Tools of the Trade
- BiS Accessories:
- Artisan Enchanter’s Hat (tailor made, +11 skill)
- Enchanter’s Crystal (jc made, +11 skill)
- BiS Tool: Runed Null Stone Rod (enchanter made, +18 skill, use less concentration)
- Tool stat + enchant for various situations:
- Crafting for the AH: Multicraft + Resourcefulness
- Paton & public orders, leveling: Resourcefulness + Resourcefulness
- High end craft orders: Ingenuity + Ingenuity
- Specialty Bag: Magically “Infinite” Messenger – Resourcefulness, Ingenuity, and Multicraft provided by Shatter Essence is increased by 1
Enchanting Specializations (4)
1. Supplementary Shattering
Supplementary Shattering teaches you how to Shatter Essence, which destroys a rare reagent to grant you a temporary buff. The main node increases your Resourcefulness, Multicraft and Ingenuity while affected by the buff. The secondary nodes further increase each stat, though the Multicraft node only applies to illusions & reagents (see the Ephemerals, Enrichments, and Equipment specialization).
2. Designated Disenchanter
This specialization increases the quality & amount of mats you get from disenchanting. You can think of it as the “gathering” spec for enchanting. The main node increases your skill in all disenchanting, while each of the 3 secondary nodes increases your skill when disenchanting items of a specific rarity, and gives you these additional materials when doing so:
- Uncommon Utilitarian – Storm Dust
- Rare Resourcing – Gleaming Shards
- Epic Escalations – Refulgent Crystal
3. Everlasting Enchantments
Everlasting Enchantments is the main spec for creating enchants. There are sub-specializations that improve your ability to craft certain types of enchantments. The groupings are somewhat slot based, and somewhat flavor based. Here’s a quick overview of what’s where:
Earthen
- Chest
- Profession Tools
- 5 Weapon Enchants (4 learned from trainer)
Arathor
- Boots
- Rings: radiant enchants (bonus to a secondary stat)
- 3 Weapon Enchants
Nerubian
- Bracers
- Cloaks
- Rings: cursed enchants (lose some of a secondary stat to boost another)
- 1 Weapon Enchant
Here’s a full list of TWW enchantments, grouped by type.
The base node improves your skill with all permanent enchantments. It has 3 secondary nodes:
- Earthen Enchantments: improves your skill with the “Earthen” enchants. The 2 tertiary nodes let you further specialize into weapons / profession tools / chest enchants, and each gives you 1 recipe of that type when you open the node.
- Arathor Alterations: improves your skill with “Arathi” enchants. The 2 tertiary nodes let you further specialize into weapons / rings & boots, and each gives you 1 recipe of that type when you open the node.
- Nerubian Novelties improves your skill with “Nerubian” enchants. The 2 tertiary nodes let you further specialize into bracers & cloaks / rings, and each gives you 1 recipe of that type when you open the node. Nerubian ring enchants give more of one secondary stat while subtracting from another.
4. Ephemerals, Enrichments, and Equipment
Ephemerals, Enrichments, and Equipment improves your ability to craft illusions, equipment, reagents, and consumables. The three secondary nodes further improve your skill at crafting certain types.
- Deceptive Decorations teaches you how to craft different temporary illusions.
- Exquisite Equipment increases your skill at crafting profession tools and wands. The 2 tertiary nodes let you further specialize into profession tools / wands. Opening either node will teach you a recipe of that type.
- Material Maestro improves your skill at crafting finishing reagents & mana oils. The 2 tertiary nodes let you further specialize into oils / finishing reagents, and each gives you 1 recipe of that type when you open the node.
Things of Note
- Enchanting dust, shards and crystals have qualities now- rank 1-3.
- In TWW, enchanters get to make the temporary weapon buffs (mana oils) instead of the fauna runes previously provided by scribes in DF.
- Enchanters will still be responsible for crafting Enchanted Crests.
- The Shatter Essence from Supplementary Shattering says that any rare reagent can be shattered, not just enchanting mats presumably.
- In the crafting interface, enchants now show which specializations and sub-specializations give them skill bonuses, so it makes things a bit less confusing.
Suggestions
Everlasting Enchantments
This going to be the most important spec to max for most enchanters. As far as which path to take, it really depends which recipes you want to craft first. My recommendation would be to choose either the Earthen Enchantments or the Arathor Enchantments, as they include more of the primary stat increases (bracers are only tertiary stats) and the cursed ring enchants in Nerubian will be harsh on our low stat totals early in the expansion. If you’re buying the recipes for profession tool enchants, your priority should be: perception > multicraft >= resourcefulness.
It’s hard to say which weapon enchants will be the best, it mainly depends on the tuning. There is an enchant that gives a temporary buff for each secondary stat (Earthen), as well as an Arathor enchant that deals damage and increases primary stat. My guess is one of those will be the best for everyone, but again that depends on the tuning of the damage/healing procs of the other enchants.
If this is your first spec, and it’s the start of the TWW expansion, check which reagents are used for the various recipes in each branch before you invest in the secondary and tertiary nodes – you don’t want to be stuck with recipes you can’t afford the mats for.
Ephemerals, Enrichments, and Equipment
This spec is very valuable for getting started. Are the recipes good? Not really. But there are so many of them it doesn’t matter. If you invest 5 in the base node, then unlock Deceptive Decorations, you can learn 23 recipes by investing 15 more knowledge points. If you do first crafts on all of these, you actually get a net positive of knowledge, and all the Artisan’s Acuity that goes with that. The vast majority of the patron orders are recipes from this branch, so this is a great spec to start in or take second.
After the Decorations, you can abandon this spec completely, or consider making equipment, you’d be serving a fairly small audience. Blacksmiths and Scribes are the go-to professions for weapons, so you won’t see many wand requests in trade. Investing in profession tools could be useful, but you can only make 1 type of thing – enchanting rods. Note that there are 2 high end enchanting rods. You can learn Runed Ironclaw Rod from the spec (by unlocking Professional Production tertiary node), but there’s also one you can buy for 150 Acuity called Runed Null Stone Rod. The Null Stone one is singnificantly better – it gives 355 of your missive stat vs. 277, and gives you a flat 1% reduction for concentration used when enchanting. It also costs 400 Acuity to build rather than the standard 300.
The reagents tree (Material Maestro) can get you recipes for a specialized mana oil, and a finishing reagent, but it’s likely you’d be better off buying these at the AH.
Designated Enchanter
has a lot of merit, especially if you are doing enchanting on an alt or are only doing enchanting to turn your gear into mats to sell. It’s also a good second spec to pick up for someone who wants access to more & better mats to support making enchants. The rarity distribution of what you get from disenchanting before investing in this tree is similar to other gathering professions (this assumes 100 skill + tools):
- Quality 1: 50%
- Quality 2: 30%
- Quality 3: 20%
New scarcity of high quality mats + Ingredient quality playing a larger role in the final quality of crafted goods = High demand for quality mats
Supplementary Shattering
This not a place to start, but it’s a fine tree to spec into later on, especially if you’re looking to make industrial quantities of enchants to sell on the AH. If you go this route, make sure to look into the Magically “Infinite” Messenger bag, which further improves your shatters.