Mining, Endurance 120
Skinning, 80 Critical Hit
These three majors are obviously inferior to other majors.
Forged and wristband gloves each have an extra hole. The gem with the highest LR gain is 40 agile gems, and two gems * * * get 80 agile gems.
Jewelry, jewelry-specific gems, hunters are naturally 67 points agile, insert 3, each ordinary 40 agile gem gets 27 points, and 3 * * * gets 8 1 point agile.
Engineering, glove enchantment (which can coexist with ordinary glove enchantment without conflict), 10 second increases agility by 480 points (the highest attribute is 12 second when the hunter is agile at 4.03, and changed to 10 second after 4.06), 1 minute CD, which is equivalent to direct 80 after 4.06.
Leather-making, special wrist guard enchantment 130 points agility, 4.03 ordinary enchantment 65 acceleration, gain 130 agility -65 acceleration. After 4.06, better 50 Agility will be added, with the gain of 130-50=80 Agility. Another advantage is that before 4. 10,
Alchemy, the mixture of unlimited drinking is 80 points agile, and when drinking the general mixture (300 agility), there is an extra 80 points agile and the income is 80 points agile.
Glyph, Special Shoulder Enchantment-General Shoulder Enchantment = 80 Agility.
Enchant, special ring enchants 40 agility, and two rings gain 80 agility.
Tailor, there is a chance to trigger 1000 attack strength 15 seconds, and the built-in CD seems to be 45 seconds, which conflicts with the general cloak barrier 65 crit.
To sum up, in terms of income alone,
The peeling of herbs is obviously weak.
Forging = Alchemy = Enchantment = Glyph =80 Agility.
Skinning (4.03)= 130 agility -65 crit or acceleration, skinning (after 4.06) =80 agility, plus 4. 1 you can save money by this enchantment before.
Jewelry =8 1 agile
The project is about 80 points agile, so it is more practical to use it well. If you always forget to open it or always open it when you need to run it, and there is no output, it will naturally be lower. ........
The tailor can't say for sure what the profit is. It should be about the same. The enchantment of the tailor's physics department is not particularly good-it should be almost the same after 65 crits, and it is still uncontrollable. Generally, no one in physics department uses tailors.