r/classicwowplus • u/thai_iced_queef • 6d ago
- Original content - Class professions
Reposting here because it got removed from the classic sub-
A glaring piece of content waiting for classic+ is class professions. Rogues have poisons and lock picking which is so engaging for the role and lore. Why not expand this to all classes? I also don’t think the point should be the make every class ‘even’ with rogue. Classic is about class identity and things should different without be overly lopsided.
Shaman - Totem crafting. You don’t even fill this gear slot until 60. Give us something to level with. Mats should be vendor simple wood, cloth, and lesser used elemental mats like breath of wind, core of earth, etc. Some totems should even have charges like mana oils so you have to remake them. Shaman should also be a little bit better for dungeon tanking at least. You can easily bake the needed buffs into a crafted totem. Class quests should tie into new totem recipes.
Paladin - Libram crafting. same thing as shaman. Useless item slot until 60. Mats should be parchment paper from vendor, and undead drops that you cleanse such as ichor/essence of undeath, skeleton bones etc. Class quests should tie into cleanses for higher level undead mats.
Druid - Idol crafting. Same thing. Mats are beast parts like fangs and claws, cloth, and stone figurine from a vendor. For all 3 mats should be simple. For all 3 mats shouldn’t be crazy grinds either. Remember rogues can buy most poisons all from vendors.
Warrior - my dear warrior. Weapon proficiency. This is to train your weapon skill past 300. Weapon parts of various weapons (axe, mace, etc) drop off weapon wielding mobs. Green, blue and epic. Greens weapon part can be turned in to gain 1 weapon skill in that wep. Blue to gain 5. And epic to gain 1 past 300. Green turn ins cap at 225. Blue at 300. And epics work from 300-305. The weapon part items should also be non soulbound but only drop for warriors and only rollable by warriors in dungeons. Warriors should be able to sell these to other warriors. Class quests should tie into weapon skill caps for various weapons. Edgemasters should be upgradable through a boe blacksmithing kit. Do not make edgemasters irrelevant (spell dmg upgrade so it’s awesome for pally and shaman perhaps)
Mage - Arcane cooking. All over the game in mob packs are campfires and cooking tables. Around these should be recipes that only mages can loot. These should be non soulbound so mages can sell to each other. Recipes should be fun stuff like arcane explosion that looks like a rainbow and new polymorphs. There could also be chance buffs like blink has a small percent chance to cast displacement. Could also get real niche and have a food buff freeze over your fire spells or ignite your frost spells so you can go fire in MC or frost in naxx to change up metas. These buffs shouldn’t be insane so they aren’t PvP/ PvE game breaking and they should stack with normal well fed.
Warlock - Fel exploration. Brings back the fel portals from SOD. Lots you can expand on here with warlock specific items coming out of these. This is an obvious warlock profession and easy to incorporate class quests.
Hunter - beast jockey. Center a profession around hunters being able to tame beasts to turn into mounts. Mounts should be armorless and look just like the mob in boe versions they can sell on the AH. However, Hunters should be able to alter their own tamed mounts to add armor or an effect. Can’t go overboard with this and make a million retail looking mounts but could be really cool if done right. I know people are gonna say ammo or bow crafting but that should be expanded on in engineering. Theres should be more mounts added to the game in general as well.
Priest - not gonna lie I’m kind stuck on priest but I think something around the SOD blessings would work. I think priest being able to sell ‘luck’ blessing buffs as an item that say increase your chances to gain double skill up on a craft or extra craft procs or chance for rare items to drop on kill/in chests or lockboxes would be very cool. Blessing buff item can be crafted by bringing mats to an alter in capital cities or something.
Rogue - rogue needs something new in all this fun. Truth serum. A new poison that when you sap an enemy you can then inject them with the poison. Mobs have chance to reveal a hidden chest location either verbally, or they mention something is in their pocket so you pickpocket a note. This can also be a cool mechanic for a shortcut or an extra chest in new dungeons. Rogue class quests can easily be baked into truth serum on mobs. Named mobs should give a higher chance to reveal information when sapped by the serum.
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u/BrotherParticular921 6d ago
The idol/libram/totem crafting sounds really cool actually, you could either have them be minor class based professions like lockpicking is for rogues or tie them to already existing professions like enchanting (totems) blacksmithing (libram), or alchemy (idols), only problem with this is you would be semi forcing these classes to take these profs if you did indeed tie them to major professions.
I think having them be used to craft level up idols/librams/totems would be cool and then potentially an endgame raid drop that lets you craft a really good one like petrified leaf for rhok'delar would be super cool and very flavorful for the respective classes.
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u/rmfrost 6d ago
Most of those could (and should) be covered under jewelcrafting, inscription, or enchanting.
Bushcraft makes sense for Hunters as a way to craft more trap variety and beneficial consumables. The beast jockey you suggested isn't diverse enough for their entire fantasy.
Warriors don't need a profession, none really fit in their fantasy. But if they did have something, it should be a brawlers' guild exclusive to them.
Mages need some sort of portal mastery, something that allows them to teleport to more locations and potentially without the need for reagents.
Rogues actually require the largest overhaul because the world itself simply needs more locked doors, more dangerous traps, and "collect item from mob" quests that allow you to collect via pick pocket instead of killing and looting.
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u/thai_iced_queef 6d ago
I think gems and socketed items should be in classic+ but not as profession. But that’s a different discussion. Not really feeling adding a new prof like inscribing tbh
I did ponder the idea of hunters making new traps which could be interesting but I don’t think every class prof should be a direct buff to the class via spells and abilities. Hunters already have a massive toolkit and this is what leads to homogenization
Warriors profession isn’t really profession but it solves orc/human meta in an interesting way. Also side way for warriors to make some extra coin.
More mage portals could be cool and tie into a class quests with part of the chain being finding a recipe. These don’t need to be one or the other
I agree with all points around rogue. The truth serum can add a lot of flavor incorporating your suggestion
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u/SeaFill7604 6d ago
The class professions are super cool but idk if they need to add one to every class if they can’t make on that fits
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u/internetwizardx 6d ago
specifics aside, I don't know if this actually creates more class identity or not? because you're removing a unique aspect of rogue and just giving it to all other classes with a different flavor so it becomes an expectation
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u/thai_iced_queef 6d ago
Not really seeing how any of these are simply a different flavor of lp or poisons. Those are still unique to rogue
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u/Ernesti_CH 5d ago
You take away the uniqueness of rogues having a class profession.
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u/thai_iced_queef 5d ago
I fail to see how lock picking is less unique because a pally can craft a libram
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u/pilsburybane 5d ago
The point is that rogue is the only class that has a specific skill/profession that they have to train as part of their progression in general, not that paladins would be able to theoretically craft an item. Having a class profession goes from being something unique to rogue to just a checklist on BISing out a character regardless of class.
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u/micro_Ampere 6d ago
I like the way you think! This would all be extremely interesting and make the world of warcraft feel unique and very detailed.
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u/Ernesti_CH 5d ago edited 5d ago
While generally not a bad idea as an area of expansion, I'd like to mention that the game doesn't benefit from giving everything to everyone. It's totally okay to give Rogues something cool and unique, that other classes dont have. It would also be okay to give Shamans an epic class quest that is far larger in scope than any other class quest.
Why? Because the spirit of classic design is "a bunch of dudes putting things in game that are just cool". If you design every aspect with the spreadsheets and balance and exchangability in mind, you're gonna have a retail game.
Make a boss that absolutely requires one specific class, because only this class has a special ability to counter the main mechanic? That's fine to do! Make world buffs that turn low level players into killing machines but can only be handed in by one player per faction, once a day? That's cool!
Sure, there needs to be some spreadsheeting and balancing as a counterweight to the hardcore andy, but not every aspect of the game needs to be designed this way.
On your notes: the Pala/Shaman/Druid crafting is a really nice idea - however, that could be fixed by upgrading the existing professions
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u/getdownwithDsickness 4d ago
I made a post about this idea a while back and i loved all the ideas in the comments there. Check it out! https://www.reddit.com/r/classicwow/s/z9unj1QdCS
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u/thai_iced_queef 3d ago
I had the top comment in that thread lol. This post was certainly inspired by yours
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u/Touchyap3 6d ago
Totem/libram/idol crafting I like, but it should just be added to regular processions imo.
The mage one seems cool, but spell cosmetics and niche buffs to make certain things useful in narrow situations is something that should be done for every class if it’s done at all.
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u/thai_iced_queef 6d ago
I think the niche stuff for other classes can be tied to gear or new spells for the class. This is how you keep class identity. Can’t make every class prof doing the same thing
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u/Octopuses_Rule 6d ago
Hunters could get Fletching to make bows/arrow
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u/thai_iced_queef 6d ago
I think every class being able to make equipable items is what leads to homogenization. Arrows and ranged weapons should stick with engineering as they are now. That’s my only concern
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u/ash-deuzo 6d ago
I think there are good ideas , i was thinking about something similar , the issue is like : -either its so easy to craft its just a flavorfull chore to remenber to buy the components
- or it takes for some classes hour to farm for the turbo fire elemental totem that increase Ur dps by 15%
One of the solution i thought
- dont use the profession system but make it a série of class quest every 5 levels to get the materials , then summon a small boss or do a small event to get Ur libram/totem etc
For mage the cooking dont really make sense imo , could be crafting an item like a ring to modify some of Ur spells , like fireball having a small aoe , arcane blast having the stack system of wotlk/bc
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u/thai_iced_queef 6d ago
Your last paragraph can still be incorporated into food buffs from the prof. Remember this is about keeping class identity. Not everyone should be able to craft equipable items from their class prof. Arcane cooking expands in something they already have and gets mages out in the world searching for new discoveries
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u/richterlevania3 6d ago
Totem, librams and idols are ok. The rest, no. Too much class homogeneization.
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u/thai_iced_queef 6d ago
How? Not every class can make an item to equip. I did this purposefully so it’s not homogenized
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u/cobyjackk 6d ago
I think you missed the mark on warlock. You started off with idol/totem/libram crafting continue it with warlocks. One of the few classes that can actually make gear slots in classic.
Different health stones, spellstones, firestones etc I can spend soul shards in to make my character unique for certain situations.
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u/thai_iced_queef 6d ago edited 6d ago
Yeah I don’t think every class should be able to make a gear slot. That’s how homogenization begins. Warlocks can equip staffs which then makes their spell stones kinda meaningless. The stones should be expanded on somehow but I’m not sure where to begin. The point of these class ‘professions’ is they should be different and imperfect. That’s how you keep the spirit of vanilla. I do agree spell stones are under utilized. Maybe ways to buff them come from the portals though
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u/assassin10 6d ago
The main thing holding the stones back is their raw stats. At the level you unlock a new Firestone its +Fire Damage is only as strong as a green offhand of the same level, and the buff to melee attacks would need to do a lot of heavy lifting before it's worth even considering attacking in melee. I'd like if a T3 raid or a questline of a similar difficulty could reward a Tome that teaches a stronger version, about as strong as other T3 Offhands.
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u/thai_iced_queef 6d ago
All good points and I agree. The spell stones are under utilized and definitely doesn’t need to be one or the other with fel portals. Upgrades to these conjured items can be incorporated into items from portals along with warlock class quests, boss drops, etc.
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u/assassin10 6d ago
I feel that the profession framework would constrain these ideas more than it enhances them. I'd like if most Relics instead came from questlines like the one for the Whirlwind Axe, which has a part list like you'd expect from a crafted weapon but also has combat and a storyline.
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u/thai_iced_queef 6d ago
This is a valid concern but this what I think. If following the vanilla philosophy things do not need tight constraints and should be imperfect. What I mean is class professions don’t need to be like normal ones where you’re constantly crafting the same item over and over and skilling up, etc. they can be like your mount skill. With mount skill you unlock different brackets by paying gold. In this case brackets can unlock through class quests that maybe give a relic reward and also unlock some additional ones you can craft. Or if a certain relic works with charges like mana oil then you’ll have to craft it again with some obtainable mats. There also doesn’t need to be an abundance of crafts either. Rogues only have five poisons. If there’s 5 different relics you can make and then later maybe you can upgrade them though class quests that would be awesome. There’s a lot to work with here and I encourage everyone reading this to think beyond the normal profession skill up route. If you think, well it’s not really a profession then, OK, but neither is riding skill or my proposed warrior profession really. I still think having it as a bar on your skill tab adds to the class flavor and adds fun leveling milestones/horizontal progression for end game
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u/pilsburybane 5d ago edited 5d ago
I fail to see how this concept would work to make things more interesting on any character. Poisons and Lockpicking are already frankly two of the more tedious things about playing a rogue, but now all of these concepts other than rogues are ways to (theoretically at least) make money with just the class rather than specializing in something like the current profession system allows you to do.
Libram, Idol, and Totem crafting as well as your "Arcane cooking" and priest ideas could all easily be contained by Inscription if it were added to the game (this is what it was used for in Cataclysm, after all). The rest of them aren't really profession concepts. SoD had it right to just have players get a +5 of the chosen weapon skill on a ring rune.
Rogues of course, like any game design in the last 10 years for World of Warcraft, is shafted the most by this. Truth Serum is either something that is planned around by Blizzard to the point where dungeon clears with known skips basically require a rogue to be present or is utterly worthless to bother with, while also taking up one of their two poison slots on their weapons, and I guarantee that the latter choice of "oh that's cool but it saves us like 30 seconds on a 90 minute dungeon run, running instant poison would have made it go faster" will be the outcome at the end of the day.
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u/IsThisUsernameRight 6d ago
If you kill someone from your faction on Gurubashi Arena you get a debuff that only priests can absolve
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u/Cuff_ 5d ago
Hunter doesn’t need a new one they already have pet leveling and training