Sunday, January 29, 2012

The Best Redundant Profession is ...

I had a really good run today.  With my two log ins, I cleared around 10k.  That's rock solid from what I was doing before.  It must be the weekend rush really kicking end.  Unless my competitors don't log on as much during the weekend for whatever reason.  My inventory value continues to fall, but I can hardly complain.  At this point, I've really accomplished my original goal.  In many ways, writing here has rekindled my interest in making gold, though we'll have to see how long it lasts. 


I managed to find a decent price on whiptail and bought as much as I could find.  It ended up being around 230 stacks.  To be honest, it was tedious milling it, but I used the hotkey I mentioned before and got right to it.  A movie later, and I was ready to afk and turn it all into ink.   The best part is I've almost four bags of ink now, so I am protected from the markets twists and turns until my inventory runs out.  I'll keep checking for good prices, but it isn't as critical.  The nice side-effect of milling so much whiptail is again inferno ink.  Inferno ink is a great way to generate darkmoon cards or heavenly shards.  I am honestly leery about darkmoon cards this late into the expansion, but I might gamble and go for it anyway.  I never have lost money on a fair yet.

I managed my side businesses as well today.  I suppose I should reveal all my professions.  My shaman is an enchanter/tailor, my druid a alchemist/jcer, my paladin an alchemist/engineer, and Dk of course is an alchemist/inscriptor.  The only reason my paladin is an engineer is because I was challenged by my guild mates to get raid ready in one day--and the 359 helm was too good to pass up.  Enchanting, jewelcrafting, and inscription are all solid money makers but each skill requires large time investments.  I believe alchemy is the best skill for redundant characters.  It all comes down to transmuting.  If I want to do jewelcrafting say, a second jewelcrafter offers little advantage in the long term.  Basically, I could do the JC daily twice instead of once.  For something like smithing or leatherworking the benefit is almost zero.  Each alchemist allows me to transmute once a day for a minute's time.  That's a huge amount of profit for the time frame.  Without any procs, at the start of the expansion I could buy life for 15 and sell it for 45.  That's 30 gold per life or 450 gold per transmute.  One of my friend's has 8 alchemists, so he made 3,600 gold for logging in each day--with a 15 percent buff for procs, that's 4,140!.  Of course, after this became less profitable, there was always true gold.  He had a huge advantage in making true gold because he could craft all his other elements from life.  (If you aren't aware, if you transmute in uldum you always get air, and Vash always gives you water, deepholm earth, etc.)   True gold was great all through 4.2 because of the crafted 365 gear.  Admittedly if the recipes would have been more accessible early on (basically you couldn't get them for almost a month), then maybe the demand would have been even higher.

Thus, the best redundant skill is alchemy.  You get something for almost no time investment.  I can't stress that enough.  Your real money maker might be jcing or inscription or enchanting, but alchemy compliments any array of skills better than almost any other choice.  In this current expansion, Blizzard has not allowed for epic gem transmutes, but if they revert back to a Wrath model, then they might in the future.  The other really nice thing about alchemy is I could level it for 2 to 3k.  Engineering almost cost me 10k.  I also will admit, I like alchemy because I just make the flask at the start of the expansion for the extra stats, and then forget about it.  Every other "perk" from a profession is a repetitive enchant.  Plus a nice trinket never hurts!  Anyway, that's my musing for the day.





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