Professions balance pass?

Professions need to be looked at other than just nerfing Multicraft and buffing Resourcefulness. I don’t care how strong resourcefulness is if I just proc cheap vendor mats, that just feels bad. Other professions are hard to get past 60 skill points depending on what tree you take and the enormous mat cost like enchanting and jewelcrafting, so much dust and crushed gems. Also mat cost on lower level recipes need to be looked at, like grind stones or green profession equipment needing Null stones. Catch up mechanics should have all the mats covered in the patron system and it would be nice if it only listed recipes you actually knew or barring that maybe it could not list so much pvp gear.

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Agreed!

The change to Glittering Glass is nice and all, but Jewelcrafting is still ridiculous.


For non-gathering professions, patron catch-up is virtually useless and throttled not only by time/lack of recipes but by expensive or rare mats that aren’t provided. Null stones are especially bad because…


Herbalists can get null lotuses without any investment in points. Miners have to invest a ridiculous number of points to move from null stone fragments to null stones.

In fact, the profession trees between mining and herbalism should be exactly the same. Why?

  • Mounted herbing = Botany 40 (free if you’re a druid or have a Sky Golem)
  • Mounted mining = Mining Fundamentals 60
  • Max herbs (Bountiful Harvests + all five herb types) = 280
  • Max ore (Plethora of ore + all three ore types) = 245
  • Max herb overloading (Overloading the Underground + all four overload types) = 480 points
  • Max ore overloading (Mastering the Mysterious + all four overload types) = 265

It’s as if they assigned the herbalism and mining trees to completely different devs who weren’t discussing points costs at all.

(Also, EZ-Mine nodes need to be deleted forever.)


Profession proc skills - blacksmithing’s Everburning Forge, enchanting’s Supplementary Shattering - need reworking, too, with the changes to multicraft and resourcefulness.


Recipe costs/distribution have needed a rework since day 1, but I’m not sure how that could be fixed this late into the expansion. I did all the calculations in beta, but the Artisan’s Acuity recipe cost burden hits leatherworkers and (I think) blacksmiths the hardest.


And I’m not sure if it could be fixed now, but at the very least, future expansions shouldn’t include q1-3 mats for everything, from base mats to parts/components. Tailoring, engineering, and blacksmithing alone could fill an entire warband bank tab.

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Not related or helpful, but I read that as Profession Battle Pass.