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Filed under: Enchants

Level requirements changed on some enchants, items

Ishh over at Twinkinfo has some pretty big news for lower-level players: the enchants, librams, and even jewelcrafting trinkets that used to work for almost everybody ingame have gained a few level requirements on the PTR. Twinks especially love these items, as they can be used to give big buffs to even low-level players, but Blizzard isn't down with that any more, apparently. Even applied enchants and Leatherworking leg armor will apparently stop working if this change goes out to the live realms -- they have pictures, as you can see, of enchanted stats turning red due to level requirements.

Most of the time, when Blizzard makes changes like this, they aren't actually targeted at twinks -- they're just designed to keep the game from becoming extremely easy at a given level (I'm still bummed that my Leatherworking drums have no effect after level 70). But obviously twinks are affected by these changes, and as you can see from the comments on that post, they're not very happy with having even more limits placed on how they can buff up.

But then again, as I said a little while ago, twinks have always dealt just fine with limits. Twinkinfo has a poll up on what twinks will do if these changes go live, and the majority of votes say that they'll just keep twinking. They've gone around level restrictions before -- a few more won't be the end of the world.

Filed under: Leatherworking, Enchanting, Items, Analysis / Opinion, Odds and ends, Jewelcrafting, Leveling, Enchants

Insider Trader: Patch 3.1, profits and preparation

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

Patch 3.1 is looming ever closer, and things are about to change in a big way. Today I'll be discussing how the patch is going to affect your professions, and how you can take advantage of this by maximizing your profits on the Auction House.

Players have become increasingly bored with raiding because the content that was released with the expansion pack, Wrath of the Lich King, was too quickly conquered. Across the board, players are showing up to raids on an inconsistent basis, and many people now spend much of their time on the Public Test Realm playing through Ulduar.

This has contributed to falling prices on the Auction House for raiding materials and consumables, because not only have many people stopped raiding, many others have decided to save their gold and raid without being buffed to the gills.

What should you do in these tight times? Aside from the things for which you are currently saving, the patch will bring with it a 1000g bill to learn how to dual spec, costs to fund raid wipes, bring new consumables, and enchant and gem new gear.

By learning what to sell and purchase and when, you can minimize your post-patch costs and make some gold while you're at it.

Read more →

Filed under: Herbalism, Fishing, Mining, Alchemy, Blacksmithing, Cooking, Leatherworking, Tailoring, Enchanting, First Aid, Patches, Items, Analysis / Opinion, How-tos, Economy, Jewelcrafting, Features, Raiding, Guides, Making money, Buffs, Enchants, Insider Trader (Professions), Wrath of the Lich King, Inscription

The Daily Quest; Of Mage lore, Elemental builds and Player Housing speculation


The Daily Quest brings you interesting, informative and entertaining WoW-related links from around the blogosphere. Today we bring you a lot of lists.
Submit a guide, post, podcast or resource for inclusion in TDQ, by using our tip line and we'll consider it for a future TDQ post.

Filed under: Druid, Shaman, Odds and ends, News items, Enchants, The Daily Quest

Insider Trader: Who keeps the shards?

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

In the Burning Crusade, an Enchanter's job in a raid or dungeon was to disenchant the boss drops that no one wanted into Large Prismatic Shards, and the entire group would roll for them.

This was considered the standard, and was the fairest way to divide up the loot. Instead of rolling on the bind on pick-up items that were not wanted, in order to sell them to a vendor for profit or to help pay for the repair bill, they were turned into something more useful. Prismatics sold for more at auction than a vendor would pay, and the shards could be saved for when the characters needed something enchanted.

All of this changed in Wrath of the Lich King. Suddenly, many Enchanters were acting like anyone who expected to roll for shards were selfish and clueless, and it has since become the norm for the Enchanter to keep all of the shards.

This week, I'll be discussing the reasons behind the change, and reassessing just how fair the change really is.

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Filed under: Items, Analysis / Opinion, Instances, Expansions, Features, Raiding, The Burning Crusade, Leveling, Making money, Enchants, Insider Trader (Professions), Wrath of the Lich King

The state of twinking pre-3.1

Our friend Drayner has posted an open letter to Blizzard over at Twinkinfo.com in which he basically laments the breaking of WoW's twinking game. We've covered twinking quite a few times before here -- it's the game-within-a-game of beefing up lower-level characters to their maximum power using enchants, low-level items, or whatever else they can find. Officially, Blizzard hasn't endorsed or condoned twinking -- if you want to do it, you're free to, but you've got to live with the rules they set on items and enchants, and so forth.

And that seems to be Drayner's main issue with Blizzard: they aren't consistent on twinking. They'll make changes that level the twink field, and then they'll ignore bugs that almost completely break it. They kept the latest enchants off of players below level 60, but then they grandfathered in players with the 450 profession buffs. He's got a whole list of changes they've made for and against twinking, and basically asks Blizzard to either support twinking, or (and obviously he's less happy with this decision) end it for good.

Unfortunately for him, he probably won't get an answer. There are plenty of players twinking, but not nearly enough for Blizzard to consider making changes based on twinks alone (and while twinks are howling at some of the changes, the rest of the player population either dislikes the whole idea of twinking, or couldn't care either way). And considering that twinking does draw some players into the game, it's not likely Blizzard will ditch it anytime either. Twinks, they would likely say, are playing a meta game already based on made-up rules, so why should it matter that they've also got to abide by other inconsistent rules? Based on what we've heard from them in the past, it seems twinking is a player creation, not a Blizzard creation, so it's up to players to deal with the issues, not Blizzard.

Filed under: Analysis / Opinion, Tricks, Fan stuff, Virtual selves, Odds and ends, Blizzard, Classes, Enchants

Shifting Perspectives: Gearing your Cat Druid at 80 part 1


Every Tuesday, Shifting Perspectives explores issues affecting Druids and those who group with them. This week, we help Cat Druids get one step closer to Wrath raiding.

When should you, the face shredding Cat Druid, put behind 5-mans and bring your feral prowess to 10-man raiding? The short answer is when you can clock 1600 DPS more or less (you are using Recount, yes?). Grab items with Hit and Expertise, but know that you'll get more of that once you start raiding. If you really want to know the math behind those stats, Big Bear Butt Blogger's analysis is quite...thorough.

That leads to the question of how do you get DPS that high. Other than having a 0/55/16 build and learning how to maximize your DPS through keeping a number of cat abilities up as much as possible, it's going to come through better gear. And that's what this week's Shifting Perspectives is all about. If you are looking for the math behind each stat, I highly recommend Karthis' article at Resto4Life on what to look for in Cat gear.

For the purposes of this column, I'll be providing a number of options for each slot so you can mix and match to get what you want. Regular Shifting Perspectives columnist Allison Robert has been working working with a "best in slot" format broken down by playstyle for the Moonkin, Resto and Bear Tank gearing for Naxx guides. I'll be doing the same.

This installment covers Head, Neck, Shoulder, Back, Chest, Wrists, Weapon slots. The other slots will be covered next week.

Read more →

Filed under: Druid, Guides, Enchants, (Druid) Shifting Perspectives

Giving Engineering a little self-buff

You may think, as I did upon first seeing this Engineering thread in the forums, that Engineers have nothing to complain about. They get some of the coolest and most-wanted items in the game exclusive to their profession. In fact, as a LW/Skinner, I'm thinking about dropping Skinning when I hit 440 LW just to pick up Engineering, and pour a whole ton of gold into it just so I can get the Roflcopter and all of the other great stuff they get.

But after Wryxian gets everyone to settle down and give out just one suggestion for how to help Engineers, they all make a pretty good point: Engineering doesn't have that one self-buff that all the other professions seem to have lately. My Leatherworker can put a nice enchant on my bracers, Blacksmiths can add sockets to some of their items, and Tailors have spellthread that can be weaved into certain pieces of gear. Ashram, the original poster in the thread, actually has some good ideas along those lines -- "Electrified Armor" (reflect damage to chest) or "Laser Targeting System" (a +crit or +expertise head enchant). Other Engis just ask for their current "enchants" to stack with other enchants already on their gear.

The flip side here, of course, is that Engi can't be overpowered One person asks for Engineering to have a "significant advantage" in some bit of gameplay, and that's not the way Blizzard is handling professions -- different classes may play better or worse in different situations, but since every class can choose any profession, they've got to work across the entire spectrum (yes, even Rogues with Tailoring). But it does seem like Engineering is missing that extra self-buff that other professions picked up in Wrath.

Filed under: Engineering, Items, Analysis / Opinion, Odds and ends, Blizzard, Classes, Enchants, Forums

Are disenchanters getting robbed by rolls?

Sardonis sent us a note the other day, with an interesting, if probably controversial, point inside: when we're in instances, Skinners take their skins, Miners take their ores, and Herbalists take their herbs (or of course they rotate around if there's more than one). At the end of the instance, we don't sit down and /roll on all of the herbs or ores that people have picked up. So why do we do it, Sardonis asks, with disenchanting shards?

Good question. My first response was that everyone needs enchants, and everyone can use those mats. But if everyone can get their friendly guild enchanter to enchant something, can't you get your Leatherworker to use skins, or your Blacksmith to use ores? Of course, you could argue that Leatherworkers can get skins from anywhere, but disenchanted blues only show up in instances. If it's an item that required five (or even 25) people to get, everyone should have a chance at it. There are herbs and ores in instances, true, but those can be found elsewhere as well -- they don't need a group to get them. And what about Rogues who unlock chests in instances -- sure, we need them to open the chests, but they need us to get them there.

You can get blues through questing and drops, though, too, so who knows who deserves what. Sardonis is at the point where he won't even say he's a disenchanter -- he'll just do a greed roll like everyone else, and if he gets the item, then he'll DE it. The tradition seems to be that we all roll when we've all helped drop some boss loot, but it's true that we'd never get the shards if it weren't for DE'ers. Maybe they do deserve to take what they make.

Filed under: Enchanting, Analysis / Opinion, Odds and ends, Instances, Raiding, Bosses, Enchants

Lichborne: PvE Enchantments for Death Knights


Welcome to Lichborne, WoW Insider's weekly stop for Death Knight news, analysis, and guides.

Fresh on the heels of last week's gemming guide, we have an enchanting guide. Like gemming, enchanting is an easy way to go the extra mile to get your gear the best it can be so you can properly keep aggro without dying and/or top the damage meters in your next Naxxramas raid. Since there's so few enchants available, it's a lot less complicated than gemming too. DPS will just want hit to the cap and attack power (Sorry, there's not many strength enchants), while tanks will want defense to 540 and stamina.

It's also worth noting that almost every slot with an enchant has a weaker version and a more powerful version. Although it's usually frowned upon to go weak when can go strong, in the case of enchants, it's probably okay at the entry level to go with the weaker version of an enchant. The more powerful ones generally take Abyss Crystals and the like, and may be a bit steep. In addition, there's a few other quirks and special enchantments to watch out for. Let's take a look, by slot, at some of the best choices for enchanting for both DPS and Tanking.

Read more →

Filed under: Leatherworking, Enchanting, Items, Analysis / Opinion, Tips, Instances, Raiding, Guides, Enchants, Death Knight, (Death Knight) Lichborne

Encrypted Text: Guide to Rogue stats for new raiders

Every Wednesday, Chase Christian of Encrypted Text invites you to enter the world of shadows, as we explore the secrets and mechanics of the Rogue class. This week, we'll discuss what stats are important for raiding Rogues in today's end-game.

Wrath's first true raid instances come in the form of a level 60 raid instance put in the microwave for 20 levels and served with a side of dragons. Don't get me wrong; I love the retouched Naxxramas. I never got to experience all of the fights against Kel'Thuzad's minions before they relocated to Northrend, so being able to re-enter the citadel of death and slay some undead is a welcome opportunity.

If you search for "naxx 60 rogue gear guide" I'm sure you'll find a bunch of articles that recommend you sport at least 8/8 Bloodfang and maybe a weapon or two from Ahn'Qiraj. Times have changed, and so have the gear requirements. There are a few magic numbers that every Rogue wants to shoot for. After the cut I'll detail these vital stats and explain why they're so important to us.

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Filed under: Rogue, Instances, Raiding, Guides, Enchants, (Rogue) Encrypted Text, Wrath of the Lich King

Shifting Perspectives: Gearing your Balance Druid at 80

Every Tuesday, Shifting Perspectives explores issues affecting Druids and those who group with them. This week we start to wonder where the hell all the +hit from "Burning Crusade" went.

Greetings, fellow Druids, and welcome to another installment on Wrath gear at 80, and this week it's the boomkins' turn. Next week I'm going to tackle Bear gear at 80; Dan O'Halloran will take care of our Cat colleagues.

As a number of people have observed, it's tougher to get +hit-capped pre-raid in leather as opposed to cloth, so you're going to find an awful lot of cloth on the list. I realize this represents a new and exciting development in the history of moonkin itemization. Plus ça change, plus c'est la même chose. That's French for "We're screwed."

Supplementary reading:
As with our previous entry on pre-raid Restoration gear at 80, these guides assume that you do not presently have access to either 10-man or 25-man raids.

Read more →

Filed under: Druid, Items, Analysis / Opinion, Tips, Instances, Features, Raiding, Guides, Enchants, (Druid) Shifting Perspectives, Wrath of the Lich King

Insider Trader: Patch 3.0.8

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

The upcoming patch, 3.0.8, is poised to make some real changes to professions. In the majority of cases, these are positive changes that will help you level, craft, and save on money or materials.

In some cases, you may even want to consider halting the production of certain items, and focus on hoarding the materials instead. Many things are getting cheaper, and there is little point in wasting materials unnecessarily now, unless you absolutely have to.

As a special note to Blacksmiths, I recommend making your epic frost resistance gear for you or your guild before the patch! Read on to see why.

Read more →

Filed under: Herbalism, Mining, Skinning, Alchemy, Blacksmithing, Cooking, Engineering, Leatherworking, Tailoring, Enchanting, Patches, Economy, Jewelcrafting, Features, Enchants, Insider Trader (Professions), Inscription

Shifting Perspectives: Gearing your Restoration Druid at 80

Every Tuesday, Shifting Perspectives explores issues affecting Druids and those who group with them. This week we take a look at how to gear a PvE Restoration Druid at level 80, in the hopes of preventing other trees from suffering our fate during our first 10-man Naxx run, which -- no, no, it's too painful even to think about. Pass the schnapps.

EDIT: This guide has been updated for patch 3.3 and Icecrown content. Please click here for a guide on gearing a new restoration druid as of May 2010
.

Greetings readers, and welcome to Wrath Gear-A-Palooza 2009. We'll be running one of these for each Druid spec.

I'm not going to "rank" gear numerically, because I think that's a fairly unhelpful means of organizing items when your access to all of them as a fresh 80 may be very limited. Generally you're going to have access to quest rewards and faction gear before you get access to badge pieces or oft-uncooperative heroic drops, so I've organized the list by where you can get particular drops. It's generally safe to assume that a heroic drop is better than a blue you're using from an Icecrown quest, but not always. If you're starting to move into higher levels of gear, I found the following links to be incredibly helpful, and I hope you do too:
Otherwise, assuming a proper spec, gems, and enchants, you can successfully heal any of the game's 5-man or raid content (10-man or 25-man) with a healing set derived from the following list. That's a promise. This list assumes that you do not have access to 10- or 25-man raids for the time being and are gearing up primarily through questing, 5-mans, and heroics.

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Filed under: Druid, Tips, Instances, Features, Raiding, Factions, Guides, Enchants, (Druid) Shifting Perspectives, Wrath of the Lich King

Tweaks to enchanting in 3.0.8

Are you an enchanter? Have you started tearing out your hair at how hard it is to get things to DE to Infinite Dust or Greater Cosmic Essence, while Dream Shard after Dream Shard piles up in your bank even after you've bought all the enchants? In my case it's Essences that are the issue. Nothing I disenchant seems to want to turn into them, while even lowly greens keep turning into shards. I have all the enchants to learn, I simply can't get enough essences to do any enchants.

Turns out this is being retuned in 3.0.8 although I'm not sure I like how it sounds. See, the solution of jacking up how many shards enchants need would certainly make shards more valuable on the AH, but I don't sell mine anyway. Meanwhile, am I going to be getting essences from DEing now? Dust isn't that hard to get in my opinion (certainly not as hard as GC seems to think it is) - it's essences I can't get enough of, and essences that limit the enchants I can and can't do. On my server a Greater Cosmic Essence can run you 50g for one, and when I need 10 for an enchant and only have 1 after DEing two days worth of farmed/quested greens, that's a problem for me. I don't see how making it take more shards to do an enchant would be any great favor unless those shards somehow took the place of Greater Cosmic Essence, and if they do, what's the point of GCE at all? Here's hoping I'm just being reactionary and the changes coming in make it easier to level this profession.

Filed under: Enchanting, Analysis / Opinion, Economy, Enchants

Insider Trader: Highlights of Wrath crafting, Tailoring edition


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

Wrath of the Lich King has changed many things about the professions we all know and sometimes love. Last week, Insider Trader looked at the highlights of the Leatherworking and Blacksmithing professions, showing you what's new, how to plan out your leveling, and what you can look forward to at what points.

This week, Tailoring is up for discussion. There are faction recipes and dropped recipes, as well as highlights from your trainer that you won't want to miss. Here is a quick summary:
  • New and improved exclusive spellthreads for enchanting your pants.
  • A 20-slot bag and a 22-slot bag.
  • A slow flying carpet mount as well as an epic one.
  • Specialty cloth for epic gear.
  • Frost resistance gear.
  • An 8-piece PvP pseudo-set.
  • Exclusive cloak enchants.
  • Special threads that you can sell for a profit.
  • Soul shard and enchanting bags with 32 slots.

Read more →

Filed under: Tailoring, Items, How-tos, Economy, Expansions, Features, Leveling, Factions, Guides, Making money, Enchants, Insider Trader (Professions), Wrath of the Lich King

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