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Filed under: Leatherworking

Patch 3.2: More profession changes


We've picked up some more details about professions in Patch 3.2. Some of the changes were covered a few days ago by Eliah. The notes made today elaborate more on engineering, alchemy, fishing and cooking changes.

Alchemy

  • Stackable potions now stack to 20.
  • Five new epic gem transmute recipes are available from the Northrend trainer. The recipe for transmuting a Cardinal Ruby can be learned from a quest, given by Linzy Blackbolt in Dalaran.
  • Rage potions can now be used by druids.

I have an entire guild bank tab filled with nothing but Mana Injectors. I was both saddened and delighted when I heard that potions now stack to 20. Big plus to Potion of Speed and Potion of Wild Magic since those will be stackable now. But are they going to be completely useless? Nope! Wait until you see the Engineering changes. It means I don't have to make any more injectors! New epic gem transmutes are on the way too!

More profession changes after the jump.

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Epic gems and profession changes in Patch 3.2

With all the things I'm waiting to hear about in patch 3.2, completely unforeseen news takes me by surprise. Bornakk just revealed that epic gems are coming in that patch, as well as some changes to other professions.

Jewelcrafters will be able to buy epic gem cut patterns with their Dalaran Jewelcrafter's Tokens. Raw epic gems will be available from prospecting Titanium Ore and alchemy transmutations, and will also be buyable with both honor and Emblems of Heroism.

Given that the availability of epic gems raises the value of the Blacksmithing perk (extra sockets), other professions are having their perks buffed. Details after the cut.

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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!



Time is Money: Farming for Nerubian Chitins


Kebina Trudough here, offering you the best gold making secrets they don't want you to know about! I was like you once, poor and homely, before I discovered my patented system. Now you too can fill your pockets with the good stuff without ever breaking a sweat! Why spend all your time toiling when you could be vacationing in the Hot Springs? I'm not offering these tips for 100 gold, or 90 gold, or even 50 gold! No, not even 20 gold! My system is yours for FREE! Satisfaction guaranteed or I'll give you a full refund (handling charges may apply).

Nerubian Chitins are gathered by Skinners and used by Leatherworkers, and although they show up on a number of mobs, there are only a handful of areas that are actually worth farming.

They sell for around 5g a piece, and Leatherworkers consume them in bunches from one up to 40! In fact, for several levels, the chitins provide some of the best and cheapest leveling options. On the low end, they are used for leg armor enhancement kits, and on the high end, epic gear.

Azjol-Nerub
If you can get a group to run Azjol-Nerub with you a few times, with you as the only Skinner, you'll make quite the profit. The skinnable mobs there have an average drop rate of about 25%.

In Icecrown, before you start questing...
Upon entering Icecrown, your first stop will likely be the Argent Vanguard, a mid-size outpost with several quests available to you. Before you begin these quests, or at least, before you hand in A Cold Front Approaches, start farming the mobs around the camp. Once you hand in that quest, you phase out permanently, and all of those spiders will be gone.

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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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All the World's a Stage: So you want to be a Leatherworker

This installment of All the World's a Stage is the thirty-fourth in a series of roleplaying guides in which we find out all the background information you need to roleplay a particular race or class (or profession!) well, without embarrassing yourself.

At the outset of this series on how to roleplay one's professions, Leatherworking struck me as the most difficult profession to write about, even more than skinning, herbalism, or mining. This was in spite of (and in fact maybe because of) the fact that it was the first profession I ever chose in WoW. My very first character, who was a druid, wanted to choose leatherworking in order in order to make her own armor as well as prevent the dead bodies of all those animals she had to kill during her quests from going to waste.

At that time I didn't know a whole lot about roleplaying, or how to play the game, and I knew even less about the background lore behind everything I was seeing. I originally roleplayed with my friends that my night elf had been born in Darnassus, only later to find out that would have made her about 3 years old -- a fact none of us had known, because WoW was our first exposure to the lore of Azeroth. This was actually my inspiration for writing these articles, so that our readers wouldn't have to go read pages and pages of books and websites or play old and (to me anyway) less enjoyable games.

As I played the game more and more, the leatherworking armor seemed less and less useful and seemed more and more difficult to make. I also started imagining what skinning all those animals and then stitching together parts of their dead bodies would actually feel like, and suddenly I felt more like a kind of Dr. Frankenstein than a peaceful druid. It turns out, however, that I knew as little about leatherworking back then as I did about the game itself.

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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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Time is Money: Owning your own guild bank


Kebina Trudough here, offering you the best gold making secrets they don't want you to know about! I was like you once, poor and homely, before I discovered my patented system. Now you too can fill your pockets with the good stuff without ever breaking a sweat! Why spend all your time toiling when you could be vacationing in the Hot Springs? I'm not offering these tips for 100 gold, or 90 gold, or even 50 gold! No, not even 20 gold! My system is yours for FREE! Satisfaction guaranteed or I'll give you a full refund (handling charges may apply).

A character's bank is a special place meant to store gear, consumables, novelty items and a whole mess of other things (and I do mean mess!). Because of this, many players have at least one "bank alt" which is an additional character created primarily to house and auction items.

The value of your banker's ability to store things should not be underestimated. Today, I will walk you through the steps to and costs of purchasing bank space, and show you an example of how it can be utilized to help you make gold.

Banking Costs: Guild vs. Personal
Every bank alt should purchase the first four bag slots within their own personal banks. This will cost you a total of 36g10s, and require that you purchase actual bags to place in those slots. The more slots the bags can hold, the more storage you will have.

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Arcane Brilliance: Professions for Mages, the thrilling conclusion



Each week Arcane Brilliance brings you a column about Mages and all things Mage-related. That's right, Arcane Brilliance is nothing if not consistent. You won't find any server instability here. We're never down, we're always up, and you can always enter our instanced content. And the best part? Arcane Brilliance doesn't charge you 15 bucks a month. Although, donations are totally welcome.

So how's everything? Did you make it through patch day unscathed? Did you log in, like me, and find that your Mage's face, forearms, and feet were gone, and there was a hole through his chest (pro tip: upgrade your video card drivers more than once every three years)? Are you running out of mana at an outrageous clip? Are your crit numbers from Molten Armor up or down? Did your guild manage to make it into Ulduar yet, and if so, did you manage to snag any phat loot? Did you dual spec your Mage so he can now both DPS and DPS? I went Frostfire/Firefrost, myself. When triple-specs hit, I'm taking a Frarcano-fire spec. Mark my words.

All in all, I'd say 3.1 wasn't too bad. We have some new glyphs to play with, the Argent Tournament is good, clean fun, our mounts can swim, and we have a whole new batch of loot-pinatas to blow up. Our DPS seems to be down a bit, but we're still beating Warlocks, so I'm not going to mail any angry, expletive-laced letters to Blizzard just yet. I've written them--rest assured--but I'm not yet prepared to actually invest in stamps for them. Those things are like a buck apiece these days.

So now we turn to the third and final installment in our guide to professions for Mages. If you missed them, the first two parts can be found here and here. This week we'll investigate the merits of Blacksmithing, Leatherworking, and Engineering. As an added bonus, we'll take a quick peek at the three secondary professions and enumerate the reasons for investing in them. Yes, even though you can conjure Strudel from the very air around you with but a word and a snap of your fingers, you still need to learn how to cook

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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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The Daily Quest: Of Solar Eclipses, odes to 10-mans and transforming britches to riches


We here at WoW Insider are on a Daily Quest to bring you interesting, informative and entertaining WoW-related links from around the blogosphere.
Submit a guide, post, podcast or resource for inclusion in TDQ and we'll consider it for a future post.

Lichborne: Tradeskills for Death Knights

Welcome to Lichborne, your weekly look at the world of the Death Knight, hosted by Daniel Whitcomb.

So here you are, Death Knight. Maybe you've just stepped through the Portal on your way to the Throne of King Wrynn or Thrall, or maybe you've just uncovered the truth behind Loken as you dinged 80, but either way, you're looking at the profession section of your skills tab, and you can't help but notice that it looks pretty sparse.

Of course, as a Death Knight, you're starting from zero with no shortcuts. You'll have to grind everything up from scratch, so you'll want to make sure it's worth it. Of course, you could go for the old standby: Skinning combined with Herbalism or Mining. That's not a bad idea these days, really. You get some buffs, and you can sell off the raw materials to pay for your motorcycle fund. Still, the production tradeskills have their own good bonuses. So today, we're going to look at those bonuses and see which ones just might be worth making the tradeskill grind on your Death Knight.

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Trying something different

Mania's got an excellent, if longer-than-usual post up about an issue I'm dealing with as well: the need to play, but confusion about just what to do in the game. I've pretty much done everything I want to do on my Hunter -- after a very lucky night the other week, I'm decked out in all the gear I want, I've topped off my professions, and while I do have some reps to grind out yet (I still want a few rep mounts), most everything I want just depends on dailies, and those I can finish in just a few minutes a day. But just like Mania I've still got that itch to play, to explore and advance and progress, with nowhere to go.

For Mania, the answer turned out to be going to a Death Knight -- she may discover that she's opened up a whole new world in choosing to level with a completely different class. An alt was also the answer for me, but I have a few different reasons, the first of which is Engineering -- I thought for a while, after hitting 450 Leatherworking on my (also Skinning) Hunter that I would switch to Engie and just buy all the mats, but I think it'll be more fun (and profitable) leveling up a Mining/Engineering alt. And he can always make the BoE chopper for any of my characters as well.

But while an alt is sometimes the answer, there are lots of things you can dive into to find a completely new area in the game -- try Arenas for the first time, do a Wintergrasp grind, seek out an old world reputation or title that you've always wanted. We're very lucky, in a game like this, to have lots and lots of new things to try even when it seems like we've done everything we want.

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.

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