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Pre-BiS: which pieces to get first

Pre-BiS: which pieces to get first

•Series Structure•Brendo Arruda

Why does every guide need this block?

Because the reader doesn't just want to know that there is a pre-BiS. He wants to know:

  • what to get first
  • what weighs more
  • what is viable
  • what can you expect

Without this, pre-BiS becomes an inventory without hierarchy.


1. Slots with the greatest immediate impact

In most specs, pre-BiS should start with:

  1. weapon
  2. trinkets
  3. big slots
  4. caps/stats that stabilize the function

The exact order changes, but the logic remains strong.


2. Accessible items for each initial phase

The block needs to show:

  • ideal options
  • viable options
  • what serves as a bridge
  • which is not worth the effort early

This avoids paralyzing the reader due to perfectionism.


3. Difference between ideal and feasible priority

Ideal

the best upgrade available for the spec

Viable

the upgrade that the player can actually get now

Both need to appear, otherwise the guide becomes either elitist or superficial.


4. Common farm order errors

  • chase small slot early
  • ignore weapon/trinket
  • copy list without understanding the phase
  • farm the “famous” item before the “useful” item
  • halt progression waiting for perfect piece

5. Short list for quick execution

Every pre-BiS block should end with:

  • 3 to 5 real priorities
  • 1 clear starting route
  • 1 common mistake to avoid

Editorial checklist

  • [ ] Have the most impactful slots been highlighted?
  • [ ] Is there a distinction between ideal and viable?
  • [ ] Is the farm order clear?
  • [ ] didn't the text become a giant list?
  • [ ] does the reader know what to do first?

Minimum recommendation

Good Pre-BiS is what:

  1. prioritizes impact
  2. respects the reader’s reality
  3. Gives quick execution

The role of pre-BiS is not to impress. It's making the character walk.

Pronto?

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