BlizzCon 2009 Insider Trader: Cataclysmic professions
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Over the course of several BlizzCon panels, we've been treated to a preview of how professions will be changing in Cataclysm, the next expansion pack.
Pass through the break to learn all about:
- The new title and level cap.
- Revamped skill gains.
- Archaeology, the new profession!
- Reforging, a new dimension to crafting professions.
- Hints about the future of Engineering, Fishing, and Gathering.
- Information about things we wanted to see, but won't.
The basics:
Level cap and title
Although we will only be gaining five character levels, the level cap for professions will indeed be going up by 75 skill points, bringing the cap to 525. Because we've already been "Grand Masters," our new title will be "Illustrious."
In case you're wondering, good old Dictionary.com indicates that this means that we will be "well-known," "highly distinguished," "renowned" and/or "famous."
Multiple skill gains
They're changing the way that we earn professions skills. Making five green-quality boots might net you one skill point, while making one blue-quality boot might net you five skill points.
This should be quite a welcome change. It may not, in the end, help us skill up faster, but what it certainly will do is shuffle a lot of our crafting to inexpensive gear. In other words, we will no longer be making blues or even epics over and over trying to get skill points and failing because they are green level.
New!
Archaeology
As discussed earlier, Archaeology will be a new secondary profession that will allow us to customize our characters in new and exciting ways. During the recent panel on Class, Itemization/Items and Professions, we learned that the profession is still heavily under development.
This is good and bad news. It does mean that we won't be able to learn everything about it right away, but it also means that they're putting a lot of work and thought into it. I, personally, can't wait.
Archaeologists will visit the many ruin sites all around the world, and believe me, there are going to be more of them. While there, they will engage in research and make Archaeological Notes. You will also collect Artifacts, which will open up the Paths of the Titans.
Going down a path will allow you to customize your character, and handing in Artifacts to your Titan cult will open up rewards like:
- Vanity pets.
- Titles.
- Teleportation that take you to a place you've never been to before.
- Items you might dig up on-site.
The in-development UI was also previewed at the BlizzCon Panel, and looked very much like a journal. It also included checklists of things "to do" and things you've already done.
Over the last couple of weeks, Insider Trader has discussed was in which professions could be more progressive. Rather than hitting a cap and stopping, they could be continuous, and it looks like Archaeology will be a step in this direction.
Reforging
I have good news, and bad news. To an extent, we will be able to customize our gear! Unfortunately, this will extend to stats, but not to appearance.
Rather than a new profession, Reforging will be a skill granted to Engineers, Jewelcrafters, Blacksmiths, Tailors and Leatherworkers. They will be able to take a piece of gear that corresponds to their profession (for example, cloth armor for a Tailor) and reduce one stat. They will then take those stat points and add them back to the piece as a different stat.
There are a couple of hitches, of course. The new stats have to be something that isn't already on the item. For example, with a pair of boots that grants Intellect, Spirit and Stamina, you cannot simply reduce or blast away the Stamina in order to get more Intellect. You could add +hit though!
This manipulation of stats will be applicable to all items, not just crafted ones. In addition, if you do not have one of the above professions, you will be able to get the same work done from someone who does.
Hints at things to come:
Engineers
It seems like they have a lot in store for Engineers that is still in development. They want to make changes along the same lines as those introduced with patch 3.2. This includes that offer convenience services, such as banking, as well as new vanity pets, toys and of course, the possibility for failures of the catastrophic and hilarious sort.
Fishing
There are some "big changes" coming to Fishing, but they weren't at liberty to divulge details. They did promise that it would be "more fun."
Gathering
They are looking into ways to make Gathering professions more interesting, but so far, have not offered any details.
One thing that did become apparent is that we might find a decreased use for consumable reagents such as Frost Lotus. Guilds will be able to allocate points into their new Talent Trees to not only increase the effectiveness of flasks and potions, but allow us to purchase a "reagent" and use it instead.
What we won't be seeing:
Woodworking
Despite the fact that so many players would be thrilled to see a Woodworking profession implemented, it definitely won't be this expansion. In fact, we may never see it.
Instead, certain items such as staves that can't currently be crafted will likely be added into existing professions such as Engineering.
Mounts
We won't be crafting 310% speed mounts. That is, unless the recipe ended up being tied to an achievement that granted you a 310% mount first. Still, it didn't sound like this was in the works.
Repairs
We won't be given the ability to repair the gear that is associated with our professions (such as cloth gear for Tailors). While this would fit quite neatly into the new Reforging skill, Blizzard feels that repair costs are quite fair. In fact, in the upcoming expansion, guilds will be able to lessen those repair costs and even increase the amount of gold dropping from trash and bosses, by investing Guild Talent Points.
Filed under: Fishing, Cataclysm, BlizzCon, Insider Trader (Professions), Features, Expansions, Blizzard, Analysis / Opinion, Engineering, Archaeology






Reader Comments (Page 1 of 3)
Sinzaram Aug 23rd 2009 4:04PM
Wow, Cataclysm looks amazing. I can't wait for Archaeology, it just seems so lore-filled!
Virtualgigi Aug 23rd 2009 4:09PM
The guild talent points seem kind of hard to implement, and it seems like only really good guilds will be able to get a lot of taper points.
Ailis Aug 23rd 2009 4:14PM
From the way I understand it, it's based on a variety of achievements, not just "hard modes" but things like maxed professions, one of each profession in the guild, etc. etc. It sounds like they made it to where guilds of any size and any level of play can achieve the talent points.
Banthis Aug 23rd 2009 4:15PM
Nope, not at all.
Every guild will be able to get stuff by doing things like daily quests, PvP, PvE, and more. In addition, there will be caps on how much can be gained during a particular period. Casual guilds make take more time to reach Guild Level 20, but they'll be able to do it just the same.
This is something that was very specifically called out during one of the panels.
crsh Aug 23rd 2009 4:13PM
I'm intrigued by the skill point gain changes; while it's always a bit frustrating to not always get a skill point for making something that's yellow in your book (for example), blue craftables require more expensive/rarer materials (also common mats in greater quantities) awarding you more points seems like a good idea.
This being a Blizzard idea tho, I expect blue-quality craftables may see their mat cost/quantity increase? It's still going to make leveling a crafting profession go a little bit faster though - which is good news to me, considering I've been slaving away trying to level blacksmithing lately. :)
Wellsee Aug 23rd 2009 4:13PM
This is all really cool, and I'm excited for it. But one thing is gnawing at me a tiny bit - the titles for professions. I was a long time Ultima Online player before coming over to WoW, and their titles for top skills are ... Grand Master (100 skill), Illustrious (110 skill), and then Legendary (120 skill). I know Chilton came over from UO, but ... lifting titles as is? Come on.
Kajira Aug 23rd 2009 6:07PM
There ARE only so many ways to say someone is good at their job. They may not be copying directly- just being limited by the language.
alamos Aug 23rd 2009 5:48PM
Yeah, seriously. How dare they use words that are in the dictionary to describe things!
Wellsee Aug 23rd 2009 5:57PM
Heh, yeah, I realize your point is valid. :) But counterpoint: there are many, many other words in the dictionary besides the only one that follows the Grand Master title in a predecessor game! What are the odds?!? :p It is pretty minor, really. I'll look at it as homage and get over it!
Jack Spicer Aug 23rd 2009 4:25PM
I don't know about you, but the thought of everyone and their brother trying to raise their Archeology skill when 4.0 launches (I'm imagining archeology nodes that despawn when you loot them) gives me a huge headache.
crsh Aug 23rd 2009 6:11PM
How's that any different than when jewelcrafting or inscriptions were introduced in the game?
RogueJedi86 Aug 23rd 2009 6:21PM
@crsh
You could stockpile herbs and ore for Inscription and JC respectively months before those expansions launched, making the leveling of those professions much easier. Archaeology seems to be half-gathering, half-crafting, so it'll use resources that won't be gatherable until Archaeologists start showing up in the game after the expansion launches.
Jacob Aug 23rd 2009 7:28PM
Amen.
Charlie Aug 23rd 2009 8:04PM
Thats something I really wanted to ask at a Q&A, but i played SCII instead.
Protoss Motherships are SO BAD ASS.
Endless Aug 24th 2009 7:44AM
Easy solution: semi-randomly generated archeology "nodes" will be visible only to you, while other people will see only their own nodes. Or even better, no nodes at all; mere presence in the area will be enough to conduct a research.
Deadly. Off. Topic. Aug 24th 2009 4:40PM
Or do what other people do... wait for the idiots to rush through it and then walk in afterwards when they finally go to sleep some weeks later.
Derick Aug 23rd 2009 4:27PM
It seems to me that they could allow us to repair our gear using a mechanic that costs gold. Like the more damaged a piece of cloth gear is, the more of a certain thread we'd need to have on ourselves to repair it. Higher item levels use higher tier cloth thread. The tailor could unravel cloth as a scribe mills herbs.
Fairlane Aug 24th 2009 1:24AM
I'll gladly pay the full, current repair price in exchange for not having to leave the instance.
Bud Weiser Aug 24th 2009 2:31AM
A question like this was addressed during the Q&A session. They feel like a repair bot fills this need nicely and don't plan on making any changes like that.
OIK2 Aug 23rd 2009 4:29PM
It would be nice if, with Reforging in place, they reduce the number of abilities on the gear. Could even limit it to only base stats(str, agi, int, spi, & stam) to guide it into the hands of the classes they are meant for, and then let the end user decide if it will be a hit, crit, haste, exp, etc type item. This would put itemization into the hands of the player rather than the RNG that determines which drop you get, and allow the devs to create basic gear in a linear fashion, and focus on special abilities of special items.