hope they take advantage of those opportunities. I'd like to discuss some specific ways I hope the game is improved, starting with an aspect of the game that I think has become particularly bland since the release of the last expansion: professions.

As I went over in my post on the homogonization of Wrath of the Lich King solo content, professions have become simplified, streamlined, and boring. Perhaps I feel this the most because I am an enchanter, and we get all of our recipes (excluding the odd raid drop) from trainers and the shard vender. That is an incredibly boring way to get recipes, and it quickly grows grindy. As it stands now, almost all professions get the majority of their recipes from some kind of currency vendor or from reputations. Alchemy and Inscription add some variety with their research mechanics, but I want more.

Now granted, I'm not going to attempt to glorify the days of limited quantity recipes in Burning Crusade, where you needed to visit Wowhead, look for all recipes sold by vendors, and fly around to visit all of them, and ditto for recipes that dropped from mobs. I would like a little more transparency in my recipe acquirement, but the current system takes it too far. What I would like is some sort of happy medium. Profession-specific quests are out of the question, for Blizzard has expressed a big aversion to quests that a limited part of the player population can see. But what if we had quests for professions that offered a recipe for whatever crafting profession(s) you have? After your trainer has taught you all they can, they can send you off to some artisan who you help in a way that would vary based on your profession (the only thing that would vary between the quests would be the specific items that would be the goals of the quest, such as a specific potion or enchanting a piece of the artisan's armor, so it wouldn't be that difficult to make different versions of the quests for each profession). The quest text could be very vague to allow for this kind of variation. For example, the artisan could say, "I seek to understand the more benevolent forces of this world. Can you help me with that?" An alchemist could make a spirit potion, a blacksmith could make a blue healadin armor piece, an enchanter could enchant one of the artisan's pieces for spirit, a scribe could make a few glyphs for healing spells, etc. He could also send you out to collect quest items to help him in his research. You would then turn in the quest and get a recipe as a reward. Perhaps an MP5 flask for alchemy, an epic healadin set for blacksmiths, an upgraded mooncloth set for tailors, jumper cables for engineers, etc. This could make acquiring recipes more of a challenge without making it difficult, and it would certainly make being able to craft said item more satisfying.

Another issue I have with professions as they are now is the lack of exclusive benefits for the crafter. I know that balancing these benefits was an issue in Burning Crusade, but as it stands now, every profession with the exception of Engineering and Tailoring gives the exact same stat benefits to the crafter, but it just gives them in different ways. Scroll down to the seventh paragraph in my homogenization post to see an example. While this makes balancing easier, the fact is that it's not enough. Crafter-specific benefits have been simplified to the point of irrelevance, and that makes professions suffer.

But what can be done without throwing the crafting system into imbalance? Many of the simplifications resulted from failed crafter-only benefits, such as potion chugging when combined with an alchemist's stone and BoP crafter armor. While we need simple benefits like the ones in the game right now, we also need benefits that will make the professions more interesting and make choosing a profession a more consequential choice. I'm talking about bringing back that fourth glyph slot for scribes. I'm talking about make the alchemist's stone a worthwhile trinket worth wearing into raids. I'm talking about bringing profession-dependent set bonuses back to crafted BoE starter gear (such as that on the heavy clefthoof set from BC). Yes, these kinds of things are difficult to balance, but when the alternative is homogenization on such a level that it makes professions almost irrelevant to the game, I think it's worth it.

So those are my thoughts on professions. I hope to go over some other aspects of the game I hope to see improved, such as solo-content. Until then, what changes would you like to see to professions in Cataclysm?

Wednesday, September 9, 2009

How to gear up a druid at level 80 without ever entering an instance

One of the things that many guides for gearing up a druid assume is that you are willing to run heroics to get gear. Nothing against 5-mans, but I'm not ready to depend on a chance drop for gearing up. That's why I give you this guide. It gives you ways to gear up your druid without ever needing to run an instance. In other words, you can do do it all alone (with the exception of crafted items). I'll also give you multiple options for a specific slot when your best choice is either expensive or takes a long time to get.

Disclaimer: Some of these items are difficult to get if you don't enter an instance, as it will be more difficult for you to get the associated reputation. It is possible, though, to get exalted with the associated factions without running an instance, and that's the point. If you need help on getting exalted with those hard-to-level factions, check out my guide on said topic here.

Weapon(s):
Balance: Titansteel Guardian or Titansteel Spellblade* (Blacksmithing), Flameheart Spell Scalpel (Kirin Tor, revered), Gavel of the Brewing Storm (Wyrmrest Accord, revered)
Feral (tank): Silvery Sylvan Stave/Staff of Feral Furies (Argent Tournament), Whale-Stick Harpoon (Kalu'ak, revered)
Feral (DPS): Silvery Sylvan Stave/Staff of Feral Furies (Argent Tournament), Titansteel Destroyer (Blacksmithing), Argent Skeletal Crusher (Argent Crusade, revered)
Resto: Dagger of Lunar Purity/Scalpel of the Royal Apothecary (Argent Tournament), Titansteel Guardian (Blacksmithing), Gavel of the Brewing Storm (Wyrmrest Accord, revered)

Off-hand:
Balance: Faces of Doom (Inscription), Prison Manifesto (BoE)
Resto: Faces of Doom (Inscription), Prison Manifesto (BoE)

Idol:
Balance: Idol of Arcane Terror (Grizzly Hills PvP)
Feral (tank): Idol of Perspicacious Attacks (Grizzly Hills PvP), Idol of the Plainstalker (Borean Tundra quests)
Feral (DPS): Idol of the Plainstalker (Borean Tundra quests)
Resto: Idol of Pure Thoughts (Grizzly Hills PvP)

Head:
Balance: Helm of the Majestic Stag (Kirin Tor, honored)
Feral (tank): Helm of the Avenging Protector (Scholazar Basin quests)
Feral (DPS): Helm of the Avenging Protector (Scholazar Basin quests)
Resto: Helm of the Majestic Stag (Kirin Tor, honored)

Neck:
Balance: Chain of Latent Energies (BoE), Titanium Spellshock Necklace (Jewelcrafting), Choker of Spiral Focus/Necklace of Stolen Skulls (Argent Tournament)
Feral (tank): Titanium Earthguard Chain (Jewelcrafting)
Feral (DPS): Titanium Impact Choker (Jewelcrafting), Choker of Feral Furies (Argent Tournament)
Resto: Titanium Spellshock Necklace (Jewelcrafting), Necklace of Valiant Blood/Pendent of Emerald Crusader (Argent Tournament), Dragon Prow Amulet (BoE)

Shoulders:
Balance: Dark Runic Mantle (BoE), Purehorn Spaulders (Leatherworking)
Feral (tank): Trollwoven Spaulders (Leatherworking)
Feral (DPS): Spaulders of Egotism (BoE), Trollwoven Spaulders (Leatherworking), Spaulders of Frozen Knives (Sons of Hodir, honored)
Resto: Runecaster's Mantle (BoE)

Back:
Balance: Deathchill Cloak (Tailoring), Dark Soldier Cape (Knights of the Ebon Blade, honored)
Feral (tank): Durable Nerubhide Cloak (Leatherworking), Cloak of Peaceful Resolutions (Wyrmrest Accord, honored)
Feral (DPS): Ice Striker's Cloak (Leatherworking), Cloak of Holy Extermination (Argent Crusade, honored)
Resto: Whispcloak (Tailoring), Reanimator's Cloak (BoE), Shroud of Dedicated Research (Kirin Tor, honored)

Chest:
Balance: Ebonweave Robe (Tailoring), Robes of Crackling Flame (Kirin Tor, exalted), Black Duskweave Robe (Tailoring)
Feral (tank): Exotic Leather Tunic (Utgarde Pinnacle quests)
Feral (DPS): Darkheart Chestguard (Knights of the Ebon Blade, exalted)
Resto: Moonshroud Robe (Tailoring) Robes of Crackling Flame (Kirin Tor, exalted), Ymirjar Physician's Robe (BoE)

Wrist:
Balance: Wraps of the Astral Traveler (BoE), Wound-Binder's Wristguards (Knights of the Ebon Blade, revered)
Feral (tank): Drake-Champion's Bracers (BoE)
Feral (DPS): Dragonfriend Bracers (Wyrmrest Accord, exalted) Drake-Champion's Bracers (BoE)
Resto: Bands of the Great Tree (BoE), Wound-Binder's Wristguards (Knights of the Ebon Blade, revered)

Hands:
Balance: Ebonweave Gloves (Tailoring), Awakened Handguards (BoE)
Feral (tank): Seafoam Gauntlets (Leatherworking)
Feral (DPS): Seafoam Gauntlets (Leatherworking)
Resto: Moonshroud Gloves (Tailoring), Sterile Flesh-Handling Gloves (Ebon Blade, revered) Awakened Handguards (BoE)

Waist:
Balance: Ghostflicker Waistband (Kirin Tor, exalted), Wrap of the Everliving Tree/Wasteguard of Equine Fury (Argent Tournament)
Feral (tank): Trollwoven Girdle (Leatherworking)
Feral (DPS): Trollwoven Girdle (Leatherworking)
Resto: Sash of Jordan (BoE), Belt of Dark Mending (Knights of the Ebon Blade, exalted)

Legs:
Balance: Windripper Leggings (Leatherworking), Giant Friend Kilt (Sons of Hodir, revered)
Feral (tank): Chain Gang Legguards (BoE)
Feral (DPS): Chain Gang Legguards (BoE)
Resto: Earthgiving Legguards (Leatherworking), Giant Friend Kilt (Sons of Hodir, revered)

Feet:
Balance: Windripper Boots (Leatherworking), Sandles of Crimson Fury (Wyrmrest Accord, exalted)
Feral (tank): Boots of the Neverending Path (Argent Crusade, exalted), Treds of Nimble Evasion/Treads of the Earnest Squire (Argent Tournament)
Feral (DPS): Boots of the Neverending Path (Argent Crusade, exalted), Treds of Nimble Evasion/Treads of the Earnest Squire (Argent Tournament)
Resto: Earthgiving Boots (Leatherworking), Sandles of Crimson Fury (Wyrmrest Accord, exalted)

Rings:
Balance: Titanium Spellshock Ring (Jewelcrafting), Signet of Hopeful Light (Argent Crusade, exalted), Ring of Northern Tears (Jewelcrafting)
Feral (tank): Titanium Earthguard Ring (Jewelcrafting), Ring of Earthen Might (Jewelcrafting)
Feral (DPS): Titanium Impact Band (Jewelcrafting), Stained-Glass Shard Ring (BoE), Ring of Scarlet Shadows (Jewelcrafting)
Resto: Signet of Hopeful Light (Argent Crusade, exalted), Titanium Spellshock Ring (Jewelcrafting)

Trinkets:
Balance:** Cannoneer's Fuselighter (Icecrown Quests), Jouster's Fury (Argent Tournament)
Feral (tank): (If you have any trinkets from BC, use those. Otherwise...) Medallion of Heroism (Dragonblight quests), Crusader's Locket (Icecrown Quests)
Feral (DPS)**: Fezzik's Pocketwatch (Icecrown Quests), Jouster's Fury (Argent Tournament)
Resto:** Cannoneer's Moral (Icecrown Quests)

*If you can get hit-capped with your other gear, take the Guardian; otherwise, take the Spellblade.
**Check this list for green-quality trinkets you may have missed while leveling up. Use it if you don't have enough trinkets to fill your two slots.