Rank 2 Demonsteel blacksmith recipes?
I can't seem to find any of these. The blacksmithing window says "Quest: Demonsteel Armguards Zone: Highmountain" (for example). I went up to the blacksmithing camp and...nothing. Other professions you buy the recipes from Dalaran, but of course things always have to be cryptic in this game. If I have to wait for a random world quest to spawn to learn these I shall become most annoyed! It would take AGES to learn all of them, and having to craft a rank 1 armor piece to learn the rank 2 recipe would be seriously draining on my (not very large) reserves. The materials required for most rank 1 crafts are ludicrous to say the least, considering how rare felslate in particular is. 110 felslate to make ONE armguard? Wow, smoked some serious dope at Blizz HQ when they thought that one up! (The 80 scales is less of an issue, at least if you got a skinner alt, which I do. I wouldn't want to have to buy all this stuff from the AH though...) I've now resorted to picking herbs for blood of sargeras, and then buying ore from the blood vendor, just because mining is such a damn waste of time. Ok, rant over. :D1
Make profession great again
The main reson I loved the new artifact weapon, because instead of farming a new wardrobe over and over again, you recieved your weapon, and you worked for it to make it better. I can imagine it freed up a lot of developing time, and a team could focus on something else. In the future I would love to see, that every item a character could wear would be made by professions, and upgraded by profession, and the materials would be farmed by the players. Instead of "look, a giant snakemonster jost dropped the size of epic shoe what I always wanted" would be: "your scale will be the perfect swordpolisher" How the system would work: Tailors, leatherworkers and blacksmiths would create an item with a basic ilvl with armor and stamina. Every end content goal (boss, chests, pvp rank) would give somethoing like a valor badge or AP item (100% droprate) to raise the maximum ilvl of the item. Than a token to raise the actual ilvl of the item. These key materials would be BoP, and the professions would make a DIY kit to make it active. Gathering professions could farm the usual way to get the materials for theese DIY kits. But this would be only an uncommon, now you need to make it rare and above. The only stat on the item would be armor and stamina. We have Jewelcarafters to give the 2 ring and necks With gems they can supply primary stats: agi, str, int. Yes... everything would need a gem or 3 gemslot if somebody want the item for multiple specs. If you are lucky that your secondary spec needs the same secondary stat, the 2nd and 3rd gemslot would be really expensive. Enchanters to give the secondary stats: versa, haste, crit, mastery. The materials from bosses could be used for certain stat. Engeneers with trinkets and extra "use for" features. Inscribers extra runes that could give proc chance for something. Every content would be usefull and leveling characters/alts would have their job, because you need the basic material to get the expensions basic item and need the next content tier to reach. Foe rxample a hc key material would have a restriction: "only usable on item with ilvl x-y" No skipping. You shouldnt get an end content gear straight away. Apart of the key material everything should be really common, so the prices wouldnt be skyhigh. Yes... characters this way could create their own min-maxed stats, but the key materials would be hard to get. Like the actual item itself. And lets face it... hardcore gamers minmaxing their wardrobe anyway. And a patchnote would actually keep the market boiling. Another positive thing with this system the numbers could be squished again. New items, new formula. 3 digit dps again instead of quadrillion boss hp-s and 3million dmg autoattack. (the bosses are designed to be dead in 6-10 min anyway)4
Sorry, I'm not going to do that!
So. Got my main to 110, leather working in progress. Hmm. Have to run a couple of dungeons to progress leatherworking, wtf. ok do them, I don't want to, but will to try progress. Next up comes the herby and Alchemist. Then it becomes a WTF. Every time I want to learn something new I have to run a Dungeon or two with optional bosses just to get the next recipe! I've no problem with special recipes, that special transmog or bis gear being behind dungeons/raids but basic progression. Nah. I'm not going to do that. All my crafters are now just going to be gatherers. If there is no other option but having to run dungeons to progress, then, sorry but I'm not going to do that! Just over a month in and getting groups to do the profession quests is ridicules, heaven knows what its going to be like in a few months time when other alts are coming through. I'll sell the raw mats to be able to buy gear/pots instead. Not salty about it, but goodness me this is the first time that basic progression has been gated behind dungeons and raids. Blizzard need to give us another way to do things, make hard and grindy for all I care, but I don't want to run Dungeons with the mostly toxic people who yell if you are a fraction of second late firing off an attack. Good for those that got there early, poor for those of us that travel rater slower.20
Underwater Archaeology at Darkmoon Island
Hi, i'm playing WoW for a while now and have some twinks by my side. I liked the idea of the darkmoon fairy from the beginning and also make good use of the chance to push the professions. But i think it is a litte unfair, that you can do the profession quests on the island with little (vendor outside of the portal for reagents) to no effort for all professions, except archaeology. Since the island is already packed with stuff, maybe you could design a litte ruin area near the shore with an underwater digsite. Maybe you could find darkmoon artifacts that lead to the thousends of years of history of the fairy. And you could find things that lets you breath und swim underwater to dig better an faster, like the hozen helm on timeless island or a shark-submarine (that you can try out in the new underwater racetrack). Maybe you could also do underwater digsites around azeroth( the broken isles or the nightelven an troll areas,...). And the things you dig up at darkmoon can also be used there. I think this would make archaeology more interesting. Or, we could just dig in dirtpiles near the animalcages. That would also go. But please just make it without the external digging part. Thanks for the replies that hopefully come. PS: a spellchecker would be cool when you write threads, because, you know, there are even videos on the frontpage ;-)4
Why do some professions need mythic dungeons
I've been progressing: - blacksmithing - jewelcrafting - enchanting - tailoring - skinning - leatherworking across multiple characters. Most of these are either completely finished or very close to the last quest. Right now, i'm doing engineering, and suddenly it wants me to go to Court of Stars. Why is this? Where is the logic in having SOME (but not all) professions have the suramar dungeon requirements to progress? It takes a fair amount of time to even unlock them (thank god that's fixed for 7.1), but you actually need 830-835+ ilvl gear to do the dungeon itself since these are mythic mode only. While for other professions, normal/heroic modes and an ilvl of 810+ is enough. I can't wrap my head around it, and apparently the same engineering profession needs you to do the other dungeon (arcway) later as well.26
Mining (rank 3 nonexistent?) and Bloods rate
Hello fellow miners, i would like to bring something to your attention. The mining rank 3 patterns and the droprate on bloods of sargeras. Now i remember being stated that bloods of sargeras would mainly drop from gathering professions such as mining, herbalism, skinning, but not only from those. You could also receive them trough world quests and for example dungeon bosses. Now i've been mining for quite some time over the days since launch, it has come to my attention that the amount of bloods i have mined so far can be counted on one hand, while friends with other gathering professions seem to have very good droprates. I see skinners running with me in Dark Thicket (Dungeon) and receive around 4-5 bloods per run, in addition to what the bosses also drop. It has gotten to such an extent that i had to conclude that running random dungeons supplies me with more bloods, then spending all these hours mining. This can't be right, can it? Anyone else experiencing this? Obviously the problem could be that my mining isnt rank 3, and thats the next discussion part. The droprate on these patterns are? 0.1%? I havent had one drop, non of my friends or guildies have had one drop either. Intended? I'm suspecting the bloods rate to go up with a rank 3 pattern (increases the chance of rare materials), but kind of stuck on rank 2 (with all types). Blue? -Hitbag16
Which professions to boost?
Hello guys, Im in the situation where i have considered purchasing a boost for a lvl 60dk, as i really can't be arsed leveling, eventho i have a lvl 81 one (its orc tho, and i might go for belf instead..) So i was wondering, which professions would be better to boost, incase i decide to purchase the boost in the first place. What i want to is make gold with the professions. I was thinking alchemy and enchanting maybe? I know herbalism would make plenty of gold, but would it be worth boosting such professions? Best Regards8
Still no BS keys?
We used to have Blacksmithing keys to open lockboxes, as well as Engineering charges etc. Since Draenor -and it's a long time to make up you minds, dev people, especially since many people are complaining about this- we don't have these things anymore. The highest key a BS can make is still the ghost iron key, which opens lockboxes up to 450. So, if you find a lockbox in Draenor, seeing as it's dead man's land nowdays too and there's hardly people around, let alone rogues, you just VT it. And now I find out that there are no keys in Legion either. Why don't you guys include some BS keys like you used to? What would be the problem? What huge intricate gaming design would blacksmith keys ruin? We are choke full of ore from garrison mine, so what would including something actually useful hurt? Anyway, just my two cents, I don't wanna ruin anybody's "artistic vision" or whatnot, heard that one before elsewhere...1
Blingtron 6000 - the big disappointment
So i spent something on the order of 40k yesterday to finish leveling my engineering to 800 and craft the blingtron module for my reeves. Since then i've been putting one down in krasus landing and asking people what they got, for the moment, it seems as if the blingtron cache is giving absolute worthless haul. as in, less then 50s in payout on average. At the moment, it's not worth even bothering with it, put down blingtron 5000 as we used to and at least give people a chance to earn a bit of gold.27
80% of all professions are useless
Why only Alchemy and Enchanting do something useful for raiders? You may argue that you get Obliterum from other professions, however that just doesn't make sense. You use Obliterum to gear up an alt quickly. But why? What's the point of reaching certain item level on your alt if it's not for raiding? Not to mention that you also can get Obliterum from Enchanting and Alchemy (however the efficiency is lower compared to other professions). I have to say that relatively recent addition of Vantus runes to Inscription is a great example for other professions to follow. While it isn't as useful / profitable as Alchemy, it is certainly a step in right direction. Here are some suggestions: Leatherworking: drums that would very slightly boost a stat of nearby players, while not sharing Exhaustion debuff from Bloodlust Jewelcrafting: just give us more items with jewel sockets Blacksmithing: apart from the obvious armor enchants, where is the infamous Iron Buckle? BS could make all sorts of consumables required by other professions Engineering: literally anything. TLDR: professions have to provide something useful for raiders, otherwise they are useless. Sure you can have a Warrior with Blacksmithing to have fun from an RP aspect, but it's far from optimal when speaking about usefulness and how much gold you can make (meanwhile somebody mentions the stirrups that nobody but blacksmiths use).4
No communication on Profession issues.
Seriously. I understand this is EU forums, and we should not really expect great communication from devs responsible for professions design, but STILL. Will it help if we consolidate all the bugs and issues found with many professions, so you can just provide that pure feedback to the devs and then come back to us with answers? I will list what I personally consider bugs and/or severe issues with professions, having all professions on 800 across alts (except JC at 790): 1. Most of Profession-related Work Order World Quests in Val'Sharah and Highmountain have not appeared since October. And this isn't just the case where the WQ doesn't appear on the map, but is in fact there - I've been checking on my alts that still need some rank 3 recipes daily. That includes 2 work orders on fish (Val'Sharah and Highmountain one) and pretty much every single work order for every profession - vantus runes, enchants, crafted gear. Notably, the fishing world quests (those that aren't work orders) appear just fine in those 2 zones. 2. Shark riding fishing quest is still required for the meta-achievement yet has never appeared. I'm playing the Russian game client, so I'm not certain regarding the name of this quest. Please correct me with the real name of this quest. 3. Shoulder rank 3 recipes requiring RBG wins is ridiculous. It has nothing to do with 'rarity'. Make it even more rare than it is now, but make it a reward from RANDOM BGs, not RATED BGs. Every single recipe that requires various group content can be obtained through the LFG tool - LFR, dungeon finder, soon even the mythic dungeons will be more trivial. Even now, though people need to actually form a group for mythic 5mans (for some rank 3 recipes), it is incomparable to the dedication and time investment required to simply DELVE into the RBG process, yet alone start winning, yet alone get enough wins to receive the recipes. 4. Infernal Brimstone Rank 2 is definitely bugged. Yes, RNG is RNG, but I've not heard of any single person since september who got the quest for rank 2. Felwort and Felhide rank 2 usually proc within 1-2 weeks, and people have been doing the Brimstone WQs for almost half a year now without seeing the rank 2 recipe. Let me know if I forgot something important, I will add it to this list.2
Nomi and 17 days without a new recipe.
Hey, it might be a stupid question, but can is it really intended, for Nomi to NOT drop me a new recipe, after 17 days of throwing mats at him, and getting burnt food and that new slightly burned food? Thanks in advance.40
Hi I'm one of the only active players with the [rhinestone sunglasses] recipe. The new changes to the wow token have enabled me to teleport from server to server and sell my goods. (fitting that i have the pattern on a mage) price & limitations - 80K for 1 [rhinestone sunglasses]* - Minimum order of 10 (sorry any less and it is not worth the cost of transferring) - price drops by 5k with every multiple of 10. so buy 20 and they are 75k each 30= 70k each upto a maximum of 40 check the prices on your server in game or on the undermine journal you could make a nice profit depending on the server you play on. I will only sell a maximum of 40 glasses per server as I don't want to drive the prices down. also I will sell exclusively to you and no one else on your server to ensure you have no competition. Having been selling these glasses for well over a year on outland, i have never had a problem finding buyers, and have made 10's of millions of gold, however as they are not BOE and I've sold an enormous amount of them here, the market has become somewhat saturated and prices have fallen, which is why I'm looking towards other servers to increase my profits. I will sell to any EU server with one exception <Argent Dawn> the reason is i have already crafted 250 for a friend and we have an agreement. *glasses are 60k each if you want to transfer to my current realm instead. (msg me first as i'll be hopping around servers frequently) *currently I'm not accepting in-game items as a trade, but this may become an option at a later date. *DO NOT offer me real life money, I'm not interested in getting banned. Thanks for reading reply here if you are interested, good luck in your goldmaking4
I can't pick any fjarnskaggl.
I can't pick any fjarnskaggl. I have herbalism 800 and rank2 fjarnskaggl, but i cant loot them. I can see on the map, i can gathering, but never finished, and never get a loot. I already wrote a bug report 2-3 weeks ago, but nothing change. The other flowers i don't have any problem, but i need this flower aswell for alchemy... Anybody have the same problem?4
Suggestion about the "Obliterum Forge"
I tried making this into a suggestion in the game, but suggestions are limited to 500 characters, which in my case just wasn't enough to get my point across. I also searched this forum for any other suggestions but, quite frankly, the search function is super useless and I only found kids crying about obliterum being useless to them.. I also couldn't find any developer statements or "blue posts" regarding obliterum at all, so I figured why not give it a shot? Suggestion turned into quite a long post so I put a tl;dr at the top for convenience. <tl;dr> Give us the option to obliterate potions and cut gems one stack at a time to cut down on time consumed to create obliterum. This will save mass producers like myself time but also encourage casual players to give it a shot which will be healty for the in game economy. </tl;dr> Anyway, here goes; Hello! I find Obliterum to be an awesome thing, mainly because I can make a ton of gold flipping cheap materials into potions and gems which I then obliterate and sell on the AH! Awesome! However! Crafting 1500 potions at a time is a slow process, turned even slower by obliterating the 2250 potions I ususally get due to procs - It is made even slower by the fact that I have to obliterate the potions one by one. Gems from jewelcrafting are the same - cut 200 gems, obliterate them one by one at a flat rate of 1 obliterum ash per obliteration. This process quickly turns in to a time-sink; creating one obliterum from a stack of 100 gems takes about 7-8 minutes per obliterum barring any delay in server communication or you missing any clicks. If you want to upgrade an item to 850 ilevel (or 855 tomorrow) you will need about an hour per item - 5-6 hours of monotonous clicking per full set of items to upgrade. As it stands at the moment you have to manually press each potion or gem and then press obliterate. There are addons that can "auto-select" items for you, which is great and is a feature I think you should add to the forge by default. The addons also have a feature which lets you keybind the obliterate button which is an even greater feature, instead of clicking the mouse I can just press "2" on my numpad while watching a movie or while reading or just doing anything else in general, the process is still slow however. I'm afraid that people are scared away of the long process of creating obliterum from both alchemy and jewelcrafting which drives down the supply and is unhealthy for the AH-market of obliterum in the long run. If potions could be "mass-obliterated" in stacks of 20 people would be more inclined to actually use the forge to obliterate potions, wether you should still get the "random-proc-chance" of 2 obliterum ash every other potion you destroy or not is another thing to debate. My main gripe with the forge as it is designed right now is that people who want to mass-create obliterum (like myself) are stood infront of the forge 4-5 hours a day and that doesn't make for very fun times, nor the sense of the gameplay being very "rewarding". By allowing "mass-obliteration" one stack of potions at a time, or one stack of cut gems at a time the time to obliterate will be cut down by 20 to 200 fold, which will make obliterum a more worthwile investment when accounting for time. Or, you could just make the cast-time to obliterate longer. Instead of obliterating 1 potion taking 1-2 seconds the cast-time to obliterate 20 potions could be 10-20 seconds - time invested would be the same, however the frantic clicking would be reduced which is a win in my eyes. The system as it stands today is encouraging people to not play the game but to stand semi-afk and spam either a keybound button or click your mouse hundreds of times over and over again if you arn't using the addons, which quite frankly are a must have with the design of the system in place at the moment. I am aware that blizzard wants us to feel like we actually "do things" with our professions - they want us to spend time with the professions to make the professions feel rewarding, and I have had this in mind with the current suggestion - the potions will still need to be created and the gems will still need to be cut - however, the "Pressing the obliterate button close to 500 times to upgrade an item to iLevel 850" will be less time consuming and alchemists and jewelcrafters, wether you are someone who enjoys farming gold like myself, or a casual player looking to save some gold, will have more time to actually play the game instead of being stuck in front of that weird looking forge. In short; *Add options to auto loot and auto select to the default obliterum forge ui *Add an option to "mass obliterate" stacks of 20 potions and either 20 or 200 gems at a time (with or without "random chance obliterum ash") This will; *Make the process of obliterating items a lot quicker for both the casual as well as the mass producer *Fuel more obliterum into the economy providing a lower price for the casual player *Make the process of obliterating more rewarding as you'll have more time to actually play the game Suggestions and thoughts are more than welcome! Thank you for reading!4
hey blizz, whats up with this whole fjarnskaggl thing? this thing is unfarmable ! i keep getting nodes everywhere but they are all ghosts, its been like this for how long now? a week ago it was farmable again - thank god - and now im up to 10 nodes and they are all ghosts again ! when will this be fixxed? prices are skyrocketing in tarren mill server, and im getting tired i cant farm my own mats for pots. Im sure the coding isnt too hard for this to correct tho, please have a look into this. on the sidenote, there are some starlight rose nodes that are ghosts also, please have a look at it, it becomes very very annoying, i usually dont post anything and give you guys your time to fix things but this is getting out of hand.15