I really hope the new +spell hit gem is yellow/blue since if it's only yellow it would mess up my metagem (5% half spell cast requires more blue than yellow; since blue is useless for raiding mages I just stack +9 dmg and avoid any yellows). I doubt this will be the case since it'll just be a clone of the meele one.
There's hit/agi gems now (at least according to wowwiki)... If they were to make a green +spell hit gem it'd probably have mp5 or spirit on it.
e: I hope they added a int/stam gem, the only one in the game is a heroic drop and hnce is unique.
I rejoice at the introduction of a [non-Epic, non-Heroic] spell hit gem, but quail at the lackluster alchemy "news". I have always been an Herbalist on my main - I don't expect that to change...EVER...but I had assumed that I would spend less of my time doing that and more of my time, you know, not flying around looking for yellow dots on a mini-map.
I have always been an Herbalist on my main - I don't expect that to change...EVER...but I had assumed that I would spend less of my time doing that and more of my time, you know, not flying around looking for yellow dots on a mini-map.
With Black Temple and Hyjal coming out, I expect they would want us to have an Elixir buff at all times, since the system is 'easier'. That could in the long run might end up meaning MORE herb farming for some classes (for me it probably means more Nightmare Vine, and less Terrocone), but lets wait and see the bosses first.
I am also predicting a lot more dps Flask farming, i'm assuming their plan for a typical dps orientated boss is one Flask, one Elixir, and however many health/mana pots it takes
Last edited by Gaspode : 04/09/07 at 4:27 PM.
Reason: Added a little more
Capping players to two elixirs is the 'big' alchemy changes then? So one Flask of Relentless Assault/Supreme Power/Titans will still be the price of raiding each night then. Since when was the cost of Imbued Vials really the problem with raiding consumables?
The 2.1 Alchemy Checklist
1. Casters chain chugging Mana potions still? Check.
2. Tanks chain chugging Stoneshields still? Check.
3. Full flasking of raids still? Check.
4. Herbalism still the most important raiding profession? Check.
5. Full buffs is two elixirs + food + flask + world buffs? Check.
Meet the new Alchemy, same as the old Alchemy.
Update: God responses are fast. I hope this preview is not all there is, and admittedly, the 'General forums concerns' are not the raiding community concerns so I can understand to some extent why they would focus on what they did. But right now, I don't see anything groundbreaking.
It's almost as if they have no clue why people were upset about alchemy. As you noted, potions are still going to be a huge part of raiding consumable usage for many classes. Maybe flasks count as an elixir, maybe not, but they are still going to be needed. Plus now this removes the ability to really pot up to the absolute gills in order to get a first kill, which is something that many people didn't mind and found fun. So I have to use fewer consumables on old content, but with the lack of gear scaling, I still have to use them, and that's the problem.
Also, say goodbye to ever seeing certain elixirs...Empowerment and Strength for starters, and quite possibly Mastery, depending on how it is classed.
I'll be very curious to see which category Elixir of Mastery lands up in.
Looks like it is a combat elixier. A few weeks ago with the old client my elixiers were already classified and Mastery definitely was a combat elixier. There's an old thread about it you can find here: Possible change to consumables?
Honestly, I would not mind the fact that the stacking of elixirs are getting nerfed, as long as the boss encounters are gear quality are fixed too, making elixirs and potions more of a bonus that won't be needed after the first few boss kills instead of a requirement to kill the boss. Who knows, we'll have to see what the rest of the patch notes bring, I guess.
Major Arcane Protection Potion
Major Fire Protection Potion
Major Frost Protection Potion
Major Holy Protection Potion
Major Nature Protection Potion
Major Shadow Protection Potion
I don't know about you guys, but I can't wait for the raiding game to pick back up to the point where you have Loatheb/Sapphiron style encounters where you get to chug these pots every 2 minutes. 25 gold per primal + the cost of mana thistle every 2 minutes sure sounds appealing to me.
* Skinning higher level creatures will give more leather; you will no longer get a single leather scrap.
* "Knothide Armor" kits now require less leather to make and give skill increases for longer.
* Leatherworking made primalstrike set now has an attack power set bonus rather than a strength set bonus.
The larger number of leather per skin is a necessary change, if only to make the profession less aggrivating whilst farming mats.
The rest... is a tiny, pathetic bandaid to a profession which has no long term use outside of armor patches and the occasional drum. The craftable BoP epic sets need to be rebalanced and properly itemized, AND have an upgrade chain to make the profession useful.
This alchemy change as listed accomplishes next to nothing. I'd save one potion (mastery) which I usually don't use anyway because I can't afford that with everything else, and the upgrade isn't that big compared to the price.
I still give a chance because Nethera did mention that these were not the full changes, but as is, nothing is fixed at all.
I'm holding to the hope that this is simply a publicity view of the upcoming changes, and that they don't want to mention major nerfs to alchemy before the patch notes come out, given the effects that could have on the economy and the casual player etc.
Any other answer probably means the days of my guild raiding at a decent level are over, and I don;t want to face up to that as it probably means the end of the game for me. It's just not *fun* anymore using up mana pots like water every week, on top of al the elixirs, stat food oils and flasks.
We’re making substantial changes to the way certain consumables work . In particular, Flasks and Elixirs are going to undergo major changes. More information will be available later on. We want Flasks and Elixirs to be a part of the game. We want alchemy to be a cool, needed profession. But we want to remove the tedium and cost from the massive consumable farming that’s going on for endgame raiding. We’ll provide more information soon – but for now, expect big changes to Flasks and Elixirs.