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Posts with tag volatile-water

Zone location determines Living Elements transmute results

Once a day, resetting at midnight, alchemists at skill level 485 or above are able to transmute Volatile Life into a random other volatile. A little-known fact not documented in the tooltip is that if you perform this transmute in a specific zone, the result will not be random. For example, doing it in Uldum will always yield Volatile Air.

This transmute, even when performed in a city, is likely the best use of the shared alchemy cooldown. For a lot of realms, none of the other cooldown-linked transmutes (Truegold, Pyrium Bar, and the pre-Cataclysm stuff) are nearly as profitable as the Living Elements transmute, simply because as a general rule, Volatile Life is always among the cheapest of the volatiles. Transmuting it to just about anything is profitable, or at least not a loss. Now that we can force it, it's going to increase drastically in profitability.

Here's the list of locations and what they proc, taken from a blue post about a hotfix:
Transmute-specced alchemists also enjoy the chance of a double proc; however, the additional volatiles are completely random. You can force the primary proc but not the secondary bonus. Based on the fairly low drop rate from the Electrostatic Condenser, air will be the way to go for a while.

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 brand new races to revamped quests and zones. Visit our Cataclysm news category for the most recent posts having to do with the Cataclysm expansion.

Gold Capped: Juggling the Volatiles market in Cataclysm


Every week, WoW Insider brings you Gold Capped, in which Basil "Euripides" Berntsen aims to show you how to make money on the auction house, and Insider Trader, which is all about professions. For Gold Capped's inside line on crafting for disenchanting, transmutation, cross-faction arbitrage and more, check in here every Thursday, and email Basil with your comments, questions or hate mail! This week's gold blogosphere post is BigJimm's post about profiting off the world events.

The new elemental crafting materials are called Volatiles. Volatile Earth, Volatile Air, Volatile Water, Volatile Life, and Volatile Fire are going to be by-products of herbalism, mining, and killing certain mobs. While they're technically farmable (unlike ore, skins, and herbs), the only way to farm Volatiles is to camp things that drop them or to collect them as by-products of mining or herbalism.

Let's look at the sources for each type of Volatile. Bear in mind that this is just beta information and thus is completely subject to change (as well as probably a little unreliable because of the small sample numbers).
  • Elementium Vein will contain Water, Earth, Fire, and Air Volatiles.
  • Pyrite Deposits will contain Fire and Air Volatiles.
  • Obsidium Deposits will contain Air and Earth Volatiles.
  • Herb nodes will all drop Volatile Life.
  • There are a variety of elemental mobs that drop all the Volatiles, the most farmable of which are in Twilight Highlands.

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Filed under: Economy, Cataclysm, Gold Capped

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