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7-21-2009 @ 12:44PM
I think there's a whole lot missing that could be implemented.Using the Runecrafting system as a model, the pure classes could each have Rogues could go back to creating their own Poisons. Hunters could collect % ammo while looting or create their own specialized ammunition (armor piercing, beastslaying, silver bullets, etc.) from scratch or existing ammunition, Mages could craft various reagents from certain items (since they already use the largest amount of reagents for various purposes). Warlocks could performs different rituals (with long cooldowns) for various purposes. An option would be opening up lockpicking, Cloth Scavenging and Mote/Crystal gathering to other professions at a large cost. Others could be:Lumberjacking/Woodgathering would be good alongsideWoodcrafting/carpentry- Idols (similar to statues, but they restore mana/energy/rage/rp), Totems, Crossbows, bows, staves, polearms, shields, Tents (to CAMP!), wands, and fishing polesFlight mastery - Those with multiple flying mounts could set up outgoing-only flight paths, and various flight-based daily quests to build up a skyguard-like reputation/profession.Rappelling - the ability to go up or down certain walls for various reasons.Agribreeding - creating herbs from different herbs, Those with multiple noncombat pets could 'breed' new petsTradesmen - The ability to turn into a vendor!!! Complete with trade window. You'd have to do a series of profession-specific quests and do X number of trades to get up that that point, but the end result is a better inter-personal trade arrangements.Brewing - It's cooking for mages, paladins, resto/kins and shamans: classes who's health bar stays still, but need mana on a regular basis & would like those well fed buffs.They could incorporate minigames for side professions: a Bejeweled variant for additional mining supplies, a way to cultivate herbs for herbalism, a DDR/GH varient for a BARD! kidding
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