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01/07/09, 5:45 PM
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#1626
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Great Tiger
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To my knowledge mining doesn't add any DPS increase either. No alternatives or replacements for herbalism have been mentioned so far.
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01/07/09, 7:07 PM
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#1627
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Von Kaiser
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Originally Posted by MMO-Champions
Items
Scrolls: Buffs from scrolls can now only be overwritten by more powerful scrolls.
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Has a new consumable category been created? Am I getting this right, in that scrolls will no longer be overwritten by AI/Fortitude/DS/Strength of Earth, and thus Inscribers will have goods in constant demand (although they're items any inscriber worth in salt can make...)
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01/07/09, 7:12 PM
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#1628
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Priest for Hire
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Originally Posted by Setia
Has a new consumable category been created? Am I getting this right, in that scrolls will no longer be overwritten by AI/Fortitude/DS/Strength of Earth, and thus Inscribers will have goods in constant demand (although they're items any inscriber worth in salt can make...)
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I am pretty sure all this means is that the AGI/STR scrolls won't magically disappear since a shaman drops a Strength of Earth totem down. But you won't get any benefit if you have the SoE buff.
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01/07/09, 7:12 PM
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#1629
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Ninja baby!
Night Elf Druid
Dragonblight
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Originally Posted by Setia
Has a new consumable category been created? Am I getting this right, in that scrolls will no longer be overwritten by AI/Fortitude/DS/Strength of Earth, and thus Inscribers will have goods in constant demand (although they're items any inscriber worth in salt can make...)
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I think the idea is that if you have, say, [Scroll of Intellect IV], it won't be overwritten if someone tries to cast [Scroll of Intellect III] on you.
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01/07/09, 7:31 PM
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#1630
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Glass Joe
Blood Elf Paladin
Deathwing
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What's with Engineering in WoTLK? They're adding +SP goggles in the next patch, but with the way I'm going with gear right now, there won't even be any purpose for me to make a pair. To make matters worse, the only schematics that seem worthwhile are MOLL-E, Scrapbot Construction Kit(just for fun, it's sad that you can't repair with it), and the motorcycle(Which costs way too much). I'm sorta feeling neglected by Blizzard.
Blacksmithing get all these awesome Titansteel items, and we've gotten maybe 2-3 semi-decent items? Alchemy gets those stones, every week they can possibly learn a new recipe? That sounds so cool. The only thing I can say I've actually used in duration with Engineering is the Gnomish World Enlarger. And that is how old? Where's the tinkering for Engineering? I hope they maybe add new schematics to the game.
I have Mining to 450, so I guess the only craft I can easily level would be Blacksmithing. Do you guys think it would be a good idea to follow a guide in leveling Blacksmithing(gathering the materials first), or should I do the insane and level Herb/Alchemy for the Endless Mana Potions, epic version of Mercurial Alchemist Stone when it comes out, and my favorite, Northrend Alchemy Research.
This is troublesome, I leveled Engineering to have fun with what I could create, and nothing fresh is coming in, so..yeah..
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01/07/09, 7:55 PM
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#1631
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Von Kaiser
Draenei Shaman
Crushridge
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Originally Posted by Hycinna
What's with Engineering in WoTLK? They're adding +SP goggles in the next patch, but with the way I'm going with gear right now, there won't even be any purpose for me to make a pair. To make matters worse, the only schematics that seem worthwhile are MOLL-E, Scrapbot Construction Kit(just for fun, it's sad that you can't repair with it), and the motorcycle(Which costs way too much). I'm sorta feeling neglected by Blizzard.
Blacksmithing get all these awesome Titansteel items, and we've gotten maybe 2-3 semi-decent items? Alchemy gets those stones, every week they can possibly learn a new recipe? That sounds so cool. The only thing I can say I've actually used in duration with Engineering is the Gnomish World Enlarger. And that is how old? Where's the tinkering for Engineering? I hope they maybe add new schematics to the game.
I have Mining to 450, so I guess the only craft I can easily level would be Blacksmithing. Do you guys think it would be a good idea to follow a guide in leveling Blacksmithing(gathering the materials first), or should I do the insane and level Herb/Alchemy for the Endless Mana Potions, epic version of Mercurial Alchemist Stone when it comes out, and my favorite, Northrend Alchemy Research.
This is troublesome, I leveled Engineering to have fun with what I could create, and nothing fresh is coming in, so..yeah..
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Most professions get a major tinker/enchant that's supposed to be their DPS boosting ability, for engineers it's the Hyperspeed Accelerators, which currently on PTR are 340 haste for 10 secs, 60 sec CD, as opposed to 8 sec with 2min CD on live, which is a fairly large boost over other available glove enchants.
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01/07/09, 8:53 PM
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#1632
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Glass Joe
Blood Elf Paladin
Deathwing
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Originally Posted by Dragon-CR
Most professions get a major tinker/enchant that's supposed to be their DPS boosting ability, for engineers it's the Hyperspeed Accelerators, which currently on PTR are 340 haste for 10 secs, 60 sec CD, as opposed to 8 sec with 2min CD on live, which is a fairly large boost over other available glove enchants.
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Yeah, but I don't really stack Haste on my Holy Paladin. Temporary buffs like 340 haste for 10 secs don't seem worthwhile compared to +28 SP to my gloves. Engineering has been great for DPS, that's for sure. I'd even like the hand-mounted pyro rockets if it were more useful for healers. 2k damage every minute for soloing doesn't seem worthwhile to me when my raiding guild is going to want me to have +28 SP.
I think I'm going to level Herbalism up first, and then drop Mining once I get that to 450. It's going to suck for my Turbo-Charged Flying Machine though. 
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01/07/09, 9:18 PM
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#1633
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unique *troll* snowflake
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Originally Posted by Hycinna
Yeah, but I don't really stack Haste on my Holy Paladin. Temporary buffs like 340 haste for 10 secs don't seem worthwhile compared to +28 SP to my gloves. Engineering has been great for DPS, that's for sure. I'd even like the hand-mounted pyro rockets if it were more useful for healers. 2k damage every minute for soloing doesn't seem worthwhile to me when my raiding guild is going to want me to have +28 SP.
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Every profession is in roughly the same boat in this regard. Live with it. The tailoring cloak enchants are worse for dps casters than the normal haste enchant (though ironically, tailoring is good for melee - go figure). Other professions, for the most part, get a generic bonus of either Stam, Spellpower, or AP, the exception being JC, who get a choice of stat. No longer does *anyone* have the amazingly overpowered (and thus necessary) situation that came with, at various stages, tailoring, BS or leatherworking during BC. If your profession of choice doesnt give you what you want and annother one does, switch.
Edit:
To add to this, 340 haste for 10 sec in a minute is slightly more than 56 haste averaged over time. This is quite a significant throughput increase over 28 spellpower for a healer, and what is even better is that it is controllable: you can save your 10 seconds of burst healing for the times when you really need high throughput (and likely combine it with your trinkets). Your guild shouldn't be telling you what to enchant your gear with, and even if they did, they should be telling you that the new engineering glove enchant beats 28 spellpower.
Last edited by foolish_fool : 01/07/09 at 9:49 PM.
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Spells and taunts are both the result of things you say, thus they should share similar mechanics.
Mage says "Abracadabra!" to cast a frostbolt.
Tank says "Your momma's a Murloc!" to taunt.
Spell hit raises the volume and clarity of your voice, increasing the likelyhood that the mob hears your insults.
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Shaman | Priest | Warrior
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01/08/09, 12:20 PM
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#1634
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Don Flamenco
Draenei Shaman
Earthen Ring
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Originally Posted by foolish_fool
To add to this, 340 haste for 10 sec in a minute is slightly more than 56 haste averaged over time. This is quite a significant throughput increase over 28 spellpower for a healer, and what is even better is that it is controllable: you can save your 10 seconds of burst healing for the times when you really need high throughput (and likely combine it with your trinkets). Your guild shouldn't be telling you what to enchant your gear with, and even if they did, they should be telling you that the new engineering glove enchant beats 28 spellpower.
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This is very much a matter of play style though. I know (several) people who refuse to take any trinkets that have any "Use:" effect, even if they'd be an upgrade over a current trinket based purely on passive stats, because basically their brains are full and they can't work the use into their prioritization/rotation system.
My engineer does have the haste-on-demand glove enhcant, and I do use it, but I know I use it far less than I ought to. I'm sure I'll adapt in time (my engineer is a rarely-played alt, my 80 hunter, so I don't feel much pressure to min-max her yet), but many people would rather opt out of the complexity.
Edit: after writing that I realized, any such people should not be choosing engineering to begin with. It's fundamentally all about unusual gadgets and strange abilities, and not about ordinary mainstream power.
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01/08/09, 1:33 PM
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#1635
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Great Tiger
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If you are failing to use an on-use ability of short cooldown, you ought to macro said ability to a commonly used key. For example, mangle or sinister strike. It's true you'll sometimes "waste" it at the end of combat, but if you write your macro well, you can have it not use the ability, say, when you press the shift key so if you see the trinket/ability come off cooldown (I use Cooldown Timers), and you are aware the fight is ending, hit shift when using the ability and you won't use the other ability. Otherwise, you can spam it and at least be using it every cooldown. This is more often than not going to result in more dps than failing to use the ability frequently, i.e. doubling or tripling its cooldown due to non-use.
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01/09/09, 5:37 AM
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#1636
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NO U!
Tauren Druid
Mazrigos (EU)
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Originally Posted by urotas
I noticed this thing in the updated PTR patch notes. "Added a new recipe for Ethereal Oil to grand master alchemy trainer" The EU PTR hasn't been updated, so I can't check for myself. Any idea what the Ethereal Oil does?
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Ethereal Oil
Used for the new craftable Elixir of Water Walking
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01/09/09, 5:38 AM
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#1637
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Von Kaiser
Night Elf Rogue
Hakkar (EU)
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Originally Posted by MMO-Champion
Alchemy
* Northrend Alchemy Research can now be done every 3 days. (Down from 7 days)
* Etheral Oil - Make yourself translucent for 5 min
* Elixir of Water Walking are now craftable.
* Transmute: Titanium now only takes Saronite Bar x 8
* Lesser Flask of Resistance -- Increases your resistance to all schools of magic by 50 for 1 hr. Counts as both a Battle and Guardian elixir. This effect persists through death.
Blacksmithing
* The amount of cobalt required for Spiked Cobalt and Reinforced Cobalt items has been increased. Reinforced Cobalt now also require Crystallized Water.
* Titansteel Deflector and Titansteel Defender have been removed from the game
Cooking
* Worg Tartare (3 x Dalaran Cooking Awards)- Restores 15000 health and 12960 mana over 30 sec. If you spend at least 10 seconds eating you will become well fed and gain 40 Hit Rating and 40 Stamina for 1 hour. This delicacy is best served raw and thus requires no cooking fire.
Enchanting
* Enchant Weapon- Berserking now reduces your armor by 5%. (Down from 25%)
Engineering
* Explosive Decoy 2.0 -- Summons a decoy that explodes when attacked, shredding enemies for 1440 to 2160 Physical damage. Lasts for 3 min or until it explodes.
* Nitro Boosts now increase run speed for 2 seconds. (Down from 5 seconds)
Leatherworking
* Earthen Leg Armor - Permanently attach earthen armor onto pants to increase resilience rating by 40 and Stamina by 28.
Can only attach to your own armor, and attaching causes the item to become soulbound.
* Borean Armor Kit and Heavy Borean Armor Kit are now only usable on items level 60 and above.
Inscription
* You can now buy all inks from Jessica Sellers for the price of 1 x Ink of the Sea, Snowfall Ink costs 10 Ink of the Sea.
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Other new professions changes
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01/09/09, 7:57 AM
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#1638
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Von Kaiser
Tauren Death Knight
Aggramar (EU)
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* Titansteel Deflector and Titansteel Defender have been removed from the game
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So they removed the craftable DK tanking weapons from the PTR again. The amount of materials you needed for them was totally in line with titansteel destroyer, just with more tanking oriented stats. I just do not understand why.
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01/09/09, 8:18 AM
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#1639
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Von Kaiser
Tauren Druid
Executus (EU)
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Originally Posted by mhr_78
So they removed the craftable DK tanking weapons from the PTR again. The amount of materials you needed for them was totally in line with titansteel destroyer, just with more tanking oriented stats. I just do not understand why.
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Because they were the only 2h weapons with tanking stats in the game. Which means that either tanking DKs would use one of them and never, ever see a weapon upgrade, or they'd have to add tanking two-handers (an extremely specialized item) to instance loot tables.
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Originally Posted by Ghostcrawler
Indeed, we did not want to stick DKs with these weapons forever, nor did we want to start itemizing 2H tanking weapons forever. DKs were designed to tank with 2H dps weapons. The new sigil and runeforge enchant should help players with low defense. ( Source)
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01/09/09, 10:45 AM
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#1640
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Piston Honda
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Originally Posted by Morghulis
The amount of cobalt required for Spiked Cobalt and Reinforced Cobalt items has been increased. Reinforced Cobalt now also require Crystallized Water.
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Does anyone have the specific data from the PTR build showing the new quantities for the reinforced cobalt pieces?
Oops, in addition to the images on mmo champion, the mats were posted to another thread.
Last edited by Har : 01/09/09 at 10:50 AM.
Reason: already answered in another thread
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01/09/09, 12:13 PM
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#1642
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Von Kaiser
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Does anyone know what, precisely, [Crazy Alchemist's Potion] does in the patch?
The notes read:
Changed the Crazy Alchemist Potion so it always gives health and mana. It also grants the benefit of another random potion effect.
[edit] According to this man's testing, it's:
4200-4400 Mana (exactly a runic mana potion)
3100-3500 Health (on average 300 less than a runic health, but a much smaller variation)
Apparently the potions are not affected by alchemist stones in the latest PTR push, but I'm assuming that's a bug.
I'd still like to know what random potion effects are possible, if anyone knows.
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01/09/09, 12:54 PM
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#1643
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Von Kaiser
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Originally Posted by Morakk
Does anyone know what, precisely, [Crazy Alchemist's Potion] does in the patch?
I'd still like to know what random potion effects are possible, if anyone knows.
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Maybe you were looking for more than just conjecture, but I assume it'll do the same thing the tbc ones did, which is buff you with a random wotlk battle/guardian elixir. I think that "potion" is probably used as a generic term rather than indicative of the class of consumable it will buff you with. I'd be surprised if it gave you something like the potion of speed buff.
Edit: From posts below it looks like I was wrong. I am appropriately surprised.
Last edited by evisania : 01/12/09 at 1:03 PM.
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01/09/09, 2:40 PM
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#1644
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Von Kaiser
Dwarf Paladin
Eldre'Thalas
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Originally Posted by mhr_78
So they removed the craftable DK tanking weapons from the PTR again. The amount of materials you needed for them was totally in line with titansteel destroyer, just with more tanking oriented stats. I just do not understand why.
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Ghostcrawler posted about it. MMO-Champion BlueTracker - Titansteel defender/deflector
The two-handed Blacksmithing tanking weapons are not going to be implemented.
Indeed, we did not want to stick DKs with these weapons forever, nor did we want to start itemizing 2H tanking weapons forever. DKs were designed to tank with 2H dps weapons.
The new sigil and runeforge enchant should help players with low defense.
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01/09/09, 5:32 PM
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#1645
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Hates Everybody
Blood Elf Paladin
Shadow Council
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I hadn't really been keeping up with the changes for 3.0.8, but the profession changes seem like a mixed bag. For one, I think the Mining change is great. The leatherworking change confuses me, though.
Will leatherworker specific leg enchants require a frozen orb as well? Or only the kind I make for other people? Ghostcrawler's post doesn't really seem too specific.
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"Did you just Disengage off of Naxx?" -- "Shut your fucking hole, Val."
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01/09/09, 5:54 PM
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#1646
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Von Kaiser
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Originally Posted by evisania
Maybe you were looking for more than just conjecture, but I assume it'll do the same thing the tbc ones did, which is buff you with a random wotlk battle/guardian elixir. I think that "potion" is probably used as a generic term rather than indicative of the class of consumable it will buff you with. I'd be surprised if it gave you something like the potion of speed buff.
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Actually, that's precisely what it does. Unlike the Mad Alch Potion which gave you a random Elixir effect, the Crazy Alch Potion seems to give you a random Potion Effect. Just some anecdotal evidence, members of my guild were playing around with it when we first discovered it, and we often got the Potion of Speed (500 Haste for 15 seconds) effect. Some people got the Dreamless Sleep effect, and others got a Destruction Potion effect.
Unfortunately, that's all it did before - give a random potion effect. Now that this returns mana and health, I'll be happy to be carrying these around again.
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01/10/09, 5:22 AM
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#1647
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Von Kaiser
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Yeah, I'm sure that I'll be using these over runic manas in the patch. Now I'm just curious if I'm going to get 3500 armor every time >.>
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01/10/09, 11:33 PM
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#1648
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Piston Honda
Human Warrior
Hellscream (EU)
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I found that addon I remembered seeing a while ago that rotated gathering abilities. I haven't tried it out yet, but it's called Spotter. Found it again on WoWMatrix not five minutes ago while searching for other addons.
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01/11/09, 12:55 AM
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#1649
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Debitum Naturae
Night Elf Druid
Ravencrest (EU)
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Originally Posted by GTtheBard
Actually, that's precisely what it does. Unlike the Mad Alch Potion which gave you a random Elixir effect, the Crazy Alch Potion seems to give you a random Potion Effect. Just some anecdotal evidence, members of my guild were playing around with it when we first discovered it, and we often got the Potion of Speed (500 Haste for 15 seconds) effect. Some people got the Dreamless Sleep effect, and others got a Destruction Potion effect.
Unfortunately, that's all it did before - give a random potion effect. Now that this returns mana and health, I'll be happy to be carrying these around again.
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Simply reading about it on wowhead should provide you enough base info to test and clarify for yourself.
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Originally Posted by wowhead comment
Out of combat, you are typically buffed by a Haste effect (15 seconds, 500 Haste Rating) above 80% health. Below 80% health, you are given the Nightmare Slumber buff (1800 Health/Mana every 2 seconds for 6 seconds, 3 ticks, modified by Alchemist's Stone). The slumber effect is broken by any damage taken.
In combat, and above 50% health, you are given the Haste effect. Between 20% and 50% health, you receive a Healing effect identically to a Runic Healing Potion (2700 to 4500 random heal).
Below 20% health and in combat, you receive the same Healing effect as above, plus a Speed buff (identical to Swiftness Potion), movement speed increased by 50% for 15 seconds.
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I personally have never had the Destruction Potion proc in my own testing on my (Resto) Druid but the rest pretty much seemed to be true from my testing.
I quite like the fact it has a conditional result depending on your situation and having it always give HP/Mana ontop of this makes it really a very nice perk. It might also have different results based on your class (or even spec) but that would need testing by multiple classes to confirm.
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01/11/09, 5:56 PM
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#1650
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Piston Honda
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Engineers rejoice! There's now a larger engineering bag available, on the latest PTR: Titanium Toolbox. The schematic is sold in limited quantities of 5 from the engineering supplies merchant in Dalaran, so be ready to hop on it fast when it hits live.
This is especially nice given that the rumored
13:11:07 called in wowhead_item::start:324 Item not found!
never became available, so Engineers have been stuck with 24 slot bags as their largest, for a while.
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