So, we have a task in alchemy, to create unified elements, which are used in other professions. This got me thinking - what if there were more cross-profession tasks added, which had different benefits/effects.
Here's some ideas I had (specific bonuses omitted for further discussion):
Artificing: "Engraving" - you can engrave any main-hand item to improve its damage.
Alchemy: "Galvanizing" - you can galvanize any off-hand item to have it grant a slight crit severity bonus.
Leatherworking: "Improved soles" - you can customize a pair of footwear to add a discount in stamina usage.
Tailoring: "Padding" - you can add padding to any torso armor piece to add a slight degree of damage absorption.
Mailsmithing: "Improved clasp" - you can improve any neck item to grant a slight bonus to its stats.
Platesmithing: "Improved buckle" - you can improve any waist item to grant a slight bonus on incoming and outgoing healing.
Jewelcrafting: "Appraising" - you are able to appraise any item of blue quality or higher, improving its gold resale value or astral diamond salvage value.
Weaponsmithing: "Improved balance" - you are able to adjust any head item to improve the wearer's resistance to control effects, by a slight amount.
The concept is that all the professions will gain some utility toward items not just for the class(es) they'd normally make items for. The above are just ideas, and I am totally open to suggestions...
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Comments
this game has probably the worst profession system ive seen over 15+ years of mmorpgs(would explain in details, but not in the mood), if it needs anything its a complete rework, not forcing players to level more of those boring and badly designed professions
^ this