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1) Not profitable as far as glyphs are concerned. Nobody after the first couple of weeks will buy
your skillups and they can't be DE'd. At the top the cost of acquiring new recipes either by
research or purchase of books is immense. Again unless you are there first there is little profit
to be had. Also character advancement is so fast that people do not buy a lot as they level. And
with the level restrictions on slots they could not even if they wanted to. That was not a good
idea at all.
At endgame, they are often considered a consumable. Some people will even switch cheaper ones in and out for specific boss battles. Furthermore, respecs happen all the time. And, as long as you aren't trying to make money on the low-level ones (some of which DO sell well, btw. Better than pretty much any other crafted item at their level), you WILL turn a profit if you are not completely stupid. In fact, I'll be buying 4 new glyphs tomorrow.
Yeah, discovering the better glyphs costs money. But a smart person doesn't buy all their books when they are at their highest price. All the time, on the AH, I'll see a few books in the 90-130G range, and a few more in the 40-60G range. Guess which one the idiot would buy.
But, the plus side is that many of these glyphs sell very well. Discover the right glyph and you can milk it for hundreds of gold in just one week.
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2) The Books are useful to three (3) clases; Priest, Mage, Warlock, out of ten (10). They are
useless to any class which either dual wields, uses a 2h weapon, or uses a shield.
Because every item a craft makes needs to be usable by every class? That Copper Mail BSing makes SUCKS for my new mage alt. He can't even equip it!
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3) The shoulder chants rock. They should have had recipes for lower levels.
Why? Because they are completely unneeded? You really can't just let a positive be a positive, can you?
[EDIT2] And, just because I don't think you'd be able to understand this without it being explained. The shoulder enchants were added as the stat bonus for the profession. JC gets 3 unique, stronger, gems. BS gets two extra sockets. Miners get Stamina. Skinners get Crit. Etc. The Shoulder enchants were the bonus for Scribes. Hence, they aren't going to have lower level ones. They are a balancing feature between the other professions at cap.[/EDIT2]
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4) Darkmoon Cards. The only real moneymaker is Nobles. The others are worth less than the mat
values. And Nobles occurs rarely ime.
Not everything about a craft is making money. Using this profession is a godsend for those looking to get a specific trinket for leveling. And, like you said, it also has a money-making aspect. And you can start making the cards at skill 400, and it doesn't go yellow until 450. That's right, you can do 50 levels to cap just by getting 50 cards of mats.
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5) Scrolls. I have no idea what attribute scrolls sell for. I don't think its much but I just don't
know. As far as vellums go I have not explored this since I stopped buying vellums and started to
make them. So I could be off base on this point.
In the end it is the glyphs that sink this profession imo.
Scrolls were added simply to give alts and low level characters a bonus, as well as to let scribes skill up on something that could actually be useful. And they are a small bonus at 80, if you want to use them. Runescrolls of Fortitude also mean the Priest buff even if you don't have one. That's 1650 additional health, at least, for 5 party members.
On top of that, you get useful things like Scrolls of Recall, which are an extra hearth (which I often wish I had).
And the glyphs are the WHOLE POINT of the profession. And they are an awesome addition to the game, in general. They make money, add uniqueness to the classes, change dynamics and strategies. And they are an additional way to balance things.
The profession was VERY well designed.
[EDIT] Because, apparently, I suck at quoting.
Edited, Nov 18th 2009 1:20am by idiggory Edited, Nov 18th 2009 1:24am by idiggory