Anyone watching Nihilum's recent achievement closely would notice a few odd things. It was notable that the kill was achieved without a single Rogue, or more appropriately, melee DPS class in the raid. Nihilum guild leader Kungen is renowned for his traditional views on class roles, although he is open to off-specs and has even taken a Retribution Paladin on a progression kill. But there's always a simple explanation behind each of their actions (no melee classes were on, can't have all Paladins specced Holy for this boss, etc.). Interestingly, my armory-trolling cousin pointed out something curious that a close inspection of Nihilum's raid make-up would reveal: only three members (including Kungen) aren't Leatherworkers. You read that right, that means even cloth classes dropped old professions in favor of Leatherworking. The thing is, this trend isn't restricted to Nihilum. The most dedicated, progressive guilds in the game have many of their members going for Leatherworking.
The explanation is simple: drums. In particular, the Drums of Battle, which increases melee, ranged, and spell haste. In an exclusive interview with WoW Insider last March, Neg of Nihilum remarked that the one thing that impressed him (and presumably Nihilum and their raid planning) was the effectiveness of haste. Haste is a statistic that became extremely prevalent in Patch 2.4, with many new items containing haste, including spell (currently AWOL) haste gems. Our raid specialist Marcie Knox wrote thoroughly about haste in a seriesof articlesunder her column RaidRX. It's a lesson that the top raiding guilds seem to know by heart. Nihilum was so impressed by haste that most of their core raid members leveled Leatherworking to be able to use drums, because it benefits the raid more than the individual unlike other professions like, say, Tailoring.
Before Patch 2.4 dropped, many members of the game's top guilds furiously leveled Leatherworking. With almost all raid members carrying the Drums of Battle, a raid can have an almost permanent haste buff that stacks with Heroism/Bloodlust. Having all your raid members level Leatherworking -- and basically for one item -- for raid progress is a masterstroke that shows the lengths that hardcore raiders will go to push the envelope. Clearly, it isn't the only reason Nihilum beat the Eredar Twins, but with a 6-minute enrage timer breathing down on every raid group doing the encounter, it certainly helps.
Continuing our craftingparade for patch 2.4 is Leatherworking. Leatherworkers get a total of four sets, covering a myriad of class/spec combinations. There is a physical DPS set for both Leather and Mail, as well as a healing set for both of those.
The -of the Sun and the Sun-Drenched sets cover healing. The -of the Pheonix set covers the Mail DPS, while the Gloves of Immortal Dark and Carapace of Sun and Shadow handle Leather DPS. A couple of those are quite a mouthful!
As with the other tradeskills, the gloves of these sets require Sunmotes and the breastplates require Primal Nethers, so be ready to put some effort into acquiring these pieces. A lot of Wind Scales and Heavy Knothide Leather goes into these as well, so you may want to get a head start on those. Most of these pieces are very heavy with red sockets accompanied by relatively useful socket bonuses, which is ideal for most of the classes these are aimed for, though not all. For the classes that love their reds, this is a pretty sweet deal. For everyone else? It's not like you need those bonuses, this gear is impressive without them.
If you have any interest in these sets, hop on across the jump! Once again, my thanks goes out to Boubouille of MMO Champion for these images.
I love the profession system in WoW, but sometimes it strikes me as odd that we're basically paying money to go to work. I wouldn't run around the world and skin animals, pluck feathers, find rare threads and cause massive environmental destruction for a leather jacket in real life, but I'll gladly do all that to make an epic leather chestpiece in WoW.
Nevertheless, it's a good idea to pick up a crafting profession in WoW, just for the perks. (Unless you want to be one of those ultra-capitalists who take two gathering professions.) We've covered this in general terms before, but today we're going to focus on the crafting profession-specific BOP items and abilities that can really help out rogues in the end-game.
Alchemy
Honestly, alchemy doesn't have a lot of good BOP stuff. It's good for money-making and as a support profession for an alt (someone has to get all those transmutes done), but it doesn't offer a lot of enhancement for your main, unless you count "Being the guy at the raid who sucks up to everyone by giving them pots" as an enhancement. Which, for rogues, is not a bad thing -- there's enough of us out there that being an alchemist can help get you that coveted raid spot. But for pure min/maxing, it might be better to buy herbs off the AH or farm them on an alt and then have a guildie make you your pots. Particularly useful pots include Flask of Relentless Assault, Haste Potion, Insane Strength Potion, Fel Strength Elixir, Elixir of Major Fortitude, Onslaught Elixir and Super Healing Potion.
The Alchemist's Stone is one of two items that are only usable by alchemists, and though it's a good starter trinket, it'll be quickly eclipsed for everyday wear by more rogue-specific trinkets. It really shines for hybrid classes and mana-users, but rogues shouldn't be popping healing potions like bubble wrap in PVE. If you are, you have bigger problems than your trinket selection. The other alch-only item is the Mad Alchemist's Potion, which restores health and mana and gives you a random buff. Nice, but not reliable when you need it.
Check your in-game mailboxes today. Greatfather Winter may have sent you a recipe. Deacon sent us a tip this morning saying that he got a Tailoring recipe for "some fine green winter clothes", so I ran and checked Freja's mailbox to find that she had received a recipe for Hot Apple Cider.
It looks like if you have previously completed Greatfather Winter's quest, he may have sent you a recipe that was added in Patch 2.3, just for the Feast of Winter Veil. You do not need the required skill or level to receive the recipe. Here are the possible goodies you could have waiting for you in your mailbox:
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.
Earlier today I posted regarding a change coming to the Chaotic Skyfire Diamond in a future patch. Not long after that, I noticed a couple of other posts on the WoW forums regarding more changes to two other new items that will help make them easier to sell on the auction house.
First off, Drysc let us know that one of the new ammo pouches will be changed. While its functionality will remain the same, the Knothide Quiver will no longer be tagged as a "unique" item. This will make it easier for leatherworkers to craft multiple copies of the bag for other players.
Secondly, in another thread, Drysc mentioned that the new engineering-created ammo machines will be easier to sell and purchase on the auction house. Currently they are not listed under "Projectiles", unlike all the other ammunition. This was making them difficult to find for some players and will be changed in a future patch as well.
Nearly every patch includes new items for players to farm up. While these additions are typically new tradeskill recipes, occasionally other goodies are thrown into the mix. The upcoming patch 2.3 contains both of these types of items for your farming pleasure (or annoyance). I'll quickly cover the items, where they're dropping and the creatures that drop them in order to create a consolidated resource to help plan your farming once the patch hits the live realms.
First off is the new leatherworking bag. The pattern for the Bag of Many Hides can be found through the mass slaughter of the Gordunni ogres in the Barrier Hills above Aldor Rise in Shattrath. This recipe will allow a leatherworker to create a 24 slot bag to hold the essential tools and materials of their trade.
Insider Trader is your weekly inside line on making, selling, buying and using player-made products.
What's in store for your profession in patch 2.3? Without further ado, Insider Trader is here to update you on what craftspeople should be looking out for, now on the test realm. (Sure, you could read the official PTR patch notes -- but then you wouldn't get links to all our helpful posts at WoW Insider!)
The big news for professions, of course, is the new engineering mounts. Now that the mats list for these sweet little rides is out, we know you're all revving your engines to get those last engineering skill points. Early next week, we'll run a special engineering leveling guide with some inside advice on that brutal stretch of leveling from 300 to 375.
Until then, here are the collected notes for profession changes in patch 2.3.
Insider Trader is your weekly inside line on making, selling, buying and using player-made products.
If you missed out on playing a bard in EverQuest, you can still get your drum on in today's World of Warcraft. Beginning with The Burning Crusade expansion, leatherworkers can create and use a handful of charged drums that create short-range AoE spells affecting party members or enemies. While some players rail against their utter uselessness and others rave about their OP-ed-ness (let's add that to the dictionary, shall we?), players who are slaves to eking out that last bit of buffage and leatherworkers who are slaves to eking out those last few skill points turn to banging the drum.
First, a few banging basics: Only leatherworkers can make drums, and only leatherworkers can use them. Druids are at a slight disadvantage here, since drums are similar to potions in that they cannot be used in feral form (although they're fine in Moonkin and Tree of Life forms). Also like potions, drums do not work in arenas. Drums affect all party members within range but do not affect raid members not in the drummer's group.
We've covered many different aspects the world of Roguecraft has to offer thus far -- from class quests to gear to number crunching. However, one of the things I've heard from people who are new to Rogues is the question of what trade skills are useful to take up and why. As such, this week's edition of Encrypted Text will contain some of my views on what each trade skill can offer a Rogue. Obviously, short of starting a wiki -- this is not going to be a fully comprehensive version of all that Trade skills can offer. But hopefully between my experience of bouncing between many, many trade skills, and comments from the seasoned Rogues in the WoW Insider crowd, we'll be able to de-mystify one of the earliest choices facing the new Rogue.
Insider Trader is your weekly inside line on making, selling, buying and using player-made products.
Nothing interrupts a peaceful night of crafting like a lunatic guildmate ranting about learning a coveted new pattern, only to find that it's already green in skill level – nothing, that is, except that sickening feeling in your stomach as you consider what you'll do when your favorite patterns go green. Skilling up a profession can be a rollercoaster ride, if you don't hit the right patterns at the right time. (Of course, all the professions have those infamous "dead zones," when skilling up seems to be based on either unfathomable luck or unfathomable finances – or maybe both. But we'll cover dead zones in another installment.)
Skilling up in a profession can happen when you create an item that's listed in green, yellow or orange in your tradeskill window. Items listed in grey will not give you any skill points for creating them; red listings anywhere means you don't have the required skill level. Just as it does with creatures you fight, pattern color indicates difficulty and skill-up potential. Green items raise your skill occasionally, yellows about half the time and oranges every single time. (The exception to orange skill-ups occurs in skinning, in which successfully skinning an orange creature does not guarantee a skill-up.) As a burgeoning crafter, your goal is to find patterns that are relatively easy to get the materials to make while providing a solid shot at skilling up. While orange patterns offer a guaranteed chance of gaining a skill point, the best bang for the buck is often a yellow pattern.
Insider Trader is your inside line on making, selling, buying and using player-made products.
One of the questions you'll generally always come across on the first page or two of the Blizzard profession forums is The Respec Question: How do I respec from X specialty to Y specialty? With drastically varying procedures from profession to profession and scattershot updates and changes from patch to patch, it's hard to know when you've finally come across an accurate, definite answer – yet if you get it wrong, you could be wasting hundreds of gold and hours of skillups. Bindar of Aggramar has compiled a guide covering specialty respecs for all professions. We'll take a look at the basics right here for you.
The first thing you need to know about changing your profession specialty is how to drop your current spec, a spot where a surprising number of players run into a brick wall. Don't get your netherweave in a twist – it's just a technical difficulty, easily remedied. If you speak with the appropriate NPC to unlearn your specialty and select that option only to find that nothing happens, it's almost certainly an add-on conflict. Open the World of Warcraft folder on your computer and find your interface folder. Rename the whole folder with a temporary name, which disables all your add-ons. Then hop back into game and try the dialogue again; you should be back in business. (Don't forget to go back and rename your interface folder to its original name when you're done.)
Insider Trader is your weekly inside line on making, selling, buying and using player-made products.
Need more bag space? It's a completely rhetorical question for most WoW players. Blizzard's tight rein on player bag space is a perfect example of what I only somewhat jokingly refer to as WoW's "relentless tuning." And nobody feels the pinch quite so strongly as professions addicts -- crafters whose bags are full of little bits of this and that for making, well, even more of this and that.
Specialty bags to the rescue! Crafters have access to a whole host of beefier bags designed especially for holding crafting materials. These player-made bags do have some drawbacks. You can only carry one at a time on your person, and since they only hold profession-related items, they do cut down on the space you have for general inventory. You'll undoubtedly catch yourself snarling at the banker when tussling with the specifics of what items will and won't go into these bags -- but for all their prissy limitations, you'll come across some sweet surprises, too.
No discussion of specialty bags would be complete without a mention of player-made ammo bags and soul shard bags for warlocks, too. We'll include details on those containers at the end of this article.
Like many guilds, my guild has a small bracket of level 19 twinks that are set up specifically to run the Battlegrounds and do nothing else. Now I've seen some of the people in guild really go overboard with their characters, pimping them out in the best blues they can get. I've heard about them running instances in raid format so as to wipe all experience points -- just so they can get certain boss drops. I've heard all manner of things. But this one just makes me go "wha?"
According to Haetred on the official forums, since the patch people have been unable to apply the Spellthread enchant to any pair of legs lower than level 35. Now, originally his(her?) post wasn't saying "un-nerf this" - it was simply asking for consistency. If Blizzard was going to remove Spellthread's ability, then you needed to remove everyone's ability to have these in the lowbie brackets so as to avoid any potential imbalance. (We hear that word thrown around a lot in regards to PvP, really.)
As opposed to that, Nethaera came back and let the original poster know that this nerf is an unintentional bug, and that Spellthread will once again be available to people of all levels in an upcoming patch. Now I can't speak for anyone else here (and I'm sure I'm about to get torched for this, probably) but it seems to me that Spellthread and Clefthide/Cobra armor kits are becoming the new Crusader/Lifestealing of the Battlegrounds. I can't even fathom using those on a low-level character considering what kind of money I'm going through on consumables. I'd be more inclined to sell a spare one than to use it on a character that eventually will level out of that gear. (Not that I wouldn't happily take the money from someone wanting to use it on a twink, mind.)
What do you think about using Spellthread and the high-end Armor kits on Battleground twinks? Does it seem like a crazy expensive thing to do to you too, or am I just not 'l33t' enough to understand? I can't fathom spending that in the face of the cost of raid progression (well, up until now...) but maybe that's just me.
Each week, Lisa Poisso brings us Insider Trader, your inside line on making, selling, buying and using player-made products.
How can you pimp that hawt new epic if you don't know what gems and enchants exist to put in it? And once you find out what's available, how can you find a craftsperson who can do it? What used to be an excruciating hunt-and-peck process is easing up, thanks to several mods growing in popularity among crafters. These mods allow customers to whisper a tradesperson and run direct searches for specific types of products -- a direct peek into what that crafter can do for you and your gear.
First popularized by jewelcrafters and enchanters, these handy mods are now available for other trades as well. If you like to ponder the possibilities without feeling like you're tying up a crafter's time and attention, you'll love the power of running your own searches. It's all handled via /whisper, so there's no public spam and you won't bother a soul. Rifle through what's available by stats, gem color, enchanting reagents required, gem rarity and more, all via the tradesperson's mod -- you install nothing to be able to use it. It really is that simple!