Basically the only class that you can actually, reliably "specialize" in is Cul.
Cul makes all of its own ingredients, and produces items which will always be in demand by all raiders. And (for the time being) is not severely gated behind Red scrips, though partly gated behind Blue for some recipes.
So lets recap...
- Crafting to produce endgame worthy equipment: Gone, endgame gear is 30 ilvls higher, no contest.
- Crafting to produce glamour: Mostly gone, the new items are reskins of lvl 60 and 1 star gear, no point. The only glamour that is valuable is lvl 1 stuff which requires multiple rare map drops, like the Thavnarian items.
- Crafting to produce gear for leveling combat classes: Meh, so-so. It is a slight upgrade for the even levels, and is replaced at odd levels. Doing the side quests gets you a set of HQ gear for a DoW and DoM for every even level, so 2 classes are set. After that you can reasonably stockpile dungeon drops for the next class you plan to level and skip the even level gear altogether, with minimal performance loss.
This leaves us with 2 venues:
- Crafting to produce gear for other Crafters and Gatherers: Well this has always been the case. Crafting and Gathering are something of a self-sustained economy (once you factor in retainers to gather mob drops). In fact the only way to get HQ crafting and gathering gear is from crafters, who can only obtain the items to make said gear from gatherers. But lets be honest thats... not much of an endgame is it?
- Crafting to produce consumables: Now this is the Tried and True contribution of Crafters and Gatherers to the world of Endgame Content. Make food and potions for raiders who want and edge to beat raid content. Crafters are the only sources of decent food (Draconic Pots can drop off maps), and food will almost always be in demand... well, until every raider is geared to the teeth and then some.


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