Return of the Truly Legendary Items

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Back in the Vanilla we received not one, not two, but three items of legendary status. Crafting these items was arduous and rewarding to complete. They were very lore centric and having one was a big deal Lets look at the first three Legendary items.

Sulfuras, Hand of Ragnarossulfuras4wm

The baby legendary of the initial bunch, this was crafted by combining a Sulfuron Hammer with the Eye of Ragnaros. The part list for the initial hammer was pretty steep I mean take a look at it here.

The Ingot’s only dropped from Golemagg in molten core and 50 arcanite bars was one hell of a tall order. But when you finally got the hammer made and then finally got Ragnaros to drop his eye, you had at the time THE best two hand dps weapon in the game and an item tied to the elemental lords of Azeroth’s birth, and it looked cool too!

Thunderfury, Blessed Blade of the Windseekerthundefury

The big brother to Sulfuras, Thunderfury was yet another item of the Elemental Lords that players could quest and construct. Ragnaros along with his two liuetenants had defeated Thunderaan, Prince of Air and being unable to destroy him completely, bound what was left of his essence into a talisman of elemental binding. A follower of Thunderaan unable to restore his master was instead able to craft a weapon to channel his lords fury and vengeance. To construct it you had to have both binding pieces that were drops from Molten Core bosses Baron Geddon and Garr, and had to gather the components necessary to craft the sword, not least of which required the following

10x [Elementium Bar]

In order to craft an elementium bar you needed to gather 1 [Elementium Ore] (from Blackwing Lair), 1 [Fiery Core], 10 [Arcanite Bar], and 3 [Elemental Flux].

When you finally got the pieces together you had to talk to Demitrian who summons the remaining essence of lord Thunderaan. An outdoor RAID boss fight in silithus later and you get your sword. This item was the best tanking weapon even up through The Burning Crusade. It’s proc alone making it invaluable to raids. Having one was truly amazing, difficult to get and offered a large benefit to any raid group that had one. If you had one you were pretty well set.

Atiesh, Greatstaff of the GuardianActionMedivh

If you’re looking for a lore weapon steeped in Azerothian history this staff delivers and in spades. When Naxxramas was released we got a chance to begin building the staff of the Guardian’s of Tristfall and ultimately Medivh himself. The staff was protected by the Kirin Tor after Medivh was assasinated and then was destroyed when Archimonde blew up Dalaran. The staff was shattered into Forty Two (42) pieces that were scattered to the far corners of Azeroth. Brann Bronzebeard himself held the base piece until he lost it to C’thun in AQ40. Kel’thuzad wanted the powerful focus for himself and when Naxx came to Azeroth the scourge began gathering pieces, eventually obtaining the head piece and the 40 shards of the shaft itself. Players could gather the shards for the frame from bosses in Naxx and the Head from Kel’thuzad himself. The base could be obtained by defeating C’thun in AQ. When all the pieces were assembled you could obtain one of four flavors of the staff. Priest, Druid, Lock and Mage were all able to wield a version of it with stats custom tailored for the PC. The staff also gave players the ability to teleport their entire group to Karazhan, the home of medivh himself.

Having one of these was truly epic and not many people managed to compelte it. It is a very lore centric item to the world of warcraft and if you had one, truly it was awe inspiring.

From here lets take a quick jaunt to The Burning Crusade. In BC endgame, technically three legendary items were introduced outside of the Kael’thas encounter. I wont spend too much time here because honestly while they are legendary quality, I felt truly let down by the items themselves.

The Twin Blades of Azzinothillidan02

These items are the weapons of Illidan himself. Illidan obtained these weapons by slaying the doomguard commander Azzinoth nearly 10,000 years prior. They became the symbol of his office so to speak and all demon hunters since have wielded dual glaives such as these. These items were drops from Illidan himself, there was no quest to obtain them. While getting them was still an amazing task after having to defeat all of Black Temple and it’s challenges to even have a chance to obtain them, it didn’t quite have the feel of obtaining any of the previous three. I know someone who had obtained a Thunderfury after much hard work and then had received a set of blades and he said that it just didn’t feel like it had the same weight. While they are very lore centric, and they are wickedly cool. I think there should have been a bit more questing to get them. But that’s just one shaman’s opinion.

Thori’dal, the Stars’ Fury thoridal

Every hunter I know wanted this item. It was THE best dps bow in the game, and until recently held that same title. It drops from Kil’jaden in Sunwell Plateau and it generates it’s own magical arrows. Before the removal of the need for quivers and ammo pouches this was HUGE. Research doesn’t show a tie to any lore specific character for this item and honestly there’s not a lot of info on it other then it’s awesome stats. It is speculated that it is a manifestation of the sunwell’s power because of it’s ability to create magical burning arrows, but blizzard has never released any official lore about the item itself.

From there we move on to the absolute return of the TRULY legendary items. In Wrath of The Lich King these items are lore centric and as we can see the reward for the time put into obtaining them is there.

First up my personal favorite (for obvious reasons)

Val’anyr, Hammer of Ancient Kings WoWScrnShot_102709_222741

This item is obtained by defeating bosses in the instance of Ulduar 25. You obtain 30 [Fragment of Val’anyr], and then fuse them together into the shattered fragments. The quest leads you to a computer console of the titans that explains the history of the mace and how to reforge it. Let me share with you the history of this item. Created by the Titans themselves, Val’anyr was given to the first Earthen king, Urel Stoneheart. With it, he was to create and give life to the rest of his brethren. Urel Stoneheart used Val’anyr during the first war between the Earthen and the Iron Dwarves. The weapon was shattered and its remnants were believed lost in the conflict.

So here you have an item gifted by the titans, the shapers of all life on Azeroth even the Dragon Flights themselves, given to the First Earthen king, and well honestly the first earthen. They GAVE him the power to create life. This item is an old item of power and is tied intricately with the creation of the Dwarves. Having one means you’ve collected the fragments, defeated Yogg on hard mode and have put the time into getting the item. It just feel awesome to hold something with such heavy lore weight and think “wow, this item created an entire race. And here I’ve only unlocked a small portion of it!” Having one truly you can feel the reward for the work put in and it feels truly legendary.

Shadowmourne

This is probably the most talked about and watched legendary to date. Everyone and their mother is talking about it and it’s uses. This item is also steeped in insane amounts of lore. well… let me just get right too it

Shadowmourne… A great two-handed axe fit for a giant, born of sacred and corrupt powers, host of a thousand dead souls and able to be wielded only by the most stalwart armsmasters of Azeroth. Its creation seems nearly impossible; and yet, the rumors do not cease.

Darion Mograine believes that only the hammer of Arthas himself will provide a worthy model – but such absurd ambition is just the beginning of Shadowmourne’s creation. To contain the energies that dance across its cold edges, Shadowmourne would be hewn from piles of impure Saronite: the hardened blood of the Old God, Yogg-Saron. To fuel its power to kill, it should be drenched in the souls of the most potent servants of the Scourge as they are slain, one by one, with the unfinished blade. To help break through the Lich King’s armor, it is to be adorned with fragments of the Frozen Throne, originally crafted by Kil’Jaeden out of ice from the Twisting Nether

Only with these mighty components, it is said, can Shadowmourne be finished. And, yet, even if the axe could be completed, questions and fears remain. Is forging the souls of the deceased into a weapon treated with blood and the essence of the Twisting Nether truly any different from the crafting of the Scourge’s runeblades? And who will be bold enough to try to wield such a weapon? Might Shadowmourne bring the same doom and misery to the living as its sister blade did?

Um… yes pls. so far in order to obtain the item of such legendary proportions there is a long quest line in place. the quests, as far as is known is as such.

  1. Neutral [80R] The Sacred and the Corrupt
  2. Neutral [80R] Shadow’s Edge
  3. Neutral [80R] A Feast of Souls
  4. Neutral [80R] Unholy Infusion
  5. Neutral [80R] Blood Infusion
  6. Neutral [80R] Frost Infusion
  7. Neutral [80R] The Splintered Throne
  8. Neutral [80R] Shadowmourne…
  9. Neutral [80R] The Lich King’s Last Stand

This ranges from obtaining Artha’s mace, to killing specific NPC’s and bathing the blade in their blood up to defeating the Lich King himself. It is an outstanding amount of work to obtain and from what we can see, it’s well worth it. Obtaining one of these will be hard work, but in the end the return for the time invested will be amazing. And just fitting with the epicness of the weapons we received a plethora of sound files with the new voice of Arthas. Does this mean that Arthas’ soul will be the final one to occupy the blade? It is at this time unknown, but I for one look forward to finding out. In case you missed it here’s a short video of the weapon.

BC didn’t feel like obtaining the legendary items was very significant in the world, no where near as much as Vanilla WoW’s items did. In Wrath though it feels like obtaining the items has weight in the story, and truly feels awesome to hold. Now there are non legendary quality items that have this feel to them, that truly feel epic and story impacting, but that my friends is a post for another time.

What do you think of the legendary items? Do you think the way they are obtained now is good or bad? Do you like the lore of the items?

Until next time

Sig

Article main image courtesy of Lucasfilm Ltd. Images throughout courtesy of wowhead, mmo-champion and wow.com

Shaman Tier 10 Lodur’s Thoughts

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So where has Lodur been you might be asking? Well I’ve been a busy Shaman. For those of you who may not know I am now the co-host of a weekly podcast called For The Lore. We transmit every week live on Monday’s at 6:45pm EST over at our Ustream Channel. We cover all aspects of modern gaming and some of the old school, we talk about more then just the lore of these games but the story is honestly a big part of why we play these games. Needless to say I’ve been quite busy with that and keeping the ball rolling over there. If you have time feel free to check us out live Monday evening’s or download us for free through iTunes and listen to your friendly neighborhood Shaman speak his mind.

Now while I have been busy with that among several other projects, I have not been living under a rock. I did see the Shaman tier 10 models and I dare say that Blizzard put it up rather shortly after my Cardboard Samurai post because I think they realized the natives were restless 😉 Lets take a look at it in it’s full glory shall we?

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This thing kicks allllllll kinds of tail in my opinion. Personally I think we won Tier 10. It’s stylish, the color scheme is awesome the placement of the ice is tasteful and well…lets be honest the shoulder effect is about as sweet as I’ve seen since Warlock Tier 6 bat wings. The only other armor set for tier 10 that comes close is the Warriors, but even that falls short in my opinion. Compare tier 10’s look to tier 9’s

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Aside from the kilt, this set is identical to the hunters tier 9. It didn’t look very shamanistic, and to be honest it was pretty ugly. I wish I could hide my t9 or have a vanity set shown over it because it’s not that great. Tier 10 feels very shamanistic, lets not forget that Ner’zhul was a shaman before he became the lich king, so the tier 10 armor has this erie shamanistic feel to it. It has the icicles around it randomly for the elemental feel of water, and the bones are that of what appears to be a Shoveltusk. Stags, Talbuk and Shoveltusk have always been representations for the Spirit of the hunt or spirit of the wild for shaman, so it seems only fitting to have not only their bones but the spirtual image of them pushing outwards from the shoulders.

I’m impressed and honestly very very happy with it. I think this was blizzards way of saying “we’re sorry for tier 9 guys, here… look awesome” and I say to them. Thank you. I’m quite pleased with how tier 10 came out.

What about you guys? What do you think about the Shaman tier 10? Think it looks good, bad, meh?

until next time, happy healing

Sig

all images courtesy of MMO-Champion.com

Crystal Spire of Karabor 2.0

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Have you seen this mace? It’s supposed to drop from Rotface, I believe. Have you looked at the proc yet? Make sure you read it twice.

Each time your spells heal a target you have a chance to cause the target of your heal to heal themselves and friends within 10 yards for 217 each second for 6 seconds.

I’m assuming there’s a 45 second internal cooldown. This mace could come in handy for any class, I’d imagine. Judgment of Light? Chain Heal? Circle of Healing? Wild Growth? You’ll be hardpressed to make the argument for why this mace is hands down better for one class over another.

I know there’s one person in my guild who won’t be getting it.

I’ve already got my legendary. I’m assuming Val’anyr won’t get buffed to bring it in line with 3.3 weapons. Loot Council’s going to have a difficult time with this one (or easy, since it’ll be effective in the hands of any of our healers anyway).

It’s My Party and I’ll Spec How I Want To!

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You’re the one who sits in front of your computer.  You’re the one who has to look at the back of your toon’s head all night (or day).  You’re the one who has to put the gold into gems, enchants, and glyphs.  You’re the one doing the necessary rep grinds.  Most importantly, you’re the one paying $15 each month to play the game you enjoy.

Hence, you’re entitled to play how you want to play, right?  Keep in mind that it doesn’t mean people are always going to want to play alongside you.  If you’re a chain-pulling DPS Death Knight, it might be tough for you to find dungeon groups.  If you’re a mage who is trying to mass-bandage people in battlegrounds instead of DPS, expect to get laughed at.  Most of us strive to play our characters in a way that helps and benefits a raid, battleground, or arena team.  We’re going to look at things from a raiding perspective.

If you’re an aspiring raider, two guys named “Min” and “Max” always come into the conversation pretty quickly.  Wikipedia describes this practice as:

…the practice of playing a role-playing game, wargame or video game with the intent of creating the “best” character by means of minimizing undesired or unimportant traits and maximizing desired ones.

Obviously, this doesn’t only have to do with spec, but also relates to gear, gems, enchants, and spell/skill rotation.  How beneficial is it to tweak all of these to get the most desired output from your character, whether it be healing, DPSing, tanking, etc?

PvP vs. PvE vs. Hybrid

If you really want to be effective in a raiding environment, leave your PvP spec, or your “hybrid” spec at the door.  Although it is perfectly viable to heal in a PvP spec (I usually do it after Wintergrasp), you’re lacking in true PvE potential if you’re not specced properly for raiding.  Taking talents such as Improved Ghost Wolf or Reflective Shield are not effective for raiding in the slightest.  The points you spend in talents like those are much more useful in talents that boost your raiding skills/spells.

Granted, you may be able to find yourself in a guild that doesn’t mind you being a hybrid spec.  Perfectly fine.  Just don’t be too upset if your raid spot is handed over to someone with a pure spec.  Keep in mind that the effort you don’t put into raiding has to be made up by the other raiders.  In effect, you run the risk of making their job harder.  It can be handled for a while, but there’s an often-reached breaking point.

Rusty Cookie Cutter

The term “cookie cutter” usually refers to a globally accepted spec to accomplish a certain job.  PlusHeal.com, TankSpot.com, OutDPS.com, and WoWWiki.com are all great places to get yourself a “cookie cutter” spec for whatever role you’re filling.

I usually reserve using a spec like those for when I’m first learning a new playstyle.  As a Discipline Priest, I’m not too familiar with Holy.  I lined myself up a “cookie cutter raid healing” spec, and learned the mechanics of that style that way.  The more I get comfortable with the abilities, buffs, debuffs, etc., the more I can tweak the spec to what I need, as well as what the raid needs.

If you’re joining up with a raiding guild that’s new to you, take a look at what kind of role you’re going to be filling.  If it’s foreign to you, start with a “cookie cutter” and go from there.

Juggling Stats

At a certain point in gearing, you reach a point where you can start adding on a certain stat over another.  For tanks, it’s the defense cap.  For DPS, it’s the hit cap. (Remember the expertise cap, too.)  For a healer, this point basically involves being able to keep your assignment up comfortably without running out of mana.  From there, you can stack:

  • Haste – Faster heals
  • Spellpower – Consistently bigger heals
  • Critical Strike – Chance for bigger heals / Chance for bonus procs
  • Mana/Mana Regen – Longevity

Each method serves a purpose.  Whichever path you choose, you essentially keep the minimum amount of everything else to function as a healer, and maximize what your goal is.  If you lose your ability to keep a target up or sustain mana in a fight, you’ve “min’d” too much.

The Good

If you min/max correctly for the role you’re filling, then you’re incredibly good at your job.  If you’re a tank-healing Discipline Priest in consistently short fights, and you gem into a higher Critical Strike Rating, then Inspiration and Divine Aegis are gonna stay up on the tank most of the time, making the other jobs easier.  If you’re a Resto Shaman healing the raid with a lot of AoE damage, and you gem for Haste, then you’ll be firing Chain Heals off like mad.

It also makes it easy to judge your gear upgrades.  You know what you’re aiming for, and you know what stats you don’t really need to focus on.  In fact, you may have some stats you may be able to start scaling back on to accomplish your goal.

The Bad

You go too far, and you lose versatility.  If you’re gemmed out for big heals, but don’t have longevity, you’ll be tapping out quickly.  If you’re stacking mana, but don’t have a lot of spellpower to back it up, you’re going to have a tough time lending a hand in short fights that pack a lot of punch.

A lot of us know the value of being able to think on your feet.  A good raider needs to be able to pick up the slack when someone goes down.  If you’re a one-note player, you’re going to have a tough time switching around.  A raid leader needs to fill specific roles in a raid, but he/she also needs people that can adapt if circumstances change.

Thes’s Solution

Staying within the role of your spec, do what you can to make yourself a well-rounded player.  As a Discipline Priest, my primary role is to keep the tanks alive.  However, if my target isn’t taking any damage, I’ll throw some HoTs and Flash Heals on the raid to help everyone else out.  It would be unwise of me to try to work my spec and gear to be a full-blown raid healer.  It’s a waste of my talents and spells, but that doesn’t mean I can’t help out when needed.

What do I do? I hit a point where I got comfortable with my mana pool and regen.  I could easily get through longer fights with my mana cooldowns (and keeping up my end of the healing).  I started swapping out my Brilliant King’s Amber gems for Luminous Ametrine gems.  This lets me keep my mana efficiency while upping the power of my heals.

If you need something more specialized for a long fight or for nuke heals, start building an alternate set of gear that’s more gemmed/enchanted for the task.  With all of the options for getting gear out there, it shouldn’t take that long to build a “special set”.  It’s an easy way to avoid being a one-trick pony.

Remember: Raiding is a team effort.  You have to put a lot into it if you want to get a lot out of it.  Cutting corners with spec/gear, or maxing TOO much of a certain stat can runs the risk of putting you on the standby list real fast.

ThespiusSig

Follow me on Twitter: @Thespius

Trophy vs Token

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When Burning Crusade touched down we received a token system. The system tied multiple classes to a single drop from a boss. This allowed for less loot being sharded or discarded and allowed for quicker gearing as a guild. The tokens could then be turned in for your tier set pieces. A lot of people were afraid of this method, but it worked out really really well. Guilds were able to gear out their raiders quickly and efficiently and very little loot was left to rot. We began to see the starting of this in Vanilla WoW in Naxxramas and the tier 3 raid sets and AQ40 with the 2.5 pieces. “Token” bosses dropped two tokens a piece and everyone was generally happy.

When Wrath of the Lich King came out, it was more of the same. Naxxramas and Ulduar continued the token system along, but added with it two levels. A 10 man level and a 25 man level that we affectionately refer to as tier x and tier x.5. The system continued to work well. Bosses that were token droppers continued to drop two of them and it was even made so that we could purchase tokens with badges for two of the slots. Gearing was a bit faster now thanks to the addition of two purchasable tokens and content flew by for a lot of people.

Then patch 3.2 hit, and brought with it Tier 9 content. Trial of the Crusader distributed loot in a very, very strange manner. First of all the Tier 9 gear was split into three item levels of quality. We’ve been referring to them as Tier 9, Tier 9.25 and Tier 9.5. Tier 9 can be bough fairly cheaply with Badges of Triumph, the next level up 9.25 requires an amount of badges and a Trophy of the Crusade which can only be obtained in the 25 man version. The tier costs can better be broken down by this:

Tier 9 = ilvl 232 Tier 9.25 = ilvl 245  Tier 9.5 = ilvl 258

Head: 1 x Regalia of the Grand Protector(item level 258) or 75 x Emblem of Triumph + 1Trophy of the Crusade (ilvl 245) or 50 x Emblem of Triumph (ilvl 232)

Hands: 1 x Regalia of the Grand Protector (item level 258) or 45 x Emblem of Triumph + 1Trophy of the Crusade (ilvl 245) or 30 x Emblem of Triumph (ilvl 232)

Chest: 1 x Regalia of the Grand Protector (item level 258) or 75 x Emblem of Triumph + 1Trophy of the Crusade (ilvl 245) or 50 x Emblem of Triumph (ilvl 232)

Legs: 1 x Regalia of the Grand Protector (item level 258) or 75 x Emblem of Triumph + 1Trophy of the Crusade (ilvl 245) or 50 x Emblem of Triumph (ilvl 232)

Shoulders: 1 x Regalia of the Grand Protector (item level 258) or 45 x Emblem of Triumph + 1Trophy of the Crusade (ilvl 245) or 30 x Emblem of Triumph (ilvl 232)

Confused yet? Most people are. The stat difference between ilvl 226 gear (25 man uld) and ilvl 232 gear is not that big of a jump. going from 226 up to 245 is a big jump for most people. Enough of a gap that most pieces are clear upgrades. So why is this a problem? Trophies only drop from 25 man ToC. You get 1 per boss and a variable amount per tribute chest based on how many wipes you have. There are only five bosses in the instance. (Beasts, Jaraxxus, Champs, Twins and Anub). We’ll go with the model of running 25 man raids. You have 25 people, who all want that trophy. Being only 5 in total that means only roughly 20% of your raid a week can get them and upgrade. Lets look at Ulduar Five bosses drop token pieces, and two tokens per boss which is a theoretical 40% upgrade rate for your raid. The trophy system slowed gearing up way down because most people, especially those progression minded will be focusing on upgrades that can be obtained with Regalia (and it’s like tokens) from Trial of the Grand Crusader or Trophies and badges from Trial of the Crusader.

You can argue that with the drop increases from the tribute chest that better raids are rewarded based on performance, and that is true, but it does not really have any room for guilds that are done with Ulduar but not quite at Trial of the Grand Crusader (example would be guilds that just got a series of new recruits that need to be geared up before ToGC). This however can be chalked up to time spent in a normal version to gear people up, and get them used to the fights before heading into ToGC.

My main problem is the level of competition this generates in a raid. Right now in Ulduar if Gloves the the Wayware Protector drops, you know it’s going to a Warrior,  a Hunter or a Shaman. When a Trophy of the Crusade drops, everyone in the raid is sending tells. Everyone wants them over just regular tier 9 badge gear. I’ve seen this cause resentment and bitterness already in a couple people, and it can lead to bigger problems down the line. How do you distribute loot fairly? What is considered fair?

It’s for this reason I’m not a fan of the trophy system. I’m ok with working on harder content for a bigger reward. That is fine and dandy, but when I see an entire raid of people sitting, waiting, wondering if they’ll get the item it becomes a problem. I never saw this problem with a token system. Players might be mad at the game for dropping Vanquisher over Protector but it was RNG and nothing could be done about it. It’s a different story when you’re eligible for the item and watch other people get it over you. It’s a lot easier to accept something out of immediate control like RNG.

It’s not a bad idea in theory. It allows you to select the item you’re upgrading, it allows you to make sure anyone and everyone can use the items instead of seeing them rot due to RNG but I personally feel the token system is the way to go. While loot distribution is always an issue for any guild, I think the trophy system has too much potential to cause harm and additional stress that is unneeded in a raid / guild environment. I asked a question on Twitter about what people thought about the Trophy system. I got a surprising number of replies with people who just won’t run the content or have all together stopped raiding as  a result. I’ve also heard reports of guilds having to re work their entire loot system and policy because of this tier content, and that’s not good.

What do you think? Do you like the trophy / badge / three levels to the tier set? Do you hate it? Have you had any interesting stories revolving around loot distribution in tier 9 content?

Well, that’s my two cents on the subject until next time Happy Healing

Sig

Head 1 x Regalia of the Grand Protector(item level 258) or

75 x Emblem of Triumph + 1Trophy of the Crusade (ilvl 245) or 50 x Emblem of Triumph (ilvl 232)

Hands 1 x Regalia of the Grand Protector (item level 258)

45 x Emblem of Triumph + 1Trophy of the Crusade (ilvl 245) or 30 x Emblem of Triumph (ilvl 232)

Chest 1 x Regalia of the Grand Protector (item level 258)

75 x Emblem of Triumph + 1Trophy of the Crusade (ilvl 245) or 50 x Emblem of Triumph (ilvl 232)

Legs 1 x Regalia of the Grand Protector (item level 258)

75 x Emblem of Triumph + 1Trophy of the Crusade (ilvl 245) or 50 x Emblem of Triumph (ilvl 232)

Shoulders 1 x Regalia of the Grand Protector (item level 258)

45 x Emblem of Triumph + 1Trophy of the Crusade (ilvl 245) or 30 x Emblem of Triumph (ilvl 232)