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Q. How can I make money in WoW? (Torux)
A. The best way is to take two gathering professions (mining, skinning and/or herbalism) and sell the items you get in the auction house to crafters. Some people learn enchanting, then disenchant items they no longer want (as well as soulbound items from quests), and sell the dust, essence and shards to enchanters. Shards sell for alot more than dusts and essences.
A1. This holds true for the first forty levels or so, usually up until you get your mount. With a mount, your money-making abilities increase ten-fold. You can move faster, gather more per hour, and increase your profits (and this is just with gathering). However, even later in the game, the easiest way to get money is to get some rare recipes and make items no one else can. Charge a base line and have people bring you materials; it's free for you and good for them!
Another good way to make money is to play the AH; buy low and sell high. I won't go into this daytrading technique; this is stuff for people with a lot of time and good market skills ^_^ Keep in mind a lot of people are upset by morals here: when you overstep the line and buyout everything to resell it at a higher price, it tends to become a pain. If you can do it, hey, it's all good! But odds are that a lot of people will scoff at your price and make you eat the deposit fees. A better idea: look for underpriced items and sell them at the current price. This is easy and effective.
First, a disclaimer; I've been playing for only about a month. However, in that month, I've found that at low levels the fabrication professions (tailoring, leatherworking, blacksmithing, jeweler, engineering, and alchemy) are producing to saturated markets, and are not a good source of income. I can generally buy an item at a heavy discount at the Auction House for less than the value of the materials, so it is cheaper to buy it than to make it. There are items you can make at a low level that will sell for a profit, but you won't sell a lot of them all at once (how many robes/swords/rings does a character need?), so even then your income is limited.
The materials are always in demand, so the gathering professions (Mining, Skinning, Herbalist) are reliable money makers. There is no limit on demand; you can sell stacks of mats.
None of these hold a candle to learning to use the Auction House to make money, and getting an eye for what to buy and resell. Contrary to the claim above, it does not take much time, once you experiment and learn what works.
Bearing that in mind, forgoing a primary profession during the initial leveling could be a viable option, especially if it appears to be a frustrating money-sink.
Also, the cost to train as an apprentice in a primary profession is one of the lowest costs in the game, 10c or less, depending on rep. (9c for friendly, normal at low levels)
What I would recommend is fill your primary profession slots with the first gather/production pair available to you, or the first two gathers, then cherry pick the production. Make armor kits, sharpening stones or weight stones, healing potions, linen bags, whatever your character will consume naturally. If you have access to you bank, stockpile some, maybe some other mats you will need later, like leather, then feel free to dump one or both professions and invest a grand 9c or 18c to cherry pick the start of another profession.
Then target a profession you will want when you obtain a high level. Don't bother pursuing it as such at first, but take the primary feeder profession, and build it up so that you will have access to the high level mats when the time comes.
Fill your second primary profession slot with either another gathering profession for cash, or consider enchanting for loot management and another source of income. Enchanting gives you disenchant. Disenchant does not have levels - right away you can disenchant any item that can be disenchanted. This allows you to convert any green or better item that you loot into enchantment materials. Often, these are worth more than the item. (This works in the Auction House, as well.) Keep the items you can use, keep and sell at auction the items that will have a demand, and disenchant the unpopular items.
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One thing I've noticed, but have never seen in a guide is how the gathering professions interact with the radar on the minimap and what that could mean for a player. Mining and herbalist both offer dots on the minimap. You can only have one type of thing selected on your minimap search. That means if you choose both mining and herbs, be prepared to flip back and forth. They are not hard to toggle, you just have to do it. If you prefer to just leave one up, don't take these two together. Hunters might prefer to take skinning, which does not use the minimap. (... but, OTOH, engineering works well with hunter.)
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Speculative, since I haven't been there, but getting a flavor of what the professions provide, you will outgrow blacksmithing, leatherworking, and tailoring; you will have found better gear than they can provide. Selling mere product will grow old. (The ability to produce cooldown items mitigates some of the deterioration of the profession.) Engineering will continue to benefit your character because it provides capabilities that you can't normally get. Some specializations in alchemy will provide discovery opportunities that seem rare enough to maintain interest. Since they are consumable, you will always be needing to make more, a good thing, in this case. Jewelcrafting looks like it excels in the mature stage of the game - it's really like two professions, 'craft slot items' and 'configure socketable gems'. It is the 'configure socketable gems' that looks to be a long-term winner. You can't really even start doing this until late game. You will likely have enchanted all of your gear that you can, but enchant offers inventory management through disenchant and it is more social, since you have to chat to sell your service.