Results 1 to 3 of 3

Thread: Consumables EVERYONE(ENG)

  1. #1
    Spirito Libero Propheta's Avatar
    Join Date
    Jul 2004
    Age
    45
    Posts
    4,591

    Default Consumables EVERYONE(ENG)

    GUIDE: ENDGAME PvE BUFFS FOR THE BURNING CRUSADE

    Updated to WoW: v.2.2.3

    INTRODUCTION: WHY GATHER CONSUMABLES AND OTHER BUFFS?
    After a long break from updating – the last was pre-TBC – I finally decided to make a revised consumables guide for TBC. With the lvl cap being 70, I have cut some of the less interesting consumables from the first guide made for lvl 60 40-man raids. If you think I should add something, please let me know. Thanks on front!

    The purpose of this guide is to guide new 10- and 25-man raiders. This is the endgame wow-experience and will put you up against the most difficult challenges in the game. That means that you need to maximize the potential of the raid, and everyone pull together. The best way for the individuals to do this is to be motivated, and gather up all the potions, consumables etc. that the game has to offer. This will make you a lot more powerful than you usually are, and will help tip the scales in your raid’s favour. This is particularly valuable when you are learning new encounters, but the rule of thumb is to always bring the stuff when you go raiding with your guild (and make sure you never run out).

    This way, you will reduce the time spent in frustrating and hard encounters to an absolute minimum. And when you all have learnt how to defeat whatever you are up against, you will wonder why on earth you used to think that the encounter was difficult. Most of the buffs are essential and should always be brought to make sure your raid have a nice and steady progress, but some is mainly for learning new encounters when you REALLY need to unload all the punch it is possible to pack along with you.

    That’s it for introduction. Firstly, I will go through a few important notes. I hope you enjoy the read, and happy raiding!

    - Bandobras



    CONCERNING CHAPTERS
    This guide is divided into chapters: “everyone”, “casters” and “melee”. The items listed under the respective chapters are particularly relevant to those classes. Sometimes it might be debatable whether the item is practical for other classes as well, but I urge you to read the guide in the context of your own needs. The complete list of different consumables will be sorted under the respective categories, which are:
    Everyone: This means every class, obviousely.
    Casters: Mage, Warlock, Priest, Druid, Paladin, Shaman, Hunter.
    Melee: Warrior, Paladin, Shaman, Hunter, Druid.


    CONCERNING COLOR CODES
    I have added color-codes to aid you in keeping an overview:
    Green text: Headlines and ”Everyone”, ”Casters” and ”Melee”.
    Grey text: Excluded consumables/buffs, and entries serving as sub-headlines.
    Olive text: Alchemy.
    Brown text: Non-alchemy.

    CONCERNING CONSUMABLES: CATEGORIES AND GENERAL INFO
    1) Short version:
    Previousely, an Elixir granting an intellect bonus would not stack with the mage buff arcane intellect. But all bonuses from consumables should now stack with the class buffs.

    I split the consumables into two groups: Non-cooldown based and cooldown based consumables (henceforth, I will say “CD” instead of “Cooldown”).

    The first group consists of Elixirs. The subgroups of this category are Guardian Elixirs and Battle Elixirs; all the consumables in this group will fall under one of the two types, and you can only have one of each category active at any given time. The exception are Flasks, which takes up both the Guardian and the Battle Elixir spot.

    The second group is more faceted. Here you have to deal with the CD’s. There are four different main groups of CD-consumables, which each have a series of different consumables. In other words: using a CD consumable from one of the four groups trigger the general CD of that group, but will have no effect on the other three groups. You have to wait until the CD timer expires before you can use another consumable from that particular group.

    I call the sub-groups Potion Consumables (POC), Non-Potion Consumables 1 (NPC1), Non-Potion Consumables 2 (NPC2) and First Aid Consumables (FAC).

    All tradeskill consumables are sorted by required skill; the lowest lvl first, and the highest lvl last.

    Which leaves us with this hierarchy:
    1. Non-CD based consumables (Elixirs)
    1.1 Guardian Elixirs
    1.2 Battle Elixirs
    1.3 Flasks

    2. CD based consumables
    2.1 Potion Consumables (POC)
    2.2 Non-Potion Consumables 1 (NPC1)
    2.3 Non-Potion Consumables 2 (NPC2)
    2.4 First Aid Consumables (FAC)


    2) Long version:
    2.1) Non-CD consumables (Elixirs):
    As mentioned above, this group consists of Elixirs, which typically are used as a preparation for battle. They do have a CD, but it is only 3 sec. so in tactical practice it is no problem. You can only have one Guardian and one Battle Elixir active at any given time, OR you can have one Flask active (the Flask counts as both a Guardian and a Battle Elixir.

    Most Elixirs can be made by Alchemists. Some can only be aquired through quests/turn-ins (like Zanza). Some Flasks can be aquired through quests/turn-ins and only used in specific instances.

    2.1.1) Guardian Elixirs:
    The Guardian Elixirs are of a defensive nature. They ensure survivability.

    2.1.2) Battle Elixirs:
    The Battle Elixirs are of an offensive nature. They make you able to dish out more damage or increase healing.

    2.1.3) Flasks:
    As mentioned above, the Flasks count as both a Guardian- and Battle Elixir. You cannot have a Flask and Elixirs active at the same time. Flasks are very powerful and give you particularly interesting buffs and abilities.

    2.2) CD based consumables:
    As mentioned above, this group has four sub-groups. They can be used as much as you want, with the CD as the only limitation. They are typically used during a battle, which is why it has a cooldown (else it would become too powerful). Note that some (like the Protection Potions) can be quaffed as a preparation and then you let the CD expire before engaging combat. Then you can drink another one when you take enough damage for the first one to expire.

    The duration of the CD usually is 1, 2 or 3 min. Within each group you do have variations; some have 1 min, some have 5, 10 or even 15 min. But the most useful ones in a PvE raiding perspective usually have 1 – 3 min. CD.

    Note that if you use a consumable with a CD of 15 min, that means that it takes 15 min. before that one can be used again. The other consumables within the same group will however not require you to wait 15 min; they will be ready when their respective CD-timer is up. It might go without saying, but I say this right away in case someone were wondering.

    2.2.1) Potion Consumables (POC):
    Most of the consumables in this group can be made by Alchemists, but some can also be aquired through quests/turn-ins or bought from vendors. Some can only be aquired through quests/turn-ins/vendors.

    POC’s have a 2 min. CD. There are certain exceptions to this like the Invisibility Potions (10 min.) and the Holy Spring Water (5 min.), but those are not of particular interest in a PvE raiding perspective.

    2.2.2) Non-Potion Consumables 1 (NPC1):
    This group can be produced by certain classes (Mage with Mana Gems and Warlocks with Healthstones). Some can be harvested by Herbalists, and some can be farmed in the world by anyone.

    NPC1’s usually have a 2 or 3 min. CD. You do get other CD’s here as well, like 5, 10 or 15 min, but they are not that interesting in a PvE raiding perspective.

    2.2.3) Non-Potion Consumables 2 (NPC2):
    This group is mainly made through Leatherworking (Drums) or Engineering (Bombs etc.). NPC2’s usually have 1 or 2 min. CD, but also some with 5, 10 or 15 min. Again, those are not as viable for PvE raiding. In this category, I will limit myself to the Drums as the other consumables are not that interesting.

    2.2.4) First Aid Consumables (FAC):
    FAC’s have a 1 min. CD. These are Bandages and Anti-Venom. In practice, you will only use the Heavy Netherweave Bandage, which is very useful in raiding. Anti-Venom is mostly uninteresting because you have classes that will remove poisons for you. Save your CD for bandaging.
    non controllo l'ortografia... non rompete

  2. #2
    Spirito Libero Propheta's Avatar
    Join Date
    Jul 2004
    Age
    45
    Posts
    4,591

    Default Riferimento: Consumables(ENG)

    1. Everyone
    1.1 Non-CD based consumables (Elixirs)
    1.1.1 Guardian Elixirs
    1.1.1.1 Excluded Elixirs
    Elixir of Fortitude, Major Troll’s Blood Potion, Sheen of Zanza, Swiftness of Zanza, Spirit of Zanza, Lung Juice Cocktail, Juju Chill, Juju Ember
    1.1.1.2 Elixir of Major Fortitude (+250max hp, restore 10hp/5sec, 1hr.)
    1.1.1.3 Earthen Elixir (-up to 20 physical/magical dmg, 1hr.)

    1.1.2 Battle Elixirs
    1.1.2.1 Excluded Elixirs
    Juju Flurry
    1.1.2.2 Elixir of Mastery (+15all stats, 1hr.)

    1.1.3 Flasks
    1.1.3.1 Excluded Flasks
    Flask of Petrification, Flask of Chromatic Resistance, Flask of the Titans
    1.1.3.2 Shattrath Flasks
    1.1.3.2.1 Shattrath Flask of Fortification (+500max hp, +10def.rating, 2hrs.)
    1.1.3.3 Flasks
    1.1.3.3.1 Flask of Fortification (+500max hp, +10def.rating, 2hrs.)
    1.1.3.3.2 Flask of Chromatic Wonder (+35all res, +18all stats, 2hrs.)

    1.2 CD based consumables
    1.2.1 Potion Consumables (POC)
    1.2.1.1 Excluded POCs
    Protection Potions, Superior Healing Potion, Living Action Potion, Greater Protection Potions, Fel Regeneration Potion, Shrouding Potion, Sneaking Potion, Purification Potion
    1.2.1.2 Limited Invulnerability Potion (-120physical dmg taken, 8sec.)
    1.2.1.3 Haste Potion (+400haste, 15sec.)
    1.2.1.4 Major Protection Potions (Absorb 2800-4000school dmg)
    1.2.1.5 Cauldron of Major Protection (25 Major Protection Potions)
    1.2.1.6 Healing Potions
    1.2.1.6.1 Red Ogre Brew (Special) (+1050-1700hp)
    1.2.1.6.2 Major Combat Healing Potion (+1050-1700hp)
    1.2.1.6.3 Cenarion Healing Salve (+1500-2500hp)
    1.2.1.6.4 Bottled Nethergon Vapor (+1500-2500hp)
    1.2.1.6.5 Auchenai Healing Potion (+1500-2500hp)
    1.2.1.6.6 Healing Potion Injector (+1500-2500hp)
    1.2.1.6.7 Major Healing Potion (+1050-1700hp)
    1.2.1.6.8 Volatile Healing Potion (+1050-1700hp)
    1.2.1.6.9 Super Healing Potion (+1500-2500hp)

    1.2.2 Non-Potion Consumables 1 (NPC1)
    1.2.2.1 Excluded NPC1s
    Frozen Rune, Stone Statues, Crystal Basilisk Spine, Major Recombobulator, Crystal Restore
    1.2.2.2 Fel Blossom (Absorb 750-1250dm, 15sec.)
    1.2.2.3 Nightmare Seed (+2000max hp, 30sec.)
    1.2.2.4 Charged Crystal Focus (+2000hp)
    1.2.2.5 Healthstones
    1.2.2.5.1 Healthstone (+500hp)
    1.2.2.5.2 Greater Healthstone (+800hp)
    1.2.2.5.3 Major Healthstone (+1440hp)
    1.2.2.5.4 Master Healthstone (+2496hp)
    1.2.2.6 Felwood
    1.2.2.6.1 Whipper Root (+700-900hp)

    1.2.3 Non-Potion Consumables 2 (NPC2)
    1.2.3.1 Excluded NPC2s
    Drums of Panic, Engineering (bombs, grenades, minions etc.), Crystal Charge, Crystal Yield, Netherweave Net
    1.2.3.2 Leatherworking: Drums
    1.2.3.2.1 Drums of Battle (+80att/castingspeed party, 30sec.)
    1.2.3.2.2 Drums of Restoration (+40hp/sec party, 15sec.)
    1.2.3.2.3 Drums of Speed (+15%movementspeed party, 30sec.)
    1.2.3.2.4 Drums of War (+60ap, 30spelldmg party, 30 sec.)

    1.2.4 First Aid Consumables (FAC)
    1.2.4.1 Excluded FACs
    Anti-Venom
    1.2.4.2 Heavy Netherweave Bandage (+425hp/sec, 8sec.)
    non controllo l'ortografia... non rompete

  3. #3
    Spirito Libero Propheta's Avatar
    Join Date
    Jul 2004
    Age
    45
    Posts
    4,591

    Default Riferimento: Consumables(ENG)

    1.3 Misc. tradeskills
    1.3.1 Cooking
    1.3.1.1 Excluded Cooking Consumables
    Heavy Kodo Stew, Spider Sausage, Spiced Chili Crab, Monster Omelet, Tender Wolf Steak, Poached Sunscale Salmon, Dirge’s Kickin’ Chimaerok Chops
    1.3.1.2 Buzzard Bites (+20stam&spir, 30min.)
    1.3.1.3 Feltail Delight (+20stam&spir, 30min.)
    1.3.1.4 Clam Bar (+20stam&spir, 30min.)
    1.3.1.5 Broiled Bloodfin (+20stam&spir, 30min.)
    1.3.1.6 Talbuk Steak (+20stam&spir, 30min.)
    1.3.1.7 Spicy Hot Talbuk (+20hit&spir, 30min.)
    1.3.1.8 Mok’Nathal Shortribs (+20stam&spir, 30min.)
    1.3.1.9 Spicy Crawdad (+30stam&spir, 30min.)
    1.3.1.10 Fisherman’s Feast (+30stam&spir, 30min.)

    1.3.2 Leatherworking
    1.3.2.1 Armor Kit (Ench.chest,legs,hands,feet: +8school res.)

    1.4 World farming/quests/vendor/faction reward
    1.4.1 Excluded Consumables/buffs
    Rallying Cry of the Dragonslayer, Spirit of Zandalar, Tribute Run, Blessing of the Warchief, Gordok Green Grog, Rumsey Rum Black Label, Zandalar Signets, Songflower Serenade, Mantles of the Dawn, Chromatic Mantle of the Dawn, UBRS Fire Resistance Buff, ZG Class Enchants, Scarlet Crusade: Ice Guard, Scarlet Crusade: Shadow Guard
    1.4.2 Sayge’s Fortune (+10% “random” buff, 2hrs.)
    1.4.3 Faction Rewards
    1.4.3.1 Hellfire Peninsula Honored: Glyph of Fire Warding (+20fire res.)
    1.4.3.2 Lower City Honored: Glyph of Shadow Warding (+20shadow res.)
    1.4.3.3 Cenarion Expedition Honored: Glyph of Nature Warding (+20nature res.)
    1.4.3.4 Keepers of Time Honored: Glyph of Frost Warding (+20frost res.)
    1.4.3.5 The Violet Eye Honored: Inscription of Endurance (+7all res.)
    1.4.4 Scrolls
    1.4.4.1 Scroll of Stamina V (+20sta, 30min.)
    non controllo l'ortografia... non rompete

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •