critical-strike

Latest

  • The future of itemization

    by 
    Matthew Rossi
    Matthew Rossi
    03.05.2014

    I've written long, eloquent defenses of reforging. And this week, I finally snapped. The fact that I have to reforge between my arms spec and my fury spec (and not just reforge, but regem) has finally broken me. I now take it all back - reforging sucks. It compensates for things that are flaws in the modern game, but I no longer find that charming. I just find it irritating that those faults exist and that we have a means to wallpaper over them doesn't change the fact that they exist. In a way, my relationship with reforging mirrors my relationship with the old tanking scheme that existed before Mists of Pandaria - I knew there were flaws with threat generation, but I'd grown familiar with them. I understood that they were there and how to circumvent them. In the modern game, there are significant flaws with itemization, and reforging is that means to circumvent them, so I've been a big booster of and supporter of it ever since it was introduced back in Cataclysm. But I was wrong. Using reforging to sandpaper down the jagged edges where gear doesn't meet our needs doesn't change the fact that gear doesn't meet our needs - it merely conceals those edges. We know that we're going to have two new stats - multistrike and readiness - in addition to critical strike, haste and mastery. None of these are caps in the same way that hit or expertise are (soon to be were) - we'll see how they work, but we already know some talents will affect them or be affected by them, like the upcoming Anger Management talent for warriors. So what I'm wondering is, are we finally going to see a situation where there's enough gear with stats individual classes want that we don't need a system to make up for gear's shortcomings? Or are we just going to have to make the best of bad itemization again, like we did back in Wrath?

  • Lichborne: Common death knight questions in patch 5.4

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    10.22.2013

    Every week, WoW Insider brings you Lichborne for blood, frost, and unholy death knights. In the post-Cataclysm era, death knights are no longer the new kids on the block. Let's show the other classes how a hero class gets things done. With patch 5.4 well underway, we're to the point where we can make some solid observations on the state of the class and take a look at what matters to death knights in this raiding tier. This week's column will attempt to answer some basic questions I've seen floating around the web from death knights about some of the basic realities of patch 5.4. How are death knights in PvE? Death knights, simply put, are doing pretty well. We're upper-middle of the pack DPS wise, which is a solidly comfortable place to be, and so far, there haven't been any hot fixes to change that. Frost is still edging out unholy on DPS for most fights, but unholy is close enough that you should be able to spec into it without being too much of a drain on your raid. Death knight tanks are doing well, especially with a fix that allows Purgatory to "stack" with the legendary tank cloak proc. Assuming you have adequate stamina, mastery is still our best stat for survival, but Riposte ensures that if you need more threat, you can add some avoidance and get good DPS without sacrificing as much survivability as you otherwise would.

  • Blood Pact: Warlock stats and set bonuses in patch 5.4

    by 
    Megan O'Neill
    Megan O'Neill
    09.30.2013

    Every week, WoW Insider brings you Blood Pact for affliction, demonology, and destruction warlocks. This week, Megan O'Neill gets cleansed of disease and starts on a new rivalry. *cough* *cough* *haaaaaack* Megan coughs violently into a clutch of raggy, mucused-up robes. It's all good. I'm going to survive. The healers haven't cleansed me since that last time I dropped the Gateway still inside the windstorm, so I'm stuck to my cookie cooldown. I really don't blame them for that. But, I gotta say it was worth a little cough to see all the melee drop dead like that. Don't worry, I'm not cursed or anyth-- What is that. No -- THAT. Who the ... You guys let a mage in here?! Well. *Megan steeples her fingers.* No matter. Warlocks are still better than those muffinmakers in patch 5.4.

  • Lichborne: The problem with Killing Machine and DPS stat weights

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    07.16.2013

    Every week, WoW Insider brings you Lichborne for blood, frost, and unholy death knights. In the post-Cataclysm era, death knights are no longer the new kids on the block. Let's show the other classes how a hero class gets things done. With patch 5.4 coming along on the PTR, one thing that came into my brain as I reviewed the latest changes is thinking about what death knight issues weren't addressed, in this patch or others. Some class changes in this patch are inevitable, because you do want all classes to have a good experience and be well balanced going into the final raid of the expansion, the shining centerpiece of it all. At the same time, though, there's still problems, problems that may not be addressed until patch 6.0, if at all. Today, we're going to discuss one of those problems, namely, Killing Machine, and the deeper flaws it may magnify in the current frost death knight stat priority.

  • Lichborne: DPS stats for tanking death knights

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    06.04.2013

    Every week, WoW Insider brings you Lichborne for blood, frost, and unholy death knights. In the post-Cataclysm era, death knights are no longer the new kids on the block. Let's show the other classes how a hero class gets things done. So Rossi bought this up in his last column, and I feel like it is a valid question. If haste is a valid gearing strategy for Paladins, why shouldn't it be for the other tanks? The idea of haste and critical strike as being valid, even desirable stats for a tank seems almost anathema, but as of Mists, especially, it's worth a look. Paladins even have a gearing strategy built around haste. Are they the only ones? Should death knights be considering haste and critical strike rating? Should Blizzard be looking at ways to make haste and critical strike rating more desirable for tanks? We'll consider those questions this week.

  • The Care and Feeding of Warriors: Itemization Concerns

    by 
    Matthew Rossi
    Matthew Rossi
    06.01.2013

    Every week, WoW Insider brings you The Care and Feeding of Warriors, the column dedicated to arms, fury and protection warriors. Despite repeated blows to the head from dragons, demons, Old Gods and whatever that thing over there was, Matthew Rossi will be your host. I admit the title is a fancy way for me to say I want to talk about a bunch of stuff, all related to warriors without dedicating the entire column to one of the topics. These things I want to discuss include: The ridiculous dependence on crit to the exclusion of pretty much all other DPS stats for fury. Warrior tank threat/DPS and how it holds back the class. The ridiculous amount of hit on Throne of Thunder gear. Why I'm still annoyed that haste does nothing for protection warriors. I know I've been flogging that haste for protection horse for a while, but it just irks me to see two of the plate classes getting solid use out of haste/expertise or haste/mastery gear for their tank sets and we get nothing. Considering point #2 for warrior tanks (namely, that our DPS and thus threat is just way behind the other tanks) I find it absolutely maddening to see haste be so completely useless for protection warriors. It doesn't give us resources at all, due to the way rage regenerates in Defensive Stance - it doesn't even help us with our rage generators like Shield Slam and Revenge because haste does nothing for our GCD. I took a pair of haste legs for my tank set recently (they were still a huge upgrade, that's how bad my old tank legs were) and every time I look at that haste on them, and know I can't reforge all of it away, I get this lump in my gut where the snarky itemization elitist in me says haste? Really? I hate that guy. I hate him even more because I know he's right. Haste has no business on my tanking gear because haste does nothing for a warrior tank. Nothing. We don't even generate rage from our autoattacks, so the miniscule increase in attack speed doesn't even avail us.

  • Blood Pact: Find greater knowledge in elites' tricks

    by 
    Megan O'Neill
    Megan O'Neill
    04.22.2013

    Every week, WoW Insider brings you Blood Pact for affliction, demonology, and destruction warlocks. This week, Megan O'Neill finally landed a heroic-mode soulwell this Ji-Kun kill. Every time we hit Ji-Kun, I try to place a soulwell mid-air. There isn't any performance-breaking reason to do this other than pure amusement as raidmates try to "grab the cookie from my jar, young grasshopper." But it's possibly my favorite use of KJC so far. This isn't an trick that requires super skill. Mostly, it's whether or not you can time your cast, your latency, and the wind that grabs you off Gastropod Boulevard. But what I do like to do sometimes is watch elite players from the top guilds in the world do fights in a crazy or simply slightly different way. Usually this involves watching a lot of soloing videos: e.g, Spygnesy, who just uploaded a warlock solo of Ragnaros in Firelands. But when it comes to minor tips for huge meter wrecking, I love watching Sparkuggz of play.

  • Blood Pact: The chaotic influence of haste

    by 
    Megan O'Neill
    Megan O'Neill
    04.15.2013

    Every week, WoW Insider brings you Blood Pact for affliction, demonology, and destruction warlocks. This week, Megan O'Neill may play affliction in-game, but really she's a destro 'lock IRL. I'm starting to dislike hit rating again. Previously, with reforging, it was totally possible to sit there with 14.96%, 14.97%, 14.98%, 14.99%, or the occasional rare times I nearly hit fifteen-even, just off by a mere handful of rating points. Now, with the huge amounts of stats on our gear, I feel like we're approaching Wrath-era hit rating juggling, where a new piece means you're way under hit cap or way over hit cap. This is not a fun stat balancing. Hit is coming back around to the pre-reforge era where it it's actually irritating to balance, not just annoying. But I don't want to talk about spell hit this time. I want to talk about the very-coolness of haste.

  • Lichborne: The effect of the new stat changes on death knights

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    03.06.2012

    Every week, WoW Insider brings you Lichborne for blood, frost, and unholy death knights. In the post-Cataclysm era, death knights are no longer the new kids on the block. Let's show the other classes how a hero class gets things done. We're still a couple of weeks away from the dam burst that is the Mists of Pandaria press event, but in the meantime, Lead Systems Designer Greg "Ghostcrawler" Street has posted a new Dev Watercooler. He listed some stat changes coming in Mists that, while ostensibly not as complicated as those in Wrath, still hold some interesting and possibly major implications for class balance in the coming expansion. Let's dive right in and see what they mean for death knights. Blocking takes a week While it doesn't directly affect us, the blocking changes will certainly shake up the tanking hierarchy that we're a part of, so it's worth pointing out that the usual single roll combat table for dodging, parrying, or blocking a hit is gone. Instead, the chance to block will be calculated only after the dodge and parry chance is calculated. This essentially means that being unhittable is gone. You can't just stack to 102.4%. Of course, death knights and druids have never been able to do this, but they will now be joined by the shield tanks.

  • The Light and How to Swing It: Examining secondary stats for holy paladins

    by 
    Chase Christian
    Chase Christian
    01.08.2012

    Every week, WoW Insider brings you The Light and How to Swing It for holy, protection and retribution paladins. Every Sunday, Chase Christian invites you to discuss the finer side of the paladin class: the holy specialization. Feel free to email me with any questions you want answered, like why paladins are so awesome. Despite any arguments to the contrary, I don't feel that spirit is a true secondary stat. I know you can reforge in and out of it and that it's not as ubiquitous as intellect, but it's actually closer to being our fifth primary stat. In Mists of Pandaria, intellect will no longer grant additional mana, making spirit the only game in town for improving longevity. Because of the way holy paladins function with the new Judgements of the Pure regeneration mechanic, spirit has gone from a good choice to a must-have stat. When we start talking about the true secondary stats, we realize that there's a lot of baggage here. Haste rating was the de facto champion due to its ability to affect all of our heals, critical strike rating was avoided after the removal of Illumination, and our master rating has gone through more iterations than any other spell in Cataclysm.

  • Lichborne: BlizzCon cause and effect for death knights in patch 4.3

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    11.08.2011

    Every week, WoW Insider brings you Lichborne for blood, frost, and unholy death knights. In the post-Cataclysm era, death knights are no longer the new kids on the block. Let's show the other classes how a hero class gets things done. So the past few weeks have actually been pretty exciting for death knights. We saw a lot of new info come out of BlizzCon, including getting a couple long-standing questions answered with new updates to the patch 4.3 PTR. Today, we'll cover the basics of what we discussed with the devs at BlizzCon and see what fruit those discussions have borne on the PTR itself. Bloody questions One of the first questions asked at the Class Q&A on BlizzCon 2011 day two was more of a laundry list of blood death knight grievances, such as our issues with spike damage and with avoidance working against mastery. While we have gotten a good bit of dev love on the forums on these beefs, it was actually pretty nice to see it answered candidly on stage, if only to see a dev give an on-the-spot, straight-up answer.

  • Spiritual Guidance: Further changes on Patch 4.2 PTR to consider

    by 
    Dawn Moore
    Dawn Moore
    05.16.2011

    Every week, WoW Insider brings you Spiritual Guidance for discipline, holy and shadow priests. Dawn Moore covers healing for discipline and holy priests, while her archenemy Fox Van Allen tries to go back to the future -- or the past, or something. Dawn also writes for LearnToRaid.com and produces the Circle of Healing Podcast. It's been another exciting week for healing priests who have their sight focused on patch 4.2 and the next raiding tier. First, Blizzard announced that it was going to go ahead with its plan to change how critical heals worked. Previously, Ghostcrawler (lead systems designer) explained that the developers were looking to increase the value of crit for healers, since most classes were ignoring it in favor of other stats. Now that they've gone ahead with their plans, we'll need to examine the impact this will have on discipline and holy priests. But before we do that, we have to look at the most exciting news for priests this past week: Our set bonuses got changed! If you missed it, last Thursday Zarhym hopped on the forums and announced that the developers had made some changes to the set bonuses of several classes. Priests were, of course, on that list.

  • The Light and How to Swing It: Illuminating holy paladin stats

    by 
    Chase Christian
    Chase Christian
    04.10.2011

    Every week, WoW Insider brings you The Light and How to Swing It for holy, protection and retribution paladins. Every Sunday, Chase Christian invites you to discuss the finer side of the paladin class: the holy specialization. Feel free to email me with any questions you want answered, like why paladins are so awesome. Intellect has been our best stat for quite some time, and Cataclysm has only reinforced that. We get spellpower, mana, and critical strike chance from every point of intellect, which makes it valuable for every aspect of holy paladin play. We want to gem for intellect, enchant for intellect, use intellect consumables like Severed Sagefish Head and the Flask of the Draconic Mind. All of our spells scale off of spellpower, which makes it an amazing throughput stat. The fact that it gives us critical strike rating is just icing on the cake. Divine Plea's mana regeneration scales off of our maximum mana, and so stacking intellect gives us both mana at the start of the fight and then additional mana every time we use Divine Plea. My only advice is to be sure to use all plate gear, as we receive a 5% intellect bonus when wearing all plate. Mail caster gear may seem attractive, but the intellect loss isn't worth it. Intellect is designed to be our best stat, and that's why we can find it on all of our gear. Even if you hated intellect, you can't get rid of it. The real gearing decisions come down to choices between the secondary stats.

  • Encrypted Text: Dissecting rogue stats

    by 
    Chase Christian
    Chase Christian
    04.06.2011

    Every week, WoW Insider brings you Encrypted Text for assassination, combat and subtlety rogues. Chase Christian will be your guide to the world of shadows every Wednesday. Feel free to email me with any article suggestions! Do you remember when armor penetration was all the rage? While combat rogues lusted after all the ArP as they could get their hands on, the other physical DPS classes shared the same desire. I forgave all of the feral druids who asked for the leather gear with armor penetration on it; I know we have to share the agility-based leather gear with our furry friends. I didn't put my foot down until hunters, warriors, and even death knights started rolling on our stuff. While having such a powerful stat allowed us to scale competitively, it also created a massive amount of gear competition. Blizzard's developers decided to end armor penetration's reign as the top stat and actually named a successor to the throne -- agility. Agility is now a rogue's best stat, and since it's always on our gear, we never have to worry about whether we'll see it or not. The plate DPS classes now only want strength, and so our precious leather is safe from their clutches. The stat redesign also shifted the balance of power between the other secondary stats, and we saw several stat functions changed as well.

  • Encrypted Text: Slicing up hit and expertise for Cataclysm rogues

    by 
    Chase Christian
    Chase Christian
    12.29.2010

    Every week, WoW Insider brings you Encrypted Text for assassination, combat and subtlety rogues. Chase Christian will be your guide to the world of shadows every Wednesday. Feel free to email me, especially if you've been playing subtlety lately! I love hit and expertise. While their mechanics and nuances can be complicated, I enjoy the diversity they bring to our gear options. We have stats like critical strike chance, which give us a chance to hit harder; haste, which lets us hit more often; and of course, hit and expertise, which let us hit our targets more often. The interaction between all of these different gear stats is one of the most interesting parts of theorycrafting for me. Think about it, would you really enjoy picking gear if you were just choosing between haste, mastery, and crit? Unfortunately for us, hit and expertise are also our only two remaining stats with tangible caps on their potency. While we were able to cap out on critical strike chance and armor penetration in the past, one of those stats has been rebalanced and the other completely removed. Because of the caps in place, hit and expertise's value drops off immediately after reaching that golden value, and so we're left always keeping those caps in mind.

  • Lichborne: Haste and spell hit issues in patch 4.0.1 and beyond

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    11.16.2010

    Every week, WoW Insider brings you Lichborne for blood, frost, and unholy death knights. Patch 4.0.3 and the Cataclysm expansion are approaching quickly, and frankly, we're in pretty good shape right now. Yes, there are issues you can point at in almost every tree that could be just a little better, but honestly, most of them are pretty minor. We're really solidly set up for leveling (if you don't mind leveling in a tank spec), dungeon running, and even the first tier of raiding, and for now we can feel pretty secure about ourselves (or at least about our class). That said, there are almost always improvements to be made, and I do want to take a little bit of time to talk about the issue of the unholy tree's complicated love-hate relationship with haste. Now, you're still going to be stacking and gemming strength as much as possible when you gear up. Strength is still king, don't get me wrong, and you'll always want to get your melee hit capped out. But after that, haste pretty much rules for the roost for unholy. It vaults past critical strike rating and leaves mastery somewhere two or three miles down the road, it's so good. This isn't too much of a problem at first glance. It's arguably a little boring stacking one secondary stat over others, but that's more or less a reality of gearing up a DPS. It's very rare that two secondary stats share equal billing. We did have a problem with reaching the GCD cap early on in the beta, but the addition of a GCD reduction element to Unholy Presence fixed that pretty handily. That said, there's still two big problems, one of which primarily affects unholy, the other of which affects all three trees.

  • Moonkin may receive a buff soon

    by 
    Allison Robert
    Allison Robert
    01.15.2010

    Balance druid performance has been noticeably lagging in raids. While moonkin have long had a problem being too easily +haste-capped with Wrath, there's another issue on the not-too-distant horizon in the form of the "lunar +crit cap." Essentially, when a lunar eclipse procs and the player turns to the Starfire portion of the rotation, the combination of raid buffs, gear, and procs make Starfire crits all but inevitable. While this may sound like a welcome DPS increase, it does have the unhappy result of the spec seeing increasingly less benefit from the +haste and +crit that exists in abundance on Icecrown raid gear. Blizzard has known about this for a while, but the issue with Nature's Grace and the soft +haste cap isn't easily fixable without impacting both Restoration and Starfire (where the NG proc is still useful), and the +crit cap is the effect of unintended stat inflation in Wrath. Enter Zarhym on Wednesday to announce news of a possible change to the Earth and Moon talent in a future mini-patch, granting 2/4/6% spell damage to the moonkin, up from 1/2/3%. While this isn't set in stone (and Balance players are already aware that an overhaul to the Nature's Grace issue probably won't happen until the Cataclysm content patch at the earliest), it's been greeted as a decent short-term fix. It's also a means of improving the scaling of what remains the moonkin's best stat (+spellpower). Zarhym did warn that the change may not go through in this form, and we're also waiting for news on when this mini-patch will hit. Stay tuned for future announcements.

  • Scattered Shots: Picking the right hunter loot, part 1

    by 
    Eddie Carrington
    Eddie Carrington
    11.19.2009

    Welcome back to the Scattered Shots, the weekly hunter class column. This week we begin our series "Picking the right hunter loot." Where we will review what truly makes something qualify as hunter loot, and not just loot hunters can use. We'll also review the drops off of each major raids starting with Naxxrammas and ending with the PTR Patch 3.3 raid, Ice Crown. So join me, Eddie Carrington, aka Brigwyn from The Hunting Lodge, as we explore what loot we should put on our watch lists. Things on the patch 3.3 PTR are getting closer and closer to wrapping up, so I thought it might be a good idea to review hunter stats and how they help you select the right gear for you. In the past we have talked about how to use iLevel to do a gear check. Also, we've talked about how to use the different hunter tools and resources out there to select an upgrade for your hunter. What we really haven't talked about was what makes up good hunter gear, and in each of the different raids in Wrath of The Lich King makes up some good hunter gear. And a recent comment on the Damage Dealing forum from Ghostcrawler got me thinking that it might be a good idea to make sure to first review how stats impact our gear choices, and how they impact both our and our pet's raid performance. Just like the hunter leveling guide, I'd like to set a few discussion guidelines.

  • Ming tackles Patch 3.2's resilience change

    by 
    Alex Ziebart
    Alex Ziebart
    06.22.2009

    Despite his sometimes-crass way of getting his point across, Ming is one of the best PvP bloggers around these days. When the Patch 3.2 patch notes revealed the upcoming change to resilience, I was hoping to hear his take on it. He delivered! If you haven't seen the patch notes, Resilience in Patch 3.2 will lower incoming damage across the board in addition to its protection against critical strikes. By Ming's estimates, after all other factors have been taken into consideration, the change will bring a net difference of an added 10% damage reduction in the upcoming Season 7.That number probably doesn't seem like a lot to people who don't set foot into the arena at all, but for people who arena seriously and competitively, it will be a game changer. The developers' stated goal is to slow down the pace of the arena, and this change will do exactly that. An extra 10% buffer on survivability has the potential to absolutely be the difference between a one minute game and a five minute game. It has the potential to be the difference between a gib and a last second defensive save. As has been stated, it's possible to die in the span of one GCD, and that's not fun. If this change can extend one GCD to two or three GCDs to allow for reaction time, the arena just might end up more balanced than it has ever previously been, unless you pretend Mace Stun didn't exist in the middle seasons of The Burning Crusade.You really shouldn't take my word for it, though. I PvP, but I'd never claim to be a highly rated anything. There's a reason I was waiting for Ming's take on it. Go read what he has to say, and be bolstered by it. The arena might actually be truly fun again.

  • Insider Trader: Profession-specific buffs part 3

    by 
    Amanda Miller
    Amanda Miller
    06.12.2009

    Mining Miners are given Toughness, an ability that at max rank, awards +50 stamina. This is a lovely bonus for tanks! A tank's talents will take this well beyond +500 hp, and stamina is also multiplied by buffs and talents such as Blessing of Kings (and not all stats are). This is also going to be helpful in PvP, where stamina is especially important. Herbalism Herbalists get Lifeblood, a self-heal, that at max rank, awards +2000 HP over 5 seconds on a 3 minute cooldown. This can be used in or out of combat, and the spell effect entails flowers sprouting up from the ground all around the character. It is difficult to gauge the actual benefit of this ability across classes and in different situations. In the last few seconds of a close fight, where it is you or them, even a small boost in HP could bump you up to victory. Then again, tanks benefit more from stamina due to talents that factor in your total stamina to then award you with extra stamina (Sacred Duty), increased power (Touched by the Light), and other benefits. It is also difficult to say whether an extra boost in damage might also be worth more than this small heal in a tough spot. Almost all classes find this ability helpful while leveling and soloing. Raiders will often use it to top themselves off or buy some time until their next heal. Skinning Skinners become Masters of Anatomy, and gain 32 critical strike rating, which is equal to 0.70% crit. This is especially useful to classes who have talents that boost stats based on your crit rating, increase your crit by a %, or where your crit rating actually grants you other stats, such as mana for holy paladins. The Skinning and Mining bonuses equate to about 2 gems worth of stats, and Lifeblood is all about how you use it.Conclusion and ComparisonAs you can see, for most of the professions, the benefits and stat increases are approximately equal. Let's use spell power to demonstrate this: JC: +39. Enchanting: +38. Inscription: +37. Tailoring: 250 SP for 15 seconds of every 45 seconds+. This averages to +83 SP in ideal conditions (meaning, it procs on your next heal after the cooldown is up). In fact, it will likely always be under, though somewhat near, this ideal. A more realistic average is +75 SP. LW: +37. Blacksmithing: +38. Engineers: +18 and a parachute. Alchemy: +37. As you can see, the profession bonuses are basically equivalent, and this is true across each stat. There are some exceptions. As I noted earlier, the Engineering enchants are not only meant to increase your stats, but also combine your gadgets, absorbing them into your everyday armor. Without this absorption, the only way to use them would be to take off your super special raiding/PvP gear in favor of a piece of gear or trinket that you carry around for special occasions. Because of this convenience, they seem to eat up itemization points. Still, there are several that are still worth taking, even over other options available for that slot. The Tailoring enchant noted above is currently being debated as OP, and may be subject to tweaking in the future. It is also worth noting that because this is a passive proc, it is not always going to be utilized. You might proc it near the end of a fight, for example, or when you're topping someone off between pulls, and waste most of the added spell power. Each week, Insider Trader takes you behind the scenes of the bustling sub-culture of professional craftsmen, examining the profitable, the tragically lacking, and the methods behind the madness. Check out part 1 of this Guide to Profession-Specific Buffs!