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2011年7月3日 星期日

Spiritual Guidance: The sweet 40 - 60


Every Sunday (usually), Spiritual Guidance will offer practical insight for priests of the holy profession. Your host is now Matt Low, the grand poobah of World of Matticus and a founder of PlusHeal, a new healing community for all restorative classes. For the next few weeks (unless it's something game breaking), Matt will do his best to guide you through the Priest leveling process!
By now, you'll have learned most of the spells you'll be using at end game. If you've been crafty, you might have been able to land instance runs to hone your abilities as a healer (or DPS if you're of the Shadow sort). I won't focus as much on spells here on out although I will list anything significant on the way to 60. Instead, I'll explore the various zones and instances that you can (and should) do.
Zones of interest
At the early 40's, you should be wrapping up quests in Dustwallow Marsh andStranglethorn Vale. STV's considered one of the worse places to level (on a PvP server) due to players roaming around looking for low level characters like you to take out. Be on your guard or see if you can enlist the assistance of higher level guildies. Alternatively, you can always level early in the morning or late at night when the zone isn't as populated.
Hope over to Theramore and catch a gryphon to Tanaris. This desert wasteland will boast gankers as well. You will find the goblins to be most hospitable while you spend your time out there taking out pirates. Don't forget about the quest hub due straight east fromGadgetzan.
When you're finished, get ready for the long trek towards Feralas. You can either approach it from the north via Desolace of from the east via Thousand Needles. The drawback to coming from the east is that you might run into a minor Alliance camp or a larger Horde stronghold. Maneuver around them accordingly. For the Alliance, the major quest hub is located to the west off the coast of Feralas and there is a boat that will ferry you there (Feathermoon Stronghold).
Once you're done, consider taking the boat from Theramore back to the Eastern Kingdoms. I don't think you've reached the level where you can comfortably start Un'Goro. Start working your way up towards Southshore and head over behind Durnholde Keep. You'll find a path leading north and you'll eventually run into Aerie Peak! Check outBurning Steppes and Searing Gorge and by now you ought to be pushing level 50.
Un'Goro Crater: Ready for one of the most loaded video game pop culture reference zones ever? Be sure to bring yourself a Mithril Casing before you fly down here!
Azshara awaits! You'll run into the quest area and flight path as you run in from Ashenvale. Memory's a bit rusty on this one but I do think there's a set of quests you can do towards the north once you've exhausted this area. Otherwise, there isn't much to do here. If you see a big giant dragon named Azuregos, be sure to run in the opposite direction really fast.
Make your way towards Felwood and the Emerald Sanctuary. Make friends with the Furbolgs and be sure to get the second flight path on the north end of the zone. Head on through the tunnel while stopping briefly at Moonglade. When you get the path there, carry on towardsWinterspring and Everlook. You may need to alternate between these areas, Silithus,Western and Eastern Plaguelands. That should be more than enough to tip you over to level 58 if not 60. 
Now you can set foot through the Dark Portal in the Blasted Lands.
Instances
Scarlet Monastary: If I were to hazard a guess, Scarlet Monastary would be the highest run instance for mid level players. It drops decent loot and doesn't take much time to do at all. Having 70's to go with you makes the run all that much faster. Scarlet Monastary actually consists of 4 different wings you can do: Graveyard, Library, Armory, Cathedral. The SM Graveyard doesn't have a whole lot for you to do in terms of bosses. Most players typically run Cathedral the most (judging from trade chat requests, at least).
Zul'Farrak: Welcome to Troll town! After killing several million basilisks and fighting a massive gauntlet and summoning a really large monster, you'll come out with some phatter loots and hopefully another level of experience out of the way.
Temple of Atal'Hakkar: Also known as Sunken Temple. Each class has their own level 50 quest to do here that involves feathers.
Dire Maul: Sadly, I rarely see players run this particular set of instances anymore. I believe it consists of a north, west, and east wing respectively. Ogres have made their home here. Watch out for the arena in the middle of the area.
Blackrock Depths: Personally, I'd avoid this area. But that's just me. Still, it's another option for you and Molten Core attunements are inside as well as Onyxia (for Alliance anyway).
Spells and abilities
I won't bother detailing some of the Priest racials as they will be phased out and removed. Most of the new spells you learn will be from talents. Everything else will be new ranks of the old and I won't bother listing those either.
Discipline Tree
Power Infusion: The earliest level you can get this talent is at level 40. It allows you (or anyone else) to cast spells faster and at a reduced mana cost. Use it often as it only has a 2 minute cooldown and lasts 8 seconds. Obtainable at level 40.
Pain Suppression: Reduces damage taken by a friendly player by 40% and drops their threat instantly. Not only that, it increases resistance to dispels by 65%. Like Power Infusion, it can be used every 2 minutes. Useful in a pinch if you accidentally over pull or come across something larger than life. Obtainable at level 50.
Holy Tree
Lightwell: The effectiveness of Lightwell is dependant on the abilities of other players to take advantage of them. When they right click on it, they gain a buff that restores health over a period of time. Obtainable at level 40.
Circle of Healing: This is an AoE heal that heals your target and your targets party provided they're within a certain range. Virtually useless at the lower levels. Prayer of Healing will perform what you need. Very valuable when you arrive at the upper levels of end game raiding. Obtainable at level 50.
Shadow Tree
Vampiric Embrace: Applies a debuff on the target. Anytime you deal shadow damage, your party is healed for 15% of any shadow damage that you deal. Picking up Improved Vampiric Embrace will double the amount healed to 30%. Obtainable at level 30.
Shadowform: Ready to give in to the dark side? With this, you'll turn into a more sinister version of yourself increase your damage output by 15% and reduces physical damage done by the same amount. Drawback? You can't cast Holy spells so healing is virtually out of the question. Well, no, Vampiric Embrace is an exception.
Vampiric Touch: Deals a minor amount of damage to the target. More importantly, it restores mana equal to 5% of any Shadow spell damage you dish out. Very handy.



Spiritual Guidance: The 20 - 40 grind


Every Sunday (usually), Spiritual Guidance will offer practical insight for priests of the holy profession. Your host is now Matt Low, the grand poobah of World of Matticus and a founder of PlusHeal, a new healing community for all restorative classes. For the next few weeks (unless it's something game breaking), Matt will do his best to guide you through the Priest leveling process!
Congratulations! You've made it past the initial hump of the first 20 levels in the game! Great job getting this far. I personally know of a few players who gave on the way to 20 because it was "too hard". If you're on a PvP server, break out the stress ball. Be prepared to get rocked on the road to end game (especially as a Priest).
Location, location, location!
Where do you level at this point? When I finished wrapping up Loch Modan and Westfall, it made sense for me to hoof it all the way to Redridge Mountains and start all the quests in Lakeshire (as Alliance). Horde Priests will probably want to visit Stonetalon and Ashenvale before bouncing to Hillsbrad and Arathi Highlands. After that, I hopped down to Duskwood and bounced back and forth between that and Wetlands in order to push 30.
After that, a zone of interest is the race track in Thousand Noodles Needles. You can start leveling up with Nesingwary's quests in Stranglethorn. Arathi, Desolace, Hillsbrad and Alterac Mountains will be other level 30+ zones that you can cut through.
Highlights
And when you do push 30, look what you have access to! You can pick yourself a brand spankin' new mount to play with. Remember, as this is your first mount, don't expect to be kicking up dust and smoke and leaving opposing faction players in your dust.
Leveling Toys
Level 22: Perhaps the first fun spell Priests get is Mind Vision. Honestly, you're not going to get a whole lot of practical use. It does have near-unlimited range and it's great for finding the flag carrier in Warsong Gulch. Shadow also awards a new rank of Mind Blast whereas Holy offers more with new ranks of SmiteResurrection, and Heal.
Level 24: We get access to Mana Burn! This is one of our staple PvP spells against casters at the end game level. For now, it won't serve much of a purpose as it's useless against mobs without mana. Even then, against mobs with mana, you're better off brute forcing them with Smite and other such spells. Holy Fire rank 2 is up for training from the Holy Tree. Won't useful yet until the expansion.
Level 26: Nothing special aside from new ranks for Flash HealRenew, and Shadow Word: Pain.
Level 28: A spell I failed to highlight is Mind Flay. Great spell for Shadow Priests everywhere. It's a channeling spell so you have to sit still while you use it. I suspect it's a primary form of DPS for our leveling Shadowy brethren. Regardless, rank 2 is right here for you to snap up.
Level 30: You get to buy a new mount! Whoo hoo! You also get your first AoE heal in the form of Prayer of Healing. It's a great spell to use if your entire party took a large hit. Expect to use it frequently in certain end game situations. Talents like Holy Reach and Healing Prayers will will affect both the range and the cost of the spell.
The Shadow tree gives you two new spells in the form of Mind Control certain mobs and even players. Although you can't use their spells and abilities, you can still throw them off of cliffs (very handy in Arathi Basin). The second spell you get is a protective ward called Shadow Protection which grants you the ability to partially or outright resist incoming Shadow based damage and effects.
Depending on how you talent, you can also snap up Divine Spirit which will help your mana regeneration rate slightly. It's not worth getting at this point, however.
Level 32: Abolish Disease another tool in our restorative arsenal. We can use it to get rid of certain diseases from players. Coupled with Dispel, the only types of debuffs we can't remove are curses and poisons.
Level 34: This level marks the last time we get to train Heal. It also marks the first time we get access to Levitate: A fun spell that lets us float off the ground.
Level 36: Your Dispel just got a whole lot more uber. Instead of removing 1 effect, now it will remove 2 effects at the same time. Otherwise, your Power Word: Fortitude and Shield gets a slight boost. Shadow side sees an increase to Mind Flay.
Level 38: Nothing flashy at level 38 except for updated versions of Flash Heal, Renew, and Smite.
Level 40: You've finally graduated to level 40. Now you can start using the big boy heal in the form of Greater Heal. Get ready to used this spell often as you progress throughout the game. Inner Fire, Mana Burn, and Shackle Undead get slightly stronger (and you are remembering to hit yourself with Inner Fire, right?). Mind Blast, Fade, and Prayer of Healing round out the rest of your upgrades (I guess there's Divine Spirit rank 2).
You're a little over the halfway mark. I've found the 40 – 60 grind to be the worse. Just hang in there. You're almost at the end.
Shameless blog plug
There's not a whole lot of Priest blogs out there and I pay a lot of close attention to the ones that are just starting out. With that, I wanted to point Priests to World of Snarkcraft. It's run by a pair of Blood Elf Priests (Joveta and Seri). For some quick highlights, read Jov's post on Priests and Wrath where she reassures everyone that it's not going to be that bad. Seri offersa lesson on Raid Guild Apping 101



Spiritual Guidance: Level 5 to 20

Every Sunday (usually), Spiritual Guidance will offer practical insight for priests of the holy profession. Your host is now Matt Low, the grand poobah of World of Matticus and a founder of PlusHeal, a new healing community for all restorative classes. For the next few weeks (unless it's something game breaking), Matt will do his best to guide you through the Priest leveling process!
Wrath is almost upon us. As a result, you may have decided that you have nothing better to do then to roll a Priest! A quick glance at the WI leveling guides shows completed class guides for every almost every other class but Priests!
This must be changed. The countdown has begun.
Elizabeth wrote a great post about the initial levels of Priesting. I'm assuming that you've decided to actually commit to rolling and leveling a Priest. If you're not sure about the class yet, you may want to read up on it some more in terms of what they can and can't do. I'll discuss talents below the level by level breakdown.
Level by level break down
Level 6: You get access to Power Word: Shield, and a buffed version of Smite. What Power Word: Shield does is it places a protective shield around you which absorbs damage dealt to you by external forces (mobs and spells but it will not protect you against fall damage). With the shield active, your spells won't be interrupted. At the same time, you'll have a debuff up known as Weakened Soul which effectively means that you can't shield yourself for a period of time. Your spell cast order will change slightly at this point. Instead of Smite, Smite, Smite it will instead now be Power Word: Shield, Smite, Smite, Smite.
Level 8: The first heal over time spell in the game is now available to you. Learn to embraceRenew. You will be using often throughout the game on yourself and on others. Instead of a direct heal, it functions as a spell that periodically heals a target. More importantly, it is an instant cast spell allowing you to drop it on someone who took some damage but isn't expected to take any further damage. A common tactic with Renew is if a friendly target took a hit but isn't the focus of the mob is for you to drop a quick renew on him before switching back to healing the main player who holds attention on the enemy.
More importantly, you get another primary using spell called Fade. It temporarily reduces your aggro for a small period of time. If your healers are causing you to pull threat, use this to buy yourself some time for other players to jump ahead of you. Note that Fade is going to largely be useless if you're not in a group with other players.
Level 10: Level 10 is the first big hoo-rah level for most Priests. Your arsenal starts opening up. Spells like Mind Blast and the second rank of Shadow Word: Pain are now at your disposal. Not only that, now you've earned god mode powers with the ability to cast Resurrectionamong other players. This is also the last level you'll get to train and use Lesser Heal before graduating to stronger heals in the later levels.
To further cement this landmark occasion, you are granted access to your first set of Priestly racials:
Again, spell cast is going to change slightly at this point. I still open with Power Word: Shield and Smite, but my third spell will be a Mind Blast instead followed by repeated Smites. If you're facing chunkier mobs, feel free to throw a DoT on them such as Starshards (if you're a Night Elf) or a Shadow Word: Pain. By chunky mobs, I mean mobs that are a good number of levels higher than you or select bosses.
Level 12: Sadly, not a lot of cool toys at level 14. Your longevity does increase with an upgraded Power Word: Fortitude and Power Word: Shield. A new spell called Inner Fire is introduced which will help increase your survivability by upping your armor count. Remember to keep this spell active at all times.
Level 14: Your highlight spell you gain at level 14 is Psychic Scream. This Fear type spell is a doubled edged sword. Know when it's appropriate to use and understand when it is too dangerous to be considered. Psychic Scream is the Priest's ultimate red button. Think of it as an in-case-of-emergency-break-open-glass. Mobs within melee range of your Priest will become frightened and run around the area potentially attracting the attention of multiple mobs. Ergo, if things are getting frantic, it's best to try to pull the enemy (or enemies) from other mobs before lighting up the Psychic Scream.
When you do blow Psychic Scream, open up with heals on yourself and watch for the effect to wear off. Squeeze a Power Word: Shield upon yourself and you might be able to land a slightly improved Smite or two on melee mobs before they get within striking distance. Again, I reiterate, it is a last ditch spell.
Don't forget to train your next rank of Renew. Cure Disease will also come in handy for the rare Diseases you might encounter at this point in the game. Keep it handy on the bar.
Level 16: Nothing major at level 16 other than a brand new healing spell aptly named... Heal! Heal packs more of a punch than it's counterpart Lesser Heal. Depending on how you talent at this point, Heal might not take the full 3 seconds to cast. If you don't have the talent reduction, keep Lesser Heal on the bar as it's still slightly faster than Heal.
Level 18: Your responsibilities have increased with the acquisition of Dispel Magic. This spell will remove a buff from enemies and debuffs from friends. I don't recall using it extensively at the lower levels, but you never really know. Bind it to an easy to reach key (like "e"). Other highlights include the next rank of Shadow Word: Pain and Desperate Prayer (for us Dwarves and Humans anyway).
Level 20: Here we go! This is the next level where you get your second set of Priestly racials. Now everyone gets access to Fear Ward.
New Racials include:
The DPS arsenal expands yet again with the inclusion of Holy Fire. The current incarnation of the spell renders it largely useless. Once Wrath hits, however, the speed should be significantly quicker. It'll be a 1.5 second cast (I think). Priests also get their first form of crowd control in the look of Shackle Undead. This spell will become incredibly useful especially when you begin questing in the Darkshire area with the various Undead mobs running around. The next rank of Fade and another interesting spell known as Mind Soothebecomes available.
Mind Soothe effectively reduces the range at which targets will lock on to you. This becomes useful if you're trying to get somewhere fast. You can use Mind Soothe to help increase the buffer in distance that you have against mobs you're trying to sneak by. Personally, I never used it that often as I relied on my damage spells to clear the path to my destination.
That just about covers it from levels 1-20! I'll delve quickly into talents.
I wouldn't advise investing any points into Discipline just yet. You benefit more from the other trees purely from a leveling stand point. Do invest in Spirit Tap right away the moment you turn 10. It's under the Shadow tree and it'll help reduce downtime you have when facing off against mobs. The next 5 talents are entirely up to you. I preferred to remain viable for instance healing so I opted for a Holy/Disc type of build. In other words, take the first 5 points of Holy Specialization to increase your critical strike chance of your Holy spells. Note that this isn't the most optimal build to go as a Priest. If you want to stick with damage dealing and leveling as quick as possible, then pour a good chunk of your points into Shadow.
In the coming weeks ahead, I'll do my best to brief you and prepare you as much as I can.



Spiritual Guidance: Level 1 to 5 on your new Priest

So you're rolling your first character... or perhaps rolling the latest in a series of alts. And for some crazy reason you've picked a Priest. Maybe you just like being blamed for every instance wipe in every group you'll be in. Maybe you enjoy being yelled at for not healing in a battleground when you're at the top of the DPS chart. Maybe you enjoy leveling at an insanely slow pace (at least until you get in the level 40 range). (Okay, it's really not all that bad -- at least not all the time. After all, I've leveled two priests to level 60 and beyond and I'm a perfectly rational, sane individual. Right?) I couldn't say why you rolled a priest -- I'm only here to help you along the way. So read on as we discuss the journey from level 1 to level 15. 

If this sounds like fun to you but you haven't yet rolled your priest, check out the last episode of Spiritual Guidance, where we talk more realistically about whether Priest is the class for you and cover picking the right race for your newbie-to-be.

When your baby Priest first lands in Azeroth, you'll have a mace or dagger equipped, a bit of food and water in your inventory, and two abilities at your disposal: Lesser Heal (Rank 1) andSmite (Rank 1). (If you have the cash on hand, you can also train Power Word: Fortitude (Rank 1) immediately, but we're going with the presumption that these are new characters and you won't have it to start.) While none of these are your best abilities, you'll have to learn to live with them for a few levels, at least.

Once you've sat through the opening cinematic, the first thing you should do (no matter what race you're playing!) is pick up any quests that are available. Usually there's only one quest available to you at level one, but if there are any others, it will show up as a yellow exclamation point in your mini-map. Often these are "kill X of Y" quests -- so head out and get to it!

For now, start at max range from your target and cast smite. You'll probably get two off before your target reaches you, at which point you can either (hopefully!) finish it off with a third smite or melee to save mana and avoid annoying spell interruptions (if you're not used to playing a casting class, be aware that every melee hit you take will slow down your spell casts). Pretty much everything you encounter in your first couple of levels should only take three smites, barring resists, to bring down. So get used to this strategy: smite, smite, melee. Smite, smite, melee. Wash, rinse, repeat, dead!

Whenever you're out and about, pay careful attention to your mana bar. It not only indicates how many harmful spells you're able to cast before you run out, but also how many healing spells you're able to cast. Priests are rather fragile casters and you'll find yourself relying on your healing spells to help you through a fight. So think of your mana bar as a kind of extension of your health bar and be careful of getting too low. For this reason (and to speed up grinding!), it's best to avoid going completely to the bottom of your mana bar on every pull -- which is why you should melee those last few hits. And if you get low on health, don't forget the array of healing spells at your disposal -- cast a heal and continue about your business. (But don't wait until you're too low on health -- or spell interruptions from combat may leave you developing a close personal relationship with the nearest graveyard.) To make it easier to heal yourself in combat, I strongly recommend turning on the auto self cast feature under Blizzard's interface options. This will allow any heals you try to cast automatically land on you instead of your current target -- so you can heal while keeping your enemy targeted.

Once you've finished up all of the quests you picked up to start, head back to town to turn them in. This should bring you to level 2, if you hadn't gotten there already. After turning in your quests, find a vendor to sell any loot you've collected (but be sure to equip any you can use, first, because every little bit helps!). Once you've collected your hard-won coppers, pick up any new quests in the area. One of them should tell you to visit the Priest trainer -- so go and get acquainted! When you've located your trainer, you should go ahead and train Power Word: Fortitude, the only new ability available at this level. Head back into the wilderness and locate your next quest objective, be it killing spiders, undead, or kobolds. Buff yourself with Fortitude and keep going with the same basic strategy:
  1. Start at max range,
  2. cast Smite (repeat as needed),
  3. cast Lesser Heal if your health gets low (but don't rely on this every fight -- remember to eat and drink between fights as needed!)
  4. melee to finish the mob off.
Keep going with your questing, smiting, and killing until you've managed to hit level 4. Head over to your skill trainer to pick up Shadow Word: Pain (rank 1) and Lesser Heal (rank 2). At this point your typical combat spell rotation is going to change a bit:
  1. Start at max range,
  2. cast Smite until the mob enters melee range,
  3. cast Shadow Word: Pain (because it's instant cast, it won't be interrupted by the melee hits you're likely to be taking in combat)
  4. cast additional Smites as needed,
  5. at around 20% health (this will vary as you level -- but in this level range we can start meleeing at a fairly high health percentage without getting owned by our lack of melee prowess) melee to finish the mob off. (Well, with a little help from SW:P!) You may cast three smites, in total, to do this and you may cast five -- it all depends on what you're fighting and whether you get spell resists. Use your best judgment!
Keep this up until you hit level five. You won't have any new class skills to train at level 5, but level 5 opens up some interesting choices for your character. Sell off any loot that you can't use, collect all the coin you can, and head for the nearest capitol city, because it's time to pick our professions and grab our very first wand. (Check your map if you aren't sure where the nearest capitol city is -- it will be very clearly marked). 

When you've discovered the nearest capitol, it's time to hit the auction house. (Talk to any guard for directions.) We're here to buy a wand that will become your best friend in the levels to come: the Lesser Magic Wand. You can first equip it at level five, making it the first wand available to you. If you can't find one on the AH (or can't afford it), you can hit up any Enchanter friends you might have to make one for you or ask around on the trade channel looking for an Enchanter to make one for you. If you still can't find or afford it, don't fret -- sure, a wand will make your life easier (much easier), but you can keep going without it. Keep saving for your first wand and head back to buy one as soon as you can afford it. (If you hit level 7 or 8, though, there are other wand options, and by then you may have gotten lucky with a drop.)

Why's a wand so great? It does more damage than whatever melee weapon you have, works from range, and, best of all, costs you no mana. It saves you spellcasts, which saves you mana, which results in less downtime, which means you level faster. The first step to this delightful mana-free damage is equipping your new wand. Open your character window (the default hotkey is "C") and drag your wand to the ranged slot, shown above, the right-hand slot at the very bottom of the screen.

Now, open up your spellbook (the default hotkey is "P"). Under the general tab, you'll find a skill labeled "Shoot" with an icon that looks like your equipped wand. Drag this icon down to your hotbar and you're ready to go! In the future, all you have to do is target whatever you want to kill and hit your shoot hotkey to make your Priest start attacking with his or her wand. (For great victory!)

Now, though that may sound like a lot of progress, there's still one more thing to do before we leave town: professions! You have two profession slots to fill with the choice of: alchemy, blacksmithing, enchanting, engineering, herbalism, jewelcrafting, leatherworking, mining, tailoring, and skinning.

There are several directions you could go here. You could pick up two gathering professions to gather materials that you can sell on the auction house (and worry about crafting professions later if you want to), or you could pick up a crafting profession and a gathering profession to craft goods while you level up to help you along the way. I'd say your best options are:
  • Mining and skinning: Two gathering professions to make you some cash. Ore and bars from mining are always a profitable option because many professions need ore (blacksmithing, engineering, and jewelcrafting). Skinning pairs nicely with mining because, while mining has a detect minerals option to make nearby mineral nodes on your minimap, skinning doesn't require any tracking -- so you can effectively run through any zone mining and skinning. (Herbalism, on the other hand, has a detect herbs ability, which means you'd have to pick between seeing herbs and seeing mining nodes on your minimap.) Note: for mining, you'll need a mining pick and for skinning you'll need a skinning knife. Vendors for these should be found in the vicinity of the trainers.
  • Alchemy and herbalism: Alchemy allows you to make useful potions that can restore health or mana and buff your stats or abilities. The extra boost from your potions and elixirs will help you along the way to level 70 and at end-game, your potions, elixirs, flasks, and transmutes will always be needed.
  • Tailoring: Tailoring allows you to make cloth armor that you can use. It will provide acceptable (though not great) gear as you level up and tailored epic gear you can craft at level 70 is easily comparable to (or better than!) tier 4 or 5 gear. But to equip this excellent gear, you must be a tailor. (Alternately, you could go with moneymaking professions to start, pick up tailoring later, and power-level it up.) Though this doesn't naturally pair with any other profession, you could pick it up with a gathering skill (for making some cash) or with enchanting (which also doesn't naturally pair with another profession). 
  • Jewelcrafting and mining: Jewelcrafting will let you make rings, necklaces, trinkets, and, later in the game, it will let you cut gems to buff your gear with. Jewelcrafted items are great -- at low levels, they'll be better than anything you're going to find elsewhere -- but you can also find most of them on the auction house for reasonable prices. However, Jewelcrafting gives you access to the lowest level trinkets in the game and these will require you to have jewelcrafting to use. You'll be able to use your crafts, sell the excess, and the ability to cut gems is in demand at higher levels (though to cut the best gems, you'll have to spend a lot of time hunting down rare patterns). Note: for mining you'll need a mining pick. A vendor selling picks should be near the mining trainer.
  • Enchanting: This allows you to enchant gear with extra stats and make some low level wands. At high levels, absolutely everyone is going to want your enchants, but it's a slow and expensive skill to train up, plus the most demanded enchants are learned from rare patterns you'll have to spend some serious time acquiring. To get materials to enchant items, you need to disenchant magical items in order to get magical dusts, essences, and shards. Since magical items don't grow on trees, this means it will take you a while to gather materials -- and that you'll have to disenchant gear you find instead of selling it. What does this add up to? While leveling enchanting, you're likely to be dirt poor. However, you could pick up enchanting and use it as a gathering skill: instead of enchanting your gear, you could use it to disenchant magical items you find, and sell the dusts, essences, and shards you get. These always sell well -- and for good money.
In addition to these "primary" professions, there are also a few secondary professions you can pick up: cooking, fishing, and first aid. Cooking provides food that restores health and gives you buff, fishing provides fish that you can cook or use for your alchemical creations, and first aid lets you create bandages to restore your health. I recommend picking up all of these when you have the chance: the buffs from cooking are great (and only get better as you level), fishing (though boring to train) will help you level cooking quickly (and some of them sell well), and first aid gives you some convenient mana-free healing that's great for bringing your health up to full between fights. 

What you pick is ultimately up to you -- and doesn't really change the way you level. So make your decisions (or go back to town and spend some more time grinding and questing for cash to train them) and we'll see you back here next Sunday for a discussion of your next levels!