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.
Thrown bomb satchels, Net-o-Matic root and camp tools no other profession gives a
Rogue, though stats are untested.
Best partner: Mining
Scores for
Engineering| Criterion | Weight | Score |
|---|
| Self-use at 60 | 40 | ●●●●● 5 |
|---|
| Leveling help | 25 | ●●●●○ 4 |
|---|
| Gold | 20 | ●○○○○ 1 |
|---|
| Utility | 15 | ●●●●● 5 |
|---|
Weighted score 3.95, which is A tier.
Self-use at 60, 5 of 5: BoP Thrown Bomb Satchels (Copper 85 to Dark Iron 285) are new and Rogues can learn Thrown; stats are not in the data and untested in game.
Leveling help, 4 of 5: Satchel of Copper Bombs from skill 85-90, grenades and Net-o-Matic help kills mid-climb but cost metal and the 1-minute shared cooldown limits them.
Utility, 5 of 5: Goblin Jumper Cables (160, BoP schematic), Net-o-Matic root, Repair Bot and Reagent Bot camp items; nothing else gives a Rogue these.
Gold, 1 of 5: 1.95 on the Professions for Gold: Settled list.
Why
Mining beside it: Metal feeds its schematics and bombs.
It is not S: it scores 1 of 5 on gold, and its 3.95 is 0.30 short of S.
Strengths
- Self-use at 60, 5 of 5
- Leveling help, 4 of 5
- Utility, 5 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
Raid-night melee elixirs a
Rogue would otherwise buy, though leveling skill-ups cost herbs and gold.
Best partner: Herbalism
Scores for
Alchemy| Criterion | Weight | Score |
|---|
| Self-use at 60 | 40 | ●●●●● 5 |
|---|
| Leveling help | 25 | ●●○○○ 2 |
|---|
| Gold | 20 | ●●●●● 5 |
|---|
| Utility | 15 | ●●○○○ 2 |
|---|
Weighted score 3.80, which is A tier.
Self-use at 60, 5 of 5: Mongoose, Grizzly, Ferocity, Giants and Mighty Rage are raid-night melee consumables that would cost gold to buy; effects of the new elixirs are unverified.
Leveling help, 2 of 5: Potions and the
Frenzy line (45-295) sell for some income, but skill-ups cost herbs and gold and nothing upgrades Rogue kill speed.
Utility, 2 of 5: Transmutes (Arcanite 275), Lesser and Invisibility potions and Free Action are occasional conveniences; Mana Well camp item is useless to a Rogue.
Gold, 5 of 5: 4.15 on the Professions for Gold: Settled list.
Why
Herbalism beside it: Herbs feed its potions and give the Rogue travel income.
It is not S: it scores 2 of 5 on leveling help, and its 3.80 is 0.45 short of S.
Strengths
- Self-use at 60, 5 of 5
- Gold, 5 of 5
Weaknesses
- Leveling help, 2 of 5
- Utility, 2 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
Bandages and potions cut leveling downtime and gold, and Anti-Venom works in combat.
Best partner: Herbalism
Scores for
First Aid| Criterion | Weight | Score |
|---|
| Self-use at 60 | 40 | ●●●●○ 4 |
|---|
| Leveling help | 25 | ●●●●● 5 |
|---|
| Gold | 20 | ●●●○○ 3 |
|---|
| Utility | 15 | ●●○○○ 2 |
|---|
Weighted score 3.75, which is A tier.
Self-use at 60, 4 of 5: Bandages, healing potions and anti-venom are buyable consumables used in raids; First Aid Kit Stamina buff copies
Power Word: Fortitude.
Leveling help, 5 of 5: Bandages (Linen to Heavy Runecloth) and potions cut downtime and gold for a lone leveler.
Utility, 2 of 5: Anti-Venom works in combat and poultices and tourniquets cure what a
Rogue's kit cannot.
Gold, 3 of 5: 2.65 on the Professions for Gold: Settled list.
Why
Herbalism beside it: Healing potions need herbs, which Herbalism supplies.
It is not S: it scores 2 of 5 on utility, and its 3.75 is 0.50 short of S.
Strengths
- Self-use at 60, 4 of 5
- Leveling help, 5 of 5
What would move it: Better utility 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
Leather is the
Rogue's armor and covers much of the leveling climb, with Devilsaur pieces buyable.
Best partner: Skinning
Scores for
Leatherworking| Criterion | Weight | Score |
|---|
| Self-use at 60 | 40 | ●●●●○ 4 |
|---|
| Leveling help | 25 | ●●●●● 5 |
|---|
| Gold | 20 | ●○○○○ 1 |
|---|
| Utility | 15 | ●○○○○ 1 |
|---|
Weighted score 3.20, which is C tier.
Self-use at 60, 4 of 5: Devilsaur Gauntlets/Leggings (Rare BoE, Classic BiS physical DPS but Forever stats unverified), Black Dragonscale and armor kits are buyable; Core and Wild Leather kits have BoP patterns.
Leveling help, 5 of 5: Leather is the Rogue's armor: Handstitched, Nightscape (200-230) and Wild Leather/Tough Scorpid (215-245) cover much of the climb, and recipes turn yellow 25 skill earlier.
Utility, 1 of 5: Camp Tent is rested XP only; quivers and pouches are no use to a Rogue.
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 B: it scores 1 of 5 on gold, and its 3.20 is 0.05 short of B.
Strengths
- Self-use at 60, 4 of 5
- Leveling help, 5 of 5
Weaknesses
- Gold, 1 of 5
- Utility, 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 Leatherworking guide · Back to the chart
Skinning its own kills gives leather income and feeds
Leatherworking, plus a one-hour Camp Chair crit buff.
Best partner: Leatherworking
Scores for Skinning| Criterion | Weight | Score |
|---|
| Self-use at 60 | 40 | ●●●●○ 4 |
|---|
| Leveling help | 25 | ●●●●● 5 |
|---|
| Gold | 20 | ●○○○○ 1 |
|---|
| Utility | 15 | ●○○○○ 1 |
|---|
Weighted score 3.20, which is C tier.
Self-use at 60, 4 of 5: Camp Chair gives +2% crit to all attacks and a
Rogue has no Moonkin Aura clash, though it is a one-hour camp item.
Leveling help, 5 of 5: Skinning its own kills turns them into leather income and feeds Leatherworking; a corpse skins only once and Master of Anatomy is absent.
Utility, 1 of 5: Field Guide and Trapper's Workbench camp items are occasional conveniences.
Gold, 1 of 5: 2.05 on the Professions for Gold: Settled list.
Why Leatherworking beside it: Leather feeds the Rogue's armor.
It is not B: it scores 1 of 5 on gold, and its 3.20 is 0.05 short of B.
Strengths
- Self-use at 60, 4 of 5
- Leveling help, 5 of 5
Weaknesses
- Gold, 1 of 5
- Utility, 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 Skinning guide · Back to the chart
Stat food is used each raid and gives +5% kill XP while leveling (fan-sourced), though it is buyable.
Best partner: Engineering
Scores for
Cooking| Criterion | Weight | Score |
|---|
| Self-use at 60 | 40 | ●●●●○ 4 |
|---|
| Leveling help | 25 | ●●●●○ 4 |
|---|
| Gold | 20 | ●○○○○ 1 |
|---|
| Utility | 15 | ●○○○○ 1 |
|---|
Weighted score 2.95, which is C tier.
Self-use at 60, 4 of 5: Nearly all food gives a stat boost, buyable but used each raid; Cookie's Feast is Stamina food.
Leveling help, 4 of 5: Food gives about +5% kill XP for 15 minutes (fan-sourced) and saves downtime.
Utility, 1 of 5: Campfire kits hold 3-10 items; a convenience.
Gold, 1 of 5: 1.80 on the Professions for Gold: Settled list.
Why
Engineering beside it: Food is minor; Engineering does the most alongside it.
It is not B: it scores 1 of 5 on gold, and its 2.95 is 0.30 short of B.
Strengths
- Self-use at 60, 4 of 5
- Leveling help, 4 of 5
Weaknesses
- Gold, 1 of 5
- Utility, 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 Cooking guide · Back to the chart
Own-gear enchants are buyable and help leveling a little; wands, staves and relics are not
Rogue items.
Best partner: Engineering
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: Weapon and gear enchants on own gear are Classic-standard and buyable; Forever enchant detail was not researched, and staves, orbs and relics are not Rogue items.
Leveling help, 2 of 5: Enchanting own leveling gear and disenchanting greens gives modest help; crafted wands vendor for 1 copper and a Rogue does not wear them.
Utility, 1 of 5: Enchanted Lute camp buff copies
Mark of the Wild; Arcane Salvager is a minor convenience.
Gold, 3 of 5: 2.55 on the Professions for Gold: Settled list.
Why
Engineering beside it: Needs no gatherer; Engineering gives the Rogue the best utility and satchels.
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
Nothing a
Rogue wears or uses; Find Herbs and herb sales only add some leveling income.
Best partner: Alchemy
Scores for
Herbalism| Criterion | Weight | Score |
|---|
| Self-use at 60 | 40 | ●○○○○ 1 |
|---|
| Leveling help | 25 | ●●●●○ 4 |
|---|
| Gold | 20 | ●●●●● 5 |
|---|
| Utility | 15 | ●○○○○ 1 |
|---|
Weighted score 2.55, which is D tier.
Self-use at 60, 1 of 5: Nothing a Rogue wears or uses; Incense Candle gives Intellect and Lifeblood is not in the client.
Leveling help, 4 of 5: Find Herbs and herb sales turn travel into some income, helping part of the climb.
Utility, 1 of 5: Greenhouse and herb tracking are occasional conveniences; the Rogue has no healing use for them.
Gold, 5 of 5: 4.00 on the Professions for Gold: Settled list.
Why
Alchemy beside it: Alchemy turns its herbs into the Rogue's raid elixirs.
It is not C: it scores 1 of 5 on self-use at 60, and its 2.55 is 0.20 short of C.
Strengths
- Leveling help, 4 of 5
- Gold, 5 of 5
Weaknesses
- Self-use at 60, 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 Herbalism guide · Back to the chart
Its BoE weapons are buyable and its leveling belts and boots are chain or plate, not
Rogue gear.
Best partner: Mining
Scores for
Blacksmithing| Criterion | Weight | Score |
|---|
| Self-use at 60 | 40 | ●●●●○ 4 |
|---|
| Leveling help | 25 | ●●○○○ 2 |
|---|
| Gold | 20 | ●○○○○ 1 |
|---|
| Utility | 15 | ●○○○○ 1 |
|---|
Weighted score 2.45, which is D tier.
Self-use at 60, 4 of 5: BoE weapons (Dawn's Edge, Blazing Rapier, Annihilator) are buyable and the data does not say which a Rogue wields; stones stack with poisons (announced 7 Oct).
Leveling help, 2 of 5: Its level 12-50 BoP belts and boots are chain or plate, not Rogue gear, so it costs ore and gives little back.
Utility, 1 of 5: Sharpening Wheel (Strength 34) has no class-buff clash for a Rogue but is a modest one-hour camp buff; Anvil and Master Forge add little.
Gold, 1 of 5: 2.05 on the Professions for Gold: Settled list.
Why
Mining beside it: Ore feeds its smithing.
It is not C: it scores 1 of 5 on gold, and its 2.45 is 0.30 short of C.
Weaknesses
- Leveling help, 2 of 5
- Gold, 1 of 5
- Utility, 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 Blacksmithing guide · Back to the chart
Ore sells and feeds
Engineering, but gives no combat help and Lodestone clashes with
Blessing of Might.
Best partner: Engineering
Scores for
Mining| Criterion | Weight | Score |
|---|
| Self-use at 60 | 40 | ●●○○○ 2 |
|---|
| Leveling help | 25 | ●●○○○ 2 |
|---|
| Gold | 20 | ●●●●● 5 |
|---|
| Utility | 15 | ●○○○○ 1 |
|---|
Weighted score 2.45, which is D tier.
Self-use at 60, 2 of 5: Lodestone (Attack Power 90) is a camp buff that clashes with Blessing of Might and has no other
Rogue use; Toughness is not in the client.
Leveling help, 2 of 5: Ore sells and feeds Engineering and
Blacksmithing; starter veins reduced; no combat help.
Utility, 1 of 5: Lodestone and Rock Garden are minor camp items.
Gold, 5 of 5: 3.75 on the Professions for Gold: Settled list.
Why Engineering beside it: Metal feeds Engineering, the Rogue's best crafting profession.
It is not C: it scores 2 of 5 on self-use at 60, and its 2.45 is 0.30 short of C.
Weaknesses
- Self-use at 60, 2 of 5
- Leveling help, 2 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 Mining guide · Back to the chart
Costs leveling time for little back, and Fish Bowl clashes with
Blessing of Kings.
Best partner: Engineering
Scores for
Fishing| Criterion | Weight | Score |
|---|
| Self-use at 60 | 40 | ●●○○○ 2 |
|---|
| Leveling help | 25 | ●○○○○ 1 |
|---|
| Gold | 20 | ●○○○○ 1 |
|---|
| Utility | 15 | ●○○○○ 1 |
|---|
Weighted score 1.40, 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: Takes time and gives a leveling
Rogue little back.
Utility, 1 of 5: Fishing Rack/Hut and lures are minor conveniences.
Gold, 1 of 5: 2.25 on the Professions for Gold: Settled list.
Why
Engineering beside it: No material link; Engineering is the best primary for a Rogue.
It is not D: it scores 2 of 5 on self-use at 60, and its 1.40 is 0.85 short of D.
Weaknesses
- Self-use at 60, 2 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 Fishing guide · Back to the chart
Rogues wear leather, so
Tailoring offers no gear or consumables, only cloth and bags.
Best partner: Engineering
Scores for Tailoring| Criterion | Weight | Score |
|---|
| Self-use at 60 | 40 | ●○○○○ 1 |
|---|
| Leveling help | 25 | ●●○○○ 2 |
|---|
| Gold | 20 | ●○○○○ 1 |
|---|
| Utility | 15 | ●○○○○ 1 |
|---|
Weighted score 1.25, which is F tier.
Self-use at 60, 1 of 5: Rogues wear leather; Faction Banner (Spirit 32) is useless and Tailoring has no Rogue gear or consumables.
Leveling help, 2 of 5: Cloth sells and Linen to Woolen bags help space, but bags are reagent-slot items and nothing upgrades a Rogue.
Utility, 1 of 5: Reagent bags and Spinning Wheel are minor; whether non-soul reagent bags fit is untested.
Gold, 1 of 5: 1.85 on the Professions for Gold: Settled list.
Why
Engineering beside it: Tailoring does little for a Rogue; Engineering does the most.
It is not D: it scores 1 of 5 on self-use at 60, and its 1.25 is 1.00 short of D.
Weaknesses
- Self-use at 60, 1 of 5
- Leveling help, 2 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 Tailoring guide · Back to the chart