Insider Trader: Assessing the gear-crafting trades

In the World of Warcraft, there are three types of craftspeople: those that gather, those that enhance, and those that create gear. They are not mutually exclusive. For example, Scribes can create off-hand weaponry in addition to glyphs and Jewelcrafters can prospect gems from raw materials.
Gathering professions are known to be money-makers, and in addition, when asked, many players will also list the enhancement professions as well:
- Inscription, although it is currently suffering from a lack of demand created by the introduction of dual-specs with patch 3.1.
- Jewelcrafting is on the list, not because of its ability to create gear such as rings, but mainly because of the Prospecting and gems, cut or raw.
- Enchanting is often stated, not only because of the enchants that can be created and even auctioned, but also because of the Disenchanting ability.
I am especially interested in reader input and brainstorming, so don't forget to read through the comments section at the end of the article!
What makes a profession desirable?
Before we can assess how we might like to change these professions, we need to set up a list of criteria upon which they shall be judged.
For the purposes of this discussion, I will be exploring the ways in which Tailoring, Blacksmithing and Leatherworking are:
- Fun and creative.
- Lucrative.
- Worth keeping.
I have personally leveled all three of these professions, and had the most fun with Leatherworking, and the least with Blacksmithing, although this is a very subjective statement.
With Tailoring, I always felt like I had a reason to push ahead 5-15 points, be it to use a new type of cloth, craft a bigger bag, or make myself a Magnificent Flying Carpet. Purchasing some extra materials in order to accomplish this never felt unreasonably expensive.
Leatherworking was my "first" profession, and I had the most fun with it because I was forced to really experience it. I worked hard for each and every skill point, sometimes delaying due to lack of funds, and I spent time farming every scrap of leather, scale or chitin that I could.
I don't know that this could every truly be recreated for those of us who have made our money and tend to "power-level" our alts' professions, although I know that Blizzard has tried. Inscription Research and the Jewelcrafting dailies are examples that attest to this.
I have had the least fun with Blacksmithing because I felt that it is not only expensive to level, but takes an incredible amount of time if one intends to farm most of the necessary materials. As I level Blacksmithing alts, I find that they have to drop what they're doing and spend hours several provinces back, where no experience is being gained, in order to gather the ore.
I also hated to waste good Iron Bars, etc on white quality crafted items. My character sheds tears when she pours auctionables into gear that even the vendors scoff at.
Creativity
No profession comes close to matching Engineering in the creative department, but flying carpet mounts, drum kits, nets, and other craftables do have their charm. Unfortunately, the drum kits and netherweave nets are now obsolete, and there aren't many, if any, toys or novelty items.
Suggestions have been made in the past to allow these professions to repair gear or recolor it, but implementation seems unlikely.
Constructing a wish list of your own, what would you want to be able to do with your Leatherworking, Tailoring or Blacksmithing?
Making gold
Each of these professions does have their own built-in systems for making gold. Of course, if what you want out of your profession is primarily to make gold, these are not the professions for you.
In fact, you almost have to have certain professions alongside these in order to expect to turn a profit. For example, you will probably want an Enchanter alt who can Disenchant all of the gear that you must make in order to skill up, but that will never sell for a profit because everyone else is making it to skill up too.
Next, you should take the appropriate gathering professions, because not only can this be supplemental income, it can help lower your overhead.
This aside, there are indeed items that can be sold at auction for profit. For example, Leatherworkers can create armor and leg kits, Tailors craft spellthreads and bags, and Blacksmiths can make Eternal Belt Buckles and shield spikes.
Is it worth keeping?
This is perhaps the most important question of all. None of my characters have continued to use these professions once they hit max level, aside from the craftable item enhancements.
My Tailor crafts bags every once in awhile, sells some special cloth occasionally, and once in a blue moon, sews some special thread into a new pair of pants. My Leatherworker too, has a use when new pants crop up, and he can enchant his own bracers.
Why does the only use for these gear-crafting professions at max level seem to be the item enhancement skills? My hunter did appreciate the mail set as he leveled through Northrend, although quest gear was at least as useful. As for my Tailor, when my guild set foot in Naxxramas, I made a set of Frost Resistance gear, and saved a lot of gold. My Death Knight sometimes uses the plate that she crafts, in part, because she hates vendoring it. Other than that, I've never used a piece.
Discussion
There is always so much discussion flying around about how to improve Engineering with innovative, silly, imaginative, new gadgets, toys, weapons and more, and I'd like to open up the floor for brainstorming about Tailoring, Leatherworking and Blacksmithing.
In a dream world, I would personally love to recolor gear. Whether this would mean offering a service that would allow a player to swap their Ugly Cloak Coloration for an existing in-game cloak model, or to literally change the colors in the design, I don't know. Of course, I would want to be able to do this to any gear, and not just crafted gear, as I don't wear it.
Tailors could handle cloth and cloaks, Leatherworkers leather and mail 40+, and Blacksmiths mail 1-39 and plate. As neat as Tier gear is to own, I do get tired of seeing seemingly everyone in the same gear, and I absolutely loathe it when my latest "best-in-slot" (read: never getting rid of it) is really hideous.
What would you change, and what is your biggest disappointment? Do you find the profession boring, do you wish you wanted to wear the gear, or do you feel that it isn't really benefitting you the way that a different profession could?
Filed under: Blacksmithing, Leatherworking, Tailoring, Analysis / Opinion, Features, Leveling, Making money, Enchants, Insider Trader (Professions)






Reader Comments (Page 1 of 4)
Thaumaturgos May 8th 2009 8:13PM
The main problem is as you identified: in many cases getting the crafting skill to (or near) the cap then leads nowhere.
It does seem to me that each crafting profession ought to have available the ability to make at least one (preferably two) BoP epics that are on a par with what is best in the game at the time.
If this seems to easy, consider the effort that tailors have to go through to get the skill to prodice the excellent BOE cloaks fromt eh Dalaran trainer. In their case one has to either have cleared every dungeon in NR or to have completed a minimum number of quests in each region in NR. So such a requirement could be added.
Each time a patch or xpac opens up a new tier of gear, the BoP epic(s) that can be made should scale up. Not the one s that have already been made: this is not an heirloom type idea. But a new top of the rnge BoP epic should be added to the list of produceables.
Just my 2 coppers' worth.
Charlie May 8th 2009 9:45PM
I don't know if agree about the BoP idea. I know from personal experience that my alt priest (who is also a tailor but much lower when she dinged 80, not 450 like my mage) loved the wispcloak and mooncloth set i gave her as soon as she hit 80. Same thing with the belt/boots recipees that drop out of Ulduar.
Honestly I see gear-crafting professions, or at least Tailoring, as money savers, versus money makers. I have 4 22 slotters on my mage, and about 20-30 of each special cloth ready to make the Ulduar craftables when they drop for our guild. (and I get the orbs >.
VSUReaper May 8th 2009 10:30PM
I liked the way TBC worked with BS'ing - you made a weapon as the end result of leveling a mostly useless skill, and then as you progressed thru raids, you could make it better. The weapons from instances were 90% of the time better than the crafted, and you always had something to point at and say "yeah, I made that".
Now, everyone and their granny is a BS for the extra sockets, and everyone has the same patterns. And since there arent hardly any new patterns from Ulduar out yet, and there are no new rep patterns to grind for, BS'ing is largely useless due to the fact you can go into naxx with a sub par set of blue and come out in epics - why buy semi-equal crafted gear for rediculous amounts of money. The only good thing about it is that my pally alt will have a full set of crafted healing, tanking, and DPS gear ready to go as soon as she is lvl 70, and will use this gear mostly while questing. The down side is once she is 80, it will once again boil down to making the 5 something buckles I make a week and the occasional shield plating.
Gothia May 9th 2009 4:31AM
This is the dividing line between the good and bad players in this game. The have and have nots. The rich and the broke dick poor. Every crafting profession is a gold mine just waiting for the "right" person to use it. Frankly most of you are just plain and simply BAD at crafting and should drop it for a gathering profession. Yes, you will be the serfs of Wow laboring all day for a pittance while the big guy above you is making all of the gold. Maybe someday you will hit it big and trade places? Not likely, but dream on. I want colors, I want boe's, I want better gear - whatever - I want you to STFU and get me some ore.
uncaringbear May 8th 2009 8:14PM
Of all the professions, I find JC to be the one that feels the most useful. The items I can craft are always in demand, and are useful throughout all stages of my character's progression. There are far more useful things that you can make with JC, compared to the other professions.
Inscription should have been in the same boat as JC, but the number of items that can be crafted are more limited, and the mats required to craft them are difficult for the average player to obtain.
Eh? May 9th 2009 3:02AM
I would have to say Alchemy gives JC a pretty good run for the money in the usefulness department ;)
Tom May 9th 2009 5:50AM
Tailoring is not the worlds greatest. The cloak enchants are nice but after that it's basically a worse version of Engineering. You get a mount VS a mount. You get nets Vs rocket boots etc. Basically if you like gimmicky things engineering is the way to go. But of course, for 50% of the classes out there engineerings guns/scopes etc are wasted for them because they can't use them at all.
Minor addition to the Original article. Whilst it is true Netherweave nets are gone, there are FROSTWEAVE nets which replace them.
Mortalcoil May 10th 2009 7:38PM
JC crafted items really only sell well because rings and neck pieces are the hardest to replace, really relying on the RNG, and because so many people will be after them unlike plate DPS only after plate or 1 specific armor type, BC kind of fixed this with the violet eye rep ring, and such, although this is addressed in WotLK with the kirin tor bought rings, and their respective upgrades
shystechris May 8th 2009 8:18PM
Along the same lines as guild tabards, I think it'd be pretty cool to see some sort of customization to armor, that could be provided by high level professions in the guild.
ie. guild-colored highlights on armor, etc...
just to see some difference from one player to another.
GerardthePriest May 8th 2009 8:19PM
My main has been tailoring/enchanting from day one, and I like the professions well enough. But I see people with unique, useful, or profession-only enchants/gems/equipment, and I am a little frustrated with tailoring.
I agree that cosmetic recipes could really jazz things up. Also, some more variety in the high-level crafted item recipes. You don't need to be able to craft a whole set of epics for yourself, but two slots for tailoring (pre-Ulduar recipes) that aren't even BoP... yeah, that's harsh.
rhorle May 8th 2009 11:37PM
What is the point in mentioning netherweave nets as being obsolete, when there are frostweave nets that do the samething but for the current levels.
Seems like someone forgot to do their homework on tailoring
g-heal May 8th 2009 8:28PM
This is a great topic - thanks for posting it for discussion!
I have a maxed out tailor and I find the profession in LK nearly useless. Bags and spellthreads don't sell for enough to really make crafting them worth much of my time. the only thing I do as a tailor now is make mooncloth for the AH. The high end tailored items are not best-in-slot for my cloth wearer so I'm not wearing a single piece of gear that I crafted, which is disappointing.
I'd love to see the profession changed so that it's more viable as an income generator. I think dying items is a great idea, but I also think that if we could craft more varieties of spellthreads for more items (ie: not just pants or cloaks) then there would be more demand for our services. We wouldn't want spellthreads to be just like enchants, but with some imagination I think there is room to add some flare to items. If I can make a magic carpet - why not a cloak that can grant invisibility for a short time, or slippers that make me run faster...just some random ideas.
Methuus May 8th 2009 8:28PM
Okay, here's what I wish Bliz had done with the crafting professions from the start: assign the enhancement for a each item slot to a particular profession. That is, the enhancement for that slot can only be made by that profession. Rather than enchanting making enhancements for most item slots, with a a few exceptions.
For example: leatherworking for legs, tailoring for cloaks, engineering for helms, etc. (or whatever, the exact assignment of slots/professions isn't important).
Of course, we'd need to give some extra stuff to enchanters to make up for it; but I'm sure something could be worked out. And enchanters would still have an item slot that is exclusively theirs.
And as an added bonus, each profession would have a special enhancement that they could apply to only their own equipment, for their profession's slot, that was slightly better than what they could give to other players.
The beauty of this system, of course, is that no profession would be "useless". Every profession would have some money-making potential and would provide some extra utility to the player who levelled up the profession.
The downside is that it might make the professions more homogenized; removing some of the flavor of each one. But it would cut down on the forum and blog comment QQ. And that alone would be worth it.
Jeriel May 8th 2009 9:02PM
Don't know if it's just me, but I think we already have that.
Blacksmiths: Extra gem slots on gloves and bracers (can make belt buckles for an extra belt gem slot for others). This also stacks with normal enchants, so all blacksmiths should get it eventually.
Leatherworkers: Fur lining on bracers give approximately double the bonus of an enchanter's enchantment.
Jewelcrafters: JC only gems (Dragon's Eye) which are worth more than 2 rare quality gems and are considered prismatic in color.
Tailoring: has the cloak weave enchants, but from what I gather they aren't all that good.
Heilig May 8th 2009 9:47PM
To continue:
Enchanting - Ring Enchants
Inscription - Shoulder Enchants
Engineering - Various "fun" enchants and some engineering trinkets (id they were smart they would buff scopes and make them engineer only)
Alchemy - Mixology and Alchemist stones
So what is in the game currently is basically exactly what you said, except different slots than you mentioned originally.
Zamn10210 May 8th 2009 9:52PM
Lets not forget the Inscription shoulder enchants.
And as of 3.1, the Tailoring cloak enchants are very good indeed.
Gordal May 9th 2009 5:10AM
"(id they were smart they would buff scopes and make them engineer only)"
Correction, if they were stupid they'd do that. Doing so would make one profession (in this case, Engineering) a mandatory choice for one class (in this case, Hunter).
So now imagine you're a longtime Hunter who has spent hours and lots of cash levelling whatever professions you've had since level 5. Now the only weapon enchant available for your PRIMARY weapon is changed to being somewhat better but carries an Engineering requirement, forcing you to drop your crafting profession for Engineering, and possibly even drop your gathering for Mining.
About the only professions that Hunters don't benefit from is Blacksmithing and Tailoring. This is generally true for most classes; they can benefit from all professions except maybe one or two that are beyond their class design philosophy. I'm a Leatherworker myself, but I'm also aware that I could get some benefit from Inscription, Alchemy, whatever. What you're proposing is a change that makes all other professions largely irrelevant because I *need* to take Engineering to benefit from a largely mandatory item enchant that has no other alternatives.
What would be acceptable is to follow the other professions in having a "self-enchant" on gear that's better than the regular enchants they can make and sell on to the rest of the peons. But to make a single type of enchant exclusive to a single profession? No way.
BWJ May 8th 2009 8:39PM
God, where to start?
Professions really got the short end of the stick, in Wrath, with the exception of jewelcrafting.
I have a lot of alts, and I make stuff for them leveling up, but most of the time I just dump the mats on the AH now. In BC, you could make some great stuff - the tailoring epics alone were worth making, and gathering the mats to sell to others making them. How much gold was made farming motes for them?
Now? I could care. I have a max level tailor, enchanter, and leatherworker, am working on a jeweler, and am about to give up on blacksmithing yet again.
Blacksmithing needs a complete overhaul. Period.
Also, some of the stuff makes no sense. Leatherworkers make mail. But the two main leather wearing classes, rogues and druids, can't wear it. Jewelcrafters make settings and and other items from metal - those should be made by blacksmiths. There is no shieldcrafting specialty, even though multiple classes use them.
There also should be a wood worker. They would make: paper, scrolls, polearms, wooden shields, *bows*, and arrows. The could also make gun stocks, axe handles that boost axes, and mats for other professions, like barrels for alchemists, who could craft barrels that distribute drinks to a raid or party. They could make chests for the bank slots.
Tailors should be able to make all kinds of stuff, on top of what they do already - hello? Tabards?. Leatherworkers should be able to make scabbards and sheaths (item enhancement), saddles, and reins. Wineskins. They could also make vellum (paper made from animal skin). How about saddlebags, which are bags only accessable when mounted?
Blacksmiths should be able to make horseshoes, which could be speed boosts or resists to keep from being dismounted.
Engineering. I won't even go there. All i have to say is one word: "flashlight". Says it all, really.
Oh well. Maybe in the future, things will improve, but right now, I'm very "meh" about professions in Wrath.
Zuckerdachs May 8th 2009 8:47PM
What a great comment! Fantastic speculation. You should really forward this to a dev.
Farrell May 8th 2009 9:24PM
the reason for LW making mail shoud really be obvious.
If lowbie Hunters or Shamans picked up LW and once they hit 40 found out they couldn't make any items that they'd actually wear any more, don't you think they might be a little annoyed after the gold they'll have had to spend so far?
And, it doesn't make sense to have a separate profession for it, since up to 40, rogues and hunters are after the same gear, likewise for casting druids and shamans.
I also disagree with BSs making settings. Blacksmiths are more about hammering metal into shape on an anvil.... which is not how you make settings. If another class was to get it, i'd be more inclined to give it to engineers