Profession Bonuses at 85

November 10, 2010

Part two in my gearing list, I guess. I touched a little bit on some of the profession items in my previous post, but I’d like to delve deeper and get into the bonuses as well as other useful items.

Please take note that some of my HP values will likely confuse you.  Unconfirmed by Blizzard, someone has noted that without Talents or any kind of multiplier, 1 Stamina was giving 14 health in Beta, up from 10.  I will be using both the 14HP and 10HP values for any kind of HP bonus.  The rest of math values are explained and cited at the end of the post.

Unrelated, I should hopefully be making the move to a new site this week if all goes well.

Alchemy

-Bonuses:

First and foremost, Alchemy has the Mixology bonus attached to it.

Flask of Enhancement – These silly little perma-flasks are meant to be used when not using consumable flasks.  It’s Blizzard’s way of giving Alchemists a permanent bonus without Mixology.  Unfortunately, there is no stam tagged onto this one whether by design or not.  Unaffected by Mixology.  Grants 80 Agility.

What this bonus yields:
200 AP (231 AP Raid Buffed) (80*2*1.25*1.05)
0.246254% Crit (0.2585772% Crit w/ Kings or Mark)
0.328432% Dodge (0.3448536% Dodge w/ Kings or Mark)

-Flasks v. Elixirs:

Flask of Steelskin – Finally an HP flask that doesn’t suck… because it’s stamina.  However, this flask is under-budgeted.
What this yields:
*14HP* 5,142 HP (5,399 HP w/ Kings or Mark)
*10HP* 3,673 HP (3,857 HP w/ Kings or Mark)
Mixology – 120 Stamina
*14HP* 2,057 HP (2,160 HP w/ Kings or Mark) Total of 7,199 (7,559)
*10HP* 1,496 HP (1,543 HP w/ Kings or Mark) Total of 5,169 (5,400)

Flask of the Winds – Not really better than Steelskin.
What this yields:
750 AP (864.6 AP Raid Buffed) (300*2*1.25*1.05*1.1)
0.92349% Crit (0.9696645% Crit w/ Kings or Mark)
1.23162% Dodge (1.293201% Dodge w/ Kings or Mark)

Elixir of Deep Earth – Guardian Elixir.
What this yields:
~1.36% Effective Damage Reduction

Elixir of the Master – Battle Elixir
What this yields:
1.255 Mastery or 5.02% bonus to SD

Conclusions: The Steelskin flask is a bit under-budget, which is unfortunate.  In most fights, the better survivability option will be the Elixir of Deep Earth and the Elixir of the Master.  However, Steelskin isn’t completely bad, and will win out for overly-magical fights and isn’t a bad second.

-Potions:

Earthen Potion – It’s sad, but these potions no longer persist for 2 minutes.  Instead, they only last 25 seconds.  If you can time it right, I would still pop one before combat starts so you can have another ready for when you need it.
What this yields:
~6.8% Effective Damage Reduction

Mythical Healing Potion – Another option to use instead of the Earthen.  Typical healing potion.  Personally, I would never use one of these over an armor potion unless I was in dire need of healing and have exhausted my health stone.

-Trinkets:

Lifebound Alchemist Stone – Not a bad starter trinket for alchemists.  In fact it’s quite good.

Blacksmithing

-Bonuses

Extra socket available to Gloves and Bracers.
What this Bonus yields:
120 Stamina(2x Solid Ocean Sapphire) -
*14HP* 2,057 HP (2,160 HP w/ Kings or Mark)
*10HP* 1,496 HP (1,543 HP w/ Kings or Mark)

Enchanting

-Bonuses:

Enchant Ring – Greater Stamina
What this Bonus yields:
120 Stamina -
*14HP* 2,057 HP (2,160 HP w/ Kings or Mark)
*10HP* 1,496 HP (1,543 HP w/ Kings or Mark)

-Enchant Overview:

Weapons-

Windwalk – Very obviously a tank enchant, but the 15% movement speed is a bit interesting.  Flavor, I guess?  The proc itself, even if it has high uptime, isn’t all that great.
What this yields:
~3.4% Dodge on proc-before DR.  Start factoring in DR and the percentage lowers.

Mighty Agility – 2h weapon enchant.  This looks more well rounded for Druids.
What this yields:
325 AP (375.375 AP Raid Buffed)
0.4% Crit (0.42% Crit w/ Kings or Mark)
0.5337% Dodge (0.56% Dodge w/ Kings or Mark)

Mending – (because people are going to ask)  Here’s the deal with enchants like these.  They are random and the heal is tiny.  Lifeward and Lifestealing were only good for soloing.  I don’t expect Mending to be much different in that regard.  I would leave this one alone.

Landslide – Another threat enchant.  I imagine its uptime to be roughly similar to Berserk (~30%), which wouldn’t make it a valuable mitigation tool via Savage Defense.
What this yields:
1,250 AP (1,375 AP Raid Buffed) Extra 39.29 base SD absorb

Cloak-

Protection – Given that there are no other options, this is the tank cloak enchant.  Don’t even look at the crit one or I will find your house and break your internet.

Chest-

Greater Stamina – Standard chest enchant.  Leaves a little bit to be desired; you’ll see why below.
What this yields:
*14HP* 1,286 HP (1,350 HP w/ Kings or Mark) – Approx 135 AP from Vengeance with a 47.25 base SD absorb.
*10HP* 918 HP (964 HP w/ Kings or Mark) – Approx 96 AP from Vengeance with a 33.6 base SD absorb.

Peerless Stats – The other available chest enchant.  While it does give less health, it will give a larger base SD absorb than Greater Stamina, in addition to crit, dodge, and AP.  I can safely say… If you don’t use this, you’re being silly.
What this yields:
*14HP* 343 HP (360 HP w/ Kings or Mark) – Approx 36 AP from Vengeance with a 12.6 Base SD absorb.
*10HP* 245 HP (257 HP w/ Kings or Mark) – Approx 26 AP from Vengeance with a 9 Base SD absorb.
100 AP (115.5 AP Raid Buffed) – 40.4 Base SD absorb
Total SD absorb: 53
0.06% Crit (0.064% Crit w/ Kings or Mark)
0.08% Dodge (0.086% Dodge w/ Kings or Mark)

So, for a cost of ~1k HP (when you see Cata health, you’ll see why this is insignificant), you gain a larger SD absorb, more AP, some crit and some dodge.  It is indeed Peerless.  Oh-ho-ho. (…I’m sorry.)

Bracers-

Dodge – Yes.  A dodge bracer enchant.  Baby Cenarius is screaming bloody murder.  Currently, there is no stamina alternative, and the other options are either Hit or Expertise, which no tank should be enchanting with the advent of reforging (and smart gear selection).
What this yields:
0.28% Dodge – In the words of a friend: Crit-Sigh.

Gloves-

Greater Mastery – Again, really the only good glove enchant.  Other options are strength(no), Expertise(see above), and Haste(the stat we reforge first?).
What this yields:
0.36256 Mastery or 1.45% Bonus to SD

Boots-

Earthen Vitality – The Tuskarr’s of Cata.  There is no other Stamina option, and the only other option would be Agi enchants.  Runspeed is yummy.
What this yields:
*14HP* 514 HP (540 HP w/ Kings or Mark)
*10HP* 367 HP (386 HP w/ Kings or Mark)

Engineering

This is a little harder to map out, given that engineering is the quirky friend of the profession world. (She’s got a greeeaaat personality…[and also happens to be psycho! But you didn't hear it from me.])  Some people just plain love it regardless.

Few things I have noticed for its crafting list: No 85 version of Nitro Boosts; I imagine the 80 version works just fine, no new helm tinker, and no new cloak tinkers.  It’s possible these aren’t implimented yet, I missed them all together, or there are no plans to add them.

Helm-

Agile Bio-Optic Killshades – This is an interesting turn for Engineering.  It seems the epic crafted shades are roughly equal to tier 11, depending on stats.  I wouldn’t put them ahead of the heroic version just yet, but they are definitely a viable option for offset if you’re an engineer, specifically because you are able to choose which secondary stats you want via the Cogwheels.  In addition, I assume you can replace the cogwheels at any time, so they are extremely flexible to your needs.

Though, the fatal flaw with the engineering helms is, they seem to only last a tier, which is unfortunate.

Cogwheels-

These little buggers give you 208 rating of your choosing.
Fractured Cogwheel – Mastery
Precise Cogwheel – Expertise
Rigid Cogwheel – Hit
Smooth Cogwheel – Crit
Subtle Cogwheel – Dodge

Tinkers-

Grounded Plasma Shield – Fairly large absorb… with a fairly large cooldown.  This thing would be great if the CD were lowered to 2 or 3 minutes, but at the current time, it’s a 5 minute cooldown.  Timed right, it could come in handy.

Quickflip Deflection Plates – On-use armor tinker.  1 minute cooldown.
What this yields:
~2.3% Effective Damage Reduction

Herbalism

Lifeblood – On-use Haste rating.  Honestly, this is fairly useless for any kind of tank.  All it would do is help a tiny bit with rage gain.

Inscription

Inscription seems to have finally caught up to the other professions in terms of bonuses.  It also seems to be the only place to find a blue-quality relic that doesn’t involve Points or PvP, and it’s BoP.

Relic-

Silver Inlaid Leaf – As said above, this is a relic that’s fairly equivalent to the Points relic and is Inscription-only.

Shoulders-

Inscription of the Earth Prince – Enhanced version of the Therazane shoulder enchant.
What this bonus yields:
120 Stamina -
*14HP* 2,057 HP (2,160 HP w/ Kings or Mark)
*10HP* 1,496 HP (1,543 HP w/ Kings or Mark)
Complete bonus:
*14HP* 3,342 HP (3,510 HP w/ Kings or Mark)
*10HP* 2,387 HP (2,507 HP w/ Kings or Mark)
0.14% dodge

Jewelcrafting

Chimera’s Eyes once again provide one of the stronger bonuses for stats, and should still have JC as one of the top (being trumped by only one profession at this time).

Bonuses-

Solid Chimera’s Eye
What this bonus yields:
123 Stamina
*14HP* 2,108 HP (2,214 HP w/ Kings or Mark)
*10HP* 1,506 HP (1,581 HP w/ Kings or Mark)

Trinkets-

Figurine – Earthen Guardian – Decent Stam trinket with a decent use.  I’d definitely be using this as a beginner’s trinket, if not further depending on luck.
8.06% Dodge on Use

Leatherworking

At this point in Beta testing, Leatherworking is far and away the best profession available for all tanks and all agility-based classes.  Blizzard dropped the ball with wrist enchants (and I hope they pick it up), and Leatherworking blows them away.  I wouldn’t run off to switch to Leatherworking asap, because Blizzard released a stam bracer enchant after Wrath release, so there is still that chance.  But in order for Leatherworking to be brought down from its pedestal, a 75 stam enchant will need to exist.

Bonuses-

Draconic Embossment – Stamina – There it is.  An amazing stamina enchant.
What this bonus yields:
*14HP* 3,342 HP (3,510 HP w/ Kings or Mark)
*10HP* 2,387 HP (2,507 HP w/ Kings or Mark)

Charscale Leg Reinforcements – Standard leg enchant for a cheaper materials cost.
What this yields:
*14HP* 2,485 HP (2,610 HP w/ Kings or Mark)
*10HP* 1,775 HP (1,864 HP w/ Kings or Mark)
137.5 AP (158.8 AP Raid Buffed)
0.17% Crit (0.18% Crit w/ Kings or Mark)
0.23% Dodge (0.24% Dodge w/ Kings or Mark)

Mining

Still has the stamina bonus attached to it, so it’s a viable tank option.

Bonuses-

Toughness – Apparently mining makes you tougher?  Must be all those callouses.
What this bonus yields:
120 Stamina -
*14HP* 2,057 HP (2,160 HP w/ Kings or Mark)
*10HP* 1,496 HP (1,543 HP w/ Kings or Mark)

Skinning

Did you know that skinning a bear causes every bear within a 100 mile radius to hunt you down and eat your face off?  Poor Jimbob.  Human flesh on my claws?  No, I don’t know what you’re referring to…

Normal Crit Rating bonus, and I would call it lackluster for tanking.

Bonuses-

Master of Anatomy – Good old 80 crit rating.
What this bonus yields:
0.45% Crit

Tailoring

Not really a tank profession.  There’s only one bonus, and that bonus is pretty “meh” for tanking, but if you have it, you have it.

Bonuses-

Swordguard Embroidery – Only rank 2!  Same deal, chance for AP on proc.
What this bonus yields:
1,250 AP (1,375 AP Raid Buffed) An extra 39.29 base SD absorb

_________________________

There you have it, folks.  The profession list.  As I said, I will do a quick review of the math involved.  All of my rating values were taken and derived from Whitetooth’s thread: Combat Ratings at level 85(Cataclsym) over at EJ.

Multipliers for Stamina:
Stam * Health(14 or 10) * Bear Form(10%) * Heart of the Wild(6%) * Leather Specialization(5%) [* Kings or Mark(5%)]

Multipliers for Agility/Strength/AP:
Agility/Strength/AP * 2(omit 2 if AP) * Aggression(25%) [* Kings or Mark(5%) * Trueshot Aura Effect(10%)]

Armor Damage Reduction was calculated assuming 50% Damage Reduction (32572.5 armor).  For your own calculations, follow these two formula:

DR = Armor / (Armor + 2167.5 * MobLevel – 158167.5)

Correct way to determine an item’s Effective Damage Reduction:
1 – (1 – DR_after_elixir)/(1 – DR_before_elixir)

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