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World of Warcraft has many trade professions; players can take on two at one time per character. Many of these trades are made to be skilled while you level and in the long term net you bonuses in the form of wearable or consumable items.
But gathering skills in other than, well gathering, didn't really net you any useful gear, or buffs.
This later was remedied in a past expansion. All three gathering professions now have extra bonuses that affect a player either passively or actively. Mining, Skinning, and Herbalism will now net more than just extra gold or mats for other crafting professions, but have boosts that are very effective in combat.
The three skills.
Herbalism - Lifeblood grants a hast buff and a small heal.
Mining - Toughness increases your overall stamina (health pool).
Skinning - Master of Anatomy nets you extra critical strike rating to your attacks.
So two of the skills grants a permanent increase to stats, while one works as a trinket/temporary buff.
All skills scale up based on player level and trade level.
Each skill goes up in rank based on both the trade skill's level, but player level as well. Considering that players cannon skill up a profession to max at level one anymore, this makes sense. For example in Master of Anatomy, you can receive rank 1 and 2 at level one.
A level one can skill up herbalism to 150. But as soon as they hit the 150, their level will make going further impossible.
Gathering trade bonuses.
Now, those bonuses. How would be be of use from the crafting trades? Well Lifeblood is useful to a non healer in that it's a free, non interrupt-able heal. That healing pot down? Have a bandage debuff or are in no position to stand still due to incoming damage? Even to a healer low on mana this ability can be a lifesaver. But what makes even more useful is the added haste rating boost.
This makes this ability very useful in an haste boosting macros; that and it does not affect the global cool down on your abilities (it does share the 20 second 'on use' cool down with any trinkets). Add this along with any talents that increase healing taken and this little 3 minute cool down spell can hold it's own.
The other two extras, Toughness and Master of Anatomy are more passive abilities. Toughness adds to max stamina making mining very tempting for tanking classes (or any player looking to stack stamina. But Master of Anatomy is more of boost to combat abilities. Critical strike is useful to all classes; this increase is like having a free enchant on a piece of gear.
World of Warcraft has many trade professions; players can take on two at one time per character. Many of these trades are made to be skilled while you level and in the long term net you bonuses in the form of wearable or consumable items.
But gathering skills in other than, well gathering, didn't really net you any useful gear, or buffs.
This later was remedied in a past expansion. All three gathering professions now have extra bonuses that affect a player either passively or actively. Mining, Skinning, and Herbalism will now net more than just extra gold or mats for other crafting professions, but have boosts that are very effective in combat.
The three skills.
Herbalism - Lifeblood grants a hast buff and a small heal.
Mining - Toughness increases your overall stamina (health pool).
Skinning - Master of Anatomy nets you extra critical strike rating to your attacks.
So two of the skills grants a permanent increase to stats, while one works as a trinket/temporary buff.
All skills scale up based on player level and trade level.
Each skill goes up in rank based on both the trade skill's level, but player level as well. Considering that players cannon skill up a profession to max at level one anymore, this makes sense. For example in Master of Anatomy, you can receive rank 1 and 2 at level one.
A level one can skill up herbalism to 150. But as soon as they hit the 150, their level will make going further impossible.
Gathering trade bonuses.
Now, those bonuses. How would be be of use from the crafting trades? Well Lifeblood is useful to a non healer in that it's a free, non interrupt-able heal. That healing pot down? Have a bandage debuff or are in no position to stand still due to incoming damage? Even to a healer low on mana this ability can be a lifesaver. But what makes even more useful is the added haste rating boost.
This makes this ability very useful in an haste boosting macros; that and it does not affect the global cool down on your abilities (it does share the 20 second 'on use' cool down with any trinkets). Add this along with any talents that increase healing taken and this little 3 minute cool down spell can hold it's own.
The other two extras, Toughness and Master of Anatomy are more passive abilities. Toughness adds to max stamina making mining very tempting for tanking classes (or any player looking to stack stamina. But Master of Anatomy is more of boost to combat abilities. Critical strike is useful to all classes; this increase is like having a free enchant on a piece of gear.
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