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Posts with tag transmutes

Living Elements alchemy transmute proc changed

Patch 4.0.6 brought about an undocumented change to the way transmutation specialized alchemists receive their bonus from the Cataclysm Transmute: Living Elements. Previously, if you were successful with a proc, you would be granted another 13-16 of any volatile. Now, the proc is guaranteed, but you only receive three to four of any volatile in addition to the 14-16 from the original transmute. Blues have commented thusly:

RE: Living Elements proc nerfed or bugged?
I wanted to hop in and clarify and confirm there was in fact a change that was implemented with the patch that unfortunately did not make the patch notes.

The change actually adjusted the return on the transmutes so that you weren't getting spikes in the amount of items you'd get from the transmute. Instead, if you transmute over a period of time, the amount of the transmute return should even out.

So basically if you transmute on a regular basis, you should see a more regular return on the transmute vs. a spike in large returns. Transmutation specialists will almost always get a PROC when transmuting living elements.


Essentially, now that the proc is guaranteed, you will be making the same amount of volatiles as you would if you were to proc, but over a longer period of time instead of all at once. Depending on how lucky you are or were, this could mean a lot more or a lot fewer free volatiles from your transmutes.

World of Warcraft: Cataclysm has destroyed Azeroth as we know it; nothing is the same! In WoW Insider's Guide to Cataclysm, you can find out everything you need to know about WoW's third expansion, from leveling up a new goblin or worgen to breaking news and strategies on endgame play.

Filed under: Cataclysm

Insider Trader: Patch 3.2 keeps getting better

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

I love it when a content patch includes some professions love. As the details keep surfacing, patch 3.2 is looking better than ever.

In fact, with the upcoming patch, Engineers will finally be able to drop their Gnomish and/or Goblin specialties ("for a fee")! This has been one of those issues, like ugly and buggy cat forms, that has dragged on and on.

The materials for Jeeves have also been updated (get the schematic!). If you're wondering just what you should be saving, hop on through the break for that and other patch 3.2 news!

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Filed under: Alchemy, Engineering, Jewelcrafting, Insider Trader (Professions)

Insider Trader: Patch 3.2 updates and Engineering analysis

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

Over the past few weeks, Insider Trader has been discussing and analyzing the changes to professions set to go live with patch 3.2:
This week's column will be devoted to updating you on some of the newer changes, clarifying as many details as possible, and analyzing some of those juicy Engineering changes.

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

Insider Trader: Patch 3.2 Q&A

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

Patch 3.2 has been shaping up to be a welcome event for professions in World of Warcraft. Soon, we will all have access to the next "tier" of gems and profession-unique buffs.

This week, I will be devoting the column space to answering some reader questions. Pre-patch notes and Public Test Realm data can often create confusion, especially when we know that anything could change before we ever see it live.

At the very end, I have included a bit of a spoiler, although I attempted to keep the details to a minimum and the wild speculation to a maximum.

Are the new flasks for Alchemists only? - Joemama
The new flask is called Flask of the North and can only be used by Alchemists with a skill of at least 400. This flask is clearly inferior to the Wrath raiding flasks because it is meant to be used in arenas. While it should give you a bit of a boost, Blizzard does not want everyone suddenly becoming Alchemists in order to compete.

Of course, if you play the game primarily for arena, then you might consider switching if you haven't already.

The most exciting changes for Alchemists will likely be the new epic gem transmutes and the fact that potions will stack to 20.

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Filed under: Alchemy, Cooking, Enchanting, Patches, Analysis / Opinion, Economy, Jewelcrafting, Features, Making money, Insider Trader (Professions)

Ask a Beta Tester: The Alchemist


Apologies to Paulo Coelho fans for borrowing his title, but we have two Alchemy-related questions to start us off today, in addition to questions on Blacksmithing, cinematics, and dailies:

Horizons asks...

Do the alchemy specializations in wrath still work the same way as they do now in BC? For example, will I still have a chance of getting 5 wrath potions even when I'm leveling starting at 375 such as Wrath Elixirs or Icy mana potions? And will transmute spec ever be fixed?

Yup, alchemy specializations work the exact same way in Wrath. As a potions master, I've already procced a few, but don't expect to see the Runic Mana or Runic Healing potion recipes until...I want to say it's 410 Alchemy. You'll skill up on the array of new elixirs like Elixir of Mighty Thoughts and Elixir of Mighty Agility until then, but do save mats for the new Alchemy trinkets that become available at (I think) 400, like Mighty Alchemist's Stone. We'll have more information soon on materials you'll start getting in Northrend that you'll want to set aside for crafting.

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Filed under: Herbalism, Fishing, Alchemy, Blacksmithing, Analysis / Opinion, Tips, Economy, Expansions, Features, Factions, Guides, Classes, Making money, Alts, Wrath of the Lich King

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

Insider Trader: Getting your mote on


Once you hit Outland and begin to surf through the materials required to not only reach 375 in your given profession, but then to proceed through making your epic sets, you might start feeling a tad dizzy. One of the main reasons for this across all crafting professions is primals.

As an example, let's consider the Ebon Netherscale pieces from Dragonscale leatherworking. In order to make the breastplate, bracers and belt, you will need, among other things: 36 [Primal Fire], 36 [Primal Shadow] and 3 [Primal Nether]. In other words, 360 [Mote of Fire] and 360 [Mote of Shadow], and this only once you've reached 375.

This week, Insider Trader explores the best places to farm for the motes you'll be needing, along with the benefits provided by engineering, alchemy, mining and herbalism. We also take a look at how to benefit from trades, with a list of further reading.
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. For more farming guides, check out our cloth farming guide. For a complete list of profession guides, feel free to peruse our directory.

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Filed under: Herbalism, Mining, Alchemy, Engineering, Items, Economy, Quests, Features, Guides, Insider Trader (Professions)

Insider Trader: Jewelcrafting, the final stretch part 2


Last week, Insider Trader began the journey from 300 to 375 jewelcrafting skill. While we were able to avoid using recipes that required faction reputation or that had to be farmed, the cheapest methods to 375 from about 365 may require a bit more effort to obtain.

If you are like so many other craftsmen, stuck with 375 seeming far away and expensive, then carry on through the break to examine ways to not only maximize your skills, but to attempt to make a profit while doing so, rather than running on a loss.

Featuring several distinct ways to reach 375, you will find that you have many choices to suit your own needs, your guild's needs, and your server's market. In addition, I've put together some links for further reading that you should find helpful.

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. For more guides to maximizing your chosen profession, check out the final stretches for Leatherworkers and Alchemists alike, as well as part one of Jewelcrafting's final stretch. For a complete list of profession guides, feel free to peruse our directory.

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Filed under: Insider Trader (Professions)

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)

Insider Trader Bulletin: Transmute mastery confirmed borked

Insider Trader is your weekly inside line on making, selling and using player-made items. Catch regular weekly installments on Fridays.

It's not your imagination! Blue has finally reassured transmutation-specced alchemists that alchemy transmutes have indeed been suspiciously light since patch 2.3. In a post in Blizzard's Customer Service forum, Pavonum comments, "Ah, good question! Based on the notes I've consulted, it seems that Primal Might is currently the only transmutation proccing extras at the intended, higher rate; all other transmutations are proccing at an unintended, significantly lower rate. I hope that provides some clarification. :)"

A new sticky in the Professions forum updates players on the status of this issue.
Naethera notes: "As of the 2.3 content patch, there's currently an issue with Transmutation Mastery by which the percentage chance to receive additional results from transmutations - aside from Transmute: Primal Might - is lower than the intended value. This is likely contributing to the dearth of procs you've observed, and I'd like to offer my apologies for any consternation that has arisen as a result of the discrepancy. I'm happy to report that this matter should be resolved in a future patch, but your continued patience in the interim is appreciated. :) "

That's a lot of blue :) to offset a lot of alchemist :( -- but the problem should be resolved soon!

Filed under: Alchemy, 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

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