Best professions for a Mage in WoW Forever

Which two professions to pick for your Mage in WoW Forever for PvE, PvP, leveling or gold, what each one brings and which secondary skills to level.

Reviewed Beta Oct 2026Information status: Community12 sourcesMay change: Forever is in beta: details may change before launch. How we verify

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On this page

A Mage can learn two primary professions plus all three secondary ones (Cooking, First Aid and Fishing), which take no slot. In WoW Forever the choice matters more than in Classic: many new recipes craft bind-on-pickup gear that only the crafter can wear, every profession adds a camp object and crafting professions grant Legacy points. There is no pair that is best at everything: it depends on whether you want to level fast, raid, play PvP or make gold.

The short answer

For most Mages, the best professions are Tailoring and Enchanting: together they give you bound armor, a staff or orb, a wand and a trinket with spell damage from level 10. For PvP, swap Enchanting for Engineering; for level 60 raids, for Alchemy; and if you want gold, take Herbalism and Mining. Analysis

Leveling

Recommended professions: Tailoring and Enchanting

The same pair as the overall pick, because almost all of its exclusive value sits between levels 10 and 55: exactly the leveling range.

Main advantage
You level with gear for your school from level 10 and a +34 damage staff at level 25.
What you give up
Less gold while leveling.
Who it suits
Players who want to level fast and can wait to make gold.

Alternative: Tailoring + Skinning. If you need gold while leveling: Skinning keeps you on your route and its Camp Chair gives the group crit.

Level 60 dungeons and raids

Recommended professions: Tailoring and Alchemy

At level 60 Enchanting’s exclusive items matter less. Tailoring keeps Robe of the Archmage, and Alchemy makes flasks, elixirs and mana potions cheaper and adds Alchemist’s Stone.

Main advantage
Raid consumables at cost and 20% more effect from your potions.
What you give up
If you leveled with Enchanting, switching means starting Alchemy from scratch.
Who it suits
Players who will raid every week at level 60.

Alternative: Tailoring + Engineering. If your raid uses explosives or you also do PvP: spell damage goggles and sapper charges, at the cost of buying your consumables.

PvP

Recommended professions: Engineering and Tailoring

Engineering gives the control and escapes that decide a duel; Tailoring, the Stamina gear to reach 60 and Robe of the Archmage.

Main advantage
Tools nobody else can use: sapper charge, net, rocket boots and reflectors.
What you give up
Engineering is expensive and adds little while leveling.
Who it suits
Players who will duel, run battlegrounds or play world PvP at level 60.

Alternative: Engineering + Alchemy. If you already have gear and play a lot of PvP: Free Action Potion and Limited Invulnerability Potion at cost, plus Alchemist’s Stone.

Farming and gold

Recommended professions: Herbalism and Mining

Two gathering professions cost nothing, pay from level 1 and cover both node types on the same route. In Forever mass farming of enemies is harder, so gathering is a steadier income.

Main advantage
Steady gold with no investment.
What you give up
No combat edge and, according to the community, no Legacy points for skill milestones.
Who it suits
Players who want gold for a mount, the Auction House or an alt.

Alternative: Herbalism + Alchemy. More profit per herb by selling consumables and transmutes at level 60, if crafting and selling is worth your time.

Casual or undecided

Recommended professions: Tailoring and Herbalism

Tailoring levels with the cloth you already loot and gives you gear; Herbalism earns gold without spending anything. Together they cover the basics without much time.

Main advantage
Gear and gold with little effort, and a profession that is easy to swap once you know what you like.
What you give up
You give up Enchanting’s bound weapons and the PvP tools.
Who it suits
Players with little time, or who do not know yet which content they will enjoy.

Alternative: Tailoring + Skinning. If you level by killing lots of beasts: no detours, and the Camp Chair helps the group.

Some cards share a pair because the answer is the same: leveling is exactly where Tailoring and Enchanting give almost all their value.

Comparison of the primary professions

How to read the ratings: Analysis

  • High: a clear edge in that content that is hard to get by buying things.
  • Medium: real help, but you can buy it or it only matters in some situations.
  • Low: a small or indirect benefit.
  • None: nothing a Mage can use.

They are our reading of the beta data (level cap 30), not a measurement: use them to compare, not to add up. The “Overall” column weighs combat and gold alike.

Comparison of the primary professions for a Mage
ProfessionPvEPvPLevelingEconomyOverall
TailoringCraftingMain benefit: Bound cloth pieces with spell damage for your school, from level 10 to 50.Main limitation: Most of it is leveling gear: at level 60 its exclusive edge shrinks to a few pieces.HighMediumHighMediumHigh
EnchantingCraftingMain benefit: Bound staves, orbs, a wand and a trinket with a lot of spell damage.Main limitation: Any enchanter can apply gear enchants for you: only the bound items are exclusive.MediumLowHighMediumHigh
EngineeringCraftingMain benefit: Gadgets and explosives that decide PvP fights: sapper charge, net, rocket boots, reflectors.Main limitation: Expensive and slow to level, and in Forever anyone can use EZ-Thro grenades.MediumHighLowLowMedium
AlchemyCraftingMain benefit: Mana potions, elixirs and flasks at cost, plus Alchemist’s Stone.Main limitation: Almost everything it makes can be bought: its edge is savings and gold.MediumMediumMediumHighMedium
HerbalismGatheringMain benefit: Gold from level 1, no investment, and herbs for Alchemy.Main limitation: No combat edge, and its camp object is useless to a Mage.NoneNoneLowHighMedium
MiningGatheringMain benefit: Gold from level 1 and the ore Engineering needs.Main limitation: Nothing for combat, and its camp object gives attack power, useless to a Mage.NoneNoneLowHighMedium
SkinningGatheringMain benefit: Gold from the beasts you already kill and a camp object with +2% crit.Main limitation: It only works on beasts, and only Leatherworking uses leather.LowNoneMediumMediumMedium
LeatherworkingCraftingMain benefit: The Camp Tent, which gives rested experience, and caster cloaks you can sell.Main limitation: Mages do not wear leather: almost nothing it makes is for them.NoneNoneLowMediumLow
BlacksmithingCraftingMain benefit: Caster weapons you can sell and the rods enchanters need.Main limitation: Mages do not wear mail or plate, and its camp object is for melee.NoneNoneNoneMediumLow

What changes in Forever professions

  • The same professions: nine primary and three secondary, with no Jewelcrafting. Mage-only skills such as Comprehension and Research are separate and take neither of the two slots. Community
  • 600+ new recipes across every level range. Official Many craft bind-on-pickup gear and cost Merchant’s Favor, earned by filling supply crates and turning them in to the Azeroth Commerce Authority (Alliance) or Durotar Supply and Logistics (Horde). Community
  • Healing potions: the regular ones move to First Aid. Alchemy keeps only Discolored potions, which deal part of the healing back to you. Community
  • Food with experience: cooked food gives stats and a little extra experience. Official In the beta data, +5% experience from kills for 15 minutes. Community
  • Legacy: according to the community, each crafting profession grants a Legacy point at 150, 225 and 300 skill; gathering ones do not. The Professions Legacy tree has perks such as Bountiful Harvest (more materials when gathering). Community

Camp objects from a Mage’s point of view

Placing a campfire creates a camp, and nearby players can add objects from their professions: three at the basic campfire, and five or ten with Cooking’s upgrades. Every profession has three objects, the first at skill 20, and their buffs are variants of class buffs that do not stack with them. Official

Profession Object (skill 20) Buff Does it help a Mage?
Fishing Fish Bowl +8% to all stats (like Blessing of Kings) Yes, and any Mage can have it
Skinning Camp Chair +2% crit with spells and attacks Yes
Alchemy Mana Well Mana regeneration (like Blessing of Wisdom) Yes
Enchanting Enchanted Lute Stats, armor and resistances (like Mark of the Wild) Yes
First Aid First Aid Kit Stamina (like Power Word: Fortitude) Yes
Tailoring Faction Banner Spirit (like Divine Spirit) Yes, for mana
Leatherworking Camp Tent Rested experience up to 5% of a level Only while leveling
Engineering Reagent Bot Sells reagents; no buff Convenience
Herbalism Incense Candle Intellect (like Arcane Intellect) No: you already have Arcane Intellect
Mining Lodestone Melee attack power No
Blacksmithing Sharpening Wheel Physical melee buff No

According to community guides, each player can place only one object per campfire and they all share a one-hour cooldown, so a Mage playing alone gets one buff at a time. Community That is why camps should not decide your primary professions: the Fish Bowl, from a secondary profession, is already within any Mage’s reach, and in a group everyone brings their own. Analysis

Analysis of each primary profession

From most to least useful for a Mage. They all follow the same structure; the ones that add little take less space.

Tailoring

  • Crafting
  • Combat edge
  • PvE: High
  • PvP: Medium
  • Leveling: High
  • Economy: Medium
  • Overall: High

In short: The profession that gives a Mage the most power while leveling. In Forever it crafts dozens of bind-on-pickup cloth pieces with Fire, Frost or Arcane damage that only the tailor can wear.

Advantages

  • Your own gear from level 10 to 50 in almost every cloth slot: Novice Arcanist’s Sash (level 10, +4 damage and healing), Filigreed Silky Gown (level 15, +9 Frost damage) or Frothing Sandals (level 50, +20 Frost damage). Since it binds on pickup, nobody can sell it to you.
  • There is one family per school: Flame and Fiery for Fire, Silky and Frothing for Frost, Pearly and Golden for Arcane. Frostfire Bolt uses the better of your Fire and Frost bonuses, so from level 40 both families help it.
  • You need no gathering profession: cloth drops from the humanoids you kill while leveling.
  • At level 60 it keeps Robe of the Archmage, Mage-only and bind on pickup: +40 damage and healing, +1% crit and a mana restore every 5 minutes.
  • It sells bags to the whole server, including the new reagent bags.

Drawbacks

  • Most bound patterns cost Merchant’s Favor: you have to fill supply crates and turn them in at your faction’s depot.
  • Each piece boosts a single school: if you switch trees before level 40, the old school’s pieces lose value.
  • What you craft for yourself cannot be sold, so it earns less gold than a gathering profession while leveling.
  • At level 60 dungeon and raid loot will replace most pieces; we do not know yet how long they last.

PvE and PvP

PvE: High while leveling and in low and mid-level dungeons: it is spell damage that does not depend on loot luck. In raids its contribution shrinks to Robe of the Archmage and whatever arrives at launch.

PvP: Indirect: the pieces carry Stamina and Intellect, but there are no PvP tools. It helps you reach 60 well geared; in combat, Engineering does more.

Leveling and economy

For leveling, the best of all for a Mage. Economy is average: bags always sell, bound gear does not.

Best combination

Tailoring + Enchanting. You disenchant the pieces you outgrow to level Enchanting almost for free, and Enchanting adds the bound staves, orbs and wands Tailoring does not make.

Verdict

Worth it for almost any Mage who is going to level, especially a first character. Only skip it if you want gold from day one or already have your level 60 gear.

Items behind this (beta data)

CommunitySource:Tailoring Overview: Cloth, Patterns & BonusesWarcraft Tavern: Tailoring Overview: Cloth, Patterns & Bonuses (opens in a new tab)MethodMethod: WoW Forever Mage Leveling Guide & Talents (opens in a new tab)WoW Forever Mage Guide: Talent Builds, Races, Research & ChangesWarcraft Tavern: WoW Forever Mage Guide: Talent Builds, Races, Research & Changes (opens in a new tab)Blizzard EntertainmentBlizzard Entertainment: World of Warcraft: Forever Class Deep Dives — Mage & Shaman (opens in a new tab)

Enchanting

  • Crafting
  • Combat edge
  • PvE: Medium
  • PvP: Low
  • Leveling: High
  • Economy: Medium
  • Overall: High

In short: Tailoring’s best partner. In Forever it crafts bound caster weapons (staves, off-hand orbs and a wand) and a Frost trinket, plus wands and oils you can sell.

Advantages

  • Very strong bound weapons for their level: Glimmering Staff (level 25, +11 Intellect and +34 damage and healing) and Radiant Staff (level 45, +19 Intellect and +56). If you prefer a weapon and off-hand, Orb of Mystic Insight (level 25) and Truesilver Conduit (level 45).
  • For Frost, Frozen Heart of the Mountain (level 50): +0.9% hit and, on use, +29 Frost damage for 15 sec, doubled in snowy areas.
  • Wands from level 5, which carry spell damage in Forever, and Brilliant Wand, a bound level 55 Fire wand.
  • Disenchanting turns spare green gear into materials, and Tailoring gives you a steady supply.

Drawbacks

  • Gear enchants, including the new spell damage necklace enchant, are not exclusive: any enchanter can apply them.
  • The bound weapons cost Merchant’s Favor, and many recipes need materials from other professions, such as Blacksmithing runed rods or Alchemy dyes.
  • Early on it costs gold and earns little until you sell enchants or oils.
  • Its strongest items are level 25 to 55: in raids, loot will replace them.

PvE and PvP

PvE: High in dungeons while leveling (staff or orb, trinket and wand), which is why we rate it medium overall: in raids what remains are the enchants, which anyone can apply.

PvP: Low: nothing is made for PvP, although the trinket’s hit and Frost burst also help in duels.

Leveling and economy

For leveling, nearly as good as Tailoring if you get the recipes in time. Economy is average: Wizard Oil, wands and enchants sell, but it takes a while to turn a profit.

Best combination

Enchanting + Tailoring. Tailoring supplies gear to disenchant and covers armor; Enchanting covers the weapon, off-hand, wand and a trinket.

Verdict

For players who want their Mage as strong as possible while leveling and do not mind spending gold early. For quick gold or PvP there are better options.

Items behind this (beta data)

CommunitySource:Enchanting Overview: Disenchanting, Formulas & BonusesWarcraft Tavern: Enchanting Overview: Disenchanting, Formulas & Bonuses (opens in a new tab)MethodMethod: WoW Forever Mage Leveling Guide & Talents (opens in a new tab)WoW Forever Mage Guide: Talent Builds, Races, Research & ChangesWarcraft Tavern: WoW Forever Mage Guide: Talent Builds, Races, Research & Changes (opens in a new tab)

Engineering

  • Crafting
  • Combat edge
  • PvE: Medium
  • PvP: High
  • Leveling: Low
  • Economy: Low
  • Overall: Medium

In short: The PvP profession: it adds stuns, roots, escapes and area damage a Mage does not have. Forever shares part of that power through explosives anyone can use, but the best tools stay exclusive.

Advantages

  • Tools only an engineer can use: Goblin Sapper Charge (450–750 Fire damage around you), Gnomish Net-o-Matic Projector (10 sec net), Gnomish Rocket Boots, the Fire, Frost and Shadow reflectors and Gnomish Mind Control Cap.
  • Forever additions that bind on pickup: Gnomish Poultryizer (turns the target into a chicken for 15 sec) and Emergency Field Cloak (invisibility, 3 charges).
  • For PvE, goggles only an engineer can wear, such as Spellpower Goggles Xtreme Plus (+27 damage and healing), and explosives for packs.
  • Utility: the camp Reagent Bot sells reagents, plus repair bots and transporters to Gadgetzan, Everlook and Mount Hyjal.

Drawbacks

  • Forever adds EZ-Thro and SAF-T grenades and bombs that do not require Engineering: EZ-Thro Thorium Grenade deals the same damage and stun as Thorium Grenade. If an engineer sells you some, the gap narrows.
  • Many gadgets can backfire (the net may catch you, the boots may explode) and most have long cooldowns.
  • It needs lots of ore and stone: without Mining, you depend on the Auction House.
  • It adds little while leveling: the important items arrive between 200 and 300 skill.

PvE and PvP

PvE: Medium: spell damage goggles and explosives for packs. We do not know yet whether Forever raids will reward explosives as Classic did.

PvP: The best: more control, more escapes and extra area damage. In duels, battlegrounds and world PvP it is worth what it costs.

Leveling and economy

For leveling, one of the worst: it is expensive and its low-level items barely help. Economy is low: it can sell EZ-Thro explosives and other gadgets, but it is not a reliable gold source.

Best combination

Engineering + Tailoring or Mining. With Tailoring you reach 60 well geared and keep Robe of the Archmage; with Mining you do not buy materials while leveling it.

Verdict

A must if your priority is level 60 PvP. For leveling or gold, pick something else and learn it later.

Items behind this (beta data)

CommunitySource:WoW Forever Mage Guide: Talent Builds, Races, Research & ChangesWarcraft Tavern: WoW Forever Mage Guide: Talent Builds, Races, Research & Changes (opens in a new tab)Camping Objects & BuffsWarcraft Tavern: Camping Objects & Buffs (opens in a new tab)

Alchemy

  • Crafting
  • Mostly economy
  • PvE: Medium
  • PvP: Medium
  • Leveling: Medium
  • Economy: High
  • Overall: Medium

In short: The consumables profession: no gear, but it makes everything a Mage drinks in dungeons, raids and PvP cheaper, and it is one of the biggest gold makers. In Forever it loses the regular healing potions, which move to First Aid.

Advantages

  • New caster consumables from level 5: Minor Arcane Elixir (+5 spell damage), Mageblood elixirs (mana every 5 sec) and Spellblasting potions (+7 to +47 spell damage for 30 sec).
  • At level 60, Greater Arcane Elixir, Flask of Supreme Power (+150 spell damage) and mana and protection potions: a Mage’s biggest raid expense, at cost.
  • Alchemist’s Stone, alchemists only (bound trinket, skill 275): +20% to the effect of mana and healing potions.
  • Consumables and transmutes always sell: it is one of the most profitable professions.
  • Its camp object, the Mana Well, restores mana: exactly what limits a Mage.

Drawbacks

  • In Forever regular healing potions come from First Aid. Alchemy makes Discolored ones, which heal instantly but deal 75% back to you over time.
  • Apart from Alchemist’s Stone, it gives no combat edge you cannot buy.
  • Without Herbalism you depend on the Auction House for herbs.

PvE and PvP

PvE: Medium: it does not raise your damage ceiling beyond what you can buy, but it makes every raid much cheaper. If you raid every week, it becomes high.

PvP: Medium: Free Action Potion, Limited Invulnerability Potion, Swiftness Potion and Restorative Potion at cost, plus Alchemist’s Stone for potions.

Leveling and economy

For leveling it helps a bit (cheap mana potions and elixirs), less than Tailoring gear. Economy is among the best, especially with Herbalism.

Best combination

Alchemy + Herbalism or Tailoring. With Herbalism you never buy herbs and earn gold from level 1; with Tailoring you get leveling gear and consumables for 60.

Verdict

For players who will raid every week or want low-risk gold. For leveling it is not the best: you can learn it at 60, when consumables really matter.

Items behind this (beta data)

CommunitySource:WoW Forever Mage Guide: Talent Builds, Races, Research & ChangesWarcraft Tavern: WoW Forever Mage Guide: Talent Builds, Races, Research & Changes (opens in a new tab)Camping Objects & BuffsWarcraft Tavern: Camping Objects & Buffs (opens in a new tab)Blizzard EntertainmentBlizzard Entertainment: World of Warcraft: Forever Deep Dive Panel Recap (opens in a new tab)

Herbalism

  • Gathering
  • Mostly economy
  • PvE: None
  • PvP: None
  • Leveling: Low
  • Economy: High
  • Overall: Medium

In short: Pure economy: nothing in combat, but gold from the start and herbs for Alchemy.

Advantages

  • You earn gold from level 1 without spending anything, picking herbs along the way.
  • It supplies Alchemy: together they are the cheapest way to get consumables.
  • New camp objects: the Greenhouse grows herbs from seeds and the Seed Hybridizer multiplies them or turns them into rarer ones.
  • The Bountiful Harvest Legacy perk gives you more scarce materials when gathering.

Drawbacks

  • It has no passive combat bonus in the beta data.
  • Its camp object, the Incense Candle, gives Intellect and does not stack with Arcane Intellect: it gives a Mage nothing.
  • According to community guides, gathering professions grant no Legacy points for skill milestones, unlike crafting ones.

PvE and PvP

PvE: None. Its value in dungeons and raids is indirect: herbs for your potions and flasks.

PvP: None.

Leveling and economy

It does not make you kill faster, but it pays for the Auction House and your mount. In Forever Blizzard made mass farming of enemies harder, so gathering is a steadier income for a Mage.

Best combination

Herbalism + Alchemy or Mining. With Alchemy you turn your herbs into consumables; with Mining, if you only want gold, you gather both node types on the same route.

Verdict

For players who want gold without hassle, or as a casual player’s second profession. Not for optimizing combat.

Items behind this (beta data)

CommunitySource:Camping Objects & BuffsWarcraft Tavern: Camping Objects & Buffs (opens in a new tab)Legacy System OverviewWarcraft Tavern: Legacy System Overview (opens in a new tab)World of Warcraft: Forever Deep Dive Panel RecapBlizzard Entertainment: World of Warcraft: Forever Deep Dive Panel Recap (opens in a new tab)World of Warcraft: Forever Class Deep Dives — Mage & ShamanBlizzard Entertainment: World of Warcraft: Forever Class Deep Dives — Mage & Shaman (opens in a new tab)

Mining

  • Gathering
  • Mostly economy
  • PvE: None
  • PvP: None
  • Leveling: Low
  • Economy: High
  • Overall: Medium

In short: Like Herbalism, pure economy: it makes sense for gold or to pay for Engineering materials.

Advantages

  • Ore and stone always sell, because Engineering and Blacksmithing use a lot of them.
  • With Engineering it saves you the most expensive part of leveling it.
  • New camp Rock Garden: it slowly spawns a common ore node.

Drawbacks

  • It has no combat bonus in the beta data.
  • Its Lodestone gives melee attack power (like Blessing of Might), which is useless to a Mage.
  • Like the other gathering professions, it grants no Legacy points for skill milestones, according to community guides.

PvE and PvP

PvE: None. Only indirect if it supplies your Engineering.

PvP: None.

Leveling and economy

For leveling, same as Herbalism: gold, not speed. Economy is high, and with Herbalism you cover both node types.

Best combination

Mining + Engineering or Herbalism. With Engineering, so you never buy materials; with Herbalism, for the most gold.

Verdict

Pick it if you will be an engineer or only want gold. Otherwise Herbalism (for Alchemy) or Skinning (whose camp object does help a Mage) fit better.

Items behind this (beta data)

CommunitySource:Camping Objects & BuffsWarcraft Tavern: Camping Objects & Buffs (opens in a new tab)Legacy System OverviewWarcraft Tavern: Legacy System Overview (opens in a new tab)

Skinning

  • Gathering
  • Mostly economy
  • PvE: Low
  • PvP: None
  • Leveling: Medium
  • Economy: Medium
  • Overall: Medium

In short: The most convenient gathering profession for leveling: you skin what you kill, without detours. And its Camp Chair is the only gathering camp object that helps a Mage.

Advantages

  • No detours: you skin the beasts you kill while questing.
  • Camp Chair: +2% critical strike chance with spells and attacks for you and anyone sitting nearby; it does not stack with Moonkin Aura.
  • The camp Field Guide (skill 140) tracks nearby beasts on the minimap.

Drawbacks

  • Outside the camp it gives no combat edge.
  • Only Leatherworking uses leather, and a Mage gets little from it.
  • Like the other gathering professions, it grants no Legacy points for skill milestones, according to community guides.

PvE and PvP

PvE: Low: the Camp Chair helps the whole group, but only while the camp buff lasts and if no Druid brings Moonkin Aura.

PvP: None.

Leveling and economy

For leveling it is the most convenient gathering profession; economy is average.

Best combination

Skinning + Tailoring or Herbalism. With Tailoring you get your own gear and some gold without leaving your route; with Herbalism, two gold sources for a farming profile.

Verdict

A good second profession for leveling if you do not want the hassle of Enchanting. At level 60 it adds little.

Items behind this (beta data)

CommunitySource:Camping Objects & BuffsWarcraft Tavern: Camping Objects & Buffs (opens in a new tab)Legacy System OverviewWarcraft Tavern: Legacy System Overview (opens in a new tab)

Leatherworking

  • Crafting
  • Mostly economy
  • PvE: None
  • PvP: None
  • Leveling: Low
  • Economy: Medium
  • Overall: Low

In short: Of little use to a Mage: it makes leather and mail armor a Mage cannot wear, and the little that helps can be bought.

Advantages

  • Camp Tent: raises your rested experience to 5% of a level, once per hour, if you had less.
  • Some caster cloaks, such as Frost Leather Cloak (+11 Frost damage at level 31), and leather reagent bags.
  • Like every crafting profession, it grants Legacy points for skill milestones, according to community guides.

Drawbacks

  • The cloaks bind on equip: anyone can sell them to you.
  • It needs leather: Skinning or the Auction House.
  • No combat bonus and no PvP tools for a Mage.

PvE and PvP

PvE: None: what helps you can be bought.

PvP: None.

Leveling and economy

For leveling, only the Camp Tent. Economy is average: it sells armor to other classes.

Best combination

Leatherworking + Skinning. If you pick it anyway, Skinning means you never buy leather.

Verdict

We do not recommend it for a Mage, unless you want to craft for another character on your account.

Items behind this (beta data)

CommunitySource:Camping Objects & BuffsWarcraft Tavern: Camping Objects & Buffs (opens in a new tab)Legacy System OverviewWarcraft Tavern: Legacy System Overview (opens in a new tab)

Blacksmithing

  • Crafting
  • Mostly economy
  • PvE: None
  • PvP: None
  • Leveling: None
  • Economy: Medium
  • Overall: Low

In short: The least useful for a Mage: almost everything it makes is for Warriors and Paladins, and what helps a Mage can be bought.

Advantages

  • Some caster weapons, such as Searing Golden Blade (dagger, +39 Fire damage at level 34) or Sageblade (level 59 sword).
  • It makes the runed rods every enchanter needs.
  • It sells well to heavy-armor classes.

Drawbacks

  • Its caster weapons bind on equip: anyone can sell them to you.
  • Its Sharpening Wheel gives a physical melee buff (it does not stack with Strength of Earth Totem): useless to a Mage.
  • It needs lots of ore: it almost forces Mining.

PvE and PvP

PvE: None.

PvP: None.

Leveling and economy

For leveling, nothing. Economy is average, especially with Mining.

Best combination

Blacksmithing + Mining. If you want it to sell or to gear another character, Mining gives you the ore.

Verdict

It only makes sense if the Mage is an alt and you want to craft for another character on your account.

Items behind this (beta data)

CommunitySource:Warcraft TavernWarcraft Tavern: Camping Objects & Buffs (opens in a new tab)Blizzard EntertainmentBlizzard Entertainment: World of Warcraft: Forever Deep Dive Panel Recap (opens in a new tab)

Secondary professions

They do not compete for the two slots: you can learn all three, and you should. The priority says how much time each one deserves compared with leveling or farming.

Cooking

  • Secondary
  • Convenience and leveling
  • Priority: High

In short: In Forever it stops being a pastime and speeds up leveling: almost every dish gives +5% experience from kills and a stat, and the cook builds the campfire that holds the camp objects.

Advantages

  • Well Fed: after eating seated for 10 sec, +5% experience from kills for 15 min, plus the dish’s stat, such as Smoked Sagefish (+4 spell damage) or Briny Seafood Stew (+14).
  • The camp campfire grows with skill: 3 objects with the basic one, 5 with the Journeyman Campfire and 10 with the Expert Campfire.

Drawbacks

  • You have to stop and eat every 15 minutes to keep the extra experience.

PvE and PvP

PvE: Food with spell damage or Spirit for dungeons.

PvP: Little: one more stat buff.

Leveling and economy

For leveling it is one of the best things you can do outside combat. Fishing and beast meat supply it.

Verdict

Level it from the start: it is the secondary profession that speeds up leveling the most.

Items behind this (beta data)

CommunitySource:Blizzard EntertainmentBlizzard Entertainment: World of Warcraft: Forever Deep Dive Panel Recap (opens in a new tab)Warcraft TavernWarcraft Tavern: Camping Objects & Buffs (opens in a new tab)MethodMethod: WoW Forever Mage Leveling Guide & Talents (opens in a new tab)

First Aid

  • Secondary
  • Combat edge
  • Priority: High

In short: More important than in Classic: besides bandages, in Forever it makes the healing potions that used to belong to Alchemy.

Advantages

  • Bandages to recover without spending mana: a Mage can bandage after rooting an enemy with Frost Nova or turning it with Polymorph.
  • Healing potions (Minor to Major), anti-venoms, poultices against diseases and tourniquets against bleeds.
  • Camp First Aid Kit: Stamina for you and anyone sitting nearby, like Power Word: Fortitude.

Drawbacks

  • It competes with Tailoring for cloth.

PvE and PvP

PvE: Extra healing in dungeons without relying on the healer.

PvP: Healing potions matter in PvP, and in Forever they come from this profession.

Leveling and economy

For leveling, less downtime. Healing potions sell.

Verdict

Always level it: it is cheap and in Forever it is where healing potions come from.

Items behind this (beta data)

CommunitySource:Warcraft TavernWarcraft Tavern: Camping Objects & Buffs (opens in a new tab)MethodMethod: WoW Forever Mage Leveling Guide & Talents (opens in a new tab)

Fishing

  • Secondary
  • Convenience and leveling
  • Priority: Medium

In short: The slowest secondary profession, with one valuable detail: its camp object gives 8% stats, like a slightly weaker Blessing of Kings, and any Mage can carry it.

Advantages

  • Fish Bowl (skill 20): +8% to all stats for you and anyone sitting nearby; it does not stack with Blessing of Kings.
  • Fish for Cooking.
  • Crates with cloth and gear to disenchant, according to the community.

Drawbacks

  • Leveling it takes a lot of standing still.

PvE and PvP

PvE: Indirect: food and the Fish Bowl if the group has no Paladin.

PvP: None.

Leveling and economy

It supplies Cooking, and fish sells.

Verdict

Reach at least skill 20 for the Fish Bowl; the rest, whenever you have spare time.

Items behind this (beta data)

CommunitySource:Camping Objects & BuffsWarcraft Tavern: Camping Objects & Buffs (opens in a new tab)Tailoring Overview: Cloth, Patterns & BonusesWarcraft Tavern: Tailoring Overview: Cloth, Patterns & Bonuses (opens in a new tab)

Conclusion: what to pick for your goal

  • PvE: Tailoring and Enchanting for leveling and dungeons; at 60, if you will raid every week, swap Enchanting for Alchemy. This would change if Forever raids soon bring gear better than Robe of the Archmage, because then Tailoring matters less too.
  • PvP: Engineering and Tailoring. This would change if EZ-Thro grenades become cheap and easy to get, since they narrow the engineer’s edge, or if Blizzard restricts gadgets in PvP.
  • Leveling: Tailoring and Enchanting. If you cannot gather Merchant’s Favor for the recipes in time, Tailoring and Skinning give you almost as much plus some gold.
  • Gold: Herbalism and Mining while leveling. If consumables sell well at 60, swap Mining for Alchemy.
  • If you do not know yet which content you will enjoy: Tailoring and Herbalism. Once you know, swap Herbalism for Enchanting (PvE), Engineering (PvP) or Alchemy (raids): dropping a gathering profession costs little.

To round out your Mage, see which race to pick, the builds by use and the leveling guide.

What we have not been able to check yet

  • The numbers come from the beta (client 1.60.1, level cap 30): high-level recipes cannot be tested and may change before launch. Pending
  • We do not know where some new recipes come from: several EZ-Thro grenades, Frozen Heart of the Mountain and part of the Tailoring gear have no source in the beta database. Pending
  • We have not confirmed whether camps can be set up inside dungeons and raids, nor the exact value of each buff at each level. Pending
  • Legacy points per profession and the Professions tree perks come from community guides, not from Blizzard. Community
  • When level 60 raids arrive, and with them the gear that will decide how long Tailoring and Enchanting items last. Pending

Not documented yet

Why it is missing
High-level professions cannot be tested in the beta, and Forever raid gear is unknown.
What we will do
We will review this page after the 4 November launch and when the first raids open, and move the data to “Tested” when we can.

Sources for this page

Source:World of Warcraft: Forever Deep Dive Panel RecapBlizzard Entertainment: World of Warcraft: Forever Deep Dive Panel Recap (opens in a new tab)World of Warcraft: Forever Class Deep Dives — Mage & ShamanBlizzard Entertainment: World of Warcraft: Forever Class Deep Dives — Mage & Shaman (opens in a new tab)WowheadWowhead: Forever profession spells, recipes and items (opens in a new tab)Professions OverviewWarcraft Tavern: Professions Overview (opens in a new tab)Camping Objects & BuffsWarcraft Tavern: Camping Objects & Buffs (opens in a new tab)Camping In WoW Forever: How It All Works & All Profession BuffsMethod: Camping In WoW Forever: How It All Works & All Profession Buffs (opens in a new tab)ZockifyZockify: WoW Forever Professions: All Changes, Bonuses & New Recipes (opens in a new tab)WoW Forever Mage Guide: Talent Builds, Races, Research & ChangesWarcraft Tavern: WoW Forever Mage Guide: Talent Builds, Races, Research & Changes (opens in a new tab)WoW Forever Mage Leveling Guide & TalentsMethod: WoW Forever Mage Leveling Guide & Talents (opens in a new tab)Tailoring Overview: Cloth, Patterns & BonusesWarcraft Tavern: Tailoring Overview: Cloth, Patterns & Bonuses (opens in a new tab)Enchanting Overview: Disenchanting, Formulas & BonusesWarcraft Tavern: Enchanting Overview: Disenchanting, Formulas & Bonuses (opens in a new tab)Legacy System OverviewWarcraft Tavern: Legacy System Overview (opens in a new tab)

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