I specialized into Darkmoon cards thinking they would be a desirable item for players to want crafted, as in the past players have wanted them for a decent period of time. I’ve purchased cards and tried to sell the crafted item PLUS the Trinket I purchased, for FREE and still don’t get takers to spend their sparks.
Having spent the points in that, and Treatises, I now find myself blocked.
- No one wants Dark Moon Card crafts
- No one wants my Rare quality Cooking Rolling Pin or Alchemy Rod because i can’t do Quality 5, which specialization is locked behind skill 100 Inscription now due to my choices.
- The items i have for skill up are either not wanted and hard to craft due to limited resources Staffs, Darkmoon Decks, but also the Drake armors are way out of reach due to lack of interest or knowledge?
How do i skill up now if I can’t craft epic items because I used my sparks on items for my character, don’t have the mettle to level up? My last idea is to make Rolling Pins for all of my alts, waste their sparks on the crafts, but not sure if that’ll get me to 100.
Treatises are nice, but id really like to experience more of what inscription has to offer without abandoning it and picking it up on another character, as ive invested in armors and reputations to have the recopies i have.
Can this be addressed?
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Even if you get to 100, will something change?
Noone will want darkmoon cards, rolling pins or anything actually apart from treatises which dont require high skill.
And even with reaching 100, you still wont be able to guarantee anything 5*, you will still need inspiration procs, at least for reagents
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So I followed a wowhead guide which was posted by a blue post for Inscription. It said to specialize into Staves.
I have been stuck at 70 skill since the first week of the expansion. Not 1 staff crafted. The sad thing is that crafting the staves are the only thing that can level me up.
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To me it seems all of the professions are limited with the amount of mettle and various ingredients needed to make items that give you a skill point. Not one of my characters has a maxed profession yet other than mining. You just have to keep gathering knowledge until you get something that does give you skill points. Just check the public crafter orders every day and maybe you will get lucky with something. I imagine most people that do professions don’t want to spend their own ingredients as it is so hard to get which leaves those that don’t do professions and won’t have the ingredients or those that just collect materials.
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the consumable weapon runes are things id actually want to craft at a high quality regularly, and try to sell regularly. Thinking ill need to put inscription on another character to fit this need.
@belwe: yeah, im constantly on there! 99% of the time its a Treatise; either some whacko posting one for 1-69 silver or people who post for a real commission
Maybe once the work order limits are changed there will be more? I’ve got characters who could use the staff, so may end up just pumping them up with it.
Last I checked, fauna runes were sold less than mats cost or very slim plus, same with missives. Check prices beforehand
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I’ve just resorted to moving professions around on my alts if I messed them up since theres no way to respec specialization. Inscription is a nightmare.
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It is entirely in good faith that scribes might have assumed Darkmoon decks being competitive coming into 10.0, but the tuning is egregiously outdated and seems to reflect the old way of thinking about the trinkets as starter gear without actually allowing them to occupy that gear space. They each cost a Spark and valuable primal mats, they aren’t embellished gear, they can’t have effects added to them outside of sigils, they’re outshined by most stat stick WQ offerings, and they absolutely fall to pieces at the feet of things like grieftorch. The way forward for fixing Inscription is allowing the crafts to have some actual viability. If the plan was to have the trinkets serve catch-up gear for alts, they should have been introduced as a tack-on in 10.1.
I wish they could address it OP , but it seems the only thing they are willing to do that is lowering the barrier of the next specialization from 100 to 75 and lower if it has more nodes. That is coming next reset with the 10.0.5 patch.
They really skunked up professions. I love the spec idea, but implementation blows chunks.
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I’m looking forward to the reduction to 75. That will allow some mobility, for sure. It should’ve arrived as a hotfix before 10.0.5, though. Though, admittedly, they did say that they didn’t want to make dramatic changes until things had settled. I’m just not 100% sure they understand the gravity of what the profession system “settling” actually means. The late mobility will allow us to sidestep into crafting more items that are undertuned or overserved in the economy without granting skill-ups - rejoice!
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To be honest, their foresight is really lacking and has been since forever. But it’s nice that they are doing changes quicker BUT that doesn’t excuse things should of been looked at seriously in testing. Too much of it feels like we were given a half-done product that has us testing it constantly.
I get small iterations when it launches but these big changes means they really should do better when testing their core features.
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To be honest, I don’t always mind when they give us faster implementation at the cost of testing, but I certainly mind when we have to wait on changes because devs want to See How Things Will Work Out, the whole, “We want to wait for things to settle before making big changes,” a la their post about professions with the community council. There’s a big difference between implementing and then fixing a rushed system with due diligence versus implementing an incomplete system expressly to indulge in free playerbase QA while planning for what’s next in the roadmap. This is all well and good for beta cycles where there’s a pretense of players knowing they’re testing and waiting for new iteration; it’s craaazy-unacceptable for any live game with a monthly subscription.
And my current perspective is that of an Assassination rogue spec’d into Inscription and Alchemy now waiting for 10.0.5 for things to be (sort of) equitable and fair in a way that should’ve been hotfixed in weeks ago. The holidays affect that expectation, obviously, but not by much because the opportunity loss is palpable. Are they actually that much faster with player-positive fixes this xpack? I’m not so sold on that.
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I mostly craft for myself and I’ve never found the darkmoon decks all that useful so I went with contracts and missives, which usually are. Tonight I decided to try crafting one for an alt and spent two hours researching, crafting and fishing before deciding it wasn’t worth the effort. Ridiculous paper chases like this remind me how much time I’m wasting on a video game.
It’s sad, really. This is my favorite expansion of the 3.1 I’ve played but I find myself logging in, opening my map, and logging out to do something less tedious.
I get that the grind is part of the shtick and it’s also meant to pace the players and encourage more time in game but if they push it too far it merely encourages more time in someone else’s game.
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I have all my alts up near 50+ in their professions, gathering a little more, the only max I have right now is fishing. I went from 1 to 100 in fishing and ended up with 35 of the green fish and 1 silver coin. I did get a gold coin a few casts after I hit 100 but no recipe from the turn in. I got the sunglasses.
I have 1 of each profession on each faction with some carry over like 2 tailors and too many engineers. For the armorers I chose whichever armor specialization I thought would get the most use. Any second or non armor professions I specialized in profession boost items since I mostly craft for myself as well. I went towards mat savings on engineers after the 1st.
To the OP. I had every glyph but one, it was a lot of work but I would always have the ability to make those glyphs for my alts and, it’s a small server and people knew to ask me if they were having trouble finding glyphs. I only have 1 on each faction, they both specialized by the above rules. When they removed glyphs they removed our purpose, haven’t been happy with inscription since.
In next weeks patch the profession levels to access the skill trees changes.
For four trees the last two trees become available at 60 and 75.
For three trees the last tree becomes available at 75.
This at least makes things easier to access all trees.
I have all professions across my main and alts.
Most are above 75 except inscription and blacksmithing. I know the route for blacksmithing just need to put more skills into the alloys before I make them. Inscription is hard because there’s no easy route to get from 65 to 75. From 65 I have made the two profession items (2 levels) and 5 of the cooking tool to get to 72. ill probably make 3 more of the cooking tool just to get to 75 and access the final tree next week.
Of the other professions herbalism, mining and skinning get to 100 easily. Alchemy gets to 100 through research. Jewelcrafting and enchanting are relatively easy to get to high levels though the last levels may be costly. The three armor professions all have pathways above 65 to get to 75 - though this may require rep farming for recipes. Inscription is the one that seems much harder to get to 75 with no really obvious pathway. My leatherworker is now 100 thanks to work orders from alts. Im dreading having to do that from all my alts for the other professions where the only pathway is work orders from alts - particularly in inscription again because staves require 2 sparks.
It really is a messy and fiddly system.
I have a few profs at 100 but decided not to pursue maxing everything because of the rep grind. Last night I phialed perception on my fishing-maxed toon and just got fish and trash.
An odd thing with gathering is toon variability. I can log into a toon maxed with herbalism, pop a phial, and see nothing much to gather. Switch to another, lower level toon on the same realm and see nodes everywhere.
I thought the richer, more complex system would be fun since it requires some research and planning but the rep grind and volume of materials needed kill the fun if you juggle more than one toon.
Maybe I’m just getting tired of the game. I feel like a geriatric bingo player going through the motions out of sheer habit.
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Yea nobody seems to want them. I’m in the same boat. I’m starting to get a few craft requests from guildies, but they’re few and far between. Everybody wants that Lariat because it’s so strong, but the staff is apparently uninteresting to people.
The profession system just doesn’t seem to be well thought out. It starts off super strong but quickly tapers off as you find that your ability to progress is in the hands of others who don’t actually want your stuff.
Honestly, I prefer the old system. It lacked the depth but at least it was a small time investment and served its purpose. This system doesn’t feel like it had an appropriate amount of playtesting to get feedback on it.