Jewelry, enchantment, inscription, alchemy, peeling and forging belong to the same line. There is nothing particularly good, and they are all fixed income.
Tailoring and engineering are another kind of passive (active) triggering, which is suitable for high-demand occupations. I think the tailor's 3000 spirit and 2000 intelligence are really useful, and the trial site has achieved infinite 30 waves on this.
If this priest is large, it is recommended not to do alchemy in the future, because the attribute income feels only to save money (the effective time of the mixture is 2 hours); For the jack problem of 6.0, I think the tailor is the first choice. If the main player plays DPS, he will be equipped with an item. If it is the main milk, he will forge it. If two jacks are added, God Shepherd will use them to accumulate spiritual mastery, and discipline will accumulate critical mastery.
List of professional services:
Jewelry: 320 main attributes and 480 sub-attributes; 160+320 (normal)
Enchant: Ring can increase the main attribute 160.
Inscription: Shoulder Enchant 500 Intelligence+100 Critical Strike; 200+50 (normal)
Alchemy: The mixture lasts and the effect is increased by 40%.
Forging: Two jewel sockets are added to the wristband.
Engineering: master attribute of hand enchantment 1920 (active, 10 sec/min); 170 fast/skilled
Tailor: The cloak enchants 2000 intelligence/strength or 3000 spirit (passive, 15 sec/min); 160 Intelligence/Critical Hit
Don't say anything else → _→