I still haven't been able to figure out if this is a potion or an elixir. If anyone knows let me know. None of our Alchemist (potion/elixir) have been able to get a proc on this. Even though it may not matter in a few weeks/month.
I still haven't been able to figure out if this is a potion or an elixir. If anyone knows let me know. None of our Alchemist (potion/elixir) have been able to get a proc on this. Even though it may not matter in a few weeks/month.
My Elixir Master informs me that it counts as an elixir.
Because people will be using flasks more often, the drop rates for Fel Lotus AND the spawn points for Black Lotus, have been increased. (Fel Lotus will now drop 15% of the time)
Where did you find that Black Lotus spawn points are increased?
Wow. While that does reduce the total amount of consumables, the requirement for Black Lotus is going to make this one of the harder flasks to farm. There's only about 40 BL spawn points in the game and they're helpfully scattered across 4 zones in completely different sections of Azeroth.
Current price for BL on my server varies between 10g and 25g, averaging about 20g. Fel Lotus is down to 5g, sometimes less. And they're increasing the drop rate on FL. Going for Shadow/Fire/Frost Power Elixirs may be cheaper for casters than flasks.
WTB caster flask using Fel Lotus.
Whenever I want to find a Black Lotus, I always go to Burning Steppes, since I know exactly where they are there. Without fail, the last 10 times I've gone, I have always found one - I don't know if the mechanics are different, or whether it's just less farmed, but that's been my experience (on a high pop server).
The problem with that is, most of the flasks herbs can be found in outlands. im not sure which other pots require people to travel back to the eastern kingdoms or kalimdor just for a shot at one in a potential zone. that being said, for non herbalists, those 20g fel lotus will be the same price as every other mat combined in the new supreme powers where all the other flasks got a reagent buff increase.
I'd like lotus to work like the enchanting rods, where fel lotus will work exactly the same as a black lotus, but a black lotus wont work where a fel lotus is needed. That or make the respawn timer on them shorter (15 minutes) with 1/2 per zone. Or just completely remake the supreme power flask to include outland herbs exclusively.
(i've already tried to post this on professions/suggestions forums, but gg server too busy.)
Im suprised there is so little talk of the fact that one of the major offenders in the consumables problem seems to have been forgotten in this review, namely potions.
Chaining manapots and ironshield pots is still going to put a significant dent into healers, tanks and certain dps classes consumables bill.
This is my biggest concern that I don't see resolved in the patch. Any fight where the MT can take large spike damage, or just overall enough physical damage to put a strain on healer mana ironshield potions are extremely powerful.
Mana potions are in the same boat. The new mp5 flask gives 25/mp5. Chain drinking Super Mana potions is equal to 100 mp/5.
Both these potions fall under the category that if you design raid encounters around them the are basically required, and if you don't design encounters around them and the potions are used the fight becomes too easy.
This is my biggest concern that I don't see resolved in the patch. Any fight where the MT can take large spike damage, or just overall enough physical damage to put a strain on healer mana ironshield potions are extremely powerful.
Mana potions are in the same boat. The new mp5 flask gives 25/mp5. Chain drinking Super Mana potions is equal to 100 mp/5.
Both these potions fall under the category that if you design raid encounters around them the are basically required, and if you don't design encounters around them and the potions are used the fight becomes too easy.
Seems like a pretty big thing to miss.
Yea it does. I mean it just seems odd that they reduce the power of consumables on pretty much every single front except this one that they leave completely untouched despite it being obviously overpowered.
They probably just don't know what to do about the mana situation. They have these fights that they want to be long in duration, presumably because it makes it challenging when a raid group has to stay on the ball for 10 minutes or whatever. At the same time, they're using essentially the same mechanics (spirit, mp5) that they were using pre-TBC, even when everyone has double the hit points (base health increases + stamina devaluation). They must realize that chugging mana potions is stupid, but they'd have to completely reconsider how to handle long-duration casting.
I played a warrior for a long time, and I was pretty thankful to not have to deal with those kinds of issues. However, that gratitude was outweighed by the fact by how un-fun the whole system of warrior tanking is, and I rerolled a mage. It seemed like a great idea back before before I realized that I'd have to be chugging potions just to sustain normal casting conditions. I really don't have any interest in farming 20 mana potions worth of herbs per night whenever I don't have a shadow priest in my group. As much as I'd like to be raiding, I just don't think I'm going to be doing it until they arrive at some solution to this.
Frankly, as hacky as vendor-bought potions would be, it would be far better than how things are now. Ideally, they could rework mana regeneration so that they could change mana potions into some kind of Last Stand temporary thing, but if they consider that to be too much development time then they'll have to do something else in the meantime.
Yea it does. I mean it just seems odd that they reduce the power of consumables on pretty much every single front except this one that they leave completely untouched despite it being obviously overpowered.
Like Nezralix, I don't think they can change mana pots (and apparently stone/ironshield pots) without changing some pretty basic mechanics to make them unnecessary - on healing intensive fights, mana pots account for a massive amount of regen, and the item budget room doesn't exist to provide that kind of regen from spirit/mp5. On any DPS fight mana pots are a huge part of the regen for a hunter, and since we don't benefit from spirit or passive regen abilities at all, they *really* can't squeeze that kind of regen onto our gear (they've tried, and all they managed was bad gear that still has inadequate regen).
So unless they just make encounters easier, mana pots are still likely a staple for healers - and whether they make encounters easier or not, they're a staple for hunters who want to remain reasonably competitive DPS.
Ironshield and Stoneshield they could likely get around by just relaxing the budget cost of armour a bit on tanking gear - that's still cheating but I think it'd have less ramifications than suddenly putting an extra 100 mp5 on every hunter and healer and mage around.
Note that this generally isn't an issue in 5-mans. I suppose they want to avoid a situation where mana is a non-issue outside of 10-minute raid encounters. I don't exactly know how to do this, except either (a) raid-only mana potions, (b) mana regeneration mechanics that multiply based on the number of players involved, (c) more shadow-priest-like insane regeneration stuff (which still makes mana a non-issue outside of raid environments, or (d) retuning encounters to be so stupidly long.
Is there any option for recovering the cost of pre-nerf Flasks, or should I expect the market to be flooded with people dumping their currently made ones?
Is there any option for recovering the cost of pre-nerf Flasks, or should I expect the market to be flooded with people dumping their currently made ones?
Doubtful, it's just a necessary change "for the greater good."
I myself have around ~7-8 Supreme Powers that I won't be too stingy about using in the upcoming weeks.
Note that they are adding trash turn ins for zone-exclusive Super Mana potions, though. That's their raid solution for the expense of super mana use by healers.
It's a relatively elegant solution to the mess they had.
Also keep in mind that Super Mana pots will now use 2 Dreaming Glory instead of 2 Netherbloom.
Super Healing Pots will now use 2 Netherbloom instead of 2 Dreaming Glory.
Since Dreaming Glory is FAR more abundant (and present in every zone), this should dramatically reduce the cost of the potions, and similarly boost the ease of farming for them.
Super healing pots increasing in mat cost isnt a big deal, since you don't really chain them, they're more of an emergency use item.
Also keep in mind that Super Mana pots will now use 2 Dreaming Glory instead of 2 Netherbloom.
Super Healing Pots will now use 2 Netherbloom instead of 2 Dreaming Glory.
Since Dreaming Glory is FAR more abundant (and present in every zone), this should dramatically reduce the cost of the potions, and similarly boost the ease of farming for them.
Super healing pots increasing in mat cost isnt a big deal, since you don't really chain them, they're more of an emergency use item.
This is one change I wholeheartedly welcome.
Ive seen people claiming this, but havnt seen any proof. People on PTR have said mats are the same...
Unless I overlooked it, this hasn't been mentioned here yet.
You can change your alchemy mastery. You need to go to the NPC you learned your mastery from, and from there you can drop it for 100g. You can then go to any of the 3 NPCs and pick up your new mastery without doing the quest. This is repeatable and costs 100g each time. I definitely like this change.
Ive seen people claiming this, but havnt seen any proof. People on PTR have said mats are the same...
I'm going by the patch notes.
It may well be that this is an early PTR build and these changes won't hit until a little further down the road.
From early reports there are a great many things in the patch notes that have yet to hit the PTR.
It seems odd for them to go to such great lengths to ease the use of consumables while totally ignoring the present necessity of drinking a mana pot every time the cooldown is up. I dont see how they can reduce the mana intensity of most raid fights, but they can certainly reduce how much it hurts the bank to go through 20-30g of mana pots an attempts.
At this point, I'm going to give them the benefit of the doubt and continue believing that they will update the PTR with the new mat costs as indicated in the patch notes.
I searched a few keywords to see if anyone has discovered this, but what do the mechanics look like for overriding buffs?
Cases:
1 - Drink Guardian elixir, then drink a flask.
2 - Drink Battle elixir, then drink a flask.
3 - Drink Guardian/Battle elixir, then drink a flask.
4 - Drink a flask, then a Guardian
5 - Flask, then Battle.
6 - Flask then Battle, then Guardian.
Do they give a "More powerful effect..." message, or something entirely new? I'd hate to accidentally click a major defense elixir instead of an ironshield, and watch my flask disappear.
Unless I overlooked it, this hasn't been mentioned here yet.
You can change your alchemy mastery. You need to go to the NPC you learned your mastery from, and from there you can drop it for 100g. You can then go to any of the 3 NPCs and pick up your new mastery without doing the quest. This is repeatable and costs 100g each time. I definitely like this change.
That would be pretty bizarre if true, because it would completely obviate the actual Master of Transmutation quest. Master of Elixirs and of Potions are much, much cheaper to complete than Transmutation, so you could just do one of those and pay 100g to switch instead of forking over 4 Primal Mights, which on my server are worth at least 360g.