My lvl 50 human pally is ret specced, but I’ve started a prot specced draenei pally.
Speaking of my pally, I had her take Enchanting as one of her professions when she started out, along with Blacksmithing — she was my first toon and I obviously didn’t know what I was doing at the time. I quickly traded Blacksmithing for Tailoring when I realized I needed raw materials and couldn’t afford to buy them at the AH. And now, finally, I dumped Enchanting and replaced it with Mining. I got frustrated with trying to level Enchanting. I had accumulated piles of materials from disenchanting things, but I wasn’t up for buying things on the AH that I was never going to use just to enchant them. As a result I had all sorts of materials for enchanting, but no “recipes” to use them in since my skill lvl wasn’t high enough. So I just sold off all my enchanting materials and bought a mining pick.
As for quests … I know it probably goes somewhat against the intent of the game, but one change I’d like to see is more options for solo players. I’ve got no interest in PvP and thus no interest in Arena, little interest in BGs, and at this point I’m not seeing any appeal in raiding. Or, basically, anything that forces me into group play, like instances. Of course, I realize I’m shutting myself off from obtaining a lot of top-notch gear with my position, but I can accept that.
What I’d like to see is more quest chains with cool rewards that can be completed and wrapped up without having to enter an instance. I just find it really frustrating when I follow an interesting and lengthy quest chain, soloing it all the way through, only to come smack up against an instance at the end that I can’t hope to complete without either rounding up a bunch of other players with whom I’m unfamiliar, or waiting until I reach a high enough level that I can solo it but can’t get a lick of XP or useful rewards from it.
For comparison, when I played Diablo II I never had any interest in endless Mephisto/Baal runs.
Another thing that’s starting to bug me is when I enter a new zone and go around to the questgivers, it seems half of them want to immediately send me to the other side of the world. I mean, c’mon, I just got here! How about giving me quests that involve exploring this zone, you know, the one you live in? I don’t mind if a quest chain eventually ends up making me travel, but I think the first two or three quests in a chain should stick to the zone the questgiver is in. Half the reason my quest logs are so cluttered is that questgivers in a single zone have sent me flying in too many different directions. I guess it’s an issue of verisimilitude for me. It seems sensible to me that, having just entered a new zone, these people don’t know me or anything about me. So send me out on a few jobs like, “Hey, you look like you can fight. We’ve been having a problem with murlocs/gnolls/troggs/whatever. Could you whack 'em for us?” IOW, give me some tasks that let me prove myself and gain your trust (and, conveniently, allow me to explore the zone), and only then send me halfway around the world to recover some priceless artifact. I mean, seriously, if I wanted a priceless family heirloom recovered from a distant location, I’d first be certain the person I’m sending was trustworthy and dependable. Otherwise, what’s to stop them from recovering the item and then just selling it to the highest bidder for more than the reward I’m offering (besides a game mechanic that makes it impossible to do so)? All this would require is adding something other than a simple level check before offering these quests.