WoW Rookie: An overview of professions
While some may argue that World of Warcraft doesn't have enough professions, there are enough choices to leave any new player at a loss when it comes to selecting one for the first time. So today we're going to discuss the good and bad of the game's ten primary professions and six secondary professions -- and hopefully give you the knowledge to make some informed decisions next time you need to chose a profession for yourself.Interested in knowing a bit more about the game's professions? Keep reading! Want to tell us which professions you find the most useful (and why)? Leave us a comment!If you aren't entirely sure what a profession is, you'll figure it out as we describe them. You can first pick up a profession at level 5, and trainers can be usually be found both in the starting areas and in major cities. (Trainers for skill levels over 300 are only found in Outland, however.)
Professions in World of Warcraft are split into two basic types: primary and secondary. You may only chose two primary professions, while you can have as many secondary professions as you'd like. (Though, at present, there are only three secondary professions.) We'll start out by discussing the secondary professions, since they're applicable to every player.
Secondary Professions
First Aid: Allows you to create bandages which you can use to heal yourself.
The bandages first aid allows you to craft can be used in and out of combat, though their healing abilities are interrupted by damage. However, they're great to quickly heal yourself up during downtime or give yourself a tiny boost in combat (before they're interrupted). Plus: cheaper than potions. Since it doesn't count against the number of primary professions you can have, there's no reason not to pick up first aid. No reason at all! Even if you're a healing class, you ought to train up first aid -- there are going to be times when you'll be out of mana and glad you had it. So if you don't have first aid yet -- go out and train it. Right now! Hurry up!
Fishing: Allows you to catch fish (and other things) with a fishing pole.
In my humble opinion, fishing is the most boring, awful, and tedious profession in the entire game. The fishing process involves casting your line and then staring at your bobber, waiting for it to go under water, at which point you can click on it for a chance at getting a fish. It doesn't provide a lot in the way of fun or exciting gameplay, but let me tell you, the fish you can catch are the absolute best way to train cooking quickly. Also, there are certain types of fish used in cooking and alchemy that will always sell well on the auction house.
So, my advice -- if you have the patience for fishing (I'm afraid I don't), train it. It'll help your cooking and what you don't use, you can probably sell.
Cooking: Allows you to create food that will heal and buff anyone who eats it.
The food you can make with cooking provides useful buffs for all classes. (Of course, when eaten, food will also heal you, but it's the buffs that are the really cool part of the food items you can get via cooking.) Extra stamina and spirit is a common buff, but at higher levels you'll also come across food that improves your agility, mana regeneration, health regeneration, attack power, healing, and spell damage. Not bad for a secondary profession.
It doesn't train up as quickly as first aid, but it's universally useful and it doesn't take up a profession slot -- so I recommend it for everyone.
Primary Professions
Gathering Professions: These professions focus on gathering items that are used by other professions. They're often paired with a crafting profession that uses the gathered materials, but you may elect to train two gathering professions instead. When you're selling the materials you gather instead of using them, you're making a lot more money than you would by using up gathered materials to craft!
Herbalism: Allows you to collect herbs.
Herbs are primarily used in alchemy, but a few herbs are also needed by some recipes in all crafting professions. Certainly grab this if you're planning on picking up alchemy, but if you're looking to grab two gathering professions as moneymakers, this wouldn't be my first choice.
Skinning: Allows you to skin animals for leather and hides.
Leather and hides are both used by the leatherworking profession, so if you're interested in that profession this is a good companion to it. However, I also advise it as a moneymaking profession, because, unlike the other two gathering professions, it doesn't have require a tracking ability. (Both herbalism and mining have special tracking abilities that allow you to see herbs and mining nodes on your mini-map. But since you can only use one tracking ability at a time, skinning is a good companion to any other gathering skill you might chose.)
Mining: Allows you to mine ore.
The ore and gems you mine can be used by Blacksmithing, Engineering, and Jewelcrafting. If you're interested in any of those professions, mining is a good choice because mining your own ore is going to be cheaper than buying it. And because so many different professions can make use of mined ore, it's an excellent choice for making money as well.
Crafting Professions: These professions don't tend to be money-makers. In fact, you'll often find yourself losing money by crafting, since many of the materials you'll use up making your crafted items will sell for more than the items themselves! However, these professions can be useful for providing yourself with items and gear -- and there is the occasional highly desirable crafted item that's worth selling.
Alchemy: Allows you to create a variety of potions and elixirs, as well as transmute certain items.
The potions alchemy gives you access to are always useful for buffing yourself or healing yourself. However, a recent change to potions allows you only to have two types of potions active on you at any given time, meaning you can no longer stack potion buffs indefinately. However, it's still a very handy profession to have, both to help you as you level up and to help you out end-game.
Blacksmithing: Allows you to craft heavy armor (mail and plate) as well as a variety of weapons.
At low levels, blacksmithing will provide a leveling Paladin or Warrior with decent gear. At later levels, blacksmiths must chose their path -- armorsmith or weaponsmith. While there are some worthwhile weapons available, it seems as though armorsmith is the best choice unless there's a weaponsmith-specific weapon you can't live without, as it provides you with an epic quality set of armor in the end. And don't forget -- you can make skeleton keys to open any lock!
Leatherworking: Allows you to craft medium armor (leather and mail) as well as a variety of armor kits.
At low levels, leatherworking will provide a leveling Rogue, Druid, Hunter, or Shaman with useful gear. Later in the game, you'll probably find a lot of the items you can make will be replaced by instance drops or PvP rewards, you'll still find the profession handy for resistance gear and the armor kits you can add to existing items.
Tailoring: Allows you to craft cloth armor and bags.
For cloth-wearers, tailoring provides useful armor both when leveling and when at max level -- as well as spell-thread, which can add to higher level gear to improve it. And the usefulness of crafting bags cannot be overlooked, especially at low levels when bags are rare and expensive.
Engineering: Allows you to create a variety of trinkets and gadgets that are situationally useful.
Engineering is widely considered to be one of the games' least-loved professions, but it is of situational use to anyone interested in its abilities. Engineerers can craft a variety of situationally useful toys and trinkets that are just as likely to harm you as to help you. Paladins find engineering appealing because it gives them access to ranged attacks that they wouldn't otherwise have while PvPers may find that it gives them a handy bag of tricks to draw on in difficult situations.
Jewelcrafting: Allows you to craft a variety of jewelry and (at later levels) cut gems for socketing.
Jewelcrafting is particularly handy because it gives you access to rings, necklaces, and trinkets at a lower level than you'd otherwise have access to them. And at higher levels you can cut gems for socketing, and cut gems are always in demand.
Service Professions
Enchanting: Allows you to enchant gear with additional abilities.
Yes, there is only one "service" profession, and we call it a service profession because the items you create with it aren't tangible objects that can be bought or sold. Instead, the enchantments you create are applied to already existing objects. (This can be something of a pain, because while other professions can buy or sell things on the auction house, you can only give out your enchantments through the trade window.)
While enchanting is incredibly useful at both lower and higher levels, it's also both expensive and difficult to train. The materials you need to enchant something are only acquired by disenchanting magical items, so you'll find yourself disenchanting useful items instead of selling them in order to have raw materials to work with. Also, the enchants everyone wants to buy are often the rare and hard to find ones -- so to make this profession pay off in the end, you'll have to be willing to spend some time to locate the most wanted enchanting patterns.
Filed under: Herbalism, Jewelcrafting, First Aid, Enchanting, Tailoring, Leatherworking, Engineering, Cooking, Blacksmithing, Alchemy, Skinning, Mining, Fishing, WoW Rookie






Reader Comments (Page 1 of 1)
Grimm Jul 14th 2007 4:08PM
Six secondary professions?
Ygoloxelfer Jul 14th 2007 4:38PM
The others, I assume, are riding, poisons and lockpicking, but she seems to have neglected to mention these.
Zuty Jul 14th 2007 4:38PM
JC and Mining is the new money maker IMHO.
Prospecting is where the cash is at.
~Zuty
ErsatzPotato Jul 14th 2007 7:12PM
"if you have the patience for fishing (I'm afraid I don't), train it"
Yay! The fewer fish the better for me. More of the same BC food buffs more quickly and easily acquired, plus the biggest stam buff food of all. And water motes. And at mid-levels crates full of leather, green gear, and bolts of cloth (all in one crate, more than one crate per pool). Summon a ZF boss. Turn yourself into a pirate.
Fishing isn't fun but leveling cooking without it is even more annoying. Cooking up one stack of 50 fish is easy. Juggling 4 spider bits, 3 tiger bits, 11 wolf bits... bah.
Wait. Nope. Fishing SUCKS. Don't fish. Not one bit. Never. No motes in that water. I swear. Pirates suck. You'll catch a rash. Just say no to fishing.
Friends don't let friends fish.
Chris Mehigan Jul 14th 2007 7:50PM
I was a miner/enchanter and yes it paid the bills, until I started raiding. Then the mining just wasn't paying and my new raiding habit meant I had to get mats for potions and elixirs each week - which meant buying them on the AH for crazy amounts of money. When I saw how much I was spending each week on herbs, and how little my mining mats were selling for - I knew it was time for a change.
I switched to herbalist and leveled to 375 in one weekend - not at all hard as herbalism is so easy to level up. Once I started gathering the herbs in Outland I was out of the red and back into the black as my expenses fell and I was gathering my own mats for those potions, and I found that my surplus mats each week were selling for a much tidier profit. Goodbye mining.
Herbalism is easier - quicker to collect - and sells very well in the AH. Along with the added bonus of actually being useful to my character.
Prester John Jul 15th 2007 10:42AM
"Engineering is widely considered to be one of the games' least-loved professions...."
Maybe. Certainly it's less uber than some of the other crafting professions at endgame. And it's expensive as all hell to level up.
But come on, exploding sheep? Mind control caps? Freaking rocket boots?
The ability to assume Wile E. Coyote form is pretty goddamn awesome.
bill gates Jul 15th 2007 1:01PM
@6 I agree, engineering gets a bad rap. Every other manufacturing profession is about adding stats to your toon but with engineering you gain new abilities that you may not have had before (root, mind control, aoe). I think it goes very well with a non-magical melee class such as a rogue or a warrior. I love the silly stuff in WoW, its the stuff that makes the game fun not the stats (some people take this game way too seriously)
dreadlorde Jul 15th 2007 7:24PM
exploding sheep FTW!
rummy Jul 16th 2007 6:17AM
Re: Enchanting as a profession:
I'm a newb gamer still on my first main, a 32 Lock and I chose Enchanting just because it sounded like a buffing profession and Warlocks don't get many buffs. I'm now 225 enchanting which is pretty much maxed out for my level. Here's my experience with it....
If you're an introvert like me and outside a large guild (which is quite likely being shy) it's not such a good profession, no-one's going to come up to you and ask for enchants - you've got to shout out which for me is very (psychologically) difficult.
Also if you're low level you're not going to get that many takers (except for lesser beastslaying) since there seems to be hundreds of lvl 70 enchanters with 300+ on enchanting out there who are way more attractive to the twinks.
On the plus side, with some careful use of the AH and disenchanting you can do a fair job of making money to buy reasonable kit. I seem to have consistently better stats than my peers on the armory, and have enough reserve to occasionally splurge out 6g on something that really catches my eye. My Herbalism bootstrapped me, but disenchanting is keeping me going.
Next time (if there is one) I'll not be taking enchanting - I'm just too shy for this "service" industry. And I'd recommend against it for the shy.
Ken Lydell Jul 16th 2007 12:56PM
Hunter + alchemy + herbalism + pet feeding + fishing = rapid leveling in cooking + reagent fish + waterlogged trunks + pots for primary and alts + lots of pet food in minimum bag space. This is a very nice combo that has served me well. The pieces fit together.
My cat has been well fed for 15 levels using just two grilled fish recipes. An additional one from a Shattrath vendor will feed my pet from L65 to 70.
First Aid is invaluable for bandaging a pet during fights against two MOBs. Freeze trap one, kill the other, bandage pet, kill the second. It minimizes downtime between fights and allows healers to recover their own health without using mana.
Leatherwork sucks and proceeds from armor kits are chump change.
Milktub Jul 16th 2007 2:17PM
This all seems to be pretty much conventional wisdom. I've given each profession a play through, just to get a feeling for them all.
My favorites are, and will forever be Alchemy and Herbalism. Herbs because they seem to be plentiful enough and well placed to be easy to level. It's easy to transition from picking Silverleaf to Mageroyal to Briarthorn to Liferoot ... and so on through Felweed, Terocone, Netherweed. Alchemy because you can actually use every single thing you create, and the only thing you need to buy to do it are relatively cheap and plentiful beakers.
So then my criticism of the other professions are where they fall short of the alchemy/herbalism combo. Skinning is an easy moneymaker, so I have no problem with that. But mining is a pain, a big pain. Sure, copper is an easy find, but Tin seems extra sparse, making the next step difficult. Then tracking down enough Iron to allow you to get Mithril, and so on ... wow.
Blacksmithing and Leatherworking get the same negative from me in that either a recipe gives you junk that isn't worth trying to sell, or requires hard to find ingredients. And you can't use 10 pairs of green iron boots yourself. Oh, and they have quests attached to the professsion itself. I'm glad I never needed to deliver 10 Dreamless Sleep Potions just to level my alchemy.
Engineering is fun, but expensive. Enchanting is annoying.
Juliah Jul 20th 2007 10:31PM
I wish they'd add Fletching. It's sad that we can make guns (Engineering), but not basic bows.
Engineering is kind of underwhelming right now, and Enchanting is crazily expensive.
Kettu Aug 23rd 2007 3:32AM
For starters, I definitely agree with #12. There needs to be a Fletching and/or Woodworking profession so we can get some nice bows and staves.
My favorite primary professions have been Herbalism and Alchemy since my very first character. The potions have always been helpful in a bind and transmuting helps my fellow guild mates.
As for secondary professions, Fishing and Cooking are amazing. It's true that Fishing gets rather unbearable to level the higher you go, but the food buffs, junk boxes, motes, etc... all pay off in the end.
Steven Oct 26th 2007 4:34PM
I just read this and it had some good stuff in it. But i kept looking online and i found this amazing guide
on this site and i am like owning everything now.
Steven Oct 26th 2007 4:52PM
Sorry the site is http://www.briankopp.com/?a=fire33
MCA Dec 7th 2007 4:23PM
What are the 2 best main professions?(for making a little money but mostly for strengthening)