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 June, 2007


  

So early on Saturday and Sunday I was working hard for exhalted in AV and starting the long road to AB/WSG faction so I signed up for every battle ground then chose the one I wanted.

Of course I immediatley hopped into AV when it opened. Imagine my disappointment when the message "This battleground will close in 5 minutes came up". The 6 or 8 of us in AV quickly ran north to get the SH bunker, hoping more would join. Alas, the game ended and then I got the same reward I would have gotten if we would have lost: 125 faction for paying, 12 (maybe 6) per battleground and a token.

Now I'm on a loosing server so getting rewarded in AV so quickly was a JOY.

So my theory is that blizzard has a minimum of signups before it opens a battleground. Once the # of signups has been reached it offers each person the opportunity to join. The battle ground is committed to opening at this point. So if only 2 for WSG or 4 for AB or 10 for AV (example numbers) show up then Blizzard has to close the BG and gives everyone a thanks for playing.

I know you know this already. So why do you care? Because with a little planning you could get 150 av faction in 7 minutes. Do it 3 times and you got a set of tokens.

Here is a detailed plan of how to get quick AV faction:

1) You need to be on the less populated side of a server (most the times that is horde)
2) You need some accomplices to make this work. For WSG I think you need at least 5 people to start the game, for AB it is 7(?), for AV it might be 20.
3) You need all of you accomplices to join the queue early in the morning.
4) You need to hope the "other side" is lined up chomping at the bit to beat you down in your chose battleground
5) You need 1/2 of your accomplices not to join the BG or to drop out immediately.
6) You need to hang out in the BG for 5 minutes and hope it doesnt get busy.

And there you go!

Ready for the next level? We recommend The MMORPG Exchange for your WoW Gold needs. MMORPG-Exchange has supplied us for years and has great customer service and 24/7 instant delivery. Check them out! World of Warcraft Gold delivered instantly!

Some have asked:

“What is the fastest way to grind X profession?”

I have a rather novel answer; the fastest way to grind any crafting profession is to wait until your level 40. Here’s why:

1. At lower levels you don’t have the resources to power thru anything. Yes you can gather a little ore, herbs and leather as your questing along and then you can use those resources to grind your way up to level 110 or so in your crafting profession… but you will soon find that you come to a screeching halt because you will either need resources that are beyond your skill to acquire or beyond your ability to procure them and survive. You will also find that most of the items you can make at the sub-artisan level are not worth the resources you created them with. You end up in a vicious cycle of questing to make money to grind a profession that is doing you no good – very inefficient.

2. You can’t train artisan until level 35, and Goodness knows you should be saving your pennies for your mount, it will change your life – seriously it will. Yes I know many players have alts and can fully fund their own grinding materials or have guilds that will provide them. But, you will come to a screeching halt when your level 10 dude cant train expert or your 20 dude is stuck at 225, the gateway to crafting greatness, for 15 more levels and cant train artisan. Here are the ranks for future reference:

Apprentice (1-75) Level 5
Journeyman (50-150) Level 10
Expert (125-225) Level 20
Artisan (200-300) Level 35

IMHO, lower level characters (level 40 and below) should concentrate all their efforts on questing, grinding and upgrading their equipment from the surplus of excellent, low priced gear on the Auction House or just using the quest rewards which are just fine for lower level combat. Sell everything and spend it on training and gear.

Ok Mr. Crafting genius, what should I do then?

I’m so glad you asked. At around level 30 I would pick up two gathering professions, skinning and mining or skinning and herbalism. Don’t try herbs and mining together because you can’t have both trackers running at the same time. Try to also decide what crafting profession you want to do so you know what to save and what to sell. For example, if you take herbs and skinning and you know you want to be an alchemist then bank the herbs and sell the leather. You should also do some homework, head for thottbot.com and look at the recipes and patterns listed there. Some are really easy and only require as little as one resource. Others are more complex and require multiple resources and sometimes crafted items from other professions. The trick is finding the low requirement items so you can level quickly and efficiently.

Now, you will have to spend maybe an hour (or two at the most) in a noob area (Elwynn Forest, Dun Morough or what ever that depressing Night Elf area is called) gathering low level stuff, but it will be easy because nothing in those areas can hurt you and you can quickly level up to 150 in both your gathering skills and you can bank full stacks of resources in preparation for the crafting skill you will pick up at level 40 or you can sell the stuff to help fund your level40 mount.

As you continue to grind thru your 30’s you will easily max your gathering skills simply by gathering stuff as you quest along. You will also learn where the resources you need spawn. The Gatherer mod leaves little icons on both the mini-map and the big map every time you harvest something, it makes for easy “harvesting runs” when you need to re-stock your stores. I highly recommend it.

When you finally hit level 40, you’re fully trained in your class skills and you have purchased your mount; you are now ready for a crafting profession. Drop the gathering skill that doesn’t correspond to your chosen crafting profession and go train novice. Run to the bank, grab your stockpiled resources and head back to the skill trainer. Depending on how much you gathered and how well you did your homework, you can now power thru your crafting profession. Use thottbot to find higher level trainers. You will slow down again at artisan level (225) but since your level 40+ now you are much better equipped to either go get the stuff you need to continue your ascent or raise the cash to buy your grinding supplies off the auction house. A few runs thru SM or an hour or two in Arathi will net you all you need to grind your way to the top of your profession.

But I want to be an Enchanter:

No problem, follow the same method. Above with the following changes:

At level 30 you will train herbalism and enchanting. Herbalism is going to be a supplemental cash source for you, sell everything you gather and disenchant every magic item you find that you can’t use yourself. Bank all the dusts, essences and shards you disenchant and don’t get tempted to start leveling your skills yet. Remember to combine the lesser essences into greater ones for storage purposes. IIRC you can level up to 100 just from disenchanting items, don’t smack me if I’m wrong about this it may only be 50. At level 40, you will clear out your bank and go train as high as you can with what you gathered in your 30’s. I suggest you buy (or save from your travels) a cheap bracer, 1h weapon, 2h hand weapon, shield and chest piece; keep them in your bank. These will be what you practice your chants on. From here you have a few options:

1. You can head to the the highest instance you can handle solo and hunt green items to disenchant – time consuming, but you should get xp and continue to level your class skills.
2. Buy enchanting supplies off the AH, expensive but faster
3. Be a leech and drain your guild mates dry, God knows they don’t need money or equipment to furter their adventuring and fund their mounts. Maybe one day you can pay them back with free chants – right! Every guild chanter I ever saw turned into a greedy bastige once he got high enough level to do me any good. It was either “I’m not chanting until I make level 35 because I won’t level” or “I’m broke at the moment so I can’t chant for free, I gotta charge you full price.” If you do leech, then don’t be a greedy bastige… return the graciousness you were shown even if it costs you a little. There is nothing better than calling out for help and getting 4 mates say… I’m there bud!

But, I wanna be a tailor! I live to sew!

You may say, “why should I wait?” Why shouldn’t I get started right away? Well, if you just have to start now, then be my guest but consider this. On my server:

Linen cloth sells for 25-35s/stack
Wool cloth sells for 40-70s/stack
Silk sells for around 50s/stack

That’s darn good money, especially for level 30’s and below. Your not going to make any money selling linen and wool bags in a developed economy (new servers are another story.) If you want to make bags you will be lucky to get 35s for a 10 slot small silk pack and there is no way your going make more than 40s for a stack worth of wool bags (your results may vary, don’t flame me with your whacked servers prices.) Just sell the tons and tons of cloth you will gather on your journey to level 40. Even better, make bandages! First aid is a great skill to have – it costs next to nothing to skill up in and you can’t have too many healing options in WoW. Did I mention cooking? Oh, ill save that for another day. Wait till level 40, buy what you need to grind away the lower levels and then go hunt humanoids to get the mageweave and runecloth you need to make your sewing fantasies a reality. Oh and watch a lot of HGTV while you play, lots of handy sewing tips for you there too you tailor pansy!

Ok this is my opinion, its what I wish I would have done. It’s what I will do for my baby warlock (who will be an engineer) and my baby druid (who will be a leatherworker – whip it good!). If you feel differently, then get out there and show the world your crafting prowess (chicks dig crafters!)

Ready for the next level? We recommend The MMORPG Exchange for your WoW Gold needs. MMORPG-Exchange has supplied us for years and has great customer service and 24/7 instant delivery. Check them out! World of Warcraft Gold delivered instantly!

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.

Ready for the next level? We recommend The MMORPG Exchange for your WoW Gold needs. MMORPG-Exchange has supplied us for years and has great customer service and 24/7 instant delivery. Check them out! World of Warcraft Gold delivered instantly!

WoW Grind 40-50 (World of Warcraft server)

I Decided to reveal what i did to get from level 40 to level 50 in a relatively short amount of time.

Level 40-44

Head over to Tanaris and kill the Wastewander Thieves. This is the most efficient levels i have ever made, because you can turn in 5 Wastewander Pouches that the thieves drop fairly often in bunches of 5 to npc in Gatzegan to get 480xp, on top of all the xp you are gaining from the thieves. I only killed thieves at lvl 40-42 (only the bandits and thieves). Here is a link to exactly where i leveled off them-http://i44.thottbot.com/m/b/wow_81522.jpg- the white boxes in the left corner is roughly where i was. Among the Pouches, they drop mageweave nearly everytime in increments of 2-3, a stack is worth around 1g on the Ner'zhul Server! You can also find solid chests around the thieves.

Level 44-48

Stay in Tanaris and head to the Southsea Pirates by the docks in eastern tanaris-http://thottbot.com/?m=7077 However, if you are melee, stay away from the Swashbucklers because they can disarm you. I went inside the dock gates (not by the campfires) and i killed around Andre Firebeard's area (not near him though :hes tough =p:) These also drop mageweave and solid chests spawn around the pirates for some mighty good 'ol treasures.

Level 48-50

Head to central Tanaris and find the Dunemaul Ogres here-http://thottbot.com/?m=39759. The Ogres drop good loot to NPC that sell for over 1g each. Solid Chests can also be found among them. On the northern end, there are a bunch of ogres in a line, and you can kill from the beginning to the end just as the first one spawns again, so you can kill them infinitely without ever having to stop, which is what all we crazy grinders like to hear =p.

While i did this, i found 2 epic drops, Dazzling Longsword and Gut Ripper, over 120g worth at the AH, as well as the Schematics for a Sniper Scope in a solid chest. I hope this guide can help you level from 40 to 50 with relative ease, Good Luck!

Ready for the next level? We recommend The MMORPG Exchange for your WoW Gold needs. MMORPG-Exchange has supplied us for years and has great customer service and 24/7 instant delivery. Check them out! World of Warcraft Gold delivered instantly!

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!)

Ready for the next level? We recommend The MMORPG Exchange for your WoW Gold needs. MMORPG-Exchange has supplied us for years and has great customer service and 24/7 instant delivery. Check them out! World of Warcraft Gold delivered instantly!

How To Kill Nefarian (Warcraft leveling)

Mods / Software:

* CT_RaidAssist - http://www.ctmod.net/downloads.ct
* Ventrillo - Official Site http://www.ventrilo.com/download.php
* Drakonid Kill Counter - Download http://www.curse-gaming.com/mod.php?addid=2642

Facts:

* There is no one way to do Nefarian phase 1. Some guilds AoE both gates, some guilds Assist both gates, some guilds do a "throne strategy" in which they set up at the base of Nefarian's throne and simply AoE all the drakes at that location. However, the following Nefarian strategy of Phase 1 AoE'ing one gate and Assist Training another gate will always work with a balanced raid, and is perhaps the most simple and intuitive method to do Nefarian. However, there's always a lot of thoughts on just how to do Nefarian
* Nefarian (as of v1.9.3) respawns after 15 minutes after you wipe, no matter which phase you wipe in.
* If you don't have an Onyxia Scale Cloak equipped, you will die during the transition from phase 1 to phase 2. (Unless you're a paladin and can bubble!)
* It's Nefarian. Not Nefarion. Spell it right!

Consumables:

Flask of Titans (for MT + OT)

* Phase 1 (all about increasing DPS!)
o Elixir of the Mongoose
o Elemental Sharpening Stones (or Dense Sharpening Stones)
o Greater Arcane Elixir
o Brilliant Wizard Oil
* Phase 2 (rogues need survivability)
o Greater Shadow Protection Potion
* Phase 3 (AoE'ing the constructs)
o Stratholme Holy Water Engineering Bombs - EZ-Thro Dynamite II for the non-engineers
o Thorium Grenades / The Big One for the engineers.
o Crystal Charge (10 Red & Yellow Crystals from Un'Goro)
o Limited Invulnerability Potion

Phase 1 - Drakonid Zerg

Phase 1 is arguably the hardest part of the entire Nefarian encounter. To summarize, the key to succeeding phase 1 is that on the AoE side drakonids are always kept under control by the warriors so that no drakonids escape the AoE area, and on the assist train side, that the drakonids are simply killed fast enough not to overwhelm the raid. Phase 1 ends when 20 drakonids of each color are dead, or roughly when ~42 drakonids are killed on the drakonid kill counter.

When the event is started by one person talking to Nefarian, Nefarian will exclaim "Let the games begin," go into a shadow form and becomes invulnerable. He has 4 attacks:

* Shadow Bolt (highest aggro, usually a healer)
* Shadow Bolt Volley (infrequent)
* Mind Control
* Fear (infrequent)

Nefarian will spam shadow bolt on the highest aggro person, which will often turn out to be a healer. That healer will have to be aware of his own spiking health. The only other attack of concern is mind control. If someone is mind controlled, then that person should be sheeped immediately if possible (if he isn't standing in AoE) because the mind controlled person can quickly wreck havoc by AoE'ing the group, or killing away at the healers, or whatnot. The person who is mind controlled gets a huge boost of damage and can dispatch the raid if not controlled.

At the same time, drakonids will begin flooding into the room from the left and right gates. One color spawns from the left gate; one color spawns from the right gate. These colors are fixed and will remain the same from the same gate for every future try, even if Nefarian is attempted on different days (as long as the entire instance does not reset). There are five different colors of drakonids, and one fixed spawn - Chromatic Drakonids. It is important to split up the raid to take advantage of the weaknesses of these colors of drakonids.

* Blue Drakonid - Mana draining attack, "aura" of -50% attack speed. Resistant to Frost
* Red Drakonid - Short-Range Cone AoE fire attack DoT in the direction it is facing which stacks and hurts quite a bit. Resistant to Fire
* Green Drakonid - Single target sleep which essentially stuns those near the dragon occasionally for 2 seconds. Resistant to Nature
* Black Drakonid - Single targeted fire blast attack which hurts. Resistant to shadow and fire
* Bronze Drakonid - Has a weak direct damage shock which also debuffs the target with -50% Attack / Casting speed. Resistant to Arcane

In general, there are certain colors that you should AoE, and certain colors that you should "assist train". AoE means mages Blizzard and Warlocks Rain of Fire, whereas "assist train" means one rogue is designated as the main assist, and all rogues and hunters assist the MA to quickly down the drakonids one at a time.

* Red: AoE (with blizzard)
* Blue: Assist Train
* Bronze: AoE (blizzard + rain of fire)
* Green: Assist Train
* Black: Assist Train

However, then it turns out that sometimes you will get two sets of colors that both ideally either get AoE'd or Assist Trained. There are basically two colors where you must NOT either assist train or AoE:

* Red: Do not assist train. The AoE fire aura really hurts and will require too much healing.
* Blue: Do not AoE. They are resistant to frost. Blizzard won't hurt them too much.

Breakdown of colors and what should happen to each color:

 

Meaning, if the drakonid color combination is bronze/black for example, the raid should AoE the side the bronze spawns on, and Assist-train the side the black spawns on.

In all cases where red is being AoE'd, warlocks should be helping by DoTing the drakonids in the AoE with shadow spells - Corruption and Curse of Agony. They don't Rain of Fire because Red drakonids are resistant to fire.

Advanced Note: In your first couple Nefarian attempts, you'll want to have the first "attempt" just be a wipe by everyone getting naked, seeing the colors, and setting the AoE and Assist groups on their optimal sides. However, after enough successful Nefarian kills, one can take Nefarian down on the first try all the time even by setting the groups up in the worst possible setup (for example - AoE'ing the blue side, and Assist Training the red side). In this case, one can try to beat Phase 1 by just Flamestriking blue drakes, and easing the healing load on the assist train side through the liberal use of healing consumables. But really, there is no particular drake color where AoE does not work, or assist training does not work - there's just "optimal" ways of dividing up the raid.
Phase 1 - Warrior Guide

Summary: The warrior's job on both sides is very important - simply, it's to keep the drakonids from going after the healers, who will be a constant aggro magnet through their healing.

The ideal warrior team is 3 warriors per side. The warriors set up an order and cycle through this as the drakonids stream out. The reason you do an order and not just free-for-all tanking is that as the encounter progresses it gets more and more difficult to "grab" the drakonid as it comes out because the drakonids are going to be more and more likely to be very upset with your healers. Taunt is therefore invaluable in grabbing the drakonid at the start and allowing you time to apply a few sunders, heroic strikes, shield slam, taunting blade etc. It's also helpful because it ensures a few seconds of the drakonid beating on you and thereby supplying you with some rage. By having an order you pretty much ensure each warrior enough time to have their taunt cooled down so they can catch their next assigned drakonid. One last thing to be aware of is that while the small drakonids spawn at a set interval, there are also going to be at least three chromatic drakonids per side (if you see more than 3 during stage one you are killing much too slow). The first of these will spawn right at the start so warriors in the 1 and 2 slots per side will be having a drakonid right from the get go. The other two will usually spawn just before or just after one of the colored drakonids so communication is the key to ensuring a body on every drakonid. How you set up your communication is up to you but the way my team does it is the player grabbing a drakonid calls out the person's name who is after them in the tanking order.

Taunts are occasionally resisted and that is why it is helpful to have a druid in bear form ready to taunt an escaping drakonid and bring it back to the warriors. It is a bad idea for a warrior to leave the killing area to chase a drakonid since you will often be pulling mobs with you that could do any number of bad things to those who you are trying to protect in the first place.

Unless you have 7 warriors for this, your main tank is likely to be needed for the warrior rotations. If he is then it is very important for you to try to get the mobs off him when he needs to leave to greet the landing Nefarian. If you are doing this without fear ward then you need to do the same for whoever is going to be your off tank. It is a good idea to make sure you have your OT and MT on different doors so that you have two warriors per side to try to clean the mobs off them. The MT should be on the Assist side because it is easier to break off to catch Nefarian.

Phase 1 - Positioning

The healer clump in the middle should be in range to heal the people from both gates. The Mages & Locks should stay a good distance away from the drakonids that come out from the AoE side and AoE from there. Hunters are the same - stay a good distance away from the drakonids that come out from the Assist side and shoot from there. A bear druid will stand watch on both sides to pull drakonids back to the warriors if any get loose. It is important not to spend time chasing any drakonids that run loose, because that will waste too much time - let the bears pull the drakonids back to the warriors.

AoE Side

AoE side: The first two drakonids should be focus fired by the mages and warlocks. However, past that, the casters should just constantly rain area of effect spells down upon the drakonids. The warriors will have the tough job of keeping all the drakonids in the position; healers should be aware of when they have aggro and should keep their aggro levels equal. In the event that a drakonid breaks loose and goes after the healers, the bear form druid will taunt and pull the drakonid back into the AoE. TALENTS will help a lot here. Mages with improved blizzard and one hunter with entrapment constantly lay traps / feign death will make the drakonids easier to control within the AoE spot.

Assist Train Side

Assist Train side: As each drakonid comes out, /assist the MA and kill it FAST. The MA must be quick on switching targets, and he will pick colored drakonids before the chromatic ones. There is no cap on the amount of drakonids that can spawn - simply that they stop spawning when 20 of each color are dead. If there are ever 5 drakonids or more out at any time on the assist train side, it means that you have killed them too slowly and you're pretty much screwed. If this is the case, you'll need to use more consumables, extra buffs, need more DPS on that side, etc.

Tips:

Learning Stage 1 will be a gradual process. There are a number of things that can go wrong:

* Drakonids are leaking to the healers.
o Solution: Usually it is one healer pulling the aggro, have that healer cut down. It could be a warrior problem, make sure the warriors are on top of their taunting chain. The druid in bear form can help taunt a couple back but if there are a lot of drakonids leaking then there's something wrong.
* Drakonids are overwhelming just the AoE side .
o Solution: Make sure the drakonids really are all being controlled within the AoE spot. Maybe there isn't enough AoE power (our guild uses 5 mages / 3 warlocks there usually and it is sufficient) in which case you can help by giving each AoE person Greater Arcane Elixirs. If that still isn't enough, you might want to just simply bring more Mages and Warlocks to Nefarian.
* Drakonids are overwhelming just the Assist Train side.
o Solution: Make sure the MA is switching targets well before each drakonid is dead, make sure everyone is on top of assisting and killing quickly. If the drakonids are running towards healers, a lot of DPS is lost so make sure the drakonids are caught well by the warriors. If they simply are not dying fast enough, this is usually a DPS problem; use more consumables to increase DPS, bring a warlock over from the AoE side to help damage, or just bring more rogues/hunters to the raid.
* Drakonids are overwhelming both sides.
o Solution: Keep working on it! It'll be smoother and smoother as warriors work together better to keep the drakonids in control, druids get quicker at pulling drakonids back if they slip, healers realize their place in aggro, and the assist train becomes a well-oiled machine in killing one drakonid after another in a machine-like manner.

At approximately 42 drakonids, (when 20 drakonids of each color is dead), Nefarian will land. Congratulations, you have finished the hardest part of the Nefarian encounter - hopefully, your entire raid is intact (you shouldn't have more than 2 deaths in phase 1, and those deaths should be rare occasions where Nefarian's mind control hits an unfortunate target). Have the MT / OT break off at the "Nefarian landing in 10 seconds" message along with about 6 healers to heal the tank. Nefarian will land as his dragon form while breathing a shadow flame which will hit the entire raid (hope you have an Onyxia Scale cloak on!) The rest of the raid finishes off the rest of the drakonids. They will stop spawning. Then, the raid should get into Stage 2 positioning.

Stage 2 - Positioning

 

The positioning is basically all ranged & healers stand at max range from Nefarian so his Bellowing Roar AoE Fear (Range: 30 yards) doesn't hit you. The rogues are on the other side of Nefarian and are outside the range of heals: they are responsible for keeping themselves alive.
Stage 2 - Abilities

* Cleave: Rogues shouldn't be getting hit by this.
* Tail Whip: A stun if you stand behind Nefarian, by his tail. Rogues shouldn't be getting hit by this either.
* Shadow Flame: Very high shadow damage cone in front of Nefarian.
* Bellowing Roar: A periodic AoE fear centered on Nefarian with ~30 yard range. All ranged / healers need to stand at max range to avoid this fear. Quick-Reflex Stance dancing & a quick Off-Tank will be required. Or a dwarf priest.
* Healing Curse: Nefarian occasionally casts a curse which reduces healing on the MT by 75%. This needs to be removed ASAP.

Stage 2 - Warrior Guide
This is most complicated when you have no fear ward and so the below is assuming you do not have it.

When Nefarian is going to cast a fear, the ground will shake just like it does for Onyxia. From Ground Shake to Fear, you have 2 seconds to change stances. That is not much time at all, especially if your MT just used an ability and is on his global cooldown, but it is very possible for your MT to be able to switch to berserker stance to pop their berserker rage. Possible doesn't equate to success every time, nor does Nefarian help by his unpredictable fear timer. The point here is that your MT will miss fear sometimes - while he is feared, Nefarian will ignore him until the fear times out and switch to the person he hates the most who isn't feared. If your raid likes living, this must be your off tank.

The off tank will spend the entire rest of the fight being unconcerned with damage and only with generating enough threat to be higher on Nefarian's hate list than any healers or any DPS that is not getting feared. Because you will sometimes see more than one fear in 30 seconds, the cooldown time for your MT's berserker rage, it is important for your off tank to be ready to use his berserker rage before the fear goes off so that aggro will transfer smoothly from the feared main tank to the immune-to-fear off tank. The off tank will then immediately run to the spot where the MT was tanking. When the fear breaks from the MT, Nefarian will switch back over so the MT needs to get himself back into position ASAP.

Even with fear ward it is recommended to have an off tank for the situations where fear ward is on cooldown and the MT is either unable to get into berserker in time or has his rage on cooldown for some reason.
Class Call-Outs:

At a set interval, roughly every 30 seonds, CT-Raid will announce ** CLASS CALL INCOMING ** and a few seconds later a random class call will occur.

* Druids: Druids will be stuck in cat form. Can't heal in cat form so paladins/priests have to pick up the healing. Just sit around… Jump… Look pretty. Resist the temptation to go up and melee, as a fear could bring you into Nefarian's Shadow Flame Breath.

* Hunters: Your ranged weapon will break. This effect is permanent. Therefore, whenever ** CLASS CALL INCOMING ** is announced on CTRA, you should remove your weapon and put it in your backpack. After the class call is given, put it back on and start firing again. Alternatively, if your hunters are rich, they can place a repair bot and just always fire and simply repair when their hunters break. This will increase DPS.
Tip: To remove your ranged weapon and put it in an inventory neatly in one button, here's a nice macro:
/script PickupInventoryItem(18);PickupContainerItem(0,10);UseContainer(0,10)
(0,10) means bag space 0 (counting from the right, so 0 would be the original backpack), 10 is the bag slot, starting from top left.

* Mages: You are still in control of your character, but you will cast instant random polymorphs on the raid. These must be dispelled/cleansed instantly, ESPECIALLY if the MT gets hit by one. The talent Ice Block works to remove the debuff, so picking up the talent will be extremely valuable.

* Paladins: Will cast Blessing of Protection on Nefarian, rendering all attacks useless. Take a nap.

* Shamans: Corrupted Windfury and Healing totems are placed which help Nefarian and not the party.

* Priests: Your heals will DoT your target so stop healing. Druids/Paladins/Shamans need to pick up all healing when this occurs. The moment he calls out the priest call all heals (except renew and shield) will give corrupted healing, so instead of waiting for the priest call to stop (by then it will be too late and the main tank will have 3 corrupted heals on him), priests should stop healing whenever ** CLASS CALL INCOMING ** is announced.

* Rogues: Nefarian will turn to you and you will be teleported and rooted either in front of Nefarian or in the back/side of Nefarian. If you take a shadow flame you're going to die, unless you have a Greater Shadow Protection Potion's effect on you. If you get teleported in front of Nefarian, the main tank should run through Nefarian and turn him 180 degrees.

* Warlocks: Warlocks summon a small zerg of infernals that have a light AoE fire aura. Easily AoEable. Mages will arcane explosion these.

* Warriors: Warriors will be stuck in berserker stance. DPS needs to lighten up since the MT will be generating 20% less agro than usual. Healers amp up the healing a lot since MT will be taking 20% more damage than usual.
Tip: Perhaps the most devastating thing that can happen is the warrior call combined with the healing curse. Just spam heals whenever the warrior call is given, and make sure the healing curse is quick to come off.

Stage 3 - Construct Zerg

Nefarian Stage 3 occurs when he reaches 20% HP. All the corpses from the previous zerg come back to life as Constructs (similar to those in the Scholomance basement). They have very little HP and are easy to AoE down.

Preparation: Set up half your casters to AoE the left side, half your casters to AoE the right side. Have them wand to regain lots of mana from Nefarian 30% and onwards. Assign one mage each with Improved Blizzard to start blizzarding on top of the corpses so the moment they pop up they will be slowed. Assign one or two healers to each side to heal the warrior tanking the zerg.

When Nefarian is ~22%, the raid should be getting into position to prepare for Stage 3.

Warriors: All warriors will cease DPS and run through Nefarian to park them in front of the zerg. We will set up a chain Challenging Shout/Shield Wall rotation. You will have ~50 mobs beating on you for ~200 dmg per hit, so that's why you will need shield wall.

Melee DPS: Rogues can either help out with AoE'ing the constructs by throwing Stratholme Holy Water or engineering bombs at the constructs, or just keep whacking away at Nefarian. Initially, the rogues should bring Stratholme Holy Water to help AoE until your raid is familiar with this phase.

Casters / Ranged: Frost Nova rotations + snare effects and AoE the constructs into the ground. Casters, use a Limited Invulnerability Potion and go nuts! Healers: When the Stage 3 zerg occurs, send one or two healers to each side to help heal the warriors tanking the constructs.

After the zerg is finished, this fight is just a continuation of Phase 2 with no extra surprises thrown in. Keep cracking away steadily and take down the last 20%!

Ready for the next level? We recommend The MMORPG Exchange for your WoW Gold needs. MMORPG-Exchange has supplied us for years and has great customer service and 24/7 instant delivery. Check them out! World of Warcraft Gold delivered instantly!

simply make or edit a macro with
/target playername
/cheapshot 1 (this line is actually longer but i cant remember off the top of my head)
now press this button like a maniac nonstop while looking for the other rogue

Wierd thing is that even if that person gets the cheapshot off on you, you'l get it off on them aswell

doesnt work with ambush because positioning is trickier.

Ready for the next level? We recommend The MMORPG Exchange for your WoW Gold needs. MMORPG-Exchange has supplied us for years and has great customer service and 24/7 instant delivery. Check them out! World of Warcraft Gold delivered instantly!

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).

Warsong Gulch
Warsong Gulch is 10 vs 10 capture the flag. The games themselves are bracketed in the usual brackets (10-19, 20-29, 30-39, 40-49, 50-59, 60) and the reputation scale to the lvl.

Horde gains repuation with Warsong Outriders and Alliance gain it with Silverwing Sentinels.

Reputation gains are as follows (WOWwiki.com)

Quote: Honor Rewards
The game awards bonus honor to everyone on your side of the match for reaching certain goals. Those goals are:

capturing the opponents flag, rewards 396 honor (at level 60)
winning the match, rewards 198 honor (at level 60)
Honor for lower level matches scales down from the amounts given. Other scored events are not granted honor. These include: killing blows, picking up the opponent's flag, and returning your flag to your base. Honor is awarded for honorable kills as normal.

Winning a complete match (3 captures and the win bonus) gives you 1386 honor (at level 60). It also awards you 3 marks of honor. Turning in the quest for 3 marks of honor is worth an additional 396 honor points.

Losing a complete match (0 captures and a loss) gives you no bonus honor. The only honor you will accumulate will come from honorable kills. You will receive 1 mark of honor at the end of a loss, so you can still collect 3 and turn in the quest as given above.

During the Warsong Gulch Battlegrounds Holiday, you will earn double reputation bonus for each flag captured on your team. The winning team will earn an additional 990 bonus honor (at level 60) for completing the match, in addition to the usual 198 bonus. The losing team will earn 594 bonus honor at the end of the match. Thus a 3-0 match will award a total of 2376 honor to the winners, and 594 honor to the losers during the holiday.

Reputation
Flag Capture - 35 reputation for entire team (10 extra reputation on a Battlegrounds Holiday for a total of 45).
3 Marks of Honor - 50 reputation, or 100 reputation if done through Concerted Efforts or For Great Honor quests.

As can be seen, in this BG you really need to win, to be able to rep up properly. Therefore it's one of the more difficult ones (as opposed to AV), to rep up consistently. Pray your side is good :)

Exalted rewards
These are the lvl 60 rewards. There are also epic rewards for the 40-49 and 50-59 bracket. Check http://www.worldofwarcraft.com/info/basics/factions/warsong/index.html for all the rewards.

Tabard:
Silverwing/Outrider Tabard -no stats-

Wrist armour:
Berserker Bracers: Plate, 323 armour, 19 STR / 8 AGI / 11 STAM
Dryad's Wrist Bindings: Cloth, 44 armour, 8 STAM / 8 INT / 7 SPI. Equip: Increases damage and healing done by magical spells and effect up to 22.
Forest Stalker's bracers: Leather, 86 armour, 11 STR / 19 AGI / 8 STAM
Windtalker's Wristguards: Mail, 182 armour, 8 STAM/INT / 7 SPI. Equip: +38 Attack Power

Leg armour: Sentinel's/Outrider's
Silk Leggings: Cloth, 188 armour, 23 STAM / 19 INT / 10 SPI. Equip: Increases damage and healing done by magical spells and effects by up to 28.
Lizardhide pants: Leather, 262 armour, 22 STR/STAM/INT, 10 AGI, 9 SPI. Equip: Increases damage and healing done by magical spells and effects by up to 11.
Leather Pants: Leather, 233 armour, 28 AGI / 27 STAM. Equip: Improves your chance to get a critical strike by 1%.
Chain Leggings: Mail, 364 armour, +35 AGI / 15 STAM. Equip: Improves your chance to get a critical strike by 1%. Improves your chance to hit by 1%.
Mail leggings: Mail, 364 armour, +14 STR / 22 STAM/INT. Equip: Improves your chance to get a critical strike by 1%. Improves your chance to get a critical strike with spells by 1%. Restores 6 mana per 5 sec.
Plate Legguards: Plate, 646 armour, +28 STR / 27 STAM. Equip: Improves your chance to get a critical strike by 1%. Improves your chance to hit by 1%.

Ready for the next level? We recommend The MMORPG Exchange for your WoW Gold needs. MMORPG-Exchange has supplied us for years and has great customer service and 24/7 instant delivery. Check them out! World of Warcraft Gold delivered instantly!

This requires a rogue, herbalism & a Blood Scythe (allows you to recieve Bloodvine), you will also need to be in a raid but preferably not leader (for resetting).

In ZG there are 2 (yes only 2) herb nodes which have only 2 humanoids guarding them. The 1st is the hut directly to the left right after you enter, the second is the hut to the right after the second bridge, infront of Snake boss room. They do not always spawn, if they do not just reset the instance (described later). If a herb IS up in these location, its as simple as a sap and a blind to be able to pick the herb and possibly recieve a Bloodvine in this manner.

To reset ZG: Head towards the door, make sure you are not the leader, promoting someone else if neccesary. Leave party and zone out. Reinvite the person that was in your raid and zone in with yourself as leader. Just be sure you are not the leader when you leave raid to reset.

(I have a few more farming tricks but I am not going to flood the forum with them)

Ready for the next level? We recommend The MMORPG Exchange for your WoW Gold needs. MMORPG-Exchange has supplied us for years and has great customer service and 24/7 instant delivery. Check them out! World of Warcraft Gold delivered instantly!

From a Shammy/Warlock 2 boxer perspective.

As taken from Merriam-Webster. Definition 5 hits it on the head.

Farming (not to be confused with Grinding)

Main Entry: 2farm
Function: verb
transitive senses
1 obsolete : RENT
2 : to collect and take the fees or profits of (an occupation or business) on payment of a fixed sum
3 : to give up (as an estate or a business) to another on condition of receiving in return a fixed sum
4 a : to devote to agriculture b : to manage and cultivate as a farm c : to grow or cultivate in quantity
intransitive senses : to engage in raising crops, animals, or fish
5 : to pillage/plunder a particular honey spot in a MMORPG in such a manner that maximises a player's income and/or personal wardrobe.
IE: Dude!! We raped that lewt farm last night. I must have made 20 gold in just a few hours.

Ok, yes, I added #5 myself. It should have been there though. Those dictionary puds don't keep up with the times.

I was talking in guild chat the other day about farming a certain spot when someone asked, "What is farming?"

Huh?

Basically, you just head to a spot that you know is good for mobs dropping easily sold items that rake in the cash. I have a few spots that work really well for this, but are level dependent. As most of you already know, WoW farming is tons different than Everquest farming was. The mobs in WoW can (and will) still kick your ass even though you are 20 levels ahead of them. So don't think you are just going to walk into a place 20 levels your inferior and get the same result as you would playing Doom in god mode. There are no BFGs to be had here.

So, where are some of these honey spots? I have a few. It really depends on what I want to farm. This is all based on either a level 41 shaman (skinning/leathercraft) and/or 41 warlock (skinning/tailoring). Both have about the same kill/min ratio. I like to 2 box, but in some areas, it is a pain in the ass. If you 2 box and don't have a duplicate skill on both characters, you will make more dough than I do.

Tailoring supplies: For linen, the humans south and around The Sepulcher have a pretty high drop rate for linen. You can sell a stack of it for around 20-30 silver in the AH. Great for raising an alt's tailoring or first aid skill fast. Also mass producing 6 slot bags are decent income. It takes about a silver to produce and you can sell them to vendors for 2.

Wool drops pretty well from any humanoid above level 15, but I found the humans on the road heading to Hillsbrad from Sepulcher to be better than most. They are average level 18-20 and casters (low hp so you can kill them faster and you resist most everything). They respawn faster than the waiters at Applebee's (though not quite as friendly) so you will always have stuff to kill.

Silk is a pain. It never seems to drop fast enough. The Azureload Mine seems to be about the best I have found. Levels are around 25ish. Tons and tons of mobs, fast respawn, and high drop rate. Add to that the mobs drop silver about half of the time. This was a great place to get exp and farm at the same time. You have to be on your toes though. Easy to get gang raped in there.

You can also kill the humans around Dalomar. From level 30-35 you can sit here and make tons of cash and get quite a few tailoring skill points. They also drop the occasional Mageweave. Maybe 1/15.

Skinning: Again, from Undercity all the way to Tarren Mills, it is made for skinning. Once you get to level 30, north of Tarren Mills, you can easily make 4 levels and an assload of cash skinning the Yeti, both the brown and white ones. (I am pro-affirmative action, if I killed 1 brown one, I went and killed 40 white ones. Not really.)

Once you get to level 33ish, an alternate to Yetis and Humans around Dalomar are the Arathi Highlands. Ther are lots of roaming mobs for skinnning and human outposts for tailoring. Get xp while you do it. Just find a zone wall or one of the human camps and tear em up.

I generally go for mobs at or a few levels below my level. It seems to maximize and balance the intake of xp and lewt. There are better spots to be had, but either the run time to get there, or the recovery time for dying has made me pass on them. I tend to be lazy, but in a smart sort of way. Heh.

Ready for the next level? We recommend The MMORPG Exchange for your WoW Gold needs. MMORPG-Exchange has supplied us for years and has great customer service and 24/7 instant delivery. Check them out! World of Warcraft Gold delivered instantly!

 Page 1 of 2  1  2 »