Saturday, January 25, 2014

New Start

Chosing Professions On A New Server

A New Start

  I recently started out on a new server and figured to go along with that new beggining I'd also give a go at a new blog. So, I jotted down the classes and started assigning professions based on my experience. I took into consideration that eventually these new toons would be max level, with most all patterns/recipes learned.

CLASS           PROF1          PROF2
Death Knight    Mining         Alchemy(xmute)
Priest          Inscription    Alchemy(xmute)
Mage            Tailor         Alchemy(xmute)
Warlock         Tailor         Alchemy(xmute)
Rogue           Enchanting     Alchemy(xmute)
Monk            Jewelcrafting  Alchemy(xmute)
Druid           Herbalism      Alchemy(xmute)
Hunter          Skinning       Alchemy(xmute)
Shaman          Leatherworking Alchemy(xmute)
Warrior         Blacksmithing  Alchemy(potion)
Paladin         Engineering    Alchemy(elixir)

 Other Considerations

   So, you can see I place alot of value on Alchemy. The reality is that the gold made from most of Alchemy is marginal, but the Transmute cooldown can make a bundle. I kept one potion master and elixir master on the list leaving me nine transmute masters. I know some people like to double up on some other professions, but aside from the early in a new expansion benefit of learning new patterns/recipes, I see no clear reason to double up professions like Inscription/Jewelcrafting/etc. So with the one extra slot left I did double up on tailoring. The reason was simply that crafted cloth items sold more often on my last server, which may not hold true on the new server. Of course bags sell nicely as well. If this turns out to be false on the new server blacksmithing may be the way to go.

  Another consideration; I wanted classses that do decent aoe damage at range on the tailors and the skinner. It makes farming materials that much easier, whenever mats on the AH house become expensive. Also, any racial bonuses are taken into account as is the Druid's ability to herb while in flight form.

  The last consideration I'll mention is that when I first make these level one toons, almost all will take herbalism and mining. You get experience for herbing and mining, and you can save what you need to level your other professions for later on, and sell the excess. I use http://www.wow-professions.com/ to get a good feel of the mats I need to save.

   I hope this helps and feel free to post comments or other takes on this post in the comments sections.


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