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  • The curious case of Cataclysm potions

    by 
    Anne Stickney
    Anne Stickney
    02.06.2012

    Remember how amazing cogwheels were? The concept was an inherently cool one -- engineers, much like jewelcrafters, could get their hands on something that would enhance their gear purely through their craft. For jewelcrafters, it's the ability to cut amazing gems, limited to the number they can use in their gear. For engineers, cogwheels were purchasable with crafted engineering items and could be used in a helm with cogwheel slots. You may be wondering why I'm using the past tense here. It's for good reason -- cogwheels are, essentially, a dead item. Introduced at the beginning of Cataclysm, they could be used in engineering crafted goggles, but that was it. Once players started raiding, those goggles were quickly replaced ... and we never saw anything with a cogwheel in it again. For something that had me really excited about being an engineer, the cogwheel was a letdown of sorts. But that's not the only thing that's been a little off, professionally speaking, with Cataclysm.

  • Behind the Mask: A way to improve microtransaction consumables

    by 
    Patrick Mackey
    Patrick Mackey
    12.15.2011

    A couple of weeks ago, I lamented the existence of grab bags in Champions Online and how they could be made more worthwhile. Although I made quite a few suggestions on what could be changed, the main concern was that the consumables placed in the grab bags were simply not worth anything. Improving the value of C-Store consumables won't appease the vocal minority whose sense of entitlement tells them that they deserve the ultra-rare grab bag items. These people only see the grab bags as chances for costume unlocks, so making the consumables worth the 80 CP ($1 US) won't matter to them. For the general public, though, making the consumables worth the gamble makes the grab bag items much more desirable. This week on Behind the Mask, we'll look at the C-Store consumables and weigh in on whether they're worth the money. If they're not, we'll look at what could be done to fix it!

  • Top 5 reasons all Rogues should pickpocket

    by 
    Krystalle Voecks
    Krystalle Voecks
    05.22.2007

    Recently, I was talking to one of the newer Rogues in my guild about different aspects of Roguecraft. This was largely because I was having to open a locked box for him, which at his level he should have been more than able to open. Of course from lock boxes, the topic soon came around to pickpocketing. Imagine my surprise when he admitted that he doesn't pick pocket from mobs much, if he even bothers at all. I was personally pretty stunned at that. I mean, pick pocketing is fun! Why would anyone not choose to enjoy all our sneaky class has to offer?However, from talking to a few other Rogues here and there, I have since learned that this is not an isolated thing. There are apparently quite a few Rogues out there who don't bother with pilfering for goodies, leaving a great many pockets un-picked. This is a real shame, considering the misbegotten pocket wealth that is a due right of the Rogue class. As such, I thought I would touch on what I told that up and coming Rogue the other night -- the Top 5 reasons that I believe Rogues should pick pockets.