Showing posts with label Weapon. Show all posts
Showing posts with label Weapon. Show all posts

Tuesday, November 4, 2008

WoW Consumables: The End of the Temp Weapon Enchants


A while back I did a whole series on raid consumables. Well it seems that now some of what I said before means absolutely squat come next Thursday when Wrath of the Lich King is released. Primarily I am talking about my favorite of all consumables, the temporary weapon enchants.

A blue poster, Verimonde, on the beta forums had this to say:

"Sharpening Stones and also Wizard Oils have been discontinued. While they were something nice to use once in a while for most people for many raid guilds they were simply another burden to the cost of raiding. They also caused some issues in that they only helped certain classes and took away some of the uniqueness of other classes who were able to imbue their weapons with temporary enchants such as rogues and warlocks."

The current temporary weapon enchants still work, but they will not work on items greater than level 70. So you have a week and a half to use up that large stock of sharpening stones or mana oil hat you accumulated.

But rejoice, now raiding is just that much cheaper. Now you only have to worry about flasks/elixir's and food!. Of course repairs are going to be significantly more expensive, but you'll be doing dailies starting at level 71 all the way through 80 so getting cash shouldn't be too hard(not like it is now).



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Thursday, September 11, 2008

WoW Consumables: Weapon


Forgive me for the skipped day for posting. I have had a bit of writers block lately, I know that I have a bunch of topic ideas but getting them started has been a bit of a bear.


So I decided I'd talk a little bit about consumables for raids.

Today i figured I'd focus in on temporary weapon enchants. I feel like this is the most underused buff that people don't use/know about for raiding.

There aren't that many options when it comes to this particular consumable. There are only 6(7 sorta with Windfury) total weapon consumable types in the game currently; mana oil, wizard oil, sharpening stones, weightstones, rogue poisons, and alchemical oils. Of these categories, alchemical oils are useless within raiding and rogues are obviously the only ones able to use rogue poisons.

Which leaves you with 4 choices, all of which are obvious based on what you need. Wizard oil gives you more spell damage, Mana gives more mana regeneration(MP5), sharpening stones gives weapon damage to sharp weapons, and weightstones does the same to blunt weapons.

Within each section of weapon consumables there are more specific types. For raiding, here is a quick list of the only real valuable weapon consumables:

Mana oils(created by enchanters) - Superior (+14 MP5), Brilliant(+12MP5 and +25 Healing)
Wizard oils(created by enchanters) - Superior(+42 Spell Damage), Brilliant(+36 Spell Damage and +14 Spell critical strike)
Sharpening Stones(created by blacksmiths) - Adamantite(+12 weapon damage and +14 Critical Strike), Elemental(+28 Critical Strike)
Weightstones(created by blacksmiths) - Adamantite(+12 weapon damage and +14 Critical Strike)

All weapon consumables persist through death as they are a buff to your weapons and not your person. They can be put on multiple weapons but only give you the effect on the weapons that are equipped. If you equip a new weapon then to get the effect you must put on another consumable.

If you are melee and are in an elemental shaman's group then you need to remove the weapon consumable to be able to use the Windfury proc. Feral druids do receive the effect of the weapon consumables but can no currently receive Windfury procs. Only one weapon enchant may be on a weapon at a given time.

Rogues should weigh their poisons vs the various weapon consumables and make a decision based on the boss fights. Make sure you are always carrying a good amount of Wound poison(or supplies) as that tends to be the one you will need to use more often to help out the raid(IE. Caribdis in the Fathom Lord Karathress fight).



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