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Old 08/28/06, 11:49 AM   #1
Malan
Mike Tyson
 
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Malan
Tauren Shaman
 
No WoW Account
Herb Gathering
Master
How to find and gather Outland herbs. Gives a potential herbalism skill of 375.

Alchemy Specializations
Potion Master
Allows an alchemist to sometimes create an additional potion when brewing high level potions.

Transmutation Master
Allows an Alchemist to sometimes to get greater results when transmuting materials.

Elixir Master
Allows an alchemist to sometimes create an additional elixir when brewing high level elixirs.

Flasks
Flask of Fortification
Increases the player's maximum health by 1500 and Defense Rating by 30 for 2 hour. You can only have the effect of one flask at a time. This effect persists though death.

Flask of Relentless Assault
Increases the player's attack power by 360 for 2 hour. You can only have the effect of one flask at a time. This effect persists though death.

Flask of Mighty Restoration
Increases the player's mana regeneration by 70 mana per 5 seconds for 2 hour. You can only have the effect of one flask at a time. This effect persists though death.

Flask of Shadow Fortification
Increases the player's resistance to shadow spells by 75 and health regeneration by 40 every 5 seconds for 2 hour. You can only have the effect of one flask at a time. This effect persists though death.

Flask of Arcane Fortification
Increases the player's resistance to arcane spells by 75 and health regeneration by 40 every 5 seconds for 2 hour. You can only have the effect of one flask at a time. This effect persists though death.

Potions
Major Holy Protection Potion
Major Arcane Protection Potion
Major Dreamless Sleep Potion
Major Fire Protection Potion
Major Frost Protection Potion
Major Nature Protection Potion
Major Shadow Protection Potion

Super Healing Potion
Super Mana Potion

Insane Strength Potion
Requires Level 45
Increases your Strength by 120 and decreases your Defense Rating by 75 for 15 sec.

Elixirs
Elixir of Major Frost Power
Elixir of Major Firepower
Elixir of Major Agility
Elixir of Major Defense
Elixir of Major Mageblood
Elixir of Empowerment
Elixir of the Searching Eye
Elixir of Camouflage

Transmutes
Transmute - Primal Earth to Life
Transmute - Primal Fire to Mana
Transmute - Primal Life to Earth
Transmute - Primal Mana to Fire
Transmute - Primal Shadow to Water
Transmute - Primal Water to Shadow
Transmute: Primal Earth to Water
Transmute: Primal Fire to Earth
Transmute - Primal Air to Fire
Transmute - Primal Water to Air

Transmute - Primal Might
Teaches you how to Transmute Primal Air, Water, Earth and Fire into Primal Might.

Primals are created with a spell "Create Primal XYZ" that uses "10 motes" of earth, shadow, air, etc. Not sure what profession is used to make those or where these items come from.

Engineering apparently has something to do with Alchemy now, my guess is that these two items create the Super Healing/Mana pots. The injectors are listed as requiring the Black Anvil. Good to see that at level 70 we'll still be running BRD.
Schematic: Healing Potion Injector
Schematic: Mana Potion Injector

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Old 08/28/06, 11:57 AM   #2
Darke
Piston Honda
 
Troll Warrior
 
Blackhand
I really hope they do something about how overpowered Alchemy is in the expansion.

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Old 08/28/06, 12:00 PM   #3
♦ Praetorian
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Mal'Ganis
Alchemy is fine. The problem is skinning, mining, smithing, and leatherworking are terrible by comparison. That's where changes need to occur.

I've been locked into Leatherworking/Smithing for a year now due to rare patterns and TB rep and such, and not having Alchemy really, really hurts. I used to be able to charge for Stronghold and Lionheart combines, but those are extremely common these days, and I envy people who can drop a professional and grab herbalism for raiding.

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Old 08/28/06, 12:04 PM   #4
Darke
Piston Honda
 
Troll Warrior
 
Blackhand
Honestly I'm not sure if I really want the other tradeskills to begin to match the necessity of alchemy for endgame raiding. That's a whole lot more farming we'd all have to do and it's already pushed beyond a lot of people's breaking points for alchemy alone.

As an Armorsmith/Miner myself with rare patterns, I eventually dropped Mining for Herbalism just because of the sheer amount of potions I use. It was a wise choice.

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Old 08/28/06, 12:04 PM   #5
Monsanto
Don Flamenco
 
Tauren Druid
 
Mug'thol
I bet all those new alchemy recipes use at least 2 dreamfoil per potion, and 30 per flask.


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Old 08/28/06, 12:04 PM   #6
Falcon24
Soda Popinski
 
Goblin Mage
 
Mal'Ganis
These look interesting.

And I agree with Gurg, Alchemy is fine as it is. The problem for me is how current raid content has been developed to absolutely require alchemy consumeables in order to succeed. I'm hoping the current dps consumeables will get outclassed by future gear to the point of being unnecessary, and that using potions/elixirs will be something to give you that added boost if you personally feel you need it but not hands-down required to win at something. I'm pretty sure that most people agree that spending a Saturday farming herbs for the coming week's raids is no one's idea of fun.

edit:
Originally Posted by Monsanto
I bet all those new alchemy recipes use at least 2 dreamfoil per potion, and 30 per flask.
More like brand new Outland herbs, I think!

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Old 08/28/06, 12:06 PM   #7
Rodent
Von Kaiser
 
Murloc Warrior
 
N/A
Originally Posted by Praetorian
I've been locked into Leatherworking/Smithing for a year now due to rare patterns and TB rep and such, and not having Alchemy really, really hurts. I used to be able to charge for Stronghold and Lionheart combines, but those are extremely common these days, and I envy people who can drop a professional and grab herbalism for raiding.
I am locked into Engineering (tank equipment) and alchemy (rare recipes) and I really envied people who had mining/herbalism, so I leveled an alt for those professions :)

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Old 08/28/06, 12:06 PM   #8
 Navaash
enjoys game, likely in minority
 
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Undead Mage
 
Mal'Ganis
How about giving alchemists an added incentive i.e. potions that bind on pickup? That would add some uniqueness to the profession that it doesn't have i.e. you've seen one alchemist, you've seen them all (except as a transmute bot).

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Old 08/28/06, 12:09 PM   #9
Illian
Great Tiger
 
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Human Paladin
 
Proudmoore
It looks like Tailoring will also be gaining three specialties that allows them to craft items for specific caster builds (fire, frost, shadow, etc.)

Thankfully, Jewelcrafting has Designs for their items and not Patterns or the like. Blizzard's habit of using the same term for completely different items (such as the Librams for enchanting and the Paladins' ranged slot) tends to drive me up the wall. Or at least makes me want to send them a thesaurus.

Engineering also appears to be getting several new Schematics. The usual scopes and goggles but I also saw one for a five minute mailbox like the repair bot and a mote extractor, which might be a new resource that engineers can gather and sell (since little else in that profession is terribly profitable at high levels).

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Old 08/28/06, 12:09 PM   #10
Malan
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Malan
Tauren Shaman
 
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I've spoken with some people close to the Noggaholics guys and they said the area around Hellfire is overflowing with herbs. Maybe they've learned their lesson.

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Old 08/28/06, 12:09 PM   #11
♦ Praetorian
Mike Tyson
 
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Orc Shaman
 
Mal'Ganis
Originally Posted by Darke
Honestly I'm not sure if I really want the other tradeskills to begin to match the necessity of alchemy for endgame raiding. That's a whole lot more farming we'd all have to do and it's already pushed beyond a lot of people's breaking points for alchemy alone.
I'm not sure it becomes a matter of farming or of necessity. But there should be some real benefits to having tradeskills other than alchemy. Right now, you need one dude to make your guild Dark Iron stuff and someone to do Dreamscale BPs and Onyxia Scale Cloaks, and other than that, those tradeskills are pretty laughable. It's a tricky design question, though, when it comes to what they could offer that would stimulate an active market the way we see for potions. Crafting armor or weapons that are comparable to armor and weapons you can get from instances is rarely going to be worthwhile except for a select few items, and then people will get those items once (Lionheart Helm + Stronghold Gaunts + Titanic Legs for example) and never participate in that facet of the economy again. I'm not sure there's a good answer without making everything into consumables, like sharpening stones, or leather armor patches that stack on top of enchants and give short-term powerful effects until they wear out. But then you really just have a bunch of potion-like things in different packages, and that's not really satisfying either.

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Old 08/28/06, 12:09 PM   #12
christide
Von Kaiser
 
Tauren Druid
 
Blackrock
Originally Posted by Malan
Flask of Relentless Assault
Increases the player's attack power by 360 for 2 hour. You can only have the effect of one flask at a time. This effect persists though death.
Chance of this working on ranged AP : 0%.

WHERE IS THE HUNTER FLASK?

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Old 08/28/06, 12:10 PM   #13
berg
Don Flamenco
 
Undead Rogue
 
Tichondrius
Some of these flasks look amazing but I really really do not look forward to encounters designed assuming the presence of these flasks.

Now instead of tanks and mages using flasks we can have everyone doing it.
That said 70 mp5? Holy crap.

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Old 08/28/06, 12:10 PM   #14
Maklar
Von Kaiser
 
Murloc Mage
 
Uldum
Originally Posted by Illian
It looks like Tailoring will also be gaining three specialties that allows them to craft items for specific caster builds (fire, frost, shadow, etc.)
I just wish there was some type of holy for priests that aren't shadow spec.

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Old 08/28/06, 12:13 PM   #15
Malan
Mike Tyson
 
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Malan
Tauren Shaman
 
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Originally Posted by christide
Originally Posted by Malan
Flask of Relentless Assault
Increases the player's attack power by 360 for 2 hour. You can only have the effect of one flask at a time. This effect persists though death.
Chance of this working on ranged AP : 0%.

WHERE IS THE HUNTER FLASK?
Use the 70 mp5 one. ;)

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Old 08/28/06, 12:13 PM   #16
Elendril
Mr. Sandman
 
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Night Elf Hunter
 
Ner'zhul
i bet i'll get some new overpowered PVP toys for engineering, and some new underpowered feral gear to make with tribal leatherworking!

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Old 08/28/06, 12:14 PM   #17
Shik
Piston Honda
 
Murloc Warrior
 
Jubei'Thos
I was really hoping that they would decide to kill the idea of flasks and just use minor consumables. In order to make content challenging you HAVE to balance it around a raid using everything avail.

Hello Loatheb.

On the plus side, not seeing a new uber Flask of Titans makes me happy. Drinking that stuff for virtually any new content gets old fast. Leaning multiple tank fights gets real fun.

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Old 08/28/06, 12:14 PM   #18
Maklar
Von Kaiser
 
Murloc Mage
 
Uldum
Hmmm... no elixir of Major Shadow Power? That sucks for priests/warlocks. Would be cool to see holy/arcane ones too. Guess they just have to rely on the generic +damage ones instead.

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Old 08/28/06, 12:14 PM   #19
Thrillho
judo chop
 
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Undead Mage
 
Mal'Ganis
Originally Posted by Malan
Engineering apparently has something to do with Alchemy now, my guess is that these two items create the Super Healing/Mana pots. The injectors are listed as requiring the Black Anvil. Good to see that at level 70 we'll still be running BRD.
Schematic: Healing Potion Injector
Schematic: Mana Potion Injector
This will all make perfect sense when Schematic: Black Gunpowder Anvil is found, which mimics the regular Black Anvil, with the exception that it can spontaneously explode while being used, killing everyone within a 50 yard radius.

It's nice to see there will be a melee equivalent to Supreme Power; but it's not that nice to think about the ridiculous, ridiculous amounts of Dreamfoil that will be required. Unless Outland has an entire zone with nothing but Dreamfoil as far as the eye can see.

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Old 08/28/06, 12:18 PM   #20
Darke
Piston Honda
 
Troll Warrior
 
Blackhand
Originally Posted by Shik
I was really hoping that they would decide to kill the idea of flasks and just use minor consumables. In order to make content challenging you HAVE to balance it around a raid using everything avail.

Hello Loatheb.

On the plus side, not seeing a new uber Flask of Titans makes me happy. Drinking that stuff for virtually any new content gets old fast. Leaning multiple tank fights gets real fun.
Flask of Fortification
Requires Level 15
SelfInstant

Increases the player's maximum health by 1500 and Defense Rating by 30 for 2 hour. You can only have the effect of one flask at a time. This effect persists though death.

Sorry!

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Old 08/28/06, 12:18 PM   #21
♦ Praetorian
Mike Tyson
 
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Orc Shaman
 
Mal'Ganis
Originally Posted by Shik
On the plus side, not seeing a new uber Flask of Titans makes me happy. Drinking that stuff for virtually any new content gets old fast. Leaning multiple tank fights gets real fun.
Hee hee.

http://www.curse-gaming.com/en/wow/s...ification.html

Edit: Dammit.

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Old 08/28/06, 12:20 PM   #22
Darke
Piston Honda
 
Troll Warrior
 
Blackhand
Originally Posted by Praetorian
Originally Posted by Darke
Honestly I'm not sure if I really want the other tradeskills to begin to match the necessity of alchemy for endgame raiding. That's a whole lot more farming we'd all have to do and it's already pushed beyond a lot of people's breaking points for alchemy alone.
I'm not sure it becomes a matter of farming or of necessity. But there should be some real benefits to having tradeskills other than alchemy. Right now, you need one dude to make your guild Dark Iron stuff and someone to do Dreamscale BPs and Onyxia Scale Cloaks, and other than that, those tradeskills are pretty laughable. It's a tricky design question, though, when it comes to what they could offer that would stimulate an active market the way we see for potions. Crafting armor or weapons that are comparable to armor and weapons you can get from instances is rarely going to be worthwhile except for a select few items, and then people will get those items once (Lionheart Helm + Stronghold Gaunts + Titanic Legs for example) and never participate in that facet of the economy again. I'm not sure there's a good answer without making everything into consumables, like sharpening stones, or leather armor patches that stack on top of enchants and give short-term powerful effects until they wear out. But then you really just have a bunch of potion-like things in different packages, and that's not really satisfying either.
Agreed, it's a hard design decision. I just think that alchemy has been taken to an extreme in Naxxramas and hope that they don't extend that extreme to other tradeskills in the expansion, which they could easily do if they wanted to (and judging from some of the Jewelcrafting Idols that can be created they may have).

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Old 08/28/06, 12:20 PM   #23
SquattingCow
Don Flamenco
 
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Tauren Warrior
 
Blackrock
Why does everyone say it'll be Dreamfoil? It'll probably be something like 30 sungrass 10 arthas tears, which you'll never find because everyone's out picking it. Dreamfoil the new Golden Sansam? :rolleyes:

Originally Posted by Fric
Fingering a girl while she argues with her husband-to-be is perhaps my new low point morally in my horribly debauched life

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Old 08/28/06, 12:21 PM   #24
Malan
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Malan
Tauren Shaman
 
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Originally Posted by Praetorian
Originally Posted by Shik
On the plus side, not seeing a new uber Flask of Titans makes me happy. Drinking that stuff for virtually any new content gets old fast. Leaning multiple tank fights gets real fun.
Hee hee.

http://www.curse-gaming.com/en/wow/s...ification.html

Edit: Dammit.
Shit I missed that one. Thanks

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Old 08/28/06, 12:23 PM   #25
Pyros
Bald Bull
 
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Undead Death Knight
 
Twisting Nether (EU)
That's a big problem with Tradeskills in every game imo. You have tradeskills that create "static" items, that usually scale very bad and have to rely on rare plans, using tons of expensive and annoying to gather materials, to create equal or subpar items for people who can't do end game content. And you have the tradeskills that give consumables, that everyone uses to get the same results.

The problem is you'd have to add new recipes for every tradeskill every patch, that scale somewhat equally with current end game gear, but it's pretty hard cause you have to balance the reagent costs, the plans rarity and other factors. It's really hard to do, and usually the people who will be able to get these new plans are also able to get the very best gear available in the game, so they won't even use the plans for themselves.

I think one of the good ideas that they didn't bother continuing were the Blacksmith trinket stuff. Soulbound items you can create, that don't replace important parts of armor and have interesting bonus. Another idea would be to have innate passive bonus depending on your skill. Artisan armorsmith? +5% armor(yea obviously it doesn't scale so well if you're a mage armorsmith but well). Alchemy is definitely the king of tradeskills, but the value on the actual potions is shit, there's very few ways as far as I know to make money off alchemy. Making flasks only get you so much cause most guilds will make their own flasks. The most used potions go for roughly their values in herbs.

The real problem isn't between tradeskills imo, but between tradeskills and collection skills(herb/mining/skinning). Skinning isn't so hot because the materials are vastly underused, but being a miner can be quite profitable if you know the rich thorium spawns out of burning steppes, and being an herbalist is just easy money.

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