I've been trying to approach it with a more scientific, critical eye, bent towards making a profit and making as much as possible. At level five I picked up two gathering professions - Skinning and Herbalism, and from then fastidiously skinned as much as I could and ran out of my way to grab a few more Peaceblooom. Friends were giving me a hard time at the beginning - why do you keep running away? You're always the last person to arrive someplace. What are you doing? That's stupid, it's a waste of time - They've gone strangely quiet now.
The beginning trick is to not fall prey to the 'well gee if I get and I'll be able to make LOADS of money, right? Wrong. Unless you're incredibly hardcore, and love griding more than classwork or going outside, you'll never catch up to the 14 year olds and the foreign stationed military people. They have lots of free time. The absolute WORST combination of this fallacy is tailoring and enchanting, because at least with the average gather and production combo there's cloth piles to fall back on; not so much if the person is disenchanting everything they make to level their enchanting. The exception to this rule are engineers, engineers will never make money; and they know that. They just want to make robot butlers and motorcycles, because it's fun.
The golden combination is skinning and either herbalism or mining. Both herbalism and mining is ill advised because they require a 'tracker' of sorts; while the tracker is running everything that falls under the category of it - be it mining or herbalism - shows up as little yellow dots on the mini map. Only one tracker can be activated at a time though, which is why the skinning / herbalism or mining combination is recommended. Hunters will have a hard time with that however, since the tracker takes the place of their normal tracking abilities. While it is very doable to constantly switch between the options, it gets tedious.
These are just beginning steps. I'll have more soon.

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