Gold Secrets Guide

Luke's Gold Farming Guide

The first thing that strikes a reader about Luke Browns Gold Farming Guide is the immensity of the work done to it. It’s packed with more than 170 pages of detailed information, the eBook is more like a...  Read more!
ultimate wow guide

Ultimate Warcraft Guide

In this day's age of one stop shopping, I didn't think I'd be in a position to one stop my WoW Guide! I'd been 'shopping' around for a good all inclusive WoW Guide for a long time, and just wasn’t having....   Read more!

Archive for November, 2006


  

There's been a lot of talk about warriors not knowing how to tank, so this is my take on how to tank in an instance. All constructive criticism is welcome, all flames will be replied to with a "well write your own guide then" so save both of us some time and don't bother.

I'll be thinking mainly about 5 man instance groups, although a lot is still more than relevant in the raid instances, what you learn at low level will see you through to molten core with ease.
I'm not going to go into tanking talent builds, as my views are that 31/20 is just as good as any other and that prot isn't needed it just helps a little, I'm just going to cover the absolute basics that will give people a good basis for them to start on. However, I do make a few assumptions, mainly that you have tactical mastery, which if you don't, you will need to go and get. You cannot tank without it. Actually, you cannot do anything as a warrior without it. (well, you can, just not efficiently)

Firstly, we have the 3 most important aspects of tanking.

1 - First and foremost, use a shield!

This may seem like a given, but you'd be surprised at how many people try to tank with a 2 hander. The excuses for this range from "I do more damage like this" "I don't have a shield/one hander" or "I generate more threat with a 2 hander". All of these are rubbish. Firstly, you are a tank, not a rogue or mage, you're not there to do damage. If you don't have a shield or a one hander then do not try to be main tank. As for generating more threat, that's the worst excuse as shield bash generates way more than any attack with a 2 hander will, and as the name suggests, it needs a shield.

The main reason why you should always use a shield is the damage reduction. A priest will have a hard time keeping up with the heals if you insist on using a 2 hander. At 60 my shield adds around 12% extra damage reduction.
Secondly, revenge, I'll cover this skill in more detail later, but needless to say shield = block = revenge.

(I know that when you're a pr0 ub3r tank you can use a 2-hander and think you're just as good as anyone else, but really, you're not. Lets leave it at that and no "I cn tnk wid a 2hndr" posts please)

2 - Be defensive!

Defensive stance is a must. Not only does it reduce the damage taken by 10%, it also generates additional threat, and has a few nice abilities that are great for holding agro. I've grouped with many warriors that refuse to tank in defensive stance, to them the 10% less damage they give is more important than the 10% less damage they take. These are bad warriors. Most of your time should be spent in defensive stance. As a general rule, if you can do it in defensive stance, then do it in defensive stance. This goes for everything from sunder armor to demo shout. While it may not be much doing these in defensive stance adds extra threat that makes it harder for you to lose agro.

3 - Protect your priest.

If something is beating down on your priest, get it off them, your sole job when your priest is losing health is to get whatever mob is on them off them and onto you. If the priest goes down, you go down. The ways of doing this vary greatly, and depending on the situation. If your priest is close you can just switch target, taunt and then build agro on that mob until you're sure it's on you. If your priest is far away your main goal is to get to them as soon as possible. My favoured technique is to switch to berserker stance, intercept, then back to defensive and taunt. If there are multiple mobs on your priest you're going to want to follow this with a battle stance, mocking blow, or in worse situations, challenging shout.
As a warrior your priest will be relying on you to keep them free from agro, just as you will be relying on them for healing. If they have agro, you can't be healed.

Once you know the 3 basics you have the foundation of knowledge you need to enter the world of a tank. However, that's just the beginning.

There are 3 stages in tanking that you'll encounter, each of these is as important as the next, and to be a complete tank you will have to master them all.

Getting initial agro

There is nothing more important than getting initial agro on a group of mobs, without agro you gain less rage, which makes it harder to get agro. It's a viscous circle that basically means that a bad start can mean a bad finish.

-Start with a charge if you can - This doesn't just give you rage, it has a stun chance, which = threat. If you can't start with a charge (like if you have to pull mobs towards you) then blood rage is a good skill for getting you some much needed rage to start throwing out the agro building moves.
-Follow up with a demo shout - This doesn't just reduce their attack power, it allows you to get a little agro on each of the mobs so they are less likely to take an immediate interest in your priest.
-Try to fit in a Whirlwind - don't overlook this skill. It may be in berserker stance, but attacking 4 mobs = threat on 4 mobs.

This should take around 5 seconds, and then and only then should the rest of the group attack.

Threat building

Once you have the initial agro on each of the mobs you're going to want to keep increasing your threat so as none of them come off you and attack someone else. Luckily as a warrior you have several key skills that are useful for building threat.

Sunder armor,
Revenge,
Shield bash,
Disarm.

These are the 4 key agro building tools you have available to you, and you should have everyone on your hotbar in easy to use positions.

Sunder is our spammable skill that builds a fair bit of threat, you'll find yourself using this a lot as it has a low rage cost, and builds a nice amount of threat. All the mobs that you are tanking should have sunder on them.

Revenge is a great skill that builds a lot of threat. It can only be used after you dodge, block or parry, but after a couple of revenges Ragnaros himself won’t be able to pull a mob from you. This should always be used on the main target when it's available. It'll make them stick to you like glue.

Shield bash doesn't just interrupt spell casting, it makes them hate you as well! It builds threat on non-casters just as well as casters. This is another skill that you should be using mainly on the main target; it'll keep them on you even when you're building up threat on the other mobs.

Disarm is great for reducing the amount of damage you take, but also for building threat. There's a lot of mortal strike speced mobs out there, and we all know how nasty mortal strike is, disarming them stops them from using it on you, and also makes them hate you for it.

To make sure you keep enough agro on the main target you need to spend most of your time building threat on that. However, you cannot ignore the rest of the mobs.
Between each threat building attack on each of the mobs not being attacked, you should do at least one on the main target. That means no matter how many mobs are on you, you still spend half your time making sure you can keep the main target on you, and the other half building threat on the others to ensure your priest doesn't pull agro with a heal.

You may be wondering how you'll keep track of which mobs you've been building agro on and which you've let slip. For this I recommend the sunderthis add-on. It allows you to show the currently sundered value above a mobs target box. That way if every time you cycle through a mob to build agro on it you sunder you can keep a count on which mobs have had more of your time than others, and keep your threat level pretty even on each of them.

Getting back the agro

At some stage or another, either through a trigger happy mage, gung-ho rogue, or you not having enough threat to cover that big heal from the priest (it's never the priests fault, if the priest gets agro, it's your fault), you will lose agro. It's no big deal, as long as you know how to get it back.
The obvious choice here is taunt. It does exactly what it says on the tooltip and makes them attack you again. If it's just one mob that turned away then all well and good, a quick taunt and back to threat building we go.
However if things have gone more wrong than that you may need to draw on a couple of other skills.

-Mocking blow, in battle stance forces a mob to attack you for 6 seconds, just enough time for you to get off a few sunders, maybe a revenge, and a shield bash.

-Challenging shout makes all mobs attack you for 6 seconds, in which time you'll need to cycle through all of them and fire off those sunders.

-Or, in the worst possible situation, where everything has gone wrong and it looks like nothing will get all the mobs on you, we have the patent pending "oh !&$%, everything’s gone to $!@%" method of getting agro back, the one chance only, no turning back, uber threat building combination of… challenging shout retaliation! That's right folks, if things go wrong we don't go down without a fight, warriors never say die, back against the wall, or a corners even better (we don't want any attacks from behind now) and hit challenging shout… then retaliation, then sit back and watch the numbers fly, and imagine your threat level skyrocketing. If that doesn't save your group from a wipe on a bad pull when your cloth wearers are all taking hits then nothing will. (try not to make a habit of that though… at once every half hour it's not really a spammable tactic)

Main Assists

A lot of people seem to have the idea that the main tank should also be the main assist, the guy everyone assists to find the mob that people should do damage to. This isn't true, in fact this is probably the worst way of doing things.
The main tank and the main assist should always be 2 different people, generally a damage dealer should play the part of main assist.
This is due to the fact that as a tank you will never be targeting the same mob all the time. You will need to constant rotate between each of the mobs on you to keep building threat on each of them. If you sit there attacking the one mob that everyone is attacking as soon as a heal goes on every one of the other mobs will run straight at your priest, and remember what we said about protecting your priest? And if you're acting as main assist as a tank then people could have a different target depending on when they decided to assist you, and there's nothing worse than trying to keep 2 mobs on you that are being spammed with high damage attacks.

The way that I find a lot easier is if one of the other members of the party is the main assist, and everyone has their assist macros set to them even you) This way you wont have your party complaining that you keep switching target and they don't know who to attack.

Pulling

Always pull.
This is one of the most important parts of tanking. Pulling means that the mobs will initially target you, it's easier for you to build agro if they are already attacking you rather than having to pull them off someone else. You will get to learn when and how to pull.
The other main benefit of you pulling is that in the worst case scenario, when a pull goes bad, when you pull the entire room because you didn't see the patrol and you have 10 mobs beating into you, you can die alone. It will save you from a wipe. However, make sure your group knows this is the case, you don't want your priest healing you on a really bad pull and the whole group having to go down. Making a macro to say something like "bad pull DO NOT heal or attack" to warn your group of a really bad pull will save lives.

When and where to pull

Always spend a moment to look for any patrols.
Only when you are sure that there are no patrols should you consider pulling.
Only pull things that have a clear path towards you. This is really a no-brainer, but pulling through other mobs pulls them too.
Always try to pull around a corner. This stops any ranged mobs from staying ranged on you, they will lose line of sight so will have to come into your melee range.
Learn the patterns. There is always a pattern. Learning it makes your job a lot easier, if you know when and where each patrol will be coming, you know when to pull each group, or when to wait and pull the patrol instead.

You and your ranged weapon

Get the fastest weapon you can, damage is irrelevant, stats are nice but not needed.
Get to know your ranged weapon, this may sound strange, but you need to know how long it takes from you hitting the button, to it actually firing. Nothing is worse than hitting fire at that perfect pulling position, then having to wait for your bow to fire by which time that nasty patrol is back down this end of the room right next to the group you were trying to pull. Knowing your firing speed can be the difference between pulling a group of mobs, and pulling a group of mobs plus a patrol.

Group Leadership

It's easier as a whole if you take control of the group. You are the one that should always be first into a fight, so you are the one that should decide when and how that fight happens. Many a time you will encounter people who want to be in command. People who will want to pull, don't let them.
The most important aspect of being a tank is being able to control your group. You need them to follow your lead, otherwise things will go wrong. Once you have ran an instance a couple of times you will be in a lot better position to lead than anyone else, use this to your advantage.
You should be responsible for calling the shots, if you want a sap you should say, if you want a shackle or sheep pull, you should call it. However don't think that just because you are ready the rest of the group is. We have no downtime, we can keep up with the Duracell bunny, and unfortunately your casters can't. It's paramount that you keep an eye on your casters mana bars. If it's empty then you're on your own, and we all know how well a warrior does against multiple elites with no healing. Always make sure that no one is sat down drinking when you go off to pull the next group of mobs.

And that's about it. I'm sure there are some things that I've missed, but that's all I have for now as it's nearly 4am. Feel free to comment about anything or add to this with your own tanking tips.

Note on sunder - Alot of people have been saying it's been stealth nerfed to generate less threat, I haven't noticed this, I generally don't need to spam it more than 5 times on a mob to hold agro anyway, and as such it is still working well for me.

Fishing For Essence Of Water (WoW private server)

This required max fishing of 300, a good fishing pole & and a good supply of the +100 lures. Somesort of water travel form is a big bonus.

There are 6 fishing spawns in the waters on eastern Azshara, Pools of Elemental Water. From these pulls you can fish Globe of Water, Elemental Waters & Essence of Water(which sell decently). As a shaman I get waterwalking, which is basicly cheating when it comes to any competition.

Here is a map of all the spawn point.
http://img144.imageshack.us/img144/8586/azsharafishsk4.jpg

This map was created from memory as the realms are down for maintainance, but that is roughly where each spawn is. They have a respawn timer of around 1 hour. If you manage to get all 6 points uncontested you can easily harvest 8 Essence of Water in under 30 minutes.

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NOTE:

First of all I wanna just say that i dont reccommend this for non Dark Elf payers (considering it is near Auberdine and getting there through the Wetlands (OUCH!) is too hard for a lower lvl to cross).

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So, Where Is This Magical Place I Can Spend My Golden Lvl 10-14 Years In?

Well, it is South of Auberdine on the beaches. You should have the flight plath from darnassus already or you can take the boat after exiting the city through the glowing purple portal near the scary animal tree.

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Now What Should I Do Here?

Well there are two different kinds of creatures to kill here, Young Reef Crawlers and Pygmy Tide Crawlers. They are lvl 10 or 11 so players in their teens wont have a hard time killing them. They also wont just attack you like many creatures so you can kill at you leisure without being attacked. The only thing that you have to contend with are lvl 11 or 12 Greymists (Murlocs) that are in groups of three or four and aren't social.

Now you might ask, "Im 14 and why am I killing lvl 10's and 11's." Well, thats because of what these marvelous creatures drop.

First of all they drop clams, with clam meat, which might not seem too great but these clams also have a very good chance at dropping Small Lustrious Pearls, which sell for 2s. These are in around 20% of the clams here I found. Not too shabby for lvl 10, eh?

They also drop Clean Fishbones, Yummy!, they only sell for 46 copper each but there on just about every dead crab out there.

One last thing that sells for good $ are Beady Eye Stalks which sell 71 copper each and are very common.

If all that wasn't it, there is a man, Blubber Glump, I think, if you like quests with crawlers. You can get a nice fishing rod too.

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Hope this helps and good luck!

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Dire Maul West And North (Warcraft rank)

West and North Dire Maul

East Dire Maul is not included because a trained monkey can do it

Materials needed for a full run on West and North;

Crescent Key (gotten in EDM), 2 rune thread, 8 rugged leather, 4 Rune cloth bolts, 1 Thorium Widget, 1 Frost Oil

Getting to Dire Maul

Get to Theramore, and fly down to Feralas. Once there head east, stay off the main road because it runs through a horde town (you can easily avoid by hitting the water) once past the town hit the road and follow it east. Dire Maul is located almost in the middle of the zone, once you’ve found it head north into it.

Now you don’t have to fight you’re way into DM, most of the mobs have a very small agro radius, so just dodge out of the way. Follow the passageways until you come to a T crossing. Go right, and head across the passage way you should see a door, go through and you come into a big green courtyard. From here you can access East, West, and North. Also you can mount up here, so do so.

West Dire Maul; Need Crescent key or a rogue

Ok, first you need to clearing the large wandering tree elementals. These can be banished, and they do have a knock back effect.

Once all the trees have been cleared move into the middle, you will see a large pylon with elementals about it. You need to clear all of them; they use arcane missiles, have a small blink, but not much in the way of HP. These can also be banished. Once all of the mobs have been killed continue out of the middle and go right.

You will a passageway leading off to the right (at this point people will be screaming to kill the named, don’t worry you’ll be coming back). Watch out of invisible ghosts, these not to hard (See invisible is great here).

You should see an open doorway that leads to a large room full of ghostesque mobs, with a ramp leading up. You will be clearing the mobs in the middle and right hand side. They can silence so keep you healer/spell casters back. Once the middle and left is clear, hug the right wall up.

Now at the top of the ramp you will find some wandering ghosts, its best to kill them and save you’re self some hassle. Now face down the ramp, you will want to hug the right hand side of the railing. Watch out for the two caster mobs, they can be a pain. Follow round until you hit a wall, at this point you should see another pylon. Just do the same as before.

After pylon two AoE the skeletons, carry on over the bridge. Invisible ghosts here again, only a few. Grab the quest, and hit the far side. Pylon number three, rinse and repeat. Now you may find a wandering NE female and her pet bear. Off tank the NE female (she’s a hunter and uses varying shots) and kill the bear first (he charges).

Ok back to the middle of the bridge, and drop down onto the ramp below. Dismiss pets before hand or wipe central. The tree boss is a straight forward fight, he is also used in paladin epic if that’s an issue.

Down into the main courtyard and through the door. Invisible mobs again, just clear through until you come to the main chamber. You will find wandering patrols of storm elementals that need to be killed. Key is to banish the main one, and kill the lesser ones who don’t have that much HP. If no warlock, the big one can be off tanked easily enough.

At this point go left and clear pylon 4. Careful not to agro the mobs that wander around the central area. Go back to where you came in, and go right clear pylon 5. The main area is now accessible.

The fight is straightforward, just kill the eyes he spawn as they can be annoying. Now go leave the central area, and right from where you came in is a door that leads to the library. You will find a place to repair and buy drinks here, also Mooncloth Robe Pattern is available at 4 gold.

Under the ramp you came in is the prince, he hits fast but not overly hard. Once he is dead return to the quest NPC at the top for hand in. The reward chest is under the ramp in the library, by all accounts the mace sells for 7 gold.

This is West Dire Maul done, if you wish to make the most of the situation I would recommend doing North right after.

North Dire Maul

Ok in the corner of the library is a passageway that leads to North Dire Maul, follow this up. Once you reach the top of the passageway, hug the railing to the right. What you’re going to do now is to make life easy for you’re self. There is a ramp in front of you, you will want to run up it and left out of the instance, purely a time saving tool feel free to kill the ogres.

Now the overriding factor in North is NOT to kill the varying bosses you meet. The reason being, the more left alive at the end the more loot in the tribute (chest you get after killing the king).

If you do not have a rogue or an engineer you will need to go back down the ramp you ran up of and hug the right wall. Clear the dogs and continue round, you should see a named ogre. He has a key you need, once dead back out of the courtyard to instance start. If you have a rogue with 300 lock picking don’t worry

Facing out from instance entrance go left, watch out for the patrol of an ogre and two dogs. Dogs see through stealth. Clear the left area, and go up the first ramp you see. There are a few wandering patrols, its best to kill them off in case you wipe later on.

You should see a raised courtyard area, and a ramp. Clear up the ramp and be careful of adds (often best to pull down the ramp). Once this area is secure, you will notice a wandering named guard, try not to kill. Once he is safely away, grab the key from the chest in middle, and head to other side of courtyard and down ramp to locked door.

Once in the passageways look out for wandering Eyes of Zomm, they summon in two 60 elite elementals. Clear down the first passage way to the bugs, AoE these. Now you will see a set of ogres with pets to you’re right and a gnome with a quest marker. Also a wandering guard, and a broken trap on the floor. Pull the set of mobs around the fire. Then use the Thorium Widget and Frost Oil on the broken trap, this will freeze the named in place. Carry on around the corner, there’s a set of mobs in the corner but they can be safely ignored, and clear the set of mobs next to the ramp.

The gnome gives a quest for the ogre suit (you did bring the parts listed above right?) but you missing Ogre Tannin. Up the ramp and do the same again, and once more in the corner. In the corner is ogre tannin basket, looting tannin causes a mob to spawn and rush down the ramp, an easy kill

Return to the gnome and get you suit, then its back up the ramps. At the top ramp, go left and kill the two ogres at door. Carry on through and kill the other set of ogre. Now suit up and talk to the captain, only one person needs do this. He will rush off, and won’t agro other party members.

Now clear the right hand two mobs, pull them into tunnel to avoid adds. Hug the right wall, pull the dogs making sure that the patrol of dogs is no where near by. For the best result also pull dogs into the tunnel.

Now from the right wall cut across the courtyard to the broken ramp in the central ring. If you haven’t done so kill the patrol of dogs.

King fight is straight forward. Off tank the observer, making sure not to kill him, also keep him away from the king as he will heal him. The king hits hard, so have the healing ready. Have had a paladin tank him with a priest healer, and a warrior tank with a druid healer so nothing is needed. Once the king is dead, the observer becomes non-agro.

Loot the king, and hail the NPC that ran in. Talk to him twice for tribute, make sure everyone has the king buff and head back to the start, talk to the guards on the way for a 120min buffs. You will find the captain on the way, talk to him to receive a quest.

Return to the library, and behind were the prince was, is a chest. Return the gloves to the captain for you’re reward.

This is North DM done.

FAQ

Q. Why don’t we killed the named in North?
A. The more bosses left alive when the king dies, the more loot in tribute. With all alive, 3 blue items

Q. We did north but can’t get the chest behind the prince, what do we do?
A. In order to access the chest you need to kill the prince, this is done by freeing the Immotar (clear the 5 pylons)

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1. Basics
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Who?: You and the Buyer
What?: Fishing stonescale eel for money
When?: Real time, or even while your sleeping.
Where?: Azshara, Tanaris, or Feralas (Feralas is only for emergancy =p)
Why?: FOR MONEY!

2. What do I need?
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i. It's required that you have a HIGH level of fishing, probably 225 or above. Having a high fishing level helps you fish faster, and more efficiently.
ii. A fishing pole would also help, Im using a "Big Iron Fishing Pole" (http://www.thottbot.com/?i=2950). This is VERY handy, but is a rare find.
iii. A safe spot to fish, also hidden. This helps when your either on a PVP server, or if you just flat out don't want to be seen when using the Fishing Bot.
iv. And the fishing bot, which can be found under (on the left) - Quick-Strat Forums < Hot Strategies < WoW Stratagies < Quiet Knight's Fishbot.

3. How much do they sell for?
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i. For a stack, I can usually get 8-10g. A stack consists of 20 Stonescale eel, and per-night I was coming up with 3-5 stacks.

4. Why do they sell for so much??
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i. The reason these Stonescale Eel sell for so much money, is because they make REALLY nice potions. These potions are called "Greater Stoneshield Potion". These raise a person's armor by 2000 for 2 minutes. That's like holding a shield for 2 minutes with the use of a potion. (http://www.thottbot.com/?i=23418) - These sell for 3g EACH on my server … (Cenarius, maybe because we're so gready )

5. Easy things to make money even faster.
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i. Try to sell them through the "Trade" channle of your City/Zone. And tell them to "PST" to make that money on-site.
ii. Try to sell the fish for less then the AH, and TELL your buyer this, he/she will be persuaded even more towards your offer because of time and money saving.
iii. Sell at peak-hour times on your server, this should probably be 5-7 O'clock PM. This should be because people are getting back from work, and it's before dinner.

I hope that this doesn't spoil my chance for making ALOT of money =p, but I want the game to be "equal" ; ) - and every1 should have the same opprotunity.

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Okay let me tell you the low down on hunter builds for PVE strictly talking about solo build here.
I have tried marskmen build which is by far the most popular but from my past experiences with my hunter I started as best spec cause I was a dwarf and it wasnt popular this is before the big skill tree change. Now I noticed my pet cant hold agro from me I do have a blue rifle and crit good amount sure the numbers are nice but sometimes you get ganked by some gay spider walking by ect..
With markman shipbuild its hard to survive a fight with a creature 3-4 lvls above you if another one adds. But with beast build its pretty easy target the add tell beast to attack it do that until it has agro switch it back to orginal target start firing away. Also at early level hunter its okay to melee heck even 30+ you still melee sometimes your pet should hold agro even with a blue 2 handed weapon on. The most creatures I survived at once was about 4 wolf when I was lvling around darkshores that was all at once than shortly after I had 2 more attack thankfully not all at once but my dear fullfy nearly was dead take off taunt and use distracting shot and tank if you have life or potions if not use wing clip followed by dazing shot run short distance away channel as much mend as you can to your pet have him taunt again and keep tring to heal him.

Also your pet w/o beast skilltree has harder time hold agro due to its lower dps you wont miss markmenship trust me this is an almost no down time lvling build Marksmen is great for PVP but waste alot of mana in PVE when you can just weaken it up and run in with big axe to finish it ^^.

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Double Felwood Food! (World of Warcraft clips)

Ok most every player should know by now about the felwood foods. Whipper root tubers,night dragons breath, windblossom etc.
They are very handy in pvp and pve as the whippers and night dragons are on seperate timers from regular healing potions so basically u can heal yourself for 1750(major healing)+900(whipper)+450(night) for a whopping total of 3100 health. they are also only on 2 minute cooldown.The best part is they are free!

Well i found that if u find a plant with the food in it, u open the the dialogue box(after cleansing it if needed), zoom in so there is minimal distance between the message u click on and the plant. left click the message to get the food as normal, then quickly right click the plant again. about 50-75% of the time if u did it fast enough another dialogue box will appear and u can do it again and get double food.
Not sure if this has to do with a laggy server but it works all the time for me on destromath and illidan(both fairly high pop servers). Im not sure if this was ever posted so i figured i might as well spread the word. Ive been doin it for a couple months now and i can easily got 100+ whippers in about 30-45 mins(after farming for soul shards to get the plant salves). Ive actually gotten it to work 3 times on one plant before as well. Also im not positive but i have a feeling the plants become corrupted when they sit out too long. Ive actually ran back and forth for an hour gettin the plants as they spawn and 95% of them werent corrupted so i didnt have to use any salves.

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Accelerated Leveling Guild for Alliance:

Purpose – I’ve often been asked how I level so quickly. One day you may see me at level 30, the next I could quite possibly be 35. One specific example is going from level 30 to 50 with my Main character in less than a two week period. Many people have asked me to write a quick leveling guide, so I decided to give it a shot. This guide is not for any specific class, but specifically aimed at the Alliance Faction.

Background/Experience – Level 60 Night Elf Rouge, Level 40~ Dwarf Hunter, Level 40~ Human Warrior, Level 40~ Night Elf Hunter, Level 40~ Gnome Mage. Every other class has been played to at least level 20, Most to 30~. As such, this guide will be as specific as possible up to the level 40 area, and more general knowledge afterwards.

General Ideas – We’ll start with a Night Elf, Dwarf or Gnome (Humans are boring but I have other reasons for this I will point out later). After Doing Starter quests and Intermediate quests we’ll move on to Elwynn Forest with a level advantage. This is where the actual guide begins. ALWAYS log out in an INN or a Major City for rested exp bonus. Try to get quests that are in the same area and Multiple quests with quest items that drop off of the same type mobs.

Levels (1-6) – I personally like using a Night Elf, Dwarf or Gnome. No Matter what Race you pick, Do ALL of the starter quests in your race’s starter area. You should not leave the starter area until you are minimum level 5, but I recommend staying until you are level 6 (That gets you all of your starter skills). I’m not going to go through all the starter quests here, if you need a guide for that you’ll need more help than I can provide you. Some reasons for staying in your starter area are 1.) to build your initial Reputation, so at level 40 you don’t have to worry if you have “Honor” to buy the mount for your Race. 2.) The quests will be that much easier when you move on to Elwynn Forest. Humans can follow this guide too, but will not enjoy the level advantage of the NE, Dwarf and Gnome.

Levels (6-10) – Intermediate Quests for Gnomes and Dwarves are in Dun Morogh, questing for Night Elves at this level is in Teldrassil. Again I won’t go into specifics on each quest here, This guide starts in Elwynn Forest. In general you should get to level 10 in four hours of /played time. The one thing that will help you more than anything else here are extra bags. At level 10 make your journey to Goldshire in Elwynn Forest.

Levels (10-13) – ELYWNN FOREST
Goldshire, Elywnn Forest. Here is where the meat of this guide kicks in and the secret sauce, if you will. Your going into this area with a level advantage over all the humanoids there, including 2 additional skill sets where they only have up to level 6, you have level 8 and level 10 skill sets. Get all of the quests in Goldshire: Kobold Candles, Gold Dust Exchange, The Fargodeep Mine (these are in the same area, but don’t do them yet). Go to the Stonefield Farm to the southwest of Goldshire and get the quests: Lost Necklace, Princess must Die. Go to the Maclure Vineyards to the east and speak with Billy Maclure outside of the barn about the lost necklace. He’ll tell you he wants a meat pie – kill the boars in the immediate area until you get the required amount of boar meat. Before you leave Maclure Vineyard go into the house on the east side of the farm and talk to Maybell Maclure, she’ll give you the quest “Young Lovers”. Go back to the Stonefield Farm to the West and turn in the Meat to get the Meat Pie for Billy, also go give the letter to Tommy Stonefield from Maybell Maclure. Tommy is to the west on the river bank, he’ll tell you to talk to his grandmother who will send you to talk to a guy in the Goldshire Inn – but don’t go there yet, just get the quest. Now, back to the Maclure Vineyards and give Billy the meat pie and you will get the quest “Goldtooth”. BAM!!!! This is the secret to accelerated leveling which basically just boils down to “Time Management” because now you go to the Fargodeep Mines which are between the Stonefield and Maclure farms. Go inside of the mine and demolish the entire area (remember you are doing a level 7-8 quest now at level 10 but still getting full quest exp even though it’s a breeze at this point) Inside this mine you will complete Gold Dust Exchange, Kobold Candles, Explore Fargodeep Mine AND Goldtooth. That’s FOUR quests in ONE shot. This is my basic strategy. Turn in all the quests and back in Goldshire you will now pick up quests for “Explore Jasperlode Mine, Collecting Kelp, A Fishy Peril, Further Concerns, Shipment to Stormwind ect. Now go to the immediate east of goldshire to Crystal Lake and get the Kelp for grandma, take it back to Pestle to make the potion and to back to Maclure farm to give it to Maybell, quest complete. Journey to the east on the road till you come to a bridge where Guard Thomas is. Turn in the quest from Marshal Dughan and he’ll ask you to find the bodies of two guards, the first one is straight up the river on the west side, right off the shore, the second one is in a Murloc camp. Don’t spend much time here just go get the bodies and go back to Thomas. Turn in the quest and he’ll give you follow up quests for Murloc Fins and also Protecting the Frontier (10 Prowlers and bears). Go into the Logging Camp and Talk with Sara Timberlin for the Red Linen Goods Quest and Raelan for Bundles of Trouble quest where you pick up wood piles scattered around the area. Humanoids that drop the red linen you need are in an island in the middle of the river/lake, Bears and Prowlers roam the same area around the river, northwest of the logging camp, and there is the Murloc camp where you get the Murloc Fins BAM!!!! Red Linen Goods, Bundle of Trouble, Murloc Fins, Protect the Frontier, Discover Rolf’s Fate. FIVE quests done AT THE SAME TIME. Again, Time Management. This is the KEY. Southwest to Brackwell Pumpkin Patch… go straight for Princess, ignore the two guard piglets, loot the ring and start running, the guard pigs will stop chasing. On the way back to Goldshire stop by Jasperlode mine and go in a few yards, quest complete. Back to Stonefield farm, turn in Princess and back to Goldshire to turn in Jasperlode… you just did 2 additional quests on your way back to town. At this time you should be level 12, go up to Stormwind and turn in the candles at the 2nd store inside of Stormwind, go to the dwarf district and turn in the quest for Loch Modan and get your skills from the trainer. You should have picked up the quest for Westbrook Garrison needs Help. Go to Westbrook Garrison and get the quest for the Gnoll armbands and Hogger which are just to the north of the garrison. At this point you should be able to solo Hogger. Turn in the quests at Westbrook and Goldshire and get the quest to go to Sentinel Hill in Westfall. Congratulations – Your done with Elywnn Forest in RECORD time. Again, it’s all about getting grouped quests in a common area with common mobs. Time Management.

Levels (13-16) – WESTFALL
Going into Westfall you should get quests at the first two NPCs then go to the house on the way to Sentinel Hill and finally to Sent Hill. At these three locations you should have picked up quests: Poor Old Blanchy, Patrolling Westfall, Goretusk Liver Pie, Red Leather Bandanas, The Forgotten Heirloom, Westfall Stew, The Killing Fields and Peoples Militia. Between the Jansen Stead and Furlbrow’s Pumpkin Farm area ALONE you can go back and forth, in that same area, and get Vulture Meat, Boar Liver and Snout, Harvest Reapers and Gnoll Camps are all around. The watch of Forgotten Heirloom is in the house just north of the farm on the stead and the Murloc eyes are just down the hill on the coast. Just West of the Stead is the Jangolode Mine where you’ll find the Smugglers and Trappers for the People Milita who also drop the Red Leather Bandanas!!! Don’t forget to pickup the bags of Oats that are laying around all three locations and before you know it you have Completed EIGHT QUESTS all at once… TIME MANAGEMENT. You will have most certainly leveled at this point, turn in at Sentinel Hill get the flight path and go to Stormwind to skill up. While there visit Baros Alexton in the Cathedral District and get the quest to find his Compass in his old house in Westfall, you should have Peoples Militia part 2 also. Go to the Alexton Farm in west Westfall for the Pillager’s and Looters. The compass is in a chest in the burnt down house south of the farm. Go turn these and your done for now with Westfall… we’ll be back here soon but now we’re off to Loch Modan.

Levels (16-18) – LOCH MODAN
After turning in the box you’ve had for several levels to Stormpike he’ll give you another quest for Silver Stream Mine. Don’t do it yet, first go to Thelsamar and get flight path in addition to other quests. By now you have the basic Idea… Getting Quests Involving same type mobs or mobs in the same area. Group them together to reduce the amount of times you go back and forth between same mobs and same area. It’s all about TIME MANAGEMENT. Something to remember is that after you leave Elywnn Forest that each area will have a level range and you’ll come to a point where the quests are too hard for your level. Don’t feel like you have to complete one area completely before you go to the next area. It will be necessary to move on to other areas then go back to ones you have been before. In Loch Modan, for instance, You’ll get a quest from Stompike for the Silver Stream Mine and also from Thelsamar you’ll get a quest for Silver Stream and additional quest for cooking ingredients which can ALL be found by Silver Stream. Get all these quests before you go there so you don’t make 3 separate trips… TIME MANAGEMENT.

Now that you get the general idea behind my technique (which should be common sense anyway), I’ll give you a breakdown of where I would quest and at what levels. I don’t think you need me to go through quest by quest, that’s what http://www.thottbot.com and http://wow.allakhazam.com are for.

Levels 1-6
Night Elves = Shadowglen
Gnomes & Dwarves = Coldridge Mountains
Humans = Northshire (but not recommended*)

Levels 6-10
Night Elves = Teldrassil
Gnomes & Dwarves = Dun Morogh
Humans = Elwynn Forest (but not recommended*)

*As human your going to be behind the leveling curve of the other three races and the quests are going to be harder… Plus they are boring.

Levels 10-13 = ELWYNN FOREST
(Detailed Above)

Levels 13-16 = WESTFALL
(Detailed Above)

Levels 16-18 = LOCH MODAN
(Everything from Thelsamar, Ironbands Excavation Site and the Farstrider Lodge… Don’t forget Bingles on the southeast side of Loch Modan Lake. SKIP Dark Threat Looms, Mercenaries and Wanted:Chok’sul for now – come back to those later.)

Levels 18-20 = LAKESHIRE
(There are several level 15-20 quests in Lakeshire, starting with the guard on the road to Elwynn Forest, The kid with the lost necklace on the pier, lost toolbox ect. Look for quests: The Baying of Gnolls, A Free Lunch, Assessing the Threat, Redridge Goulash, Murloc Bounty, Underbelly Scales, Price of Shoes… there are a ton of quest that you can do but SKIP WANTED:Lt Fangore, WANTED:Gath’ilzogg, Shadow Magic, Solomon’s Law, an Unwelcome Guest basically all the Elite and/or level 20+ quests.)

Levels 20-22 = WESTFALL, DEADMINES & LOCH MODAN 2
(Basically you left after the 2nd part of People’s Militia from westfall, now go do part 3 in the southern Mountains at Dagger Hills, that line of quest leads into the “messenger” and the escort of the Defias spy to locate the Deadmines entrance. Go to the top of Sentinal Hill and get the quest for Wool bandanas and don’t forget to get the quest for Sprocket at the Dwarven District. You should now have three quests for Deadmines. After Deadmines go back to Loch Modan and do Mercenaries, WANTED:Chok’sul and finally “A Dark Threat Looms” located on the middle of the bridge/dam at north Loch Modan.)

Levels 22-25 = DUSKWOOD
(Deliveries to Sven, Dusky Crab Cakes, Eight Legged Menaces, Four Legged Menaces, Ghost Hair Thread, Look to the Stars, Night Watch ect… Basically remember the underlined theory here – TIME MANAGEMENT. There are a lot of quests that are in the same area here if you can manage to get them all before you start, instead of going back and forth several times. Start in Darkshire, head west on the road and grab quest for Spiders, hit Jitters at south end of Raven Hill then Sven on the Northwest coast… head straight east for Abercrombie, then before doing those quest go back to the town for turn in and get follow up quest because dusty crab cake parts drop off of spiders which you need for Eight Legged Menaces.. Goul Ribs drop off of the Gouls which drop stuff for zombie juice (rot blossoms) and also Plauge Spreaders… That’s 3 quests in one, every quest ties into ATLEAST one or two other quests – TIME MANAGEMENT. Do every quest here including all but… SKIP the last Worgen in the woods, the last part of Stalvan, Mor’Ladim, Bride of the Embalmer, Last part of Morben’Fel and Last part of Look to the Stars.)

Levels 25-27 = LAKESHIRE 2
Back to Lakeshire for the quests we stopped at. Lt. Fangore, The Elites Thrail’zun & Gathil’zogg, Blackrock Champions and the Corpral Keeshan Escort Quest. Lakeshire should be totally complete at this stage.

Levels 27-30 = WETLANDS
Get all the quests in town, there is a guy in the front of the keep and a guy at the top floor of the keep, also on the way out of Menethil Harbor there is a guy on the bridge with quest. You should have Young Croclisk Skin, Digging through the ooze and on the way out the quest to find the excavation site. You’ll have a quest for Murlocs and the Murloc Boss “Gobbler” these should all be an ease at this level but remember your getting full exp reward. Order of quests here is: Murlocs, Young Croclisks, Sida’s Bag, Greenwarden which is in the greenbelt area approximately in the middle of Wetlands map. He’ll give you a quest to kill Gnolls which are to the south on the way to Loch Modan on the left side of the road before the exit out of Wetlands, kill those guys and go back to turn in to Greenwarden, get next quests for the Fire Taboo (Flints). Kill the Gnolls just west of the Greenwarden for those and go back to get the 3rd and last Greenwarder quest for the swamp elementals. ONLY then go back to Men. Harbor to turn in quests. On the way back to Men Harbor hit the Orc Camp for the Blood warbanners, and for the Excavation Site, First Raptors are by Menethil Harbor before you enter the town on the left side. Turn Sida’s bag, The Young Crocs and the Warbanners and first Murloc quest. You should get follow up quests for the 2nd Murloc quest (finding a statue in a crate at one of the murloc camps), Get LARGE Croclisk Skins just north of the Murloc camps, Also in this same area you’ll start to see the Elemental Swamp Creatures. Go back to the Excavation site and turn in quest and get 2nd raptor quest with the “Artifacts” quest. You can kill the 2nd types of Raptors while picking up the Artifacts (Fat Vase, Skinny Vase, Pile of Dirt and Tomb)… Turn those in right away and get the quest to kill the boss Raptor (non-elite). Further down the road fight your way back into the Orc Camp to the Catapults and use the quest item to burn them… this will give you the follow-up quest automatically for Nek’rosh, the boss orc. You WILL need a team for this. While in that same area turn in the final Greenwarden Quest. Before you leave wetlands you will do the Cursed Crew Line and the Dark Iron Wars Line last. You have to do Dark Iron Wars to get the Kam Deepfury Kill Quest in the Stocades.

Levels 30-32 = STOCKADES
Instance in Stormwind, you can actually do this quest earlier but if you want to do all SIX quests at the same time you’ll have to wait until you do Dark Iron Wars. And the theme of this guide is Effeciency. TIME MANAGEMENT. You only WANT to go one time. From the stockades it’s self you should have Quell the Uprising and Bazil Thread. From the old town in Stormwind you need to get the quest “The color of Blood.” From Lakeshire you should have “What comes around” from Darkshire you should have “Crime and Punishment” and Finally from Wetlands you should have “The Fury Runs Deep.”

Levels 22-30 = DUSKWOOD–WETLANDS–DUSKWOOD2–WETLANDS2
What this means is that you may level in duskwood to 23 and see that the next quest is a tad too hard and you should go to wetlands and do the easy quests til they become a “tad” to hard… you may make several trips back and forth between duskwood and wetlands, but you’ll find that you’ll save more time that way instead of trying to fight your way through the harder quests. Again, don’t feel like you have to finish all the quests in one area before you move to the next, YOU CAN ALWAYS GO BACK. Most of the time that turns out to be the most time efficient anyway. It is at this time, after the stockades, that you will go back to Darkshire and finish the quests you left – basically the level 30 plus elite quests: Mor’Ladim, Morbent Fel, Stalvan & the Last Part of the “Looking to the Stars”. Also if you have not done the last part of Worgen in the Woods.

Levels 32-34 = DESOLACE (NIJEL’S POINT) also HILLSBRAD
This is the time to make the hike to Nijel’s point. Make sure to get all the flight paths on the way. Also, before you go stop at the Ironforge explorer’s league for the Reagents Quest. Get the quests at Nijel’s point. You can only get one of the Centaur quests so pick “Strange Alliance” It’s an Easier line that Brutal Politics and you can do it at the same time as “Down the Scarlet Path” For quest specific information look it up on the websites mentioned above but basically you have to kill Demons in the Northeast, head a bit south for the first Centaur tribe for the Ears, Go west to a hut before the Kodo Graveyard and get the Kodo Bones Quest and inside the graveyard is a quest for Ghost-o-plasm in same area as “Down the Scarlet Path”. Continue northwest to the shore there is a lighthouse, at the base you’ll see another quest for scepter of light (remember that shipwreck quest… save it we’ll come back to it). Go to Thunder Fortress on the north side, on the road you’ll find the quest item by a broken down wagon. Go back up to Nijel’s Point to turn in the quests and get follow ups for Reageants and Vahlarriel’s Search. Also if your 34 by now you should to the 2nd floor of the Inn and get “Down The Scarlet Path” the pre-quest for Scarlet Monastery. Go back to Thunderaxe Fortress and do Vahlarriel’s Quest and Scepter of Light then go to the Kodo graveyard for Kodobones quest. Make sure you kill scorpian’s and Aged Kodo’s for the 2nd part of the Reagents Quest while your doing this. Turn in the Kodo Bones quest and go back to the Northwest Shore. On the shore to the south of the light house on the beach is a wrecked rowboat with quest item. You have to kill the lobsters and the Nagas for the two keys but before you go to the island, turn in the scepter because his follow up quest is on the same island!! TIME MANAGEMENT. After turning in that quest, off to the Skeletal Ravagers area. Kill the 30 Skeletons and also do the Ghost-o-plasm, go to the Kodo graveyard and turn in the Ghost-o-plasm then finally back up to Nijel’s Point to turn in remaining quests. The last part of Reagents is a lvl 40 quest that you can go back to.

Levels 34-36 = SHIMMERING FLATS
Yes you heard me. At the race track you can pick up SIX green/yellow quests. They are all “kill” quests and a pickup quest. If you go to the far east wall of shimmering flats the horde will never know you are there. The quests are CRAZY easy and you get hella experience from the kills. There is a kill scorpion quest for item, turtles for items, kill Baslisks, and Vultures, also there is a quest to pick auto parts up off the ground. THAT’S FIVE QUESTS ALL IN THE SAME AREA. Awesome easy exp. The sixth quest is to drop something off at Nessingwary in STV (stranglethorn valley).
DO NOT Pass this easy exp off. It’s well worth the journey and you can get Gagetztan Flight Path anyway so your definitely not wasting a trip.

Levels 36-40+ = STV & Scarlet Monastery
Start in Stranglethorn Valley (stv). Make sure to get all the quests in the Rebel Camp, Nessingwary’s Camp and Booty Bay. You can actually start in STV in the low 30s but the horde will eat you alive (literally). If you wait til level 35/36 the starting quests are easier, you still get full exp reward and you can defend yourself against oncoming horde (unless it’s level 60s there just to gank people – it happens). In between quests at STV you can do Scarlet Monastery runs. You should have atleast 2 quests for SM. Also if you feel your not quite ready for STV you can do some intermediate questing in Hillsbrad (also horde infested but not as bad as STV).

I may get more detailed on each area later… But this will have to do for now. Most of it is common sense, but I tried to drive a common theme. Do multiple quests in the same area involving the same type of mobs or multiple quest items that drop off the same type of mob. TIME MANAGEMENT and Efficiency is the Key to Accelerated Leveling. My mage is nearly level 37 with only a few days /played time. ENJOY.

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The WOW pvp system awards time and not skill, so if you don't have 12 hours a day for PVP'ing, going for exalted with one of the factions in the battlegrounds, will most likely get you better results gear-wise. The advantage of going for exalted with the BG factions is that your reputation gains aren't reliant on others, as it is with the PVP system, so you can gain rep when you want and it doesn't decay.

There are 3 battlegrounds; Alterac Valley (AV), Arathi Basin (AB) and Warsong Gulch (WG).

Alterac Valley
Alliance gains reputation with the Stormpikes and Horde gain reputation with the Frostwolves. The most interesting rewards are at exalted (of course :D). Reputation gains are as follows (from WOWwiki.com):

Quote: Note that in Alterac Valley all reputation with Stormpike/Frostwolves is shared amoungst all combatants, whether or not they are partied with you or not. However some turns in will give reputation with one of the 4 main primary factions. This faction is not shared.

Stormpike/Frostwolf reputation is gained in the following ways:

Killing the enemy General (300 rep)
Killing the enemy Captain (125 rep)
Killing an enemy Lieutenant or Commander (12 rep)
Killing an enemy Wind Rider (5 rep)
Killing any Enemy Guard (5 rep) *NOTE: This is capped through honored like Argent Dawn, doesn't give rep in exalted*
Killing an enemy player (1 rep), IF you are in the enemy player's threat list. This means that you must have damaged the enemy, buffed or healed a player that damaged the enemy, or debuffed the enemy.
Killing Ivus the Forest Lord or Lok'holar (125 rep)
Destroying an enemy tower (12 rep)
1-time quests (first turnin of each repeatable, capture a tower/mine/graveyard, etc) (~100 rep each, varies)
Repeatable reputation quests

Ram hide/frostwolf hide (2 rep)
Bringing a ram/frostwolf to your stable (1 rep)
Armor Scraps (1 rep for 20 + 10 Ironforge/Orgrimmar for the character)
Storm Crystals/Stormpike Blood (1 rep for 1, 5 rep for 5 + 50 Ironforge/Orgrimmar for the character)
Wind Riders
Sildore/Guse (1 rep)
Vipore/Jeztor (2 rep)
Ichman/Mulverik (5 rep)
At the end of the game, extra rep is gained for each of the following conditions:

Enemy Captain killed (36 rep)
Your Captain is still alive (125 rep)
Enemy tower destroyed (24 rep each)
Enemy Lieutenant/Commander killed (12 rep each)
Controlling an intact tower (12 rep each)
Controlling a graveyard (12 rep each)
Controlling a mine (12 rep each)

The exalted, epic rewards are:

Offhand items:
Arcane tome: +34 arcane damage, 3 MP5
Fire tome: +40 fire damage
Shadow tome: +8 STAM, +34 shadow damage
Ice tome: +9 INT, +34 frost damage
Lei of the lifegiver: +53 healing, 3 MP5
Therazane's Touch: +33 damage/healing

Weapons:
The unstoppable Force (TUF): 175-292 dam, 3.8 s (61.4 DPS). +19 STR, +15 STAM, +2% crit, proc: Stuns target for 1 sec.
The lobotomizer: 59-111 dam, 1.8 s (47.2 DPS). Proc: Wounds target for 200 to 300 damage and lowers Intellect of target by 25 for 30 sec.

Shield:
The immovable object: 2468 Armor, 44 Block. +15 STAM, equip: Increases the block value of your shield by 27.

Rings:
Don Julio's band (unique): +11 STAM. Equip: Improves your chance to get a critical strike by 1%. Improves your chance to hit by 1%. +16 Attack power.
Don Rodrigo's Band (unique. Priest, mage, warlock only): +7 STAM. Equip: Improves your chance to get a critical strike with spells by 1%. Decreases the magical resistances of your spell targets by 20.

Mounts:
Horde: Horn of the Frostwolf Howler. Very fast wolf.
Alliance: Stormpike Battlecharger. Very fast ram.

Apart from the exalted rewards there are also lower reputation rewards, but seeing as most people only care about exalted rewards, I decided to focus on those :)

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Some items in the game are limited (ie. you can only buy a certain amount from the vendor, then you have to wait for them to respawn). I've only tested this on single limited items (vendor only has 1) but it's worked for me the last 4-5 times I've done it right, and I assume it would work for the multiple limited items if there's only 1 left.

Basically all you do to setup is talk to the vendor and open up your bags. Then you right-click the item you want to buy, then quickly drag the item to your backpack (both are acceptable ways to purchase an item). If you do it fast enough you will be able to get 2 of them even though the vendor says they only have a limited supply of 1. If you do it too slow it'll say "The item not found". It's also easier if you have large bags because then you dont have to drag the item as far to buy it right after you right-click it.

*Edit* Does seem to work better with some lag as huka speculated.

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