Posts with tag mixology
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.
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.
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.
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.
Filed under: Herbalism, Alchemy, Blacksmithing, Engineering, Leatherworking, Enchanting, Analysis / Opinion, Tips, PvP, Jewelcrafting, Features, Raiding, Guides, Buffs, Enchants, Insider Trader (Professions), Inscription
Patch 3.1, for all of its grand changes, has also dedicated itself to imposing smaller tweaks aimed at making some mechanics more convenient, logical, and fair.
The application of applying a glyph is one of the latest in a line of positive changes that we'll be seeing on patch day. While the old (current) process is a
Currently, applying a glyph requires that the player be standing in front of a Lexicon of Power, usually found in main cities. With patch 3.1, this will change, and we will be able to re-glyph at will.
This means that if you asked your buddy to hook you up for the raid that night, and it arrives in the mail a few minutes before go time, you can just switch it in without having to hearth and be re-summoned. Heck, I'll just be happy to be able to do it from the mailbox rather than having to ride through the city!
While some may complain that this makes the process less special, it might be wise to consider the glyphing change that is accompanying dual specs. Once we glyph our main and off-spec, we will not need to glyph again unless we change our minds on which glyph we want, or spec to our third spec.
The only hitch is that you cannot switch them during combat, in Arenas, or in Battlegrounds once the fight has started, which sounds perfectly reasonable to me.
Another major, and welcome change, relates to flasks, which brings us to our topic of the week. I will be addressing the new mechanics of flask creation, and discussing the benefits of the new system.
Instead, the incentive to choose between the available professions will be based more on fun and personal preference. Each profession is getting its own 'goody bag' of items that are fun and promote individual customization.
Intrigued? Here's an overview of what you can expect to see:
Filed under: Alchemy, Blacksmithing, Cooking, Engineering, Leatherworking, Tailoring, Enchanting, First Aid, Items, Economy, Quests, Expansions, Jewelcrafting, Features, Making money, Enchants, Mounts, Wrath of the Lich King, Inscription
After much research, the only new ability I was able to find that is similar to what the gathering professions got is Mixology, which Alchemists can train at the
Are the other crafting professions getting abilities in Wrath? The Q&A panel said they were going to make sure all professions were valuable in the endgame. Does that mean more Mixology and Lifeblood-like abilities or other self-only benefits? What abilities do you think the other crafting professions should get?
Not bad! I mean, it sounds not bad. It doesn't really say what that effect is. A few guildmates and I decided to do a little bit of testing to figure it out, though. Using a few high-end Burning Crusade elixirs and low-end Wrath elixirs, we came to the conclusion that the bonus is around 25%. I would say 25% on the dot, but we ran into some conflicting numbers. Nearly 30% in one case, a little under 25% in another. That was probably the result of talents altering the outcome.
With the same 25% applying to flasks, that would add another +20 Damage to the Caster DPS flasks. Flask of Pure Death, for example, would now supply +100 Shadow, Fire and Frost damage. Not a bad deal, really. 20 damage doesn't quite match up to an Enchanter's ring enchants, but I think Wrath's Crazy Alchemist Potions will make up for that. Wild Magic, anyone?