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08/08/08, 9:27 PM
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#326
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oop dat me
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Originally Posted by Illy
A tailoring ability that's self-buff only for melee? There has to be a mistake somewhere. Is it only tailoring or do other professions get embroidering also?
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Embroideries are probably just like spellthreads, and tradable.
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08/08/08, 10:32 PM
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#327
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Don Flamenco
Night Elf Warrior
Farstriders
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"Embroiders a magical pattern into your cloak, giving you a chance to restore 300 mana when you cast a spell. You can only embroider your own cloak and embroidering your cloak will cause it to become soulbound."
Sounds like they're trying to indeed make it Tailoring only.
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Originally Posted by XI-
That doodad was the best fucking part of the new Naxx and fuck fun sponges like you for getting it nerfed.
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08/08/08, 10:51 PM
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#328
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Don Flamenco
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Originally Posted by Haphnet
"Embroiders a magical pattern into your cloak, giving you a chance to restore 300 mana when you cast a spell. You can only embroider your own cloak and embroidering your cloak will cause it to become soulbound."
Sounds like they're trying to indeed make it Tailoring only.
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No, that's to prevent you from using it on other players. (Anti-twink mechanism.) The leg armors have the same wording.
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08/09/08, 7:16 AM
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#330
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Von Kaiser
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I like the way they're attempting to balance professions with all the passive stats and prof-only enchants Right now it's so obvious to go ench+JC for Arena it's disturbing.
Herbalism healing is a bit week with it's 2k over 15 sec on 80. That's 8-15% HP max, and I don't think we can chew the BoP herbs inside the Arena.
Alchemy still lacks any PvP utility.
Tailoring got a nice buff, I hope thoose cloak enchants will be on the level of BoP gems, unique slots and ring enchants.
Engineering looks a bit OP. They get all the upgraded gadgets AND extra slots? Reminds me of S1-2 where everyone went engi.
Inscription: the glyphs look quite strong, much stronger than I thought. An additional slot looks #1 choice for PvP-ers.
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08/09/08, 7:24 AM
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#331
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Von Kaiser
Human Paladin
Sporeggar (EU)
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How OP engineering will be will depends mostly on whether they overwrite enchanting enchants and purely determined by class/spec requirements for PVP. From the looks of things the PVE use for engineering is still very limited (as is now).
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08/09/08, 8:27 AM
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#332
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Custom User Title
Dwarf Paladin
Frostmourne
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Engineering and Inscription will be the ones to watch for sure in PVP. Extra abilities always become more powerful in PVP than they are in the static environment of PVE. Much like with engineering pre-rocket boot nerf and engineering now you're either going to have a useful ability that makes the profession amazing, or it will not be useful and thus one of the stat bonuses will be better. I honestly don't think you can really balance abilities with stats in PVP so you'll want them or not want them, we probably won't be umming and arring about which ones to take once the balancing is done.
I'm still very curious how inscription will work out as far as switching goes. From the ones we've seen glyphs seem to be playstyle-defining and as such not something you'll be wanting to take into both PVP and PVE, or even when switching roles in just PVE.
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08/09/08, 8:36 AM
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#333
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Tinker
Gnome Rogue
Forscherliga (EU)
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Originally Posted by Prinsesa
Just to recap on what we DO know about WOTLK Professions:
* Miners get a Mining-specific STA boost (is Miner's Revenge implemented yet?)
* Skinners get a Skinning-specific critical strike boost (is Scalp implemented yet?)
* Herbalism does not have an Herbalism-specific stat boost yet, but does have Herbalism-specific consumables, such as Deadnettle
* Alchemy got the potion sickness debuff, but got Mixology as a profession-specific perk
* Blacksmithing gets to put sockets on weapons as a "constantly in-demand" product, and we've seen plate tanking gear as craftables
* Engineering is not released yet, but Motorcycle land mounts have been datamined
* Leatherworking got the Tinnitus debuff, but got BOP Leg Threads as a profession-specific perk
* Tailoring is not released yet
* Jewelcrafting has had its new tiers of gems released
* Enchanting has had its new enchants released
Inscription:
* Will produce Scrolls of <Stats> as their "constantly in-demand" product, meant to slightly make up for missing buffs (like Divine Spirit) without surpassing them, or in some cases provide another layer of buffs all their own (such as a Scroll of Strength)
* Will produce Glyphs that modify the abilities of classes. Some trivially (change into a Polar Bear), some non-trivially (Healing Touch becomes Flash Healing Touch)
* We do not know how Glyphs will interact with respecs, but that would largely determine if Glyphs are a one-shot deal or another "constantly in-demand" product
* Inscription will draw most of its materials from Herbalism's herbs, milling them the same way a Jewelcrafter prospects a Miner's ores.
* Inscription will interact with Enchanting by allowing enchants to be placed on Scrolls, which can then be sold separately and applied without an enchanter. Current implementation limits this to pre-BC enchants though.
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Would it be ok to take this text and put it into the first post. I am on holiday at the moment and can't work to much on the thread right now.
Edit:
Engineering looks very good. Hard to say how the numbers will turn out, but they really put some good ideas there to give Engineering back the utility it had before TBC. Very nice.
Last edited by Hildegard : 08/09/08 at 8:43 AM.
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08/09/08, 9:20 AM
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#334
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Von Kaiser
Orc Shaman
Vek'nilash (EU)
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Originally Posted by mclem
Reads like the first two are finally confirmed as for the blacksmith only, whereas the last suggests anyone can get the benefit from it. I was quite pleased about the prospect of *one* bonus socket for sticking with BS, two is massive.
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2 sockets would put BS in line with the other professions, as they seem balanced around 40 stat points BoP benefits.
Only prof that is breaking away from this is Inscribtion, a 3rd major Glyph might be worth a lot more then 40 stat points.
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08/09/08, 10:22 AM
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#335
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Bald Bull
Night Elf Druid
Tichondrius
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Updated my profession specific bonuses post - The WotLK profession thread
The questions added by this patch--
* Is embroidery going to be tailoring only? Will it overwrite the enchant slot?
* How will sockets be implemented for blacksmiths (weapons or gloves/wrists)? And will they overwrite the enchant slot?
* Gem Perfection - Spell - World of Warcraft ?
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08/09/08, 10:34 AM
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#336
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Don Flamenco
Human Paladin
Bronze Dragonflight (EU)
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Originally Posted by Copernicus
* Is embroidery going to be tailoring only? Will it overwrite the enchant slot?
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All things considered, I'd imagine it will function identically to Spellthreads. It will certainly be tailoring-only, though, as LW and BS have their own variations on it.
Doesn't seem too complicated in concept. The equivalent in TBC would be a skill that takes, for example, a Golden Draenite, and has a chance to turn it into a Dawnstone. The description implies a failure rate, which will vary based on the number of greens you need to try for a blue.
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08/09/08, 10:37 AM
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#337
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Glass Joe
Dwarf Hunter
Twilight's Hammer (EU)
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Have not seen this reported anywhere yet but Potion Sickness debuff has been removed as of latest build. Didn't proc off Super Healing Potion or Haste Potion.
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08/09/08, 10:45 AM
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#338
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Von Kaiser
Orc Shaman
Vek'nilash (EU)
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Originally Posted by Copernicus
* Is embroidery going to be tailoring only? Will it overwrite the enchant slot?
* How will sockets be implemented for blacksmiths (weapons or gloves/wrists)? And will they overwrite the enchant slot?
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The extra socket slots cant overwite the ench slot, that would give it a negative net value (ench slot > socket slot stats wise).
On the cloak, no idea, suspect they add a kit slot to cloaks, but maybe not. Could be like gloves, which can have kits or ench, both at the same slot not ?
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08/09/08, 10:47 AM
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#339
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Piston Honda
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Originally Posted by Aleo
Have not seen this reported anywhere yet but Potion Sickness debuff has been removed as of latest build. Didn't proc off Super Healing Potion or Haste Potion.
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At the risk of inciting an already volatile subject, I sincerely hope that's a bug. Unless they took it out to expand it a little bit by implementing separate pro-active and reactive potion sickness debuffs in a later build?
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08/09/08, 11:19 AM
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#340
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Likes gnomes
Gnome Warlock
Turalyon (EU)
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Originally Posted by Aleo
Have not seen this reported anywhere yet but Potion Sickness debuff has been removed as of latest build. Didn't proc off Super Healing Potion or Haste Potion.
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Did you try a mana potion?
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08/09/08, 11:40 AM
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#341
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Don Flamenco
Blood Elf Paladin
The Venture Co (EU)
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Originally Posted by Malleus
Doesn't seem too complicated in concept. The equivalent in TBC would be a skill that takes, for example, a Golden Draenite, and has a chance to turn it into a Dawnstone. The description implies a failure rate, which will vary based on the number of greens you need to try for a blue.
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Reads more like a passive proc-chance to me (similar to alchemy masteries) - when cutting a green-quality gem, there's a chance it'll turn into the blue-quality equivalent instead.
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08/09/08, 12:29 PM
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#342
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Von Kaiser
Dwarf Paladin
Aggramar (EU)
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Originally Posted by kharen
Reads more like a passive proc-chance to me (similar to alchemy masteries) - when cutting a green-quality gem, there's a chance it'll turn into the blue-quality equivalent instead.
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The only thing that puts me off that idea is the fact that I'd expect them, when referring to blues, to use the already well-defined term 'rare' - given they're already using the term 'uncommon' in the tooltip. Perfect might suggest some sort of new gem trait.
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08/09/08, 1:23 PM
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#343
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Soda Popinski
Night Elf Druid
Frostmourne
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Haha, imagine if gem cuts had a chance to produce a 'perfect' variant that had (for example) +2 additional points. They could be rare enough for a long time that the serious (read: OCD) min-maxers would take a -long- time to kit out their sets with all perfect epic cuts. Let's not even go into upgrading gear and repeating the process all over again.
Edit: No, that's not anything I read or saw anywhere, nor am I in beta now. Random speculation disclaimer, etc.
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#elitistjerks
<^clicker> nice job trying to troll but you're a fucking idiot because i wasn't responding to you
<^clicker> this is the channel for serious discussion of important world of warcraft issues i believe youre looking for /b/ get lost scrub
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<^clicker> do you act like this all the time
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08/09/08, 2:41 PM
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#344
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Von Kaiser
Gnome Mage
Black Dragonflight
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Originally Posted by Falk
Haha, imagine if gem cuts had a chance to produce a 'perfect' variant that had (for example) +2 additional points. They could be rare enough for a long time that the serious (read: OCD) min-maxers would take a -long- time to kit out their sets with all perfect epic cuts. Let's not even go into upgrading gear and repeating the process all over again.
Edit: No, that's not anything I read or saw anywhere, nor am I in beta now. Random speculation disclaimer, etc.
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Well actually... it seems you're right.
Gem Perfection - Quest - World of Warcraft
From the quest text that teaches the gem ability:
Surviving is difficult here in the frozen north, not only do I lack customers for my crafting skills, but I also lack stock of gems to sell. If you can bring me a cut gem of each color for my stocks, I can teach you the skill of gem perfection. This will allow you to sometimes cut a perfect gem with increased bonuses when cutting a uncommon quality gem from Northrend.
Guess they'll probably be a step between green and blue gems, so while a nice perk at the start, won't be that big a deal later on once people start finding lots of the blue recipes.
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08/09/08, 4:04 PM
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#345
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Soda Popinski
Night Elf Druid
Frostmourne
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Poop, only uncommon quality though. Would have been fun to see how the economy played out with the highest variants (since anything below epic would be replacable by epic ones and therefore still not supply-limited)
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#elitistjerks
<^clicker> nice job trying to troll but you're a fucking idiot because i wasn't responding to you
<^clicker> this is the channel for serious discussion of important world of warcraft issues i believe youre looking for /b/ get lost scrub
...
<^clicker> do you act like this all the time
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08/09/08, 4:22 PM
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#346
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Von Kaiser
Undead Warrior
Skullcrusher
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Hmm so leatherworking only got bop leg threads? that are just slightly better then boe threads or how does it work? considering tailoring getting stuff as big as 300 mana return on cast, and BS getting 2 sockets, I hope we get a little more...
Also, I really hope they implement in leatherworking / blacksmithing what they had in TBC start for tailoring, and keep up the trend of raid recipes that require raid drops.
All in all I think profession choices got 2 levels up in complication :x
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08/09/08, 4:58 PM
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#347
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Von Kaiser
Blood Elf Paladin
Argent Dawn (EU)
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Originally Posted by Zamaar
Also, I really hope they implement in leatherworking / blacksmithing what they had in TBC start for tailoring, and keep up the trend of raid recipes that require raid drops.
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I would have said (and, although I don;t have sources, my impression of Blizzard posts and considered actions would support me - for example, the proposed and removed nerf to Tailored sets on PTR) that the last thing we want to happen is a repeat of the Tailoring fiasco. Powerful BoP gear is nice, but Spellfire and whatnot were more or less inarguably *too* powerful. Having T5 level gear when you were still wiping on Moroes made Tailoring at that level what Leatherworking is perceived to be in Sunwell - required. Professions should give you a bonus for having them, but they should not be a significant or deciding factor in boss fights.
Besides, having a profession perk as an addition to gear, rather than the gear itself, is more powerful in the long term, even if not as good thematically. Would you rather epics that were overpowered in Naxx 10-man, and were replaced when you moved onto the 25 man, or the next tier up, or an enhancement that will be with you no matter what level you raid or PvP at?
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08/09/08, 5:32 PM
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#348
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Don Flamenco
Undead Priest
Whisperwind
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I wonder what the intent behind Titansteel Guardian is. 88 DPS? That seems extremely low for a level 80 epic, and it doesn't have a DPS -> spell damage conversion, because it's almost identical to Titansteel Bonecrusher, but with spell damage instead of AP. Maybe they don't know what they're doing with those maces yet and the stats are just placeholder.
Last edited by ildon : 08/09/08 at 9:41 PM.
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08/09/08, 5:46 PM
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#349
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Don Flamenco
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Originally Posted by ildon
I wonder what the intent behind Titansteel Guardian is. 88 DPS? That seems extremely low for a level 88 epic, and it doesn't have a DPS -> spell damage conversion, because it's almost identical to Titansteel Bonecrusher, but with spell damage instead of AP. Maybe they don't know what they're doing with those maces yet and the stats are just placeholder.
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It's a caster weapon that hasn't had its weapon DPS lowered to compensate. My guess is that it's designed for soling Holy Pallys.
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08/09/08, 5:56 PM
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#350
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Soda Popinski
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Both of the titansteel 1h mace are broken/under budget. Just compare them to any green quest reward in northrend.
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