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Posts with tag consumables

Buying your way through raid content

There's a new game in town, and Artirius of the Aerie Peak server has noticed it, and admittedly, so have I. With attunements gone, it is now possible for any level 70 to go in and see tier 5 and 6 content whenever they want. Of course, they don't generally have a prayer of actually downing bosses unless they have 20-24 well geared people to help them out.

That's where gold comes in. With a few thousand gold, you can buy your way into a tier 6 group that doesn't need the tier 6 armor and go along for the ride. A few hours later, you come out on the other end with Illidan dead and a few shiny new drops, even if you've never set foot in Karazhan.

It's not just people trying to buy these slots in the trade channel either. As Artirius observes, many raid groups are actively soliciting for buyers for their raid slots. On my own server, one Horde group is trading tier 6 runs for large quantities of certain herbs, promising that all but a few select drops will go to the people who buy their slots with stacks of Netherbloom and Ghost Mushrooms.

So what's causing this?

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Filed under: Herbalism, Mining, Alchemy, Items, Analysis / Opinion, Cheats, Instances, Raiding, Bosses, Making money

Shifting Perspectives: Yummy treats for bears to eat

Every Tuesday, Shifting Perspectives explores issues affecting druids and those who group with them. This week John Patricelli, the Big Bear Butt Blogger, brings you some choice tidbits of knowledge on level 70 consumables for the beary furry crowd.

We've talked about the gear you can get to build your tanking set up to Karazhan, but to actually tank in a raid, you need to bring along plenty of tasty consumables to buff you up to tip-top shape. And that's what we're going to cover today.

There are four basic types of consumables you can have active buffs from.

You can have active at one time;

  • Flask or Elixir buffs (One Flask, or One Guardian and One Battle Elixir effect)
  • Multiple scroll buffs (as long as the buffs do not overlap with player spell casting)
  • One Weapon buff
  • One food buff

Also, there are tons of potions and items that can be darn handy to use in the middle of a fight, especially when things are looking their bleakest, and with the changes to how Druids shift forms in Patch 2.3, there are some very simple macros that you can use to make your own 'oh no!' buttons. Use at your own risk!

What will help you in your fight is situational, but knowing what you have to choose from can make creating your own shopping list a lot easier.

Hopefully, this post will help you plan ahead!

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Filed under: (Druid) Shifting Perspectives

Maximum stamina

If you want to live through any boss fight as a tank, the one thing that you need above all else is health. Stamina, which gives ten health for every one point of stamina, is by far the most important stat that a tank needs in order to do their job well. No matter if you have reached the armor and defense cap, or if you're producing more threat than your DPS can keep up with, you won't live for a lick if you don't have enough health.

Defining minimum health is an important concept in end game raiding and groups. For most instances, a minimum of 10,000 to 11,000 unbuffed is needed. This will at least let you take a few blows from a boss before dying, hopefully enough blows that the healer will be able to get off a few heals on you. For more entry level raiding environments, it's necessary to have unbuffed health between 11,000 and 12,000. If you've got 11,500 hit points going into Kara, you'll probably be able to reach 13,000 health fully raid buffed. This will let you survive a good portion of Kara, which means you can get more gear, which begets more health in the long run.

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Filed under: Druid, Paladin, Warrior, Analysis / Opinion

Insider Trader: Alchemy, the final stretch

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

While alchemy is certainly not the most flashy or popular profession out there, alchemists are an integral part of the game, and any guild worth its salt has at least one, preferably several, working to supply guildmates and fill the guild bank with stacks of consumables and transmuted items.

This week's leveling guide will feature the usual cheapest route, and the most useful, to 375 for solos and casuals.

For those of you who will be working for your guild (and hopefully are also being financed, or supported by herbalists), we'll show you how to reach 375 by making the most useful items. They might cost more, but your guild will be requiring them anyway, so you might as well get your skill points that way, rather than making stacks of items you won't be using.

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Filed under: Alchemy, Patches, Items, How-tos, Guilds, Walkthroughs, Economy, Features, Leveling, Guides, Making money, Buffs, Insider Trader (Professions)

Raid Rx: Consumed

Raid Rx is designed to encapsulate and cure the shock and horror that is 25-man raid healing. Ok, so it's mostly horror... Anyways, if you're a big fan of X-TREME Whack-A-Mole (or are being forced into it against your will) this is the column for you. If you take a looksee at the picture to the right, you'll notice something staggering: +3206 Healing. I've enlarged the number for your viewing pleasure, covering over the 0 Hit Rating in the process.

Yes, gear has a lot to do with such a high +healing number, but lest we forget the impact of consumables. Behind the scenes, our lovely shammy model is sporting the latest in elixir and food chompables, namely [Elixir of Healing Power], [Elixir of Draenic Wisdom], and what I'm guessing to be [Golden Fish Sticks].

And that's what I'm here to talk about today... Healing Consumables: How they work, what they do, and when you should be using them. All of that and maybe a bit more can be found behind the break.

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Filed under: Druid, Paladin, Priest, Shaman, Analysis / Opinion, Tips, Raiding, Buffs, Raid Rx (Raid Healing)

The Art of War(craft): Motion Theory Part III


Alright guys, you got me. Last week, I dissed Priests for their lack of mobility, but some of you, such as user thebvp pointed out that Priests are more slippery than I gave them credit for by pointing out their dispel abilities, among other things. With a little more thought, I really have to agree and re-assess Priests on the movement hierarchy. To kick off the final installment of this overly long review on class mobility, we'll start with a second look at Priests.

Priest

As pointed out by your comments last week, Priests have the first tier Discipline talent Unbreakable Will, which is a key PvP talent that increases Stun resistance by a massive 15%. This gives Priests more flexibility to move, although a Rogue spamming Kidney Shots every 20 seconds will probably still be a real pain to deal with. While Priests have no natural movement enhancing capabilities, they benefit from instant cast spells in the same way that Druids do. In PvP, particularly in Arenas, the ability to cast Renew, Power Word: Shield, or Prayer of Mending while on the go is critical. I cannot stress enough how instant cast is king in PvP, and Priests have it in spades.

Draenei and Dwarf Priests also have Chastise, which replaced Fear Ward. With a 30-second cooldown, it is a fairly reliable means of crowd control, arguably even better than the Paladin's 31-point Retribution talent Repentance. It is effectively a spell interrupt every thirty seconds, and the incapacitate effect gives the Priest a small window within which to move away from undesirable encounters. Of course, enjoy it while it lasts as Patch 2.4 reportedly brings a change to Chastise. It will no longer be a an incapacitate effect but a root. As far as movement goes, it's a winner, but will no longer be usable as a spell interrupt. The change also makes Repentance slightly less embarrassing.

Dispel Magic is an instant cast spell that Priests can use to full effect because it is like a mixture of both Purge and Cleanse, usable on both friend and foe alike. Against magical snares such as Entangling Roots or Frost Shock, Priests can remove the debuffs on themselves as well as their allies. This ability extends to limiting the movement of certain classes such as Shamans, whose Ghost Wolf spell is actually a magical buff rather than a physical form, or Paladins, who rely on Blessing of Freedom constantly in PvP. Lastly, I forgot to mention how Priests and their friends can be highly resistant to fear thanks to the now-usable-by-all-races Fear Ward and Shadow Protection. Since a good number of Fear effects are shadow-based (Vims, I'm looking at you), the latter ability provides excellent protection against CC in PvP. Of course, as far as CC goes, Priests have Mind Control, so they can turn enemies into friends for a short while until they can run them off the side of cliffs or until the cavalry arrives. Good times.

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Filed under: Priest, Rogue, Shaman, Warlock, Warrior, Analysis / Opinion, PvP, The Art of War(craft) (PvP)

Breakfast Topic: Consumables: Buy, gather, or make?

As I was searching the AH yet again the other day, whining to myself about how high prices were getting on Elixirs of Major Agility, it occurred to me to wonder... If they're so high, why don't I just make them myself?

Actually, before the Burning Crusade -- or more specifically, daily quests -- came along, I generally would, or rather, I'd buy the herbs and find a friend to do the combines. Others besides me took it one step further and started an alt character specifically to have someone to gather herbs and make potions for them. But even without herbalism, if you watched the AH and herb prices for a bit, you could buy herbs when they were a bit on the cheap side and get yourself a stockpile of cheap elixirs, potions, and flasks.

Ever since daily quests, however, I've been a lot more lazy. I'll find myself at the Auction House less than an hour before raid time praying that someone has the potions I need for sale at a less than soul-gouging prices. I'll buy them at the soul-gouging prices anyway, of course, because I need them, and I have the extra money from dailies, but I wonder if I should go back to the old way of getting the herbs and stockpiling. It'd lead to fewer last minute buying sprees, at least.

So how do you do your consumables? Do you do the last minute buying spree, do you watch for good deals, or do you just do the herbalism and/or alchemy yourself?

Filed under: Herbalism, Alchemy, Items, Breakfast Topics, Buffs

Battle Bites: Combat consumables


Last week, we went over the little things you can do to prepare yourself for battle. For this week, we'll take a look at all the consumables you can take into PvP... from doing PvP. While I did mention that PvP entails some costs, PvP also reaps benefits, granting virtually free consumables you can use in Battlegrounds, Arenas, and even elsewhere in the World of Warcraft.

The basic consumables that any player should probably stock up on are food, drinks, potions, and bandages. In Battlegrounds, players can go on the cheap and rely on the Restoration Power-up that randomly spawns in key points all over the map. In Arenas, players can use Healthstones, Conjured Manna Biscuits, bandages, and the various mage gems. Because encounters are very fast-paced, it's sometimes difficult to catch your breath and get out of combat long enough to eat or drink. This makes Health and Mana Potions good ways to extend your longevity in battles. Fortunately, the folks in Arathi Basin and Warsong Gulch recognize your efforts and send you lovely care packages as you gain more reputation with the associated factions.

The care packages are rewards from quests that become available upon reaching Friendly, Honored, and Revered reputations, so make sure to drop by the Arathi Highlands or the Morshan Ramparts (or Silverwing Hold) every now and then. Each care package contains a stack of rations that restore health and mana, as well as a stack of bandages. These consumables are Battleground-specific, such as Arathi Basin Enriched Rations or Warsong Gulch Runecloth Bandages. On the other hand, supply officers for the Frostwolf Clan and the Stormpike Guard of Alterac Valley sell food, drinks and bandages that may be used outside of the Battlegrounds, as well as Health and Mana Potions that can be used in any of the four Battlegrounds.

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Filed under: Analysis / Opinion, PvP

Raid consumables for Priests & Druids

Raid consumables by classBig Bear Butt Blogger recently put a call out to guilds to make a list of raid consumables by class. Foods, potions (both Guardian and Battle), Runes, Oils and Stones. He started it off by listing what he felt every feral druid should bring to a standard raid and what components are needed to make it all.

Two Priest bloggers took him up on the challenge as well. The Egotistical Priest has written up a list of not only consumables every healer should bring to a raid, but also what permanent enchants every raiding healer should have. Priestly Endeavors also generated a healer consumable raid list, but also adds in a list for shadow priests raiding.

Those were the only lists I could find. If you know of any other class-specific raid consumable lists floating out there on the Internet, list them below.

Filed under: Alchemy, Items, Raiding

Insider Trader: Dope raid-doping (or, consumables for raiders)

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

Now that the furor over patch 2.1 changes to elixirs has died down, most raiders have settled into a routine with their favorite fix of consumables. A few reluctant players are still debating whether pots, flasks and elixirs should be expected for raiding at all, but most have come to accept consumables as part of the raiding experience. Flasking up and "chugging" pots every two minutes is widely accepted as common practice when learning new encounters: healers chug mana pots, tanks chug for armor, DPS casters chug destruction pots, melees chug haste ... Once content is on farm status, most raiders ease off the throttle and drop pot-chugging and routine flasking.

Raid consumables lists used to resemble literary epics. The sheer variety of possibilities and combinations was overwhelming. Players felt whiplashed by the increasing speed of the treadmill and accelerating investments of farming and gold, as growing awareness of these performance-enhancers drove expectations higher at all levels of raiding. Patch 2.1 changed all that, standardizing the types and timers for elixirs and limiting the number of performance-enhancers that could be used at any given time. This simplified the possibilities for frazzled raiders who were lugging bags stuffed with a virtual cornucopia of consumables.

Still, for new raiders, figuring out what to bring and what to use can be a daunting task. A huge proportion of these boosters are player-made items from various professions. Insider Trader is here to help you comb through the possibilities, bringing you an outline of the basic principles of raiding consumables plus links to an exhaustive list of performance-boosters. Read on for the most dope performance-dopers for raiders.

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Filed under: Tips, Raiding, Buffs, Insider Trader (Professions)

Forum post of the day: What do potions taste like?

Well, this is definitely something I've never thought about before. Corntrollio of Laughing Skull asks the forums, "Ever wonder what mana or healing potions taste like? What do you imagine them tasting like?"

After thinking about this a little, I realized that I actually do sort of subscribe a taste to potions based on their color. Mana pots are blue raspberry Icees, health pots are strawberry daquiris, and all the little yellow elixirs that I constantly drink as a rogue are Mountain Dew (it gives you energy!)

Other suggestions for potion taste include:

  • Major Dreamless Sleep Potion: Nyquil
  • Ironshield Potion: Soy sauce ("you give me someone who after taking in 900000% of their daily sodium DOES NOT think they can attack a giant fire giant, AND WIN, and I show you a better man.")
  • Adept's Elixir: Midori
  • Noggenfogger Elixir: Smirnoff and apple Pucker
  • Elixir of Major Defense: Black licorice
  • Fel Regeneration Potion: Burning

There were many suggestions, but in the end, Jivursa of Dalaran won the thread with "I believe they must taste pretty bad. After all, even if my LIFE DEPENDED ON IT I could not bring myself to drink another until 2 minutes had passed." What do you think potions taste like?

Filed under: Alchemy, Humor, Buffs

Breakfast Topic: Consumable consumption

So I have a question: how exactly do you use your consumables?

I noticed a few weeks ago now that I never really used my consumables when I was supposed to. On my Resto Shaman, I have Nature's Swiftness bound to Q (since my left hand is always on WASD) as a panic button-- need a heal instantly, hit it fast. But consumables like potions and healthstones just sat in my bag-- I almost never remembered to whip them out when the party was going down.

So recently, I opened up the second hotbar on the right side, and put all my various pots and healthstones there. That way I'm just one click away from one if I need them. And that's worked pretty well-- now, even the tank sometimes forgets to use his healthstone, but I always have them available in a clinch.

But they're still all the way on the side of the screen, and it seems like I could do it faster. How do you have your consumables set up? Do you forget to use them all the time, or do you have them bound to a certain key, ready to jump into action at a moment's notice?

Filed under: Items, Analysis / Opinion, Tips, Breakfast Topics, Buffs

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.

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Filed under: Alchemy, Patches, Raiding, Bosses, Buffs

Raiding and the consumables dilemma

Praetorian, over on Elitist Jerks has posted an interesting examination in the role that consumable buffs play in raiding. While this just popped into my own guild's forums, and although it's a couple of weeks old now, the point is still current and relevant.

Praetorian summarizes by saying:

"Consumables are too powerful, such that Blizzard's raid designers are forced into the untenable position of balancing around unbuffed groups and having their content steamrolled, or balancing around buffed groups and forcing players into a cycle of unpleasant farming in order to even have a chance."

He goes on into great detail, breaking down the differences between the different tiers of raiding gear in terms of how they help in raiding, and then into the consumables. In the end, he calls for a change in how raids are approached by Blizzard in the development phase of the game.

What do you think of Praetorian's analysis? Do you carry a lot of consumables with you, and do you think things need to change?

[Thanks to Forge for the submission!]

Filed under: Analysis / Opinion, Economy, Raiding

Consumables in druid forms? Maybe... not.

Moonkin druidI don't think I'd want to be in a room with these very angry druids... On the live realms at present druids cannot use consumables in forms -- the lack of useful things like health potions and healthstones is certainly an annoyance, but after playing a druid for a while you start getting used to the trend of shifting out of feral forms whenever you need to do anything important. However, on the beta realms Blizzard dangled a carrot: for a brief period of time, "certain consumables were flagged as usable in some forms, and that has since been reversed." Drysc claims this was a bug and a mistake -- but even after his comments, countless druids insist that he is uninformed and that the change can't be a bug, pointing at recent changes to the text of Thistle Tea (restores energy) and Rage Potions (restores rage) to include druids under their class restrictions. And while I admire so many druids for believing so whole-heartedly in the power of their dreams, I wonder how much hope there is for a change after it's been confirmed as a bug.

[Thanks, Atrius]

Filed under: Druid, Items, Bugs, Blizzard, News items, Expansions

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