Workin’ all Night and Day

Just got some new Blue news today on some of the changes to Professions in cataclysm. As paladins, there are several professions that would best fit our class. Especially with the hybrid aspect of our class, there are several that can provide benefits for each spec.

It seems to be pulling some folks out of the woodworks, and I’m sure pulling the farmers out, so that they can begin gathering to flood the market early.

Farmers/AH Stalkers coming out of the Woodworks

Farmers/AH Stalkers coming out of the Woodworks

I personally have Mining and Enchanting on my Paladin.  I have been really slow at leveling these skills, but have finally reached 450 with Enchanting, and am at least onto Northrend ores with mining.

I chose enchanting specifically because I didn’t want to dump the cash to buy enchants, and would rather gain the materials myself if possible. Now-a-days, everyone gets some materials if I’m in the group, but I still end up getting my fair share. I would enjoy it if the enchanter himself gets slightly more if they win the disenchant roll, but that’s only wishing. I have taken full advantage though, and am able to sometimes enchant a new piece of gear mid raid/dungeon, allowing me to use it right away.

I chose mining partially for the chance at getting gems and either selling them or getting them cut, but that’s just taken a long time, and I’ve been a bit lazy about it. The stamina boost, however, was somewhat useful, especially when I was tanking.

The new changes from Cataclysm though, do promise some interesting changes. See more info on it after the break.

The exact content of the Blue post is below:

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!

General

  • 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.
  • 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.
  • 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.
  • 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.
  • 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.

Alchemy

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

Enchanting
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.

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.

Engineering

  • 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.

Inscription

  • 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.

Jewelcrafting

  • 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).

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.

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.

Cooking

  • 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.

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!

Bandage preview:

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

Fishing

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

Here’s my view of the changes.

Enchanting:
I do like the fact that the reagent cost of some of the enchants is going to be normalized somewhat, though the major enchants will still require much more. This at least allows us to reach the skill level cap a bit quicker, which is a plus. Since the beginning, enchanting has been a very expensive profession, especially before purple/blue items were so easily obtainable (and in turn disenchantable), and hitting the AH with a pocket full of gold was required.

Still, it isn’t a huge change to the profession, but I’m really unsure what they could add (besides my suggestion above). An added plus though, is that they are adding an Enchanting vanity pet, so that’s pretty cool. (Celestial Dragon anyone?)

The new weapon enchants look pretty interesting, including some that I’ll very likely be adding to my Holy spec weapons, most notably “Heartsong — Mana regeneration through increased Spirit when chain-casting spells.” As paladins, I assume, will still be fairly dominant chain casters, I’m sure that the mana regen from this would be huge, especially in early encounters. I also see it being especially useful for Druids and their insta-cast arsenal, and the fact that they won’t have the mana reduction aura all the time like they did when in perma-treeform pre-Cataclysm.

Mining:
No huge changes, just lists of the new ore types that will be showing up in Cataclysm. With some of the ore types, I can see some sweet looking gear (aestetically) being made from them.

  • Obsidian is the new common mineral found when mining in Cataclysm, and can contain gems, Volatile Fire, and Volatile Shadow. (Will make sexy Obsidian gear maybe?)
  • 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. (Ugh, more name reusage, now with more retcon)

Now if only I can get a blacksmith leveled up to work with these new materials. Also names the new “Eternal” type reagents “Volatile Fire, Water, Earth, etc.” I’m hoping to get caught up before Cataclysm, so that I can take advantage of the new ore types as I level to 85.

Skinning/Herbalism:
Not much new, just the new types of gathering materials, Pristine/Savage hide and Heartblossoms.

Inscription:
Some nice things here, from what I was able to catch. They found that Minor glyphs are uneven across the classes, and plan to make some actually exciting to get, which I tried to point out in my earlier post on Minor glyphs. They also plan to continue the trend of Darkmoon cards, and hopefully create some “as awesome as Darkmoon Card: Greatness”. In addition, they plan to release the Major Glyphs after the release of the expansion, I’m assuming to be sure that they can balance it properly. I do have Inscription on my DK, so maybe I’ll get around to trying this out too. Since my inscription skill is still low, I’m unsure if relics could already be created, but it appears that they will in Cataclysm.

Jewelcrafting:
Some interesting changes include moving +Hit over to blue gems and Dodge and the new Mastery stat over to Yellow. This change will make it much more efficient to actually use the Chaotic Skyflare (or it’s equivelant in Cataclysm) for Ret Paladins. At the moment, it wasn’t really useful to use it, as it required blue slots to activate, but now reaching the Hit cap with blue gems will allow you to fill those slot requirements easier.

Also, Mastery will begin filling new gem cuts, allowing you to increase this new stat via gem slots.

Lastly, there are vanity additions, including Rhinestone Sunglasses, fist weapons, and even sparkly stardust to toss from your sparkle pony.

Engineering:
It appears that Blizzard plans to keep engineering a very personal profession, allowing you to have all kinds of fun/useful gadgets. But they do appear to plan on adding some new sellable items, including “mechanical” bows and crossbows to the mix. They also mention that some items will still be “unpredictable.”

Alchemy:
Lots of consolidation happening with Alchemy.  A single high level item will be used for elixers/flasks (in addition to the extra materials required), allowing for less market inflation, though I’m sure that reagent will still start off at an astronomical rate. Elixers will also now provide 75% the effectiveness of flasks, allowing more powerful stat boosts when using only Elixers. Though Flasks will still have the massive values for the stats they represent.

A new Mysterious Potion that can be created with common materials restores health and mana in a massively random range, plus sometimes granting the benefit of another potion. The health and mana range is rediculous ranging from 1-20,000 and is able to crit. The minimum amount restored, however, is scaled upwards by the Alchemy skill. This allows Alchemists to get some extra benefit from the potion if they decide to keep it for themselves.

Blacksmithing, Tailoring, Leatherworking:
Like they did in the teaser, I’m going to group these as well.  It appears that much like the new Jewelcrafting items, lower level green/blue items will now have base stats with added random stats added. This will likely be a great change for these professions, allowing folks leveling the skill to be able to sell the items, as they will have some extra usefulness from the random stats. Just think of having a string of “of the Monkey” items get created while leveling leatherworking, it’d be a low level rogue’s/feral druid’s dream.

Another change being made, is that there will now be a single type of cloth used for Tailoring, removing the need to create special cloth types for each different kind of item set. This goes for Blacksmithing as well, as the “specializations” have been removed (Armorsmith/Swordsmith/etc.) Along with single types of materials, rare quality items requiring more materials to create will provide multiple skill ups. Their example included an item requiring 3 times the materials would provide you with 3 times the skill up.

Lastly, each of these professions will be able to create starter PvP sets, that are UPGRADEABLE! This means that as each “tier” of PvP comes up, then new recipes are available allowing you to upgrade that piece. I think this is a great change, as most of the starter PvP sets were quickly replaced, and left to gather dust.

Cooking, Fishing, & First Aid:
Of course, cooking and fishing will have new materials to obtain, and new recipes to learn. They also plan to add more dailies for each of these secondary skills. Though there is no mention of making fishing “more exciting” as was hinted at during one of the earlier developer chats.

First Aid will have 3 new bandage types, and appears to have a new functionality as well. Instead of the bandage being a channeled spell, it is now treated much like “Mend Pet” is, as it can now be cast with a short cast time, and exists as a HoT on the target, though the HoT is cancelled as the target receives damage. Looks like the new cloth will be called Embersilk, so be sure to start gathering it up, so you can get First Aid out of the way, haha.


Well, that should cover the teaser for the new professions. I do find it interesting that Reforging was not mentioned at all in this preview. It could only mean that they have yet to iron out the details, it is still early in the development after all. I am really interested in seeing how Reforging comes about. I also think that it would be really nice to have armor aestetic enhancements available through reforging, such as color changes, so that the BC-Clown-Syndrome doesn’t ever rear it’s ugly head again.

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