I found a few similar sentiments throughout this thread, but I am picking this one out as representative.
I must respectfully disagree that crafting classes are as specialized as you can get. I will take weaving for my example. If I spin 3,000,000 spools of yarn, suddenly I am an expert at sewing hats, gloves, robes, pants, etc, as well as weaving cloth.
A clear direction for specialization is to follow the skill books already available to the various crafting classes.
Possible jobs (specializations) for crafting classes include:
Hatmaking
Glovemaking
Various forms of Tailoring
Weaving
Spinning
etc, etc.
I don't know that such job specializations should take the same form as combat job specializations - there are different goals and requirements for the different classes.
My personal preference would be for the branching specialization scheme that was proposed (by a group of players) for combat.
Again, taking weaving as an example. Weaving is a generic skill from ranks 1 to 50, allowing you to make all weaving goods equally as well. However, from ranks 51 to 70, say, the generic weaving skill is no longer available. Instead, one could rank the spinning specialization, the weaving specialization, the hat-making specialization, the fletching specialization, etc. Advancement in one specialization would not preclude advancing in another, but each would have to be ranked up separately. Another branching point could potentially happen from 71 to 90, and then from 91 to 100 -- all depending on how the developers plan to raise the rank cap.
Comments? Critiques? Suggestions? Flames?
