WoW Professions Guides
Alchemy
Alchemy is one of those professions
that’s suitable for almost any
class, as there are plenty of potions to be made,
with a wide variety of effects. Using the herbs
you gather from your herbalism collection skill
and empty vials that are purchaseable at any
trade skill vendor, you’ll be
able to get your fix as often as you like.
Of course, the most alluring aspect of Alchemy
will be the ability to make healing and mana
potions, since these aren’t
available for purchase in stores. In addition to
these straightforward concoctions, though, there
are plenty of other delectable treats in store,
from stat-buffing potions, to regeneration
potions, to damage-absorbing potions, and so on.
All of these have only temporary benefits, but
they can still be useful when
you’re heading into a tough
fight or into an instanced dungeon. In addition,
you will eventually be able to transmute metal
bars from one sort to another, or even the
high-end elemental essences, which will let you
more easily obtain the reagants required for your
potions.
One thing to note is that alchemy
isn’t a big money-making
profession. Although you can sell or auction
potions to other players and they can use them
freely, most people aren’t
willing to pay a huge amount of money for items
that will only grant them temporary buffs.
Blacksmithing
After you’ve managed to get
ore up out of the ground and have converted it
into bars at a forge, you’ll
be ready to create arms and armor with your
blacksmithing ability. Blacksmithing is unique in
that it’s one of the only
professions that’s capable of
creating weapons, and indeed
that’s one of the biggest
draws of it. In addition to plenty of armor
that’ll be rolling off of your
anvil, you’re going to be able
to create daggers, swords, maces, axes, and
plenty of other varieties of weapons. Many of
these won’t be as good as the
weapons that you’re likely
going to be finding, at least through the early
portions of the profession, but if you stick with
it until you reach the higher-level crafting,
you’re going to be able to
make a host of blue weapons, such as the coveted
Truesilver and Arcanite Champions, which are
exceedingly difficult to find the ingredients
for, but which will make you well-respected in
your guild, or just obscenely wealthy when you
put them up for auction.
The main drawback to Blacksmithing is that
there aren’t many support
items that can be created with it, meaning that
you’ll mostly be rolling out
weapons and armor that you have no intention of
using, just to increase your skill level. There
are a few useful items, of course, such as
Mithril Spurs, which can increase the speed of a
mount, and the various Whetstones and
Sharpstones, which can increase the damage dealt
by a weapon for up to half an hour, but much of
what you create will be outclassed by the items
you find or obtain via questing. You can earn a
good amount of money by custom crafting for guild
members, or placing hard-to-create items up on
auction, but until you reach the upper levels of
the profession, you’re
probably not going to be making many items for
yourself.
Enchanting
Enchanting is one of the few professions that
is completely self-contained;
there’s no collection
profession to learn alongside it, which makes it
a popular choice to pair up with tailoring. If
you do decide to become an enchanter, then
you’ll be able to permanently
upgrade armor and weapons with sometimes
substantial bonuses. Of course, at the earlier
levels of the skill, you’re
going to be enchanting stuff just to be
enchanting it, as the bonuses are fairly
insignificant (+1 to all resistances, +5 to mana,
etc.); it isn’t until you
significantly increase your abilities that
you’ll start seeing the stat
increasing or +X damage enchants. This can make
it frustrating to level up, but once you do gain
some of the higher-level enchanting recipes, you
can at least make a bit of money by offering your
wares in the general chat of a major city.
Of course, if it was easy to be an enchanter,
then everyone would do it. Unfortunately, it
isn’t as simple as just
putting your hands on an item and magically
making it better - as with most professions,
you’re going to need to have
reagents before you can cast your enchantments.
The trick here is that these reagents can only be
found by disenchanting high quality items, i.e.
anything green, blue, or (god forbid) purple.
After you train into the lowest level of
enchanting, you’ll
automatically obtain the Disenchant skill; when
you use this on a green or higher-quality item in
your inventory, you’ll destroy
the item and gain one or more enchanting
reagents, such as Soul Dust, Magic Essences,
Astral Essences, or so on. Like items, enchanting
reagents come in various rarities, with
higher-quality items more likely to be
disenchanted into the rarer reagents. Of course,
the more powerful enchants will usually require
the rare reagents, which are the toughest ones to
find, since the blue items that will yield them
when disenchanted are themselves tough to come
by. If you plan on being a serious enchanter,
then, you’d be advised to get
yourself into a lot of instanced dungeon runs and
roll on any green or blue items that the other
members of your party don’t
need; you’ll find a lot more
of them while doing these dungeons than you will
while running around in the overworld.
In fact, one of the reasons that tailoring
goes well with enchanting is that many of the
items you make with tailoring can be immediately
disenchanted to provide more reagants. All an
item needs to be is green or blue to be
disenchanted, and many of the tailoring recipes
you receive as you skill up that profession will
at least be green. In this fashion, you can
continue to increase your tailoring abilities
while providing the reagants needed to
simultaneously progress in your enchanting
skills.
Engineering
Engineering is a more circumscribed profession
than many of the others, in that the items that
you make will often not be sellable, due to the
fact that most of them require the user to have a
certain amount of engineering skills to use them.
Thus, most of these will be purely for your own
entertainment. Most of the engineering recipes
require ore or rock, meaning that
you’ll want to have mining as
a secondary profession if you choose to be an
engineer.
On the plus side, engineering gives you a
large array of items to make, with a really wide
variety of effects. With engineering,
you’ll gain items that will
let you increase your movement speed, trap an
enemy in a root (which is devastating in PVP),
take control of a mechanical mob, resurrect a
fallen ally, or even use mind control on a
humanoid opponent. Of course, if these were all
guaranteed effects, then everyone would want to
be an engineer, but that’s not
the case; most of these items stand a chance of
backfiring, which will usually cause either the
opposite of the intended effect, or will directly
damage the user. For example, the Goblin Jumper
Cables may shock a dead player back to life, but
they might also explode when used and kill the
user. The Net-O-Matic Projector, on the other
hand, is intended to trap your target in a net
for ten seconds, but may catch on the
user’s clothing instead, thus
trapping you in the net.
Although plenty of the items created by
engineering have these drawbacks, many do not.
The most common of these are going to be the
dynamite and bombs that you can make; these give
engineers a quick form of AoE damage, albeit one
that requires sometimes significant cooldown
times in between uses. Hunters will also find
engineering a useful skill, as it allows them to
make guns, bullets, and even scopes which can
attach to guns and bows for extra damage. There
currently aren’t any
professions that allow players to craft bows or
arrows (a serious oversight!); hopefully
there’ll be a fletcher
profession at some point, but for now,
engineering is the only way hunters have to
increase their offensive capabilities.
Herbalism
This is the collection aspect of Alchemy. This
works in a similar fashion to Mining; when you
have the Find Herbs skill activated, then herbs
will appear on your minimap, allowing you to
track them down and collect them. You
don’t need any kind of
collecting implement in your backpack, as you
would with Mining or Skinning, so
you’ll have more room for your
precious herbs, and you’ll
need it, as you’ll usually be
wanting four or five different kinds of
ingredients at a time.
Luckily, herbs can be found almost anywhere in
the game world, as opposed to mining veins, which
are generally found only on rocky outcroppings.
Still, you have to pay attention to context while
collecting; if you’re in a
group, it’s generally
considered rude to consistently run off to
collect herbs, especially if
you’re all trying to travel
somewhere.
Leatherworking
Leatherworking is the crafting companion to
skinning; with it, you can turn your various
kinds of leather into an assortment of items.
Most of these will be leather armor, of course,
of a variety of types, with a number of items
that’ll give good agility
bonuses, which are perfect for hunters and
rogues. In addition to the armors, the main
support items are armor kits, which can be
applied to four different kinds of armor to
permanently enhance their defensive capabilities,
and quivers or ammo pouches, which all hunters
will find necessary.
One of the main drawbacks of leatherworking is
that it will become precipitously less useful
after your hunter or shaman hits level 40, since
they’ll be able to switch over
to mail at that time. This is more of a problem
for a shaman than hunters, as the latter will be
primarily concerned with pure stat bonuses on
their equipment rather than its capabilities as
armor qua armor; shamans, though, will need both
the higher armor of mail as well as the strength
and stamina bonuses that are more readily found
on that type.
Mining
Mining is the collection skill that matches up
with both Engineering and Blacksmithing. Before
you can mine, you’ll have to
have a Mining Pick (which you can buy at any
trade skill merchant), and will obviously need to
train your mining skill up to at least level one.
Then you can head out into the world and start
looking for mining veins, which will let you
unearth valuable metals.
Metal is usually going to be found in veins
near mountains and hills -
it’ll rarely be found out in
the open areas of a zone. This means that metal
collection will usually require a bit more
dedication than either herbalism or skinning. You
won’t be able to create your
own resources just by killing beasts, as you will
in skinning, and you won’t be
running across your resources as you run around
the bulk of a zone; you’ll
probably have to dedicate portions of your time
to "mining runs," as they’re
called, and run around in zones where lots of
metal veins are known to be located. A good
example of this is the range of mountains
stretching from just above Crystal Lake in Elwynn
Forest all the way around to the Eastvale Logging
Camp; if you run from one end of those mountains
to the other, you’ll usually
find a number of copper veins. Unfortunately,
after a player gets three or four pieces of ore
from a vein, it’ll disappear,
and won’t respawn for a few
minutes. Thus, if you have the misfortune of
starting a run a minute or two after another
player, you’re unlikely to
find much of anything to mine. This can make
mining something of a random pastime.
We’ll see how Blizzard deals
with the increased server population in retail;
if enough people have a hard time finding mining
veins, it’s reasonable to
assume they’ll either increase
the number of them or decrease their respawning
time.
Anyway, when you whack at a vein with your
mining pick (if you have one in your inventory,
all you need to do is right-click on the vein
while you’re standing next to
it to do so), you’ll get a
window showing you what you’ve
mined. This will always include at least one
piece of ore, but may also include various other
items like pieces of rock or valuable gems, many
of which will also be usable in your crafting
profession, or, if not, then can be sold for good
chunks of change.
It’s the ore that you
really want, though. Before you can use it,
you’ll need to convert your
metal ore into metal bars; this can only be done
at a forge, which can usually only be found in
towns with enough of a population to support an
NPC blacksmith. (I.e. the smaller a town, the
less likely it is to contain a forge.) When
you’re standing close to a
forge, you can use your smelting ability to smelt
the ore into bars, which are what
you’ll need before you can
start smithing items.
Now, when you have bars of metal, you can feel
free to start making engineering items, if you
have the other required ingrediants. To
blacksmith, though, you’ll
need an anvil; check the blacksmithing section
for more details on that.
Skinning
Skinning is the collection aspect of
leatherworking. In order to skin,
you’ll need to train at a
Skinning trainer, buy a Skinning Knife (available
from Leatherworking and most Trade Skill
merchants), and find yourself something to skin!
Of the various mob types, only beasts are
skinnable, but not all beasts. Insects and birds
are often not skinnable, but most other types of
beasts are, so you shouldn’t
have a problem finding something to take your
knife to. You can check whether or not a target
is skinnable by mousing over its corpse after it
dies.
When you have your skinning ability set up,
you can head out into the wilderness and start
skinning away. If you obtain your skinning after
your character has levelled up a bit, though, you
may notice that you can’t skin
mobs of your level after you kill them; like any
profession, you’ll have to
start out on easier targets, which in this case
means that you’ll have to
return to a newbie area and find low-level
monsters to kill and skin. You should be able to
skin anything at level 10 or below with a single
point of skinning, but that’s
just to get you started; to skin higher-level
monsters, you’ll need to have
five points in skinning for each level of the
mob. For example, if you want to skin a level 30
monster, you’ll have to have a
skinning skill of 150 or higher. As with most
collection skills, the difficulty of the
collection will impact whether or not
you’ll gain a skill point when
you perform it, meaning that
you’ll have to consistently
skin enemies near your theoretical limit in order
to consistently skill up skinning.
On the good side, though,
it’s very, very easy to skill
up skinning, since there are good populations of
beasts in every zone; you
won’t have to hunt down mining
veins or keep your eyes peeled for herbs, in
other words. If you skin everything
that’s available to you, you
should be able to maximize your skinning skill
without having to make "skinning runs" or
anything like that, leaving you more time to
focus on your leathercrafting.
Tailoring
Tailoring, along with Alchemy and Engineering,
is one of the professions that most suits mages
and warlocks. With it, you can create cloth
clothing, armor, and other items that are most
suitable to classes that
aren’t heavily armored. Many
of the armor pieces that
you’re able to create will
have inherent bonuses to intellect and spirit,
and some will even give you direct bonuses to
magical damage or healing, making them
recursively useful for spellcasting classes. In
addition to the normal armor items, though,
you’ll also be able to make
tailored shirts of various colors, odd items of
clothing like the Tuxedo Jacket, as well as bags
that will often fetch a good price at auction.
(If you manage to max out your tailoring skill,
you’ll eventually be able to
create bags with up to sixteen slots!)
One of the unique things about tailoring is
that, like Enchanting, it
doesn’t have an associated
gathering skill; the raw materials for tailoring
(namely, linens of various quality) drop on
humanoid enemies throughout the game world. Thus,
there’s no need to do anything
to obtain your materials except adventure as
normal, assuming you face off against humanoid
enemies fairly often. Unfortunately, the same
linens used in tailoring are also used in First
Aid, which is available to all classes regardless
of their main professions. These means that, when
fighting through an instanced dungeon,
you’ll usually have to compete
with almost every other member of your party for
the cloth drops, unless you all agree beforehand
on a fair distribution of them.
Secondary Skills
Unlike professions, you can obtain as many of
the secondary skills as you wish, even if you
already have two professions. These skills
revolve around creating or finding items that
will let you more easily heal yourself;
they’re not usually highly
lucrative and won’t let you
create equipment or long-term buffs.
Cooking
Cooking is simple, albeit somewhat
circumscribed at this point in the game. As a
cook, you’ll be tasked with
finding meat of various animals, ranging from the
commonplace, such as boars and wolves, to the
relatively obscure. (Meat drops off of beasts
naturally; you don’t need any
other collection skills to find it.) When you
have meat, you can bring it back to a fire or
cooking rack to make it into food.
Most of the food that you can create is
straightforward, of the sit, eat, and regain
health variety, but you will eventually be able
to make food that will buff your spirit and
stamina for 15 minutes with each meal. This can
be fairly useful, but it takes an awfully long
time to get up to the higher levels of the skill,
and when you do, you might find that many of the
recipes you’re interested in
will also require a high level of fishing skill
to acquire the ingredients in what can be an
unpleasant bait-and-switch if you
haven’t been spending a lot of
time fishing.
First Aid
First aid is likely going to be something that
almost every player will want to pick up, mostly
because it’s easy to use and
lets you cut the downtime related to health
drain, or lets you heal up your teammates, no
matter what class you are, even during
combat!
To start out with First Aid,
you’ll need to gain the skill
from a First Aid trainer, then find some cloth.
Cloth (linen, wool, silk, etc) is a common drop
on humanoid enemies, and can be made into
bandages with your First Aid ability; these
bandages can then be applied to yourself or to a
teammate, and will heal your target over a short
period of time. The best part of all this is that
cloth is pretty easy to find, which makes First
Aid an easy skill to build up, especially if you
grab it at a low level. If you wait until
you’re a high level before you
nab it, you’ll have to start
out with the linen recipes before you can work
your way up to the higher-quality cloth, which
will either force you to buy a bunch of linen at
auction or camp a bunch of low-level spawns,
neither of which is a very palatable option.
It’s important to remember,
though, that applying a bandage is considered to
be a channeling action. This means that your
target (or yourself) won’t get
all of the benefits of the bandage right away;
it’ll take around six seconds
for the complete effect to be felt, during which
time you can be interrupted if
you’re hit. (This prevents you
from bandaging yourself during solo combat, by
the way, or at least prevents you from getting
the full effect of a bandage, as
it’ll cut out as soon as
you’re struck by a weapon or
spell.) Also note that when a bandage is applied,
the target can’t be bandaged
again for sixty seconds. Thus, first aid is best
used for either shortening the downtime between
solo fights, or for healing yourself during
combat when you don’t have
aggro, or for healing a teammate
who’s on the cusp of death.
You’re never going to be able
to match the pure healing power of a class with
healing spells, and you’ll
find that over-reliance on bandages will result
in your running out of them at inopportune times,
especially in instanced dungeons, but still -
it’s a free skill that every
non-healing class will find use for at some point
or another.
Well, almost every non-healing class, we
should say. The only reason you might not want to
pick up first aid is if you’re
also a tailor; since tailoring requires large
amounts of cloth, then you’d
have to be splitting your resources between two
skills, meaning that you’d be
unlikely to excel in either of them. Since the
classes that are most often tailors are mages
(who can summon in food to heal themselves in
between fights) and priests (who obviously have
little need for first aid anyway),
you’re unlikely to miss first
aid if you choose to be a tailor.
Fishing
Whether you consider fishing to be merely
boring, really boring, or brain-liquefyingly
boring, will depend on your level of patience.
After you receive your initial training in
fishing, you’ll be asked to
buy a fishing pole and optional bait.
(You’ll probably want the
bait, as it greatly increased your fishing skill
for a few minutes.) When you have a pole, you can
walk up to the edge of a body of water and use
your fishing skill to cast your line. If for some
reason the water is unfishable,
you’ll get an error message
telling you so, so pack it up and head somewhere
else when this occurs.
When you’ve cast a line,
all you can really do is wait for your bobber to,
well, bob; when you see it splashing around,
right click on it to see what
you’ve caught. The thing here
is that your bobber will rarely splash before the
timer drops below halfway, sometimes
won’t splash until the timer
is almost done, and sometimes
won’t splash at all, forcing
you to recast. The tedium really starts to set in
when you realize that, even if the bobber does
splash, you’re not guaranteed
to get anything; at low levels, at least,
you’re going to get an awful
lot of "Your Fish Got Away!" messages.
The thing about fishing is that, if
you’re willing to put the time
into it, you’re going to find
plenty of restorative items (fish that can be
eaten like any other food), including some that
are a bit more powerful than what you would
normally be able to buy. If
you’re a real cheapskate,
then, and don’t want to have
to pay for food, then fishing might be a good
alternative for you, if you’re
willing to soak up some of your time with it.
(You might also want to try out cooking and see
which one is easier for you.)
In addition to plain old edible fish, you can
also find inedible fish (these are useful in
alchemy and can sometimes be valuable at the
auction house), messages in bottles (usually
containing scrolls of some sort), and lockboxes
(which are rare, but will usually contain
something decent). Of course,
you’re going to have to stand
around by a body of water to get anything at all,
unlike first aid and cooking, which at least have
the benefits of letting you gain experience while
you gather the materials required for them.
Still, though, it’s relatively
inexpensive to train yourself in fishing, so you
might want to give it a shot and see whether or
not you enjoy it.