I see a number of 4 DK 1 Healer teams with 5 x Alchemy. Is alchemy good for PvP? Or is everyone taking Alchemy just for the mount?
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I see a number of 4 DK 1 Healer teams with 5 x Alchemy. Is alchemy good for PvP? Or is everyone taking Alchemy just for the mount?
It's a good money maker, I'm still working on leveling it to 485 throughout my 11 toons.
At 485(i'm sure of) you can do the living elements transmute, Which is i believe 15 Volatile Life into another 14-16 volatiles. Which if you goto Uldum it's Volatile Air, Hyjal is Fire, Vashj'ir Water, And Deepholm Earth, i believe those are the ones.
So on my server i buy Volatile Life for 7g per, and transmute it into Volatile Air for about 14-17g per on average.
And then theres Truegold transmuting, which could be a good bit of money with procs and just selling the cooldown. But i haven't done that personally, only the living elements(Volatile transmute).
So from a PvP perspective, is Engineering still the most beneficial?
67 - 40 int or str * 3 = 81 extra stats
blacksmithing gives more flexibility with 2 extra sockets (80)
leatherworking gives 130 int/str = 80
engineering gives a helmet where you can basically pick your own stats by means of coghweel, parachute & rocket boots (though they are not very useful while boxing as one will fail nearly every time) but above all some nice tinkers
on a main i always go blacksmith / engineering
5x Alchemy for transmute procs.. at least on my realm you need to proc it at least x3 each time to gain profit, since truegold itself sells nothing, and mats are expensive.
Only benefit I can imagine is some nice trinkets, guild cauldron 4h buffs and transmuting lifes to airs.
Engineering for the helms, that's the way to go, also Synapse Springs at least for 10 mages, that's awesome boost when spamming nothing but AB with all the cooldowns.
11 main professions in game is great for 10boxing, have like 10xengi, then one of each prof and you can craft whatever you like and gather mats if needed by yourself so no need to be AH dependant anymore ;)
I'm a fan of engineering x5, but after leveling engineering on my shamans I had no desire to level professions on my DKs. If this comp is still viable after 4.2 I may persue professions. For a DK team I'd say Blacksmithing / Engineering on all 4 is the way to go. We have to gem spell pen, so with blacksmithing we can atleast make up 2 slots. The 4x Gloves will always be nice additional burst.
I'm hoping 4.2 ele makes a comeback, but with the current changes I still just don't see it happening. I'm experimenting with adding a mutilate rogue into my mix for smoke bomb. I wish I could run sub reliably in the setup, and I might if I play from the rogues POV. Mutilate is pretty faceroll to multi-box without the position requirements. I am also testing the viability of 3dks + 1 war. All else fails finish my other 3 wars and make bladestormcleave.
The Alchemy is for the gold, more than anything else.
Initially Truegold was the best transmute for gold profit.
It quickly switched to Volatile Life > Volatile Air.
For a little bit, Truegold was the top again, but Life > Air is currently the most profitable.
I've spent close to 400k this expansion, on: Vial of the Sands x5, 310% flying for everyone, starter crafted PvP gear for two teams, etc... and am still 350k ahead of where I was pre-Cata... and that is entirely alchemy transmutes.
Alchemy is probably not the best for pvp play.
You get the reusable Flask that is 80 to your highest stat (from Str, Agi or Int).
Not a bad bonus for PvP, but nothing special either.
You do have the freedom to buy things, such as Engineering or an epic weapon etc.
Ualaa, how many alchemists are you up to?
I'm just curious.
I'm been working on a fleet of alchemists, I'm now up to 12.
Thirty four.
But have not done the alchemy stuff in a month or so.
Probably should if I have them.
But am only really logging one team on, for a few hours a week for the weekly Conquest point cap... and playing a fair bit of Starcraft II.
Damn.
With 12, I've maxed out what I can do. I need to raise more teams to level 75 to continue building my alchemist army.
Cool cats roll with no professions. :)
I just finished up another three this weekend (from 0 to 525). I now have 31, 29 of which are Master Transmuters. I'm done for now, none of my 40 level 85s is without 525 alchemy or two other maxxed out professions, so I sent the remainder of my mats to multibocks to start working on his guys..
- Alchemy is one of the easiest professions to level.
- It gives you an incredible trinket (and is even more beneficial for multiple-role classes b/c you get an incredible trinket for multiple roles like +int for healing and +stam for tanking).
- It makes your mana or health potions return a whopping 40% more mana or health than normal. This will be even more powerful with all the incoming mana return ability nerfs in 4.2.
- It gives your flasks double the duration.
- It allows you to make cauldrons (flasks for the whole party/raid).
- It allows you to transmute Volatile Life to Volitle Air/Water/Fire or create Truegold.
And lastly, CURSE YOU FOR HAVING MORE THAN ME UALAA!!!! I HOPE YOU BURN IN...
Actually, I'm quite happy to let you wear that crown. Couldn't happen to a nicer guy :D
And they are up to 250 already. They would be 525, but I did engineering first. Thanks Merc
Do you guys just buy the mats for all those alchs? or farm it? Also.. is there a good list of mats needed to get maxed?
http://www.wow-professions.com/wowgu...ing_guide.html
I use those guides mostly. They're pretty solid. There are cheaper ways to level in some cases, but in general they're good.
I'm up to 12 alchemists, all master transmutation spec. I need to level more character to level 75 if I want more.
However, I'm on a medium to low pop server. With my Volatile Life --> Volatile Air x12 transmute, I can easily saturate the AH which simply drives the price down. I end up with a huge stockpile of air that I can't sell.
SO I"ve been diversifying my transmutes a bit, making some truegold, air, fire, and water.
Wish I was on a high pop server :(