The Light and How to Swing It: A career guide for tanks

This column is, if anything, the result of my recent switch from engineering to alchemy on my paladin. One of the biggest drivers for my decision (other than the maddening smackdown that engineering suffered after Wrath of the Lich King) was the desire to once again have a profession that bestowed some kind of meaningful bonus for raiding. Just about every facet of engineering that had some appreciable effect for tanking was neutered (as you'll see ahead), leaving the profession a dried husk and a sad remnant of previous greatness.
I don't have to tell you that profession bonuses are easily one of the best ways to get stat boosts, and using certain professions can be a powerful tool in the min-maxer's arsenal, in order to squeeze every last stat point out of their characters. Some are excellent; some are even so excellent they are overpowered; some are middle of the road; and others are just horribly lackluster. Let's take a look.
Alchemy
The big bonus from Alchemy is the Mixology perk, which gives you an enhanced duration and effect from all elixirs and flasks that you know how to make. Elixirs and flasks also have their durations doubled (not that one often lives long enough to see an elixir fall off). Nonetheless, for bonus effect, Mixology changes elixirs to offer the following bonuses:
- Prismastic Elixir +105 resistance to magic
- Elixir of the Master +265 mastery
- Elixir of Deep Earth +1,020 armor
- Flask of Steelskin +570 stamina
The Prismatic Elixir in particular gains an awesome buff via Mixology. With all the normal magic resistance buffs, you'd normally have 285 resistance to fire, frost, and shadow damage, and 187 resistance to arcane and nature damage. For the former, this comes out to an average of 28.25% damage reduction, and for the latter 20.53%. With Mixology, the bonuses for each (respectively) goes up to 29.3% and 21.8% -- an additional 1% damage reduction to what is usually the burstiest damage in a raid.
And, of course, the stamina flask follows the usual (as you'll see) pattern of profession bonuses offering an additional 120 stamina.
Lastly, alchemy also has a pretty nice starter trinket.
Blacksmithing
Blacksmiths have the option of adding two new sockets to their equipment on their bracers and their gloves, which can offer a bonus ranging from an additional 80 mastery to an additional 120 stamina. With the impending introduction of epic gems, this will give a blacksmith a profession bonus of 100 mastery or 150 stamina. Many tanks tend to prefer blacksmithing for its flexibility with choosing which stats you would like to augment, rather than depending on specific recipes or crafted items.
Enchanting
Fairly boring - an enchanter can enhance their rings to each have an additional 60 stamina, adding up to 120 stamina total for the profession.
Engineering
Oh, engineering, where to start? Ostensibly the benefits are that you can make several toys or gadgets that have some noticeable situational uses. There are downsides to just about every tinker, though.
The most dependable of these are the Quickflip Deflection Plates, which can be activated for a nice boost to armor. However, hitting them will put your on-use trinkets on a short cooldown -- so, for example, you can't pop Mirror of Broken Images immediately after using the tinker. As a result, you really do not want to macro these to a commonly used attack, or you might find yourself locked out of an important trinket use at the worst time.
The Grounded Plasma Shield is the ultimate "buyer beware" tinker. While it looks great on its face, it has some horrible backfire possibilites. You run the chance of being stunned, taunting everything in the room, or giving yourself a 100% chance to be critically hit. As you can imagine, this makes it nigh-unusable in any raid setting.
The Cardboard Assassin was great for one brief, shining moment since it would taunt a raid boss for you and eat a few hits. But that was quickly quashed as well. Now it can only taunt mobs with a level no higher than 87. Basically, the last time this was truly useful in its nerfed incarnation was Nefarian, for giving you some breathing room with the adds.
The long bright spot right now seems to be the easy-to-obtain epic helm that you can craft and socket with mastery/avoidance for a great early start on gearing a new level 85 tank. Past that, though, it's lackluster.
Herbalism
This is a really bad choice for tanks. With Lifeblood, the heal is a pitiful, tiny amount on top of a haste buff that really doesn't benefit us in any meaningful way. In short: not a tanking profession.
Inscription
Scribes get to make the Inscription of the Earth Prince, which is worth 120 more stamina than the normal shoulder enchant for tanks, the Greater Inscription of Unbreakable Quartz. They also get to skip grinding Therazane rep, which might be the best perk of all.
Jewelcrafting
Jewelcrafters get to make three Chimera's Eye gems that offer enchanced stats. The two best options are the Fractured Chimera's Eye, worth 67 mastery, and the Solid Chimera's Eye, worth 101 stamina. All total, if you use three of the same gem, we're talking about the bonus ranging from 81 more mastery to 123 more stamina.
In terms of pure numbers, this makes jewelcrafting the second-best source of bonus stamina of all profession perks until epic gems are released.
Leatherworking
The best source of bonus stamina, you might ask? Look no further than leatherworking. Because there is no Cataclysm-level stamina enchant for bracers, the Draconic Embossment for stamina is worth 155 more stamina than any possible non-perk alternative. There's also the 50 dodge rating bracer enchant, which is decidedly lackluster post-block cap.
Mining
Miners are granted the profession perk Toughness, which is worth 120 stamina at max. Fairly standard; fairly boring.
Skinning
Another profession to avoid for your tank. At max, the Master of Anatomy perk is worth 80 bonus crit rating.
Tailoring
Again, not for tanks. All the special BOP item enhancements are caster-oriented.
So what professions are the best?
It depends where you are and what stats you're looking for. If you're still not block-capped, a combination of ewelcrafting and blacksmithing adds the most mastery you can gain from professions: 161. This will go up in 4.3, as well.
If you're already block-capped and currently gearing for stamina, then mathematically you can't go wrong with blacksmithing and leatherworking, especially once 4.3 hits. With epic gems, you're looking at 305 stamina -- 65 more than you can get from a combination of any of the 120 stamina-giving professions.
Of course, if engineering (and, for that matter, any profession that's ever been BiS) teaches us anything, a profession will be on top day and quite possibly terrible the next. Prepare yourself for that inevitable drop off the cliff, and always have an escape route planned out if you intend to min-max around what your character does as a day job.
Filed under: Paladin, (Paladin) The Light and How to Swing It






Reader Comments (Page 1 of 1)
paulmewis Oct 22nd 2011 10:21PM
"A profession will be on top day and quite possibly terrible the next.... "
At least with Blacksmithing it's going to be linked to the current gem stock, so unless they are terrible (or we suddenly forget how to get sparkly magic crystals on our gloves) its always a safe place to be.
Sadly though you have to get them gems, which could set you back a pretty penny with the epic gems as they are. You have flexibility, but are at the mercy of the gem market.
cjjh2000 Oct 22nd 2011 10:51PM
'They also get to skip grinding Therazane rep, which might be the best perk of all.'
Amen to that. Grinding it on one character, okay. Grinding it on another 3, HELL NO SISTER.
brain314 Oct 23rd 2011 12:15AM
Was the question ever posed (and answered) whether Therazane stuff will be BoA?
Sonalita Oct 23rd 2011 2:58AM
Umm you do know that you can now get a tabbard from Therrazane at friendly (which you will hit by completing the deepholme quests) - get tabbard, runa few dungeons- win
dmberreth Oct 23rd 2011 5:18AM
@Sonalita
Except that right now, at least in my humble view... repeating these Cata dungeons are about as much fun as chewing on tinfoil. I can't quite put my finger on it (except that I would pay to never see another Troll), but I just do not have the fun running any Cata dungeons that I did Wrath or even BC ones.
priestessaur Oct 23rd 2011 10:26AM
@dmberreth
Even with the tabard, you still have to quest almost the entirety of Deepholm just to unlock the Therazane faction and the vendor.
priestessaur Oct 23rd 2011 10:27AM
WTB Edit button.
Sorry I mean to @Sonalita. To dmberreth, agreed.
danny.stout723 Oct 24th 2011 7:35PM
JC only gems will gain an extra 10 stat points when 4.3 hits, which will keep it in line with other professions, still giving you the 81 point stat bonus it does now. I really don't want to actually go through the grind, but I plan on maxxing out BS before 4.3 hits and keeping my JC. Since our best stat is a secondary stat, it's not a huge advantage; but, as you mentioned in the article, the flexibility it provides is very nice added bonus.
Raparth Oct 23rd 2011 12:27AM
From my own experiences using the Grounded Plasma Trinket for all of Firelands (and much of T11), I interpret the tooltip of "increases your chance to be critically hit by 100%" to refer to... Well, the 0% chance to be critically hit that tanks already have, by virtue of their talents. 200% of 0% is still 0%. Besides the fact dying from a crit would seem a very odd death (my main is a main tank in a guild 10man), I've never found a crit-caused death in Deathnote. I suppose I could just be insanely lucky (I've seen that malfunction at least half a dozen times in the midst of boss battles), but I'm more inclined to think it's a malfunction that dissuades its usage in PvP.
Raparth Oct 23rd 2011 12:27AM
Grounded Plasma Shield Tinker... not Trinket >.< Temporary brain death.
Katherine Oct 23rd 2011 5:41PM
Probably additive, not multiplicative.
Daco Oct 23rd 2011 12:36AM
Matt, "combination of ewelcrafting and blacksmithing" you forgot the "j" in "Jewlcrafting at the end fyi.
Bellajtok Oct 23rd 2011 1:31AM
Yes. Professions change their "Best-ness" all the time. That's why I stick with Engineering. Because no matter how bad or good the little numbers are, it's always fun. Also, that little helm is fantastic for bears. It lets me take dodge/mastery as the secondary slots- an ideal combination which does not exist elsewhere, since dodge is never found naturally on my gear. If we had a helm for every tier, it would be BiS for the start of that tier, and then some, thanks to the perfect itemization.
Meighan Oct 23rd 2011 2:13AM
The great thing about the JC/BS combo is that it's as good for ret (I assume) or holy as it is for prot. Since this is a paladin column, albeit a tank-focused one, the point seems worth noting.
j Oct 23rd 2011 4:34PM
How do the engineering cogwheels hold up compared to other bonuses?
Katherine Oct 23rd 2011 5:56PM
ilevel 359 tanking hats comparison on WoWhead
Cogwheels give you 208 of the stats of your choice and are unique-equipped. According to my spreadsheet, the engineering hat with mastery and dodge cogwheels is worth the tiniest bit more combat table coverage than the Dragon Bone Warhelm (the other option with the most mastery) assuming you reforge the expertise. It's significantly better than the tier hat and the other mastery hat that drops in tier 11 raids. The engineering hat is also easier to obtain.
Once you can get a better hat, the engineering cogwheels are worthless.
Katherine Oct 23rd 2011 5:57PM
Clearly either I can't link here or I dont' understand how to. So here: http://www.wowhead.com/compare?items=63531;59344;59359;60356
Stray Oct 25th 2011 2:42AM
I must say however...
Jeeves. That, and Moll-e.
Number crunching aside, the convenience and utility between wipes and deep into long raids/chains of whateveryou'regrinding without ever having to hiccup to hearth, teleport out, run back or what-have-you is awesome, especially when you can share part of it with your group. No waiting for anyone to get some flask or mats or whatever they need to start or keep going, and no one waiting on you because you forgot some off-set of gear in your bank.
Just today I was running through the Thrall cloak questline on my newly-85 prot warrior and, though I could stay alive and smack many things at once, it was taking ages. My boyfriend decided to bring his priest along to help me and I plunked down a Moll-e while Thrall demanded patience so that he could pick up a dust he mailed himself and sub in a spirit tap glyph. Then he smote things and I convinced them to hit me non-stop 'til the end, no drinking involved (a blessing to any rage-user's ears).
I know, I know, it's no argument in min-maxing, but sometimes alleviating the chain afks provoked by any one person having to leave the area of combat to run some item errand is nice. Especially when that person is the tank. DPS can get away with being absent on trash, maybe one healer...a tank? Not so much. Not when there's only one or two of you. And while I enjoy my breaks, I don't enjoy them when they involve running between bank/AH/mailbox.
Chris Oct 25th 2011 11:45AM
I always question my profs to try to squeeze out some stats, but my question is... "In 4.3 is our current defense stats going to stay the same this patch so we can all start thinking about stam profs, or do tanks need to think about getting to ANOTHER block cap?"
I'll pull the trigger and switch profs if there are no changes in sight with regards to reaching block cap.