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Sep 29

WoD Professions Overview

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)

Alchemy

  • 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.

Inscription

  • 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)
  • Inscription
  • 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)

Permanent link to this article: http://sometimesatree.com/wod-professions-overview/

6 comments

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  1. Kyle

    For someone that is boosting a druid to main in Wod what do you think will be the top pve professions. Currently I’m looking towards engy/enchant. Originally I was going to go lw/engy bit I feel like the pre raid gear will not last long enough to be of use for someone like myself who is in a fairly hardcore raiding good.
    I know you mentioned alch/inscription/jc. But I want sure if they were your top picks.

    Thanks Emaias

    1. Breadfan

      Hey,

      Without direct combat boosts, it’s really just about pre-raid gearing, alt gearing and money-making. So yeah, beyond pre-raid gear, it’s going to come down to personal preference.

      Those three are my picks for which ones I would take a second time (I’ve got 9 Lv 90s with my free character boost still to use). My resto druid is a leatherworker/engineer. I actually really like those professions so I’ve no desire to change, but I feel no reason to keep them for any reason any more.

      I’ll just say that Leatherworking could be very handy if they release more profession patterns later on (tied to a daily CD mat). In MoP, you’d be no worse off just having an alt with leatherworking though, or even if you were willing to spend the money.

      Thanks for posting 🙂

  2. Berry

    Hey – you missed some stuff. It’s a daily cd, and you get more as your skill increases. The garrisons offer basically a second cd spread out over the course of a day (4 hour cd for 1 mat, modified by level of assigned follower.)

    The gear can be equipped at 91, making it glorious for alts.

    “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.”

    Does not seem to be true, per current testing.

    Darkmoon cards are not all that so far this expac.
    http://wod.wowhead.com/item=112317&bonus=0#comments
    Each time your attacks hit, you have a chance to gain 1396 Spirit for 20 sec. (15% chance, 115 sec cooldown)
    That might be a tooltip error, of course.

    1. Breadfan

      Hi there,

      Yep that’s right, like I said it’s not a comprehensive guide, just a quick overview. Since the increase over time by garrison level is pretty uniform across any profession, there’s no difference created between the professions, so it got glossed over. I also only care about how long it’ll take to get the first pieces of gear. After that, while yes as you say it’s excellent for alts, gearing alts isn’t a factor in my choosing whether to pick up a second leatherworker vs a second engineer.

      Let me know if you know about the alchemy situation, but the way it reads is: if you are an elixir master, you will get your elixir mastery proc to produce an extra flask. So if you make 5 and proc +1 once, you have 6 flasks for the cost of 5 flasks worth of mats. As a transmute master with the same proc rate, your cost would only be 5 flasks worth of Alchemical catalyst, but you need the 6th flask worth of Fireweed/Starflower/Arrowbloom/Talador Orcid. A minor difference, maybe, but still a difference. Of course, proc rates might be higher for one or the other and that will affect things.

      As for the darkmoon trinkets, that looks like a pretty incredible amount of spirit to proc, with the hugely reduced capacity for spirit we’ll have. It’s definitely a tooltip error re the attacks – from memory just about every previous beta any kind of healing proc has said the same thing. “Attacks” should change to “friendly spells” by launch. I almost hope it doesn’t though, with Wrath becoming something of a filler spell in WoD.

  3. Berry

    “*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.”

    Incorrect. They experimented with it, then changed it back to daily.

    “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).”

    Incorrect, although the spells do exist in the data, just not on the beta. This is the only one live on the beta:
    http://wod.wowhead.com/spell=156587

    “No huge benefit to being a transmute master vs elixir master ”

    Correct, because there are no benefits at all.

    ” It’s definitely a tooltip error re the attacks”
    I asked – the trinkets proc on attack or on healing – they are designed to be more friendly for mistweavers and disc priests.

    1. Breadfan

      “Incorrect. They experimented with it, then changed it back to daily.” – Not incorrect that on 29th September, they were experimenting with it.

      “Incorrect, although the spells do exist in the data, just not on the beta. This is the only one live on the beta” – It’s speculation about what will end up on live anyway, not what’s current on beta. I gave up on beta news posts when things I’d write about would get scrapped, then re-added, then scrapped again. Even though it can still be the case with any of this data (which is why I add the disclaimers about Blizzard “experimenting” with things) professions are a lot more settled than class balance, and there’s a lot less riding on the outcome as far as Blizzard is concerned also.

      “Correct, because there are no benefits at all.” – Mastery procs are benefits (chance to get additional items).

      “I asked – the trinkets proc on attack or on healing – they are designed to be more friendly for mistweavers and disc priests.” – That makes sense, I expect we’ll find damage is a bigger part of all healers’ role, let alone druids, with the new style of healing. With reduced need to constantly cast heals combined with free wrath casts, wrath will become the filler that was previously a cheap heal. Thanks for that update!

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