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WoW Rookie: An overview of professions

While some may argue that World of Warcraft doesn't have enough professions, there are enough choices to leave any new player at a loss when it comes to selecting one for the first time. So today we're going to discuss the good and bad of the game's ten primary professions and six secondary professions -- and hopefully give you the knowledge to make some informed decisions next time you need to chose a profession for yourself.

Interested in knowing a bit more about the game's professions? Keep reading! Want to tell us which professions you find the most useful (and why)? Leave us a comment!

Continue reading WoW Rookie: An overview of professions

Insider Trader: A primal urge to roll for Primal Nethers

Each week, Lisa Poisso brings us Insider Trader -- your weekly inside line on making, selling, buying and using player-made products.

In the wake of the avalanche of item and crafting tweaks ushered in by patch 2.1, Insider Trader takes a look at the much-maligned Primal Nether. How do you get one? Do you even need one? Should you roll for one?

And keep reading for an Insider Trader tip on a special tactic engineers -- yes, engineers! -- can use to get certain types of motes.

But first things first: Primal Nethers. These glowing globules of crafting goodness have about a 5-10% chance of dropping from final bosses in non-heroic Burning Crusade instances, and they're a guaranteed drop from final bosses of heroic instances. Post-2.1, you can also purchase them for the bargain price of 10 Badges of Justice from G'eras in Shattrath City.

Continue reading Insider Trader: A primal urge to roll for Primal Nethers

Alchemy: How to specialize? [Answered!]


Dear readers,

The time for decisions has arrived! I, an alchemist, have surpassed both level 68 and a skill of 325, and Alchemist Gribble here has informed me that I am eligible to become a Super Special Master of Alchemical Stuff! But the problem is, I have to choose which alchemical stuff to super-specially master.

Now before the Dark Portal opened, I was very happily buying Thorium Bars and Arcane Crystals, and transmuting them into Arcanite Bars for a tidy profit once a day. But now that we have all these newfangled Outland concoctions, I'm a bit confuzzled as to what I should tell Master Gribble. I'm sure some of you have vast depths of experience with which you can advise me and other burgeoning alchemists as to the best choices we could make with our alchemy specializations, whether for profit or just for helping our friends. Focus on transmutations for extra profity goodness? Elixirs for raiding? Potions for making friends?

Please leave us some wisdom in the comments below. If someone has an especially useful suggestion, I shall update this spot in order to feature it for everyone to see!

Answer: Most of our commenters have found that each specialization has its own advantages, and it really depends on what you would personally use most. People who use potions or elixirs most (or make them for their friends) find their respective specializations invaluable. Since I'm a druid, though, I still can't use potions in any of my forms, and my small guild doesn't habitually use lots of elixirs anyway. So it seems that for me the way to go is transmutation after all -- with one caveat: on some servers, primal might, which is the most readily available transmutation, sells for less than the materials needed to transmute it, due to an overflow of other alchemist with similar dreams of uncountable wealth. Getting revered with the Sporeggar will allow you to transmute Primal Earth to Water, though, and that is apparently more reliably profitable.

Crafting: Shake your lack of moneymaker

I've been noticing a disturbing trend on the Professions Forum lately. Basically, whenever anyone asks what professions they should take, or whether crafting jobs like jewelcrafting and enchanting are worth it to level, posters advise them to pick up mining and herbalism or mining and skinning instead. The consensus seems to be that professions are only worth it for the BOP items, or for the few people on a server who get a rare enchanting/JC/other pattern. Everything else (except the easy-to-level alchemy) is a "money sink."

This saddens me. I enjoy crafting a lot, and the fact that my prot pally would be essentially throwing money down a black hole by doing jewelcrafting or enchanting or blacksmithing makes me feel that something is fundamentally wrong. Crafting just for the tailoring or blacksmithing BOPs, good as they may be, feels like getting a job just so you can steal office supplies and have health insurance.

The professions forum has a pretty interesting thread going about crafting, opportunity costs, and why raw mats sell for more than the finished product. It seems that most people want to keep professions from being money sinks, but the laws of supply and demand are weighing heavily on crafters (i.e. if everyone can do an enchant, that enchant will be cheap.) Do you have any ideas on how to make crafting more profitable? Or are the BOP items/enchants enough for you?

Insider Trader: What the ! -- In-game trade product searches


Each week, Lisa Poisso brings us Insider Trader, your inside line on making, selling, buying and using player-made products.


How can you pimp that hawt new epic if you don't know what gems and enchants exist to put in it? And once you find out what's available, how can you find a craftsperson who can do it? What used to be an excruciating hunt-and-peck process is easing up, thanks to several mods growing in popularity among crafters. These mods allow customers to whisper a tradesperson and run direct searches for specific types of products -- a direct peek into what that crafter can do for you and your gear.

First popularized by jewelcrafters and enchanters, these handy mods are now available for other trades as well. If you like to ponder the possibilities without feeling like you're tying up a crafter's time and attention, you'll love the power of running your own searches. It's all handled via /whisper, so there's no public spam and you won't bother a soul. Rifle through what's available by stats, gem color, enchanting reagents required, gem rarity and more, all via the tradesperson's mod -- you install nothing to be able to use it. It really is that simple!

Continue reading Insider Trader: What the ! -- In-game trade product searches

The red-headed step-children of crafting

Today I made my first two pieces of Shadowcloth. It's quite an accomplishment for my level 62 warlock, with the somewhat dangerous trek out to the Altar of Shadows. As I was feeling the roaring winds of the air elementals snap at my behind as I rode, I began to wonder if I shouldn't have chosen one of the other two paths instead.

It's a lot of work to jog on out to the Altar, and you take your life into your hands every time you do. Somehow the three disciplines seem somewhat uneven. Had I chosen Mooncloth tailoring, my travel time would include a small jaunt out to the Cenarian Refuge and a dip in the Moonwell.

Continue reading The red-headed step-children of crafting

Insider Trader: When you want what they've got

Each week, Lisa Poisso brings us Insider Trader -- your weekly inside line on making, selling, buying and using player-made products.

Want to make a completist crafter crit in his pants? Give him a good whiff of something he may not even have know existed: Alliance- and Horde-only patterns. "What?!? They've got stuff I don't have?" That's right -- each faction enjoys a variety of profession patterns available only to that side via quests or faction-specific vendors.

While most of these patterns are low- to mid-level frills, plenty of entrepreneurial crafters find them meaty (or profitable) enough to be worth jumping through hoops for. Beyond the satisfaction of having literally all of the available patterns in a particular trade, craftspeople may actually carve out a niche crafting items for players on their faction who don't normally have access to them.

The neutral Auction Houses are a crafter's bread and butter when it comes to finding these patterns, although having a friend on the other side is even better. Almost all of these patterns (and the items they create) are tradable, although you'll find a pair of Alliance cooking patterns listed that remain stubbornly marked Bind on Pickup. But most are available for cross-faction movement via the neutral auction houses. There aren't many new Burning Crusade-era patterns to track down and agonize over, though -- just one lone Draenei pattern (listed after the jump). It seems that the bitter tears of Horde herbalists pining for Herbalist's Gloves washed the faction-specific pattern trend right down the drain.

Read more for a list of faction-specific crafting patterns.

Continue reading Insider Trader: When you want what they've got

Alchemy hotfix: No more discoveries for now

Last night, Alchemists everywhere lost a wonderful ability. One which many (including my Druid) have not been able to savor the sweet success of. According to Tseric, there was a bug causing an exploitable situation in regard to potion/transmute discoveries. So, as was done with rogue poisons staying on when entering an instance, Blizzard has opted to temporarily remove the ability altogether for all alchemists to learn new potions, flasks and transmutes through discovery.

Per Tseric on the Profession forums:

We have been working on the resolution of a serious exploit in game which has led to certain consequences that we wanted everyone to be aware of. A hot fix has been recently applied to the alchemy profession, with regards to discoveries. For the time being, we have disabled all chance of a discovery, until we can implement the proper fix through a patch , as we can not resolve this matter solely with hot fixes. We apologize for the necessary but temporary removal of discoveries, and are working to have them re-implemented with an upcoming content patch.

While disheartening for the moment, at least it is only a temporary removal and not a permanent one. I'm sad to hear that my Druid will have to wait for some discoveries (she was so close, too!) but I'm certain Blizzard will get this remedied. It's just a question of if we'll see the alchemy discovery fix patch prior to, with, or after the 2.1 patch. That is, considering the focus on everything going on in the PTRs at the moment...

[image via Mario Caruso]

Breakfast topic: Hardest tradeskill

Just like in real life, in WoW, some jobs are harder than others. Gathering professions tend to be pretty easy and lucrative -- it doesn't take a lot of effort to wander around and gather stuff, particularly herbs. Skinning's a little tougher, but at least you get to control how many "nodes" you have by killing everything. Mining is widely considered to be annoying because of the intense competition for nodes, but it can also make you a lot of cash.

The crafting professions are much, much harder, and tend to require a significant gold investment. I've only been an alch/herb up to 375, so everything else is based on friends and guildmates.

Alchemy ... well, alchemy is easy. It doesn't require a lot of materials, the recipes are usually easy to find, and everyone loves the guild alchemists. Enchanting has the major negative of depending mostly on the kindness of strangers, most of whom want you to enchant their gear for free, but at least you can get the mats free by disenchanting your old gear. Tailoring has cheap mats, but you need a lot of them. Jewelcrafting is apparently difficult without mining, easy with it. Blacksmithing can apparently be really easy or really hard, depending on your luck (and your patterns!)

The two professions reported to be the "worst" -- both in terms of leveling and overall usefulness -- are leatherworking and engineering. Leatherworking from 350 up is a giant pain, since you need rare patterns, and you don't make a lot of money from LW unless you get hard-to-find epic patterns. Engineering requires a lot of rare materials and is just largely useless. However, on the pain-to-level scale, nothing beats fishing. I would seriously rather beat my head against a wall than fish for more than five minutes these days. Admittedly, it doesn't cost money, but the cost in brain cells is far too great.

What do you think is the hardest profession to level? What about leveling time vs. usefulness at 70?

Specifics on flask changes, plus new elixirs

So by now you've probably seen a little bit about the current Alchemy shake-ups. But if you haven't been on the PTRs, you might not necessarily know the specific numbers involved. Fortunately, Eyonix made a nice post a little while ago about a specific example of the reduced effect and ingredients of flasks. Ready? You might want to be sitting down for this, it's a big nerf. Here we go:

Flask of Mighty Restoration - Current
Instant
Regenerate 70 mana per 5 sec for two hours.

Dreaming Glory x20
Mana Thistle x10
Fel Lotus x1

Flask of Might Restoration - Patch 2.1
Instant
Regenerate 25 mana per 5 sec for two hours.

Dreaming Glory x7
Mana Thistle x3
Fel Lotus x1

(Please Note: The drop rate for Fel Lotus is also being increased by approximately 15% in the same patch)

Players will notice that while the effect of the flask has been dramatically reduced, so has the cost to create one. All alchemy flasks will be adjusted similarly.

In short, the effect and cost of the flask have been reduced to about a third of their previous values. This is a big deal -- Tigole wasn't kidding when he said earlier that flasks had been significantly reduced. He then goes on to compare this to a similar elixir:

Continue reading Specifics on flask changes, plus new elixirs

Full 2.1.0 profession patch notes

And hot on the heels of Tigole's announcement about flasks, Nethaera has posted the full profession-related patch notes for 2.1.0. Shall we take a look?

Alchemy

  • The chance of a discovery occurring while making potions has been substantially increased.
  • Elixirs now stack in two categories, Battle (Offensive) and Guardian (Defensive) Elixirs. You can only have one of each type of Elixir up at a time. As a result Elixirs now stack with class abilities such as "Arcane Intellect."
  • Elixirs now stack to 20.
  • Four new defensive elixirs have been added. Two are on trainers, one is in Halaa and one is in Cenarion Expedition.
  • "Flask of Petrification" can no longer be turned off during its duration, but it now will clear all threat from all monsters for the duration of the effect. Though monsters may reacquire you after the effect ends.
  • Cooldown time on "Earthstorm" and "Skyfire Diamond" transmutes has been reduced to 1 day.
  • "Invulnerability" potions now stop the first 120 damage per hit for 8 seconds, rather than making the imbiber physically immune.
  • The major protection potions made by Alchemy now require more "Mana Thistle" and vials, but create 5 potions instead of just one.
  • "Fel Strength" elixirs now work correctly with elixir mastery.
  • "Elemental Absorption" potions now have a 2 minute duration rather than the 60 min duration they used to have.
  • Alchemy transmute of "Heart of Fire" to "Elemental Fire" changed to 15 minute cooldown.
  • Reagent costs and potency of all flasks has been reduced.
  • The cost of "Imbued Vials" has been reduced.
  • The chance to find a "Fel Lotus" while picking an herb has been increased.
  • "Juju Chill" and "Juju Ember" are now considered Guardian Elixirs and do not stack with other resistance buffs.
  • "Juju Flurry" is now considered a Battle Elixir and has been converted from haste to haste rating.
  • "Ground Scorpok Assay","Juju Might","Juju Power", "Lung Juice Cocktail", and R.O.I.D.S are now considered Battle Elixirs.
  • "Crystal Force", "Crystal Ward","Gizzard Gum", "Infallible Mind","Juju Escape", "Juju Guile", "Sheen of Zanza" and Swiftness of Zanza are all now considered Guardian Elixirs.
  • "Sheen of Zanza" is now considered a Guardian Elixir. Stamina and Spirit bonuses have been reduced to 25.
  • "Elixir of Fortitude" now correctly displays its name in its buff tooltip.
  • The "Alchemist's Stone" bonus now works on potions that restore both health and mana.

Continue reading Full 2.1.0 profession patch notes

Extra 2.1.0 news: Tigole talks raiding and consumables

WoW raid designer Tigole made some very interesting comments about the change to consumables and raiding in 2.1.0 -- but he didn't do it on the official forums. Rather, he made a series of posts on the Elitist Jerks board. Full quotes can be found in the link, but the basics are:

  • The power of flasks and costs to make flasks have been greatly reduced. This is the big one, meant to reduce a lot of the cries about "necessary consumables" in raiding.
  • Raid DPS will go up due to the Glancing Blows nerf and other class changes.
  • Encounters where DPS was not tuned around flasking will be retuned.
  • A new system will be put in where raiders will have "easy access" to flasks in 25-mans, and dungeongoers will have access to potions in 5-mans. For example, he says, a Coilfang Armaments drop might be worth a Super Mana Potion.

General reaction from the community on the board is positive, but what do you think? Will this be good for raiders and alchemists alike, or will someone come out the loser?

More on Alchemy changes

As recently revealed in the profession revamp preview, Alchemy is getting a pretty major nerf in 2.1: players are only going to be able to have two elixirs up at once, one each of offensive and defensive (the categorization of particular elixirs is yet to be determined, though in most cases it's fairly predictable). There's been some discontent about this among the alchemists, understandably, since it means less demand for their craftables. Now we have a bit more rationale, along with one major piece of new information: Flasks will work in this new system by taking up both the offensive and defensive elixir slots. So if you drink a flask, you can't have any other alchemy buffs up.

The rationale Blizzard gave is along expected lines, and reminds me of the Decursive issue. Basically, since a cornucopia of buffs was theoretically available to raiders, Blizz had to tune boss encounters around having all those consumables on. If the encounters were tuned around few or no consumables, people like Nihilum would blow through all the content in a month, since they'd just flask up and would therefore be "overpowered" from the perspective of raid design. On the other hand, the way it is now has problems too. Since encounters are balanced with an array of flasks and elixirs in mind, they can be very hard if you don't use all those consumables, thus leading to heavy gold requirements for raiding.

I think the solution they've come up with is pretty decent. It basically levels the playing field a certain amount, so that you have a much smaller opportunity to buy more leeway in your raid encounters. This means less gold for raiding. And new encounters are going to be balanced with only a few consumable buffs in mind, so in theory we shouldn't see much of a difference -- we'll be weaker, but so will the bosses. Current content will be rebalanced as necessary, although I imagine at least at first we'll see a stepping up in difficulty, at least those of us who are used to downing flasks and elixirs like so much Gatorade.

Blue post copied after the cut. Oh, and one small ray of sunshine for alchemists: elixirs will now be able to stack with class buffs, so (for instance) an intellect elixir will now be useful, where before it would have not stacked with Arcane Intellect/Brilliance. This will lead to some new recipes being introduced that would previously have been useless. We are also going to be eventually getting some new recipes that might have been overpowered before.

Continue reading More on Alchemy changes

Profession revamp preview

Professions have been on the drawing board for changes for a good while, but until now Blizz have been very tight-lipped about what specific modifications they might be making. No more! Nethaera has posted a nice preview of changes that are being made to many professions for "the next content patch," i.e. 2.1 (The Black Temple). Before I go into detail, note that Neth said her post "does not contain all of the upcoming changes, but instead gives a brief look at what is to come," so bank on more surprises to come. Anyway, this round is mostly buffs and new recipes, with a major nerf to alchemy.

Full post copied after the jump as usual, but here's the changes I found more interesting:
  • Alchemy: Elixirs now stack in two categories, Battle (Offensive) and Guardian (Defensive) Elixirs. You can only have one of each type of Elixir up at a time. As a result Elixirs now stack with class abilities such as "Arcane Intellect." I totally called this (as did many others, I'm sure). The intended effect is obviously to reduce the maximum possible effect of consumables in raids and other such situations, and this will go a long way towards producing that effect, without hurting alchemists too much (in my opinion).
  • Engineering: "Seaforium" now opens locked chests as well as locked doors. About time; having to skip locked chests if I didn't have a rogue in the party has been annoying. But will Powerful Seaforium Charges open the top-level locked chests, or are we going to see new seaforium?
  • Engineering: 11 new epic goggles have been introduced at 350 engineering skill and are available from the trainer. They range from cloth to plate, and have a variety of stats to appeal to most talent specs. This is probably the biggest change to any profession. I've always loved the goggles Engineering had to offer, and now engineers have something epic to work towards. Exciting!
  • Fishing: The fishing timer has been reduced from 30 to 20 seconds and it now takes less time to fish. Sweet! I always though 30 seconds was a bit too long. But on the down side, Fishing has been removed from Arathi Basin and Alterac Valley -- what, you mean I have to actually fight now?!
  • Jewelcrafting: The jewelcrafting UI now has gems split up by color so it is easier to find gems of a specific color to create. This is long-overdue; Blizz's profession UIs are so primitive it's not even funny. I would recommend ATSW as a replacement, but it tends to crash my client sometimes. Now where's my gem category in the AH?
  • Jewelcrafting: Jewelcrafters can make two new melee oriented meta gems. One is found randomly as a world drop and the other sold by the <Faction> reputation vendor. Definitely needed -- but what do they mean by <Faction>? Scryer or Aldor? HH or Thrallmar? Any faction?
  • Jewelcrafting: New recipes have been added that use the Jaggal and Shadow Pearls. Time to stop vendoring those, I guess.
  • Skinning: Skinning higher level creatures will give more leather; you will no longer get a single leather scrap. Good, it was getting silly.
Read on for the full blue post.

Continue reading Profession revamp preview

Duplicate recipes create ingame scam

Tobold has found a strange little ingame scam that high level alchemists might fall into if they're not careful. Before the expansion came out, the recipe for Flask of Distilled Wisdom was an extremely rare drop from the last boss of Live Strat. Because it was so rare, the recipe could sell for hundreds of gold on the AH. Tobold thought he was getting one for a bargain at 150g, until he actually tried to learn it.

Turns out he got the Recipe: Flask of Distilled Wisdom instead, which is exactly the same thing (produces exactly the same potion), but is available for a mere 4 gold from the Cenarion Expedition quartermaster in Zangarmarsh. The only catch is that while both are BoE (which means they can both be sold on the AH), the Cenarion version requires that you be exalted with the Expedition to learn it. Which isn't super hard, but the fact is that players who are exalted can buy this recipe for 4g, and sell it on the AH to unsuspecting alchemists for hundreds of gold.

Of course, this scam has an expiration date, because as soon as word gets out that a) it's a scam, and b) the recipe is available for 4g in Zangarmarsh as long as you're exalted, the AH price will likely drop anyway. As Tobold says, Blizz could fix it by simply making the Zangarmarsh recipe BoP, but Blizzard probably thought they were doing players a favor by turning a rare drop into a rep reward. Anyway, if you happen to be shopping around for high level flask recipes, buyer beware.

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