A solo player lives under different conditions than someone with a guild bank: nobody is going to toss them twenty stacks of Frostweave Cloth "just because", and there is no one to leave an order with for a set of smithing plates. Here you pick professions not by what sells best, but by what you can realistically cover with your own two hands.

First work out what the profession gives you personally

In 3.3.5a almost every profession carries a personal bonus you cannot buy at the auction house. That is the most reliable part of the payoff: it does not depend on prices, or on whether there is anyone around to craft for you.

  • Blacksmithing — two extra sockets, on bracers and gloves. Works with any armor type: for a mage in cloth just as much as for a warrior in plate.
  • Jewelcrafting — Dragon's Eyes: three unique gems, each roughly fifteen stat points stronger than an epic gem.
  • Alchemy — Mixology, so your flasks and elixirs last longer and hit harder. Plus your own potion supply instead of buying them.
  • Enchanting — enchants on both rings, and nobody else can put them there for you.
  • Engineering — glove accelerators, rocket boots, armor plating, teleports, field repairs and a mailbox out in the world.
  • Leatherworking — fur lining on bracers, comparable in power to a socket and an enchant put together.
  • Tailoring — cloak embroidery. Every class wears a cloak, and the bonus is not tied to cloth armor.
  • Herbalism, Mining, Skinning — passives at max skill: self-healing, stamina, critical strike.

Which pairs cover themselves and which ones need a wallet

PairWhat it covers on its ownWhere you still hit a wall
Herbalism and AlchemyHerbs, Crystallized Life, transmute reagents — almost the whole cycleFrost Lotus for flasks: either hours of gathering or buying it
Mining and JewelcraftingOre, gems from prospecting, metal for settingsTitanium Ore with its rare spawns, and epic gems
Mining and BlacksmithingThe entire chain from vein to finished itemVolume: a blacksmith eats more ore than any other profession
Skinning and LeatherworkingLeather and nearly all the scalesArctic Fur and Eternals — a separate hunt or a trade
Tailoring and EnchantingCloth off humanoids, plus disenchanting your own crafts into dust for enchantsCloth does not lie on the ground: the source is old dungeons, not a gathering route
Engineering and MiningOre and some of the partsCloth, leather, Eternals. The most expensive profession for a solo player
Two gathering professions at onceCrafts nothing, but you always have goldAlmost no personal bonuses: you pay for your wallet with character power

If you would rather not think about it — Herbalism with Alchemy: you need consumables every evening, the material grows straight out of the ground, and Mixology doubles the benefit.

A leveling order that keeps you off scarce materials

  1. Pick up the gathering profession immediately and level it in the zones you are questing in right now. On x3 rates your character outruns the zones: a skipped zone means a separate trip back.
  2. Pull the crafting profession along right behind the gathering one, rather than "I will catch up at eighty". Copper Bars and Linen Cloth sometimes cost more than Saronite — nobody farms the low tiers.
  3. Before every tier, open the recipe list and look at what you will need twenty of. A targeted run out to Un'Goro Crater is cheaper than getting stuck at 300 skill and overpaying for a week.
  4. Turn daily-cooldown recipes into a habit: the jeweler's Icy Prism, the scribe's research. A missed day is a lost cooldown, and you cannot make it up later.
  5. Spend the last twenty or thirty points with a specific goal in mind: sockets, fur lining, embroidery. Not "I will max it out and figure it out then".

What is pointless to level if you do not trade

Inscription. The only permanent personal bonus here is the shoulder enchant; everything else it produces is glyphs, which is auction house merchandise. Leveling 450 points for the sake of one item and then forgetting the profession is a bad deal.

A second gathering profession "just in case". Herbs plus ore keep your wallet full, but every evening you walk into a dungeon weaker than the version of yourself with a crafting profession: no two extra sockets, no ring enchants, no flasks of your own.

Crafting gear that is not your armor type. Tailoring gives a warrior embroidery and bags, and that is reason enough, but the cloth sets themselves go nowhere.

The test is simple: if you use at least one item out of the profession and it goes on your own character, the profession has earned its slot. If the only benefit comes from selling the result, that is a job, not a profession.

A word on Cooking and Fishing: people put them off as boring, and that is a mistake. Cooking covers your food buff before a run, and Fishing feeds both it and Alchemy. That is not trading, that is consumables.

Breakdowns of the other mechanics live in the guides section. If you have not been on the VALOR x3 realm yet, start with the start page: professions are easier to plan before your character races ahead in levels.