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Posts with tag professions

Wowhead interviews Warlords developers at PAX East

Our friends over at Wowhead are attending PAX East this weekend, and Perculia had a chance to sit down and interview Lead Class Designer Kris Zierhut and Game Designer Steve Burke about Warlords of Draenor. A variety of topics were discussed -- Garrisons were discussed in detail, as well as raid cooldowns, the strengths and weaknesses of the Timeless Isle, professions and the removal of damage bonuses, and much more.

One of the more exciting discussions addressed the issue of storage space. Mentioned in the interview was the new toy box tab that will rid your bags of all the interesting gadgets and toys you find while questing. But that's not all -- most profession materials will stack to 100 in the new expansion, and gathered quest items from kill and carry quests will be tracked, but not actually take up space in your bags. And perhaps the most exciting news from the interview (for me, anyway) is that at long last, transmogrification fanatics will be getting a second tab of Void Storage in which to squirrel away their favorite fashions. You can listen to the full audio from the interview above -- it's well worth checking out.


Filed under: Interviews, Warlords of Draenor

Interview: Technical Game Designer Chadd "Celestalon" Nervig talks Warlords of Draenor

I was lucky enough to head over to Blizzard Campus this week to talk to Technical Game Designer Chadd "Celestalon" Nervig. Chadd is a huge part of the class design team, key to a lot of the changes we saw in the recent Warlords of Draenor patch notes, which is just what we discussed. We were also joined by Senior Community Representatives Zarhym and Lore. You can also find a much-abbreviated summary on Wowhead.

Olivia: First up, is there anything you really wanted to clarify and get out there?

Celestalon: I've tweeted about pretty much everything. This was the first version of the patch notes, there have been more changes since then, those patch notes are about a week old or so?

Zarhym: Yeah it's like, tons of changes. [Rygarius] said he had a huge list of changes.

Celestalon: There's another five thousand words that aren't up there yet, which [Rygarius] is working on now.

There have been different amounts of patch notes released for different classes. Paladins have been complaining that they haven't got enough, rogues have been really happy that not much has changed. Is it safe to assume there's more to come? This is just step one?

There's definitely more coming. Like, for example, paladins had relatively few patch notes, and a lot of that is we were relatively happy with how things played out, at least for ret and prot, with the exception of a few things we can solve with tuning – changing numbers. So a lot of what you see in the patch notes now is what we call design changes, so the mechanics that we want to change so we can get to some design that we like.

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Filed under: Interviews, Warlords of Draenor

Professions divorced from combat in 6.0

Armored draenei
The Warlords of Draenor 6.0 patch notes brought many surprises, but one of the biggest is that professions will no longer provide bonuses that affect combat.

Amidst the endless sea of notes, it's easy to miss these two sentences that will forever change the role of professions in WoW:
Warlords of Draenor: Alpha Patch Notes
Some of our goals with Professions in Warlords of Draenor are to make them more of a personal choice, and less of a mandatory "min/max" selection. To that end, we're removing the direct combat benefits of Professions.

For many years, theorycrafters and min/max'ers have baked profession bonuses into their calculations. The crit from skinning, the Synapse Springs of engineers, the eye gems of jewelcrafters, the warmer wrists of leatherworkers, etc. -- all of them have affected which professions are "best" for certain specs.

In recent expansions we've seen Blizzard try to make the bonuses more or less even across specs, with mixed success. Now, all of these bonuses are headed to the chopping block in patch 6.0, at least in their current incarnations.

Maxed-out professions will no longer be essential for high-end PvE or PvP activities. We will no longer need to weigh our personal preference against possible combat advantages. In fact, players will be able to skip leveling professions at all, if they choose, without penalty to their character's performance. This strikes me as a good change.

Will professions only provide an economic advantage from 6.0 on? Or will they give us other bonuses, such as extra lesser charms, bonus pet battle XP, or faster garrison construction? Will Blizzard tweak the existing combat-related recipes to provide different bonuses? Or will the developers remove them entirely? Many questions remain to be answered as the alpha progresses!

Filed under: News items, Warlords of Draenor

Catch-Up Systems planned for Warlords of Draenor professions

One of the biggest problems I had leveling my alts this expansion was that with the speed of leveling, I often outleveled my professions. This meant that, before the catch up mechanisms for herbalism and mining were implemented, I had to go back to content as far down as classic WoW zones to get my shaman caught up on his herbalism. That got fixed when a change was implemented allowing us to use Mists of Pandaria plants and mining nodes to level up our gathering professions. Now Blizzard profession designer Hwoome has good news.

But what about crafting professions? Well, we don't know yet, but the plan is apparently to tie in with the gated material generation. This is in my opinion welcome news - especially for people boosting to 90, you'll be able to level your professions in the new content. That's a huge plus.

Filed under: Blizzard, News items, Warlords of Draenor

The puzzling problem of professions in endgame

I have a confession to make: There are five jewelcrafting mounts and one engineering mount that were introduced with Mists of Pandaria, and I have yet to make any of them. I have a tailor at max level tailoring, but she hasn't made a single Royal Satchel. I have a leatherworker who hasn't even touched any of the patterns introduced this expansion. In fact, the only things I seem to be making with any kind of regularity are cut gems, and glyphs for my alts.

Why? Because the return on investment for any one of the mounts introduced is too low. I don't have the gold to randomly fling at things like mounts that will be used once or twice and then forgotten about. As for the tailor, the pattern for the Royal Satchel is locked behind the absolute, hands down, worst reputation grind in the new expansion -- and there's no way to get around that. I either have to log on every single day to grind out dailies that give an absolute pittance of reputation, or try to solo Warbringers, which is next-to-impossible for several classes.

In short, none of these things are worth my time or gold. As a result, the majority of my professions have been completely unused for the majority of the expansion. And I have a sneaking suspicion I am far from the only one, here.

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Filed under: Analysis / Opinion, Mists of Pandaria

The Queue: No auto-play zone

Welcome back to The Queue, the daily Q&A column in which the WoW Insider team answers your questions about the World of Warcraft. Alex Ziebart will be your host today.

Sorry about that auto-play video yesterday, everyone. We thought we'd fixed it earlier in the day, but apparently not!

mattprendo asked:

I don't remember seeing an answer... what happens to garrisons in the next expansion? I know it's at least 2 years off but isn't it a waste to spend all this time building up a garrison then wow 7.0 comes out and poof they are useless. I understand gear being outdated, buff items... but garrisons aren't an item per say but an extension of our tools and utilities. Was it mentioned anywhere that we will be able to call u-haul or something and move these around?

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Filed under: Analysis / Opinion, The Queue

Blood Pact: So you want to play a warlock

Every week, WoW Insider brings you Blood Pact for affliction, demonology, and destruction warlocks. This week, Megan O'Neill explores the beginning of MoP.

The next thing is to write a "how to warlock" at 90 series, but I feel like I've done this before. The deja vu is strong with this one topic.

Oh right! I wrote something like it back in 2012, when the big patch 5.0 first came out. Not all of the same advice is relevant -- well, Soul Link isn't what it was anymore, for one -- but the basics are all still there. I'll go over the specs in detail later, so let's start with the general introduction to warlocks.

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Filed under: Warlock, (Warlock) Blood Pact, Mists of Pandaria

What needs to happen to professions in Warlords of Draenor?

We've heard whisperings that professions are getting something of a rework in Warlords, both on Twitter from various Blizzard accounts, and from the panels at BlizzCon itself. There's something going on, and while there's been no official word from Blizzard on just what exactly, it's fun to speculate. And, of course, the important question is this: what would you like to see?

It seems like a good idea to start by thinking about what's wrong with professions now. For starters, some of them are pretty awful to level. Leatherworking and Skinning are two that always seem to come up in discussions of the best and worst professions to level. And many of the crafting professions have material demands that so heavily outstrip supply that it's a hassle to get them done without raiding the auction house.

Catching up and staying ahead

The problem is less troublesome with professions that require gathering rather than crafting, such as Mining, Herbalism and Skinning, especially as the former two have a Pandaria catch-up system in place. Given how well those have worked, it's surprising that no such system has been implemented for Skinning, so it's likely to me that that's something coming with Warlords.

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Filed under: Analysis / Opinion, Warlords of Draenor

Community Blog Topic Results: Account-wide professions

Community Blog Topic Results Accountwide professions
Last week we asked "Should professions be account-wide?" We got quite a few blog posts and comments on the subject, ranging from no to secondary professions only to yes, please.

JeffLaBowski at Sportsbard suggests a couple of methods.
  1. As a guild perk. There would be a an NPC to interact with, you open up a window, select the profession, put your mats in. The recipe would have to be unlocked by someone who has that profession in the guild.
  2. As GH mentioned in his tweet, they could be account bound. Either using the NPC method, like with example 1. or you would simply be able to cycle through professions from a drop down menu on your profession UI.

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Filed under: Analysis / Opinion

The players and the auction house

auction house
Like many, if not most, players, I regularly use the auction house to buy and sell items that I need or want in WoW. And, like many players, I regularly experience frustration in doing so -- either I can't find what I want and/or it's exorbitantly expensive, or I can't sell what I'm trying to get rid of! I'm not sure which scenario I'd rank as more annoying -- not being able to buy what I want versus not being able to sell what I want -- but I find the latter to be exasperating in a particular way, especially if I know that what I'm selling is something useful.

I admit it: I get really frustrated when things I want to sell don't sell. Relisting is annoying, and if I'm trying to sell an item, it's because I neither need nor want it, so carrying it around isn't something I feel inclined to do. Part of it is wanting to make gold -- who doesn't, after all -- but in addition, those bag slots are space I need for other things that I don't want to sell, like transmog gear. Hence, I am forced to admit that I can sometimes be one of the people that player Kidja complains about in this forum post. If I can't get a buyer on the AH for something at the price I think it deserves, I will sell it for as under-market as I dare simply to get the goods moving.

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Filed under: Analysis / Opinion

Community Blog Topic: Should professions be account-wide?

Recently Anne Stickney forwarded me this tweet and suggested it for a Community Blog Topic:
In Diablo 3, when you level up a crafting NPC, the level remains the same, regardless of what character you're on. But I wouldn't want to see each World of Warcraft character be able to level up all of the professions (or would I?). However, I would like to see a craft bench or something similar where you could access the professions you have on other alts.

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Filed under: Analysis / Opinion

Getting your Noodle Carts

Pandaren Noodle Cart
There are 3 new cooking recipes in patch 5.4: Noodle Cart Kit (250 stats), Deluxe Noodle Cart Kit (275 stats), and Pandaren Treasure Noodle Cart Kit (300 stats). When you use one, you temporarily turn into a vendor and anyone on your faction (not just group members) can purchase up to 5 Noodle Soups for free! You can also do a few emotes while the cart is active, such as cooking, dancing, or inviting people to buy your soups. For my money, the carts are a lot nicer than the old banquets. Everyone in your group or raid can purchase five noodle soups from each cart, so you only need to drop a cart every 5 wipes.

Quest Guide

The quest chain to get all three carts is surprisingly involved for a cooking quest. It will take you from the Timeless Isle, into several dungeons, back to the Isle, and finally into the new cooking scenario.

In order to begin this quest, you must first meet several requirements:
  • 600 Cooking skill
  • Have completed at least the first part of each "Way of Cooking" quest at Halfhill in Valley of the Four Winds (Way of the Wok, Way of the Brew, etc.). If you already have your Master of the Ways title you are good to go from start to finish.

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Filed under: Mists of Pandaria

The toon juggle

many gnomes
I have a confession to make. I have played WoW since late 2006, and I have yet to get a second toon to max level, in any expansion. I'm not entirely sure what's made this nearly impossible for me -- I've certainly had multiple toons since the very beginning, but never took another one to max after I hit 70 on my night elf druid. Then I never took one to 80. Then 85. And now 90.

I have a few that are getting close, a paladin around level 83 or 84 right now, and a mage that has been steadily climbing over the last couple months and is now level 53. I would love to have a small army of alts. I dream wistfully of a self-sustaining pack of toons, who can farm and craft each other what they need without me ever having to drop 500 gold on a stupid gem ever again. Of course, even if I play madly until the next expansion comes out, I probably won't quite have that setup, but I feel like it's a reasonable long-term goal. Hopefully I'll achieve it within my next seven years of playing WoW, though.

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Filed under: Humor

Ghostcrawler on crafting professions and leveling

Ghostcrawler on crafting professions and leveling
Sometimes I actually love Twitter for how it can bring the players and the developers together in a more immediate way. Case in point, this tweet from Ghostcrawler. When asked about crafting professions falling behind as the expansion progressed, the answer was clear and unambiguous that Blizzard agrees it's a problem.

While it's light on specifics I'm glad to see they get the problem. At this point I'm only keeping blacksmithing for the extra sockets, and I know a lot of JC's who were mighty disappointed when they found out there would be no epic gems this time around. Maybe a return to BC style scaling items is in order? Maybe not. Making my original Lionheart Blade was a pain.

Filed under: Analysis / Opinion, News items, Mists of Pandaria

Breakfast Topic: Does your main character craft?

Breakfast Topic Does your main character craft
Crafting, to me, is an integral aspect of a well-rounded WoW character. I suppose that once you've played enough characters and run through the various professions and skills, there's no real reason that every new character you make should need to craft, too. But don't you feel like a half-baked shell of a character without professions? I know I do.

Does your current main character craft?
Does your main character craft or gather?
No, and I buy my trade goods elsewhere.130 (3.3%)
No, but I have other characters that do.133 (3.4%)
Yes, but only for the profession-specific character bonuses.1181 (30.1%)
Yes, to make money.740 (18.9%)
Yes, because it's part of the fun.1739 (44.3%)

Filed under: Breakfast Topics

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