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Transcendents.org | World of Warcraft | Guides & Tactics (Moderator: jazzy) | Burning Crusade: Alchemy 0 Members and 1 Guest are viewing this topic. « previous next »
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Author Topic: Burning Crusade: Alchemy  (Read 3382 times)
ketzel
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Re: Burning Crusade: Alchemy
« Reply #30 on: April 11, 2007, 12:02:16 pm »

oh, btw, Microtech is Potions specialized. This means that he has a chance to make 2-5 more pots then supplied ingredients for, for all Outlands "Potions" recipes. If you have a bunch of herbs purchased or farmed for Super Mana or Super Healing potions, send them and the required Imbued Vials to Microtech and we'll make them up for you and send you any extras that get produced.

This only works for recipes that say "Potion" in them, and that require Imbued Vials. Please remember to send the vials.

Recipes that this will work for:
Super Healing Potion
Super Mana Potion
Major Dreamless Sleep Potion
Sneaking Potion

(sadly, won't work on any of the old world protection pots. We'll work on getting some of the new world protection pots that require Primals.)
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ketzel
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Re: Burning Crusade: Alchemy
« Reply #31 on: April 11, 2007, 01:11:02 pm »

Blue post today:
( http://forums.worldofwarcraft.com/thread.html?topicId=94161512&postId=940234401&sid=1#0 )

    * . Alchemy: Elixirs Change 04/11/07  |  04/11/2007 09:58:56 AM PDT

      quote reply

In an upcoming patch we will be changing the way elixirs function, allowing a player to only have two elixirs on them at any one time. The change will allow you to use one offensive elixir, and one defensive elixir. All elixirs will be set into one of these two categories. This also means that although elixirs of the same type cannot be used at the same time, they will now stack with class buffs.

We’re making this change for a number of reasons.


    * By allowing players to use any number of elixirs it was necessary that we balance raid and dungeon encounters with the idea that all players in the group had the potential of having all available elixirs on them. In many cases this resulted in the spectrum of elixirs being necessary for dungeon and raid attempts as they were balanced to be more difficult. This put a large strain on guild alchemists and their need of materials for the elixirs they would then distribute throughout the guild. With fewer elixirs being allowed, fewer elixirs will be expected on raids, and less herb and material collection will be needed when attempting raid or dungeon encounters. In turn this change allows us to design and balance encounters around it, keeping the difficulty in line with a clearer limitation of what each group member has at their disposal.

    * Since the number of elixirs is now limited, we can also now allow them to stack with class buffs, so intellect elixirs will actually matter since they will now stack with arcane intellect. As mentioned previously we’ll be introducing some new recipes that would have simply been left unused before as they wouldn’t have been allowed to stack with class buffs.

    * We’ve seen many requests for new recipes, and to some extent it was necessary that we limit how and when we introduce new recipes as any new elixir added in-turn resulted in a potential power increase for every member of a raid or group. With the number of elixirs on any one player now limited we can add more recipes than we would have been able to in the past.

    * Flasks will work in this new system by taking up both the offensive and defensive elixir slots. We of course recognize this as a reduction of total effect of flasks, but as mentioned we will be balancing to take into account the use of a single flask on each player in an encounter.

    * Potions (rather than elixirs) will not be affected at all by this system.

This change will generally not impact solo players who currently already only use one or two elixirs at a time, but will certainly be a restriction for players who tend to use a lot of elixirs simultaneously. In the case of raid and small group parties the change is a clear benefit. The need for herbs and materials, and thus the strain on a guild or individual alchemist to collect these items is lowered substantially, in combination with the encounters being tuned with the limitation in mind. This change to elixirs and flasks also allows us to improve and expand the alchemy profession in new ways, and removes the need to design and balance encounters around the potential use of all possible elixirs. We’re currently planning to implement this change in a future patch and we’ll release further details as well as information on the new recipes as soon as we’re able.
« Last Edit: April 11, 2007, 01:19:59 pm by ketzel » Logged

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Re: Burning Crusade: Alchemy
« Reply #32 on: April 11, 2007, 01:22:50 pm »

Wow, thanks for that heads up. Glad I'm not used to putting more than a couple pots up as it stands now, so things should get easier... and I'm curious to see what else they add that they couldn't before.
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Re: Burning Crusade: Alchemy
« Reply #33 on: April 18, 2007, 07:44:43 am »

Some more info on the Alchemy changes from worldofraids.com



After the comming patch, Elixirs will be seperated into 2 groups. Guardian Elixirs, and Battle Elixirs.
Currently the TBC Elixirs sit in the groups like this: (FLASKS TAKE UP BOTH SLOTS)


Battle elixirs:
Elixir of Major Shadow Power
Fel Strength Elixir
Elixir of Major Agility
Elixir of Major Fire Power
Elixir of Major Frost Power
Elixir of Mastery
Elixir of Healing Power
Elixir of Major Strength
Adept's Elixir
Onslaught Elixir

Guardian elixirs:
Elixir of Major Mageblood
Elixir of Major Defense
Elixir of Draenic Wisdom
Earthen Elixir
Elixir of Major Fortitude
Elixir of Ironskin

The herb cost (and the vial cost) for all elixirs have been reduced, however, so has the effect, e.g. Fel Strength Elixir changed to 90 AP down from 120.
There are also 4 new Elixirs waiting to be learned, from trainers and also from CE rep and Nagrand rep:


Elixir of the Ironskin
Increases resilience rating by 30 for 1 hour. Guardian Elixir.
Requires Ancient Lichen, Ragveil, Imbued Vial

Elixir of Major Fortitude
Increases your maximum health by 250 and restores 10 health every 5 seconds for 1 hour. Guardian Elixir.
Requires 2 Ragveil, Felweed, Imbued Vial

Elixir of Draenic Wisdom
Increases Intellect and Spirit by 30 for 1 hour. Guardian Elixir
Requires Felweed, Terrocone, Imbued Vial

Earthen Elixir
Prevents up to 20 damage done by a physical or magical attack for 1 hour. Guardian Elixir
Requires Dreaming Glory, Ragveil, Imbued Vial


Flasks have also been changed. All Flasks have had their herb cost reduced, and also their effect, so they are easier to get but less powerful.
Here is a list of the what the new flasks will look like:


- Flask of Fortification 500 HP and 10 Defense Rating
- Flask of Mighty Restoration 25 MP / 5sec
- Flask of Relentless Assault 120 AP
- Flask of Arcane Fortification 35 Arcane Resist 20 HP / 5sec
- Flask of Shadow Fortification 35 Arcane Resist 20 HP / 5sec
- Flask of Titans 400 HP
- Distilled Wisdom 65 Intellect
- Supreme Power 70 Spell Damage
- Chromatic Resistance 25 Resist All

And here is one example of what the material cost is for these new flasks:

Flask of Might Restoration - Patch 2.1
Regenerate 25 mana per 5 sec for two hours.
Dreaming Glory x7
Mana Thistle x3
Fel Lotus x1

Another example is the Flask of Supreme Power, which only need 7 Dreamfoil and 3 Icecap.

Because people will be using flasks more often, the drop rates for Fel Lotus AND the spawn points for Black Lotus, have been increased. (Fel Lotus will now drop 15% of the time)

There are also new Zone Specific Flasks, these are flasks that can only be used when for example, you are inside Gruuls lair. Here are some of the flasks availible for Gruuls Lair:


Unstable Flask of the Bandit +20 Agi +40 AP +30 Sta
Unstable Flask of the Beasts +20 Agi +20 Str +30 Sta
Unstable Flask of the Elder +20 Int +8 MP5 +30 Sta
Unstable Flask of the Physician +20 Int +44 Healing +30 Sta
Unstable Flask of the Soldier +20 Crit Rating +20 Str +30 Sta
Unstable Flask of the Sorcerer +20 Int +23 Spl Dmg +30 Sta

Although there is no information about how these new flasks are obtained, there is further information which says items like Coilfang Armaments will lplay a role in getting these new flasks, and zone specific Potions.
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Re: Burning Crusade: Alchemy
« Reply #34 on: April 18, 2007, 08:31:40 am »

Ugh.  I've got to say I'm not too big a fan of these changes.
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Re: Burning Crusade: Alchemy
« Reply #35 on: April 18, 2007, 08:44:45 am »

On a good note, the instances should get easier because they tuned them with the thought people would have a lot of elixirs up and running. Since i am used to using one, maybe two, it's not that huge of an impact.. but for those of us out there that use a bunch, I agree, this kinda sucks.

The flasks no longer seem very special, just double versions of an elixir that takes up both elixir slots. But they last through death and take few ingredients, so they will be worthwhile to use now on a more frequent basis. Flask of Relentless Assault is now 120 AP will replace my Fel Strength pot which got gimped to 90 ap. Ah well. Just need to discover how to make it.

Going to have to re-evaluate what I carry on me now.
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Re: Burning Crusade: Alchemy
« Reply #36 on: April 18, 2007, 10:33:40 am »

Just as I was trying to learn about potions, they're changing them?  *sighs* i just can't win.  Regardless I leveled up herbing yesterday to 375 so if you're looking for some herbs, I may be able to help you out (no guarantees cuz I apparently have no idea what's going on - but i will try).

Evelina
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