Posts with tag skinning
There are hundreds of different strategies for making money once you've hit level 85, right? Max-level professions tend to be strong money-makers in the right hands, because they allow you to sell the latest and greatest items.
It's a bit of a different story while leveling, however. There are gathering professions, of course, and some can provide fledgling characters with a solid chunk of cash. There are crafting professions too, but often times low-level gear and items sell for less than the materials it takes to make them.
Making money while leveling isn't typically at the forefront of your mind when you're making your fifth alt on your home server -- after all, you can make more money running dailies at 85 than you can farming Wool Cloth. But if you're just starting out in World of Warcraft or are starting fresh on a new server without any of your main character's bank ... well, finding a way to make money while leveling is exceptionally important, especially so you can buy the much-needed conveniences that rich players take for granted, such as Flight Master's License and Expert Riding.
These past few weeks have been very good in the old email box for suggestions for addons to be featured on Addon Spotlight, so keep those recommendations coming. In the next few weeks, I've got a recommendation spotlight planned as well as a grab bag. Also, there is an idea kicking around in my head about a "my first addon" spotlight, where new addon developers pitch their addon and we talk about it constructively. What do you guys think?
Today's Addon Spotlight is one of those "long time coming" pieces; people were utterly shocked over the fact that I had not talked about GnomeWorks before. Well, there is a good reason for that -- GnomeWorks is still in its alpha development stage. As far as profession windows go, prior to Cataclysm, an addon of this type was almost required. The sorting features and customization options on the default profession window was lackluster at best.
With your death knight at level 85 and all kitted out for raids, there's one more step you can take to make your death knight the best he can be: Learn some professions. A profession can provide self-buffs that nudge your DPS or suvivability up to the next level. It can grab you a lot of extra gold on the auction house (or drain all your gold, depending on which profession you take and how you choose to level it). Finally, it can provide you with some cool toys. This week, we'll take a look at WoW's professions to see which ones are tops for a death knight.
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.
Cataclysm is going to change the world of professions -- so without any further ado, here are the most important changes.
- The skill cap for all professions is now 525.
- There is a lot of content locked behind a phased area you can not unlock until you're level 84.
- The new elemental trade goods are called Volatiles.
- Herbing and mining now provide experience.
- Archeology will be trainable.
- Guilds can see links for all members' available professions.
Here's what we know:
- All professions seem to have a new cap of 525.
- You will be able to learn the next level of crafting skills at level 75. Well, alchemy works that way, and I assume that at least the other crafting skills will be the same level. No word on gathering skills yet.
- Guild perks are programmed into the client and have been data-mined; however, the more complex leveling system has been abandoned. No precise writeup about how guilds gain perks, but I hear they still work for experience.
World of Warcraft: Cataclysm will destroy Azeroth as we know it. Nothing will be the same. In WoW.com's Guide to Cataclysm, you can find out everything you need to know about WoW's third expansion. From goblins and worgens to mastery and guild changes, it's all there for your cataclysmic enjoyment.
Filed under: Cataclysm
Selecting professions for your characters often comes down to a choice of utility; if you have several toons, you may want to make some gather and others be the crafters. If you only have the one character at 80, there is a greater desire to be self-sufficient. Professions are also one of those things that many people feel are a part of their character and help define them almost as much as their class.
If you're uncertain which professions your warlock should take up then this is the place for you, as Blood Pact takes a look at all 14 and considers which are of the most use to the 'lock on the go.
We've bested Sartharion on a three-dragon run. We've looked into Sindragosa's icy maw and laughed. None of that is especially impressive if we're still living in our parents' basement cause we can't find a job.
It's time to put that shadow priest of ours to work. The number one rated profession for shadow priests is being the WoW.com columnist, but since that job's already taken, the rest of you will have to settle for standard Azerothian fare. And, ideally, you're going to want the one that makes your pew pew skills look all the more impressive.
When I was leveling my shadow priest, I wasn't thinking much about the end game. I grabbed a pair of professions as soon as the game would let me: Tailoring and Enchanting. They served me well through leveling. But a few months into level 80, I got to thinking -- did I make the right choice?
Today, I'm going to talk to you about a way to make money skinning in Felwood, although similarly leveled zones work as well. This can be done with higher level characters or those who are at-level (50-60), although it moves more quickly if you have a character capable of chain pulling without having to stop to eat or drink or run back to your corpse all the time.
If you don't have a skinner that is a high enough level, you really should get one. Leather sells consistently well, and is very easily gathered. In fact, you could get one today! Create a Death Knight, train skinning, and go on a rampage, starting with a low level starter zone and working your way up.
Now that we've settled that, let's get down to the particulars.
Welcome back to The Queue, WoW.com's (almost) daily Q&A column where the WoW.com team answers your questions about the World of Warcraft. Adam Holisky be your host today.
So my thought process Monday morning goes like this. Kubien asks a question about skining worgens. My cat is next to me vying for my attention, and after headbutting me for a few minutes decides to pounce on my arm. Luckily I'm a fatty so all is good and he just bounces off harmlessly to the floor, but it makes me think for a minute about punishing him. Then I remember the old saying, "There's more than one way to skin a cat."
And from cat, to lolcat, to lolwowcats.
I'm sorry Warcraft community, I really am. But what's done is done. Let's just move on and go have some tea and crumpets.
"While killing Worgen in Silverpine Forest the other day, it occurred to me I can skin them. When Alliance play Worgen, can I skin them? Please!"
All in all the game is pretty well serviced in the realm of professions, both primary and secondary. However I can't help thinking there needs to be a bit more variety. People seem to pick the easy professions or the ones which make the most cash very quickly. Should there be tertiary professions, like lockpicking, and should they be made available to all? At the same time, do you think Blizzard were smart when they only provided two profession slots? Do you think people should be able to learn all of them, even if they could only take one or two to Grand Master level? Do you think, aside from first aid, cooking and fishing, there's a missing profession? If you could add one to the game, what would it be?
Miners are given Toughness, an ability that at max rank, awards +50 stamina. This is a lovely bonus for tanks! A tank's talents will take this well beyond +500 hp, and stamina is also multiplied by buffs and talents such as Blessing of Kings (and not all stats are). This is also going to be helpful in PvP, where stamina is especially important.
Herbalists get Lifeblood, a self-heal, that at max rank, awards +2000 HP over 5 seconds on a 3 minute cooldown. This can be used in or out of combat, and the spell effect entails flowers sprouting up from the ground all around the character.
It is difficult to gauge the actual benefit of this ability across classes and in different situations. In the last few seconds of a close fight, where it is you or them, even a small boost in HP could bump you up to victory. Then again, tanks benefit more from stamina due to talents that factor in your total stamina to then award you with extra stamina (Sacred Duty), increased power (Touched by the Light), and other benefits. It is also difficult to say whether an extra boost in damage might also be worth more than this small heal in a tough spot.
Almost all classes find this ability helpful while leveling and soloing. Raiders will often use it to top themselves off or buy some time until their next heal.
Skinners become Masters of Anatomy, and gain 32 critical strike rating, which is equal to 0.70% crit. This is especially useful to classes who have talents that boost stats based on your crit rating, increase your crit by a %, or where your crit rating actually grants you other stats, such as mana for holy paladins.
The Skinning and Mining bonuses equate to about 2 gems worth of stats, and Lifeblood is all about how you use it.
Conclusion and Comparison
As you can see, for most of the professions, the benefits and stat increases are approximately equal. Let's use spell power to demonstrate this:
- JC: +39.
- Enchanting: +38.
- Inscription: +37.
- Tailoring: 250 SP for 15 seconds of every 45 seconds+. This averages to +83 SP in ideal conditions (meaning, it procs on your next heal after the cooldown is up). In fact, it will likely always be under, though somewhat near, this ideal. A more realistic average is +75 SP.
- LW: +37.
- Blacksmithing: +38.
- Engineers: +18 and a parachute.
- Alchemy: +37.
Still, there are several that are still worth taking, even over other options available for that slot. The Tailoring enchant noted above is currently being debated as OP, and may be subject to tweaking in the future. It is also worth noting that because this is a passive proc, it is not always going to be utilized. You might proc it near the end of a fight, for example, or when you're topping someone off between pulls, and waste most of the added spell power.
Filed under: Herbalism, Mining, Skinning, Alchemy, Blacksmithing, Engineering, Leatherworking, Tailoring, Enchanting, Analysis / Opinion, Tips, PvP, Jewelcrafting, Features, Raiding, Guides, Buffs, Enchants, Insider Trader (Professions), Inscription
At the outset of this series on how to roleplay one's professions, Leatherworking struck me as the most difficult profession to write about, even more than skinning, herbalism, or mining. This was in spite of (and in fact maybe because of) the fact that it was the first profession I ever chose in WoW. My very first character, who was a druid, wanted to choose leatherworking in order in order to make her own armor as well as prevent the dead bodies of all those animals she had to kill during her quests from going to waste.
At that time I didn't know a whole lot about roleplaying, or how to play the game, and I knew even less about the background lore behind everything I was seeing. I originally roleplayed with my friends that my night elf had been born in Darnassus, only later to find out that would have made her about 3 years old -- a fact none of us had known, because WoW was our first exposure to the lore of Azeroth. This was actually my inspiration for writing these articles, so that our readers wouldn't have to go read pages and pages of books and websites or play old and (to me anyway) less enjoyable games.
As I played the game more and more, the leatherworking armor seemed less and less useful and seemed more and more difficult to make. I also started imagining what skinning all those animals and then stitching together parts of their dead bodies would actually feel like, and suddenly I felt more like a kind of Dr. Frankenstein than a peaceful druid. It turns out, however, that I knew as little about leatherworking back then as I did about the game itself.