Arcane Brilliance: Professions for Mages, part 2

Each week Arcane Brilliance, a column about Mages, levels up. It gains 3 intellect, 2 stamina, 2 spirit, and 1 talent point. In case you were wondering, Arcane Brilliance has been leveling up every week for the past four years. That's right: Arcane Brilliance is level 208. What has Arcane Brilliance been doing with all of those talent points, you ask? Arcane Brilliance is specced 63/75/60. And yes, Arcane Brilliance still gets pwned by Lichborne in the 201-210 pvp bracket.
Last week, we took our Mages job-hunting. We looked into Tailoring and Jewelcrafting, and explored the three gathering professions. This week, our job search takes us into slightly more magical territory, as we look at the potential benefits of Enchanting, Alchemy, and Inscription. All of these professions are similar, in that they begin with vowels.
Enchanting
This profession has always been a popular choice with Mages. Not only is it an inherently magical profession, fitting the whole wizardly aesthetic to a tee, but it has no associated gathering profession, meaning it makes for a nice, convenient pairing with Tailoring, the other traditional Mage profession choice. This profession is undergoing a number of changes in patch 3.1, one of which is of particular interest to our class.
- Leveling
On the other hand, Enchanting is quite possibly the most expensive profession in the game to level. Disenchanting consumes valuable green, blue, and purple-quality items to produce mats, meaning that instead of being able to sell those items when you get them as drops and rewards, you must now disenchant them to keep the profession up to speed. Unless you have a high-level main feeding money to your little enchanter, you will find this profession a costly one.
- End-game
Two new staff enchants are being added to the shard vendor in Dalaran when patch 3.1 hits. Hopefully, these will help to bring staves back to prominence, after having been eclipsed handily by the merits of a good 1-hand/off-hand combo so far in this expansion. The first of these grants 69 spellpower to staves, and the last gives 81 spellpower. So if you prefer your Mage to wield a nice, wizardly, bat-winged staff as opposed to a big ugly sword and some kind of crazy eyeball-looking thing, good news!
Alchemy
Alchemy is rather unique in that it is a perfectly respectable profession choice for absolutely anybody. Warrior? It'll work for you. Druid? It'll work for you. Rogue on a roleplaying server who insists upon running around wearing cloth and pretending you're a Bard or something? It'll work for you, too. Warlock? Die in a fire.
Everybody benefits from potions, and everybody loves flasks and elixirs, and there are potions and flasks and elixirs that are highly valuable to every class and every spec in the game. Being able to make your own--coupled with the unique bonuses Alchemists gain from them--makes this an incredibly versatile profession.
- Leveling
MIxology becomes available once your Alchemy hits 50, and will serve you well throughout the rest of the game. The percentage of the increase depends on the flask or elixir you happen to be using, but is always significant, and only applies to those recipes you can make for yourself.
- End-Game
- Mixology elevates the effect of your Flask of the Frost Wyrm to 162 spellpower, an increase of 37. That's nice.
- The Crazy Alchemist's Potion is a fun bonus. It's an excellent and far cheaper alternative to Runic Mana Potions, providing the same amount of mana return, plus a substantial amount of health and a "random" additional effect. This effect can be anything from haste to crit to more mana or health, and can often result in a temporary but substantial DPS increase.
- Double duration for elixirs and flasks, thanks to MIxology.
Inscription
When this profession debuted, it changes the game forever. Glyphs are yet another thing every class needs and benefits from, and offer a way to customize your character that significantly affects gameplay.
- Leveling
The off-hand frill items this profession makes are quite nice. The lowest level one, the Mystic Tome, is really attractive at the level, and the rest follow suit, all the way to the highest levels.
- End-game
If any profession needs a buff, I feel it is Inscription, and yet nothing substantial is coming for it in 3.1. I fear that once dual-specs are ushered in and everyone nails down their preferred specs and glyph setups, this profession will enter a slump of remarkable proportions. Something needs to be done, and here's hoping it happens soon.
Edit:
Apparently I didn't make it clear, but there most definitely will be a part 3 of this multi-part Mage-professions extravaganza. Next week's Arcane Brilliance will explore the pros and cons of Leatherworking, Blacksmithing, Engineering, as well as touching on the holy trinity of Cooking, Fishing, and First Aid. Now if only I could find a picture of Fullmetal Blacksmith to go with the column...
Filed under: Mage, Alchemy, Enchanting, Analysis / Opinion, Features, Raiding, Leveling, Guides, Classes, (Mage) Arcane Brilliance, Inscription
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Reader Comments (Page 2 of 3)
Vortok Apr 11th 2009 3:47PM
There's two more things to consider with Jewelcrafting. One, the colorless gems let you meet your Meta Socket more easily. Instead of having to use Blue/Purple gems, you'll automatically meet the requirements via the JC gems, which gives you roughly 20 more spellpower over the spellpower/stam gems (I think).
Secondly, the possibility of epic gems could lower the value of the JC gems higher values, though the first perk should still even it out.
DeviL Apr 15th 2009 9:03AM
if you got JC you dotn need any blue gems, and that will give yiu more stats then to stick with 2 blue gems
way2trivial Apr 11th 2009 3:45PM
NO ENGINEER LOVE?
thanks a lot.
as a combo miner+engineer mage, I love the extra HP being a maxed out miner gives me, I also happen to love my speed boost/hast gloves
I also agree that engineering is the worst stat boost professsion, and nowhere near as fun as pre-wotlk.
I loved my dragon trinkets, I loved my silly hat.
with engineering teleports+mage teleports- I am FAR MORE mobile than anyclass out there.
Carbon Apr 11th 2009 3:52PM
Mobility does pretty little.
Unless of course they add a Icecrown boss that requires your raid to get to Everlook in five minutes before he enrages...
The only real perk to engineering is making friends with hunters to sell them bullets or arrows. ~wooo~
Angus Apr 11th 2009 5:28PM
I noticed it too.
Kind of sad that Engineering didn't even come up as a viable profession.
But hey, it doesn't need work. Just ask the devs.
peagle Apr 12th 2009 1:10PM
Hyperspeed accelerators are actually a decent tinker enchant for mages. However, clearly you missed that he will cover engineering next week, which will doubtless include a note to that effect.
way2trivial Apr 13th 2009 9:22AM
under an edit- which appeared AFTER my comment
Chicane Apr 11th 2009 4:51PM
First Battlestar, then Fullmetal Alchemist? I'm so happy I'm a mage.
Wolftech Apr 11th 2009 4:02PM
You missed the fact that Inscription is the only source of Darkmoon Cards of the North. This not only gives you access to the illusion card (+100sp - shield+1200mana), death card (+85crit, chance at extra shadow damage) or the Greatness card (+90 Int or Spirit - chance at +300 burst to highest stat), but you can sell the extras or full decks on the AH some of which fetch a huge profit (the nobles in particular).
This helps put it on par with Jewelcrafting for total bonuses, and above Alchemy for usefulness... plus the fact that lots of people will want Rituals of the New Moon and that will be a huge money maker as well as a fun item (who doesn't like the transformation items?) is an added bonus.
Daniel Apr 11th 2009 8:02PM
I agree and disagree with this. I agree that you have pointed out an excellent source of income from Inscription. But I honestly don't think it will last. There is a limited demand for those type of items. While Alchemy right now is below Inscription, I think once 3.1 comes out the reverse will be true. Potions will become important again for raiding and provide a very stead income over time while Inscription will go through a boom/bust cycle; the same cycle that we saw after 3.o. This boom/bust cycle is great for those who can take advantage of it, but it really stinks for the casual player.
Zartheleos Apr 11th 2009 4:05PM
Fullmetal Alchemist photo.
3000 Armor
+100 Int
+50 Stam
Equip: +20000 Awesome Rating.
Use: Gain Extra comments From people who Could not care less about the post content but must rave about FMA.
chained Apr 11th 2009 4:45PM
Seeing the FMA pic was most definitely a pleasant surprise.
I'm working on levelling a mage; I always think that alchemy will be best suited for my mage since I've already leveled enchanting which was definitely a pain. Inscription is being taken cared of by my priest.
Hehe, I like to think on how would Christian react to a warlock providing a mage with cloth gear.
hagu Apr 12th 2009 3:58PM
I have to take issue with your "not as good as JC comment." I assume that you should be a JC at 80 (pris gems make it better than 3*+13 SP ) not counting trinkets and dailies. But there are two professions, and not being JC is not a valid complaint about the non-JC profession. I thought I read that tailoring went from worse than everything but engineering to pretty good in 3.1?
Will we have a third article where you make recommendations (as well as reiterate what everyone except the Devs and a wowinsider writer or two knows - Engineering is horrible at 80 for PvE )
Flamespawn Apr 11th 2009 7:09PM
posting before I even read the article! Props on the FMA picture. My favourite anime of all time
Daniel Apr 11th 2009 7:56PM
I have lots of different thought here but I'll keep it short and simple.
The truth of the matter is that for leveling enchanting, Alchemy, and Inscription are pointless. My level 51 mage (an alt) is Scribe/Enchanting and I have never once enchanted any item of my own; everything I have done is for resale. I have never used a potion on any of my characters except mana/healing and all those came from drops. The game is so easy to beat (even Blizzard admits it) that I personally think it makes most professions pointless. Yes, you can make money with them; but every time someone buys an enchant from me there is a part of me going, "Why???". Yes, I do realize that some chants, like Icy Chill, are more for cosmetic effect; but that just drives home the point. You don't really need any of these professions to successfully level.
And that brings me to my second point. Why are almost all the articles on WoW Insider obsessed with "end game". It's amazing to me that professions are completely worthless for the months it take you to level and then somehow magically it all become worth it because of what you get "end game." I think that's a tragic philosophy. I wish Blizzard would put more effort in making leveling fun, rather than a big burden everyone needs to slog through just to get "end game". Measuring the worth of a profession based upon what you get end game is folly.
AyaJulia Apr 12th 2009 2:18AM
If all professions are worthless while leveling, wouldn't it make sense to look only at what you get at endgame? I get what you're crying about as far as the raw game mechanic goes--I don't agree, but I GET it--but it's not really fair to criticize WI for writing an article exploring the only perks you get for professions. Would you rather they wrote "mining - nothing from this while leveling, skinning - same here, herbalism - same here"...?
Daniel Apr 12th 2009 1:31PM
I see where you are coming from and that's a fair point. It's true that WI is merely going along with the flow of the game as Bliz designed it. That's fair enough. But I guess what bothers me is that in doing so, intentionally or not, there is an implicit sense of approval for that state of affairs. Maybe that's because, like you, they actually do approve of it. And I guess that's the heart of the matter for me: the journey is just as important as the destination. I don't think the professions are really that well-integrated into the game as to make them a meaningful part of the journey. They never have been for me.
Chebu Apr 11th 2009 9:00PM
How about leatherworking and skinning?
Nice enchants + crit from skinning.
Dear Samus Apr 11th 2009 9:06PM
Great part 2! Love your posts!
http://dearsamus.blogspot.com
Pyornthe Apr 11th 2009 10:56PM
Al is my hero.