Arcane Brilliance: Professions for Mages, the thrilling conclusion

Each week Arcane Brilliance brings you a column about Mages and all things Mage-related. That's right, Arcane Brilliance is nothing if not consistent. You won't find any server instability here. We're never down, we're always up, and you can always enter our instanced content. And the best part? Arcane Brilliance doesn't charge you 15 bucks a month. Although, donations are totally welcome.
So how's everything? Did you make it through patch day unscathed? Did you log in, like me, and find that your Mage's face, forearms, and feet were gone, and there was a hole through his chest (pro tip: upgrade your video card drivers more than once every three years)? Are you running out of mana at an outrageous clip? Are your crit numbers from Molten Armor up or down? Did your guild manage to make it into Ulduar yet, and if so, did you manage to snag any phat loot? Did you dual spec your Mage so he can now both DPS and DPS? I went Frostfire/Firefrost, myself. When triple-specs hit, I'm taking a Frarcano-fire spec. Mark my words.
All in all, I'd say 3.1 wasn't too bad. We have some new glyphs to play with, the Argent Tournament is good, clean fun, our mounts can swim, and we have a whole new batch of loot-pinatas to blow up. Our DPS seems to be down a bit, but we're still beating Warlocks, so I'm not going to mail any angry, expletive-laced letters to Blizzard just yet. I've written them--rest assured--but I'm not yet prepared to actually invest in stamps for them. Those things are like a buck apiece these days.
So now we turn to the third and final installment in our guide to professions for Mages. If you missed them, the first two parts can be found here and here. This week we'll investigate the merits of Blacksmithing, Leatherworking, and Engineering. As an added bonus, we'll take a quick peek at the three secondary professions and enumerate the reasons for investing in them. Yes, even though you can conjure Strudel from the very air around you with but a word and a snap of your fingers, you still need to learn how to cook
Blacksmithing
For Mages, this profession is flat-out horrible for approximately 79.99 levels. Then it becomes completely fantastic.
- Leveling
- End-game
A popular choice among min-maxers is to pair Blacksmithing with Jewelcrafting, allowing you the extra spellpower of the JC-only epic gems and the flexibility of the two bonus BS sockets. The bottom line here is that you can place an extra 38 spellpower's-worth of gems in those two sockets, and you have a lot more options as to which stats you gem for, due to the extra room. If/when the new epic gems get implemented, these extra two sockets become even more valuable.
Leatherworking
This is another profession that was obviously intended to be utilized by classes other than Mages. It's tough to recommend this profession, even at end-game. In fact, of all the crafting professions, this is probably the least useful to Mages.
- Leveling
- End-game
Engineering
From a standpoint of pure fun, Engineering shines. Unfortunately, until Blizzard adds in a talent that converts a percentage of your fun into crit rating or whatever, fun simply doesn't help us much. If you choose Engineering, you'll have access to toys and mounts and random conveniences that non-engineers will be jealous of, but non-engineers will have access to spellpower that will have you green with envy. If only you could attach a scope to a wand...
- Leveling
Goggles: These are awesome. As head-gear goes, these will often be the best options available at the level, rife with spellpower and intellect, and most importantly, made of cloth.
Trinkets and random trinket-like items: These will allow you to do a bunch of things that Mages can't usually do, from rezzing people, to summoning a combat pet, to stealthing. Plus, hilarious and deadly side-effects!
Explosives: You may not think that you need more ways to blow things up, but I'm here to tell you that you're wrong, my friend. Dead-wrong. I have two words for you. One is sheep and the other is explosive. In all seriousness, these actually help quite a bit as you level, providing a cheap and powerful AoE/stunning option.
I really don't have enough room here to describe all of the fun stuff you can make with Engineering as you level. The mileage of these gadgets will vary with each player, but suffice it to say that though it's difficult to quantify this profession's value in pure stats, you will be hard pressed to find anything more fun to level with.
- End-game
- A glove haste enchant that is probably the best glove enchant out there for Mages, but not by a whole lot.
- A cloak enchant that is the only way to get spellpower on a cloak in the game currently. It's not much better than the traditional haste enchant, but certainly isn't worse.
- BoP epic goggles. For Mages, it's the hilariously named Visage Liquification Goggles. Prior to Heroic Naxx, these will be just about the best thing out there for your Mage to put on his/her head.
- Random assorted other junk.
If you're looking to maximize your performance, you should probably pick something else. If you're more interested in creating a tiny robot and then selling him all your trash, pick Engineering. Did I mention the motorcycle? You get to ride around on a motorcycle!
Secondary Professions
I'm not going to say a whole lot here, except to assert that if you are ignoring any of these professions, as a Mage (or any other class, for that manner), you should reconsider. All of them are worth leveling. Even Fishing.
First Aid
We're Mages. We just don't have that many ways to get health back. in PvP, especially, the ability to slap a quick bandage on is often invaluable. Keep your First Aid maxed out, guys.
Cooking
Now, don't get me wrong. I love Strudel as much as the next Mage. It's free, available in massive quantities, tastes great, and is less filling. Still, eating it won't increase your spellpower at all. Sad, but true. If you cook your own food, on the other hand, you'll be able to do just that, or your hit rating, or your crit rating, or your haste rating, or your whatever else you might want to increase. Level Cooking, seriously. Quit mooching off your guildies.
Fishing
I know it's mind-numbingly boring. I know it takes a million years to max out. I know. But leveling this will help you level Cooking, and allow you multiple options for making some tasty spellpower food. Plus, the new Fishing dailies give fun loot, and you can fish up a turtle and then ride it about town. Bite the bullet, grab your pole, and go fish.
So now that we've spent the last three weeks discussing professions at length, what better way to end than by condensing all of the relevant information into one handy table, rendering the previous five thousand or so words almost entirely moot?
Let's break it down, taking into account only the bonuses each profession offers above what is normally available:
Alchemy: +37 spellpower, and whatever you can squeeze out of your Crazy Alchemist's Potions.
Blacksmithing: +38 spellpower, plus the flexibility of two extra prismatic sockets.
Enchanting: +38 spellpower
Engineering: 340 haste rating for 10 seconds once every minute on your gloves instead of the 28 spellpower you'd normally have there, plus 18 spellpower on your cloak instead of the normal 23 haste you'd otherwise have there, plus a bunch of situational extras from trinkets and such. Seriously, your guess is as good as mine.
Inscription: +37 spellpower, plus you don't have to grind any rep with the Sons of Hodir.
Jewelcrafting: +59 spellpower
Leatherworking: +37 spellpower
Tailoring: Lightweave Embroidery, which now translates to approximately +60 spellpower, assuming it replaces the 23 haste enchant and procs normally.
Mining: 500 health
Herbalism: 2,000 health over 5 seconds, three minute cooldown.
Skinning: +25 crit rating
So, after all of that, what should you choose? Beats me. Do what you want.
Filed under: Mage, Herbalism, Fishing, Mining, Skinning, Alchemy, Blacksmithing, Cooking, Engineering, Leatherworking, Tailoring, Enchanting, First Aid, Patches, Analysis / Opinion, Jewelcrafting, Features, Raiding, Leveling, Guides, Classes, (Mage) Arcane Brilliance, Inscription
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Reader Comments (Page 2 of 3)
sikyon Apr 19th 2009 8:56PM
I did read the JC article and he was wrong there too, as people pointed out in the comments. He's ignoring the fact that not only is stam useful in pve (more AOE durability) but many times socket bonuses are irrelevavent. In short, he's pretty much presenting it as a straight +59 bonus when in actuallity you are making signifigant tradeoffs for it.
sinthar Apr 20th 2009 9:45AM
strange how you see it differently to other sites and people, like elitest jerks for one. And imo 120 health is not a significant PVE gain by any stretch of the imagination, especially as you dismiss the socket bonus's as mostly irrelevent, yet they provide you with a lot more bonus than a meagre 120 health, and DO increase your dps (even tho it is a almost neglible increase).
sikyon Apr 20th 2009 11:10AM
Well the issue is that alot of people seem to have this magical hard-on for socket bonuses, even when they are irrelevant. If you want max DPS, you don't stack your sockets anyways. But yeah, meeting that meta requirement can be a beetch, but it can be hard to get the meta as well (and often not worth it).
I just feel that it's really innaccurate to repersent JC as a straight +59 SP, without mentioning that this is the max possible bonus and highly situational.
Jon Apr 20th 2009 1:21PM
For an 8 haste or crit bonus, you should socket SP/SPR instead of straight SP. For a 6 haste or crit bonus your should socket the appropriate orange instead of straight SP. If you aren't socketing 2 blues to activate your CSD, you're crazy and you're wrong. Because you have to do these things anyways. Runed Dragon's Eyes represent a much greater SP boost than 39.
sikyon Apr 20th 2009 1:31PM
Actually, the rigth way to look at it would be to say "what if I just socketed reds"
And you'd have a 39SP boost + 16 haste or something. Or you can say 52 SP and lose X spirit/stam.
Take your pick.
R Apr 18th 2009 8:16PM
Thanks for that. I'm tailoring/skinning and I've been toying around with the idea of dropping skinning for awhile now. I was getting fed up with tailoring, and also quite envious of jewelcrafting once I realized how awesome it is.
I think it's time to drop skinning, pick up jewelcrafting and put my poor level 30 alt to work on mining.
ashfall Apr 18th 2009 8:31PM
One bonus to engineering is the Transporters. I know I know we can already portal like crazy but only to specific locations. The gnomish and goblin transporters can get u to other spots that would have u flying for a good 5 mins otherwise.
Tanaris for instance is a good ways down kalimdor from theremore.
Area 52 is a pain to get to also.
To access every location in the game within 2 mins would be pretty sweet!
Lyrinoir Apr 18th 2009 9:20PM
So true Ash. I've been a Mage Engie since day one and even though we've come upon hard times, I am always the first person to an instance thanks to my myriad teleporters and a very carefully placed pair of ruby slippers (w/ macro).
From a RP perspective, there is something very attractive in the hybridization of two such opposed forces. I know no one cares about RP, but this has been a source of many interesting conversations between guildmates, random strangers and close friends. With my boatload of flavor macros, playing the Technomage is never dull.
vanye111 Apr 20th 2009 11:53AM
You can already get to Tanaris within a minute as mage, if you've got a port to Dalaran available. Just go talk to the Dragon-Lady (Zindormi? ) in the Violet Citadel, and she pops you out in the Tanaris desert, by the Caverns of Time.
Aurofel Apr 18th 2009 9:57PM
This was a fantastic guide! I've always wondered how things would have helped me out had I gone with different profs. Thank you.
On my Mage I've chosen Herbalism and Alchemy. I enjoy Alch because not only can I make potions/elixirs for my guildies, but I can use my herbs, potions last twice as long AND I can use the Mercurial Alchemists Stone, which increases the effect of healing and mana potions on me by 40%. That is VERY useful for me since 1. I need all the help I can get in terms of health and 2. I go through mana quite quickly (being a fully Arcane Mage).
I also have the Medallion of Heroism trinket, which I have macro'ed with my Lifeblood bonus from Herbalism. Now every 3 minutes I can get a quick burst of 1500 HP plus 2000 more over 5 seconds. It's not a lot at 80, but it has helped me get out of a few close calls.
Now that I'm 450 in Herb and Alch I find that every 3 days I've been discovering new recipes in Northrend, and otherwise I've been farming herbs to sell in AH :) Eventually I'll have enough for dual spec and an epic flyer! *crosses fingers*
roboticaust Apr 18th 2009 11:45PM
not sure how you came up with 59, maybe a typo. but im gonna argue sorta in your defense since others are QQing saying its 39. technically its about 69 since any red slot will most likely be your 19 sp gems and the unfavored yellow or blue become your 32 sp prismatics. typically, most people go for the slot bonus and will use the 9sp + something else gems to achieve it. i typically avoid this by using my prismatics specifically to kill off unfavored slots. you could say jc has the potential to be the best profession for mages and all classes for that matter due to that versitility.
now im gonna dive into something most mages dont consider but probably will be now due to dual specs... using gems other than sp *shock*. firefrost build, from my experiences, benefits more from crit than sp (pretty much any fire intensive build will). higher crit means more chance for instacast pyroblast. pvp builds are resil heavy and theres also a decent prismatic for that aswell, not to mention the solitary karma's grace you can get in wg for your resil set. arcane heavy builds should stick to straight up sp because arcane is quick burst damage. frost id be more inclined to say haste. the faster you can pelt mobs with imp blizzard, the better.
Wombat Apr 19th 2009 2:25PM
Spell power is ALWAYS worth more than crit, regardless of spec. Use rawr and plug in any gear or spec combo you want, spell power is always top. For an Average FFB mage in naxx25 gear, a good rule of thumb is that 1 spell power = .7 crit rating (obviously this changes with gear, rawr can give you the exact stat values). So if the choice is 1 spell power or 2 crit rating, 2 crit wins, but in order for crit to be better than 19 spell power, it would have to be nearly 28 crit rating.
Covnam Apr 19th 2009 12:32AM
I believe max skinning is actually +32 crit rating at max. Looking at it now, nicely itemized above, it's not really that great compared to the non-gathering professions. Though it is better for the more lax like me.
Kanuris Apr 19th 2009 12:54AM
Jewelcrafting's uber gems have a hidden bonus in that there prismatic.
Over using Red gems for spellpower, you gain maybe 37-39.
But Prismatics will work for any slot, activating possible gemslot bonuses that spamming Red spellpower gems wouldn't have got.
And those bonuses get better as the gear does. Think about it.
mix1 Apr 19th 2009 4:14AM
And probably with a lot of lag -.-.
If you really want to experience the patch I guess we better wait for an hour or so.
POM Apr 19th 2009 8:02AM
Great post as always. Seriously, your column is what got me reading wowinsider.
Regarding engineering, don't forget the roflcopter. It was the biggest draw for me in TBC, but sadly I went incrip/herb in wotlk and can't use it anymore.
Erogroth Apr 20th 2009 12:41AM
Love the Dragonlance art. Theros Ironfeld forger of the Dragonlance and the man with the silver arm.
Ithryn Apr 20th 2009 2:57PM
Certainly looks like Tailoring and Jewelcrafting are top, doesn't it?
ukulele Apr 20th 2009 7:51PM
To author: Can I see your firefrost build somewhere?
S Prime Apr 22nd 2009 7:46PM
Those last few articles over mage's professions were fantastic!
But, isn't there something blatantly obvious missing there? Specializations. Though one may argue that the difference in Blacksmithing and Leatherworking are entirely meaningless for us aside from making gold off the auction house; choosing between the different tailoring specializations is becoming tricky now, though you can technically work yourself to death on cooldowns. With the recent changes over Molten Armor, I think that Moonshroud feels better and more rounded down than Spellweave, which makes it somewhat more suited for PVP if you don't try to cast those pesky 2+ secs spells; and not only that, they may actually provide some useful pre-Naxxramas gear and save you some mats.
Now, it IS true that this matters less once you reach the end game, but profession choices and specializations can make a huge difference on your gameplay experience up all the way up to lvl 80. If you do enchanting and are lazy, you're gonna be broke; if you take skinning and herbalism, you'll level those no problems. Do you want to take be a master of Potions, Elixirs or Transmutation master? Do I make that Goblin Bazooka for the added stun or do I Polymorph peoples into chickens for my amusement?
Anyway, that's your call, but I'd love to see what you have to say about those each of those different specializations and how they affect your overall financial situation. After all, how much effort and time do we spend leveling those toons to lvl 80 and getting those skills maxed? I thought so; professions will be a skin-deep part of your career whichever class you may be. So better avoid burning a hole into your pockets and make the most out of what you have AND want.