View Full Version : Tanking Professions and you: A guide to the benefits of professions.

04-21-2010, 09:19 AM
****This is a work in progress. I am posting the first portion in hopes of getting feedback, while I continue working on it****

Each profession currently available offers the player something. The benefits of professions are economic or stat-based (some also offer a couple of self-only items). The question comes up quite frequently which tradeskill is best for my class/role. The answer is most often given based on min/max stat based answers without regard for any of the other benefits. In this post I will list each benefit of every profession. In the interest of those that aren't completely into min/maxing or earning gold I will also include a section in this guide to highlight the *perks* of each profession.

Stat-Based Bonuses:

Alchemy: Alchemy’s bonus is Mixology (http://www.wowhead.com/spell=53042). Mixology causes each flask to have an increased duration (doubled) and effect on flasks that you can create (if you do not have the skill level, you will not get the bonuses).

Flask of the Frost Wyrm (http://www.wowhead.com/item=46376) grants 162 SP vs 125 SP. (+47 SP)
Flask of Stoneblood (http://www.wowhead.com/item=46379) grants 1950 health vs 1300. (+650 health)
Flask of Endless Rage (http://www.wowhead.com/item=46377) grants 260 AP vs 180 AP. (+80 AP)
Flask of Pure Mojo (http://www.wowhead.com/item=46378) grants 65 Mp5 vs 45 Mp5. (+20 Mp5)

Because normal flasks are unusable in arenas, alchemists also get Flask of the North (http://www.wowhead.com/item=47499) which can be used in Arena, and provides a similar buff as above to be used there.

Blacksmithing: Blacksmithing grants additional sockets in the bracers (http://www.wowhead.com/spell=55628) and gloves (http://www.wowhead.com/spell=55641). The two additional sockets can be used for ANY gem and do not interfere with socket bonuses. The stat bonus here can be anything from +60 stam, +40 Str/Agi/ArPen, +80 AP, +46 SP, etc. Versatility is a key point to BS, as several classes change stat weight depending on their current gearing/spec.

Enchanting: Enchanting's bonus comes from ring enchants.

There are 3 varieties:
Enchant Ring - Stamina (http://www.wowhead.com/spell=59636) grants +30 Stam per ring (+60 Stam)
Enchant Ring - Assault (http://www.wowhead.com/spell=44645) grants +40 AP per ring (+80 AP)
Enchant Ring - Great Spellpower (http://www.wowhead.com/spell=44636) grants +23 SP per ring (+46 SP)

Engineering: Engineering bonuses are situational but FUN. If used effectively, the bonuses will provide roughly the same bonuses as the other professions. If not properly managed, you can end up hindering yourself.

Replacement "enchants" for engineering include
Cloaks; Flexweave (http://www.wowhead.com/spell=55002) and Springy (http://www.wowhead.com/spell=63765)
Gloves; rockets (http://www.wowhead.com/spell=54998), accelerators (http://www.wowhead.com/spell=54999), and armor webbing (http://www.wowhead.com/spell=63770)
Boots; nitro boosts (http://www.wowhead.com/spell=55016)
Helms; mind amplification dish (http://www.wowhead.com/spell=67839).
The other added bonus is BOMBS (http://www.wowhead.com/item=41119).

These bonuses are varied and have secondary effects (no more falling deaths, getting out of the fire quicker, BLOWING STUFF UP!, etc). Overall stat bonuses are a little challenging to measure, and as such, I'd highly recommend checking your class/role threads on Tankspot, Elitist Jerks, or the official forums for their equivalency values.

Herbalism: Lifeblood (http://www.wowhead.com/spell=55503) is Herbalism's only bonus. It can be cast while stealth/shadowmeld/Invis without breaking stealth or giving away your loocation. It can be cast while shapeshifted without breaking the shift (Druids in flight form included). It is also off the GCD. A small 3.6k/5 sec heal is not overly valuable in raiding. It might save you occasionally, but not reliably. It can be a great boon to a character without heals, though. Questing with this will reduce downtime.

Inscription: Inscriptions's bonuses come in the way of better shoulder enchants. In addition to being better, they also require no rep grind (this is not such a concern now with BoA shoulder enchants). The shoulder enchants provided by inscription are: Master's Inscription of the Axe (http://www.wowhead.com/spell=61117), Master's Inscription of the Crag (http://www.wowhead.com/spell=61118), Master's Inscription of the Pinnacle (http://www.wowhead.com/spell=61119), and Master's Inscription of the Storm (http://www.wowhead.com/spell=61120). Compared to their counterparts they provide: Axe +80 AP, Crag/Storm +46 SP, Pinnacle +40 dodge rating.

Jewelcrafting: The bonuses for jewelcrafting come from dragon's eyes. Three total dragon's eyes can be used in equipped gear. Some examples of dragon's eyes: strength (http://www.wowhead.com/item=42142), agility (http://www.wowhead.com/item=42143), AP (http://www.wowhead.com/item=36766), SP (http://www.wowhead.com/item=42144), stamina (http://www.wowhead.com/item=36767), and ArPen (http://www.wowhead.com/item=42153). The total bonuses for the examples listed are: +42 Str/Agi/ArPen, +84 AP, +48 SP, and +63 stamina. Just like blacksmithing, a key benefit to jewelcrafting is versatility.

Leatherworking: Leatherworking has a couple of beneficial self-enchants. There are three bracer enchants available: Attack Power (http://www.wowhead.com/spell=57683), Spell Power (http://www.wowhead.com/spell=57691), and Stamina (http://www.wowhead.com/spell=57690). Compared to their alternatives, they provide +80 AP, +46 SP, or +62 stamina. Another nice benefit of leatherworking are thier self-only leg enchants. Each saves 2 arctic furs and 1 frozen orb for melee or tanks.

Mining: Mining's bonus is toughness (http://www.wowhead.com/spell=53040). It provides +60 stamina passively. It is always on, and not a profession based enchant like most of the other bonuses. Typically, this bonus is reserved for tanks in a raiding environment, but PvPers will find benefits as well.

Skinning: Like mining, skinning's bonus is passive. The name of the bonus is Master of Anatomy (http://www.wowhead.com/spell=53666). It provides +40 crit rating.

Tailoring: Tailoring is another profession that has bonuses that are more challenging to put a static weight too. They also come in the form of cloak enchants: Darkglow Embroidery (http://www.wowhead.com/spell=55769), Lightweave Embroidery (http://www.wowhead.com/spell=55642), and Swordguard Embroidery (http://www.wowhead.com/spell=55777). Each is a proc with an internal cooldown. Again, checking your class/role thread on Tankspot, Elitist Jerks, or the official forum will probably yield the best result for the weights of these enchants. Also, like leatherworking, leg enchants (this time for casters) are less expensive. You save 4 Eternal Lifes/Fires, 4 Iceweb Spider Silks, and 1 Frozen Orb.

Summary of stat bonuses: Going back through the list of the professions, you'll see that most of them have very similiar bonuses. It is my opinion that the baseline is: +80 AP, +46 SP, or +60 stamina. Using that as a baseline for melee, caster, and tanks (in that order) we end up with the following results:

Alchemy: Melee (Baseline), Caster (+1 SP), Tanks (-60 Stam/+650 Health)
Blacksmithing: Melee (Baseline), Caster (Baseline), Tanks (Baseline) ***Very Important Note: The versatility of Blacksmithing should NOT be undervalued.***
Enchanting: Melee (Baseline), Caster (Baseline), Tanks (Baseline)
Engineering: ***This tradeskill is challenging to measure, and an be beneficial for any role.***
Herbalism: ***The stat weight of a self heal is not valued under normal circumstances. There are no other stat bonuses to this profession.***
Inscription: Melee (Baseline), Caster (Baseline), Tanks (-60 Stam/+40 Dodge)
Jewelcrafting: Melee (+4 AP), Caster (+2 SP), Tanks (+3 Stam) ***Very Important Note: The versatility of Jewelcrafting should NOT be undervalued.***
Leatherworking: Melee (Baseline), Caster (Baseline), Tanks (+2)
Mining: Melee (no bonus), Caster (no bonus), Tanks (Baseline) ***PvP values of this tradeskill are not weighted.***
Skinning: Melee (-80 AP/+40 Crit), Caster (-46 SP/+40 Crit), Tanks (no bonus)
Tailoring: ***This tradeskill is variable based on cooldowns. It also seems to be less valuable for tanks.***

Economic Bonuses: The most important thing to keep in mind about economic bonuses is that every server is different. What works on one server might not work on another (or a different faction on the same server).

Alchemy: Alchemy has a couple of economic bonuses. There are a couple of masteries that you can go to increase the benefit of these bonuses: They are transmutation mastery (http://www.wowhead.com/spell=28672), elixir mastery (http://www.wowhead.com/spell=28677), and (to a lesser extent) potion mastery (http://www.wowhead.com/spell=28675).

The key gold making abilities that Alchemy has are:
Transmuting rare gems + eternals into epic gems. Cardinal Rubies (http://www.wowhead.com/spell=66659) for example. Transmutation mastery will allow procs of up to 5 total gems from one transmute. This ability is on a 20 hour cooldown, and as such has a limited total profit.
Transmute Titanium (http://www.wowhead.com/spell=60350), on the other hand, has no cooldown, and can be used as often as possible. Again, trasmutation mastery will allow up to 5 titanium from one transmute. This transmute (especially with procs) is only limited to server economy for profit.
Elixer masters can make their greatest profit by creating flasks. A normal flask creation will be awarded with two flasks. Elixer masters can proc (in increments of two) up to a total of ten flasks with each combine. There is no limit to the number of flasks you can create, so again, the only limitation is server economy.
Potions of Speed (http://www.wowhead.com/item=40211) and possibly mana/health potions are the only craftable that potion masters can turn a profit on. A potion master can proc a total of 5 potions with each combine.



Engineering: Engineering have several ways to make gold. Harvesting with a mote extractor (http://www.wowhead.com/item=23821) is one quick way. Salvaging mechanical mobs can save gold (or in some cases earn gold).

Herbalism: Gathering professions have the inherent collection method of making gold. In addition to that herbalism has a rare drop chance on several of it's resource nodes. Frost lotus (http://www.wowhead.com/item=36908) is the current/valuable one. These rare drops tend to drop in value as each new expansion is release.




Mining: Gathering professions have the inherent collection method of making gold. In addition to that, mining has rare resource nodes. Titanium veins (http://www.wowhead.com/object=191133) are this expansion's rare. Mining can also benefit from smelt titansteel (http://www.wowhead.com/spell=55208). As with herbalism, both titanium ore and titansteel will probably drop in value once Cataclysm is released.

Skinning: Gathering professions have the inherent collection method of making gold. Skinning also benefits from a chance at arctic fur (http://www.wowhead.com/item=44128) from Northrend skinning.


*PERKS*: Perks are what makes professions fun, or valuable to the player without regard to gold or end-game stat bonuses.

Alchemy: Once Mixology is acquired, alchemists gain bonuses for all of the elixers they use (that they can also make), making it worthwhile to craft/use stat gaining elixers while levelling. In addition to that, alchemists can gain an item level 200 rare-level trinket. The three varieties are: Mighty (http://www.wowhead.com/item=44324), Mercurial (http://www.wowhead.com/item=44322), and Indestructible (http://www.wowhead.com/item=44323). In addition to being decent levelling trinkets, they have the added effect of making health/mana pots grant 40% more. That can significantly reduce downtime.











04-23-2010, 04:38 AM
Amazing guide Volador, can't wait till its finished.

A note on alchemy's procs, they are extremely rare to proc more than 2 at a time, especially on epic gems. And the profit margin from Alchemy comes from most elixir's and potions you can only get from doing the alchemy research once every 3 days. It has been my main money maker for a while until I can power level jewelcrafting.

04-23-2010, 05:41 AM
Thanks for the encouragement, Mend. Unfortunately, work has taken over the last couple days (and pushes into my weekend), and will force limited if any updates until Monday.

I will definitely add the alchemy research to the list of economic bonuses. I completely forgot about that as a source of income (I never do it anymore, since I have all the recipes). As for proc rates, I'm going to leave those alone as they will vary based on who's doing them and how many combines they're doing.

04-27-2010, 06:19 AM
Just a quick update: Work has blocked wowhead.com (or it's down), so updates will be even slower as I'll be doing them exclusively at home during non-raiding hours.

04-27-2010, 06:42 AM
leather working is 62 stamina
Also feel you under value the armour enchants on gloves. Not to mention 8 extra stam on the helmet for the loss of 20 defense

04-27-2010, 07:01 AM
Thanks for the catch on the LW bracer enchants. I am not aware of a helm enchant that offers more stam for less defense (or can't recall one off the top of my head). I might be undervaluing the armor to glove enchant. I haven't done the (EH) math, is +885 armor more valuable than +60 stamina? I know it's not in a fight with a lot of magical damage.

Edit: Found the helm enchant through WoWWiki. I didn't notice the stamina before (just the MC portion of it). I'll add the helm enchant (when I can get access to wowhead), and adjust the statement for engineering for the Stat Summary section.

04-28-2010, 02:39 AM
Now that we get so many stats from gear, I would argue that professions have less impact than they used to at the start of WotLK. When you are sitting at 45k HP unbuffed then the bonus from mining isn't that significant anymore. It was when you were just below 30k.

Concerning Engi for Tanks and Healers:
Both my def warrior(BS/Engi) and my disc priest(Mining/Engi) have engineering.

While at the first glance those gain nothing from it statswise, the gameplay and quality of life improvement is not to be underestimated:

Benefits for my tank:
+800 armor for the gloves. This is IMHO the best glove enchant for a plate tank.
Rocket glove enchant. This is quite nice when you have to kite slimes. I would put it on a secondary set of gloves to switch in when you don't need +800 armor.
Rocket boots. You give up 15 stam compared to vit of the tuskarr but get nice mobility. I love them, but as with the rocket glove enchant, it's best to put it on a secondary set of shoes. Since I really love this, I simply skipped the 15 stam.
Coat enchant. You have to compare +225 armor vs 22 agi(and the parachute). That's quite close, IMHO. If I had the choice, I'd stick with the armor enchant. I put on the engi tinker nevertheless.
Frost grenades. These are nice for kiting and crowd control. I haven't yet had the opportunity to test it on the ugly worms that spawn in the Val fight, but I suspect it would be awfully nice.
Bombs. Snap Aggro. You can throw them right after a T-Clap. Doesn't seem to be bothered by the global cooldown. Dirt cheap.
Healing potion injector. As an engi you get more out of these. IDK if this stacks with alchemist bonusses(propably not) and I don't use them in raids. But it could be useful when soloing stuff. It's a minor perk.
Target dummies. I have a couple of these left from leveling. I haven't tried them, but they send an AoE taunt. Could be useful for attacks that come in waves. Expensive, die instantly, possibly useless against lvl80+ mobs. But they could buy you a second or so. Haven't tried them.

Benefits for my healer:
Haste CD on gloves. This is awesome. I macroed it to my PoH/GH so I can cast them very quickly when in a tight spot. This is the one thing that should sell Engineering to healers.
Rocket boots. I like crit. I like being able to catch up with a warrior tank that rushes in even more.
Bombs. When you are really bored or need the stun. Dirt cheap.
Engi cloak enchant. This depends on the class. But for me it is equal to the default enchants for that slot. Not that a priest would need a parachute...
Mana injector. You get more out of a mana potion. Propably does not stack with alchemist bonusses. I use this all the time.

...and the obvious stuff: Access to the AH from Dalaran, Jeeves, Teleports, Mailbox, farming motes,...

05-17-2010, 01:29 PM
How is this not sticky'd? Thank you!

05-17-2010, 02:25 PM
I think you should go a little more in-depth into the engineering enchants - telling people to go check another thread is kinda cheap for a guide like this.

For the rest, you still have a lot of work to do on it, but it's definatly a good start.

05-17-2010, 10:02 PM
It should be noted that LW has an added benefit.....specific resists can be enchanted on bracers........which includes frost and shadow resistance. I believe one of the maintanks in Paragon or if not from that guild one of the other first few kill guilds used shadow resistance enchant on bracers for their LK kill.
70 resistance for fire, shadow, nature and frost to be exact.