Insider Trader: Profession bonuses and the crafters who love them
Crafting professions are already very well known for providing the unmistakable ability to add buffs to all characters. No one takes a serious raider very seriously if their gear isn't enchanted, for example, or if they're not sporting a stylish and effective Eternium Belt Buckle.
However, the vast majority of crafted character enhancements can be bought and sold on the Auction House. To help make professions a more meaningful choice, every profession has some non-transferable benefit to a character. Maybe they have access to superior versions of certain items (like Jewelcrafter-only Dragon's Eye gems), or a particular enchant that no one else can use (like ring enchants.)
Trying to choose which profession is best for your character can be difficult. Granted, it's pretty easy to see some obvious, immersive choices. Most Tailors I know, for example, are some kind of a cloth class. But if you're trying to base your character's profession choice on which of the unique-to-crafter benefits give you the most bang for your buck, it's going to get a little more difficult.
Let's take a look behind the jump and start discussing the crafter-only augments that come with each profession.
Gathering Professions
Just like the crating professions, the gathering professions each supply the character with a unique, significant bonus. Those bonuses have even been buffed in past patches, to help keep them up-to-date and relevant within the contemporary raiding environment. And, of course, each one is different.
Herbalism: Lifeblood is one of the more interesting augmentations available from professions. While in most situations, it might just seem like a free healing potion, there are a couple things that make it better than that. First, it's not a potion, and doesn't share a cooldown. Second, you can use it while in stealth. That's a not-insignificant advantage if you're the kind to drop into stealth to get a second shot at an opponent.
Mining: Toughness provides your level 80 character 60 Stamina. This got a ten-point buff in patch 3.2; before that, it had only buffed your Stamina by 50 points. This amount of stamina is nothing to sneeze at; the only reason it would be called into doubt is if another profession provided a greater buff for its purpose.
Skinning: Skinning provides you a resounding 40 Critical Strike Rating at level 80, which translates to a little less than a 1% crit chance. Master of Anatomy is therefore pretty nice, but shares the same problem as Mining: if another profession provides a greater buff to that purpose, you might want to check out those pastures. So with that in mind, let's get into the manufacturing professions, and see what bonuses they provide.
Manufacturing Professions
The basic benefit of any manufacturing profession is that "you can use the stuff you make." Still, for the purposes of this article, we're talking about the unalienable bonuses or abilities provided to only the crafter with the profession.
Alchemy: Alchemy's big exclusive buff is mostly Mixology, which provides an extra benefit when you chug flasks and elixirs. Also, there are a few "Endless" potions (of the Mana and Health varieties) that you can use over and over without ever consuming the item. It's pretty nice, but unless you find yourself need to use such a potion every single encounter, that's a pretty situational bonus. Of course, there's the Flask of the North which you can use in the Arena. Awesome, but there's no Stamina component to the Flask.
Blacksmithing: While the belt buckle is awesome, everyone can use one. The real benefit of Blacksmithing comes in that you get to pick up two additional gem slots, inserting them into bracers and gloves. This is an astounding benefit, not only because of raw stat potential, but because of the customization of this ability. You could choose to gem these slots for crit, haste, hit, stam, dodge, parry, and any other combination available. This customization lets you really fine tune your kit in ways no other profession allows.
Enchanting: Enchanting's unique bonuses come in the form of ring enchants. You can pick up bonus attack power or spell power on your rings. The options are 40 attack power per ring or 23 spell power per ring. These are unique and powerful buffs to your character. These seem to win out over the Alchemy bonuses, since you can still use other elixirs while having these ring enchants. The Flask of the North uses up your available "flask slots."
Engineering: Engineering is constantly a unique snowflake, and continues to be so when we talk about character buffs. I'd recommend checking out Amanda Miller's excellent analysis of Engineering in patch 3.2, since that will really help you make your decision about the profession. Being an engineer is a highly personal choice, and engineers are often fanatically loyal to their profession.
Inscription: Scribes are able to produce and use unique shoulder enchants known as Master's Inscriptions. The most important benefit of these shoulder enchants is that the scribe doesn't have to suffer the Sons of Hodir grind. Really, it would be worth it to be a scribe for that benefit alone. Still, the Master's Inscriptions are a little better than what non-scribes can access. The Master's Inscriptions are worth about 80 Attack Power, 46 Spell Power, or 40 Dodge Rating more than the universally available versions.
Jewelcrafting: Gems are a mainstay of end-game gear. Many high-end items have gem slots, in which epic gems provide even greater power. Jewelcrafters get to use super-duper epic gems, called Dragon's Eye gems. To give a good frame of reference, the Bold Cardinal Ruby is the best Strength related gem in the game that's available to everyone. However, the Bold Dragon's Eye gem provides 14 more Strength that its counterpart. A Jewelcrafter can equip up to three Dragon's Eye gems, though they can mix and match the various gem colors.
Leatherworking: If you like to make stuff out of leather, you can add fur lining to your bracers. Am I the only one who gets images of fuzzy handcuffs whenever talking about this bonus? At any rate, the fur lining available to leatherworkers provides 130 Attack Power, 76 Spell Power, or 102 Stamina to your bracers. That sounds like a lot until you realize that you can't use other enchants when you're using fur lining. Your net gain for each of these options are only 80 Attack Power, 47 Spell Power, or 60 Stamina. The leatherworking benefit, therefore, is completely in line with what we see from the other manufacturing professions in their own right.
Tailoring: Tailors have a few unique spellthread options, which make their pants a little better. However, those items are reproduced in other patterns useable by everyone (albeit, for more expensive materials.) Tailor's only unique buffs come in the form of special cloak enchants, called Embroidery. Unlike everyone else's profession-specific bonus abilities, Embroidery benefits all come in the form of a proc. They can either grant you mana, bonus Spell Power, or bonus attack power. While these benefits are nice, they're generally not considered as reliable as the more constant benefits from other professions.
Summary
So, in summary, Blizzard's done a pretty good job of making all the professions relatively equal in terms of exactly how much each grants your character. You can expect about 80 Attack Power, 47 Spell Power, or maybe 60 Stamina from each profession. However, the real question is which combination is best. You can double up on that per-profession bonus by choosing wisely.
Common wisdom is that Blacksmithing and Jewelcrafting combine to provide the best overall bonuses to characters. This is because not only do you get to use the Dragon's Eye gems, but you get two extra gem slots for other epic gems. I'd say, though, it's more about the specific flexibility of that combination -- you can pick and choose the exact stats you need, at any given gear time.
We'll cover more about the Blacksmithing/Jewelcrafting combination next week, now that we have this basic framework to build on. Ultimately, I think a lot of people still prefer to choose their professions based on immersion reasons. After all, a warrior who enchants stuff and sews pretty robes just seems kind of ... weird.
Filed under: Analysis / Opinion, Insider Trader (Professions)
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Reader Comments (Page 2 of 6)
Ametrine Dec 4th 2009 11:12PM
yay, quirky.
Yetifunk223 Dec 5th 2009 12:03AM
well except you know the crit/agility/sp enchants you can get on an assortment of tinkers which are paired with the super hand parachute, rocket boots. and even the nice 1 minute haste CD for your gloves which can act as a 3rd trinket. Engineering can be a very nice addition to some of your stats, and thats all i have to say about that
pandaba Dec 5th 2009 12:36AM
Wish I could find the post from the official forums which discussed engineering and its tinkers from a min/max point of view. The conclusion was that engineering, for a DPS role, was slightly better than blacksmithing or jewelcrafting.
N-train Dec 5th 2009 1:40AM
I'm a fairly serious raider (tanking TOTGC now), and I find a great deal of practical uses for engineering. I can't count the time the rocket boots have saved me or a teammate (like when the opposing tank gets an Acidmaw poison, kiting Anub's spikes, oh shit moments etc.), and being able to get to the AH in Dal saves me a great deal of time, as does the Wormhole as it acts basically as a second Hearthstone. The mind control helmet actually adds more stamina to my helm than the Argent Crusade head enchant, and Jeeves has raid worth beyond describing.
Sure there are plenty of reasons why one might consider BS or JC more valuable, but to say that Engineering provides no raiding benefits is incorrect.
Cowburger Dec 5th 2009 5:58AM
not true in the slightest, testing has been done which shows engineering to perform as the best profession for dps in 5 man dungeons and a slight second to jewelcrafting in 10 and 25 man's due to the full range of stat scaling buff's you would use. Given that the extra stats may not be scalable (ie. BoK only works on flat stats) then engineering would possibly out perform it. Stemming from the fact the Hand Mounted Pyro Rocket isnt on the CD and is available every 45 seconds its a flat dps increase.
Source : http://www.warcrafthuntersunion.com/2009/09/best-hunter-professions-for-dps/
granted its for hunters, who gem for agility, so JC outweighs engineering ,engineering may come out on top for a class that gems for spell power.
Crevan Dec 5th 2009 6:54AM
"Translation: Engineering doesn't actually provide any benefits if you are a min-max raider."
Rogues would like a word with you.
JKWood Dec 5th 2009 9:59AM
Don't forget that you get almost a thousand armor to your gloves. Nothing else comes close in the game if you're a tank.
Wisakedjak Dec 5th 2009 11:08AM
@Cowburger: The analysis you linked doesn't account for the fact that the rockets can crit. I haven't seen anything that indicates for sure whether they use your crit % or some built in figure (I'll dummy test it later if I don't find answers). The number I see kicked around is 20% crit, in which case the rockets weigh in at 48.96 DPS, making them BiS for DPS regardless of the buffs you're carrying.
But wait, there's more... The rockets' dps is quantized far differently than a standard static buff. If a given fight lasts exactly 45*n seconds and you're right on the cooldown every time, you'll derive that 48.96 DPS benefit and no more. If, however, the fight's duration does not divide exactly evenly by 45sec, you've derived *more* benefit from it by virtue of the fact that the damage is front-loaded for each period.
Use Patchwerk for an example, as it's a quick fight:
If your raid takes 2min 15 sec (135 seconds) to beat him, you get 3 uses of the rocket in that period, yielding 48.96 DPS.
If your raid takes 2min 16 sec (136 seconds) to beat him, however, you get *four* uses of the rocket, yielding 64.8 DPS.
If your raid only takes 2 minutes (120 seconds), you've still used the rocket three times (0, 45, 90) and derived 55.1 DPS from it by consequence.
In short, given the cooldown of the item, as long as you have it macroed into something you're hitting constantly the DPS output will always be *higher* than the simple damage over cooldown math indicates.
Add to that the utility of bombs on AoE packs (and with boxes of bombs, the cost of this is negligible even compared to repair bills, particularly given that they are a skill-up item), the fact that the cloak tinker yields an extra 1 Agi over the BiS cloak enchant available), and extra effect from injectors, and it is clear that engineering is in pretty good shape in terms of offered benefits.
DeathPaladin Dec 5th 2009 2:57PM
Alright, in light of new information, I'll modify my translation in light of new information.
Engineering provides mainly tricks that are either not easily quantifiable (parachutes, rocket boots) and devices that help save time (wormholes, Dalaran auctioneer, portable mailboxes, repair bots). There are some enchants that are useful for min-maxers of certain classes or roles, but even if you don't play these, the aforementioned tricks and time savers may be reason enough to take it.
Gottalot Dec 6th 2009 10:35AM
wrong.
Ves Dec 4th 2009 10:41PM
The whole WotLK Profession specific buffs system has always struck me as somewhat bizzare, with its "all crafting profession bonuses are equal, but some are more equal than others" thing.
I wouldn't be suprised to see them removed entirely in Cata, leaving only the Mounts/Pets/Cheap Enchants as specific bonuses, and instead have 525 skill in 2 professions grant you a couple more points to spend in whichever Titan path you pick.
Possum Dec 4th 2009 10:42PM
In reference to using lifeblood in stealth. Is the visual effect of lifeblood stealthed also? Or will your opponent be staring suspiciously at the sudden blooming flowergarden?
Steven Dec 4th 2009 11:05PM
The garden effect persists through stealth. So although it is nice to get that heath back, if you're not careful, your nice little flower garden will give away the position.
Banndit Dec 5th 2009 3:08AM
Actually as of patch 3.1.1 the "Garden" no longer appears in stealth.
Swifteye Dec 4th 2009 10:44PM
Hey now, I'm a Hunter who enchants stuff and sews pretty robes, and I don't get ANY perks from Tailoring because, quite frankly, my cape enchants are better than my Embroidery options.
So why do I do it? Because I love being the only cow I know gliding around on a magical rug, considering no clothie classes are currently available to Taurens! Be an original!
... plus I make a killing off bags on the AH and they're ridiculously cheap and easy to find mats for. I like making a quick and lazy buck; what can I say?
Moonkinmaniac Dec 4th 2009 10:53PM
Yes!! Awesome, I did that with my Death knight because I thought it'd be funny having him flying on a delicate little rug.
Tyvic Dec 5th 2009 7:18AM
I too have my death knight as a tailor/encahnter. The thought of a spikey plated death dealer tickled me and I had to go for it. I went for the combo so I could make my own bags and enchants and not have to rely on others as much
Azgrimm Dec 4th 2009 10:50PM
I run as Blacksmith/Engineering on my Prot Warrior, and I've found it enjoyable. Engineering is often the red headed stepchild of the profession family, but every now & then it throws up something great. Like an 82 stam trink for a tank levelling at the start of WotLK. Or a mail box/repair bot for the raid to grab last minute stuff. Or an ezmode way of pulling Auriaya with an explosive decoy instead of relying on a DPS or healer not to get instagibbed from doing it wrong.
Plus explosives are always good.
Moonkinmaniac Dec 4th 2009 10:50PM
Lifeblood can also be used in flight form which is great for us druids. Especially if your flying over witnergrasp and happen to anger a warlock...
shaunarcher Dec 6th 2009 11:41AM
Just HOT while in mid flight! Just make sure to hit flight form again before you hit the ground =)