As someone with multiple alts and a pretty solid profession coverage, I started looking into WoD professions this week – mainly to see which professions were worth doubling up on. I had to basically research one profession at a time and make comparisons, so I decided I’d write a bit of a summary to (hopefully) save you some time. There’s a lot more to professions in WoD than what’s in this post so you should still do some more research, this is just glossing over all but the important bits. This is also based on beta information so it might change!
One important thing to remember: There are no more profession bonuses in WoD. Professions are now about gear only, there isn’t one profession that translates to more healing.
All crafting professions will work largely based off one special mat, which is obtainable both by a daily CD and from garrison work orders. They are all BoP so you can’t dedicate alts’ garrisons to farming for one toon. On the plus side, almost everything created with them is BoE. You can create more work orders as your garrison levels, so the amount you’ll get each day will increase.
*Note that Blizzard are experimenting with a change to the daily CD – you’ll get 3 charges maximum that you can spend, and you generate one charge every 24 hours. You can do your CDs every day or 3 times every 3rd day, etc and it won’t matter.
- Alchemy – Alchemical Catalyst
- Blacksmithing – Truesteel Ingot
- Enchanting – Rune Shard
- Engineering – Gearspring Parts
- Inscription – War Paints
- Jewelcrafting – Taladite Crystal
- Leatherworking – Burnished Leather
- Tailoring – Hexweave Cloth
Crafting Professions – Wearable Gear
Tailoring, Leatherworking, Blacksmithing, Jewelcrafting, Engineering (Armour)
Inscription, Blacksmithing (Weapons)
- All armour is epic iLvl 640 gear that has two stages of upgrades (you also create the item that does the upgrade); iLvl 655 & 665 respectively
- All weapons are rare iLvl 630 gear that have two stages of upgrades (you also create the item that does the upgrade); iLvl 640 & 655 respectively (both epic)
- You can wear a maximum of 3 crafted pieces at any one time, and it seems as though there’s an option for each slot.
- Stats are randomised, and you can make an item that will re-roll the stats for a crafted item (so you get back a little control over your stats and the ability to make some adjustments in those horrible “should be an upgrade but isn’t because of loss of other stat” situations)
- All crafted gear requires the special CD mats, listed above
- The gear is going to be pretty good early on at level 100, but is typically “pre-raid”
- Engineering goggles are BOE and they do count as one of the 3 pieces of Warlords crafted gear you can equip at any one time. It seems like they take a longer time to make than other pieces
- Leatherworking makes a mount (had to throw this one in there)
- The above mechanics for crafting items out of rarer mats basically apply to flasks, so it’s more like a cap on the number of flasks you can make per day.
- You can transmute catalysts with 6 different cooldowns in a style very similar to the weekly cloth cooldown that existed in Cataclysm (using a different WoD herb as a mat for each).
- Greater flasks (+250 stat) are effectively double the mats of the regular ones (+200 stat), so you can make half as many per day
- No huge benefit to being a transmute master vs elixir master – you’ll proc extra flasks with elixir, or you’ll proc extra mats with transmute (there may be one that has a slight edge due to proc chance). Elixir will be cheaper though, since it’s only one of the mats that you proc with Transmute – you’d still need the rest of the herbs for each flask.
- Makes Darkmoon cards which are really good
- Darkmoon cards can be upgraded in the same style as all of the above
- There are 3 Darkmoon Tarot decks which are low level trinkets (require level 91, 95 & 98 respectively) which will be great for alts
Worth Doubling Up On:
- Alchemy (Elixir master)
- Any of Crafting Professions – Wearable Gear
I don’t see there being any real reason to double up on Transmute mastery as in any expansion up to now, at least for now. Since it’s a specialisation that can be changed fairly easily, it’s not that big a deal. I’ll probably have 3 alchemists, 4 scribes and 2 leatherworkers.
Leatherworking is a good choice for druids, since we can make so much of our own gear. I think Jewelcrafting may be just as good or better, since things like necks, rings etc are going to be a bit more vital to our spec (these are the pieces you’re going to be after spirit on)