Crafting in World of Warcraft – WotLK (Part 2): Consumables and Cool Downs

Consumables

Continuing from my post yesterday on to more about Consumables and Cool Down items.

Consumables of Yesterday

Early and Before Burning Crusade

  • Food
  • Scrolls
  • Multiple Potions/Elixirs/Flasks
  • Weapon Upgrade
  • Chain Pots

Later Burning Crusade

  • Food
  • 1 Scroll
  • 1 Battle Elixir
  • 1 Defense Elixir
  • Weapon Upgrade
  • Chain Pots

Consumables of Today

  • Food
  • 1 Scroll
  • 1 Battle Elixir
  • 1 Defense Elixir
  • 1 Potion

As I mentioned at the end of my post yesterday I am torn between liking and approving of the consolidated buff/consumable system and lament to the extent that it is enforced.  I guess it is just that IMO I have always seen buffs as a crutch and not a requirement.  However Blizzard in their wisdom decided that if all of the top raiders and because of the herd mentality that occurs in raiding, all raiders were buffing themselves to insane levels, then they would have to tune encounters such that it was assumed that you had them.  So since they did not want to tune encounters in such a way they decided to codify their beliefs rather than just let the twitchy hardcore burn themselves out.  I would be of the opinion to let them burn.

So now the only professions that create real consumables for raiding are Inscription, Cooking and Alchemy.  The only profitable items that sell on the auction house are consumables.  Everything else that is somewhat worthwhile have such painful crafting requirements that when you take the cost of the materials as based on the Auction House and craft an item you are lucky if you can sell it for 80% of what it costs to make.

This leads us to the next part of the topic Cool Down crafted materials.

However before continuing onto Cool Down crafted materials I am going to take a moment and pontificate about a possible solution for this market imbalance.

All crafting professions need to create a raiding consumable.  I realize this can and will cause balancing issues but it is something that needs to be done to balance out the earning potential discrepancies between professions.

  • Jewel Crafting – Ioun Stone Like item, essentially a temporary modification to helms.
  • Black Smithing – (Old Sharpening and Weight Stones) or a more generic weapon modification set of items.
  • Enchanting – The Old +spell power oils, or a wider array of effects from the oils.
  • Engineering – Some Armor augmentation items also usable by more than just engineers.

In addition to all of these modifications the bonuses they grant would have to be bonuses that have a set duration and are not affected by death like how the current Flask system works.

A way to balance this system would be to take the buff that a flask currently gives and make an item set where if everyone had 100% of the bonuses they could get from the above then it would be equal to some multiple of the current flask.

For example if a flask give +60 spell power, then between JC, Weapon, Off Hand, Engineering and the original flask bonuses grant 150 or 2.5 times the current flask bonus.  Yes this will mean buffs scale a bit more, but if you weaken flasks a little bit you could get it down to 2 or 1.5 times.  However I do not want to suggest that we Nerf flasks just to make the other professions happy.  I would rather see more options implemented.

Back to the materials issue.

Cool Down Materials

On this topic for those of you that are not familiar with them there are 3 common Cool Down materials in WotLK at the moment.

  • Titansteel – Mining
  • Specialty Cloths – Tailoring
  • Eternal or Titanium Transmutes shared cool down – Alchemy.

For mining and alchemy this results in a 20 hour cool down, so once a day each profession can perform 1 smelting and or 1 transmute, with the exception of the meta gems.  When I was skilling up alchemy I was really surprised to discover that there was no cool down on the meta gem transmute.  For tailoring each tailor can perform 1 transmute for each type of cloth once every 3 days and 20 hours.

So what is the result of this?  Well every material that has a cool down is kept at about a 10% return if you were to craft it from buying the materials.  However because of this 10% return the result is that it makes crafting the epic items from these items worthless for resale.  The profit that the player crafting makes is destroyed due to the small inflation from cool down items.  As the auction house is currently set up this issue will be next to impossible to fix.  Other than just removing the cool down and then moving the profit from the intermediate step to the gathering step.

In a few days when I get to my Auction House post I will get into this topic again in greater detail.  Specifically solutions or at least improvements to the whole transaction process.

This is a good place to take a break.  My next post will be looking at the crafted Epics that do not require raiding and compare them to entry level raiding items.

Posted in World of Warcraft

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