Crafting in World of Warcraft – WotLK (Part 1): AKA a waste of time and Gold

This is a topic that is usually the fuel for one of my long winded rants.  I will attempt to keep it organized and not go off on many tangents.  I have a separate rant for Auction House, even though they are interrelated I will keep the threads as isolated as I can.

Background:

The Past, Day 1 -> The Burning Crusade

Looking back there were several really nice items that could be crafted in this era.   They were all very long and arduous to obtain usually requiring materials out of the raiding instances.  I did not have any level cap characters at this time let alone max skill professions.  Leveling skills through 1-300 which covers this time is still painful and a waste of resources.  The only thing you get for skilling through this hell is several professions is access to the next level of crafting.

The Burning Crusade -> Wrath of the Lich King

It was during the Burning Crusade that I got my first character to 70 or level cap.  The character was my Mage and the guild that I was in did not raid.  We were a leveling guild and most had more than one alt and we had fun.  We ran 5 man dungeons as we could as people leveled and essentially those that climbed to the top went and helped power people through older dungeons.  During this time my Mage was a Miner/JCer, origionally a Miner/Engineer.  I had gone with a Firefly theme for my naming convention and my mage ended up modeled after Kaylee Frye the ships engineer.

However after getting to 70 and having no where to go I started to get burn out while endlessly leveling alts.  This is when I went to Vanguard for about a month because they were promoting a crafting progression system.  It sounded appealing so I checked it out.  Turns out Vanguard has found a new way to bring meaning to the word Grind when it concerns their crafting system.  A theme I will expand upon in the Auction House post is that in Vanguard as in almost every MMO you are screwed if you attempt to make money through crafting.  The only viable and sustainable way to amass generic in-game resources (gold, isk what ever the currency is called) is through gathering and selling everything.  EVE-Online this is not as true but to really get good and able to make any money manufacturing takes months if not a years worth of experience in a separate path other than gathering.

So after coming back to from my brief rest in Vanguard, I gave into all of the advise I had received from other players in my guild and Lissanna.  I dropped engineering and picked up Tailoring.  I then spend the next 1-1.5 months grinding to get to the top of Tailoring and to gather enough resources to make the Spellfire 3 piece set.  This was as good as the first tier of raiding gear and took many times longer to obtain.

Current:

Currently I have a 450 JCer, Enchanter, Black Smith, Alchemist (LoL Transmute Spec) and nearly an Engineer who is at 449.  I have not bothered to make the last few Gnomish Army knives I would need to push it to 450.  I have a few others that are in the 400-435ish range of Leather-working and Tailoring.  This is not counting the gathering professions as my Hunter was 450 in skinning after doing the Nexus quests.

There are several things wrong with profession in this expansion.  Some of the issues come from people over using some of the benefits that were introduced in the Burning Crusade and Blizzard made those profession a new form of torture to skill up.  This is one reason I hate with the heat of over 9000 Suns the top end raiding guilds that have to have every possible min/max bonus so they can possibly get a boss kill before another guild rather than doing the instance another week or 2 for better gear all around.

Now part of me really likes the fact that blizzard nerfed all raid buffs to hell so that one would not need to farm for hours just to get enough consumables for the next week of raiding.  On the other hand it completely and utterly destroyed any chance players could make a reasonable profit from selling crafted items.  I was a bad raider and did not raid with all of the best enchants and buffs when I raided Kara, TK and SSC.  I only did it if we wiped and it looked like we only needed a little more overall.  But the first time or 3 attempting a boss the buffs are a waste.  My opinion was if you need all of those buffs to complete the content then you should not be attempting the content.  Come back in a week or 2 and try again after some gear upgrades.   Now the only consumables usable in raids are a flask and food.  Well that is good for the Flask/Elixer Spec Alchemist and Cooks but is a mighty extended middle finger to all of the other professions.  One time gear enchants and modifications do not occur often enough to make a sustainable economy.

With the length of the set up here I am going to break this into multiple posts.

Posted in World of Warcraft

3 comments on “Crafting in World of Warcraft – WotLK (Part 1): AKA a waste of time and Gold
  1. Chris says:

    You really have to look at leveling to determine useful crafts. These days you actually level so fast that you cannot craft fast enough to counter the leveling and as a result outlevel any useful gear you could make at a given gear level.

    I took a long break from wow, but I started playing in 2005. Back then the high end crafting was a pain and there really wasn’t a reason to be a BS if you wore plate, it was difficult to make anything decent to use while leveling.

    Tailoring and Leatherworking were awesome for leveling though. As long as you fought the appropriate mobs you would get enough cloth or leather for your skillups. You may need to buy an item here or there, or farm for some item, but what you could make at level was usually pretty good (up until the 50s at least). End game there was viturally nothing that you could make that was better than the gear you got from running the instances and raids. Of course at that time the only epics you could get were from Molten Core, or ZG when that came out. They added in two cloth patterns for warlock/priests and one for warlock/mage. The Robe of the Void and the Robe of Winter’s Night(I believe the robe of winter’s night might be blue now, maybe it was then, been a long time)

    Engineering had fun toys, but was used most for good bullets. The bullets you made could be turned in at IF for arrows.

    The only character I routinely played at that time was an herb/alchemist. Raid buff flasks sold well, but in order to get those formulas you had to raid/run instances a lot. I still pretty much have scholomance memorized because I had to run it forever in order to get the major mana potion formula. I think the only flask I ever got was from the Grand Crusader in Stratholme. It was the resistance one, and it did not sell well at all. Oh and you had to be at an alchemy lab to make the flask(s). The only alchemy lab was in scholomance just before Ras Frostwhisper.

    Now it seems that the crafts are more balanced than ever. Blacksmithing has/will have useful patterns to use. Same with leatherworking and tailoring. Engineering provides several quality of life improvements as well as an epic helm. All of the crafting professions provide something in the form of a permenant buff better than can be provided by another profession, and in most cases cheaper.

    I do understand that some of your complaint is more that it is difficult to make money from certain professions, but there is plenty of money to be made from dailies. It is not hard to make money in this game at all between the dailies and one farming profession. If you want two crafting professions that’s fine, just expect to be spending money on them. If you’re upset about having to spend money on professions, well, then your complaint should be directed at the AH. Sadly unless you charge for your labor in game, you’re going to lose money (overall). Some people are ok with that. Happens in real life as well.

  2. Malchome says:

    Thanks for the feedback. I agree with what you are saying that most of the fault lays with the AH and I plan on getting there after I finish all of my thoughts on the crafts themselves. If I tried to do both at the same time like I do when arguing with friends it seems to break down because it goes back and forth so much.

    I think that crafting and such should become profitable. If there was actually a dynamic economy in game where one could make the gold they need by being a using crafting professions it opens up an entirely separate mini-game within the larger context of the game. Raiders are going to Raid regardless. Whether they also become craft masters or just gathers is a different matter.

  3. Chris says:

    I think Blizz has ensured that raiders will be crafters because of the profession only bonuses to crafting are better than the bonuses for gathering. Seriously, Toughness, Lifeblood, and Master of Anatomy I don’t believe are nearly as good as two extra sockets, enchanting your rings, better potions/flasks, better wrist enchant, better shoulder enchant, and better cape enchant that the current crafting professions offer. If anything I think Blizz has ensured that the crafting professions give you better buffs.

    That being said I am still up in the air on Master of Anatomy, 5% crit is good, but I don’t know many class/specs that value crit as high as SP/AP/Str. I believe you get better stuff from the craftered items than 5% crit.

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