I ordinary share my opinion that "Assassin: A Profession not a class", but in the spirit of discussion: what other professions Neverwinter might have?
To name possible few: RuneMaster (maker of rune and enchantment), Herdalist (herb, herdal potion and medical kit), Fletcher (maker bow, crossbow, arrow and bolt), Beaster (who capture, trains and sells "beast" companion and mount) and Blacksmith (outfit mount and stuff) and etc.
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Insignia profession would come to my mind but don't see that happen as professions in the game are reduced to lowRP leadership and dye/elements alchemy. (and masterworks for ppl with time and a pants fetish).
So i do not see a useful prof coming anytime soon.
zhentarim-warlock-companion
Pure -> Transcendent Plague Fire weapon enchantment giving 80damge/20 seconds for 500k+ AD is a joke.
plague-fire-weapon-enchant-r11-vs-r12
Herbalist basically equals alchemy.
Weaponsmiths can already make bows, and arrows aren't really a thing, as far as equippable gear goes. No class currently uses a crossbow, and if or when one does, it'll likely fall under weaponsmithing as well.
It is highly unlikely that they will ever add a profession that allows you to produce companions. You can get companion-specific gear from Sword Coast Adventures.
Since you can access your personal bank from anywhere, via a certain rank of VIP, I doubt they will add another separate storage option.
I would like to see some fashion items and gear transmutes added to the existing professions. Perhaps they could add special companion and mount dye packs to one or more of the professions.
"Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark
Official NW_Legit_Community Forums
Is it? Why don't you say that witchcraft is basically equals alchemy, or healer-craft is basically equals alchemy, or herbal fetish is basically alchemy....light up!!!! In the "real world"...down thou the ages, herbs was use for magic, shaman fetish/talisman and native healer. Don"t limit yourself, be imaginative!
You want enough distinction between what each profession does, in order to make them all interesting and useful.
"Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark
Official NW_Legit_Community Forums
zhentarim-warlock-companion
Pure -> Transcendent Plague Fire weapon enchantment giving 80damge/20 seconds for 500k+ AD is a joke.
plague-fire-weapon-enchant-r11-vs-r12
But I'm sure if it's meaningful to have RuneMaster (maker of rune and enchantment), which the OP suggests. Players have already been making their runes and enchantments since day one without the need of a profession.
Btw, making more use out of existing professions could also be a provisional solution. The newly added tasks for donations to guild coffer are good examples. In the past, I personally also suggested letting us upgrade bags through Tailoring. With bound bags being unable to be discarded, a way to upgrade them and make them useful again would be very helpful.
Cartography - maker of maps.
others, that sound like good idea.
Cartographer, but sound like leadership too, but can become as "Treasure Hunters" at high end ranks.
there are others who can make maps or papers, and scrolls, known as "Sages"
pet trainers, hmm, that new.
what really missing...
cook/chefs for food preppings.
how about healers/priests? they could become most important stronghold voucher craftings, send out clerics on healing mission (gold vouchers) , feed the hungry folks (food vouchers), put down undeads (labor), granting the blessings from gods (astral vouchers).
as Astro said, add "talisman" would be very interesting for clerics, perfect for surplus vouchers.
In Neverwinter Online, is mixed with "Craft Mundane Itens" and "Variant Rule of Craft Magic / Alchemical Itens" and "Occupations".
https://www.dandwiki.com/wiki/MSRD:Profession_(Skill)
(Profession is a Skill in D20, it can be up normally at up character level.)
http://www.dandwiki.com/wiki/MSRD:Occupations
(Occupations rules and opitions in 5e.)
https://www.dandwiki.com/wiki/MSRD:Craft_(Skill)
(Craft mundane itens rules and options.)
https://www.dandwiki.com/wiki/Alchemy_(5e_Variant_Rule)
(Alchemist rules and options.)
I dont find Craft Magical Itens page in wiki.
Whatever, I think more coherent use "Occupations and Craft" list to improve new Professions in game, like Class List.
Exemple:
Colonist
-Can be craft Maps (to task skillnodes-box) and make sure players to Mark Points in our map (M).
-Higter chance in skill check to find beater itens (cunsumible buff itens "Chartographer Winsdow").
-Can be make Bestiary, craft buff itens against foes (consumible).
-Profession Task is like Alchemy, but recipes will be obtained with "explore maps and get knowladges / kill foes".
Doctor
-Can be craft simple and high medical itens (Injure Kits, consumible Regen and Haste kits,
-Craft Altars and Advanced Altars like Gond's Altar.
-Craft Injure Enemy Improve to use in Rings or another reiforce itens like this.
-Craft Disguise Kit to temporary aparence of an foe.
-More % to Bonus Cure.