Archive for October 4th, 2007

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This is mostly a test of whether or not I, on my lonesome, in all of my uber ignorance of html, can correctly add a streaming song I modified and uploaded from my own computer and then set up here.

One of my favorite authors is John Ringo, military adventure and sci-fi, and he turned me on to this song by Heather Alexander, as well as my other current fave band, the Cruxshadows.

Whether you like the song or not (I’m Scots Irish, btw, so be warned.. bagpipes incoming), please let me kow whether it WORKED for you, if the streaming was smooth, if it autoplayed or not (It damn well better NOT autoplay), etc.

Thank you, my friends. I’m so excited!

Last edit… Should be final version. About 4.4 mb. After many trials and frustrations, I think I have figured out how to export my mp3 files into a smaller size for faster streaming, and have them still work. So this sounds good and downloads fast for me, please give me your feedback off of how clean this sonds and whether you experience any problems.

Thank you, and now I’m going to go stagger into a corner and sob for a while.

Continued from here, the linklist of class consumables

This page is to collect all the wonderful links you have sent in to places for class specific consumables for instances and raiding. If you have more, by all means send them in!

Post a link in the comments, and I promise I’ll go check it out and add your info and proper credit here in the post. And thank you in advance!

List of Consumables for each class per your recommendations;

Leatherworking

Continuing our series on Professions, I bring you Leatherworking.

At first glance, Leatherworking would seem to be a profession aimed at providing Rogues and Druids the love, with little utility for others. On second glance, and ignoring the ‘Leather’ part of the Leatherworking name, you find that at skill level 200+ Mail armor begins to be crafted by Leatherworking, just as your character would be reaching around level 35+ and, if a Hunter or Shaman, anticipating switching over to Mail gear at 40.

At skill level 200 a Leatherworker can choose to specialize in one of three paths;

  • Dragonscale Leatherworking
    • A path focused on Mail armor for Hunters and Shamen
  • Elemental Leatherworking
    • A path focused on Rogue and Cat DPS Druid gear
  • Tribal Leatherworking
    • A path focused on leather for Druid casters

A note on why I specified Cat DPS Druid gear for Elemental Leatherworking. The armor you learn to make in the Elemental path is aimed mostly for Rogues. At the highest levels, the Heavy Clefthoof armor set, which is widely recognised as THE godlike crafted Druid Bear Tank armor, surpassing all quest rewards, is NOT Bind On Pickup, and does NOT require Elemental Leatherworking to learn the patterns or craft it. You also DO NOT need to have the Leatherworking skill to EQUIP Heavy Clefthoof Armor, the Leatherworking requirement is only in order to gain the benefits of the set bonus. Sorry for the long digression, please resume reading :)

I think that last note needs to be reinforced. There are many leather Bind on Equip items that say “Requires Leatherworking (xxx)” in the description. If that is listed under a SET NAME, followed by the pieces of the set and a description of the set bonuses, then you can still equip the item. It only means that you will not get the benefits of the SET BONUS unless you have Leatherworking at the listed skill level. For example;

You can see it says, in the description, Fel Skin (0/3) in yellow. That is the Set Name. The number in parenthesis is of course how many of that set you currently have equipped. Immediately under that, in white, it says Requires Leatherworking (350). That means that in order to get the benefits of having multiple pieces of the Fel Skin set equipped, you must have Leatherworking skill of 350+. It does NOT mean you can’t equip the set. Ok, thank you very much, now that THAT horse is beat into the ground, let’s move on.


Besides making the obvious leather and mail armor, Leatherworking also lets you create Armor Kits. Armor Kits are consumable items that provide permanent enchants to your armor. These are enchants, not buffs. When applied to a piece of armor, they permanently increase the attributes of that piece of equipment. They function exactly as enchants do, and replace/get replaced by other permanent enchants placed upon the item. Armor Kits can be applied to equipment designed for Chest, Legs, Hands and Feet. Enchanters cannot cast enchants on Leg, Shoulder or Head armor slots, so besides Tailors this is the only profession that can create Leg Enchants… and the items that give the enchant are consumables that can be sold in the Auction House. And boy, do they sell well. Although made by leatherworkers, the Armor Kits can be applied to any armor type, Cloth, Leather, Mail and Plate. The only varieties available to craft prior to level 300 Leatherworking and Burning Crusade are +armor. After level 300, varieties that can increase Stamina, Mana Regen, +Defense, and Spell Resist become available as well.

Starting at level 335 Leatherworking, you will begin learning to make dedicated Leg Armors. These function the same as the generic Armor Kits, but they can only be applied to leg armor. There are two kinds, one that benefits tanks, and one that benefits melee DPS. There are two versions of each kind, one crafted with standard materials, and the upgraded version that requires 1 Primal Nether (BOP from Heroics) to craft. Tailors get similar Leg Armor at the highest levels of their profession, with their leg armors aimed at benefiting ranged spell casters. It should be repeated that both the Leatherworking and Tailoring Leg Armors can be applied to any type of Leg Armor; Cloth, Leather, Mail and Plate.

Starting at level 340 Leatherworking you will begin to be able to make Drums. These are items that have charges, so they are consumables, but have multiple uses (30) before the item is destroyed. They are only usable by those with a high enough Leatherworking skill. The lowest level Drum, the Drums of War, are useable by Leatherworking skill of 325. Drum effects increase various attributes such as Attack Power, Haste, Healing, etc for the whole party, the effects last between 15 and 30 SECONDS, they stack with other buffs, and they have a Cooldown shared among all Drums of only 2 minutes. In effect, they act as many Burning Crusade Trinkets do, providing a short burst of benefit to be used as needed. However, they do not take up a Trinket slot, and can be used right from inventory. Each crafting of Drums creates a single item with 30 charges.

Finally, Leatherworkers can craft a few non-armor items. The most common are Quivers (arrow) and Ammo Pouches (bullets), but also include the fun Heavy Leather Ball, the 28 slot Reinforced Mining Bag, and the ultimate non-armor item, the awesome Riding Crop.

The Riding Crop is a BOE Trinket that, when equipped, increases your mounted speed on both ground and flying mounts by 10%. These sell VERY, VERY well. There is a cap in the game of +10% to mounted speed, so if you do not have a travel speed ability such as the Crusader Aura, this is a must have for flying mounts at level 70. And with this Trinket equipped and an epic Flying Mount, your speed goes from 380% normal (100% movement + 280% epic flying) to 418% (100% movement +280% epic flying +38% Riding Crop). In my opinion, the difference between a standard flying mount and an epic flying mount with Riding Crop is like the old “The Final Countdown” movie scene of a Japanese Zero versus an American F-14 Tomcat. Seriously.

So, let’s get down to the Bind on Pickup items that you can only make and use if you have the Leatherworking skill. The items that you can’t get a Leatherworker to make for you, or purchase from the Auction House.

Drums

Regular Leatherworking items

Dragonscale Leatherworking

Elemental Leatherworking

Tribal Leatherworking

Kirk over at Priestly Endeavors has been pounding out awesome posts about guild management lately, and while leadership and team dynamics and such are always fun to talk about, what gets my brain sparking ideas is when I observe what a situation IS, analyze how well the existing system is working, and then try to imagine ways of improving it. Along those lines, I was musing over the last couple years worth of raid startups, wondering why guildies coming to raids without consumables seemed to be a never-ending woe, and what could I see as a painless way of changing that.

I have checked out quite a few guild websites over time, cause when I see recruitment posts in my realm forums, I can’t help but go visit their websites to check em out. Horde or Alliance, I ond’t care. Also, I’ve been fortunate to have my main and alts in several great guilds that had the range from either massive in-depth websites, to clean minimalistic links pages.

One thing that I have never seen yet, however, is one helpful addition that I’d like to take this opportunity to cry out for. In the spirit of Phaelia and BRK’s recent “What I’d like to see” posts, here’s mine… on Guild Websites.

Now, first, to define the goal. To me, the heart of a Guild is a group of players that have teamed up to tackle challenges together, to enhance fun with camaraderie and shared joys and pains, to share skills and knowledge and abilities to help everyone succeed at their chosen goals. Whether your Guild is based around having fun, PvP, Raiding, whatever, you’re in a guild cause MORE should be BETTER.

Now, the perceived challenge. Yes, I said challenge. It’s not a problem, it’s an opportunity for improvement. {Quick, someone call Schlock… lawyer-drone in the house! Shoot! Shoot!}

I have yet to see a Guild website that brought together three key elements… identified consumables that each class should bring to a raid, who makes the consumables in the Guild, and what mats they require.

This is my dream….

A simple (absolutely preferrably one page) section on a website that lists common and desired consumables for each member of a class to bring and use during raids….

The page should be broken down into sections by class, and include;

  • Recommended Food

  • Recommended Potions/flasks, both Guardian and Battle
  • Weightstones or Sharpening stones if used by class
  • Runes and Wards for Chest armor and Shields
  • Wizard Oils and Mana Oils for casters

Next to each item should be a small list of what materials are used to make the item.

Finally, perhaps via a link on the item, there should be a separate list of who in the Guild both knows how to make the consumable… and has volunteered to make it for guildies for free, when mats are provided, either via live trades or mail.


I think such a thing would have the twin benefit of making sure every Guild member has an easy opportunity to clearly see what common consumables for their class they should seek out and be prepared to bring….

And provide a list for them, printable, of what to gather, trade for or buy themselves, and who exactly to ask, politely, to make it for them.

In a perfect world, each class captain could work on a proposed list for his class’ consuambles, and then produce the list in the class forums or via a pre-arranged guild class meeting and get suggestions from other guildies of that class, so that everyone has a voice and an opportunity for input. Even if someone likes something else, it would foster teamwork, cooperation, encourage that no one would get anything for ‘free’, potentially leading to some Guildies feeling ill used, and would, above all else, encourage Guild members to have zero excuse to come to a raid unprepared.


And now, gentle readers, this is where I invite you to come in and flood my comments… all 5 of you :) I’d like to get comments, ideas and lively banter from you about this!

  • If your guild website already does this, please post the link and let us admire your awesomeness!
  • Come on everyone, join in!

EDIT: Ok, that was fast work indeed. Kirk took my earlier suggestion about Guild webpages listing consumables, and ran with it, posting a list of his recommended consumables for Healing Priests and Shadow Priests over here.

And it’s a damn good list. I keep a stack of the Charged Crystal Focus in the bank against the day I’m called to heal (and can use Healthstones when I need them), and I used to carry a stack of Demonic Runes all the time when I was a Resto specced 40 man raid healer. Pretty much forgotten about those suckers. Over all, just an incredibly awesome piece of work. Thanks, Kirk.

So, you take Kirk’s lists of consumables for Healing and Shadow Priests, take the list I put together a while ago, and you’ve got some of the research done already. Woot!

So what I’m going to do is make a blog post specifically for class consumable links. I’m putting it here, and if you have a website or link to class focused/recommended consuambles, preferrably with commentary on why, or a materials list, just post it in the comments, either here or at the linklist post, and I’ll go check it out and update that post with proper credit given.

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