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Leatherworking Updates / Suggestions

Posted: Tue Jun 02, 2026 11:10 pm
by Locksey10
Hi Octo Devs!

I'd like to suggest a few tweaks to the Leatherworking Profession, based on previously identified gaps from TurtleWoW and even from base Vanilla itself; Leatherworking as a profession isnt as valuable as others!

It is useful early (say, until level 30-40) but then it drops off!

While this has been mildly addressed already by 1.18.1; the introduction of the epic elemental set and stormshroud rework for Elemental Leathworking, the Dragonscale Reworks+Red Dragonscale, and a few Tweaks to Tribal Leatherworking. We also got the Runic Leather and Heavy Scorpid Reworks, amongst other improvements.

and yet, compared still to Tailoring and Blacksmithing, let alone the likes of enchanting/engineer/jewelcrafting, Leatherworking still falls far behind.

The good news, is I think it wouldn't take much to fix this gap, and also fill a few extra gaps along the way.


Heavy Scorpid Mail: a Shaman Tanks first friend
While the Heavy Scorpid Set has already seen a set of changes, swapping the original Vanilla's Spirit for Strength and Dodge, I think giving the set a further glow up will give shaman tanks who reach max level a solid set to aim for, while also providing melee hunters a possible early days pvp set for increased survivability.

As such, I would propose making these 7 items have a 2, 4 and 6 item set bonus as follows;
2 Set - +150 Armour
4 Set - +15 Stamina
6 Set - +1% Dodge

I'd also consider adding a set of matching Boots, possibly with an extra 1% dodge available on them, to round out options/gap fillers for shaman tanks.

Chromatic Shoulders: Big Chromatic Ticket Number 3
With the addition of the Chromatic Leggings and the Onyxia Scale Breastplate, alongside the Chromatic Gauntlets, we have some solid big items inside of Dragonscale Leatherworking. However, I believe some shoulders bearing similar stats of resistances, +AP, %Crit and %Hit would be valuable to many DPS as a nice alternative in their gearing path, without muscling out other options too much.

And finally, coming to the Tribal Elephant in the room...

Tribal Armor Kits: Value for the unloved 3rd option
Adding in a +AP Armor kit only craftable by Tribal Leatherworkers would provide a solid foundation of a reason to want to pick this specialisation, becoming a good goldmaker for Leatherworking without massively spiking player power in other areas, and following the improved armor kit philosophy laid out in the changes done by the original turtle wow devs.

but this alone wouldn't make the Tribal Leatherworkers equal to the other two, hence my second suggestion for them...

Corehound Leather: Alignment
The current itemisation of the Corehound Boots vs the Corehound Belt/Gloves seems rather odd, with the boots being an agility/fire resist item and the belt/gloves being healing/fire resist items. Further, the item costs are drastically different. To this end, I'd suggest reworking the boots to be more inline with the other 2 items, while also reworking the item costs for the belt/gloves to be more similar to the current boots cost. I'd also further suggest a fourth item in the helmet slot with similar healing stats, and a simple 3 set bonus of further fire resistance.

finally, for an extra bit of added flavour...

Chimeric & Frostsaber sets: A little extra flavour
I'd suggest putting a minimal amount of spellpower on the Chimeric and a minimal amount of attack power on the Frostsaber pieces, purely to make them a slight bit more attractive as cheap options for those looking for some resistance gear.



Overall, these suggestions have been made to try and help the Leatherworking Profession have a bit more reason at higher levels, rather than just being a useful leveling profession to largely be abandoned shortly into the level 30s. I hope some of these are taken into consideration!