Alchemy & Blacksmithing on the Dragonflight Alpha - Wowhead Economy Weekly Wrap-Up 236
17.07.2022 um 13:00
Hello! Welcome to the 236th edition of the WoW Economy Weekly Wrap-up!
Dragonflight Alpha is here! There is a lot of information to discuss around Professions. The first 2 professions available for early testing are Alchemy and Blacksmithing. We will go through what we know so far on both and discuss how this might affect the economy of WoW.
My name is
and I'll be your guide through the World of Gold Making!
Dragonflight Alchemy & Blacksmithing
Ok, this is the big one. Professions are here and it's one of the headline features of Dragonflight. Alchemy & Blacksmithing are available for early testing. There is no specialization talent tree yet and profession equipment is in it's early stages, but we do have access to all the recipes, both from trainers and from others sources TBD via temporary NPCs. A list of the recipes can be found
First up, let's look at Blacksmithing. First impressions are that there is a lot of depth to professions now with the sheer number of plans and the different levels of crafting quality. It is fairly straightforward to level Blacksmithing using the trainer supplied plans to about half way (50 of 100) The rest of the levelling will have to be completed with more difficult plans that we don't yet know how they will be obtained. They are likely to require BoP reagents and will probably be completed through work orders.
I have a video going through my first impressions and levelling Blacksmithing to 100.
On the whole, it feels well balanced with skilling up being just the beginning of the journey to becoming a master blacksmith. At max skill, without equipment or specialization, I can craft the basic Explorer's gear gear at max quality..
As you can see, this gear ranges from ilevel 270 to 278. Using lesser quality materials makes no difference at this level. The PVP starter gear has the same level range, but can only be crafted at quality 3 without adding bonuses. These can be further increased in ilevel by adding Titan Training Matrices of 5 different levels that can take this gear into the range 343 to 392, perfect mid-tier gear.
Notice how much these also increase Recipe Difficulty! They seem to serve the same purpose as the Crafter's Marks from Shadowlands which turned out to be a great system.
The High end Primal Molten gear starts at the range 393 to 401 and can only be crafted at quality 2 at max level without further bonuses.
Adding a choice of 2 Primal Infusion optional reagents increases the ilevel to a maximum of 429.
Of course, weapons are going to be a great seller for blacksmiths so long as they can remain useful to the players. Again, there are two levels of weapon, the basic and then the high end...
Basic goes from 343 to 392 with optional reagents and the high end 393 to 429.
Blacksmiths can also craft a lot of Profession Tools and Accessories and well as the pet
Alvin the Anvil!
Sadly, it doesn't currently count as an anvil for crafting.
Overall, the system seems pretty well thought out with max skill Blacksmiths being able to craft a range of gear, but the best of the best is going to take some significant specialization and the best reagents.
Alchemy is going to be an interesting profession. There are a lot of different Phials and Potions with a wide range of uses.
has put together a great summary
There is some new informations about Dragonflight alchemy available from the alpha.
All the informations are coming from those 3 articles on Wowhead :
Combat potions :
Fun alchemy effect :
There is 2 BOP trinkets that alchemist can make. One can have a proc that increase your flask duration by 60 seconds, the other one reduce the CD of your combat potion by 60 seconds.
It seems like all potions and flasks will have 3 ranks, with increased value for each rank.
For the gold making aspect : there is more different flask and phial you can craft than on SL (and each of the have 3 ranks), but we don't know yet how many of them will really be usefull and therefore valuable.
Combat potions :
Not much changes on the way potions works on Dragonflight
There is the usuall potions, with stat increase, invisibility, health, mana etc...
There is also several new and interesting potions that could see some use on raid, pvp, mm+ or just as a niche
There are 2 new potions that can be used while dead
Some potions have a toxic effect : they give you something (like mana) but you lose something else in exchange (like casting time)
Phials replace the flasks from Shadowland
They have a 30 minutes duration, and cost half the materials a flask would take
If you drink another flask, the duration is increased by 30 minutes, to a maximum of 1 hour
The Phials seems to be a bit more diverse and unique than the classic "gain X stat for 1 hour" that we actually have
There is also some Phials with a toxic effect
I think that's all the main information from the articles. You'll get more detailled by reading it, and we might have more, or more precised, informations soon.
There is definitely more different Phials and Potions on Dragonflight than on Shadowland. What will be important is how many of them are strong enough and used by players, and how many will be useless and have a low value. We will probably have to wait (maybe several weeks after release) if lower ranks Phials/Potions will be used, or if players will only buy the rank 3 ones.
Also, the Alchemist trinket that reduce the potion CD to 4 minutes instead of 5 could have a lot of values on raid for specific fights (until better trinket drops). We don't know yet if those trinket will be craftable with the work order system, but if it does, it could be really interesting to make some gold.
Have a great day !
I have a second video going through my thoughts on Alchemy too ...
In levelling Alchemy, there is an element of discovery in learning new recipes. The trainer bought recipes are few and only go to skill 35. Beyond that, there is a specially designed mechanism for "scrapping" old unwanted potions to get a reagent (Dragon's Alchemical Solution) that is then used in the "Experiment" process to learn new recipes. This also has a daily cooldown to it.
Be warned, this process brings with it the danger of the experiment exploding in your face!
The tricky thing with Alchemy is that it is one of the professions most greatly affected by the
region-wide commodity change coming in 9.2.7
. Profit margins are likely to be very slim with the best profits coming from timing and being super efficient and super specialized.
Overall, both these professions have a lot of depth to them in variety of gear and scaling of quality. The ability to reclaim or recraft items will hopefully lead to less waste and further increase the longevity of items.
The next step will be to see how specialization and equipment helps deepen the profession and craft the best of the best gear. This will go hand in hand with testing the work order system and we won't really know for sure until markets are live.
Racial Perception for Gathering
Another good spot in Alpha information is by
u/Cerms regarding the Drcthyr racial ability - Discering Eye
''Increases your Perception by 50. Perception increases the radius of tracking Mining and Herbalism nodes, and the chance of finding additional rare materials when gathering.''
Wonder how much of a deal breaker this will be for gathering toons.
Ain't perception one of the new stats we can get from gear?
I supposed that a Druid, instafarming with the shapeshifting and deer form, with perception gear and some add-ons for the routes and nodes it's better than a dractyr with need to dismount and additional perception.
I guess all that matters is how much perception is 50 compared to the total we can have?
I still prefer my guardian druid, deer form, tauren so extra speed, good farming gear and add-ons.
Unfortunately, there are no nodes in Azure Span available for testing at this stage.
Bag Size & Reagent Bags
Another massive boon for gold makers is the addition of a personal reagent bag slot as well as
new 32 and 34 slot bags
The new line of standard bags adds another option for the current Shadowlands maximum of 32 slots (not including the prepatch exclusive
Papa's Mint Condition Bag
, both of which are unique), along with a higher tier 34 slot bag for even more storage.
- 32 slot general bag.
- 34 slot general bag.
With the introduction of quality to crafting and gathering, there will be some additional pressure on bag space due to items of different crafting qualities not stacking. To offset this increase in bag space, we are making several inventory updates regarding professions.
First, we are excited to introduce a brand-new type of bag, the reagent bag! Reagent bags can only hold reagents, following the same rules for what can go in the reagent bank. What is particularly special about these bags is that they will have their own new, dedicated bag slot. In other words, once you get your hands on a reagent bag during your adventures in the Dragon Isles, you will have a large amount of additional inventory space to devote to your gathered and crafted reagents.
In addition to this new reagent-only bag, we are also increasing the maximum stack size for most crafted and gathered items in Dragonflight. Our current plan is for gathered reagents to stack to 1000 (up from 200), and most crafted consumable items will stack up to 200, up from 20 (e.g., potions, Optional Reagents, Finishing Reagents, etc.). We think these two changes will offset the added inventory space that items with quality will introduce.
also picked out this information from the
Group Interview with Ion Hazzikostas.
I'm not sure if it have been officialy confirmed before, I think I saw some people talking about it a few days/weeks ago. But it's now official, from Ion's interview.
That's a great news for everyone
Here is the Q/A from this Wowhead article :
When I was on the Alpha, there was something I noticed in the bottom right hand corner of the screen, it looked like we had an extra bag slot! When I was messing around with it, it said that it was called a reagent bag slot. Can you explain what it is and why you guys gave it to players?
Ion's answer :
It’s a giant universal profession stuff bag. And it will contain all your profession stuff. Think of what the Reagent Bank tab is back in your personal bank in town. We realized, as we expanded professions, that we have materials with different quality levels and different inputs. One of the first questions that came up in feedback from people on the team was ‘I don’t have any bag space as it is…this sucks. Please don’t give me more junk to put in my bags.’ But at the same time, the whole point of crafting is that you’re taking junk and combining it into better junk. And so the idea was ‘let’s just separate this space out entirely’
Years back, in the past, we used to have profession-specific bags ie larger skinning bags, that was ultimately a bit too fiddly for our purposes here so we’re just going with expanding the inventory, pulling all of that stuff out of your current bag space, and you don’t have to worry about professions competing with the space you want to use for your ger sets, quest items, all the rest.
Are those bags going to have a specific number of slots, or is it like an endless space? Somewhere in between. Not literally endless, but the intent is Big. It’s not meant to be a meaningful constraint on picking stuff up, or herbing, or gathering.
Inventory is the bane of many crafter's. One day perhaps, this could be account bound storage?
The Future of Cross-Realm Trading
A very interesting bit of information on the background of how Blizzard is thinking in regards to cross-realm trading came from
Mr GM's interview with Ion Hazzikostas
With 9.27 comes regionwide consumables. With Work Orders, is that something that's going to be looked at region wide?
That's something that we're still figuring out. I think that, regardless, the ability to get in a group with someone and just trade with them or interact with them directly in person and craft something co-operatively is something that will be inherently region wide.
Anyone that you can group with, you can also have craft for you.
With the Work Order system, we're probably going to start off server based and evaluate from there. I think part of the concern is just the sheer volume of navigating the interface, what that experience looks like.
A big part of why we focus on consumables, reagents and other stackable commodities for the region wide auction house in 9.27 is that it's just like - You want herbs, you want flasks, there's thousands. It's obvious what you're doing.
Imagining different listed items with different parameters, that across literally an entire region, that starts to potentially get messy & tricky to navigate, so we want to make sure we have a good user experience before we roll it out.
But, philosophically as people can perhaps infer from expansion of cross realm play, moving portions of the auction house to be region wide. Philosophically,
we are trying to move more and more to an interconnected world where what realm you're on doesn't have as much bearing
in your ability to experience the game and you're just playing WoW with a community of millions alongside you.
This gives a very good insight into the direction the auction house is going and the overall impacts this will have on the economy are going to shift and change as new systems come in.
Most of this information was discussed and originally posted on the
subreddit or in the accompanying
I hope you found this useful and If you have any suggestions or feedback, please do say so in the comments below..
Until next time, Happy Goldmaking!
Dragonflight Alpha News
Power Infusion on Warcraft Logs
Lessons Learned from Sepulcher
Talent Calculator Available
Crendor Interview - More Patches
Taliesin Interview - 2022 Release
Group Interview with Ion Hazzikostas
Battle Pet Clarifications
Dragonflight Loading Screens
Alpha Zone Maps
Dragonflight Alpha Begins Jul 14
Features & Updates
Raid Trinkets & Effects
Vault of the Incarnates Raid
Group Loot Returning in Raid Content
Dungeon Bosses of Dragonflight
Jade Serpent & Court of Stars Mythic+
Hemet Nesingwary, Retired
Turalyon Reaction to Dracthyr
Azure Span Questline
Azure Span Zone Preview
Sindragosa in Dragonflight
500 Mount Reward to Change
New Collection Achievements
Dragonriding Features & Impressions
Alchemy & Blacksmithing
New Crafting Recipes
New Bags from Tailoring
Fun Alchemy Effects
Combat Potions in Dragonflight
Phials Replace Flasks in Dragonflight
Models & Customization
Body Type, Pronouns, & Voices
Dracthyr Male Visage Customizations
Dracthyr Female Visage Customizations
Dracthyr Dragon Form Customizations
Raid Weapon Models
Dungeon Weapon Models
Quest Weapon Models
Updated World Assets
Titan Watcher Models
Dragon Aspect Models
Tuskarr Tribes in Dragonflight
Ducks in Dragonflight
New Mount Models
Centaur Clans in Dragonflight
Gnoll Model Updates Including Hogger
New Mount Models
New Creature Models
New Dragon Creature Models
Evoker & Class Changes
Evoker Zenith Tier Token
Evoker Talent Trees
Group Utility - Time Spiral & Zephyr
Blessing of the Bronze Raid Buff
Preservation Evoker Gameplay
Devastation Evoker Gameplay
Unholy DK Bluepost
DH & Warlock Talent Speculation
Mage Talent Speculation
Monk Talent Speculation
Paladin Talent Speculation
Shaman Talent Speculation
Warrior Talent Speculation
Death Knight Tier Apperance
Demon Hunter Tier Apperance
Druid Tier Apperance
Evoker Tier Apperance
Hunter Tier Appearance
Mage Tier Appearance
Monk Tier Appearance
Paladin Tier Appearance
Priest Tier Appearance
Rogue Tier Appearance
Shaman Tier Appearance
Warlock Tier Appearance
Warrior Tier Appearance
UNHIDE AS NECESSARY
Check out our livestreamed Dragonflight alpha coverage on twitch to see more discoveries in real time!
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