WoW Forever Professions for PvP

Professions make the grenades, potions, bandages and food you carry into PvP. In WoW Forever, healing potions moved from Alchemy to First Aid, EZ-Thro Thorium Grenades list no Engineering requirement, and every profession can add an object to a camp.

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Best professions for PvP

Each character can learn two primary professions plus all three secondary skills: Cooking, First Aid and Fishing. You can drop a primary profession at any time, but you lose its skill and recipes.

ProfessionWhat it gives a PvP playerOur take
EngineeringGrenades that stun for 3 seconds, a net, invisibility trinkets and explosive charges. Most need Engineering skill to use.Top pick for PvP.
First AidSecondaryBandages, anti-venoms you can use in combat, and the standard healing potions.Train it on every character.
AlchemyFree Action Potion, Discolored Healing Potions, mana and Rage potions, elixirs.Good for supplying yourself; non-Alchemists can buy the potions.
EnchantingTwo new weapon enchants, Recovery and Revelation, plus wizard oils.Optional; the enchants are its main PvP draw.
Gear craftsBlacksmithing, Leatherworking, TailoringBind-on-pickup gear only the crafter can wear, plus stones, shield spikes and armor kits.Take one if its personal gear suits your class.
Cooking, FishingSecondaryFood with +20 Agility or Strength, +28 spell damage or +44 healing, and Thistle Tea.Optional; you can eat food other players make.
GatheringHerbalism, Mining, SkinningMaterials, and camp buffs for Intellect, melee Attack Power or 2% critical strike chance.Pair one with a crafting profession.

Our starting pick is Engineering with Mining, which supplies its ore, plus First Aid. Without Engineering, buy potions, food and EZ-Thro Thorium Grenades from other players; the grenade's tooltip lists no Engineering requirement.

Profession ranks and level limits

Icy Veins reports that higher ranks need a character level. Crafting professions need level 10 for Journeyman (skill 150), 20 for Expert (225) and 35 for Artisan (300); gathering professions need 10 for Expert and 25 for Artisan. At the beta's level 30 cap, crafting professions, Cooking and First Aid stop at 225 skill, so beta characters can't make anything that needs more. Reaching 150, 225 and 300 in a crafting profession earns Legacy Points.

Engineering: grenades and gadgets

Icy Veins reports that most Engineering gadgets need Engineering skill to use, not just to make, and that some get stronger at higher skill. At 200 you choose Gnomish or Goblin Engineering, each with its own recipes. Requirements and effects below are from Wowhead's Forever item database.

ItemSkill to useEffect
SAF-T Copper BombStarter item, new in ForeverNone listed22–28 Fire damage and a 1-second stun within 3 yards. The schematic needs Engineering 55.
Iron Grenade175132–218 Fire damage and a 3-second stun within 3 yards.
Thorium Grenade260300–500 Fire damage and a 3-second stun within 3 yards.
EZ-Thro Thorium GrenadeNew in ForeverNone listedSame as Thorium Grenade. Its tooltip says anyone can use it; the schematic needs Engineering 285.
Goblin Sapper Charge205450–750 Fire damage to nearby enemies and 375–625 to you. 5-minute cooldown.
Gnomish Net-o-Matic Projector210Trinket. Nets your target for 10 seconds; its tooltip warns the net can catch you instead. 10-minute cooldown.
Gnomish Cloaking Device200Trinket. Invisibility for 10 seconds; 1-hour cooldown.
Emergency Field CloakNew in ForeverNone listedTrinket that binds on pickup. Invisibility for 10 seconds, 1-hour cooldown, 3 charges. Its schematic is sold by a vendor and needs Engineering 225 and Honored with a faction Wowhead does not name.

The bomb and grenades have a 1-minute cooldown, and any damage breaks their stun. Use them to stop a cast or to get away, not to hold a target your group is hitting.

MetaForge shows the Emergency Field Cloak is built from a Gnomish Cloaking Device. Blizzard's September 30 Druid preview says Druids can use the SAF-T and EZ-Thro explosives without leaving form; most other bombs still don't work in form.

First Aid: bandages, anti-venoms and healing potions

Rules and recipe skills below are from Icy Veins' First Aid guide; use requirements are from Wowhead.

Bandages

A bandage heals you or an ally over several seconds without using mana. It is channeled, so moving or taking damage stops it. The target then can't be bandaged again for 1 minute, even after an interrupted bandage.

You need First Aid to use a bandage, not just to make it. Heavy Runecloth Bandage heals 2,000 over 8 seconds and takes 290 First Aid to make and 225 to use. The Legacy perk Field Medicine shortens Recently Bandaged, but not in battlegrounds.

Anti-venoms and other remedies

Anti-venoms remove poisons and work in combat. Poultices (diseases) and tourniquets (bleeds) only work out of combat. All three share a 1-minute cooldown.

Anti-venomCures poisons up to levelFirst Aid to makeFirst Aid to use
Anti-Venom2580None listed
Strong Anti-Venom35130None listed
Potent Anti-Venom45215None listed
Powerful Anti-Venom65300300

Icy Veins advises matching the anti-venom to your enemy's level. Against level 60 enemies, only Powerful Anti-Venom reaches far enough, and you need 300 First Aid to use it. Its formula is sold by Argent Dawn quartermasters at Honored.

Healing potions

Healing potions are a First Aid recipe in Forever, not Alchemy. You don't need First Aid to drink one, but higher ranks need a character level. All have a 2-minute cooldown.

PotionRestoresFirst Aid to makeLevel to drink
Healing Potion280–36011012
Greater Healing Potion455–58515521
Superior Healing Potion700–90021535
Major Healing Potion1,050–1,75027545

Alchemy: potions and elixirs

Alchemy no longer makes healing potions; it makes Discolored Healing Potions instead. Wowhead's tooltips for the items below list a character level to use, not an Alchemy skill.

Potion or elixirLevelEffect
Discolored Healing Potion12Heals 600–680 at once, then you lose 75% of that again over 6 seconds (as a poison) or 12 seconds (as a disease).
Greater Discolored Healing Potion21Heals 975–1,105 at once, with the same drain.
Major Discolored Healing Potion60Heals 2,625–2,975 at once, with the same drain. The recipe needs Alchemy 250 and binds on pickup.
Free Action Potion20Immunity to stuns and movement-impairing effects for 30 seconds. It does not remove effects already on you.
Swiftness Potion550% more run speed for 15 seconds.
Mighty Rage Potion46Warriors and Druids only. 45–75 Rage and 60 Strength for 20 seconds.
Major Mana Potion49Restores 1,350–2,250 Mana.
Lesser Mageblood Elixir256 Mana every 5 seconds for 30 minutes. Greater Mageblood Elixir (level 55) gives 20.
Elixir of the Mongoose4625 Agility and 2% critical strike chance for 30 minutes.

Every potion here has a 2-minute cooldown. A Discolored potion heals about twice as much at once as the First Aid potion of the same level, but most of it drains away again. Use it to survive a burst, not to recover. Since October 8 the drain no longer breaks crowd control effects.

Blizzard's September 30 Druid preview says Druids can drink potions, including Rage potions, without leaving form. On October 8 Blizzard fixed Mana Potions in Bear, Dire Bear and Cat Form. The Druid guide covers the other form rules.

The October 15 update puts scrolls on the global cooldown and moves Draught of Predatory Senses onto the Combat Potion cooldown with a shorter duration. Do not plan to use it alongside another combat potion without checking the cooldown. Many crafted items also sell to vendors for less; old vendor-sale estimates may no longer apply.

Enchanting: Recovery and Revelation

Forever adds two weapon enchants. MetaForge's datamined records show both formulas need Enchanting 140 and bind on pickup.

EnchantWhat it does
RecoveryMelee weaponWhen your attack is dodged or parried, it can heal you for 5% of your maximum health, at most once every 10 seconds. Wowhead lists the formula as sold by vendors.
RevelationMelee weaponWhen a direct (non-periodic) spell fails to crit, it can give your next direct spell 100% more critical strike chance. It triggers less often as your crit chance rises.

Since October 8, Recovery works for shapeshifted Druids, and Ghost Wolf or a Druid form no longer removes Revelation's buff. Casters who rely on damage over time gain less from Revelation.

Enchanters also make wizard oils for casters. On September 24 Blizzard set Minor Wizard Oil back to 8 spell power, Lesser Wizard Oil to 16 and Wizard Oil to 24. Icy Veins adds that Enchanters can put spell power on necklaces and make a Brilliant Wand for themselves.

Blacksmithing, Leatherworking and Tailoring

Icy Veins reports that each of these makes bind-on-pickup gear only the crafter can wear. Its examples are Sentinel's Sabatons for Blacksmiths, Wisdom's Leather Boots (healing) for Leatherworkers, and Novice Ardent's Sash (healing) and Filigreed Flame Circlet (fire damage) for Tailors.

Blacksmiths also make sharpening stones and weightstones for a temporary weapon bonus, and shield spikes and weapon chains for a permanent one. Leatherworkers make armor kits; since October 8, Attack Power kits no longer give double ranged Attack Power. Since October 1, a number of Blacksmithing and Leatherworking recipes can drop at random in dungeons.

Cooking and Fishing: food buffs

Icy Veins reports that most food buffs last 15 minutes and need at least 10 seconds of eating out of combat. You don't need Cooking to eat food someone else made, and the Legacy perk Gourmand makes food buffs last longer.

  • Melee: Swiftstrike Steak (+20 Agility), Smoked Desert Dumplings (+20 Strength), Poached Sunscale Salmon (+40 Attack Power) or Grilled Squid (+1% critical strike chance).
  • Casters: Baked Salmon (+28 spell damage).
  • Healers: Sage's Tea (+44 healing power).
  • Anyone: Dirge's Kickin' Chimaerok Chops (+25 Stamina).

These need 240–300 Cooking, and most need an Iron Oven. Placing an oven takes 300 Cooking, but you can cook at another player's oven. Fishing supplies several of the fish: Raw Whitescale Salmon becomes Baked Salmon, and Raw Sunscale Salmon becomes Poached Sunscale Salmon.

Thistle Tea (Cooking 60) instantly restores 100 Energy for Rogues and Druids, with a 5-minute cooldown.

Camp buffs by profession

A Cooking campfire starts a camp. Nearby players add crafted objects; sitting or crafting there for at least 1 minute grants their one-hour buffs. A Basic Campfire holds 3 objects, and Cooks can learn campfires for 5 or 10. Each player adds one object, and objects share a one-hour cooldown.

Blizzard's October 21 article says starter camp objects unlock at skill 20 through starter-zone quests or trainers; objects requiring 140 or more come from dungeon and raid drops. Since September 24 you can sit, kneel, lie down or use a chair, and cast or craft while you wait.

ProfessionObjectCamp buff
BlacksmithingSharpening Wheel6–34 Strength, depending on level; not with Strength of Earth Totem
TailoringFaction Banner14–32 Spirit, depending on level; not with Divine Spirit
HerbalismIncense Candle2–25 Intellect, depending on level; not with Arcane Intellect
AlchemyMana WellMana regeneration; not with Blessing of Wisdom
EnchantingEnchanted LuteArmor, stats and resistances; not with Mark of the Wild
First AidFirst Aid Kit3–56 Stamina, depending on level; not with Power Word: Fortitude
FishingFishing Bowl8% more stats; not with Blessing of Kings
MiningLodestoneMelee Attack Power
SkinningCamp Chair2% critical strike chance with spells and attacks; not with Moonkin Aura
EngineeringReagent BotNo buff; sells reagents. The Repair Bot (skill 140) also repairs gear.
LeatherworkingCamp TentAdds rested experience equal to 5% of a level; no effect when already above that amount

Blizzard's October 21 campfire article supplies these effects and class-buff exclusions, except the Lodestone and Repair Bot details, which remain Icy Veins reports.

Add the object whose class buff your group is missing. Icy Veins says camps go outdoors and out of combat, never in dungeons or raids. Three Legacy perks help: Permanence lengthens camp buffs, Field Guide shortens the one-hour object cooldown, and Reagent Economy makes first-tier objects free to craft.

For a consumables checklist and the other Legacy perks, see PvP preparation.

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Guide changes

: Added the latest camp preparation rules and Strength wording, plus the October 15 item changes.

: Rewritten with profession picks, Engineering, First Aid and Alchemy item tables, weapon enchants, food and camp buffs.