Posts with tag lifeblood
With your death knight at level 85 and all kitted out for raids, there's one more step you can take to make your death knight the best he can be: Learn some professions. A profession can provide self-buffs that nudge your DPS or suvivability up to the next level. It can grab you a lot of extra gold on the auction house (or drain all your gold, depending on which profession you take and how you choose to level it). Finally, it can provide you with some cool toys. This week, we'll take a look at WoW's professions to see which ones are tops for a death knight.
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.
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.
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.
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.
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
I try to give little factoids on the real life brews some of these are named after (such as the fact that Pilsners shouldn't exist in Azeroth), but stouts aren't very exotic, overall! A stout is a very dark, very strong sort of ale, and seems just like the sort of thing Dwarves would be mailing out regularly. I don't know about that whole 'flower child' thing, though. Seems more like something Night Elves would do to their ale.
In this world of constant war, you must choose your weapons wisely: you may be a blood-soaked warrior with a jagged-edge axe of phenomenal power, a maniacal warlock with a lust for forbidden magical knowledge, or a ruthless rogue whose stealth lets him kill his enemies before they even know he's there.
You may also pick flowers.
Indeed, if you are either an alchemist or an inscriber, picking flowers is probably exactly what you do, no matter how blood-soaked, maniacal, or ruthless you might be. To you, however, the term "picking flowers" may be the sign of ignorance on the part of people who fail to comprehend what powers they mock when they poke fun at the exalted science of herbalism. "Let them have their giggles," you might say to yourself, sheathing your axe in order to bend down and gather some lichbloom, "I'll be the one laughing all the way down the battlefield with my Flask of Endless Rage! Muahahahaha!"
Filed under: Druid, Hunter, Mage, Paladin, Priest, Rogue, Shaman, Warlock, Warrior, Herbalism, Analysis / Opinion, Tips, Tricks, Lore, Guides, RP, Classes, Death Knight, Wrath of the Lich King, All the World's a Stage (Roleplaying)
Back in patch 3.0.3, you might have missed one of the changes. This one line in the patch notes informed us that leveling requirements to train gathering professions had been removed. The reasoning seemed to be that they are self-restricted, as you can't exactly go romping around Northrend at level 15.
The problem with this logic is that you can, in fact, with some help, and this change definitely did not go unnoticed in the twink community. With a little patience and some dedicated high level friends, you too could become a level 19 PvP terror with two of the following buffs; 32 critical strike rating, 500 stamina, and/or an instant cast self-heal for 2000 health over 5 seconds every 3 minutes.
The critical strike buff would vary depending on your class, but as an example, a level 19 rogue would gain 10.8% critical strike chance.
Understandably, some members of the twink community are none too happy about this development, and would like to see it corrected.
As more of the player base steps into Northrend, the demand for goods and services rises. Craftspeople are especially concerned with developing their skills, and for this to be possible, there needs to be a decent supply of gathered raw materials available.
This is where you gatherers will shine. Of course, you will have to level your skills as well, and this week's edition of Insider Trader will have you maximized and making cash in no time.
Filed under: Herbalism, Mining, Skinning, Items, Analysis / Opinion, Tips, Walkthroughs, Quests, Expansions, Features, Leveling, Guides, Making money, Insider Trader (Professions), Wrath of the Lich King
Each ability can be found in your Spellbook under the General Skills tab. They have 6 ranks, with 5 being the maximum you are able to achieve before Wrath of the Lich King. The first rank is acquired with Journeyman or the skill of 75 and scales with your profession's rank. So, for example, a Master Herbalist will have Rank 5 of Lifeblood. Details for each ability are after the break.