UWhen you take in consideration it creates 5 at once, and the Crystallized Water is wotlk's equal to a Mote of Water they should come out about even with their current expense.
I don't think the injector will be very popular unless it provides more charges than it consumes. Few reasons:
- Only one potion per combat
- Lots of bag space being freed up by mounts & pets getting out of inventory
- Bigger bags being available
- Many people might still carry different potions: the equivalents of: mad alchemist, super rejuvenation, fel mana...
It doesn't seem like a worthwhile way to save 3-6 slots since odds are 20-40 mana potions will tide you over any single raid (unless you are forced to chug them down on trash).
Something I really hate with the injector is that you can not recharge it.
You have 3 potions left, you have to carry another one.
For a gizmo which sole utility is to save bagspace, it's baaaad.
Actually, you can recharge it, all it does is change it from 4 stacks of 5 into a single stack of 20, though if you mean just dragging and dropping some potions on it to refill, then indeed, no you can't.
Something I really hate with the injector is that you can not recharge it.
You have 3 potions left, you have to carry another one.
For a gizmo which sole utility is to save bagspace, it's baaaad.
If you're talking about healing / mana pot injectors on Live, you can top-off an injector with another one. For example, I finished last night's raid with 14 charges on my healing potion injector and had one with 8 charges in the bank. Drag the bank injector and drop it on the bag injector, and presto! 20 in my bags, 2 in the bank. I think that change happened with 2.4?
If you're talking about healing / mana pot injectors on Live, you can top-off an injector with another one. For example, I finished last night's raid with 14 charges on my healing potion injector and had one with 8 charges in the bank. Drag the bank injector and drop it on the bag injector, and presto! 20 in my bags, 2 in the bank. I think that change happened with 2.4?
My bad then, I had a long break and missed the change.
They aren't charges. They are a splittable/stackable item. I can take any newly created mana/health pot injector and split it back into 4 stacks of 5 if I really wanted to.
Seeing as the new content patch will be out soon which will include Inscription, does anyone know the herbs and materials required to get inscription to 375 to start farming a little early?
I'm already doing that, and while I'm not sure of what specifically, I'm basing what I gather off of requirements to level Alchemy (only so far as herbs go.) I figure if I overshoot, I can sell or trade off the rest, and if I undershoot, it won't take me very long to go gather up some more. The real question will be the non-herb materials, which I have yet to do research on.
Seeing as the new content patch will be out soon which will include Inscription, does anyone know the herbs and materials required to get inscription to 375 to start farming a little early?
No one can currently know this, on the beta Inscription is still in a very unfinished state and incapable of being leveled over ~150 skill.
What we do know is that, most likely, past the first bit of skill you won't really need specific herbs often. You'll instead need enough herbs from a range of various possible herbs. See:
If you're talking about healing / mana pot injectors on Live, you can top-off an injector with another one. For example, I finished last night's raid with 14 charges on my healing potion injector and had one with 8 charges in the bank. Drag the bank injector and drop it on the bag injector, and presto! 20 in my bags, 2 in the bank. I think that change happened with 2.4?
I'm not sure when this was put into effect, but long before 2.4. At least as far back as 2.3, perhaps farther. Most people are just unaware of it because the thing is named so oddly.
One thing that I was wondering - given the Blue post about the pre-WotLK patch -
Browsing through pre-expansion items on the various WoW-data sites implies that the items will be modified to fit the new `spellpower` mechanic. Specifically, items that are currently geared towards healers. Including crafted items.
This is particularly noticeable in the cloth armour area, which has far more dps-related characters than healing-related (including priests in both categories).
Normally, there would be a narrow window post-expansion where this would be noticeable, but it seems likely that the spellpower change (as a major part of the new mechanics) will be a part of the pre-expansion patch. Speculation, yes, but likely. If true, this gives a significantly larger window of time where items previously of interest only to healers are dps-competitive. Additionally, the healing items are substantially cheaper to craft given average realm prices.
Oddly, the exception I have noticed is in the bracer enchant - where the healing enchant appears to be unchanged while the dps enchant has been modified. I can only assume this is to prevent early obsoletion of the bracer-spellpower enchant, which is already only slightly more powerful (15 spell damage rather than 10) for a much larger cost.
Dragon's eye cuts are no longer unique-equipped, but you are limited to 3 of them in your equipment. This puts jewelcrafting at an extra 21 stat points over epic gems and 33 stat points over blue gems. Seems a little weak compared to blacksmithings bop sockets to me once you get access to normal epic gems.
Dragon's eye cuts are no longer unique-equipped, but you are limited to 3 of them in your equipment. This puts jewelcrafting at an extra 21 stat points over epic gems and 33 stat points over blue gems. Seems a little weak compared to blacksmithings bop sockets to me once you get access to normal epic gems.
It depends how the trinkets hold up (and any BoP smithing gear), and whether there's progression with them too.
The thing about BS & JC is that you can chose which extra stats you get. With LW/Tailoring/etc you are funneled into a select few (AP, spell damage, etc). A minor inconvienence for DPS classes, but for a tank, the ability to select a very specific stat is much more important.
I'm wondering about the ease/difficulty of racing to 450 profession skill for the server-first achievements. Is it possible at this point to reach 450 at level 70 in any profession in a few hours, assuming a limitless supply of gold and an abundance of starting-zone level mats up on AH?
That last assumption, upon further thought, seems unrealistic. Not many will bother posting their gathered mats up on the AH right away, and certainly demand will be greater than supply. I would think it would take the cooperation of a few friends or your entire guild immediately sending you what mats they gather in the opening hours at the very least.
First aid would certainly be the easiest to raise in such a case. Since you only really need 1 type of reagent.
Whereas for the other professions you're likely to require a large variety of materials from the different zones, and perhaps even primals.
Originally Posted by urotas
Dragon's eye cuts are no longer unique-equipped, but you are limited to 3 of them in your equipment. This puts jewelcrafting at an extra 21 stat points over epic gems and 33 stat points over blue gems. Seems a little weak compared to blacksmithings bop sockets to me once you get access to normal epic gems.
A huge nerf for rogues. Previously 7x7 stats extra would have made it somewhat interesting and competitive with the other professions. Now it's not worth the trouble. Depends what other stuff we'll see added though. Perhaps some meta gems?
Last edited by Zurgat : 08/28/08 at 12:32 PM.
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Dragon's eye cuts are no longer unique-equipped, but you are limited to 3 of them in your equipment. This puts jewelcrafting at an extra 21 stat points over epic gems and 33 stat points over blue gems. Seems a little weak compared to blacksmithings bop sockets to me once you get access to normal epic gems.
While it's definitely a net loss in total stat points, the lack of them being unique-equipped does mean you can just use three of your optimal stat. I wouldn't underestimate getting an extra 21/33 of your optimal stat over people without Jewelcrafting.
Edit: And as Phlis points out below, not having to compromise statwise for meta gems is a pretty big benefit. You'll also be able to pick up a few more socket bonuses without sacrificing stats which is also a not to be underestimated benefit.
Last edited by Chicken : 08/28/08 at 6:20 PM.
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Dragon's eye cuts are no longer unique-equipped, but you are limited to 3 of them in your equipment. This puts jewelcrafting at an extra 21 stat points over epic gems and 33 stat points over blue gems. Seems a little weak compared to blacksmithings bop sockets to me once you get access to normal epic gems.
Well, I don't know. If I'm using 2 Runed Dragon's Eyes to get my Meta Bonus for Chaotic Skyflare then I'm replacing two 12 spell power/15 Stam gems with two 32 Spell Damage Gems. The 3rd would most likely be inplace of a 23 power gem, for a total increase of 49 spell power over not having jewelcrafting, which is equal to the gains from enchanting. It all depends on how you look at it.
Well, I don't know. If I'm using 2 Runed Dragon's Eyes to get my Meta Bonus for Chaotic Skyflare then I'm replacing two 12 spell power/15 Stam gems with two 32 Spell Damage Gems. The 3rd would most likely be inplace of a 23 power gem, for a total increase of 49 spell power over not having jewelcrafting, which is equal to the gains from enchanting. It all depends on how you look at it.
The tooltip only says "Jewelers Gem: Matches any Socket", not that it counts as a gem of all three colors. I figured that would mean it wouldn't count for metagem requirements, though it could be just a different way of phrasing the tooltip.
The tooltip for chromatic (orange, purple, etc.) gems says "Matches a yellow or red socket." (for an orange one), and they count towards the Metagem requirements, so I don't see why the Dragon's Eyes shouldn't.
It's probably safe to assume the word "matches" means they do count as any of those gems for both meta and socket bonus effects. Still a rather substantial nerf for certain classes though.
The tooltip for chromatic (orange, purple, etc.) gems says "Matches a yellow or red socket." (for an orange one), and they count towards the Metagem requirements, so I don't see why the Dragon's Eyes shouldn't.
The old version said something like "Counts as a red, blue and yellow gem" which they changed to the current one. It's probably just rephrasing, but it would be nice if some jewelcrafter in beta could test it.