Insider Trader: When good patterns go green
Insider Trader is your weekly inside line on making, selling, buying and using player-made products.
Nothing interrupts a peaceful night of crafting like a lunatic guildmate ranting about learning a coveted new pattern, only to find that it's already green in skill level – nothing, that is, except that sickening feeling in your stomach as you consider what you'll do when your favorite patterns go green. Skilling up a profession can be a rollercoaster ride, if you don't hit the right patterns at the right time. (Of course, all the professions have those infamous "dead zones," when skilling up seems to be based on either unfathomable luck or unfathomable finances – or maybe both. But we'll cover dead zones in another installment.)
Skilling up in a profession can happen when you create an item that's listed in green, yellow or orange in your tradeskill window. Items listed in grey will not give you any skill points for creating them; red listings anywhere means you don't have the required skill level. Just as it does with creatures you fight, pattern color indicates difficulty and skill-up potential. Green items raise your skill occasionally, yellows about half the time and oranges every single time. (The exception to orange skill-ups occurs in skinning, in which successfully skinning an orange creature does not guarantee a skill-up.) As a burgeoning crafter, your goal is to find patterns that are relatively easy to get the materials to make while providing a solid shot at skilling up. While orange patterns offer a guaranteed chance of gaining a skill point, the best bang for the buck is often a yellow pattern.
And that's where things start getting murky ...
The thing you need to know is this: there are yellows, and then there are yellows. For any given pattern, skill-ups become more or less common based on their proximity and position to the skill levels at which they change color. For example, for an item that goes from orange to yellow at 240 and from yellow to green at 255, skill-ups will be almost as good as orange from 240-245, begin falling off from 245-250 and be barely better than green from 250-255. Using this logic, you can see that while you might want to skill up on a high yellow item that uses inexpensive materials, you probably don't want to rely on a low yellow item if you can help it.
The point spread for the skill-up range of various patterns changes from pattern to pattern, too. One pattern might turn yellow at 100 and grey at 120, with a 20-point width, while another might turn yellow at 200 and grey at 205 – a stinkin' 5-point width. The balance point at which patterns turn green seems to be consistent, though, about midway between yellow and grey. Best guesstimates put the yellow-point and green-points in a full orange-to-grey range at about one-third of the full skill range.
You can find skill ranges listed on item lists at sites like Thottbot. See this listing for Linen Boots, which shows that the pattern is learnable at 65 and greys out at 125.
Our best advice? Do your homework before you start farming or bidding on a particular pattern, and make sure it will serve your needs for a particular skill range. It is possible to learn a pattern at the earliest opportunity, only to have it turn out to be green or even grey. Don't get caught with your color down!
Bonus to skill
You can make the most of skill-ups by taking advantage of all the little available crafting skill boosts. Some of these bonuses are, in fact, mandatory, since some skinned and fished creatures require greater than maximum skill in order to catch or skin them. You won't be able to handle them without the right gear!
Racial bonuses Some races receive a bonus to certain professions as a racial trait. This happens at the base skill level – so a Draenei jewelcrafter with a +5 racial bonus to jewelcrafting sees patterns change skill color (yellow to green, etc.) five points later than other players.
Insider Trader author Lisa Poisso is a magazine editor, when she's not figuring up how many sets of materials she should buy before her favorite pattern greens out.
Nothing interrupts a peaceful night of crafting like a lunatic guildmate ranting about learning a coveted new pattern, only to find that it's already green in skill level – nothing, that is, except that sickening feeling in your stomach as you consider what you'll do when your favorite patterns go green. Skilling up a profession can be a rollercoaster ride, if you don't hit the right patterns at the right time. (Of course, all the professions have those infamous "dead zones," when skilling up seems to be based on either unfathomable luck or unfathomable finances – or maybe both. But we'll cover dead zones in another installment.)Skilling up in a profession can happen when you create an item that's listed in green, yellow or orange in your tradeskill window. Items listed in grey will not give you any skill points for creating them; red listings anywhere means you don't have the required skill level. Just as it does with creatures you fight, pattern color indicates difficulty and skill-up potential. Green items raise your skill occasionally, yellows about half the time and oranges every single time. (The exception to orange skill-ups occurs in skinning, in which successfully skinning an orange creature does not guarantee a skill-up.) As a burgeoning crafter, your goal is to find patterns that are relatively easy to get the materials to make while providing a solid shot at skilling up. While orange patterns offer a guaranteed chance of gaining a skill point, the best bang for the buck is often a yellow pattern.
And that's where things start getting murky ...
The thing you need to know is this: there are yellows, and then there are yellows. For any given pattern, skill-ups become more or less common based on their proximity and position to the skill levels at which they change color. For example, for an item that goes from orange to yellow at 240 and from yellow to green at 255, skill-ups will be almost as good as orange from 240-245, begin falling off from 245-250 and be barely better than green from 250-255. Using this logic, you can see that while you might want to skill up on a high yellow item that uses inexpensive materials, you probably don't want to rely on a low yellow item if you can help it.
The point spread for the skill-up range of various patterns changes from pattern to pattern, too. One pattern might turn yellow at 100 and grey at 120, with a 20-point width, while another might turn yellow at 200 and grey at 205 – a stinkin' 5-point width. The balance point at which patterns turn green seems to be consistent, though, about midway between yellow and grey. Best guesstimates put the yellow-point and green-points in a full orange-to-grey range at about one-third of the full skill range.
You can find skill ranges listed on item lists at sites like Thottbot. See this listing for Linen Boots, which shows that the pattern is learnable at 65 and greys out at 125.
Our best advice? Do your homework before you start farming or bidding on a particular pattern, and make sure it will serve your needs for a particular skill range. It is possible to learn a pattern at the earliest opportunity, only to have it turn out to be green or even grey. Don't get caught with your color down!
Bonus to skill
You can make the most of skill-ups by taking advantage of all the little available crafting skill boosts. Some of these bonuses are, in fact, mandatory, since some skinned and fished creatures require greater than maximum skill in order to catch or skin them. You won't be able to handle them without the right gear!
Racial bonuses Some races receive a bonus to certain professions as a racial trait. This happens at the base skill level – so a Draenei jewelcrafter with a +5 racial bonus to jewelcrafting sees patterns change skill color (yellow to green, etc.) five points later than other players.
- Blood Elf +10 Enchanting
- Draenei +5 Jewelcrafting
- Gnome +15 Engineering
- Tauren +15 Herbalism
- Enchant Gloves - Fishing +2 Fishing
- Enchant Gloves - Herbalism +2 Herbalism
- Enchant Gloves - Mining +2 Mining
- Enchant Gloves - Skinning +5 Skinning
- Enchant Gloves - Advanced Mining +5 Mining
- Enchant Gloves - Advanced Herbalism +5 Herbalism
- Finkle's Skinner +10 Skinning
- Zulian Slicer +10 Skinning
- Goblin Mining Helmet +5 Mining
- Herbalist's Gloves +5 Herbalism
Insider Trader author Lisa Poisso is a magazine editor, when she's not figuring up how many sets of materials she should buy before her favorite pattern greens out.
Filed under: Items, Tips, Insider Trader (Professions)






Reader Comments (Page 1 of 1)
Arnold Aug 24th 2007 9:55AM
Great article--you just forgot to mention one extremely annoying point--when you learn a new recipe and it is already gray for you...
I'm trying to level my enchanting, and it has happened several times. By the time I can learn a new recipe, it is already gray and will not level me up. Believe me, it is frustrating.
Ron Aug 24th 2007 10:05AM
For months I hated the mere idea of spending money to make goods when stuff just fell off dead bodies. Until I rolled an alt and gave him tailoring. Now I'm hooked on the thrill I get when I learn a new pattern, or see that my Jewelcrafting has gone up another point.
I think I need an intervention.
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Ron
http://www.flektor-blog.com
Gill Aug 24th 2007 10:08AM
Are there any skill bonuses for leatherworking that I'm not aware of???
Great article too by the way!
Lisa Poisso Aug 24th 2007 10:24AM
I think, Gill, that Blizzard assumes skinning and leatherworking normally goes hand in hand -- so the existing skinning knives and glove enchant, along with items that require higher than max skill to skin, actually represent one of the most highly developed professions as far as skill-ups and skill bonuses are concerned.
Hope you're a skinner, too!
Moondancer Aug 24th 2007 10:47AM
Lisa forgot to mention one very tricky detail of items that rise your skill in mining, herbalism and skinning.
As useful as they are, they have the down side.
The skill up bonus rises your skill, and suddenly some green herbs become gray, yellow become green and so on, so on. So its two-bladed sword.
My advice? Put those bonus-giving items on while attempting to gather a red (unavailable) resource. While it is orange for you without the boost, just take the equip off and enjoy some faster skill progression.
Sedna Aug 24th 2007 11:14AM
Great article! I'm leveling an alt with Tailoring and Enchanting, and it's been interesting (and frustrating) to try and figure out what I should be making as a Tailor. Depending on the day, I'm doing one (or more) of three things- (1) leveling Tailoring, (2) making items to DE, and/or (3) making items to sell.
I'd really like to hear more about the dead zones you mentioned. Leveling Leatherworking on my main (from about 360 on) has been nothing but hate.
Ron Aug 24th 2007 11:14AM
Lisa, I think Gill meant like how Blacksmithing 350 gives you set bonuses for the Fel Armor. Or at least that's what I was wanting to know. :)
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Ron
http://www.flektor-blog.com
Hollywood Ron Aug 24th 2007 11:17AM
"Friends don't let friends drink and PUG."
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Ron
http://flektor-blog.com
PyroAmos Aug 24th 2007 11:18AM
@5, bonus items, like ratials raise your effective skill level, but not your actual skill level, so if you put on a +5 herb enchanted gloves @ skill lvl 145, it raises your effective skill to 150, but your actual skill is still 145, so your lvlups are based on 145, whereas you can still herbalize that item you couldn't before.
on a side note, sometimes its better to levelup off green patterns, if you can make money off them, or you'll need to do them eventually anyway. Like right now my priests tailoring has netherweave bags, and imbued netherweave as green, but i'm not going to tailor anything else until they go grey, because for netherweave bags, I make money when i find cheap stacks, make them and put them on the AH, and for imbued netherweave, I'm going to need alot of imbued netherweave to make future items, so I might as well milk it 'til its grey before i make other things that I may lose money on making.
personally i think professions are kinda imbalanced right now.. skinning is very under-whelming, requiring you to kill mobs to skin them, and even then, stacks of clefthoof leather, the hardest leather to get, are still usually under 7g ea, whereas professions like mining, you just fly on your mount, find a node, start swinging and you have a good chance of getting a blue gem thats worth 40g or more, or motes of fire/earth, and even if you don't, stacks of khorium and other ores are ridiculously expensive. Unless they make more professions require more herbs and leather, i think they should combine herbalism/alchemy and skinning/leatherworking.
FireStar Aug 24th 2007 11:28AM
@1
This will not happen as often if you pay for a Port to Shattrah, and learn your new enchanting items there. This is MUCH better than an Uldaman run. You can find enchanters at the scryers in shattrah. I was so happy when i remembered and did this.
Amok2006 Aug 24th 2007 11:34AM
@9: Completely agree on the herbalism/alchemy and skinning/lw being combined skills. BS/mining, JC/mining as well. Then you can have another profession.
Gill Aug 24th 2007 12:01PM
I'm such a huntard LOL.. it just occurred to me that the skill bonuses are for gathering professions. What I was hoping is that they could do the same for some of the crafting professions. It such a pain in the nuts skilling up my leatherworking at the moment. I wish they could give me skill bonuses for that as well to craft some of the red recipes I have to get some skill up points.
I hope that clears things up.
I also agree that some of the professions should be combined. Maybe the new expansion pack will change that.
Krick Aug 24th 2007 12:20PM
If Blizzard combined the gathering professions into their respective primary professions, everyone would have Enchanting as their second profession. I know I would.
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Krick
http://www.tankadin.com
BenMS Aug 24th 2007 12:50PM
Worst part about skilling up a tradeskill? The last point. At the moment on my mage, I'm at 374 Tailoring. The only orange recipes I have require at least 10 primal fires. I have two yellow recipes - they only(!) require 108 Netherweave, 12 Arcane Dust and 2 Netherweb Spider Silk per try.... with no guarantee.
chris Aug 24th 2007 1:52PM
Obligatory Power leveling guide for all professions link:
http://forums.worldofwarcraft.com/thread.html?topicId=102789457&sid=1
Gorekill Aug 24th 2007 3:01PM
@1, @10...
I haven't had this happen with Enchanting yet (still only around 170), But this happens almost all the time for mining. By the time you can actually get the skill to mine something (for example, Minthril), the skill to smelt it will be grey.
LT