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Thread: The great list of professions. What do you get from them, and what do you want?

  1. #1
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    The great list of professions. What do you get from them, and what do you want?

    Greetings. I see a relatively constant flow of questions regarding professions on the forums, and I decided to make you all a list of professions, and answer virtually any question about them.

    First things first. During levelling, it is your best choice to grab two gathering professions. Since you can only track one resource, it's best to grab skinning and your pick of mining and herbalism. Level your professions up during questing, and sell all the good you get from the gathering on the auction house. That should get you enough gold to level most professions up to 400 once you hit 80.

    All professions can be used to make money, though it's in various amounts and using various methods. Since this isn't meant as an economy post, I'll not talk about making gold with your professions, though I will mention if you save or spend money for your profession bonuses.

    Skinning
    Skinning gives 40 critical strike rating. This is good for all dps classes and all healers, though not optimal for most. If you would gem critical strike rating, then this is good, otherwise it's suboptimal.
    The bonus is free, and as such it's a money-saver.
    As a bonus perk, there are some bosses that can be skinned - in some rare cases, it's helpful to remove the corpse.

    Mining
    Mining gives 60 stamina. This is great for tanks, but mostly wasted on all other roles.
    Since the bonus is free, it's a money-saver.
    There are rare occurances where there are minerals to be mined in a raid, and the results from these are generally highly desirable. When mining these, realize that you are there by the virtue of your raid, and you do not have a lone claim on the gains.

    Herbalism
    Herbalism gives you a small self-only hot. It has it's uses during levelling, but the heal is too small to be of much use during raiding. Virtually any class is better off taking something else for raiding.
    The bonus is free, but also useless. This is neutral money-wise.
    I'm unaware of any raid-specific herbs, but there were instance-only herbs in the past.

    Enchanting
    Enchanters gain access to ring enchants for Attack power, Spellpower and Stamina, in values equal to an epic gem. For tanks, this is as good as it gets, for other classes it's good, but not always optimal. Again, if you would gem attack power or spellpower, it's great, otherwise you gain a slightly lower bonus.
    The materials for the enchants are modest, so this is a minor money sink.

    Blacksmithing
    Blacksmiths get the ability to put an extra socket on bracers and gloves. The sockets don't grant or interfere with socket bonuses, so you can put in whatever you want.
    Blacksmithing has just about the best socket bonuses for any class. You get to pick exactly the stats you want.
    Since you have to spend materials to create the sockets and buy the gem to put in to the socket, blacksmithing is also has the most expensive socket bonuses. Big money sink.


    Engineering
    Engineers get a set of unique enchants called tinkers as their profession bonus.
    All tinkers take up the enchantment slot for the item they are put on, so they may not be optimal for all classes.
    The rocket boot tinker allows you to run real fast for a few seconds. This is more usefull then you'd realize. Run speed is 250%, slightly faster then an epic ground mount. The rocket boot tinker comes with 24 critical strike rating.
    For gloves, you have a choice between 885 armor, which is great for tanks, a 12 second 340 haste self buff on a one-minute cooldown, which is one of the few profession bonuses that scales with gear, and a rocket launcher that shoots a 2k damage rocket every 45 seconds.
    There's a helmet tinker available as well - apart from mind controlling nasty allies, it gives you 45 stamina, which is nice for tanks but comparable to the normal head enchant at best.
    On cloaks, you have a parachute cloak that can save you from fall damage once per minute. It comes with 23 agility or 27 spellpower.
    You get a unique belt enchant - you can choose an AoE, mechanical-only stun or a free bomb every few minutes.
    Engineering also has, more then any other enchant, a large box of semi-usefull tools. The best engineering dpsers out there use bombs every cooldown, and there are some nifty tricks that can be done with decoys, targetting dummies or steam tonks, and both jeeves and Moll-e are very handy.
    Note: Engineering is probably the hardest profession to tag a value on, some say it's the best available for their role, others claim it sucks.
    Engineering bonuses generally replace the enchant on the item they go on, and the material prices shouldn't cost much more or less then the enchanting mats. I'd say the profession is gold-neutral.

    Leatherworking
    Leatherworkers get unique bracer enchants as their profession bonus.
    The enchants replace the normal enchants on bracers, so you gain 62 stamina, 53 spell power or 80 attack power from them. For tanks and most casters, this is either ideal or very good. For people that use attack power, it can be ideal or just good. Again, if you would gem that stat, it's ideal, otherwise it's slightly suboptimal.
    As an added bonus, leatherworkers get the choice of putting their choice of resistance as an enchant on the bracers. This is very usefull for specific fights, but useless on other fights.
    The fur linings should be more or less equal in price to the enchants they replace, but you also gain access to cheaper variants of the leg armors, making the profession a slight gold win. It does vary on what enchant you replace, and mats on your server.

    Jewelcrafting
    Jewelcrafters gain the ability to use three jewelcrafter-specific gems with enhanced power.
    The gems are 166% as powerfull as the epic version of the gem, gaining you a total bonus worth 2 epic gems, though there's some rounding going on that makes jewelcrafting slightly more powerfull in some cases.
    Like blacksmithing, many people consider jewelcrafting to be one of the strongest professions there is, and rightfully so - the choices you have make it quite potent.
    Since the special gems for the profession bonus can be gained through a quest, and are (at least on my server) cheaper then normal epics, so that makes the profession bonus a gold gainer.

    Inscription
    Scribes get improved shoulder enchants as their profession bonus.
    When compared to the normal versions, you either gain 80 attack power or 56 spell power. Note that I excluded the tank variant. I excluded the tank variant because it's not an improved version of the standard tank enchant.
    The standard tank enchant these days is the pvp tank enchant, it gives 30 stamina and some resilience. The inscription tank shoulder enchant gives 60 dodge rating and 15 defense rating. While this is a lot of avoidance ratings, it's hard to say if it is enough to out-balance the stamina. Some will say it is, others it is not. Regardless, I think it's fair to say that the inscription tank bonus isn't as powerfull as the bonuses of most other enchants.
    Inscription profession bonuses are gained rather cheaply, so there's a definate gold advantage, but there's also no rep grind to gain access to the other enchants for the nontanks out there.

    Tailoring
    Tailoring profession bonuses come in three variants of special cloak enchants. And there's no bonus for tanks.
    The three enchants are pretty similar - they all have a proc that boost either attack power by 400, boosts spell power by 295 or gives 400 mana. The attack power procs from hitting stuff with melee or ranged attacks, the other two proc from casting spells.
    The mana restoring one works out to about 33 mp5, the attack power one averages out to around 100ish attack power, the spell power one averages out to 75ish spellpower.
    The tailoring enchants replace other cloak enchants, so they are comparable in strength to the other profession bonuses.
    A skilled player can time certain skills with the proc to gain additional bonuses from the proc, increasing the value.
    Tailors gain access to cheap versions of caster leg enchants, but the cloak enchants use materials that can be rather expensive - I doubt you'll notice much difference in costs overall, making it gold-neutral.


    End conclusion.
    Most of the profession bonuses are pretty well balanced, and they won't make or break your character. When talking in general, you want crafting professions when raiding, though there are exceptions. Tanks may want to shy away from tailoring and inscription.
    If you want to squeeze every last bit from your gear, your best choices are blacksmithing, jewelcrafting and probably engineering. If you know what you are doing, tailoring can be a bigger boost then other professions as well.
    Last edited by Martie; 07-11-2010 at 02:11 AM.
    Quote Originally Posted by Kahmal
    ...there is no true progression for a casual anymore, just hand outs.

  2. #2
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    Interesting read, consider editing the post with Bold or such for the topics to make it a easier read and it should be a sticky! ^^

  3. #3
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    A very nice post, I enjoyed it. Coincidentally it's just what I was searching for and it was only posted today.

    I agree with Guilt, it would be much easier to skim through if the headers were in bold.

    Vote for sticky!

  4. #4
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    Alright, I'll upgrade the post a few steps then.

    I'll be adding links as well, and I would appreciate it if someone could spellcheck it. (My english isn't perfect just yet, and I need to know my errors to improve on them.)
    Last edited by Martie; 07-11-2010 at 02:14 AM.
    Quote Originally Posted by Kahmal
    ...there is no true progression for a casual anymore, just hand outs.

  5. #5
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    Quote Originally Posted by Martie View Post
    Alright, I'll upgrade the post a few steps then.

    I'll be adding links as well, and I would appreciate it if someone could spellcheck it. (My english isn't perfect just yet, and I need to know my errors to improve on them.)
    I'll pm you the mistakes as to not clutter up the thread :P

  6. #6
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    If you want fun and some benefit from your profession as a plate tank I think it's Blacksmithing/Engineering all the way.

    SIMON DE MONTFORT, EARL OF LEICESTER
    pioneer of representative government who was
    killed in the Battle of Evesham on 4 August 1265.


  7. #7
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    Personally I would recommend JC/Eng. JC is better than BS stat for stat.

    Stam
    JC - 3x +21STA = 63sta
    BS - 2x +30sta = 60sta

    ArP/str/agi/ect..
    JC - 3x+14stat = 42stat
    BS - 2x +20stat = 40stat

  8. #8
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    Quote Originally Posted by Khilbron View Post
    Personally I would recommend JC/Eng. JC is better than BS stat for stat.

    Stam
    JC - 3x +21STA = 63sta
    BS - 2x +30sta = 60sta

    ArP/str/agi/ect..
    JC - 3x+14stat = 42stat
    BS - 2x +20stat = 40stat
    That's kinda what I said. Blacksmithing and Jewelcrafting are the most powerfull due to the complete freedom of stat choices. Engineering is harder to judge, but a very potent choice.
    Jewelcrafting may be slightly more powerfull then blacksmithing, but the difference is quite small.
    Quote Originally Posted by Kahmal
    ...there is no true progression for a casual anymore, just hand outs.

  9. #9
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    Nice post Martie, although I noticed you're missing Alchemy in your list above? I find it pretty decent for tank startups, as the tanking trinket that you can easily craft from Alchemy gives a decent amount of dodge plus extra survivability during the oh shit situations when you have to hit that important runic potion (40% extra potency).

    Mixology itself gives an added benefit to the flasks and potions that you take, plus if you specialise into flasks or potions you can proc either, a big bonus in reducing the money spent on these consumables, which are much used in raiding. Pre-potting indestructible potions before the pull allows healers to get into position, plus puts the potion into cooldown (chugging during combat locks the cooldown) allowing a 2nd use during the burn phase (when situations usually get sticky). Gets pretty expensive though. Flask of the North is a good levelling flask to make, usable only by alchemists. Add in gem transmutation, and I believe you can count this profession as being gold neutral (depending on the price of gems and herbs on your server).

  10. #10
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    Yeah I'll definitely second Alchemy. My raiding mains are Alchemy/Enchanting (Feral/Feral druid ... this works brilliantly), and Eng/BS (Prot/Fury Warrior ... also works brilliantly). Mixology is very powerful but so is double duration flasks. Also the free to use whenever mana and health pots are nice to haves and the perma mini-flask is awesome for anything outside of progression content.

    From a pure top end number crunching JC/BS are obviously the best, Alchemy, skinning and Enchanting are second, Engineering is middle (though honestly that armor enchant is about the best enchant in the game for a tank), and Inscription, Tailoring are hit or miss depending on your class/role. Skinning and mining are kind of crappy for anyone with multiple roles (my skinner is a hunter so that works out ok, my miner though is a priest ... whoopie!). Herbalism is just terribad ... but I presume blizzard will fix that at some point.

    On the secondary front as awesome as BS is for stat allocation, it's terribad for money making. BS's make virtually no money compared to JCs who are basically rich with no effort. I've made a great living through Alchemy and Enchanting as well but you have to be good with the market and enjoy that meta-game. Skinning/Mining/Herb all make money but you have to actually work at it and that sucks unless you enjoy that kind of thing (some people like the harvesting/fishing game ... I'm too lazy). Engineering also has no real money maker. LW and Tailoring both can do ok making the leg enchants, but its not a huge market. Inscriptions used to sell well but most servers seem to have tanked on that one ... still have the cards though ... but yeah ... it's not a great profession. Still nothing comes close to JC for the "I want to print decent money for no effort" skills.

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