Engineering: Except glove acceleration, other things are not very important for FB promotion. PVP can choose engineering, FM acceleration effect of shoes and so on. If you like to play all kinds of fun, road bullies, flying machines and so on. No practical use.
Enchant: a major that you forget a few seconds after you get a well-equipped ring and enchant it. . .
Mining: WLK Mine has a 33 endurance bonus and a "Miner's Revenge" skill, which can throw miners' hoes at people. In the early stage, you can save ore for jewelry or forging. At that time, you will hate it at that time.
So forging+jewelry is highly recommended!
If you are not afraid of punching skills, practice double major first. Personally, it's hard to see where the herbs can't be your own when you practice mining. . . If the mining has reached 375, it is mining+enchantment). If you get good equipment in the later stage, wash away the enchantment of drug collection and then wash away the jewelry of mining. When the jewelry is full, enchant the graduation ring, and then wash away the enchanted forging (because the advanced drawings of jewelry and forging will be lost later, so there is no need to practice urgently)! Early enchantments or herbs are very profitable (not including mining, because mines don't sell them like this). As long as you are diligent, it costs almost nothing to wash left and right later.
As a soldier, it is a tragedy not to play forging! You will understand later. The forging of soldiers is as inseparable as the cutting of cloth.