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Insider Trader: Patch 3.2 updates and Engineering analysis

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

Over the past few weeks, Insider Trader has been discussing and analyzing the changes to professions set to go live with patch 3.2:
This week's column will be devoted to updating you on some of the newer changes, clarifying as many details as possible, and analyzing some of those juicy Engineering changes.

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Insider Trader: Patch 3.2 Q&A

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

Patch 3.2 has been shaping up to be a welcome event for professions in World of Warcraft. Soon, we will all have access to the next "tier" of gems and profession-unique buffs.

This week, I will be devoting the column space to answering some reader questions. Pre-patch notes and Public Test Realm data can often create confusion, especially when we know that anything could change before we ever see it live.

At the very end, I have included a bit of a spoiler, although I attempted to keep the details to a minimum and the wild speculation to a maximum.

Are the new flasks for Alchemists only? - Joemama
The new flask is called Flask of the North and can only be used by Alchemists with a skill of at least 400. This flask is clearly inferior to the Wrath raiding flasks because it is meant to be used in arenas. While it should give you a bit of a boost, Blizzard does not want everyone suddenly becoming Alchemists in order to compete.

Of course, if you play the game primarily for arena, then you might consider switching if you haven't already.

The most exciting changes for Alchemists will likely be the new epic gem transmutes and the fact that potions will stack to 20.

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Insider Trader: Patch 3.2 profession change analysis


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

Over the past few days, some upcoming professions changes for Patch 3.2 have been announced, and although they are not as detailed as they could be, several of the changes will have quite an impact.

First and foremost, every profession-specific buff is being upgraded. This includes an Enchanter's ability to enhance their own rings, a Leatherworker's bracer enchants, and more. For a complete list of the current profession bonuses, check out Insider Trader's guide to Profession-Specific Buffs, parts one through three.

These buffs also answer some of the concerns surrounding the upcoming Jewelcrafting nerf that epic gems might be introduced without a buff to the Dragon's Eyes, which, in combination with the fact that these gems will no longer be prismatic, would effectively squash the Jewelcrafting bonus.

Jewelcrafters will also do well to note that they will be able to acquire epic gems by prospecting Titanium. Combined with a Blacksmith's two extra prismatic sockets, this powerful duo is one of the most popular profession combinations.

In addition, Engineers will be seeing some welcome changes to their profession that may make it more appealing. Unfortunately, some of the details have not been made public, so the competitiveness of their self buffs, for example, remains to be seen.

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Insider Trader: Profession-specific buffs part 2


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

Last week, Insider Trader discussed the profession-only bonuses associated with Inscription, Jewelcrafting and Enchanting. This week, I'm going to walk you through the rest of them, and include a final summary and comparison at the end.

Tailoring Perks

Tailors have the ability to enchant their own cloaks. Other players can get cloak enchants from Enchanters, although the Tailoring ones are superior in many cases.
  • Darkglow Embroidery: Chance to restore 300 mana on spell cast. There seems to be a 60 second internal cooldown, with a proc rate of 35%, which is equal to 25 mp5.
  • Lightweave Embroidery: Chance on spell cast to increase your spellpower by 250 for 15 seconds.
  • Swordguard Embroidery: Chance for melee and ranged attacks to sometimes increase your attack power by 300 for 15 seconds.
There seems to be a 45 second internal cooldown on Lightweave and Swordguard, meaning that for 15 seconds out of every 45 seconds (+, if you don't proc it on the next hit, but they do seem to proc within a hit or three), you have the effect. This averages out to 83 SP, and 100 AP respectively, in ideal conditions. Depending on your luck with procs, the average decreases the longer it takes you to proc it again.

For example, after 45 seconds, each spell has a chance to proc the effect. If you managed it at the 50 second mark, the average becomes +75 SP.

Casters who are not Tailors can currently choose between Enchant Cloak - Wisdom and Enchant Cloak - Greater Speed.

Wisdom grants you a measly 10 spirit, as well as a now obsolete 2% threat reduction. The +23 haste rating is nice, but provides neither mana nor spellpower.

Enchant Cloak - Major Agility grants you +22 agility to cloak. Agility is inefficient to everyone except rogues, hunters, shamans and druid cats, who would get +22 AP from it as well as the crit/dodge/armor. In terms of attack power alone, the Swordguard enchant is the clear winner.

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Insider Trader: Profession-specific buffs part 3

Mining
Miners are given Toughness, an ability that at max rank, awards +50 stamina. This is a lovely bonus for tanks! A tank's talents will take this well beyond +500 hp, and stamina is also multiplied by buffs and talents such as Blessing of Kings (and not all stats are). This is also going to be helpful in PvP, where stamina is especially important.

Herbalism
Herbalists get Lifeblood, a self-heal, that at max rank, awards +2000 HP over 5 seconds on a 3 minute cooldown. This can be used in or out of combat, and the spell effect entails flowers sprouting up from the ground all around the character.

It is difficult to gauge the actual benefit of this ability across classes and in different situations. In the last few seconds of a close fight, where it is you or them, even a small boost in HP could bump you up to victory. Then again, tanks benefit more from stamina due to talents that factor in your total stamina to then award you with extra stamina (Sacred Duty), increased power (Touched by the Light), and other benefits. It is also difficult to say whether an extra boost in damage might also be worth more than this small heal in a tough spot.

Almost all classes find this ability helpful while leveling and soloing. Raiders will often use it to top themselves off or buy some time until their next heal.

Skinning
Skinners become Masters of Anatomy, and gain 32 critical strike rating, which is equal to 0.70% crit. This is especially useful to classes who have talents that boost stats based on your crit rating, increase your crit by a %, or where your crit rating actually grants you other stats, such as mana for holy paladins.

The Skinning and Mining bonuses equate to about 2 gems worth of stats, and Lifeblood is all about how you use it.

Conclusion and Comparison
As you can see, for most of the professions, the benefits and stat increases are approximately equal. Let's use spell power to demonstrate this:
  • JC: +39.
  • Enchanting: +38.
  • Inscription: +37.
  • Tailoring: 250 SP for 15 seconds of every 45 seconds+. This averages to +83 SP in ideal conditions (meaning, it procs on your next heal after the cooldown is up). In fact, it will likely always be under, though somewhat near, this ideal. A more realistic average is +75 SP.
  • LW: +37.
  • Blacksmithing: +38.
  • Engineers: +18 and a parachute.
  • Alchemy: +37.
As you can see, the profession bonuses are basically equivalent, and this is true across each stat. There are some exceptions. As I noted earlier, the Engineering enchants are not only meant to increase your stats, but also combine your gadgets, absorbing them into your everyday armor. Without this absorption, the only way to use them would be to take off your super special raiding/PvP gear in favor of a piece of gear or trinket that you carry around for special occasions. Because of this convenience, they seem to eat up itemization points.

Still, there are several that are still worth taking, even over other options available for that slot. The Tailoring enchant noted above is currently being debated as OP, and may be subject to tweaking in the future. It is also worth noting that because this is a passive proc, it is not always going to be utilized. You might proc it near the end of a fight, for example, or when you're topping someone off between pulls, and waste most of the added spell power.
Each week, Insider Trader takes you behind the scenes of the bustling sub-culture of professional craftsmen, examining the profitable, the tragically lacking, and the methods behind the madness. Check out part 1 of this Guide to Profession-Specific Buffs!



Insider Trader: Your guide to profession-specific buffs

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

The World of Warcraft's second expansion pack, Wrath of the Lich King, changed the way that we players, as tradespeople, view professions and altered the reasoning behind our choices to pursue them.

The driving factor behind this change was Blizzard's commitment to make each profession seem beneficial and dare I say, fun, to any player, regardless of class. While we did see some changes in this direction in The Burning Crusade, such as an Enchanter's singular ability to enchant his/her own rings, this new vision for trades really hit its stride in Wrath.

To accomplish this, Blizzard shifted focus away from bind on pick-up gear and added self-buffs and self-enchants, as well as some other incentives, to give players more choice.

It used to be, for example, that PvP characters would take Engineering. Leather and 40+ mail-wearers would take Skinning to feed their Leatherworking. Tailors would take Enchanting because it allowed them to recoup some of the costs of crafting gear, and so on.

In essence, we could choose between fun, PvP, gold-making, and the best gear. Now, we can purchase gear from the gear-crafters, and be free to pursue something else, should we wish.

Today, Insider Trader is going to break down the incentives offered by each profession to help you choose what is right for you. Rather than focusing on fun items, I will be addressing stat bonuses.

The purpose of this guide is not to tell you what you need to take in order to be the best raider, or make the most money, or have an edge in PvP, but rather to gather the information to one place and present it for your consideration.

Don't forget to read through the comments section at the end of this article, as there are sure to be tips and stories from our readers!

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Insider Trader: Farming recipes in Northrend


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

This week, Insider Trader will be listing the locations and mobs that will drop recipes to help you complete your collection and expand your knowledge to boost sales.

Because this list is meant to be a reference for planning out your next farming expedition, I will not be including "world drops" that can drop from nearly any mob in a given zone or from a specific level of mobs across zones.

Ulduar
There are several epic crafting recipes that will drop in Ulduar. They have a chance to drop from each of the bosses on Heroic mode (25-man), although 10-man groups can also acquire them by downing the bosses on Hard mode.

Currently, there are two Enchanting formulas, six Blacksmithing plans, eight Leatherworking patterns and four Tailoring patterns that fall under this category.

Given Ulduar's close associations with Engineering, many people have been quite vocal about the lack of schematics in the dungeon, although many of the mobs can be harvested for parts and vendor junk.

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Insider Trader: Jewelcrafting nerf incoming

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

Bornakk just announced on the forums that Jewelcrafters are about to see a new nerf, and as a result, people are already beginning to weigh the benefits of switching to a different profession for min-maxing, or working out how they are going to re-itemize their gear.

Bornakk:
In the next major content patch we will be removing the prismatic quality of the jewelcrafter-only Dragon's Eye gems. Like other gems, they will have to match the socket color to receive a socket bonus. When this change occurs, players with qualifying jewelcrafting skill will be provided a yet to be determined amount of Dalaran Jewelecrafter Tokens as compensation.

This probably won't be enough to entice players to drop the profession, but it is a bit of a blow. Stratfu points out that because Mage T8 is equipped primarily with yellow and blue sockets, the only way to actually meet socket bonus requirements will be to use sub-par gems.

The JC-only Runed Dragon's Eye offers +32 spell power, and currently fits into any socket, conforming to meet the necessary color requirements. This is compared to the +19 spell power that the rest of us folks get from Runed Scarlet Rubies. While Jewelcrafters will still be able to use these gems, they won't be able to stick them just anywhere.

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Insider Trader: Assessing the gear-crafting trades


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

In the World of Warcraft, there are three types of craftspeople: those that gather, those that enhance, and those that create gear. They are not mutually exclusive. For example, Scribes can create off-hand weaponry in addition to glyphs and Jewelcrafters can prospect gems from raw materials.

Gathering professions are known to be money-makers, and in addition, when asked, many players will also list the enhancement professions as well:
  • Inscription, although it is currently suffering from a lack of demand created by the introduction of dual-specs with patch 3.1.
  • Jewelcrafting is on the list, not because of its ability to create gear such as rings, but mainly because of the Prospecting and gems, cut or raw.
  • Enchanting is often stated, not only because of the enchants that can be created and even auctioned, but also because of the Disenchanting ability.
To balance this out, one would assume that the gear-crafting professions of Leatherworking, Tailoring and Blacksmithing must be incredibly useful, if not lucrative. Unfortunately, this is not necessarily the case. This week, Insider Trader will be discussing the state of these professions. For a similar assessment of Engineering, check out The state of Engineering in 3.1.

I am especially interested in reader input and brainstorming, so don't forget to read through the comments section at the end of the article!

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Insider Trader: Evolution of Fishing

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

Patch 3.1 brought many welcome changes to the Fishing profession, including a Turtle mount and new Fishing daily quests.

These not only add incentives to go out and fish, they also make doing a little fishing each day easier.

Of course, players can never have enough improvements, and still have many gripes about the way that the profession works.

This week, I will be discussing different perspectives on the activity, as well as the challenges that Blizzard faces when considering which changes to make, and which feedback to tackle.

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Insider Trader: The patch 3.1 glyph market


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

If you are a Scribe who has not yet stepped into the glyph market since patch 3.1 went live on Tuesday, April 14th, then you'd better hustle!

As we discussed pre-patch, the glyph market is undergoing a radical shift. For a limited time, perhaps very limited, it is soaring to epic heights. Unfortunately, this will not last, and I expect the market to take a sobering downturn in the next couple of weeks.

This upswing is also affecting related markets, such as those for inks and herbs, and although we will likely see a bit of a price crash once the glyph market deteriorates, these should stabilize relatively quickly.

Today, I will be reviewing why and how the glyph market is changing, and make some predictions for the future. I will also discuss how you can earn some of this post-patch wealth, as well as ways to continue making some profit even after the demand for glyphs drops. I will also be pointing you to some interesting stories around the web of how other Scribes are cashing in this week!

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Insider Trader: All about patch 3.1

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

This week Insider Trader will be discussing everything craftspeople need to know about patch 3.1. By the end of this article, you will know what you should be doing to prepare for patch day, what will be changing, and how the community is reacting to these changes.

I have been covering these topics to the best of my abilities as information has been released and altered over the weeks, but as we draw closer to patch day, the post-patch scene is becoming increasingly easy to visualize.

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Insider Trader: All about flasks in 3.1


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

Patch 3.1, for all of its grand changes, has also dedicated itself to imposing smaller tweaks aimed at making some mechanics more convenient, logical, and fair.

The application of applying a glyph is one of the latest in a line of positive changes that we'll be seeing on patch day. While the old (current) process is an annoying charming ritual, the new method is better for the Azerothian on the go.

Currently, applying a glyph requires that the player be standing in front of a Lexicon of Power, usually found in main cities. With patch 3.1, this will change, and we will be able to re-glyph at will.

This means that if you asked your buddy to hook you up for the raid that night, and it arrives in the mail a few minutes before go time, you can just switch it in without having to hearth and be re-summoned. Heck, I'll just be happy to be able to do it from the mailbox rather than having to ride through the city!

While some may complain that this makes the process less special, it might be wise to consider the glyphing change that is accompanying dual specs. Once we glyph our main and off-spec, we will not need to glyph again unless we change our minds on which glyph we want, or spec to our third spec.

The only hitch is that you cannot switch them during combat, in Arenas, or in Battlegrounds once the fight has started, which sounds perfectly reasonable to me.

Another major, and welcome change, relates to flasks, which brings us to our topic of the week. I will be addressing the new mechanics of flask creation, and discussing the benefits of the new system.

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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.

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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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