From my experience Aces don't seem to be any more rare than the other cards. Though I am able to sell them at a decent premium over other cards...I think most people don't even understand where the LK Darkmoon cards even come from, which leads them to thinking certain cards are more rare than others, as they were in the past.
I'm as close to positive as I can be without a larger data set that aces are not rarer than the others. We have several people on server who are fishing for Greatness decks and therefore there's been a large population of cards, relatively. Comparing the AH, talking to people, etc. there isn't any evidence that an ace is more or less likely. If people wish to overpay for them, that's their perogative.
As to carpets: Basic carpet flies at 60%, magnificent at 280%, and as the spec carpets do not exist YET, it's hard to tell if they'll be 280% or 310%. Considering how much more expensive and time limited they will be compared to the others, I would IMAGINE they'd be 310%, and you would only have access to the one you are specced to. Naturally, that's pure speculation: they could easily [change to?] be variations on the Magnificent recipe with no restriction other than Tailoring ranks that fly at 280% and are vanity in the purest sense. Of course, there's also the possibility for allowing passengers...who knows. As a side note, I've swapped to using my old flying mount, which makes me sad...the extra time to hop on and off the vehicle type mount actually gets old fast, not to mention inability to reliably turn it with holly. Unless they are going to change it so that extra time isn't there or make it so other people can ride, I hope they change it from vehicle to mount...although it is cute having things attack your carpet.
As for how to make money with tailoring items, it boils down to your time, available money, and server market. Some things will never sell, others people already gather materials for and look for a crafter [Spellfire and whitemend set in TBC, anyone?], and a few they just look for what's already made. Find what works for you, and the item you're trying to move.
As a side note, I'm really curious what the developer logic behind balancing the profession perks is, and if there is a logic that utilizes recipes from raids but hasn't hit the game yet. I'm also curious how 'making money' and 'personal convenience' factors into this...it has been its own prolonged discussion at various points what the best raiding professions for a variety of classes and specs is, how they do or don't compare, and the like. That said, I have to imagine that raid balance isn't the only thing devs take into account when desiging professions, and never has been. For example, it's often lamented how engineering provides little raid wise, often considered the weakest raiding profession. But engineers can open locks, have a variety of explosives at their disposal, have two vanity mounts [more like three, each with lots of cosmetic options] (one of which can have a passenger), have flavor perks like their tools, have a distance viewer, and can extract motes/crystallized. On the flip side, you have Jewelcrafting, considered the best raiding perk profession for most [all?] classes and specs...but this profession was basically designed for raiding, has no side or flavor perks, and has money making potential based entirely on the market and savvy of the user. In the middle, you have the armor crafting professions, which have variable money potential and seem to have part of their perks locked into 'recipes that provide stepping-stone best-in-slots until raid drops or tier-gear'. Has anyone done a true analysis of this, or some kind of essay that points out 'If you're a die-hard Elitist Jerk, these professions are for the following specs/classes, and these are the non-raid perks for other professions and how they stack up to the raiding ones'?
They've already announced that the "vehicle" mounts are becoming traditional mounts in the forthcoming patch.
Well, they can't become traditional mounts in all particulars. Take the tundra mammoth, for example: passengers are not a feature of traditional mounts! The context for the announcement was that vehicle mounts should behave like normal mounts with regard to animation delays on mounting, and obey auto-dismount settings when using abilities. That enables (e.g.) rogues to enter stealth directly from their mount, and so on. It's not clear whether it will affect the "feature" that lets you escape fall damage while on a vehicle mount - my own guess would be yes.
I'm a bit suprised that nobody brought these up here yet, apparently - enchanting materials for the higher level enchants are dropping significiantly in 3.0.8.
Enchant Boots - Greater Assault is now 12 Infinite Dust - 1 Greater Cosmic - 2 Dream shard - 4 Abyss
Enchant Boots - Tuskarr's Vitality is now 12 Infinite Dust - 2 Greater Cosmic - 4 Dream shard - 1 Abyss
Enchant Bracers - Superior Spellpower is now 6 Infinite Dust - 6 Greater Cosmic - 1 Dream shard
Enchant Chest - Powerful Stats is now 4 Dream shard - 4 Abyss
Enchant Cloak - Shadow Armor is now 12 Infinite dust - 1 Greater Cosmic - 1 Dream shard - 1 Abyss
Enchant Cloak - Titanweave is now 8 Infinite Dust - 2 Titanium bar - 2 Dream shard
Enchant Cloak - Wisdom is now 15 Infinite Dust - 3 Greater Cosmic - 2 Dream shard - 6 Abyss
Enchant Gloves - Armsman is now 2 Dream shard - 8 Eternal Earth
Enchant Weapon - Accuracy is now 20 Infinite Dust - 4 Greater Cosmic - 4 Dream shard - 6 Abyss
Enchant Weapon - Berserking is now 12 Infinite Dust - 2 Greater Cosmic - 10 Dream shard - 10 Abyss
Enchant Weapon - Mighty Spellpower is now 16 Infinite Dust - 4 Greater Cosmic - 4 Dream shard - 6 Abyss
Enchant Bracers - Greater Assault is now 24 Infinite Dust - 6 Greater Cosmic
Enchant Chest - Super Health is now 20 Infinite Dust - 4 Greater Cosmic
Enchant Gloves - Crusher is now 20 Infinite Dust - 4 Greater Cosmic - 1 Dream shard
Enchant Cloak - Mighty Armor is now 15 Infinite Dust - 2 Greater Cosmic
Enchant Cloak - Greater Speed is now 16 Infinite Dust - 4 Greater Cosmic
And here's a blue quote indirectly confirming that these are intentional changes:
In BC we thought that dust was too common and enchants were basically gated by the cost and availability of shards. We wanted to adjust this for LK and in retrospect overcompensated, such that dust is now the rare, limiting reagent.
As Excrusiate points out, this should be better next patch.
Dream Shards will go up in value and dust should drop. Good change, since at times I have seen dust worth more than a Shard.
Another profession change is for Scribes you can trade in 10x Ink of the Sea (from northrend herbs) for Snowfall ink or trade 1 for 1 of the other inks. This will help scribes make the lower level glyphs and increase value of ink of the sea.
Millions of words are written annually purporting to tell how to beat the races, whereas the best possible advice on the subject is found in the three monosyllables: 'Do not try.'
I still don't believe they're doing it (enchant mats) right.
When TBC first came out, it was pretty well balanced, cost was directly related to rarity. So what happened to Large Prismatics? Their source. The only items you get in end-game activities are uncommon and epic. Yet, all the end-game enchants required previously appropriate quantities of Large Prismatic Shards.
It's out of balance right now simply because of the number of heroics being run is creating a very large quantity of Shards with little use. Yes, they should be introduced into more recipes, but not in much quantity in the end-game recipes. If they require a number of Abyss Crystals, they shouldn't require more than 2-3 Dream Shards. Dream Shards should be used in the mid-range recipes (+8 stats, expertise, hit enchants, etc...) that fill in the exact areas that the people creating the Dream Shards will need them.
I also think the cut to Infinite Dust is just a bit too harsh. An ideal range, consistent with previous tiers would be 2-3g per dust. I'm pretty sure they'll be dropping to 2g not too long after the patch, and a month from now will be 1g50s, only not dropping lower because it will reach parity with vendoring the uncommon items instead.
While I agree the value of dust might value, I'm not as persuaded it's headed off a cliff. The enchants with lower dust requirements are simply not being done very much at all. What's sucking up dust is the sheer variety of attractive enchants on the -- quite frankly -- endless availability of gear worth enchanting.
I could counter-argue that by reducing the cost of the high-end enchants, there will be even more demand for dust than there has been. Demand for low- and mid-range enchants should continue unabated as alts and lesser guilds get geared in the coming months, not to mention the huge influx of enchanting demand for pvp/arena gear. In the meantime, high-end enchants that were not getting done at all, now will. And many of those require dust. The fact that they require less dust than before doesn't alter the fact they are likely to be performed much more often than they were before.
Inscription change = wait, I can now use all that Ink of the Sea? From a scribe's perspective, this will help immensely both for on-deman glyphing and stocking on cooldown materials. Not to mention Darkmoon cards.
As for enchanting, it looks like the Law of Unintended Consequences / Murphey's Law will be striking something fierce. While overall the change is good, the actual impact on the economy is rather up in the air. I've literally been throwing dream shards at my enchanter friend as a bonus for DEing things to dust/essences for me, because I didn't need them for meaningful enchants. Now it looks like the value of those dream shards WILL go up, but the impact on dust costs looks to currently be 'no change or actually an increase' as opposed to a drop. From a tailoring perspective, this is rather annoying from the PoV of accquiring dust for Imbued Frostweave. From a gearing up perspective, this is similarly annoying since dust will probably be just as limiting as dream shards will become at this point...and we're still gated by Abyss crystals. I suppose we're going to have to go with the unfortunately standard 'wait and see' until the devs take a second look at it...
Another profession change is for Scribes you can trade in 10x Ink of the Sea (from northrend herbs) for Snowfall ink or trade 1 for 1 of the other inks. This will help scribes make the lower level glyphs and increase value of ink of the sea.
This is a really nice change. Out of curiosity is the trade-in from a "transmute" or an NPC? (I couldn't find it reported anywhere else and can't get on the EU PTR due to some account issues that are plaguing some of us resulting in incorrect password errors no matter what.)
So glad they're changing the enchanting materials, although I can just about keep up with the essences I need i've got 60 dream shards sat in a bank doing nothing and about 30 stacks of dust which aren't getting used either!
Incase anyone was wondering, this is from making JC rings and random tailoring/blacksmithing items to DE
This is a really nice change. Out of curiosity is the trade-in from a "transmute" or an NPC? (I couldn't find it reported anywhere else and can't get on the EU PTR due to some account issues that are plaguing some of us resulting in incorrect password errors no matter what.)
... and about 30 stacks of dust which aren't getting used either!
...
...You should transfer to Moonguard and donate all that dust to me *nods faux-sagely*
Seriously, if you have that much dust 'doing nothing', you are LITERALLY sitting on a gold-mine by means of the AH. Before the announced turn-in change for Inscription, this was my recourse for excess Ink of the Sea, and pretty much paid for the herbs needed to get the cooldown materials I need[ed] with self and friend glyphs being incidentally a bonus. Enchanting should be EASY to turn around a profit on, literally everyone wants the mats with dust rating high.
...You should transfer to Moonguard and donate all that dust to me *nods faux-sagely*
Seriously, if you have that much dust 'doing nothing', you are LITERALLY sitting on a gold-mine by means of the AH. Before the announced turn-in change for Inscription, this was my recourse for excess Ink of the Sea, and pretty much paid for the herbs needed to get the cooldown materials I need[ed] with self and friend glyphs being incidentally a bonus. Enchanting should be EASY to turn around a profit on, literally everyone wants the mats with dust rating high.
I've stuck some on the AH to see if they will sell, hopefully people find them amoungst the bunch of clowns with 100 1 dust auctions (can you filter by quantity?)
I've stuck some on the AH to see if they will sell, hopefully people find them amoungst the bunch of clowns with 100 1 dust auctions (can you filter by quantity?)
No, but people will definitely find your stacks of 20. I've sold dozens and dozens of stacks of dust. There's also like two pages of 1 dusts up but people will scroll by them to get the full stacks with no problem.
There are plenty of popular addons that will allow you to sort by "price per unit", so if your stack of 20 has a lesser price per dust than the hundreds of single-dust-auctions, yours will sell (while the profit might over time be smaller, it has the added advantage of next to no "auction expired" mails)
Even without price per unit addons, I don't know anyone on my friends list or in my guild who looks at the first page and despairs. Just using the search feature for 'infinite' and using the built in page turn, they pass right over the jillions of one dust for insane [or, on occassion, moderate] prices and skip right ahead to compare the PPUs of the listings of stacks of 2, 5, 10, 15, and 20 [and any wierd number stacks in there]. They will be found, and assuming reasonable or lowest-listed PPU will be bought, likely speedily.