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Posts with tag enchants

Buying your way through raid content

There's a new game in town, and Artirius of the Aerie Peak server has noticed it, and admittedly, so have I. With attunements gone, it is now possible for any level 70 to go in and see tier 5 and 6 content whenever they want. Of course, they don't generally have a prayer of actually downing bosses unless they have 20-24 well geared people to help them out.

That's where gold comes in. With a few thousand gold, you can buy your way into a tier 6 group that doesn't need the tier 6 armor and go along for the ride. A few hours later, you come out on the other end with Illidan dead and a few shiny new drops, even if you've never set foot in Karazhan.

It's not just people trying to buy these slots in the trade channel either. As Artirius observes, many raid groups are actively soliciting for buyers for their raid slots. On my own server, one Horde group is trading tier 6 runs for large quantities of certain herbs, promising that all but a few select drops will go to the people who buy their slots with stacks of Netherbloom and Ghost Mushrooms.

So what's causing this?

Continue reading Buying your way through raid content

Ask WoW Insider: When to gem and enchant?


Welcome to today's edition of Ask WoW Insider, in which we publish your questions for dissection by the peanut gallery -- now with extra snark and commentary by one of our writers. This week Greta writes in:

Hi! After nearly two years of fiddling around with far too many alts, I finally got a rogue to 70. I'm working on gearing to be able to do heroics and maybe some of Kara with friends before Wrath comes out. My question is this: at what point is it worth it to drop money on nice gems and enchants? I'm mostly still in quest rewards and I'm still saving for my epic flyer, so I'm somewhat loath to drop the gold just yet. At the same time, I want to be a solid addition to my group and I know that maximizing gear is part of that. Any advice on when this is a practical expense?

Thanks,
Greta

Continue reading Ask WoW Insider: When to gem and enchant?

Trading mount trinkets for mount enchants

As Eliah reported in the undocumented changes post yesterday, MMO Champ has done a little searching through the PTR files, and come up with some interesting changes to mount speed items. According to the code found yesterday, Blizzard was trying to change items like Carrot on a Stick and the Riding Crop to mount enchants (like the Shoulder or Head enchants available from many places for rep) so that they simply enchanted a mount with a faster speed rather than taking up a trinket slot. Sounds like a great way to cut down on trinket space, right?

Not so fast -- (ha! get it? "fast"?) as Dariusmdev points out, this would actually mean that you'd have to buy even more Riding Crops, probably even throwing up the price on the servers. Because instead of getting one mount trinket and using it for all your mounts, you'd have to get one enchant per mount that you have. Good news for Leatherworkers if the change goes through, not so good for people who like to use a lot of mounts.

Which may be why Blizzard may have decided against the change at all -- according to Eliah, this change isn't actually implemented on the PTRs yet. So mount enchants are only in the code for now, and not actually available in the game. But it does show that the folks at Blizzard are actively trying to come with ways to help us handle trinket management, and that's definitely appreciated.

The Light and How to Swing It: Holy paladin gear enchants, part 1


A few months back, I did a rogue column on how rogues can enhance their gear with enchantments, gems, armor kits and the like. Well, it's time for paladins to get a similar guide -- in three different forms! Yes, since paladins have three main specs for three different roles, they need some wildly different enchantments. Today, we'll look at above-the-belt enhancements for a regular ol' endgame healing paladin, soon to be followed by prot and ret recommendations. (Shockadins, just grab the caster junk like usual.)

Head

Glyph of Renewal: This item, available for 90g once you get revered with Honor Hold or Thrallmar, gives you a one-time boost to your head item's healing and mp/5. Revered with HH/Thrall isn't too hard, and you need all the mp/5 you can get, so pick this up if you're planning on any serious healing. 10/10 PVE, 7/10 PVP.

Glyph of the Gladiator: On the other hand, if you're the arena type and find yourself a bit lacking in the two key PVP stats, you might want to pick up this stam/resil item from revered with Shattered Sun Offensive. It's pretty useless for PVE, though, so save it for your _____ Gladiator's set piece. 3/10 PVE, 9/10 PVP.

Continue reading The Light and How to Swing It: Holy paladin gear enchants, part 1

The Art of War(craft): Twinkage part II


Last week, we discussed the matter of twinks and PvP. In many occasions, twinks exist purely to PvP, dominating lower-bracket Battlegrounds with their über-gear. In fact, there is no shortage of twink complaint threads on the World of Warcraft forums. Whatever one might feel about twinks, it's an ongoing phenomenon that shows no signs of letting up. I'm not a big fan of twinkage myself, but it's such a distinct subset of the PvP crowd that I feel compelled to write about it. Twice. Oh, and for the record, I am quite aware that 'twink' is a homosexual slang term. I prefer to think of the Hostess snack, though.

So here we go, the second part of our look at twink PvP. Last week we discussed an overview of the potential items that twinks can obtain... I didn't make a comprehensive list since that's a considerable task. I did, however, give some pointers in the right direction. Considering that Resilience does not exist in lower level PvP, the key stat is Stamina, so get gear with loads of it. There are also ways to improve on gear, particularly using permanent item enchants. The most notorious of these is probably the Nethercleft Leg Armor, which requires Level 60 to apply, but has no item restriction. It might cost a bit of gold because it requires Primal Nether to craft, but the +40 Stamina is well worth it for twinks. Patch 2.4 also promises removing binding on nethers, which may or may not lower prices. For casters, the tailoring equivalents of Golden and Runic Spellthreads are also good investments, despite the 20 stamina hit.

Continue reading The Art of War(craft): Twinkage part II

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

Enchants on the AH in WotLK

On the French-language EU forums, Blizzard poster Thyvene gives enchanters a hint of news on something they've been wanting for a long time: the abilitity to sell their enchants on the auction house. For those of you attempting to confirm on the site, but failing your language skill check, Thyvene's comments approximately translate to:

The developers plan to give to enchanters the possibility to sell their enchantments at the auction house, nevertheless this shouldn't be implemented into the game before the next expansion, Wrath of the Lich King.

Of course, without knowing an official release date for Wrath of the Lich King, this change could still be a year off. However, I'm certainly looking forward to a time when my enchanter won't have to stand around in a major city spamming macros in oder to market and sell my wares.

[Thanks, Boubouille!]

2.1 PTR changes to PvP gems, Mongoose


Curse has the news that the 2.1 PTR has been updated, and the biggest change is that Spellfire and Frozen Shadoweave cloth armor has been tweaked a bit. Basically, they've nerfed the spell damage, but they gave a nice buff to the stats on each piece (you can see a piece of each above, and MMO-Champion has deets on all the changes). Doesn't seen like too bad a nerf to me, but I don't play a mage that can actually make this stuff-- if you're unhappy, feel free to register your rage in the comments below.

PvP epic gems have had their honor costs reduced, so if you're saving up points for an Inscribed Ornate Topaz, you'll be happy to hear that it now only costs 10k honor points (and the disappointment of only one of your children when you're too busy PvPing to go play catch with them in this Spring weather).

And finally, the Mongoose enchant (which adds a chance-on-hit agility and attack speed buff) has had its look changed. Video of the new, really strange, spiky look after the jump. The old one was apparently too glowsticky. RAVE ON!

Update: Apparently word from Eyonix on the forums is that the changes will be reverted before 2.1 goes live (thanks, Greg!)

Continue reading 2.1 PTR changes to PvP gems, Mongoose

Rolling Restarts on US Realms Tonight

Well, they may have already happened on your realm, but starting at 4:38PM PDT rolling restarts began across all US realms. The restarts were apparently necessary to hotfix an issue with enchantments and items vanishing from players' inventories that was mentioned earlier. There's still no details on exactly what the issue with enchantments was, but it would have been serious to merit prime-time restarts...


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