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I'm the FS of the Frost Wolf BL in Zone 4
Personally, I chose a dual gathering major, which is medicine mining and mining. Although these two are more strenuous to practice, the speed at which FS moves directly from city to city is unmatched by other classes. And now a lot of TBC's prestige is done on a daily basis, such as the Spirit Pterodactyl.
The prestige of the spirit pterosaur is two of the daily ones is medicine mining and mining. Moreover, there is no need to consider the production cost of double mining, as long as the goods can be sold, there is money to be made.
I'm not talking nonsense, just rely on these two skills alone, more than 4000g a week!
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PVE recommends FM Jewelry to players, there are many ways to obtain equipment, frequent replacement, and it is necessary to constantly add attributes to new equipment.
PvP to players recommend engineering leather making is relatively stable equipment, but there are many diversified battles, and manufacturing auxiliary props can increase the chances of winning.
However, these are more expensive, and you need to have a small number of collecting skills, otherwise it will be quite expensive, if the mage wants to make money, FM skinning, and a single brush FB can have a considerable income.
Gathering majors are not recommended for legal professions, especially pvp servers, because most of the resources are blamed for guarding the legal system, and there is no way to quickly get out of battle, and it is easy to be robbed.
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According to your situation, I suggest that you learn FM and mining, which are purely to make money, you don't have to plan for yourself, and then you can also ask your friends to help you do what you need.
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If you learn tailoring, it's better to learn FM, and you can dismantle the things you do with skill points to save costs.
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I also agree with FM + tailor, but if you don't like FM, choose mining + tailor, after all, the mine is in great demand, and the equipment made by the tailor in the later stage is quite NB, which is suitable for the French profession.
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In all respects, FM+ engineering is the best choice, tailors are useful in the early stage, and they are not very useful in the later stage.
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FM + Tailor FS Brush Cloth Fast Tailor Makes Things FM Decomposition Practicing FM materials will not be worried.
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Hate to hate, but.
Suit the Demon and the Tailor are the most suitable for FS.
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Peeling + medicine picking.
I practiced like this, and I felt pretty good, and I never lacked money when I met something I should buy anyway
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Whether it's a quest or an arena, Enchantment Plus Jewels is definitely the choice of high-end players.
Of course, the premise is that you have enough g to buy raw materials from ah.
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Leisure and entertainment, battlefield dungeons all:
Be sure to mine + engineer. Mining washes out the project, rich make do with some repair costs, gem money. The entertaining and certain practicality of the works is unparalleled. And the Lord of Time set illustrates that a mage who doesn't work is not a good mage.
Occupation Dungeon: Jewel + FM (Tailor, Inscription, Leather, Forging).Maximize the benefits of professional rewards, there is nothing to say, FM is the best. Everything else will do.
I don't have the heart to practice professional skills. Upgraded from level 1:
Herb collection + alchemy. There is not much to see in the professional gains, but this is the only pair that is expected to be on par with leveling speed at the moment.
I don't know what to practice, just practice it:
Tailoring + Mining. The cloth when it was upgraded was marketable. Keep the finished product and don't sell it. The ore is also kept. Anyway, low-grade mines can't be sold. In the future, if you want to wash it, you can wash it, and it won't be too much trouble no matter what you turn around. If you don't want to, you can make some money even when it's full.
If you're not a goblin, don't think about which profession makes money. No. If you don't have money, don't think about which one is easy to practice. No.
Personal recommendation: Engineering + Jewelry.
It's king. All-professional. But if you want to make this, you can't afford it. Rich. Just engineering jewelry. Engineering is a lot of fun. Jewelry can also make money when it becomes stronger. And it's a fee that you earn. You don't have to suffer b mining or anything.
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Depending on which direction you want to develop, enchantment + tailoring is the choice of most people, and some choose engineering + enchantment or engineering + tailoring, PVP and PVE have different requirements for attributes.
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Tailor + Enchantment, or Mining + Engineering.
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Fu Mo plus tailor, self-creation and self-solution, self-entertainment.
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For such an anemic profession as a mage, engineering is quite useful, especially PK! As a national major, engineering is highly recommended! The peeling and medicine collection mentioned upstairs belongs to double collection, but I personally think that it is better not to practice the major just to make money....Practicality and fun are not as good as engineering.
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It is recommended that you learn tailoring and enchanting!
Tailor you can make Yang Yan handguards.
Impact belt. The profit is kept at 200g pcs.
The most important thing is that you can make your own top-notch clothes, Yang Yan Cannon)
Enchanted you can fly others to enchant.
The manual fee is kept at 10g.
The important thing is that you can enchant your ring with 12 magic damage) is a considerable two business skills!
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If you don't want to invest, you can practice double mining, and you will have to make money in less than 10,000 years.
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I like PK mine control, engineering, and I like to make money FM and practice gold.
The figure is easy to peel and collect medicine.
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Make money: medicine mining + mining, but it's too tiring to make a steady profit. Tailor + FM,.
Extreme PK: engineering + alchemy, spending more money.
PK: Engineering + Mining, Self-sufficiency.
These 3 are the most suitable for mages, depending on your orientation.
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Make money: tailor + pluck, too tired, too slow.
PK: Engineering + Mining, Spending Money.
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Personally, I recommend learning to peel and mine or pick flowers in the early stage, and after digging, the finished things are sold very well, and the general heavy skin is more than 1g in a group, and the copper ore is about 1g, and the flower depends on the ** of your server.
After waiting for level 40 or higher, you can choose to wash the tailor and stroke it, use the tailor to flush the enchantment, and wait until the level is high, you can brush the FB decomposition material and sell it for money, if you have more recipes for friends, you can also enchant others for money.
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FS can learn FM tailoring can be collocated, but it is recommended that engineering + medicine collection engineering PK medicine collection to make money is very suitable.
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Mining + Engineering. With bombs, goblin nets PK thieves are cool.
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It's good to make money by collecting medicine + alchemy.
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Inscription + Enchantment.
WLK inscriptionists can insert one more engraving than others, and they can sell FM directly at the auction house.
The tailor is useless at all, he can make 3 clothes, and in the middle of the season, this dress is useless, and it costs a lot of money and time to get materials, and if you have any time and money, you can find the G group to improve the equipment, and now learning to tailor is for the 80's flying carpet.
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The tailor has the greatest improvement for himself The second is enchantment The project is suitable for PK mining to make money, the most brainless Collecting medicine can add blood to yourself Peeling and adding crit are also the best practice Alchemy and jewelry can provide ornaments But the promotion is limited Inscriptions are things to make money Forging has not heard of any mages practicing.
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fs is more suitable for tailoring and enchantment.
If you're a PVP, just engineering and mining.
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Tailoring and enchantments.
Then mining + engineering or digging grass + gold training.
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Tailor plus enchantment.
This is really a ** partner.
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In fact, the most important thing for a mage is to enchant and tailor, and then to collect medicine and alchemy (because mages cost both blue and blood). But if you don't practice these, then you have to double pick and make money faster!
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New number? Tailors are highly recommended, and the outfit of tailors in TBC is quite comparable to T4 or even T5
Others learn to collect other than collecting medicines. To make money, don't always rely on your boyfriend, hehe.
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Then practice engineering and have fun, there are a lot of funny things to have fun with! It's easy to practice a pluck, fs can be aoe a group and then slowly dial!
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Practice picking medicine and plucking skin, making money is quite fast, practicing plucking skin is very convenient for mages, a group of monsters and then plucking skin together, practicing very fast
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Tailor + FM is a classic combination.
There are also a lot of FS options now that Mining + Engineering are in favor of PK
It's up to you
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FM, jewelry, big competition, it is a waste of time to sell, collect medicine and alchemy and keep practicing.
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My previous FS was Mining + Gems.
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Jewels + FM bar. It's just a troublesome point, the inscription is not bad, and the key is to reduce a more annoying reputation.
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If you concentrate on researching, you will find a lot, a lot, I have 5 numbers in WOW, and I have practiced all majors, and I personally think that everything can be profitable.
Now there is no number at least 2w g or more, the key is to figure it out on your own, if you are lazy I will mind your gems and tailors, but you must be willing to invest in the early stage.
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WLK's leathermaking, tailoring, and inscriptions have things that can only equip themselves with FM... There are legal systems and melee ones.
Armor pieces for leather making. Tailor's thread. All very profitable.
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FM+ Tailor Now! The tailor is very skilled! It doesn't cost much to be filled with generally.
The FM that makes something bad can be dismantled.
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Enchantment and Tailoring are popular skills (self-sufficient, convenient and practical) FS can learn tailoring and jewelry (make YY 3 pieces and have a 159 ring).
It can also be double mining (making money) engineering alchemy FM is also good (PK) This can be based on personal preference.
That's still a fm tailor, right, what you said is basically right, most of the tailor's materials are cloth brush copies of humanoid monsters, you can make your own equipment, decompose the materials yourself, and use them to practice fm, what you added. I feel like you're still learning FM tailoring Low-level materials can go to AOE low-level dungeons to disassemble equipment to get FS It's very convenient.
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That depends on whether you're mainly PVP or PVE.,Jeweler's special gems and FM master's exclusive FM income is about the same.,If you want PVP, it's recommended to practice engineering.,Engineer's special glove enchantment:
Glove Accelerator, 340 Acceleration 10 seconds 1 minute CD (patch buffs CD from 2 minutes to 1 minute).
Arm rocket launcher, 1035-1265 fire damage 1 minute cd ( Patch damage increased to 1750I remember it was... cd becomes 45 seconds and cannot be used at the same time as the Gnome Lightning Generator).
If you are not short of money, if you want to make a little money, you can learn a collection class and a non-collection class, and the project is not a general cost.
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Well, if you're a casual gamer, then take medicine for alchemy.
If you are a hardcore PVP player, please select Jewel + EnchantmentIf you are a hardcore PVP player, Battlefield: Engineering + Tailor, JJC: Jewel + Tailor can also choose according to the advantage analysis given by Vampirechan - Wizard Level 4.
In addition, the most profitable is also jewelry + enchantment, now FM doesn't need to sell, you can F to throw the auction house on the parchment, the exclusive daily life of jewelry is also very profitable, and the attribute bonus is the highest, and the later equipment is up, and the demand for high-grade gems is also very large.
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PVE is tailoring and alchemy.
PVP is about engineering and collecting potions or enchantments.
To make money, collect classes or no one to do
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fs, that's FM and tailor, because there's a lot of equipment, like Yangyan! Only professional tailors can wear it! FM can also make some money!
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Hello. In view of the imminent opening of WLK, here is a list of WLK's professional advantages:
Personally recommend jewelry and tailoring.
Jewels: 3 gems with 32 mana damage.
According to the calculation of blue quality gems, for the sake of the color on the head, the mage will inevitably choose two gems with 9 damage and 12 resistance, then this one is ahead by as much as 46 SP
And if you have a blue hole in your body, you can get a score of 13+ (slot bonus).
In other words, the advantage of jewelry is huge, in addition to making money every day, it can easily lead others by almost 60 magic damage.
The Tailor's Cloak Enchantment:
Chance to trigger +250 Spell Energy for 15 seconds when changing to cast. 50% chance of triggering, built-in CD for 45 seconds. On an average of once every 50 seconds, the Tailor's PVE gain is +75 Mana Damage and -23 Haste.
If you convert 1 haste into an item level, the gain is 47 sp, which is only quite the same as 1 haste in practice.
The additional gain is 54 sp.
Inscription of the shoulder enchantment:
Master's Storm Inscription Master'S Inscription of the Storm 61SP, 15 crit level (inscription exclusive).
Compared to the shoulder enchantment of Huo Yuanjia's descendants, the additional benefit is 37 sp
Engineering: HyperSpeed Accelerators Engineering, FM gloves, increases 340 Haste Level after use, lasts 10 seconds, CD 1 minute.
The gain is 340* SP, which is not worth it from a PVE point of view.
Forging: Glove Piercing (Skill) Permanently make holes for your glove, dedicated to forging.
Forge Piercing Bracers (Skill) Permanently pierces your bracers.
As per the blue gem, the gain is 38 sp, and the purple gem gains 46 sp, which is not worth it.
Fur Lining - Spell Energy Fur Lining-Spell Power---67sp
The gain is 37 magic injuries, not worth it.
Enchantment Ring: Enchantment Exclusive Powerful Spell Power +19sp Alchemy-specific skill.
Enchantment is a traditional specialty for mages, and 38 SP isn't a big boost, but it's worth it.
Alchemy: Mixoloy, which increases the effect of potions and mixtures and doubles the duration, and increases the ice dragon mixture by 37sp
Alchemy's exclusive Frenzy Alchemist Potion - Restores 3300 HP and 4300 Blue, with a random potion effect.
Alchemy BOP's Accessory +40% Potion Effect.
Good raid professional, each field can save a potion, the value of the random potion effect is about 10 sp, and the total income is close to 50
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