1. #1

    Sub professions. We have "sub races" . Lets think of some fun professions.

    Profession ,

    With allied races we get some more variance with races.
    But professions have been lacking for a long time.
    So i thought, lets think of a idea for old fashion sub professions. ( example: gnomish vs goblin engineer).
    ( think people will have had this idea before). Main goal is to add existing paths to professions. That make you choice what extra thing you focus on. When you look at the list you will see clear difference between the sub classes. Some are more there for raiders, while others are more there for pvp etc etc. I also try to think of ways to keep them interesting after 1 expansion. But more of the stuff is sub professions based. So if you do not have sub profession you can not use it stuff.

    *After expansion stuff means more info about a certain profession.


    Alchemy:
    Flask-master: Makes its own flasks ( empty ones). That give potions ( and cooking drinks) longer effects. And gets more options flask wise.
    Mixer master: adds non combat effects to flasks ( making you glow etc). And can make toy like flasks.
    Fabricator: Makes a baseline of flasks. But makes more with less materials. Also has a option to make cauldrons with different effects.

    After expansion stuff: Mix master is the only one that will get stale very fast. So not all glow effects etc will be done in 1 expansion.


    Blacksmithing:
    Armor smith: can make armor, and can stuff that can be added to armor. Like enchants, gem slots etc. Makes more armor then normal BS.
    Weapon smith: same as armor smith but then for weapons. Can make weapons, shields and trinkets. Makes more weapons etc then normal BS.
    Forge master: Can not make extra armors like weapon or armor smith ( so only base blue gear). But can make stuff ( additions) for both armor and weapon smith . *but not as much as them. Things cost less to make. Makes addeitions that help with leveling. ( extra xp/ removable enchants)

    After expansion stuff:Forge master is made for people who do not want high end gear for raiding and optimal pvp gear. But want a cheaper option.


    Enchanting:
    Enchantrix: Enchants more, but you can remove them from gear ( at the cost of half a enchant each time). Gets some specials enchants for raids and pvp.
    Glow master: Makes fun enchants, And toys.
    Sparkle: makes special effects for transmogrify gear. Think of it like a mystic from diablo 3.

    After expansion stuff: Both glow master and sparkle have the chance to become stale. So not everything will be added at once.



    Engineer:

    Tinkerer: Makes additions to gear. Like gears (gems), enchants etc. It creates small devices. And adds things to mounts. Say extra vendors, boost rockets . Or things that can make mounts fly.
    Crafter: Makes his own gear and a extra special mount.
    Toy master: Someone who makes toy's, and stuff for pets.

    After expansion stuff:non


    Inscription:
    Glyph master: more Glyphs, and more non combat glyphs. ( think glyph that changes looks of spells etc)
    papermaster: Makes old fashion scrolls. That are on par/better then some potions. But can not be used at the same time. You can match 2 scrolls together. So you get to effects.
    Liberian: (might add this one to archaeology). Instead of making stuff. You can do quest (because of papers) from both side's. So you can exclusive quest rewards per side. ( you loose the achievements etc if you remove this profession). < might change this out with painter: a class to give gear other color options.

    After expansion stuff: Some things will be sub prof specific, other things can be sold. And like with other professions. Things will not be added all at once.


    Jewelcrafting:
    Cutmaster: More gem options. And less matts used. But less places to put gems in.
    Artificer: Less gem options as cutmaster. But you can add gems to more places. And you can add specail effects to slots. ( for a huge cost) like a extra slot. Or double the non combat effect etc.
    Glasssmith: Can make toy's , glass statue's of things. And own non combat glasses. Some of these things are CD totems for a short buff. Or a turret like thing.

    After expansion stuff:non


    Leatherworking:
    Leather worker: Makes gear. More then a Baseline LW. Can add stuff to gear ( extra gem slot) or effects. Gear cost less to make. PVE focused.
    Saddler: Makes stuff for pets ( hunters), Pets ( companion) and mounts. This will add looks and or extra saddle to mounts. Special for this is: to bigger mounts extra saddle to carry friends. Or for small races ( gnomes, goblins) you can add a saddle to your hunter pet.
    Apprentice (need a name for this one): Makes gear. More then a Baseline LW. Can add stuff to gear ( extra gem slot) or effects. Gear cost less to make. PVP focused.

    After expansion stuff:non


    Tailor:
    master Tailor: makes gear. Can add some stuff to gear. But not a lot.
    Casual tailor: Makes non combat gear. And makes dye's to change color of gear ( might add this option to inscription).
    Patcher: Makes stuff to add to mounts and gear. Like % less change to daze etc. Both for fun or for pvp/pve.

    After expansion stuff:non

  2. #2
    you mean specialization, it was a thing once for bs, alchemy and engineering, honestly i dont like the idea xP

  3. #3
    They had it in vanilla. Must be a good reason they removed it.

  4. #4
    Watch out, you're gonna make some enemies with this one.

    Engineer:
    Tinkerer: Makes additions to gear. Like gears (gems), enchants etc. It creates small devices. And adds things to mounts. Say extra vendors, boost rockets . Or things that can make mounts fly.
    Mage Tower Final Result:
    Dk:3/3 Mage:3/3 Mage:3/3 Mage:1/3 Dh:2/2 Warlock:3/3 Hunter: 3/3 Priest:3/3 Paladin:3/3 Warrior: 3/3 Rogue:3/3 Shaman:3/3 Monk:3/3 Druid: 4/4

  5. #5
    Quote Originally Posted by micwini View Post
    They had it in vanilla. Must be a good reason they removed it.
    Honestly, with alchemy at least, it was around and functional at least until MoP(I didn't have an alchemist in WoD). Then they folded in the mastery functionality into the 3 star recipes.

  6. #6
    We had that and got rid of it because it sucked.

  7. #7
    I know it sucked. And we used to have it.
    But professions now are pretty pointless/flavorless. Just get your recipe, make it and your done. The quest are nice now. But there is no flavor, no choice to the professions.

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