Insider Trader: Professions from the Wrath alpha
This week, Insider Trader will be taking a further look into the future of professions in World of Warcraft. Although Wrath of the Lich King is still only in alpha testing, what little we do know, though it might change, helps us anticipate the direction Blizzard is taking.
In fact, we can even begin to see what the army of Death Knight Inscribers might take as their second profession, which will undoubtedly have repercussions on the market.
Not only will the amount of competition skyrocket, but opportunities to make a buck selling to lazy Death Knights will abound.
For these and more details, head on through the break.Inscription
Many professions are best suited to being paired with one other profession. Skinning and leatherworking are one example, as the skins, scales and other materials acquired make up a substantial percentage of the necessary leatherworking reagents.
It seems that perhaps the best profession to pair with inscription will be herbalism. Supposedly, inscribers will be able to 'mill' or crush 5 herbs into a paste that will be used in the making of various inks. The inks of course, will be used to create scrolls with temporary buffs, and 'enchant' spells.
It appears as though 5 of one type of herb will make one vial of a similar type of ink, although it would be interesting to see if there will be any ink cocktails made from varying types of herbs, in order to bring out certain effects.
Not only might we see an army of Death Knights storming around come the expansion, we might also see some hefty herbing competition.
As many people try out inscription, we can only hope that some will not take up herbalism, allowing for gatherers to continue to make money from their efforts, even amidst heavy competition for herb spawns and thus reduced harvests.
We have also been assured that there will be balance when it comes to inscribing spells. Rather than one or two types that most people will use, there will be several useful options. One might lengthen an effect, while another might increase the range of a spell, for example.
Herbalism
Although there is little information out about herbalism as it will be in Wrath of the Lich King, the WotLK Wiki has dug up the names of many of the new herbs, as well as the in-game images of them.
While many take up herbalism in order to fuel their alchemy, and soon, their inscription, it is also taken up solely for income. Hopefully, the advent of Wrath will not shift the herbing economy too drastically.
Over time, many may leave their death knights to rot, unplayed, and of course, not everyone will try inscription. In fact, many may take up inscription without herbalism, allowing for some balance to re-establish itself.
Mining
There are also images available of a couple of the new types of veins that will be popping up in the expansion, as well as the names of some of the ore. In addition, it seems as though miners may be able to attack by throwing their mining pick.
It is unclear as to whether or not this is a generic attack, or one aimed at potentially thieving miners. It would certainly be pretty entertaining to be able to interrupt someone attempting to take the node you are clearing.
Of course, this could also be abused. While innocently mining, you could find yourself with a nifty hole in the back of the head and 'chink, chink, chink' from another player's pick digging into your goods.
Fishing and cooking
Currently, there is little published information about any changes to either cooking or fishing. The wiki claims that it has found twenty-five new cooking recipes, twelve of which use fish, although it does not list them, presumably because there is no actual information to be found about the recipes.
In the fishing tab, you will note a couple of new, albeit vague, spells. It seems as though, in this land of ice, we will be able to go ice fishing! I wonder if we will be able to cut holes ourselves, or if 'pool spawns' will take the format of cracks or holes existing in the ice.
Hopefully at some point Blizz will make ice huts. Whether through TCG loot, or through crafted items from a leatherworker or perhaps an engineer, I think it would be a fun addition.
First Aid
It seems we will get but two new types of bandages, using a new type of cloth that will likely be found only in Northrend. Tailors can look forward to using it, and farming it, although there are currently no previews of new tailoring recipes or abilities.
Blacksmithing and enchanting
Check out our analysis of the leaked alpha abilities for blacksmithers and enchanters.
Leatherworking
Last week, Insider Trader took an in-depth look at leatherworking as it might be in Wrath of the Lich King. This included new types of drums, as well as a look at upcoming kits.
General notes
As it has been confirmed that players will not be allowed to take a third profession slot in Wrath, that does leave some questions open for discussion. As Mike Schramm pointed out, it would not be in Blizzard's best interest to have a swarm of newly minted death knights wandering around Westfall and Durotar searching out peacebloom in order to level their professions.
Still, what sort of effect would it have on the game if an option were opened up at a certain level to reach a skill level of, for example, 300, of a given profession for a certain fee? Would that be fair to the players who leveled it from scratch? Would the market for goods and services below and after that mark be negatively impacted?
If the option were given only to the death knight, and perhaps only for gathering professions, would this change whether or not players perceived the bonus as fair? If players could suddenly pick up a cash-making profession at a certain level, even if only death knights, wouldn't this shift the balance of supply and demand off kilter, not to mention the increased competition in areas like Outland and Northrend?
How do you think Blizzard should handle the potential impact of the addition of inscription on herbalism, as well as the effect death knights will have on professions and the economy as a whole?
Filed under: Herbalism, Wrath of the Lich King, Death Knight, Insider Trader (Professions), Making money, Expansions, Economy, Analysis / Opinion, Items, First Aid, Cooking, Fishing, Inscription






Reader Comments (Page 1 of 2)
James Jun 27th 2008 3:10PM
I think being able to throw your mining pick would be AWESOME.
William Jun 27th 2008 3:27PM
I think you should be able to throw the pick from a flying mount without dismounting too. And it should crit for like 20K damage. And you can only use it on normally friendly targets while they are in the act of mining/herbing/fishing/skinning/etc. There, I've just upped the ante. Anyone else wanna add? :D
Krick Jun 27th 2008 3:20PM
"Of course, this could also be abused. While innocently mining, you could find yourself with a nifty hole in the back of the head and 'chink, chink, chink' from another player's pick digging into your goods."
Now, now. There's no need for racism toward the gold farmers.
Krick
...
http://www.tankadin.com/forum/
Krick Jun 27th 2008 3:21PM
"Of course, this could also be abused. While innocently mining, you could find yourself with a nifty hole in the back of the head and 'chink, chink, chink' from another player's pick digging into your goods."
Now, now. There's no need for racism toward the gold farmers.
Krick
...
http://www.tankadin.com/forum/
Sakerin Jun 27th 2008 3:23PM
"Still, what sort of effect would it have on the game if an option were opened up at a certain level to reach a skill level of, for example, 300, of a given profession for a certain fee? Would that be fair to the players who leveled it from scratch?"
For gathering skills I doubt anyone would have much of an issue with this. I suspect the uproar would be mostly focused on people being able to get free skill 275 or 300 in professions like Tailoring, Leatherworking, Blacksmithing, Jewelcrafting and especially Alchemy and Enchanting. My reasoning behind this is that gathering professions require little more than clicking on things nearby throughout the course of your regular activites, wheres "production" professions require hours of blood, sweat and tears (not to mention a ton of gold).
William Jun 27th 2008 3:28PM
/agreed.
BillDoor Jun 27th 2008 3:35PM
I'm a proponent in increasing the rate of skilling up to about 300 for all skills, both gathering and production. Pre-300 skill level stuff is pretty much irrelevant at end-game, and it totally stinks to powerlevel stuff, especially when it requires rare items that are no longer readily available (Large Brilliant Shards, for example). Perhaps all skillup actions pre-300 should give two points per skillup, instead of one.
Carbon Jun 27th 2008 3:49PM
I completely agree with BillDoor. They made leveling faster to compensate for the additional amount of time it takes to "cap level".
They made riding earlier to compensate for the additional amount of time it takes to "cap level".
They also made riding cheaper because its no longer a required "cock-block". (Sorry.)
Leveling production professions are either down-right painful or annoying. Alchemy isn't really. Its one of the easiest production professions to level. There is a few rough spots, but even then, the roughest spots in alchemy are baby-butt smooth compared to armor-crafting professions.
Aigarius Jun 27th 2008 6:29PM
Easy to fix. Insta-train to skill 300 - 2000g, insta-train to 375 - 5000g. There, no more whining.
Rob Jun 27th 2008 3:31PM
Interesting question regarding the DK professions. Does it make sense that a character that starts at 55 to have 1/375 in herbalism? If that is true, then the player would have to spend some time leveling the profession through westfall or what have you, which negates the effect of start at 55 somewhat (although leveling a gathering prof from 1-75 is very easy, and 76-150 also quite easy).
The other choice is to have the person pay for a starter level, like say 225. That would make alot of sense in being a gold sink and a huge time saver, since the player already has a toon on the server that presumedly has some money floating aruond, and has already leveled two professions (presumedly) from 1 to 375. My bet is that blizz will do this.
Suzaku Jun 27th 2008 11:41PM
From leaked screenshots, it looks like new DKs will start with 255/300 for all of their skills, and probably for their chosen professions as well. Likely a one-time thing, so changing professions would put you back at skill level 1.
Rob Jun 28th 2008 9:28AM
Wow, if that's true it would be insanely easy to roll a DK and then pick enchanting to DE all your loot up to mid 70s greens. Interesting!
Carbon Jun 27th 2008 3:37PM
Given that I'm either a jewelcrafter/miner or an alchemist, I don't see too much of an impact on my profession leveling ability. Unfortunately, given that herbs today are incredibly expensive, Blizzard needs to address the "one herb per spawn" mechanics. If the chief resource of inscription is herbal ink, then blizzard needs to seriously increase the amount of herbs gained through herbalism. 2-4 herbs per spawn would be appreciated, but 3-6 would be even better. I do believe once they added jewel-crafting to the miner's pool, they increased the spawn amount of ore. I do believe you can get 3-8 ore per node now (3 for regular nodes, 4-8 for rich).
Now that I think about it, the higher demand for herbs is going to make most elixirs and potions have a prohibitive cost for use in leveling. :\ Sometimes its just cheaper to die than to use a healing potion. t_t.
The only drastic profession change I hope blizzard makes is not having 97% of all the blue-quality gem cuts be random world drops :\ Oh, and maybe make Transmution mastery a little more appealing. First thing I do on my alchemist when I resubscribe is go learn potion or elixir mastery if not. D:
Isambaard Jun 27th 2008 6:09PM
With most herbs I routinely get 2-4 per node in a single collecting action, versus mining that is always 1 of any ore type (you can get 2 ore types in a single mining operation though) per operation.
Non-rich nodes virtually never yield more than 4 of any combination of ores, rich nodes I believe max at 8 and normally 6. Motes of fire and earth are on top of these numbers.
I've also seen my fair share of 1 ore fel iron nodes. :(
Andostre Jun 27th 2008 3:38PM
Rob makes a lot of sense.
Doc X Jun 27th 2008 3:40PM
Make it 2000g to get 300 skill level for a gathering profession with the restriction that you have to be level 60. It provides you a way to exchange in-game gold for time. The cost will be more than you'd pay for the mats on the AH, would save significant time but you'd only have the skill, you'd still have to go to a Trainer and drop some more gold for whatever patterns you'd like to get.
Seems fair to me.
Andostre Jun 27th 2008 3:40PM
Carbon, honestly it's rare to only get one herb per spawn. I usually get two or three.
Carbon Jun 27th 2008 3:50PM
Meh, unless they've changed the coding for it in the last 5 weeks (along with Onyixa's deep breath) the majority of the time I get ONE herb. I'm not trying to say that its a big over-arching problem for everybody. For me, it is. It takes me on average 12 nodes to get a stack of one herb. I resorted to buying primal life because I just couldn't get motes enough, and I didn't have Earth-->Life at the time. I could be incredibly unlucky, but thats just my experience with it. (I think I picked about 20 stacks of stuff {mostly dreaming glory, ragveil, & terocone} one night and got 2 primal life TT )
I got more primal mana from nether dust bushes than actual netherdust on multiple occasions. :\
(40 pollen for 5-7 primals.)
Relk Jun 27th 2008 3:51PM
Pastes to make inks? Could it be that we are finally get to color our own armor? :)
Elderx Jun 27th 2008 3:54PM
Offtopick, but anyone know that what the hell just happend, all EU wow went down, also www.wow-europe.com is down.