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Friday, August 31, 2007

Un'goro guide to cash


==>


==>WoW Gold Guide List<==



Many of us when on the last stretch of leveling begin to often get discouraged because it seems so far away, and the leveling is only getting harder. This strat is for those who are in the 52-56 range, give or take a level on both ends. In my experience with these levels, I have came to find out that Un'goro is not a crater full of devilsaurs waiting to fear you, but a pot full of cash. Let me explain:


Colored Power Crystals: Each stack of 10 can bring in at least 1g, and these are free for the taking. Really, the amount in the AH determines the supply and the demand. In my server, I have been the only one supplying them, thus, I control the market. They have sold before I was done putting all of them up. You can make anywhere from 50s to 3g a stack. These are colored crystals placed around the crater that you simpy open.


Bloodpetal Sprouts: This is another item that is easy to obtain in Un'goro. These are sprouts placed around the map that you simply open as well. After collecting 15, you turn them in at Marshal's Point for a repeatable quest that gives you a crate that you can sell for cash.


Herbs: This is one of the big money makers here in Un'goro. And no, you do not have to be an herbalist to obtain these. They drop like candy from the Tar Monsters just around Marshal's Point. These monster die very quickly. Good xp, good loot. I have looted many greens and major potions from these guys.


Un'goro Soil: There are mounds of dirt that you can find around the crater that you can loot, as well as them falling of monsters. These sale for about 1g a stack. Very good money for not alot of work. (Thanks to Junkie for reminding me as I had this listed but forgot to put it in the guide.)


Skinning: If you are a skinner, then your cash intake will most likely double. The dinosaurs here all are skinnable, as well as the gorillas. This makes for about a 65-70% of the mobs that you kill to be skinnable. The only ones that are not skinnable would be the goo's, the tar monsters, and the petals. The gorillas are a gold mine in xp and in leather. They skin out to be both Rugged Leather and Thick Leather, as well as Rugged Hide. These sell very fast and easy in the AH for over a gold. The gorillas respawn is amazingly fast, which means more leather for those grinders who can't skin, and more xp for you.


Essences: There are even a few fire elementals and such that you can farm for essences. These rake in some gold as well.


But not only is the cash good, but the xp is good as well. As you enter Un'goro via Tanaris, there are many quests to pick up. And whenever you go to Marshal's Point, which is at the North Center of the crater, you can pick up many quests as well. These quests are by no means difficult and can be completed very easy. Some other things to be aware of in Un'goro is that most every item that drops is a white item, and not a gray. This makes for an AH killing. I have made well over 100g easy in just 2 and a half days of play here in Un'goro. This comes from items I recieved from Quests that I could not use (pick the one that you think will sale the best to a vendor if you cannot use any of them, ex. plate over cloth.) the herbs, and the crystals, etc.


Also, the petals are not aggroable. The mix is well set in to where if you want heavy grinding, then go to the river where the dinosaurs are. But if you want it light, and not worry about aggroing everything, then there are bloodpetal areas where you can simply grind on these flowers. They won't aggro until you fight them.


The crater is a small area as well. You can easily make your way around the area without a problem.


For those of you who are wondering how you can make cash at 60, or where to go at 52, Un'goro is the place to go. I average about a half a level easy in just a few hours with the quests and the grinding. The cash is incredible. When I started Un'goro just a week ago, I had nothing, now I have well over 100g, and more items in the AH waiting to be bought, as well as good xp at the same time.


Hope this helps those who are getting that itching for 60, and are discouraged with the process.



==>


==>WoW Gold Guide List<==


Profit from limited supply items


==>


==>WoW Gold Guide List<==



You all probably know how there are suppliers for all professions. Some of these get limited supply items every once in a while. Say for engineering they sometimes sell Bronze Tubes and Gyrochronatoms. You can buy them for 8s/30s respectively. But if you put these on the AH you can make a lot of profit! Mainly because people need them for quests and want to buy them instantly.


I myself was able to sell Bronze Tubes for 40-50s each (depends on the market, these tend to go for less sometimes because there is a lot of them needed).

The Gyrochronatoms can sell for a far higher price. I managed to sell these for up to 6g/each and I think you can probably ask a lot more for them because it's needed in the badlands quest for the trinket. If there is one on for say 90s bid only, you will still sell it because they don't feel like waiting ages.


Again, on older realms there might be a lot of Bronze Tubes/Gyrochronatoms but especially on new ones where the demand is quite high (a lot of people have to do that quest) and the supply low (Not that many people have engineering THAT high because it sucks up all your money..)


I myself already have 115g on a new realm. About 50g is from selling these items. Same thing applies to Limited Supply patterns etc. My character is L33 and I already have more than enough for my mount at L40. Combine this with skinning/herbalism/mining and you can make loads of gold!


As a last thing I've also asked quite a few people if they checked the supply vendors without having that specific profession them self and all of them said no. Why would they if they don't have the profession? Because of this you can go and check the vendors in the towns and buy the limited supply items! As an alliance I usually check the vendors in Stormwind/Ironforge/Duskwood for the limited supply items.


Hope you can make some gold with this tip! And don't spam the AH with them or you'll make the items worth less!


Good items to sell:


Philosophers stone recipe and the transmute mithril to arcanite recipes


Goblin Jumper Cables schematic


And many many more!




==>


==>WoW Gold Guide List<==


Guide to AH Profits


==>


==>WoW Gold Guide List<==



**Burning Crusade**

Auctioneer is working again check the links below for the downloads.


Before I start, I want to emphasize something. If you want to make a ton of gold in WOW you have to do work, and you have to do it consistently. I'm not saying you have to work hard, because you don't this is pretty easy. You don't even have to work a lot, 15 minutes a day is sufficient if that's all the time you want to put in. However you have to be consistent and keep at it every day.


Its all about execution and follow-through. A lot of people skim through a guide and think they learned something but then fail to follow through and take action.


So read this over, then read it over again, and then download the add-ons you need, and get started making gold. And if you have any questions feel free to email me.


Be sure to check the screenshots page for examples of many of the things discussed in this guide.


<( ' ' )> THE GUIDE <( ' ' )>


My Strategy


There are many ways to make gold in WoW:

Grinding, Tradeskills, Questing Etc.


However none are as effective as "Reselling" or "Buying low and selling High" .


This strategy can be applied to any mmorpg, I started doing it in Everquest years ago, it worked well for me back then and it has worked very well for me in WoW as well. I have made somewhere in the ballpark of 80,000g in the time that I have been playing WoW spending only around 30 minutes per day on average buying and selling.


I sold a good portion of that gold, and the rest I spent on friends, and myself. I was able to keep all my (and a couple of my close friends) characters in the very best blues and purples as I leveled them (I had all the BoE tier 1 epics from molten core in my bank when I was in my 40's), buy mounts at 40, and epic mounts at 60, power level all my tradeskills to 300 in a matter of hours, even powerlevel many factions through turn-ins of BoE items purchased in AH. Allowing me to buy other races epic mounts among other rewards. I got all 1,200 tickets for darkmoon fair in an afternoon buying all the turning mats on AH. I also was able to create an army of twinks all decked out in the best gear, and best enchants money can buy. And I still have so much gold I don't even know what to do with it. And the best part is that it was so easy! I laugh every time I think of someone grinding for hours on end to make a few gold .


Ok enough of that lets talk about what we need to do to prepare to make some money!


First we need to download and install a few indispensable tools:


Tools


Auctioneer


Auctioneer is included with many UI mods already, but if you do not have it, go download it, it is the single most important tool to have for making gold in wow.


Auctioneer scans the auction hall and records all of the items and their prices into a searchable database for you. This allows you to do two things:

1) spot items that are listed for too low of a price

2) buy said items and sell for a profit.


CT mail


The CT Mail Mod allows you to auto-open all the mail in your mailbox. Very handy when you are dealing with 100+ emails a day with gold from sold auctions, items to re-list from expired auctions, and items from new purchases.


Lootlink http://www.wowinterface.com/downloads/fileinfo.php?id=5608


Lootlink stores clickable links to every item that is ever linked in public channels or on people that you inspect. It is very handy for getting links to rare items to add to your Shopping List.


Bring up the lootlink window once it is installed by typing /ll or /lootlink


Linkeratior http://www.fizzwidget.com/linkerator/

Is a good alternative to lootlink also.

It keeps track of links that you see, and then to retrieve the link you simply type the text version of it.

For example you would type [krol blade] and on your screen would actually appear [Krol Blade]

as a clickable link


*update*

In order to install any of these mods in warcraft all you have to do is unzip them into:

C:\Program Files\World of Warcraft\Interface\Addons

or wherever you have wow installed, that is the default location though.


If the addon does not appear when you log in to wow, you probably do not have it unzipped into the correct location. Check and make sure it is in the addons directory.


If you get an error saying that you do not have enough memory to run the mod, then do the following:

log into warcraft and at the character selection screen click the "addons" button, then in the upper right hand corner notice the box labeled "Script Memory(MB)" I believe the default number is 48, change it to a few mb higher than what it is set for , say 64mb for example. Then click ok and try to log in again.


MACRO KEYS


I have the following macro keys set up:


/auctioneer broker 500

/auctioneer broker 100


these will allow you to quickly check for buyouts with a 5 gold, and 1 gold profit respectively, these can be pressed even during a scan and if you see something worth buying you can stop the scan and buy it. (if your sitting at your PC) The number is in silver so 100 = 100silver = 1 gold.


Here is how you create a macro for those who don't know:

(from the main menu click macros, click "New", give it a name and icon, then in the commands box type the "/auctioneer XXX" command. where XXX is the number of silver"


General Strategy

READ THIS ONCE NOW, FINISH READING THE GUIDE, THEN READ THIS SECTION AGAIN.

The general idea is to scan the AH, buy the items which are listed below the average selling price, then re-list them for a profit:


1. Make a level 1 character

2. Give Him/Her a catchy name

3. If you have enough money to do so at this point, go ahead and buy some 14 or 16 slot bags. If not don't worry, you can work your way up to that when your rolling in gold.

4. Park yourself in AH

5. Set up your shopping list (read on to find out how)

6. Open up the auction window

7. Uncheck the categories: Container, Consumable, Projectile, and Quiver as things in those categories generally do not produce good profits and just slow down your scans.

8. Press the scan button and wait for it to finish.

9. For the first few days the best thing to do is scan with Auctioneer as many times as you can through the day at different times. After a dozen or so scans across a span of 2 or 3 days auctioneer will begin to accumulate enough data to give you somewhat accurate pricing information.

10. Once you think you have enough scans to have good enough pricing data you can start searching for good buys:

11. I search for good deals 2 ways:

I create a macro : ?/auctioneer broker 500?

This is a quick button I can click at any time and see everything that is listed at least 5g too low.(you can do whatever amount of gold you like 100 = 1g)

I also use the ?Search Auctions? Tab in the AH window. This is installed by the Auctioneer add-on.

12. Check your /auctioneer broker 500" hotkey results

13. Check your shopping list report.

14. On the Search Auctions' tab in AH search for:

Buyouts with percent less 80% and minimum profit 50silver

Buyouts with percent less 50% and minimum profit 1g

Bids (short / medium) with percent less 80% and minimum profit 50s

Bids (short / medium) with percent less 50% and minimum profit 1g

15. I have the 6 searches saved so I can run them all quickly in a row, starting with the 1g profit searches first.

16. As you begin to make more money you can search for higher profit items only as the smaller profit items will not be worth the effort then. For example I usually search:

Buyouts with percent less 90% and minimum profit 2g

Buyouts with percent less 50% and minimum profit 5g

Buyouts with percent less 25% and minimum profit 10g

Bids (short / medium) with percent less 90% and minimum profit 2g

Bids (short / medium) with percent less 50% and minimum profit 5g

Bids (short / medium) with percent less 25% and minimum profit 10g

17. Then if I don't find many items in those searches, then I fall back to my lower profit searches and pick up a few more items there.

18. You can tweak these numbers and percents as you see fit those are just what I do.

19. Buyout all the good deals, and then head to the mailbox to pick them up and come back and re-list them for more in AH. Read the rest of this guide for exact guidelines on what to buy and how to sell. You have to use common sense and some guidelines when choosing what to buy. In general when you are just starting out stick with low level(

20. When you start to accumulate a lot of items (I usually have over 100 items in AH at a given time) it is helpful to leave the expired ones in your mailbox until you are ready to re-list all of the items at once. This will make it so that you only have to empty your mailbox and list items once a day, rather than every time you are at the mailbox. This will make your life a lot simpler once you have a large inventory.

21. Run these scans as often as you can, because the more you scan the more money you will make. I generally scan 3 times a day on weekdays: Once when I wake up and let it run while I shower. Once when I get home from work or while I eat dinner, and once right before I go to bed. Scan more if you can, remember it only costs you about 30 seconds of your time to log in and start a scan you can go do something else while it scans.

22. Always keep your character either at the mailbox, or in front of an auctioneer, that's why you made a lvl 1 alt for this so that you are always ready to go when you log in.


SPECIFIC GUIDELINES

BUYING


* Run scans as often as possible

The more scans you run the better your data will be, and the more deals you will find.

Also scan at non-peak times to find deals that others miss. Scan many times during peak time if you can because many items get listed every minute.


* Bid on Tuesdays before the servers go down

Get your bid in before the server goes down on items with short or even medium durations left and you will have a better chance of winning them.


* Scan late Sunday night/ early Monday morning

These are one of the best times to pick up some cheep deals because everyone lists all the items they found over the weekend late Sunday night or early Monday morning. Not only are there a large amount of items for sale, but lots of competition so people list their items cheaper undercutting each other. This is great for us because we can buy up the under priced items then wait till a better time to sell them for a profit.


* Sell on Sunday

Sunday is by far the best day to sell. For some reason a lot of people do their AH shopping on Sunday. Maybe it's just because more people log-in on Sundays so more items get bought, but whatever it is Sundays are great for selling items. I always have a mailbox full of gold by Monday morning.


* Make offers to people auctioning their items in the trade channel

If you see a particularly good item in a trade channel that you know will sell well make the seller an offer that is lower than what you know you can sell it for in AH. I usually offer anywhere from 50% to 75% of what I can sell it for depending on the item. Don't waste too much time haggling with them, just make them an offer, and if they refuse don't worry about it there are plenty more deals to be had. Also many times a seller who has rejected my offer will message me some time later and ask me if I still want the item for what I offered because they have not had luck selling it and they just want to get rid of it.


* Manually searching for items

Here is where you can really make some money, after you have done the auctioneer thing, and all the good deals have been bought up, there are some other actions you can take to ensure maximum profits. And this is where I make a lot of money so pay attention.


I was bored one day with doing the same old auctioneer scan thing so I decided to try something new. I decided to find something that I could buy up for cheep that I felt was undervalued. While power leveling my rogue one day I noticed that the biggest help in my killing power was having the best daggers I could get for my level, I also noticed that a lot of people make twink rogues. So I went to AH and bought up every green dagger between the levels of 5-19 that have agility and attack power since these seemed to be the most desirable for a lowbie rogue. They were selling anywhere from 5s to 50s on my server. I re-listed them all for 1g 99s, Every time I was in AH I would buy up all the lower priced daggers than mine. Mine began to sell.


Within a week I had upped the price to 2g99s for of power, and of agility daggers, and was now buying up all the other alternative green daggers such as +strength and +stamina and was listing them at 1g99s. They always sell. The re-listing fee is negligible so I can list them as many times as it takes. In fact if I get an overabundance of a certain type of dagger, I usually just vendor them. Since I buy then for like 10s its better to just buy them up and vendor them and loose a few silver , and have someone buy yours for 2g99s instead. You are still making a huge profit.


I then moved on to other green lvl 1-19 items following the same idea:

Lvl 1-19 green cloth ?of the eagle?; listing them all for 1g99s to 2g99s


Lvl 1-19 green leather of the monkey of agility of power; listing them all for 2g99s or more. I can sell a +5of the monkey legs or +4monkey gloves for well over 10g a pair.


1-19 green rings of the monkey, eagle, bear, etc as well as Blood rings, Demon Bands, and Ring of the Moon; Buying them all up and re-listing them for anywhere from 5g for a +2stat ring to 19g for a +3 of the monkey or of the eagle ring.


Another idea I had that has worked well:

lvl 40-50 green MAIL of the Monkey, Agility, attack Power. At level 40 hunters can begin to wear chain, this means that they need to upgrade all their gear starting at 40, so I buy up all the 40+ green mail gear that has good hunter stats and I re-list it for higher prices. If you keep buying up all the cheaper alternatives that get listed the hunters have no choice but to pay your prices, which they will because they are excited about getting to wear chain so they impulse buy.


You can come up with your own ideas following the same idea, some that I haven't had time to try are 40+ plate of the bear for warriors, or 40+ gear for shamans.


It doesn't really matter what item you choose as long as you know there is a demand for it and you are diligent in buying up all the lower competition and re-listing them. You could even do this with rare or uncommonly seen trade goods etc.


* Use caution buying 40+ blues; especially weapons

Use a bit of judgment before buying up too many 40+ blue items. Be sure that you are going to be able to sell the item for a decent profit because the AH listing fees on 40+ blue items can be high. Some higher level blue weapons can have listing fee抯 of several gold. So only buy high level blues if you know 1) the item has a high demand 2) you will be able to make a profit even if you have to list it a few times because 2g a listing adds up.


* Epic Items

The same goes for epics, they generally have high listing fees, and the auctioneer data may be skewed because of a handful of overpriced epics that have been sitting in AH for weeks. Use caution when buying epic items. I would suggest that you only get involved with epics once you have plenty of experience and gold reserves on hand. Unless you are 100% sure that it's a killer deal. If you do see something hat jumps out at you don't hesitate to buy it. When I was just getting started I didn't know a whole lot about the prices and values of most epics, but I did know that when I saw a Krol Blade for 150g it was an awesome deal and I snapped it up and resold it for over 500g.


* How much gold to keep in reserve, how much to invest

In the beginning buy up every good deal you see, don't worry about having gold in reserve. As you start to accumulate gold however you will find that you cant spend it all because there are not enough good buys on AH to spend it on, at this point you will probably be buying items and mounts for your other chars, and spending gold on other things. Once you reach that point you should always keep at least several thousand gold on you抮e AH char at all times, you never know when someone is going to list 100 nexus crystals for 199g a stack of 10. This is exactly what happened to me one day. I spent 1990g buying 100 nexus crystals that I assume were listed by some guild bank , and re-listed them for 59g a piece over several weeks, and turned that 1990g into 5900g ? quite a hefty profit.


SELLING


* Sell on Sunday

Sunday is by far the best day to sell. For some reason a lot of people do their AH shopping on Sunday. Maybe it's just because more people log-in on Sundays so more items get bought, but whatever it is Sundays are great for selling items. I always have a mailbox full of gold by Monday morning.


* Listing fees and durations

Always list items for 24 hours, the fee isn't that much more, it lets more people see the item, and it makes it so you only have to list the item once per day.


* Always use buyout

Always set a buyout. If you don't you will miss out on 99% of your sales. People want instant gratification, and also a buyout scares people into impulse buying because they feel that someone else could buyout the auction at any moment. With just bids and no buyout people know they have hours to think about it and often decide they don't really need to spend all that gold on that item today.


* Stack size

A lot of times I will buy up stackable items either in small stacks or 2 or 3 etc, or I will end up with stacks with like 17 or 18 items in them. This is not the best way to sell stackable items. I use the following guidelines:


o In general if you have enough to combine into a stack of 10 or 20 do that because it is a nice even number and people can easily figure out if the price is good.

o If you only have a few of the item (like 3 or 4) split them up and list them singly.

o Some items are needed in specific quantities for quests or tradeskills; these are the exceptions where it may be beneficial to list them in those quantities. An example is nexus crystals are generally required in quantities of 3 for most high level enchants. So if someone else has them listed for 50g singly, and you have 3 for 150g, odds are your stack of three will be purchased because someone probably needs 3, and its less clicking for them to buy your stack of 3.


* 7's 9's rule

I always list my items using 7's and 9's let me explain:

If the item usually sells for around 10g I list it with a min bid of 7g77s and a buyout of 9g 99s. Never list anything for 10g or 20g etc, always 9g99s, 19g 99s


Its only 1 s difference but it makes people feel like its 10g cheaper. It's the same principal as all those TV commercials that sell stuff for $19.95 It just sounds a lot cheaper than $20 even though its not really.


Sometimes if the item is worth only 15g, but there is no competition in AH at the time I'll list it for 17g 77s / 19g 99s. People see 17g and think 17 is about the same as 15, and 19g is only 2 more gold I really want it so I'm just going to buy it. They just paid 20g for a 15g item that's 33% markup. They probably wouldn't have bought the item had you listed it for 20g.


Granted if you had listed the same item for 13g/14g99s they defiantly would buy it, but that is a judgment call you will have to make on an item to item basis based on how much competition there is, how much you paid for it, and how badly you need to sell it (because listing fee is high or whatever) personally I do not like to put myself in situations where I feel pressure to sell an item, and the best way to avoid that is to stay away from the higher level items whose demand you are unsure about.


* Undercutting minimum bids

When most people search specifically for an item they sort the results based on lowest price first. The price is not determined by the buyout price but rather the minimum bid. So sometimes it makes sense to undercut the competitions minimum bid, but not necessarily their buyout. This will ensure that your item is at the top of the list and the first thing they see when they sort their results by lowest price. Be careful though never set your minimum bid below the minimum price you can sell the item for or you could loose money if someone bids on the item and the auction ends with that bid.


**How to start with no money at level 1 **

Use searches that will find lower priced items to buy

People ask me "what if i don't have any money to start?" Well I say I started with about 1 gold. You should be able to start with even less. So after telling someone this ... I started another char lvl 1 with 0 gold just to see how difficult it would be, I killed a few mobs on my way to orgimar, leveled to lvl 3, sold all the stuff I had collected and had 3 silver total. So now what can I get for 3 silver and turn a profit ?!?


I did a couple scans and then did a search for:


and ended up with this result:


Bam I bought up the 3 lesser mystics (that was a stack of 3, i accidentally chopped the 3 off), split them up and sold them each for 24s.

Now I was sitting at 72s, almost a whole gold at level 3 within an hour or two of creating the char.


Later I did:

Buyouts with percent less 80% and minimum profit 20silver

which yielded the following results:


As you can see there are several items here which you can buy for a few silver and make

a hefty profit, especially the heart ring which is a level 18 ring with +5sta. A very nice twink item which will sell very well for 1g99s leaving you with a quick 1g79s profit.


So if I bought that ring and that cloak, I spend 27s, that puts me down to 45s, and I sell the two items for a total of 2g50s, I am now sitting at just under 3 gold. !!!!!

Keep in mind I抦 only lvl 3 and has gone from 1 silver to 3 gold in 3 quick transactions

that is impressive!


You can change the numbers till you find something, try lowering the minimum profit, or try lowering the percent less numbers a little until you find something that looks good.


Important thoughts:


Auctioneer is in no way definitive or perfect at what it does!

It is simply a tool to HELP you sort through the 1,000's of auctions in the auction house. If you trust the scan results of auctioneer 100 % and buy up everything that it says is too cheep, you will loose money. The key is to use common sense to narrow those choices down to make smart purchases. I have had several people read this guide, run two or three auctioneer scans in a row and then proceed to buy up everything it tells them to. Guess what? they lost some gold!


Run lots of scans, and use some common sense in what you purchase. In the following sections I will try to give you a run down of what type of items I look for. As a rule of thumb just think about the item like this is it rare? does it have awesome stats for the classes that can use it?

No one is going to want a plate item with intelligence on it on the horde side, and conversely no one will want chain items with intelligence on it on the alliance side. Or I look at daggers and think rogues want agility or + attack power, so those are the daggers I buy. Caster gear with +int, + sta at lower levels, and + spell damage at higher levels. You get the idea.


In the beginning start small, and use caution till you get a feel for the market.


*updated 3/07*


Rare blues - these are the blues that only drop in one instance, and are not world drops, there are only a handful of them.


These are the big ones that I have on my list right now I will update this list as I find more:


* Antenna of Invigoration

* Elemental Attuned Blade

* Teebu's Blazing Longsword

* Recipe: Dirge's Kickin' Chimaerok Chops


These are less rare, but still worth putting on the list, especially in the beginning when you don't have many scans:


* Pendulum of Doom

* Assassin's Blade

* Shadowfang

* Miner's Hat of the Deep

* Expert Goldminer's Helmet

* Shovelphlange's Mining Axe

* The Jackhammer

* Unearthed Bands of _ _ _ _

Unearthed Bands of Agility

Etc. (keep in mind its leather so the good ones are going to be agility, power, monkey, etc)

* Petrolspill Leggings

* Mantle of Thieves

* Flintrock Shoulders

* Wolfclaw Gloves

* Hotshot Pilot's Gloves

* Mechbuilder's Overalls

* Maiden's Circle


::Here are some of the other sets of items which I know are good sellers when im looking for stuff to buy::


Cross-faction patterns/items


There are several patterns or items that are only available to either alliance or horde. These can be purchased at vendors and if you can get them to the other faction AH you can mark them up hundreds of percent.


For example an alliance only pattern that costs around 50silver and sells very well horde side for 50gold + on my server is


* Pattern: Red Whelp Gloves

* To get a hold of this item you will either need to have a friend with an account on the other faction, or a second account yourself. Have the friend, or on your other account buy the item and list it for 1s or something in a neutral AH, then buy it and list it in your factions AH for whatever you want.


This is one of the better items I have found because the Gloves that it makes are highly desirable 10-19 BG Twink items.


Again I will update this List as I find more items worth doing this with.


Rare Tradeskill goods:


These are hard to come by tradeskill goods that usually are not on the AH much or are very expensive because they come from raid zones/bosses. They are defiantly worth putting on your shopping list and keeping an eye on, especially once your get a good stash of gold, or if you have a lvl 60 char that can use them, or items made from them.


[Dreamscale]

[Fiery Core]

[Lava Core]

[Brilliant Chromatic Scale]

[Bloodvine]

[Core Leather]

[Large Obsidian Shard]


Rare Tradeskill Patterns


There are some rare tradeskill patterns that you should keep an eye out for, prices on them might vary by server but they will sell for a lot regardless. I found a Formula: Enchant Chest - Greater Stats for 5g once, and a Enchant Shield - Lesser Block for 1g. I sold the first for 500g, and the other for over 100g. So just keep your eyes out for a obviously cheep price on any of these. *Update* I picked up the following recently: felcloth bag for 100g, flarecore wraps for 150g. I sold the first for 499g, and the second for 399g.


Formula: Enchant Weapon Lifstealing

Formula: Enchant Chest - Greater Stats

Enchant Shield - Lesser Block

Formula: Enchant Weapon - Crusade

Formula: Enchant Weapon - Superior Striking

Formula: Enchant 2H Weapon - Superior Impact

Pattern: Core Felcloth Bag

Recipe: Major Rejuvenation Potion

Pattern: Flarecore Wraps

Pattern: Black Grasp of the Destroyer


Items with no listing fee


Some items have NO listing fee, enchanting supplies are a good example. Dusts, Essences, and Shards have absolutely no listing fee, which is good because it means you can re-list them over and over and not loose money. These are GREAT items for people who are just starting in their gold earning career because you can start with the lower lvl ones which are cheep and you can re-list them without loosing any money. Also you can list them for only slightly more than you paid because you don't have to worry about fees.


One word of advice about buying enchanting supplies is to buy on the weekends or when you notice a large amount of them in AH, and then sell in the middle of the week when supplies are dwindling.


TWINK ITEMS


Twinks are a huge source of money for me, a twink for those of you that don't know is generally a lvl 19, 29, or 39 char (top of each battlegrounds level bracket) that is decked out in the best blues/purples that money can buy or can be obtained through instances or quests. And they generally have lvl 60 enchants on every slot. They are usually funded by their lvl 60 mains, and their only goal is to be the most decked out badass person in the battlegrounds so that they can dominate. They generally stay at that level for months or indefinitely just to dominate that bracket. Many people have one of each of the 3 levels for each bracket.


Once you start making gold you will be able to make twinks if you choose, however the reason we are talking about them now is because they will buy certain gear from you for ridiculous prices. I know a lot of other guides say no lvl 19 will pay 200g for a lvl 19 blue. But that is just in fact UNTRUE. Lvl 19's repeatedly pay 50-200g for lvl 19 blues. There is a list of these items to look for below, but let me just provide you with one specific example. For example I love when I find an Assassin's Blade


For like 5g in AH (happens quite a bit) they sell for 150g-200g on my server. And they DO sell. You might have to re-list it 5 or 10 times, but the re-listing fee is like 5s so no big deal. That is an extreme example because it is an especially rare item which comes from only 1 instance. However many of the items below sell for 40g or 50g regularly.


Twink blues:

10-19:

Feet of the Lynx

Deviate Scale Belt

Sentry Cloak

Assassin's Blade

Thorbia's Gauntlets

Silver-linked Footguards

Skeletal Club

Night Reaver

Shadowfang

Black Malice

Tree Bark Jacket

Darkweave Breeches

Keller's Girdle

Magefist Gloves

Twisted Chanter's Staff

Witching Stave

Skycaller

Lil Timmy's Peashooter


20-29:

Barbaric Bracers

Enduring Cap

River Pride Choker

Watchman Pauldrons

Tigerstrike Mantle

Brawler Gloves

Harbinger Boots

Dreamslayer

Cobalt Crusher

Forest Tracker Epaulets

Mantle of Thieves

The Butcher

Zealot Blade

Ironweaver

Claw of the Shadowmancer

Frostreaver Crown

Pugilist Bracers

Girdle of Golem Strength

Hotshot Pilot's Gloves

Beguiler Robes

Mechbuilder's Overalls

Glowing Magical Bracelets


30-39

Basilisk Hide Pants

Assault Band

Necklace of Calisea

Ogron's Sash

Papal Fez

Speedsteel Rapier


40-49

Elven Chain Boots


Twink greens :


Some lvl 10-19 greens sell for 5g or even 10g+ simply because they are the best items you can get for those slots period(AH, Instances, Quests or otherwise) here are a couple examples.


Bristlebark Gloves

Forest Leather Bracers

Red Whelp Gloves <- On horde side they are very valuable, because it's an alliance only pattern


LVL 10-19 rings: Ring of the eagle, monkey, bear, agi, eluding, blood ring, demon band, ring of the moon, etc


good low level rings always seem to sell well, I think it is because lower levels always seem to have empty ring slots to fill because they seem to drop less than regular armor.


Also because for twinking they are generally better than the blue instance dropped or quest rings for some classes.


Here are a couple of searches I run without using auctioneer. I just use the standard AH search box:


1) lvl 2 - 19 rare all categories. Sort lowest price first Emitting level 1 skips over all tradskill items and leaves us only with blue weapons, and armor below lvl 19. Since it is sorted lowest price first, we can immediately see if there are any items listed very cheaply. Her is an example I ran today to show you:


as you can see I entered 2 and 19 in the lvl box, selected rare from the rarity box, clicked search, and finally clicked current bit to sort it by price.

Keller's girdle is listed for way way too low, it actually sells for closer to 20g, and I will buy it and re-list it at 19g for a great profit!


2) Lvl 1 - 19 rings of any quality sorted by price. Same idea here, easy way to find good twink rings.


3) lvl 1 - 19 daggers sorted by price. Look for cheep of agi, power, monkey daggers. Saves you the time of searching for them one by one!


4) lvl 1-19 one hand swords. I usually buy of the tiger, monkey, agi, and power. Especially the lvl 19 decapitating swords, they usually sell for 3 or 4 gold.


**8/17 Update - Upcoming expansion**


The upcoming expansion will allow for paladins on the horde side, and shamans on the alliance side.

What does this mean?

1) lots of people will make new characters: This will create a huge demand for twink items when the patch comes out. Chain gear for the new paladins on horde side, and leather items for the new shamans on alliance side. Also lvl 40+ plate for the pallies, and 40+ chain for the shamans to a lesser extent. The real demand will be for lvl 1-40 gear though.


2) people will also want to level trade skills (especially first aid) for these new characters, so we may see an increase in demand and price for cloth, and other tradeskill supplies.


In addition the new expansion will bring a NEW TRADESKILL: Jewelcrafting !

I can only speculate at this point, but I have a strong feeling that the prices of Gems and Metals will skyrocket, especially the high end ones. I am personally going to start thinking about some long term investment in gems, and I am guessing that they might have finally found a use for those now almost useless Pristine Black Diamonds, and Black Diamonds. As well as some azerothian diamonds, blue sapphires, huge emeralds, rubies, large opals, ETC, cant hurt to pick up any that you see for cheap, you can always sell them for what you paid. I抦 going to pick up a bag full of stuff and stick it in the bank. Might pay off it Might not. /shrug.


In addition with the increase of the level cap to level 70 in the Burning Crusade, level 60 items will loose much of their value. I would not recommend buying any lvl 60 gear at the moment, and the same goes for lvl 60 tradeskill materials. Lava Cores, Fiery Cores, and the like will *probably* drop in value significantly. I have unloaded all of my high end gear and tradskill mats on AH for the time being.


**3/07 Update - Results from above observation**


Well I followed my advice and bought up many many stacks of gems prior to the expansion.

I bought 8 stacks of [azerothian diamonds] for an average price of 3.7 gold each. or 592g total.

I have just finished selling them all off for between 19.99 and 24.99 a PIECE. With an average of 22.05 gold each, that抯 around 3,520 gold.... or a profit of about 3,000g! And that抯 just from azerothian diamonds. I did the same with blue sapphires, huge emeralds, large opals, and star rubies. I had around a dozen stacks of each, and overall made well over 10,000 in profits from my gem sales.


I hope some of you took my advice and invested in gems before BC, if so drop me a line and let me know how well you fared!


I personally did not invest in cloth too heavily as the profit margin for the amount of bank space it took up was not worth it to me, however cloth prices did go up, and those of you who did invest in lots of cloth before BC probably did well.


Also, as I predicted lvl 60 ish epics, blues, and tradeskill items all hit rock bottom, moltencore, and AQ trade skill mats are almost worthless now, and I'm glad I dumped all mine before the expansion!


Other thoughts:


You will find that over time you will get better and better at knowing what to buy and how to sell, it is just like anything else it takes practice. This guide gives you a big head start but there is still plenty to learn, different items will sell better or for different amounts depending on your server, the economies between new and old , high and low pop servers varies greatly.


Once you have a good feel for the local economy on your server you will begin to make wiser choices and make more gold.




==>


==>WoW Gold Guide List<==


Get 1000 Gold in 2 Hours


==>


==>WoW Gold Guide List<==



Strapped for cash? need to buy epic flying mount? Want to make 1000g in 2 hours? Nagrand - Elemental Plateau (67,23) Wind Elementals = Drop 1-2 motes of air, 10x combines to 1 Primal Air = ~20g per Fire Elementals = Drop 1-2 motes of fire, 10x combines to 1 Primal Fire = ~25g per Water Elementals = Drop 1-2 motes of water, 10x combines to 1 Primal Water = ~20g per 2 hours of farming yielded 978g Nagrand - Lake South of Throne of Elements (58,26) under the water Water Elementals = Drop 1-2 motes of water, 10x combines to 1 Primal Water = ~20g per Netherstorm - Ruins of Enkaat (34,57) north of area 52 Mana Wraiths = Drop 1-2 motes of mana, 10x combines to 1 Primal Mana = ~15g per Rock Elementals = drop 1-2 motes of earth, 10x combines to 1 Primal Earth = ~10g per 1 hour of farming yeilded 500g Shadowmoon Valley - The Hand of Gul'dan (47,45) Fire Elementals = Drop 1-2 motes of fire, 10x combines to 1 Primal Fire = ~25g per Rock Elementals = drop 1-2 motes of earth, 10x combines to 1 Primal Earth = ~10g per 2 hours of farming yeilded 840g


==>


==>WoW Gold Guide List<==


Thorium farmen in Winterspring


==>


==>WoW Gold Guide List<==



Thorium farmen in Winterspring


Thorium farmen in Winterspring World of Warcraft


Also, von Everlok anfangen und dann A, B, C, D und E. F, nur für mutige, da dahitnen alles volle Elite Mobs ist. Nebenbei greift man auch noch einiges an Mithril ab, was auf den eingezeichneten Laufwegen auch noch rumsteht.


A: um den See rumlaufen. kaum aggro. 1 Vorkommen da. Respwn ca 15 Minuten

B: Sehr aggro hier oben und viele unsichtbare Mobs. 1-2 Voorkommen. Respawn ca 15 Minuten

C: Ein Camp voller Yetis. kaum Aggro. 1-2 Vorkommen. Respawn ca 30 Minuten

D: Yeti Höhle. Ohne stealth sicher nervig, da 1 Vorkommen bei mir bisher immer am Ende der Höhle war- das andere direkt am Eingang. 2 Vorkommen. Respawn ca 30 Minuten

E: Wieder ein kleines Camp voller aggros, aber grün, also kein Problem. 1-2 Vorkommen. Respawn ca 30 Minuten

F: Trotz stealth ziemlich nervig, da alles elite ist, aber bisher immer 2-3 Vorkommen gefunden (da farmt wohl sonst niemand). Respawn keine ahnung, da ich mir das mittlerweile schenke, weil zu gefährlich.


Viel Spaß beim farmen oder skillen



==>


==>WoW Gold Guide List<==


Dunkeleisen farmen in BRT


==>


==>WoW Gold Guide List<==



Ok, ab in die Blackrocktiefen als Stealther. Man brauch den Shadowforge Key nicht unbedingt, hab ich rausgefunden. Die Türe kann man auch knacken, aber ich weiß nicht welchen skill man brauch. ich vermute mal so 280 oder sogar noch mehr. Also, nach dem Betreten nach links, Türe öffnen/knacken und am Feuerelementar vorbei. Nn sollten schon die ersten Vorkommen zu sehen sein.


Pro Instanz gibt es garantiert 1 Blau und 1 Rot.


Blackrocktiefen Dunkeleisen


Nun die Punkte:


Blau 1: nicht farmbar


Blau 2: farmbar. An den Berg stehen und von oben farmen


Blau 3: schafft man 3 Höllenhunde zu töten (achtung, die enttarnen), kann man es farmen


Blau 4: schafft man 3 Höllenhunde innerhalb von 10 Sekunden zu töten bzw wegzuziehen, kann man es farmen. Warten bis die Pat wegläuft, Hunde wegziehen, Hunde töten. tarnen. Warten bis die Pat wegläuft, farmen


Rot 1: nicht farmbar


Rot 2: schafft man 2 Höllenhunde zu töten, kann man farmen. Am besten auf dem Vorkommen stehen beim Kampf, damit von vorne und seitlich nix added.


Rot 3: farmbar


Rot 4: farmbar, Warten bis die Pat wegläuft, farmen

Instanz resetten und von vorne


Viel Spaß beim farmen


ghdfh

dghfg


dfh fgd f


cvhgh



==>


==>WoW Gold Guide List<==


Easy Gold Farming Guide


==>


==>WoW Gold Guide List<==



Introduction


Welcome to our ultimate gold guide section, there are plenty of opportunities

out there for you to make gold, but we will only list the fastest and

easiest method for any class.



We could list tons of different ways for you to earn

money at lower levels but the truth is that the higher level you are

the more money you will earn
.


Time is better spent leveling up your character as fast as you

can. It’s better to level up your character to level 40 then start

farming for your mount then level up to 60 and farm for your epic

mount. Farming at lower levels will slow your profit down overall.


Quick General Tips


The number one tip that will save you hours of travelling is to create a secondary

character (mule account) that will stay in the auction house (Orgimmar -

Horde, Ironforge – Alliance, or even Gadgetzan). Send your money and item

to these characters by the ingame mail, relog with your mule account and

then get them to buy/sell at the auction house. Remember time is money the

more time you save the more money you make.


Pick up everything that a mob drops as every item

has a value.


Familiarize yourself with items




Grey text item = Vendor Trash items. Its useless

to anyone you can only sell vendors, but don’t underestimate it

as grey items can still be worth a lot of coins.




White text items = Very common useful items,

sometimes you can make more profit selling these in the auction

house.


Green text items = Common quality

items, some items are worth a lot more than the AH recommended

price.


Blue text items = Superior / Rare

quality


Purple text items = Epic quality





Auction House


First of all Download and install this free Auctioneer mod

href=”http://www.curse-gaming.com/mod.php?addid=146″>


http://www.curse-gaming.com/mod.php?addid=146 This mod helps

you by




  • Giving you the average market price for all items.
  • Which profession the items are useful for.
  • Shows you vendor prices of all items, sometimes the market has too much

    of a certain item and you might as well sell the item to a vendor.
  • Shows you vendor prices of quest reward items.



This helps your auction house trading, as sometimes

you don’t even realize you’ve sold an item under average price, where you should

have made more profit.


Or if you overpriced an item which could lose your AH deposit when

it doesn’t sell. This is critical with Green items like weapons

and armor as the 24hour deposit can come at a very high cost.


The Auctioneer mod needs a database to be used effectively,

after you install the mod visit the AH and do a full scan. This can take around

10-15mins to be completed. Try to do this every couple of days for the first

two weeks of playing so you have a reliable database.


But scan the armor and Weapons section everyday to get the average

market price for rare and epic quality items as they can be listed


seldomly.


Remember buy weekdays and sell during the

weekends
. Most rich level 60 players play during the weekends for

big raid meets and they can’t be bothered farming.


Bags


Try to fill up all

your bag slots, as more bag slots = more profit. This will save you time

running back to the vendor to empty your bag. Don’t be afraid to purchase

bags because all bags are not Soulbound that means you can use it then resell

it when you decide to upgrade.


Level 1 – Just use what you can find from mobs.


Level 9 – Don’t worry about 6 slot bags, save up for 8 slot bags

which are usually about 15s-20s each.


Level 18 – You should have a full set of 10 slot bags costing around

40s each.


Level 30 – Skip 12 slot bags and get a 14 slot bag which costs

around 2g-2g50s each.


Level 45 – By now you should have your mount and it is time to

get a full set of 16 slot bags like ‘Travelers Backpack’ which

is a random world drop from high level mobs worth around 18g-25g.


Helpful sites


If you havent heard of




http://www.thotbott.com/ you’re missing out on

the best tool for Warcraft. Both sites are similar but I find Thotbott

to be more useful as it’s faster and more user friendly.


Thottbot is an excellent tool to do your quest and to find items,

as it provides maps for item drop locations and where they come

from.


Allakhazam is useful to find out an item ‘Median Price’ this helps

you a lot when you’re trading Rare and Epic items, as the database

you would gather using Auctioneer mod might not be sufficient to

make your decision. You can also use this entire site instead of

using the Auctioneer mod, but you might find that i’ts too time

consuming to use the site all the time.


And curse-gaming.com have

the most comprehensive mod ui addons for WoW.





Earning for your Level 40 Mount for level 1-40



Cost of Regular Mount


At level 40 the goal is to get at least 18g for mount training,

and 72g for the mount itself assuming you have an Honored reputation

with your faction. Total of 90g or if you can find someone that

has a PVP rank 3 or above he can buy the mount for you for 64g

saving you another 8g.


You receive a 10% discount if you’re honored with your faction

and a Additional 10% discount if you have PVP rank 3 which is very

easy to get at higher levels.


Cost of Epic Mount


After you have your first mount and full set of 16 slot bags, you’re set until

level 60, ignore farming until you reach level 60 where you will start to save

up for your epic mount which cost 800g if you’re honored and rank 3 or over.


Also note that a Frostwolf mount is available at 640g and rank

11 mount is available for 90g! But achieving rank 11 will require

a lot of PVP in battlegrounds. Expect to spend at least 2 months

of hardcore PVPing to reach rank 11. At level 60 earning 100g on

an average day (3-4 hours) is an easy task. So you’re epic mount

should be attainable in just over 1 week.


Join a Guild


If you have no high level friends, consider joining a guild early. Having higher

level friends at lower levels is a great advantage. You may need someone

to help you purchase your first mount at a discounted price of 64g, and a

higher level friend would most likely lend you some money to get your first

mount. It won’t be a big deal to them 10-20g is very little money for a level

60 character but it’s a huge amount to a level 40. Borrowing money to purchase

the mount will cut down your farming time, you can pay it back much faster

than farming first then buying the mount.


Grinding vs Questing


Its been tested that grinding is more efficient for power leveling after level

35, but questing is more fun of course. Click here for power leveling guide

past level 35.


Farming vs Profession for profit


Profession takes a lot of time and effort to level up. Leveling

up your profession costs you extra time which could be more useful

to level up your character instead. Unless you learned a very

rare recipe, farming still earns a lot more profit than trying

to sell the goods you made. Advertising your services in major

cities can take considerable effort and you might not even earn,

whereas farming you’re guaranteed a rate of xx gold per hour.


Farming also has the advantage of earning a ‘Jackpot’ prize when

you find rare BOE and epic BOE world drop which sells for hundreds

of gold. Where earning from your professions is likely to be a

flat rate.


Best Professions for profit


Gathering professions such as Mining, Skinning and Herbalism are the best professions

to complement your farming. Farming on areas that have a high demand of items

that can only be gathered using your profession is the best way to maximise

your profit. Picking up two gathering professions is one of the easiest ways

to make gold.


Enchanting is also a good profession to complement

your farming. Disenchanting items and selling the essence/dust/shards can give

you more gold overall, and you can disenchant rare BOP items instead of selling

them cheaply to vendors.


But Enchanting is not a profession for the faint of heart. It is

for the hardest of hard core professionals. Part of being an Enchanter

is learning all the recipes, and then outselling your fellow enchanters.


If you wish to make profit entirely from using profession. Herbalism

and Alchemy with Fishing is the best way to go. Click here to read

a complete guide on Alchemy.


Save 15g by Cutting Down Training Costs


By avoiding spending money on training costs you can save a lot

of gold to get that level 40 mount. But justify it, some skills

are of no use for your grinding, and offer a little amount of

dps. Past level 20, the training costs are very expensive. You

can live without them and it will save you about 15gold!


e.g. after level 20 as a Warrior don’t train these

skills any higher


Hamstring, Rend ,Overpower, Shield Bash, Mocking Blow, Cleave,

Slam.





Level 40 farming guide


From level 1 to 40




  • Do your quests as fast as you can using Thotbott.com to find quick solutions,

    quest management is important as you can complete several quests in one trip,

    Use thotbott to do a search for quests available close to your level and

    get them all. For new characters questing efficiently is by far the best

    way for you to earn money and level up at the same time.
  • Item rewards also saves you a lot of money from purchasing upgrades for

    your character. If you don’t need the reward, do them anyway and always choose

    items that have the most vendor value. Auctioneer mod will show which one

    is worth more to vendor instantly.
  • Always Buy recipes from vendors in the town/city that

    you’re in as you quest make sure you make frequent visits to all vendors

    to check whether they’re available buy them and sell them at the AH for at

    least double your cost.
  • Cut down on your training costs.
  • Always log out in a nearby town for rested experience bonus.
  • Once you’ve reached level 40 it’s time for you to start farming Scarlet

    Monastery (SM) graveyard section in Trisfal Glade.



Scarlet Monastery (16-18g/hour): is located

in Trisfal Glades horde territory but Alliance can access them as well. It’s

divided into 4 parts Graveyard, Cathedral, Armory and Library.



It’s been tested that in 1 hour of farming using

average gear you will gain.


2g50s of money picked up.


60 [Silk Cloth] average AH price of 1g80s


10 Grey Armor/weapons average vendor price of

18s each = 1g80s


12 level 27-30 Green BOE items average

AH price of 90s = 10g80s


2 Gems (Citrine / Lesser Moonstone / Jade)

AH price of 50s each = 1g


Grand total of around 18g per hour


This is possible for any level 40 class, by ignoring

the elite mobs and killing mostly the triplets of

Unterred Spirit

(26-32)


Before You start


Empty your bags leave all unnecessary stuff in the bank you need all the bag

space you can get. Make sure you’re fully repaired and stocked up on food,

water and other reagents required for your class e.g. (flash powders for

rouges). Running out of reagents or food can cost your precious farming time.


Horde: Set your hearth to Brill.


Alliance: Set your hearth to South Shore. Takes a bit longer for

alliance to reach SM than horde but using this guide it should

only take you no more than 10mins. Read below for shortest route

to SM.


Shortest route to SM for Alliance


From South Shore run North to Alterac Mountains, follow the road

to Western Plaguelands, along the road in WPL you should reach

Chillwind Camp and you can pick up a new flight path. From Chillwind

Camp follow the road head North West see map.



Swim through the water, after you reach the other

side of the water unfortunately you will run into at least 2 level 55 mobs

that will most likely kill you, avoid them and keep running to your destination

as best as you can. After you die return to your corpse resurrect and keep

running to Bulwark you’re safe from any high level mob once you reach bulwark

and run the rest of the way to SM. Allowing for 1 death it should take no more

than 10 mins but If you’re in a PVP server it can take you longer if you run

across to any Horde.


If you’re a Rouge or Druid this is ideal as you’ll be able to avoid

dying quite easily. Safest way to travel is to go through Silverpine

Forest, running on foot will take you at least 15mins without dying.


When you reached Scarlet Monastery


Go into the Graveyard instance, to reach the Unterred Spirit

(26-32) area you only need to kill 2 elite mobs, and bypass

the rest. Any class should be able to

solo the Unterred Spirit

(26-32) you just need to watch out for patrolling mobs. Keep

an eye out for a rare spawn elite mob such as Fallen Champion (32-33)+ and Ironspine (28-33)+ they guarantee a

class=textblue1>Rare BOP drop and sometimes a

class=textblue1>Rare BOE drop which you can sell for tons

of gold. This area is likely to have a chest as well, if it’s not

there it’s most likely inside the building ahead, you can reach

them by killing the mobs. The chest contains 1-2 random

Green BOE to sell at AH. Once you run of Unterred Spirit

(26-32) to farm, reset the instance in these steps.


Resetting the Instance


1. Stay inside the instance


2. Invite another player to join your group


3. Promote invited player to leader


4. Leave party


You will know that it has worked correctly when a message appears “You

will be ported out of the instance in 60 seconds” At this point

leave the instance and come back in and the instance should reset.


When you finish


After about an hour it’s likely that you’re running out of bag

space, its time to hearth back to Brill (Horde) or South Shore

(Alliance). Sell all grey items to any vendor and head over to

the mail box. Mail all items you wish to sell in the AH to your

mule. Repair, stock up and head back to SM until you have enough.





Other Farming location for Level 40



Badlands (7-8g/hour) : Just east

of Kargath Rock Elemental (36-38), these drop [Elemental Earth] which

are worth around 1g each on most servers and they drop high value grey stones

to sell to vendors. On an average hour you will earn 3g worth of grey stones

vendor items, and 4 [Elemental Earth] which sell for about 1g in most

servers.


Arathi Highlands (7-12g/hour) :



At Circle of West Binding farm the Burning Exiles

(33-39) , these drop [Elemental Fire] which is worth 1.5-3g each depending

on how active the level 60 players with doing high level raid instance such

as MC and BWL. Try to sell these during the weekend when most people do raids.

Its also depends on the popularity of the area, you’ll find other people farming

the area during peak times.


On an average hour you will get 4[Elemental Fire] and 15

[Burning Pitch] which only sells to vendors

for 86s.


The average earning for Badlands and Arathi Highlands

is not very high but take into consideration that you gain a lot of EXP at

the same time until you’re about level 44. So you’re farming and leveling at

the same time.


Alterac Mountains (10-14g/hour with Skinning):



At

Growless Cave farm the large population of Mountain Yeti

(30-33) and Giant Yeti (32-34). With your skinning they can

drop a variety of Leather and Hide. [Heavy Leather] has

the highest drop rate, and if you’re lucky you can find [Large Fang] which is very valuable in the AH.


In an average hour with skinning you will earn:


1g60s of money picked up


60 Heavy Leather] average

AH price of 7s each = 4.2g


35 [Medium Leather] average AH price of 3s each = 1.05g


18 [Heavy Hide] average AH price of 15s each = 2g70s


4 [Medium Hide] average AH price of 5s each = 20s


8 [Large Fang] average AH price of 40s each = 3g20s


Any level 40 class should be able to kill and skin

these yetis non-stop, if there’s other people in the area also killing the

yetis usually they’re questing and you can skin their kills. For level 40 with

skinning this is better than going all the way to SM since it’s very close

to Tarren Mill and South Shore. Zero downtime is the key you should at least

be able to kill and skin a yeti every 30 seconds that will get you at least

a variety of 120 leather/hides total.





Level 60 Farming guide



Power Farming Scarlet Monastery (35-40g/hour): Yes

SM Graveyard is still one of the best places to farm even when you’re level

60 because you can do it at a much faster rate. Zone in and kill every ‘Unfetered

Spirits’ and any elite mobs that are guarding the chest.


On an average run you will get:


30 [Silk Cloth] average AH price of 90s


6 Grey Armor/weapons average 30s each = 1g80s


6 level 27-30 Green BOE items average

AH price of 90s = 5g40s


1 level 27-30 Rare BOP items average vendor price of 35s


1g80s of money picked up


Grand total of 10g minimum per run


A level 60 player can do this entire run in less

than 15 mins depending on character so that’s a minimum 4 runs an hour for

36g/hour. A paladin can do this run the fastest by agroing all the enemy then

use Shield and Consecration doing 5 runs an hour is achievable with an AOE

class.


Recent patch have reduced the number of times you can enter an

instance to a maximum of 5 instances an hour. This won’t affect

this farming technique at all as doing more than 5 runs an hour

is quite difficult.


You might want to skip grey vendor trash items and

pick up only green items as the trip time spent unloading your goods can add

up.


SM Power Farming Tips




  • Gear selections is important, the idea is to kill as fast as you can. Try

    to stack up on as much as offensive gear as possible, e.g. having extra Stamina

    is worthless as you can recover quickly with bandages. Having more Strength,

    Agility or Intellect and Spirit is far more important.
  • Shift-Click to loot. Most items stack, sort all unwanted at the same time

    later, key here is to save time and loot as fast as you can.
  • Minimize downtime. Sometimes you don’t need full health to carry on.
  • Focus DPS on all mobs. Don’t bother focusing your damage to kill one mob

    at a time as killing them all at the same time is always faster even though

    you end up with less HP but that’s easily recoverable with bandages.



Western Plaguelands Heartglen and Eastern Plaguelands



Tyr’s Hands


(25g/hour) or (35-55g/hour + Mining):


** update patch 1.8 have

reduced the spawn time of Heartglen mob and Tyr’s Hand from about 5mins

to 15mins. So it’s not as good anymore unless there’s few people in the

area.


Farming level 54-57 Elite in Heartglen Hands in an

hour will earn you on average 35-55g/hour with Mining. These elite’s are very

easy to kill one at a time, you must interrupt their healing and you should

be able to farm these continously.


7 Grey Armor/Weapons average

vendor price of 1g each = 7g


2 Green BOE items average AH price of 3g =

6g


40 [Runecloth]


12g of money picked up


Grand total of 25g/hour


Heartglen have 5 spawn point for Rich Thorium Veins.

But only a maximum of 2 will spawn at the same time. Tyr’s Hand also has these

veins which make this an ideal place for miners to farm. But it depends on

the popularity of the area you’re farming, you might have to compete with other

farmers to reach the vein first. If you’re the only one farming the area which

can happen sometimes, your potential profit sky rockets.


The rich thorium vein spawns every 15-20mins and

they always spawn those 5 points so remember to patrol for the veins every

10 mins. Its often that you get an [Arcane Crystal] (worth around 20g on most servers) an hour if you have control

of both veins.


Both Heartglen and Tyr’s Hand are the main spots

for chinese farmers farming gold for real money. If you’re in a PVP server

this can make things a bit difficult, but the chinese farmers depending on

side won’t mix with each other. They will either farm at Tyr’s Hand or Heartglen.

E.g. if you’re Horde and Tyr’s hands have Alliance chinese farmers you can

go farm in Heartglen with the Horde chinese farmers and vice versa if it’s

the other way around.


Earn 300-350g selling 1 enchant formula


On your way to heartglen you will pass a tower on your right with

lots of Scarlet Spellbinder

(52-58) they are the only mob that can drop

[Formula: Enchant Weapon - Crusader] beware that these areas are farmed regularly

so you might have some stiff competition but occasionally there’s no one there,

and since it’s on the way to heartglen anyway it doesnt hurt to stop and kill

them, the drop rate is very low if you wish to farm these continuously you

earn on average 10-15g an hour from gold and [Runecloth]


‘Essence of’ Golds


Essence’s (Essence of Fire, Essence of Water, Essence of Air, and

Essence of Undeath) sell very well at any AH on any server.


Essence of Fire Un’Goro Crater/Felwood (25-45g/hour

with Herbalism) :


At Fire Plume Ridge you will find Living Blaze

(50-55), Scorching Elemental (49-54) and if you’re lucky

sometimes there is an even called Elemental Invader which spawn

Baron Charr (57-58)+ and Blazing Invader

(52 –56) which have higher drops of [Essence of Fire]


In an average hour of farming you will get:


2 [Essence of Fire] - each sells at 9g = 18g


4 [Heart of Fire] each sell at 80s = 3.2g


4 [Elemental Fire] each sell at 2g = 10g


12[Mountain Silversage] - sell in stacks of 5 for

4g = 9.6g


2 Level 49-55 Green BOE Items average AH price of 3g each = 6g


Grand total of around 45g/hour


You can also farm Entropic Horror (51-55) in Felwood just south of

Irontree Woods. These have the same rate of drop as the elementals in Un’Goro

and it’s a much less populated area.



Essence of Water Felwood (20g-50g/hour with Herbalism):



Toxic Horrors

(53-54) in Irontree Woods have almost a 7% chance to drop

[Essence of Water] , they also drop [Globe of Water] and[Elemental Water] but they have very low value.

Depending of the popularity of the area you can get 4x [Essence

of Water] value at 10g each and make up to 40g if you farm during off-peak

hours. The worst you will get is 2 [Essence of Water] an hour, with herbalism you will make even more at an extra

8-10g an hour harvesting [Mountain Silversage]


Azshara (25g-50g/hour with Skinning):



Blue Dragonspawn (48-51)+ in Azhara are easy to kill and very profitable if you have skinning

to get


-Drop anywhere between 5-20s


-Drop junk weapons/armor that vendors between 50s-2g


-Can be skinned for [Worn Dragonscale] and [Blue Dragonscale],

and since 1.8 they sell alot more on AH.


-There is a chest that spawns in a random spot in the area every

10 min.


-Drop major healing/mana pots


-As Elite mobs they have higher rate of Green weapon/armor drops.


Silithus Thorium Veins (Rouge + Mining):


Ooze Covered Rich Thorium Vein in Silithus are always located in the hives

areas, As a miner you can detect these veins even if they’re underground,

so you don’t have to go down in the tunnels in search of them. As a rouge

these are especially profitable, as the Thorium Veins are everywhere but

hard to reach for other classes because of the elite bugs that are guarding

them. As a rouge you can stealth past most of the mob and reach the veins

deep inside the hive. Each hive can spawn up to three Ooze

Covered Rich Thorium Vein in the area and the mobs in the first two hives


are easily soloable, if you think you’re really good and up for the challenge

the third hive on the bottom right corner of the map has lots of thorium

veins as well, but most farmers avoid this area because the mob are elites

58-60 which is a lot harder to solo unless you have really good gear.


** update: this area is increasingly popular

since the new patch but still a very profitable area for mining with a rouge.



==>


==>WoW Gold Guide List<==


Fishing for gold


==>


==>WoW Gold Guide List<==



World of Warcraft Fishing Pools


In WoW patch 1.9, Blizz added special fishing pools, or as I sometimes call them, swirls, that contain specific items. They vary some, depending on the zone. There is a very good thread on the WoW forums that details some of the things available and the locations, thanks to Pleather on the Stormreaver server for collecting the information. These pools include the new Sagefish and Greater Sagefish, as well as Firefin Snapper, Oily Blackmouth, Deviate Fish, and floating debris piles where you can get (unlocked) trunks that contain crafting materials and equipment.


Also, in one zone, Azshara, there are swirls called ‘Patch of Elemental Water’, where you can fish up elemental water items: Globe of Water, Elemental Water, and Essence of Water. Located mostly in the Bay of Storms there, these are arguably the highest level, and most profitable, fishing spots in the game - I’ve made thousands of gold by farming these pools. I’ve spent some time collecting data on the locations of these pools, and this page is dedicated to detailing this information.


First, in order to fish in the Bay of Storms, you need a ridiculous level of fishing skill. A total of 420 is needed to guarantee landing what you catch, though you can make the attempt to fish with as low as 350 (I believe), though you will rarely land a fish with that skill level. Use lures and equipment to raise your skill if needed. The best fishing items can be gotten at the Stranglethorn Fishing Extravaganza contest, so you may want to try that…with the items there, you can get your skill to 350, there is a +2 enchant for gloves, and lures give up to 100 bonus as well. In my observation, if you can get your skill to 420 with some combination of the above, you won’t miss many fish at all. I regularly fish at 415, and only miss a very few.


In World of Warcraft - the pools that contain the elemental items (called a ‘Patch of Elemental Water’) are spread through the zone in the coastal area known as the Bay of Storms. The area is patrolled by mid-50 level elite giants (as well as a few other mobs), but they’re mostly easily avoided if you aren’t too low a level. These pools are in set locations around the bay, and it appears that only one (at most) pool is active at a time. There are possibly 7 locations we’ve discovered, and the locations are shown on the map I’ve made (full size map)


Fishing for Gold in World of Warcraft


WoW Gold Fishing Locations


Location 1 is slightly outside the ‘Bay of Storms’ itself, and requires a lower fishing level

Location 2 is at Hetaera’s Clutch

Location 3 is at Scalebeard’s cave

Locations 4-6 will probably be renumbered when/if the ‘unverified’ spot isverified (by me anyway)



==>


==>WoW Gold Guide List<==


Thorium und Arkankristalle farmen


==>


==>WoW Gold Guide List<==



oder wie besorg ich mir das Gold für mein epic Mount


Auch ich habe mich gefragt, wie man relativ einfach an viel Geld bzw Gold bei WoW kommt. Da auf meinem Server Thorium und Arkankristalle entweder kaum im AH zu finden sind oder für sehr viel Gold, musste hier ein Markt sein.


Also auf Bergbau umgeskillt und schnell auf 300 gebracht und versucht Thorium zu farmen. Allerdings hat das nicht so gut geklappt, weshalb ich mir eine Map erstellt habe, wo die Thoriumvorkommen überhaupt zu finden sind. Am einfachsten, finde ich, sind sie in den östlichen Pestländern zu finden.


Auf der Map sieht man sehr schön, wie ich reite um möglichst viele Thoriumvorkommen und Arkankristalle zu finden. Ok, Arkankristalle sind zwar Zufall, aber wenn man hier täglich ein paar Runden dreht - am besten nicht in der Primetime - findet man sie doch regelmäßig und macht damit eine Megen Gold.


Die Thoriumvorkommen spawnen ca alle 30 Minuten, allerdings ist man mit einer Runde meistens schon nach ca 20 Minuten fertig, weshalb ich auch noch ein paar Aaslarven oder Aasverschlinger kille, die die Larvensäure dropen. Diese gehen auch für ca 10 Gold das Stück weg.


Also, kurz gesagt, reitet die grüne Linie entlang und haltet nach Thoriumvorkommen ausschau - viel Erfolg!


Thorium und Arkankristalle farmen




==>


==>WoW Gold Guide List<==


WoW Goblin Gold Guide


==>


==>WoW Gold Guide List<==



WoW Goblin Gold Guide oder wie werde ich reich


Es ist in World of Warcraft auch nicht anders als im richtigen Leben: Geld regiert die Welt. Sicher macht es nicht alleine glücklich, aber es vereinfacht viele Dinge ungemein. So ist es zum Beispiel der größte Traum vieler Spieler sich mit Level 40 ein Mount kaufen zu können. Und man mag es kaum glauben, aber nur etwa 30% aller Spieler erreichen dieses Ziel tatsächlich. Goblins, die in WoW zu den ausgekochtesten Händlern zählen, haben uns erklärt, wie ihr die 100 Gold bereits mit Level 37 locker zusammenhabt und wie ihr auch sonst nie Geldsorgen haben werdet.


Vorwort


Um es direkt vorweg zu nehmen: Es wird nicht einfach werden in World of Warcraft am Anfang schnell Gold zu bekommen! Noch hat Blizzard kein Glückspiel in WoW implementiert und solange dies so bleibt, kommt man nur durch 1. Disziplin und 2. Verzicht zu viel Gold. Der Autor dieses Artikels hatte mit Level 10 knapp 1 Gold, mit Level 20 schon 15 Gold, mit Level 30 satte 55 Gold und mit Level 37 waren die 100 Gold für das Mount zusammen. Wie das geht erfahrt ihr jetzt:


Verzicht auf Skills


Einer der Gold Killer Nummer 1 in WoW sind Skills. Zu allen geraden Stufen könnt ihr bei eurem Klassetrainer neue Skills lernen. Dies kostet jedoch jedes Mal Geld. Anfangs sind dies nur 1-2 Silber, aber ab Level 30 zahlt ihr pro Skill in der Regel 1 Gold. Level 60 Skill kosten sogar mehr als 5 Goldstücke. Viele machen den Fehler und skillen hier Fähigkeiten, die sie später nie einsetzen. Es ist also wichtig sich schon so früh wie möglich mit der Skillung auseinanderzusetzen. Dies könnt ihr zum Beispiel auf Thottbot erledigen. Hier die Links zu den Skill Übersichten der einzelnen Klassen:


* Druide

* Hexenmeister

* Jäger

* Krieger

* Magier

* Paladin

* Priester

* Schurke

* Shamane


Grundsätzlich solltet ihr hier vorsichtig vorgehen und eher verzichten. Es ist kein Problem einen wichtigen Skill später noch nachzukaufen, aber wenn man einmal einen falschen gekauft hat, so bekommt man sein Geld nicht mehr zurück. Es ist ratsam hier bei erfahrenen Spielern nachzufragen. Ihr findet sie im Spiel schnell mit dem /who Befehl. Wollt ihr euch beispielsweise alle Krieger anzeigen lassen, die zwischen Level 40 und 60 sind, gebt ihr ein:


/who c-”Krieger” 40-60


Die wohl beste Methode zur guten Skillauswahl ist sicherlich die Planung des Charakters am Reißbrett. Hier ist Wowrankings.com eine nahezu unverzichtbare Resource. Ihr findet dort die kompletten Profile von knapp 20.000 Spielern. Wählt man ein Profil aus, kann man sich dort unter “Spells” die vollständige Skillung des Charakters anschauen. Vergleicht man hier ein paar hochstufige Charaktere, so erkennt man schnell, was wichtig ist und was nicht. Ihr findet die Seite hier:


* WoW Rankings


Abschließend kann man sagen, dass der gute Skiller gegenüber dem schlechten etwa 15 bis 20 Gold auf dem Weg zu Level 40 spart. Es lohnt sich also hier ein wenig Zeit zu investieren, vor allem, weil ihr nur durch ein wenig Planung und Verzicht keine Ingame Zeit verschwenden müsst.


Die richtige Berufswahl


Grundsätzlich sei gesagt, dass man mit nahezu jeder Berufskombination in WoW Geld verdienen kann. Vielfach geht das Gerücht um, dass man nur mit Kürschnerei und Bergbau wow Geld verdienen kann, dies ist aber schlichtweg falsch. Von den 40 reichsten Spielern gemäß Wowrankings.com haben nur 4 Spieler diese Kombination gewählt. Die meisten Spieler wählten eine gute Mischung aus sammelnden und verarbeitendem Beruf. Und dies kann gerade in den unteren Leveln viel Geld sparen, wenn man eine zur Klasse passende Kombinationauswählt:


* Druide, Hexenmeister, Magier, Priester: Schneiderei - Verzaubern, Kräuterkunde - Alchemie

* Jäger, Schamane, Schurke: Kürschnerei - Lederverabreitung, Kräuterkunde - Alchemie

* Krieger, Paladin: Bergbau - Schmiedekunst, Kräuterkunde - Alchemie


So können sich Krieger, Schurke oder Magier in WoW ihr Rüstungen selbst herstellen. Dies spart viel Geld, denn man braucht diese Sachen dann nicht von anderen zu kaufen. Zusätzlich zu diesem Spareffekt kann man Geld verdienen, in dem man alles, was man nicht selber braucht, an NPC’s oder Mitspieler verkauft.


Wer in einer Gilde spielt sollte sich unbedingt mit seinen Mitspielern absprechen. Werden die Kombinationen innerhalb der Gilde gut verteilt, kann jeder einzelne viel Geld sparen. In einer gut funktionierenden Gilde sollte keine Spieler mehr etwas bei einem NPC oder anderem Spieler kaufen müssen.


Egal für welchen Beruf man sich bei wow letztlich entscheidet, es gilt auch hier der selbe Grundsatz wie bei den Skills: Verzichtet auf alles, was ihr nicht wirklich braucht. Gerade bei den herstellenden Berufen fallen schnell zusätzliche Kosten durch den Kauf von Rezepten an. Auch hier ist darauf zu achten, dass man nicht alles kauft. Nach den selben Grundsätzen wie bereits oben beschrieben sollte man auch hier selektieren. Das Geld für einmal erlernte Rezepte ist dauerhaft weg!


Noch ein Wort zu den sekundären Berufen, denn auch ihre Ausbildung kostet Geld. Skilled Erste Hilfe zum Maximum und vergesst Fischen und Kochen. Kochen ist ein relativ unnützer Beruf, da man unterwegs immer jede Menge Essen finden kann. Außerdem kosten die Rezepte beim Kochen zusätzliches Geld. Außerdem können Magier Essen und Trinken zaubern. Wenn ihr also etwas braucht, bittet einen befreundeten Magier um Hilfe. Fischen ist ein Sammelberuf und er ist daher schon eher von Interesse. Da man aber beim Fischen an einem Ort stehen bleiben muss, ist es


auch sehr zeitaufwändig. Wer viel Zeit hat, der sollte es versuchen. Alle anderen verlassen sich lieber auf Sammelberufe, bei denen man sich bewegen muss.


Einzig und allein Erste Hilfe ist sehr wichtig bei World of Warcraft. Nicht nur, dass man sich selbst auch in Kämpfen damit heilen kann, die Bandagen verkaufen sich auch sehr gut. Gerade höhere Bandagen wie der Seidenverband bringen 25% mehr Geld als der nackte Rohstoff.


World of Warcraft Ausrüstung


Klarer Fall, alle wollen bei World of Warcraft immer nur die beste Waffe und die beste Rüstung besitzen. Wir allerdings nicht! Man kann nur auf der Jagd nach Gold oder auf der Jagd nach Ausrüstung sein. Beides zusammen geht nicht. Wenn man also den Weg des Goldes wählt, heißt dies zwangsläufig, dass man nicht immer die beste Ausrüstung besitzt. Die ersten 10 Level lassen sich nahezu ganz ohne den Kauf von Ausrüstung bewältigen. Man findet fast alles was man braucht. Und auch in den höheren Leveln versucht so wenigwie irgend möglich auf NPC Händler zurückzugreifen.


Auch von menschlichen Händlern, sei es direkt oder über das Auktionshaus, kauft ihr so wenig wie möglich. Gerade das Auktionshaus ist eine Geldvernichtungsmachine! Hier locken jede Menge tolle Items, die jedoch meist utopische Preise haben. Wer hier etwas haben möchte sollte sich die Zeit nehmen auf ein Schnäppchen zu warten. Dies dauert unter Umständen einige Tage, jedoch spart das Warten ab Level 30 schon 1 Gold pro Gegenstand.


Reparaturen an eurer Ausrüstung sind bis Level 15 bis 20 rausgeschmissenes Geld. In diesem Leveln wechselt ihr eure Ausrüstung noch recht oft und in der Regel ist habt ihr eine neue Ausrüstung bevor eure alte vollständig auseinander fällt. Auch in höheren Leveln solltet ihr das Reparieren so weit wie möglich nach hinten verschieben. Prüft auf jeden Fall manuell alle Ausrüstungsgegenstände durch, bevor ihr den “Alles reparieren” Knopf drückt und so ein paar dutzend Silberstücke los seid.


Grinden in WoW


Es gibt nur eine Möglichkeit innerhalb kurzer Zeit viel Geld zu verdienen in WoW: das Grinden. Grinden bedeutet, dass ihr so schnell wie möglich versucht viele, viele Monster hintereinander zu töten und zu plündern. Dies geht am besten an den Plätzen, wo die Mobs nah beieinander stehen und euer Level minus 1 bis 2 Level haben. So verschwendet ihr keine Zeit durch Laufen und könnt ohne lange Erholungspausen immer weitermachen. Diese Orte nennt man Grinding Spots und sie gehören zu den gut gehütetenGeheimnissen jedes Spielers.


Mit dem Grinden sollte man ab etwa Level 20 anfangen. Grindet man regelmäßig, so kann man bis Level 30 ohne Probleme 40 bis 50 Gold verdienen. Wenn man einen Mob eliminiert hat, nimmt man alles, wirklich alles, auf was er an Loot dropt und geht dann direkt zum nächsten Mob. Wenn alle Taschen voll sind, reist ihr zurück in die nächste Siedlung verkauft alles, was kein besonderer Gegenstand ist oder was ihr nicht direkt selber gebrauchen könnt, an einen NPC. Besondere Gegenstände wie etwa seltene oder rare Items verkauft ihr über den Trade Channel oder über das Auktionshaus. Sobald ihr wieder leer seid, grindet ihr die selbe Strecke nochmals, nochmals und nochmals. Das ist langweilig und es erfordert Disziplin, aber es bringt Geld.


Ein weiterer positiver Effekt des Grindens ist, dass man dabei viele seltene Items findet, die man gut gebrauchen kann. Neben dem Verdienst durch Verkauf, spart ihr also auch noch Geld, welches ihr sonst für den Kauf von Items ausgegeben hättet. Und so ganz nebenbei erhält man ja auch noch jede Menge Erfahrung und steigt so auch schnell auf. Und zu guter Letzt könnt ihr natürlich während des Grindens auch noch euren Sammelberuf ausüben und Erze, Felle oder Kräuter finden.


Wo soll man nun in der großen Welt von WoW Grinden gehen? Wir haben hier für euch eine kleine Tabelle zusammengestellt, wo ihr leicht sehen könnt, wo man ab welchem Level grinden sollte:


Level Allianz Horde

15-20 Darkshore Der Silberwald

20-25 Wetlands Südliches Brachland

25-30 Duskwood Hillsbrad

30-35 Stranglethorn Vale Desolace

35-40 Alterac Gebirge Alterac Gebirge


Dies sind natürlich nur die groben Zonen. Hier müsst ihr selbst ein wenig suchen, wo ihr mit eurer Klasse gut grinden könnt. Klassen mit guter Crowdcontrol wie etwa Krieger und Magier grinden ganz anders als etwa Jäger oder gar Schurken. Trolle sollten aufgrund ihres rassebedingten Bonus eher Wildtiere grinden als etwa Humanoide. Außerdem gilt es zu beachten, dass gute Grinding Spots heiß umkämpft sind. Es kann euch daher öfters passieren, dass ihr beim Grinden auf Spieler der anderen Fraktion trefft. Wenn ihr also auf einem PvP Server spielt, solltet ihr auf der Hut sein und vielleicht andere Grinding Spots wählen als auf einemPvE Server.



Handeln


In diesem Abschnitt möchte ich auf ein paar Aspekte bei World of Warcraft des Handelns eingehen. Die Zentren sämlichen Handelns in World of Warcraft sind Ironforge und Ogrimmar. Dies liegt an ihren Auktionshäusern. So ist es nicht verwunderlich, dass man gerade in höheren Leveln immer wieder dort hingeht um Sachen zu kaufen oder zu verkaufen. Setzt also euren Ruhestein auf jeden Fall hierund spart so Zeit und Geld beim Reisen dorthin.


Auf das Auktionshaus sollten wir etwas ausführlicher eingehen, da es der Handelsplatz Nummer 1 ist. Man kann dort viele außergewöhnliche Gegenstände ersteigern oder auch direkt kaufen. Da aber Kaufen immer auch mit Geld ausgeben verbunden ist, muss man sich hier sehr zusammenreißen. Wenn ihr einen Gegenstand haben wollt, dann versucht zuerst ihn zu ersteigern, anstatt ihn zu kaufen. Das ist zwar immer mit Wartezeiten verbunden und es besteht die Gefahr, dass auch jemand den Gegenstand wegschnappt, aber es ist wesentlich günstiger als der Kauf.


Zwei Tricks helfen euch dabei Gegenstände trotz anderer Bieter günstig zu erwerben. Zuerst solltet ihr immer Rubriken nach Zeit sortieren. Geht beispielsweise auf Rüstungen, klickt “benutzbar” an und laßt dann das Auktionshaus suchen. Die Ergebnisliste sortiert ihr nun nach der verbleibenden Zeit. Auktionen, die als “kurz” gekennzeichnet sind, dauern nur noch wenige Minuten. Wer hier bietet, kann ein gutes Item sehr schnell erwerben. Zweitens sollte man spät Abends nochmals im Auktionshaus vorbeischauen. Viele Spieler achten nicht so sehr auf die Länge ihrer Auktionen und so kommt es, dass viele Auktionen mitten in der Nacht enden. Da zu dieser Zeit wenig Spieler unterwegs sind, ist die Chance groß, dass euer Gebot zu später Stunde das letzte bleibt.


Was macht man aber nun mit den Gegenständen, die man beim Grinden findet? Das meiste solltet ihr direkt an einen NPC verkaufen. Für den Weiterverkauf an andere Spieler kommen nur magische Gegenstände, seltene Rezepte oder Rohstoffe in Frage. Alles andere erzielt zu wenig Gewinn, als das man sich damit lange aufhalten sollte. Bedenkt, dass ihr beim Grinden schon ab Level 20 etwa 1-2 Gold pro Stunde macht. Da lohnt es sich eher die Sachen direkt an einen NPC zu verkaufen und wieder grinden zu gehen.


Wenn ihr einen Gegenstand weiterverkaufen wollt, fragt andere Spieler direkt. In den Großstädten nutzt ihr den Trade Channel (”/2″ eingeben) und überall sonst schreit ihr (”/y” benutzen). Bei beiden Varianten könnt ihr den Gegenstand einfach in das Chatfenster übernehmen, in dem ihr es bei gedrückter “Hochstell”-Taste mit der linken Maustaste anklickt. So können andere Spieler das Item im Chatfenster anklicken und seine Werte erfahren. Wenn ihr es anpreist, fügt direkt eure Preisvorstellung hinzu. Dies erübrigt lästige Rückfragen. Euer Preis sollte dabei etwa das anderthalb bis zweifache des Preises sein, den euch ein NPC bietet.


Findet sich auf diese Weise niemand, der den Gegenstand haben möchte, dann solltet ihr überlegen, ob ihr ihn über das Auktionshaus verkauft. Dies hat allerdings drei Nachteile. Erstens ist nirgends die Konkurrenz größer. Dies drückt die Preise und die Wahrscheinlichkeit, dass gerade auf eure Auktion geboten wird, ist gering. Zweitens kosten Auktionen Geld und zwar umso mehr, je länger sie dauern. Zu dem Minderverdienst durch Konkurrenz kommen also auch noch Kosten auf euch zu. Zu guter Letzt dauert es auch noch, bis ihr euer Geld zur Verfügung habt. Bevor man also etwas ins Auktionshaus stellt, sollte man genau überlegen und sich außerdem die Konkurrenz genau anschauen.


Zu guter Letzt


Ich bin nun am Ende des Artikels angekommen. Neben den beschriebenen gibt es natürlich weitere Möglichkeiten in World of Warcraft zu Geld zu kommen. So habe ich etwa in höheren Leveln oft rare Gegenstände (blau) günstig eingekauft und teuer wieder verkauft. Dies funktioniert ganz gut, da geradeunerfahrene Spieler den Wert eines Items nicht einschätzen können.


Auch hilft es euch, wenn ihr bereits viel gequestet habt und euer Ruf bei einer Fraktion schon auf “geehrt” steht. Der gute Ruf bringt euch einen Rabatt von 10% auf alle NPC Waren der entsprechenden Fraktion. Dies ist gerade später bei teureren Gegenständen wichtig. Auch hier lassen sich natürlich beim Wiederverkauf Konkurrenten mit schlechtem Ruf leicht ausstechen.


Zu guter Letzt möchte ich nun nochmal an den Anfang des Artikels erinnern. Die Grundsätze sind Disziplin und Verzicht. Zwingt euch immer noch eine Viertelstunde länger zu grinden und fragt euch bei jedem Kauf, ob das wirklich nötig ist. Ich wünsche euch auf jeden Fall viel Glück, denn auch das gehört ein ganz klein wenig dazu.



==>


==>WoW Gold Guide List<==


Der Beruf Händler


==>


==>WoW Gold Guide List<==



Hallo Ihr Lieben, wie ich immer wieder feststellen konnte, sind viele Spieler der Ansicht, dass es nur eine Möglichkeit gibt an Gold zu kommen: Farmen, farmen, farmen. Auch wählen viele Spieler ihren Beruf nur nach dem Gesichtspunkt der Lukrativität. Was viele nicht kennen, ist der Beruf Händler, obwohl die Vorteile doch so auf der Hand liegen:


* Man hat mehr Gold. Händler ist mit Abstand der lukrativste Beruf in der World of Warcraft, mit dem besten Gold pro Stunde Verhältnis überhaupt.


* Man muss nicht Level 60 sein (im Gegensatz zum „hauptberuflichen“ Farmer).


* Man hat „freie“ Berufswahl. Man ist für seinen Verdienst nicht mehr zwingend auf einen Sammelberuf angewiesen. Denkbar wäre nun auch eine kostspielige Kombination aus zwei herstellenden Berufen.


* Man hat mehr Spielspaß. Ich persönlich denke, dass Farmen die mit Abstand langweiligste Komponente in WoW ist, vielleicht vom Angeln mal abgesehen. Hat man stets einen gut gefüllten Geldbeutel, kann man sich voll aufs Questen, Raiden, Rollenspielen oder was auch immer konzentrieren!


Im Folgenden möchte ich Euch ein paar Tipps auf den Weg geben, wie Ihr es zu einem Auktionhaus-Profi bringt. Dieser kleine Guide richtig sich vorwiegend an Gelegenheitsspieler, die innerhalb kürzester Zeit viel Gold erwirtschaften möchten, da sie keine Zeit zum Farmen haben. Auch von Interesse könnte er sein für ambitionierte Neueinsteiger, die ihren Levelaufstieg mit ein paar zusätzlichen Talern in der Tasche beschleunigen wollen. Eines noch vorweg: Guides erheben oft den Anspruch der Weisheit letzter Schluss zu sein. Dieser hier tut dies ausdrücklich nicht, ich bin mir durchaus bewusst, dass viele Wege nach Rom führen!


Und los geht’s!


* Erstellt Euch einen neuen Charakter, einen sog. Handelstwink. Gebt ihm einen wohlklingenden Namen, und nicht etwa einfach „Händler“ oder „AHChar“.


* Bringt diesen Charakter auf Lvl5 und erlernt die Zauberkunst. Ein Startkapital von 10 Gold sollte genügen, es funktioniert aber auch mit deutlich weniger. Ein paar zusätzliche Taschen ersparen unnötige Wege zum Briefkasten. Dann geht es ab in das Auktionshaus der nächsten Hauptstadt, es wird Euer neues zu Hause sein.


* Euer Job ist es nun, Items günstig einzukaufen und teurer zu verkaufen. Das ist alles.


* Dabei hilft Euch das Addon auctioneer, zu finden auf http://auctioneeraddon.com/ Hier ist das Komplettpaket inklusive enchantrix zu empfehlen.


* Was tut nun dieses Addon? Auctioneer scannt innerhalb von wenigen Minuten alle laufenden Auktionen. Die gesammelten Daten werden statistsich ausgewertet und man erhält für jedes Item einen durchschnittlichen Marktpreis. Bietet nun jemand ein Item an, welches weit unter diesem Marktpreis liegt, könnt Ihr zuschlagen und es für einen angemessenen (natürlich höheren) Preis wieder verkaufen.


Tipps für Anfänger


Wenn ihr ganz neu und unerfahren seid, schaut erstmal auf die Blizzard-Tipps zum Thema Handel:http://www.wow-europe.com/de/info/basics/auctionhousetips.html


Lernt den Markt kennen!


Entwickelt ein Gefühl für die Preise, auctioneer hilft Euch dabei. Es ist sehr risikoreich sich ohne Marktwissen direkt in das Transaktionsgeschäft zu stürzen. Daher scannt zunächst so oft wie möglich, um vertrauenswürdige Preise zu erhalten. Je öfter ein Item von auctioneer erfasst wurde, umso mehr kann man der Marktpreisangabe trauen. Ich würde empfehlen, nur Items zu handeln, die mindestens 20x erfasst wurden.


Was zählt, sind die Preise auf Eurem Realm!


Begeht nicht den Fehler und recherchiert nach Itempreisen im Internet, die Unterschiede von Realm zu Realm sind einfach zu groß. Auf relativ frischen Realms sind z.B. epics nur ungefähr halb so viel wert wie auf etablierten Servern, wenn überhaupt.


Vorsicht bei hochpreisigen Waren!


Es wäre fatal, sein gesamtes Gold für ein Item auszugeben, in der Hoffnung es teuer veräußern zu können. Die Nachfrage ist gering und die Einstellgebühren sind hoch, es könnte also Euer Bankrott sein.


Finger weg von grauen Items!


Manche Spieler versuchen auctioneer-Benutzer zu täuschen, indem sie nutzlose Items eine Zeitlang völlig überteuert einstellen, um so den Marktpreis nach oben zu treiben. Anschließend wird dieses Item für die Hälfte angeboten und auctioneer meldet, mit diesem Item ließe sich 100% Gewinn erwirtschaften! Von wegen…


Trennt Euch schnell von “Ladenhütern”.


Sie kosten nur unnötig Einstellgebühren. Auch wenn ihr Verlust mit diesem Item macht: Weg damit. Gewinn macht ihr mit Euren anderen Auktionen.


Handelt zunächst Waren, die von möglichst vielen Berufszweigen benötigt werden.


Vielleicht ist die Gewinnmarge nicht so hoch, wohl aber die Nachfrage. Wenn Ihr also begehrte Handwerkswaren günstig ersteigern könnt, werdet Ihr sie garantiert zum Marktpreis innerhalb von 24 Stunden los. Auch für den Anfang zu empfehlen ist der Handel mit Splittern/Stäuben/Essenzen (keine Einstellgebühr!) sowie Rezepten.


Allgemeine Handels-Tipps


Gegenseitiges Überbieten


Pro Gebot, verlängert sich die Auktionszeit um 5 Minuten. Wenn Euch jemand also bei einem Schnäppchen überbietet, lasst Euch Zeit mit Eurem nächsten Gebot. Der Konkurrent könnte sich in der Zeit ausloggen, ihr überbietet und gewinnt die Auktion!


Kaufen & Entzaubern


Vergleicht den Marktwert und den Verzauberungswert eines Gegenstandes. Eventuell kann es lohnender sein, ein Item zu entzaubern als es im Auktionshaus anzubieten. Hier leistet das addon enchantrix sehr gute Dienste. Auch kann man gezielt grüne Rüstungsgegenstände ab Level 40 günstig einkaufen, diese dann entzaubern und die Spiltter, Essenzen und Stäube verkaufen.


Der optimale Zeitpunkt für Eure Auktionen


Kauft in der Woche, verkauft am Wochenende. Die Nachfrage ist am Wochenende einfach höher. Ich würde z.B. keine Items mit 4 Gold Einstellgebühr an einem Dienstag anbieten. Achtet auch darauf, dass Eure Auktionen zu einer Zeit auslaufen, zu der sehr viele Spieler eingeloggt sind.


Stapelgröße anpassen


Die Menge macht’s! Manchmal ist es durchaus ratsam, anstatt einem großen Stack, mehrere kleine Stacks einzustellen. Questitems sollten z.B. immer in der entsprechenden Anzahl versteigert werden. Was will jemand mit 20 dieser Items, wenn er nur eins beim Questgeber einlösen muss?


Das neutrale Auktionshaus


Manche Items sind nur für Spieler der gegnerischen Fraktion interessant (z.B. Pets, Pala/Schami-Klamotten). Diese sollten demnach im neutralen Auktionshaus eingestellt werden.


Epics


Vorsicht! Bei epischen Gegenständen locken teils enorme Gewinnspannen von bis zu hunderten von Gold. Hier solltet ihr aber besondere Vorsicht walten lassen, und Euch auf Euer Marktwissen und nicht allein auf die auctioneer-Zahlen verlassen. Aus eigener Erfahrung weiß ich, dass sich auch lilafarbene Gegenstände als Ladenhüter erweisen können!


Immer wieder Mittwochs…


Bevor am Wartungstag die Server runtergefahren werden, lässt sich noch das ein oder andere Schnäppchen schlagen. Bietet auf Auktionen, die innerhalb dieser Zeit auslaufen, es kann Euch keiner überbieten! Das bedeutet aber auch: Während dieser Zeit keine eigenen Auktionen an den Start bringen.


Rezepte & Bücher


Haltet mit Eurem Maincharakter immer Ausschau nach Rezepten von NPCs. Diese lassen sich an die Lauffaulen unter uns recht lukrativ verkaufen. Gleiches gilt für Angel-, Koch- und Erste-Hilfe-Bücher.


Patches & Droprates


Verfolgt die Patchnotes. Oftmals verlieren mit dem kommenden Patch Items an Wert durch eine erhöhte Droprate. Diese Items solltet Ihr schnellstmöglich abstoßen und nicht erneut einkaufen. Aber auch das Gegenteil kann der Fall sein: Wenn beispielsweise neue Instanzen oder Questreihen erscheinen, können die Preise für die dazu benötigten Gegenstände förmlich explodieren.


/2. Handel:


Benutzt den Handelschannel mit Bedacht. Mit anderen Spielern direkt zu handeln macht nicht nur Spaß, es kann auch sehr rentabel sein. Schließlich zahlt man keine Auktionsgebühren beim Verkauf und vermeidet das Risiko, die Einstellgebühren bei Nichtverkauf zu verlieren. Allerdings sollte man es auf jeden Fall unterlassen, den Channel mit seinen Angeboten zu überfluten. Ihr nervt damit nicht nur Eure Mitspieler, sondern outet Euch gleichzeitig als „professionelle“ Händler und schürt somit Neid und Missgunst.


Ruf ist alles!


Achtet ein wenig auf Euer Ansehen. Ihr müsst Euch bewusst sein, dass Ihr als hauptberuflicher Händler nicht zu der beliebtesten Spielergattung in WoW gehört. Schließlich wurde das Gold, welches Ihr Euer Eigen nennen werdet, von den Mitspielern mühsam erfarmt. Daher tretet in freundliche Interaktion mit den Spielern und macht Euch einen guten Namen. Bietet Waren auch mal sehr günstig (zum Einkaufspreis) im Handelschannel an, lasst gut mit Euch handeln und verschenkt auch mal das ein oder andere niederpreisige Item.


Fairplay


Bleibt immer fair! Manche Händler versuchen ihre Mitspieler abzuzocken, indem sie z.B. 20 Stacks Leder für 50 Silber und einen für 50 Gold anbieten. Sie hoffen auf Fehlklicks von Mitspielern, die diesen horrenden Preis einfach überlesen. Das ist zwar offiziell nicht verboten, gehört sich aber meines Erachtens nicht.


Den Markt beherschen


Die risikofreudigen unter Euch können versuchen, sehr rare Gegenstände mit äußerst hoher Nachfrage zum Marktpreis einzukaufen und diese dann deutlich teurer anzubieten. Achtung! Durch diese Preistreiberei bringt Ihr Euch natürlich leicht in Misskredit bei Euren Mitspielern.



==>


==>WoW Gold Guide List<==


How to Make Lots of Gold


==>


==>WoW Gold Guide List<==



The first few months I played World of Warcraft, my various characters were continually broke. Given that there are items that sell in the in-game Auction House for hundreds and occasionally thousands of gold pieces, someone was making money. The obvious way to make money in WoW is by farming resources, such as mithril or iron for those specializing in Mining, or creatures that have a relatively high percentage chance of dropping extremely valuable items.


After a few months I gave up the crafting skills and focused on mining and skinning and started making some money selling iron, leather and other goods on the Auction House, but I was still typically broke and there were a lot of items that were well out of my reach (and WoW is heavily item-based; I have occasionally beat much higher level characters in PVP because they almost certainly had far inferior gear).


But, frankly, I don’t do a lot of farming. It is extremely boring to grind the same creatures or areas over and over. Enter Auctioneer.


Auctioneer is a user interface add-on. It is a completely legal mod. Basically, Auctioneer does a thorough scan of the Auction House and then writes information about each auction to a database. After enough scans, the player will have a much better idea of what he or she should be selling items for on the Auction House, as well as find arbitrage opportunities where he or she can buy something off the Auction House for, say, 50 silver and then immediately relist it for 20 gold (this has happened to me a couple of times). Today, I typically make 100-200 gold/per week just from buying and relisting items on the Auction House, and I could probably make a lot more than that if I tried harder (at the moment, 100 gold/week is more than enough for my needs so I’d rather be questing and killing to go up in the level progression scheme than constantly hanging around the Auction House).


This is a tutorial on how to use Auctioneer to increase the amount of gold you’re earning in WoW.


Auctioneer can be downloaded here. You should install both Auctioneer and the Enhanced Tooltip mod — they go hand-in-hand. If you have questions about that, go to the Auctioneer forums. And be polite — some wonderful folks have coded this extremly useful mod in their spare time.


Scanning your auction house


Once you’ve got it installed, there are two major changes that you should notice within WoW.


First, a new “Scan” button has been added to the Auction House “Browse Auctions” tab:


wow auctioneer gold guide basic screen


Pressing, the “Scan” button will initiate a scan of all the auctions currently listed on the Auction House,


wow auctioneer gold guide scanning


Note that, depending on the day and time you do the scan, it can take a very long time to complete. Sometimes upwards of 10-15 minutes or more. During the scan Auctioneer writes information about every auction to a database file. It aggregates this information by item, so each scan where Heavy Leather is listed on the auction house will give information about the market price of Heavy Leather.


To really get accurate market information about items on the auction house, you really need to do 10-12 scans from my experience. If you spend a week doing a scan at the beginning of the day and then again late at night, you should have pretty accurate information at the end of the week. I typically try to do 2-3 scans every day.


This is especially important for obtaining good data on items that rarely appear on the Auction House.


Auctioneer tooltip


Once you’ve got the information from the Auction House, there are a variety of ways to see and use that information. The Enhanced Tooltip mod will show you a variety of information about any given item if you arrow over it. For example, examine this screenshot of what I see when I arrow over a stack of Firefin Snapper,


wow auctioneer gold guide item information


In all of the scans I’ve done, Firefin Snapper has shown up in 212 auctions. The average starting bid for a stack of 10 is 80.50 silver and the average buyout is 1.19.40 gold. Based on that data, Auctioneer recommends I price my 10 stack with a minimum bid of 76 silver and a buyout of 95 silver. This price, as we’ll see in a minute, is designed to undercut by 5 percent the market price.


This also helps decided what stuff to sell on the Auction House and what stuff to dump at the vendor. If an items shows up that has Never or rarely been seen at the Auction House and has a relatively low price, dump it at the vendor. That way you don’t get stuck paying fees to list stuff at the Auction House that never ends up selling (remember, you don’t get your deposit back if the item doesn’t sell).


So I decide to sell my 10 stack and when I place it in the Auction area, it shows me the following,


wow auctioneer gold guide create auction


Auctioneer has filled in its recommended minimum bid and buyout prices. As well as telling me I’m undercutting the market price by 5%. If no one else was selling this item during the last scan I would see a “No Competitition” message.


Press “Create Auction” and you’re finished.


That sort of aid in setting prices would be indispensable in and of itself, but Auctioneer goes one step further with a series of slash commands that let the user find items on the Auction House that are underpriced and can be purchased and relisted at a profit.


The most useful is the “/Auctioneer broker” command. You type this from the chat window like this,


world of warcraft auctioneer gold guide broker


That command then returns results that look like this,


world of warcraft auctioneer gold guide broker results


The results are items where the buyout price is more than 50 silver lower than the highest sellable price from the last 20-30 scans.


So, Auctioneer notes that the Formula: Enchant Gloves - Riding Skill is currently listed as at a buyout price of 30 gold, but I should be able to resell it for more than 50 gold, which would be a nice profit (in fact, using Auctioneer I recently bought this formula for 23 gold and resold it for 59 gold).


Most of the money to be made is on lower end stuff, however. I make most of my money at the Auction House buying and selling things like iron bars and fadeleaf. Both of those items tend to be in relatively high demand (at least on my server), and yet enough players lowball their buyout prices on those goods that I typically sell 200-300 of each on top of what I end up obtaining from production skills and mob drops.


The one thing you have to be wary of are items that show up as frequently appearing in the Auction House but that almost never receive bids. There are quite a few items that, for one reason or another, player simply don’t go to the Auction House to buy. On my server, for example, there is almost no market to speak of for gold bars. I can list and relist these for days at prices undercutting everyone else and they still will not sell. Typically, I find that if Auctioneer tells me that an item has been listed a fair amount of times — at least 100 — and has been bidded on 7 to 10 percent, then there’s a fairly active market in it. The Firefin Snapper above, for example, has appeared 212 times in my Auction House scans and has a bid rate of 18 percent. That tells me that Firefin Snapper is in relatively high demand — this is something that players are actively looking to buy at the Auction House.


Otherwise, you need to test the waters a bit before buying in on large amounts of items even when the buyout price is very low compared to what Auctioneer estimates the market price is.


My Strategy


I used Auctioneer for several months, making quite a bit of money but not as much as I thought I could be making, before I hit upon a strategy that works for me and has really started to pay off in the past few weeks.


First, I created an alt that I not-so-creatively named Briansbank. I think marched this 1st level gnome rogue to Ironforge where the character resides permanently — the only place this character goes is the Auction House, the Mail Box and the Bank. Auctioneer aggregates its scans by account, however, so data generated by scans done from my alt character are also available to my main character (unlike many people, I only play a single main character — this bank character is my only alt).


Second, I have my main character mail to my alt everything that she picks up that is worth selling on the auction house. My wife also mails everything her characters find that are worth selling to my bank character. The idea here is to have one character that is permanently based in Ironforge and takes care of all the Auction House sales. This makes it easier to manage inventory on the main characters, as well as prevent needless forays back to Ironforge to post auctions, etc.


I typically set a limit of say, 40 gold that I want my bank alt to have at all times. Anytime that doubles to 80 gold, I’ll send 20 gold to my main character and 20 gold to my wife’s main character. Then all I worry about with my main character is finding the best price on gear, potions, etc.



==>


==>WoW Gold Guide List<==


WoW Flying Mounts


==>


==> WoW Flying Mounts List<==



Blizzard today delivered information on one of the most sought after demands to feature in the forthcoming WoW expansion, The Burning Crusade.



Flying mounts promise to bring a whole new dimension to the broken and scattered lands of the orcs' former homeland, Draenor, or what is now known as The Outlands. With some parts of The Outlands inaccessible by foot or boat, inhabitants have had to learn and harness some of the indigenous species as flying mounts to transport them across the realm.



Providing players with the unprecedented freedom to explore the most remote and dangerous regions of The Outlands, flying mounts will be available to players that reach Level 70 in the forthcoming expansion. Both Horde and The Alliance have their own unique type of mounts, along with rare species such as the Nether Drake.



Taking to the skies to soar along the crimson clouds of the Hellfire Peninsula, players have full control over the flying mount, with certain areas of The Outland only accessible by air. Representing the most tangible accomplishment of a Level 70 player, flying mounts also serve as a key to the content that awaits players beyond the maxim limit.



Features:


With the release of World of Warcraft: The Burning Crusade, many core aspects of the game will be improved, expanding the choices available to players and streamlining some gameplay elements. For example, new raid encounters are being designed for a maximum of 25 players, and the PvP system will change how honor works in the game. Following this general strategy of making gameplay even more rewarding and expanding the playing experience with new, interesting content, the professions of World of Warcraft are also set to receive major updates to ensure that they remain a fun and worthwhile part of your adventures in Azeroth and beyond.

When the time came to begin the professions update for the expansion, the dev team took a very close look at all the work that had gone into the profession system so far. There were some things the team felt could be improved in World of Warcraft's professions to make them more interesting, more valid, and most importantly, even more fun. The expansion will allow the dev team to upgrade the profession system, and to provide players with cool new gadgets, equipment, and consumables that will help them brave the many challenges of Outland.


On the following pages, you'll find a brief summary of what changes you can expect to see in World of Warcraft: The Burning Crusade for each profession. Keep in mind that there is always a chance that these plans may change, but this is what's on the drawing board at the moment.



==>


==> WoW Flying Mounts List<==


Thursday, August 30, 2007

The Burning Crusade Instances


==>


==> WoW Burning Crusade Guide List<==



If you are looking for instances.If you need more information on instances themselves, then please see our "Instances Guide" which goes into detail about how instances work (including information on heroic difficulty instances).



Introduction


With a game as large as WoW it becomes extremely difficult to keep special encounters special. With as many players online, there is just too much possible interface to even consider having some of the better loot drop from bosses out in the wild that can be stolen, exploited with numbers, and just not done in a unique and interesting way. That’s why most (but not all) special encounters are held within instances.Instances are personal copies of the game world designed for 5 to 40 players (depending on the encounter). Groups or raids can enter special portals to be taken to a separate copy of that dungeon/area that is only available to that group/raid. Instances automatically place people in their proper instance, making it impossible for anyone outside of a group/raid to enter their instance. They are instead given a copy of their own, just for their group/raid.A better example would be you have three groups, group A, B, C. Group A enters Instance One. Group B arrives at the instance portal and jumps inside, they arrive at Instance Two (separate from Group A’s location). Group C arrives and enters the portal, they arrive at Instance Three (separate from Group A and B’s location). All of these groups see the same dungeon, but they don’t see each other. Each group is within its own copy of the world and nothing they do affects the other groups within their own copies.Basically, it’s a dungeon just for your group/raid. Nothing can enter but your group/raid and if someone within your group/raid leaves the group/raid then the instance will teleport them to their home locations. There is some more though.


Types of Instances


Each instance type (group, raid, PvP) of instance has it's own set of special rules that makes it a little differnt/unique from the other types.


Group Instances (Blue Portals)


Group instances are defined as any dungeon that can be reset by a group or raids leader. These are instances designed to be run in a few hours and provide high quality loot (mostly Blue items, although Purple quality items are often available). They are available for most levels and during the leveling up process provide a wealth of additional XP and helpful gear for leveling up.They have few rules. The standard instance rules apply, meaning each group gets their own copy of the dungeon. However, it can be reset at anytime (only so many times in an hour though) by the group leader. Players are not bound to these instances and freely switch groups at their own will (however, going in and out of an instance portal too much times in a short period of time will set off an anti-farmer code).If everyone in the group dies then the instance will hold up for a short amount of time with no one in it. That’s why it’s advisable to leave someone at their corpse to keep the instance open for everyone to safely return. It takes longer, but it’s much safer.Monsters in group instances rarely will respawn after being defeated. It’s generally safe to return to wherever you were at if you should fall and need to zone in (just walk your ghost through the instance portal if you die and need to come back). Some instances do have a few respawning enemies (and some enemies will respawn after an hour or so).


Raid Instances (Green Portals)


Raid instances are very similar to group instances but provide content for much more skilled players. More players can join raid dungeons as well (20-40 for most regular raid dungeons, 25 for The Burning Crusade raid dungeons) and the content is generally much harder then what is found within a group instance. These instances are also reset on a schedule and once a raid slays a boss then they are bound to that instance until it resets.Most enemies (outside of bosses) will respawn inside of raid dungeons. Bosses will not respawn and neither will certain group of enemies after a boss dies. When certain bosses dies some enemies will even despawn after a certain amount of time.


PvP Battlegrounds (Red Portals)


Arathi Basin, Warsong Gulch, Alterac Valley, and Eye of the Storm are battlegrounds. These are war zones designed to host PvP battles but are also instanced like the dungeons found throughout the world. Recently these have been made cross-realm, meaning that entering these instances may pit you against enemies (or ally you with friends) from other servers.


Heroic Mode Instances


Available with the Burning Crusade, heroic mode instances are regular instances that have been made extremely difficult. Heroic mode instances give better loot and provide a bigger challenge to complete. They are the same as the normal instances in looks, but the enemies are much more difficult to defeat. The heroic mode for the instances may be reached by way of a key. Some instances are related to a specific faction. The faction quartermaster will sell you the key that unlocks the heroic difficulty when you reach "Revered" reputation with that faction. Other heroic-level keys are obtained through quests. Some of the instances require all party members to have the heroic-level key in order to enter; others only require one person to have it.


Preparing to Enter an Instance


You should be well prepared for when you travel in an instance. For instance, you can not be summoned into an instance, making getting supplies very difficult. You should always stock up on food and water (unless a Mage is available and doesn’t mind making you some), reagents, bandages, consumables (potions, buff items, seasonal buff items), and anything else you may need within an instance. Once you start it becomes near impossible for you to track back to town.You’ll also want any and all quests for inside the instance, even if you don’t plan on completing them (there is always a chance you will on the way through). Our nifty WoW Database should have plenty of information available on what quests are available (along with our instance guides).Be sure to keep some free inventory space for loot and quest items. Make sure your group has got loot rules down before you enter as well (standard rules would be need before greed (don’t roll on something if you don’t need it), disenchant parts are randomed off, and no one can loot anything they can’t use). Check out our Etiquette Guide for some more etiquette tips!


What to Expect within an Instance


Instances are generally very lengthy with plenty of passages to transverse. You’ll probably want to read up on a guide before you enter to get an idea of what’s ahead, as being clueless can be lots of fun but it can also put you at a disadvantage in some circumstances.As for what to expect, in a group instance you’ll find things are easy going and you can get away with some goofing off. Enemies will be tough but you’ll rarely have a problem with them in a decent group. In raid instances you’ll find your position demanding and sometimes the fate of the raid resting on your shoulders. For raid instances (like The Molten Core) you will defiantly want to read up on a guide before entering to make sure you’re aware of what is going on.As a general idea, a regular group instance will take one to two hours to complete. Raid instances are extremely variable, depending on what your guild is planning for that day. They can take from one to twelve hours (averaging out at around five hours for most raids). Be sure to ask around to see how long it’ll take and try to arrange for enough free time, as leaving raids on a frequent basis i s often considered bad manner (but remember real life comes before your online life in most any scenario).


That’s about it! The rest of it is just slaying enemies, getting loot, and having fun with other people online.


Below is a list of available instances in The Burning Crusade along with any resources to assist you in defeating the rather difficult bosses located within each instance.












This background for non-raid instances. These are usally 5-man instances designed for a balanced group of 5 players. Some of these dungeons contain "Heroic" difficulty modes where the dungeon difficulty is increased with stronger enemies and more of them. These dungeons are generally accessed with keys obtained from reputation vendors.
This background is for raid instances. Raid instances generally require more then 5 players to join a raid group to attempt the dungeon. Raid instances normally have better gear then standard difficulty non-raid instances.


















































































































































































Instance Name
Lvl Range
Max Players
Available Guides
Hellfire Citadel
Hellfire Rampart
60-62
5


  • Ten Ton Hammer's Complete Guide to Hellfire Ramparts

  • Hellfire Ramparts Preview


The Blood Furnace
61-63
5


  • Ten Ton Hammer's Complete Guide to The Blood Furnace

  • The Blood Furnace Preview/Mini-Guide


The Shattered Halls
70-72
5


  • The Shattered Halls Preview/Mini-Guide


Magtheridon's Lair
70
Raid (25)

Coilfang Reservoir

The Slave Pens
62-64
5


  • Ten Ton Hammer's Complete Guide to The Slave Pens

  • The Slave Pens Preview


The Underbog
63-65
5


  • Ten Ton Hammer's Complete Guide to The Underbog

  • The Underbog Preview/Mini-Guide


The Steamvault
70-72
5


  • The Steamvault Preview/Mini-Guide


Serpentshrine Cavern
70
Raid (25)
Auchindoun
Auchenai Crypts
64-66
5


  • Auchenai Crypts Preview/Mini-Guide


Shadow Labyrinth
69-70
5


  • Shadow Labyrinth Guide


Sethekk Halls
67-69
5


  • Sethekk Halls Guide


  • Sethekk Halls Preview/Mini-Guide




  • Mana-Tombs
    64-66
    5


    • Ten Ton Hammer's Complete Guide to The Mana Tombs

    • Mana-Tombs Preview/Mini-Guide


    Gruul's Lair

    Gruul's Lair
    70
    Raid (25)

    The Black Temple

    The Black Temple
    70
    Raid (25)


    • Currently Closed


    Tempest Keep
    The Mechanar
    69-72
    5
    The Botanica
    70-72
    5
    The Arcatraz
    70-72
    The Eye
    70
    Raid (25)

    Caverns of Time

    The Escape from Durnholde Keep
    66-68
    5


    • The Escape from Durnholde Keep Preview/Mini-Guide


    Opening the Dark Portal
    70
    5


    • Opening the Dark Portal Preview/Mini Guide


    The Battle for Mount Hyjal
    70
    Raid (25)

    Karazhan

    Karazhan
    70
    15
    Zul'Aman
    Zul'Aman
    70
    ??


    • Currently Closed




    ==>


    ==> WoW Burning Crusade Guide List<==


    The Burning Crusade - Jewelcrafting


    ==>


    ==> WoW Burning Crusade Guide List<==



    It's been a long two years since Blizzard unleashed World of Warcraft on a gaming world that was apparently primed to receive it. While some massively multiplayer games had done well before WoW hit store shelves in November of 2004, none had achieved anything like the unprecedented success of Warcraft. As one of the biggest smash hits in PC gaming history, whether online or off, World of Warcraft has taken on a life of its own, increasing its worldwide subscriber rolls to eight million players in the last two years.


    Unfortunately for those of you who dabbled with WoW and managed to escape the addiction, Blizzard has managed to unleash another four compact discs full of captivating content in the form of The Burning Crusade, the first full expansion for World of Warcraft. The list of new additions in the Burning Crusade is a rollcall of the popular features that you might have expected: new races, new zones to quest in, a new profession, a raised level cap, and so on.


    This short primer to the Burning Crusade is intended to introduce you to some of the new features of the game. The amount of new content that's been added to the game, especially in the Outlands, will be more than we can possibly cover in a short space, but if you're looking for some of the new surprises in the expansion, then feel free to read on!


    Jewelcrafting


    The new profession in The Burning Crusade is called jewelcrafting. If you intend to level it up, you'll want to match it with mining, as jewelcrafting uses plenty of ore and stone. If you want to switch a high-level character with mining over to jewelcrafting, then you'll have to spend plenty of time searching low-level zones for copper and tin to use to skill yourself up, or buy it on the auction house.


    At low levels, jewelcrafting is primarily concerned with the construction of rings and necklaces, which few of the other professions can create. These items can be created and used by yourself, or traded to your teammates, or sold on the auction house - they aren't soulbound, nor do they require the wearer to have any skill points in jewelcrafting to wear them, as many of the engineering items do. Many of them are unique, though, so if you see a specific ring that you like and make yourself two of them, you'll probably only be able to wear one of them at a time.



    A Note Of Caution



    One thing you should be aware of if you're thinking about taking on Jewelcrafting as a skill for your new character is that training for this skill in Azeroth is only available in the two new capital cities, Exodar and Silvermoon. Characters that aren't Draenei or Blood Elves can still become jewelcrafters, but will have to deal with a fairly lengthy trip to one of these cities before they can pick it up.






    What's more, though, is that when you leave the starting areas for these races, you won't be able to learn new recipes for them unless you return. This is particularly problem for Draenei, who will probably head down to the areas around Stormwind to do the Deadmines after leaving Azuremyst Isle. If you want to head back to Exodar and train, you'll have to head to fly back to Ironforge, fly to Menethil Harbor, then take a couple of boat rides to reach Exodar. It's a heck of a hike just to train a skill, especially if you have to make it multiple times when the recipes you're using stop giving you guaranteed skill-ups. The Blood Elves have a bit of an easier time with it, since they can teleport to Silvermoon from the Undercity, but that'll still be a long hike from the Barrens or Stranglethorn Vale.


    You can get Jewelcrafting training in the Outland after level 58, so at that point the problem is less severe, but it's still annoying! If you don't want to deal with a number of long trips that stall your experience-gaining, then you may simply want to use mining as you level up your character and stockpile the ore that you collect on a mule character, using skinning as your secondary profession to sell the leather and make money. If you save six or seven stacks of each type of ore and stone, you should be able to drop skinning and flip over to jewelcrafting just before you hit the Outland and get most of the way to 300 skill without having to go out collecting any more. It's a lot of work for the same result, but it will let you spend your time worrying about getting experience instead of flying back to Exodar every few levels, then it'll probably be the wisest path.



    Starting Jewelcrafting



    Jewelcrafting is best obtained alongside a new character, although it's obviously available to characters that have already been leveled, assuming that you have the Burning Crusade expansion released. As mentioned, you'll need to use plenty of copper, tin, and bronze to get yourself up past the first 100 skill points or so. You can buy these on the auction house, but since jewelcrafting is the only new profession in Burning Crusade, you can expect that many of these materials will be at an inflated price for a while as everyone and their brother attempts to try out the new tradeskill. Best to farm the materials yourself.


    When you start creating items, you'll want to try to increase your skill in jewelcrafting by making plenty of Delicate Copper Wire and Bronze Settings. Delicate Copper Wire is the recipe that should propel you most of the way to the fiftieth skill point, which is where plenty of new recipes will be unlocked to you. When you reach character level 10, you can start creating some very basic rings for yourself. Since rings don't usually start popping up as drops or quest items until the middle or late teen levels, you'll have a bit of a head start on other characters in this category, but the bonuses from the early rings and amulets are going to be very minor, on the order of +1 or +2 to a single attribute.


    The Stone Statues, which come along in Rough, Coarse, Heavy, and other stone varieties, will be another great way to level up your skill in jewelcrafting. These statues use up the supply of stones that you will be gaining from mining without drawing down the supply of metal bars or ore that you'll need for your real recipes. They're actually handy to have in combat, as well, since they'll initiate a heal over time when you drop them at your feet; if you aren't a healing class, then these should help you survive some of the tougher fights you encounter as you solo yourself up past the teen levels. They do use up a lot of stone to create, though, so you may want to check the auction house to see if you can't find any cheap auctions for stone. These statues are bind on pickup, however, so they can't be traded or auctioned.


    Prospecting


    When you reach skill level 20 in jewelcrafting, you can obtain the Prospecting ability from your profession trainer. (If we recall correctly, this is a modified ability of an old Mining skill from the original WoW beta that increased the chance that rare jewels would spawn when you mined.) You use Prospecting on stacks of ore in your inventory (not bars!). Using Prospecting on a stack of ore will destroy five pieces of ore and let you acquire any valuable gems from the rubble. You can expect to pick up extra malachite, tigerseye, and shadowjewels from the various kinds of ore, with lower-grade ore (copper, tin) producing lower-quality jewelstone.



    Tip: Note that we use the word "gems" here to refer to the kind of precious stones you gain from Prospecting and mining; the word "jewels" is generally associated with the jewels that are inserted into socketed items. You can turn some gems into jewels later in the game.






    Whether or not you really want to use Prospecting is up to you and where you are in the skill progression. For example, if you just broke skill level 50 and have a bunch of different recipes that you can use to increase your skill level, then you'd probably be better off making Bronze Settings and Coarse Stone Statues for as long as you can to increase your skill. Since Prospecting destroys five ore, you have to ensure that the tradeoff is worthwhile to you. You may only get one jewel from Prospecting, so you may actually wind up gaining fewer skill points from using it than you would if you just smelted the ore and used the resulting bars in recipes, especially if you're attempting to skill up by using recipes that use very few pieces of ore, like Delicate Copper Wire and Bronze Setting.



    That said, you can't guarantee what Prospecting will generate, so if you desperately need a specific kind of jewel and don't have much ore to Prospect, you may be better off attempting to track that jewel down in the auction house. It will depend on how much spare money you have, of course.



    Midlevel Jewelcrafting



    Like other professions, you'll probably have to create a number of useless items to increase your skill in jewelcrafting. You'll unlock some powerful recipes as you skill up, though, including a number of very useful Figurine recipes. These trinkets start becoming available around skill level 200 and become wearable around character level 35 or 40, and have some interesting uses; some will passively increase your running speed or defense skill or something similar. Many of them will also have usable triggers. For instance, the Truesilver Boar figurine will passively increase your attack power by 8 points, but can also be activated to summon the eponymous boar to fight alongside you for 30 seconds. These usable abilities are on timers, though, so you won't be able to use them over and over again. More importantly, though, these figurines are bind on pickup, so you won't be able to trade them, mail them to other characters, or auction them off. Many of them will be useless to your class (a warrior will have no need of extra spell damage, for instance), but some of them will be quite handy.



    Jewelcrafting In Outlands



    It's when you reach the Outlands and start finding the equipment there that jewelcrafting takes on its final use. In addition to jewelry and trinkets, jewelcrafting can also be used to make jewels that can be inserted into the armor that drops in the Outlands with slots for those jewels. Some of these jewels are exceedingly useful, especially if you aren't in a large guild and/or don't run the end-game instances very often for the powerful jewels that are dropped by those bosses.


    To create polished jewels, you'll need to purchase a grinder from a jewelcrafting merchant and also find rough gems from. Rough gems are found on enemies (albeit rarely), as well as in the higher-level fel iron, khorium, and adamantite veins that you'll be mining. Most of the polished jewels that you find can be created with only a single rough gem, so these are good ways to increase your skill without using too many materials. Two of the gems required to create the high-level rare jewelstones, though, can only be created through transmutations, which are on long cooldowns for alchemist characters, and the recipes for which can only be obtained by having high reputations with some of the Outland factions. You'll probably have to pay alchemists or rely on your guildmates to create these expensive gems.



    ==>


    ==> WoW Burning Crusade Guide List<==


    Dungeon Instances


    ==>

    ==> WoW Burning Crusade Guide List<==



    Dungeon Instances








































































































































































    Instance NameLvl RangeEnter Through... (region) Max Players
    Ragefire Chasm
    13 - 18
    Orgrimmar
    10
    Wailing Caverns
    17 - 24
    The Barrens
    10
    Deadmines
    17 - 26
    Westfall
    10
    Shadowfang Keep
    22 - 30
    Silverpine Forest
    10
    Stockades
    24 - 32
    Stormwind
    10
    Blackfathom Depths
    24 - 32
    Ashenvale Forest
    10
    Gnomeregan
    29 - 38
    Dun Morogh
    10
    Razorfen Kraul
    29 - 38
    The Barrens
    10
    Scarlet Monastery
    34 - 45
    Tirisfal Glades
    10
    Razorfen Downs
    37 - 46
    The Barrens
    10
    Uldaman
    41 - 51
    Badlands
    10
    Zul'Farrak
    44 - 54
    Tanaris
    10
    Maraudon
    46 - 55
    Desolace
    10
    The Sunken Temple
    50 - 60
    Swamp of Sorrows
    10
    Blackrock Depths
    52 - 60
    Burning Steppes / Searing Gorge
    10
    Zul'Gurub
    55 - 60
    Stranglethorn Vale
    20
    Dire Maul
    55 - 60
    Ferelas
    5
    Blackrock Spire
    55+
    Burning Steppes / Searing Gorge
    10
    Scholomance
    58 - 60
    Western Plaguelands
    5
    Stratholme
    58 - 60
    Eastern Plaguelands
    5
    Molten Core
    60+
    Burning Steppes / Searing Gorge
    40
    Onyxia's Lair
    60+
    Dustwallow Marsh
    40
    Blackwing Lair
    60+
    Burning Steppes / Searing Gorge
    40
    Naxxramas
    60+
    Eastern Plaguelands
    40
    Ruins of Ahn'Qiraj
    60+
    Silithus
    20
    Temple of Ahn'Qiraj
    60+
    Silithus
    40




    Battlegrounds






























    BattlegroundLvl RangeEnter Through.. (region) Numbers
    Warsong Gulch
    10 - 60
    Ashenvale Forest (Alliance) / The Barrens (Horde)
    5 - 10 per side
    Arathi Basin
    21 - 60
    Arathi Highlands
    15 per side
    Alterac Valley
    51 - 60
    Alterac Mountains
    20 - 40 per side




    Outdoor Raid Encounters












    Kazzak Outdoor Raid Encounter

    Azuregos Outdoor Raid Encounter


    Burning Crusade New Races


    ==>


    ==> WoW Burning Crusade Guide List<==



    New Races


    Arguably the biggest inclusion in the Burning Crusade is the inclusion of two new races, one for each faction. The Dranei are the new Alliance race, and the Blood Elves are the new Horde race. Each race has been introduced as a means to eliminate some of the factional imbalances that were inherent in the early design of the game, specifically in the fact that each faction had classes specific to it. Now that the Dranei can become shamans and the Blood Elves can become paladins, there are no faction-specific classes, which will hopefully eliminate some of the imbalances that existed in PVP in the original game. That's the hope, at any rate.



    Draenei



    The Draenei are the new Alliance race. These noble beings are members of the Eredar, a noble race that flourished 25,000 years before the events of the World of Warcraft. Unfortunately, most of the race was corrupted and enslaved by Sargeras, a mighty, insane god that created the Burning Legion. Some, however, escaped enslavement and managed to flee their world. Led by Velen, these group of uncorrupted Eredar have renamed themselved the Draenei, which means "exiled ones" in their tongue. Although the corrupted Eredar have chased them for millenia, the Draenei have managed to retain their society and evade destruction. The Legion struck a mighty blow against them, however, when it corrupted the Orcs of the planet Draenor and set them upon the Draenei, wiping out a large proportion of them.


    In a desperate attempt to flee, Velen and the remaining Draenei hijacked a cosmic ship known as the Exodar and used it to shift through the dimensions around Draenor. They wound up above Azeroth, the world where the World of Warcraft is set, and crash landed on a island in the northwestern corner of Kalimdor, where they've begun seeking diplomatic ties with the Alliance and to aid them in their fight against the Horde.



    Dranei Abilities



    The Draenei are capable of creating characters in the following classes:





    • Hunter
    • Mage
    • Paladin
    • Priest
    • Shaman
    • Warrior




    The Draenei are the only Alliance race that can become Shamans, and thus bring some fresh blood in multiple senses to the Alliance. They have a number of new abilities as well.


    Jewelcutting: Adds a passive five points to a Draenei's Jewelcrafting skill. This is a fair bit less than the 15 points in Engineering that gnomes get, for instance, and won't be worth anything to Draenei who don't take the Jewelcrafting skill.








    Gift of the Naaru: All Draenei characters have a built-in healing ability that acts as a somewhat weaker version of Renew. It heals the target (you can cast it on yourself) for 50 health plus 15 health per character level over 15 seconds. There is a 1.5 second casting time, but that's short enough to allow warriors and other melee characters to cast it on themselves in the middle of a one-on-one fight. This can shorten your downtime in PVE or allow you to get a second wind in a PVP fight, but there is a three minute cooldown, so it won't be useful to you in every fight. Priests and shamans will probably have better healing spells available to them, so they won't need to use this overmuch. For non-healing characters, though, this will probably come in handy, even if it probably won't replace First Aid anytime soon.


    Inspiring Presence: Mages, Priests, and Shamans can all increase the chance to hit with spells by 1% for themselves and all party members nearby.


    Heroic Presence: Hunters, Paladins, and Warriors can all increase the chance to hit with weapons by 1% for themselves and all party members nearby. While this (and Inspiring Presence) probably don't stack, they're still a very handy ability to have, especially when you're facing off enemies a level or two above you. They also go along nicely with Paladin auras.


    Shadow Resistance: All Draenei get a 10 point bonus to their Shadow Resistance.



    Draenei Starting Areas



    The Draenei start in Azuremyst Isle, in the extreme northwestern corner of Kalimdor, near the starting zone for Elves. The early quests revolve around attempting to reverse the damage caused by the numerous crystals which fractured off of the Exodar as it crashed; many of them have leaked energy into the environment, corrupting the surrounding flora and fauna. As you progress through to the second island of the Draenei, Bloodmyst Isle, you'll start dealing with Blood Elf spies who have infiltrated the island and whom are attempting to draw power from the crystals themselves.


    The Exodar has all of the main features that a capital city would expect: a flightpath, trainers for most classes and professions, battlemasters, and so on. Unfortunately, it, like Darnassus, is a bit remote from the other Alliance capitals of Ironforge and Stormwind, and thus will not likely be a prime destination for most players when they're strong enough to leave the islands.


    If you do all or most of the quests on both islands, including the final quests involving the Vector Coil and the elite Blood Elves there, you should find yourself at or around level 18 or 19 and strong enough to travel south to Darkshore via the ship that docks south of the Exodar and do some of the quests there, if you like, or simply skip straight to Ashenvale and quest there.


    On the other hand, if you want to get right to the meat of the Alliance and head straight to the Deadmines, you'll have to partake in the classic Wetlands run. Take the boat on the south side of the Auberdine docks in Darkshore to Menethil Harbor and run to the east, following the road to Loch Modan and from there through Dun Morogh and into Ironforge, where you'll be able to fly or take the tram to Stormwind. You can perform this run at any level you like if you want to join up with dwarf or human friends, but you can expect a heck of a lot of dying in the Wetlands if you head along the path there too early.




    ==>


    ==> WoW Burning Crusade Guide List<==


    Blood Elves of TBC


    ==>


    ==> WoW Burning Crusade Guide List<==



    The Blood Elves are technically the same race as the High Elves, both of which are descendents of the Night Elves. The High Elves, though, fight their addicition to magic, which has gone unsated since the destruction of the Sunwell, the source of most of their magical resources before the arrival of the Scourge. Following the Sunwell's destruction by Arthas and the abandonment of the city of Silvermoon by the Scourge, which had killed most of its inhabitants, the remaining High Elves in the area, led by Prince Kael'Thas, retook the city and attempted to gain vengeance for their brethren that were killed by the undead Scourge. As such, Kael'Thas has renamed his followers the Blood Elves, in memory of their slain ancestors.







    Unlike the High Elves, though, the Blood Elves are unapologetic about their addicition to magic and have relentlessly sought a replacement for the Sunwell. Kael'thas has shifted his magical addicition so that he can draw upon demonic sources to feed his thirst, and has been instructing his followers to do the same. In addition, the Blood Elves of Azeroth have managed to enslave a Naaru, a creature of almost pure Light energy, and drain its power to enable their soldiers to become Paladins in a twisted inversion of the normal religious requirements to becoming one of these holy warriors.


    Since some of the major raid bosses in the Outland section of the game include Blood Elves, like Prince Kael'thas, and their allies, like Illidan Stormrage, presumably some kind of schism will form between the Blood Elves of Azeroth (which players represent) and the Blood Elves of the Outland, allowing players on the Horde side to take on these encounters without betraying their leader.



    Blood Elf Abilities



    Blood Elves are able to create characters in the following classes:





    • Hunter
    • Mage
    • Paladin
    • Priest
    • Rogue
    • Warlock




    The Blood Elves are the only Horde class capable of creating Paladins, which are technically referred to as Blood Knights when they're made by the Blood Elves. Notably, Blood Elves are the only race that's incapable of creating Warriors, presumably due to the fact that their race is so addicted to magic that the rage-based Warrior is unpalatable to most of the members of the race. Rogues are presumably allowed as being closer to the Blood Elves' High Elf racial origin.


    Arcane Affinity: All Blood Elves gain a ten point bonus to their Enchanting skill.


    Mana Tap: Instantly reduces the target's mana by 50, plus one mana per character level of the Blood Elf using this skill. You need to be within 30 feet of your target to use this ability, but it has a relatively low cooldown of 30 seconds, allowing you to spam it on spellcasters in PVP.


    Arcane Torrent: When cast, Arcane Torrent will instantly silence all spellcasting enemies within eight yards of the character for two seconds. It's not a very long period of silence, but as per usual, silencing a character will also cancel any spells that they're currently casting. In addition, the character using this will regain five mana, plus one mana per level, for each charge of Mana Tap that currently affects them, allowing you to quickly regain some mana, assuming you've managed to lay Mana Tap on enemies and not die in the meantime.


    For Blood Elf rogues, Arcane Torrent will instead restore 10 energy per Mana Tap active when used.


    Magic Resistance: All Blood Elves get a 5 point bonus to their resistance to all magical sources.



    Blood Elf Starting Areas



    Most of the Blood Elves in the World of Warcraft reside in the Outlands, where Prince Kael'thas leads his race from Tempest Keep, a magical temple. Blood Elf characters in the Burning Crusade, however, start in the rebuilt city of Silvermoon, former home of the Sunwell, in the zone of Eversong Woods. The Dead Scar rips the zone in two, a dark reminder of the charge of the Scourge when it was led by Arthas. After exploring the Eversong Woods, players will venture south to the Ghostlands, a ruined zone that's been infected by the dark energies of the Scourge and which is also being overwatched by Alliance Elves.



    Tip: Silvermoon has magical brooms moving around, sweeping up dirt. However, there are no magical dustpans. Think about that.







    Silvermoon is a bit spread out for a capital city, to the point where some of the functions of the city, such as the bank and the auction house, are replicated on both the eastern and western sides. This is reportedly to prevent the accumulation of players around a single hotspot in the city, like the auction house/bank zones in Orgrimmar or Ironforge. Unfortunately, the end result is that the city requires a bit of walking around to get from the entrance to the bank and auction house areas; this is compounded by the fact that the flight path is located outside the city gates.


    However, it's worth dealing with Silvermoon, since Eversong and the Ghostlands both form an excellent starting area for getting your character up near level 20. While Eversong requires a bit of walking around to get from quest to quest, the Ghostlands features numerous easy kill or collection quests near the town there, allowing you to grind out lots of XP relatively quickly.


    If you want to join up with your friends in the Barrens, though, getting out of these areas is fairly easy. There is a teleporter located in Silvermoon, in the Inner Sanctum area of the Sunfury Spire. If you click on the Orb of Translocation there, you'll be instantly warped to the capital of the Forsaken, the Undercity. If there were no transporters like this, level 20 characters would have to fight their way through the Eastern Plaguelands, a level 60 area, to reach civilization.



    ==>


    ==> WoW Burning Crusade Guide List<==


    Burning Crusade Starter Guide and FAQ


    ==>


    ==> WoW Burning Crusade Guide List<==



    1. What items should I be saving before TBC comes out?




    • 100-120 Runecloth: Required to grind your First Aid Skill from 300 to 330.
    • Various Potions and Misc Supplies: Not needed but useful for helping up your effectiveness when back to soloing. Things like Health Pots, Trolls Blood, Sharpening Stones, etc all can give you a boost.
    • As much gold as you can: Lets face it, the AH is going to be full of new equipment, weapons, recipes and materials that you are going to want, so going into TBC with gold on hand will be a boon.
    • Empy Your Bags: Clear your bags when you go to Outlands and only keep the items you are going to need while leveling. For example, the FR Gear you keep in your bags for MC or BWL Runs? Dump it in the Bank. Remember, there are no Auction Houses in Outlands so you want every available slot open to help minimize trips back and forth to Azeroth.



    2. I am based in Ironforge, should I move else where?


    Many people prefer to be based in Ironforge due to its proximity to Blackrock Mountain and the Instances within. However with TBC, I would suggest moving to Stormwind, due to being closer to Blasted Lands than Ironforge.


    I expand on this below in the Hearthstone question.





    3. How do I get to Outlands?


    Getting to Outlands is easy and requires you to go to the Blasted Lands and then simply walk through the Dark Portal into Outlands. The level requirement on the portal itself is level 58 and you must have the expansion activated on your account before you can enter.





    4. Where will I be when I get to Outlands? Where should I go right off the bat?


    When you enter Outlands the first zone you will be in is called HellfirePeninsula and this zone is intended for level 60-63 players and is one of, ifnot the largest zone in all of World of Warcraft.


    After going through the portal, jump down to your left and you will find a FlightPath NPC, talk to him and he will fly you to Honor Hold, which is the main townfor Alliance in Hellfire Peninsula.


    Alternatively, follow the quest line you get outside the Dark Portal on the BlastedLands side.


    For Horde, jump to the right and jump on the Bat Handler NPC, he will fly youto Thrallmar.





    5. Any tips for Hellfire Peninsula?


    I could write a book on this zone, but I wont and at the end of the day,it is just like most other WoW zones, so I do advise you explore every squareinch of this zone because there are half a dozen quest hub areas in this zoneand some are easy to miss if you don’t explore it fully, costing you potentialXP, Loot and fun from doing the quests. In addition to the quest hubs, thereare numerous flight paths here and a second Alliance town by the name of Templeof Telhamut.


    To help you in this zone, I have included a Map below: (Original Author Unknown)


    World of Warcraft Hellfire Peninsula


    6. Where is the Auction House? Where is the Bank?



    There is no Auction House in Outlands at all. You MUST go back to a main city in Azeroth.

    The only city with a Bank is Shattrath and the bank is tied into The Aldor and The Scryer opposing factions within the city.


    7. Where are the Profession Trainers?


    There are various skill trainers in Outlands. Alliance Profession Trainers are found in Honor Hold, Horde Profession Trainers are found in Thrallmar. Shattrath, which is the main Outlands city found between Nagrand and Terokkar Forrest and shared by Horde and Alliance players, also has all types of Trainers available.


    8. Where are the Class Trainers?


    There are no class trainers in Outlands. You MUST go back to the main cities in Azeroth.


    9. Where can I learn Master First Aid?


    After you get to Honor Hold for the first time, you can ride to the Temple of Telhamut in Hellfire Peninsula and purchase the [item]Master First Aid - Doctor in the House[/item] book off a vendor here. You can also purchase [item]Manual: Netherweave Bandage[/item] (FA-330) and [item]Manual: Heavy Netherweave Bandage[/item] (FA-360) books off this NPC (don’t worry, they are cheap).


    You then need to grind out 30 skill points by making Heavy Runecloth Bandages and this will use up anywhere from 80 to 120 Runecloth, thus the reason I said to take about 120 Runecloth to Outlands.


    For Horde:

    The above First Aid Books are found in Falcon Crest for the Horde side. Make sure you grab the Flight Path to get back to Thrallmar. (Thanks to akauankka for that)


    10. Any tips on going back and forth between Outlands and a Main City? Where should I set my Hearthstone?


    Due to there not be any Auction Houses in Outlands, you will definitly be making daily trips back to a Main City in Azeroth to sell equipment or check the AH. Some people will use an Alt Character for this but I prefer to use my main character so I can do direct equipment comparisons and such.


    There are various alternatives here:




    • Save your Hearthstone in Honor Hold in Hellfire and then ask a Mage to portal you back to a main city (Don’t be a tight ass and forget to tip them), then Hearthstone back to Outlands.
    • If you don’t want to rely on a Mage, save your Hearthstone in Stormwind and then since SW is relatively close to the Dark Portal, you can fly back to Blasted Lands, ride to the Dark Portal and then fly back to Honor Hold that way. While a bit time consuming, it does give you time to take a pee break while on the mount
    • Ride to Shattrath (easily doable at 60) to set your Hearthstone and grab the flight path. Since Shattrath has portals back to all the Main Cities in Azeroth, you can easily fly to Shattrath, portal to a Main City in Azeroth and then hearthstone back to Shattrath and then fly back to whatever zone you were in. The negative here is that you will do a LOT of flying back and forth between Shattrath and whatever zone you are currently questing in.



    Playing through 60 to 70 in the Beta, what I did myself was Option 2 to start with while I was doing Hellfire Peninsula quests and then when I moved to Zangarmarsh and Terokkar Forrest I switched to option 3. When I moved to Blades Edge Mountains and Netherstorm, I moved to option 1 and then when I got my flying mount at 70, I went back to Option 3.


    The only problem with Option 1 is that it pisses off everybody when you are spamming Looking for a Mage to portal me!, but if you don’t mind doing that, it is an option.


    11. How does World PVP work and is it worth doing?


    I wont go fully into World PVP however to do a quick summary, when you kill somebody OR recover a World PVP Objective you get a Token (Mark of Honor Hold for Hellfire Peninsula and Zangarmarsh or Halaa Battle Token or Halaa Research Token for Nagrand) that is specific to the zone you are in. These tokens can then be turned in at respective PVP vendors in the zone you are in and redeemed for some nice equipment rewards.


    Is it worth doing? I think so because some of the stuff is really quite nice at an early level and World PVP is something that people will actually be doing in Outlands so it shouldn’t be too hard to get involved in.


    For example, for 15 Marks of Honor you can get [item]Band of the Victor[/item] or [item]Circlet of the Victor[/item].


    12. Are the Reputation Rewards any good in Outlands?


    Yes, unlike WoW Retail, the reputation rewards are actually pretty decent this time around and depending on what you have, actually worth getting. For example, if you are Honored with Honor Hold, there is a decent 52dps 1H Sword you can buy early on, which is fairly easy to get for those of you who didn’t get Grand Marshall Weapons or Raid weapons in WoW Retail.


    Here are some examples of Reputation Rewards: (Thottbot Live Links)


    Outlands:

    The Consortium

    Cenarion Expedition

    Honor Hold

    Kurenai

    Sporeggar


    Shattrath:

    Lower City

    The Aldor

    The Scryers

    The Sha’tar


    (Thottbot Beta Links - Info from beta)


    Outlands:

    The Consortium

    Cenarion Expedition

    Honor Hold

    Kurenai

    Sporeggar


    Shattrath:

    Lower City

    The Aldor

    The Scryers

    The Sha’tar


    13. Can you give me the run down on Shattrath, the factions, banks, choosing between Scryer and Aldor, etc?


    As noted above, Shattrath has 4 factions, however in an interesting twist, Blizzard is forcing the player to choose between two of the factions (The Aldor and The Scryers) and after that decision is made, the areas of the city controlled by the opposing faction becomes closed off to you…unless you want to kill the NPC Guards of course.


    The faction choice you make will affect what Faction Vendors you get access to and the types of Faction related quests you do in later zones are. At this time, I recommend making your decision based on the Reputation Rewards available for how you play the game while taking into account all the recipes/formulas they are selling, but just realize that this is an important decision to make and shouldn’t be made lightly as going back on the decision will be extremely time consuming (if even possible).


    As for the rest of the city, there are two banks in the city, each controlled by the Aldor and Scryer and which bank you can use depends on which faction you choose. The bank is the same as what you use in Azeroth.


    Shattrath also includes Sha’tar and Lower City Reputation Vendors/Quartermasters, various profession trainers, portals back to the main cities in Azeroth, various vendors, Battleground NPC’s, etc, etc.


    As I said earlier, Shattrath does NOT include an Auction House or Class Trainers.


    14. Should I bother with Instances or just go level up via quests?


    Instances have great equipment, quest rewards and are also really good XP plus they can be fun to do, so I would never advise people to skip them. As well, Blizzard has also finally woken up to the fact that we don’t want to be doing 14 hour instance runs like Scholomance either so every instance out there can be done in less than an hour and a half and if your group is working well, you can can do many in less than an hour.


    My memory might be a bit hazy here but I do find that Outlands instances are more challenging overall than past instances were in Retail so I think this will affect things a little bit. On the flip side, with WoW having been out for 2 years, 1 month and 22 days by the time TBC goes live, I think people should have learned how to play their characters by now and the increased challenge shouldn’t be an issue.


    15. How long will it take me to level up?


    As long as you want it too. Those of us who race through the game to 70 will probably do it in 120-150 hours. Those who prefer to take their time will probably be anywhere between 150-200+ hours to get to 70. The number really depends on your play style.


    16. Do you think Socketed Items will have an impact?


    For me, the value of Socketed items comes down to one question:

    Do you currently find Enchantments to be of value to your character?


    If you don’t bother enchanting your equipment today, then Socketed Items will be of dubious value to you, because as a whole, Gems boost your stats the same way that Enchantments do.


    17. Are there any other links to maps and such available?


    Blizzard’s Outland Map

    Blizzplanet Maps

    WoW Map


    18. How much money will I make by level 70?


    You should be able to make about 1000+ gold by level 70, which should make it easy for you to get your Regular Winged Mount at 70. However, there will be tonnes of new equipment, recipes, materials, etc on the Auction House for you to buy as well and I expect that there will be quite a bit of inflation initially due to supply/demand so how much you have at 70 could really vary…On the flip side, the same market forces mean you can sell your wares for good money.


    19. What do the new Mounts cost?


    These are current prices (they were recently changed) from the TBC Beta as of Dec 31, 2006 and subject to change as Blizzards whim. I believe that Faction Reputation DOES affect the prices though I am not 100% sure on this!


    Flying Mounts can only be learned in Wildhammer Stronghold at Shadowmoon Valley




      Skill




    • Journeyman Riding Skill (Epic Horses-100% Speed) is 600 Gold (540 at Honored/Revered?)


    • Expert Riding Skill (Regular Flying Mount-60% Flying Speed) is 800 Gold (720 at Honored/Revered?)


    • Artisan Riding Skill (Epic Flying Mount-280% Flying Speed) is 5000 Gold (4499 at Honored/Revered?) Mount


    • Regular Flying Mount is 100 Gold (90 at Honored/Revered?)


    • Epic Flying Mount is 200 Gold (180 at Honored/Revered?)



    20. Are flying mounts worth it? How about the Epic Flying Mount?


    YES! Flying is extremely useful and not to mention, fun. Gathering Herbs and Mining is much easier with a flying mount. PVP is also a blast when you can drop in on somebody and kick their ass from above. Plus, there are areas in the game that are only accessible via flight paths. Basically, if you are level 70 you will need a mount. As for the Epic Flying Mount it is incredible fast while expensive, I think it is worth the cost.


    21. Is it going to be hell competing with other people for Spawns? I heard there is a new method of spawning mobs, is this true?


    It is my opinion that Outlands is going to be an over camped and over populated land of angry and rude gamers for the first… oh, 6 months of expansion. That being said, hopefully everybody can remember to try and not be a dick to other gamers and wait their turns for quest mobs and GROUP UP so you get credit faster because it just makes the game better for all of us.


    Now for those who think it wont be that bad, I want to stress that the initial retail release of WoW had people spread out between two factions and almost a dozen starting areas for all the races. Outlands puts everybody in the same starting zone so yes, it will be that bad.


    The big news though is that Blizzard has introduced new dynamic spawn rates for Outlands that changes the spawn rate for a Monster based on how many people are in the immediate mini-zone. So when there are 493 people camping the same named quest mob in Hellfire Peninsula on Jan 16, there will be an almost instantaneous respawn of the mob when it dies.



    22. How do Heroic Instances work?


    Heroic Instances are supposed to be the equivalent of 5 Man Raids so people should not expect them to be level 70 versions of a lower level instance, they are actually harder. ALL current 5 Man Instances in Outlands can be done in Heroic mode and you must be of Exhaulted Status in the corresponding Reputation Faction to be able to do an instance in Heroic Mode.


    The last wing for most Instance’s also require a Key to enter and all the keys are updated for Heroic Mode, requiring you to get new keys.


    Lastly, killing Bosses in Heroic Mode drop tokens that can be redeemed in Shattrath for the following items off of G’eras, the Token Vendor. I don’t know if the Heroic Mode bosses drop other forms of loot or if basic green/blue loot off the trash mobs is upgraded for Heroic Mode, though it stands to reason they would be…


    23. Should I group up with people?


    Definitely group up with people who are on the same types of quests if you can. Take regular Kill Quests that require you to go out and kill X amount of Mobs. It will simply benefit everybody if you group with a few other people while doing these because it will not only go faster, it will help limit competition between people for the same mobs, especially when doing Named Quest mobs.


    24. I have PVP, Tier 1, 2 or 3 armor, is there anything worth while out there for me?


    Well, if you have Tier 3 armor you are probably going to be set until level 70 for the most part (there are some exceptions). For the rest of it though, it really depends on how many instances you do and your own personal luck. You can theoretically replace all your Tier 1 by level 63, but I doubt you will find the equipment to do so, unless you have a horse shoe up your ass in which case you should go buy a lottery ticket. Tier 2 can be replaced by 65-66 but again, are you going to get lucky and get the drops you need? Probably not.


    It is the same case for weapons. Take a Grand Marshall Quickblade which is 1h 59DPS Sword at level 60. To match that, you need a level 66+ Green Sword or you need to find some of the Blue/Purple swords that drop off of earlier instances (good luck).


    When all is said and done, how fast you replace equipment will depend entirely on your own personal luck and the way you do instances.


    25. Are Mobs harder in Outlands?


    All the statements of harder mobs in Outlands came from Alpha, when they were much harder. Today, a 60 Mob in Outlands is pretty much identical to a 60 Mob in Azeroth.


    26. Do Outlands Mobs give more XP? Will Rest XP work again?




    • Level for Level, Outlands Mobs give more XP than Azeroth Mobs.
    • Rest XP will work again from 60 to 70 as it did from 1 to 60. So log out in an Inn when you stop playing.



    27. What should I do with old quests?


    Turn them in if you got them but I honestly do not think it is worth running around the world to turn in old quests, I would take the gold personally….


    28. What do I do after Hellfire Peninsula?


    After Hellfire, you have two zones available. Depending on how full either zone is, you can go to Terrokar Forest or Zangarmarsh. Both of these zones are linked to Hellfire and can be completed in any order, though personally I did Zangarmarsh first as Terrokar finishes a bit higher than Terrokar.


    After Terrokar, the player will move on to Nagrand and then Blade’s Edge Mountains and then Netherstorm or Shadowmoon Valley (they are equal in level, though I think Shadowmoon is 1 level higher at the lower end than Netherstorm).


    29. Misc answers to OMG I WISH PEOPLE WOULD STFU AND STOP ASKING IN GENERAL CHAT questions These are few common answers to a few questions that get asked 9000 times a minute in Hellfire Peninsula General Chat, so here are the answers. Now please, Macro the damn thing (These are for quests…)




    • The Mysteries of the Light book for the Honor Hold quest is found at Armory and is near the house at the south part of Armory where it is nearly falling off the world. Armory is the Ruins behind Honor Hold.
    • Dead skeletons on the Path of Glory can be very hard to see.
    • Netherguard Bitter is in… you guessed it, Netherguard Keep in Blasted Lands! It can be found in the south west corner of the North Keep in Netherguarde.



    ==>


    ==> WoW Burning Crusade Guide List<==


    WoW Burning Crusade Outland Guide


    ==>


    ==> WoW Burning Crusade Guide List<==



    Noob’s Guide to Outland (Burning Crusade)




    • You enter Outland through the Dark Portal in The Blasted Lands
    • There are NO class trainers in Outland
    • There is NO Auction House in Outland
    • There are NO Grand Master profession trainers on the old continents; they are all in Outland




    The Alliance trainers for 300-375 are at Honor Hold (unless otherwise noted):




    • Jewelcrafting - Tatiana is just inside the Inn near the front door
    • Skinning - Jelena Nightsky is in the main room of the Inn, by the stairs
    • Tailoring - Hama is upstairs on the second floor of the Inn
    • Cooking - Chef Gaston is in the back room of the Inn, near the cooking fire
    • Leatherworking - Outside the Inn on the left wall, by the outhouses.
    • Alchemy - Inside the mage tower on the bottom floor
    • Herbalism - Inside the mage tower on the bottom floor
    • Enchanting - Inside the mage tower on the upper floor
    • Engineering - Lebowski is outside the Keep, on the right hand side
    • Mining - Hurnok Grimmord is inside the smithy
    • Blacksmithing - Humphry is inside the smithy
    • First Aid - Burko at the Temple of Telhamat, on the left side of the second flight of steps
    • Fishing - Just outside of the Cenarion Refuge in Zangarmarsh



    The WoW Horde trainers for 300-375 are at Thrallmar (unless otherwise noted):




    • Jewelcrafting - Kalaen is inside the Inn
    • Skinning - Moorutu is outside under a small tent in front of the Inn
    • Leatherworking - Barim Spilthoof is with the skinning trainer :)
    • Tailoring - Dalinna is inside the Inn
    • Cooking - Baxter is inside the Inn
    • Alchemy - Apothecary Antonivich is inside the mage tower on the west side of Thrallmar
    • Enchanting - Felannia is inside the mage tower on the west side of Thrallmar

    • Engineering - Mack Diver at Zabra’jin in Zangarmarsh, located just outside the fence on the southeast side of town, standing under the bridge that leads into town.
    • Mining - Krugosh is standing in front of the barracks
    • Blacksmithing - Rohok is at the forge just south of the mage tower
    • First Aid - Aresella is at Falcon Watch on the southwestern side of Hellfire Peninsula
    • Fishing - Zurjaya at Zabra’jin in Zangarmarsh, standing by the bonfire in the center of town.



    • If for some reason you are unable to find your trainer in your starting town, there is a full complement of Grand Master trainers located in the Lower City area of Shattrath City. You can ask a guard to mark your mini-map in WoW if you need help locating them.
    • The nearest bank is in Shattrath City, which you can reach by going west through Hellfire Peninsula into Zangarmarsh, then follow the signs to Shattrath City.
    • Lieutenant Amadi is at the small tower just northwest of Honor Hold
    • Altumus is behind a broken wagon on the road leading east from Honor Hold
    • Bonechewer Orcs are just north of Honor Hold, along the main east/west road.

    • Salvaged metal and wood are found on the ground near the Bonechewer Orcs
    • Expedition Point is directly east of Honor Hold, along the edge of the zone.

    • Zeth’Gor is in the southeast corner of the WoW zone.
    • Cursed Talismans are dropped by Bleeding Hollow Orcs in Zeth’Gor
    • Horde Blade Throwers can be found on the north side of the Path of Glory (main road going east/west through the zone).
    • Trampled skeletons are on the Path of Glory
    • Stonescythe Alphas and Whelps are in the Great Fissure, near Falcon Watch in the southwestern part of the zone.
    • Sedai can be found behind the flightmaster at the Temple of Telhamat, yes you’ll need to jump :P
    • WoW Flight paths in Hellfire Peninsula are at Honor Hold and the Temple of Telhamat for Alliance. Horde towns are Falcon Watch and Thrallmar (with FPs I hope).
    • Follow the road west from Honor Hold to enter the next zone: Zangarmarsh.
    • There is no flight path at the Cenarion Refuge in Zangarmarsh, it’s just a quest/faction hub. Take the road north, then follow the west fork from there to the next town (Telredor) for the Alliance flight path. Horde should take the east fork to find their town of Swamprat Post, they also have a town at Zabra’jin in the west.
    • Glowcaps and Bog Lord Tendrils are faction turn-ins for Sporeggar, Unidentified Plant Parts are faction turn-ins for Cenarion Refuge.
    • Save everything that’s not gray - odds are you’ll find a quest that requires it. If not, there’s a good chance you can sell it to other players on the Auction house (for quests you haven’t found yet).
    • To reach Shattrath City, follow the road south from Cenarion Refuge into Terokkar Forest. Shattrath City is right there after you enter the zone.




    ==>


    ==> WoW Burning Crusade Guide List<==


    Wednesday, August 29, 2007

    The Scarlet Monastery


    ==>


    ==>WoW Skill Guide List<==



    Today we look back at many players favorite early/mid game instances. I know it continues to be my favorite early instance due to clean design, the ability to play it in pieces (the 4 different wings), the loot, and its repeatability.

    The Scarlet Monastery was once the center of the priesthood of Lordaeron and a formed the center of learning that drew people from all around. However times change and after the Third War it became home for the fanatics of the Scarlet Crusade. The Crusaders are extremists who believe all non-human races are enemies, and any outsiders could be undead plague carriers and must be destroyed.


    The instance itself is split up into four wings, which can each be done separately or one after each other. When you enter the area the wings are laid out (from left to right) as the Graveyard, Cathedral, Armory and Library. The Graveyard and Library are free to open, however to get into the Cathedral and Armory you must complete the Library to obtain the Scarlet Key.


    The Scarlet Monastery is meant for characters level 35-43ish. You can continue to make loot and experience runs through the Scarlet Monastery to about level 46, but after that the experience gains are not worth the effort. The difficulty really depends on the wing that you are in. The easiest is the graveyard, which can be done with a group of level 30-32 players. Beyond that though, everyone really needs to be at least level 35 for the Library and almost level 40 for the Armory and Cathedral.










    Location and Timing


    The Scarlet Monastery can be found in the north-easter part of Trisfal Glades near the coast. This is an easy instance to get to for Horde players since it is a short walk from the Undercity. However this also means it is deep in Horde controlled territory, making it difficult for Alliance players to get to. The only way to get there is a long hike from the nearest alliance flight point located at Southshore in the Hillsbrad Foothills.



    Once there the monastery is a rather large instance when thought of as one place. However since each wing can be done separately it can be done in manageable parts. Each of the individual wings can usually be finished in under an hour.










    Maps and Gallery




    Maps of the Scalet Monastery


    To make getting around and finding everything easy in the Scarlet Monastery we have put together a set of maps that marks the locations of all key named Mobs in each of the instances.




    For those wanting to see what awaits you in the Scarlet Monastery we have a gallery of screen shots.











    Quests


    There are two Alliance only quests, four Horde only quests , and one mage only quest in the Scarlet Monastery.



    Alliance Quests


    In the Name of the Light - Kill High Inquisitor Whitemane, Scarlet Commander Mograine, Herod, the Scarlet Champion and Houndmaster Loksey and then report back to Raleigh the Devout in Southshore.


    This is a simple kill quest. Track down the 4 bosses in the instance as shown in the instance details below.



    Mythology of the Titans - Retrieve Mythology of the Titans from the Monastery and bring it to Librarian Mae Paledust in Ironforge.


    Horde only Quests


    Vorrel's Revenge - Return Vorrel Sengutz's wedding ring to Monika Sengutz in Tarren Mill.


    Vorrel is in the Graveyard instance, on a rack in the chamber of atonement.



    Hearts of Zeal - Master Apothecary Faranell in the Undercity wants 20 Hearts of Zeal.


    This is the second in a series of quests, originating in Razor Fen Kraul. Killing the Mobs outside the Scarlet Monastery will get you the required number of hearts.



    Compendium of the Fallen - Retrieve the Compendium of the Fallen from the Monastery in Tirisfal Glades and return to Sage Truthseeker in Thunder Bluff.



    Into The Scarlet Monastery - Kill High Inquisitor Whitemane, Scarlet Commander Mograine, Herod, the Scarlet

    Champion and Houndmaster Loksey and then report back to Varimathras in the Undercity.


    This is the same as the Alliance quest "In the Name of the Light".


    Mage only Quest


    Rituals of Power - Bring the book Rituals of Power to Tabetha in Dustwallow Marsh.


    The book is located in the Library, and marked on our instance map










    The Graveyard




    The Graveyard


    This is the easiest section of the Monastery, and can be done at a much lower lever than the rest of the instances. In fact by the time you complete the other wings, many players are soloing this wing for gold. The Mobs are level 30-32 and generally grouped 2-4 together. As long as you do not let any mobs run away from combat and into another group you should find this wing easy.


    There are two named mobs that could be considered bosses in the instance. The first is Interrogator Vishas who drops the Torturing Poker, which is a great rogue dagger usable at level 29. The second named mob is Bloodmage Thalnos. He is level 34 elite and found in the bottom of the last crypt. Neither of these are especially difficult or require much strategy.


    In addition there are three random rare spawns in the graveyard to look for that drop decent loot. They are Iron Spine, Fallen Champion, and Azshir the sleepless. These are all level 33, but they usually drop nice blue items.










    The Library


    The second wing in the Scarlet Monastery is the Library. The Mobs are slightly higher range, 33-35, but still in small groups. In addition to melee mobs though you will now also find mages in the Library, this means you’ll have to watch out for long ranged attacks as well as close combat. Line of sight pulling and pulling around corners becomes important to get them away from other mobs.




    The Library


    The first Mob you need to kill for your quests can be found here. He is the mini boss off to side of the first courtyard the library, named Houndmaster Loksey. He has three dogs that fight with him so this fight can be a bit tough if your party does not stay focused. The best way to deal with him is to crowd control the dogs as much as possible and drop him quickly. I do not suggest killing the dogs first, because if you fail at any point, they respawn with him when he resets.


    The final Boss in the Library is Arcanist Doan. He is level 37 elite, and can be a hard boss for beginning players due to all his abilities. He has the following abilities:





    • Arcane Explosion - An AOE damage spell, everyone not involve with melee should clear away

    • AOE Silence - If your not melee stay at max distance to avoid getting silenced

    • Polymorph - Yup, he can sheep one of your group!

    • Arcane shield - Protects against all damage for roughly 10 seconds.

    • Detonation - While protected by his shield he will cast this AoE damage spell. When he starts casting it clear away from him.



    In addition to his abilities he is immune to stuns, silence, shield bash, all spell interrupt effects, and more. He is a caster though so has relatively low health. Have the tank keep him away from the clothies and you shouldn't have any real issues with him.


    Once you defeat him it is important to grab the Scarlet key from the chest in his room. You will need this key to access the Armory and the Cathedral, so don't forget it!










    The Armory


    The third wing that you will enter in the Scarlet Monastery is the Armory. The mobs here will be a step up in difficulty as they reach level 38 elite status. Also the groups come closer together so controlling runners becomes critical.





    Herod's Room


    The final boss in this wing is is Herod, The scarlet Champion, who is a level 40 elite warrior. You can find Herod at the end of the wing in a room that is basically a pit with Herod at the bottom. Herod has the following abilities:




    • Immune to Stun - also to other movement impeding effects.

    • Enrage - When he drops to 20% health or lower he becomes enraged, hitting for much more damage.

    • Cleave - Hits an additional melee target in the front arc.

    • Whirlwind - Announced by the should "Blades of Light", starts spinning around, hitting everyone in melee for about 250 damage per hit for about 10 seconds. While doing this he is immune to magic.
    • Summon minions - When he dies, 20+ MOBs rush into the room to avenge Herod. They are all non-elite and can die quickly to AoE.



    The tank should keep Herod busy in the center of the room, with the healers, and ranged DPS around the ledge. Melee DPS can move in, but should stay behind Herod. When he starts his whirlwind, all melee DPS needs to blackout and bandage. When the whirlwind ends, everyone can re-engage Herod.


    Be warned that you need to have mana left at the end of the fight on someone with AoE to deal with the large group of level 31 mobs that rush in and start attacking.










    The Cathedral


    The final and hardest wing in the Monastery is the Cathedral itself. While not long in length, there are many difficult MOBs packed into a tight area that need to be cleared slowly and carefully to prevent a wipe.





    The front fountains


    The most effective route through the Courtyard outside the cathedral is to clear through the middle water fountain, up one side of the steps and into the upper fountain. Then pull the surrounding MOBs there to deal with. Once inside the Cathedral it is again important to be very careful as many groups are close together. Pick a side and clear out each group carefully, watching for patrols. It is best to pull the first few groups outside of the cathedral. You must clear all the groups before engaging Mograine the Scarlet Champion, or any remaining MOBs will aggro. Make sure everyone is careful around him, staying several steps back from the stairs that he is on.


    Secret Room: Off to the right side of the steps where Mogriane stands there is a room with 1-2 mobs, and an altar in it. Kill the Mobs in the room and face the east wall, standing close to the altar. There you will find a candle stick that can be used to open a secret door. This is where High Inquisitor Faribanks is. He is lying on the floor apparently dead, but is very much undead. He is an easy kill for an extra magic item drop.


    After al the lower mobs are cleared, you can attack Mogriane.


    Mograine is a Paladin and as such has the following abilities:





    • Hammer of Justice - This stuns the target for 3 seconds.

    • Crusader Strike - Increases holy damage taken by the target.

    • Divine Shield - Becomes invulnerable for 10 seconds, so save your attacks, you can't hurt him.



    Once Whitemane appears and enters the fight you will have to deal with her abilities as well. She is a Priest based MOB and can do the following:





    • Smite - Causes Holy damage

    • AoE Sleep - Part of the script, puts everyone to sleep to resurrect Mograine.

    • Heal - Can heal herself or Mograine for a significant amount of health



    The fight is scripted, and you must go through the following events. Engage and kill Mograine, then after he dies, a back wall opens up and High Inquisitor Whitemane appears. She will engage the party and fight for a brief while (about 50% of her health) and then she will use and AoE sleep spell. While the group is asleep she will resurrect Mogriane, then heal him and herself and essentially the fight starts over again.


    Don't panic: send your tank to Mograine, and focus the rest of the group on Whitemane. Kill Whitemane fast: she doesn't have much health since she's a caster-type boss. When Whitemane is down, jump on Scarlet Commander Mograine and this time kill him for good.










    Conclusions


    Even though I have done this instance so many times, it still maintains its position as one of my favorites. It never gets old, and stays one of the reasons to become level 40. Many of my characters have made mount money running this instance over and over again.


    The theme, feel and fights all add up to what is nearly a perfect instance.



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    ==>WoW Skill Guide List<==


    Ragefire Chasm Guide


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    ==>WoW Skill Guide List<==



    Location



    Ragefire Chasm is located in the Cleft of Shadow, in the Horde capital city of Orgrimmar. The Instance portal leads underground and is highly noticeable, as it is dug directly into the cliff face.



    Time



    Ragefire Chasm is an extremely small instance and should take between 45 and 90 minutes, depending on party level and skill.



    Levels



    Ragefire Chasm is meant for a group with a rough average level of about 16, though 14 would be the lowest I would suggest and any characters over 18 would find the run rather dry on XP and loot.



    The MOBs in the Ragefire Chasm range from 13 elite to 15 elite. The quest MOBs are up to 16 elite.



    Map



    We have put together a map that shows the layout of Ragefire Chasm and marks the location of the entire key named MOBs. The map can be found here:






    Tactics



    As it is the lowest level Instance in the game, Ragefire Chasm doesn't have much behind it in terms of being long, or having the best loot. This Instance is pretty much easy experience and a good introduction to the Instance system for those who are unfamiliar with it.



    The group that you bring with you into the Chasm really shouldn't affect your ability to complete the Instance. As long as you have a good leveled batch of players, there is little to stop you in this Instance. Defiantly bring a healer along though, as you will need to make sure characters don't die. It's a long walk from the graveyard in Razor Hill back to the Cleft of Shadow.



    Keep in mind that all the mobs in the Chasm are elite and much more powerful then your average mob. It will take teamwork to defeat these enemies, as is key with any Instance.



    After some initial elemental mobs, you will be forced to fight the Troggs of the Instance. These mobs should give you little difficulty and are quite farmable for the relevant quest (Testing an Enemy's Strength). Once you fight your way up to the top of the western ledge of Troggs you will find the body of Maur Grimtoten who will allow you to complete another quest.



    Upon dealing with the Troggs you can continue through the Instance to another batch of elemental mobs. These enemies are fairly easy if pulled in small groups of 1 to 2, once dealt with you can begin work on fighting the Searing Blade Cultists.



    Be sure to kill as many of the cultists as possible if you are doing the “Power to Destroy” quest, as these mobs will drop the books required. These groups of mobs usually come in pulls of 2 to 3 mobs, and will require coordination to effectively deal with.



    Once you’ve cleared your way to the massive demon standing in the middle of the lake of lava, you can engage one of the powerful bosses of this Instance; “Taragaman the Hungerer”. This “boss” is fairly easy to deal with, and once you have effectively engaged with a melee tank, DPS will bring him down quickly. Once killed be sure to loot the Heart to complete the quest.



    Once you are finished battling against the demon, the next two targets will be the leaders of the Searing Blade; Bazzalan, and Jergosh the Invoker. Jergosh is located just ahead of where Taragaman was, while Bazzalan is located up the adjacent walkway, right above Jergosh.



    Both of these mobs are straightforward fights as long as you do not drag any additional enemies into the fray. Once they are slain, the Instance is effectively over and you can return to the entrance!



    Party Composition



    As this is still a very low level instance, party composition does not play a huge factor. The bigger factor will be player levels. You need to ensure that you have at least a one player at the upper end of the level range to help out against the named MOBs.



    As in any group you will want someone in the party that can heal (even an alt-healer) and someone who can tank. Other than that though, unless you are very low on the level scale you should be ok with almost anything. Tactics and player ability with their characters come into play far more at this early stage in the game (and in such a small instance) that party composition does in the late game (55+).



    Quests

    There are 6 quests to be done in Ragefire. They can be collected all over starting Horde territories. What follows is a brief outline of each quest, where to collect it, and how to complete it. While reading the quests you may want to refer to our instance map of the Ragefire Chasm for the exact location of the required MOBs.



    Testing an Enemy’s Strength

    Starting NPC / Location: Rahauro (Thunder Bluff, Mulgore)

    Level Obtained: 10

    Quest Level: 15

    Item Reward: None

    Objectives: Search Orgrimmar for Ragefire Chasm, then kill 8 Ragefire Troggs and 8 Ragefire Shaman before returning to Rahauro in Thunder Bluff.





    The Power to Destroy

    Start + End NPC / Location: Varimathras (Undercity, Tirisfal Glades)

    Level Obtained: 16

    Quest Level: 16

    Item Reward: Ghastly Trousers (Cloth Pants), Dredgemire Leggings (Leather Pants), Gargoyle Leggings (Mail Pants)

    Objectives: Bring the books Spells of Shadow and Incantations from the Nether to Varimathras in Undercity.





    Searching for the Lost Satchel

    Starting NPC / Location: Neeru Fireblade (Orgrimmar, Cleft of Shadows)

    Level Obtained: 9

    Quest Level: 16

    XP Reward: 90-875 XP

    Objectives: Search Ragefire Chasm for Maur Grimtotem's corpse and search it for any items of interest.





    Slaying the Beast

    Start + End NPC / Location: Neeru Fireblade (Orgrimmar, Cleft of Shadows)

    Level Obtained: 9

    Quest Level: 16

    XP Reward: 120-1150 XP

    Objectives: Enter Ragefire Chasm and slay Taragaman the Hungerer, then bring his heart back to Neeru Fireblade in Orgrimmar.



    Hidden Enemies

    Start + End NPC / Location: Thrall (Orgrimmar)

    Level Obtained: 9

    Quest Level: 16

    XP Reward: 120-1150 XP

    Cash Reward: 40s

    Objectives: Kill Bazzalan and Jergosh the Invoker before returning to Thrall in Orgrimmar.





    Returning the Lost Satchel

    Start NPC: Maur Grimtotem (Ragefire Chasm)

    Level Obtained: 11

    Quest Level: 16

    XP Reward: 1450 XP

    Item Reward: Featherbead Bracers (Cloth, Bracers); or Savannah Bracers (Leather, Bracers).

    Objectives: Take the Grimtotem Satchel to Rahauro in Thunder Bluff.





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    ==>WoW Skill Guide List<==


    Kestrel's Druid Guide


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    ==>WoW Skill Guide List<==











    Contents







    Introduction


    I thought that I would wait until I hit the level cap before I did my write up on druids. But, since I’m bored at work, I figured I’d do a write up in a similar fashion to Eleanoid’s Rogue Review.



    I mentioned in my rogue review that it would take one hell of a class to pull my interest away from the rogue. Well, the druid may well have done it. This class is FUN AS HELL. I really appreciate the way Blizzard has implemented the druid. They fit the game very well. They can do pretty much anything, but, as you would expect, not as well as the ‘parent’ class that their abilities are mimicking.



    For example, druids have a few healing spells (Healing Hands, Regrowth and Rejuvenation). Their healing ability is probably not far off the priest, but they are missing some of the Priest’s key abiltiies: namely, Resurrect and Shield. They can take the form of a bear, which is a warrior complete with a rage meter, but again, watered down. They still make an effective tank with taunts (Growl), stuns (Maul), and AE debuffs (Demoralizing Roar), but they lack a few key elements that the warrior gets: massive hit points, great armor, Charge, and stances. I have not made it to ‘panther’ form yet, but I understand that they are similar to a rogue in that they acquire opening moves to build up combo points and finishing moves to discharge them. I am sure they could not match the damage output of a rogue, but it gives the druid the flexibility to hop into combat with a little more damage potential if there is already a tank in the group. That is how Blizzard chose to implement the class, and I think they have done a bang up job.



    The druid seems to be able to fit any role that the party needs, and that utility is the druid’s major selling point. While another class may fill the role better, the druid can adapt and fill ANY role. So, although they don’t have some of the key class abilities of the other classes, they make a great second choice. I think it takes a certain kind of person to play a druid. You need to acknowledge that you will never be the ‘best’ in a given situation, but you can fit well into ANY situation. Some people enjoy being the best at what they do, some people enjoy variety.



    In addition to being able to play whatever role is needed in a party, druids gain even more utility with the ability to shapechange into an aquatic form at level 16, and a cheetah at level 30. Let me tell you, swimming at the bottom of the ocean as an angry looking seal-monster is a blast. I have been questing in Darkshore for the last couple levels, and my standard choice for travel is to run down the beach and dive in the water and swim in aquatic form. In addition to travelling faster than on land, you don’t need to really be worried about creeps jumping on you. A great way to travel! I can only imagine how the cheetah will travel, but I’m expecting it will be speedy!



    There is a great list of druid spells here, so I won’t describe the spell effects in great detail here, but I’ll provide a summary of abilities, and also my experiences as I leveled.



    The druid’s impressive spell and ability list includes:




    Healing Spells


    Cure Poison: Cures any poison that a character is afflicted by.

    Healing Hands (bread and butter heal spell): I tend to not use these spells very often unless a group member is getting really hammered on.

    Rejuvenation (instant cast heal over time): Fire and forget healing. Gold. Time it right, and you can almost keep attacking with no extra delay.

    Regrowth (A moderate heal + a heal over time). This is a great spell, but I tend to only use it after a fight. It’s kind of a mana hog like Healing Hands. I would never use this spell on a rogue, they just do not have enough hit points to absorb all the healing this spell can provide over time. It’s great for a tank though. They live long enough to reap the benefit of the entire spell and they have the hit points to use all the effect.




    Buff Spells


    Mark of the Wild (OMFG AWESOME!): Kestrel is only level 19, but already this spell bestows a HUGE bonus. At Kestrel’s current rank of Mark of the Wild, she provides something like +2 to all stats, +40 armor, and +2 to all resists for 30 minutes. And it just gets better. By level 30, I believe it confers something to the tune of +4 all stats, +50 armor, +4 all resists. That’s enough to turn any class into a monster.



    Thorns: A buff that can be cast on friendly players. This spell adds a nature based damage shield. Rank 2, which Kestrel currently has is 6 damage / hit. One little trick I’ll share with you (and the druid has many tricks). Find creeps that swing really fast and watch them kill themselves as they slice themselves up on your bristly coating. If you are fighting conservatively (so let’s say it takes roughly 25 seconds for a given fight) you can add up quite a bit of damage with this buff. If you’re up against a creep that swings quite fast (say 1.5 – 2.0 delay), that’s 6 damage every 2 seconds for 25 seconds. That adds up to 75 extra damage. To put that in perspective, that is the equivalent to two casts of the druid ‘nuke’ spell Wrath. Not too shabby.




    Damage Spells


    Wrath: Decent ‘nuke’ spell that does low damage relative to a mage’s nuke, but still a decent ranged attack option (especially combined with Entangling Roots). Not to mention it looks great. The graphic is a crackling bolt of energy which explodes on the target, enveloping it momentarily in blue electricity.



    Moonfire: An instant cast minor direct damage + dot effect. This is a staple in any fight. I use this spell at least once in every fight unless I am the dedicated healer. Typically, I will use this spell 2 or 3 times in a fight, just for the extra instant damage, let alone the dot.



    There are other damage spells available at higher level, such as Starfire, but I have no practical experience with these spells yet. I’ll update this review / guide once I’ve had a chance to play around with them. From the Blizzard Druid guide, it appears that Starfire is very similar to Wrath, but ‘Arcane’ rather than ‘Nature’ in case you are up against a creep with nature resistance, you’ve got options.




    De-buff / Hindering Spells


    Entangling Roots: Unreliable goodness. I am of a mixed opinion on this spell. At times, it is a boon, other times a curse. You will learn very quickly not to rely on this spell, but it can be a lifesaver at the same time. Once you cast this spell, roots spring up from the ground holding your target in place. In addition, the thorns on these roots deal out a bit of pain. The rank that I currently have does 50 damage over 12 seconds (the duration of the root). If the root breaks, so does the damage effect.



    Now for the downside(s). This spell soaks up a lot of mana, and there is no reliable duration. Your root might last for the entire 12 seconds, or the creep may break free after less than a second. Every couple of seconds, you can see the roots re-grasp on the target, so there is some kind of resistance check going on. I’d say, against an equal level creep, the average duration is about 6 seconds and it scales up or down based on the level of the creep (ie against a lower level creep, this spell will likely last longer, and usually the full duration). That makes using the spell not really worth it in my books. On the occasion that you do get a full 12 second root, it’s pure gold. That creep will be at 30% health by the time it gets to you. This is also a good spell to pull from a camp. It’s unreliable, but it buys you and your group a few extra seconds to lay some beatdown on any other creeps that charge you in protest of you rooting their friend.



    Faerie Fire: This is a no-brainer instant cast debuff. The duration is 40 seconds and you debuff the targets armor by x amount (50 points at Rank 1) and it prevents stealth and invisibility. The only time I would not cast this spell is if I am fighting against a caster. Otherwise, this spell is great. The spell effect is also very clear and visible to everyone around, so it makes a great pulling spell. Golden fairies circle the creeps’ head showering faerie dust as it does.




    Alternate Forms


    Bear form: At first, when you shapechange you are in for a treat. The bear looks amazing. I’m sure you’ve all seen screenshots by now, but for those who haven’t, it’s sort of a stylized bear with a white spiral tribal marking on each shoulder. I received some comments from people saying that the bear form looks more like a werebear than an actual bear (I’ll have to defer to the werebear experts on this one – personally, I have no experience with werebears), so don’t be surprised if you don’t look exactly like a bear. Although the Beta community seems to be generally disappointed with bear form, it has it’s uses. The bear makes a great secondary tank or in a pinch, a primary tank. Not because of it’s hit points or damage, but because of it’s ability to taunt. I have been in groups while in bear form and taunted 3 or 4 creeps at once. Nothing to write home about, but it works very well. As far as I can tell, it’s identical to the warrior’s taunt. When you shift into bear form, you lose some basic damage from your weapon, but you get some nice abilities to make up for it (Maul, Demoralizing Roar, etc.).



    Having said that, being in druid form is far superior than bear from when you are soloing. Bears can not eat, use items, cast spells, etc. so you pretty much have to shapeshift after each fight, heal yourself and $!@% back. There is roughly a 30% mana cost to shift back and forth so it’s not very efficient.



    Aquatic Form: I love this form. I imagine that I was a stylized monstrous seal in a previous lifetime, because I relate so well to this form. This form is fun! It’s like riding a roller coaster for the first time. You can swim ANYWHERE there is water! No drowning, no fatigue meter! Don’t feel like boating to Theramore or Menethil Harbour? Then swim! As I mentioned earlier, you can swim faster than you can run, so if you can find your way to a river or body of water, you can speed along quite nicely. Additionally, I have heard of a druid or two who have explored the floors of the ocean and come across things like a discarded armor crate with items inside it. I have yet to do this myself, but if I had a bunch of extra time and nothing to do with it, I might very well consider exploring the ocean floor.



    Panther Form: I can’t directly comment on this one yet. I’m about 2 hours of gameplay away from having panther form, so I’ll provide more information once I can assume this form. I have played a rogue to 30 (Eleanoid), and can say that if they are anywhere near as fun as playing an actual rogue, Kestrel will be spending a fair amount of time in this form.



    Travel Form: A distant 11 levels away. I’m hoping it will be at least 2 x running speed. Anyone have any experience with the cheetah form that they’d like to share?




    Other Forms


    Innocuous Creature Form: I’m not sure if / when a druid acquires this, but I remember in a Blizzard interview back in the day with Bill Roper, he mentioned that druids would be able to assume the form of an ambient creature. Tres useful. Nothing but speculation at this point, unless anyone else can confirm details.



    I’d like to share one impression that I had very early on, as I left the Night Elf starting city to the nearest town. My jaw dropped as I saw the town patrolled by several immense Ancient Protectors. The ground rumbled deeply as they walked by and their foliage shook with each gigantic step. The first thought I had was that it would be very cool and innovative if druids could assume the form of the Ancient Protectors, but call them something different, such as “Force of Nature.” I think it would be a very cool experience to be able to shift into a giant form, and what better form than a huge tree! How ‘druidy!’ I have made this suggestion to Blizzard twice, and I also suggested what it’s potential uses could be. We know that there will be some sort of instanced PVP. If they plan on implementing some type of siege combat, the “Force of Nature” form could be something of a siege weapon. Very good at taking down doors or other keep defenses, but horrifically slow movement and attack rates (making using this form for anything but battering down doors or other inanimate objects somewhat ineffective). Since they are so huge and made of wood and shrubbery, I offered the suggestion that their fire resistance be significantly lowered in this form. So, imagine if you will, a large scale battle with giant tree-like druids bashing down keep doors, pulling people from parapets while every archer and mage lobs a dazzling array of flames, ice, and electricity at the hulking masses of tree and vegetation.



    As an alternative to the ‘battering ram’ option, perhaps they could be the trees from Warcraft 3 (sorry, I can’t recall their name) that lob rocks when they are rooted in the ground. A reasonable limitation would be that this ability would only be useable outdoors where the druid could root it’s feet in the earth. What a sight! And an innovative twist on MMORPG siege warfare. Instead of someone manning a catapult, become one! If you like this idea, let’s roll with it – every druid who supports this idea or something similar, make an in game suggestion.




    Conclusion


    As a point of reference, I have played a Rogue to 30, 2 x Mage to 18, Warlock to 17, Warrior to 16, Shaman to 12, Priest to 8 and several others. Granted I have only seen the high level stuff once, but the low-mid range stuff I am very familiar with. The druid stands out not as the ‘best’ class in terms of either solo or group play, however, when looking at the whole package, druids are quite a sweet little rig. I’ve enjoyed playing every minute so far, and not once have I wondered if I’d be having more fun playing another class. I think that is apretty good measure of a class’ success.



    ==>


    ==>WoW Skill Guide List<==


    How to finish instance easily via bugs


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    ==>WoW Skill Guide List<==



    First of all ,ZS MS SS + any 2 professions, which better if one of Hunter (details below we will give) to make a group, Actually ,every profession have opportunity to use Bug which exactly in the game to gain your PVP ,the key point is ,MS healing skill must be in high way in order to keep body’s alive . First step is, going through DK in a general way ,then team leader commit self-murder(As mine is a hunter, so me illuminate it first), It is useless to log off with Alt+F4 ,which the essay goes all round internet ,one more thing, some of F need making a group but sometimes dropping off with accident . The way of mine to solve it is , changing group , all of member going back to character-choosing interface(Hold the team) except team leader, after 3 or 5 minutes logging in together with all of your faith(don’t hurry, we may try at most 5 times per hour), some of yours may say he cant changing the group when you all come back ….take it easy, here we go …. Second step is the key point. The team leader’s ghost almost close to the door when all of team member off line, replacing FB and reloading again. Notice! The very key point is, going through FB in hurry after replaced. If you forget it, you may log off and replace it. One of member may come back early and appear at FB doorway, when others have not logging, it will be okay when SS is on and 3 member of 4 there. Point: some of yours must in FB when others log replacing the FB. The third step, keep team leader away when all of yours on line already. If others going to kill DK directly, every time it will have PVP gained only 50 points, and within one hour, it may gain 250 point at most. So it must open the second door to touch off DK’s debuff which may keep in 45 Minutes. About the way to open the door, it also can be done as FS and MS kill 3 piles of monsters when others keeping back away from them. But its really the stupid way, in my opinion, the easy way to open it is, going along with right wall (back of house), it will avoid 2 piles of monsters which in front of you. Keep BB away from the wall and beat changing with recovery mode in monster, then change mode back of protection, monster would go to beat back BB, Hunter would hurry up to open the door ,after that Hunter would run away from BB, whenever it will dieing either coming back later! The point is 1. don’t touch the box, if you did that , run away to avoid take your time. 2. Keep Hunter’s location in the absent. 3. Don’t trap there if Hunter really won’t want to waste time to lie there around 30 seconds, you have to focus on open the door and save your time at meanwhile! Don’t let 74 to be, its none sense but only if there don’t have any Hunter. 74 cant break away from fight when opening the door and will die, but come back again with FB to relive ,it also will be okay but a little bother. One more thing I have to mention is about group, I haven’t tried to touch off DEBUFF which may keep 45 minutes without making a group, for it’s 5 person ,in order to save time and make it safe, to be a group before touch it. The way to get back in group is , team leader kick all of member when they on line already ,and team break, , then re-add them again, that’s all. At the last, SS go along with team leader, to make up Buff, opening…… About how to distribute, for 1 hour only can fight 5 times and a team with 5 people……you may do it yourself but don’t be too corrupt to make a group. And choose guild or good friend as your team maker. Enough is enough….take it easy. You will seeing to gain 1000+ PVP in stone is very easy ,and you will get item also ,dude ? Hope you will be the master of the game very soon .


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    Herbalism 1 to 300 Guide


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    ==>WoW Skill Guide List<==



    Bear in mind, that where I’ve specified a particular herb to pick, do not avoid picking anything else you see. Pick everything.


    I’ve also tried to list multiple alternatives for each part of the levelling up guide. This should hopefully allow you to choose the area thats best for you or give you alternatives if an area is already being farmed by other players.


    1 - 50


    Collecting Silverleaf and Peacebloom

    · Mulgore. Just do circuits round the base of Thunderbluff picking Silverleaf and Peacebloom.

    · Do circuits around Dolanaar heading South East around the lake and back upto to Dolanaar, if your Alliance or complete circuits of Elwynn Forest.

    · For Undead, try starting at Solliden Farmstead in Tirisfal Glades, run north to the mills, loop round and back south past Stillwater Pond and onto Cold Hearth Manor and Nightmare Vale. Then back up to Solliden Farmstead again. (Thanks to Olmolmtyr for info)


    You can find Peacebloom and Silverleaf in abundance around your main starting area (not in it, around it). So the first 50 levels should be really easy.


    51 - 70


    Collecting Mageroyal and Earthroot

    · Go west from Crossroads then head north before the entrance to Stonetalon Mountains and follow around to where the harpies are, then head east back to the Gold road and then south to Crossroads again, picking Mage Royal, Earthroot, Peacebloom and Silverleaf as you go.

    · For Alliance start in the north of Westfall and follow the coast south to Deadmines and then head straight to Sentinel Hill and back up to the north again, picking Mageroyal.

    · You can also run circuits of Gol’Bolar Quarry in Dun Morogh, collecting Earthroot as you go. (Thanks to Flareon for that info)


    71 - 100


    Collecting Briarthorn

    · Same route as above (for Horde), but extend it east to Sludge Fen, picking Briarthorn now.

    You could actually extend your runs to encompass the whole of The Barrens, as this area is absolutely chock full of Briarthorn and other herbs. It’s possibly the best area to get your herbalism trained up.

    · Southern part of Silverpine Forest, from Pyrewood Village to the Entrance to Hillsbrad Foothills and back again.

    · Same route as above (for Alliance) or do circuits of Twilight Grove in Duskwood.

    · Also for Alliance, just wander north to south in Darkshore for loads of Briarthorn.

    · The eastern side of Loch Modan is also a great place for Briarthorn.

    · You could also do circuits of Lakeshire in Redridge Mountains.


    101 - 115


    Collecting Bruiseweed

    · Start at the Ramparts in Ashenvale and head north-east to Splintertree Post (dont follow road, try to go as straight as you can, you’ll find more herbs that way), then head west from Splintertree Post towards the first bridge. Head south from here past the Moonwell and then back west to the ramparts when you reach the edge of the map. Pick Bruiseweed as you go.

    · Stonetalon Mountains. Go to Camp Aparaje, head west to the Grimtotem Post, then south to Malaka’jin, then east to the Greatwood Vale. Nice run of Bruiseweed there.

    · The Field of Giants in Southern Barrens or between the two Razorfens.

    · You can also circle to the north of Mystral Lake for Bruiseweed or to the West of Astranaar in Ashenvale.

    · Windshear Crag in Stonetalon Mountains.

    · The eastern coast of Loch Modan.

    · Circuits of Stonewatch keep in Redridge Mountains.


    116 - 125


    Collecting Wild Steelbloom

    · Go to Stonetalon Peak and do circuits of the small area around the Alliance Town and the Talon Den collecting Wild Steelbloom.

    · For higher levels do full circuits of Arathi Highlands, sticking to the mountain sides (as this is where you’ll find Wild Steelbloom)

    · Nek’mani Wellspring in Stranglethorn Vale.

    · The Zuuldaia Ruins, north of Grom’gol in Stranglethorn Vale.

    · Go from Black Channel Marsh in the Wetlands to the Angerfang Encampment, taking in Whelgar’s Excavation Site as you go.

    · Go from The Field of Giants in southern Barrens to the two Razorfens and back up again.

    · Between The Great Lift and Highperch in Thousand Needles.


    *from now on your going to be doing circuits of the full map, so you’ll have to learn your own paths.


    126 - 160


    Collecting Kingsblood

    · Full circuits of Ashenvale to collect Kingsblood.

    · Circuits of The Charred Vale in Stonetalon Mountains.

    · Full circuits of The Wetlands.

    · Full circuits of Hillsbrad Foothills.

    · The Misty Reed Stand in Swamp of Sorrows.


    Collecting Fadeleaf

    · Full circuits of Swamp of Sorrows to collect Fadeleaf (sell these to Rogues for a good profit).


    186 - 205


    Collecting Khadgar’s Whisker

    · Full circuits of The Hinterlands to collect Khadgar’s Whisker.

    · The Witherbark Village and Ogre Compound in Arthai Highlands.

    · You can also stay in Swamp of Sorrows, as there is a decent amount of Khadgar’s Whiskers there.


    206 - 230


    Collecting Firebloom

    · Full circuits of Searing Gorge to collect Firebloom.

    · Full circuits of Blasted Lands.

    · Tanaris also has a lot, but doing full circuits takes time. You can divide Tanaris into four and do circuits that way.


    231 - 250


    Collecting Sungrass

    · Full circuits of Felwood to collect Sungrass. This is actually more of a zig-zag pattern, rather than a circuit (also try to do the Cleansing Felwood quest and pick up Windblossom Berries, Nightdragons, Whipper Roots and the odd Songflower Serenade buff when needed).

    · Feralas is also a great place to get Sungrass. You can make two circuits here. One that starts in the very north west at The Ruins of Ravenwind and runs south to The High Wilderness and one around The Lower Wilds, Lariss Pavillion, Grimtotem Compound and Woodpaw Hills, all near Camp Mojache.

    · You can do circuits around The Forlorn Ridge in Azshara.

    · You can try the main path through The Hinterlands too. As you follow it one way, stay about 50 metres from the path and then do the same the other way.


    251 - 270


    Collecting Gromsblood

    · Full circuits of Felwood to collect Gromsblood. See above notes.

    · Do circuits of Mannoroc Coven in Desolace for Gromsblood too.

    · Full circuits of Blasted Lands.

    · Demon Fall Canyon in Ashenvale, not many people bother with this area, so although its small, it can be good for farming Gromsblood.


    271 - 285 or 290 (see below)


    Collecting Dreamfoil

    · Full circuits of Un’goro Crater to collect Dreamfoil.

    · Two good routes in Azshara are:

    · From The Forlorn Ridge, head south east to the Ravencrest Monument and back again.

    · From the north of the Ruins of Eldareth, head north east to the Jagged Reaches and back again.


    285 or 290 - 300


    From 285 you can get Plagueblooms from doing circuits of Eastern and Western Plaguelands and Felwood, but if your not competing against a load of other players, try to collect Icecaps from Winterspring, as they will sell for moremoney.




    ==>


    ==>WoW Skill Guide List<==


    Engineering Guide 1-300


    ==>


    ==>WoW Skill Guide List<==



    This guide will show you how to get your engineering skill up from 0 to 300.The guide will only use recipe’s available at a trainer until 260 and vendoravailable recipe’s from 260 to 300.


    This guide only uses recipes that require components aquired through miningand vendor bought material (flux), except for some leather and cloth.


    This guide does not tell you how to get all the different recipe’s fromquests, vendors or drops. What you do once you hit 300 is entirely up toyou.


    This guide is primarily aimed at those who want to switch profession at highlevel or have high level alts, friends or guildmembers.


    Preparation


    You are going to need a lot of bars and stone and some cloth. Create an altstorage character to store these and then farm (or have an alt farm) for thematerial needed. Use the ingame mail system to send the bars and stone to thestorage character. You may need more then one storage character. Don’t forget tosend some gold to the storage character, so she can send the bars and stoneback.


    Once you have all the components collected everything has to be send back toyour main character. The mailbox only shows the first 50 items you have in themail. It also puts the last item send to you on top. So to avoid complicationssend the components you need first last: i.e the rough stone and copper bars areneeded first, so these are the last to be send back to your main, after thecoarse stones and tin bars, etc.


    The recipe’s used require vendor bought components such as flux. These costgold. To learn recipe’s from a trainer also costs gold. The amount of goldneeded is aproximately 10 gold if you farm all of the material. If you want tobuy everything you need from the auction house expect to spend upwards to 125gold.


    Below is a table that shows the amount of bars and stone needed. The minimumamount column shows the minimum amount needed if you would get a skill pointevery time you make something. However at some point a recipe will be yellow oreven green when you make something so you won’t allways get a skill point. Theestimated amount column deals with this, so try to get the estimated amount ofbars and stone on your storage character. If you buy everything from the auctionhouse get the minimum amount and only buy more when needed. This table includesthe components needed for becoming gnome or goblin engineer.
























































































































































































































    ComponentMinimum Amount GnomeMinimum Amount GoblinEstimated Amount GnomeEstimated Amount Goblin
    Copper Bar69698080
    Bronze Bar49556060
    Iron Bar25553565
    Steel Bar4444
    Mithril Bar88709880
    Thorium Bar165165180180
    Silver Bar10101515
    Gold Bar551010
    Rough Stone30304040
    Coarse Stone20202020
    Heavy Stone15402040
    Solid Stone100120120140
    Dense Stone30304040
    Linen Cloth10101515
    Wool Cloth32304040
    Silk Cloth1010
    Mageweave Cloth10101515
    Runecloth25253030
    Medium Leather75105
    Heavy Leather88
    Jade11
    Citrine11
    Wooden Stock10101010
    Weak Flux25243030


    Gnome or Goblin


    At some point you probably are going to make a choice between gnome or goblinengineering. You have to make several engineering items for those paths, so withsome planning making those items can be used to get skill points as well. Atskill 125 the guide wil split into a gnome and goblin part.


    Getting from 1 to 50


    Make rough blasting powder until skill 30.


    At 30 you can make handfull of copper bolts. you are going to need at least30 copper bolts in recipe’s used to get from 50 to 125 so lets make those. Thisshould get you to 50 comfortably


    Once you hit 50 talk to the appropriate trainer to become JourneymanEngineer. You have to be level 10 to become Journeyman Engineer.


    This table shows the different recipes used to get from 0 to 50.

































    SkillYellowGreyItemComponentsFrom - ToComponents Needed
    12040Rough Blasting Powder1x Rough Stone1 - 30 (30)30x Rough Stone
    304560Handful of Copper Bolts1x Copper Bar30 - 50 (20)20x Copper Bar


    Getting from 50 to 125


    At 50 you can train and then make an arclight spanner. Since you are going toneed one in your engineering career, you might as well make one now and get askill point.


    Make copper tubes to get to 65 and use those to make rough boomsticks to getto 75.


    Make coarse blasting powder to get to 90. You need 20 to make small bronzebombs later on.


    Make copper modulators to get to 95, needed for target dummy’s


    Make target dummy’s to get to 100.


    Make silver contacts to get to 110. These are needed to make small bronzebombs. If you want to become a goblin engineer you are going to need 10 silvercontacts later on, so set those aside.


    Make bronze tubes to get to 120 and small bronze bombs to get to 125. If youhave some leftover copper bolts you can use those to make some practice locksinstead of bronze tubes. If you want to become a gnome engineer you are going toneed one bronze tube to make an accurate scope, so set one aside.


    Once you hit 125 talk to the appropriate trainer to become Expert Engineer.You have to be level 20 to become Expert Engineer.


    This table shows the different recipes used to get from 50 to 125.
































































































    SkillYellowGreyItemComponentsFrom - ToComponents Needed
    507090Arclight Spanner6x Copper Bar50 - 51 (1)6x Copper Bar
    5080110Copper Tube2x Copper Bar,

    1x Weak Flux
    51 - 65(14)28x Copper Bar,

    14x Weak Flux
    5080110Rough Boomstick1x Copper Tube,

    1x Handful of Copper Bolts,

    1x Wooden Stock
    65 - 75 (10)10x Copper Tube,

    10x Handful of Copper Bolts,

    10x Wooden Stock
    6595125Copper Modulator2x Handful of Copper Bolts,

    1x Copper Bar,

    2x Linen Cloth
    90 - 95 (5)10x Handful of Copper Bolts,

    5x Copper Bar,

    10x Linen Cloth
    758595Coarse Blasting Powder1x Coarse Stone75 - 90 (15)15x Coarse Stone
    85115145Target Dummy1x Copper Modulator,

    2x Handful of Copper Bolts,

    1x Bronze Bar,

    1x Wool Cloth
    115 - 120 (5)5x Copper Modulator,

    10x Handful of Copper Bolts,

    5x Bronze Bar,

    5x Wool Cloth
    90110140Silver Contact (5)1x Silver Bar95 - 105 (10)10x Silver Bar
    105105155Bronze Tube2x Bronze Bar,

    1x Weak Flux
    105 - 115 (10)20x Bronze Bar,

    10x Weak Flux
    120120170Small Bronze Bomb4x Coarse Blasting Powder,

    2x Bronze Bar,

    1x Silver Contact,

    1x Wool Cloth
    120 - 125 (5)20x Coarse Blasting Powder,

    10x Bronze Bar,

    5x Silver Contact,

    5x Wool Cloth


    Getting from 125 to 200


    At level 30 and with a engineering skill of 200 you can make a choice tobecome a gnome or goblin engineer. To become either one you have to show somework to Oglethorpe Obnoticus for gnome engineering or to Nixx Sprocketspring forgoblin engineering. Since most of the things you have to make fall within the125 to 200 skill range, I decided to split the guide here into a gnome versionand a goblin version. I’ll start with gnome engineering. Scroll down for goblinengineering. If you haven’t decided which path to take yet, follow the gnomeengineer version.


    Gnome Engineering


    Make heavy blasting powder to get to 140.


    Make whirring bronze gizmos to get to 145.


    Make bronze frameworks to get to 150. You need 2 for the gnome engineerquest, to make advanced target dummy’s and about 5 to make explosive sheep forskill ups.


    Use the heavy blasting powder, whirring bronze gizmo and bronze framework tomake explosive sheep to get to 155. Remember to keep 2 bronze frameworks for thegnome engineer quest.


    Make gold power core to get to 160. Keep the gold power cores, you need themto make gyrochronatoms.


    Make iron struts to get to 170. These are also used to make advanced targetdummy’s.


    Make gyrochronatoms to get to 175. These are used for advanced target dummy’sas well.


    At 175 you can make the Gyromatic Micro-Adjustor. Since you are going to needone in your engineering career, you may as well make one now and get a skillpoint. The steel bars needed is made by miners from iron bars and coal.


    Make solid blasting powder to get to 195. You need at least 50 solid blastingpowder in future recipe’s, so make those.


    Now make 2 advanced target dummy’s, one accurate scope and 6 mithril tubesfor the gnome engineering quest. This should get you past 200. If you haven’tdecided which path to follow, skip the accurate scope and mithril tubes and makeadvanced target dummys to get to 200.


    Goblin Engineering


    Make 40 heavy blasting powder which are needed to make big iron bombs andexplosive sheeps.


    Make 5 whirring bronze gizmos which are needed to make explosive sheep. Youshould now be at skill 145. Make some more whirring bronze gizmos to get to 145if you’re not.


    Make bronze frameworks to get to 150. You need 5 bronze frameworks to makeexplosive sheep for the goblin engineering quest.


    At 150 you can make explosive sheep . You need 5 explosive sheep, so makethose.


    Make gold power core to get to 160. Keep the gold power cores, you need themto make gyrochronatoms.


    Make iron struts to get to 170 and gyrochronatoms to get to 175. Keep these,you may need them later to make advanced target dummy’s


    At 175 you can make the gyromatic micro-adjustor. Since you are going to needone in your engineering career, you may as well make one now and get a skillpoint.


    Make 10 solid blasting powder which is needed to make solid dynamite.You arealso going to need at least 50 solid blasting powder in future recipe’s, so makethose too.


    Make solid dynamite which is needed for the Goblin Engineering quest. Youneed 20 solid dynamite. The recipe gives 2 solid dynamite each time you makethem, so you only need to use the recipe 10 times.


    At 190 you can make big iron bombs which are needed for the GoblinEngineering quest. You need 20 big iron bombs. The recipe creates 2 bombs eachtime, so use the recipe 10 times.


    Make advanced target dummy’s to get to 200 if you’re not there yet.


    Once you hit 200 talk to the appropriate trainer to become Artisan Engineer.You have to be level 35 to become Artisan Engineer.


    This table shows the different recipes used to get from 125 to 200.













































































































































    SkillYellowGreyItemComponentsFrom - ToComponents Needed
    125125145Heavy Blasting Powder1x Heavy Stone125 - 140 (15)15x Heavy Stone
    125125175Whirring Bronze Gizmo2x Bronze Bar,

    1x Wool Cloth
    140 - 145 (5)10x Bronze Bar,

    5x Wool Cloth
    145145190Bronze Framework2x Bronze Bar,

    1x Medium Leather,

    1x Wool Cloth
    145 - 150 (5)10x Bronze Bar,

    5x Medium Leather,

    5x Wool Cloth
    150150190Gold Power Core1x Gold Bar (creates 3)155 - 160 (5)5x Gold Bar
    150175200Explosive Sheep (for goblin engineer)1x Bronze Framework,

    1x Whirring Bronze Gizmo,

    2x Heavy Blasting Powder,

    2x Wool Cloth
    150 - 155 (5)5x Bronze Framework,

    5x Whirring Bronze Gizmo,

    10x Heavy Blasting Powder,

    10x Wool Cloth
    160160180Iron Strut2x Iron Bar160 - 170 (10)20x Iron Bar
    170170210Gyrochronatom1x Iron Bar,

    1x Gold Power Core
    170 - 175 (5)5x Iron Bar,

    5x Gold Power Core
    175175215Gyromatic Micro-Adjustor4x Steel Bar175 - 176 (1)4x Steel Bar
    175175195Solid Blasting Powder2x Solid Stone175 - 195 (20)40x Solid Stone
    175175195Solid Dynamite (for goblin engineer)1x Solid Blasting Powder,

    1x Silk Cloth

    (creates 2)
    185 - 195 (10)10x Solid Blasting Powder,

    10x Silk Cloth
    180200220Accurate Scope (for gnome engineer)1x Bronze Tube,

    1x Jade,

    1x Citrine
    197 - 198 (1)1x Bronze Tube,

    1x Jade,

    1x Citrine
    185185225Advanced Target Dummy (for gnome engineer)1x Iron Strut,

    1x Bronze Framework,

    1x Gyrochronatom,

    4x Heavy Leather
    195 - 197 (2/5)2/5x Iron Strut,

    2/5x Bronze Framework,

    2/5x Gyrochronatom,

    8/20x Heavy Leather
    190190230Big Iron Bomb (for goblin engineer)3x Iron Bar,

    3x Heavy Blasting Powder,

    1x Silver Contact

    (creates 2)
    195 - 205 (10)30x Iron Bar,

    30x Heavy Blasting Powder,

    10x Silver Contact
    195195235Mithril Tube (for gnome engineer)3x Mithril Bar198 - 204 (6)18x Mithril Bar


    Getting from 200 to 300


    Use the solid blasting powder to make unstable triggers to get to 210 and hi-impact mithril slugs to get to 230.


    Make mithril casings and use those with the unstable triggers to make hi-explosive bombs to get to 245.


    Make mithril gyro-shot to get to 250.


    Make dense blasting powder to get to 260.


    Make thorium widgets to get to 285 and thorium tubes to get to 300. Depending on the prices for thorium bar and the thorium shells recipe in the auction house on your server, it may be cheaper to make thorium shells instead of tubes. If you are a gun wielding hunter and have the thorium shells recipe, you can also make thorium shells to get to 300.


    Congratulations, you now have 300 skill in engineering.


    This table shows the different recipes used to get from 200 to 300.
































































































    SkillYellowGreyItemComponentsFrom - ToComponents Needed
    200200240Unstable Trigger1x Mithril Bar,

    1x Mageweave Cloth,

    1x Solid Blasting Powder
    200 - 210 (10)10x Mithril Bar,

    10x Mageweave Cloth,

    10x Solid Blasting Powder
    210210250Hi-Impact Mithril Slugs (200)1x Mithril Bar,

    1x Solid Blasting Powder
    210 - 230 (20)20x Mithril Bar,

    20x Solid Blasting Powder
    215215255Mithril Casing3x Mithril Bar230 - 240 (10)30x Mithril Bar
    235235275Hi-Explosive Bomb2x Mithril Casing,

    1x Unstable Trigger,

    2x Solid Blasting Powder
    240 - 245 (5)10x Mithril Casing,

    5x Unstable Trigger,

    10x Solid Blasting Powder
    245245285Mithril Gyro-Shot (200)2x Mithril Bar,

    2x Solid Blasting Powder
    245 - 250 (5)10x Mithril Bar,

    10x Solid Blasting Powder
    250250260Dense Blasting Powder2x Dense Stone250 - 260 (10)20x Dense Stone
    260280300Thorium Widget (Vendor)3x Thorium Bar,

    1x Runecloth
    260 - 285 (25)75x Thorium Bar,

    25x Runecloth
    275295315Thorium Tube (Vendor)6x Thorium Bar285 - 300 (15)90x Thorium Bar
    285305325Thorium Shells (200) (Drop)2x Thorium Bar,

    1x Dense Blasting Powder
    285 - 300 (15)30x Thorium Bar,

    15x Dense Blasting Powder


    ==>


    ==>WoW Skill Guide List<==


    Enchanting Guide 1-300


    ==>


    ==>WoW Skill Guide List<==



    This guide will show you how to get your enchanting skill up from 0 to 300.The guide will only use recipe’s available at a trainer until 265 and vendoravailable recipe’s from 265 to 300.


    This guide only uses recipes that require components aquired throughdisenchanting. Shards will be avoided as much as possible, since they aredifficult to get.


    This guide does not tell you how to get all the different recipe’s fromquests, vendors or drops. What you do once you hit 300 is entirely up toyou.


    This guide is primarily aimed at those who want to switch profession at highlevel or have high level alts, friends or guildmembers.


    Preparation


    You are going to need a lot of dust, essences and some shards. Create two altstorage characters, level one of the storage characters up to 5, so she canbecome an enchanter and send green items to her for disenchanting. Send greenitems to the other storage character. Since disenchanting will also give a skillpoint, these green items will be used to disenchant later. Use the ingame mailsystem to send everything to the storage characters. Don’t forget to send somegold to the storage characters, so they can send everything back.


    Ofcourse you want to know at which level a green item gives what. Below is alist taken from Jaywu’s Enchanting FAQ.


    Dust and Essence:

    Generally the dust is from armor and the essence is from weapons, though it canrandomly be anything.


    Level 01-10: A little strange dust/lesser magic essence.

    Level 11-15: Much strange dust/greater magic essence.

    Level 16-20: Much strange dust/lesser astral essence.

    Level 21-25: Little soul dust/greater astral essence.

    Level 26-30: Much soul dust/lesser mystic essence.

    Level 31-35: Little vision dust/greater mystic essence.

    Level 36-40: Much vision dust/lesser nether essence.

    Level 41-45: Little dream dust/greater nether essence.

    Level 46-50: Much dream dust/lesser eternal essence.

    Level 51-55: Little illusion dust/greater eternal essence.

    Level 56-60: Much illusion dust/greater eternal essence.


    Shards:

    Shards come from blue or purple items (they can come from greens, but don’tcount on it).


    Level 01-20: Small glimmering.

    Level 21-25: Large glimmering.

    Level 26-30: Small glowing.

    Level 31-35: Large glowing.

    Level 36-40: Small radiant.

    Level 41-45: Large radiant.

    Level 46-50: Small brilliant.

    Level 51-60: Large brilliant.


    Once you have all the components collected everything has to be send back toyour main character. The mailbox only shows the first 50 items you have in themail. It also puts the last item send to you on top. So to avoid complicationssend the components you need first last: i.e. the green items to disenchant areneeded first, so these are the last to be send back to your main, after strangedust and magic essences, which are needed next, and the other dusts andessences.


    To learn recipe’s from a trainer costs gold. The amount of gold needed isaproximately 20 to 25 gold if you disenchant all of the dust, essences andshards. If you want to buy everything you need from the auction house expect tospend upwards to 1000 gold (including the arcanite rod). This does not includegold for recipe’s from vendors or the auction house.


    To enchant something requires runed rods, such as a runed silver rod. To makethose runed rods you need normal rods. For example; to make a runed silver rodyou need a silver rod. The following rods are needed; copper rod, silver rod,golden rod, truesilver rod and arcanite rod. The copper rod is sold by vendorsand the other rods are made by blacksmiths. Find a blacksmith who can make therods for you or check the auction house and get them. The arcanite rod isexpensive. Making a runed arcanite rod is also expensive. Since it is not neededfor this guide, but only for the highlevel enchants, you may want to postponegetting one if you are strapped for gold.


    Below is a table that shows the amount of dust, essences and shards needed.The minimum amount column shows the minimum amount needed if you would get askill point every time you enchant something. However at some point a recipewill be yellow or even green when you enchant something so you won’t allways geta skill point. The estimated amount column deals with this, so try to get theestimated amount of dust, essences and shards on your storage character. Thenumbers in the estimated amount column are rounded up to full stacks of whateverthe component stacks up to. The numbers in the table do not take into accountthe disenchanting of items to get the first skill points. If you buy everythingyou need from the auction house i suggest getting the minimum amount and onlybuy more when needed.













    ComponentMinimum AmountEstimated Amount


    Getting from 1 to 50


    Earlier I wrote that you need runed rods to enchant something. The first rodneeded is the runed copper rod. So make a runed copper rod to get your firstskill point.


    Disenchanting items will get you a skill point. Send the green items youstored on a storage character to your main and disenchant them.


    If you were not able to reach 50 with disenchanting, enchant a bracer withminor health to get to skill 50. You can enchant the same bracer over and overagain. An annoying window will pop up each time asking if you are sure tooverwrite the existing enchant. Just click yes to do so.


    Once you hit 50 talk to the appropriate trainer to become JourneymanEnchanter. You have to be level 10 to become Journeyman Enchanter.


    This table shows the different recipes used to get from 0 to 50.

















    SkillYellowGreyItemComponentsFrom - ToComponents needed


    Getting from 50 to 125


    Enchant the bracer some more with minor health to get to 75. Now enchant thebracer with minor deflection to get to 85.


    Enchant a bracer with minor stamina to get to 100.


    At 100 you can make a runed silver rod, which you need later on, so make onenow and get a skill point.


    Enchant the bracer some more with minor stamina to get to 105, a bracer withminor agility to get to 120 and a shield with minor stamina to get to 125.


    Once you hit 125 talk to the appropriate trainer to become Expert Enchanter.You have to be level 20 to become Expert Enchanter.


    This table shows the different recipes used to get from 50 to 125.

















    SkillYellowGreyItemComponentsFrom - ToComponents needed


    Getting from 125 to 225


    Enchant the shield some more with minor stamina to get to 130. Enchant abracer with lesser stamina to get to 150.


    At 150 you can make a runed golden rod, which you need later on, so make onenow and get a skill point.


    Enchant a bracer with lesser stamina to get to 160. Enchant a shield withlesser stamina or boots with lesser agility to get to 165. Enchant a bracer withspirit to get to 185 and a bracer with strength to get to 200.


    Allthough you can become artisan enchanter once you hit 200 it is better tomax to 225 first, since the trainer for artisan enchanter is inside an instance.I will get back on this in the next chapter. You have to be level 35 to becomeArtisan Enchanter.


    At 200 you can make a runed truesilver rod, which you need later on, so makeone now and get a skill point.


    Enchant a bracer with strength some more to get to 205 and a cloak withgreater defense to get to 225.


    This table shows the different recipes used to get from 125 to 225.

















    SkillYellowGreyItemComponentsFrom - ToComponents needed


    Getting from 225 to 265


    At 225 you have to become artisan enchanter to get any further. The masterenchanter that teaches artisan enchanting is inside Uldaman. The highest levelrecipe she trains needs 250 skill, so you want to bring enough material to getto 250.


    The table below shows the components needed to get from 225 to 250, so bringthese with you when going the the master enchanter in Uldaman. You will need theruned truesilver rod made earlier as well. You will also need gloves, bracersand a chest item to enchant, but you are probably wearing those, so thatshouldn’t be a problem.













    ComponentMinimum AmountEstimated Amount


    Once you reach the trainer talk to her to become artisan enchanter. Onceyou’re artisan enchanter enchant gloves with agility to get to 235, a chest itemwith superior health to get to 245 and a bracer with greater strength to get to250. Once you have trained all the recipe’s she can train you, you can leave theinstance.


    Enchant the bracer some more with greater strength to get to 265.


    Allthough you can get to 270 before the last recipe you train from a trainerbecomes yellow, I am not going to use that recipe since it requires wildvine.Wildvine is a herb and can not be aquired through disenchanting. The recipe alsouses shards and i want to minimize the use of shards as much as possible. Vendoravailable recipe’s are going to be used to get to 300.


    This table shows the different recipes used to get from 225 to 265.

















    SkillYellowGreyItemComponentsFrom - ToComponents needed


    Getting from 265 to 300


    Get the enchant shield - greater stamina recipe from Mythrin’dir in Darnassusor Daniel Bartlett in Undercity and enchant a shield with greater stamina toget to 290. The recipe is bind on pickup when bought so make sure you buy ityourself and not an alt, friend or guildmember.


    At 290 you can make a runed arcanite rod, allthough you don’t need one to getto 300, you are going to need one in your enchanting career anyway, so make onenow and get a skill point. You can get the runed arcanite rod recipe fromLorelae Wintersong in Moonglade.


    Get the enchant cloak - superior defense from Lorelae Wintersong in Moongladeand enchant a cloak with superior defense to get to 300.


    Congratulations, you now have 300 skill in enchanting.


    This table shows the different recipes used to get from 265 to 300.

















    SkillYellowGreyItemComponentsFrom - ToComponents needed


    This table shows who and where the different vendors are for the previouslymentioned recipe’s.




    ==>


    ==>WoW Skill Guide List<==


    Deadmines Guide


    ==>


    ==>WoW Skill Guide List<==



    Introduction:

    This whole mess started with me adventuring in the Westfall with my first Beta character. There I was, walking around with my level tenish mage, trying to stay alive against hordes of strange mechanical golems and rampaging Defias Bandits. Eventually I started to adapt and by gaining more levels I was more easily dealing with situations that were thrust upon me, however I was completely unprepared for what was coming…

    The Deadmines & The Defias Brotherhood:

    The principal quests of the Westfall relate to the “Defias Brotherhood”; a group of bandits who all wear red face cloths. This “quest tree” relating to the Brotherhood in the Westfall consists of several quests that eventually lead to the thrilling climax of the Deadmines and the slaying of Edwin VanCleef.

    The Deadmines represents the longest quest that you can go through in the Westfall, and truly requires a group of people to take it on, as you must proceed into the Deadmines Instance to take on this monumental Quest.

    Instances & What They Mean:

    For those of you who don’t yet know there is extremely little load time in World of Warcraft. In fact the only noticeable load time is when the game is starting up and when you enter an Instance (even these are small waits however). Instances are basically the Dungeons of World of Warcraft and require a few things before taking them on in most cases.

    Firstly, an Instance usually requires the presence of a group to win it over. A solo character attempting to tackle an Instance will need to be of significant level to even consider the attempt (and may still possibly fail). World of Warcraft is a team game; those who attempt this Solo might want to continue adventuring in the safety of the open world.

    Now that I’ve drilled the necessity of a group into your head, I would go out and find one to help you get through this Instance. Messages such as: “L(ooking)F(or)G(roup) Deadmines” or “LFG V(an)C(leef)” usually come up whenever I’m in the Westfall so finding a group should not be incredibly difficult.

    As for the group itself I would make sure you have at the very least one character capable of resurrecting dead characters (be it a Paladin, Priest, or Warlock). Instances are different then the real world as when you die in an instance you spawn back in the real world, and going back to the Instance will reform you at the entrance of the Instance. Considering the Deadmines is a two to three hour undertaking (depending on the group) you defiantly do NOT want to be killed and have to start the Instance all over again.

    It goes without saying that you need to protect that healer from any sort of painful death that could be thrust his/her way. Just be certain that the healer knows, out of everyone in the group he/she has permission to run away like a scared child if everything goes wrong.

    As for the rest of the group I would suggest getting an even mix of melee, magic, and some ranged fighters (Hunters & Druids are nice for this). This will usually make for a well-proportioned group.

    On a final note before you head off to the Deadmines, be aware of the possibility to form a Raid Group (an assemblage of groups tackling the same Instance). In my times going through the Deadmine I found that while I was with a Raid Group the Instance went by much more quickly (15 characters going through a dungeon will make anything quick), however the experience gained from killing enemies as well as loot is horrendously decreased.

    So once you have your group formed, you’re ready to tackle the Deadmines!

    Moonbrook and the Deadmines Entrance:

    The entrance to the Deadmines is located in the abandoned town of Moonbrook (now conveniently filled with Defias members). You will actually be shown the house that leads into the mines at the end of the previous quest where you must escort the Traitor to the same building.

    From here everything gets harder, the enemies below consist of Defias Mages and Diggers as well as the occasional Taskmaster. These enemies are classified as “Elite” and have a dragon emblazoned border for their stats. If you and your group cannot handle these guys, then you might want to continue hunting Harvest Watchers in the fields.

    You’ll have to fight your way through a series of these enemies before you reach a large open stretch of mine where you can see the Instance off into the right distance. From here you and your group can make the quick dash into the portal without fear of enemies stalking you into it.

    Welcome to the Instance.

    Deadmines and Rhank’Zor: This background should seem familiar; it’s still just the bleak walls of the Deadmines. Much like when you started you will continue going through the mines at your groups pace, engaging with Defias Diggers as well as the occasional mage or taskmaster. Again, if this proves to overwhelm your party I would suggest pulling back now and save yourself some frustration.

    Eventually however you will get through the darkness of the Mine and reach what seems to look like a more mechanical based room. Well actually the first thing you should notice is the he blue ogre striding around in the distance. This ogre is Rhank’Zor; he is the first “boss” of the Deadmines.

    When engaging Rhank’Zor I would suggest getting someone to lure him over to the group (a Hunter with a bow, or a mage with a fireball for example). Beware however; Rhank’Zor does have other Defias members in the room with him, so try not to lure them in on top of the big blue ogre.

    Once Rhank’Zor gets close have your melee fighters (or as gaming slang goes, “Tanks) engage him up close and personal while the magic users and ranged fighters widdle him down from afar. The ogre should not be able to stand up to a concentrated group attack and will quickly fall. If not… well let’s just say this guy is nothing compared to what’s coming.

    A Goblin and his Toy:

    Once “Big’n’Blue” has been dealt with, and the spoils of war are properly distributed I would suggest a “Rebuff” (Activating all your supplementary magic and abilities like Auras). From here on it’s back into the bleak background of the Deadmines once more.

    This time another veritable swarm of Diggers, Mages, and Overseers will stand between you and the next section of the Mines. Deal with these small enemies as you have before, being sure not to bring them all down on you at once, and being sure not to let anything happen to your healers.

    Once you go through the mass of Defias you will come to a large closed door. Heal, rest and then open that door right up and get ready for the next section of the Deadmines. Welcome to the Mast Room.

    Upon entering the Mast Room you should be engaged by a goblin or two; dispatch them then do some scouting of the rest of the room. Be careful however as there is something a bit more devious at work here…

    *IMPORTANT*: The “boss” monster that inhabits this room has a walking path that can take it out of view, so do not rush blindly forward without checking your sides or you may be ambushed by a really big and bad enemy!

    After clearing the goblins of the room you are now ready to engage the boss, the big honking machine that has been stumbling around the room needs to be taken down. The Goblin Shredder is actually two “bosses” in one. First off the Goblin Shredder itself and then the goblin that pops out when you destroy it.

    The Goblin Shredder is defeated in pretty much the same pattern as Rhank’Zor; lure it out and then assault it with everything you have. Watch out for the goblin that emerges from the wreckage as he could pick off an already wounded character if things go badly enough.

    Be certain to loo the corpse of the Shredder as it has a special quest item that needs to be taken to a gnome in Stormwind.

    With the Shredder defeated I would take this time for washroom breaks and getting a refill on your coke. Get ready for the next part of the Deadmines!

    I Thought this was a Mine:

    Well guess what happens now? Yes you get to go back into the Mine and rumble with more Defias enemies, and now there’s some tricky little goblins mixed in with them. I guess this place is called a Mine for a reason.

    This venture in the Mine continues for a little bit longer, until you reach another door that opens to reveal the next section of the Deadmines. You have now reached the Goblin Foundry.

    Beware, the goblins here are actually decent in combat and have several tricks up their sleeves; including mechanical golem pets and fire related effects. Venture forth carefully and be sure to keep the healer safe. Unless you’ve made exceptional time it is very likely that the enemies at the front of the dungeon have respawned and any deaths that cannot be resurrected will require a restart of the Instance.

    Once you’ve cut a swathe through the green menace you’ll be forced to engage with Gilnid the Smelter. There is nothing really special about Gilnid aside from the fact he’s a larger goblin. Deal with him as you’ve dealt with the rest of the goblins.

    After Gilnid falls you can continue into the next section of the mine. Once you go through another batch of Defias Diggers you’ll come across some “Gun Powder” and just a few seconds away is a big cannon pointing at a locked door that you can use the gunpowder on.

    If you have a rogue in the group, get them to pick the lock on the big door instead. If not get ready for a fight when you blow the door open…

    What Comes After Q?,.. ARRRRRRrrrrrrr:

    We’ve gone from a Mine, to a Lumber mill, to a Foundry, of course we need something to top this all off and what better then a Pirate Ship? This is the final part of the Deadmines Instance and it’s by far the hardest. Get ready for some tough fights.

    Depending if you blow up the door entrance or not, you will be engaged by a horde of Defias Pirates, dispatch them as normal and then heal and Rebuff because this ship is going to be a tough one.

    It will take some time to get to the ramp that leads onto the ship itself, be aware of the patrolling Pirates and deal with them as they come. Once you reach the Ramp to the ship get ready for a tough battle.

    The first “boss” battle in this area is against the large Tauren First Mate of the Pirate ship; Mr. Smite. Smitey is a powerful close combat opponent and will most defiantly smash even experienced combatants given enough time. Your best bet to defeat this huge giant is to pummel him with magic and hold him with close combat specialists. Any Defias Pirates that are drawn into the combat should be killed ASAP, or if possible polymorph until Smitey has been taken down.

    Be aware that Mr. Smite is a hard opponent and it is very likely you may lose a member or two during the fight. Just make sure the healer is kept safe, you are now at the point of no return as if the healer dies things will quickly go downhill.

    Once Smite has been smitten (hehehe, I just had to) you will have to scale the ship to reach the top. Be prepared to engage with Pirates and Pirate Mages as you make your way to the top of the large sea ship. Once you near the top of the vessel there is one more “boss” baddie before the infamous VanCleef.

    The Goblin Captain GreenSkin is not pleased you’ve invaded his ship and he’ll come out with a small posse of Pirates to show his opinions of you. Depending on when he comes to meet you in battle your party might not be ready and forced to make a retreat. Remember that if worst comes to worst have the healer jump into the water so they live.

    Captain GreenSkin is another straightforward “boss” to kill, it’s his group of pirates that can cause difficulty. Be certain to deal with the pirates (be it killing or polymorphing) before dealing with GreenSkin himself. Once the Goblin Captain is slain get ready for the final battle.

    Edwin VanCleef Must Die:

    The main reason for coming into the Deadmines is to obtain the head of Edwin VanCleef, well here is your chance. This battle is the hardest of the entire Instance and trust me when I say you don’t want to pooch this one (I did and I had to redo the ENTIRE Instance).

    VanCleef resides inside the little room on top of the ship and will not leave unless you attack him or stray to close. Take a quick break before engaging him to set-up your spells, abilities and any potions you want on hand for the battle. Also be sure that the healers know if things go sour to hop into the water!

    When you’re ready start by pulling out VanCleef with magic or a ranged attack, this will also drag out a few of his hidden friends. Make sure if you have a mage to have him polymorph these extra goons, and be sure NOT to cast any area of effect spells or abilities or they will reverse the polymorphing. If there are no mages in the party, be sure to kill the goons ASAP.

    VanCleef will slice through most things that stand in his way, so make sure your most powerful melee fighters are engaged with him while magic and ranged attacks are being thrown at him as well. Under such pressure even VanCleef should buckle and then victory is yours!

    Once VanCleef is dead take his head from his corpse and then be sure to do a victory dance on the deck of the ship!

    Getting the Cook and Getting Out:

    Taking a quick stroll down the opposite side of the ship will take you on the path needed to reach the mine exit on the other side of the ship. Also while you make this trip be certain to pummel on the Murloc Cook of the ship as he usually has something moderately good to drop.

    Deal with any remaining Pirates on the way out and then head through the portal in the opposite mineshaft. You will come out just south of Moonbrook in the Westfall, but that’s it! You’ve completed the Deadmines!

    By now (if you’re like me) it’s probably around three in the morning and you work the next day. So pat yourself on the shoulder, be sure to thank everyone in the group for helping out, sell any loot you don’t need, return the head and finish the quest, and then last of all go to your class trainer to see what spiffy things you can now learn!




    ==>


    ==>WoW Skill Guide List<==


    Complete Warlock Guide


    ==>


    ==>WoW Skill Guide List<==



    I. Overview

    II. Soul Shards

    III. Minions

    IV. Stones

    V. Curses

    VI. Damage Over Time spells (DoTs)

    VII. Direct Damage spells (DD)

    VIII. Area of Effect spells (AoE)

    IX. Other Abilties

    X. Equiptment

    XI. Playing you Class

    XII. Professions

    XIII. Talents (I. Affliction - II. Demonology - III. Destruction)

    XIV. +Damage and How it Works.




    I. Overview (Return to Top)


    The Warlock is a more involved class to play. Warlocks have minions, many different spell combos, and a reagent component (Soul Shard) requirement for some of their spells. This means that it will take a bit more learning than some of the more straightforward classes. The Warlock has a lot of very cool and fun abilities including Eye of Kilrogg, Fear, minions and more. The Warlock is a very fun and versatile class to play once you figure things out.


    Strengths

    • Can use minions for fun and to attract enemy aggression.

    • Can create Soulstone which allow self or resser resurrection.

    • Can create healing potions in the form of Healthstones.

    • Can summon other players using Ritual of Summoning.

    • Can breathe underwater using Unending Breath.

    • Can summon a Felsteed or Dreadsteed demon horse as a mount.

    • Can use Eye of Killrogg to scout.

    • Can take control of a Demon for a short amount of time.

    • Can heal themselves using Life Drain, Siphon Life, and Death Coil.

    • Can solo very well, by using a minion to act as a group of two characters complementing each others' skills.


    Weaknesses

    • Can only wear cloth armor.

    • Very fragile and easily killed in certain situations.

    • Soul Shards take up inventory space.


    Challenges

    • Mastering Soul Shard collection and usage.

    • Managing Monster Hate between you and your minion.

    • Controlling both your minion's and your own skills to ensure high efficiency.




    II. Soul Shards (Return to Top)


    The Warlock requires Soul Shards for certain spells and minions. You receive a Soul Shard by using "Drain Soul" on a monster as it is dying. A catch is that you cannot get Soul Shards from monsters that don't give experience. So you can't go into a newbie region and kill easy monsters for Soul Shards. Each and every Soul Shard takes up one slot in your bags, which means you don't want to carry a whole lot of them. However, you do always want to have some in your bags so you can summon your minions. When using Drain Soul you cannot do anything else such as move, attack, or cast another spell, or be interrupted. If you do not stand still, the Drain Soul will not work. You will need to learn how to do this properly, which can be challenging.


    Soul Shards do not stack. This is for balance reasons and so you won't hoard huge numbers of them.


    If you find yourself without Soul Shards you will have to get them without the use of most minions, which can sometimes be a challenge. Imps can be summoned without the use of a Soul Shard so you can use them to get your Soul Shard along with DoTs, and then switch to a more powerful minion.



    III. Warlock Minions (Return to Top)


    Minions require knowledge and skill to control. Learn which minion to use based on the situation. Read up on hate management. The channeling spell Health Funnel is useful with minions as it gives health to it every second as long as the caster channels. Use this ability by having your minion attack and then channeling health into the minion. Then, if you need health, cast Drain Life, use a potion, or have someone who can heal you. This is a leash spell so it cancels if the target runs out of range or if the spell is interrupted.


    Imp - The Imp you get from start and it is actually a good minion to use if you're in a party because of his reasonable damage output and the very nice Stamina buff his blood pact gives or solo for the same reasons. He blasts the enemy with a ranged attack called Firebolt. This is the only minion you don't need a Soul Shard to summon and don’t have to worry about aggroing mobs with because of Phase Shift an ability the Imp receives.


    Voidwalker - At level 10, the quest to get the Voidwalker becomes available from the Warlock trainers. The VW is an ideal soloing minion as he is the tank a caster needs so badly. The VW has massive hit points and can use the Torment skill to attract monsters' anger, but its damage output is very low. Requires Soul Shard to summon.


    Succubus - At level 20, your Succubus quest is available. This minion inflicts a high amount of damage on your foes, but is rather fragile. The Succubus has an amazing damage output, especially when attacking monsters with Lash of Pain. It is also good at crowd control with Soothing Kiss and Seduce to mesmerize a humanoid for a short while. In groups and for dueling this sometimes is a good choice. Personally, I don't use it solo as the Imp has turned out to be the most effective unless I am dueling certain classes. Requires Soul Shard to summon.


    Felhunter - At level 30, you can begin the quest series which will reward you with the ability to summon a Felhunter. This minion is the best against enemy casters. Requires Soul Shard to summon.


    Infernal - Summons a meteor from the twisting nether, causing 200 Shadow damage and stunning all enemy targets in area for 2 sec. An infernal rises from the crater, under the command of the caster. Once control is lost, the Infernal must be Enslaved to maintain control. Requires a reagent. Usable outdoors only. The quest for the Infernal can be found in Felwood. The summoned Infernal will now be enslaved for 5 minutes before turning on its summoner.


    Ritual of Doom - Begins a ritual that sacrifices a random participant to summon a doomguard. The doomguard must be immediately enslaved or it will attack the ritual participants. Requires the caster and 4 additional people to complete the ritual. In order to participate, all players must right-click the portal and not move until the ritual is complete. Requires a Demonic Figurine as a reagent. The Ritual of Doom quest can be found in the Tainted Scar.


    Felsteed - Summons a Felsteed, which serves as a mount for the caster. Speed is increased by 60%. This mount is the result of a level 40 quest which is very short and simple. This mount is commonly known as a Nitemare by players. No shard required.




    Dreadsteed
    – Summons a Dreadsteed, which serves as a mount for the caster. Speed is increased by 100%. This is also given was a quest reward at level 60. It is somewhat expensive and a pretty difficult quest but is by far the best looking mount in the game! No shard required.


    IV. Stones (Return to Top)


    The Warlocks can create special stones that they can use themselves or give to other players. Notable is that these Stones vanish when you log out, which means you can only use them in the same game session that they were made (comparable to conjured Water from Mages).


    Healthstone (requires Soul Shard) - Creates a Healthstone, which is essentially a health potion. There are different ranks of these, from Minor Healthstone that gives 100 Health, up to Major, which gives a whopping 1200 Health. I don't find myself going through the effort of getting a Soul Shard and crafting a Healthstone with it worth the price at lower to medium levels - perhaps high levels.


    Soulstone (requires Soul Shard) - Creates a Soulstone. The Soulstone can be used to store one target's soul. If the target dies while his soul is stored, he will be able to resurrect with X health and mana. Conjured items disappear if logged out for more than 15 minutes. This is best to be placed on yourself if soloing or on a Paladin or Priest if you are with a group or raid so you are able to recover from disaster.


    Firestone (requires Soul Shard) - Creates a Firestone which can be equipped in the off hand. When equipped, enchants the main hand weapon with fire, granting each attack a chance to deal additional fire damage (Damage depending on rank of spell).


    Spellstone (requires Soul Shard) - Creates a Spellstone. The Spellstone removes all magic effects from the caster and will also absorb up to X magic damage for the next minute.



    V. Curses (Return to Top)


    The Warlock has several types of curses and it is up to the player to decide what is best for the particular enemy. Curses can only be cast on the enemy, and you can only have one curse active at a time. The last curse you cast will override the previous curse on the monster. All curses are instant cast so you typically always cast one before or after your initial slow cast DOT like Corruption or Immolate.


    Curse of Weakness - Damage caused by the target is reduced. This can be useful from time to time when the situation requires it, but I consider this the least used Curse. When soloing at low levels this is probably the Curse of choice, but as your level gets higher it gets less useful and your other Curse options become better.


    Curse of Recklessness - Increases the damage of the target but greatly reduces their armor. This is a good group-based spell that is especially good to cast on monsters that are trying to run away. If the group got a good tank that won't mind the extra damage output of the monster, then this can be the best Curse.


    Curse of the Elements - Increase Fire and Frost damage. This ability is good to use when playing with other casters who use those types of spells. Personally, I use a lot combined with Immolate and a Wand that does Fire damage plus the Imp minion who also does Fire damage. This is also very beneficial on raids to increase Mage DPS.


    Curse of Agony - Curses the target with agony. Causes large damage over time and has been powered up a bit since last push which now should be a valid option.


    Curse of Tongues - Suitable against enemy casters as it is slowing down their casting time by X% by forcing them to speak in demonic. X=50% @ Rank 1, 60% @ Rank 2


    Curse of Shadow - Increase Shadow and Arcane damage. This is most warlocks staple curse to increase their DPS and prevent their spells from being resisted.


    VI. Damage over Time spells (DoTs) (Return to Top)


    DoTs are damage-over-time spells. Because they do damage over time, you want to cast them at the start of a battle and have them deal damage throughout the battle. If you're killing a monster very quickly, then DoTs aren't the best to use as they may not be able to deliver their full damage output before the monster is already dead.


    Corruption - Inflicts a disease on a target that causes X damage over Y seconds. Corruption will stack with Shadow Word: Pain.


    Immolate - Burns the enemy for X Fire damage and then an additional Y Fire damage over 15 seconds.


    Curse of Agony - It's a curse that is a DoT.



    VII. Direct Damage spells (DD) (Return to Top)


    Shadow Bolt - Sends a shadowy bolt at the enemy. This is your direct damage (DD) spell, and you'll want to use it when you're not casting something else. It is useful for killing fleeing monsters, finishing monsters off, and so on. At higher ranks, this gets rather powerful even if I personally think the casting time of it is too long.


    Searing Pain – Inflict searing pain on the enemy target, causing 204 to 240 Fire damage. Causes a high amount of threat. This is a 1.5s cast time spell and is very effective with Curse of Elements.


    Immolate – Burns the enemy for X Fire damage and then an additional Y Fire damage over 15 seconds. I listed this under DD also because it is a very viable and high damage DD spell if you have the mana to spare. With a cast time of 1.5s when you have 5/5 bane it can be very effective because of its higher default cast time.


    Conflagrate - Ignites a target that is already afflicted by Immolate, dealing X to Y Fire damage and consuming the Immolate spell. An extremely effective and high damage spell to be used for mid fight damage or as a finishing spell. This spell is instant cast.


    Soulfire – Burn the enemy's soul, causing X to Y Fire damage.


    Shadowburn – Instantly blasts the target for X to Y Shadow damage. If the target dies from Shadowburn, and yields experience or honor, the caster gains a Soul Shard.


    Death Coil - Sends a shadowbolt at the target for X to Y Shadow Damage and fears the target for 3 seconds. The spell is Instant Cast and has a 2 minute cooldown. This spell is very good as a escape tactic and for getting a opening vs melee in PvP.



    VIII. Area of Effect spells (AoE) (Return to Top)


    Rain of Fire - Rather mana costly and hate generating spell. Be careful not to use this too much and probably only when in a big party so you don't end up with all enemies on you except the one the party tank fights. As it isn't used that often, it gets some coolness factor and there are times it will fit.


    Hellfire - Ignites the area surrounding the caster, causing huge fire damage in waves to both the caster and all nearby enemies. This is a good spell to use when surrounded, but its effects will stay. You can kill yourself if you're not careful. You may have to use a potion, or cast "Life Drain", to keep yourself alive. Best is if you have a friend healing or protecting you. This AoE is the highest damage AoE in the game at the moment.



    IX. Other Abilities (Return to Top)


    Eye of Kilrogg - This summons an eye that you can control. This eye can move away from your character and can be used for scouting purposes as it was used in Warcraft II: Tides of Darkness. The Eye cannot fly up in the air but is similar to running very fast on the ground. It can travel up stairs and other players cannot see the Eye unless they are grouped with you or have high stealth detection. The Eye can cause agro problems in instances and raids depending on the boss or mob, so be careful how and where you use it for PvE. This is a channeling spell so it will be canceled if someone interrupts the Warlock's casting.


    Unending Breath - Breathe under water for 10 minutes. You can cast this on other players too, and on certain quests it is almost a necessity to be able to have your whole party fighting under water.


    Enslave Demon - Enslave a target demon for a limited amount of time. You can use this ability to take control over a Demon and use it to attack other monsters. This is very cool and useful even if you may only do this with demons up to a few levels (4) above the level at which you got the current rank of this spell.


    Ritual of Summoning - Begins a ritual that summons a targeted group member. Requires 3 people to perform (2 + The Warlock Summoning). To use this ability, first target a person (usually the party icon) you want to summon. Next, cast the spell. You will then need two people (random people or friends) to right-click on the portal one time and then do nothing once their characters show the summoning animation. Once all three players are summoning (all have summoning animation), it will take a few more seconds. Then the player summoned will appear and the portal will disappear. If it doesn't work, try it again. Players cannot be summoned into an instance from the outside.


    Drain Life - Transfers health from target to caster while channeling. This ability is used during battle both to damage the monster and to regain life. Drain Life is good to use against high-level monsters that typically resist your other attacks. Although Drain Life can be resisted, you should keep trying until your cast succeeds (doesn't resist). Once you land the spell, it will start draining life; it does damage the monster even if you don't actually need the life.


    Life Tap - Converts health into mana. If you need mana, what you do is Life Tap, and then steals life from the enemy monster.


    Drain Mana - Transfers X mana to the caster (Warlock) every second while channeling. This is a "leash" ability similar to the Dark Ranger's abilities in Warcraft III. Once the monster gets out of range, the leash breaks, and the spell is deactivated. Also, if the monster interrupts your casting, the interruption breaks the leash. Use this ability on enemy casters to drain their mana and replenish your own.


    Shadow Ward - Absorbs shadow damage. This ability is good to use when you know the monster is using shadow damage.


    Demon Skin - Increases health regeneration and armor. You should never be without the Demon Skin buff.


    Demon Armor - Increases armor, shadow resistance, and health regeneration. This ability replaces Demon Skin. It should always be active.


    Detect Lesser Invisibility/Invisibility - Makes you able to see NPCs or players that are invisible.


    Sense Demons - Use to locate Demons on the minimap.


    Fear - Send the monster running away. This is a good crowd control ability or escape spell. Be careful using this ability though, monsters could wake up other monsters by calling for help as they run away. You typically don't want to use this in dungeons.


    Banish - Banishes the target Demon or Elemental, preventing all action, but making it invulnerable for up to X sec. Only one target can be banished at a time. This spell is a "crowd control" type spell which allows you to put one extra monster that comes to fight out of action. This is useful when fighting multiple monsters or to allow the Warlock to escape.


    X. Equipment (Return to Top)


    Choose equipment that adds to Intelligence, Spirit and Stamina. Remember that with Life Tap, added mana means added health. Depending on build Stamina and Intellect are your top two statistics. For Affliction and Demonology stamina is more important than Intellect due to the utility in those talent trees. For Destruction builds Intelligence is more important than Stamina but Stamina still shouldn’t be discounted or ignored as it is still a key statistic for the Warlock.


    Hate Management (also called Threat Management)

    You will have to learn to be skilled at balancing the monster hate between you and the mob (in groups or raids) or your minion (when soloing). You need to learn how to back off when the monster is attacking you so that your minion or tank can taunt the monsters away from you. Stop casting spells, and/or use whatever Taunt abilities your minion might have. Learn which spells really make monsters angry and factor that in before you use them.




    XI. Playing the Warlock (Return to Top)


    Now that you know the basics of the Warlock, you have to learn how to play the class. At the start of combat, you will likely want to cast your Dots and tell your minion to attack the enemy. Next, you will cast other spells and possibly Life Drain to bring your health back up. Then, if you want a Soul Shard, you will need to start channeling Drain Soul right before the monster dies.


    Cast several Dots on the monster, and then cast Fear on it. As the monster runs away, hit it with direct damage spells.


    Use Fear if you pull too many monsters at once. Be warned that fleeing monsters may bring back friends with them, so use Fear carefully. Also the higher level of the monster compared to the rank of your Fear will affect the failure rate.


    Trainers can give your minions additional skills and abilities.


    Use your minion abilities during combat. Most are auto cast.




    XII. Professions (Return to Top)


    You can pick whichever two professions you like. However, you might find these more tailored to the Warlock:


    Skinning and Tailoring - Make cloth armor for the Warlock or other players to wear.


    Herbalism and Alchemy - Gather resources and make cool potions for the Warlock to use.


    Herbalism and Enchanting - Enchant your equipment and sell enchantments.


    Fishing/Cooking/First Aid - For out-of-combat healing of the Warlock. Note that these three are secondary professions and does not count towards the cap on 2 professions.


    Engineering and Mining – Gives the Warlock some more reliable crowd control abilities like root and mind control and a good source of income through mining. (Preferred)



    XIII. Talents (Return to Top)


    I. Affliction


    II. Demonology


    III. Destruction




    Affliction Tree (Return to Top)

    The affliction tree mostly provides benefits to debuffs and DoT's. A large misconception about this tree and its specs is that people think that it relies on DoT's. That is NOT true. Due to the nature of DoT's, they will never succeed as a primary form of damage. They are, however, very strong secondary tools to be used in certain situations.




    Tier 1


    Suppression rank 5/5

    Reduces the chance for enemies to resist your Affliction spells by 10%.

    This will cause basically all your DoT's (excluding Immolate), Drain's, Fear's, and Curse's to be resisted less often. You will cast them as if you are level 63, which means that you will suffer fewer level-based resists as you invest in this talent. Most DoT's and Curses are instant cast, so they do not get a major benefit from this talent. However, it does have a noticeable effect on Fear and Death Coil, which makes this a rather useful, underestimated talent. CC is one of our main strengths in group PvP, and Suppression will make you that much better at it. A good talent dump for when you need to move further down into the Affliction tree.


    Improved Corruption rank 5/5

    Reduces the casting time of your Corruption spell by 2.0 sec.

    One of the best talents that the Warlock class has to offer. Here's the deal: Corruption is worthless with a casting time, but a good DoT without one. Curse of Agony alone does not deal very much damage, and actually has lower DPS than Corruption as you get more +dmg gear (Corruption DPS > CoA DPS at around +405 dmg). Corruption is less mana efficient, but has higher DPS. This talent is powerful enough that it's included in just about every popular talent build, except the PvE based MD/Ruin and the somewhat rare SL/20 build. Affliction gets a good bonus out of this talent, because Corruption procs Nightfall. Always try to fit 5 points into this talent into any build, unless you're doing MD/Ruin.


    Tier 2


    Improved Curse of Weakness rank 3/3

    Increases effect of Curse of Weakness by 20%

    20% of a small number = another small number. Curse of Weakness costs 310 mana and reduces the target's damage by 31. With this talent, that number is increased by 6.1 to get 37.2 reduced damage per hit. This sounds semi-useful, until you realize that the way that this is counted with Damage Reduction through armor makes the number even smaller. When things are hitting for 2000 or even 500, it is clear that this talent is pretty much worthless.


    Improved Drain Soul rank 2/2

    Gives you a 50% chance to get a 100% increase to your Mana regeneration for 10 sec if the target dies while you drain its soul. In addition your Mana may continue to regenerate while casting at 50% of normal.

    Sounds useful, doesn't it? Nah, it sucks. Please refer to the question inspired by this talent above in the FAQ.


    Improved Life Tap rank 2/2

    Increases mana awarded from your Life Tap spell by 20%

    Effectively increases the mana gained from Life Tap from 426 to 511.2. Since Warlocks tend to have very small mana pools and low mana regeneration, Life Tap is our primary means of staying effective in battle... and it does a hell of a good job of doing it. Though the effect looks simple, the overall effect on your character is huge. It effectively makes your health worth that much more mana in a long fight. It makes you regain mana faster through tapping. It lets you get more Shadow Bolts in after a few Life Taps. It makes the healer mana:Warlock damage ratio that much better. Get this talent if you plan to have more than 5 points in Affliction.


    Improved Drain Life rank 5/5

    Increases the Health drained by your Life Drain spell by 10%.

    As described earlier in the FAQ, the bonuses that add to the damage of drain spells only affect their base damage. This means that this talent does not scale with damage gear. Anyways, the effect of this talent is that Drain Life will 10% more damage to the target and give you 10% more health. If it scaled with gear, I would consider using it over Suppression. Skip this talent for now.




    Tier 3


    Improved Curse of Agony rank 3/3

    Increases damage done by your Curse of Agony by 6%.

    This talent suffers the same problem as Improved Drain Life in the sense that talents that CoA's benefit from talents do not scale with gear. Even if it did scale with gear, 3 talent points to enhance a 24 second DoT by 6% damage is hardly worth it. Skip.


    Fel Concentration rank 5/5

    Gives you a 70% chance to avoid interruption caused by damage while channeling the Drain Life, Drain Mana, or Drain Soul spell.

    Another essential talent in the Affliction tree, this talent makes Drain Life a better option in PvP and is also a requirement for "drain tanking." There are a few situations in PvP where you can Drain Life with Fel Concentration for use when you need to deal uninterruptable damage. In my experience, these situations don't come up very often, but the option is good to have. Also, Drain Life procs Nightfall, which will make it an even better option when you get it. A very good talent for the grind, a decent talent for end game... since there really isn't any other place you can spend points.


    Amplify Curse rank 1

    Instant cast, 3 min cooldown: Increases the effect of your next Curse of Weakness or Curse of Agony by 50%, or your next Curse of Exhaustion by 20%.

    A nifty talent, mainly for use with Curse of Agony and Curse of Exhaustion in PvP. When activated, this ability will make Curse of Exhaustion a much stronger snare, and Curse of Agony a much more damaging DoT. This talent gives you a little boost in DPS that helps with PvE, especially with soloing elites, and also provides a good snare for PvP. A very good investment for 1 talent point.




    Tier 4


    Grim Reach rank 2/2

    Increases the range of your Affliction spells by 20%

    Range talents are good for any caster class. Grim Reach is one of the greatest benefits of the Affliction tree, and is a part of what makes builds like SM/Ruin powerful. In my opinion, one of the biggest weaknesses of the SL builds is that they often lack the range talents. Range might not exactly help with DPS, but it lets you cast from further away, which means less time running up to your target and more time that your target must spend running to you. Curses and DoTs are increased from 30 yards to 36 yards, and Drain Life and Fear are increased from 20 yards to 24 yards. 20 yards is dangerously close to your opponent, and having that 24 yard Fear is a very, very nice benefit IMO. One of the better talents available to Warlocks.


    Nightfall rank 2/2

    Gives your Corruption and Drain Life spells a 4% chance to cause you to enter a Shadow Trance state after damaging the opponent. The Shadow Trance state reduces the casting time of your next Shadow Bolt spell by 100%.

    Definately one of the main benefits of the Affliction tree. It's funny, because every time a patch is released, this forum is filled with "NF broken?!!!" threads as a result of people being paranoid of stealth nerfs. Right now, it seems to be proccing off Rain of Fire, which is very strange...


    Anyway, each tick of Drain Life and Corruption has a 4% chance of giving you an instant cast Shadow Bolt. It's not exactly something that you can rely on, but crit's aren't reliable either. I have it proc every other battle or so. Stack Corruption on multiple targets, and you'll be proccing rather often. It's a decent increase in DPS for PvE, and in PvP, I consider it almost to be an "auto-win" kind of proc, depending on how much damage your gear has. One of the better talents in Affliction.


    Improved Drain Mana rank 2/2

    Causes 30% of the Mana drained by your Drain Mana spell to damage the opponent.

    Almost everybody in the Warlock community says this talent is worthless. Then there's the people who post and say that this talent is extremely powerful and a huge part of their game. I have no idea how 30% of 136 damage is going to be a big part of anyone's game, especially since Drain Mana receives no effect from +dmg gear. Drain Mana isn't exactly the best spell to use in PvP. It's channeled, drains at a pretty slow rate, and costs a lot of mana. The classes you might think it's good against (Priest, Paladin) can dispel it. Weaksauce.




    Tier 5


    Siphon Life rank 1/1

    150 Mana, 30 yd range, Instant cast: Transfers x health from the target to the caster every 3 sec. Lasts 30 sec.

    Mosh, a well-respected Warlock from the Euro forums believes that this talent will be considered a "must-have" in the future. I disagree, but I still think that this is another one of the main benefits of the Affliction tree, especially now that Siphon Life is instant cast.


    Your DoT chain is now that much more effective, and you're regaining a little bit of life from it! Unfortunately, Siphon Life only receives 50% benefit from +dmg gear, and it is very mana inefficient if it ends early. Other than that, it's a very powerful spell, and a prerequisite to Shadow Mastery anyways. A very good talent, but not good enough to base a build with 21 Aff to get it (unlike Ruin and POM and NS and stuff :P).


    Curse of Exhaustion rank 1/1

    108 Mana 30 yd range Instant cast: Reduces the target's speed to 90% of normal for 12 sec. Only one Curse per Warlock can be active on any one target.

    This talent is either extremely powerful or completely worthless, depending on who you ask. It'll take 3 or 4 points in Improved Curse of Exhaustion before this curse becomes worthless, but keep in mind that a person running at 90% speed will never catch up to someone running at 100%, and someone running at 100% will eventually catch up to someone running at 90%. Things like Sprint and snares on you obviously negate this effect, but in group pvp, a Rogue won't always have Sprint as an option and Intercept might have already been used on a Priest. The Rogue and Warrior will not have many options in getting into your face. AND it's good for catching runners and Hunters.


    The problem with CoEx is that you're spending 4 or 5 points on a snare that is rather situational. CoEx is pretty crap against most classes in 1v1 combat. It's not always the best curse to use in group combat. But, it's a snare, with up to 36 yard range, low mana cost, no cooldown, and does not suffer from diminishing returns. The bottom line is this: you are spending 4/5 talent points for a snare option. It is up to you to decide whether or not it's worth it. I personally think one of the main strengths of the SM/Ruin build lies on this talent.


    Tier 6




    Shadow Mastery rank 5/5

    Increases damage dealt or life drained by your Shadow spells by 10%.

    A very good talent. Not much to say here. Note that SM/Ruin is not BASED on SM and Ruin, but actually the strength of the build is all of the options and benefits it gains from the talents before them. SM and Ruin just happen to be very good investments.




    Tier 7


    Dark Pact rank 1/1

    20 yd range, Instant: Transfers 250 mana from your pet to you.

    Note that I changed the talent text. I did this because a lot of people get confused from reading the tooltip. This talent is one of the best talents in the game from level 40 to level 60. Then it really just becomes a much slower Life Tap that doesn't cost healer mana or bandages. The mana regeneration on this talent is pretty slow, meaning your DPS relying on it will be rather low. Other than that, there isn't much to say about this talent except that it pretty much eliminates downtime, making it very effective for the grind. Get it and respec at 60.


    Demonology Tree (Return to Top)

    The Demonology tree involves bonuses involving your pet, your stats, and your conjured stones. It was once considered one of the worst talent trees in the game, until people realized the strength of Soul Link. It was still considered a "a 1 trick pony" at the time, and I remember writing several posts stating that "13 of the talent points you spend getting to Soul Link are a waste." Then Blizzard implemented Master Demonologist and changed Demonic Sacrifice. These changes, along with the instant cast change on Conflagrate, effectively made all three Warlock trees unique from each other and very powerful.


    A common misconception of Soul Link builds is that they lack damage. This is false. Soul Link builds have comparable DPS with other builds, but trade BURST ability with survivability. In my opinion, the weakness of Soul Link builds is the lack of range talents and the general lack of options such as CoEx.




    Tier 1


    Improved Healthstone rank 2/2

    Increases the amount of Health restored by your Healthstone by 20%.

    With two points, Improved Healthstone will increase the amount of health restored by your final rank healthstone from 1200 to 1440. Not a huge change, but I know that 240 health has saved my life many times. Also, when another Warlock in your raid has 0/2 and/or 1/2 Improved Healthstone, people will be able to carry multiple final rank healthstones... one from each Warlock with a different number of points invested in this talent. Nifty.


    Unfortunately, these stones cost a shard and a lot of mana to cast. This makes them annoying to use in AB/WSG. I find Healthstones useful in world pvp and in AV, but if you don't plan to do PvE at all and you're done with AV, you probably won't be using Healthstones very often. Also, it's only 240 health when you use a Healthstone, so really it's not all that powerful. A decent talent if you're going to go further in the Demonology tree.


    Improved Imp rank 3/3

    Increases the effect of your Imp's Firebolt, Fire Shield, and Blood Pact spells by 30%.

    Makes Firebolt hurt around 120 instead of 90, and Blood Pact give around 54(?) sta instead of 42. Most of the time in an instance, you're going to have your Imp out... especially if you don't have Demonic Sacrifice or Master Demonologist. 54 looks like a much bigger number than 42, but in the end, it's only 120 more health... more if you have Demonic Embrace. It's a decent talent for group PvE, but not really necessary.


    For PvP, if you like to use Imp to attack with Improved Fire Bolt, this is a pretty good talent. 30% increased damage on Firebolt is pretty big. Improved Imp is good if you have nowhere else to place points, but overall it's just a decent talent. I prefer Suppression unless I want my Imp to be a major part of my DPS. The problem with this is that his damage hasn't changed at all since retail... unless you use Pimgib's Collar or The Black Book.


    Demonic Embrace rank 5/5

    Increases your total Stamina by 15% but reduces your total Spirit by 5%.

    Back in the day, this was considered a "must have" talent. It's still included in most builds, with the exception of SM/Ruin and NF/Conflag. One of the main reasons people were so reluctant to spec SM/Ruin was because of the loss of this talent.


    Demonic Embrace is a very powerful talent, taking out points in one of our least important stats and greatly increasing one of the most important stats. A lot of classes would kill for a talent like this. More health is always good - I personally get around 400-500 health from this talent, and I'm wearing a lot of +dmg gear. Like Improved Corruption, this talent should be included in every build unless you're reaching far into Affliction/Destruction for certain talents.



    Tier 2


    Improved Health Funnel 2/2

    Increases the amount of Health transfered by your Health Funnel spell by 20%.

    Health Funnel is a decent spell when you're using the VW. Most of the time you use VW, you're either grinding solo, offtanking in an instance, or using him to tank mobs that you need to Banish in MC. I don't like grinding with VW solo. Situations where you need VW as an offtank are rare. If you're Banishing, you have 30 seconds to Health Funnel the VW anyways. Health Funnel is a situational spell. You probably won't use it enough to give it two talent points... and it does its job well enough without talents anyways.


    Improved Voidwalker rank 3/3

    Increases the effectiveness of your Voidwalker's Torment, Consume Shadows, Sacrifice and Suffering spells by 30%.

    For soloing, it makes the VW hold agro better and heal itself more efficiently through Consume Shadows. That being said, it's probably better to drain tank anyways.


    The benefit to Sacrifice was added in a recent patch and makes this a much better talent than it was before. Some Soul Link specced Warlocks prefer to use the VW for dealing with Warriors and Rogues, and the buff to Sacrifice makes it go from about a 1900 damage shield to about 2400 (I think?). In my experience, it's much better to use the Felhunter than the VW with a Soul Link build. Either way, the value of this talent lies in how much you use the VW.


    Fel Intellect rank 5/5

    Increases the maximum Mana of your Imp, Voidwalker, Succubus, and Felhunter by 15%.

    The benefit of this talent in PvE will hardly be noticeable, in my experience. In PvP, it gives your Imp and Succubus a tiny bit of extra mana to Firebolt/Seduce with. Felhunter has too long of a cooldown on his abilities to really be affected by this talent. This is my talent dump of choice when speccing MD/Ruin, because any buff to Seduce is better than something I'll never use. Soul Link Warlocks are better off investing in Fel Stamina.




    Tier 3


    Improved Succubus

    Increases the effect of your Succubus' Lash of Pain and Soothing Kiss spells by 30%, and increases the duration of your Succubus' Seduction and Lesser Invisibility spells by 30%.

    One of the least discussed and most underrated talents that the Warlock has. MD/Ruin in PvP is a very Seduce dependent build, and longer Seduces will definately help in gaining distance from your opponent and keeping him in control. Again, one of the strengths of the Warlock class is it's CC ability, and this makes it that much better. Stronger Lash of Pain is a decent bonus as well, though it won't exactly make her a Rogue. Improved Succubus is one of the main benefits of the Demonology tree, IMO.


    Fel Domination rank 1/1

    Instant cast 15 min cooldown: Your next Imp, Voidwalker, Succubus, or Felhunter Summon spell has its casting time reduced by 5 sec and its Mana cost reduced by 50%.

    This talent, combined with Master Summoner, allows you to have a 0.5 cast time on your next pet, along with a basically free mana cost. Way back in the days where Daeo flamed all the Warlocks on this forum, his posted his builds which always included Fel Dom/Master Summoner, despite people's strong opinion that Demonology past rank 1 was worthless. In those days, BG's did not exist, and PvP was all about solo world pvp. I personally considered this talent to be a must have at the time.


    Think about it. The the weakness of Warlocks pre-Death Coil is that you must have the right pet at at the right time, and if you were ever caught petless, you were doomed. This talent takes away that weakness every 15 minutes. This is godly in world PvP and decent in emergency situations. It has a huge cooldown, though, and won't see much use in BG's. If you're going down the Demonology tree, get it. Otherwise, it's not really a necessity these days.


    Fel Stamina rank 5/5

    Increases the maximum Health of your Imp, Voidwalker, Succubus, and Felhunter by 15%.

    If you're specced SL, get this talent. Otherwise, your pets will either be ignored or 1 or 2 hitted anyway, so this talent can be skipped. It's very good for an SL build though.




    Tier 4


    Master Summoner rank 2/2

    Reduces the casting time of your Imp, Voidwalker, Succubus, and Felhunter Summoning spells by 4 sec and the Mana cost by 40%.

    Max this talent if you get Fel Domination. If you don't, FD will be worthless. Other than that, this talent is convenient, but will probably not turn the tide of very many battles. It does make resummoning a pet a little easier, but there aren't many situations where you'll need to do that and you have Fel Dom for doing that anyways.


    Unholy Power rank 5/5

    Increases the damage done by your Voidwalker, Succubus, and Felhunter's melee attacks by 20%

    More damage is always good. Note that this talent does not affect the Imp's damage. This talent is also a prerequisite for Master Demonologist, one of the best talents available to the Warlock class. This is a good talent just for that reason. You're not really going to want to get it without going further down the Demonology tree.




    Tier 5


    Improved Enslave Demon rank 5/5

    Reduces the Attack Speed and Casting Speed penalty of your Enslave Demon spell by 10% and reduces the resist chance by 10%.

    The only times I ever use Enslave Demon are when it's needed as a CC in instances like Maraudon, Dire Maul, and the nightmare area in Zul'Gurub. In those situations, I couldn't care less how fast my enslaved demon is attacking, and I'm not spending 5 points to have one rarely used CC spell get resisted less often.


    Oh, and Infernal/Doom Guard are considered to be more than novelty items by most of the Warlock community.


    Demonic Sacrifice rank 1/1

    100 yd range Instant: When activated, sacrifices your summoned demon to grant you an effect that lasts 30 min. The effect is canceled if any Demon is summoned.


    Imp: Increases your Fire damage by 15%.


    Voidwalker: Restores 3% of total Health every 4 sec.


    Succubus: Increases your Shadow damage by 15%.


    Felhunter: Restores 2% of total Mana every 4 sec.

    The tooltip for this talent is huge. Anyways, this is one of the best talents available to the Demonology tree. Yes, it renders you petless and thus makes it worthless for small scale PvP. No, that doesn't make this talent crappy. This gives you some very powerful options. This talent gives you very, very powerful options for those situations where your pet is near worthless, like in AV and MC. High health regeneration? Mana regeneration for long battles? A whopping +15% shadow damage? Good stuff.


    Basically, it goes like this:

    -Sacrifice Imp for Hellfire AoE.

    -Sacrifice VW for long battles and for large scale PvP. Health = mana for Warlocks, but you'll lose DPS using Life Tap a lot. Use it if you lack a healer.

    -Sacrifice Succubus if you want damage. You'll have overall better damage using MD with Imp, but you might not have that talent, and you might be fighting a boss where agro isn't a real problem. You can also sacrifice her if you have a death wish.

    -Sacrifice Fel Hunter for long battles. I rarely use this one.


    I disagree with the argument that this talent might render the talents before it worthless, because it isn't a matter of basing your playstyle around this talent, it's a matter of having the options for the situations where you don't need a pet.


    Improved Firestone rank 2/2

    Increases the bonus Fire damage from Firestones and the Firestone effect by 30%.

    Makes the firestone hurt about 150, instead of 110. Also makes it give a 27.3 fire damage bonus instead of 21!


    Yeah, Firestone sucks. Skip this talent.




    Tier 6


    Master Demonologist rank 5/5

    Grants both the Warlock and the summoned demon an effect as long as that demon is active. Imp - Reduces threat caused by 20%. Voidwalker - Reduces physical damage taken by 10%. Succubus - Increases all damage caused by 10%. Felhunter - Increases all resistances by 1 per level.

    Like the Demonic Sacrifice talent, this talent provides you extra options based on what pet you have out at the time. MD-Imp lets you rule the MC damage meters without worrying about agro. MD-VW makes Soul link Warlocks that much more durable. MD-Succubus lets you act you have Shadow Mastery/Emberstorm when you're using Succubus and is one of the main reasons the MD/Ruin build was popular in the past for PvP. MD-Felhunter makes you even more overpowered against Mages, especially if you're SL build.


    Overall, one of the best talents in the Demonology tree, but it's pretty far down the tree so there aren't a lot of builds based on it. MD/Ruin is considered the best PvE spec for Warlocks, because of MD-Imp and Demonic Sacrifice. This talent is also very, very good for SL Warlocks, because of the huge resistance bonus given from MD-Felhunter.




    Tier 7


    Soul Link rank 1/1

    270 Mana 100 yd range Instant cast: When active, 30% of all damage taken by the caster is taken by your demon instead. In addition, both the demon and the master will inflict 3% more damage. Lasts as long as the demon is active.

    This is an extremely powerful talent. The amount of change your character will go through between having 30 points in Demonology and having 31 points in Demonology is astronomical. 30% of the damage you take is done to your pet instead. This makes it near impossible for casters to kill you when you have Felhunter out, and makes it very difficult for melees to kill you.


    What makes Soul Link so powerful is that it's a very defensive ability on a class whose base skills are very offensive. This, combined with stuff like Spell Lock and Seduce makes you an armored tank. While it definately won't make your playstyle as defensive as a Paladin or Restoration Druid's, but considering the offensive capabilities of a Warlock, that's not really a problem.


    There are a few downfalls to Soul Link. First of all, you're 31 points in Demonology. You lack some of the yummy stuff from Affliction and Destuction, like Ruin. You CAN get some good stuff like Nightfall, Shadowburn, and a range talent, but you're missing out on stuff from the other tree. That hurts. Also, SL is not exactly going to save you from a Rogue and a Warrior; it is much more powerful in 1v1 pvp than anything else. That being said, SL is still a very powerful talent.


    Soul Link is currently bugged and cannot be dispelled, even from the pet.


    Improved Spellstone rank 2/2

    Increases amount of damage absorbed by your Spellstone by 30%

    Spellstones own in world pvp, and are decent in AV. They're decent for solo pve. They suck in all other situations, and I don't think a few hundred extra damage absorbed by an item you'll never use is worth having over 30 points in Demonology for. Pretty bad.


    Destruction Tree (Return to Top)

    Burst damage. A lot of very, very important talents for Warlocks lie in this tree. The first half of the tree contains a lot of "must-haves" while the second half contains the more specialized talents. One single change to the tree (Conflag instant cast) suddenly made the tree become the most popular tree for PvP.



    Tier 1


    Improved Shadow Bolt rank 5/5

    Your Shadow Bolt critical strikes increase the next 4 sources of Shadow damage dealt to the target by 20%. Effect lasts a maximum of 12 sec.

    Every time you crit with Shadow Bolt, the next four hits of shadow damage will deal 20% more damage. As of patch 1.9.4, DoTs are NOT eating up the "charges" on Improved Shadow Bolt. This means the next 4 Shadow Bolts/Mind Blasts/whatever will deal 20% extra damage after you crit. This can be good for burst damage, since critting on top of that 20% bonus will make your crit hurt that much more. No, this talent will not stack with itself... the debuff will just be reapplied. The debuff can also be resisted, and actually is resisted rather often in my experience.


    Improved Shadow Bolt will be a slight boost in DPS for PvE, and a nice burst damage option for PvP if you open with a Shadow Bolt crit. It's nice to have your Shadowburn and your next Shadow Bolt in the seduce chain be 20% stronger... but's obviously not something you can count on. I personally like this talent much better than Cataclysm, even though they both kind of suck.


    Cataclysm rank 5/5

    Reduces the Mana cost of your Destruction spells by 5%.

    After like, 20 Shadow Bolts, this talent will let you cast one more. This talent is terrible, but if you never use the Shadow Bolt spell, it's better than wasting points on a talent you won't use. But here's the problem: a Warlock of any build should be using Shadow Bolt. Cataclysm only reduces the mana cost on Destruction spells, meaning it won't affect DoTs, debuffs, or summons. This, combined with the very low amount of mana cost reduction, makes this talent worthless to me.


    Psy and other Warlocks have made arguments that this talent is actually better than Improved Shadow Bolt in destruction heavy builds. Cataclysm will help with your constant casting of Shadow Bolt, Shadowburn, Searing Pain, Immolate, and Conflagrate. I'm personally not convinced, because I'd still rather have a small chance to have a 20% stronger Shadowburn than save a little bit of mana over time. The decision between the two T1 Destruction talents is up to you, but almost all Warlocks prefer to have Improved Shadow Bolt.




    Tier 2


    Bane rank 5/5

    Reduces the casting time of your Hellfire, Shadow Bolt and Immolate spells by 0.5 sec and your Soul Fire spell by 2 sec.

    Wow, I'm surprised they still haven't taken Hellfire off the tooltip. This talent doesn't affect Hellfire at all. It will also NOT reduce the amount of +dmg Shadow Bolt gets from gear, meaning that it will still recieve 85% bonus from +dmg gear.


    Decreased casting time on Shadow Bolt by 0.5 seconds out of 3 may sound insignificant, but actually Bane is probably the most important talent for Warlocks in increasing your DPS in raid PvE. 0.5 seconds is a very short time, but that's still 1/6th the casting time of a regular Shadow Bolt. I'm not sure on the math for the actual increase of dps from this talent, but I think it's about 17.6% increased DPS over time. Plus, you always want faster casting time in PvP. Bane is one of the best talents available to Warlocks and is incuded in most Warlock builds except for SM/DS and NF/SL. There's nothing in T1/T2 destruction that even compares to this talent, and you'll need the points for Shadowburn anyway. Try to include Bane into your build.


    Aftermath rank 5/5

    Gives your Destruction spells a 10% chance to daze the target for 5 sec.

    10% is a rather low chance to proc something. 5 second daze isn't very useful against most classes, though it is a death sentence to your opponent in certain situations. I personally found this talent to be worthless because when I spec Destruction, I still use Seduce nukes. Daze does not help me at all if I already have my opponent under control with Seduce. Most Warlocks consider Aftermath to be a worthless talent, while others believe it's one of the most underrated talents in the game. I don't really see any place to fit this talent in even the most Destruction heavy builds, because you're spending 5 points for a 10% chance. Like CoEx, the value of this talent is matter of taste and playstyle. Most Warlocks find it to be near worthless.




    Tier 3


    Improved Fire Bolt rank 2/2

    Reduces the casting time of your Imp's Firebolt spell by 0.5 sec.

    Do not place more than one point into this talent. The second point is functioning correctly, but due to the universal 1.5 second cooldown, it does not increase the Imp's standing dps. That being said, Improved Fire Bolt, combined with Improved Imp, makes your Imp have some decent DPS. The Black Book trinket combined with these talents makes your Imp pretty scary. My problem with these talents is that I'd much rather use a Succubus or Felhunter in WSG/AB, and that the Imp's dps has not changed since retail (well, unless you use The Black Book or Pimgib's Collar). Improved Firebolt is a fun talent that gives you a good amount of bang for your 1 talent point... but if you never use the Imp to attack, you can skip it.


    Improved Lash of Pain rank 2/2

    Reduces the cooldown of your Succubus' Lash of Pain spell by 6 sec.

    Effectively halves the cooldown on your Succubus' Lash of Pain. I personally dislike Lash of Pain, because I don't count on my Succubus for DPS, and the mana:damage ratio on that skill is absolutely terrible... and even with the talent, the cooldown on Lash of Pain is still 6 seconds. I'd rather save her mana for Seduce. Other Warlocks, especially ones who invest in Demonology, find this talent to be rather useful. Succubus will never match the DPS of a hunter cat pet, but this talent will make her deal a good amount more damage. The value of this talent, like Improved Firebolt, depends on how much you use the Succubus for attacking.


    Devestation rank 5/5

    Increases the critical strike chance of your Destruction spells by 5%.

    People underestimate this talent, in my opinion. Tier 3 is VERY early for a talent that gives 5% to crit with spells. AND it affects all of our direct damage spells! Most Warlocks don't get very many +crit items, so that makes this talent a significant boost to the amount of crits a Warlock will get. Oh, and it's a prerequisite to Ruin. Get this talent if you're going to go further down into the Destruction tree.


    Shadowburn rank 1/1

    105 Mana 20 yd range Instant cast 15 sec cooldown Reagents: Soul Shard: Instantly blasts the target for 91 to 104 Shadow damage. If the target dies from Shadowburn, and yields experience or honor, the caster gains a Soul Shard.

    The final rank of Shadowburn deals a little less damage than the final rank of Shadow Bolt. This spell is not necessary for PvE, but it is considered a "must have" for PvP. It provides you with a much needed instant direct damage spell. Shadowburn is included in most Warlock builds except for SM/DS and NF/SL. It's good for finishing off an opponent, increasing the damage dealt between Seduces, and adding a little burst to your damage. The only weakness of this spell is that it eats shards like crazy, if you're not careful... oh, and if you're on a crappy server, you'll also suffer some shard lag if you get a shard off of the spell. Shadowburn is an awesome spell that comes very early in the Destruction tree. Try to include this talent in your build.




    Tier 4


    Intensity rank 2/2

    Gives you a 70% chance to resist interruption caused by damage while channeling the Soul Fire, Rain of Fire or Hellfire spell.

    A good talent for PvE that helps you eat those random hits without forcing you to constantly recast Hellfire when AoEing. Intensity makes it possible for a Warlock to almost replace a mage in the pre-MC instances for AoE, with preparation. It's also a decent, but not necessary talent for AoEing in PvP in the sense that it lets you shrug off things like Multi-Shot and Arcane Explosion while using your AoE's. Not a necessary talent, but it's a good talent dump if you don't want Improved Fire Bolt or Improved Lash of Pain.


    When Intensity is combined with the Paladin Concentration Aura, you have a 0% chance of being interrupted while using Hellfire. That makes this talent a lot better for Alliance Warlocks.


    Destructive Reach rank 2/2

    Increases the range of your Destruction spells by 20%

    Increases the range of all your direct damage spells from 30 to 36 except for Shadowburn, which goes from 20 to 24. Since Destruction spells tend to have casting times while many Affliction spells have instant casting times, this talent is even more important than Grim Reach. I've already described the benefits of having more range as a caster. Get this talent if you're going down the Destruction tree.


    Improved Searing Pain rank 5/5

    Increases the critical strike chance of your Searing Pain spell by 10%.

    The only talent build I would ever include this talent in is a 7/5/39 build or a variant of it. Searing Pain isn't very good in PvE and in my opinion is inferior to Shadow bolt in most situations in PvP. I personally don't think Searing Pain will ever make a good replacement to Shadow Bolt, as long as Bane exists. Even with a 0/0/51 build, I'd prefer Shadow Bolt over Searing Pain as a main source of DPS in PvP. I do use Searing Pain to finish people off, deal damage in situations where 2.5 seconds are not available, and to sneak more damage between seduces, but that's it.


    A lot of Warlocks do prefer Searing Pain over Shadow Bolt, however. An extra 10% to crit isn't going to make this spell crit every time you cast it, but with Devestation, you will be critting rather often with it. Combined with Ruin, you can get pretty surprising amounts of DPS with Searing Pain. Improved Searing Pain, like a lot of the talents in Destruction, is either a great talent or a crappy one, depending on your playstyle.




    Tier 5


    Pyroclasm rank 2/2

    Gives your Soul Fire, Rain of Fire and Hellfire spells a 26% chance to stun the target for 3 sec

    Please read the section on Pyroclasm in the FAQ above for more information on this talent concerning procs with AoE spells. This talent is pretty worthless IMO with Hellfire and Rain of Fire, but it's great with Soul Fire. Getting this to proc with Soul Fire is almost auto-win because it's an extra Shadow Bolt or two extra Searing Pains between seduces. However, Soul Fire suffers from being a fire spell, costs a soulshard, and has a 4 second cast time with Bane. Get this talent if you plan to use Soul Fire, otherwise skip it.


    Improved Immolate rank 5/5

    Increases the initial damage of your Immolate spell by 25%.

    Significantly increases the damage of your Immolate spell. This talent is a prerequisite to Conflagrate... and that is probably the only reason why you'd spec into it. It makes Immolate a pretty good spell, but the nature of Immolate makes it ineffective as a primary source of DPS. Critting on the initial damage of Immolate will be that much better, though. Only invest in this talent if you're getting Conflagrate.


    Ruin rank 1/1

    Increases the critical strike damage bonus of your Destruction spells by 100%.

    Makes your spells deal double damage on a crit instead of 1.5x damage. This talent is responsible for those huge crits that you see Warlocks getting. Many talent builds are based around getting 21 points into Destruction for Ruin. Ruin is an excellent talent that greatly increases your burst damage. The increase in DPS for PvE isn't that great, but still significant. I don't think there's much else to say about this talent except that it's one of the greatest benefits you'll ever see for just ONE talent point. Go for this talent if you're not planning to use Soul link or SM/DS.


    Tier 6


    Emberstorm rank 5/5

    Increases the damage done by your Fire spells by 10%.

    Not much to say here, increases your Immolate/Searing Pain/Conflagrate damage by a significant amount. None of these spells are spammed in PvE, and only some people spam Searing Pain PvP, so it's not exactly as great as Shadow Mastery. That being said, there it's the best talent dump you have for when you need to get Conflagrate. Skip if you're not getting Conflagrate.




    Tier 7


    Conflagrate rank 1/1

    165 Mana 30 yd range Instant Cast 10 sec cooldown: Ignites a target that is already afflicted by Immolate, dealing 206 to 261 Fire damage and consuming the Immolate spell.

    The final rank of Conflagrate deals 447 ro 557 damage. Went from being one of the worst 31 talent abilities in the game to being one of the most popular Warlock talents. Conflagrate used to have a 1.5 second cast, a much higher mana cost, and a 20 yard range... pretty pathetic. Now that it's instant cast, Conflagrate has become an extremely powerful talent for dealing burst damage. Seduce -> Shadow Bolt -> Immolate -> Shadowburn -> Conflagrate is a huge amount of damage for just one Seduce. It's also nice to have a second instant direct damage option when you have Immolate up, and it makes Immolate good against Rogues because it will let you use Immolate to break stealth/vanish while also letting you consume Immolate, making the Rogue vulnerable again to Seduce. Conflagrate is one of the best talents available to Warlocks, and it up to you to decide if you want to spend the points getting up to it






    XIV. Spell Damage and How it Works. (Return to Top)




    There is some confusion about how these effects work and how effective they are, so I wanted to explain what they do.


    When an item has the effect "Increases damage and healing done by magical spells and effects by up to 20", the damage dealt or hit points healed by one of your spells will be increased by a fixed amount up to 20. The actual amount that the spell is increased by is not determined randomly, but by which spell you are casting. You are not receiving a random bonus value between 1 and 20 whenever you cast a spell. Some random items, such as those with the property "of Shadow Wrath", indicate that they provide "+X Shadow Spell Damage". The actual amount of the bonus is again determined by the spell being cast. There are a few items that do provide a random bonus, such as Dreamweave Gloves, but their effect notes the randomness by stating that item's bonus as "up to 1 to 19." Once again, the bonus received could be reduced depending on the spell being cast.


    Spells with longer casting times such as Fireball and Greater Heal will receive the full bonus listed every time they cast the spell. Spells with instant or short cast times receive a fraction of the bonus listed. As an example of such a spell, Flash Heal (Rank 7) only receives approximately 43% of the item bonus. Talents or other effects that might change the casting time of the spell will not change the bonus; the amount received is a property of the spell being cast.


    Most long duration Damage and Heal over time spells have the bonus divided amongst every tick. So Renew, which lasts 15 seconds and heals an amount every 3 seconds, has 20% of the bonus applied each tick. In a similar fashion, channeled spells also have the item bonus divided amongst every tick of the spell's duration.


    Lower level spells receive a greatly reduced benefit from these effects.


    These effects all stack. So if a Mage is wearing 3 items that provide up to +20 Fire damage, you will have a combined +60 to Fire damage. This means every high level Fireball cast will inflict an extra 60 damage to the target.


    These bonuses are also added to the effect of the spell before the 50% bonus from a critical spell hit is applied.


    Note that there is currently a bug in the game that affects heals over time such as Renew and Rejuvenation. The +healing items worn by the caster are only providing the appropriate healing bonus if the caster is also the target of the spell. Direct heals such as Greater Heal work fine, and the +Healing bonuses are being appropriately applied. Damage over time spells are also working properly. We're working to fix this bug, but currently I can not provide any kind of ETA on the fix.


    As response to a thread in the Mage forum about Frost Bolt not getting the full bonus:


    To get the full damage or heal bonus, a direct damage spell or direct heal spell must have a casting time of at least 3.5 seconds. So spells such as Fireball and Greater Heal gain the full effect from +damage or +heal items. Frostbolt has a 3.0 second casting time and an additional secondary frost effect, so it also has a reduced effect from +damage or +heal items. Each Frostbolt gains 81.4% of the listed damage bonus. Casting time reduction talents such as Improved Frostbolt will not effect the amount of bonus applied. The percentage amount of the bonus decreases as the base casting time of a spell decreases.


    Here are some other examples of damage or heal bonus coefficients for direct damage and healspells.


    Shadow Bolt (3 second casting time): 0.857

    Smite (2.5 second casting time): 0.714

    Wrath (2.0 second casting time: 0.571

    Flash Heal (1.5 second casting time): 0.429

    Scorch (1.5 second casting time): 0.429

    Fire Blast (instant casting time): 0.429


    Daelo

    Game Designer


    ___________________________________




    OK, Since that is out of the way and we have a understanding of how +Damage works lets apply that to all of our spells.


    All spells below were calculated using top rank spells and no talents added. All spell damage values of averages of a range if there is one and will be marked with a * next to the spell.


    X= Total +damage gear (Keep in mind your ‘+shadow’, ‘+fire’, and ‘+spells and effects’ as ‘+fire’ wouldn’t add to a shadow spell of course but ‘+spells and effects’ would add to everything)


    *Shadow Bolt

    (481 * .1) + (X * .857) = Total Damage w/ Shadow Mastery 5/5

    (481) + (X * .857) = Total Damage




    *Searing Pain

    (222 * .1) + (X * .429) = Total Damage w/ Emberstorm 5/5

    (222) + (X * .429) = Total Damage




    Immolate

    ((258 + 485) * .1) + (X * .571) = Total Damage w/ Emberstorm 5/5


    (258 + 485) + (X *571) = Total Damage




    *Conflagrate

    (412 * .1) + (X * .429) = Total Damage w/ Emberstorm 5/5

    (412) + (X * .427) = Total Damage




    *Soul Fire

    (792 * .1) + (X * 1.0) = Total Damage w/ Emberstorm 5/5

    (792) + (X * 1.0) = Total Damage




    Siphon Life

    (450 * .1) + (X * .429) = Total Damage w/ Shadow Mastery 5/5

    (450) + (X * .429) = Total Damage




    *Shadowburn

    (476 * .1) + (X * .429) = Total Damage w/ Shadow Mastery 5/5

    (476) + (X * .429) = Total Damage




    Deathcoil

    (470 * .1) + (X * .429) = Total Damage w/ Shadow Mastery 5/5

    (470) + (X * .429) = Total Damage




    Corruption

    (666 * .1) + (X * .571) = Total Damage w/ Shadow Mastery 5/5

    (666) + (X * .571)




    Curse of Doom

    (3200 * .1) + (X * 1.0) = Total Damage w/ Shadow Mastery 5/5

    (3200) + (X * 1.0) = Total Damage




    Curse of Agony

    (1035 * .1) + (X * 1.0) = Total Damage w/ Shadow Mastery 5/5

    (1035) + (X * 1.0) = Total Damage




    Hellfire

    X + Total plus damage including talents.




    Rain of Fire

    X + Total plus damage including talents.



    ==>


    ==>WoW Skill Guide List<==


    Alchemy Guide 1 to 300


    ==>


    ==>WoW Skill Guide List<==




    About this guide.

    This guide will show you how to get your alchemy skill up from 0 to 300. The guide will only use recipe’s available at a trainer until 265 and vendor available recipes from 265 to 300.

    This guide only uses recipes that require herbs and vendor bought material (vials).

    This guide does not tell you how to get all the different recipes from quests, vendors or drops. What you do once you hit 300 is entirely up to you. This guide will not tell you what to do with the potions you make either.

    This guide is primarily aimed at those who want to switch profession at highlevel or have high-level alts, friends or guild members.


    Preparation


    You are going to need a lot of herbs. Create an alt storage character to store these herbs and then farm (or have an alt farm) for the herbs needed. Use the in game mail system to send the herbs to the storage character. Don’t forget to send some gold to the storage character, so she can send the herbs back.

    Once you have all the components collected, everything has to be sent back to your main character. The mailbox only shows the first 50 items you have in the mail. It also puts the last item send to you on top. So to avoid complications send the components you need first last: i.e. Peacebloom and Silverleaf are needed first, so these are the last to be send back to your main, after the Briarthorn, Mageroyal, etc.

    The recipe’s used require vendor bought components such as vials. These cost gold. To learn recipes from a trainer also costs gold. The amount of gold needed is approximately 40 to 50 gold if you farm all of the herbs. If you want to buy everything you need from the auction house expect to spend upwards to 225 gold. This does not include gold for recipes from vendors or the auction house.

    Below is a table that shows the amount of herbs needed. The minimum amount column shows the minimum amount needed if you would get a skill point every time you make something. However at some point a recipe will be yellow or even green when you make something so you won’t always get a skill point. The estimated amount column deals with this, so try to get the estimated amount of herbs on your storage character. If you are buying all the herbs you need from the auction house, I suggest getting the minimum amount and only buy more whenneeded.


    Component Minimum Amount Estimated Amount

    Peacebloom 60 (3 stacks) 60 (3 stacks)

    Silverleaf 60 (3 stacks) 60 (3 stacks)

    Mageroyal 15 (1 stacks) 20 (1 stacks)

    Briarthorn 80 (4 stacks) 90 (5 stacks)

    Stranglekelp 40 (2 stacks) 50 (3 stacks)

    Bruiseweed 30 (2 stacks) 35 (2 stacks)

    Wild Steelbloom 5 (1 stacks) 10 (1 stacks)

    Kingsblood 30 (2 stacks) 40 (2 stacks)

    Liferoot 30 (2 stacks) 40 (2 stacks)

    Goldthorn 45 (3 stacks) 50 (2 stacks)

    Khadgar’s Whisker 15 (1 stacks) 20 (1 stacks)

    Sungrass 60 (3 stacks) 70 (4 stacks)

    Blindweed 30 (2 stacks) 35 (2 stacks)

    Arthas’ Tears 20 (1 stacks) 25 (2 stacks)

    Golden Sansam 40 (2 stacks) 60 (3 stacks)

    Mountain Silversage 20 (1 stacks) 30 (2 stacks)


    Getting from 1 to 50


    Getting from 1 to 50 is easy enough. Make 60 minor healing potions. This should get you to skill 60. You need at least skill 55 for the next step; so don’t worry if you didn’t get to 60. Keep the minor healing potions, you will need them later.

    Once you hit 50 talk to the appropriate trainer to become Journeyman Alchemist. You have to be level 10 to become Journeyman Alchemist.

    This table shows the different recipes used to get from 0 to 50.


    Skill Item From - To

    1 Minor Healing Potion 0 - 60 (60)


    Getting from 50 to 125


    Use the minor healing potions made earlier to make lesser healing potions to get to 110. If you didn’t reach 110, make elixirs of wisdom until you do.

    At 110 you can train the healing potion recipe. Make those until skill 125.

    Once you hit 125 talk to the appropriate trainer to become Expert Alchemist. You have to be level 20 to become Expert Alchemist.

    This table shows the different recipes used to get from 50 to 125.


    Skill Item From - To

    55 Lesser Healing Potion 60 - 110 (50)

    90 Elixir of Wisdom 105 - 110 (5)

    110 Healing Potion 110 - 125 (15)


    Getting from 125 to 200


    Make some more healing potions to get to skill 140. Make lesser mana potions to get to 155, greater healing potions to get to 185 and elixirs of agility to get to 200.

    Once you hit 200 talk to the appropriate trainer to become Artisan Alchemist. You have to be level 35 to become Artisan Alchemist.

    This table shows the different recipes used to get from 125 to 200.


    Skill Item From - To

    110 Healing Potion 125 - 140 (15)

    120 Lesser Mana Potion 140 - 155 (15)

    155 Greater Healing Potion 155 - 185 (30)

    185 Elixir of Agility 185 - 200 (15)


    Getting from 200 to 265


    Make some more elixirs of agility to get to 210. Make elixirs of greater defence until 215 and then make superior healing potions until 230. Make elixirs of detect undead to get to 250 and elixir of greater agility to get to 265.

    This table shows the different recipes used to get from 200 to 265.


    Skill Item From - To

    185 Elixir of Agility 200 - 210 (10)

    195 Elixir of Greater Defence 210 - 215 (5)

    215 Superior Healing Potion 215 - 230 (15)

    230 Elixir of Detect Undead 230 - 250 (20)

    240 Elixir of Greater Agility 250 - 265 (15)


    Getting from 265 to 300


    Although you can get to 300 using the elixir of detect demon recipe, the Gromsblood needed is expensive when bought from the auction house so I decided to use vendor available recipe’s to get from 265 to 300.

    Get the superior mana potion recipe from Ulthir in Darnassus or Algernon in Undercity and the major healing potion recipe from Evie Whirlbrew in Everlook.

    Make superior mana potion to get to skill 285 and major healing potions to get to 300.

    Congratulations, you now have 300 skill in alchemy.

    This table shows the different recipes that are available through vendors to get from 265 to 300.

    Skill Item From - To

    260 Superior Mana Potion 265 - 285 (20)

    275 Major Healing Potion 280 - 300 (20)


    This table shows who and where the different vendors are for the previously mentioned recipe’s.


    What Who Where


    Superior Mana Potion Ulthir (Alliance Faction)

    Algernon (Horde Faction) Darnassus

    Undercity

    Major Healing Potion Evie Whirlbrew (Neutral) Everlook in Winterspring



    ==>


    ==>WoW Skill Guide List<==


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