(WoW n00b is the header under which I give advice to players who are new-ish to the game. It’s not a “get to 80 in a week!” guide, but rather it answers questions and gives advice that newer players might not have known they should have been asking.)

Wow, took me long enough, didn’t it? In any case, here’s my next installment of my hopefully helpful guide for people getting started in Warcraft. Last time I covered the gathering professions, so this time let’s focus on what we can do with this stuff besides sell it in the Auction House.
Profession: Alchemy
What it does: Turns herbs into a wide variety of strange liquids that for some reason people trust us enough to drink, and occasionally metals into other metals.
Goes well with: Players with Herbalism, or you’re going to spend a LOT on materials (A.K.A. mats) while leveling up. Any class can benefit from being an alchemist, but ones without the ability to self-heal may benefit a little more because they tend to go through healing potions a little more than the rest of us. (My wife’s warrior is an alchemist for this very reason, though she loves flaunting her potions that let her walk on water whenever she has the chance. It freaks out the people who think people in plate armor should sink.)
Profession: Blacksmithing
What it does: Turns stone and bars of metal into armor, weapons, keys to open locks, and some materials used by other professions.
Goes well with: Mining, which is the best way to get all that metal out of the ground. Warriors, Paladins, and Death Knights in particular will be able to make the most out of this profession.
Profession: Enchanting
What it does: Imbues armor and weapons with additional bonuses, making them more powerful. Other than the rare occurrence where you need a blacksmith to make a metal rod for you, this profession is very self-contained. The materials you need you get by destroying (disenchanting) gear with a name that is colored anything other than gray or white. Of course this also makes the profession very expensive, because you could be selling that equipment instead of turning it into a mystical dust.
Goes well with: Tailoring, if only because it’s a cheap way to make your own items that are a high enough quality to disenchant. Any class can benefit from being an enchanter.
Profession: Engineering
What it does: Turns stone and bars of metal into gadgets and explosives. Also, the insanely cool flying gyrocopter seen at the top of this post.
Goes well with: Mining. Saronite ore is expensive. As for what classes … well, I think any class can find cool things about being an engineer, but that point is currently up for debate. In the endgame if you’re a DPS class/spec you will have a marginally smaller bonus to your “Damage Per Second” compared to the other professions listed in this post. People who pick engineering do so because the gadgets they can create make the game more fun for them than a small percentage of their total DPS. (And yes, I’m biased. Splat is maxed out and McSplat’s engineering hit 412/450 last night, if I remember correctly.)
Profession: Inscription
What it does: Turns herbs into scrolls, the occasional trinket or offhand item, and (more importantly) glyphs, which make a character’s spells and special abilities better.
Goes well with: Herbalism. Any class can benefit from inscription. Currently my own guild is benefiting from two of its members having alts (short for ALTernate characters) that are leveling inscription, as some glyphs in the Auction House are often insanely expensive.
Profession: Leatherworking
What it does: Turns dead animals into leather armor, mail armor, or “armor kits” that act like enchantments to improve the bonusses your armor gives you.
Goes well with: Skinning. The classes that will get the most out of leatherworking are all of the ones that start out wearing leather. Even if they can later on begin wearing chain mail like hunters and shamans, the leatherworking plans for mail armor (yes you read that right) will give you some very nice gear. If it wasn’t for engineering being so fun (for me), McSplat would be a leatherworker.
Profession: Tailoring
What it does: Turns the scraps of fabric found on almost any humanoid creatures in the game into cloth armor, bags to hold all your stuff, and occasionally other things.
Goes well with: Any class that can benefit from wearing cloth armor. Enchanters will often pick tailoring as their 2nd primary profession as a quick source for items to disenchant, but the two professions are not as strongly linked together as, say, herbalism and alchemy.
Profession: Jewelcrafting
What it does: Turns precious stones into stones that are more precious, creates rings, necklaces, and some trinkets.
Goes well with: Mining. You’re going to need a lot of ore for this profession, as one of the ways to increase the ammount of gems you have is to “prospect” the ore, reducing it to garbage while you look to see what cool gems are inside. Any class can benefit from being a jewelcrafter.
(If you have a question you want answered, leave it in the comments or send email to splat [at] myguildhome.com.)
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