Herbalism Buffs & Debuffs

I have encountered a few of these buffs, and was wondering if there were others. The basic details are:

“Buffs and extra items include:

  • Felweed, which has a chance to give you Fel Thistle, which absorbs 750 to 1250 damage and lasts 15 seconds.
  • Flame Cap, which is a potion in its own right — it gives you increased fire spell damage by 80 and a chance to strike a ranged or melee target with 40 additional fire damage on weapon hit, but only for one minute.
  • Dreaming Glory, which increases your health regeneration by 30hp/5 for fifteen minutes when you pick it.
  • Mana Thistle, which restores a random amount of mana when picked.

Then there are two herbs which can debuff you. Unfortunately, these are high-level herbs that are required a lot.

  • Nightmare Vine poisons you for 800 shadow damage over 8 seconds.
  • Netherbloom gives you a totally random 15 minute buff or debuff that gives you plus or minus 50 to any stat. It can either be completely crippling or very nice, depending on what it is.”

The Dreaming Glory buff happens with every pick of the herb. The Fel Thistle is actually Fel Blossom. Based on WoWHead it appears about 10% of the time, although my experience seems much lower. I’ve only received one and I’ve picked a good number of Felweed.

Aldor or Scryer

I’m almost to level 64 and have finished up a good number of the quests around Orebar Harborage. I had been looking for a change of scenery, so a couple nights back I ventured over to the Allerian Stronghold. From there, it was a quick ride to Shattrath City. And once inside Shattrath I quickly ran into what seems to be the question of the expansion: Aldor or Scryer?

Even before the end of beta, there were reports and articles far and wide discussing the issue.
So now that I had ventured into Shattrath City, I figured it was time for me to figure out which side my allegiance should lie. I blocked out a couple hours on my calendar, made a fresh pot of coffee, put on some Ted Nugent (why does Cat Scratch Fever always pop into my head when I read or type Shattrath City?), and settled in for what I assumed would be some serious decision-making.

You know what I think? I think it really doesn’t matter all that much which one you choose.

I know, I know - you stats junkies out there will scream about how the different factions offer bonuses to different attributes, and I should pay more attention. By my own admission, I’m a somewhat casual player at a couple hours at night during the week and one extended session per weekend. I don’t know the effects and nuances of every attribute off the top of my head. Nor have I internalized all the formulas for computed attributes that are based on other attributes. When I’m evaluating a piece of equipment, I rely on the Tankpoints and Healpoints calculators, fellow guild members, and a fair amount of gut instinct. That being said, my goal isn’t to have the “perfect” configuration, it’s to have fun. If you’re looking at two good pieces of gear, I really don’t think you can make a “wrong” decision - I think each piece of gear will help you in different ways. Obviously, some gear is better or even required for certain encounters, but that is just common sense.

Also, I’m a pure gatherer - herbalism and skinning. So crafting recipies don’t figure into my evaluation and maybe they do for you.

So I took another look. I still don’t think it matters all that much.

I see things like the Aldor healing inscription available at lvl 64 and Honored adding up to 29 healing to a shoulder slot and the comparable Scryer inscription adding 5 mana per 5. Okay, I can see a difference there between straight healing per spell help good in the short term versus the mana regeneration good for longer combats. But at level 70 and exalted, those differences start to fade with the Aldor inscription adding 33 healing and 5 mp5 and the Scryer adding 22 healing and 6 mp5. That’s just not a whole lot for me to get excited about.

Bear form tank - Aldor offers dodge at honored and throws in some defense at Exalted. Scryer offers defense at honored and throws in dodge at exalted.

Cat form DPS - Aldor offers an increase of attack power at honored and adds a plus to critical strike at exalted. Guess what? Scryer offers critical strike at honored and adds attack power at exalted. /yawn

UPDATE: In putting together the bear and cat gear list, one of the recommended rings for cat form, Overseer’s Signet, is only available to Aldors.

From my perspective, I really only see one decision point, and that is the two staves offered:

  1. If your thing is healing and you’re looking for a huge +healing bump, then check out the Scryer Seer’s Cane. With +228 to healing and 10 mana per 5 second, this could make the decision for you.
  2. If you’re a Moonkin or a Druid that likes to blast away at stuff, then the competing Aldor staff, the Auchenai Staff may be what you’re looking for. Spell hit rating +19, spell critical strike +26 and increase to spell healing and damage effects of 121. Noice!

Like I said, I’m not a crafter, but if I was I would also be taking the following into consideration:

  1. If I was an alchemist and absolutely had to have every recipie, then I would go Scryer. They have the only recipie offered: Elixir of Major Firepower.
  2. Each faction has one armor kit for the leatherworking profession. These are quite different with the Aldor’s being a plus to defense and the Scryer’s a mana regeneration bonus.
  3. Also be aware that all the other crafted items are bind on pickup, not bind on equip.

And that’s about it, at least for me. Yea, “what about all the other stuff? That’s it??!!??”. Yes - that’s it. For every attack power/critical strike/defense on one side there’s something roughly comparable on the other. So unless you see something specific that you absolutely have to have, I again assert it doesn’t really matter too much.

I urge you all to check out the wowwiki.com article and make your own decision. For once you make the decision, odds are you won’t be turning back as you’ll soon be Hated by the opposing faction (every quest turn-in that gives you a bump to the rep of your faction choice, also lowers your rep with the opposing faction). I don’t know about you, but rep grinding is not on my list of “fun WoW things to do”. At the top of the article is a nice table outlining some of the major difference from the wiki community’s perspective.

So, what did I decide?

As I said, I’m not a crafter - so the Alchemy and crafting recipies don’t sway me. The inscriptions are so similar at Exalted that I’m not factoring them in either. So that only leaves equipment for me. Since most of the equipment in Outland seems to be such a higher level of quality so far, I’m looking for something that is head and shoulders above anything else. Looking at my options, I have to say the Scryer’s Seer’s Cane looks like such a great staff for my general casting form. I know as I start raiding again with my guild, I’ll start healing more. And as if the +228 to healing isn’t enough, the +10 mp5 is awesome. With all the great feral staves available other places in Outland, I don’t feel bad focusing on a healing staff here. If I had any doubts from looking at other gear, I’m drawn to the Retainer’s Leggings for my cat form. That +92 to attack power looks pretty sweet.

So there you have it. I’m a Scryer-lover. And it really wasn’t that hard to decide! Let me know which way you go, and why in comments. Maybe I missed something.

Feral Weapon Strategies

I wasn’t able to post anything new during the past week. I was very busy both at work and at home. However, I was pleasantly surprised with a number of comments on my post from last weekend. A comment by Val was in response to my experience tanking The Slave Pens. Val is a feral druid also and left some good comments, particularly around staff options. Val recommends picking up Braxxis Staff of Slumber for your feral forms. Then once you hit 65, she recommends heading to Nagrand and completing The Ring of Blood for Staff of Beasts. She also supported my purchase of Warden’s Hauberk and said it would be a good chestpiece for me all the way to 70. While I had socketed it with 3 Bright Blood Garnets for +36 to attack power, Val recommended 3 Delicate Blood Garnets for +18 to Agility. She reasoned the agility would give me extra crits for both Bear and Cat, and increase my dodge in Bear which is good for tanking. Great comments - thanks Val.

As it happened, I was playing Saturday afternoon and involved in some lively guild chat about gnomes being ankle-biters (lol), when I got a whisper from one of our Warlocks. “Hey, could you use this?” The “this” was Braxxis Staff of Slumber! I immediately said yes and was informed it was in the mail to me. How about that? I love my guild!

So now I have a Braxxis and I’ve been thinking about Val’s comments on weapon options for druid feral forms. While Braxxis and Staff of Beasts are nice, it got me wondering what else might be out there. Especially since I’ve long had my eye on Earthwarden since seeing it’s stats in some beta testing reviews. So I headed over to my favorite research site, wowhead, to see what might be available.

So I navigated to the general weapons page, and created a filter for weapons with feral attack power greater than 100. 33 weapons fit this criteria and you can see the list here. There are some good weapons out there, but some that definitely could be taken off the list straight away. Like, I’m not attuning to Naxx at this point to get Atiesh. I’m also not into PvP, so the Gladiator’s Maul also falls off the list. Since we’re looking at tanking weapons, I added a second filter to filter out weapons with no increase to armor. That left me with just 7 options. There are some good weapons in there, two of which are just one handed maces, so check out the list to see if there’s anything you like.

If you’re not looking for armor, but are interested in stat increases, there here are four other list you might be interested in:

19 feral weapons with a strength increase
12 feral weapons with an agility increase
20 feral weapons with a stamina increase
11 feral weapons with increases to all 3 stats

I won’t make any attempt to analyze which weapon may be better than others. That is not only a personal decision but also really depends on what you’re looking for. Do you want a straight tanking weapon? Are you looking for a general purpose weapon for all feral forms and casting? Do you want an armor increase or stats increases or both (if you want both, then your choice is easy)?

So, interested in a before and after: Braxxis versus my previous Agamaggan’s Quill? Here’s some screenshots with my Melee and Defenses overviews (with MotW rank 7 active).

Before (Bear left, Cat right):

Bear w/Quill Cat w/Quill

After equipping Braxxis (Bear left, Cat right):

Bear w/Braxxis Cat w/Braxxis

You can see the results are as expected. A huge increase in armor for Bear and attack power up for both. A 2% decrease in dodge for Bear and .5% decrease for Cat. A decent increase in damage for both forms. Crit change decreases slightly for both forms.

While I like the increases, the 2% decrease in dodge for Bear is unacceptable and is due directly to the loss of stat increases on the Quill. Overall though, the decreases are less than I expected and the attack and armor bumps are very nice. I believe I’ll stick with Braxxis and go looking for new gems to socket in my Warden’s Hauberk. I had previously socketed increases to attack power. As Val mentioned, if I go for agility increases, I bet I can make up that dodge loss.

So there is a good overview of weapon options for your feral forms. Something to chew on at least. And a practical application of comparing two weapons due to my good fortune (and very nice guild), in getting a new Braxxis sent to me.

Next thing I need to start thinking about is a possible replacement for my general Caster weapon. I’ve been carrying around this Staff of Hale Magefire forever. It cost me 175G back in the day, and I still can’t seem to find anything I like better. Any suggestions???

Thoughts on Druid Forms

Gear has specialized more for us Druids here in Outland, and over time I ended up with 4 separate outfits to manage. It actually wasn’t hard to manage them with Outfitter, but I was questioning how useful it was to have 4 separate outfits. In the post, I had decided to get down to just three outfits: A bear outfit, my primary outfit, for solo adventuring and instance tanking, a cat outfit for high dps, and a healing outfit for instance healing. I promised to share the results and my thoughts with you.

So before I talk about how my experiment played out, we need to have a talk about what should be important to us in our different forms. So let’s have a little chat about bear form tanking, cat form damage-dealing and caster form healing.

I’m not big, just big-boned!
As bears, we are focused on tanking, at least in instances. Tanking is used by a lot of folks to mean a lot of different things, so lets be clear on what it really is. Tanking is not dealing damage and killing things - that is the responsibility of your dps classes. Tanking involves soaking up damage from mobs and keeping them focused on you via aggro management, so your other “squishier” classes can do their healing and damage dealing jobs. As a tank within an instance and within your guild, you are competing against warriors primarily, paladins secondarily.

So for tanking, there are some obvious things you want: high armor and health, aggro generation and high resistances. Armor is pretty straightforward and is a basic attribute of many of our equippable items. I like the fact that some of the Outland feral weapons also have an armor bonus. High health is linked primarily to Stamina as you get 10 extra health points for each point of Stamina (with a % bonus for Heart of the Wild talent if you have it). There are a variety of ways to get high resistances. Generally I don’t worry so much about resistances unless facing an instance or boss known to generate high damage in a particular school of magic. Then you can begin to use specialized gear and potions to mitigate that threat.

Aggro generation is somewhat of a mystery to me, and admittedly I am still learning the finer points of this aspect of tanking. Aggro is based on threat. There are no specific attributes that I know of to directly increase threat, although we do have the Feral Instinct talent that directly increases our threat in bear form (and as a bonus also increases our chance to avoid detection while prowling). Damage dealing also generates threat as does any debuff spell like Faerie Fire (which, by the way, is a great spell for pulling). I can tell you that as bears we generate a good amount of threat. I’ve pulled aggro off of every class in the game with just a couple big paw swipes and a maul or a mangle. The real art of aggro management for us bears comes into play when there are multiple mobs or when a squishie steals aggro from us. But that discussion is for another day…

There are two other not so obvious aspects to tanking you might want to think about also. Agility can be a great benefit to your bear form for tanking as it benefits you in two ways: armor and dodging. For each point of agility you get an additional 2 points of armor; and for every 20 points of agility your change to dodge an attack increases by 1% (based on wowwiki.com, level 60 basis). As we said above, armor is good for tanking, it doesn’t matter where it comes from. Even though we also said a tank’s job is to soak up damage to let everyone do their job, avoiding damage altogether (while maintaining aggro) is even better.

The other non-obvious attribute is defense. Yea, it seems obvious now that you’re reading it, but with it not being a prime attribute I think it’s easy to overlook it. Defense helps us tanking bears in a variety of ways including increasing our chance to block, parry, dodge or make our attacker miss. Defense also increases our chance to avoid crushing blows and critical hits. Again - our job is to soak up damage. Avoiding damage altogether is even better.

Listen to me now: everything else is fluff. Your job as a tank is to absorb damage and maintain aggro - end of story. You may think that’s a dirty job and guess what - you’re right. I advise you to track down some well respected warriors, buy them a deviate delight or two and listen to their stories. Or find some blogs or websites by warriors and read their tips and tricks. If they are good, they won’t be talking about damage dealing, they’ll be talking about taking damage and maintaining aggro. Too many druids I see go looking for Strength bonuses or attack power bonuses. These are for your cat, not your bear. Maintaining aggro and absorbing damage lets the Priests heal, it lets the rogues and cats do high damage, it lets the Warlocks do their area effects - it’s simply frees everyone else up to not worry about being attacked and let’s them do their job.

So, checklist for Feral Bear Tanking:

  • Of primary interest: Armor, Stamina, Defense, Aggro generation
  • Of Secondary interest: Agility, Defense
  • Nice if you can get it without sacrificing the others: Resistance increases

Here Kitty, kitty, kitty…. Ouch!
In your cat form, you are a damage dealer on par with rogues. It should be obvious, but I’ll say it anyway: damage dealing kills things. If something is dead, then it can’t hurt you anymore. So other than crowd control techniques, damage dealing is very important to your group in permanently removing mobs from play, thereby reducing the amount of damage your tank and/or party is taking.

Melee damage dealers also have to learn how to manage aggro and threat. Unlike the tanks above who want aggro, as damage dealers we desperately want to avoid it. While as cats we get a huge increase to our damage output, our armor is unaffected. So, if we inadvertently grab aggro off our tank for that elite mob you’re all fighting then you’re going down pretty quick unless 1) your tank can get aggro back or 2) you have a damn good healer in the group. You may be saved, but the effort other party members will need to go through to keep you alive may in the end cause a wipe for your group. It may not be obvious, but if the healer’s mana gets depleted, or too many mobs get loose from the tank’s aggro, you may cause the downfall of your party.

So as cats our job is pretty basic: kill things without getting hurt. A secondary role we can fill is to solo enemy squishies. Some of the most fun I’ve had as a cat in instances is sneaking up on that caster that’s getting ready to hurt my fellow adventurers and burn him down. Given their low hit points, I’ve found that even elite casters can be soloed in your cat form if they close in level to your own. As a damage dealer within an instance and within your guild, you are competing against rogues primarily, casters secondarily. The caster is kind of cheat as they just stand back and rain death down from above, they really don’t get in there and get their hands dirty… ;-)
So we all know where damage comes from, right? Weapons; it even lists DPS on the weapon: damage per second. But that’s just the start as it’s only the damage the weapon does. The final damage that weapon does can be very different depending on who wields it. From the weapon’s base DPS, you then look at Attack Power, which is a computed attribute. The more Attack Power, or AP you have the more damage you personally add to the weapon’s base damage.

So what is AP based on? strength and Agility (in cat form at least). Again, I’m using the wowwiki.com formulas as my basis. They are usually pretty accurate, but the caveat is that I’m not sure that there has been much updating since The Burning Crusade. Based on wowwiki, strength adds more to AP than agility, but they both have a direct relationship to AP and therefore damage. And don’t forget that agility helps your dodge and crit changes so don’t go solely for strength over agility. So anything with strength or agility bonuses is a definte consideration for your cat form.

Also, in Outland, there are lots of weapons and armor with bonuses to attack power. There are two flavors: attack power and feral attack power. I’ve never seen “feral” attack power defined but I assume it just means the bonus is only applied while in a Druid feral form. There are some great AP bonuses floating around out there that.

So if you’re wanting to be a pure damage dealer then strength and agility are all you’re looking for. More than likely you will find many items that have these attributes also have some stamina. I like getting some stamina increases to raise my health. Without the significant armor bonuses you get in bear form, you are very vulnerable to damage, especially in instances against elite mobs with special abilities. Also, remember that you are going to be a secondary concern for healers who will primarily be focused on the tank. As noted above, defense is another good attribute for staying alive as it will help you avoid some damage altogether.

Another gear attribute to consider is +hit bonuses. I must admit I’m not really up to speed on how these work, so let me look into that a little and get back to you.

So, checklist for Feral Cat DPSing:

  • Of primary interest: Strength, Agility, Attack Power bonuses
  • Of Secondary interest: Stamina, Defense
  • Nice if you can get it without sacrificing the others: Resistance increases

One other thing I would recommend for both your forms is to download and install a threat add-on. I, in addition to most folks I know, use KLH ThreatMeter. This add-on will help you see the threat you are generating against a target compared to others in your party. It is invaluable in upper level instances particularly for boss encounters that are aggro sensitive. Download it, use it, understand it.

This post has gotten way longer than I intended so I’m going to stop now. I had intended to talk about Healer attributes also, but we will cover that in a forthcoming post.

My normal disclaimer - I am not a stats junkie or WoW expert in any way. This post contains my own thoughts and observations limited as they may be. Please share your comments, especially if they can educate us all on the finer points of this topic.

Druid Tips & Tricks

Okay, no earth-shattering revelations; no blinding flashes of inspiration; but lots of good suggestions for staying alive and increasing your effectiveness as a Druid.

There are lots of great add-ons and mods to help us do our job. We both agree that the add-on that should be at the top of every druid’s list is Outfitter. This add-on automatically changes gear based on form and other special circumstances (riding, Argent Dawn, etc.). Download it. Use it. The other mod I’d recommend is a action bar mod. You can certainly get by with the default action bars, but I’ve found customizing the bars can make them a little easier to use.

Jeff extolled the joys of Frenzied Regeneration - also one of my favorites. Always know what key FR is bound to. It can save your hide. If I’m in a particularly rough fight, or fighting multiple mobs, I will probably not use a lot of my rage and save it for a Frenzied Regeneration if I need to. You can regain health without switching out of bear form. This is a very good talent for PvP also. I don’t do much PvPing, but FR helped me beat a Warlock one time and his comment after the fight was “how did you get your health back???” Jeff reminds us that FR is a great way to use leftover rage, and he’s right. I would just add to be aware of the cooldown - don’t pop FR right before a boss fight where you might need it.

Jeff also called out a lot of our innate talents like Thorns, Roots and Swiftment/Nature’s Swiftness. I think the point here is to make sure you understand your talents and how to use them. Experiment with them; many of our talents can be used in multiple ways. Entangling Roots is not just good in PvP, it’s our crowd control technique for PvE. You get the idea.

Bruennor had a number of good strategy comments. Use Hibernate and Soothe Animal to pick herbs without having to kill surrounding mobs. If you still get attacked and don’t feel like fighting, just cheetah and run away. If you’re the tank and need to innervate a healer, then communicate with them to get a shield on you. You should be able to quickly pop out of bear form, hit the priest with an innervate, and switch back without taking much damage. Same strategy could be used for Rebirth.

Bruennor also followed the theme of making sure to use our talents and stressed to always have Demoralizing Roar up on your targets. It’s not just about decreasing the amount of damage you take - that effect ripples down to your Priests as they then have to use less mana to heal you and therefore the entire party can last longer. Bruennor suggested a number of synergies with other party members:

  • Demoralizing Roar and Thunderclap
  • Faerie Fire and Sunder or Expose Armor
  • Coordinating your Bash and Stun with Rogues stun abilities to keep the target stunned even longer

Another good strategy comment Bruennor had was to use Swipe to quickly get aggro on a number of incoming mobs so other party members can do their job without having a mob in their face. I must admit, I have never been a big fan of swipe, but this is a great comment and helps me understand the value of this talent.

My comment was to remember all the scrolls, potions, elixirs and flasks that can give you some very nice buffs. While Bruennor corrected me on armor buffs from potions not being multiplied in Bear form, you can still get a +550 armor buffs with the strongest current potion. I’ll do some research and post a separate entry on all the consumables you should be on the watch for. They can vary in price, especially the highest levels, so it makes sense to keep an eye out for them on the AH and buy replacements when you can find them at a reasonable cost. Or maybe you have a guild Alchemist who can make them for you.

Finally, there was a post from Damh giving some tips on how to kill us Druids. He claims it was a honest misunderstanding. I’m inclined to believe him - Hunters aren’t known for being *cough smart cough*, I mean insightful and compassionate. And he was nice enough to an apology giving us Druids some insight on how to handle a hunter. The best part for me though was forming a ummm, “kinship” shall we say, with BRK. All I can say is that if you’ve never had your Night Elf toes licked by an 800-pound, 10-foot long purple male cat, you haven’t lived!

So there you have it fellow Druids - our first list of tips & tricks for being better players. I hope there was a gem in there for you, there was for me. Please continue to post ideas and suggestions and I’ll continue to feed them back via the blog. Just remember - we can help our party in many ways. Don’t get so locked in to one thing that you forget about all the other tools we have at our disposal.

Potions, Elixirs and Scrolls

Let’s take a look at the consumables available and how they can help us.

Scrolls
Scrolls currently have five levels, I - V. You’ve undoubtedly come across some scrolls here and there. There is a scroll for every attribute and one to increase armor. Basically, a scroll gives you a modest bump to a particular attribute or armor. Scrolls are relatively cheap and show up as drops sometimes, but they don’t offer the attribute bumps that other consumables do, nor do they last as long.

Death cancels scroll buffs.

While, as mentioned, there are five levels of each scroll, in the interest of brevity I’ll just be talking about the highest level in this post.

Scroll of Agility V - Increases your Agility by 20 for 30 minutes.
Scroll of Intellect V - Increases your Intellect by 20 for 30 minutes.
Scroll of Protection V - Increases your Armor by 300 for 30 minutes. Does not multiply in Bear form.
Scroll of Spirit V - Increases your Spirit by 30 for 30 minutes.
Scroll of Stamina V - Increases your Stamina by 20 for 30 minutes.
Scroll of Strength V - Increases your Strength by 13 for 30 minutes.

Potions and Elixirs
I’m combining potions and elixirs in one section because frankly I don’t see the difference. They both up the ante a bit over scrolls in the effect they can have on your attributes. Many have lasting effects good for 60 minutes and provide increases greater than scrolls. There are also many potions and elixirs that provide a myriad of special effects with varying durations. Costs vary widely so check your local Auction House or Auctioneer for average costs.

Like scrolls, many have varying levels or strengths, including lesser, minor, greater, super and superior. My personal observation is that, generally speaking, elixirs are a “higher level” consumable versus potions. But for the range of effects and corresponding durations they provide, I put them in the same class.

Death cancels Potion and Elixir buffs.

I had intended to give an overview of all potions and elixirs, but there are just so many that I’m afraid it would make this post way too big. Hopefully, most of you by now have discovered at least potions through mana and health potions. If you belong to a guild or ever been in an instance, you’re probably familiar with magic protection consumables. You can use my wowhead links at the bottom of the page to research all potions and elixirs. I’ll just my favorites here.

Restorative Potion - attempts to remove one curse, one disease and one poison effect every 5 seconds for 30 seconds. Unless you’re in a group with a Priest, we have few ways to get rid of disease and curses. This potion is only level 42, but I’m finding it still works in Outland. Just don’t expect it to remove more than 1 or 2 effects in 30 seconds. I almost always have a couple of these in my backpack.
Elixir of Great Defense - 550 buff to armor and not that expensive if you keep an eye out for it.
Elixir of Mastery - +15 to all stats.

As mentioned there are many, many others doing most everything you would imagine; from boosting protection and damage, to increasing particular stats. Use the links below to find if there is one for you.

Flasks
Finally, flasks are far fewer in number than potions and elixirs, but offer far superior boosts, therefore you can only have the effects of one flask at a time. Expect the costs of flasks to be correspondingly more expensive. Costs vary widely so check your local Auction House or Auctioneer for costs. With the cost of most flasks fairly expensive, I don’t recommend them for everyday questing. They can, however, be invaluable in difficult instances or in PvP. With few exceptions, noted below, the effects of flasks last 2 hours, and the best part is:

Death does not cancel the effects of a flask.

Since there are relatively few flasks and their effects are so extraordinary, I’ll just list them all here with a brief description of their effects.

Flask of Arcane Fortification - bumps resistance to arcane by 75 along with a +40 health regen boost
Flask of Chromatic Resistance - increases resistance to all schools by 25
Flask of Distilled Wisdom - increases maximum mana by 2000
Flask of Fortification - increases maximum health by 1500 and defense by 30
Flask of Mighty Restoration - increases mana regen by 70 every 5 seconds
Flask of Petrification - turns you to stone for 60 seconds, during which you are immune to damage
Flask of Relentless Assualt - increases attack power by 360
Flask of Shadow Fortification - just like Arcane Fortification only Shadow
Flask of Supreme Power - increases damage done by spells and effects by up to 150
Flask of the Titans - increases maximum health by up to 1200 (lower level flask from pre-BC)


Summary
Scrolls, potions, elixirs and flasks can give you decent, sometimes great bumps to attributes and abilities. They can also offer very good wide ranging situational support like protection from a particular school of magic, or the ability to not be tracked while in PvP - so do your research to find just the right potion or elixir for your need. Costs vary greatly, but in general expect flasks to be very costly. While you can only have one flask active at a time, there is no limit on potions and elixirs. For a reasonable investment, you can get some very impressive results. Potions, scrolls and elixirs can make sense for everyday adventuring, but due to cost I would save flasks for instance runs, difficult bosses, and maybe PvP.

Research
As usual, I used Wowhead.com for research. Unfortunately, most consumables can’t be filtered by the stats they affect, so I had to search though more high level lists. Also, while recipies did have their own tab, I couldn’t find a way to filter recipies out of the lists. So you just end up having to do your filtering on your own. Just in case you want to do the same, here are the main searches I used: Scrolls, Potions, Elixirs, and Flasks.