Arcane Brilliance: Professions for Cataclysm mages

So you're a mage. You have a job, and that job is taking something that was previously intact and converting it into much smaller, bloodier, often frozen chunks of that same thing. You manufacture shattered mobs, and you take pride in your work. But you may also have a side project or two. Maybe you thought to yourself, "Self, perhaps when we aren't making warlocks explode, maybe we should spend our time sewing trousers. Or baking cupcakes. Or making necklaces."
Well, your self is right. You should be using your downtime in between vicious warlock kills to learn a side trade. They offer bonuses in the form of cool gear, extra money, and bonus stats, plus a bit of catharsis to help you decompress form all that murder. But which professions should you choose? That's easy: anything but mining. What's that? You'd like a bit more detail? Oh, fine.
Tailoring
I've been a tailor since the first time I got to that covered bridge outside of Brill and discovered that my zombie wizard could make himself a pair of pants. That's also the moment when I realized I was never going back to Final Fantasy XI. WoW had me hooked from then on, and I have happily sewn countless trousers in the years since, threading them with love and hemming them with virtue. My pants, brethren, are the pants of the gods.
Bonus: Lightweave Embroidery. This provides 580 intellect for 15 seconds. The proc chance is 35% with a 1-minute internal cooldown. That translates into a rough average of 145 passive intellect, if we assume that the proc will occur as often as it possibly can, which of course is absolutely never going to be the case. So for the sake of comparison, just assume the bonus of Lightweave is something less than 145 passive intellect, though probably not too much less.
There's also the supreme convenience of being able to craft your own cloth gear and bags, which simply cannot be overstated. Also, cloth sells for a bundle right now, yo. The other nice bonus of taking tailoring is that it doesn't have a dedicated "feeder" gathering profession, freeing up your second profession slot for another crafting profession or an unrelated gathering profession.
Oh! And cheap leg enchants.
Engineering
I've always been partial to engineering as a mage profession, mainly because I like the whole mad scientist/wizard concept. Plus, I'm a fan of goggles. Engineering's main benefits, apart from all the goggle-making, come in the form of unique on-use enchants that don't overwrite your other enchant on a piece of gear. Nice, right?
Bonus: Synapse Springs. This glove enchant provides an on-use increase of 480 intellect for 12 seconds, with a 1-minute cooldown. Again, assuming maximum uptime provides us with the equivalent of a passive 96 intellect boost. So reality will undoubtedly provide us with something less than that. Screw you, reality.
The alternative to this enchant is the Z50 Mana Gulper, which, sadly, does not create free mana potions despite my imaginary world in which it totally does. Instead, it provides you an increased effect for those mana potions which you already possess. It shares a cooldown with other mana potions, meaning you're still only allowed one per fight. The increase is about 16%, which is significant. This might be more valuable for longer fights when mana becomes a problem, or for arcane mages, for whom mana returns equate to a DPS increase. For most mages, though, the Synapse Springs are going to be the better option. Were I an engineering mage, I might keep two pairs of similar gloves in my inventory with either enchant, for various situations.
And I would, of course be remiss if I didn't mention some goggles. The current pinnacle of goggle technology for mages are the Lightweight Bio-Optic Killshades, which, aside from having an awesome name, have some pretty nice, customizable stats. These come with a standard meta-gem socket, plus two engineering-only cogwheel slots. Cogwheels provide 208 of any one of several combat ratings, of which the ones mages might want include crit, hit, haste, or mastery. These ratings are competitive with other tier 11 gear, so this crafting this headpiece will get you a nice raid-level epic item, but will fall behind once the next tier of gear opens up.
Enchanting
Enchanting gives you the ability to 'chant your own gear, which is very nice. It also gives you something to do with all of those greens and blues you collect as you level besides sell them. Like tailoring, it requires no gathering profession and so is a good option to pair with your ability to sew magical thread into your trousers and the trousers of others.
Bonus: Enchant Ring - Intellect. This enchanter-only ring enchant gives you access to 80 intellect you wouldn't otherwise be able to get from enchants.
You'll find that this seems to be the average the designers were going for with profession bonuses: 80 of your spec's primary stat. It varies only slightly for most crafting professions, though it's a bit more difficult to quantify the bonuses of tailoring and engineering.
Also, holy crap can you sell 'chanting mats for a buttload. Not that you will be able to afford selling any of them, since every enchant costs approximately a million mats. And good news! Everybody else gets to roll on your mats in every dungeon you run! It's super-fair.
Jewelcrafting
Jewelcrafters get the ability to turn gold into more gold, simply by buying Elementium Ore and prospecting it. At least, that's how it works out for me on my server. Oh, and they can also make jewelry and cut their own gems.
Bonus: Jewelcrafters get access to proprietary gems, of which they can have three. These are better than the gems non-jewelcrafters get access to. The best of these for mages would be Brilliant Chimera's Eyes, which grant 67 intellect each, an increase of 27 intellect over the normal 40 provided by the Brilliant Inferno Ruby. Multiplied by three, that increase comes out to an extra 81 intellect.
Now, having said all that, it bears mentioning that a patch or two down the road, when epic gem recipes are introduced, the gap between these jewelcrafter-only gems and those that anybody has access to will likely get much smaller. When this happens to my jewelcrafter, I suppose I'll have to wipe tears with my massive stacks of money.
Jewelcrafters also have access to a few very nice unique trinkets, of which I'll list only one:
Figurine - Jeweled Serpent
Blacksmithing
This is traditionally a terrible profession for mages, simply because 99% of everything you can craft with blacksmithing can't be equipped by mages. We can't wear mail or plate, we can't equip most of the weapons or any of the shields this profession creates. There is that one caster dagger, I guess. Still, this expansion has left all three of you blacksmithing mages out there in a slightly better position than was previously the case. So when you have you next Blacksmithing Mages Anonymous meeting, you can all have a group hug and talk about how your long struggles have paid off or whatever.
Bonus: Blacksmiths can put two additional gem sockets on their gear: one on their bracers, and one on their gloves. This equates to an additional 80 intellect, or whatever other stat you want to justify using those two sockets for.
Leatherworking
Another profession that really doesn't mesh well with mage gear limitations, leatherworking isn't typically a very popular choice for mages. Still, the bonus this time around is pretty nice.
Bonus: Draconic Embossment - Intellect. This replaces any other bracers enchant you might have been using but is a vastly superior alternative to anything else out there. It grants 130 intellect. The other two options give you either 65 crit or 65 haste. Since straight intellect, especially in such an obscene amount, is far better than any other combat rating, you can't lose. It's difficult to compare 135 intellect versus 65 crit or haste to the 80ish intellect provided by most of the other crafting professions, but rest assured that it is better.
Alchemy
Reason #1 to like alchemy? Transmutes. Reason #2? Not having to buy your own flasks.
Bonus: Your flasks are way better than other people's flasks, granting -- you guessed it -- 80 intellect more for your Flasks of the Draconic Mind than ordinary schmucks. Now, the downside to this bonus is that it isn't anywhere near as consistent as the largely passive bonuses provided by the other crafting professions. You're only getting tht extra 80 intellect in raids, when you're using a flask. Still, you can also make the argument that you really don't need that extra 80 intellect outside of flask-worthy content anyway. You can make that argument, but my alchemist alt still thinks it's kind of stupid.
Also: Lifebound Alchemist Stone. This unique trinket isn't the best trinket out there for mages, but the 213 mastery is nice, the blue socket is also nice, and the 40% increase in value for your mana potions is awesome.
One last thing: Vial of the Sands. Yep.
Inscription
The gold rush for scribes that ushered in this expansion is coming to a close, but the ability to write your own glyphs will always be pretty cool. And who doesn't like taking money from stupid people? My scribe alt sells Mysterious Fortune Cards for 100 gold a pop whenever I decide it's time to tax people who can't do math, and it's always a good time. I like to imagine a good 75% of those cards are being bought by warlocks, who are then getting together down at the Hot Topic, putting on their Twilight T-shirts, and flipping each card over in turn, seeing that they're only worth 10 silver, realizing that they just paid 100 gold for each one, having a good cry, then heading back over to the auction house to give me more of their money.
Bonus: Draconic Embossment - Intellect. This takes the place of any other shoulder enchant. The alternative is the Greater Inscription of Charged Lodestone, meaning it's a bonus of -- say it with me -- 80 intellect. Also, and this can't be overvalued, you save yourself a whole lot of reputation grinding with Therazane. Any time spent not having to kill worms in that frigging cave is of immeasurable worth.
Plus, you can make yourself some very nice off-hand frill items. So there's that.
Gathering professions
- Herbalism Lifeblood - On-use 480 haste for 20 seconds with a 2-minute cooldown. This averages out to about 80 haste rating.
- Skinning Master of Anatomy - Passive 80 crit rating.
- Mining Toughness - Passive 120 stamina.
The various crafting professions are now more easily comparable than ever before, which opens up the professional arena to mages in a way it's never been in previous expansions. Sure, tailoring/enchanting is still a good combo for mages, but it's easier than ever to justify alternative choices these days. Want an engineer/scribe? Go for it. Feel like your mage would like to tan some leather then settle down with a nice flask of magical awesomesauce while it dries? I don't have a problem with your lifestyle, mister leatherworker/alchemist. Just promise that some day we'll be able to skin warlocks. I don't even need a recipe that actually calls for warlock hide as an ingredient. I'd skin them just to skin them.
Filed under: Mage, (Mage) Arcane Brilliance, Cataclysm






Reader Comments (Page 1 of 4)
bmost1022 Jan 8th 2011 8:06PM
Alchemists get a "passive" 80 intellect bonus with the flask of enhancement (Otherwise alchemy would be pretty bad).
shade780 Jan 10th 2011 7:32PM
Yeah, alchemy is bad but not THAT bad xD thankfully we have flask of enhancement (although it does get a bit annoying reapplying it all the time. as a priest I already have too many buffs)
TheBlob Jan 9th 2011 2:20AM
I was just about to post telling him that. Alchemy doesn't suck!
elvendude Jan 10th 2011 6:17PM
Yes...kinda.
If you're using the Flask of Enhancement (http://www.wowhead.com/item=58149) in a place where you're not going to be using a Flask of the Draconic Mind (http://www.wowhead.com/item=58086), then yes, that's your profession bonus. But, again, one that you have to remember to apply every hour, rather than a passive one.
If you're using the Flask of Enhancement in a raid setting, you're actually gimping yourself by the 300 int you'd get on the Flask of the Draconic Mind.
Necromann Jan 8th 2011 8:09PM
I have mining/blacksmithing on my mage, whom I probably won't get to far with. I didn't have blacksmithing on any of my toons,, and it was the only one i didn't have so I picked it up.
smashman Jan 8th 2011 8:12PM
"You're only getting tht extra 80 intellect in raids, when you're using a flask."
That's what the Flask of Enhancement is for. It's an unlimited 80 int flask that you use when you don't need to boost from the consumable.
Mike A Jan 8th 2011 8:27PM
The Inscription shoulder enchant is linking to the Leatherworking bracers bonus (Draconic Embossment - Intellect) rather than whatever it should be pointing at...
Andrew Jan 8th 2011 8:28PM
I've had mining on my mage for the last 4 years, and I must say the glee from racing with another miner to a node, just to Blink ahead and nab it from under his nose never gets old. :)
Possum Jan 8th 2011 8:46PM
Racechange to goblin, you can blink then rocket jump.
AltairAntares Jan 9th 2011 2:44PM
Or just become a druid and use flight form.
LucaBS Jan 8th 2011 8:31PM
"Bonus: Lightweave Embroidery. This provides 580 intellect for 15 seconds."
It provides 580 spell power.
Pyromelter Jan 8th 2011 8:38PM
Yup. And the mats for lightweave embroidery are way way cheaper this time around than they were in wrath.
GerardthePriest Jan 8th 2011 10:12PM
It's not reflected in the tooltip, but it's intellect, not spell power. When fully buffed my priest has 99k mana right now, but I glanced at his bars and noticed his max mana was significantly higher at one point - it's the lightweave embroidery. It's intellect.
And yes, the mats are much less irritating than in Wrath.
Sunaseni Jan 8th 2011 10:31PM
Its tooltip says 580 spellpower, but it is indeed 580 Intellect. When it procs, it gives my mage 609 Intellect, which is 580 Int + 5% from the Wizardry buff.
Sacul Jan 8th 2011 10:52PM
I'm not so sure getting intellect rather than spell power is a good thing for arcane mages. When lightweave procs we are getting a damage boost from the extra int, but we are also losing damage due to being at a lower mana percentage. I haven't done the math but it is possible that it would be more useful to receive spell power.
Saeadame Jan 9th 2011 12:52AM
@Sacul - I've noticed that generally these things will bump up your current and total mana when the proc. Like, for instance, the old version of survival instincts (feral druids) which increased your health by some percentage. It wasn't like, I have 20/100 health, I use SI to get 120 health and still have 20 health, it was like, I use SI and have 40/120 health. The health was, (I'm pretty sure) lost at the end of the ability when your total health went back down, but it was there when you needed it. I haven't exactly tested it, but this might work the same, in which case the percentage should be the same... actually, thinking about it, if your mana jumps up by the same amount as your total, you'd actually have a higher percentage when you first get the proc (using my example, 40 health is 33.3% of 120, versus 20% of 100 health).
naughtyzoot Jan 10th 2011 11:53AM
Um, wasn't WotLK mats for Lightweave a single Eternium Thread from the vendor? Or was that changed? Wowhead says 1 thread and I don't see any patch notes when it changed. I can't remember since once I embroidered in the beginning of WotLK I never looked at it again until Cataclysm and it's 1 thread until you learn the update which is now a thread + 3 Volatile Life.
ResumeMan Jan 8th 2011 8:30PM
"it bears mentioning that a patch or two down the road, when epic gem recipes are introduced, the gap between these jewelcrafter-only gems and those that anybody has access to will likely get much smaller"
When they came out with epic gems in Wrath, Blizz just increased the bonus to the JC-only gems proportionally. It still gave the same bonus over non-JC gems (which was around 40 of the primary stat I think). I assume the same thing will happen in Cata.
Pottsy11 Jan 9th 2011 12:04AM
^ that.
Pyromelter Jan 8th 2011 8:36PM
Jewelcrafting works well with enchanting, in that you can buy cheap ore, prospect them, then craft cheap rings and necklaces to disenchant.
Also, if ore drops below a certain price, cut green-quality gems vendor straight out for 9 gold, and you get like 5-6 green gems per stack, so if a stack of ore is going for 30 gold or less, you can almost be assured of a profit.
I like the idea of enchanting with a mage (using magic to enhance items... it's about as magey as you can get). Unfortunately, you don't have a lot of neato perks like the ones in engineering.
Your absolute max dps professions right now are engineering and leatherworking.
Regarding leatherworking: The wrist enchant bonus from Leatherworking is BiS for every single class in the game, and is definitely overpowered compared to all other profession bonuses. It is likely to be nerfed, or, we are likely to see additional regular enchanting options for the wrist that will normalize that enchant. So don't go powerleveling Leatherworking thinking it will be that OP enchant for the rest of the xpac.
LOL @ warlocks going to hot topic crying and being all emo. Fantastic.