Archive for October 3rd, 2007

Enchanting

Continuing the series on professions, I bring you Enchanting.

Enchanting is a hard nut to crack in many ways. It’s kind of a synergistic profession, in that it helps a lot of other classes and professions, without giving you very much thats really tangible to hold in your hands and say “I made this”.

I’d like to preface this by saying that I played Enchanter on my main for almost two years, all the way to 375 before switching at 70 for BOP gear related reasons. I heartily welcome all comments and your experiences, but what I’m going to say does not just come from data mining… I’ve played this one to the dregs of the glass. So even when I’m totally wrong on something, at least I’m wrong because I’m stupid, not ignorant :)

Ok, first things first. What can you MAKE with Enchanting? What can you make that you can hold in your grubby little meathooks?

You can make ranged damage Wands, crafted Wands that, at the level they can be equipped, are better DPS than any BOE of equivalent level. You can make consumables called Wizard Oils and Mana Oils, consumables that apply either +spell damage or +mana per 5 seconds to your weapon and lasts 30 minutes per application. You can take leather or thorium bars crafted by other professions to make Enchanted Leather or Enchanted Thorium, materials used by other professions. And at the highest levels you can make Prismatic Spheres and Void Spheres, gem-like items that fit any red, blue or yellow socket and proved +Resist All. None of these are Bind On Pickup.

There is exactly one other item that can be crafted, and it IS Bind On Pickup. The Smoking Heart of the Mountain is available to equip at level 50, and is a Trinket that provides 150 armor and several +Resists. Also, you do not have to maintain Enchanting in order to use this Trinket. I speak from personal experience here, you can craft this Trinket, equip it, dump Enchanting later and still make full use of the Trinket. It is an outstanding early Druid bear tanking Trinket.

But wait, there’s more. None of what I just wrote is what is normally associated with Enchanting. In fact, there were many folks in my old guild that I would gift Superior Mana Oil or Superior Wizard Oil to that had never even heard of it before… and were in Karazhan. It’s kind of one of those things that slips under the radar.

Nope, what most folks think of when talking Enchanting is being able to apply permanant enchantments, enhancements, buffs, whatever you want to call them, to your equipment.

Before we get to the Enchants, let’s discuss materials first. You get your Enchanting materials from destroying magical equipment. When you learn Enchanting, you also learn it’s complimentary skill Disenchanting free of charge. Your Disenchanting ability is based off your Enchant skill level, and Disenchanting things at lowest levels is the cheapest way to skill up your Enchanting. So you take your Uncommon and Rare, even Epic items, and Disenchant them. This destroys the item, and gives you some materials in exchange. The higher the level of item, the higher the level of material you get. (Also the higher level of Enchanting you need to be able to Disenchant the item… you need a minimum 275 Enchanting skill to be able to Disenchant the level 70 items that you may get in Burning Crusade). You can Disenchant Bind On Pickup items you yourself picked up, but not anything in a Trade Window.

Now, the Enchants. You can Enchant your own gear. You can Enchant BOP gear of others that place it in the ‘Item Will Not Be Traded’ section of a Trade Window. You can place Enchants on Bind On Equip gear, and then place it in the Auction House, mail it, or do whatever to it including Disenchant it.

So let’s recap. You do not need a gathering profession for Enchanting. What you do need is a steady stream of Green and Blue items to Disenchant to make your mats. You can depend on random world drops and quest rewards for this, and I know many who have. Especially during the release of the Burning Crusade expansion, since quest rewards are Bind On Pickup, and for most people if they are useless rewards, the best they can do is sell them to a vendor for a few gold or destroy them to save bag space. An Enchanter can Disenchant them instead, turning the item into a valuable material that can be sold on the Auction House for pretty good money.

Since Enchanting needs a steadty stream of Green and Blue items to make materials, it goes well with another profession that makes those items. For preference it would have to be a profession whose items can be crafted from loot, instead of gathered materials. Blacksmithing makes items, but mostly requires mined ore. So too does Engineering. Leatherworking makes items but requires Leather, obtained from Skinning. (Or the AH, but we’re talking synergy here). However, Tailoring makes items, and it’s primary materials are the cloth that you loot from every humanoid, that most folks use to make bandages. At end game, what is the other material component Tailoring uses? That’s right… materials created from Disenchanting. Imbued Netherweave requires Arcane Dust, many recipes require Greater Planar Essence…. the two professions are perfect for each other.

So, we have a profession that makes caster Wands, +spell damage and +MP5 consumables for weapons, and goes very well with Tailoring. We’ll cover Tailoring later, I maxed that out to 375 also before dropping it, but for now let me just say that Tailoring makes ‘no brainer’ epics at end game for all cloth wearing casters. If you are a cloth wearing caster, and you want a profession that will provide you the best crafted BOP gear at end game levels, then you want Tailoring.

Now, here is the bad part of Enchanting… if you are going to take Enchanting, you really want to take it on your main. If your main is not a cloth wearing caster, this can be very painful, specifically because of the lack of BOP and other useful items at end game. The reason for this, is that you will NOT be able to Enchant any BOP gear your alts may have. No quest rewards, no boss drops. Only Bind On Equip gear that can be mailed/traded to your Enchanter, enchanted, and then mailed/traded back. If you take Enchanting on your alt, then unless you level him/her up to 70 and raid with him just as hard as your ‘main’, then that alt won’t have access to the good recipes that drop in end game instances and raids… and even if he does, he won’t be able to use them on your main’s Bound gear anyway.

In the end, even though I had maxed my Enchanting and Tailoring, this is why I finally dropped them both. Other guild enchanters had progressed farther in content than I had, and so they had recipes that were in greater demand. This was okay for a long time, but when I found myself having to pay other Enchanters for enchants I wanted on my alts, I stopped and asked myself why I still had Enchanting. It wasn’t helping my guild, and it wasn’t helping me. And while it was great to make all Primal Mooncloth Bags for my main, and Imbued Netherweave Bags for all my friends, there are only so many bags you can use.

If you, on the other hand, ARE a cloth wearing caster, please take my advice. Go Enchanting/Tailoring and don’t look back. You won’t regret it.

Enchanting

Let’s take a look at those few enchants, and the one item, that are truly ‘Caster only’ Bind On Pickup. The enchants, you’ll notice, require reputation with different factions to be able to buy. the Trinket requires crafting at the Black Forge in BRD.

Blacksmithing

To help you with your profession choices, I have written a description of the various advantages to choosing Blacksmithing as a profession, followed by a detailed list of all those items that require Blacksmithing to either use or equip. The purpose of the list is to show you what your possible choices will be that cannot be bought from the Auction House, and also to see what you might be able to craft depending on your play style. If you are a truly casual player, for example, it is unlikely you will ever be able to craft any item with a Nether Vortex requirement, as they drop in the highest end game raid instances.

Blacksmithing allows you to make chain and plate metal armors, and weapons of all types. Blacksmiths can make ranged thrown weapons such as darts, but not guns or bows.

Blacksmithing allows you to make consumable items that can be applied to weapons and shields that provide temporary buffs similar in concept to potions, but on equipment. These buffs stack/overlap with existing enchants instead of replacing them. These consumable items can be used by anyone and can be sold in the Auction House. Examples include Sharpening Stones and Weightstones to increase weapon damage and Runes and Wards that can be applied to chest armor and shields to help absorb damage from blows.

There are also consumable items that apply a permanent enchant effect to equipment, such as the Counterweight that increases weapon haste and the Steel Weapon Chain that prevents disarms. These enchants do NOT overlap with other enchants. Also, these consumable items require a Blacksmithing skill to apply them to an item, and so while they can be sold in the Auction House, they can only be used by Blacksmiths with the appropriate skill level, and thus are normally advertised in trade channels and sold ‘with install’, as the effects can be applied to items in a Trade Window the same as other enchants. Most players prefer their standard weapon to have a more traditional weapon enchantment, such as Fiery (lol) or Crusader, and may keep a more ‘special use’ weapon with a Steel Weapon Chain for specific encounters or boss battles where disarms are highly likely.

Blacksmiths can create Keys that can open locked chests and doors. These Keys are not BOP, but they do require the Blacksmithing skill in order to use them.

Blacksmiths can choose to specialize in either Weaponsmithing or Armorsmithing. In the highest levels, Weaponsmithing allows further specialization, becoming a Master in either Sword, Axe or Hammer. Each specialization/Mastery offers BOP items, and in most cases you must continue to be trained and specialized in that profession in order to be able to equip that item. If you change profession later, you will no longer be able to use those items.

I have ONLY listed required materials for crafting that are either an earlier crafted item that is consumed in the crafting, or a BOP that requires a heroic run or SSC/The Eye end game raiding to obtain.

Permanent Enchant style consumables

Standard Blacksmithing (non-specialized)

Armorsmithing

Weaponsmithing

Master Axesmithing

Master Hammersmith

Master Swordsmithing

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