Profession Changes and Additons

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Dragunovi
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Profession Changes and Additons

Post by Dragunovi » Mon Jul 10, 2023 2:28 pm

Greetings! Here you can find all profession related additions and changes here, including revamp of common crafts into uncommon items, buffing items made via rare quality recipes to rare quality items and much more.

New Recipes:
  • Tailoring:
    • Pattern: Stormcloth Vest
    • Pattern: Stormcloth Shoulders
    • Pattern: Stormcloth Gloves
    • Pattern: Stormcloth Headband
    • Pattern: Stormcloth Pants
    • Pattern: Green Woolen Robe
    • Pattern: Boots of Darkness
    • Pattern: Windbinder Gloves
    • Pattern: Dustguider Sash
    • Pattern: Robe of Sacrifice
    • 1.17.0: Pattern: Flarecore Boots
    • 1.17.0: Pattern: Gloves of Unwinding Mystery
    • 1.17.0: Pattern: Dreamthread Mantle
    • 1.17.0: Pattern: Dreamthread Kilt
    • 1.17.0: Pattern: Dreamthread Bracers
    • 1.17.0: Pattern: Dreamthread Gloves
    • 1.17.1: Pattern: Gloves of Manathirst

  • Leatherworking:
  • General:
    • Pattern: Nightscape Cloak
    • Pattern: Shadowskin Boots
    • Pattern: Centaur Battle Harness
    • 1.17.0: Pattern: Enchanted Armor Kit
    • 1.17.0: Pattern: Inscribed Runic Bracers
    • 1.17.0: Pattern: Dreamhide Mantle
    • 1.17.0: Pattern: Dreamhide Bracers
    • 1.17.0: Pattern: Dreamhide Leggings
    • 1.17.0: Pattern: Dreamhide Belt
    • 1.17.1: Pattern: Lynxstep Boots
  • Dragonscale:
    • Pattern: Onyxia Scale Breastplate
    • Pattern: Red Dragonscale Boots
    • Pattern: Red Dragonscale Shoulders
    • Pattern: Red Dragonscale Leggings
    • Pattern: Dragonscale Leggings
    • Pattern: Stormscale Leggings
    • Pattern: Blue Dragonscale Boots
    • 1.17.0: Pattern: Chromatic Leggings
  • Elemental:
    • Pattern: Boots of the Wind
    • Pattern: Breastplate of the Earth
    • Pattern: Depthstalker Helm
    • Pattern: Earthguard Tunic
    • Pattern: Flamewrath Leggings
    • Pattern: Windwalker Boots
    • 1.17.0: Pattern: Molten Leggings
  • Tribal:
    • Pattern: Verdant Dreamer's Breastplate
    • 1.17.0: Pattern: Corehound Gloves

  • Blacksmithing:

  • General:
    • Plans: Mantle of Centaur Authority
    • Plans: Lordaeron Breastplate
    • Plans: Rune Edge
    • Plans: Ironforge Gauntlets
    • Plans: Ironforge Chain
    • Plans: Thorium Greatsword
    • Plans: Mithril Scale Gloves
    • Plans: Rough Bronze Bracers
    • Plans: Inlaid Thorium Hammer
    • Plans: Rune-Etched Breastplate
    • Plans: Rune-Etched Crown
    • Plans: Rune-Etched Greaves
    • Plans: Rune-Etched Grips
    • Plans: Rune-Etched Legplates
    • Plans: Rune-Etched Mantle
    • Plans: Hateforge Cuirass
    • Plans: Hateforge Helmet
    • Plans: Hateforge Leggings
    • Plans: Hateforge Belt
    • Plans: Hateforge Grips
    • Plans: Hateforge Boots
    • Plans: Bloodstone Warblade
    • Plans: Imperial Plate Gauntlets
    • 1.17.0: Plans: Fiery Chain Breastplate
    • 1.17.0: Plans: Dreamsteel Mantle
    • 1.17.0: Plans: Dreamsteel Leggings
    • 1.17.0: Plans: Dreamsteel Bracers
    • 1.17.0: Plans: Dreamsteel Boots
    • 1.17.0: Plans: Thorium Spurs
    • 1.17.1: Plans: Blast Shield

  • Weaponsmith:
    • Plans: Bleakwood Hew
    • Plans: Blood Talon
    • Plans: Darkspear
    • Plans: Bloodletter Razor
    • Plans: Frostbound Slasher
    • 1.17.0: Plans: Ornate Bloodstone Blade
  • Armorsmith:
    • Plans: Pauldron of Deflection
    • 1.17.0: Plans: Pauldrons of the Timbermaw
    • 1.17.0: Plans: Fury of the Timbermaw
    • 1.17.0: Plans: Towerforge Breastplate
    • 1.17.0: Plans: Towerforge Pauldrons
    • 1.17.0: Plans: Towerforge Crown
  • Master Swordsmith:
    • Plans: Untempered Runeblade
    • Plans: Dream's Herald
  • Master Macesmith:
    • 1.17.0: Plans: Dawnstone Hammer
    • 1.17.0: Plans: Towerforge Demolisher

  • Engineering:
  • General:
    • Schematic: Goblin Radio
    • Schematic: Portable Wormhole Generator: Stormwind
    • Schematic: Portable Wormhole Generator: Orgrimmar
    • Schematic: Battery-Powered Manual Crowd Pummeler
    • Schematic: Hypertech Battery Pack
    • Schematic: Unstable Mining Dynamite
    • 1.17.0: Schematic: Intricate Gyroscope Goggles

  • Enchanting:
    • Formula: Enchant Bracer - Spell Power (+12 Spellpower)
    • Formula: Enchant Bracer - Greater Agility (+7 Agility)
    • 1.17.0: Formula: Enchant Gloves - Arcane Power (+20 Arcane Spellpower)
    • 1.17.0: Formula: Enchant Gloves - Nature Power (+20 Nature Spellpower)
    • 1.17.0: Formula: Enchant Cloak - Greater Arcane Resistance
    • 1.17.0: Formula: Enchant Chest - Mighty Mana (+150 Mana)
    • 1.17.0: Formula: Enchant Boots - Superior Stamina (+14 Stamina)
    • 1.17.0: Formula: Enchant Boots - Greater Spirit (+12 Spirit)
    • 1.17.0: Formula: Enchant Bracer - Greater Deflection (+5 Defense)
    • 1.17.0: Formula: Enchant Gloves - Major Strength (+9 Strength)
    • 1.17.0: Formula: Enchant Bracer - Vampirism (+1% Vampirism)
    • 1.17.0: Formula: Enchant Boots - Vampirism (+2% Vampirism)
    • 1.17.0: Formula: Enchant 2H Weapon - Minor Intellect (+2 Intellect)

  • Alchemy:
    • 1.17.0: Recipe: Potion of Quickness
    • 1.17.0: Recipe: Lucidity Potion
    • 1.17.0: Recipe: Elixir of Greater Nature Power
    • 1.17.0: Recipe: Dreamshard Elixir
    • 1.17.1: Recipe: Unstable Concoction

  • Cooking:
    • 1.17.0: Recipe: Gilnean Hot Stew (+12 Spellpower)
    • 1.17.0: Recipe: Gurubashi Gumbo (+10 Stamina/+1% Reduced Chance to Get Crit)
    • 1.17.0: Recipe: Le Fishe Au Chocolat (+3 Defense/+1% Dodge)
    • 1.17.1: Recipe: Maritime Gumbo (+2 Stamina/+2 Spirit)

  • Survival:
    • 1.17.0: Outline: Cleaning Cloth

  • First Aid:
    • Formula: Powerful Smelling Salts

Vanilla Recipe Adjustments
  • Blacksmithing:
    • Dawnbringer Shoulders: 10 Spirit -> 10 Intellect
    • Heavy Timbermaw Belt: 9 Stamina -> 18 Stamina, 42 Attack Power -> %1 Dodge, + 60 Armor
    • Heavy Timbermaw Boots: 23 Stamina -> 21 Stamina, 20 Attack Power -> %1 Dodge, + 60 Armor
    • Heavy Obsidian Belt: 25 Strength -> 22 Stamina
    • Wildthorn Mail: 5 Stamina -> 11 Stamina, 11 Spirit -> 5 Intellect
    • Fiery Plate Gauntlets: 10 Fire Resistance -> 15 Fire Resistance, +10 Stamina
    • Girdle of the Dawn: 9 Stamina -> 12 Stamina, 21 Strength -> 12 Strength, + 8 Intellect, + %1 Block Chance, + 12 Block Value
    • Gloves of the Dawn: 10 Stamina -> 14 Stamina, 23 Strength -> 12 Strength, + 9 Intellect, + %1 Block Chance, + 14 Block Value
    • Helm of the Great Chief: 12 Stamina -> 12 Agility, 30 Spirit -> 26 Stamina, + 70 Armor, +6 Defense
    • Blackfury: Attack speed decreased from 2.1 to 3.3. DPS remains the same.
    • Enchanted Battlehammer: %1 Parry -> %1 Dodge, + 12 Stamina
    • Corruption: New Proc: Corrupts the target, causing 90 damage over 3 sec. (5 PPM)
    • 1.17.0: Mantle of Centaur Authority: 7 -> 17 Stamina, 3 -> 6 Spirit.
    • 1.17.0: Lionheart Helm: [+18 Strength, 2% Crit, 2% Hit] -> [+18 Stamina, 1% Hit, 2% Crit, +24 Attack Power, +100 Extra Armor]
    • 1.17.0: Titanic Leggings: [+30 Strength, 2% Hit, 1% Crit] -> [+20 Strength, +15 Stamina, +2% Hit, +1% Dodge]
    • 1.17.0: Invulnerable Mail: Reduced Armor by 50, Added 10 Stamina and Reworked Effect:
      When struck in combat has a 3% chance to reduce damage taken by physical attacks by 75% for 3 sec. This effect can only occur once every 30 sec.
    • 1.17.0: Blackguard: [+9 Stamina, +1% Parry] -> [+13 Stamina, +1% Parry]
    • 1.17.0: Ebon Hand: Increased proc rate from 0.4 to 0.8 procs every minute.
    • 1.17.0: Dark Iron Leggings: [+150 Extra Armor, +14 Stamina, +30 Fire Resist] -> [+150 Extra Armor, +21 Stamina, +35 Fire Resist]
    • 1.17.0: Fiery Chain Girdle: [+10 Stamina, +9 Agility, +8 Intellect, +24 Fire Resist] -> [+14 Stamina, +1% Spell Crit, +18 Spellpower, +20 Fire Resist], Craft no longer exclusive to Armorsmiths and can be crafted by any Blacksmith.
    • 1.17.0: Fiery Chain Shoulders: [+10 Stamina, +10 Agility, +10 Intellect, +25 Fire Resist] -> [+15 Stamina, +1% Spell Crit, +20 Spellpower, +20 Fire Resist], Craft no longer exclusive to Armorsmiths.
    • 1.17.0: Dark Iron Reaver: Upgraded to Epic, DPS increased from 42.7 to 47.1. Now also grants 2% Haste.
    • 1.17.0: Dark Iron Destroyer: Upgraded to Epic, DPS increased from 42.7 to 47.1. 10 Strength -> 12 Strength, 6 Fire Resistance -> 8 Fire Resistance, +50 Armor Penetration.
    • 1.17.0: Dark Iron Bracers: [+7 Stamina, +18 Fire Resist, +95 Extra Armor] -> [+12 Stamina, +18 Fire Resist, +50 Extra Armor]

    • Engineering:
      • Dark Iron Rifle: 2.7 Attack Speed -> 3.1 Attack Speed. DPS remains unchanged.
      • Flawless Arcanite Rifle: 3.0 Attack Speed -> 3.1 Attack Speed. DPS remains unchanged.
      • Core Marksman Rifle: 2.6 Attack Speed -> 3.2 Attack Speed. DPS remains unchanged.

    • Leatherworking:
      • Blood Tiger Breastplate: 13 Spirit -> 16 Agility, 16 Intellect -> 13 Intellect
      • Blood Tiger Shoulders: 10 Spirit -> 12 Agility, 12 Intellect -> 10 Intellect
      • Feathered Breastplate: 10 Intellect -> 24 Intellect, 24 Spirit -> 10 Spirit
      • Ironfeather Shoulders: 20 Intellect -> 18 Intellect, 8 Spirit ->6 Spirit, + 10 Spellpower
      • Ironfeather Breastplate: 12 Intellect -> 24 Intellect, 28 Spirit -> 12 Spirit, + 14 Spellpower
      • Green Dragonscale Leggings: New Effect: Allows 5% of your Mana regeneration to continue while casting.
      • Green Dragonscale Gauntlets: New Effect: Allows 5% of your Mana regeneration to continue while casting.
      • Green Dragonscale Breastplate: New Effect: Allows 5% of your Mana regeneration to continue while casting.
      • 1.17.0: Chromatic Gloves: Replaced +1% Spell Critical with +1% Hit Chance.
      • 1.17.0: Black Dragonscale Boots: [+10 Stamina, +28 AP, +24 Fire Resist] -> [+12 Stamina, +34 AP, +24 Fire Resist]
      • 1.17.0: Molten Helm: [+16 Stamina, +1% Dodge, +29 Fire Resist] -> [+23 Agility, +16 Stamina, +29 Fire Resist]
      • 1.17.0: Corehound Boots: [+13 Agility, +10 Stamina, +24 Fire Resist] -> [+14 Agility, +13 Stamina, +24 Fire Resist]
      • 1.17.0: Wolfshead Helm: No longer grants 20 Energy/5 Rage on shapeshift, instead grants +28 Feral Attack Power.

    • Tailoring:
      • Argent Boots: 21 Stamina -> 18 Stamina, 57 Armor -> 107 Armor, + 13 Spellpower
      • Argent Shoulders: 23 Stamina -> 20 Stamina, 68 Armor -> 132 Armor, + 15 Spellpower
      • Wisdom of the Timbermaw: 21 Intellect -> 17 Intellect, 4 MP5 -> 6 MP5
      • Mantle of the Timbermaw: 21 Intellect -> 17 Intellect, 6 MP5 -> 8 MP5
      • Mooncloth Boots: 11 Stamina -> 20 Healing Power
      • Mooncloth Leggings: 12 Stamina -> 34 Healing Power
      • Mooncloth Vest: 19 Spirit -> 8 MP5
      • Mooncloth Robe: 25 Intellect -> 18 Intellect, 12 Stamina -> 47 Healing Power
      • Mooncloth Shoulders: 7 Stamina -> 20 Healing Power
      • Mooncloth Circlet: 13 Stamina -> 28 Healing Power
      • Mooncloth Gloves: 9 Stamina -> 20 Healing Power
      • Belt of the Archmage: 10 Stamina -> 12 Spellpower
      • Gloves of Spell Mastery: 8 Spirit -> 12 Spellpower, No longer class restricted.
      • 1.17.0: Bloodvine Vest: [+13 Intellect, +2% Spell Hit, +27 Spellpower] -> [+13 Intellect, +11 Stamina, +1% Spell Hit, +27 Spellpower, +1% Vampirism]
      • 1.17.0: Bloodvine Boots: [+16 Intellect, +1% Spell Hit, +19 Spellpower] -> [+14 Intellect, +7 Stamina, +22 Spellpower, +1% Vampirism]
      • 1.17.0: Bloodvine Leggings: [+9 Intellect, +1% Spell Hit, +36 Spellpower] -> [+15 Intellect, +10 Stamina, +26 Spellpower, +1% Spell Hit, +1% Vampirism]
      • 1.17.0: Flarecore Wraps: [+8 Intellect, +9 Fire Resist, +9 MP5] -> [+14 Stamina, +16 Spell Power, +12 Fire Resist]
      • 1.17.0: Flarecore Mantle: [+10 Spirit, +10 Intellect, +9 Stamina, +24 Fire Resist] -> [+14 Stamina, +18 Spellpower, +24 Fire Resist]
      • 1.17.0: Flarecore Gloves: [+10 Stamina, +14 Intellect, +25 Fire Resist, Mages, Priests and Warlocks Only] -> [+10 Stamina, +16 Spell Power, +25 Fire Resist, No Class Restriction]
      • 1.17.0: Flarecore Robe: [+35 Stamina, +23 Spellpower, +15 Fire Resist] -> [+25 Stamina, +32 Spellpower, +20 Fire Resist]

    • Armor Kit Changes (Leatherworking):
    • Armor Kits now also give Stamina in addition to the armor buff, values go as follows:
      • Light: 1 Stamina
      • Medium: 2 Stamina
      • Heavy: 3 Stamina
      • Thick: 4 Stamina
      • Rugged: 5 Stamina
      • In addition, Core Armor Kit now grants 5 Defense instead of 3.
      • You can also now acquire the pattern for crafting Enchanted Armor Kits from Lower Karazhan Halls, which grants +9 Spellpower instead of the usual defensive values.

    • Belt Buckles (Blacksmithing):
    • We'll be introducing belt buckles to Blacksmithing with this update, allowing the Blacksmith to enchant belts, their own and others via the trading window, basically how spurs already work. We'll introduce seven new buckles for the primary metals: Copper - Bronze - Iron - Mithril - Thorium - Arcanite, the newly introduced Dreamsteel in Hyjal and Blood Ring related Bloody version, with buckles for Silver, Gold, Truesilver, Dark Iron, Enchanted Thorium, Souldarite coming with a later update.
    • List of Stats:
      • Copper: 1 Stamina
      • Bronze: 2 Stamina
      • Iron: 25 Armor Penetration
      • Mithril: 6 Agility
      • Thorium: 4 All Resistances
      • Arcanite: 5 Defense
      • Bloody: 1% Resillience
      • Dreamsteel: 10 Intellect

    Image

    • Rare Recipe Crafts Buffs:
    • Items listed below have been moved up from Uncommon quality to Rare quality due to requiring a Rare recipe to learn how to craft.
      • Runed Mithril Hammer: 4 -> 8 Stamina, 7 -> 4 Strength, +50 Armor
      • Dusky Boots: 3 -> 5 Stamina, 11 -> 12 Agility, +1% Haste
      • Craftman's Monocle: 15 -> 18 Intellect, +1% Haste
      • Golden Scale Boots: 8 -> 13 Strength, Replaced Spirit with 1% Haste
      • Golden Scale Shoulders: 7 -> 10 Strength, Replaced Spirit with 1% Haste
      • Mithril Scale Shoulders: All stats removed, now has the following effect: Allows 10% of your Health regeneration to work while in combat.
      • Guardian Belt: 7 -> 9 Intellect, Removed Spirit, Added 2 MP5 and 8 Spellpower
      • Barbaric Belt: 11 -> 14 Strength
      • Comfortable Leather Hat: +5 All Resistances
      • Spellpower Goggles Xtreme Plus: 34 Spellpower (Promoted to Rare Recipe and Craft.)

    • Common Item Changelog:
    • Items listed below have been moved up from Common quality to Uncommon quality, gaining proper stats listed next to the items.
    • Armor pieces have gotten a small increase to armor values in accordance with the quality increase.
    • Tailoring:
      • Azure Silk Hood: 8 Intellect, 7 Frost Spellpower
      • Crimson Silk Vest: 8 Intellect, 16 Fire Spellpower
      • Crimson Silk Pantaloons: 10 Intellect, 11 Spirit
      • Silk Headband: 9 Stamina, 7 Spirit
      • Reinforced Woolen Shoulders: 4 Stamina, 4 Spirit
      • Woolen Cape: 2 Intellect
      • Green Woolen Vest: 5 Stamina
    • Leatherworking:
      • Dark Leather Boots: 5 Agility
      • Dark Leather Cloak: 4 Agility
      • Barbaric Harness: 8 Agility, 8 Spirit, 8 Stamina
      • Toughened Leather Tunic: 5 Agility, 4 Spirit, 5 Stamina
      • Fine Leather Belt: 2 Intellect, 2 Stamina
      • Fine Leather Boots: 3 Intellect, 2 Stamina
    • Blacksmithing:
      • Runed Copper Belt: 3 Strength, 2 Stamina
      • Runed Copper Bracers: 2 Strength, 2 Stamina
      • Runed Copper Gauntlets: 2 Strength, 1 Stamina
      • Green Iron Bracers: 4 Strength, 5 Stamina
      • Steel Helm: 14 Stamina, 95 Extra Armor
      • Golden Scale Bracers: 7 Strength, 20 Armor Pen

    • Crafted Pseudo-Item Set Revamps:
    • These sets have seen some slight reworks to their stats to make them more viable in your leveling journey, you can see a list of these items below.
    • Runic Leather Set:
    • Replaced Spirit with Spellpower and some pieces got Spell Hit and Spell Penetration.
      • Runic Leather Bracers: 10 Intellect, 12 Spellpower
      • Runic Leather Armor: 18 Intellect, 13 Spellpower, 1% Spell Hit
      • Runic Leather Belt: 14 Intellect, 11 Spellpower
      • Runic Leather Gauntlets: 8 Intellect, 11 Spellpower
      • Runic Leather Shoulders: 12 Intellect, 11 Spellpower, 10 Spell Pen
      • Runic Leather Headband: 20 Intellect, 13 Spellpower
      • Runic Leather Pants: 20 Intellect, 7 Spellpower, 1% Spell Hit

    • Heavy Scorpid Set:
    • Replaced Spirit with Strength and Dodge.
    • Some pieces have seen a level requirement and stat increase due to Heavy Scorpid Scales not being available below level 53 while the lowest level item was level 46.
      • Heavy Scorpid Belt: 14 Stamina, 9 Strength
      • Heavy Scorpid Bracers: 10 Stamina, 6 Strength (Level increased from 46 to 50)
      • Heavy Scorpid Vest: 14 Stamina, 13 Strength, 1% Dodge (Level increased from 48 to 53)
      • Heavy Scorpid Gauntlets: 14 Stamina, 11 Strength (Level increased from 50 to 55)
      • Heavy Scorpid Helm: 16 Stamina, 11 Strength, 1% Dodge
      • Heavy Scorpid Leggings: 19 Stamina, 12 Strength
      • Heavy Scorpid Shoulders: 10 Stamina, 9 Strength
    • Mithril Scale Set:
    • Replaced Spirit with Agility, Stamina for Leggings
      • Mithril Scale Bracers: 7 Agility, 6 Stamina
      • Mithril Scale Pants: 11 Stamina, 1% Dodge
      • Mithril Scale Gloves: 10 Agility, 9 Stamina
    • Golden Scale Set:
    • Replaced Spirit with Armor Penetration
      • Golden Scale Coif: 10 Strength, 50 Armor Pen
      • Golden Scale Cuirass: 14 Strength, 20 Armor Pen
      • Golden Scale Gauntlets: 11 Strength, 20 Armor Pen
      • Golden Scale Leggings: 11 Strength, 25 Armor Pen
      • Golden Scale Bracers: 7 Strength, 20 Armor Pen
    • Runecloth Set:
    • Some stats have been diverted to Spellpower similar to the Runecloth Gloves, also differenciating robe and tunic by making the latter a healing power item.
      • Runecloth Belt: 8 Intellect, 9 Spirit, 9 Spellpower
      • Runecloth Boots: 9 Intellect, 9 Spirit, 11 Spellpower
      • Runecloth Cloak: 6 Intellect, 6 Spirit, 8 Spellpower
      • Runecloth Headband: 14 Intellect, 13 Spirit, 15 Spellpower
      • Runecloth Pants: 11 Intellect, 16 Spirit, 12 Spellpower
      • Runecloth Robe: 11 Intellect, 12 Spirit, 13 Spellpower
      • Runecloth Shoulders: 10 Intellect, 10 Spirit, 12 Spellpower
      • Runecloth Tunic: 8 Intellect, 10 Spirit, 33 Healing Power
    • Rough Bronze Set:
    • Replaced Spirit with Defense and extra Stamina
      • Rough Bronze Bracers: 3 Stamina, 2 Defense
      • Rough Bronze Boots: 3 Stamina, 2 Defense
      • Rough Bronze Cuirass: 6 Stamina, 4 Defense
      • Rough Bronze Shoulders: 5 Stamina, 2 Defense
      • Rough Bronze Leggings: 5 Stamina, 3 Defense
    • Tough Scorpid Set:
    • Replaced Spirit with Stamina.
      • Tough Scorpid Boots: 12 Agility, 7 Stamina
      • Tough Scorpid Bracers: 7 Agility, 6 Stamina
      • Tough Scorpid Breastplate: 15 Agility, 7 Stamina
      • Tough Scorpid Gloves: 10 Agility, 9 Stamina
      • Tough Scorpid Helm: 14 Agility, 14 Stamina
      • Tough Scorpid Leggings: 17 Agility, 10 Stamina
      • Tough Scorpid Shoulders: 10 Agility, 10 Stamina
    • Runic Leather Set:
    • Replaced Spirit with Spellpower and other spell related stats.
      • Runic Leather Armor: 18 Intellect, 13 Spellpower, 1% Spell Hit
      • Runic Leather Belt: 14 Intellect, 11 Spellpower
      • Runic Leather Bracers: 10 Intellect, 12 Spellpower
      • Runic Leather Gauntlets: 13 Intellect, 11 Spellpower
      • Runic Leather Headband: 20 Intellect, 13 Spellpower
      • Runic Leather Pants: 20 Intellect, 13 Spellpower
      • Runic Leather Shoulders: 12 Intellect, 11 Spellpower, 10 Spell Pen
    • Blue Dragon Mail Set:
    • Replaced some stats with with Spellpower.
      • Blue Dragonscale Breastplate: 21 Intellect, 21 Spellpower, 6 Arcane Resistance
      • Blue Dragonscale Leggings: 20 Intellect, 22 Spellpower, 12 Arcane Resistance
      • Blue Dragonscale Shoulders: 17 Intellect, 16 Spellpower, 6 Arcane Resistance
      • New: Blue Dragonscale Boots: 16 Intellect, 16 Spellpower, 6 Arcane Resistance
    • Guardian Set:
    • Replaced Spirit with MP5 and very slightly increased Intellect.
      • Guardian Gloves: 8 Intellect, 3 MP5
      • Guardian Tunic: 11 Intellect, 3 MP5
      • Guardian Cloak: 6 Intellect, 2 MP5
      • Guardian Bracers: 6 Intellect, 2 MP5 (Renamed from Guardian Leather Bracers)
      • Guardian Pants: 9 Intellect, 3 MP5

    • Profession Crafts Material Cost Changes:
      • Dark Iron Reaver now requires 6 Fiery Cores instead of 12 and 10 Dark Iron Bars instead of 16.
      • Flarecore Mantle now requires 6 Mooncloth instead of 12 Bolts of Runecloth
      • Flarecore Gloves now requires 4 Mooncloth instead of 8 Bolts of Runecloth
      • Dark Iron Destroyer now requires 6 Lava Cores instead of 12 and 10 Dark Iron Bars instead of 18.
      • Invulnerable Mail now requires 20 Arcanite and Enchanted Thorium Bars instead of 30.
      • Fiery Chain Shoulders now requires 10 Dark Iron Bars instead of 16 and 3 Lava Cores instead of 5.
      • Pauldron of Deflection now requires 10 Dark Iron Bars instead of 26, 10 Arcanite Bars instead of 14 and 8 Guardian Stones instead of 10.
      • Arcanite Reaper now requires 14 Arcanite Bars instead of 20.
      • Arcanite Champion now requires 10 Arcanite Bars instead of 15.
      • Danonzo's Tel'abim Medley now requires 2 Golden Samsam instead of 1 Essence of Air.
      • Danonzo's Tel'Abim Delight now requires 1 Icecap instead of 1 Mountain Silversage.
      • Major Mana Potion now requires 2 Dreamfoil instead of 3.
      • Major Rejuvenation Potion now requires 3 Golden Sansam and Dreamfoil instead of 4.
      • Shadow Oil now requires 2 Grave Moss instead of 4.
      • Greater Arcane Protection Potion now requires 1 Mountain Silversage instead of 1 Dreamfoil.
      • Greater Fire Protection Potion now requires 1 Firebloom instead of 1 Dreamfoil.
      • Greater Frost Protection Potion now requires 1 Icecap instead of 1 Dreamfoil.
      • Greater Holy Protection Potion now requires 1 Golden Samsam instead of 1 Dreamfoil.
      • Greater Shadow Protection Potion now requires 2 Arthas' Tears instead of 1 Dreamfoil.

    • Profession Craft Food Buff Changes:
      • Baked Salmon and Lobster Stew now give a food buff for 14 Stamina and Spirit if eaten for atleast 10 seconds.
      • Danonzo's Tel'abim Delight now gives 22 Spellpower up from 12.
Sometimes makes items, feel free to query on Discord for questions!

Xudo
Posts: 1895
Has liked: 76 times
Likes: 62 times

Re: Profession Changes and Additons

Post by Xudo » Mon Jul 10, 2023 2:57 pm

Impressive work. Thank you very much.
Xudo - tauren warrior 19 Sergeant armory.
I don't raid and rank, so you can not bother asking.
Nerf high level enchants on low level gear
Add lvl requirement to bandages
Best and optimal gear for 10-19 twinks
Have fun not only at 60.

Balake
Posts: 736

Re: Profession Changes and Additons

Post by Balake » Mon Jul 10, 2023 2:59 pm

Code: Select all

Belt Buckles (Blacksmithing):
We'll be introducing belt buckles to Blacksmithing with this update, allowing the Blacksmith to enchant their belts. The buckles can't be applied to others and turns the applied belt soulbound. We'll introduce six new buckles for the primary metals: Copper - Bronze - Iron - Mithril - Thorium - Arcanite, with buckles for Silver, Gold, Truesilver, Dark Iron, Enchanted Thorium and Souldarite coming with a later update.
List of Stats:
Copper: 1 Stamina
Bronze: 2 Stamina
Iron: 4 Stamina and 20 Armor
Mithril: 6 Agility
Thorium: +4 All Resistances
Arcanite: 5 Defense

Nooooooooooooo

This is a very bad idea. Don't turn professions into these exclusive buffs.

User avatar
Samsara
Posts: 141
Has liked: 2 times

Re: Profession Changes and Additons

Post by Samsara » Mon Jul 10, 2023 3:41 pm

Looking forward to this. A few changes I would like to see that didn't make it:

- Ability to stack armor kits with enchantments

- 4 extra slots profession bags as very rare recipes (ie: 0.5% drop rate from world elites and/or 0.05% from normal mobs), not only end game but throughout leveling for each tier of bag progression. In turn you could limit equipping bags with level requirement, so you can't equip best bags on lvl1 toon unless you buy in shop.
It would create a whole incentive to farm these rare recipes and craft them for AH so that twinks and leveling chars can buy better bags at a premium. I know a few people complain about the size of quivers and ammo pouches for instance, but even bags for like enchanting, herbalism, ores, etc could all have those rare recipe upgraded versions.
It would create nice depth of alternate playstyle for people who farm professions to then sell rare stuff at the AH that are in high demand.

Getting a minor amount of XP when leveling professions. Not enough for it to become meta, but enough so that people who love to level them don't feel like it is as much a waste of time to focus on them before reaching max level. For instance leveling 25 levels of a profession should grant you around 2 bubbles of XP bar, relative to your current level, but capped by profession level too (so that you don't gain a full 2 bubbles at lvl59 by leveling profession at Apprentice level.
The caps could work as such:
Apprentice: Full XP gain until level 15, 75% XP gain from 15-30, 50% XP gain from 30-45, 25% XP gain from 45-59
Journeyman: Full XP gain until level 30, 75% XP gain from 30-45, 50% XP gain from 45-59
Expert: Full XP gain until level 45, 75% XP gain from 45-59
Artisan: Always full XP gain

Jammyxx
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Re: Profession Changes and Additons

Post by Jammyxx » Mon Jul 10, 2023 3:59 pm

Balake wrote: Mon Jul 10, 2023 2:59 pm

Code: Select all

Belt Buckles (Blacksmithing):
We'll be introducing belt buckles to Blacksmithing with this update, allowing the Blacksmith to enchant their belts. The buckles can't be applied to others and turns the applied belt soulbound. We'll introduce six new buckles for the primary metals: Copper - Bronze - Iron - Mithril - Thorium - Arcanite, with buckles for Silver, Gold, Truesilver, Dark Iron, Enchanted Thorium and Souldarite coming with a later update.
List of Stats:
Copper: 1 Stamina
Bronze: 2 Stamina
Iron: 4 Stamina and 20 Armor
Mithril: 6 Agility
Thorium: +4 All Resistances
Arcanite: 5 Defense

Nooooooooooooo

This is a very bad idea. Don't turn professions into these exclusive buffs.
Way I read it is Blacksmiths can make these and sell them for anyone to use, so it wont be locked behind a profession.

Jammyxx
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Re: Profession Changes and Additons

Post by Jammyxx » Mon Jul 10, 2023 4:00 pm

Jammyxx wrote: Mon Jul 10, 2023 3:59 pm
Balake wrote: Mon Jul 10, 2023 2:59 pm

Code: Select all

Belt Buckles (Blacksmithing):
We'll be introducing belt buckles to Blacksmithing with this update, allowing the Blacksmith to enchant their belts. The buckles can't be applied to others and turns the applied belt soulbound. We'll introduce six new buckles for the primary metals: Copper - Bronze - Iron - Mithril - Thorium - Arcanite, with buckles for Silver, Gold, Truesilver, Dark Iron, Enchanted Thorium and Souldarite coming with a later update.
List of Stats:
Copper: 1 Stamina
Bronze: 2 Stamina
Iron: 4 Stamina and 20 Armor
Mithril: 6 Agility
Thorium: +4 All Resistances
Arcanite: 5 Defense

Nooooooooooooo

This is a very bad idea. Don't turn professions into these exclusive buffs.
Way I read it is Blacksmiths can make these and sell them for anyone to use, so it wont be locked behind a profession.
Nevermind just seen the end of it xD Definitely bad locking it behind... would be ok to make useable for all

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Re: Profession Changes and Additons

Post by Geojak » Mon Jul 10, 2023 4:34 pm

if the belt buckle works like throium shield spike, so non BS can benefit too, then its great.
if you make it personal power like blizzard did so much in tbc. then PLEASE not. Proffesiosn are for trading with each otehr, not for personal minmaxing.

Balake
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Re: Profession Changes and Additons

Post by Balake » Tue Jul 11, 2023 8:28 am

Small suggestion: Greater Arcane Protection Potion should require purple lotus instead. 2 if it's too cheap. Makes more sense as an arcane themed herb.

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Samsara
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Re: Profession Changes and Additons

Post by Samsara » Tue Jul 11, 2023 10:35 am

Geojak wrote: Mon Jul 10, 2023 4:34 pm if you make it personal power like blizzard did so much in tbc. then PLEASE not. Proffesiosn are for trading with each otehr, not for personal minmaxing.
I agree with that statement. As a LW main there are too few people who even care about armor patches because they favor enchants, and that's why I want armor patches to stack with enchants. I am also in favor of belt buckles to work for everyone, everyone wears a belt after all, and all belts have a belt buckle, unless you're wearing a jute rope instead of an actual belt, lol.

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Re: Profession Changes and Additons

Post by Elesion » Tue Jul 11, 2023 11:29 am

Dragunovi wrote: Mon Jul 10, 2023 2:28 pm
  • Armor Kit Changes (Leatherworking):
  • Armor Kits now also give Stamina in addition to the armor buff, values go as follows:
    • Light: 1 Stamina
    • Medium: 2 Stamina
    • Heavy: 3 Stamina
    • Thick: 4 Stamina
    • Rugged: 5 Stamina
    • In addition, Core Armor Kit now grants 5 Defense instead of 3.
    • You can also now acquire the pattern for crafting Enchanted Armor Kits from Lower Karazhan Halls, which grants +8 Intellect and +6 Spellpower instead of the usual defensive values.
Samsara wrote: Mon Jul 10, 2023 3:41 pm - Ability to stack armor kits with enchantments
Samsara wrote: Tue Jul 11, 2023 10:35 amAs a LW main there are too few people who even care about armor patches because they favor enchants, and that's why I want armor patches to stack with enchants.
I'm not categorically opposed, but I don't see the point of making armor kits stack with enchants. At the top end it's just power creep because now you get 4x whatever the best kit does on top of the gear and enchants you already have (everyone would have at least +200 HP in PvP for example). At the low end armor kits are already super competitive, just because they are dirt cheap and super accessible compared to enchants. Dusts/essences/shards are a lot more expensive than plain old leather. You need an enchanter who has the recipe. That enchanter has to be present with you to enchant soulbound gear, which likely means you need to tip them. Right now leveling enchants are 95% a thing for enchanters and alts subsidized by rich mains. Compare that to armor kits - cheap to produce, can be sold on the AH and mailed to alts, can be applied by yourself. I suspect armor kits will cannibalize the low-level enchanting market because they are super convenient, competitively priced and everyone loves stamina (especially PvP twinks). Armor kits are already decent, people are just undervaluing +armor imo, and with the patch changes they will become very attractive even without stacking.

Also consider that armor kits have a unique advantage over enchants that they can apply to the leg slot as well. So far this is the exclusive domain of very expensive endgame librams/arcanums. If you look at the proposed Enchanted Armor Kit, it is strictly better than Arcanum of Focus (the Dire Maul reward). And you'll just be able to pick that up off the auction house - no quest, no finding someone who applies it through the trade window for a hefty fee. It seems pretty unbalanced and a major deviation from Vanilla to be honest. I don't think it needs a further buff through stacking.

Another unique advantage will be that kits will be the only way to enchant gloves with stamina. There is not a single defensive enchantment for gloves. Gloves only getting offensive enchantments is so consistent in Vanilla that is has to be deliberate - so we're looking at another major deviation that is very advantageous for kits. +40 armor and +5 Stamina for a grand total of 5 Rugged Leather is a very competitive tank enchantment compared to +5 Strength (+7 would cost 20g in materials alone, +15 Agility or 2% threat run you upwards of 70g and the recipes are pretty rare).

I think this change is very powerful for leatherworking. I don't think stacking with enchantments will add anything but unwanted power creep across the board. Profits will be limited, but that is to be expected - compared to enchanting you get trainer recipes, dirt cheap ingredients, and sales via AH.

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Re: Profession Changes and Additons

Post by Samsara » Tue Jul 11, 2023 11:49 am

Elesion wrote: Tue Jul 11, 2023 11:29 am
Dragunovi wrote: Mon Jul 10, 2023 2:28 pm
  • Armor Kit Changes (Leatherworking):
  • Armor Kits now also give Stamina in addition to the armor buff, values go as follows:
    • Light: 1 Stamina
    • Medium: 2 Stamina
    • Heavy: 3 Stamina
    • Thick: 4 Stamina
    • Rugged: 5 Stamina
    • In addition, Core Armor Kit now grants 5 Defense instead of 3.
    • You can also now acquire the pattern for crafting Enchanted Armor Kits from Lower Karazhan Halls, which grants +8 Intellect and +6 Spellpower instead of the usual defensive values.
Samsara wrote: Mon Jul 10, 2023 3:41 pm - Ability to stack armor kits with enchantments
Samsara wrote: Tue Jul 11, 2023 10:35 amAs a LW main there are too few people who even care about armor patches because they favor enchants, and that's why I want armor patches to stack with enchants.
I'm not categorically opposed, but I don't see the point of making armor kits stack with enchants. At the top end it's just power creep because now you get 4x whatever the best kit does on top of the gear and enchants you already have (everyone would have at least +200 HP in PvP for example). At the low end armor kits are already super competitive, just because they are dirt cheap and super accessible compared to enchants. Dusts/essences/shards are a lot more expensive than plain old leather. You need an enchanter who has the recipe. That enchanter has to be present with you to enchant soulbound gear, which likely means you need to tip them. Right now leveling enchants are 95% a thing for enchanters and alts subsidized by rich mains. Compare that to armor kits - cheap to produce, can be sold on the AH and mailed to alts, can be applied by yourself. I suspect armor kits will cannibalize the low-level enchanting market because they are super convenient, competitively priced and everyone loves stamina (especially PvP twinks). Armor kits are already decent, people are just undervaluing +armor imo, and with the patch changes they will become very attractive even without stacking.

Also consider that armor kits have a unique advantage over enchants that they can apply to the leg slot as well. So far this is the exclusive domain of very expensive endgame librams/arcanums. If you look at the proposed Enchanted Armor Kit, it is strictly better than Arcanum of Focus (the Dire Maul reward). And you'll just be able to pick that up off the auction house - no quest, no finding someone who applies it through the trade window for a hefty fee. It seems pretty unbalanced and a major deviation from Vanilla to be honest. I don't think it needs a further buff through stacking.

Another unique advantage will be that kits will be the only way to enchant gloves with stamina. There is not a single defensive enchantment for gloves. Gloves only getting offensive enchantments is so consistent in Vanilla that is has to be deliberate - so we're looking at another major deviation that is very advantageous for kits. +40 armor and +5 Stamina for a grand total of 5 Rugged Leather is a very competitive tank enchantment compared to +5 Strength (+7 would cost 20g in materials alone, +15 Agility or 2% threat run you upwards of 70g and the recipes are pretty rare).

I think this change is very powerful for leatherworking. I don't think stacking with enchantments will add anything but unwanted power creep across the board. Profits will be limited, but that is to be expected - compared to enchanting you get trainer recipes, dirt cheap ingredients, and sales via AH.
The main issue I have with armor kits is that, they are mainly just good because they're cheap. They are good for leveling, they aren't good for making money. You can farm a lot more leather in minutes than you can sell armor kits at the AH. In contrast, leveling enchanting is very hard work and people will pay a premium for it. LW is poor man's gear buff, and even if it is competitive for a couple classes, it really isn't something worth making a business over. And it's hard enough already to find people to buy LW gear. Skinning is one of my favorite methods for farming mats and making gold, but in current situation it's only good for selling the leather to noobs who want to level their LW, it's not really that good for selling items you actually craft with LW. At least if it stacked with enchants, there would be a much larger demand for them. I don't necessarily want the buffs to stack in their current form, there could be a nerf to rebalance both being combined as the meta. I just think there isn't enough use for LW as a selling profession. Pretty much the only thing that turns a profit is selling cured hides, and they are so rare that if you farm them, you'll end up with bags of leather than people end up just selling on the market and undercutting what's already there. Combine this with the fact many people use skinning purely as a way to make money, the AH is often flooded with so much leather offer that it tanks the prices and makes it virtually impossible to buy all the low price offers to flip them at higher value, because you won't have the gold necessary to remove all the undervalued leather, and people will keep re-undercutting as soon as they come back from another leveling session. It's also why I've argued in favor of better profession crafted bags from very rare recipes. We need more ways to use leather that will actually meet demand for the whole server as much as people are farming leather at least, or it creates recession economics over time and tanks the prices.

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Re: Profession Changes and Additons

Post by Diorum1 » Tue Jul 11, 2023 11:53 am

Samsara wrote: Tue Jul 11, 2023 10:35 am I agree with that statement. As a LW main there are too few people who even care about armor patches because they favor enchants, and that's why I want armor patches to stack with enchants. I am also in favor of belt buckles to work for everyone, everyone wears a belt after all, and all belts have a belt buckle, unless you're wearing a jute rope instead of an actual belt, lol.
The extra stamina on each tier makes them a lot more attractive to actually use for leveling at least, considering it doesn't seem like the recipes are changing and you'll likely make a few here and there regardless. I sold tons of armor kits while I was leveling so I don't think the interest is as low as you think, there's just no one advertising them because they can be just tossed on the AH.

Regardless it seems like they're gearing them as a potential sidegrade to enchants judging by the new armor kit.
Dragunovi wrote: Mon Jul 10, 2023 2:28 pm You can also now acquire the pattern for crafting Enchanted Armor Kits from Lower Karazhan Halls, which grants +8 Intellect and +6 Spellpower instead of the usual defensive values.
I'm not super familiar with the custom enchants on the server but base classic hands feet and chest are pretty lackluster for casters, +8 int and +6 SP on each of those seem like very good options for each slot respectively.

Could be nice to see specialization armor kits down the line.

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Re: Profession Changes and Additons

Post by Diorum1 » Tue Jul 11, 2023 11:54 am

Diorum1 wrote: Tue Jul 11, 2023 11:53 am
Samsara wrote: Tue Jul 11, 2023 10:35 am I agree with that statement. As a LW main there are too few people who even care about armor patches because they favor enchants, and that's why I want armor patches to stack with enchants. I am also in favor of belt buckles to work for everyone, everyone wears a belt after all, and all belts have a belt buckle, unless you're wearing a jute rope instead of an actual belt, lol.
The extra stamina on each tier makes them a lot more attractive to actually use for leveling at least, considering it doesn't seem like the recipes are changing and you'll likely make a few here and there regardless. I sold tons of armor kits while I was leveling so I don't think the interest is as low as you think, there's just no one advertising them because they can be just tossed on the AH.

Regardless it seems like they're gearing them as a potential sidegrade to enchants judging by the new armor kit.
Dragunovi wrote: Mon Jul 10, 2023 2:28 pm You can also now acquire the pattern for crafting Enchanted Armor Kits from Lower Karazhan Halls, which grants +8 Intellect and +6 Spellpower instead of the usual defensive values.
I'm not super familiar with the custom enchants on the server but base classic hands feet and chest are pretty lackluster for casters, +8 int and +6 SP on each of those seem like very good options.

Could be nice to see specialization armor kits down the line.

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Re: Profession Changes and Additons

Post by Dragunovi » Tue Jul 11, 2023 12:39 pm

Updated post with correction on Belt Buckles, they were never intended to be Blacksmith only and it was merely a case of miscommunication on our part.
Sometimes makes items, feel free to query on Discord for questions!

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Re: Profession Changes and Additons

Post by Elesion » Tue Jul 11, 2023 1:16 pm

Diorum1 wrote: Tue Jul 11, 2023 11:54 am
Dragunovi wrote: Mon Jul 10, 2023 2:28 pm You can also now acquire the pattern for crafting Enchanted Armor Kits from Lower Karazhan Halls, which grants +8 Intellect and +6 Spellpower instead of the usual defensive values.
I'm not super familiar with the custom enchants on the server but base classic hands feet and chest are pretty lackluster for casters, +8 int and +6 SP on each of those seem like very good options.

Could be nice to see specialization armor kits down the line.
Good catch, I didn't even think about Enchanted Armor Kits going into slots other than legs (since they seem so similar to Arcanums). Let's look at the feet/hand/chest slot as well:
This would easily be the best caster boot enchant, except pretty much everyone at high levels wants movement speed on their boots (which is very cheap on top). Not sure how much play the kit will see in this slot. It would be interesting to see devs tackle the movement speed problem, because right now boots are essentially a dead enchanting slot.
Gloves have much more powerful caster enchants, but this will probably be a good mid-range alternative if you don't want to blow >70g on a glove enchant for the AQ20 stuff. Which brings up a good question - what is going to be the price on these, what will the ingredients be looking like? If they're balanced around the leg slot - Arcanum of Focus costs 25g in materials and requires BoP materials from Scholo and some legwork, and the Enchanted Armor Kit is much more powerful. If they're balanced around gloves, the Enchanted Armor Kit will be much weaker than AQ20 enchants. So around 35-40g might be a decent price? Not really entry-level stuff and at that point you might as well save up for an AQ20 enchant for your gloves (though the kit would be general purpose and not limited to 1 school).
Chest is probably the most interesting. Right now +100 mana is the cheaper endgame enchantment for casters (around 15g in materials). And the expensive variant is Greater Stats (stats +4 for around 75g in materials plus a hefty tip because the Formula costs about 1000g). And the changelog mentions that there will be a new "Formula: Enchant Chest - Mighty Mana (+150 Mana)" which is probably more attractive than +4 stats? No idea about the price point for that. The proposed Enchanted Armor Kit would beat all three. It gives 120 mana, 0.13% spell crit from int, 6 spell power - this is *much* better than anything currently available and still better than +150 mana. Which also calls pricing into question yet again... if kits get priced relative to Greater Stats they won't be attractive for any slot other than chest and only for hardcore raiders, but they will be BiS here at least.

Will be interesting to see how this shakes out in practice, especially what the ingredients will be.

On a sidenote: I do hope the dev post has inaccurate wording and "+6 Spellpower" means +damage/healing and not just +damage (although "spell power" on enchants usually refers only to damage). Would be sad to see healers get shafted out of a great enchant and just see benefit from the 8 int making the boring +150 mana the better choice. (although ideally there'd be a separate healer armor kit because +d/h is a bad use of item budget for healers anyway)

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Re: Profession Changes and Additons

Post by Samsara » Tue Jul 11, 2023 1:32 pm

Elesion wrote: Tue Jul 11, 2023 1:16 pm
Diorum1 wrote: Tue Jul 11, 2023 11:54 am
Dragunovi wrote: Mon Jul 10, 2023 2:28 pm You can also now acquire the pattern for crafting Enchanted Armor Kits from Lower Karazhan Halls, which grants +8 Intellect and +6 Spellpower instead of the usual defensive values.
I'm not super familiar with the custom enchants on the server but base classic hands feet and chest are pretty lackluster for casters, +8 int and +6 SP on each of those seem like very good options.

Could be nice to see specialization armor kits down the line.
Good catch, I didn't even think about Enchanted Armor Kits going into slots other than legs (since they seem so similar to Arcanums). Let's look at the feet/hand/chest slot as well:
This would easily be the best caster boot enchant, except pretty much everyone at high levels wants movement speed on their boots (which is very cheap on top). Not sure how much play the kit will see in this slot. It would be interesting to see devs tackle the movement speed problem, because right now boots are essentially a dead enchanting slot.
Gloves have much more powerful caster enchants, but this will probably be a good mid-range alternative if you don't want to blow >70g on a glove enchant for the AQ20 stuff. Which brings up a good question - what is going to be the price on these, what will the ingredients be looking like? If they're balanced around the leg slot - Arcanum of Focus costs 25g in materials and requires BoP materials from Scholo and some legwork, and the Enchanted Armor Kit is much more powerful. If they're balanced around gloves, the Enchanted Armor Kit will be much weaker than AQ20 enchants. So around 35-40g might be a decent price? Not really entry-level stuff and at that point you might as well save up for an AQ20 enchant for your gloves (though the kit would be general purpose and not limited to 1 school).
Chest is probably the most interesting. Right now +100 mana is the cheaper endgame enchantment for casters (around 15g in materials). And the expensive variant is Greater Stats (stats +4 for around 75g in materials plus a hefty tip because the Formula costs about 1000g). And the changelog mentions that there will be a new "Formula: Enchant Chest - Mighty Mana (+150 Mana)" which is probably more attractive than +4 stats? No idea about the price point for that. The proposed Enchanted Armor Kit would beat all three. It gives 120 mana, 0.13% spell crit from int, 6 spell power - this is *much* better than anything currently available and still better than +150 mana. Which also calls pricing into question yet again... if kits get priced relative to Greater Stats they won't be attractive for any slot other than chest and only for hardcore raiders, but they will be BiS here at least.

Will be interesting to see how this shakes out in practice, especially what the ingredients will be.

On a sidenote: I do hope the dev post has inaccurate wording and "+6 Spellpower" means +damage/healing and not just +damage (although "spell power" on enchants usually refers only to damage). Would be sad to see healers get shafted out of a great enchant and just see benefit from the 8 int making the boring +150 mana the better choice. (although ideally there'd be a separate healer armor kit because +d/h is a bad use of item budget for healers anyway)
Thank you for diving deeper into what I couldn't word myself :3

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Diorum1
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Re: Profession Changes and Additons

Post by Diorum1 » Tue Jul 11, 2023 1:41 pm

if its 3-5 enchanted leather and a few thread to keep in line with the other kits that'd be well under 10g per.

about 40g for 32 int and 24 spell power for a fresh 60 is a steal.

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Re: Profession Changes and Additons

Post by Baess » Wed Jul 12, 2023 8:59 am

Just out if curiosity. Are dreamsteel and Souldarite currently ingame and will they be crafted like arcanite or farmed.
Caestielle (Hagreth/Litestep HC)

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Re: Profession Changes and Additons

Post by Xudo » Wed Jul 12, 2023 10:34 am

Souldarite is classic item https://database.turtle-wow.org/?item=19774
It is mined from nodes in ZG
Xudo - tauren warrior 19 Sergeant armory.
I don't raid and rank, so you can not bother asking.
Nerf high level enchants on low level gear
Add lvl requirement to bandages
Best and optimal gear for 10-19 twinks
Have fun not only at 60.

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Re: Profession Changes and Additons

Post by Elesion » Wed Jul 12, 2023 11:21 am

Samsara wrote: Tue Jul 11, 2023 11:49 amThe main issue I have with armor kits is that, they are mainly just good because they're cheap. They are good for leveling, they aren't good for making money. You can farm a lot more leather in minutes than you can sell armor kits at the AH. In contrast, leveling enchanting is very hard work and people will pay a premium for it. LW is poor man's gear buff, and even if it is competitive for a couple classes, it really isn't something worth making a business over. And it's hard enough already to find people to buy LW gear. Skinning is one of my favorite methods for farming mats and making gold, but in current situation it's only good for selling the leather to noobs who want to level their LW, it's not really that good for selling items you actually craft with LW. At least if it stacked with enchants, there would be a much larger demand for them.
So it seems to me you don't actually care about armor kits stacking, you just want *some* kind of way to make a stable profit with LW? Skinning is an incredibly popular choice, because like you say it's just good money without any competition if you skin stuff you're already killing (even more profit if you can farm specialty leathers) and that floods the market with leather. Most professions have the same issue - some ingredients are worthless because they are too numerous, other ingredients are very valuable, but the crafts are usually not. It's the same with Alchemy, Enchanting, Tailoring, Blacksmithing - you craft with ingredients worth 50-600g and get 2-20g in crafting tip/fee/profit margin. LW at least has the best/most profitable cooldown of all crafting professions.

How about a more creative solution than stacking armor kits with enchants? One that tackles multiple problems at a time. Introduce [Dense Leather] as a new tier. It doesn't drop, it has to be crafted and 1 [Dense Leather] is made from 10 [Rugged Leather] (providing a sink for leather, increasing its value). 8 [Dense Leather] create a [Dense Sole], an item that applies to boots, stacks with enchants and provides minor run speed increase (not stacking with any other run speed effects). Only LWs can use [Dense Sole], giving them a service to sell similar to spurs/shield spikes that require Blacksmiths. There will be huge demand, as almost everyone wants increased run speed and it boosts your power by letting you add a regular enchantment to your boots (which also benefits enchanters).
Numbers subject to change and I fully acknowledge that it has an aspect of power creep. It would also invalidate the unqiue effect from AB reputation boots or the Centaur Trinket. But something needs to be done about Enchant Boots - Minor Speed being the only viable boot enchant. I'm not sure the devs fully realize the problem either, since they plan to add enchants like
Dragunovi wrote: Mon Jul 10, 2023 2:28 pm
  • Enchanting:
    • 1.16.6: Formula: Enchant Boots - Superior Stamina (+14 Stamina)
    • 1.16.6: Formula: Enchant Boots - Greater Spirit (+12 Spirit)
There are very few applications for these, if any, given they are probably super expensive (so only for raiders and PvP twinks). You can compensate for Stamina in a number of ways (other gear, other enchants, consumables, buffs, more mitigation, better healers), same with Spirit (other gear, other enchants, consumables, mana regen from other classes, buffs, etc). But Enchant Boots - Minor Speed is a totally unique effect that provides make-or-break advantages you cannot get in any other way - getting out of instant-kill zones or other aoe, getting into position faster and thus dealing more dps/heals, catching mobs as a tank earlier, running down other people in PvP, etc. I've been enchanting more Minor Speed even on lvl 19 twinks than Greater Stamina (+7) and that's in a bracket where Stamina is most powerful.

I'm sure there's other ways to tackle the problem, but that is one that came to me because you seem unhappy with LW.

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Re: Profession Changes and Additons

Post by Samsara » Wed Jul 12, 2023 12:01 pm

Elesion wrote: Wed Jul 12, 2023 11:21 am
Samsara wrote: Tue Jul 11, 2023 11:49 amThe main issue I have with armor kits is that, they are mainly just good because they're cheap. They are good for leveling, they aren't good for making money. You can farm a lot more leather in minutes than you can sell armor kits at the AH. In contrast, leveling enchanting is very hard work and people will pay a premium for it. LW is poor man's gear buff, and even if it is competitive for a couple classes, it really isn't something worth making a business over. And it's hard enough already to find people to buy LW gear. Skinning is one of my favorite methods for farming mats and making gold, but in current situation it's only good for selling the leather to noobs who want to level their LW, it's not really that good for selling items you actually craft with LW. At least if it stacked with enchants, there would be a much larger demand for them.
So it seems to me you don't actually care about armor kits stacking, you just want *some* kind of way to make a stable profit with LW? Skinning is an incredibly popular choice, because like you say it's just good money without any competition if you skin stuff you're already killing (even more profit if you can farm specialty leathers) and that floods the market with leather. Most professions have the same issue - some ingredients are worthless because they are too numerous, other ingredients are very valuable, but the crafts are usually not. It's the same with Alchemy, Enchanting, Tailoring, Blacksmithing - you craft with ingredients worth 50-600g and get 2-20g in crafting tip/fee/profit margin. LW at least has the best/most profitable cooldown of all crafting professions.

How about a more creative solution than stacking armor kits with enchants? One that tackles multiple problems at a time. Introduce [Dense Leather] as a new tier. It doesn't drop, it has to be crafted and 1 [Dense Leather] is made from 10 [Rugged Leather] (providing a sink for leather, increasing its value). 8 [Dense Leather] create a [Dense Sole], an item that applies to boots, stacks with enchants and provides minor run speed increase (not stacking with any other run speed effects). Only LWs can use [Dense Sole], giving them a service to sell similar to spurs/shield spikes that require Blacksmiths. There will be huge demand, as almost everyone wants increased run speed and it boosts your power by letting you add a regular enchantment to your boots (which also benefits enchanters).
Numbers subject to change and I fully acknowledge that it has an aspect of power creep. It would also invalidate the unqiue effect from AB reputation boots or the Centaur Trinket. But something needs to be done about Enchant Boots - Minor Speed being the only viable boot enchant. I'm not sure the devs fully realize the problem either, since they plan to add enchants like
Dragunovi wrote: Mon Jul 10, 2023 2:28 pm
  • Enchanting:
    • 1.16.6: Formula: Enchant Boots - Superior Stamina (+14 Stamina)
    • 1.16.6: Formula: Enchant Boots - Greater Spirit (+12 Spirit)
There are very few applications for these, if any, given they are probably super expensive (so only for raiders and PvP twinks). You can compensate for Stamina in a number of ways (other gear, other enchants, consumables, buffs, more mitigation, better healers), same with Spirit (other gear, other enchants, consumables, mana regen from other classes, buffs, etc). But Enchant Boots - Minor Speed is a totally unique effect that provides make-or-break advantages you cannot get in any other way - getting out of instant-kill zones or other aoe, getting into position faster and thus dealing more dps/heals, catching mobs as a tank earlier, running down other people in PvP, etc. I've been enchanting more Minor Speed even on lvl 19 twinks than Greater Stamina (+7) and that's in a bracket where Stamina is most powerful.

I'm sure there's other ways to tackle the problem, but that is one that came to me because you seem unhappy with LW.
The problem with making money with selling leather is that it's booooooring. The idea of stacking armor kits with enchants is because I think most people favor enchants over armor kits in the first place. Hell even some rogues would prefer enchants over more agility (maybe added stam will help but still a fringe market case). If we're gonna tackle the problem at the root, we need more very rare recipes that you need to farm outside of dungeons and raids. That way only the dedicated profession enthusiasts will have those recipes which if balanced correctly should be for items in high demand. I mentioned somewhere idk if it was this post, but larger specialty bags would go a long way. The reason I wanted armor kits to stack is because it would thin the supply of leather available on the market. What's the real use of a skinning profession if people don't have use for the leather other than selling it? it is counter productive to seizing niche monopolies on the AH, it just floods the supply and overwhelms the demand which in turn becomes an undercutting fest if you decide especially to farm a lot of leather you will need to undercut a LOT if you wish to sell it all and that defeats the purpose of spending a lot of time grinding for it. I would rather at this rate buy the leather and craft stuff that many don't have the recipe for and sell that for a profit. That's the real issue to me. Not gold making in itself, but playing the market for control of supply. You can't control the supply of leather if everyone is selling leather no one wants. That's why we need more utility for crafting stuff with it, but crafting other leather egh. It's either gonna be a default recipe or a raid only recipe this way. I would rather have unique items. IIRC MoP had leather boots that gave speed boost for druid to counter the speed enchant meta. That's the kind of recipe I would be willing to spend 10h farming on a 0.05% drop rate in the open world to have some monopoly over the supply of items.

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Samsara
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Re: Profession Changes and Additons

Post by Samsara » Wed Jul 12, 2023 12:09 pm

Also I just noticed the boots you linked it's cool they're in Turtle. But they're rare drops, not crafted items. I feel like professions are being denied their utility as a tool for playing the economy. They're being treated as if they're just an extension of the gearing up rather than a tool of potential for monopoly. is there a list of all the rare and very rare recipes found in open world? I don't have high level on Turtle so I may be slightly off in my interpretation...

Xudo
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Re: Profession Changes and Additons

Post by Xudo » Wed Jul 26, 2023 9:42 am

When buckles and patches will be released, difference between twink and non twink will be even higher.
Patches are cheap way to get +20 stamina on your gear. Buckle is another +4 stamina.

Rugged armor kits are cheap and powerful enough for levelers on battlegrounds. While twinks will probably seek for better enchants.
for example legs. Twinks will get 100 hp, levelers will get 5 stamina.
chest - 100 hp is very basic enchant, but 5 stamina will be cheaper.
hands - no stamina enchant other than patch on hands.
feet - minor speed still meta for everyone.
buckles don't add a lot of stamina, so levelers will probably get Iron while twinks might get Mithril or Dreasmsteel ones.

Though, main design oversight of enchanting is still there. People enchant low level characters with high level enchants and it is not really fair.
I noticed that Rugged armor kit https://database.turtle-wow.org/?item=15564 has words " Only usable on items level 35 and above." in tooltip, but it didn't worked when I tried.
Xudo - tauren warrior 19 Sergeant armory.
I don't raid and rank, so you can not bother asking.
Nerf high level enchants on low level gear
Add lvl requirement to bandages
Best and optimal gear for 10-19 twinks
Have fun not only at 60.

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Wilsonsds
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Re: Profession Changes and Additons

Post by Wilsonsds » Wed Jul 26, 2023 12:35 pm

Thanks for your work!

A lot of good changes, and thats great. And, if i may, i would like to ask if the enchanted thorium set will recieve some love too? They are recipes for Armormith, they are very expenisve to make, and their quality is bellow T1.

Could their mats be adjusted to they current price? Or its quality so it become viable to craft.
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Azcron
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Re: Profession Changes and Additons

Post by Azcron » Tue Oct 24, 2023 6:45 pm

Are the imperial gauntlets in game? I cant seem to find them so I'm assuming they're not added yet?

Silverfox
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Re: Profession Changes and Additons

Post by Silverfox » Sun Dec 31, 2023 4:53 am

Dreamhide leatherworking patterns are a waste of time to acquire. The mats are ridiculously expensive to gather in order to make bop items that are not any better than gear available through raiding. There is already a craft-able set that is just as good as these items and these are BoE so you can buy them or the mats on the AH. Since all the dreamhide patterns are to create BoP items, gathering the shards necessary to purchase the patterns in the first place (300 bright dream shards in all) just adds to what a colossal waste of time this addition to leatherworking is. If the items were BoE, all the farming necessary to acquire the patterns and the mats to create the items could actually be worth it. Don't waste your time, sell the shards, don't bother making these items. They are not worth it in the long run. If the developers were to change the crafted items from BoP to BoE, I would still find the farming tedious but at least at the end the patterns would be for something to create and share with the rest of the community.

Bittermens
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Re: Profession Changes and Additons

Post by Bittermens » Sun Dec 31, 2023 2:20 pm

Silverfox wrote: Sun Dec 31, 2023 4:53 am Dreamhide leatherworking patterns are a waste of time to acquire. The mats are ridiculously expensive to gather in order to make bop items that are not any better than gear available through raiding. There is already a craft-able set that is just as good as these items and these are BoE so you can buy them or the mats on the AH. Since all the dreamhide patterns are to create BoP items, gathering the shards necessary to purchase the patterns in the first place (300 bright dream shards in all) just adds to what a colossal waste of time this addition to leatherworking is. If the items were BoE, all the farming necessary to acquire the patterns and the mats to create the items could actually be worth it. Don't waste your time, sell the shards, don't bother making these items. They are not worth it in the long run. If the developers were to change the crafted items from BoP to BoE, I would still find the farming tedious but at least at the end the patterns would be for something to create and share with the rest of the community.
Well a certain "group" is spawncamping the elemental invasion plans every single time

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Elleshar
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Re: Profession Changes and Additons

Post by Elleshar » Tue Apr 02, 2024 2:18 pm

Silverfox wrote: Sun Dec 31, 2023 4:53 am Dreamhide leatherworking patterns are a waste of time to acquire. The mats are ridiculously expensive to gather in order to make bop items that are not any better than gear available through raiding. There is already a craft-able set that is just as good as these items and these are BoE so you can buy them or the mats on the AH. Since all the dreamhide patterns are to create BoP items, gathering the shards necessary to purchase the patterns in the first place (300 bright dream shards in all) just adds to what a colossal waste of time this addition to leatherworking is. If the items were BoE, all the farming necessary to acquire the patterns and the mats to create the items could actually be worth it. Don't waste your time, sell the shards, don't bother making these items. They are not worth it in the long run. If the developers were to change the crafted items from BoP to BoE, I would still find the farming tedious but at least at the end the patterns would be for something to create and share with the rest of the community.
I agree that they should be BoE too...

Ashwhole
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Re: Profession Changes and Additons

Post by Ashwhole » Sat May 04, 2024 6:22 pm

So these are all things that already have been implemented ?

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Deso5618
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Re: Profession Changes and Additons

Post by Deso5618 » Sat May 04, 2024 6:27 pm

Please tell me, that red scale items from LW, are for agility?
50 lvl rogue. RETIRED.

Hctwowfan
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Re: Profession Changes and Additons

Post by Hctwowfan » Sat May 04, 2024 7:02 pm

Deso5618 wrote: Sat May 04, 2024 6:27 pm Please tell me, that red scale items from LW, are for agility?
https://database.turtle-wow.org/?item=15047
Not according to the db
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Deso5618
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Re: Profession Changes and Additons

Post by Deso5618 » Sat May 04, 2024 9:09 pm

Hctwowfan wrote: Sat May 04, 2024 7:02 pm
Deso5618 wrote: Sat May 04, 2024 6:27 pm Please tell me, that red scale items from LW, are for agility?
https://database.turtle-wow.org/?item=15047
Not according to the db
So still only Tribal LW is worthwhile for agi users such feral druids or rogues.
50 lvl rogue. RETIRED.

Jc473
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Re: Profession Changes and Additons

Post by Jc473 » Sun May 05, 2024 12:20 am

Ashwhole wrote: Sat May 04, 2024 6:22 pm So these are all things that already have been implemented ?
They've been in the game for many months (since the previous patches).

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Imonobor
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Re: Profession Changes and Additons

Post by Imonobor » Sun May 05, 2024 6:36 am

Give us the Bronze Dragonscale set please! ❤️
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Heimwulf
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Re: Profession Changes and Additons - Dreamhide

Post by Heimwulf » Tue Sep 17, 2024 1:43 pm

Hello,

I have question about Dreamhide.
At turtle wow database it shows, that you Dreamhide can be created from two methods:
https://database.turtle-wow.org/?item=61229#created-by
1) For first you need: Bright Dream Shard and Rugged Leather.
2) For second you need: Small Dream Shard, Dreamscale and Rugged Leather.
The 2) second method recepie, could be obtain completing quest in Hyjal by collecing 15 Bright Dream Shard.
Reward is Book: Craft Dreamhide.

My question is, how can I get recepie for the 1) first method?

Thanks

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