DK defensive stats in 6.0

I don't have any relevant photos for "talking mostly to myself about tanking stats," so have a picture of my tiny undead cat, Ras Frostwhisker.

Obviously DKs are losing dodge and parry as stats on gear, just like everyone else. In return all the formerly 'offensive' stats will have a defensive value. We're also getting a new one, bonus armor. But what do the others do (right now, in the first draft of the alpha, all things subject to change, warranty not included, void where prohibited)?

  • Armor: Does what it says on the tin. The devs are "looking into giving this an offensive value for tanks" but nothing specific yet.
  • Mastery: Mastery: Bloody Shields. Pretty much exactly like the live version, it creates shields. It also gives 1% attack power for 1% mastery. Sadly it will be harder to strictly stack mastery in 6.0 with the loss of reforging and paring down of gems and enchants, but them's the breaks.
  • Readiness: Readiness: Blood. Lowers the cooldown of Anti-magic Shell, Icebound Fortitude, Dancing Rune Weapon, Vampiric Blood, Bone Shield, and - my favorite - Outbreak. This list is not final.
  • Crit: Riposte. The Mists version was not exactly compelling - useless defensively, basically there to prop up our flagging DPS. In Warlords, getting a crit with auto-attacks or Rune Strike gives a 100% chance to Parry until you've parried an attack (stacks to two).
  • Haste: Haste will continue to increase rune regen rate, as usual, allowing for more Death Strikes and Rune Taps. It will also increase our attack speed marginally, which ties in nicely with...
  • Multistrike: The redesigned Scent of Blood procs off of autoattack multistrikes; presumably to make up for the fact we'll be seeing a lot less of it (or not seeing it at all early on), it yields an additional 20 Runic Power per stack instead of 10.

I'm not saying it was trolls, but, it was trolls

me: really hope the lady troll model update fixes the fact that they clearly have no idea how to hold a frickin' sword

jibbi: or have more than 3 polygons in their feet.

me: my fingers are 1 polygon apiece, no wonder I can't hold anything

jibbi: 10 bucks says we still dont blink

me: blinking is for amateurs

me: at this point I halfway want them to write a canon reason that lady trolls don't blink. (second protective invisible eyelid)

jibbi: to fight weeping angels

me: we're the only reason Azeroth isn't overrun yet. good job, team

jibbi: our males are also good at fighting medusas, they are below the line of their gaze

me: for added defense they hunch over and stare at the ground, it's foolproof really

jibbi: no one knows it but the trolls are the entire reason the whole planet has not been turned to stone

me: trolls, azeroth's secret saviors

cory: I'm sure the Titans planned it that way.

me: 

10 points

The end of an expansion always seem to be when I find myself faffing about completing achievements, sometimes ones that have lain half-finished for years.

Food!

In the course of working on The Cataclysmic Gourmet and Cataclysmically Delicious (both still in progress), I ended up getting 200 recipes.

Onward to Ironpaw Chef, I guess!

Fish tales

I also did a lot of fishing. A lot more than usual, anyway (where "the usual" is "none").

lot of fishing.

I even fished up Mr. Pinchy's Magical Crawdad Box, netting the pet on the first try. 

Proving yourself

On my DK, I also knocked out Proving Grounds (tanking) Bronze, Silver, and Gold. I hadn't actually tried the tank ones before, as my DK had only been in there to do the bronze and silver DPS ones so that I could get You're Doing It Wrong. I haven't tried the endless tank challenge yet, but I did not find endless damage especially compelling or fun, so I don't have high hopes for endless tank.

But hey, at least I'm ready for heroics in Warlords.

Missed it by that much

I've also started working on Shadowmourne again. It's been interesting - I've been working on it on and off since ICC was actually current content - I tanked with Shadow's Edge for most of the tier, in fact - but since we never did 25s, I was never able to get past Unholy Infusion, and it sort of slipped to the back of my mind. (It didn't help that somewhere in faction and server transfers my progress got reset back to reaping souls again, but at least it's 50 instead of 1000 now - you can get 47 before you get to Marrowgar if you kill everything.)

After a mishap where I pulled in a friend and then couldn't get Unholy Infusion to work (I had managed to forget I was on 10-player, not 25-player, whoops), I then tried to get Blood Infusion done and... messed that up too. It's so finicky! And the mechanics for who she bites first don't seem to work the same anymore; I was second on threat but she definitely bit the blood mirror off-tank instead. Oh well.

But that's still in progress, and then it's just a matter of farming. I also need to get back to farming Molten Core, as I have a Sulfuron Hammer just sitting around taking up space...

Low-hanging fruit

  • Serious Skills to Pay the Bills. Fishing 600. Cooking 600. First Aid 600. Archaeology 209. That's an afternoon's worth of work, tops.
  • The Limnologist. I just need two, and one of them is a Fangtooth Herring, which is as simple as going out to Howling Fjord to fish one up. Unfortunately, the other is a Goldenscale Vendorfish, which can be fished approximately anywhere in Outland at a very crappy catch rate. Lots of folks have reported luck with Steam Pump Flotsam, Brackish Mixed Schools, or Highland Mixed Schools - no dice here. (That's actually how I caught Mister Pinchy - trying to get a Goldenscale Vendorfish). I've been doing the cooking dailies in Shattrath for The Rokk, though, as there's a 4% chance of a Goldenscale Vendorfish in his Barrel of Fish, and that's confirmed to count as fishing one up.
  • Now I Am the Master.  Just requires persistence, that's all. Nomi's on dried needle mushrooms for another couple days or so.
  • 45 Exalted Reputations. Zulfon's revered with a lot of factions. One of them is the Black Prince, so that's 44. After that, I guess I can start knocking out old Outland reps...
  • Rookie Pet Mob and Pro Pet Mob. 24 pets away and 23 pets away, respectively. Probably among the more achievable pet battle achievements; I'd like to get the Safari achievements too, but the idea of camping for the Minfernal and the Baby Ape kind of make me want to stab my eyes out.
  • Raiding With Leashes II: Attunement Edition. Just two to go: the Netherspace Abyssal and Coilfang Strider. Naturally, the two most annoying ones ... I'm more likely to buy these if I see a good deal on them, honestly. At least you can skip straight to Lady Vashj, and I don't have any problems soloing her... but soloing Chess to get to Prince is never fun.

Keeping busy

There's never really a shortage of small goals for me to work on... but this morning, while tending to Sunsong Ranch, I found myself thinking, I really wish this was my Garrison instead. It's hard for me to admit but this drought of Warlords news is driving me nuts.

I don't know why there's been a communication breakdown (the double-digit-length infodump turned into a very vague post about stats and a less vague post about healing and ... that's it?) but for an info junkie like me, this is hell. It's probably a good thing I have achievements to keep me occupied.

/played

This weekend, Cynwise posted his list of alts organized by /played. I was curious, so I went to find out my own /played, and then since I'm a nerd I made it into a spreadsheet and then a chart.

Observations:

  • This shook out more or less exactly how I thought it would. My time in Wrath was the longest time I played overall (missing only the Trial of the Crusader patch), and I've continued to spend a lot of time on Zulfon at the end of expansions.
  • Outside of that, my other mains continue to have the largest chunks of time spent on them: my shaman (Mists) and warlock (BC) are both way up there. 
  • My paladin and monk are at almost the same /played, and are in the same situation: I mained them at the beginning of an expansion then stopped for one reason or another (the paladin because I quit playing for the first third of Cata, the monk because I didn't like healing and Windwalker was undertuned at the time).
  • The only reason my priest has as large a chunk of time as he does is that he was my Herald of the Titans alt. On the other hand, I don't know why my mage has as much /played as she does: she was a scroll of resurrection alt.
  • Every alt except my banker has at least 1 day of play time. (My banker isn't on this chart. His sliver was nearly invisible.)

Money for nothing* and your bags for free

*Disclaimer: no money is actually provided with this post.

If you're like me or, even worse, like Rades, with an addiction to transmog and possibly with multiple sets of gear, you know bag space is at a premium in World of Warcraft. There's even more issues if you're leveling an alt: odds are good you probably didn't do much beyond buy four Netherweave Bags on their way from 1-90. (I'm guessing this is a the story for a lot of people, since Netherweave Bags tend to sell in fours.) Maybe your pockets are overflowing with toys and you're gritting your teeth waiting on that toy collection window in Warlords of Draenor - but who knows how far off that is?

So what's a space-pressed collector to do? You could shell out money or 12 days worth of cooldowns for Royal Satchels (and, eventually, that's what you probably should do), but you need to put stuff somewhere now and maybe you don't have a lot of gold or a lot of cloth (or access to a tailor). For now, we've got 11 bag slots to fill, so let's maximize them -- without spending any gold.

(Note: unless mentioned, all of these bags are unique. The Grummlepack actually isn't, but you don't have the opportunity to pick up more than 1 since it's a quest reward, so it may as well be.)

24 Slot Bags

  • Grummlepack. You get one of these while questing through Kun-Lai, and you don't have to do that much in the zone - finish enough quests in Binan Village that you get sent to your faction's camp (Eastwind Rest or Westwind Rest), then finish the quests there so that you get Lorewalker Cho's missive to go to Onekeg. You don't actually need to do any of the quests in Onekeg, you just need to escort the grummles to Burlap Waystation and then help them out there. The quest that actually rewards this free-of-charge 24-slot bag is No Pack Left Behind.
  • Tattered Hexcloth Bag. This is a reward from The Hex Lord's Fetish, available inside Zul'aman from Witch Doctor T'wansi. If you're not a great soloer or aren't very geared, you may want to get a friend - the 85 Zul'roics are pretty easy for folks in Throne of Thunder or later gear, but you might struggle if you're still wearing quest greens or just don't have a lot of survivability tools.
  • Kor'kron Supply Satchel. Be prepared to grind a lot; this bag first appeared during the Darkspear Revolutionary war effort weekly quest, but even in 5.4 it still drops from workers in the Barrens.

22 Slot Bags

  • Dragon Hide Bag. Black dragons have this weird fetish for carrying around bags made of their own hide, and Sartharion is no exception. (Or else we're all secretly very fast bagmakers.) The Dragon Hide Bag drops on 10 and 25-person difficulty of the Obsidian Sanctum; if you're geared, you can probably take out the trash and then bumrush Sartharion to earn yourself a mount too. If not, you may want to take it slow and steady.
  • Enlarged Onyxia Hide Backpack. See? Dragons, man. As you can probably guess from the name, the Enlarged Onyxia Hide Backpack drops from Onyxia, on 10 or 25, and if you're farming the mount like a lot of people are, you'll probably run across this eventually.
  • Papa's Brand New Bag. This is one of two bags dropped by Bronjahm, the first boss of Forge of Souls, on both difficulties. Neither one is a guaranteed drop, and the 22-slot is much rarer, but since it can drop on normal and he doesn't take that long to get to, it's pretty easy to farm.

20 Slot Bags

  • Papa's New Bag. Much like Papa's Brand New Bag, Papa's New Bag drops from Bronjahm on both difficulties. It's a much more common drop.
  • Pit Lord's Satchel. Dropped by Magtheridon in Magtheridon's Lair (of course) in Hellfire Peninsula. He's easy enough to kill these days, even in greens and a smattering of Timeless Isle gear, by ignoring all the mechanics and just burning him down.
  • Sun Touched Satchel. Any of the trash in Magister's Terrace, on normal or heroic, can drop this. It's a pretty rare drop rate, but it does give you an excuse to punch all the trash in the face instead of skipping it.

18 Slot Bags

  • Halaani Bag. It's technically free: it doesn't cost you any money. It does, however, cost you 8 Halaa Research Tokens, which requires 80 Oshu'gun Crystal Powder Sample, which drop from anything in Nagrand. Oh, and your faction has to control Halaa.
  • Jack-o'-Lantern. Okay, now we're really stretching. These only drop during Hallow's Eve, and can drop from seemingly anything over level 60. On the plus side... they're not unique? I usually find about 1 per year while going about my business, but farming these during the holiday sounds like a recipe for madness.

16 Slot Bags

  • Seriously, you should probably just buy Netherweave Bags if you get to this point. But don't say I never did anything for you; you can actually pick up two bags for the mere cost of 50 honor apiece from the Alterac Valley quartermaster in the Arathi Highlands, Gnoll Skin Bandolier and the Harpy Hide Quiver. There's a catch though: these are only available to the Alliance. (Obvious Blizzard Alliance bias, grumble grumble.)
  • For the cost of a single Darkmoon Ticket, even the Faire can net you a Darkmoon Storage Box.
  • Additionally, for each city reputation you get to revered (that's Orgrimmar, Darkspear Trolls, Bilgewater Cartel, Undercity, Thunder Bluff, Huojin Pandaren, and Silvermoon City for the Horde; Stormwind, Ironforge, Gilneas, Gnomeregan, Darnassus, Tushui Pandaren, and Exodar for the Alliance), you can buy a 16-slot bag (for example, Silvermoon Satchel) from the vendors who sell you tabards for each city - for the whopping cost of 2 gold minus faction discount. Not free, but close enough.

An axe by any other name chops as many heads

Now that the dust from Blizzcon and the announcement of Warlords of Draenor has settled, Blizzard has posted a clarification of the gearing changes in Warlords of Draenor raids.

Most of the changes are nicely summarized by a post on Wowhead, but the part I'd like to look at is this:

However, our current thought it to keep primary stats on weapons so that they continue to feel iconic and special. Many of the items will have Stamina as well.

Iconic? Special? I just want a new weapon.

First off, the "iconic" and "special" tags are already out the window because melee continues to be the only case where this artificial divide exists. For casters, there's already no concept of a "shaman weapon" or a "priest weapon" apart from the weapon type - it's all Intellect all the way down.

Secondly, melee classes and (I think) hunters are highly dependent on weapons. For casters, yeah, they're nice, but wands and staves and what have you are stat-sticks. Tanks can use them to generate more threat and that's always great. Melee and hunters need weapons to do their job. The problem is, the artificial divide between Agility weapons and Strength weapons isn't iconic: it's a pain in the ass.

Unfortunately, this isn't perfect: it doesn't help non-Combat rogues, who depend on dagger drops, and hunters, who depend on ranged weapons.

But let's look at Siege of Orgrimmar.

Siege of Orgrimmar

Now, I cannot tell a lie: I got extremely lucky in Siege and scored two two weapons at once very early in the raid tier. This is the only time this has happened in the history of the raid. And it's a damn good thing too, because we haven't seen a single one-handed agility weapon since.

Considering this raid has 14 bosses in a row, you'd think the weapon distribution would be a little less awful.

  • Siege of Orgrimmar contains five one-handed non-dagger agility weapons (1 sword, 2 axes, 1 mace, 1 fist weapon), which drop from the 2nd, 6th, 10th, 13th, and 14th bosses.
  • It also contains four agility non-bow two-handed weapons (2 staves, 2 polearms, from the 1st, 9th, and 14th bosses).
  • Siege of Orgrimmar contains five one-handed strength weapons (1 axe, 1 mace, 3 swords, from the 3rd, 6th, 9th, 12th, and 14th bosses), plus 2 of which are unarguably for tanks.
  • It also contains five two-handed strength weapons (2 axes, 1 mace, 1 polearm, 1 sword, from the 4th, 8th, 11th, and 14th bosses).

This situation can create a weapon scarcity problem if your raid has issues with bosses: for instance, if you were still progressing on Nazgrim, that means your ret paladin was getting a mere one chance to upgrade his weapon, since he can't use the Immerseus polearm; similarly, bear tanks and cat druids better hope your raid moves fast or their drop luck is good, because their only shot at a weapon before Malkorok is from the very first boss.

Wouldn't it just make more sense to get rid of some of these divides? We're already going to see a little more competition for armor - I personally believe a little more competition for weapons while doing away with this divide would be a huge boon in the end.

The new weapon paradigm; Or, we're getting rid of int plate and int mail, so let's finish the job.

My advice: drop the silly insistence on artificially dividing melee weapons by agility versus strength. Either apply the same switching technology as armor, or let weapons just add attack power.

Instead of a weapon situation that looks like this:

Weapon Type Classes
Agility 1H Axe/Mace Rogues, Monks, Shamans
Agility 1H Sword Rogues, Monks
Agility Fist Weapon Rogues, Monks, Shamans
Agility 2H Mace Druids
Agility Polearm/Staff Druids, Monks
Strength 1H Axe/Mace/Sword Warriors, Death Knights
Strength 2H Axe/Mace/Sword Warriors, Death Knights, Paladins
Strength Polearm Warriors, Death Knights, Paladins

You end up with something more like this.

Weapon Type Classes
1H Axe/Mace Rogues, Monks, Shamans, Warriors, Death Knights
1H Sword Rogues, Monks, Warriors, Death Knights
2H Axe/Sword Warriors, Death Knights, Paladins
2H Mace Warriors, Death Knights, Paladins, Druids
Polearm Warriors, Death Knights, Paladins, Druids, Monks
Staff Warriors, Druids, Monks
Fist Weapon Rogues, Monks, Shamans, Warriors

There's also still opportunities to designate tank weapons, especially if this system was adopted. Want to indicate a weapon is specifically meant for tanks? Use Bonus Armor! (Been a while since that stat was around.) Right now, a Strength polearm with Bonus Armor on it basically says "Blood Death Knight weapon" - but a changeable Agi/Str or AP Polearm with Bonus Armor could be for bears, blood DKs, or brewmaster monks.

Plus warriors could potentially use fist weapons again! I know a few of you wouldn't mind that!

Weapons are an important part of a class, it's true. Especially melee DPS, whose ability to actually do their damn job depends on melee weapons. Losing this silly artificial divide between Agility and Strength is the right thing to do, as it lets previously-narrow weapons get into more classes' hands.

And if there's anything I'm all about, it's more weapons for more people.

EDIT: Matt Rossi suggests abolishing daggers, the odd man out for melee. Of course, with primary stat switching, TK points out casters and rogues could share daggers. (Potentially maces, staves, and swords.) Certainly something to think about.

The real downside to this is that we'd have no way to prevent Fabulor from needing on everything for transmog. ;)

Gamon turns to the dark side

So here's a fun trick to do in Siege of Orgrimmar.

After killing Dark Shamans, start clearing their trash. Kill the pack of Kor'kron Shadowmages just above the entrance of Ragefire Chasm, then dismiss pets and have everyone jump down and enter the Ragefire portion of the raid while sending one person back to free Gamon. They, too, should then jump down and enter RFC.

You'll notice Gamon's usual routine - he talks about cleaving orc skulls, then yells "I, Gamon, will save us!" And then, we guess, he engages the pack of mobs at the bottom of the ramp, including the Doom Lord. For the rest of the time he's alive, Gamon will now speak Demonic.

As a side note, this makes the achievement Gamon Will Save Us! extremely, extremely easy - because unless you take an extraordinarily long time pulling Nazgrim, Gamon gets locked out of the fight. He'll stand around outside the gate and yell a bit, but he shouldn't take damage from anything but War Song - and maybe not even that, I'm not sure.

I really did mean it when I said "for the rest of the time he's alive," by the way. Should you succeed and down Nazgrim while Gamon's alive, Gamon will run into the room and deliver his post-fight speech in Demonic.

This bug has appeared a few times before - if Imperial Vizier Zor'lok mind-controls a warlock, he will occasionally yell his dialogue for that spell in Demonic - but this is the first time it's been quite so persistent, or quite so hilarious. Gamon will save us all with his newfound demonic power.

The F is For Family

So I realized recently that when 5.4 comes out, this will be the first time that:

  1. I’ve been playing WoW for the entirety of an expansion with no breaks
  2. I’ve been in the same guild for an entire expansion

Those two things are related.

My guild history has been a little rocky, to say the least; after leaving my very first guild for a guild that offered me a raid spot, I ended up going from guild to guild, watching things explode. In one, we absorbed another raiding guild only for them to poach 90% of our members and leave to form a 25s guild; in another, the guild leader had some kind of conniption fit and I got the joy of logging in each day to watch friends get kicked and badmouthed behind their back. I tried running my own guild for a while but I am so not cut out for that shit. I think the only two guilds that didn’t blow up were my very first guild (still going strong) and Jed’s guild (which is on the emptiest server ever, not a faction I enjoy playing, and did I mention it’s on the emptiest server ever). Each time I lost my guild, I lost interest in WoW; this is why I missed all of tier 9, the end of tier 10, pre-nerf tier 11 and most of tier 12, and so on.

sometimes

In late Cataclysm, I reached out to a pretty popular blogger because I found myself interacting with several of his guild members on Twitter, and wondered about joining their guild. I even filled out the application - it’s still sitting on the forums, totally unresponded to, amusingly. TTGF is pretty laid back about formality, and I think Rades was slightly concerned the guild’s laid back nature and, um, let’s say brash chat at times might offend me in some fashion, but unbeknownst to him I’d actually already migrated all my (max-level) alts to Drenden. SURPRISE, I’M ON YOUR SERVER, PUT ME IN YOUR GUILD. So one thing led to another and I subbed into some late Dragon Soul runs, and I went from pretty shitty (I was horribly out of practice) to only kinda shitty, and then Mists of Pandaria came out and hey, what role did I want to play in the upcoming raid team?

helpful

TTGF isn’t the biggest guild, or the most active guild, and sometimes we’re pretty bad at this game. The laid back, almost structureless nature of the guild could be pretty offputting to people who need that kind of officer-raider-member structure to make it through the day. But it’s almost exactly what I would’ve done if I’d had my head on straight when I made a guild, and somehow it still works. Occasionally we have to fight the attendance boss, but we’ve beaten each raid tier this expansion in time to nail the Ahead of the Curve achievements (usually with plenty of weeks to spare), and even tackled a heroic boss (the fickle nature of our roster unfortunately foiled attempts at more, as well as the fact that apparently EVERYONE had things going on at the end of August/beginning of September, including me).

So I guess I just wrote a bunch of words to say thanks to my guild for giving me a bunch of good reasons to stick around the game, a bunch of inside jokes that no one understands (BWALO), and a bunch of dead bosses. Here’s to many more.

GROUNDED

The leatherworker’s lament

and while were at it why cant we make backpacks
Source: Wikipedia

In 5.2, every one of the Big Three armor-making professions - leatherworking, tailoring, and blacksmithing - got a daily cooldown. (Well, to be fair, tailoring didn’t get a new cooldown; this was just added to the pre-existing Imperial Cloth cooldown.) This daily cooldown would also teach you one of two things - an i458 PvP pattern, or an i522 crafting pattern. What you learn is random.

Seems fine - maybe a month or so of effort and you’ll know everything, right?

Profession Materials required for daily Specs/types serviced Potential pool of recipes
Blacksmithing 10 Ghost Iron Bars 7 (prot paladin, holy paladin, prot warrior, blood DK, frost/unholy DK, arms/fury warrior, ret paladin) 38 (the link displays slightly more, but the 12 weapons are not part of the random learning pool)
Tailoring 8 Bolts of Windwool Cloth (40 cloth) 4 (holy/disc priest, shadow priest, mage, warlock) 40
Leatherworking 20 Exotic Leather OR 20 Prismatic Scales (shared cooldown) 9 (feral/guardian druid, balance druid, resto druid, brewmaster/windwalker monk, mistweaver monk, hunter, resto shaman, enhancement shaman, elemental shaman) 82


Eighty. Fucking. Two.

I try to keep my profanity for things that are important, dear reader, and this is one of them. See, I had a brief glimmer of hope in 5.2 when they introduced two separate cooldowns for 5.2’s recipe list - Magnificence of Scales uses the far rarer Prismatic Scales, as opposed to Magnificence of Leather, which it shares a cooldown with. I hoped that perhaps Magnificence of Scales would teach you mail patterns, and Magnificence of Leather a leather pattern, cutting that pool of potential recipes – well, not quite in half, but for those of us digging for mail patterns it would make it a heck of a lot more convenient. But… no. Hopes dashed.

Patch 5.4 is bringing a bunch of new recipes for most professions (including a bunch of cool minor glyphs - I really need four minor glyphs slots at this rate - and the long-delayed engineering patterns, finally). When I saw the boatload of PvP patterns (blue i476 pieces), I wasn’t too initially worried, because I assumed they would replace the ones we knew, much like what happened to the craftable PvP gear in Cataclysm. And then…

If anyone would know, it’s Kalliope.

So what’s the situation look like for 5.4’s new crafting items?

Profession Materials required for daily Potential pool of recipes
Blacksmithing 1 Trillium Bar OR 1 Trillium Bar + 1 Spirit of War (bypasses cooldown) 41 (the increase appears to come from 3 craftable shields)
Tailoring 10 Windwool Bolts (50 cloth) OR 10 Windwool Bolts (50 cloth) + 1 Spirit of War (bypasses cooldown) 40
Leatherworking 2 Magnificent Hide (100 leather OR 40 leather + 2 days) OR 2 Magnificent Hide (100 leather OR 40 leather + 2 days) + 1 Spirit of War (bypasses cooldown) 82


Blacksmithing’s pool of potential recipes increased slightly, but the materials are a measly trillium bar. That’s basically Sunsong Ranch’s output if you plant Snakeroot. Hell, sometimes you can get multiple bars per day.

Tailoring has the same pool of random recipes, but their material costs increased slightly (10 bolts vs. 8). The upside is it appears you don’t have to be anywhere in particular to create Celestial Cloth.

Leatherworking, on the other hand, has the same pool of recipes (eighty-fucking-two), and our cooldown requires either 2 days of materials to do a single daily (if you want to save on materials) or 100 leather. This just gets more and more unreasonable. Frankly, I consider it lucky that Blizzard only has one set of PvP gear for brewmasters and windwalkers, as well as a single set for ferals and guardians, or that’d be another 10 pieces right there.

This is just getting silly, though. Leatherworking needs some serious addressing if this is the road they plan to go down in the future.

Possible solutions

Splitting leatherworking into two professions. This is the messiest of all possible solutions, but I know I, for one, would gladly take mailworking and leave the leatherworking to people who really need it, like our recipe-collecting guardian tank. Or, heck, I could level it on my rogue, who has no professions at the moment. But this would force people to choose, and I can see where that wouldn’t be fun.

Bring back specializations. Leather Specialist vs. Mail Specialist. This doesn’t void people’s work up to this point, and has the advantage that down the road you could switch if necessary without, again, invalidating your work to this point. The problem is that the idea of recipes you can’t get at all makes a completionist’s eye start twitching, and while I’m certainly not a leatherworking completionist, I know one and I can imagine how he’d feel.

Separate dailies. When the Magnificence recipes first appeared on the PTR, immediate speculation was that MoScales would teach mail recipes, while MoLeather would teach leather recipes. This turned out not to be the case, but there’s no reason it couldn’t be the case in the future. This is probably the best option overall - let me learn all my mail recipes first, then I’ll get to leather afterwards. There is literally no downside to this other than the perceived rarity of Mists’ scales vs. leather - and really, I just need to farm more turtles instead of mushan and goats. Not a huge deal.