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 January, 2007

Jewel Crafting Level 2 (World od Warcraft)


  

Sorry for waiting so long to post this update. I don’t want to affect my own efforts. As you can see I have been collecting a lot of low level gems. My feeling is that these gems will have the highest markup after the expansion. The rule I set for myself was to not spend over 10s for malachite, tigerseye, and shadowgem. It is realistic that people after the expansion will spend 20s-50s each just to get past the low levels of jewel crafting. It’s funny because the bulk of the gems I bought for less then 3s each. In order to feed my apatite for gems I had to switch gold over to the alliance side. So now the market on my server both side has gone to ****. People are trying to charge 1g for 1 shadowgem. Same with tigerseye, but there is no way in hell anyone will spend that much at this point. As someone else pointed out gold, silver, truesilver bars will be a good thing to have for jewel crafting. I have made my own collection of these bars. But the point id like to make is that ore is 100% drop from veins. Unlike gems being a chance to drop.

Id like to share a story from the past and one from today. Long time ago I was saving gems to make a frostguard. As my gem collection grows the drop rate got worse and worse on gems from rich thorium. It got so bad to the point that I had to buy the rest of the gems I needed. As soon as I made the frost guard the rich thorium veins started to drop again like crazy. A friend of mine around the same time said she has not found a gem in like a week. The difference with her was that she sells all her gems in the auction. It’s my opinion that as long as the gem you mine is not turned into an item. It puts a hold on gems that you can potentially find. Selling gems in the auction is the worse thing you can do. Because someone may hold on to them for a long time making you finding gems imposable. As for the story from today. You can notice I have a lot of high level gems. With arcane crystals being the least amount I have. All my arcane crystals were mined by myself. When I mine rich thorium I only find arcane crystals, no other types drop for me. It must be my collection of other types of gems that stop them from dropping. Of course this is only my opinion on what I have observed.

I hope this has been of some use to some of you. Here are the links to my gem alts. I need 2 of them now.

http://putfile.com/pic.php?pic=3/7017173693.jpg&s=x10
http://putfile.com/pic.php?pic=3/7017182361.jpg&s=x10

Cheers,

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This paragraph is the exact same text for all my solo and group PvE templates, so after you read this once you can just skip it for other classes. These are my templates for what I consider the best viable templates for PvE purposes ONLY. A solo template is assuming that you never plan on grouping. A group template assumes that you are in a group 100% of the time, such as end game instances. I have also been asked to provide info on what skills should be taken at which levels, this is really difficult as it would depend on exact individual play styles. However, I put a number in parenthesis before each skill, this number is the level that I would take the skill at, of course this is extremely prejudiced because it is based on my own play style. Of course if you think you have a better template please share it with us.

Warrior solo PvE(this is a 2H template do not try this with 1H/Shield)

Arms Talents - 20 points

(58-59-60)Improved Heroic Strike - rank 3/3

(41-42-43-44-45)Deflection - rank 5/5

(48-49-50)Improved Rend - rank 3/3

(46-47)Improved Charge - rank 2/2

(51-52)Improved Overpower - rank 2/2

(53-54-55)Deep Wounds - rank 3/3

(56-57)Impale - rank 2/2

 

Fury Talents - 31 points

(10-11-12-13-14)Booming Voice - rank 5/5

(15-16-17-18-19)Cruelty - rank 5/5

(20)Piercing Howl - rank 1/1

(34)Blood Craze - rank 1/3

(21-22-23-24-25)Improved Battle Shout - rank 5/5

(32-33)Improved Execute - rank 2/2

(26-27-28-29-30)Enrage - rank 5/5

(31)Death Wish - rank 1/1

(35-36-37-38-39)Flurry - rank 5/5

(40)Bloodthirst - rank 1/1

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How To Tank - A Basic Guide (World Warcraft)

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.

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Its "very" special, but its so damn profit-yielding, that I want to share it with you.

It is possible to play 2 accounts at the same time if you play in window mode. Maybe you are in the same lucky position having a second account with a 60er from a friend or guildie.

Whats the point? Farm lbrs Vosh'gajin (T0 Rogue gloves) and Voone (T0 hunter gloves). In the auction house you get 150g and more for these every day … If you play the 2 accounts alone in window mode and find a way to farm these, the whole profit is yours. The first trys I needed over an hour only for Vosh'gajin. Now I get both in less then 25 min. With this I made over 2k gold in the last 2 weeks with less than 2 hours of work a day.

I play a t2 priest and a t2 rogue. Can bypass nearly everything with stealth / Mind Soothe / rogue pulls => priest runs without aggroing => rogue vanish. Use of mindcontrol in every group.
Maybe possible with warrior/priest, druid/priest, druid/rogue, druid/druid? I don't know. Try it out. If you find a way with your combo you get rich ^^. Maybe you don't even need t2, but for voone your tank/rogue needs at least 4k hp unbuffed cause he sometimes hits very hard with a double 2k dmg mortal strike to leather. A high dodge/parry stat can save the healer mana (my rogue has about 36% dodge).

edit: Made a small screenshotguide for you: http://img301.imageshack.us/my.php?image=lbrst0farming6yt.jpg

EDIT: 31.07.2006: Don't farm this way anymore. I think, blizzard lowered the dropchance of both gloves A LOT. When I posted this it was like 1 glove of 2 runs, now its like 1 of 10. In addition you doesn't get as much money for them in the AH now - something about < 100g. . It's no more worth the time.

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Heres my Hunter's recpide for Rogue / Melee Destruction:

Range is the key to PVP when using your Hunter. If you let the rogue, or other melee class get near you for more than 5 seconds, you may as well just lay down. You are a RANGED fighter, so use range or die.

Buy some gear, cheapskate!

Items that I use for PVP:
Bow of Searing Arrows + Sniper Scope.
Best arrows for your level + quiver.
The best armor and gear available to you.
Discombobulator Ray (made by engineers, i carry at least 2 - 5 shot rays with me always).
Highest Health Potions you can get.
Agility Potions, and any other stat bonus potions if you can afford them. (if not you should hunt more, fool!)

Shots used:
Concussion Shot
WIng Clip
SERPENT Sting (edited/corrected)
Rapid Fire
Arcane Shot

When in PVP mode, keep Track Hidden up always. Rogues will get the jump on you and you are dead before you can swing twice.

Heres how i beat melee classes up to 3 levs above me without a hitch:

First off, make sure you hotkey your shots for quick access. You lose much time by fumbling with the mouse clicking. Keep your fingers on key and ready. Rogues and other melees are quick to jump on you and slice you to bits, and you wont have a chance in hell with even the best melee weapon.

Be aware of your situation, always…..keep a sharp eye out, and be ready for anything. When horde hunting, i find a nice little hiding spot with some cover, and I try to use the terrain obstacles to my advantage. Be sly, you are a hunter, so HUNT.

Hunters Mark - ALWAYS.

Ice Trap. Then pull them into the Ice Trap with a Serpent Sting from MAXIMUM DISTANCE. I park my pet right on it, and have it set to attack freely so i dont have to click on Pet Attack. I often get tricky and place terrain obstacles between me and my target…trees, rocks, etc. This makes a great spot to place your trap.

Once he's slowed from the Ice Trap, fire Rapid Fire to get things rolling, keep moving backwards and strafing AWAY from them, then fire Concussion Shot. Keep backing up the entire time, keeping as much distance as possible. When the Concussion Shot breaks, you will be face to face with him, but dont melee, use your Wing Clip and get distance again, firing another Serpent Sting. (your autofire will always kick in for you when you fire a new special).

Your Concussion Shot will be recharged by this time, so use it, back up again, and fire Arcane Shot and keep plugging away with your auto fire.

If you find yourself in a tight spot where he has closed in on you, use your Discombobulator Ray immediately. This will slow him, and decrease his damage to you, allowing you AGAIN to get range between you and him, and keep firing till he drops. Its so cool watching a fat hordie turn into a Leper Gnome!

Do use your arcane shot for finishing touches, and for extra damage when you can.

If you keep your cool, and dont panic, you can drop most any melee player with this method, even a couple levels above you. Dont be afraid to use a Health Potion or a Clicky Heal item when needed.

Feign Death is your last option. Most times if i screw up, i will take it like a man and just go down honorably (cept for when fighting you smelly hordies!)

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First off, I will not give you levelling locations, everyone has their own preferences, this guide is to show you how to manage your Mana and how to efficiently level the priest with as few downtimes as possible.

Bags:
Your first priority should be to get more bag space. You do not want to be running back every 30 minutes to empty your bags. And you will need the gold!

You can get Herb a bag or two, these wonderful bags can only hold herbs but are bigger than other bags. Personally I seldom have more than 10 stacks of herbs in my bag, and when I do I’m usually about to return to a city / inn where I can either put everything in my bank or mail it to a carrier toon. On the other hand if placed in a bank slot a herb bag is advantageous if you are planning on going for Alchemy.
(thanks to Huka for pointing this one out)

Auction House (AH) and Gold:
Auction house is a great way to loose your hard earned cash! Keep in mind that most people will be checking the AH between 18:30 and 20:00. There are also many more people online on a Friday evening than a Monday evening. Knowing this, put your auctions up at about 18:00 for the shortest amount of time (2 hours). It will usually get sold and you don’t pay that much on commissions. Yes, the AH takes money for selling your items. The AH takes a deposit when you put an item in, the longer an auction is up the more you pay, you will be refunded this deposit if the item is sold, if not you loose the deposit. If you don’t sell an item after having put it up 2-3 times, sell it to the NPC.

Sell anything green in the AH, leave the start bid as it is, put the buyout to about 30% - 50% more than the start price for green items. Blue and purple items have their own price range, if you are unsure what the item is worth ask in your guild or check wow.allakhazam.com or www.thottbot.com. These give a rough indication of the price range. The prices indicated are probably not what the items sell for on your server, but it gives you a range.

Professions:
At level 5 you can learn 2 professions. I would strongly suggest herbalism and skinning. High level herbs and leather sell well on the AH. Ores stack up to 10, Herbs up to 20. When mining you will pick up one ore at a time, mining for 3 seconds every time, then you will need to smelt the ore into bars, this takes another 3 seconds. Herbs get picked several at a time, the maximum I saw was 4, usually it will be one or two or three herbs at a time. Do not get herbalism and mining! You can have only one tracker active at any given time.

DO NOT start a profession that produces something (alchemy, tailoring, etc…) until at least level 40! If you start training anything else than a gathering profession you will spend a lot of gold on recipes, gold that you will need for your mount. Only if you have good equipment, enough gold for your mount, start levelling earlier if you want.

Equipment:
Start to check the AH really early for a wand! GET A WAND! DON’T THINK JUST DO IT! I made the mistake of levelling without a wand and only casting up to level 13. I never was more frustrated! MOBs delaying my cast times, bringing my health down so that I had to heal, using even more Mana. I needed to rest after every MOB. When I got a wand my levelling sped up by a factor of 6. Therefore, GET A WAND! Why not a staff? You will be getting a 25% damage bonus to wands later on. No staff can match that for DPS. Also, Wands count as Magic damage, which ignores armour. Staves are melee damage where armour gets factored in, therefore lowering your DPS.

As we are on the subject of wands, try to get a Shadow wand once you are close to getting Shadowform. Shadow wands never proc the following talents:

- stun effect of the Blackout talent
- heal effect of Vampiric Embrace talent
- damage bonus from the Darkness talent

(Thanks to MPS_Cowboy for this information)

Where shadow wands are affected is the 15% damage boost from Shadowform.

Wands have one big advantage and one big disadvantage. The advantage is that they cannot be delayed. The disadvantage is that they have a global cooldown on all your abilities.

What stats are better, Intelligence or Spirit? Here the opinions part. While having a large Mana pool is important, so is regeneration. The more mana you have, the more spells you can throw at a MOB, or the more you can heal without resting. The more spirit you have, the faster you regenerate Mana, although the returns on spirit are minimal, anything helps. Although it may cost you some silver, you can always boost your mana regeneration by drinking. Personally I prefer spirit gear, most prefer intelligence gear.

I found this thread in the Blizzard Forums that has some very good information concerning Intelligence / Spirit / MP5 equipment. http://forums.worldofwarcraft.com/thread.aspx?fn=wow-priest&t=755875&p=1&tmp=1#post755875

At level 44 buy a few stacks of Elixir of the Sages. This wonderful potion gives you +18 Intelligence and Spirit for one hour. Any boost is good! ;)

In short, spend that hard earned gold! Keep enough to buy yourself a mount at level 40 though.

Bandages. Bandages are always good to have. As a priest you have the advantage that most bandages will fill your health to 100%. Use bandages, not spells to fill your health, it may cost you something, but you reduce your downtime due to lack of Mana.

Talents:
Ah yes, talents. At level 10 you will be able to spend your first talent point.

Here is the order in which I suggest to spend talent points:

Shadow:
1. Spirit Tap 5/5 (5 points)
2. Shadow Focus 5/5 (5 points)
3. Mind Flay 1/1 (1 point)
4. Improved Shadow Word Pain 2/2 (2 points)
5. Improved Mind Blast 2/5 (2 points)
6. Shadow Reach 3/3 (3 points)
7. Shadow Weaving 5/5 (5 points)
8. Improved Mind Blast 3/5 (1 point)
9. Vampiric Embrace 1/1 (1 point)
10. Darkness 5/5 (5 points)
11. Shadowform 1/1 (1 point)
12. Improved Psychic Scream 2/2 (2 points)
13. Silence 1/1 (1 point)
14. Improved Mind Blast 4/5 (1 point)

Discipline:
15. Wand Specialisation 5/5 (5 points)

To fill the above you will need level 49.

The key to this is that you want to maximise your damage output as quickly as possible. Silence is a skill that I found to be very useful against casters. It is very annoying to have a MOB down to 10% and he heals himself to 90%. It is also useful against casters that make a lot of damage. A break of 4 seconds is a huge damage reduction for casters.

Some of you will notice that Blackout is not in this build. You might say that 10% stun is not bad, and allows you to get a head start. The Proc only counts on spell casts, not on DoTs. Your Shadow Word Pain has only one chance of triggering the stun. Also, it is annoying if this procs at maximum Shadow Range when the MOB is not in range for the Mind Flay. With the above build you will hardly take damage unless you pull 2 or 3 mobs at the same time.

Picking a fight:
Unfortunately every MOB is different, there is no “one way fits all” method of killing MOBS. Some have more health than others, requiring you to recast to finish the MOB, others have an insane amount of Shadow resist that not even a wand who does shadow damage is much help. You want to bundle your casts then have a long pause between casting. This is because when you cast, your Mana does not regenerate. If you stop casting and shoot your wand, after 5 seconds your mana begins to regenerate. If you cast, shoot wand, cast, you will delay the Mana regeneration.

This is the sequence I used against 95% of the MOBS, if needed I will throw in another cast, a silence, or only use spells to bring a MOB down. The below method however defines a way to conserve Mana, regenerate Mana and be able to fight MOBs without interruption.

1. Shield
2. Mind Blast
3. Shadow Word Pain
4. Mind Flay
5. Mind Blast (not always – see below)
6. Shoot wand until MOB is dead

Using this sequence against MOBs 2 levels above me brings me to the point where the last tick of Shadow Word Pain kills the MOB (or the MOB is very close to death), I have regenerated my mana without having to drink, the MOB made once or twice damage on me (rest was absorbed by the shield) and I can move on to the next MOB.

Without using the last Mind Blast, I will end up having a plus on Mana, allowing me to regenerate Mana over several MOBs. Using the last Mind Blast allows me to kill a MOB quickly. Reducing my Mana a bit more.

Consider that the faster you kill a MOB, the more inefficient your Shadow Word Pain will be. If you kill a MOB in 10 seconds, you will not only have used over half your Mana, you will also have to stop and drink after the second MOB. Unless you always have a friendly Mage nearby who gives you water, you will be spending a lot of gold on buying water. I can think of many ways I’d rather spend my hard earned gold as on water.

You will level a little faster if you kill a MOB only with spells, but consider the costs of the water you will need. Personally, I can spare the extra few seconds per MOB if I at the end can buy myself better equipment. The most cost / time efficient is if you manage the delicate balance of killing MOBS versus Mana regeneration.

Questing:
Red quests have the highest XP reward. Green the lowest, grey give no experience.

Take all available quests in an area. Read what the quest requires, bundle the quests together. Complete several quests at one time, you can always return them later. Keep levelling or do another quest while you are in the area. Do not return to the NPC who gave you the quest after every single quest, it’s a waste of time.

Consider also if the quest is worth doing. There is a quest from Everlook that requires you to go to Un’Goro and Gadgetzan then back to Everlook. The trip takes about 30 minutes, for about 5000 XP. Sure, you get a cute mechanical Yeti for it which helps you fight, but in the same time I make well over 15’000 XP unrested.

Keep Quests in your book until you are sure you will not return to the area, or you need the space or they turned grey.

Questing in a group:
This is only advantageous if you all do quests that are red! You will get the most experience out of these.

The time to complete these quests will be greatly reduced. Avoid collection quests when in a group when everyone has to absolve the same quest. If everyone needs 100 termites (Quest from Western Plaguelands) and you are in a 5 man group, you will be in the area a very long time.

Questing alone:
Excluding elite quests, most yellow quests you can solo. They give good XP and sometimes very good rewards. Some orange quests you can solo, on very rare occasions you can solo red quests.

Try to hand in quests when they are yellow or above, this gives a lot more XP than if they are green.

Instances:
There are 2 classes that make or break an instance run. Warriors and priests.

As a priest you will be often asked if you want to go to an instance. I have even been asked to go to the sunken temple when I was in Winterspring. If you want to go into an instance and have a warrior, you will probably find other people to join you.

Levelling in instances is another way to get XP and much better equipment. Depending on your level and rested status, you will get a good portion of XP per MOB. Elite MOBs give a lot more XP than normal MOBs. Run a few raids before reaching level 60 (even if you are shadow skilled) and improve your equipment.

Thanks to:
MPS_Cowboy
Huka
megachirops

EDIT NOTES:
- stack size changes of ores that came with the latest patch
- Clarified AH Comisions and Deposits

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Find A Niche…fill It (Warcraft nude)

As with most of my strategies, I look for "off the beaten path" type of money makers. This one is no diffrent.

We will call this one…

"Please feed the twinks."

Twinking is very popular right now with the hot spots being the 10-19 WSG and 20-29 WSG. This guide will focus on the 10-19 WSG twink crowd. Farming blues can be not only difficult because most useful ones are world drops but plain boring as hell. This guide will show you how to make it as painless as possible.

The Strat

By far the highest concentration of kick ass twink gear is found in Shadowfang Keep. Both caster and melee items that are BoE and in the 16-19 range can be found here off any of the trash mobs inside. The holy grail of twink weapons is the assassin's blade.
http://thottbot.com/?i=12802
Rogues wet themselves for one of these and will pay upwards of 150g for one. It's the single best dagger for that level and if you drop say firey (for the budget twinks) or crusader (the fat wallets) on it and you are a machine on par with the 20-29 crowd. That's why its so popular. Sadly, I GAVE this to a guildie before I became aware of it's value. I just figured it was a decent blue dagger and since I was a 60 rogue, didn't have any use for it.

Not a dagger rogue??? How about this 1 hand sword…
http://thottbot.com/?i=11366
Again, sword rogue heaven. This in your main with assassin's in your off…WOW!

But Cowboy, I'm not a rogue… /cry Fear not.
Here's is the warrior's version of the assassin's blade.
http://thottbot.com/?i=12599

I personally sold one of these for 60g. Gave the other to my warrior. Again, drop a crazy 300 level enchant on it ON TOP of the nice proc and you've got a death stick to be proud of.
Slightly lower in the food chain but still a nice proc is this.
http://thottbot.com/?i=11109
Another nice 2 hander for a warrior or a pally.

If for some reason you want to carry a shield (I dunno why) and need a heavy hitting 1 hander try this (also great for hunters).
http://thottbot.com/?i=11691
This is aonther one I've personally sold. I set the buyout at 35g and it went in less then 2 hours. Probably could have gotten more but oh well. Looks cool as hell too.

Casters kinda get the hose in SFK but there are a few nice BoEs for you guys too.

This is mainly for the stats and a lock would enjoy this much me thinks…
http://thottbot.com/?i=9069

Not exactly what you want in WSG but the intel is very high for the level.
http://thottbot.com/?i=11136
Yeah, that says NEGATIVE 5 stamina

That's ALOT of specific level blues in 1 place and all are BoE. The drop rates are low just like any blue item but the mob density and relative small size of the instance makes it much nicer then grinding world mobs hoping for a specific item. Also, if youre an enchanter, all the boss blues DE into large glowing shards which sell for about 1g. I average about 3-5 blues (BoP) per run and anywhere from 6-15 green drops that I can sell on the AH from 50s to 1g50s depending on the item. That means I'm making about 8-16g for around 30-45 minutes work. If a twink item drops then it's a whole diffrent story.

Good luck and happy twinking!

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Midgame Guide Rogue Leveling (Warcraft druid)

This is a guide to leveling as rogue. This guide encompasses subjects like leveling, specs and gear.

The class
The rogue is the master of the quick melee kill. Unlike the warrior, the rogue starts at full effiency (100% energy) and relies on burst DPS to survive. With only leather armour, you need to take down your target fast and be careful of adds.

The class is great as a farmer and one of the best damage dealers in the game in groups. In groups the DPS aspect of the rogue really shines through, as some of the higher damge moves are position dependent (backstab) and with a tank, you can really let rip.

Leveling Methods
Rogues are pretty straight forward to lvl and are the perfect grinders. Stealth, sap and distract make rogues able to sneak to most places and complete quests. Sicne rogues are very good at grinding, you can mix quests and grinding more freely, as opposed to the DPS-challenged classes.

The following is a link to the rogue FAW on the US boards, with loads of useful links.
http://forums.worldofwarcraft.com/thread.html?topicId=11381359&sid=1

Whichever you choose, I highly suggest doing nothing but instances from 58-60 to gear up and get all your key quests done. Not doing so, means missing out on a huge amount of XP.

The traditional ways are:

Grinding:
Not much to say about this. You kill mobs, they give XP, you lvl. If you don't have a comprehensive knowledge of where quests take you and which order is best, grinding is pretty fast for leveling.
It can be pretty boring, but listening to music or being on Vent/TS helps a lot. Get a rhytm going and stay in it. Take breaks when you mana up to not go completely blind :)

The following is pretty good list of where to grind which mobs. It is however from a Horde perspective and you need to scroll down a bit to get to the guide :) If you read the whole bit, there are some suggestions for alternatives, which work just as well…if not better.
http://www.mpsgames.com/ms/index.cfm?page=topic&topicID=31653&categoryid=20&forumid=63

And the following lists some nice alliance spots for grinding. Also are some suggestions on questing.
http://www.wow-pro.com/Knowledge_Base/op=show/kid=515.html

Questing:
If you know your way around the world, this is the fastest way to level up. This is also known as gresting to some. Decent horde guides are few and far between (there are some on this site), alliance have it a lot better.

Horde - if you are horde, use Joana's guide. That will take you from 1-60 in 5 days /played. It's written from a hunter perspective, so my suggestion is staggering your progress in the guide by a lvl or two. Other than that, there are some (admittedly with holes in them) guides here in the strat section. An idea is to try and modify the following Alliance guide.
http://forums.blizzhackers.com/viewtopic.php?t=309717 is the text guide (thanks Bay_Cassius
http://video.google.com/videosearch?q=wow+world+of+warcraft+levels are links to all the videos (thanks sQren)

Alliance - if you are Alliance, you got it made! The following guide will quickly and easily take you from 30-60. Reason it's 30, is because of the quests pre that are in and around the starter areas, so just level quickly to 30 and you are set.
http://www.wow-pro.com/node/599

Talent Specs
For leveling I recommend spec'ing for swords. Sword damage rely less on positioning and more on frontal, white/normal damage. If you do 58-60 exclusively in instances, consider spec'ing daggers, since it's a big damage upgrade, but it relies on postioning and a good tank. Considering you may need to PUG instances (and tanks may suck), swords are still very much an option.

This is the spec I suggest for leveling:
http://www.wowhead.com/?talent=f0ecoxxZMhEz0Vzxb

Fill out malice and imp SnD first, then move to combat and fill that out up until swords and blade flurry, then fill out rest of Assasination.

Method of pulling: With swords, you don't really need to be stealthed or positioned, so just pull with ranged and wail on the target. If you are up against multiple hard mobs (high yellow), it pays to sap one and take the others down, then the sapped one. There isn't really any large downtime after a fight, only the need to bandage up every 5 mobs or so (if that).

OneHitWonder is a very useful add-on for grinding, since you can set it up to apply various attacks at the press of one button.
http://www.curse-gaming.com/en/wow/addons-121-1-onehitwonder.html

Gear
Rogues are stuck with leather their whole life, so can't take a beating for too long. Focus on AGI, and lots of it, mixed up with some STAM and STR. Personally, I go all out on AGI and STR to get targets down faster in PVE, but you need more STAM if you PVP. At around lvl 45, you can get the thrash blade from Maraudon, which should last you until 58-60.

The following is a link to a very useful site with loads of gear tables, incl. FR gear.
http://shadowpanther.net/wow.htm

Apart from that, rogue is a very fun class, that is easy to play, but hard to master. When you start raiding, consult this thread on how to maximize your DPS using daggers:
http://www.mpsgames.com/ms/index.cfm?page=topic&forumid=24&topicID=36669&categoryid=20

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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Taking your Priest into PvP:

Quite a few players will spec Shadow for the DPS/kills, however I have found it a lot more enjoyable to go Holy, not to mention that a Holy specced Priest is a far more valuable asset to a party then a Shadow Priest. If you want to power level a priest through the PvP ranks, then you will be forced to go Shadow. However this guide is for a Holy/Disc Priest, the more difficult, but more rewarding PvP path. When you are not healing and have Mana to play with always cast a Mind Blast or SWP when you can afford it. Never sit in a battle with full mana waiting to heal.

Overhealing, this is a common mistake of pure healers, to actually throw more healing at a player then what he/she really needs. A general rule of thumb that I use (As a heal spec Priest) is a simple 2 button combo and evaluate if further healing is needed, and that is: an instant cast Renew, and a cast of Flash Heal. This 2 button combo will work on every class but a Warrior. (Give a warrior an extra Flash Heal, and spam it if necessary) As a Holy Priest you have better heals and a better chance to crit on a heal, this is normally why Priests “over-heal”. Don’t worry, in time you will know exactly how much you need and when.

Who to heal? Who do I heal first, how do I prioritize? Another Noob mistake is for a healer to heal a caster with no mana, wtf? (Ohhh wand use FTW? I don’t think so) Think of it this way, which will do the most DPS? Is there another healer getting waxed? Here is a general priority list:

1. Healer with Mana/Priest. A Druid should bear morph if he/she gets a ton of agro, and a Pally should bubble, so kind of watch out for other Priests.
2. Mage with Mana
3. Warrior with less then 25% HP left.
4. Shaman with Mana in melee. If the Shaman is not near melee peeps, he should be healing himself.
5. Rogue
6. Hunter
7. Warrior with 50% of HP left.
8. Warlock - Warlocks have a wide array of survivability tools from healing to Demon spec, so here healing will not be needed in the majority of cases.
9. Druid – A druid with little mana can morph, so give them the heal, hoping they know how to play their class.
10. Warrior with 75% of HP left.
11. Pally – Pally is last because they are always the last to die, (Even without a healer) they can bubble and heal themselves, so your services are really not needed, unless they are out of mana.

Keep in mind this is just a general list, of course there will always be other things to consider. How a class is spec’d makes a huge difference. Heal a Rest specced Druid and you will probably embarrass yourself, however healing a Druid that is specced heavy in Balance(and in Moonkin form) and you will be worshipped. Unless there are no other targets, NEVER heal a caster that is OOM, it would be much better for them to die and come back with full Mana/HP in 30 to 60 secs. Another thing to keep in mind is Dispel Magic, if you are healing someone always take half a second and look at the Debuffs, if there is any, cast DM after your Renew and Flash Heal.

Alterac Valley:
You will have a few choices to make before you start PvP’ing here. Level 51-60 can go to AV, and generally the lower the level the faster they are going to die, which means they need healed more then the 60’s. I will not waste mana on a non-60 if I can help it, my opinion is that you should not be in the end game PvP BG’s until you are 60, as you do nothing but “gimp” your side. But wait, it is your account and you can go to AV as a 51 if you want? Sure, but I am not going to waste my mana healing your ass :)

Drop the BOMB. Anytime you see your front line in a stalemate, and you have plenty of mana, go ahead and fear bomb. Buff up, shield, and run straight into the front line, AOE fear, Renew, and run back into your rear area again, with your finger on the DM button. As long as your healing duties are going fine, you can do this every 30 seconds.

MC – Mind Control in AV can be useful and hilarious. If you are going to run them into Korrack, or their guards, always use the best target you can. MC’ing a caster with no mana is a waste, MC’ing a Warrior/Pally with full HP into Korrack is very helpful. Just remember they will kill you when the MC wears off. Another way to really help is to MC an enemy and run them straight thru your line into the back, release the MC and watch him die in 2-3 secs. This is a double edged sword however, because if you are around a lot of nubs, then they will grief you for “bringing them dinner” instead understanding why you brought a solo target in the middle of 5-6 mages ?

Defending a Flag/Bunker – If you know me you know I don’t “defend”, however if you find yourself in this situation always hit a target that is capping the flag. If it is desperate and you got 10 enemies on the flag then fear bomb it on a suicide run.

Taking a Flag/Bunker – This is where your healing comes into a “power play”, I know the flag is right in front of you, but don’t cap it.(Unless solo) The person that is trying to cap will be the prime target of anyone, keep them healed and DM any effects. If someone is close to capping and you have an enemy incoming, charge them and fear them. (Or MC, but only MC if there is only 1 enemy target)

How to take a flag from the guards and an enemy defender with just you and 1 other person?
MC the enemy, run him into the guards, when he dies the guards will all come for you, and your partner caps the flag ? Remember to keep the distance between you and the guards at all times, this should not be too hard with a little experience.

WSG:
You have a spell called “Mind Vision”, this will allow you to see where your flag is anytime you want. You just need to mentally note the name of the enemy that has your flag, cast MV on him/her (Use a target macro if you wish) and WHAM you have your flag loc. Remember the name of the game here: “Capture 3 flags to win”, what they do not tell you is “Fighting in the middle is retarded”. So always defend your flag, attack the enemy flag, or run escort, and as a Priest you should be running escort.
Something to remember when running escort is that it is NOT your job to heal others, always keep your attention on the flag carrier. If the flag carrier is full health and doing fine, then you can throw a heal to someone else. Do not forget DM here, as your flag carrier will be under all kinds of Debuffs! If things get overwhelming, run to the flag carrier and fear bomb. If the flag carrier is running way ahead of you, target the closest enemy (Probably mounted trying to catch the flag) and MC him/her.

Defending the Flag: Yeah you can do this, but unless you have 4+ Priests on your side (I have seen this) leave this chore to someone else. This is almost the same as carrying the flag, let someone else do this.

MC’ing the Flag carrier? I have seen this done effectively, but only in organized groups. Basically when there is a ton of escorts on the flag carrier, an enemy Priest will MC the flag carrier and run them in the opposite direction of their base. This gives your side a lot more time to bring down the carrier or the escorting healers. Do not try this in a pug though, and never MC a solo enemy carrier with 5 of your teammates on him/her ?

AB:
The best place for you to be in AB is defending the Lumber Mill flag. Anyone that comes along just gets MC’ed off the cliff. As a Holy Priest you should never be soloing here, run with a partner or group and always hang in the back. Since you will mostly fight in small groups here I am going to encourage suicide. When you die you really help your party out by helping them with a massive heal. If you are assaulting a flag and the numbers are about even go ahead and “heal out” your team, when you are out of mana, suicide. The best way to suicide is to run into a Mage, or grab the attention of an enemy Warrior. As in other BG’s remember the strats on the flag, heal the capper and fear bomb if it gets overwhelming.

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