While the Cataclysm updates to many of the professions are still deep in development, we wanted to share some of the work that's been going on, as well as a high-level look at any lessons learned or changes to their underlyingchristian louboutin philosophies during the design process. Please be aware that not all professions have the same extent of information available right now, but each is receiving the same love and attention as the next.
General
Perks will continue to exist across all professions, and will upgraded appropriately.
Blacksmithing, Leatherworking, and Tailoring
Many of the green (and possibly some blue) items made during the process of leveling these professions will contain random stats. In most examples, two stats on these items will be set, and two will be random. The idea with these items is to mix up the skill leveling items so you're not just, for example, creating 10 pairs of boots that are all exactly the same.
Superior-quality items that require more materials than other recipes in the same skill range provide multiple skill-ups. For example, if a recipe takes three times the reagents, it will give you three skill-ups.
We didn't feel like we were getting much flexibility from specializations, so they have been removed for all three of these professions. The intent was to help people diversify their profession to feel different from that of other players, but through other professions we've found systems that work better to this end, such as simply making recipes available that you can earn over time.
To follow up the previous change, all items that required a specialization are now useable by anyone.
Tailoring the high-end Cataclysm items will center around a single cloth type that can be crafted through five different recipes -- each with their own material components and a long cooldown.
All three professions will createchristian their starter sets of PVP gear, which will be upgraded with new recipes every season. In general, these are meant to keep pace as an entry-level PvP set below whatever the current Hero Point set is.
Alchemy
New elixirs will be about 75% as strong as flasks. So you can get more total stat points with two elixirs, but flasks will still be the best at giving you a single offensive or defensive stat.
New unique material used by nearly all high-level recipes will be created by alchemists on a one-day cooldown.
New Mysterious Potion created with common materials restores health and mana in a massively random range, as well as sometimes granting the benefit of another potion. The health and mana range is from 1-20,000 and is able to crit. The minimum amount restored, however, is scaled upwards by the Alchemy skill, making it a great choice for alchemists to keep for themselves.
All potions and elixirs now use the same basic vial type. Flasks still use a fancy vial.
New Alchemist Stone.
Enchanting
In general, material component costs for most recipes are more moderate in how much they require, while the highest-end recipes will still require large quantities. The goal of this change is to make the leveling recipes more consistent and not create unintended roadblocks in getting to the higher skill levels.
Engineering
Engineering is still being designed, but expect new unpredictablewow gadgets to use on yourself or enemies. Toys, explosives, and even a new vanity pet or two. Oh, and powerful mechanical bows and crossbows in addition to guns.
In general, we want Engineering to remain a tradeskill mainly focused on creating fun or useful gadgets for the engineer, but we are exploring options for items that can be sold to other players for profit.