Updated Sat, Mar 12, 2011 by gunky
Ah, that first agonizing decision. You find the crafting area, you talk to the Master/Mistress of Apprentices, and he or she presents you with a great long list of possible professions. Each profession consists of three separate crafting skills, usually two production skills and one resource-gathering skill. The profession you will pick will probably depend on your class, though ultimately it just depends on the kind of stuff you want to make. We'll look at this from two angles: one by profession, one by class.
|Armourer||Metalsmith, Tailor, Prospector||Champion, Captain, Guardian||The ability to forge heavy armor and shields. This profession is good for most classes, as Metalsmith provides the ability to make high-quality crafting tools and Tailor can make clothing, medium armor and cloaks. Will require the assistance of a Forester for Tailoring.|
|Armsman||Weaponsmith, Woodworker, Prospector||Champion, Captain, Burglar||Any melee-based class will benefit from the ability to make their own weapons. Captains can make their own halberds, which are unique to the class. Burglars can craft their own Burglar Tricks. Will require the assistance of a Forester for Woodworking.|
|Explorer||Prospector, Forester, Tailor||Any||The ability to harvest any natural resource. This is a good profession for those who do not want to spend a lot of time on crafting, or for those who just want to use crafting to make money, or for an alt to supply mats to a main. This profession requires no assistance from other crafters.|
|Tinker||Jeweller, Prospector, Cook||Runekeeper, Lore-master, Champion||Any class is good for Tinker, and it is one of the most popular professions. Runekeepers can craft their own rune stones, Lore-masters can craft their own talismans, Champions can craft their own runes. Will require the services of a Farmer for Cooking.|
|Yeoman||Cook, Farmer, Tailor||Any||A largely-overlookd profession because it lacks the glamour of weaponsmithing or metalsmithing. The ability to make crafted food without relying on others for materials is pretty handy. Will require the assistance of a Forester for Tailoring.|
|Woodsman||Woodworker, Forester, Farmer||Hunter, Warden, Lore-master||Hunters can craft bows and crossbows, Wardens can craft spears and javelins and carvings, Lore-masters can craft staves and grow pipeweed. This profession requires no assistance from other crafters, though some Woodworker recipes require metal pieces from Weaponsmiths or Metalsmiths.|
|Historian||Scholar, Weaponsmith, Farmer||Minstrel, Lore-master, Hunter||Can make legendary items for Lore-masters and Minstrels. Many Hunter class items are Scholar recipes. This is a good choice for any class, as it provides the ability to make all manner of potions and cosmetic dyes, as well as weapons, plus a large number of the new class-specific consumables. Weaponsmithing requires the assistance of a Prospector. Scholar and Farmer are both resource-gathering and production crafts and have no dependencies.|
|Burglar||Armsman, Scholar, Yeoman, Explorer||Class items and legendary items come from Tailor (Burglar tools, signals) and Weaponsmith (Burglar tricks, legendary weapons).|
|Captain||Armourer, Armsman, Explorer, Yeoman||Class items come from Tailor (armaments, standards) and weaponsmiths (halberds, usable only by Captains). Legendary emblems are made by Metalsmiths.|
|Champion||Armourer, Armsman, Tinker, Historian||Heavy armor and shields from Armourer, class items from Tinker, weapons galore from Armsman, battle scrolls from Historian.|
|Guardian||Armourer, Tinker, Yeoman, Historian||Heavy armor and shields firom Armorer, buffing food from Tinker and Yeoman, Edhelharn tokens from Tinker, battle scrolls from Historian|
|Hunter||Woodsman, Armsman, Explorer, Historian||Bows and crossbows from Woodsman/Armsman, medium armor from Explorer, most class items from Historian|
|Lore-master||Tinker, Historian, Yeoman, Woodsman||Class items from Jeweller/Scholar, buffing food and pet food from Cook, light armor from Tailor, staves from Woodworker, pipeweed from Farmer|
|Minstrel||Historian, Explorer, Woodsman, Yeoman||Light and medium armor from Tailor, potions, salves and battle scrolls from Scholar, instruments from Woodworker, buffing food and lute strings from Cook|
|Rune-keeper||Tinker, Historian, Explorer, Yeoman||Rune stones from Jeweller, enamels from Scholar, light armor from Tailor, buffing food from Cook; Metalsmith makes chisels and rifflers and Woodworker makes parchments, neither of which is enough to merit picking these over other professions.|
|Warden||Woodsman, Armsman, Armourer, Explorer||Spears, javelins and carvings from Woodworker, Warden shields from Metalsmith, medium armor from Tailor|
As you can see, there are a number of viable options for every class. Ultimately, it's up to you, the player, to decide on what you want, and there are very few really bad class/profession combos.
A common strategy is to pick a specific production class on the main character and then roll an alt to meet the dependency requirements. Typically, the dependency is some kind of resource-gathering (Prospector or Forester), and this can usually be accomplished by an Explorer. As an example, your main is a Guardian with the Armourer profession. In order to make light or medium armor or cloaks, the Tailor needs leather, which is made by a Forester. You roll up a Hunter Explorer, run around killing wolves and bears for a while, and your Tailor is good to go without having to spend a fortune on materials at the auction house.