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 5 of 6)
JKWood Dec 5th 2009 10:02AM
I always thought of tailoring as the gathering profession for enchanting.
PvtDeth Dec 5th 2009 6:18PM
@JKWood
Tailoring was seen as a good source of disenchantables way, way back in the old days. Once upon a time, greens were much harder to come by than they are now. From BC on, well even from late Classic, it became much cheaper to by your greens on the AH and disenchant or simply to farm low-level instances for leveling enchanting.
Just yesterday a few people in my guild were wondering why it is that greens would drop form Ulduar when no one could possibly use them. The answer is that they're there solely for the use enchanters.
Keya Dec 5th 2009 7:38AM
Engineering is absolutely the best profession when it comes to the most important aspect of everything in this game: having fun! Or at the very least, making me want to stick to this game.
I don't consider having to do dailys to get my JC recipes fun, but gathering the mats for Jeeves was absolutely awesome. Quite a pity they made the motorcyle BoE though... that would have been distinguishing at it's best.
jdkissell Dec 5th 2009 8:39AM
It's worth noting, of course, that the Sons of Hodir inscriptions are going to be Bind on Account in 3.3. The ones from the profession are still better, as you say, but if you can get the same boost from any profession... well, Inscription is a weak profession overall to begin with. Better off picking something that might make you some money.
nikdaheratik Dec 7th 2009 3:13PM
>well, Inscription is a weak profession overall to begin with. Better off picking something that might make you some money.
Umm... actually you can make more money from glyphs than any two professions. And that's not even including Darkmoon cards. Granted it's slowed down quite a bit with dual-specs and the MMO Champion guide bringing in a bunch of newbs, but Inscription and Jewelcrafting are probably the two most lucrative in the game.
Acratenn Dec 5th 2009 8:53AM
"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.""
Wrong! Its exactly the same bonus. When an enchanter has no flask and alchemist ha sflask of the north the bonusses are equal. When they both use the same flask Mixology pops up and gives the alchemist the buff he would have if flask of the nort hwas up at the same time, making the bonusses once again equal.
Brian H. Dec 5th 2009 9:39AM
The Flask of the North (Alchemy) never gives me +80 to attack power, just the strength and spellpower bonuses. Anyone else notice this?
Velta Dec 5th 2009 12:04PM
If you are a class that recieves 2 attack power from every strength, you get 80 AP from the 40 str option. From what I have observed, the 80 AP option will not be available if your class is one of these (for instance, my druid cannot get 80 AP form FotN, but a rogue alchemist in my guild can).
Argojax Dec 5th 2009 10:22AM
Am I the only crazy alch who uses the crazy alchemist potions? Health, mana, and an additional potion for 2 goldclover? Yes, please! Sure you get the occasional useless potion but those times that you get haste or wild magic or my favorite another rejuv pot make them so useful to me.
Henchwench Dec 6th 2009 3:19AM
My raiding main is a hunter, and I have alchemy/JC. I have to say that I adore the Crazy Alchemist's Potions - they're cheap to make, and the heath/mana has saved me from certain death on numerous occasions. Plus, I seem to get mostly Wild Magic or Haste potions as the extra benefit, both of which are decent for hunters. Oh, and this one time on Algalon, I got an arcane protection potion - that was brilliant. As the "buff bitch" hunter, I've dropped mana conservation talents for Improved Hunter's Mark and Trueshot Aura, and with these pots I rarely ever have to drop into Aspect of the Viper outside of those wonderful stop-dps points in some fights.
FoxOfWar Dec 5th 2009 10:52AM
I'm about to do a second main-change during this expansion, from prot warrior to resto shaman to feral tank/resto druid. 'Cause both healing and tanking is so fun, and I got tired of offspecs I never use anyway, being a raider at heart.
My warrior was herb/alch until start of Wrath, where I dropped herbalism for Blacksmithing in hopes of good BoP Armorsmithing stuff. Heh, didn't exactly happen; two 78 dps pieces aren't exactly what I hoped for armorsmith to get.
However, having alchemy with no herbalism to support it(either on that char or an alt) is a royal pain in the derriƩre, and I will never do that again. And to a lesser degree, Blacksmithing without mining on same character is quite painful too. Lots of alt-hopping and "AH-farming" for materials ensued.
Then, my shaman went Tailoring/LW for the bonuses which are pretty sweet(darkweave is something sinfully good for healer, it procs like no tomorrow). Since Tailoring is pretty self-supporting and leather is not even half as pricey as herbs or bars on my server, it wasn't that bad(I have a skinner hunter in the 70's so I could level the profession easily enough to Northrend).
On my newest character, my druid, I went back to alchemy/herbalism. I find the professions fun, and popping a Lifeblood during (Glyphed) Frenzied Regen is actually pretty sizeable heal(even more so if Lifeblood scales with max hp in 3.3?). But the best thing? Two-hour flasks and not being reliant on AH to get my buffs. That, and the fact that you can gather herbs in flight form just kinda screams "herbalism NOW" to me.
So now I have both transmute(druid) and elixir(warrior) specialist alchemists in 450 skill. Can make two(more if procs) epic gems a day, and my warrior's alchemy has finally gotten some real use due to having that maxed herbalist around.
PS. Flask of Stoneblood is a humongous hp bonus with Mixology. Whee!
Sleutel Dec 5th 2009 11:05AM
Mixology: Why would you just say it "provides an extra benefit when you chug flasks and elixirs"? That's completely unhelpful. You might as well say that BS "provides an extra benefit when you're socketing your gear." Mixology will DOUBLE the time period any elixir or flask is active for, and it will give varying bonuses to the
If you're going to compare Lifeblood to something else, why a potion? It's a HoT. Better to put it in the context of, say, Gift of the Naaru.
"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."
The best PvE use of Flask of the North I've found is when tanking Anub adds on TotGC25. In an unhittable set, I don't really want the bonus health from Stoneblood (especially on ph3), and while Endless Rage is a nice Threat bonus, the Strength scales better AND (most importantly) adds to my Block Value. I could technically get a better effect with Elixir of Mighty Strength (+50 Str vs. +40), but farming or buying mats to make enough of them for a bunch of attempts can get pricey.
"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.'"
You should be talking about the Mixology bonus here, not Flask of the North. It's a question of how much extra AP or SP you'd be getting FROM YOUR NORMAL FLASK versus how much you'd be getting off the ring chants. Per Wowhead comments, for example, Flask of Endless Rage will give you an additional 82 with Mixology, and Stoneblood will give you an extra 650 HP.
Ring enchants: You missed Enchant Ring - Stamina. (Seriously... How hard is it to do a Wowhead search for "Enchant Ring"? Took me all of two seconds.)
Sleutel Dec 5th 2009 11:06AM
Argh. Incomplete sentence:
Mixology will DOUBLE the time period any elixir or flask is active for, and it will give varying bonuses to the effects of the respective elixirs or flasks. However, it will only give these bonuses for an elixir or flask that you yourself can make (you can buy it or have someone else make the particular item--all that matters is that you know the recipe).
Dejan Dec 5th 2009 11:24AM
I usualy don't post comments but I had to this time. Michael Gray I apreciate your colum and like to read it but I could not help but see how biast you where towards alchemy. I have a alch/herb toon along with 9 other alts that are sporting all other profesions in diferent combinations for the heck of trying them all out.
When it comes to caster benifits from profesions tailoring outright beats everything else as the cloak enchant is a mini trinket proc that IS reliable and procs often (I use it on a afliction warlock and in his shamefull gear I embares ppl who have 1.5 times my gearscore on the lock as DoTs tick for the SP they where cast at)
For Alchemy vs. JC vs. Blacksmithing vs. Enchanting for caster benifits are well balanced and all provide ~+46 SP along with profesion specifit secondary benifits. When it comes to Alchemy I get to not spent ridiculous amounts of money on AH on flasks as my flask lasts 2 hr which accounts for most of my raiding time in a single night and reduces flask consumption by 1/2, also flask of the north lets alchemy be competative in arena profesions.
In addition you did not mention the 3 alch trinkets, which while not as good as the JC ones, are still good for any 75+ player and new lvl80s and I personaly could not find a replacement untill I got lucky enough to snag some raiding trinkets from Naxx 25 and Ulduar...
Not trying to be a dick or troll but if you want to advise people a neutral aproach towards the subject will help people decide by themselfs based on the quality information provided. Just because I love fire mage dosen't mean I will advocate it to anyone who asks me what spec they should go...
Tridus Dec 5th 2009 12:51PM
AFAIK, Flask of the North is usable in Arena, while other flasks/elixirs are not. It's meant to balance Alchemy out with the passive bonuses other professions get in cases when you're not using a real flask.
whispers Dec 5th 2009 1:04PM
From a Bear Tank point of view, I went Engineering on her the 40+ stam enchant to the helm, yes its the MC helm but that is one of the better helm enchants, the Agi to the cloak is good as well as the bomb pack to the belt makes for intresting stuns when needed.
Eberron Dec 5th 2009 3:48PM
This is true, but I don't consider a couple of entry level trinkets to be noteworthy in the end.
It's probably worth noting that Engineering provides some entry level helms and stamina trinkets.
Jewelcrafting offers other trinkets as well. Blacksmithing allows you to craft gear. Etc etc.
By in large, my position still stands once you get past the very beginning of gearing with. With Triumph badges coming from heroics, it doesn't mean much anymore.
Happy tanking! :)
Rob Dec 5th 2009 5:15PM
I'm confused at the statements that the stam buff provided by mining and the crit buff by skinning "would be called into doubt is if another profession provided a greater buff for its purpose."
Am I missing another profession that provides these buffs? Why even make this statement?
inexcistance Dec 5th 2009 6:01PM
1) The use of "Flask of the North" in the Arenas is not "awesome" it's necessary to ensure that Alchemy is balanced with the other proffessions.
2) Alchemy is just as good as any other proffession and probaly the best in terms of the money you'll save if you're a serious raider. If you're not flasking at all, you should be using Flask of the North, ergo matching the benefit of the other proffessions.
3) Generally speaking, every crafting proffession is equal except a couple for a couple of classes, the only reason Jewelcrafting and Blacksmithing win out is due to the added flexibility and nothing else. IE : That AP gain from Alchemy is always AP, whereas I could go for ArP or Agility with BS or JC
Wolfcat Dec 5th 2009 6:39PM
My hunter main has been Jewelcrafting/Mining since she could pick up a profession. I'm sure Crit would benefit me more then Stam, but...I can't make myself change it at this point.