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Posts with tag Jewelcrafting

'Tis the Season 4 making money


Eyonix made a lot of players happy the other day by announcing the start of Season 4. It's something that a lot of players have been waiting for, even planning for. Some players will be making the mad rush to accumulate Arena and Honor points. Within the first week of the new season, players who have stashed away the maximum 5,000 Arena points will be able to purchase anywhere from two to three pieces of Brutal Gladiator gear, provided they achieve the required personal ratings.

For other players such as those who have only recently dinged 70 or those new to the PvP scene, the 75,000 maximum Honor -- or whatever Honor they have stashed away -- will likely be used to purchase Merciless Gladiator gear when it goes on sale. More seasoned players will use the Honor to purchase Guardian gear to round out their equipment slots. When Season 4 starts, players will be strutting around Azeroth in brand spanking new gear. For a select few, these players will look like walking piles of Gold. New Arena seasons flood the community with enchant-worthy, gem-hungry gear like no other event.

Continue reading 'Tis the Season 4 making money

The brilliance of Brilliant Glass

Patch 2.4.2 just threw the gem market in for a loop. Because Brilliant Glass now has a chance of giving an epic gem, the reagents required for the Jewelcrafting ability became scarce and prices shot through the roof. Uncommon gems which used to rot in players' banks or languish on the Auction Houses started disappearing into the hands of Jewelcrafters and cunning businessmen (sometimes both). Blood Garnets, as nice as they are, never sold for more than 1 Gold apiece, even after Brilliant Glass was introduced. Nowadays, on our server, they're about 10 Gold a pop.

And why not? It's almost impossible to catch it on the Auction Houses now since it's pretty much an instant sale. Even prospecting has gotten some love because even destroying Fel Iron Ore has become useful for a chance to get some uncommon (and sometimes rare) gems. The chain reaction of profit continues as Jewelcrafters prospect, get uncommon gems, create Brilliant Glass, and sometimes luck out on an epic gem. The irony is, with most servers now having the alchemy lab on the Isle of Quel'danas now open for business, epic gems are starting to find their way into the market, driving prices down.

Crimson Spinels, which many guilds rarely put on sale, used to run as high as 800 to 1,000 Gold on our server. Now they have become among the most commonly bought (for badges) and sold (on the AH) gems, averaging about 300 to 400 Gold. Uncommon gems are now bought as a reagent for Brilliant Glass and almost never cut, driving prices up; while epic gems are becoming more and more available, driving prices down. If you're a Jewelcrafter, don't pass up on the chance to Brilliant Glass every 20 hours! It's a crazy time for Jewelcrafting, but it's never been more fun... or profitable.

Epic gems are 15 Badges after all

Remember a few weeks ago when it was discovered that the Armory was listing the new Badge of Justice-reward epic gems at 10 badges each? Yeah, turns out that was just an Armory bug (which we knew was a possibility). They're 15 Badges after all, as they were on the PTR. The way we know this now is that Proudmoore-US, first in all things Shattered Sun, has done Discovering Your Roots enough times to unlock Shaani, the vendor who sells you the gems. Thanks, Proudmoore! Grinding for knowledge. And everyone else, get on that quest. It's a fun one -- everyone gets a pet so they can pretend they're a hunter for a little while -- and you'll help your server along.

Assuming the epic gems sell for around 500 gold, which seems reasonable given the order-of-magnitude increase in price between uncommon and rare gems, this yields a 33 gold per Badge conversion rate (if you buy gems with your Badges and sell the gems; they're not bind-on-pickup). That's right on target in terms of gold per hour. I figure it takes about 20 minutes on average to earn a Badge, which means 100 gold per hour -- pretty much the same rate I make through dailies or grinding. And given that any activity that earns you Badges (i.e. raiding or heroics) gives you a chance at gear as well, it looks like the PvE endgame is fairly rewarding right now.

Professing love for PvP through professions


I wrote up about Leatherworking as the hardcore raider's profession of choice. This is due to one particular item -- the Drums of Battle -- which greatly increases raid efficiency, particularly if the buff can be kept up indefinitely throughout a boss encounter. The item is so raid-beneficial that even cloth-wearers, who cannot equip any leather items, drop more aligned professions such as Tailoring. For Arena PvP, where each stat point counts towards survivability and lethality, there is no better profession than Enchanting and to a lesser degree, Jewelcrafting. Arena players competing at the highest levels have taken up Enchanting purely for the exclusive ring enchantments. A quick inspection of all players rated 2k and above will reveal that most have taken up at least Enchanting and enchanted their rings with the appropriate enchantments.

Today I dropped Mining to take up Enchanting after months of internal debate. I know the cost involved and it would break my back to level all the way to 375 for the Enchant Ring - Stats and the Enchant Ring - Healing Power along the way, but if I felt that if I were truly dedicated to Arena play, there simply was no other way. In fact, I'm rather disappointed in myself for having taken this long to take up Enchanting. Embarrassingly, I wasn't hardcore enough. Fortunately, I had informed my wife of this decision weeks ago and she's been generous enough to amass a bunch of Enchanting materials for me to use in skilling up. She even made me a Spellfire Bag. Now the trek begins.

I'm not as sold on Jewelcrafting for PvP, however, so I'm keeping my Blacksmithing. I also have an emotional attachment to my Stormherald, even though I know the Season 3 mace is arguably better. But as more and more players run around wielding one of the coolest-looking weapons in the game, thanks to the easy availability of Nether Vortexes, I'm pretty sure my love affair will soon end. Jewelcrafting only has unique-equipped gems with minor stat point benefits so I think I'll pass on it for now. I'm also willing to wager that Wrath of the Lich King holds nice BoP surprises for crafting professions. It feels good to have finally made the jump. At the very least, I can put this silly little racial skill to good use. Enchant Bracer - Minor Health, anyone?

Epic gems dropped to 10 Badges?


Among the many fine things that can be bought with Badges of Justice in this post-2.4 world of ours are epic gems, the same kind that drop in the Black Temple and the Sunwell Plateau. They are sold by Shaani, who appears once your realm reaches phase four, and the uncut, un-BoP gems sell for 15 Badges of Justice each. Or at least, that's what we thought. Sharp-eyed tipster Herid noticed that according to the Armory (screenshot above), the price of the gems is 10 Badges of Justice -- a 33% reduction in price before they even go on sale yet!

Of course, this could just be an Armory bug, so I did my level best to check it out for myself, by logging on to Proudmoore, the only server yet to have reached phase four. However, I learned that although Shaani spawns when phase four is activated, she doesn't sell gems until the Alchemy Lab is completed, much like Smith Hauthaa and the Anvil. So I can't confirm this with anything more than the Armory data at the moment. Proudmooreans, get going on Discovering your Roots, so we can uncover the truth of this gem-price-drop rumor.

If it's true, Badges of Justice might be worth more gold than we thought, depending on what the price of these epic gems stabilizes at.

PTR Notes: Stones, gems, and models


I already went over what's changed for the classes in the latest PTR build (not much); here's what's new in the items:
  • Mats for the new Alchemist Stones have been reduced. Old mats were Alchemist Stone, 2 Nether Vortices, and 16 primals; new mats are reduced by 10 primals, i.e. Alchemist Stone, 2 Nether Vortices, and 6 primals. Which primal is required varies based on the stone in question: Assassin's = Shadow, Guardian's = Air, Sorcerer's = Fire, Redeemer's = Life.
  • The Philosopher's Stone is now a trinket requiring level 35, and gives +5 to all stats.
  • Jewelcrafters can get patterns for four new epic gem cuts (Reckless Pyrestone, Steady Seaspray Emerald, Quick Lionseye, Forceful Seaspray Emerald) both from the Shattered Sun Offensive at Revered and from the Scale of Sands (the Mount Hyjal faction) at Honored.
  • The models have been changed for Vanir's Right Fist of Brutality, Crossbow of Relentless Strikes (pictured), Vanir's Left Fist of Brutality, Vanir's Left Fist of Savagery, Gavel of Naaru Blessings, Grand Magister's Staff of Torrents, Vengeful Gladiator's Pummeler, and Vengeful Gladiator's Bonecracker; see MMO-Champion for screenshots.
It looks like the new Philosopher's Stone is a cool little trinket; I don't remember there being much competition for that slot that early in the game. It's an interesting move to make those cuts available from two factions, and should appease the hardcore types who, presumably, are at least Honored with Scale of Sands by now. Looking at the Primal requirements for the Alchemist Stones, most of those are easy primals, but Air is significantly more expensive. Rogues get it easy. And all those new models look groovy; a good set of changes overall.

[via MMO-Champion]

PTR Notes: Undocumented changes

Today a big new build went up on the patch 2.4 PTR, and every change that was in the patch notes was detailed here. However, inevitably, there were some changes that didn't make it to the patch notes, and for that we have the intrepid researchers at MMO-Champion and World of Raids. Here's what they've managed to tease out of the realms:
  • Most of the Tier 6 belts, boots, and bracers found in the Sunwell raid have had their Stamina removed, and other stats increased to compensate. The exception is the Warrior tanking set, Onslaught Armor. Edit: And the Paladin tanking set, Lightbringer Armor.
  • The five epic BoP jewelcrafted trinkets we learned about previously have had patterns added; they're available at the Revered level from the Shattered Sun Offensive quartermaster.
  • In what must be a bug of some sort, rank 1 of the Warlock talent Emberstorm now increases the casting speed of Incinerate by 2%, as well as its previous effect of boosting all fire damage by 2%. Other ranks of the talent are unchanged.
That's everything discovered so far. Seen anything else that wasn't mentioned in the new patch notes?

PTR Notes: Miscellaneous changes

In addition to the big change of Nethers not being BoP anymore, some other changes were pushed to the PTR tonight:
  • Commendation of Kael'thas has had its dodge rating bonus reduced from 380 to 152
  • Five epic trinket jewelcrafting recipes have been added, all with passive benefits and on use effects. See this MMO-Champion screenshot for materials.
    • Crimson Serpent: +33 Int, + 49 Stam, use: +150 damage/healing for 20 sec (2 min cooldown)
    • Empyrean Tortoise: +42 def rating, use: +165 dodge rating for 20 sec (2 min cooldown)
    • Shadowsong Panther: effective stealth level increased by one, +80 attack power, use: +320 attack power for 15 sec (2 min cooldown)
    • Khorium Boar: +84 attack power, use: summon the Khorium Boar to fight for you for 30 sec (5 min cooldown)
    • Seaspray Albatross: +18 mp5, use: restores 900 mana over 12 sec (3 min cooldown)
  • New gem cut: Regal Nightseye, +4 dodge rating, +6 stam, matches red or blue
  • Warlocks' Drain Mana buffed by 50%; top rank now drains 300 mana per second (was 200). But remember that resilience now affects mana drain, to the tune of -20% at 400 resil.
  • Paladins' Holy Shock damage buffed by about 35%, healing buffed by about 75%. Top rank now deals 721-779 damage or heals for 931-987 (was 530-574 damage or 530-574 healing).
That's a lot of changes. And now that I look at those numbers, those are big shifts for Drain Mana and Holy Shock. Is anyone now reconsidering those spells? Do you think those buffs will last through testing?

[via MMO-Champion]

Jewelcrafting: More than just gems in 2.4!

No, they didn't forget the Jewelers in the new crafted gear. Healers, casters and melee DPS all recieve both a ring and a necklace from Jewelcrafting in 2.4, and the recipes are likely drops in the Sunwell raid zone.

The necklaces(which are BoP) all come equipped with a gem slot for further customization, making them a pretty nice prize for end-game Jewelers. The materials on these rings and amulets are pretty hefty though, it won't be an easy task to make them. Everything from Primal Mights to Hardened Khorium Bars to gems from Mount Hyjal and Black Temple are needed to craft these beauties. And let's not forget the Sunmotes for the rings, and the Primal Nethers for the necklaces.

As you can see, you'll need to jump through some hoops to get your hands on these, but they seem worth it. If you want to see for yourself, check out the stats and materials after the jump. Thanks again, MMO Champ!

Continue reading Jewelcrafting: More than just gems in 2.4!

Talasites to be slightly less useless in 2.4

For those of you who like Spell Haste, I have good news! Patch 2.4 is bringing you a few new Jewelcrafting recipes to reduce your Global Cooldown. Noble Topaz, Dawnstones, and our good friends the Talasites all recieve a new cut.
  • Quick Dawnstone - +8 Spell Haste Rating
  • Reckless Noble Topaz - +4 Spell Haste Rating and +5 Spell Damage
  • Forceful Talasite - +4 Spell Haste Rating and +6 Stamina
While the effectiveness of Spell Haste is still up for debate, new options for gems are always good. I have a feeling this won't do much to help the Talasite market, the +Stam/Resil cut didn't even help much, but at least it's another use for the things. I'm pretty sure everyone who plays WoW has a stack of them sitting in the bank.

Additionally, we have a few new metagems coming our way!

Continue reading Talasites to be slightly less useless in 2.4

Winter Veil mysteries



The Feast of Winter Veil will be upon us in less than a week and we already know that there will be new elements added to WoW's biggest holiday. Item database and news sites have been publishing information about this year's festivities for quite awhile now, but nonetheless there are still two mysteries that are pestering me.

First of all, as you are probably aware, there is a Winter Veil quest to kill the Abominable Greench and retrieve the stolen Smokywood Pastures' treats in the Alterac Mountains. Upon completion of the quest, you're rewarded with a box that can contain a special profession recipe. Alchemy, Engineering, Enchanting, Leatherworking, Blacksmithing and Tailoring have all been represented in the possible rewards. This brings us down to my burning question: Will jewelcrafters have a new design added to the gift box this year? If so, what could it possibly be?

Continue reading Winter Veil mysteries

Remember your gems


Once again, it's the first of the month, and that means it's your gem payday from the Consortium! Get your butt out to Aeris Landing and click on Gezhe for your Membership Benefits, which means a package of free gems to help you pimp your new season 3 gear or Zul'Aman epics. Depending on your Consortium reputation level, you get one of the following:
I meant to get my rogue up at least to Revered since last month, but alas, real life stepped in, so it's another Unmarked Bag for me. What's your haul for December?

Encrypted Text: Enchanting your gear, part 2

Two weeks ago, I discussed how enchanters can make your shiny new level 70 rogue gear sparkle even more. But post-BC, enchanters aren't the only gear-enhancers in the game.

Leatherworkers can make armor kits and leg armor that can "enchant" gear that could previously only be enhanced by those stupid ZG enchants that drove everyone nuts. The Aldors and the Scryers are engaged in a constant war over what you put on your shoulders, and many places are offering relatively inexpensive head glyphs. And, of course, the jewelcrafters have a multitude of lovely gems to socket your stuff.

So rogues, if you're ready to squeeze the most out of your gear, head onward to glory! Edited to make it clearer that these are rogue suggestions as part of the class column.

General

  • Heavy Knothide Armor Kit: This 10 stam "enchant" is new in patch 2.3, and can also go on heads, shoulders, chests, legs and feet. If you need to stack stamina for PVP, give it a whirl -- it shouldn't cost you too much. 5/10 PVE, 7/10 PVP.

Head

  • Glyph of Ferocity: This 100g, Cenarion Expedition-revered head enhancement is really your only choice here, unless you have a burning desire to shepherd a group through Zul'Gurub a bunch of times. Luckily, at 34 AP and 16 hit, it's totally worth it. 10/10 PVE, 8/10 PVP.

Continue reading Encrypted Text: Enchanting your gear, part 2

Making money from Season 3



Tomorrow morning Arena Season 3 is scheduled to start up and, among other things, this will bring a lot of new loot into the game. I'm sure many of you are like myself and have been hoarding up honor and arena points in order to buy the new gear as soon as it appears on the vendors. This season, due largely to the new rating requirements placed on some of the new items, I've decided to actually put forth effort to be competitive in the arena.

With that in mind, picking up the new PvP gear becomes a priority, and I imagine other people are going to be in a similar position. Gone are the days of dying in the arena week after week in order to finally pick up that amazing weapon. Of course, for many players, there's a much more important aspect to preparing for Season 3: making money on the auction house.

Continue reading Making money from Season 3

Change incoming for new meta gem

Yesterday I posted regarding the odd drop behavior of the design for the new meta gem, the Chaotic Skyfire Diamond. Many readers commented that the gem requirements were too stringent, making the gem undesirable for them. Unlike the majority of other gems, this one required exactly two blue gems in order to activate its bonus stats. Most meta gems have quantifiers like "at least" or "more than" and players found that limiting themselves to a specific number of gems was, well, too limiting.

Today a player brought their complaint regarding this requirement to the official WoW forums and was able to garner a blue response. Drysc posted in the thread, mentioning that the gem has already been changed in an upcoming patch. Specifically, the "exactly two blue gems" requirement will be changed to "at least two blue gems". Additionally, he stated that other meta gems with similar requirements are being reviewed as well (although I know of only one other that might fit that category).

What do you think? Is there any doubt now that this will be the best meta gem for most DPS caster builds?

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