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Posted by: Ankalima on 4/13/2008 6:32:13 PM | View other Blog posts from Ankalima

Professions from an End-game stand point

Ishnu-alah! So, you've got your class, your race, and even your spec. You know what the background story of your character is and which nickname you don't mind being called by. Your problem? What profession(s) will be most helpful to you/your guild in an end-game setting. Ankalima, your friendly neighborhood Druid is here to assist you. Almost all of the crafting professions can offer assistance to your fabulous fellow guildies, the real trick is what it is you want to offer - or perhaps what needs to be offered.

The Master Alchemist must decide which specialty he wants - Elixirs, Transmutes, or Potions. The most helpful for raiders (or even heroic instances) would be either Elixirs or Potions. Following one or the other gives you a chance to "discover" some rather spiffy pots that will always be at the top of every raiding event. Following the potions path allows you to learn how to make Cauldrons, which can supply your 25-man with a major potion of some form of protection (arcane, shadow, nature, etc.). You can only hold one of the potions at a time, so it's not good for stocking the tank, but it's nice to help the guild all the way around. You could, instead, follow the Elixir route, and through a bit of luck discover the top of the ladder in elixirs - The Flasks. Each Flask acts as both a Battle and Guardian Elixir, but the effects last for 2 hours and persist through death. The buffs are well worth it, and really it's the "persists through death" part that makes them really worth it.

The Master Jewel Crafter doesn't really have to worry about using their profession when raid time comes around. The help that they offer comes from preparing for the raid ahead of time. Cutting gems to go into slots, making trinkets and rings and necklaces. Though, really it's the ability they have to turn those nice sparkling gems into very helpful sparkling -cut- gems. The pluses from the gems, coupled with the bonuses from following the color requirements for slots, and then throw and meta gem in on top of it all (head slot only folks!), and you've got a new title to put in front of you favorite tank/healer/dps - it's called "Uber".

The Master Leather Worker has one thing and one thing only to worry about in a raid - Drums. Especially Drums of Battle, which increases melee, ranged, and spell haste by 80 for all nearby party members. The 30 sec length of the spell is saddened by the 2 minute cool down, but it's useful for that extra burn push that you need to knock out the last 4-5% of health on that boss with the ?? for a level and your tank's already bit the dust. Have more than one Leather Worker in the raid? Better make sure they're communicating, the effects of these bad boys don't stack.

The Master Tailor only has one pre-raid concern Runic Spell Thread. Not easy to obtain, and not cheap to make, this +35 to healing and damage and a +20 to stamina is nice for any caster class. Though, the Golden Spellthread is nicer for straight healers - +66 to healing and +22 to spell damage with the stamina buff still the same. The threads aside, tailors (especially in a guild lacking them) are much loved for the easy-to-make 16 slot Netherweave bags they can crank out. And hey, if you've got the recipe, and someone else has the mats, 8 mooncloth and 4 Netherweb Spider Silk can net you the even spiffier Primal Mooncloth Bag for 20 slots total.

Well, that's all from me for now. Ande'thoras-ethil, and happy hunting all!
~Ankalima

 
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