How much a profession helps this spec, leveling 1 to 60 and then in level-60 dungeons and raids. Gear the spec never wears and consumables it never uses count for nothing.
The subjects are all twelve professions: six crafting, three gathering and three secondary.
Each entry names its best partner: the primary profession that does the most for this spec beside it. The spec's best pair is its best-ranked primary and that entry's partner.
A forecast. Forever's item stats aren't public yet, so gear scores rest on what each item binds to and on Classic's values; raid gear counts from 9 Dec, when raids open.
Forever moved the healing potions from
Alchemy to
First Aid, and its camp items' buffs don't stack with the matching class buffs: both change the Classic answer for many specs.
Each criterion is scored against fixed anchors, then rescaled within this spec's twelve so the best scores 5 and the worst 1. A criterion whose twelve scores span one point or less keeps them as scored.
The rubric: each criterion scored 1 to 5| Criterion | Weight | What it measures |
|---|
| Self-use at 60 | 40 | Measured against these anchors, then rescaled so the best of the twelve scores 5 and the worst 1. It makes bind-on-pickup gear or items this spec wears or uses in raids and can't get any other way, or consumables it uses every raid night that would cost real gold to buy: 5. Useful self-made items it could also buy on the auction house, or one bind-on-pickup piece that is a modest upgrade: 3. Nothing this spec wears or uses at 60: 1. |
|---|
| Leveling help | 25 | Measured against these anchors, then rescaled so the best of the twelve scores 5 and the worst 1. Upgrades this spec's gear or kill speed throughout 1–60, or turns its own kills and travel into income or supplies as it levels: 5. Helps for part of the climb, or saves some gold and downtime: 3. Takes time and gold while leveling and gives this spec nothing back until 60: 1. |
|---|
| Gold | 20 | Not scored here: the profession's score on the Professions for Gold: Settled list, rounded half up, then rescaled with the other criteria. It is the same on every spec's list. |
|---|
| Utility | 15 | Measured against these anchors, then rescaled so the best of the twelve scores 5 and the worst 1. Something no other profession gives this spec, used often: Jumper Cables, transmutes, a camp item it relies on: 5. An occasional convenience: 3. None: 1. |
|---|
An entry’s tier comes from its weighted score. A tier set by hand instead says why in its write-up. Within a tier,
the best score comes first.
- S 4.25 or more
- The best choice for this purpose. Strong on the criteria that count most, with no real weakness.
- A 3.75 or more
- Very strong. A little behind S, or one clear weakness.
- B 3.25 or more
- Good. Does the job well without special effort.
- C 2.75 or more
- Workable. About average on the rubric; nothing stands out either way.
- D 2.25 or more
- Weak. It works, but you will feel the gap; pick it for other reasons.
- F below 2.25
- Poor for this purpose. Avoid it unless something else decides for you.
- The game rules of the stated build. The list is re-rated on a patch that moves a score.
- A character that levels 1 to 60 and then runs dungeons and raids as this spec; raids count from 9 Dec.
- The profession is leveled alongside the character, reaching 300 at or soon after 60.
- No Legacy perks.
- Gathering, crafting, the auction house and vendors only.
Rated from the client data and our research, before anyone has played it at this level on this build. Where the data stops, the write-up says what it assumed.
Choose a profession on the chart to see why it sits where it does.
Potions and elixirs work in form, though skill-ups cost herbs while leveling.
Best partner: Herbalism
Scores for
Alchemy| Criterion | Weight | Score |
|---|
| Self-use at 60 | 40 | ●●●●● 5 |
|---|
| Leveling help | 25 | ●●○○○ 2 |
|---|
| Gold | 20 | ●●●●● 5 |
|---|
| Utility | 15 | ●●●●○ 4 |
|---|
Weighted score 4.10, which is A tier.
Self-use at 60, 5 of 5: Potions and elixirs now work in form; Mageblood, Cleric's and Distilled Wisdom are the caster picks, and new elixir effects are unverified.
Leveling help, 2 of 5: Selling potions earns some gold but skill-ups cost herbs and nothing upgrades kill speed.
Utility, 4 of 5: Transmutes and Free Action are occasional conveniences; Mana Well clashes with
Blessing of Wisdom.
Gold, 5 of 5: 4.15 on the Professions for Gold: Settled list.
Why
Herbalism beside it: Herbs feed potions.
It is not S: it scores 2 of 5 on leveling help, and its 4.10 is 0.15 short of S.
Strengths
- Self-use at 60, 5 of 5
- Gold, 5 of 5
- Utility, 4 of 5
What would move it: Better leveling help for this spec, from a patch or from item stats once Forever publishes them, would lift it; relative scores also move when another profession's evidence changes.
Read the Alchemy guide · Back to the chart
Gathering herbs in animal form turns travel into income while leveling, with a few camp items at 60.
Best partner: Alchemy
Scores for
Herbalism| Criterion | Weight | Score |
|---|
| Self-use at 60 | 40 | ●●○○○ 2 |
|---|
| Leveling help | 25 | ●●●●● 5 |
|---|
| Gold | 20 | ●●●●● 5 |
|---|
| Utility | 15 | ●●●●○ 4 |
|---|
Weighted score 3.65, which is B tier.
Self-use at 60, 2 of 5: Incense Candle Intellect 25 clashes with
Arcane Intellect; Lifeblood is absent.
Leveling help, 5 of 5:
Druids gather herbs in animal forms (seen in beta 9 Oct) so travel turns into income without losing form.
Utility, 4 of 5: Greenhouse seeds and Incense Candle are occasional conveniences.
Gold, 5 of 5: 4.00 on the Professions for Gold: Settled list.
Why
Alchemy beside it: Alchemy turns herbs into the elixirs a Druid can drink in form.
It is not A: it scores 2 of 5 on self-use at 60, and its 3.65 is 0.10 short of A.
Strengths
- Leveling help, 5 of 5
- Gold, 5 of 5
- Utility, 4 of 5
What would move it: Better self-use at 60 for this spec, from a patch or from item stats once Forever publishes them, would lift it; relative scores also move when another profession's evidence changes.
Read the Herbalism guide · Back to the chart
Leather armor carries a
Druid through leveling, and the Hide of the Wild is buyable at 60.
Best partner: Skinning
Scores for
Leatherworking| Criterion | Weight | Score |
|---|
| Self-use at 60 | 40 | ●●●●○ 4 |
|---|
| Leveling help | 25 | ●●●●● 5 |
|---|
| Gold | 20 | ●○○○○ 1 |
|---|
| Utility | 15 | ●●○○○ 2 |
|---|
Weighted score 3.35, which is B tier.
Self-use at 60, 4 of 5: Hide of the Wild (Epic BoE, healer item in Classic, unverified) is buyable.
Leveling help, 5 of 5: Druid wears leather: Handstitched, Nightscape, Wild Leather and Tough Scorpid (200-245), recipes yellow 25 skill earlier, and early leveling is slow.
Utility, 2 of 5: Camp Tent rested XP helps leveling only.
Gold, 1 of 5: 1.65 on the Professions for Gold: Settled list.
Why
Skinning beside it: Its own beast kills feed leather.
It is not A: it scores 1 of 5 on gold, and its 3.35 is 0.40 short of A.
Strengths
- Self-use at 60, 4 of 5
- Leveling help, 5 of 5
Weaknesses
- Gold, 1 of 5
- Utility, 2 of 5
What would move it: Its gold score follows the Professions for Gold: Settled list; a better reading there would lift it.
Read the Leatherworking guide · Back to the chart
Buyable stat food for every raid night, plus a small kill XP bonus while leveling.
Best partner: Alchemy
Scores for
Cooking| Criterion | Weight | Score |
|---|
| Self-use at 60 | 40 | ●●●●○ 4 |
|---|
| Leveling help | 25 | ●●●●○ 4 |
|---|
| Gold | 20 | ●○○○○ 1 |
|---|
| Utility | 15 | ●●○○○ 2 |
|---|
Weighted score 3.10, which is C tier.
Self-use at 60, 4 of 5: Stat food is buyable and used each raid night.
Leveling help, 4 of 5: About +5% kill XP for 15 minutes (fan-sourced) and food saves downtime.
Utility, 2 of 5: Campfire kits and Cookie's Feast are minor.
Gold, 1 of 5: 1.80 on the Professions for Gold: Settled list.
Why
Alchemy beside it: Food is minor; the spec's best primary does most.
It is not B: it scores 1 of 5 on gold, and its 3.10 is 0.15 short of B.
Strengths
- Self-use at 60, 4 of 5
- Leveling help, 4 of 5
Weaknesses
- Gold, 1 of 5
- Utility, 2 of 5
What would move it: Its gold score follows the Professions for Gold: Settled list; a better reading there would lift it.
Read the Cooking guide · Back to the chart
Goggles and 1-second bombs work in caster form, and the camp items are unique, but they eat gold while leveling.
Best partner: Mining
Scores for
Engineering| Criterion | Weight | Score |
|---|
| Self-use at 60 | 40 | ●●●●○ 4 |
|---|
| Leveling help | 25 | ●●○○○ 2 |
|---|
| Gold | 20 | ●○○○○ 1 |
|---|
| Utility | 15 | ●●●●● 5 |
|---|
Weighted score 3.05, which is C tier.
Self-use at 60, 4 of 5: Goggles (BoP) and bombs work in caster form (1 s cast).
Leveling help, 2 of 5: Grenades and scopes cost metal and gold; a 1-minute shared cooldown limits explosives.
Utility, 5 of 5: Jumper Cables, Cloaking Device, Repair Bot and Reagent Bot camp items; unique, but forms cannot use most gadgets.
Gold, 1 of 5: 1.95 on the Professions for Gold: Settled list.
Why
Mining beside it: Metal feeds its schematics.
It is not B: it scores 1 of 5 on gold, and its 3.05 is 0.20 short of B.
Strengths
- Self-use at 60, 4 of 5
- Utility, 5 of 5
Weaknesses
- Leveling help, 2 of 5
- Gold, 1 of 5
What would move it: Its gold score follows the Professions for Gold: Settled list; a better reading there would lift it.
Read the Engineering guide · Back to the chart
Buyable own-gear and weapon enchants, but
Enchanting adds little else for a healer.
Best partner: Alchemy
Scores for Enchanting| Criterion | Weight | Score |
|---|
| Self-use at 60 | 40 | ●●●●○ 4 |
|---|
| Leveling help | 25 | ●●○○○ 2 |
|---|
| Gold | 20 | ●●●○○ 3 |
|---|
| Utility | 15 | ●○○○○ 1 |
|---|
Weighted score 2.85, which is C tier.
Self-use at 60, 4 of 5: Own-gear and weapon enchants (they work in form) are Classic-standard and buyable;
Druid relics are undocumented and relics are enchanter-only BoP.
Leveling help, 2 of 5: Enchanting leveling gear and disenchanting greens helps a little.
Utility, 1 of 5: Enchanted Lute copies
Mark of the Wild, which a Druid already casts.
Gold, 3 of 5: 2.55 on the Professions for Gold: Settled list.
Why
Alchemy beside it: Needs no gatherer; pairs with the spec's best primary.
It is not B: it scores 2 of 5 on leveling help, and its 2.85 is 0.40 short of B.
Weaknesses
- Leveling help, 2 of 5
- Utility, 1 of 5
What would move it: Better leveling help for this spec, from a patch or from item stats once Forever publishes them, would lift it; relative scores also move when another profession's evidence changes.
Read the Enchanting guide · Back to the chart
A Restoration
Druid heals itself, so bandages and potions add little.
Best partner: Herbalism
Scores for
First Aid| Criterion | Weight | Score |
|---|
| Self-use at 60 | 40 | ●●○○○ 2 |
|---|
| Leveling help | 25 | ●●○○○ 2 |
|---|
| Gold | 20 | ●●●○○ 3 |
|---|
| Utility | 15 | ●●●●○ 4 |
|---|
Weighted score 2.50, which is D tier.
Self-use at 60, 2 of 5: Resto heals itself; bandages and potions matter less.
Leveling help, 2 of 5: Resto heals itself; First Aid helps little.
Utility, 4 of 5: Anti-Venom, poultices (disease) and tourniquets cover what a Druid's kit lacks.
Gold, 3 of 5: 2.65 on the Professions for Gold: Settled list.
Why
Herbalism beside it: Healing potions need herbs.
It is not C: it scores 2 of 5 on self-use at 60, and its 2.50 is 0.25 short of C.
Weaknesses
- Self-use at 60, 2 of 5
- Leveling help, 2 of 5
What would move it: Better self-use at 60 for this spec, from a patch or from item stats once Forever publishes them, would lift it; relative scores also move when another profession's evidence changes.
Read the First Aid guide · Back to the chart
Skinning adds leather income, but a healing leveler kills slowly and the camp buff clashes with the Moonkin Aura.
Best partner: Leatherworking
Scores for Skinning| Criterion | Weight | Score |
|---|
| Self-use at 60 | 40 | ●●○○○ 2 |
|---|
| Leveling help | 25 | ●●●●○ 4 |
|---|
| Gold | 20 | ●○○○○ 1 |
|---|
| Utility | 15 | ●●○○○ 2 |
|---|
Weighted score 2.30, which is D tier.
Self-use at 60, 2 of 5: Chair +2% crit helps healing but is exclusive with the Moonkin Aura.
Leveling help, 4 of 5: Skins its kills, but a healing leveler kills slowly.
Utility, 2 of 5: Field Guide and Trapper's Workbench are minor.
Gold, 1 of 5: 2.05 on the Professions for Gold: Settled list.
Why
Leatherworking beside it: Leather feeds the
Druid's armor.
It is not C: it scores 2 of 5 on self-use at 60, and its 2.30 is 0.45 short of C.
Weaknesses
- Self-use at 60, 2 of 5
- Gold, 1 of 5
- Utility, 2 of 5
What would move it: Better self-use at 60 for this spec, from a patch or from item stats once Forever publishes them, would lift it; relative scores also move when another profession's evidence changes.
Read the Skinning guide · Back to the chart
Ore sells, but nothing mined helps a healer, and mining in form is unconfirmed.
Best partner: Alchemy
Scores for
Mining| Criterion | Weight | Score |
|---|
| Self-use at 60 | 40 | ●○○○○ 1 |
|---|
| Leveling help | 25 | ●●○○○ 2 |
|---|
| Gold | 20 | ●●●●● 5 |
|---|
| Utility | 15 | ●●○○○ 2 |
|---|
Weighted score 2.20, which is F tier.
Self-use at 60, 1 of 5: Nothing a caster uses.
Leveling help, 2 of 5: Ore sells but mining in form is unconfirmed; no combat help.
Utility, 2 of 5: Lodestone and Rock Garden are minor camp items.
Gold, 5 of 5: 3.75 on the Professions for Gold: Settled list.
Why
Alchemy beside it: Mining does little for a
Druid; its best primary pairs with it.
It is not D: it scores 1 of 5 on self-use at 60, and its 2.20 is 0.05 short of D.
Weaknesses
- Self-use at 60, 1 of 5
- Leveling help, 2 of 5
- Utility, 2 of 5
What would move it: Better self-use at 60 for this spec, from a patch or from item stats once Forever publishes them, would lift it; relative scores also move when another profession's evidence changes.
Read the Mining guide · Back to the chart
Cloth and bags sell, and a Faction Banner helps healer mana regen; little else is worn.
Best partner: Alchemy
Scores for
Tailoring| Criterion | Weight | Score |
|---|
| Self-use at 60 | 40 | ●●○○○ 2 |
|---|
| Leveling help | 25 | ●●○○○ 2 |
|---|
| Gold | 20 | ●○○○○ 1 |
|---|
| Utility | 15 | ●●○○○ 2 |
|---|
Weighted score 1.80, which is F tier.
Self-use at 60, 2 of 5: Faction Banner Spirit 32 helps a healer's mana regen; nothing else is worn.
Leveling help, 2 of 5: Cloth sells; bags help space but nothing upgrades a
Druid.
Utility, 2 of 5: Reagent bags and Spinning Wheel are minor; non-soul reagent bags untested.
Gold, 1 of 5: 1.85 on the Professions for Gold: Settled list.
Why
Alchemy beside it: Tailoring does little; the spec's best primary does most.
It is not D: it scores 2 of 5 on self-use at 60, and its 1.80 is 0.45 short of D.
Weaknesses
- Self-use at 60, 2 of 5
- Leveling help, 2 of 5
- Gold, 1 of 5
- Utility, 2 of 5
What would move it: Better self-use at 60 for this spec, from a patch or from item stats once Forever publishes them, would lift it; relative scores also move when another profession's evidence changes.
Read the Tailoring guide · Back to the chart
Fishing costs time and returns little, and its Fish Bowl buff clashes with
Blessing of Kings.
Best partner: Alchemy
Scores for Fishing| Criterion | Weight | Score |
|---|
| Self-use at 60 | 40 | ●●○○○ 2 |
|---|
| Leveling help | 25 | ●○○○○ 1 |
|---|
| Gold | 20 | ●○○○○ 1 |
|---|
| Utility | 15 | ●●○○○ 2 |
|---|
Weighted score 1.55, which is F tier.
Self-use at 60, 2 of 5: Fish Bowl +8% all stats clashes with Blessing of Kings; fish feed
Cooking.
Leveling help, 1 of 5: Costs time, gives nothing back.
Utility, 2 of 5: Lures and camp items are minor.
Gold, 1 of 5: 2.25 on the Professions for Gold: Settled list.
Why
Alchemy beside it: No material link; the spec's best primary does most.
It is not D: it scores 2 of 5 on self-use at 60, and its 1.55 is 0.70 short of D.
Weaknesses
- Self-use at 60, 2 of 5
- Leveling help, 1 of 5
- Gold, 1 of 5
- Utility, 2 of 5
What would move it: Better self-use at 60 for this spec, from a patch or from item stats once Forever publishes them, would lift it; relative scores also move when another profession's evidence changes.
Read the Fishing guide · Back to the chart
A Restoration
Druid wears no
Blacksmithing gear and has no use for its camp items.
Best partner: Mining
Scores for Blacksmithing| Criterion | Weight | Score |
|---|
| Self-use at 60 | 40 | ●○○○○ 1 |
|---|
| Leveling help | 25 | ●○○○○ 1 |
|---|
| Gold | 20 | ●○○○○ 1 |
|---|
| Utility | 15 | ●○○○○ 1 |
|---|
Weighted score 1.00, which is F tier.
Self-use at 60, 1 of 5: Casters wear no Blacksmithing gear.
Leveling help, 1 of 5: Nothing it wears or uses while leveling.
Utility, 1 of 5: No caster use for Sharpening Wheel or Anvil.
Gold, 1 of 5: 2.05 on the Professions for Gold: Settled list.
Why
Mining beside it: Ore feeds its smithing.
It is not D: it scores 1 of 5 on self-use at 60, and its 1.00 is 1.25 short of D.
Weaknesses
- Self-use at 60, 1 of 5
- Leveling help, 1 of 5
- Gold, 1 of 5
- Utility, 1 of 5
What would move it: Better self-use at 60 for this spec, from a patch or from item stats once Forever publishes them, would lift it; relative scores also move when another profession's evidence changes.
Read the Blacksmithing guide · Back to the chart