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Professions
So, i started a group of 5, and I am kind of wondering what YOU guys would choose for professions.
Pally, sPriest, Druid, Lock1, Lock2. I am thinking:
For pally Mining - blacksmithing
sPriest Tailoring and Jewel Crafting
Druid - Skinng - Leatherworking
Lock1 - Herb - Inscription
Lock2 - Enchant - Engineer
What do you all think, what would you do differently and why?
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I would have the priest and locks go tailoring on all three. The good thing is that it lvls quick and you get some nice epic gear at 70.
If you want max power go enchanting on all toons for the ring enchant. Is it worth it... it is totally up to you (for casters you get 24+ spell power), but inscription is still an unheard of yet so it might be better then enchanting.
With my lock and priest team i went enchanting and tailoring on all of them.
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I don't think you can ever go wrong with picking up the profession that allows you to make the gear you use. Historically this has allowed for very good starter or better epic pieces despite blacksmithing. With that said, I'd go tailoring on the priest and two warlocks and leatherworking on the druid. Blacksmithing on the pally is a personal choice as it allows for some really good pieces as well but no sets like the others. On my pally I have blacksmithing as well as engineering because the helm is awesome.
Enchanting is a given particularly for a team that looks more geared towards pve like yours since you will be probably be running instance and getting lots of BoPs.
JC is a toss up unless your min maxing since you can just buy the stuff other than the BoP jewels. Inscription may be the same and herbalism is definately the same.
I personally have every production profession and no collection professions since I can make gold and buy stuff quicker than I can farm it but while leveling I did have collections. I also intend to drop tailoring for inscription. Obviously this goes against what I said above but I'm kind of a completionist and like being able to do everything.
If your not a completionist I'd probably go:
Pally - Eng/BS
Druid - LW/Skinning
Priest - Tail/Ench
Warlock - Tail/Mining
Warlock - Tail/Herbalism
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Having the non macro-able gathering professions (i.e. Herbing and Mining) on your "main" will make life easier. I have them both on my boomkin and have to periodically check her minimap for nodes.
If you want to cover all the professions, then I would pair the professions based on the materials used so you're not splitting the same resource between characters. Blacksmithing, Engineering, and Jewelcrafting all primarily use bars, though Jewelcrafting uses more gems/ore than smelted bars. Alchemy and now Inscription will use herbs. Having the skinner with Leatherworking probably works best and with the skinning macro it doesn't matter if that character is a slave. Enchanting and Tailoring always work well together. Unfortunately there will be 11 professions (gathering and crafting) once Inscription is implemented. To learn Inscription I decided to forgo skinning in order to have all of the crafting professions.
Otherwise, if you are just looking for the ultimate benefit; Enchanting (for ring enchants) and Alchemy (for trinkets) currently have the greatest non-shareable buffs. Gear from Leatherworking and Tailoring provide a nice damage boost for new 70s but are low on primary stats (especially STA). Tailoring is useful for bags and as a supply for enchanting mats, and it's something to do with all the cloth you'll get. Leatherworking has drums which can provide a nice dps boost. Blacksmithing and Engineer are 99%/90% useless, though on a tank it is more like 95%/60%. Having a Jewelcrafter to cut your own gems is nice but not really necessary and the BoP gems and trinkets are not all that amazing. WotLK will change lots things of course and it seems all of the professions (gathering included) will grant unique, and maybe even better, bonuses.
For your group I don't want to recommend anything specific, but having a druid as gatherer is amazing if you plan to do any solo gathering. Swift flight form is godly! Also, in 3.0 I believe (but cannot confirm from work) that tailoring epic pieces are changing to generic spellpower lower than the current frost/shadow you may have your eyes on.