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08/11/08, 8:23 PM
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#376
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Von Kaiser
Night Elf Hunter
Barthilas
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One slightly interesting indication from that is that some glyphs will have level restrictions. Probably less interesting in the scope of final endgame implications but I can see some glyphs that provide extra combat ratings of some sort potentially being excessive at lower levels, and until now there hadn't been any indication that we'd be prevented from using those.
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08/11/08, 8:27 PM
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#377
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Piston Honda
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Originally Posted by Rerox
While I enjoy LW, while I enjoy Raid-PvE and while I am looking forward to the cool BoP Leg Enchants, I DO whish very much that there will be more for LW than just Drums and Leg Enchants ... well at least Armor sets are to be expected, and they'll hopefully be better than the ones in BC.
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The armor sets are your reward as a solo/5 man player. If you're a raider, no profession really gives any benefit above and beyond the enchant-style stuff and perhaps a small leg up right at the start. Sure, tailoring sets lasted through a couple of tiers in BC, but I very much doubt they'll repeat the mistake of spell school specific sets again.
I'd argue that LW is still very strong, because the enchants have been made approximately equal across the board, but drums are something that really has no comparison in other professions.
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08/11/08, 9:27 PM
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#378
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Soda Popinski
Tauren Druid
Twisting Nether (EU)
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Originally Posted by Prinsesa
The embroideries are not a Tailoring-specific perk.
What's the deal with the Floral Foundations? I have no idea what's going on there.
Anyway, updated my summarizing post on what we know. Thanks Copernicus.
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Read the additional text for the embroideries:
"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."
I believe tailoring used to have enhanced leg enchants as a personal buff but they got removed for these? so I wouldn't be shocked for a similar thing for leatherworkers.
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08/11/08, 9:49 PM
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#379
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Bald Bull
Night Elf Druid
Tichondrius
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Tailoring never had enhanced leg buffs, and only the latest patch added in +spellpower leg enchants. I'm still expecting leatherworking to get enhanced spell power leg enchants, but nothing confirmed on that yet. Especially in light of embroideries having a melee version.
Embroideries currently have a reagent, unlike armor kits/patches and like enchanting. I expect it to remain the tailoring perk, but I don't expect it to continue to cost just a Rune Thread. 
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08/11/08, 10:07 PM
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#380
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Piston Honda
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Originally Posted by Shakes
It's still raid DPS you're adding, just as much as if you had some personal enchant somewhere. It's not sexy because you don't just help yourself win the e-peen meters, but it's still helping your group. To say drums aren't a positive reason to take a leatherworker to a raid is like saying bloodlust isn't a reason to take a shaman.
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Well yes and no... if you have 5 enchanters in your group, they can all use their ring enchants. But if you have 5 leatherworkers in a group, 4 of them are wasted.
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08/11/08, 10:11 PM
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#381
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Piston Honda
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Originally Posted by Shakes
The armor sets are your reward as a solo/5 man player. If you're a raider, no profession really gives any benefit above and beyond the enchant-style stuff and perhaps a small leg up right at the start. Sure, tailoring sets lasted through a couple of tiers in BC, but I very much doubt they'll repeat the mistake of spell school specific sets again.
I'd argue that LW is still very strong, because the enchants have been made approximately equal across the board, but drums are something that really has no comparison in other professions.
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The point is that I don't have to be a LWer at all to get the benefit of those drums. In fact, as long as I can assume someone else in my raid has the drums, I would gain more from being a different profession and gaining their benefits.
What I am trying to say is this -- drums are an amazing perk in a raid, but they're not in the same style of comparison as the extra Glyph, or BoP gems, or extra sockets, or self-only enchants.
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08/11/08, 10:18 PM
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#382
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Bald Bull
Night Elf Druid
Tichondrius
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Originally Posted by Zaniel
The point is that I don't have to be a LWer at all to get the benefit of those drums. In fact, as long as I can assume someone else in my raid has the drums, I would gain more from being a different profession and gaining their benefits.
What I am trying to say is this -- drums are an amazing perk in a raid, but they're not in the same style of comparison as the extra Glyph, or BoP gems, or extra sockets, or self-only enchants.
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It's a good thing that drums aren't the only leatherworking perk then, right?
An enchanter can gain 40 attack power and 20 haste rating from the two ring enchants. A leatherworker will have 30 attack power and 18 crit rating from their super-duper leg enchant. So the difference between the enchanter and the leatherworker (ignoring any possible BoP gear) is the enchanter gains 10 attack power and 2 rating, while the leatherworker gets to use drums.
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08/11/08, 10:30 PM
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#383
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Soda Popinski
Tauren Druid
Twisting Nether (EU)
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Originally Posted by Copernicus
It's a good thing that drums aren't the only leatherworking perk then, right?
An enchanter can gain 40 attack power and 20 haste rating from the two ring enchants. A leatherworker will have 30 attack power and 18 crit rating from their super-duper leg enchant. So the difference between the enchanter and the leatherworker (ignoring any possible BoP gear) is the enchanter gains 10 attack power and 2 rating, while the leatherworker gets to use drums.
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The super-duper leg enchants don't really work for Elemental & Resto Shamans or Moonkin & Resto Druids though :P
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08/11/08, 11:00 PM
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#384
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Bald Bull
Blood Elf Paladin
Echo Isles
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Originally Posted by Playered
Read the additional text for the embroideries:
"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."
I believe tailoring used to have enhanced leg enchants as a personal buff but they got removed for these? so I wouldn't be shocked for a similar thing for leatherworkers.
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All your emphasized text means is that you cannot use the Embroidery on an item then pass it to another player, preventing twinkage.
You can still pass the Embroidery to someone else, and that person will embroider their own cloak.
If the Embroidery was bind-on-pickup, then the tailor would not even be able to pass it to someone else, and THAT would make it a Tailoring-specific perk.
You can check the LW Leg Armors, they use the same terminology, but only one of them is bind-on-pickup.
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08/11/08, 11:48 PM
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#386
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Bald Bull
Night Elf Druid
Tichondrius
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Please look more closely at the embroidery spells - here's an example from wowdb - embroidery - WOWDB Search
The actual spell to do the application has a difficulty, a reagent, and a tailoring requirement. Armor Kit spells (and other BoE enchantments) are all cast by an item and have no requirements. Armor Kits also have a separate recipe that has the reagent and skill requirements and outputs an item. Embroideries more closely match the way enchantments currently work than armor kits.
Now, the next patch may change how embroidery works. But until the recipes output an item, it's a tailoring perk.
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08/12/08, 12:08 AM
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#387
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Bald Bull
Blood Elf Paladin
Echo Isles
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Originally Posted by Copernicus
Please look more closely at the embroidery spells - here's an example from wowdb - embroidery - WOWDB Search
The actual spell to do the application has a difficulty, a reagent, and a tailoring requirement. Armor Kit spells (and other BoE enchantments) are all cast by an item and have no requirements. Armor Kits also have a separate recipe that has the reagent and skill requirements and outputs an item. Embroideries more closely match the way enchantments currently work than armor kits.
Now, the next patch may change how embroidery works. But until the recipes output an item, it's a tailoring perk.
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My apologies, I assumed they churned out an on-use item like armor kits. I'll edit my post accordingly, although that does call into question what they intend to do with the Swordguard embroidery, since it's a melee-oriented effect.
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08/12/08, 12:28 AM
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#388
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Von Kaiser
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Originally Posted by Prinsesa
My apologies, I assumed they churned out an on-use item like armor kits. I'll edit my post accordingly, although that does call into question what they intend to do with the Swordguard embroidery, since it's a melee-oriented effect.
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Assuming they don't change it, it will most likely be for the melee classes that do have tailoring. While not as plentiful as casters with it, I have seen a few, such as druids that picked it up for the Mooncloth gear back when raiding was just getting started.
It also means that spellpower leatherworking patches are likely for the boomkins, elemental shamans, and the rare caster that switched for drums and actually keeps leatherworking in the expansion.
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08/12/08, 2:42 AM
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#389
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Bald Bull
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Originally Posted by Paprikka
Assuming they don't change it, it will most likely be for the melee classes that do have tailoring. While not as plentiful as casters with it, I have seen a few, such as druids that picked it up for the Mooncloth gear back when raiding was just getting started.
It also means that spellpower leatherworking patches are likely for the boomkins, elemental shamans, and the rare caster that switched for drums and actually keeps leatherworking in the expansion.
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Or perhaps they mean for it to be for Metamorphasis specced warlocks? Seems odd to put something like that in the game for such a niche spec tho.
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08/12/08, 4:24 AM
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#390
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Von Kaiser
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Originally Posted by Paprikka
Assuming they don't change it, it will most likely be for the melee classes that do have tailoring. While not as plentiful as casters with it, I have seen a few, such as druids that picked it up for the Mooncloth gear back when raiding was just getting started.
It also means that spellpower leatherworking patches are likely for the boomkins, elemental shamans, and the rare caster that switched for drums and actually keeps leatherworking in the expansion.
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Something that strikes me about the tailoring cloak enchants, specifically making it melee only means there's nothing for a tailor hunter. (I actually have a crazy friend who has a tailor/enchanting hunter right now, which is mostly why I thought of it.)
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08/12/08, 6:04 AM
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#391
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Von Kaiser
Draenei Shaman
Shadowsong (EU)
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Originally Posted by Trifle
Well yes and no... if you have 5 enchanters in your group, they can all use their ring enchants. But if you have 5 leatherworkers in a group, 4 of them are wasted.
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Oh, and why are 4 of the leatherworkers wasted?
If tinnitus was the only leatherworking change I would agree with you, but it is pretty obvious from the recipies that we have seen so far that there are leatherworker only recipes that match the enchanting rings buffs.
What you are doing here is comparing Enchanting buffs with a leatherworking nerf (tinnitus) while ignoring the leatherworking buffs (bop leg armors), hardly a fair comparison.
Last edited by Jheherrin : 08/12/08 at 6:24 AM.
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08/12/08, 7:19 AM
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#392
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King Hippo
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Originally Posted by Jheherrin
Oh, and why are 4 of the leatherworkers wasted?
If tinnitus was the only leatherworking change I would agree with you, but it is pretty obvious from the recipies that we have seen so far that there are leatherworker only recipes that match the enchanting rings buffs.
What you are doing here is comparing Enchanting buffs with a leatherworking nerf (tinnitus) while ignoring the leatherworking buffs (bop leg armors), hardly a fair comparison.
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Close but not "quite", 40 stats for enchanting, 40 stats for blacksmithing, 25 for skinning and mining, and 33.2 or so for the leatherworking leg enchant. The drums have a 30 sec effect with a 2 min cd, so in theory 2 players in the party could rotate the drums.
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-= Random Ravings - RSS Feed =- Rogue and Hunter stuff here. As well as guides to get you trough your spare time.
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08/12/08, 9:07 AM
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#393
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Von Kaiser
Night Elf Druid
Dalaran (EU)
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Another tidbit about glyphs taken from the latest build:
The ability to remove a glyph has been implemented (by shift-right clicking a slot). This yields a Popup that asks the following question :
CONFIRM_REMOVE_GLYPH = "Are you sure you want to remove %s? This glyph will be destroyed in the process.";
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08/12/08, 9:11 AM
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#394
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Von Kaiser
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Originally Posted by Zurgat
Close but not "quite", 40 stats for enchanting, 40 stats for blacksmithing, 25 for skinning and mining, and 33.2 or so for the leatherworking leg enchant. The drums have a 30 sec effect with a 2 min cd, so in theory 2 players in the party could rotate the drums.
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I don't follow - Tinnitus lasts for 2 minutes starting on application of the drum buff, right? So at the end of those 2 minutes the drums are off cooldown, what rotation are you suggesting? Unless I'm missing something the new situation for drums is ideally you'll want 1 leatherworker per group in a 25 man for drums, and ideally everyone else is 2 other professions with bigger benefits (not mining/skinning/herbalism, though even those three are less bad than they are now, certainly I think a tank could more easily justify keeping mining in wotlk.)
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08/12/08, 11:19 AM
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#395
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Co-starring: The Egg
Ginakursia
Goblin Warlock
No WoW Account (EU)
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Originally Posted by Jerry
Another tidbit about glyphs taken from the latest build:
The ability to remove a glyph has been implemented (by shift-right clicking a slot). This yields a Popup that asks the following question :
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I'd guess that isn't that odd, since some glyphs have both negative and positive effects it's understandable the option is there to just remove them without replacing them.
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buff /bʌf/ Pronunciation[buhf]
–verb (used with object)
- to reduce or deaden the force of
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08/12/08, 11:44 AM
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#396
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Piston Honda
Blood Elf Paladin
Vek'nilash (EU)
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Originally Posted by Chicken
I'd guess that isn't that odd, since some glyphs have both negative and positive effects it's understandable the option is there to just remove them without replacing them.
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I believe this means that glyphs work the same way as gems - otherwise you could just move that glyph to your inventory (and then destroy it if you wish). In other words: if you wish to reglyph a slot, the old one will be destroyed. Why else would they implement a completely new dialogue for that?
Seeing that some glyphs are mandatory for more competetive playing (some PvP glyphs, taunt-resist glyph for tanking etc.) you end up in a situation where you are spending lots of gold to glyphs if they don't make material requirements for top end glyphs trivial. And to be honest, which crafting profession has it's most powerfull craftables cheap to make?
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08/12/08, 12:28 PM
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#397
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Piston Honda
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The LW vs Enchanting thing seems like an oversight based on item budget more than anything else. Having two rings games the cost of stat increase, leaving LW behind. I'm sure it's pretty obvious but the item budget for a single 30 stat increase (About what LW gets) is exactly equal to the budget for two 20 stat gains.
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08/12/08, 12:28 PM
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#398
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Piston Honda
Jess
Gnome Rogue
No WoW Account (EU)
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I actually hope their glyphing philosophy is that such a degree of specialization should be expensive to change (ie. require the purchase of all new glyphs). I like the notion that you identify with your character in terms of being primarily a holy paladin/feral druid/combat rogue, and the cost of re-glyphing would reflect that. If you can just switch spec/gear/glyphs cheaply and on a whim, and be a completely optimal healer one minute and optimal tank the next, that detracts somewhat from personalizing your toon to be very good at particular things.
I guess that's contrary to the min-maxing philosophy, nevertheless I feel that personalization is an important aspect of mmo character development and ought to be protected to a certain extent.
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08/12/08, 12:35 PM
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#399
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Great Tiger
Night Elf Druid
The Maelstrom (EU)
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Originally Posted by Jess
I actually hope their glyphing philosophy is that such a degree of specialization should be expensive to change (ie. require the purchase of all new glyphs). I like the notion that you identify with your character in terms of being primarily a holy paladin/feral druid/combat rogue, and the cost of re-glyphing would reflect that. If you can just switch spec/gear/glyphs cheaply and on a whim, and be a completely optimal healer one minute and optimal tank the next, that detracts somewhat from personalizing your toon to be very good at particular things.
I guess that's contrary to the min-maxing philosophy, nevertheless I feel that personalization is an important aspect of mmo character development and ought to be protected to a certain extent.
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So... one encounter I DPS it up and prefer DPS Glyphs. Next encounter I tank and prefer Tank glyphs. All fine and dandy, can even live with having to settle with one pair of Glyphs there. Now, the next day we're short on healers and I respec Healer and have to Reglyph yet again. In the weekend, I go hit the Arenas and ... well, waddayaknow, I gotta reglyph again ?
I honestly fail to see what's the fun in there, especially since my gear -will- remain enchanted and lying about when not using it.
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08/12/08, 12:37 PM
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#400
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Rafikki is right
Cadfael
Worgen Priest
No WoW Account (EU)
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Well it really all depends how this "switch your spec" thing is supposed to work, that hopefully will be implemented to test soon.
If we get two glyph sets as well, there won't be any cries. If however you can switch talent trees at little cost but you have only one glyph set then there is a problem.
I doubt people will cry when they have one raidspec (say healer) and then their solo-spec with now not that great glyphs. It's fine, the outside world is less cumbersome. You are not as good as someone specialized fully but who cares really ? This won't work however if you have a raid and an arena spec, both which you are supposed to have somewhat maximized if you take it seriously. Then you will need to re-glyph all the time and that is now entirely depending on the costs of the glyphs. If they are cheap, no problem. If they are not, then we just moved the respec cost to somewhere else. It might even be more expensive or troublesome if you depend on other players to provide you with the glyphs.
I don't particularly care that you can only overwrite or remove glyphs, but I do worry a bit with regards to the talent switching / respeccing.
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"Take the universe and grind it down to the finest powder and sieve it through with the finest sieve and then show me one atom of justice, one molecule of mercy. And yet you act as if there were some sort of rightness in the universe by which it may be judged."
- Discworld: Hogfather
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