Which can all fuck up your global cooldowns, and casters, if anything, can't afford to have their actions wasted. When I'm in DPS mode on my druid, I hardly have time to cast any spell that isn't my two main DPS spells (I'll drop maybe 1-3 debuffs, but the rest of the time I'm casting my faster-cast DPS spell and hoping that I'll crit and trigger an ability that increases my chance to crit with my slower-cast DPS spell).Neeeek wrote:That said, Engineering isn't terrible for mages. You can make some pretty decent cloth helmets at low levels, lower levels than most characters have any helmets at all.
Plus you get to throw grenades, bombs, and dynamite. So there's that.
Eng is good if you're into PvP, it's got many things that will screw up other players. Screwing up and confusing people will net you more success than anything else can in a PvP environment.
Picking up constant passive buffs is pretty good for a caster.
Alchemy has a wide range of potions/flasks/elixers (potions are temp buffs that pop on death, flasks/elixers last through death).
Enchanting lets you create oils that will add buffs when applied to your weapon. Plus, buff your own gear.
Also, don't ignore first aid or cooking. Some of the highest end food recipes in game are equivalent to the things that very high level alchemists.
First aid just lets you use up the cloth that you'll find to give you faster than food, but slower than cast by a healer, healing. I find that while all of my characters have 1st Aid, only my non-healing characters actually use them with any sort of regularity.
Fishing is good, but time consuming. If you spend any time at all hanging out in the big capital cities, find a body of water and fish. You can max your fishing in areas that only need a skill of 1 to fish in (fishing is leveled based on number of casts from what I understand, not the area that you're fishing in). Of course, higher end areas yield much better fished items.
For a starting character, dual-gathering is really always a safe money-making bet.