Reactions To Professions Changes

So professions changes came out yesterday.  Lets have a bit of reaction to them:

While the Cataclysm updates to many of the professions are still deep in development, we wanted to share some of the work that’s been going on, as well as a high-level look at any lessons learned or changes to their underlying philosophies during the design process. Please be aware that not all professions have the same extent of information available right now, but each is receiving the same love and attention as the next.

Take heed of these teasers as you look forward to your new rank of Illustrious Grand Master!

Please enjoy!


  • Perks will continue to exist across all professions, and will upgraded appropriately.

Blacksmithing, Leatherworking, and Tailoring

  • Many of the green (and possibly some blue) items made during the process of leveling these professions will contain random stats. In most examples, two stats on these items will be set, and two will be random. The idea with these items is to mix up the skill leveling items so you’re not just, for example, creating 10 pairs of boots that are all exactly the same.

I have mixed feelings about this.  On one hand, yes, it was silly producing 15 cobalt belts.  On the other hand…   I can easily see where some combos are just going to end up JUNK.  Tempered Titansteel Belt of Intellect?  Doesn’t work.  I hope they take this into consideration.

  • Superior-quality items that require more materials than other recipes in the same skill range provide multiple skill-ups. For example, if a recipe takes three times the reagents, it will give you three skill-ups.

This is certainly a nice change of pace.  Extra Mats = More skill ups.  Should make the quest to 525 more bearable.

  • We didn’t feel like we were getting much flexibility from specializations, so they have been removed for all three of these professions. The intent was to help people diversify their profession to feel different from that of other players, but through other professions we’ve found systems that work better to this end, such as simply making recipes available that you can earn over time.
  • To follow up the previous change, all items that required a specialization are now useable by anyone.

I really think this was a silly move on the part of blizzard.  Virtually everyone that I have seen react to this change just hates it.  It removes customzation from your character.  In a time where characters are becoming more and more generic, this would have been one nice thing to keep.

  • Tailoring the high-end Cataclysm items will center around a single cloth type that can be crafted through five different recipes — each with their own material components and a long cooldown.

This will be the Titansteel of Tailoring for Cataclysm.  I like the Titansteel model, a LOT, so this is very nice.  And to get it from 5 different recipes, is even nicer.  Hope they do that for the mining equivalent.

  • All three professions will create their starter sets of PVP gear, which will be upgraded with new recipes every season. In general, these are meant to keep pace as an entry-level PvP set below whatever the current Hero Point set is.

Nice way to jump into PvP without having to die and die and die and die and die…  Well, you get the point.


  • New elixirs will be about 75% as strong as flasks. So you can get more total stat points with two elixirs, but flasks will still be the best at giving you a single offensive or defensive stat.

I LOVE this change.  I hate being in that last half hour of raid, and *need* to flask, but hate to waste a flask.

  • New unique material used by nearly all high-level recipes will be created by alchemists on a one-day cooldown.
  • New Mysterious Potion created with common materials restores health and mana in a massively random range, as well as sometimes granting the benefit of another potion. The health and mana range is from 1-20,000 and is able to crit. The minimum amount restored, however, is scaled upwards by the Alchemy skill, making it a great choice for alchemists to keep for themselves.

This sounds fun and interesting.  Let’s see how this one plays out.

  • All potions and elixirs now use the same basic vial type. Flasks still use a fancy vial.
  • New Alchemist Stone.

In general, material component costs for most recipes are more moderate in how much they require, while the highest-end recipes will still require large quantities. The goal of this change is to make the leveling recipes more consistent and not create unintended roadblocks in getting to the higher skill levels.
An enchanter vanity pet is being added.

Vanity Pet?  I don’t know why.  And I hope they do something about the literal explosion of enchant mats that came from the dungeon feature.   I don’t want to start out in the game with literally too much being on the market.

New Cataclysm weapon enchantment preview:

  • Avalanche — Chance to deal Nature damage on melee hit/spell hit.
  • Elemental Slayer — As expected, this enchantment helps players deal devastating damage to elemental creatures.
  • Hurricane — A stacking haste proc.
  • Heartsong — Mana regeneration through increased Spirit when chain-casting spells.
  • Many more maximum-level enchantments are still in progress.

Meh.  Interesting, but at the same time, its really just more of the same.  I think we need to find a way to make, at least weapon, enchants be more unique.


  • Engineering is still being designed, but expect new unpredictable gadgets to use on yourself or enemies. Toys, explosives, and even a new vanity pet or two. Oh, and powerful mechanical bows and crossbows in addition to guns.
  • In general, we want Engineering to remain a tradeskill mainly focused on creating fun or useful gadgets for the engineer, but we are exploring options for items that can be sold to other players for profit.

Engineering is one of those things you take because its fun.  Not because its profitable, not because of its benefits (though it does have a few).  It used to be the penultimate profession for pvp.  I would like to see it go back to that niche.


  • With the large number of class changes coming with Cataclysm, many existing glyphs will see new functionality.
  • Minor glyphs are woefully uneven from one class to the next right now, so they’re a focus for us to clean them up and try to ensure that everyone has minor glyphs they’re excited about.
  • New Darkmoon Cards will be added, with hopes they’ll all be as awesome as the Greatness card.
  • We’ll be adding more major glyphs as well, but in the hopes of making them as balanced as possible, we’ll likely wait until after the expansion ships to add any for the new abilities in Cataclysm.
  • New and more desirable off-hand and relic recipes will be added.

Inscription…  I think inscription needs to go back to its roots of “changing the way spells/abilities are cast.”   The best, and only, example I have of this is the penguin glyph.  It should be something that does not change the effect of the toon hardly at all, more of a fun/vanity thing.

And I say this for two reasons – it is hard to balance, and as GC says on the board, hard to design glyphs when you are walking a fine line between mandatory and fun.


  • Some gem colors have changed! Hit is now blue. Mastery and Dodge are yellow. Intellect is now red. These simple changes have created a much more diverse matrix of gem cuts.
  • New Jewelcrafting dailies will be introduced.
  • Many cuts are being added to support the new Mastery stat.
  • Some new Cataclysm jewelry recipes have completely random properties, and can sometimes create superior and epic versions.
  • Jewelcrafters will have some fun new (and potentially lucrative) vanity items, including fist weapons, rhinestone sunglasses, monocles, and stardust (sprinkle on players for entertainment).

I’m mixed over the dailies.  On one hand, they were fun.  But on the other hand, it is a pain when you can only get recipes from a daily.  So you HAVE to do it every day.

On the gem colors – I don’t understand why they keep wanting to produce one or two overpowered gems – I.E. RED gems.  Spread the stats out, so that you get a more even spread of value.  Blues, outside of spirit and stam, are completely useless.  And orange… they are the niche gems – the gems that you use because you are activating a socket bonus, or a meta, or just need a smidge more hit/expertise.  I literally have 150 orange gems in my bank that I can’t get rid of because they are too niche.  Everyone just wants RED.

Herbalism, Skinning, and Mining

  • All Cataclysm herbs have the chance of containing Volatile Life.
  • There won’t be a new Lotus equivalent in Cataclysm. Alchemists will use the more reliably-found Volatile Life to create the new high level flasks.

Ehh.  Its nice not to have to farm up lotuses.  I remember when flasks were 50/60g a piece.  Hopefully this will keep it down a bit.

Herb Example:

  • “Heartblossom — Named for its deep red color, this delicate flower grows close to the ground, and always in pairs. If one blossom is taken, the other flower begins to wilt immediately and dies soon after. It is considered very unlucky to disturb a Heartblossom without blessing it first.”
  • Savage Leather, the basic Cataclysm leather, can be gathered from most creatures found in the expansion areas and can be converted to Heavy Savage Leather at a 6:1 rate.
  • Pristine Hide, the rare Cataclysm hide, can be found when skinning creatures in the expansion areas, or be converted from Heavy Savage Leather.
  • Obsidian is the new common mineral found when mining in Cataclysm, and can contain gems, Volatile Fire, and Volatile Shadow.
  • Elementium is the new uncommon mineral found when mining in Cataclysm, and can contain gems, Volatile Fire, Volatile Water, or Volatile Earth.
  • Pyrite is the new rare mineral found when mining in Cataclysm, and can contain gems and Volatile Fire.
  • Previous Elementium Ore and Bar used for classic quests will be renamed to Elementium Ingot and Hardened Elementium Bar.
  • We like the gathering perks as they are; not a game-changing bonus but something themed and fun. But as all tradeskills are in the design stages these are still being discussed to a degree.

Interesting Herb Examples.  And nice tie in of the ores to the theme of elementals.


  • Cooking is still in the early stages, but we plan on continuing with daily quests, feasts, and some fun new recipes.
  • We liked the cooking dailies that had players picking up items that spawned in the world near the quest giver, so most if not all new cooking dailies will work similarly.

Love feasts.  Didn’t love the dailies, for the same reason as the JC – miss one day, and you are put back.

First Aid

  • Bandages will have a short cast time and put a heal over time effect on the target for 8 seconds. This effect is broken by damage.
  • Three new bandages! That’s right: THREE!

I can’t wait for bandages to become useful again.  I mean, as it is, a heavy frostweave heals me for 15% of my total health.  It isn’t really worth it.

Bandage preview:

  • “Dense Embersilk Bandage” Heals for 34,800 over 8 seconds. Requires 3 Embersilk to create.


  • Lots of new fish and other fun items to catch! Fish are still used to make premium food.
  • New fishing dailies.

Hope they still go through with redesigning fishing.

I think the biggest thing that was not addressed here is the big 3 crafting skills.  After you reach max skill level, and start raiding, unless you are in the pretty high end raiding guild (or at least thats the way it was in Wrath), you never got any patterns, and it became pretty useless pretty fast.  I mean, look at JC/Alch/(argueably)Inscription.  They are useful throughout the whole expansion, which is one of the reasons I dropped mining to pick up JC in addition to my BS.   I love BS, its great when leveling to keep your armor up, often times providing better gear than quest rewards.  Same for tailoring and LW.  But as soon as I dinged it became pretty useless.

Even now, unless you have the patterns from the bigger raids, you aren’t making ANY money with BS.  Belt buckles on my server are selling for 20g each.  20g!  thats less than the cost of mats.  I would be GIVING you gold, practically, if I sold you a buckle.  And its the same thing for all of the items pre-raid.

I like the model of ICC where you can purchase patterns with saronites, which can be bought with badges.  I would love it if that continued.  But I would love it if there were more than just 3-4 patterns each tier.  I mean, this is an INTEGRAL part of your toon.  You spent thousands of gold to get it up to lvl, to have it become token at 80, just for profession perks…  Its silly to me.

I like the idea of the PvP crafted/upgradeable armor.  Lets see the same thing, or something similar for PvE.

Pic courtesy

4 Responses to “Reactions To Professions Changes”
  1. Zebb says:

    Wow. Our belt buckles sell for 45g apiece. I make a killing on them. And our leatherworkers and tailors make a whole bunch of profit on their leg enchants as well. Sounds like someone on your server is intentionally deflating the market.

    • Firespirit says:

      Its been like this on our server for a long while, and is happening across all professions. Its nearly impossible to buy mats off of the AH and craft something for a profit, unless its ICC epics, but even then you’re pushing it.

      For example: Cardinal rubies sell for 120g on the AH. Bold Cardinal Rubies, as of last night, were 111g.
      Arctic fur is 110g. Heavy Borean goes for 10-15g ea. Icescale leg armor goes for 115g.

      And I can go on and on. In fact, many of my rare gem (blue quality) cuts that used to go for 16-17g are down to 6 or 7g. The uncut gems themselves usually sell for 9-10g each.

      Its really hard to scrape a living now days, unless you farm the mats yourself. If it is one person, I would be surprised. Perhaps a coalition of people. But I don’t think so. I mean, there is a difference from temporarily crashing the market to crashing all the markets for a long term. It simply does not make sense to me right now how this is playing out. Perhaps I will write a post on it.

  2. Lorgrath says:

    I wish they would just get creative and make up their own ore/element names instead of randomly choosing existing things or reusing old names. Obsidian is volcanic glass. Not very realistic to be mining or making armor out of. Something made up like Brillium or Llaneite would be better.

  3. Firespirit says:

    Yes, I can see your point. But, at the same time, there is at least some evidence that obsidian was used, especially in tribal warfare, back in the day. Definitely as arrow tips, but there is some anecdotal evidence that there were effective blades. And that makes sense. Properly crafted, the stuff is SHARP. And against simple leather/cloth/bamboo armor, it would easily slice right through like butter. But, against chain/plate it would be completely useless and just shatter into a bazillion pieces.

    I honestly think they used it because it is a commonly known mineral, that everyone could relate to. I mean, how many people have heard of Llaneite?

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