I wanted to share something I’ve been putting some thought in recently, which is an attempt to map professions to classes in the most flavor appropriate way. While the choice of profession is one way that WoW lets you customize your character, with a bunch of alts over 3 colonies I wanted to standardize things for better organization.
Some guidelines for me is that I treat first aid as if it’s still around, meaning that I think any adventurer would have basic knowledge of bandaging wounds or how to create a simple restorative tonic, so these competencies alone aren’t a reason to push a class into tailoring or alchemy. I also wanted to give every production profession its corresponding support profession as I really couldn’t stomach maintaining two production professions on a single character. If you don’t want gathering, I’ve outlined some secondary/minor professions that would be an option for the high achieving crafter.
Several classes have abilities that evoke a certain profession, for example the Death Knight using runes implying inscription. Instead of these forcing the class into that profession, I just make it headcannon that the class has a narrow proficiency within a certain aspect of that profession which is just part of the class toolkit and call this a “Minor”. I’m treating the profession choice as a much more general component of the class flavor and not as a way to explain why a class may have access to a certain specific ability.
You’ll notice that many wound up with alchemy. For gameplay purposes I find it the most useful of professions, and besides find it to be a wide profession with a lot of flavors for it to be interpreted. In contrast no classes receive engineering as a primary. I didn’t think that it was the strongest fit for any classes existing lore so choosing this profession really makes your character unique in a specific way. For my purposes, any goblin or gnome characters I make will all have engineering.
Warrior, Death Knight, Paladin
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Blacksmithing/Mining: The plate classes are the only armor type for whom I’m giving them all their specific equipment crafting profession. The reason for this is twofold, being front an center in physical combat, these classes live and die by their weapon and armor. It makes sense that they would be highly competent in maintaining this equipment. The second reason is that none of the more magical professions felt like the right fit.
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Minors:
Warrior - Engineering. Lacking mystical affinity, the warrior would be likely to seek out non-magical solutions to shore up his weaknesses, similar to how Garrosh engaged the Blackfuse company. I see him being trained to utilize engineering contraptions, but not necessarily design or craft them.
Death Knight - inscription. Specific knowledge over runes, allowing them to enhance their weapon and enable their magical abilities, already represented in game as Runeforging.
Paladin - Inscription, See description for Priest
**Hunter:
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Leatherworking/Skinning: This was an easy fit. Familiar with the anatomy of creatures, with a class fantasy of being specialized in hunting and killing wild creatures. It follows closely that they would understand how to process and mold the skins of the animal into usable gear. Beyond armor, think archery wrist guards, quivers, falconing gloves.
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Minor: Engineering: Maintenance and enhancement of the bow, gun, or crossbow. Certain hunters will have specific engineering expertise in the creation and deployment of traps and certain explosive effects.
Herbalism: The hunter would likely also have knowledge of herbs (and their minor medicinal applications)
Shaman, Druid
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Alchemy/Herbalism: Both of these classes are the “wild” spiritual leaders of their society. These classes are likely to be living or spending time out in a hut in the wilds, and would be familiar with the local flora. Herbalism in particular is a no brainer for druids. Looked to as healers, they are both classes interested in creating restorative or enhancing potions to complement their magic. This is a wild dimension of alchemy, not the scientific laboratory. Think of the troll witch doctor dancing over a cauldron, or creating a spiritual experience by creating a mind altering elixir.
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Minors: Leatherworking/Skinning. Also as naturalists, these classes will have knowledge of the local fauna. Many of their iconic gear sets feature components of their natural environment, wether it’s animal furs or elements of the terrain. It’s logical that the druid would protect his human form with the iron hide of a bear, or that the shaman would seek to infuse his mail with elemental protections.
Rogue:
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Jewelcrafting/Mining: Wholly separate from gameplay, I find Jewelcrafting to be the best flavor fit for a rogue. They will have the manual precision to be able to cut and set gems. Of the classes, they would be the most interested in items small in size but large in value, easy to steal. Street wise, they are more likely to be tuned into the appraisal trade of jewels, able to navigate the underworld involved in the trade. With Jewelcrafting, I’m not sure of the lore explanation for gems providing stat bonuses. It could be that all gems contain latent magical energy which is focused by the way that facets are cut, but if not I would see the rogue bringing the cut gem to an enchanter to provide enhancement, and then selling the piece (with a healthy markup).
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Minors: Alchemy/Herbalism. The rogue has a specific knowledge of how to brew poisons to coat their weapons. Without magical healing powers, the rogue would also look often to restorative potions and herbs to mend wounds, as in Crimson Vial.
Demon Hunter
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Leatherworking/Skinning: I struggled the most with this and would be interested in other people’s thoughts. I chose leatherworking partially out of practicality as I wanted a leather class to be able to learn the BoP leatherworking patterns. In game, you could suppose that many of the Night and Blood Elves that became demon hunters were previously hunters/rangers and would carry over the skillsets from those days. Demon Hunters have sacrificed everything for their case, Total War. In legion, I believe we’re shown that demon hunters incorporate demonic skins into their armor. It follows that their profession would solely be focused on furthering their crusade, so the demon skin leatherworking can make sense.
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Minor: Inscription, as their class toolkit involves runic magic, including the tattoos on their body.
Monk/Priest
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Inscription/Herbalism: I’m focused on inscription for these classes not in the creation of magical runes, but in the greater discipline of writing and lorekeeping. In contrast to the shaman and druid, these are a more academic spiritual leaders of their society. Instead of living in a hut outdoors, these classes are in monasteries or temples organized with the common purpose of consolidating and propogating knowledge and lore. While a shaman or druid would rely on oral tradition, these classes are writing it down. Throughout Pandaria we’re shown how important calligraphy and lorekeeping is to the race and the influence would be strong on a monk, with the “runemaster” influence on monk gameplay being a bonus. Priests are a bit of an odd class in how diverse in lore its members are, but the Church of the Holy Light would have a strong interest in scripture, in the holy word and that is likely also the case for in the Draenei, Night Elf, and Troll temples. Priests and monks are healers, but not just physically. Their presence is reassuring and comforting. These classes are enlightened in the humanities. They know you, who you are, what you’ve dealt with, and can relate and comfort on a personal level. In a practical sense, these classes would have developed the manual dexterity to inscribe runes and calligraphy, and lacking arcane skill, may appreciate having access to minor abilities through the use of scrolls.
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Minor: Alchemy, as healers they would also be interested in complementing their divine and spiritual abilities with restorative potions. This would be a more academic setting of alchemy contrasting to the shaman and druid. Monks also have a narrow class application of alchemy in brewing teas and alcohols.
Mage:
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Enchanting/Tailoring: Enchanting is a natural fit for the mage. Tailoring is a bit harder to make a specific connection, but it is a natural complement to Enchanting in gameplay. In flavor, beyond the basic tasks of sewing robes and vestments, Tailoring is about creating spellthreads and imbuing cloth with magical power, which all has an enchantment vibe making it a good complement.
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Minor: Inscription is another pretty strong sell for mage, besides their class toolkit using some runic magic, the mage is another class who is very interested in lore, delving into ancient tomes for chronicled knowledge. Magical runes, scrolls, mystical cards, and engraved rods staves and wands are all very wizardy, making this profession a strong substitute for enchanting if desired. In contrast to the priest and monk, the mage’s interest in lorekeeping is more technical and focused on learning spellcraft. Instead of this knowledge making their company relatable and comforting, they are more likely to be arrogant, unpleasant or detached, in the way your PHYS 4157 professor is.
Warlock:
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Alchemy/Herbalism: Warlocks are about power, no matter the source. Utilizing potions is a natural way for a warlock to increase their power. Don’t think of the warlock on a nature walk picking flowers, thinking of them scouting caves or swamps for the “darker” herbs… Gravemoss, Sorrow Moss, Netherbloom, Felweed. This is the witch fantasy, brewing a dark potion, maybe complemented by the eye of a toad or the tail of a newt. This speaks to the range of flavor that you can have in alchemy, and feels like a better fit for the primary profession of a warlock than the “cleaner” fields Enchanting or Inscription.
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Minor: Inscription, specifically fel runes and fel tomes is rich in the warlock class fantasy. They are very much about delving into ancient and forbidden texts. Think the codex of Xerrath, or the old demon training grimoiries.
Hope you all enjoyed the read. Would be very interested to hear alternative opinions on which professions fit best for which classes.