Gold Capped: Can you ever have too many alchemists?

I got an email from Kaefera that got me thinking:
So this is something I've heard before, but more in Wrath of the Lich King, when alchemist cooldowns represented a very serious amount of gold per day. The reasoning was (and is) that if you level a bunch of alchemists, you can log in once a day to each character to use their cooldowns and make disgusting amounts of gold with virtually no effort. The question is, does this still work well enough to justify the investment?I have recently been leveling 9x level 75 characters on my server, to completely abuse professions and make some serious cash. I'm currently giving each of them alchemy, I have 4 transmute specced alchemists so far, currently growing at a rate of an alchemist a week.
My question to you is more of a suggestion, what would you suggest to grab as a secondary profession on each of them? I would like something similar to my Truegold, where I can log on once a day on each character, craft/do whatever in 5 minutes, then move to the next.
The alchemy daily cooldown
This trick really took off when alchemists were given the ability to transmute epic gems. The demand was huge, and the supply was thin. Every alchemist you had was another cut red gem on the AH, representing a decent daily income. Now the transmute for the best gems that people buy are not on a cooldown, so alchemists need to use their cooldowns on something else.
The most popular use for the daily transmute cooldown, Truegold, seems to be less obviously profitable on many realms. Unlike gems that sell to anyone who gets gear upgrades, Truegold mainly sells to people who are crafting gear, and more often than not, its consumption is tied to the production of Chaos Orbs. Truegold cooldowns sell for a couple of hundred gold at most, and they are often available in the auction house at close to the raw materials cost.
There are other nice niche markets you might be able to use your alchemy cooldown profitably on, but none of them will add up to more than a couple of hundred gold per alchemist per day. In fact, even the epic gem transmute didn't add up to more than that -- it just felt more profitable because in Wrath, everyone had less gold. Inflation, man. It'll kill you.
Any port in a storm
So my answer is that it's probably not worth making a bunch of alchemists; however, let's look at what's really being asked. Kaefera seems to want to invest time and money into creating a low-work, low-risk, "guaranteed" income. Let's look at some other professions and see if any of them qualify for good "cooldown mules".
Jewelcrafting is a candidate, simply because the JC daily rewards a token that can be directly redeemed for a Chimera's Eye. These are used by JCers for their JC-only increased stat gems, as well as for several BoE blues. These sell for anywhere between 100-500g, depending on your realm.
Tailoring is a very good candidate because tailors can make Dreamcloth, the Truegold of the dressmakers' world. There are several different cooldowns to make these, and it boils down to 5 per week. While the cloth itself is BoP, it can be sold indirectly by making and selling bags, spellthread, and a few epic BoEs.
Other than these, I can't think of much. Inscription has a dinky little quest you can do on a cooldown, but it's not worth the ink and probably never will be. Your best bet in terms of daily revenue would be a couple of tailors and jewelcrafters; however, I'd like to challenge whether this is actually a good idea.
Easy money isn't easyEasy money is worth more than hard-earned money. We all have limits on our playtime, whether it's the number hours we can stay awake after chugging two gallons of Mountain Dew or aiming to spend more than 80% of our "free" time with our family. In addition to the actual gold cost of leveling the profession, everyone needs to factor the investment of time required to get a business started into their decision.
The biggest factor in your decision is going to be centered on leveling all those characters. Assuming you don't take much less time to get a non-death knight character to 85 than I do, this represents the single largest cost in setting up something like this. At first glance, it seems like leveling these guys is something you wouldn't have done otherwise, and therefore, I'd recommend that you compare the revenue that you'll make with your cooldown mules to the revenue you lost by spending weeks and months of valuable playtime frolicking around in Feralas.
That said, one of my biggest competitors (also a good friend and officer in my guild) has a bunch of level 85s, and he would likely have them whether he needed the profession slots or not. If he were comparing the value of nine cooldown mules, he wouldn't need to consider the time spent leveling characters, because that's something he'd have done anyway. When I do this math, I do need to consider it, because I have exactly one max-level character and will never have another one unless it can't be avoided. If you're not the type of person who will play through the same soul-crushing grind to get all your characters up to at least level 75, you need to count the time spent doing that.
... at least?
There are eight crafting professions, a couple of which require level 84 to get to the good stuff. The lion's share of the profit from most of these professions comes from the production and marketing of cooldown-free items. The optimal setup for the non-cooldown portion of business is one of each character of the minimum level possible to achieve the desired recipes. Load stuff like blacksmithing and enchanting onto the same characters so that you need to get as few characters to 84 and into Twilight Highlands as possible.
Just so we're clear, so far, we're at four characters, and only two of them need to be level 84. Every character after this has two primary professions, and assuming you give each of them some combination of tailoring (if you're willing to level them to 84), alchemy, and jewelcrafting, that represents a cooldown that you can log into every day.
Cooldown revenue
Every single cooldown mule has to be justified by the cooldown revenue and possibly the pleasure of running a toon through Stranglethorn for the ninth time. The revenue isn't unlimited, either. It will last until the end of this expansion, at which point the only lasting value it will have is that you won't need to level a character again.
If you have characters with free profession slots, don't feel you absolutely have to fill them. Once you have the ability to make everything, the time and money you spend working on these duplicate professions could also have been spent working on your other crafting professions. It may be easier to move into the bag or BoA enchant market than it would be to level yet another jewelcrafter, alchemist, or tailor. Basically, unless you feel that you have the market for your current tradeskills so well nailed down that you'd be wasting time trying to get lower costs or higher sales, stopping to level a mostly duplicate tradeskill is a clear loss in money.
Admittedly, cooldowns are easier, but figure out how many weeks you need to break even if you're at 4,500 gold per character per week. If it's worth it but you don't yet have a character capable of learning these cooldowns, consider how much money you could make in the /played time it can take to get a character to your target level.
Filed under: Economy, Gold Capped
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Reader Comments (Page 2 of 4)
Basil Berntsen Apr 7th 2011 3:43PM
Fixed both, thanks!
Xenikos Apr 7th 2011 1:42PM
Does having multiple alchemists help you now? Only moderately, you can pump out a lot of Volatile Air per day + bonus Volatiles from Living Elements.
Will it be an absurdly efficient + profitable thing to have when epic gems come with 4.3? Yes indeed!
Bronwyn Apr 7th 2011 1:56PM
Assuming that Blizzard sticks with the pattern and does this; it's still a gamble.
techvoodooguy Apr 7th 2011 2:30PM
You're still *assuming* that epic gems and their xmutes will come in 4.3. Blizzard already changed up one major thing in the expansion (level cap + 5 instead of +10); I wouldn't be surprised if they changed another.
Xenikos Apr 7th 2011 2:49PM
Predicting anything and acting in advance always carries certain risks, but that's also how you make large amounts of profit. People who saw the 4.0.1 inscription changes coming and spent tens of thousands on glyph and ink storage, made hundreds upon hundreds of thousands of gold when 4.0.1 (and Cataclysm itself) hit.
Sure, it is *possible* that they won't have alchemists make epic gems. But that is extremely unlikely. Epic gems were so expensive in 3.2 and 3.3 simply because demand outstripped supply, and then you could get epic gems from prospecting, transmuting, and honor/badge turn-in. There's no way Blizzard would remove transmuting from the picture this time around to even further choke supply, unless they added a new source for epic gems. But I can't imagine what that would be - it is about as safe of a gamble as gambles come.
Cad Apr 7th 2011 1:44PM
Transmute specd alchemists really get the shaft.
Finnicks Apr 7th 2011 3:09PM
Agreed, for now.
My guild has 3 elixir specced Alchemists and 1 potion specced Alchemist. Mainly for Flasks and DPS Potions (the 1200 stat ones).
Also, becuase Cauldrons of Battle can proc off Elixir spec, each raid group wants at least 1 elixir specced Alchemist for Cauldrons.
Basil Berntsen Apr 7th 2011 3:47PM
I've never seen a proc and I've made quite a few. I get procs when I make the flasks that go into it...
Scooter Apr 7th 2011 4:30PM
No way! The transmute procs are pure profit. I have a 5x proc on truegold a few weeks ago and sold each for 700 on my server. I don't have enough free time to farm mats and buying from the AH only nets me about 100g in the long run. So the extra 700 gold is well worth the value.
It took time but i bought a vial of the sands a couple days ago which is much more than i can say for my friends who only did a few dailies each day
Twowolves Apr 7th 2011 1:58PM
I've been making plenty of gold via herbs. Thanks to Deathwing f'ing up the world (of warcraft), zones are packed with herbs, and my druid herbist can fly in the Old World. Double win. I spent an hour or so flying up and down Felwood, picking everything I can find, which is a lot these days. I probably posted 6-8 stacks of dreamfoil and other herbs at reasonable prices, and ended up collecting 900+G from my mailbox the next day. Herb is the word, my friend.
cansylove Apr 7th 2011 2:06PM
I have two alchemists and two jewelcrafters; the only crafting profession I don't have is inscription. If you are silly like me and want all your max level toons to have legitimate raiding professions, alchemy is a great way to go. Cheap(-ish) to power level, long flasks, and cooldowns.
Earthmoon Apr 7th 2011 2:17PM
I find Alchemy to be best bet if you have a plan leveling all 10 toons on a server after you already have the other professions and make sure to pair it with Herbalism. This way, when leveling you get extra exp from gathering the herbs, you have a profession at the end of it all, an easy way to fill a trinket slot and I believe the easiest leveling curve out of leveling all other professions where most of the time you spend just gathering old materials to get to the point you can use the new stuff in the next zone. Also, if you ever need stuff transmuted, it's nice to be able to make multiples of the item without needed to ask around and all the extra ones are for you if you get the spec.
Abbadon Apr 7th 2011 2:23PM
On my server, you're lucky to break even on truegold and dreamcloth given the cost of the mats...
Rhyme Apr 7th 2011 2:32PM
With 8 alch/jcs I average about 3000g/day (your realm may vary ) for about 40 mins of work. Pays for feasts, flasks, boes, and most of all repairs. Because we wipe a lot.
Occamrazor Apr 7th 2011 2:47PM
I thought I was your biggerest competitor. You allways but my stuff and then have to put your stuff for sale but higher prices... wait a minute.... >_< damn you!
If your planning in a gamble cor figure xmutes sounds fine If you can accept the risks. I usually love to play inveresed hypes when patch or xpacs come out and well high righ off the bat to build gold to last w/o daily AH interaction.
Occamrazor Apr 7th 2011 2:52PM
Blame droid aire checker for the mistakes, biggerest is not a mistake tho.
Eirik Apr 7th 2011 3:19PM
If Droid Aire is your issue, you might want to turn off automatic spellchecking and do it the old fashioned way...
Basil Berntsen Apr 7th 2011 3:41PM
I don't usually buy anything that I don't use for crafting... but my addons generally hide the names of the people I'm buying from and selling to.
Stardusted Apr 7th 2011 2:47PM
I have 3 maxed alchemists, and a max of every other profession save for engineering and blacksmith. On average (I stress the word average here) I play maybe 1-2 hours a day since the release of cataclysm. In that time i've made slightly over 400k gold. All three of my alchemists have a different mastery, i.e., transmute, potion, and elixir mastery. The transmute bonus has been far less profitable than the elixir or potion mastery bonuses.
Luci Apr 7th 2011 2:47PM
Thanks for writing this article. I too have been struggling with the issue of alt professions.
Though this veers from the purpose of the column a bit, are there currently any professions you would recommend duplicating for general purposes not just gold-making?
Like for instance, craftable vanity items or BoPs. Have they just eliminated crafter BoPs?!