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Old 07/29/08, 6:28 AM   217 links from elsewhere to this Post. Click to view. #1
Hildegard
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The WotLK profession thread

Summarizing: Last updated: 30. August 2008

Most of the work has been done by Prinsesa so please give her credit too when you copy&paste this thread to any other place. If you find any wrong information in this post please let me know.


General:
  • One of the system we’re considering as well is – so you have profession dailies for all of your professions, and what those end up being I’m not sure, but then when you do that daily you get a token. Then on this vendor there’s maybe 20 recipes, and they cost [maybe] 25 tokens each. So you’ll start making decisions on how you want to spend those tokens and that will help differentiate you from everyone else just by your decisions rather than what you happened to have found or bought off the Auction House.
Source: BlizzCast Episode 4

Mining:
Miners get a stamina boost as a profession-specific perk Toughness - Spell - World of Warcraft


Skinning:
Skinners get a critical strike boost as a profession-specific perk Master of Anatomy - Spell - World of Warcraft


Herbalism:
Herbalists get a Heal-over-time ability Wild Growth - Spell - World of Warcraft as well as consumables like such as Deadnettle - WoWWiki - Your guide to the World of Warcraft as profession-specific perks.


Alchemy:
Alchemy received the potion sickness debuff, which affects anyone using a potion, to limit potions to once per combat, but got Mixology as a profession-specific perk. Mixology increases the stats gained from Elixirs and Flasks by 20%
  • Alchemy discovery - So for fairly deterministic upgrades they’re ok, or for the fun stuff, and there might even be some other uses that we haven’t really thought of that are going to fit well with that unpredictability
Source: BlizzCast Episode 4


Blacksmithing:
Blacksmithing gets to put sockets on weapons and belts as "constantly in-demand" products, as well as sockets on gloves and bracers as profession-specific perks. BS will have the ability to socket one-handed weapons. From the recipe, it looks like a casted ability, similar to Enchants that have to be done through the "Will not be traded" window. That being said, it will be available to all players. We do not know if two-handed weapons will be socketable, either as a freely-available ability or a BS-specific perk.

Blizzard has stated that one of their ideas was to give Armorsmiths the ability to add a second Meta socket as an additional sub-profession perk. However, those are simply words at this point. Nothing like this currently exists in the beta, nor has there been any announcements regarding perks for the Weaponsmith subprofession, or the Sword/Axe/Macesmith sub-sub-professions.
  • "Permanently add a socket to your bracers. Requires a level 60 or higher item."
  • "Permanently add a socket to your gloves. Requires a level 60 or higher item."
  • "Permanently attach a titanium belt buckle onto a belt, adding a socket to the belt. Requires a level 60 or higher item."


Engineering:
Engineering gets to apply special Engineering-esque abilities to their items such as rocket-power to boots, parachute abilities to cloaks, haste abilities to gloves and rocket launchers on an as-yet-undetermined slot. Only Engineers can use these activated abilities, and they replace the traditional enchants. Scopes for ranged weapons continue as the "constantly in-demand" products, while a Motorcycle land mount is a new profession-specific perk. Other engineering gadgets include a deployable Auction House NPC and a deployable mailbox.
  • "Permanently attaches a hand-mounted pyro rocket launcher, allowing a skilled engineer to deal 2070 to 2530 Fire damage to an enemy at range. The rocket can only be fired every 2 minutes."
  • "Permanently attaches hyperspeed accelerators to a pair of gloves, allowing a skilled engineer to increase their haste rating by 340 for 8 seconds. The gloves can only be activated every few minutes."
  • "Permanently attaches a flexweave underlay to a cloak, allowing a skilled engineer to turn the cloak into a parachute to fall slowly for 10 seconds. The cloak can only be used every 5 minutes."
  • "Permanently attaches overpowered nitro boosts to a pair of boots, allowing a skilled engineer to greatly increase run speed for . The nitro boosts can only be activated every 5 minutes."
  • "Attaches a permanent micro stabilizer to a bow or gun that increases your ranged hit rating by 40"
  • "Attaches a permanent scope to a bow or gun that increases its ranged critical strike rating by 40"


Leatherworking:
Leatherworking received the Tinnitus debuff to limit Drum buffs to once every 5 minutes, but received BOP Leg Armors as a profession-specific perk. Also Leatherworker can use Fur Lining to enchant their own bracers.
  • Fur Lining - Stamina - "Permanently enchant bracers to increase stamina by 90. Can only be used on the leatherworker's bracers, and doing so will cause them to become soulbound."
  • Fur Lining - Spell Damage - "Permanently enchant bracers to increase spell power by 70. Can only be used on the leatherworker's bracers, and doing so will cause them to become soulbound."
  • Fur Lining - Fire Resist - "Permanently enchant bracers to increase your fire resistance by 60. Can only be used on the leatherworker's bracers, and doing so will cause them to become soulbound."
  • Fur Lining - Attack Power - "Permanently enchant bracers to increase attack power by 120. Can only be used on the leatherworker's bracers, and doing so will cause them to become soulbound."


Tailoring:
Tailoring gets to create "Embroideries" which are applied to cloaks in a manner similar to spellthreads and leg armors.
Embroideries provide special abilities such as a chance to deal additional Holy damage on spell hit, a chance to restore mana on spell cast, or a chance to proc extra armor penetration. These embroideries replace the traditional enchants and are a profession-specific perk. Spellthreads continue to be a "constantly in-demand" product, with an additional PvE/healing-oriented variant of SPI/spell power as opposed to STA/spell power. Like Leatherworking, Tailoring will also have spellthreads with higher-than-average stats as a profession-specific perk.
  • "Embroiders a subtle pattern of light into your cloak, giving you a chance to cause an additional 800 to 1000 Holy damage when you damage an enemy with a spell. You can only embroider your own cloak and embroidering your cloak will cause it to become soulbound."
  • "Embroiders a magical pattern into your cloak, giving you a chance to restore 300 mana when you cast a spell. You can only embroider your own cloak and embroidering your cloak will cause it to become soulbound."
  • "Embroiders a magical pattern into your cloak, causing your damaging melee attacks to sometimes ignore 1000 of your target's armor. You can only embroider your own cloak and embroidering your cloak will cause it to become soulbound."



Jewelcrafting:
Jewelcrafting has the ability to create "Perfect" gems when cutting Uncommon gems - these supposedly provide more stats than the Uncommon gem, but it is unknown if thet provide more than Rare or Epic gems. It is also unknown if these Perfect gems are BOE or BOP. Special "Dragon's Eye" gems with higher-than-average stats continue to be JC's profession-specific perk, with the added bonus of matching any of the three socket colors, regardless of the stats provided.

New Meta gems:
  • "Reduces spell damage taken by 2%"
  • "Reduces the duration of any Fear effects used against the wearer by -15%. This effect does not stack with other similar effects."
  • "Reduces the duration of all Stun effects used against you by -15%"
  • "Reduces the duration of any Silence effects on you by -20%"
  • "Decreases the duration of movement impairing effects by 15%"
  • "Melee/Ranged Haste Rating increased by 480" (proc?)
  • "2% chance on successful spellcast to restore 300 mana."

Enchanting:
Enchanting has had its new enchants released. There are also recipes for upgradable BOP epic Wands, similar to the Thunder/Deep Thunder/Stormherald line of upgradable epic maces for Blacksmithing, although their stats have not been finalized as of yet.


Inscription:
Inscription will allow players to augment the cooldown, damage, or mechanics (stun, knockback, DoT, HoT, etc.) of a spell. It will have two aspects: augmentation of abilities and spells with the creation of a new type of item ("scrolls", for example, from ink, paper, and other reagents — or some other item which has not yet been revealed). Every player will get a new spell book page to which they can add six glyphs — currently, two major, two lesser, and two minor.

Source: Inscription - WoWWiki
  • Players will be able to swap their glyph with an one hour cooldown on each glyph. The glyph is destroyed when it is replaced. The cost of glyphs appear to be rather low.
  • Inscription will draw most of its materials from Herbalism's herbs, milling them the same way a Jewelcrafter prospects a Miner's ores.
  • Inscription will interact with Enchanting by allowing enchants to be placed on Scrolls, which can then be sold separately and applied without an enchanter. Newer scrolls have since been revealed with a level 35 minimum requirement, allowing TBC enchants to be placed on them. It can be expected that a third scroll for WOTLK level minimum requirements will be implemented as well.


Cooking:
Aside from those granting Track Humanoids or Track Beasts, or pet stats, the food buffs are pretty uniformly 40 stamina and 40 (otherstat). Ones pictured include: Strength, agility, expertise (I assume they mean rating), hit rating, 16mp/5, spirit, and 280 ArP.

List of known recipes:
http://static.mmo-champion.com/mmoc/...oking_8885.jpg

Last edited by Hildegard : 08/30/08 at 9:54 AM.

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Old 07/29/08, 6:47 AM   #2
karleek
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I'm looking forward to the potion sickness change, if it goes far enough. It'd be nice not to be hitting a mana potion on every cooldown. There are plenty of fights where the RL says "take a healthstone or healthpot when/before <something happens>" and the healthpot is almost never an option.
 
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Old 07/29/08, 6:50 AM   #3
Tacitus
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There's also Blacksmithing getting easy way to level past the 360ish bump with the common ore found in the two starting zones in Northred. Which is all kinds of awesome and should be extended to other crafting professions, or at least the ones that use current "high end" mats just to advance to the cap.

For common knowledge about professions, see Professions - WotlkWiki - Wrath of the Lich King Information

E: Which states that Engineers are going to be able to create a Motorcycle.


Last edited by Tacitus : 07/29/08 at 6:56 AM.

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Old 07/29/08, 7:07 AM   #4
ZeroWashu
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I saw the drum debuff listed as well. My concern is that what happens to BC fights? they can tailor the new instances to take into account the potion sickness and drum debuff but as these can be staples of some BC fights I wonder if they plan to revisit those encounters.

Whomever was in charge of tailoring in BC did a bang up job. You could easily equip any cloth based class for the end game for the most part with just everyday work. The other professions were not so well served.

As for Inscriptions being permanent or exchangeable.

I vote for exchangeable glyphs. I would have assumed they would be like sockets, the player can select when and if to replace them individually. It could be as bad as having to pay a NPC to clear them like talent resets are handled.

If they are implemented as exchangeable there are ways for Blizzard to put limits on it so that we don't see people flipping inscriptions during a raid. It could be as simple as requiring a fixed item similar to the blacksmiths anvil, tailors mana loom, or such.
 
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Old 07/29/08, 7:19 AM   #5
Zurgat
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Originally Posted by karleek View Post
I'm looking forward to the potion sickness change, if it goes far enough. It'd be nice not to be hitting a mana potion on every cooldown. There are plenty of fights where the RL says "take a healthstone or healthpot when/before <something happens>" and the healthpot is almost never an option.
I'm wondering on their reasoning though.
Tanks won't be able to chain chug armor potions, health potions, resist potions.
Healers will have a very hard time keeping mana up if not able to chain chug on long fights. And the alchemy trinket just lost a large part of it's value as well.

Are they planning to put more emphasis on mana regen and spirit (as with the paladin evocation),
or whether they intend to make fights shorter. (unlikely)
Perhaps they intend to allow a bigger variety of potion usage, or longer duration on potions. Healing over time (like diablo 2) instead of instant regen.

Mana gems and health stones will find an increased value as well.

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Old 07/29/08, 7:20 AM   #6
Tacitus
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Originally Posted by ZeroWashu View Post
I saw the drum debuff listed as well. My concern is that what happens to BC fights? they can tailor the new instances to take into account the potion sickness and drum debuff but as these can be staples of some BC fights I wonder if they plan to revisit those encounters.
Unless they change the fights then killing Illidan after WotLK talents/skills are patched will be nigh-impossible. We'll see later but I don't think they changed any fights for BC (they even said they weren't going to reverse the loot switch). But that discussion is for an another thread.

Originally Posted by Zurgat View Post
I'm wondering on their reasoning though.
Tanks won't be able to chain chug armor potions, health potions, resist potions.
Healers will have a very hard time keeping mana up if not able to chain chug on long fights. And the alchemy trinket just lost a large part of it's value as well.

Are they planning to put more emphasis on mana regen and spirit (as with the paladin evocation),
or whether they intend to make fights shorter. (unlikely)
Perhaps they intend to allow a bigger variety of potion usage, or longer duration on potions. Healing over time (like diablo 2) instead of instant regen.

Mana gems and health stones will find an increased value as well.
Hopefully this means that these pots (health, armour & all) are finally ending up as the crutch needed to make the kill (say a tank pops the armour pot near the end or a known damage increase if healers are in a pinch), instead of the staple "drink up every time your cooldown is up" type they are currently.

Though Health pots and maybe Resistance (absorb) pots should be off this sickness thing as they are already reactionary and not something you just keep drinking the whole fight.

We'll be getting lots of manaregen options, so mana shouldn't be a hinderance in longer fights, with raidwide totems, bigger JoW returns, buffed BoW and of course improved gear.

Last edited by Tacitus : 07/29/08 at 7:29 AM.

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Old 07/29/08, 7:22 AM   #7
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Originally Posted by Zurgat View Post
I'm wondering on their reasoning though.
Tanks won't be able to chain chug armor potions, health potions, resist potions.
Healers will have a very hard time keeping mana up if not able to chain chug on long fights. And the alchemy trinket just lost a large part of it's value as well.

Are they planning to put more emphasis on mana regen and spirit (as with the paladin evocation),
or whether they intend to make fights shorter. (unlikely)
Currently they have to balance around people spamming pots, now they don't. It's no different from the flask/elixir change when TBC came out as far as I'm concerned. It's a good thing as it cuts out more of the outside of raids grind.

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Old 07/29/08, 7:22 AM   #8
Shuror
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Right now it seems that a majority of class spells will have Glyphs available, and all of the Glyphs scale with level.

This raises the question of when the Glyphs will be craftable. Unavoidably, some will be crafted at lower profession skill levels. If good glyphs are available at low skill, this will overpower Inscription in comparison to other professions at low levels and create a disproportionate demand for low-level herbs and other materials required.

Only Druids have gotten a decent amount of Inscriptions right now. One can see most of them through this filter: Uncategorized - Spells - World of Warcraft
 
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Old 07/29/08, 7:23 AM   #9
Hildegard
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Originally Posted by ZeroWashu View Post
It could be as simple as requiring a fixed item similar to the blacksmiths anvil, tailors mana loom, or such.
Or perhabs an inscriptor to "unlock" them. Blizzard stated that they want to keep the interaction a part of the whole trade and profession system. Inscribers to unlock inscriptions, blacksmiths being able to repair weapons and so on. A lot of the NPCs could be replaced or assisted with that. Which Engineer didn't want to open up the rep bot and take out out all the gold spent..

For inscription: Such a change could be an item that costs a small amount of reagents and add a cooldown. If someone actually wants to unlock them a second time within the cooldown (lets say 3 hours) they would have to spent more reagents and need an inscriber to "unlock" them at a certain place within a major city.

Interaction is a good thing as long as it doesn't get too annoying. I hope the developers have better ideas than they did have during the last expansion, where the classic creative profession Engineering was treated really with very few love except for the flying machine and the goggles.

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Old 07/29/08, 7:26 AM   #10
Zurgat
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Originally Posted by Hildegard View Post
Interaction is a good thing as long as it doesn't get too annoying. I hope the developers have better ideas than they did have during the last expansion, where the classic creative profession Engineering was treated really with very few love except for the flying machine and the goggles.
Requiring interaction makes it hard for alts to be used as crafters though.

And we're still the only profession able to make scopes.
The sad part is that only hunters really "need" them.

Some alternative items, such as belt buckles might be interesting for engineers to make. With a variety of uses.

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Old 07/29/08, 7:32 AM   #11
Tacitus
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Originally Posted by Zurgat View Post
Requiring interaction makes it hard for alts to be used as crafters though.

And we're still the only profession able to make scopes.
The sad part is that only hunters really "need" them.

Some alternative items, such as belt buckles might be interesting for engineers to make. With a variety of uses.
Blacksmithing already makes Belt Buckles. [Iron Buckle]

True, they're not used a lot, but perhaps engineering could make some belt "enhancements", say something like an utility belt to add to your normal belt.

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Old 07/29/08, 7:34 AM   #12
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Originally Posted by Tacitus View Post
Unless they change the fights then killing Illidan after WotLK talents/skills are patched will be nigh-impossible.
One thing I've always wondered is that how people come so dependant on those extra buffs and consumables. Suuure, drums and such are a nice bonus, but with even M'uru dps requirements nerfed, I don't think they are required for any TBC fight. We cleared BT months and months with almost zero consumable usage, why would anything change now? True, DPS checks became harder if there is a debuff on drums, so I'm just going to ask "Why did you become dependant on an optional profession?"

Originally Posted by Zurgat View Post
Healers will have a very hard time keeping mana up if not able to chain chug on long fights.
I was able to do (not nerfed version of) M'uru by using only 1 manapot during whole almost 10-minute fight. I'm very confident I can do same thing for Kil'jaeden. I can't talk for other classes really, but I don't think mana will be a problem if you actually put some thought in managing it.

My point is, while current professions do take down the difficulty in raiding, they are hardly required in order to succeed.
 
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Old 07/29/08, 7:38 AM   #13
Hildegard
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Well Jewelcrafting got the trinkets and we can turn enemies into chicken not even this inside the arena. Engineering got some nice things with the gas clouds for example.

But somehow the love for the details was missing all over TBC.

- the first epic goggle version for rogues was worse than the blue version, which was worse than the D3 dungeon drop
- the second version only required Engineering 350 and had easy to get reagents. So the strongest part of Engineering didn't require it to be maxed out
- the trinkets remained gimicks while Jewelcrafting got continuosly better ones and addiontionally some best in slot items (neck)
- the boots where for a long time really strong but now got nerfed for the whole PVP aspect
- the new goggles are much worse than other professions pieces in Sunwell like Leatherworking, Tailoring or Blacksmithing
- Leatherworking has the strongest raid support and better crafted pieces

I really hope that profession get evened out a bit more.

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Old 07/29/08, 7:40 AM   #14
 dragon12
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Originally Posted by Vihermaali View Post
One thing I've always wondered is that how people come so dependant on those extra buffs and consumables. Suuure, drums and such are a nice bonus, but with even M'uru dps requirements nerfed, I don't think they are required for any TBC fight. We cleared BT months and months with almost zero consumable usage, why would anything change now? True, DPS checks became harder if there is a debuff on drums, so I'm just going to ask "Why did you become dependant on an optional profession?"
For Illidan he's talking about Shear, not consumables.
 
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Old 07/29/08, 7:42 AM   #15
Tacitus
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Originally Posted by dragon12 View Post
For Illidan he's talking about Shear, not consumables.
Yup. Blocking Shear with a 30s CD block is going to need some luck (or a 100% avoidance set, but those aren't exactly common).

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Old 07/29/08, 7:45 AM   #16
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Originally Posted by Tacitus View Post
Yup. Blocking Shear with a 30s CD block is going to need some luck (or a 100% avoidance set, but those aren't exactly common).
Or you can remember that there are other tanking classes than warriors in the game.

Edit:

On the point of, actually, professions - anybody else think that relying on inscription to make enchanting scrolls leads to nowhere, especially with possibility of high-level enchant requiring high-level (read:expensive) scrolls? Getting inexpensive ones seemed like a chore bad enough, with serious cost attached it will lead to less demand from enchanters, less supply from inscriptors -> back to square one, eventually.

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Old 07/29/08, 7:47 AM   #17
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The glyph preview for druids shows that it will most likely be subject of a lot of rebalancing. The shown glyphs differ quite a lot in terms of usability even among the same glyph category (minor, major, lesser). While i do appreciate the approach of offering a glyph for almost every single ability, i'm not sure that it actually can be balanced. Right now not only the glyphs for spells itself but also the glyphs regarding different talent trees seems a little bit in need of more work. And sadly, everything points (at least right now) in the direction of certain decisions for 'must have for raiding' or 'must have for pvping'-glyphs. I would have liked to have glyphs with less severe effects, more in the direction of customization than effect changing. Although certain glyphs do show interesting ideas in terms of trade of effects, other seems to be much more in the original wording of just adding boni to existing abilities.

And of course i do expect them to be permanent like enchants, and only be subject to change for some severe costs. Everything else would be ridiculous, given the actual impact of some of the glyphs. What i would like to know, what type of glyph is the additional one for inscriptors?
 
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Old 07/29/08, 7:50 AM   #18
Tacitus
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Originally Posted by Ellerain View Post
Or you can remember that there are other tanking classes than warriors in the game.
Druids don't have a block. Death Knights (as far as we know) don't have a block. Holy Shield is only 30% block with a 10s CD (and as far as I know, shear ignores miss).

But that's not the point of this thread. Can we stop this before Kaubel comes stomping in and locks the whole thread?

Originally Posted by Dioneirra View Post
I would have liked to have glyphs with less severe effects, more in the direction of customization than effect changing. Although certain glyphs do show interesting ideas in terms of trade of effects, other seems to be much more in the original wording of just adding boni to existing abilities.
It seems that that most of the druids Glyphs were Greater Glyphs, we still have two other classes of Glyphs, for example the penguine polymorph for mages.

see:
* Glyph of Natural Force (Class: Druid) - Empowers a Greater Glyph to avoid interruption caused by damage while casting your Wrath spells by 50%.
* Glyph of Moonfire (Class: Druid) - Empowers a Lesser Glyph to reduce the rage cost of your Demoralizing Roar by 20.
* Glyph of Thorns (Class: Druid) - Empowers a Minor Glyph to reduce the mana cost of your Thorns spells by %s1%.

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Old 07/29/08, 7:51 AM   #19
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Originally Posted by Hildegard View Post
Interaction is a good thing as long as it doesn't get too annoying.
One mans "good thing" is another man's "too annoying". The fact of the matter is that anything that requires interaction typically requires one to subject themselves to the trade channel. I don't know about anyone else's server, but on the one I play on, that qualifies as "too annoying".

I really wish they'd remove all need for profession interaction by having a buyers market version of the AH, where you cold put up what you want to buy and the price you're willing to pay, and letting people fill those orders. Forcing you to sit in trade asking for something and hoping that someone happens to be around who can do it, on the trade channel and paying attention isn't my idea of fun at all.
 
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Old 07/29/08, 7:59 AM   #20
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Originally Posted by Tacitus View Post
Blacksmithing already makes Belt Buckles. [Iron Buckle]

True, they're not used a lot, but perhaps engineering could make some belt "enhancements", say something like an utility belt to add to your normal belt.

True, but I was more thinking along the lines of gear enchants, much like we have leatherworking patches for legs and other parts.

Truesteel buckle of vindication.
Quicksilver buckle of haste.
etc.

Would not have to be a very large buff or enchant, but enough to make it worth trading with.



As for raid support professions, I had a thing up about that a while ago, but with WotLK coming up and new info being released it's already outdated.

The stat bonusses seen so far would still favour leatherworking as the primary profession at least 1 person per group needs.
After that enchanting and blacksmithing are closely tied with jewelcrafting. But it really depends on what other gems jewelcrafters get. Enchanting and blacksmithing each have the option for +2x20 stat points (assuming you dual wield), skinning 25, jewelcrafting +10 per gem you can use. (Probably no more than 4). Engineering, tailoring, jewelcrafting, herbalism are still fairly unknown.

It's reasonable to suspect herbalism will get something like mining and skinning, maybe +25 fixed spirit.
Inscription looks to be very powerful, but until we know what scribes will get that only they can use (1 extra socket) it'll be mostly speculating. It'll remain to be seen whether it can be offset against +40 stats like the above professions.

And I'm certainly still looking for a reason to drop engineering, or a good enough reason to stick with it.

Last edited by Zurgat : 07/29/08 at 8:06 AM.

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Old 07/29/08, 8:07 AM   #21
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Originally Posted by Zurgat View Post
Requiring interaction makes it hard for alts to be used as crafters though.
That's part of the point though. The less crafting you make possible via alts, or the harder you make it to aquire the recipies (... thus making it unlikely you'll get it on an alt) the more you increase the, well, "playability" of professions for individual players. If an alt can do everything I can do, I'm not particularly useful in regards to profession. Short of adding a limit to the number of characters per server (which has been done in other games) - or professions per server - there aren't that many ways to insure viability for professions for many players. Interaction requirements, is one way, Masteries, BoP recipies, rep recipies, raid recipies, lvl requirements for professions and so on, are other examples of similar systems. The only thing I don't get it why they're not taking steps to make it system-wide and not just enchanter-only.


Speaking of character development via professions, there's one thing about gathering profession that keeps irking me. The new stat bonuses are great, they really are, but... My main alchemist has been an alchemist since way before TBC, and all of TBC. If I leveled a second character, as fast as possible, and got him to 375 alchemy as fast as possible, there'd be a difference. My alt would lack many recipies - BoP, rep, BoE, discoveries - so he wouldn't be able to do as much. Where as my herbalist alt... There's nothing I can't do on my herbalist alt I can do on my herbalist main, despite significant difference in hours invested. The bonuses won't really change that. But that's not really what's irking me as much as the fact as what we have in BC is less than what we had in vanilla.

Finkle's Skinner, Pristine Hide of the Beast, Onyxia Scales, Core Leather, Bloodschythe, Bloodvine... They certainly weren't huge things, but they were... There. A gathering alt was that just dinged couldn't help with all of that (ignoring the raid instace requirements here ) you'd actually need a dedicated and well geared practicioner of the gathering profession. I miss that, and I don't understand why they didn't have it in BC.
 
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Old 07/29/08, 8:09 AM   #22
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Originally Posted by Shuror View Post
Right now it seems that a majority of class spells will have Glyphs available, and all of the Glyphs scale with level.

This raises the question of when the Glyphs will be craftable. Unavoidably, some will be crafted at lower profession skill levels. If good glyphs are available at low skill, this will overpower Inscription in comparison to other professions at low levels and create a disproportionate demand for low-level herbs and other materials required.
Yup, just like jewelcrafting was OP because of all the gems you could cut at lower skill levels. Alternatively, not. Inscription also makes materials like parchments, ink and so on, scrolls, and low-power cosmetic glyphs. What on Earth makes you think they'll have to put overpowered high-end glyphs as low skill level items?
 
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Old 07/29/08, 8:18 AM   #23
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Originally Posted by Calixtus View Post
That's part of the point though. The less crafting you make possible via alts, or the harder you make it to aquire the recipies (... thus making it unlikely you'll get it on an alt) the more you increase the, well, "playability" of professions for individual players. If an alt can do everything I can do, I'm not particularly useful in regards to profession. Short of adding a limit to the number of characters per server (which has been done in other games) - or professions per server - there aren't that many ways to insure viability for professions for many players. Interaction requirements, is one way, Masteries, BoP recipies, rep recipies, raid recipies, lvl requirements for professions and so on, are other examples of similar systems. The only thing I don't get it why they're not taking steps to make it system-wide and not just enchanter-only.
That's the thing though, I doubt there's a single alchemist, enchanter, leatherworker or blacksmith who will be willing to make any lvl 1-300 craftables for you unless you bring a decent and out of proportions tip along with the mats.
If you can look at your alts for the more mundane craftables then you save them a lot of time, and yourself a lot of frustration trying to find someone to make the item for you. If I need something simple, i want to just make it and have it ready within minutes without having to spam a trade channel for the possible chance of getting scammed out of my materials, or bid on the AH in the hopes of winning the bid or paying a dozen times more than the item's worth.

BoP recipes are a good thing, and give the profession character. There's a limit to how far interaction should go though.
Ensuring that the high end, rare recipes are Bind on Pickup makes it so mainly high end guilds have the patterns. This makes the patterns rare, you're not likely to encounter scammers as they'd have a reputation to lose as a guild. But if almost nobody has the pattern on your server then you're just stuck with the earlier problem of having to spend hours in the trade channel to find someone.

Profession masteries are an option, but they'd have to be distilled into more than 3 categories. And, all trees should be worthwhile so you don't end up with "everyone" taking the same tree.

Requiring a player to find a scribe to insert or replace every single rune you carry would be over the top for sure.
I'd prefer them to be freely swappable like trinkets. Especially since some are just aesthetic effects like penguin poly.

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Old 07/29/08, 8:19 AM   #24
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Originally Posted by ZeroWashu View Post
I saw the drum debuff listed as well. My concern is that what happens to BC fights? they can tailor the new instances to take into account the potion sickness and drum debuff but as these can be staples of some BC fights I wonder if they plan to revisit those encounters.

Whomever was in charge of tailoring in BC did a bang up job. You could easily equip any cloth based class for the end game for the most part with just everyday work. The other professions were not so well served.

As for Inscriptions being permanent or exchangeable.

I vote for exchangeable glyphs. I would have assumed they would be like sockets, the player can select when and if to replace them individually. It could be as bad as having to pay a NPC to clear them like talent resets are handled.

If they are implemented as exchangeable there are ways for Blizzard to put limits on it so that we don't see people flipping inscriptions during a raid. It could be as simple as requiring a fixed item similar to the blacksmiths anvil, tailors mana loom, or such.
With due respect, the tailoring was just too good. I would have liked to have seen all professions have a mix between the quality of the tailoring patterns, with an upgrade path like blacksmithing.

If you notched down tailoring a bit (say to T4 levels) and each level (T5, T6) gave out an upgrade path - it would have been perfect. The current T6 patterns which are retardedly good, but impossible to find could just require some tokens from Felmyst/Twins/Mu'ru for the tailors/LW/blacksmiths to upgrade the items.

Agreed with glyphs. I'm picking "jewelcrafting mixed with enchanting". I'd say the mats for them will be expensive enough to not hot-swap them, in the same way that you'd not hot-swap enchant on weapons or gems in gear (or at least the vast majority of the raiding populace wouldn't)

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Old 07/29/08, 8:20 AM   #25
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Originally Posted by Calixtus View Post
If an alt can do everything I can do, I'm not particularly useful in regards to profession. [...] The only thing I don't get it why they're not taking steps to make it system-wide and not just enchanter-only.

<special gathering stuff>
If somebody took a time leveling profession on an alt, he should be able to benefit from it (even on his other character). The disparity between crafting main and crafting alt is already covered via many means (you named them). There is absolutely no need to artificially require even more intercation by following enchanting-like system, because it is plainly annoying for many people.

And as for special gathering routines - there were Hyjal Mining nodes ^_^.

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