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04/13/07, 8:25 PM
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#51
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Glass Joe
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Originally Posted by Evalara
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.
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Yes, well I am a transmute master, so it kinda stinks but I'll gladly pay the 100g if I do decide to change it. It does indeed work on the current PTR build. I did it myself. Dropped transmute, picked it back up, dropped it again, then hearthed and picked up elixir. Total of 200g.
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04/13/07, 8:34 PM
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#52
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Bald Bull
Night Elf Druid
Stormreaver
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Originally Posted by Cesar2000
Ok, very good in that case  Must missed that part.
edit: just checked the patchnotes and cant find anything about that... where did you see it?
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Its on the patch notes that are on the website not the ones from the file (which are slightly out of date).
# Super Mana Potions now require 2 Dreaming Glory instead of 2 Netherbloom to create.
# Super Healing Potions now require 2 Netherbloom instead of 2 Dreaming Glory to create.
# Reduced the number of Stonescale Oil required to make Greater Stoneshield Potions.
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http://www.worldofwarcraft.com/patch...atchnotes.html
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04/13/07, 8:41 PM
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#53
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Bald Bull
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Originally Posted by Evalara
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.
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Maybe this is just a test server convenience?
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04/13/07, 8:43 PM
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#54
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Don Flamenco
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Interesting on the mastery respec. I figured you'd have to complete each quest at least once before only having to spend 100 gold to respec. It would almost be worth it to pick up transmute for a week or so to transmute stuff each day at that cost.
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04/13/07, 8:45 PM
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#55
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Piston Honda
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# Super Mana Potions now require 2 Dreaming Glory instead of 2 Netherbloom to create.
# Super Healing Potions now require 2 Netherbloom instead of 2 Dreaming Glory to create.
# Reduced the number of Stonescale Oil required to make Greater Stoneshield Potions.
just checked on the test server this very second, none of thoses changes are in
btw anyone have foudn thoses guys ?
# Arcanist Xorith of the Scryers and Haldor the Compulsive of the Aldor will sell specialized flasks only usable in raid zones to players who are exalted with Cenarion Expedition: the Sha'tar and the Scryers or the Aldor (respectively). The flasks will only be purchasable with tokens obtained from creatures in Tempest Keep: The Eye, The Serpentshrine, and The Black Temple.
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04/13/07, 9:02 PM
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#56
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The Treachery of Forums
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It seems that the patch notes on the forums are the newly compiled ones; as someone said in another thread it looks like the actual PTR patch is a build or two older. We'll probably see this stuff in a few days as they update the PTR.
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04/13/07, 9:08 PM
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#57
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Glass Joe
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Originally Posted by Darkchani
btw anyone have foudn thoses guys ?
# Arcanist Xorith of the Scryers and Haldor the Compulsive of the Aldor will sell specialized flasks only usable in raid zones to players who are exalted with Cenarion Expedition: the Sha'tar and the Scryers or the Aldor (respectively). The flasks will only be purchasable with tokens obtained from creatures in Tempest Keep: The Eye, The Serpentshrine, and The Black Temple.
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Yeah I curious to see what the drop rate for these tokens are as well as the stats of all the flasks. I saw someone post the gruul lair ones earlier but the Tempest keep and SSC flasks would be helpful as well. Anyone seen the potion turn ins? Depending on the drop rate for any Potion token it could relieve alot of the problems with chain-chugging potions.(in a roundabout way)
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04/13/07, 11:53 PM
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#58
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Great Tiger
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Posted by Eyonix:
Also, what's not in the patch notes (at least as of yet) is that in patch 2.1, all herb skinable creatures will have a chance to drop a black lotus, making elixirs even easier to farm.
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Scource
Edit: oops
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04/14/07, 11:54 AM
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#59
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Von Kaiser
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Originally Posted by Sapp
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.
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The elegance depends on the stack size. If we have to maintain n different types of special potions that only stack to 5, it's not elegant. Personally, it's not elegant even if they stack to 20, not sure why they wouldn't just give out white potions that can be used anywhere. Oh right, bag and bank space is something that helps them maintain game balance...
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04/14/07, 12:36 PM
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#60
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Banned
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The big difference between pots and elixirs is that pots scale way better with knowing an encounter and getting better gear. Elixirs are (duh) always prepotted to just buff to the max to make it easier, even if the try goes completely wrong or it's a breeze, ya already used the elixirs. Becuase of this elixirs + flasks were by far the greatest costs in raiding, pots are ofcourse used in some encounters but way more situational.
On a sidenote, this change will make the Alchemy stone even better. Pots + acl stone wil be a bigger part of ya total mp5 now then they were before.
Used to be:
Gear = 140 mp5 = 20%
Shadow priest (aka mana battery) = 200 mp5 = 28%
Buffs (elix, food,oil, flask) = 113 = 16%
Pots (inc alch stone) = 140 = 20%
BoW/MS/MT = 110 mp5 = 16%
Will be:
Gear = 140 mp5 = 23%
Shadow priest (aka mana battery) = 180 mp5 = 29%
Buffs (elix, food,oil, flask) = 47 mp5 = 8%
Pots (inc alch stone) = 140 mp5 = 23%
BoW/MS/MT = 110 mp5 = 18%
This is from a shaman point of view, where spirit doesnt mean much (at all)  .Water shield ofc regens some also, but is very unreliable and fight dependable. Dont have dark runez anymore as Healthstones >> all.
Anyway, Gear still isnt the biggest factor in mana regen, a SP is the most important one and after that come pots/gear. A portion of the pots mp5 could ofc be seen as gear cuase of the alch stone, but then again, if ya dont pot ya dont get the mana.
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04/14/07, 1:13 PM
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#61
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Don Flamenco
Undead Mage
Frostmane (EU)
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Originally Posted by Darkchani
# Super Mana Potions now require 2 Dreaming Glory instead of 2 Netherbloom to create.
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Anyone who can confirm this?
Last edited by BeeLz : 04/14/07 at 1:18 PM.
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04/14/07, 1:20 PM
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#62
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Von Kaiser
Human Priest
Ревущий фьорд (EU)
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No,mats are same as before.
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04/14/07, 7:31 PM
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#63
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Glass Joe
Undead Mage
Bloodscalp (EU)
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After making 20 new elixirs at the PTR i discovered flask of mighty restoration, so its either luck or they really buffed the discovery heavely. Since i have never discovered anything since TBC release and made thousands of potions/elixirs.
So now in stacking up alot of Ragveil/Felweed/Dreaming glory while they are still cheap at live. When 2.1 releases i will buy alot of cheaper vials and cross my fingers.
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04/14/07, 7:33 PM
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#64
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Don Flamenco
Night Elf Druid
Dragonblight (EU)
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I made about 300 potions but got nothing.
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04/14/07, 7:33 PM
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#65
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Glass Joe
Undead Mage
Bloodscalp (EU)
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# Super Mana Potions now require 2 Dreaming Glory instead of 2 Netherbloom to create.
# Super Healing Potions now require 2 Netherbloom instead of 2 Dreaming Glory to create.
If these chances make it into the patch someday i suggest everyone to make alot of Super Healing Potions before the patch cause Dreaming Glory > Netherbloom in both price and finding them.
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04/14/07, 7:59 PM
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#66
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I park my feet under my desk.
Night Elf Druid
Dragonblight
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Anyway, moving on .. as far as super heals go, correct me if I'm wrong but they drop more often from humanoid grinding than super manas do, while SMPs were, are and probably always will be a raiding staple for priests/mages/paladins/druids/hunters - and thereby in higher demand.
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04/15/07, 7:13 AM
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#67
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弾幕
Blood Elf Death Knight
Defias Brotherhood (EU)
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Originally Posted by Twid
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.
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1: Flask overwrites Guardian.
2: Didn't try cause of lack of flasks...
3: Flask overwrites both.
4: "More powerful spell is already active"
5: "More powerful spell is already active"
6: "More powerful spell is already active"
I used Elixir of healing power as my battle elixir, Major Mageblood as my Guardian and Flask of Distilled Wisdom as the flask.
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04/15/07, 2:19 PM
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#68
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Soda Popinski
Orc Death Knight
Mal'Ganis
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Originally Posted by Thelyna
Anyway, moving on .. as far as super heals go, correct me if I'm wrong but they drop more often from humanoid grinding than super manas do, while SMPs were, are and probably always will be a raiding staple for priests/mages/paladins/druids/hunters - and thereby in higher demand.
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Exactly -- I've been able to sustain my SHP supply through pickpocketing and grinding, don't remember the last time I actually made any. Nice to be able to pop them like candy without even thinking about it.
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04/18/07, 11:32 AM
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#69
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Glass Joe
Troll Shaman
Twilight's Hammer (EU)
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Staying with Alchemy in 2.1.0, I know its a long shot, but has anyone tried a Magic Resistance potion with a MOTW buff on the PTR? I know elixirs stack with raid buffs, I was just wondering whether they might have overlooked Magic Resistance potion and made it stack too.
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04/18/07, 11:42 AM
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#70
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Bald Bull
Blood Elf Priest
Mal'Ganis
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Originally Posted by Wub
# Super Mana Potions now require 2 Dreaming Glory instead of 2 Netherbloom to create.
# Super Healing Potions now require 2 Netherbloom instead of 2 Dreaming Glory to create.
If these chances make it into the patch someday i suggest everyone to make alot of Super Healing Potions before the patch cause Dreaming Glory > Netherbloom in both price and finding them.
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Alternately, buy all the stacks of Dreaming Glory you can find before demand spikes. As people have said, SHP influx from normal play usually exceeds people's needs.
SMPs, on the other hand, are pretty much a healer's staple consumable, and will continue to be, perhaps even more so, after the patch.
Now, the higher availability of Dreaming Glory compared to Netherbloom means that the price of SMPs will probably fall, but the price of Dreaming Glory will almost certainly rise.
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04/18/07, 1:47 PM
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#72
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Von Kaiser
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Mighty Restoration technically is a caster flask - its effect is just underwhelming for warlocks. I'm glad I saved some Black Lotus.
Edit: nvm.
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04/18/07, 1:55 PM
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#73
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Great Tiger
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Originally Posted by Wub
# Super Mana Potions now require 2 Dreaming Glory instead of 2 Netherbloom to create.
# Super Healing Potions now require 2 Netherbloom instead of 2 Dreaming Glory to create.
If these chances make it into the patch someday i suggest everyone to make alot of Super Healing Potions before the patch cause Dreaming Glory > Netherbloom in both price and finding them.
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Yeah, I really didn't understand this statement either. By and large, SMP are FAR FAR more valuable than SHP are (and will continue to be, if not more so), so I would save all the Dreaming Glory I could until the patch hits if I could stand it. Conversely, farm Netherbloom a few days before the Patch and sell that off fast for high profit, then turn around and buy super-cheap Dreaming Glory.
That is, if the change goes through.
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04/18/07, 2:26 PM
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#74
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Super Macho Man
<>
Orc Shaman
No WoW Account
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Originally Posted by Sservis
The elegance depends on the stack size. If we have to maintain n different types of special potions that only stack to 5, it's not elegant. Personally, it's not elegant even if they stack to 20, not sure why they wouldn't just give out white potions that can be used anywhere. Oh right, bag and bank space is something that helps them maintain game balance...
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White pots aren't BoP. It's an economic control measure.
OTOH, it'd be nice if all the special raidzone pots were the same kind...
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Melador> Incidentally, these last few pages are why people hate lawyers.
Viator> I really don't want to go all Kalman here.
Bury> Just imagine what the world would be like if you used your powers for good.
Clearly law school has done wonders for me.
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04/18/07, 3:01 PM
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#75
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Great Tiger
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Originally Posted by Kalman
White pots aren't BoP. It's an economic control measure.
OTOH, it'd be nice if all the special raidzone pots were the same kind...
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That is something.. having to hold spots in your bank for mana pots of all different kinds and the inevitable "Can someone summon me, I brought the wrong pots to SSC."
Perhaps a raid cache of sorts.... a bank that you can access from just inside each raid instance with all your mats for raiding.
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