World of Warcraft

80
View All Posts by This User Toggle Ignore / Unignore This User
  • 0. Endgame Profs: Which one to take and Why   02/11/2009 09:28:35 PST
quote reply
This is just a quick thread to help explain the end-game buffs given by each profession, helping anyone who's currently deciding which ones to level.

Gathering Professions.

These ones are Fairly Simple to explain.

Mining gives a passive 60 Stamina Buff (Toughness),
Skinning gives 40 Critical Strike Rating (Master of Anatomy) and
Herbalism gives a Heal-over-Time spell which heals for 3600 HP with a 3 Minute Cooldown (Lifeblood).

Crafting Professions

Each of the crafting professions give the player specific profession-only buffs, Blizzard has over the years managed to keep all of the professions pretty much in check so that no one profession outshines any of the others when it comes to buffs, however, some do have better advantages than others depending on your class.

This thread is aimed at raiding end-game players, and does therefore not list items or buffs that will not assist in this environment.

Alchemy:

Mixology is a passive ability which Alchemists will gain at Skill Level 50. Mixology grants the Alchemist boosted stats and duration from Flasks and Elixirs they are able to produce themselves (Mixology does not buff an elixir or flask effect if the Alchemist has not learned it already).

The duration of the effect is always doubled (1 hour flasks last 2 hours for Alchemists with Mixology), but the effect boost differs on a case-by-case basis (from 30-50% extra depending on the flask/elixir)

In addition to Mixology, Grand Master Alchemists are able to create three Trinkets;

Indestructible Alchemist's Stone: 75 Stamina, 50 Dodge Rating
Mercurial Alchemist's Stone: 59 Spell Power, 50 Haste Rating
Mighty Alchemist's Stone: 100 Attack Power: 50 Critical Strike Rating.

In addition to their primary effects, each of the Alchemist's Stones grant a 40% buff to all Mana or Healing potions used by the Alchemist. These trinkets are outclassed by most raid drops, but are good for leveling.

Grand Master Alchemists with a skill of 400 or more can also create Endless Healing Potions, which heal for 1500-2500 HP, or Endless Mana Potions which restore 1800-3000 Mana on a shared 1 Minute Cooldown, they are not consumed when used.

A recent introduction to Alchemy, Flask of the North can be created by an Alchemist with a skill of 400+ which grants 47 Spell Power, 80 Attack Power and 40 Strength for 1 Hour. Flask of the North is not consumed when used, but cannot stack with any other flask or elixir, and is unaffected by Mixology.
Flask of the North can be used in Arenas.

Enchanting

Enchanters get the option of 3 Enchanter-Only ring Enchants which are obtained at Skill Level 400. These are as follows;

Enchant Ring - Assault: 40 Attack Power
Enchant Ring - Greater Spellpower: 23 Spell Power
Enchant Ring - Stamina: 30 Stamina

When used on both ring slots, this gives the Enchanter up to a maximum of 80 Attack Power, 46 Spell Power or 60 Stamina extra, depending on which enchants are used.

Leatherworking:

Leatherworkers have 2 Leatherworking-only buffs. Leg Reinforcements and Fur Lining.

Jormungar Leg Reinforcements: 55 Stamina, 22 Agility
Nerubian Leg Reinforcements: 75 Attack Power, 22 Critical Strike Rating.

Leg reinforcements offer the same benefits as the Epic leg armour (usable by everyone) but for a fraction of the cost.

Because there is no spellpower leg enchant available to Leatherworkers, Spellpower users who level this profession are required to use the standard Tailor-made Spellthreads.

Fur Lining offers a huge increase in stats over the usual wrist enchants, they are as follows:

Fur Lining - Attack Power: 130 Attack Power
Fur Lining - Spell Power: 76 Spell Power
Fur Lining - Stamina: 102 Stamina.
Fur Lining - Resist: Increases your Arcane, Fire, Frost, Shadow or Nature resist by 70.

Tailoring:

Tailors are offered a choice of 3 Tailor-only cloak enchants, these are as follows:

Swordguard Embroidery: Sometimes increases your attack power by 400 for 15 seconds
Lightweave Embroidery: Sometimes increases your Spell Power by 295 for 15 seconds.
Darkglow Embroidery: Chance-on-cast to restore 400 Mana.

Tailors can also create tailor-only spellweaves for the cost of one thread. These offer the same buffs as the standard spellweave leg enchants, but cost considerably less to craft.

Jewelcrafting

Jewelcrafters have the ability to gem their socketed items with up to 3 Jewelcrafter-only gems. These gems offer slightly better stats than the standard bind-on-equip gems.

Because there are too many to list, the link below contains a list of BoP Jewelcrafting gems.

http://www.wowwiki.com/Dragon's_Eye_(gem)

Inscription

Scribes have the choice of one of four Inscription-only Shoulder enchants which offer superior stats to the Sons of Hodir shoulder inscriptions:

Master's Inscription of the Axe: 120 Attack Power, 15 Critical Strike Rating
Master's Inscription of the Crag: 70 Spellpower, 6 MP5
Master's Inscription of the Storm: 70 Spellpower, 15 Critical Strike Rating
Master's Inscription of the Pinnacle: 60 Dodge Rating, 15 Defense Rating

Blacksmithing

Blacksmiths have the ability to craft 2 additional sockets. One in Bracers and one in Gloves, allowing a potential of 2 extra gems over other professions.

Engineering

Engineers have the ability to craft engineer-only head slot items from Skill level 400. These are excellent for leveling Engineers, but are outclassed by most level-80 head slot drops. Because of this I wont list them, but they can be found at the link below

http://www.wowwiki.com/Engineering#Wrath_of_the_Lich_King

Engineers are offered 3 glove enchants;

Hyperspeed Accelerators: 340 haste rating for 12 seconds (1 minute cooldown)
Hand-Mounted Pyro Rocket: 1654-2020 fire damage caused to enemy (45 second cooldown)
Reticulated Armor Webbing: 885 Armor

One foot enchant:

Nitro Boosts: 24 Critical Strike Rating, 5 Second runspeed increase (3 minute cooldown)

and two cloak enchants:

Flexweave Underlay: 23 agility, 30 second slow-fall ability (1 minute cooldown)
Springy Arachnoweave: 27 spell power, 30 second slow-fall ability (1 minute cooldown)

Engineers can also weave Saronite Bombs into their usual attack rotation.
Saronite Bombs can be used once every minute and hit the target for an additional 1150-1500 fire damage, they are off the global cooldown so can be macro'd to another spell or ability. There DPS boost potential is small, but it is a boost.

[Edit: Ring Enchants and Fur Lining updated to 3.2 values]
[Edit: Spellpower Values updated to 3.2 Values]
[Edit: Fur Lining - Resist added]

[ Post edited by Vú ]

80
View All Posts by This User Toggle Ignore / Unignore This User
  • 1. Re: Endgame Profs: Which one to take and WhY   02/11/2009 09:40:51 PST
quote reply
Reported for sticky.

If people actually read this, half the posts on this forum will never be made as the answers are here :)

*note*Prices are server dependant, so what someone else makes a profit on, you may not.*note*

Posting on alts...especially low level ones...shows you have no belief in yourself or what you say.
80
View All Posts by This User Toggle Ignore / Unignore This User
  • The Maelstrom
  • 2. Re: Endgame Profs: Which one to take and WhY   02/11/2009 09:50:09 PST
quote reply
Your post has inaccurate values for a lot of things. Off the top of my head the "Enchant - Ring" enchants and the Fur Linings are wrong. Did you leave out the resistance crafts on purpose?

Too sweet to be sour
Too nice to be mean
1
View All Posts by This User Toggle Ignore / Unignore This User
  • Burning Blade
  • 3. Re: Endgame Profs: Which one to take and WhY   02/11/2009 10:00:25 PST
quote reply
Really nice but edit the wrong stuff please:)
80
View All Posts by This User Toggle Ignore / Unignore This User
  • 4. Re: Endgame Profs: Which one to take and WhY   02/11/2009 10:08:54 PST
quote reply
Corrections:


Enchanting

Enchanters get the option of 3 Enchanter-Only ring Enchants which are obtained at Skill Level 400. These are as follows;

Enchant Ring - Assault: 40 Attack Power
Enchant Ring - Greater Spellpower: 23 Spell Power
Enchant Ring - Stamina: 30 Stamina

When used on both ring slots, this gives the Enchanter up to a maximum of 80 Attack Power, 46 Spell Power or 60 Stamina extra, depending on which enchants are used.


Leatherworking:

Leatherworkers have 2 Leatherworking-only buffs. Leg Reinforcements and Fur Lining.

Leg Reinforcements has the same stats as the sellable epic leg enchants, but cost considerable less reagents to craft;

Jormungar Leg Reinforcements: 55 Stamina, 22 Agility
Nerubian Leg Reinforcements: 75 Attack Power, 22 Critical Strike Rating.

Because there is no spellpower leg enchant available to Leatherworkers, Spellpower users who level this profession are required to use the standard Tailor-made Spellthreads.

Fur Lining offers a huge increase in stats over the usual wrist enchants, they are as follows:

Fur Lining - Attack Power: 130 Attack Power
Fur Lining - Spell Power: 76 Spell Power
Fur Lining - Stamina: 102 Stamina.
Fur Lining - X Resist: 70 Resistance to a school of your choice(Arcane, Fire, Frost, Nature, Shadow)


Tailoring:

Tailors are offered a choice of 3 Tailor-only cloak enchants, these are as follows:

Swordguard Embroidery: Sometimes increases your attack power by 400 for 15 seconds
Lightweave Embroidery: Sometimes increases your Spell Power by 295 for 15 seconds.
Darkglow Embroidery: Chance-on-cast to restore 400 Mana.

Tailors can also create tailor-only spellweaves for the cost of one thread. These offer the same buffs as the standard spellweave leg enchants, but cost considerably less to craft.

I never left.
80
View All Posts by This User Toggle Ignore / Unignore This User
  • 6. Re: Endgame Profs: Which one to take and WhY   02/11/2009 10:14:36 PST
quote reply
Updated to 3.2 values on ring enchants and fur lining. Guess I should have double checked the version notes when I was looking up their values.

I did leave the resistance ones out on purpose as they're rarely used for raiding (with the exception of maybe frost), but I'll add them in now.
80
View All Posts by This User Toggle Ignore / Unignore This User
  • 7. Re: Endgame Profs: Which one to take and WhY   02/11/2009 10:16:18 PST
quote reply

Q u o t e:
Updated to 3.2 values on ring enchants and fur lining. Guess I should have double checked the version notes when I was looking up their values.

I did leave the resistance ones out on purpose as they're rarely used for raiding (with the exception of maybe frost), but I'll add them in now.


LW leg enchants have same stats, not better.

I never left.
80
View All Posts by This User Toggle Ignore / Unignore This User
  • 8. Re: Endgame Profs: Which one to take and WhY   02/11/2009 10:20:24 PST
quote reply
Changed. When posting I was comparing it to Nerubian and and Jormungar leg armour, forgetting about Icescale and Frosthide.
80
View All Posts by This User Toggle Ignore / Unignore This User
  • Quel'Thalas
  • 9. Re: Endgame Profs: Which one to take and WhY   04/11/2009 00:06:44 PST
quote reply
The end results are roughly the same.
With that, I mean e.g.:

Master's Inscription of the Storm: 70 Spellpower, 15 Critical Strike Rating
vs.
Greater Inscription of the Storm : 24 Spellpower, 15 Critical Strike Rating
Difference: 46 Spellpower

Fur Lining - Spell Power: 76 Spellpower
vs.
Enchant Bracers - Superior Spellpower: 30 Spellpower
Difference: 46 Spellpower

Enchant Ring - Greater Spellpower: 23 Spellpower (x2)
vs.
Nothing: 0 Spellpower
Difference: 46 Spellpower

So basicly, the endresults are the same with these "special" things they can give. However, things such as Master's Inscription of the Storm means you don't have to repgrind a lot with Sons of Hodir. Fur lining - SP means you save a lot of money from buying the SP-enchant, and the Enchant rings is just a bonus in general (a cheep one iirc).

I'm unsure if Mixology has same effect though, and the tailoring cloak enchants. I have no idea about Engeneering.

PS. Blacksmithing gives you 2 new sockets for wrists and gloves. The rare gem gives 19 SP and the epic gives 23 SP, but you will still have to buy the gems.

Edit:
JC:
Runed Dragon's Eye: 39 SP (Unique(3))
vs.
Runed Cardinal Ruby: 23 SP
Difference: 48 SP (16 SP * 3 gems)

JC gives either 2 extra Spellpower, 4 extra AP or 1 extra Stamina.
It makes JC a tiny bit superior, but not much. If it's worth taking instead of something else, then be my guest.

[ Post edited by Skoddraei ]



Q u o t e:
I have 696 resiliance, frost armor, (...) Couldn't even block after using a global on knocking down a totem.(...)

- Random Keylogger
80
View All Posts by This User Toggle Ignore / Unignore This User
  • 10. Re: Endgame Profs: Which one to take and WhY   04/11/2009 01:30:15 PST
quote reply
It's the same for Attack power. Each of the professions give around 80 extra attack power over having no profession at all.

The exception being Jewelcrafting which gives a slight extra (+4 attack power)

Engineering gives slightly less, the Haste glove enchant gives less DPS boost than the equivalent AP or SP buff from the other professions, but can give more DPS boost depending on the class when Saronite bombs are used in rotation. The Cloak and Foot enchants are about the same as Enchanter's standard enchants, the only difference is the Runspeed buff on the boots and Parachute effect on cloak.

Classes which don't benefit from haste should probably avoid Engineering.

Tailoring cloak enchants proc for 400 AP or 295 SP for 15 seconds with a 45 second internal cooldown when the effect is triggered (30 seconds of downtime after each effect).

This equates to an uptime of around 33%, which averages 132 Attack power or 97 Spell Power (it's still quite early so if I've worked this out wrong, please correct me)

This figure is a high estimate as the AP proc is 25% and SP proc is 50% so you're gonna have a few seconds of extra downtime after each cooldown waiting for the next proc which will bring this figure down somewhat.

Subtract from this the Attackpower or Spellpower equivalent of the 22 Agility or 23 Haste cloak enchant which it replaces, and as a baseline these enchants probably give around the same overall buff as the static enchants from other professions, with the potential of being higher depending on how lucky you are with procs (sorry I'm not intelligent enough to work out for sure what the equivalent DPS boost the standard enchants give).

Probably on a class by class basis this will differ. I would imagine classes which don't benefit much from the 23 Haste buff would be much better off with Lightweave.

Mixology is pretty easy; on Flask of the Frost Wyrm it gives an additional 47 Spell Power over the standard flask, and gives 80 Attack Power extra on Flask of Endless Rage, this was buffed around 3.1 or 3.2 around the time that Enchanter's ring enchants were buffed (no Data for Mojo or Stoneskin, sorry)

This puts it around the same as the other Professions.

[ Post edited by Vú ]

80
View All Posts by This User Toggle Ignore / Unignore This User
  • Dragonblight
  • 12. Re: Endgame Profs: Which one to take and WhY   26/01/2010 12:09:14 PST
quote reply

Q u o t e:
Reported for sticky.

If people actually read this, half the posts on this forum will never be made as the answers are here :)


Correct me if I'm wrong here guys, but IMO it is much better to have one central point of reference than searching countless hours on useless threads to find absolutely useless posts on crap that has no relevance to what your looking for.

Whats the matter, upset cause you didn't think to do this first?

Do us all a favor and refrain from posting in future if you can't respect that others are TRYING TO HELP people.

"life is'nt about the amount of breath's you take,
it's about the moments that take your breath away!"
Forum Nav : Jump To This Forum
Blizzard Entertainment