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Posts with tag potions

All about alchemy in the beta

Seeing as how Alchemy is not yet officially implemented in the Wrath beta, we don't know all of what's in store for the masters of elixirs, flasks, potions, and transmutation. However, we can get some idea, given that the spells themselves seem to be in the game files, so we know the names of some alchemy spells and products, if not their actual effects (though some recipes are easy enough to guess).

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Filed under: Alchemy, Wrath of the Lich King

Forum Post of the Day: To each according to his need

It seems the vast majority of drama we've heard regarding guild banks comes from ninja schemes and disgruntled members. Vaela of Hyjal expressed her exasperation with guild banks in the Guild Relations forum. She feels that there is an imbalance between players who donate resources to the guild bank and those who make the most withdrawals. The original poster asked for suggestions on systems to fairly distribute guild bank resources.

The responses focused on cooperation and reciprocity with the guild bank. The purpose of the guild bank is to fun the guild's activities and exchange objects of value. In the end, the system comes off as a communist type of public ownership arrangement, as opposed to the free trade system that rules the auction house. To quote Karl Marx, "from each according to his ability, to each according to his need." Communism as we've known it has largely failed, most likely because people don't fully buy into the system.

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Filed under: Analysis / Opinion, Guilds, Economy, Forums, Forum Post of the Day

The Darkmoon Faire is in town

It's June 9th, and it's the time of the month for the Darkmoon Faire set up camp again. This time, they're stationed in Elwynn Forest, just outside of Goldshire. If you're looking for stuff to do at the Faire, or have never figured out just what it's all about, you're in luck. You can check out WoW Insider for all you need to know about getting the most out of the Faire.

The Faire will be here until June 15th, after which time it will disappear again until July 7th, when it will return to Mulgore. Be sure to head over to Goldshire before then, and we'll see you at the Faire!

Filed under: How-tos, Events, Blizzard, News items, Guides

Scattered Shots: Got mana?


Scattered Shots is temporarily subtitled "Scattered Thoughts" this week, as David goes off on a speculative tangent. Perhaps all this expansion leakage is causing a leak in his brain too, but hey, a little bit of intellectual pondering never hurt anyone, right? This column is for hunters, by the way -- but, yeah... you knew that.

After writing last week's article about hunter problems and predictions, I got to thinking about how hunters use mana, and reflecting on the question of whether hunters should be using mana or not. Hunters have many things in common with classes like rogues and warriors, such as doing physical damage, and yet they have much in common with mages and warlocks as well, such as being vulnerable to mana-draining abilities. This issue is vague enough that my observations here can only be considered personal opinions, and they won't be of interest if all you want from this column is a list of the greatest gear and talent builds. But for the speculative among us, there's lots to discuss here.

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Filed under: Hunter, Analysis / Opinion, Odds and ends, Humor, Wrath of the Lich King, (Hunter) Scattered Shots

World of WarCrafts: Super potions

Every Thursday, Shelbi Roach of The Bronze Kettle guides you in creating WoW-inspired crafts using real world mats with World of WarCrafts.

If you ever find yourself low on Health or out of Mana, or you're in need of an innovative gift idea for a hardcore WoW fan, then try your hand at crafting these nifty potions. Minimal alchemy skills required. One of these pots is guaranteed to add +10 geek appeal to any players WoWspace.

Here is what you will need:
  • Candle Gel Wax
  • Candle Dye (Gel Safe)
  • Glass Potion Bottle (any shape)
  • Funnel
  • Corks (unless your bottle comes with one)
Extra Supplies:
  • Ribbon (go for the gold)
  • Scissors
  • Super Glue

Click on the images below to view a gallery of step-by-step instructions.
DISCLAIMER: If you are under 18, please make sure that you are supervised by your parents or an adult. Do not attempt to consume.

Filed under: How-tos, World of WarCrafts

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)

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

Paying your dues with guild taxes

Now that guild banks are incoming to the game, what's missing from our little virtual economy system? Taxes! That's what Noplat suggests, anyway-- he says that now that guilds have a place to store up their own central banks, the next step is to require payments from guild members for various guild running costs.

I'm not quite sure I agree-- most guilds don't require anything like this. The biggest costs I can think of simply involve raiding repairs, and not only is not every member of every guild involved with raiding, but repair costs aren't that big a deal anyway, especially with daily quests throwing out money for just a few minutes' work. There may be costs coming in the game (guild housing would obviously require a lot of money, and we still haven't been told how siege weapons might work in guild battlegrounds-- will we have to buy those?), but at this point, we don't really need guild taxes or membership fees.

The closest thing my guild ever did to a membership tax is that they ask everyone to pay a few g to any engineer that drops a repair bot during a raid (to cover those costs), but considering how the new instances are set up, I haven't seen a repair bot need to be dropped for a long time anyway. Does your guild need enough money to require membership fees or taxes? And if so, for what? Potions?

Filed under: Guilds, Odds and ends, Raiding, Making money

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)

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.

Filed under: Alchemy, Tips, Odds and ends

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]

Filed under: Alchemy, Patches, Bugs, News items

The naked Night Elf (who does more than dancing for gold)

Our old friend the Naked Troll has a new fellow nudist (or a rival, I guess, depending on whether you play PVE or PVP). AntiTweak is a Night Elf Druid who's leveling her way up completely naked ("without weapons or armor," she says), and livejournalling the whole thing.

First, I'll get the formalities out of the way, and say it's an accomplishment for both of them to do it, and that both are taking on (and succeeding at) pretty impressive feats. They're great, good for them, and so on.

But more importantly, let's decide: which is harder? A Druid definitely seems harder to level naked than a Hunter (the class Juffowup was leveling with), but then again, Druids can heal and Hunters can't. But Juffowup definitely used weapons, and AntiTweak isn't using any. But AntiTweak seems like she's getting a lot of help from her boyfriend and guildies, and I think Juffowup mostly played with only his pet. And let's not forget, Juffowup plays Horde, and Alliance is EZ mode...

Whoops, did I say that last one out loud?

AntiTweak's latest debate is whether potions count as "armor and weapons" or not. I say no, but then again some PVP duelers consider potions cheating, while other PVPers drink pots in battlegrounds like their life depends on it. Whatever she decides, grats again to AntiTweak. I'm kind of glad she's doing it, just so I don't have to.

Filed under: Night Elves, Druid, Analysis / Opinion, Fan stuff, Humor, Leveling

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

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