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sadistic

2.10 profession preview

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Engineering seems very tame, that epic helm must be insane for it to be any point in taking :\

Alchemy

* Elixirs now stack in two categories, Battle (Offensive) and Guardian (Defensive) Elixirs. You can only have one of each type of Elixir up at a time. As a result Elixirs now stack with class abilities such as "Arcane Intellect."

* Four new defensive elixirs have been added. Two are on trainers, one is in Halaa and one is in Cenarion Expedition.

* "Flask of Petrification" can no longer be turned off during its duration, but it now will clear all threat from all monsters for the duration of the effect. Though monsters may reaquire you after the effect ends.

* The cost to purchase Imbued Vials has been reduced.

Enchanting

* Enchant Bracer-Spellpower had its primal costs reduced slightly.

* Enchanting recipes that increase spell damage now also increase healing as well.

* The "Major Defense Bracer" enchantment has been moved from Ethereum Researchers to Ethereum Nullifiers.

Engineering

* A recipe for "Frost Grenades" and the "Icy Blasting Primers" needed to make them are now on engineering trainers.

* Engineering recipes can now be placed in engineering bags, as can engineer made fireworks.

* Many engineering recipes will now give skillups for longer than the previously did.

* "Seaforium" now opens locked chests as well as locked doors

* The Poultryizer and Nigh Invulnerability Belt now cause mishaps less often.

* The Goblin Rocket Launcher cooldown has been reduced significantly.

* 11 new epic goggles have been introduced at 350 engineering skill and are available from the trainer. They range from cloth to plate, and have a variety of stats to appeal to most talent specs.

Fishing

* The fishing timer has been reduced from 30 to 20 seconds and it now takes less time to fish.

* The fishing timer can no longer run through its duration without a fish biting.

* Fishing has been removed from Arathi Basin and Alterac Valley.

* You can now fish in Underbog.

Jewelcrafting

* The jewelcrafting UI now has gems split up by color so it is easier to find gems of a specific color to create.

* A number new gem cuts to existing gems have been added to the game. Included among them are a spell hit gem and more multi-stat gems that have attack power on them.

* Jewelcrafters can make two new melee oriented meta gems. One is found randomly as a world drop and the other sold by the <Faction> reputation vendor.

* Thorium requirements for most recipes has been reduced.

* Prospecting now always yields at least 1 gem. Overall, the amount of gems received from prospecting has been increased.

* New recipes have been added that use the Jaggal and Shadow Pearls.

Leatherworking

* Skinning higher level creatures will give more leather; you will no longer get a single leather scrap.

* "Knothide Armor" kits now require less leather to make and give skill increases for longer.

* Leatherworking made primalstrike set now has an attack power set bonus rather than a strength set bonus.

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I felt a great disturbance in the Force. As if a million Engineers cried out in torment and were silenced at once...

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"Seaforium" now opens locked chests as well as locked doors
I hope this implies they're adding a 350 power Seaforium recipe. Right now they stop at 300.

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How much retuning will they have to do on bosses since they're changing elixirs?

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The original referring post on the general forums includes "This list does not contain all of the upcoming changes, but instead gives a brief look at what is to come." so I imagine that there's still some room for some engineering love.

I'm interested in the prospecting changes. I'm already getting, on average, one rare gem per one and a half stacks of adamantite.

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Hopefully "Also, elixers/flasks/potions are no longer consumed when used but have significantly higher cooldowns" is part of what they left out. The alchemy change kinda missed the point entirely.

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So there better be more to it for leatherworking then that. Wow, more leather which means that me being able to sell leather for a decent profit at all goes away...but I am fine with this if they made another way for skinning to be worthwhile...wait, they didnt announce anything.

Also...Primalstrike using AP instead of STR eh? Prolly good for rogues...potentially worse off for feral druids unless they consider the face druids get more then 2 AP per STR.

But what concerns did they Completely miss? The fact to level from 350+ EVERYTHING requires Primals? Or the fact that skinning still pails in comparison to other gathering professions? Where is our 1 in 25-50 skinned mobs Blue Reagent for 10+ cross-profession Good Recipes? Our Primal Mooncloth or our Primal Might if you will?

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How much retuning will they have to do on bosses since they're changing elixirs?

they will have to do quite abit

what they will do....weeeellll ^_^

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* Prospecting now always yields at least 1 gem. Overall, the amount of gems received from prospecting has been increased.

I'm thinking the price for blue quality gems are going to come down a bunch.

Right now gems are going for 60g a pop and 90g cut on the AH. 20-30g Seems like a much more reasonable price. The cost of upgrading 10 gems from green quality to blue quality is approx. 600g for 10 approx 10 dmg/crit.

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I'm interested in the prospecting changes. I'm already getting, on average, one rare gem per one and a half stacks of adamantite.

I'd like to see more blue gems and fewer greens. It's a pain in the bum having to vendor the green ones, and the price differential green->blue is ludicrous given how small an incremental stat gain it is.

Personally I'd have given a combine recipe to turn greens into blues, but I guess that would be hard to explain in lore / geology terms. :-) Tweaking the percentages should have a similar effect - if they tuned it so greens sell for 4-5g and blues for 25-30g, I'd say that's about right.

What would be really nice is some better yellow or blue effects to boost that side of the spectrum. Right now, red has all the most desirable stats except stamina. Blue is useful for stamina and nothing else, while pure yellow is almost never wanted. The mixed gem prices reflect that too, with purples and oranges selling much better than green.

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The elixir change is only a bandaid on a very large wound. So you save the equivalent of 2-3 elixirs per death, but you die more because you have less elixirs... Sigh.

Consequently, so is the engineering change. The biggest problem with engineering consumables, by far, is that the cost outweighs the rewards. Seaforium charges for blowing open chests is nice... But if it costs more to open a chest than you can get from its contents (and it certainly will if you're sharing the loot between five people), what's the point? If it takes elemental blasting powder to create (motes of fire are ~1.5 g EACH), this idea is worthless.

As far as frost grenades & epic goggles go... If that's the best they can come up with, Blizzard has really lost its edge.

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Yellow has melee +hit, which isn't exactly something to sneer at. I'd assume the added spell hit cuts go on yellow gems, as well, which will help a lot with casters, who are even more pegged into red gems than melee.

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Hopefully "Also, elixers/flasks/potions are no longer consumed when used but have significantly higher cooldowns" is part of what they left out. The alchemy change kinda missed the point entirely.

Agreed. All this change will do is make 4-5 different elixirs the only ones ever made and drive the price of the herbs used in those few up quite a bit. Making them last through death or cut materials in half would have been a much better change

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Good changes overall, hopefully there's more information coming soon.

I'm dissapointed they didn't mention anything for respeccing with Alchemy or Tailoring masteries. I thought I heard somewhere that it was going to be in 2.10, but I couldn't find mention of it on blue.cardplace.com. :(

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Fishing

* Fishing has been removed from Arathi Basin and Alterac Valley.

This makes me very very sad.

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* Elixirs now stack in two categories, Battle (Offensive) and Guardian (Defensive) Elixirs. You can only have one of each type of Elixir up at a time. As a result Elixirs now stack with class abilities such as "Arcane Intellect."

* Four new defensive elixirs have been added. Two are on trainers, one is in Halaa and one is in Cenarion Expedition.

Great, so now instead of using Fel Strength + Major Agi + Flask it'll be Fel Strength + Flask. Still +480ap from potions - this is such a minor nerf, they don't even need to retune encounters (past what is already necessary due to all the broken raid bosses).

Flasks need to be removed from the game, and elixirs need to last through death. Add some more BoP frills to Alchemy to compensate and call it a day.

As a side note, Fel Strength Elixirs aren't correctly flagged as elixirs right now, so this change will have even less of an effect on melee than it's supposed to, unless that's fixed.

edit: since flasks proc off elixir spec, maybe they do qualify as elixirs? I sincerely hope so.

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Yellow has melee +hit, which isn't exactly something to sneer at. I'd assume the added spell hit cuts go on yellow gems, as well, which will help a lot with casters, who are even more pegged into red gems than melee.

I really hope the new +spell hit gem is yellow/blue since if it's only yellow it would mess up my metagem (5% half spell cast requires more blue than yellow; since blue is useless for raiding mages I just stack +9 dmg and avoid any yellows). I doubt this will be the case since it'll just be a clone of the meele one. :(

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they will have to do quite abit

what they will do....weeeellll ^_^

There isn't a bit of real information in "quite abit".

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edit: since flasks proc off elixir spec, maybe they do qualify as elixirs? I sincerely hope so.

This was my thought exactly, and it might mean that this is more of a change than it sounds like. If flasks are elixirs, then you have, at most, one flask, and an elixir of the opposite type.

You still face problems of scaling (even those two consumables dwarf gear progression upgrades) and of potion chain-chugging, but the decrease in the amount of effort involved in fully buffing does get pretty heavily reduced: a single flask, or a single elixir, in your primary area, and possibly a contrasting elixir.

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* Leatherworking made primalstrike set now has an attack power set bonus rather than a strength set bonus.

So they're fixing the set bonus. Wonderful. Noone sane would actually wear the entire set anyway due to the ridiculously stacked stat balance on all three of the pieces, but never mind.

Now how about fixing the fact that it's ~10ilvls underbudget and completely missing sockets, as well, ffs.

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Heh, I doubt flasks will count as elixirs. Still, as a warlock, this change will knock off one elixir that I have to use which helps. I assume bosses will have to be retuned as tanks will no longer be able to use as many elixirs (Mastery, Fortitude, Stoneshield, Agility) so they will have to hit softer. It will be interesting to see how it all plays out in the end.

The prospecting change is also interesting. It is already more profitable to prospect your ore and sell the gems than sell it in bar form. As mentioned previously, it will most likely mitigate the dramatic difference in price between green and blue quality gems. More gem types is also a good change that I look forward to.

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Capping players to two elixirs is the 'big' alchemy changes then? So one Flask of Relentless Assault/Supreme Power/Titans will still be the price of raiding each night then. Since when was the cost of Imbued Vials really the problem with raiding consumables?

The 2.1 Alchemy Checklist

1. Casters chain chugging Mana potions still? Check.

2. Tanks chain chugging Stoneshields still? Check.

3. Full flasking of raids still? Check.

4. Herbalism still the most important raiding profession? Check.

5. Full buffs is two elixirs + food + flask + world buffs? Check.

Meet the new Alchemy, same as the old Alchemy.

Update: God responses are fast. I hope this preview is not all there is, and admittedly, the 'General forums concerns' are not the raiding community concerns so I can understand to some extent why they would focus on what they did. But right now, I don't see anything groundbreaking.

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