Posts with tag profession
Apparently, there are a few different crates you'll be able to fish up, and each one of them will have a different chance to drop the journal. The earliest you can obtain the journal will be at about 55 fishing, while the easiest you can obtain it appears to be from pools in Outland, that require a much higher fishing skill. If you need to powerlevel your fishing, you might want to start now, as it seems Blizzard wants the school tracking ability to be a reward for mid- to high-level fishermen. Which makes sense-- since it doesn't matter where you fish, the school tracking ability only helps when you're looking for a certain type of fish, and wouldn't really be necessary when just starting out as an angler.
Definitely sounds like a new bit of fun, and a fairly useful ability, for those who choose to level up fishing.
[ via World of Raids ]
To get your inspiration going, I'll give you a few examples.
- New Expansion: The Search for Mankirk's Wife (in which the new area is just an expanded Barrens -- ten times larger than the original)
- New Class: Teletubby. Available races: Gnome, Blood Elf. Signature spell: "Infuriating Giggle"
- New Profession: Retail Salesmanship. Lets you set up shops and stand around all day waiting for customers. Raid bosses will drop epic brand name contracts.
And so it's not surprising that, once again, players are asking for fishing to be made "more fun." What that means, no one is really sure-- they could add better rewards, or make it a less boring minigame, or just make it require less attention (all other professions don't require any attention to be paid).
Lo and behold, Drysc actually acknowledges that there's something wrong with fishing-- something that has to do with the unquantifiable quantity known as "fun." But what it is, even Blizzard doesn't seem to know-- they added nodes to fishing to join a bit of exploration with it, but once you've found a node, it's just back to that same old clicking. Drysc suggests that real fishing is just as boring for some people, and that's why not everyone likes fishing in WoW, either.
My personal preference would be to put more into the fishing minigame-- catch different fish at different times of the day, or use different lures to attract various catches. Either that or make the skill involved something other than "waiting"-- maybe a meter where you have to click when the bar reaches a certain point. There's lots of reasons to fish, and that's why people still do it. But there's no question that sitting there waiting for the bobber to bounce needs more
Interested in knowing a bit more about the game's professions? Keep reading! Want to tell us which professions you find the most useful (and why)? Leave us a comment!
Just like in real life, in WoW, some jobs are harder than others. Gathering professions tend to be pretty easy and lucrative -- it doesn't take a lot of effort to wander around and gather stuff, particularly herbs. Skinning's a little tougher, but at least you get to control how many "nodes" you have by killing everything. Mining is widely considered to be annoying because of the intense competition for nodes, but it can also make you a lot of cash.
The crafting professions are much, much harder, and tend to require a significant gold investment. I've only been an alch/herb up to 375, so everything else is based on friends and guildmates.
Alchemy ... well, alchemy is easy. It doesn't require a lot of materials, the recipes are usually easy to find, and everyone loves the guild alchemists. Enchanting has the major negative of depending mostly on the kindness of strangers, most of whom want you to enchant their gear for free, but at least you can get the mats free by disenchanting your old gear. Tailoring has cheap mats, but you need a lot of them. Jewelcrafting is apparently difficult without mining, easy with it. Blacksmithing can apparently be really easy or really hard, depending on your luck (and your patterns!)
The two professions reported to be the "worst" -- both in terms of leveling and overall usefulness -- are leatherworking and engineering. Leatherworking from 350 up is a giant pain, since you need rare patterns, and you don't make a lot of money from LW unless you get hard-to-find epic patterns. Engineering requires a lot of rare materials and is just largely useless. However, on the pain-to-level scale, nothing beats fishing. I would seriously rather beat my head against a wall than fish for more than five minutes these days. Admittedly, it doesn't cost money, but the cost in brain cells is far too great.
What do you think is the hardest profession to level? What about leveling time vs. usefulness at 70?
Some of this has been categorized as rumor before, but now there's official word on some updates for existing professions. All crafting professions can expect new recipes and all gathering professions can expect new types of item to gather, but there are a few interesting tidbits mentioned as well.
- Alchemy will have specializations that will occasionally allow the player two create two of their specialization's items. (Potions, elixirs, and transmutations.)
- Blacksmiths will be given powerful bind on pickup items for their specialization. These items will be upgradable to keep up with the blacksmith's progression in the game. (Nope, there are no further details on this yet.)
- Enchantments now seem to have a minimum level requirement (based on the sample enchants being shown) and there will be new enchants for rings in the game.
- Engineers are promised "many new and intense gadgets" but I'm not personally impressed by any of the previewed items.
- Herbalists can expect to find plant-based monsters beyond the Dark Portal from which a trained herbalist will be able to harvest herbs, much like a skinner skins beasts.
- Jewelcrafting will, as we know, allow for the creation of necklaces, rings, trinkets, and socketable gems. If you match the color of the gems to the color of the sockets on a socketed item, you'll receive an additional bonus from them.
- Leatherworking will offer more high-end armor options, with claims of viable crafted gear to help you venture into end-game dungeons.
- Miners will also find some creatures of the Outlands to yield harvestable minerals when killed.
- Tailoring is set to have its own specializations, though there's no announcement on what these will be, the specializations will allow the creation of multiple items occasionally, like alchemy. Most interesting, however, are the tailor-made (and tailoring skill required to use) nets that can be used to capture targets for several seconds.
By processing the raw ore mined from the various deposits and mineral veins, jewelcrafters can extract gems from the ore which they can then use for their craft. Although miners sometimes find gems while gathering ore, jewelcrafters mostly rely on their prospecting skills to get more of the precious stones.
Does this imply that jewelcrafting will be a natural match with mining for a supply of gems? Or that there will be a new "prospecting" profession for gathering gems? While we have a lot of new details, much is still unclear.