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
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Reader Comments (Page 3 of 4)
Dominic Hobbs Jan 9th 2011 12:19PM
Yeah, I have to put my had up to that one.
http://wow.joystiq.com/2009/10/12/blood-pact-warlock-glyphs-to-use-ignore-or-to-dream-for/
Though credit also has to go to zhaharik for pointing it out, macster and MusedMoose for rallying behind it as well as all the locks and mages and wowinsider staff who adopted it in both Blood Pact and AB comments etc.
Thanks guys, it's nice to leave something like that behind.
Mwuhahahahaha
Christian Belt Jan 9th 2011 2:22PM
Damn you, Hobbs!
MusedMoose Jan 8th 2011 10:32PM
Thank you, Mr. Belt, for reminding me what's been missing from my life lately: magery. I've been so focused on getting my hunter's level up to hit the heroics with my guild that I haven't played *either* of my mages much recently. And that's a shame. Fortunately, said mages are well-trained in Tailoring and Engineering, so it's good to get refreshed on the benefits that await them.
One thing I have to disagree with, though, is this:
"And good news! Everybody else gets to roll on your mats in every dungeon you run! It's super-fair."
If someone you're running a dungeon with chooses "Disenchant" instead of "Greed", they're no more rolling on *your* mats then they're rolling on *your* item. Nobody owns it until the roll is made, at which point the item or mats becomes the property of the roll winner.
Granted, I can understand why it's easy to feel bitter about providing disenchanting services for others without being asked, especially when some of those others are rude, incapable of understanding basic suggestions and/or warlocks. Have you tried comforting yourself with the reminder that you're a mage and therefore better than them?
Saeadame Jan 9th 2011 1:01AM
Agreed - all the rolls for an item are treated equal, what's being cut out is the poor enchanter in the group doesn't have to D/E everyone's items at the end of the run (I still remember doing that, I would take all the items people didn't want, D/E them and then we'd all roll at the end... as often as not I'd end up with no enchanting mats). That was before the 2 hour rule, of course, but anyway.
Xano Jan 9th 2011 1:33AM
Part of the problem is, this is completely ruining the enchanting market due to an influx of materials by people other than the enchanters. I noticed immediately after this change, the cost of enchanting materials dropped severely compared to, for example, ore. Mind you, cataclysm has somewhat resolved this by making EVERYTHING temporarily expensive, regardless of how much is available, but it isn't a permanent solution, and i forsee a market flood of materials coming back any time now.
minimagicman Jan 9th 2011 3:28AM
My problem with it was (switched to engineering) that before the change most people would pass on the greens and so you would have a higher chance of winning it and then being able to disenchant it. After the change no one passes if there is an enchanter in the group.
Aaron Jan 8th 2011 11:40PM
Are you spying on me or somehting?! I just created my first mage the other day and i was wondering what professions to give him. Initially i went with chanting and tailoring, but now i think i want chanting and jewelcrafting so i can feed my other character jewels. Then again, jewels arent that expensive to get if you buy the mats and have a JCer make them for you(giving a generous tip of course).
Thanks for helping along my decision making process a bit.
Pyromelter Jan 9th 2011 3:55AM
Just be wary that Jewelcrafting, at certain points, is extremely expensive to level up. IMO only engineering is more expensive overall. Most professions have certain bottlenecks where it gets expensive, but JC has a few real bad ones.
Then again, I leveled my 2 JC's in wrath, before flying was okay in the old world, so maybe that has changed with more people farming mithril and stuff.
Aaron Jan 9th 2011 4:03AM
Well none of my characters have high lvl mining yet, only a lowbie rouge that i have, so maybe i should just do tailoring and enchanting.
ommpah Jan 9th 2011 12:22AM
Great, an useful article, I think. However, I do have a question for u, Mr. Mage Belt. Just before Cata was released, this site published your article about how to level all-spec mages in Cata. You did mention that arcane mages, or mages in general, should focus on intel and hitting rate. Do you still stand on that part about hitting rate? My arcane mage is being mocked endlessly for not having enough crit rating and too much hitting rating. What is going on? Am I being leaded into a wrong path?
Saeadame Jan 9th 2011 1:11AM
Err hit rating? Yes, you should have that. There is some debate, currently, because the raiding hit cap of 17% is quite high, however. Basically, having 17% hit guarantees that you will hit the mobs every time. However, at the current level of gear, you are sacrificing a lot of crit/haste/whatever to get that hit rating. I think the SPriest writer did a breakdown of this, but basically the difference between getting the hit cap and not getting the hit cap isn't that big, because if you HAVE things like more crit, it means the spells that ARE hitting are hitting harder than the spells that hit all the time in the 17% hit rating scenario.
If you aren't really doing raids (except the Baradin Hold boss, say), you only need 6% hit rating (I think) to be hitting mobs all the time in heroics. After that, you can reforge away all the hit into other, more valuable stats. If you ARE running raids with a raiding guild, however, it might be worth it to hit that 17% cap. As Fox the SPriest columnist said, there are many utility attacks that you would not want to be missing like counterspell, spellsteal, whatever. Also, if it's right before a phase where you can't attack as much, missing your DoTs right before could mean a substantial DPS loss. You could also have bad RNG during a burn phase, or something, and miss a string of spells and waste most of a BL/TW/AH cooldown, or something.
TL;DR - if you're not raiding much, get to 6% and then get other things. If you are raiding, 17% hit is probably more valuable, atm.
Side note - Fox found that at about 13% hit you're doing more DPS than you would be at 17% hit on a raid boss, simply due to the extra oomph from things like crit and haste. But again, there are certain, important spells that you just don't want to be missing.
Pyromelter Jan 9th 2011 4:04AM
I'm afraid you mixed up his articles.
Hit rating is the most important stat once you hit level 85. As you level, you want to just have as much INT as possible.
The article you are referring to talks about "stat weights" which is something that you look at once you are ready to start raiding at the level cap. It's not something you worry about as you are leveling. Mage 101 is not the same as "leveling guide for mages."
Before raiding, there are 2 steps:
1. Still leveling - at this point, you do not care about hit.
2. At level cap, but under geared - You want to aim for about 8% hit rating for heroics.
As arcane, you want Int always, and crit is your main secondary stat now. As you are leveling, I would say your hit be at most 10% - anything more and you are weakening yourself. (Haste is still good, btw, just not as good as crit right now.)
Tanro Jan 9th 2011 12:42AM
I lost all respect for Alex Ziebart today. I also don't play a mage main. I don't even have a level capped nor have I ever had a level capped mage. My highest level mage is now 72. But you know what?
New favorite writer on this website is Mr. Christian Belt. This was a freaking hilarious and entertaining read. I don't even play a mage for real but damn.. This was funny.
P.S. My warlock is only 66, a gnome, and I hate him. He makes a good bank/inscription and soon to be alchemy xmute slave. A warlock slave... That should bring a smile to someone's face.
Andrew Jan 9th 2011 1:12AM
Hmm, if forced your warlock slave to have his succubus Seduce him in an endlessly refreshing loop and you had an Evocation spell that had no cooldown, would you stop inflicting your fiery/frosty/arcaney (arcany...arcanie...arcanical?) wrath on him when you
a) wanted to join a raid?
b) wanted a sandwich?
c) died?
(Answer: none of the above. Have a mirror image make you a sandwich, throw every third or fourth spell at the warlock while raiding (your fellow raiders would not only approve but join in), and if you're not clever enough to have stood your emo slave next to the Spirit Guardian to minimize your corpse run you're probably not really a mage.)
jaelre Jan 9th 2011 2:59AM
On the notes of the mages-warlocks hate, did you notice that the mage and warlock goblin trainers are always battiling between them?
Pyromelter Jan 9th 2011 4:05AM
Why yes, yes he did... about 6 months ago.
http://wow.joystiq.com/2010/07/17/arcane-brilliance-beta-wishlist/
Pinochet Jan 9th 2011 3:04AM
"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."
It's not difficult at all to compare them, and LW is the best profession by far for mages and every other class in the game. IDK how you can claim to be writing a profession guide without making this unequivocally clear.
Pyromelter Jan 9th 2011 4:07AM
He probably meant to say "it's difficult to describe without being overly mathy."
Yes, it's a lot better, and yes, we all know it's BiS. I can't see blizzard sticking with LW as being the OP profession though, they are likely to buff wrist enchants to bring the LW enchantment in line with other profession bonuses (as they have done time and again with professions in the past).
Baba Jan 9th 2011 5:17AM
/walks over from the cobweb-coated warlock blog
/lays down rug
/sit
/takes notes
Babaloo Jan 9th 2011 5:26AM
I took Mining and I find that it's not that bad rolling around in a billion gazillion gold at the start of the expansion.