Even the most callous among the mogu quaver at the thought of the dark experiments performed at the Thunder King's behest. Long ago, a young cloud serpent was twisted into a multi-headed hydra and left to languish beneath Lei Shen's throne. Now the twisted creature lurks deep in the Forgotten Depths, awaiting the moment it may finally inflict its terrible agony upon others.
In Heroic Difficulty, Cinders creates a pool of flames at the target's location every 3 seconds.
,In 10-Player Heroic Difficulty, Megaera's Venomous Heads spit two globules of acid at a time.
,In 25-Player Heroic Difficulty, Megaera's Venomous Heads spit three globules of acid at a time.
Although this change appears to be quite stunning at first (especially to those amongst us with many many alts)This could have a severe impact on the economy of the game, with current tier materials skyrocketing in price and "Vanilla", "TBC", "Northrend" and "Cataclysm" materials being borderline worthless
I hope they do this for engineering too because it is just as much as a nightmare if not more so.
Yay Hydra encounters.Yay to being able to level Blacksmithing without having to get Spirit of Harmony ;3 (actually I really don't like that quite a few of the crafting professions seem to essentially require SoH to level up, meaning I can't get maxed profs early D:)
Won't this seriously devalue most ores since Blacksmithing is the best profession for stats?
I said in a post a few pages back that it would probably take about teh same time to gather GI ore to lvl BS as to gather all the old ore . having started gathering GI I can say that I was very Wrong --it Takes FAR MORE time to gather enough GI to lvl by the PTR method than by the old way ( 4 to 5 times longer- i have less than 800 bars from 5 hours mining ).So while this will be an option for some I think people will use to fill in points or levels rather than to lvl teh whole way
@Shaitan501: It may devalue non-Ghost Iron Ores a bit, but Blacksmithing isn't the best profession for all classes for stats. It may have the best perks for some classes, but not all. Pre-MoP ores might see a decrease in value and attention, while post-MoP ores might see the opposite of...but once people realize that it takes a million ghost iron ores to max out if you did it exclusively with them, I don't think it'll make such a huge impact - at least not as much as people say it will.
This sucks! while its great to help new blacksmiths lvl up the trade skill, gathering skills will no longer be a money maker with this pattern of development. Goodby miners......
Rather than dumbing it down and making it effectively pointless to require players to level a profession I think the better solution to profession leveling would be to:a) Revise the old recipes and reduce their mat requirements. Especially for recipes that ask for some obscure potion as a reagent.b) Create reagent exchange vendors that allow you to barter reagents. You could then use ghost iron ore to purchase any "old world" ore like thorium or titanium (titanium is still the hardest ore to find imo). Exchange rate should be 1:1.c) Expand this to all crafting professions and not only blacksmiths.
I love this change to BS, and hope they do it to all professions. Because it does more than make it easier for highlevels. Right now, people looking to level BS need to go back to old zones. That means everyone gathers in the old zones, across CRZ. That means you can easily end up running against 5 level 90's with 310% flying - While leveling. You're relying on pure luck to get any ores at all. With this change, you effectively remove a large portion of 85+ players from the old world zones, making it actually possible to farm mats for your own level. I would never use this - I like leveling up my professions with me, so I can actually benefit from it. So when I hit 87, I suddenly have a 450 trinket on my engineer, or a pretty awesome staff on my inscriber, ect. ect. I still love this change, because it's to my benefit.
No sir, I don't like it. The whole benefit you got from max level professions was because you had spent so much time/effort on them. Blacksmithing was also relatively easy compared to other professions like JC, Engineering or the god-awful LW grind. I sure did love needing 1200 leather at 85... To be honest though, farming old-world mats was never a problem (and if it was, it would be simple enough to increase their spawn rate, particularly for Fel Iron...Then again anything between 60-70 is crap). As people have suggested, they could also have made the mats for the old-world recipes a little cheaper, and remove the need to farm/buy obscure mats (the sheer number of primals/crystallized stuff you needed was retarded). This is not the way to go. Professions really aren't that difficult, and there are numerous sites out there saying what to farm, where to farm it, and how many of each item to craft. Next you know every 10 lvls of a profession you'll get a new quest saying "go make 5 of these" or "make X until you hit lvl Y"... The only profession I could see this being useful for would be JC, only because some of those gems are difficult to get.
This is just sad. It is going to make it practically impossible for those players actually leveling their profession the "old school" way to do so because now people will wait until level 90 so they can fly around panderia and suck up all the raw mats they can as fast as they can. I wouldn't mind Blizz doing easy mode for secondaty skills since they are nice 2 have but for primary professions I say leave them alone and level them the old way. You miss out on a lot when you short cut the system like this.
I have a hunter on whom I'm leveling leatherworking. One thing I've noticed is, I'm generally behind in the level of gear I can make, compared to the area in which I can adventure. By the time I gather enough material to make the great gear I see on Ackis, I no longer need it. While it's great for my lower-level leather-wearing alts, it's not much good for my hunter.I'd like to be able to get my toons up to Pandaria. I'd like to be able to make all the gear that's available up there. And since it's (currently) the endgame play, that means I won't level out of the range of stuff I can make, before I can actually get around to making it.And in the meantime, I can go back and learn all the recipes for lower-level gear. It means I'll be able to make stuff for my guildmates, and I'll be able to sell stuff on the auction house.***********Editing: As it currently stands, to START blacksmithing from 5.2's version, to get up to MoP levels, would require 3,239 bars of ghost iron.Yeah. I think that this will be mostly used for bottlenecks, and mainly for areas where the cost/benefits are highest (e.g., the ghost iron needles, ghost iron wire).
In my opinon this is a bad idea. All this does is give people an excuse to ignore having a profession all together then power level the profession once they hit 90. The problem with this is the people that are leveling the "old school" way which is leveling their professions as they go is getting the shaft since they cannot fly in Panderia. The 90's will buzz around farming up all the ore making it nearly impossible for those still leveling to get what they need to level their blacksmithing. Why put a primary profession on easy mode Blizz? I can kind of understand a secondary profession like cooking but leave the primary professions alone. They are supposed to be hard for a reason.
Everyone who understands how WoW's economy works needs to be as vocal as possible to stop this instant leveling profession with end game mats from happening. If they do it for BS, they will have to do it for the rest of the professions and this will have drastic consequences for WoW's economy. New players and players leveling gathering professions will be particularly hurt. It also goes directly against blizzards goal of getting players 'out in the world'.Except for a few bad spots, there is no profession that is so difficult or costly to level as to justify this drastic of a change. It would be much better to reduce the material requirements where appropriate and fix node spawn rates in outlands.