Insider Trader: Tradeskills for noobs

While our very own WoW Rookie column has a wealth of information specifically tailored to new players, this week's Insider Trader is going to go in-depth and personal with your profession choices to help make sure that you get the job you want.
Whether you are looking for a challenge, thinking ahead to your future, or looking to maximize your profit, you'll find the advice you need to make an informed decision. Have you already chosen, and are regretting it? Never fear, I'll walk you through backing out of the deal and finding something that really suits you.
Make sure not to skip the comments section, as input and personal experience will help you learn about the different outcomes you might face.
An introduction to tradeskills
Professions are a great way to provide materials for other crafters, make yourself gear or weapons, or produce buffs for yourself as well as other players, in the form of potions, enchants, and more.
While you can hold only two professions, you can actually learn all of the secondary professions, including cooking, fishing and first aid. Most players are going to want to at least level cooking and first aid, although you may find that you don't need them until higher levels. Fishing can be lucrative, and is a nice bonus if you have cooking. While many people find it time-consuming or boring, others find it relaxing and even a preferred activity.
You may find yourself holding different professions at different stages of your character's development, even unlearning old ones in order to pick up new ones. This week, we'll discuss professions you might want to take up as a low-level character.
Crafting, gathering, service and secondary professions
There are essentially four types of tradeskills. Crafting is potentially the most useful, although expensive and time-consuming, with sometimes little reward to justify the expense until level 70. Gathering professions should either be taken alongside crafting professions to provide materials, or on their own for maximum profit from the auction house.
Service skills include enchanting and a rogue's lockpicking, although lockpicking is technically a class skill and not a trade.
Secondary professions are professions that all characters can, and perhaps should, acquire in addition to their two primary skills.
Backing out of a profession
Because you may only hold two primary professions, it is important that you cut your losses and back out of one as soon as you feel that it isn't going to work for you. Of course, you shouldn't make a decision like this while uninformed, but should you want to change tradeskills, the process is actually quite easy.
First, click on your Character Info button next to your Spellbook. It should be the button that looks like your face, just to the right of your main spell bar. Once you have this open, notice the tabs at the bottom of that window. You are going to want to click on Skills.

Keep in mind that depending on your professions strategy, which this guide will help you develop, you may actually choose professions that you will level and then purposely unlearn at a future point.
Treating professions as a challenge
If you like a challenge, there are some hard-roads you could explore in the professions world, and you'll encounter folks with mixed opinions on any strategy. For example, many players do not believe that you should level a crafting profession until you hit level 70, if ever, because of the wasted opportunity to make gold.
Still, this is only a game, as much as some people tend to forget the fact, and if you are interested in a profession, or in the challenge of acquiring the funds for all of your character's endeavors, including your professions, then by all means, don't let anyone stop you.
Aside from crafting professions as a whole, another notoriously challenging tradeskill is engineering. Incredibly expensive to level with almost no items to sell to recoup loss, this quirky, fun, complicated job has rewards that some people feel makes up for the lost gold.
Your profession, your class, and you
1. Engineering and mining:
Any class can benefit from engineering in a number of ways, although the size of your pocketbook isn't one of them. While we have an in-depth analysis of how engineering can fill the gaps in your class, it is important to note at this stage that some of the point of engineering is fun. Here are some examples:
- Dynamite, bombs and other explosives.
- Really quirky and powerful head-pieces, usually goggles of some sort.
- Various modifications of [Goblin Jumper Cables].
- [Explosive Sheep].
- Crafted mini-pets that will fight for you, including [Gnomish Battle Chicken].
- Your very own flying mount!
2. Alchemy and herbalism:
Alchemy is considered a crafting profession, while herbalism is a gathering profession. The two often go hand-in-hand, because the herbs are used by alchemists in potions. Any class can benefit from alchemy, with healing and mana potions, as well as elixirs that will provide extra buffs to different stats, such as intellect, attack power, agility, and more.
Often, but not always, it is healers who take up alchemy, while melee classes gravitate towards other fields, partly because they have no use for mana potions. Still, alchemy has a strong potential to make you money, as does selling any herbs you're not using.
3. Jewelcrafting and mining:
Jewelcrafting is a touchy subject right now. While it is interesting, and more complicated than some other professions, partly because of prospecting, it also became overwhelmingly popular once the first expansion, The Burning Crusade, came out. On many servers, jewelcrafting is a money pit, and profits are few and far between, especially at lower levels.
Still, it has a number of trinkets and other goodies that only the crafter can use, that might entice you. Statues like [Solid Stone Statue], trinkets like [Figurine - Golden Hare] or [Figurine - Truesilver Boar] add to the fun.
Mining is often taken as the second profession, both because you'll need the metals, and because you'll need the ore for prospecting to get gems and jewels. Again, jewelcrafting is suitable for almost any class.
4. Blacksmithing and mining:
Blacksmithing is an intensive profession, but it has some pretty awesome rewards. With the most choice for specializations, to craft armor or weaponry, with sub-focuses in each category. The items can be pretty materials-intensive, although they rival or surpass dungeon drops.
Some fun items of note include skeleton keys like [Truesilver Skeleton Key] to open locked areas and chests, rods for enchanters, and shield spikes like [Iron Shield Spike].
Paladins and warriors will benefit the most from blacksmithing, as they can wear mail and eventually, plate. While hunters and shaman can eventually wear mail, and of course can wield weapons, it is not a popular choice for starting out with either class.
Because of the sheer volume of metals needed, mining is generally taken as the second profession.
5. Tailoring and enchanting:
Tailoring is the favored profession of casters everywhere. Mages, priests and warlocks can all benefit from the cloth gear produced, and indeed, in Outland, are sometimes bullied into taking tailoring even if they hadn't before. Still, especially for the lower levels, you don't have to feel pressured into tailoring if you don't want to be, although you might enjoy being able to make bags for yourself, your friends, and to sell.
Paladins, shaman and druids who are specializing to be healers might eventually decide to pick up tailoring, because armor value is less important than overall stats for a healer, although it is not a popular choice for those classes. I wouldn't recommend it to start.
Because there is no natural gathering profession that works with tailoring, feel free to take any of them, and sell the materials for pure profit. One of the main choices tailors make is actually enchanting. Tailoring actually utilizes cloth, which drops from mobs, rather than requiring a profession to find and gather.
Enchanters can add permanent stats to weapons and armor, but the real draw for tailors is the other aspect of enchanting; disenchanting. While you're making piles of armor that you're not going to use and can't sell just to level your skill, you can disenchant them and either sell the materials at a good price, or use them in your enchanting. This is a great way to recoup your losses, and in fact, gives you materials to sell your enchants as well.
Enchanting is an appropriate profession for any class.
6. Leatherworking and skinning:
Leatherworkers are generally rogues, hunters, shaman and druids, who all wear leather, at least to start out. At level 40, when shaman and hunters can start to use mail, you'll find that you can make mail armor as well by weaving scales into your leather.
Skins and not metals are used primarily in leatherworking, so skinning is the favored second profession. Skinning can be quite lucrative on its own, and even when leveling leatherworking, you may find you have extra skins to sell. Leatherworking will also allow you to convert your skins into higher level skins, increasing your profit margins.
Some items of note are armor kits like [Light Armor Kit], and quivers and ammo pouches for arrows and bullets.
Overview:
The crafting professions (leatherworking, tailoring, blacksmithing, engineering, jewelcrafting and alchemy) can be expensive to level, and may not bring you as much profit as you'd like. In fact, most often, you'll be mainly concerned with making back some money, with the rest written off as a loss.
Still, if you would like to craft, you may have more fun and make some things you'll find handy to have. As long as you pick a smart pairing profession, usually from the gathering section (mining, skinning, herbalism), you should be able to handle yourself.
Then again, many players choose, at least for the time being, to stick with only gathering and service trades in order to make almost a pure profit.
Professions for profit
It is the belief of many that a player is better off with two gathering professions, either until a certain level, or forever. The thinking is that, although you might make the odd piece of armor you're going to use with a crafting profession, the actual cost of that profession is so high that you would have been much better off simply purchasing a similar item from another crafter, or from the auction house.
While this is true, it is also in some ways, less interesting. Still, if making boatloads of money is, in itself, fun for you, then you might like this route! Here are the recommended combinations:
Mining + skinning. Herbalism + skinning.
Mining and herbalism, while both keen moneymakers, tend to compete with one another. Because you're always searching for nodes of ore, or herbs scattered around, and because both allow you to track these items, you start to miss out. While tracking ore, you can't track herbs, and vice versa. Of course, there are addons that can help with this, but as a new character, you might as well avoid the issue. Mining and skinning have no conflict and indeed, can make you a fair amount of money.
Mining, herbalism or skinning + enchanting.
While gathering professions won't help you be a better enchanter, you can still get a lot of enchanting materials by picking up armor and weapons, or getting them as quest rewards, and disenchanting them. Having gathered materials and enchanting materials to sell, as well as enchants, can be lucrative.
Further reading:
- WoW Rookie: An overview of professions.
- How to change your specialization once you choose it.
- Have you been wondering why people hold bank alts?
- The ins and outs of players who wear cloth when they could wear plate, and more!
Filed under: Herbalism, Items, Analysis / Opinion, Jewelcrafting, Features, Leveling, Guides, Making money, Insider Trader (Professions), First Aid, Enchanting, Tailoring, Fishing, Mining, Skinning, Alchemy, Blacksmithing, Cooking, Engineering, Leatherworking, Inscription






Reader Comments (Page 1 of 1)
Znodis Apr 25th 2008 11:20AM
My personal opinion is that if you are new to the game (and this is a column for newbies), you should focus on gathering professions (mining, skinning, herbalism). There's enough things to learn about your class, questing grouping, reputations, etc.
If you need to ask what professions you should take, you don't know enough about the rest of the game and should focus on that rather than getting distracted.
biglou Apr 25th 2008 11:22AM
Do not pass up on 1st aid, Fishing, Cooking, or youll be like countless 70's who line the SW Canal trying to powerlevel fishing (oxymoron =D) because endgame fishing is worth $$$.
Noobs though, IMHO, should concentrate on either combination of Skinning/Herb or Skinning/Mining, at least to get a quick and renewable source of income. I would stay away from Blacksmithing, though. I quit that after I went broke trying to level it.
Also, definitely start an ALT, level him to at least 5 and pick up enchanting and tailoring. Make a crap load of Brown Linen robes and then DE the shit out of them (the mats sell well for DE'd items). Now you have a bank alt who can enchant, disenchant, and make you bags, as well as save you tons of time running/flying to the AH. Also, If you get bored with your main you can play the bank alt, so make sure he is a different class from your toon (rogues are good because they can open the lockboxes after a while).
BitterCupOJoe Apr 25th 2008 11:46AM
It's important to note that leveling enchanting up to 75 is not going to be sufficient forever. 75 enchanting will allow disenchanting of items up to level 30-35. They'll have to get their bank alt character to 10 in order to get disenchanting up to 150 in order to disenchant up to level 45-50 items. And, arguably, at that point, the disenchanting becomes a money sink instead of a moneymaker.
That said, with the right tailoring recipes and/or some time to look for cheap greens on the AH, it's still a potential moneymaker. Of course, at that point, we're leaving noob territory.
Badger Apr 25th 2008 11:31AM
"While our very own WoW Rookie column has a wealth of information specifically tailored to new players, this week's Insider Trader is going to go in-depth and personal with your profession choices to help make sure that you get the job you want."
Ha! "Tailored ... profession choices." I c wut u did thar.
Great article, Amanda.
Think you got enough tags at the top of the post? :-P
Irshalthra Apr 25th 2008 11:42AM
As a noob (no prior MMO experience) I started a character and read posts on people needing money and how gathering professions were the way to go. I decided to double down and get two gathering professions; mining and herbalism. I also chose fishing and cooking. First aid I use on ALL my characters.
Countless times people questioned this "odd" combination. I ended up leveling faster and getting the mounts faster then any other guild members, while still providing them with bars and herbs whenever they needed.
I am now in Outland with 3 alts experiencing the crafting professions. I have NO regrets. My main provides the raw mats and my alts are crafting BS, Jewelry and engineering. Also started cloth and leather using an alt as a skinner.
It really depends on what you like, but by taking gathering as your professions you should not have problems with G and can craft at a later date on an alt.
I will agree that skinning along with mining or herb (IMO mining is best) is a better combination. You need to grind anyway, might as well skin them and sell or use the mats.
Badger Apr 25th 2008 11:47AM
Amanda: If I may, I'd also recommend that you provide some links to the profession-specific posters. For example, I know that many readers would see just how much fun Engineering could be if they read Brian Karasek's humorous and in-character series.
BitterCupOJoe Apr 25th 2008 11:52AM
When I started on Detheroc with my wife, I picked up herbalism and skinning, while she picked up tailoring and enchanting. While her skills have been a bit of a moneysink on the way up, I know that at the end game, she'll be well prepared; in addition, through careful planning and diligence in picking up pretty much every herb I've come across from briarthorn and up, we've never hurt for money. We were able to finance every mount, except for epic fliers, at the level they were available for both of us, while still getting her skills all the way up. On top of all of that, I've been able to finance tradeskills for two other characters of mine. I've since dropped skinning for enchanting, since the profit margins are so low at high levels, but I cannot recommend highly enough the idea of picking two gathering skills on your main until hitting 70.
One other note. At 70, if you do plan to drop a gathering skill for a crafting one, keep the gathering skill you're planning to drop until you've got all the materials that you'll need to powerlevel your crafting skill to the 350-375 area. It'll usually take at least a few days to get the materials required, during which time you can still be making money.
Jellodyne Apr 25th 2008 12:04PM
Two gathering professions can be a big moneymaker, but of course the reason you'd want to switch out to a crafting profession at 70 is for the great BoP items you can make.
Alchemist Stones, Engineering goggles, Tailoring armor sets, ring enchants, special Jewelcrafting gem cuts and trinkets, Blacksmithing only armor and weapons, or leatherworking drums. In fact if you get into raiding, you may want to go to two crafting professions just for the BoPs.
That means you may need a gathering alt to support your raiding main's repair bill habits, but it takes a village, I guess.
CyberThoth Apr 28th 2008 5:41PM
Two gathering proffessions is the way to go. I have seen some nooby players read some basic missinfomation and take professions for the wrong reasons. I remember running around doing quests with a level 16 paladin who picked up tailoring to make bags! and he was crying to me that he is out of space, but soon he can make 8 slot bags. I simply pointed out that by picking up herbalism and skinning, I was able to buy 12 slot bags for all my slots, and then pointed him to a brianthorn which can easily give you two brianthors and thus a t least 10 slot bag in the AH.
So remember, gathering gets you gold to buy all the other stuff.
Here is the only catch, this does not work well on a brand new server. When the economy is just being developed, noone wants to buy your herbs and leather, but everyone needs that 6 slot bag!
Calybos Apr 25th 2008 5:31PM
Boy, this place just doesn't compare to the forums. Where's the ranting uber-leet screaming, "2 Gather or U Fail!!!!", and actively FORBIDDING anyone to EVER look at crafting professions?
Diana Apr 28th 2008 10:27AM
The biggest noob tip of all:
NEVER buy recipes off the auction house (until you check a resource to see where to buy it). I can't tell you how many times I've sold Small Brilliant fish for 50 silver (it costs a few copper and is unlimited supply at a vendor in the city).