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By ··2 min read

Forever reworks itemization to break the Classic gear meta

In short
  • Hit and crit work the same for melee, ranged and spells
  • Weapon skill stays but matters less
  • Healing gear also adds damage, so healers can quest
  • World drop epics reworked, with new ones added
  • No Resilience

Classic's gear lists have been solved for years. Everyone knows which trinket a Warrior wants and which items every Rogue lines up for. Forever is deliberately unsolving that.

It starts with the stats. Hit chance is one stat across melee, ranged and spells, and crit works the same way. Weapon skill is still in the game, but it's spread across fewer items and isn't the overwhelming bonus it used to be. Tanks get new stats that lower the chance of their attacks being dodged or parried. Resilience isn't coming.

Healers get a change that's long overdue: healing gear also carries bonus damage. Questing in your healing set won't feel like a punishment anymore. Caster weapons also have spell damage and healing from around level 10.

Hybrids get far more gear that's actually made for them, instead of wearing whatever the pure classes passed on.

World drop epics have been reworked so a purple drop off a random mob is exciting again, and there are new ones in the pool. Trinkets and some other gear get situational bonuses, like extra damage against beasts or undead, or effects that only work in certain places. The goal is a bag of useful gear for different jobs, not one best-in-slot list everyone copies.

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