inatey
28-11-2004, 07:16 AM
This is a guide to people that are new to professions it, but it is important that you realize it is just that, a guide you don’t have to follow it religiously and other combos can be beneficial.
You can have 2 primary professions and as many secondary professions as you like, I suggest all of them. They can be untrained at any time, but if you do untrain them and then retrain them you lose all of the leveling up that is associated with it. You can have to gathering skills or 2 crafting skills.
Dual gathering skills
Pros:
1) You make lots of money at the action house
2) Good for guilds because you find the stuff and summoned in the guild makes it for you
Cons:
1) You can’t make stuff without paying someone to do it
Dual crafting
Pros:
1) You get the best of 2 crafting skills
Cons:
2) You have to pay cash for ingredients and can be extremely costly
primary
The gathering skills are:
Herbalism
Mining
Skinning
The crafting skills are (goes best with):
Blacksmithing (mining)
Alchemy (herbalism)
Leatherworking (skinning)
Tailoring (N/A)
Enchanting (N/A)
Secondary professions are:
Fishing
Cooking
First aid
Primary professions
Mage/warlock/priest (full caster) tailoring/enchanting, herbalism/alchemy
Tailoring is a very useful early money maker as it allows you to make bags. Everyone wants bags. And as a mage/warlock you can only wear cloth and medium to midnight level tailors can make some decent green items. Also it goes well with enchanting.
Enchanting is very useful at high levels however it is a huge money sink. Disenchanting green items at low levels is not something people enjoy doing and at low levels the buffs aren’t so great ether. But, when coupled with tailoring it is easy to level up. With tailoring you can make crapy green items (levels up your tailoring) and then disenchant them with your enchanting skill (level up enchanting) and you get enchanting resources. Then you can practice enchanting on a green item that you made from tailoring. People always want and are willing to pay for enchanters
Herbalism is a useful caster profession. It allows you to make ingredients for alchemy and that’s about it.
Alchemy lets you make potions out of the ingredients and herbs that you gather from herbalism. The potions are nothing special at low levels. Not many people want to by minor healing potions and they don’t sell very well to vendors (if you add up what the herbs are worth and ad it to the price of the vials you actually lose money selling the pots to vendors) however at high levels the good potions people want. And I find that the minor healing pots are useful.
Shaman (full hybrid) skinning/leather working, herbalism/alchemy, late game smithing/mining
Skinning you can skin anything! (Almost) the skins are then used for leatherworking.
Leatherworking is not the best money maker but for low to mid levels it useful. Because shaman cant were anything higher than leather till level 40 it is the best source of items till then, also you get patches which have amour bonus if you have about 4 of them that is 30-40 amour which makes a great deal of difference.
Alchemy see above
Herbalism is good for a tauren shaman as they get a racial trait bonus. More info see above
Mining gathers stuff for blacksmithing
Blacksmithing lets you make weapons that are useful particularly to mêlée character and only usable by classes that can use mail, so it is best for shaman at level 40+. Also lets you make grinding and weight stones. These add damage bonuses to sharp and blunt weapons respectively. Use full at low-mid levels.
Warrior (tank) blacksmithing/mining/engineering
Blacksmithing see above, warriors can wear mail
Mining see above
Engineering allows you to create items that can do damage of assist you even non combat pets. It is useful to all classes as it lets you make bombs which do AOE damage and usually a fair bit of it. Also uses mining materially so it goes well with mining
Paladin (hybrid tank) Blacksmithing/mining/engineering, herbalist/alchemy
Mining see above
Blacksmithing see above, paladins can wear mail and plate like warriors
Engineering see above
Herbalist see above
Alchemy see above. As a secondary healer they sometimes will run out of mana and there for alchemy can be useful to make mana pots.
Hunter leatherworking/skinning (mining/smithing (lvl40)), mining/engineering
Leatherworking see above
Skinning see above
Mining see above, also useful for engineering
Blacksmithing hunters can use mail at level 40 so good for late levels
Engineering make bombs and stuff. AOE damage useful for hunters because they have mostly nukes. Also makes little gadgets that are helpful.
Druid (Caster/tank hybrid) herbalism/alchemy, leatherworking/skinning
Herbalism see above. (Tauren get bonuses, half of druids are tauren (theoretically))
alchemy see above. Makes potions, druids are secondary healers.
Leatherworking see above, druids can use leather amour
Skinning see above
Rouge (primary damage dealer) leatherworking/skinning, mining/engineering
Leatherworking see above, druids can use leather amour
Skinning see above
Mining see above, also useful for engineering
Engineering make bombs and stuff. AOE damage useful for rouges because they have mostly nukes. Also makes little gadgets that are helpful.
Secondary professions
Cooking, fishing, first aid
Get them all because you can have them all and you never know when you might need them.
First aid
First aid allows you to make bandages that can be used in combat they are channeling which is a down side but they are very fast, good for healing a pet.
Fishing
Also cooking and fishing are somewhat interrelated. The fish that you find from fishing can be good and then heal much more health over a period of time. Fishing is also good for blacksmithing; I found a moss agate inside a fish once which is used for blacksmithing recipe. Also it is possible to find metal bars and other blacksmithing related items.
Cooking
Cooking is useful when making food for groups and allows you to make a fire which temporarily boosts sprit in a small area.
You can have 2 primary professions and as many secondary professions as you like, I suggest all of them. They can be untrained at any time, but if you do untrain them and then retrain them you lose all of the leveling up that is associated with it. You can have to gathering skills or 2 crafting skills.
Dual gathering skills
Pros:
1) You make lots of money at the action house
2) Good for guilds because you find the stuff and summoned in the guild makes it for you
Cons:
1) You can’t make stuff without paying someone to do it
Dual crafting
Pros:
1) You get the best of 2 crafting skills
Cons:
2) You have to pay cash for ingredients and can be extremely costly
primary
The gathering skills are:
Herbalism
Mining
Skinning
The crafting skills are (goes best with):
Blacksmithing (mining)
Alchemy (herbalism)
Leatherworking (skinning)
Tailoring (N/A)
Enchanting (N/A)
Secondary professions are:
Fishing
Cooking
First aid
Primary professions
Mage/warlock/priest (full caster) tailoring/enchanting, herbalism/alchemy
Tailoring is a very useful early money maker as it allows you to make bags. Everyone wants bags. And as a mage/warlock you can only wear cloth and medium to midnight level tailors can make some decent green items. Also it goes well with enchanting.
Enchanting is very useful at high levels however it is a huge money sink. Disenchanting green items at low levels is not something people enjoy doing and at low levels the buffs aren’t so great ether. But, when coupled with tailoring it is easy to level up. With tailoring you can make crapy green items (levels up your tailoring) and then disenchant them with your enchanting skill (level up enchanting) and you get enchanting resources. Then you can practice enchanting on a green item that you made from tailoring. People always want and are willing to pay for enchanters
Herbalism is a useful caster profession. It allows you to make ingredients for alchemy and that’s about it.
Alchemy lets you make potions out of the ingredients and herbs that you gather from herbalism. The potions are nothing special at low levels. Not many people want to by minor healing potions and they don’t sell very well to vendors (if you add up what the herbs are worth and ad it to the price of the vials you actually lose money selling the pots to vendors) however at high levels the good potions people want. And I find that the minor healing pots are useful.
Shaman (full hybrid) skinning/leather working, herbalism/alchemy, late game smithing/mining
Skinning you can skin anything! (Almost) the skins are then used for leatherworking.
Leatherworking is not the best money maker but for low to mid levels it useful. Because shaman cant were anything higher than leather till level 40 it is the best source of items till then, also you get patches which have amour bonus if you have about 4 of them that is 30-40 amour which makes a great deal of difference.
Alchemy see above
Herbalism is good for a tauren shaman as they get a racial trait bonus. More info see above
Mining gathers stuff for blacksmithing
Blacksmithing lets you make weapons that are useful particularly to mêlée character and only usable by classes that can use mail, so it is best for shaman at level 40+. Also lets you make grinding and weight stones. These add damage bonuses to sharp and blunt weapons respectively. Use full at low-mid levels.
Warrior (tank) blacksmithing/mining/engineering
Blacksmithing see above, warriors can wear mail
Mining see above
Engineering allows you to create items that can do damage of assist you even non combat pets. It is useful to all classes as it lets you make bombs which do AOE damage and usually a fair bit of it. Also uses mining materially so it goes well with mining
Paladin (hybrid tank) Blacksmithing/mining/engineering, herbalist/alchemy
Mining see above
Blacksmithing see above, paladins can wear mail and plate like warriors
Engineering see above
Herbalist see above
Alchemy see above. As a secondary healer they sometimes will run out of mana and there for alchemy can be useful to make mana pots.
Hunter leatherworking/skinning (mining/smithing (lvl40)), mining/engineering
Leatherworking see above
Skinning see above
Mining see above, also useful for engineering
Blacksmithing hunters can use mail at level 40 so good for late levels
Engineering make bombs and stuff. AOE damage useful for hunters because they have mostly nukes. Also makes little gadgets that are helpful.
Druid (Caster/tank hybrid) herbalism/alchemy, leatherworking/skinning
Herbalism see above. (Tauren get bonuses, half of druids are tauren (theoretically))
alchemy see above. Makes potions, druids are secondary healers.
Leatherworking see above, druids can use leather amour
Skinning see above
Rouge (primary damage dealer) leatherworking/skinning, mining/engineering
Leatherworking see above, druids can use leather amour
Skinning see above
Mining see above, also useful for engineering
Engineering make bombs and stuff. AOE damage useful for rouges because they have mostly nukes. Also makes little gadgets that are helpful.
Secondary professions
Cooking, fishing, first aid
Get them all because you can have them all and you never know when you might need them.
First aid
First aid allows you to make bandages that can be used in combat they are channeling which is a down side but they are very fast, good for healing a pet.
Fishing
Also cooking and fishing are somewhat interrelated. The fish that you find from fishing can be good and then heal much more health over a period of time. Fishing is also good for blacksmithing; I found a moss agate inside a fish once which is used for blacksmithing recipe. Also it is possible to find metal bars and other blacksmithing related items.
Cooking
Cooking is useful when making food for groups and allows you to make a fire which temporarily boosts sprit in a small area.