I also found this to be the most profitable method. By scanning the AH by stack size I could easily scan and wait for full stacks of gems for ~20-40g. With an average gem price of 1.5g and an average eternal earth at 6g (-> 2x crystallized earth = 1.2g, I was creating the level 70 rings, ex. [Sun Rock Ring] for 2.7g.
Average value = 7.5g. Cost = 2.7g. Profit ~5g. The downside to this strategy? You have to disenchant 5x the amount of items that you would with [Stoneguard Band]. My wife handled the disenchanting and gave me an evil eye every time I filled up her mailbox
Those rings have been my best goldmaker ever for the first 4 weeks into the expansion, everyone was leveling enchanting and infinite dust prices were crazy; making 1k gold for 1 hour of effort (disenchanting included) was totally possible. I wish the market could stay high like that for longer.
Now green gems are expensive and I can't seem to sell them anyway (I guess lot of people are mass relisting even at a loss), the cutted gems are worthless too; I switched strategy when I noticed that borean leathers after two months halved their value.. they passed from 20g per stack to 10g and often less.. this allows me to produce huge amounts of greens each one costing 4g or less, not bad at all.
Infinite Dusts aren't big sellers anymore but in the end they sell (and we can afford to relist endlessy) netting 48g after the ah cut for each stack of 10 dusts, they are basically my steady profit while the essences get sold the same day covering the expenses.
I'm quite curious about the enchanting changes, maybe we'll be crafting again for producing shards.. Anyone found a good craftable blue for that activity?
Yes I have several alts that I leveled with time and for each of them I always tried to get a crafting profession with an emphasis on disenchantable stuff (I like disenchanting as a way for making gold), my tailor is just there waiting for frostweave to get cheaper. :P
I'm curious if any other enchanters are having the following problem on their server. A number of enchanters, probably unaware of the upcoming changes, have been advertising that they'll pay gold to anyone bringing their own mats for an enchant if they skill up in the process. Typical "tips" are going between 10-25g.
This doesn't prevent enchanters from selling materials on the AH, which is obviously the most lucrative part of the profession, but it severely undermines attempts to sell vellums/enchants on the AH or to make gold by doing in-person enchants.
What I lack in intelligence I make up for in verbosity.
I'm curious if any other enchanters are having the following problem on their server. A number of enchanters, probably unaware of the upcoming changes, have been advertising that they'll pay gold to anyone bringing their own mats for an enchant if they skill up in the process. Typical "tips" are going between 10-25g.
This doesn't prevent enchanters from selling materials on the AH, which is obviously the most lucrative part of the profession, but it severely undermines attempts to sell vellums/enchants on the AH or to make gold by doing in-person enchants.
Does it? I got a couple of enchants off the AH yesterday because they were cheaper than the mats cost, not to mention the convenience factor of finding someone to get the enchant done. If anything, it's a clever marketing ploy( although if they don't get a skillup, you're left paying full mats price, which may not be a bargin), but I don't think it has an affect on the overall market.
I think that any enchant that helps the enchanter level his profession is just not going to be very profitable in the long run. People are going to be more interested in making it to level than making it to proft.
I'm curious if any other enchanters are having the following problem on their server. A number of enchanters, probably unaware of the upcoming changes, have been advertising that they'll pay gold to anyone bringing their own mats for an enchant if they skill up in the process. Typical "tips" are going between 10-25g.
This doesn't prevent enchanters from selling materials on the AH, which is obviously the most lucrative part of the profession, but it severely undermines attempts to sell vellums/enchants on the AH or to make gold by doing in-person enchants.
I have zero issues with those selling in the open trade channel. I have found that enchant selling through the AH nets me more than hawking my wares. Combine with that I do all the work, herbalism through inscribing to enchanting it works out well. I am able to flip Auction purchased dust/etc for usually twice the investment. Originally it was far more profitable to sell the mats but now with dust prices falling I can toss out a handful of icewalker/cloak haste etc; read : simple cheap enchants; and make more money. As more people found out about the enchants being on AH my business went up which I mostly attribute to two causes, the "I want it now" and the "squeamish to hand over 200g in mats for a chant" crowds
Some of the enchants are not changing for the better, so as with the changes to LW leg kits, I am stockpiling those whose price I think will increase. I am still leery of buying up frozen orbs as they are averaging 100 to 130 on my server still.
Does it? I got a couple of enchants off the AH yesterday because they were cheaper than the mats cost, not to mention the convenience factor of finding someone to get the enchant done. If anything, it's a clever marketing ploy( although if they don't get a skillup, you're left paying full mats price, which may not be a bargin), but I don't think it has an affect on the overall market.
I think that any enchant that helps the enchanter level his profession is just not going to be very profitable in the long run. People are going to be more interested in making it to level than making it to proft.
You effectively proved my point. Selling something for less than the cost of materials is selling at cost. You saved money, but the enchanter didn't. If one must sell at cost in order to reliably move auctions there's little incentive to go that route, hence an undermined market.
Offering money to bring in enchant business may be a marketing ploy, but I wouldn't go so far as to call it clever. Clever marketing ploys increase profits; this ploy decreases profits sharply. It doesn't matter if you whiff a skillup and don't have to pay, few people tip someone who was paying for business and there's no guarantee that people are bringing you materials from your own auctions. Additionally it sets expectations that put you out of business once you max out your skill. You can't keep competing with the people still offering money if they skill up, and the AH now reflects the fact that everyone expects enchants to be cheaper than their materials cost. In short, you were better off not leveling beyond the point where you could DE everything.
Again, the biggest profit is, was, and likely will always be the materials themselves. The point is that the incidental income and branching options for an enchanter attempting to maximize their profit have been cut off by lazy/stupid marketing ploys, and I wondered if this was a problem unique to my server or if it was widespread.
What I lack in intelligence I make up for in verbosity.
I'm curious if any other enchanters are having the following problem on their server. A number of enchanters, probably unaware of the upcoming changes, have been advertising that they'll pay gold to anyone bringing their own mats for an enchant if they skill up in the process. Typical "tips" are going between 10-25g.
This doesn't prevent enchanters from selling materials on the AH, which is obviously the most lucrative part of the profession, but it severely undermines attempts to sell vellums/enchants on the AH or to make gold by doing in-person enchants.
It's up to 100g on my server. I think the prices have fallen, however, and 20-25g is the usual price nowadays. I'm just at 420 and I scanned the AH for enchants that are orange/yellow to me. A lot of them are selling at 50-100g less than the cost of mats, including vellums. I'm just going to wait for 3.08 to skill-up enchanting. I've made a decent amount of money selling mats, however, especially essences. Prices for dust have fallen to around 3.5-4g per and I felt it's cheap enough for me to start leveling my enchanting.
You effectively proved my point. Selling something for less than the cost of materials is selling at cost. You saved money, but the enchanter didn't. If one must sell at cost in order to reliably move auctions there's little incentive to go that route, hence an undermined market.
...
Again, the biggest profit is, was, and likely will always be the materials themselves. The point is that the incidental income and branching options for an enchanter attempting to maximize their profit have been cut off by lazy/stupid marketing ploys, and I wondered if this was a problem unique to my server or if it was widespread.
I think you're missing the point. You're treating the entire profession as a profit-driven venture, when for many, many people it's entirely not. I'm leveling my main's blacksmithing because I enjoy wearing the gear, not because it's going to be making me a profit( it's entirely the opposite of making a profit actually). Similarly, I'm not leveling my alt's enchanting, because it's far more profitable to sell _all_ the enchanting mats I get - and I don't care whether he's an uber-enchanter.
As for the giving gold for the privilege of doing the enchant, it's a "clever" ploy in that you're assuming no risk, you're offering a "cash-back" incentive, and your alternative in leveling is trying to sell the glut of enchants you're doing at below-cost anyway.
But even despite that, I'm not sure how you think that leveling recipes in enchanting( or any profession ) are( or should be ) a good way to make gold. When that's the case( JC rings for DEing ), it's almost always the exception - and nearly always requires synergy with another profession. The only constant profit to doing actual enchants is when you get rare recipes that few people have. The "incidental income and branching options" have never been there( ever get money for enchanting strength to gloves in TBC?? ) - all the profit lies in a) sharding drops/rewards instead of vendoring them, b) playing the DE/AH game, and c) selling off rare enchants. Expecting common leveling recipes for _any_ profession to return a direct profit is just wishful thinking.
The only constant profit to doing actual enchants is when you get rare recipes that few people have. The "incidental income and branching options" have never been there( ever get money for enchanting strength to gloves in TBC?? ) - all the profit lies in a) sharding drops/rewards instead of vendoring them, b) playing the DE/AH game, and c) selling off rare enchants. Expecting common leveling recipes for _any_ profession to return a direct profit is just wishful thinking.
This is hillariously, laughably wrong for every single crafting profession I've ever taken - I've made thousands of gold off both trainer-learned enchants and blue LW kits despite the fact that nearly everyone has them (belt buckles are thr same way, but I don't have a BS), with profits ranging from 150% to 300%. Even engineering makes a decent profits off the 450-skill guns, and it's currently in a terrible state. All it takes is waiting for a good time to sell of your stock, and not listing if someone's consistently undercutting you.
Bottom line is people offering gold for people to bring them mats are dumb or desperately want to cap out skill (why? who knows) without having the resources to just buy the mats, enchant vellums with them, and sell off the scrolls.
But even despite that, I'm not sure how you think that leveling recipes in enchanting( or any profession ) are( or should be ) a good way to make gold. When that's the case( JC rings for DEing ), it's almost always the exception - and nearly always requires synergy with another profession. The only constant profit to doing actual enchants is when you get rare recipes that few people have. The "incidental income and branching options" have never been there( ever get money for enchanting strength to gloves in TBC?? ) - all the profit lies in a) sharding drops/rewards instead of vendoring them, b) playing the DE/AH game, and c) selling off rare enchants. Expecting common leveling recipes for _any_ profession to return a direct profit is just wishful thinking.
The current state of enchants is such that none of the enchants past about 420 skill will make you money, but even the vendor-dispensed enchants before that can net some nice profits. This is the merely due to demand and supply:
Low level enchants- Demand is high because the mats cheap, and as of now the high level enchants are not MUCH more powerful than the low level enchants. For example, it doesn't make much sense to a lot of people to go from +50 Spellpower to weapon to +63. The latter costs so much more and is not a great increase. Meanwhile, supply is actually is not that high because it doesn't level anyone's enchanting (it's very easy to get to 420) to do the low level enchants.
High Level Enchants- Supply is high simply because there are people who are desperate to level enchanting (I don't really know why, see above comparison between low level and high level enchants). Meanwhile the demand is low because, again, the cost of these enchants are so high. The interaction between supply and demand here is so greatly distorted that we see the current behavior of people actually paying to do enchants (or, on the AH, pricing below cost) just to level up.
Considering the title of thread is "The art of making gold", it's entirely reasonable to treat professions as only profit-driven ventures. Perhaps you're looking for the "Wotlk Professions" thread?
I think you missed his point. He is merely using himself as an example. You have to compete with people willing to take a loss for a skill-up, willing to sell to a guidlie for under market value, and not to mention the just plain stupid. As the market ages your competition with these peoples fluxiate. Early in it is possible to get an exclusive item and manipulate. As the market ages you have a lot of people just trying to level up to compete with. As the market gets older these eventually die down to a plateau. A smart person over comes this simply by being patient and diversified. If you watch were the market shifts you can move to maximize your profit in the gaps that open up.
Specifically in response to people paying for leveling up, I haven't found that it has really cut into selling enchants on the AH. It might cut down demand slightly, but there are plent of people just looking for a quick enchant on the AH.
I think you're missing the point. You're treating the entire profession as a profit-driven venture, when for many, many people it's entirely not. I'm leveling my main's blacksmithing because I enjoy wearing the gear, not because it's going to be making me a profit( it's entirely the opposite of making a profit actually). Similarly, I'm not leveling my alt's enchanting, because it's far more profitable to sell _all_ the enchanting mats I get - and I don't care whether he's an uber-enchanter.
As for the giving gold for the privilege of doing the enchant, it's a "clever" ploy in that you're assuming no risk, you're offering a "cash-back" incentive, and your alternative in leveling is trying to sell the glut of enchants you're doing at below-cost anyway.
Originally Posted by Mman
I think you missed his point. He is merely using himself as an example. You have to compete with people willing to take a loss for a skill-up, willing to sell to a guidlie for under market value, and not to mention the just plain stupid. As the market ages your competition with these peoples fluxiate. Early in it is possible to get an exclusive item and manipulate. As the market ages you have a lot of people just trying to level up to compete with. As the market gets older these eventually die down to a plateau. A smart person over comes this simply by being patient and diversified. If you watch were the market shifts you can move to maximize your profit in the gaps that open up.
I'm treating the profession entirely as a profit driven venture because this is largely the goal of this thread and those posting here. Competing with the noted categories of people is an implicit part of doing so and not something that is likely to surprise anyone familiar with WoW's economy.
My three part point is simply this: There are people on my server paying to enchant other people's gear for skillups if they bring their own materials, this effectively undermines the profitability of anything but selling raw enchanting materials, is this a localized or widespread phenomenon?
What motivates these people isn't relevant to my question and concern.
What I lack in intelligence I make up for in verbosity.
I'm treating the profession entirely as a profit driven venture because this is largely the goal of this thread and those posting here. Competing with the noted categories of people is an implicit part of doing so and not something that is likely to surprise anyone familiar with WoW's economy.
My three part point is simply this: There are people on my server paying to enchant other people's gear for skillups if they bring their own materials, this effectively undermines the profitability of anything but selling raw enchanting materials, is this a localized or widespread phenomenon?
What motivates these people isn't relevant to my question and concern.
In response to your single-pointed question: This hasn't changed, well...ever in my experience. So not only is it widespread, but it's hardly worth noting. The only interesting part is that it's a new and clever way of subsidizing the painful leveling process - much better than coming up with the mats and selling those same enchants on the AH below-cost. Since I've started playing, it's never been hard to find people willing to( and often advertising ) provide leveling enchants for free. The "tip" in these situations is the opportunity to get a leveling point. Sometimes you'll even find folks willing to give you the enchant with their mats, just so it doesn't go to waste. Less common now with the vellums, but not out of the ordinary either.
And in response to your parting statement: What motivates people is the key factor behind understanding your marketplace. If that isn't something you feel like exploring then you should stick to exploiting market efficiencies like making bandages from your cloth before you vendor it. You're approaching this solely from a profit-loss standpoint and wondering why people are such idiots that they'd depreciate a market like that. You're looking to see whether it's a localized or widespread phenomenon. Well both answers depend on why people are behaving that way. You noted above that the method you're observing "put[s] you out of business once you max out your skill." So you're working against competitors that have a) little interest in maxing out their profits, and b) aren't going to be in the marketplace for long. You've determined that people aren't doing it to be generous, or because they like getting use of their profession, even if it means a loss to them. They're also not doing it because they think it's a good investment. They're only doing it to level. So then the only question is whether it's still a solid investment long-term, as the marketplace thins out again, or whether there will be a constant supply of alts and re-rolls that crash the market. But the only way to even get to this question is understanding why people are motivated.
I guess I don't understand why you're so confused that you're being undercut, but so insistent that figuring out why isn't your concern.
In reading this thread I don't believe it's been mentioned yet, but in the upcoming patch the epic leatherworking leg armor kits will require a frozen orb to be crafted. The mats are very inexpensive currently and the kits themselves aren't very costly either, with the inclusion of the frozen orb along with other professions also gaining uses for frozen orbs there is a nice profit to be made with a little planning now.
If you have a skinner you could farm up the mats for several and/or buy the ones on the AH currently at a decent price (on my server 120-130g on average). Likely the price increase will be gradual as many leatherworkers do have quite a few of these on hand, but I believe once that stock is exhausted the price will gradually rise to likely be 100-120g higher than average currently with the necessity of a frozen orb to possibly peak up in the 220's to 250's or higher. Might be a good investment avenue for those with the resources.
I am also thinking about the 3.0.8 new LW Leg-Kits
Two things seem important enought:
1. There is a new pattern with Resilence + Stamina. That many PvPers might decide is important due to the burst DMG they get atm. And might want to enchant their legs with it. More over it will be an enchant for all sort of classes and builds worth even for casters since it is Res+St
2. The added Frozen Orb to the crafting materials of kits.
From the two i think that the price of Kits will not only rise due to the added orb, but due to the increased demand in new kits consuming all limited supply of Arctic Fur there is on the market ATM
on Emeriss (EU) prices of Arctic Fur have increased by ~20% (80g atm)
Is skinning going to be cool ? only 10 skins for a 73 lvl green (for DE) and a chance on an Arctic Fur + the loot of an animal that might drop some meat ?
I am also thinking about the 3.0.8 new LW Leg-Kits
Two things seem important enought:
1. There is a new pattern with Resilence + Stamina. That many PvPers might decide is important due to the burst DMG they get atm. And might want to enchant their legs with it. More over it will be an enchant for all sort of classes and builds worth even for casters since it is Res+St
2. The added Frozen Orb to the crafting materials of kits.
From the two i think that the price of Kits will not only rise due to the added orb, but due to the increased demand in new kits consuming all limited supply of Arctic Fur there is on the market ATM
on Emeriss (EU) prices of Arctic Fur have increased by ~20% (80g atm)
Is skinning going to be cool ? only 10 skins for a 73 lvl green (for DE) and a chance on an Arctic Fur + the loot of an animal that might drop some meat ?
** Edit Gramar (i am bad at this sorry)
I saved up a few Artic Furs for 60g each and they rise each day closing up to patch so either we'll see a huge drop in prices when the patch hits or the prices will keep getting higher and higher. Also a proffession I noticed you can make LOADS of cash of is JC even thou I wasted about 800gold and a few hours mining I can still make 200-300g each day by doing daily and buying Dragon's Eye. Atleast on Stormscale - EU
on Emeriss (EU) prices of Arctic Fur have increased by ~20% (80g atm)
Is skinning going to be cool ? only 10 skins for a 73 lvl green (for DE) and a chance on an Arctic Fur + the loot of an animal that might drop some meat ?
** Edit Gramar (i am bad at this sorry)
While they are going to boost the critical effect granted by Master of Anatomy it still won't make it a "mini-max raid" trade skill yet at the same time skinning when combined with a class capable of doing good AOE is highly profitable. I use a boomkin for this work and can make a decent profit off of shoveltusk flank with the added bonus of a chance at an arctic fur; only about 50g on my server last I checked. Now the problem is that the flank is an iffy sale, however when combined with northern spices I have found that the +46sp/+30stam food sells for much more than the spices and flank separately. The key to note is to list on Tuesday night through Saturday, I don't get much response from the AH on Sunday/Monday (Tuesday is US patch day)
The one thing I am looking for now is packs of "Worgs" as the new +hit recipe based on them. That should, given time, put a dent in my fishing profits but in the end be more profitable again from the chance at arctic furs. The problem is they don't come in packs, unless that area near the horde city in borean is a good supply for meat drops.
There is a cave in Storm Peaks which has an abundance of worgs and also a really ridiculous respawn rate, i.e. they repop as fast as you can kill them. A really good source of leather and meat.
yet at the same time skinning when combined with a class capable of doing good AOE is highly profitable. I use a boomkin for this work and can make a decent profit off of shoveltusk flank with the added bonus of a chance at an arctic fur; only about 50g on my server last I checked.
-
The one thing I am looking for now is packs of "Worgs" as the new +hit recipe based on them. That should, given time, put a dent in my fishing profits but in the end be more profitable again from the chance at arctic furs. The problem is they don't come in packs, unless that area near the horde city in borean is a good supply for meat drops.
Originally Posted by Schniepel
There is a cave in Storm Peaks which has an abundance of worgs and also a really ridiculous respawn rate, i.e. they repop as fast as you can kill them. A really good source of leather and meat.
I was thinking about that location too. The wierd thing is that Arctic fur Drops/skins more from mobs that don't have a specific other skin like Jormungal or Icy Dragonscales etc.
I did kill some Gorillas in Sholazar and i noticed that on the packs i take as a MM hunter to AOE on ~200 Gorillas i've skinned ~5 Arctic Furs (That is way more than the average 1%
One thing i probably do Different than the normal Skinner guy is i equip
Gatherer Enchant on Gloves +
Finkle's Skinner & Zulian Slicer
I have those 2 since before made them NOT (unique) Now people can get 2 of each
(should get a second Finkle's Skinner due to it's Bonus VS Beasts since most of the time the skinned guys are beasts)
They are a bit of downgrade and people can chose to equip/unequip them after and before skinns but i just kill all the mobs with them atm (damn Volley Nerf next pach)
Edit#1 I can not tell for sure if using such items actually increase the Skin rate of Artic Fur. However a change that blizz made to herbalism stated something like: "bonus skill points increase drop chances of rare herbs" made me think at that time that it should work the same for Skining. Could be my imagination of increased skin rate of Cobra Scales.
Edit#2 UBRS had a portal summon that requiered 3 ~ 5 people (i am not sure) that can now be usedby just 1 making the dagger much easier to get since you don't need people to help you now.
The statement is inaccurate if herbalism shares the same "spawn algorithm" as mining. For a long time pre-BC, people believed that increased mining skill (ie: 305 mining with the +5 glove enchant) would increase the chance of Arcane Crystals and other goodies dropping from nodes. However a blue post (which I can't find, unfortunately) cleared it up and stated that the contents of the mining node was decided when it spawned, not when it was mined - meaning that increased mining skill simply decreased your chances of "failed attempts" and did nothing to the contents of the node.
I'm unsure if this system is applied to herbalism and skinning as well.
I see no reason why herbalism wouldn't use the same spawn method as mining; for skinning, the contents of a mob are similarly known to be generated upon mob spawning, and these contents may reasonably be assumed to also contain the skinning results. I'd be interested in seeing a source for this claimed "Blizz change to herbalism", lest I be forced to consider it mere speculation.
Blizzard made a change to the game that when you gather (mine/sking/pick herbs) with maxed skill level to never again get the "failed attempt" message.
Then in the same patch notes or the next one (maybe from MMO Blue Tracker) they mentioned that this change makes Cultivation an useless racial at maxed level. So then they stated that "bonus skill points" will be increasing the chance to pick bonus herbs from the nodes.
Since that day i've made for my guild Taurens the Alliance-LW:recipe "Herbalis's Gloves" enchanted with +5 Herbalism for a bonus 25 skill points and they are picking herbs like mad.
Those taurens have discussed with other herbalists in the guild (cloth wearers) and compared their pick rates
I am not a Herbalist but their conclusions have made several of my guildmates level "Tauren Herbalists Alts" for that added bonus.
I know there is no perfect comparison table and that it is all based on a speculation or luck and i have searched for that post myself several times with no luck. I can't even find the changes that indicate the removal of the failed mesage either.
The main reason i am searching for the post too is that i am not sure if it was stating only herbalism or all gathering profesions ... Other than that i am sure that i am not making it up and so are all my guildies
Can someone more resourcefull help in this search?
In addition borean leather stacks have dropped under 10 gold on my server
Enchanting materials have also dropped. However i found out that making 70 lvl - mail leggings (8 borean leather each) sell for 5.23 gold on the vendor making each stack worth 13.075 gold on the vendor after the conversion
So i am now buyng all the leather under 10 gold/stack and making a nice small profit (200g last night on discovery) Edit: Bad spelling
The "failed attempt" at max Skill was removed in Patch 2.1:
Gathering skills no longer fail when you have reached the maximum skill possible.
I couldn't find anything in the patch notes about bonus items you could gather if you had above max skill, and given the common idea that node contents are decided upon the spawn of the node i find this very unlikely. Herbalism at max Level is just as useless as the other profession racials, so i doubt they would follow that argumentation.
The "failed attempt" at max Skill was removed in Patch 2.1:
Gathering skills no longer fail when you have reached the maximum skill possible.
I couldn't find anything in the patch notes about bonus items you could gather if you had above max skill, and given the common idea that node contents are decided upon the spawn of the node i find this very unlikely. Herbalism at max Level is just as useless as the other profession racials, so i doubt they would follow that argumentation.
This is going to be my last post on the matter. (as i don't want to turn this beautifull tread into something else)
After this change a blue post somewhere stated that due to this change making the racial "Cultivation" obsolete after reaching max level from that point bonus skill points will act as a bonus chance for extra herbs from a node / rare herbs from a node. Even the bonus % was stated per extra skill point.
I am only unsude if the post had "herbalism" or "gathering" thus unsure if the change was made to skinning aswell
Maybe 2 crazy enought herbalists - a tauren with such gloves and another - non tauren could test this for us with 1000 nodes of the same herb in the same zone?
My observations are:
Taurens with gloves in my guild say "we pick 2-3 herbs rarely 1"
Non taurens without gloves state: "we pick 1-2-3 herbs per pick, it is randm".