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Cleared Heroic and Normal Emerald Nightmare in the first week of it's release.
Discipline Priest that can switch to Holy when needed Rogue Always looking for exceptional DPS of any class.
We are a guild, made up of former members of <Red Shift> and <Casually Addicted>, on Bleeding Hollow (PvP Server on a Chicago Datacenter) that have a common goal and will do what is necessary to achieve it. We are Shifty Casuals.
We are a group of professional adults, who believe success in raiding doesn't correlate to number in days/hours you spend raiding. We are starting a fresh page within our guild history and sticking to a 3 day a week raid schedule.
We don't tolerate elitism, bigotry, misogyny or any of the like. We enjoy our calm, adult environment and have no qualms with protecting it.
We do loot council which is fair and distributes loot for the progression of the raid as a whole and not an individual player. No favoritism, no loot drama.
We have our sights set on top 100 US for Legion and are looking for like-minded individuals to join our ranks.
Raid Days and Times (All times in EST as that is our server time):
· Tuesday 8:45pm-11:45pm
· Wednesday 8:45pm-11:45pm
· Thursday 8:45pm-11:45pm
Who We Want:
Since we are reforming and building for the expansion now is a great time to get in on the ground floor and clear content with us, while prepping for the new expansion. These are some key traits that we are looking for:
· Someone who understands that 3 nights a week raiding means that you need to bring your A-game each and every night. Attendance is expected to be near 100%. By committing to raid, you are committing yourself to our raiding schedule.
· The ability to perform under pressure. We only recruit impressive players, and spots are always competitive.
· Extensive class knowledge of your class. (IE: Alpha/beta testing, keeping up with theorycrafting, properly gemmed/enchanted, always be up to date on the intricacies of your class (not solely your spec(s)) and on the utility of the entire raid group.)
· A computer that can handle 20-30 man raiding and the ability to communicate via VOIP when needed. You must have a working headset and mic, and you must be prepared to use them. We will not read chat during boss fights. Inability to give a vocal response will not be tolerated as it directly hinders progression.
· Tough skin. We're always looking to improve ourselves as should you. Constructive criticism is encouraged, but flaming and insulting is not tolerated whatsoever.
If you have what it takes to be a part of this great team and community, feel free to apply @ http://tinyurl.com/shiftycasualapply or contact any of the officers for additional information.
Mischievous - Officer - giggles#1351
Esurient - Co-GM - starvingsun#1436
Amisti - Officer - amisti#1417
It seems Blizzard have rethought some things and changed back or modified some of the class tuning announced a couple of days ago, just before the reset when they were supposed to take place.
Havoc Demon Hunters should still have mixed feeling about the changes, but at least we get to still throw our glaives! Other speccs that have had a re-thought were Shadow, Arm and Arcane.
Developer’s Notes: After carefully considering the constructive feedback we’ve received over the weekend, we’ve made some revisions to this week’s tuning. The class changes listed in this hotfix update, as well as those from the previous update will be applied during weekly maintenance in each region. Note that several changes from the previous update have been altered or removed, which is indicated by a strikethrough in the notes below.
Havoc Bloodlet (Talent) now deals 150% of initial Throw Glaive damage. Mage
Arcane Quickening (Talent)’s maximum stacks are now 50, and it will not refresh its duration once at 50 stacks. Priest
Shadow Mind Sear damage increased by 80% and Insanity generation increased by 50%. Mind Flay damage increased by 20%. Mind Spike damage increased by 28%. Void Ray maximum stacks reduced to 4. Developers’ Notes: Given the damage increase to Mind Sear, Mind Flay, and Mind Spike, this still results in an overall increase to the value of the talent. Voidform stacks no longer increase while Dispersion is active. Developers’ Notes: We would prefer that Surrender to Madness not be as dominant as it is, and that it can’t be extended for quite so long. However, addressing this further would require significant changes to the spec beyond what we want to do in a tuning pass at this time. We will look for an opportunity to take a more comprehensive look at this issue in a future patch. Shaman
Queen Ascendant (Artifact trait) is no longer consumed when a queued healing spell is immediately triggered. Warlock
Fixed a bug that prevented Rain of Fire from always doing all 8 ticks of damage on PvE and PvP targets. Warrior
Arms Tactician proc rate increased by 15%. Hamstring no longer procs Tactician. Exploit the Weakness (Artifact Trait) bonus reduced to 4% per point. NPCs
Suramar NPCs should no longer remove a player’s stealth at the start of their Arcane Investigation casting. Interacting with Nomi should now take priority when his area is crowded. Professions
Engineering: The Reaves version of the Failure Detection Pylon should now work properly. PvP
Strike from the Shadows is now a snare, instead of a daze. As mentioned above, some changes have been outright removed, so here are the previous notes with the removed changes marked by strikethrough:
Broken Isles Pathfinder Rank 1 now properly displays the amount of the mounted speed increase. Classes
Developers’ Notes: As we discussed last week, we’ve been gathering a massive amount of data based on how each spec has been performing in this first week of raids and Mythic Keystone dungeons, so that we can make a number of tuning changes with next week’s realm maintenance. The overall goal of these changes is to buff up some underperforming specs while also reining in a couple of over-performers, without dramatically changing anyone’s playstyle or causing them to feel as though the spec they chose to focus on became the “wrong choice.”
All of these class changes will be applied during the next scheduled weekly maintenance period in each region. Note that there are also a number of PvP-specific changes, which are noted separately below.
Frost Remorseless Winter damage increased by 50%. Obliterate damage increased by 19%. Frost Strike damage increased by 12%. Howling Blast damage increased by 10%. Frostscythe (Talent) damage increased by 13%. Frozen Pulse (Talent) damage increased by 11%. Breath of Sindragosa (Talent) damage increased by 17%.
Havoc Throw Glaive damage reduced by 30%. Fel Mastery (Talent) damage bonus to Fel Rush reduced to 30%. Bloodlet (Talent) now deals 100% of initial Throw Glaive damage. Fury of the Illidari (Artifact Ability) damage reduced by 20%. Note: See below for for additional PvP tuning adjustments to Fury of the Illidari. Balanced Blades (Artifact Trait) damage bonus to Blade Dance reduced to 3% per target. Vengeance Mastery now provides 50% less damage reduction per point. Demon Spikes damage reduction increased to 20%. Note: Gearing heavily for Mastery was allowing Vengeance Demon Hunters to reach excessively high levels of Physical damage reduction. We’re reducing the top-end potential of this effect somewhat, and bringing up the baseline. This should also cause the value of Mastery to be more in line with other stats.
Moonfire (non-Feral) damage increased by 10%. Balance Sunfire damage increased by 10%. Starfall damage increased by 10%. Lunar Strike damage increased by 5%. Solar Wrath damage increased by 5%.
Arcane Mastery effects increased by 20%. Arcane Missiles damage increased by 9%. Arcane Blast damage increased by 10%. Frost Frostbolt damage increased by 8%. Ice Lance damage increased by 13%. Flurry damage increased by 38%. Blizzard damage increased by 36%, and mana cost reduced by 50%. Splitting Ice (Talent) now causes 80% of normal damage (up from 50%). Ice Nova (Talent) damage increased by 13%. Ray of Frost (Talent) damage increased by 28%. Glacial Spike (Talent) damage increased by 15%.
Barrage (non-Survival) damage reduced by 20%. Beast Mastery Bestial Wrath damage bonus increased to 25%. Survival Flanking Strike damage increased by 62%.
Mistweaver Spinning Crane Kick (Mistweaver) damage reduced by 25%.
Retribution Templar’s Verdict damage increased by 10%. Divine Storm damage increased by 20%. Crusader Strike (Retribution) damage increased by 13%. Blade of Justice damage increased by 13%. Judgment (Retribution) damage increased by 13%. Zeal (Talent) damage increased by 13%. Blade of Wrath (Talent) damage increased by 13%.
Holy Holy Nova damage reduced by 16%. Shadow Mind Sear damage and Insanity generation increased by 50%. Voidform stacks no longer increase while Dispersion and Void Torrent are active. Note: These abilities prevent Insanity drain from increasing while active, which effectively reduces the Insanity drain for the entire remainder the current Voidform. This was proving to be too powerful, so we’re now making sure that the damage bonus and Insanity drain from Voidform remain in sync. The benefit of Mass Hysteria (Artifact Trait) is now capped at 100%. Note: We want it to be rewarding when you’re able to maintain Surrender to Madness for an extremely long time, but the amount of damage this trait was contributing in those circumstances was excessive. Rogue
Death From Above (Talent) area damage increased by 100%. Assassination Deadly Poison damage increased by 30%. Fan of Knives damage increased by 30%. Bag of Tricks (Artifact Trait) duration reduced to 3 seconds (overall damage unchanged), radius increased to 6 yards (from 3), and now benefits from Mastery. Poison Knives (Artifact Trait) no longer benefits twitch from Mastery. Damage per point increased to 4%. Outlaw Fatebringer (Artifact Trait) Energy cost reduction reduced to 3 per rank. Fate’s Thirst (Artifact Trait) damage bonus to Run Through reduced to 6% per rank. Black Powder (Artifact Trait) damage bonus to Between the Eyes reduced to 6% per rank. Subtlety Eviscerate damage increased by 15%. Nightblade damage increased by 15%. Note: See below for additional PvP tuning adjustments to Eviscerate and Nightblade. Shuriken Storm damage increased by 30%. Second Shuriken (Artifact Trait) chance to activate increased to 30% (was 10%), damage increased by 30%, and now deals 200% additional damage while Stealth or Shadow Dance is active.
Elemental Mastery effects increased by 12.5%. Chain Lightning Maelstrom generation increased to 6. Lightning Bolt (Elemental) damage increased by 23%. Chain Lightning (Elemental) damage increased by 23%. Lava Burst damage increased by 5%. Storm Elemental (Talent)’s Call Lightning and Wind Gust damage increased by 20%. Enhancement Fixed a bug that gave offhand special attacks a 100% chance to activate Windfury while Doom Winds was active. Windfury activation chance increased to 20%. Note: We’re fixing a bug that added multiple extra Windfury procs to each activation of Doom Winds, but adding some Windfury procs back by increasing the baseline activation chance. This should also improve Maelstrom generation outside of Doom Winds. Restoration Chain Lightning (Restoration) damage increased by 23%.
Affliction Drain Life damage increased by 10% Drain Soul damage increased by 10% Corruption damage increased by 10% Agony damage increased by 5% Unstable Affliction damage increased by 15% Seed of Corruption damage increased by 15% Siphon Life (Talent) damage increased by 10% Haunt (Talent) damage increased by 15% Phantom Singularity (Talent) damage increased by 15% Demonology Hand of Gul’dan impact damage increased by 20% Demonwrath damage increased by 15% Shadowbolt damage increased by 10% Doom damage increased by 10% Wild Imps damage increased by 10% Dreadstalker attack power increased by 10% Felguard attack power increased by 10% Doomguard (Demonology)’s Doom Bolt damage increased by 18% Demonbolt (Talent) damage increased by 10% Implosion (Talent) damage increased by 15% Shadowflame (Talent) damage increased by 10% Darkglare (Talent) damage increased by 10% Destruction Chaos Bolt damage increased by 11% Incinerate damage increased by 11% Immolate damage increased by 11% Conflagrate damage increased by 11% Rain of Fire damage increased by 11%, and cast time removed Cataclysm (Talent) damage increased by 11% Channel Demonfire (Talent) damage increased by 11%
Arms Exploit the Weakness (Artifact Trait) bonus reduced to 3% per point. Focused Rage (Talent) damage bonus reduced to 30%. Fury Rampage damage increased by 12%. Bloodthirst damage increased by 12%. Raging Blow damage increased by 5%. Furious Slash damage increased by 5%. Execute (Fury) damage increased by 5%. Protection Vengeance (Talent) Rage cost reduction reduced to 35%. Intercept Rage generation reduced to 10. Shield Slam Rage generation reduced to 10.
Developers’ Notes: While many of the above changes are beneficial for PvP, some specs need additional tuning for PvP situations. Some of the PvP- specific changes we’re making are intended to counteract the above, while others are simply intended to help overall PvP balance.
Battlegrounds Tank-specialized characters no longer take additional damage while carrying a flag. Death Knight Blood Consumption (Artifact Ability)’s healing is no longer reduced in PvP. Death Strike now factors in 50% of recent damage taken from players when determining it’s healing amount (previously, it ignored damage taken from players). Demon Hunter Havoc Fury of the Illidari (Artifact Ability) damage is now reduced by 10% in PvP (up from a 30% reduction). Vengeance Soul Cleave’s heal is no longer reduced in PvP. Druid Restoration Lifebloom’s bloom effect increased by 50% in PvP. Critical Strike stat reduced by 50%. Haste stat increased by 50%. Guardian Frenzied Regeneration now factors in 50% of recent damage taken from players when determining it’s healing amount (previously, it ignored damage taken from players). Hunter Survival Mongoose Fury now increases the damage of Mongoose Bite by 35% per stack in PvP (up from 25% per stack). Beast Mastery Agility stat reduced by 10%. Mage Frost Frostbolt now reduces movement speed by 50%. Frostbolt damage is now increased by 10% in PvP (down from 20%). Fire World in Flames (Honor Talent)’s reduction to Flamestrike’s cast time reduced to 2 seconds. Monk Mistweaver Counteract Magic (Honor Talent) bonus to Renewing Mist reduced to 150%. Windwalker Strike of the Windlord (Artifact Ability) damage is now reduced by 30% in PvP (up from 50%). Agility stat increased by 12%. Paladin Retribution Strength stat reduced by 5%. Protection Light of the Protector and Hand of the Protector healing is now reduced by 15% in PvP (up from 50%). Priest Discipline Atonement healing is now increased by 15% in PvP (down from 25%). Holy Apotheosis can no longer be dispelled. Rogue Outlaw Control is King (Honor Talent) duration reduced to 3 seconds. Between the Eyes’ damage bonus on Critical Strikes reduced to 100% in PvP (down from 200%). Subtlety Eviscerate now deals 15% less damage in PvP. Nightblade now deals 15% less damage in PvP. Warrior Arms Echo Slam (Honor Talent) damage reduced to 5% of the target’s total health. Fury Bloodthirst’s heal is no longer reduced in PvP. Protection Ignore Pain’s maximum absorb amount is no longer reduced in PvP. (Note: the effect of each Ignore Pain is still reduced by 20% in PvP) Honor System The Honor system reward Glory of the Melee now rewards 500 Artifact Power (was 150). World PvP Warden Tower World Quests now grant 150 honor (was 300). Warden Tower World Quests now appear three times per day, and each quest is available for 24 hours. Class Halls
Druids with the Evergreen perk should no longer have their planted soils reset after entering an Arena match. The Soul Reapers tooltip for the Shadow Heresy talent is no longer incorrect. Dungeons and Raids
Emerald Nightmare Fixed a bug where players would fall to their death when jumping into the Rift of Aln while mounted. Warlocks will now be able to target their Soul Effigies when fighting Il'gynoth inside the heart chamber. Ursoc no longer causes players to stand up (and interrupt their eating/drinking) when he respawns. The Arcway Enemy Forces will remain in The Arcway after players have defeated Advisor Vandros. Tome of Hex: Spider should now only drop for Shaman when defeating Nal'tira. Maw of Souls Players should no longer become stuck inside the cages they’re placed in after defeating Ymiron. Items
Damage from Potion of the Old War and Potion of Deadly Grace reduced by 33%. Developers’ Notes: Previously, we significantly buffed the damage of these potions, but then discovered some bugs that were significantly reducing their effective damage. Now that those bugs have been fixed, their damage contribution is much too high. They should still feel very rewarding to use, but we’re bringing them back down to Earth a little. Fixed a bug that was causing Balance Druids to sometimes engage enemies from unintended great distances with damaging trinket procs. The Grove Darkener's Treads should now switch from Intellect to Agility based on your spec. Professions
It should now be possible to reach skill 800 in Blacksmithing. Cooking Rank 1 of Hearty Feast should now reward one feast instead of five. Subsequent ranks reward a cost reduction, rather than additional food. Demon Hunters should now get appropriate stats from feasts and other similar sources of buffs. Quests
In the Withered Army Training scenario, it should be less likely for Leystalker Dro to be hiding somewhere that he wouldn't normally be encountered by clearing the room. A new Archaeology Quests aura is now displayed while you’re on an Archaeology quest in your current zone. Developers’ Notes: This is to make sure you’re aware of how many days you have left to complete a large Archaeology project before it expires. We’re investigating ways to provide this in the quest tracker and quest log. Aodh Witherpetal will no longer become stuck during “DANGER: Aodh Witherpetal”.
Hi! CatBus Raiding Academy. @Arthas-US
Raid times are:
Fri/Sat 22:00 to 1:00 EST (EST is also server time)
We are a semi-hardcore guild that started in HFC WoD. We aim to build a communicative, encouraging, teamwork-focused raiding environment for players with mythic raiding in mind. Our group is aimed at raiders who are limited on time but not skill and who are looking for a raid with constructive communication.
Our goal is to run a fair guild based on fair principle. We plan to build a mythic core of 25 players. We use EPGP to distribute loots.
We currently have 17/18 mythic-level players, and we are searching for others who want to join a small progression focused weekend raiding group.
Please fill out an application at (Our recruitment needs and raid progression are also posted within):
Candidates with Mythic/Mythic+ legion dungeon logs will be required. All applicants will be required to run a mythic dungeon with us.
Please contact in-game alwaysmiddle#1413 or seventyseven#1492 if you're interested. We will consider all players who are interested.
Thanks for reading!
All things Obliterum - how to create your forge and use it to upgrade your gear and more importantly, make some gold doing it!
The Obliterum forge is new to Legion and right now it can be used as a great source for gold making. It is unlocked through completing a quest chain in Dalaran and essentially allows the user to destroy crafted items (similar to disenchanting) to produce Obliterum Ash. Collecting 100 ash produces one Obliterum. This can be traded between players (and on the auction house) so players can upgrade any of their own 815 crafted gear by 5 item levels - up to a maximum of 850 ilvl (a total of 7 Obliterum per item).
As you can imagine, with a lot of players gearing up for raids (just under a week away), there is a huge market for Obliterum right now.
This guide will take take you through the quest chain to unlock your forge and also give you some examples of the most efficient ways to obtain your ash through obliterating. Due to the fact you can obliterate pretty much any crafted item from Legion (this even includes items such as healing potions and gems, not just gear) - I will not be going into huge detail as to what items to obliterate, but giving a rough overview. Researching your own server prices and the number of reagents and raw materials on your auction house will be key to maximising your profit!
I will try and give a few good examples of items you should be obliterating but a comprehensive list would be a bit long!
Due to the fact that there is potential gold to be made this is a very very competitive market. Depending on your profession you may not be able to compete with other players in producing ash as efficiently so it may be worthwhile doing some research before you invest a lot of time and effort in getting hold of the materials to create your forge.
Some addons like TSM may help you in calculating crafting costs but it may be worthwhile sitting down and just crunching some numbers and see how items pan out for your particular profession and your particular server.
Creating Your Forge
In order to obtain your own forge you are required to complete a fairly straight forward quest chain. The chain starts in Dalaran in the Magnus Commerce exchange area of Dalaran (outside the Engineering shop)
Fire! Mysterious Dust Trial By Fel Fire This quest requires you to hand in four different bracers. This can be quite expensive so check out my guide for this quest HERE The Council's Approval You then go into the Underbelly Sewers in Dalaran for a few quests. Some require the guards to be active, others when the guards are inactive, so be sure to check your buff (debuff) when you go down there! Friends in Low Places One Mage's Trash The Muck Stops Here Cold Hard Coin The Obliterum Forge Fire it Up The quests aren't too taxing and for most players, obtaining the four individual bracers may prove the most difficult. Although the sewer quests can be a little frustrating it shouldn't take you too long to get through them and have you own shiny forge up and running!
Obliterating your items
As mentioned above pretty much any crafted item from Legion can be Obliterated. It works in a very similar way to enchanting where you disenchant the item into particular materials. This item is completely destroyed in the process and cannot be retrieved so just like disenchanting it is important you aren't obliterating anything you may want to keep hold of. If like mine, your bags are particularly messy (and you have a few crafted items you want to keep or sell rather than obliterate) - put them in your bank or to one side so you don't accidentally destroy them (can you tell I've done it myself). With the fel forge you will only ever receive Obliterum Ash, however the amount will vary depending on the actual item you choose to obliterate.
Obliterating can be a fairly time consuming process. To speed this up there is a addon called Easy Obilterate. It is considerably faster so check it out. Here is the link to Curse.
One thing to take into consideration is your time. Although it is perfectly viable to obliterate lots of items (it sometimes yields greater ash in total for the raw materials you use in the crafting process), obliterating certain items that offer only 1-2 Obliterum Ash can take a very long time. Where possible it may be worth your while finding a recipe that yields greater ash per obilterate (as long as you are still able to make a viable profit). This is even more true if your playtime is limited due to work / school or other real life constraints (oh man to be a student again!). Use your own judgement here, and again crunch those numbers, research in depth for your particular profession and remember, any time you do save can be spent doing other gold making activities such as farming, posting auctions or investing in your character!
What items should I Obliterate
I won't go into specifics for each item / profession. The figures I am giving below aren't exact and the ash will vary, but should give you some indication of an average figure. As I haven't been able to complete each profession I have had to get some of the figures from elsewhere (guildies etc) so it is always best to research yourself for your own profession or do some testing using your own materials. If you feel any of the values below are wrong please don't hesitate to let me know below and I will update accordingly!
It goes without saying that the more materials you put into each craft the more ash you generally get. Some more expensive crafts will net you more ash overall, however may cost you considerably more as prices on certain reagents are high so I can;t stress enough - research and number crunch according to your own server prices and continually check these items periodically as the auction house price on a large number of crafting materials is very volatile!
Wherever possible, look to obtain rank 3 recipes to reduce the overall materials required and / or increase the number of items produced. Chances are there will be players on your server using the same recipes as you are, but if they have a higher ranked recipe they can stretch their materials further and it will impact on your profit potential as they can undercut you further!
For Leatherworkers, Tailors and Blacksmiths
715-795 crafted gear = 2-3 Obliterum Ash
815 crafted gear (no Blood of Sargeras) = 10-20
815 crafted gear (2x Blood of Sargeras) = 15-25 (more for the expensive recipes with rare reagents)
Potions = 1-2 ash (crafting potions at rank 3 will increase your overall yield significantly but don't calculate these bonus procs to be safe)
Flasks = 5-10
Alch Trinkets = 115-170
Green Gems = 1 ash
Blue Gems = 10-15
715-795 crafted rings and neck = 2 ash
815 rings = 50-70
815 necks = 150-180
715 Goggles = 5-8 ash
I sadly don't have much information as of yet for Inscription items or Engineering - so if anyone could help me with those that would be much appreciated!
Obliterating Crafted Gear when you are finished with it
I managed to get an upgrade for my gloves which were 7/7 850ilvl crafted. I obliterated these and managed to obtain 202 ash. So if you do swap your gear ensure you obliterate it afterwards!
So far I have Obliterated
7/7 850 gloves - 202 ash
7/7 850 belt - 197 ash
What am I Obliterating?
So as I have been pretty vague as to what to obliterate I wanted to go into a little more depth as to how I am obtaining my Obliterum Ash to use for both my own gear and sell on the auction house.
My main character currently has both Enchanting and Leatherworking.
I use the auction house to purchase all of my Stonehide Leather (I don't farm through skinning).
I am taking full advantage of the fact that I can obtain Blood of Sargeras through disenchanting items that I craft, essentially giving me an unlimited supply of bloods without having to leave the auction house / mailbox (sad I know!) It requires a bit of shuffling to ensure that I am using all of the materials produced (such as the enchanting materials) without having anything go to waste. The Chaos Crystal and Leylight Shard that I receive through disenchanting I craft into enchants or just sell as raw material, but the main goal is to obtain Blood of Sargeras.
So as a bit of a step by step process:
1. Buy a LOT of Stonehide Leather from the auction house (on my server I am willing to pay up to 15g per leather)
2. Craft as many Warhide Bindings as possible using the rank 3 recipe Warhide Bindings. This will result in some epic "procs" which will give a nice profit when disenchanted into Chaos Crystal. I break about even with the rare quality ones with Leylight Shard. Through disenchanting these items you will receive a few Blood of Sargeras. The "drop" rate for the bloods is pretty low but is sufficient for my ash needs (just be prepared to disenchant quite a few bindings to get enough bloods for one full obliterum).
3. Use the Blood of Sargeras and craft Dreadleather Belt using the rank 3 recipe Dreadleather Belt
4. Obliterate the Dreadleather Belt into 15-25 Obliterum Ash
5. Combine 100 Obliterum Ash into 1 Obliterum
It can take quite a while, but the important thing here is the fact that I am able to get involved in quite a large number of markets as well as having the Obliterum as an "end" product. If prices drop on leather I am able to obtain more profit. My calculations are all based on my own server pricing and to ensure I don't lose out I don't take into account any of the epic procs of the Warhide Bindings (incase in a particular crafting session I don't get lucky). Enchants are a great way to make gold right now so it fits hand in hand with the Obliterum I am producing.
I appreciate that this is possibly very niche (as it requires you to craft the items on the same character as your enchanter to make use of the bloods) but if you are a gatherer and you have a decent supply of blood yourself then have a think about using some of the blood crafts. Although not "free" the bloods I obtain are a by-product of my enchanting and therefore it essentially makes the belt recipe give me 20-30 ash for just 12 leather!
I hope this encourages you to perhaps "think outside of the box" with your own professions and to give those numbers a crunch and get stuck into your forge! Strike while it's hot and before everyone gets raid gear :P!
I hope this guide has been useful! I think its a great addition to the game and right now there is still plenty of opportunities to use it not only to make gold from, but perhaps to make your own obliterum for your own gear, more efficiently.
If you have any ideas, suggestions, or want to share what you are currently obliterating and why (a little like what I have done for leatherworking) it would be great for you to share them!