Cataclysm professions preview part 1 of ?
Blizzard tells us a bit about profession changes in Cataclysm. Of course Spell Rotation opines on the most important of them: tailoring and enchanting. Plus cooking and fishing just because.
Take heed of these teasers as you look forward to your new rank of Illustrious Grand Master!
Ooh, I like the style of that rank. I, for one, would enjoy being illustrious, grand, and a master.
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.
Who cares? There is only one reason why someone would make 10 boots: to level up. They’re not, at all, being made for their stats. 10 people aren’t going to come to me asking for the same set of boots. This will never happen. The boots will be vendored or disenchanted at the first opportunity, as always.
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 was mentioned a long time ago and I’m glad it’s still in the mix. I wonder though what happens if you’re doing something that’s green instead of orange. That is, it might or might not increase your skill. If you do something that’s worth three, will all three be misses, all three be increases, or will it vary? I hope it’s variable.
We didn’t feel like we were getting much flexibility from specializations, so they have been removed for all three of these professions.
Good. More than a few times I’ve been asked to make something but haven’t been able to because of specialization. I understand the idea of wanting people to feel different and/or special, but in practice it turned out to be more of a roadblock than something helpful.
To follow up the previous change, all items that required a specialization are now useable by anyone.
Excellent. Now if only those pesky cooldowns could be eliminated altogether…
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.
Interesting. This replaces the triumvirate of ebonweave, spellweave, and mooncloth. I welcome this change. It’s particularly frustrating to have to specialize in one of those three, then watch as you get an abundance of one cloth type with each “make” and a dearth of the others.
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.
Higher as in Cataclysm higher? I suppose. So, I’ll still be faced with having to gather metric tons of things to level up my enchanting skill. What this does mean however is if I start a new character in enchanting (shudder) then the leveling up process would be smoother.
An enchanter vanity pet is being added.
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.
I predict we will be making lots and lots of Hurricane items. Haste is applicable to all classes and is pretty much universally beneficial to all.
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.
So quest areas will be continually choked with people all the time. Do not want.
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.
Bleah. One of the reasons why I dropped engineering was because I couldn’t make very many things for other people.
New Darkmoon Cards will be added, with hopes they’ll all be as awesome as the Greatness card.
Wait, the faire might become relevant? Hmm.
Jewelcrafters will have some fun new (and potentially lucrative) vanity items, including fist weapons, rhinestone sunglasses, monocles, and stardust (sprinkle on players for entertainment).
Bling? OK, I approve. Seriously, I do. Any amount of increased character customization is good—better than what we have now—and I’ll grasp at any straw.
Begin practicing your pimp walk now!