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Filed under: Engineering

Patch 3.2 upcoming Engineering changes


Zarhym has just released some major Engineering changes for the upcoming Patch 3.2. These changes are a long time coming for those of the Engineering profession, and many folks will be quite pleased by them. There are 19 total changes that Zarhym announced – that's quite a lot for any patch.

Some of the ones that stand out include:
  • Mind Amplification Dish – Head enchant, allows engineers to control other humans. Does not work in Arenas, sometimes reverses targets.
  • Portable Wormhole Generator for Northrend – Allows the engineer to travel about Northrend Deep Space 9 style.
  • Repair Bot Jeeves – A repair bot for the entire raid, who also allows bank access for 350+ engineers. Jeeves is not destroyed on use, and can be summoned once per hour. Schematic is apparently randomly hidden within another summonable bot.
  • A Steam-Powered Auctioneer has been added to the Dalaran Like Clockwork engineering shop, allowing access to one's faction Auction House. The Steam-Powered Auctioneer was programmed with a superiority chip, and will only interact with Grand Master engineers.
Take a look after the break for the complete list.

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Filed under: Engineering, Patches, News items

All the World's a Stage: So you want to be an Engineer


This installment of All the World's a Stage is the thirty-fifth in a series of roleplaying guides about how to roleplay various aspects of the lore and gaming elements of WoW.

Engineering has been my favorite profession in WoW, both in terms of its usefulness in the game, as well as its status as an awesome profession for roleplaying. Maybe it's just because I'm a huge fan of steampunk, but I find that those gadgets and funny things you can make with engineering have a certain style that goes beyond simple utility -- You just look at an engineer with his goggles, his mechanical mount, and maybe even some sort of robot or machine trailing along after him, and you immediately get the feeling that this is a character with character. No other profession can give you such a distinct characterization: you're not just a rogue, for example -- you're a scientist rogue!

In addition to that, most other professions feel like "crafting" jobs added on to the regular game, which they are -- they may give you better stats in one area or another but otherwise don't add many new abilities. Engineering, on the other hand, gives you a lot of special abilities and buttons to push, all of which can start to feel like a special sub-class for your character, underneath whatever class he or she already has.

In fact, as roleplayers, many of us play up our status as engineers as much or even more than our status as a hunter, warlock, rogue, or whatever. That engineering style is so persistent that it can define our characters more than anything else -- our own Palehoof practically defined this style in the column devoted to engineering that he used to write every week, before he lost his horns and his hooves in a bizzare scientific experiment (and decided thereafter to spend more time with his family). His commentaries on practical and theoretical engineering serve as excellent inspiration for all roleplayers who would call their characters engineers.

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Filed under: Horde, Alliance, Gnomes, Hunter, Engineering, Virtual selves, Lore, Guides, RP, All the World's a Stage (Roleplaying)

Insider Trader: Patch 3.2 profession change analysis


Insider Trader is your inside line on making, selling, buying and using player-made products.

Over the past few days, some upcoming professions changes for Patch 3.2 have been announced, and although they are not as detailed as they could be, several of the changes will have quite an impact.

First and foremost, every profession-specific buff is being upgraded. This includes an Enchanter's ability to enhance their own rings, a Leatherworker's bracer enchants, and more. For a complete list of the current profession bonuses, check out Insider Trader's guide to Profession-Specific Buffs, parts one through three.

These buffs also answer some of the concerns surrounding the upcoming Jewelcrafting nerf that epic gems might be introduced without a buff to the Dragon's Eyes, which, in combination with the fact that these gems will no longer be prismatic, would effectively squash the Jewelcrafting bonus.

Jewelcrafters will also do well to note that they will be able to acquire epic gems by prospecting Titanium. Combined with a Blacksmith's two extra prismatic sockets, this powerful duo is one of the most popular profession combinations.

In addition, Engineers will be seeing some welcome changes to their profession that may make it more appealing. Unfortunately, some of the details have not been made public, so the competitiveness of their self buffs, for example, remains to be seen.

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Filed under: Fishing, Alchemy, Blacksmithing, Cooking, Engineering, Patches, Analysis / Opinion, Jewelcrafting, Features, Insider Trader (Professions)

Patch 3.2: More profession changes


We've picked up some more details about professions in Patch 3.2. Some of the changes were covered a few days ago by Eliah. The notes made today elaborate more on engineering, alchemy, fishing and cooking changes.

Alchemy

  • Stackable potions now stack to 20.
  • Five new epic gem transmute recipes are available from the Northrend trainer. The recipe for transmuting a Cardinal Ruby can be learned from a quest, given by Linzy Blackbolt in Dalaran.
  • Rage potions can now be used by druids.

I have an entire guild bank tab filled with nothing but Mana Injectors. I was both saddened and delighted when I heard that potions now stack to 20. Big plus to Potion of Speed and Potion of Wild Magic since those will be stackable now. But are they going to be completely useless? Nope! Wait until you see the Engineering changes. It means I don't have to make any more injectors! New epic gem transmutes are on the way too!

More profession changes after the jump.

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Filed under: Herbalism, Fishing, Alchemy, Cooking, Engineering, Leatherworking, Enchanting, Patches, Buffs, Inscription

Epic gems and profession changes in Patch 3.2

With all the things I'm waiting to hear about in patch 3.2, completely unforeseen news takes me by surprise. Bornakk just revealed that epic gems are coming in that patch, as well as some changes to other professions.

Jewelcrafters will be able to buy epic gem cut patterns with their Dalaran Jewelcrafter's Tokens. Raw epic gems will be available from prospecting Titanium Ore and alchemy transmutations, and will also be buyable with both honor and Emblems of Heroism.

Given that the availability of epic gems raises the value of the Blacksmithing perk (extra sockets), other professions are having their perks buffed. Details after the cut.

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Filed under: Herbalism, Mining, Skinning, Alchemy, Blacksmithing, Engineering, Leatherworking, Tailoring, Enchanting, Patches, News items, Jewelcrafting, Inscription

Insider Trader: Profession-specific buffs part 3

Mining
Miners are given Toughness, an ability that at max rank, awards +50 stamina. This is a lovely bonus for tanks! A tank's talents will take this well beyond +500 hp, and stamina is also multiplied by buffs and talents such as Blessing of Kings (and not all stats are). This is also going to be helpful in PvP, where stamina is especially important.

Herbalism
Herbalists get Lifeblood, a self-heal, that at max rank, awards +2000 HP over 5 seconds on a 3 minute cooldown. This can be used in or out of combat, and the spell effect entails flowers sprouting up from the ground all around the character.

It is difficult to gauge the actual benefit of this ability across classes and in different situations. In the last few seconds of a close fight, where it is you or them, even a small boost in HP could bump you up to victory. Then again, tanks benefit more from stamina due to talents that factor in your total stamina to then award you with extra stamina (Sacred Duty), increased power (Touched by the Light), and other benefits. It is also difficult to say whether an extra boost in damage might also be worth more than this small heal in a tough spot.

Almost all classes find this ability helpful while leveling and soloing. Raiders will often use it to top themselves off or buy some time until their next heal.

Skinning
Skinners become Masters of Anatomy, and gain 32 critical strike rating, which is equal to 0.70% crit. This is especially useful to classes who have talents that boost stats based on your crit rating, increase your crit by a %, or where your crit rating actually grants you other stats, such as mana for holy paladins.

The Skinning and Mining bonuses equate to about 2 gems worth of stats, and Lifeblood is all about how you use it.

Conclusion and Comparison
As you can see, for most of the professions, the benefits and stat increases are approximately equal. Let's use spell power to demonstrate this:
  • JC: +39.
  • Enchanting: +38.
  • Inscription: +37.
  • Tailoring: 250 SP for 15 seconds of every 45 seconds+. This averages to +83 SP in ideal conditions (meaning, it procs on your next heal after the cooldown is up). In fact, it will likely always be under, though somewhat near, this ideal. A more realistic average is +75 SP.
  • LW: +37.
  • Blacksmithing: +38.
  • Engineers: +18 and a parachute.
  • Alchemy: +37.
As you can see, the profession bonuses are basically equivalent, and this is true across each stat. There are some exceptions. As I noted earlier, the Engineering enchants are not only meant to increase your stats, but also combine your gadgets, absorbing them into your everyday armor. Without this absorption, the only way to use them would be to take off your super special raiding/PvP gear in favor of a piece of gear or trinket that you carry around for special occasions. Because of this convenience, they seem to eat up itemization points.

Still, there are several that are still worth taking, even over other options available for that slot. The Tailoring enchant noted above is currently being debated as OP, and may be subject to tweaking in the future. It is also worth noting that because this is a passive proc, it is not always going to be utilized. You might proc it near the end of a fight, for example, or when you're topping someone off between pulls, and waste most of the added spell power.
Each week, Insider Trader takes you behind the scenes of the bustling sub-culture of professional craftsmen, examining the profitable, the tragically lacking, and the methods behind the madness. Check out part 1 of this Guide to Profession-Specific Buffs!



Filed under: Herbalism, Mining, Skinning, Alchemy, Blacksmithing, Engineering, Leatherworking, Tailoring, Enchanting, Analysis / Opinion, Tips, PvP, Jewelcrafting, Features, Raiding, Guides, Buffs, Enchants, Insider Trader (Professions), Inscription

Insider Trader: Profession-specific buffs part 2


Insider Trader is your inside line on making, selling, buying and using player-made products.

Last week, Insider Trader discussed the profession-only bonuses associated with Inscription, Jewelcrafting and Enchanting. This week, I'm going to walk you through the rest of them, and include a final summary and comparison at the end.

Tailoring Perks

Tailors have the ability to enchant their own cloaks. Other players can get cloak enchants from Enchanters, although the Tailoring ones are superior in many cases.
  • Darkglow Embroidery: Chance to restore 300 mana on spell cast. There seems to be a 60 second internal cooldown, with a proc rate of 35%, which is equal to 25 mp5.
  • Lightweave Embroidery: Chance on spell cast to increase your spellpower by 250 for 15 seconds.
  • Swordguard Embroidery: Chance for melee and ranged attacks to sometimes increase your attack power by 300 for 15 seconds.
There seems to be a 45 second internal cooldown on Lightweave and Swordguard, meaning that for 15 seconds out of every 45 seconds (+, if you don't proc it on the next hit, but they do seem to proc within a hit or three), you have the effect. This averages out to 83 SP, and 100 AP respectively, in ideal conditions. Depending on your luck with procs, the average decreases the longer it takes you to proc it again.

For example, after 45 seconds, each spell has a chance to proc the effect. If you managed it at the 50 second mark, the average becomes +75 SP.

Casters who are not Tailors can currently choose between Enchant Cloak - Wisdom and Enchant Cloak - Greater Speed.

Wisdom grants you a measly 10 spirit, as well as a now obsolete 2% threat reduction. The +23 haste rating is nice, but provides neither mana nor spellpower.

Enchant Cloak - Major Agility grants you +22 agility to cloak. Agility is inefficient to everyone except rogues, hunters, shamans and druid cats, who would get +22 AP from it as well as the crit/dodge/armor. In terms of attack power alone, the Swordguard enchant is the clear winner.

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Filed under: Herbalism, Alchemy, Blacksmithing, Engineering, Leatherworking, Enchanting, Analysis / Opinion, Tips, PvP, Jewelcrafting, Features, Raiding, Guides, Buffs, Enchants, Insider Trader (Professions), Inscription

Stealth detection items nerfed

I tried to make a "stealth nerf" pun in the headline, but it just wasn't coming to me. Anyway, Blizzard has decided that items that grant stealth detection were feeling too mandatory in arenas, "forc[ing] players to use lower level equipment even when more powerful items were available to them." Therefore, they've nerfed the lot of them.

This hotfix is already live; tooltips are not updated, yet, but will be in the next patch (patch 3.1.2).

What's your reaction to this? Obviously it's bad when people feel compelled to wear low-level items because they're overpowered (witness the Badge of Tenacity for Druid tanks), but is this going to lead to rogues becoming even more overpowered than (I hear) they already are?

Filed under: Engineering, Items, News items, PvP, Arena

Time is Money: Owning your own guild bank


Kebina Trudough here, offering you the best gold making secrets they don't want you to know about! I was like you once, poor and homely, before I discovered my patented system. Now you too can fill your pockets with the good stuff without ever breaking a sweat! Why spend all your time toiling when you could be vacationing in the Hot Springs? I'm not offering these tips for 100 gold, or 90 gold, or even 50 gold! No, not even 20 gold! My system is yours for FREE! Satisfaction guaranteed or I'll give you a full refund (handling charges may apply).

A character's bank is a special place meant to store gear, consumables, novelty items and a whole mess of other things (and I do mean mess!). Because of this, many players have at least one "bank alt" which is an additional character created primarily to house and auction items.

The value of your banker's ability to store things should not be underestimated. Today, I will walk you through the steps to and costs of purchasing bank space, and show you an example of how it can be utilized to help you make gold.

Banking Costs: Guild vs. Personal
Every bank alt should purchase the first four bag slots within their own personal banks. This will cost you a total of 36g10s, and require that you purchase actual bags to place in those slots. The more slots the bags can hold, the more storage you will have.

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Filed under: Herbalism, Mining, Skinning, Alchemy, Blacksmithing, Engineering, Leatherworking, Tailoring, Enchanting, Analysis / Opinion, Tips, How-tos, Economy, Features, Guides, Making money, Alts, Inscription, Time Is Money

Arcane Brilliance: Professions for Mages, the thrilling conclusion



Each week Arcane Brilliance brings you a column about Mages and all things Mage-related. That's right, Arcane Brilliance is nothing if not consistent. You won't find any server instability here. We're never down, we're always up, and you can always enter our instanced content. And the best part? Arcane Brilliance doesn't charge you 15 bucks a month. Although, donations are totally welcome.

So how's everything? Did you make it through patch day unscathed? Did you log in, like me, and find that your Mage's face, forearms, and feet were gone, and there was a hole through his chest (pro tip: upgrade your video card drivers more than once every three years)? Are you running out of mana at an outrageous clip? Are your crit numbers from Molten Armor up or down? Did your guild manage to make it into Ulduar yet, and if so, did you manage to snag any phat loot? Did you dual spec your Mage so he can now both DPS and DPS? I went Frostfire/Firefrost, myself. When triple-specs hit, I'm taking a Frarcano-fire spec. Mark my words.

All in all, I'd say 3.1 wasn't too bad. We have some new glyphs to play with, the Argent Tournament is good, clean fun, our mounts can swim, and we have a whole new batch of loot-pinatas to blow up. Our DPS seems to be down a bit, but we're still beating Warlocks, so I'm not going to mail any angry, expletive-laced letters to Blizzard just yet. I've written them--rest assured--but I'm not yet prepared to actually invest in stamps for them. Those things are like a buck apiece these days.

So now we turn to the third and final installment in our guide to professions for Mages. If you missed them, the first two parts can be found here and here. This week we'll investigate the merits of Blacksmithing, Leatherworking, and Engineering. As an added bonus, we'll take a quick peek at the three secondary professions and enumerate the reasons for investing in them. Yes, even though you can conjure Strudel from the very air around you with but a word and a snap of your fingers, you still need to learn how to cook

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Filed under: Mage, Herbalism, Fishing, Mining, Skinning, Alchemy, Blacksmithing, Cooking, Engineering, Leatherworking, Tailoring, Enchanting, First Aid, Patches, Analysis / Opinion, Jewelcrafting, Features, Raiding, Leveling, Guides, Classes, (Mage) Arcane Brilliance, Inscription

Insider Trader: All about patch 3.1

Insider Trader is your inside line on making, selling, buying and using player-made products.

This week Insider Trader will be discussing everything craftspeople need to know about patch 3.1. By the end of this article, you will know what you should be doing to prepare for patch day, what will be changing, and how the community is reacting to these changes.

I have been covering these topics to the best of my abilities as information has been released and altered over the weeks, but as we draw closer to patch day, the post-patch scene is becoming increasingly easy to visualize.

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Filed under: Herbalism, Alchemy, Blacksmithing, Cooking, Engineering, Leatherworking, Tailoring, Enchanting, Patches, Items, Analysis / Opinion, Tips, Economy, Jewelcrafting, Features, Making money, Insider Trader (Professions), Inscription

Five tips for inventory management

So I've been leveling an alt lately (yes, despite the fact that it makes my skin crawl a little bit, I've been leveling a Paladin so I can tank and heal with dual specs when they show up), and my biggest problem isn't the XP, since Blizzard has nerfed the leveling time so much. It's not the quests, either -- between Questhelper and having done the 1-60 jig five or six times before, I'm all set for quests now. Nope, it's managing my inventory -- I'm questing so quickly that the biggest problem I have is just keeping bag space open.

So here's a few tips I've picked up along the way. Even if you're not leveling, maybe some of these will help. And I'm sure there are plenty of great ways to make sure your bags are clear that I haven't discovered yet (I know for a fact that there are plenty of addons out there that I haven't had an interest in yet) -- feel free to share your own tips in the comments below.

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Filed under: Paladin, Mining, Engineering, Enchanting, Items, Analysis / Opinion, Tips, Tricks, Odds and ends, Economy, Leveling, Making money

Lichborne: Tradeskills for Death Knights

Welcome to Lichborne, your weekly look at the world of the Death Knight, hosted by Daniel Whitcomb.

So here you are, Death Knight. Maybe you've just stepped through the Portal on your way to the Throne of King Wrynn or Thrall, or maybe you've just uncovered the truth behind Loken as you dinged 80, but either way, you're looking at the profession section of your skills tab, and you can't help but notice that it looks pretty sparse.

Of course, as a Death Knight, you're starting from zero with no shortcuts. You'll have to grind everything up from scratch, so you'll want to make sure it's worth it. Of course, you could go for the old standby: Skinning combined with Herbalism or Mining. That's not a bad idea these days, really. You get some buffs, and you can sell off the raw materials to pay for your motorcycle fund. Still, the production tradeskills have their own good bonuses. So today, we're going to look at those bonuses and see which ones just might be worth making the tradeskill grind on your Death Knight.

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Filed under: Herbalism, Mining, Skinning, Alchemy, Blacksmithing, Engineering, Leatherworking, Tailoring, Enchanting, Items, Analysis / Opinion, Economy, Jewelcrafting, Making money, Death Knight, Inscription, (Death Knight) Lichborne

Another wish-list for Engineers

Earlier this week, we discussed the state of the Engineering profession. Most notably it seems that while Blizzard is currently happy with Engineering and has no near-future plans to make any hefty changes, many Engies in the community are as frustrated as ever.

The profession is probably the most imaginative of them all, and really lends itself to fantasy brainstorming. This type of wish-list formation is a common topic on Engineering forums and blogs, and even here at WoW Insider.

If you've been following any of these posts, or would like to start, check out Kagura's Engineering Idea Bank for WoW Engineers. It specifically addresses some of the demands/issues made in the forum post that sparked our examination earlier in the week. While I did conclude that Engineering does seem to be on par with most other professions, there is no reason that we can't dream.

Filed under: Engineering, Items, Analysis / Opinion, Forums

Trying something different

Mania's got an excellent, if longer-than-usual post up about an issue I'm dealing with as well: the need to play, but confusion about just what to do in the game. I've pretty much done everything I want to do on my Hunter -- after a very lucky night the other week, I'm decked out in all the gear I want, I've topped off my professions, and while I do have some reps to grind out yet (I still want a few rep mounts), most everything I want just depends on dailies, and those I can finish in just a few minutes a day. But just like Mania I've still got that itch to play, to explore and advance and progress, with nowhere to go.

For Mania, the answer turned out to be going to a Death Knight -- she may discover that she's opened up a whole new world in choosing to level with a completely different class. An alt was also the answer for me, but I have a few different reasons, the first of which is Engineering -- I thought for a while, after hitting 450 Leatherworking on my (also Skinning) Hunter that I would switch to Engie and just buy all the mats, but I think it'll be more fun (and profitable) leveling up a Mining/Engineering alt. And he can always make the BoE chopper for any of my characters as well.

But while an alt is sometimes the answer, there are lots of things you can dive into to find a completely new area in the game -- try Arenas for the first time, do a Wintergrasp grind, seek out an old world reputation or title that you've always wanted. We're very lucky, in a game like this, to have lots and lots of new things to try even when it seems like we've done everything we want.

Filed under: Engineering, Leatherworking, Analysis / Opinion, Virtual selves, News items, Economy, Classes

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