Tradeskill change

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Tradeskill change

Postby Lyion » Fri Sep 10, 2004 7:05 am

http://www.worldofwarcraft.com/thread.a ... post292838

n the next patch (no ETA as of yet), most trade skills are being renamed to "professions," and the way in which players acquire and learn them is changing. You will no longer learn different professions by paying for them with skill points. You'll still learn them by speaking to the appropriate profession trainer. However, players will now be restricted to learning two professions. We decided to change the skill system to make it simpler, balanced, and more intuitive. The new system should allow everyone to participate in one to two professions, and create a much more vibrant market for goods generated from professions.

We strongly encourage players to choose the two professions (trade skills) they wish to keep before the patch goes live so as to avoid the possibility of losing a hard-earned profession. If you have more than two trade skills known on your character, two will be chosen randomly to be retained as professions. The others will be eliminated from your character. Please unlearn the skills you do not wish to keep, and make sure that you only have two trade skills left on your character. To unlearn a trade skill, open your Skills window by pressing the hotkey “K.” Select the skill you wish to unlearn and click the Unlearn button that appears to the right of the skill.

The professions are: alchemy, blacksmithing, enchanting, engineering, herbalism, mining, leatherworking, skinning, and tailoring.

The secondary skills are: cooking, fishing, and first aid.

Several old trade skills are being turned into secondary skills. These do not count toward your two-profession limit, so players can learn all three secondary skills, in addition to their two professions, without restriction. The survival skill is being removed and campfires have been folded into the cooking profession.

No More Skill Points

With the changes to trade skills, skill points (SP) will be removed from the game, and currency will be used instead to train skills formerly based on SP.

Mount trainers will now require you to have a certain level of reputation with their respective city in order to acquire a mount.
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Postby Ginzburgh » Fri Sep 10, 2004 7:16 am

I think it sucks that the prerequisite skills like: Herbalism and skinning are main professions. So if one wants to be a proficient leatherworker or alchemist, they have actually only one profession to choose from.

But whatever. I'm going druid on release so I guess I need to decide which is the best profession I can go into for combat.

Is there any profession out there to make drink. Or is the only way one can make a mana regenerator through tradeskill by making insta-cast potions via alchemy?
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Postby The Kizzy » Fri Sep 10, 2004 7:23 am

I think via cooking you can make drink, but dont quote me on that
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Postby Ginzburgh » Fri Sep 10, 2004 7:33 am

I was looking at it yesterday and couldn't find anything in cooking. You can make soups and stuff but still regens health. Its a shame they didn't implement brewing.
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Postby Jangos » Fri Sep 10, 2004 9:10 am

there is a crab claw recipe that gives health+ mana food. but it is pretty shitty.


Enigneering + mining hell yeah !
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Postby Ginzburgh » Fri Sep 10, 2004 9:17 am

Whats the best tradeskill to go into as a druid? I don't want to make armor so that leaves alchemy and cooking I guess.
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Postby Ginzburgh » Fri Sep 10, 2004 9:17 am

Probably alchemy for the mana potions.
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Postby Zanchief » Fri Sep 10, 2004 9:40 am

Leatherworking would be my guess.

Any news on SHM talents? They should be implemented on the next patch...I hope.
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Postby Ginzburgh » Fri Sep 10, 2004 9:42 am

Zanchief why havn't you PM'd me back you foolio.
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Postby The Kizzy » Fri Sep 10, 2004 9:42 am

I hope they fix the warlocks so I have a want to log into the game
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Postby Harrison » Fri Sep 10, 2004 2:17 pm

What's wrong with them? (or broken?)
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Postby Langston » Fri Sep 10, 2004 2:23 pm

Skinning struck me as the easiest tradeskill... by far. You don't have to wander around looking for things to skill up on... they come running up to you and attack you. Mining was fun... but tedious running around in the hills looking for veins. Herbalism was the same way - but you got to use the stuff you find to make potions with alchemy that were actually useful (*gasp*... not used to alchemy being useful!).
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Postby Tikker » Fri Sep 10, 2004 3:26 pm

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Postby Zanchief » Fri Sep 10, 2004 3:48 pm

I leatherworked with my then twink shm and could make gear that was better than what I was looting and questing for a lot of the time. Plus now I'm making really good gear. Trade skills are useful just to make good shit foryourself not to mention selling to other players.
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Postby Harrison » Fri Sep 10, 2004 3:58 pm

I like how the tradeskills in this game were done. A lot.

Im going to be on them like flies on shit come release. Unlike EQ where I never went past 150 in any tradeskill because they fucking sucked.
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Postby Tacks » Fri Sep 10, 2004 4:03 pm

Except Zan, THREE things as far as leatherworking goes sells for a profit. You're better off vendoring most of the leather stuff.
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Postby Martrae » Sat Sep 11, 2004 9:14 am

They gonna put the linen cloth somewhere easily accessible?
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Postby Tacks » Sat Sep 11, 2004 9:19 am

Huh? you can get linen off level 4 humanoids, linen drops like crazy.
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Postby Martrae » Sat Sep 11, 2004 10:05 am

Yeah, but then you are back to the farming lowbies crap, or buying.

I'd actually prefer farming the damn flax and refining it like you did in Horizons to that.
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Postby Tacks » Sat Sep 11, 2004 10:16 am

I don't understand your logic. They're making it so you have 2 tradeskills (which you will probably pick at level 1). This makes the high levels STOP from farming the low level stuff because they're already going to have a high level skill by the time they're capped. You don't need linen cloth forever you know that right? It goes from linen to wool to silk to mageweave...the higher the mob is, the different things they drop. None of your tailoring skills beyond the newbie stuff is going to require linen cloth.
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Postby Martrae » Sat Sep 11, 2004 10:24 am

Do bandages follow the same cloth progression?

And I didn't pick up tailoring until 10ish because of the SP requirement. If they are replacing that with a money requirement it's still going to take a bit for people to start/progress.
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Postby Tacks » Sat Sep 11, 2004 10:52 am

You can still get plenty of linen cloth off level 10-15 mobs...and yes bandages follow the same progression.
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Postby Arlos » Sat Sep 11, 2004 11:10 am

I like the change, actually. I have the sneaking suspicion that it will go a long way towards fixing the tradeskill economy. Right now, everyone can be everything, so you have bored high levels getting all the tradeskills up. Thus, there's a glut of available items on the market, so no demand. This is when raw materials sell for a lot more than finished items, as lots want raw stuff to work up skills, but no one wants the results.

Now that you get to pick 2, there will be nowhere NEAR the glut of finished goods, so people might actually buy some of it. Well, I can see there being a ton of smiths, but nowhere near as much of other ones.

I'll be sticking with skinning/leatherworking. Be silly not to, given that my skinning's at 300, Leatherworking at 269, and I have 2/3 artisan groups. May snag dragonscale if I can find the trainer (Anyone know where Alliance dragonscale trainer is?), so I can make some guildmate hunters mail.

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Postby Tacks » Sat Sep 11, 2004 12:55 pm

The only thing I hate about it is there is already a huge lack of equipment selection (from a Horde perspective). I have 40 gold to spend and can't even find a piece of equipment I want. The tradeskill is crap, the decent stuff is bind on equip. So I'm left with 2 choices, wear sub-par tradeskill stuff or go farm instances.
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Postby Gargamellow » Sat Sep 11, 2004 12:57 pm

this would be the turning point that would force me to leave that game
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