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!

World of Warcraft Gold Archives

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!

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PvE Rogue Solo Template (WoW open beta)

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.

Assassination Talents – 16 points

(10-11-12-13-14)Malice – rank 5/5

(50-51-52)Ruthlessness – rank 3/3

(48-49)Improved Slice and Dice – rank 2/3

(53)Relentless Strikes – rank 1/1

(54-55-56-57-58)Lethality – rank 5/5

Combat Talents – 35 points

(17-18-19)Improved Gouge – rank 3/3

(15-16)Improved Sinister Strike – rank 2/2

(42-43-44-46-47)Lightning Reflexes – rank 5/5

(20-21-22-23-24)Deflection – rank 5/5

(26-27-28-29-30)Precision – rank 5/5

(59-60)Improved Evasion – rank 2/2

(25)Riposte – rank 1/1

(31-32-33-34-35)Dual Wield Specialization – rank 5/5

(37-38-39-40-41)Mace Specialization – rank 5/5

(36)Blade Flurry – rank 1/1

(45)Adrenaline Rush – rank 1/1

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Westfall Insta Spawn Insane Farming (Warcraft shirt)

Yesterday my friend was using his Lev 60 hunter to help me run quests for a new char I am grinding. He took me to an amazing spot I hadn’t seen previously.

In the far Western shore/cliff there is a windmill surrounded by about 15 members of the local Derathi thieves guild. This is by no means unique in Westfall, however the amount of them are……and they all INSTA spawn after being looted. While I was running about killing boars and harvesters for a few quests he sat there and pelted these guys for about 20-30 minutes just to get linen cloth for the AH.

Lo and behold, after about 20 minutes he had 300 linen in his coiffers! So this little spot is SUPERB for low level 10-20 grinding, and also a great money maker at HIGH levels.

Let’s do the quick math on the linen for my pal. As of this morning stacks of 20 linen are selling for 50s on the Zul’Jin AH.

300/20 = 15 stacks

Now assuming he continued making that 300 linen in 20 minutes, multiply that by 3. 600 linen or 45 stacks. That’s 22 gold on the AH. Certainly nothing groundbreaking but for people at lower levels, or even higher levels who simply want no risk gold grinding.

The best part about this place is it is NON STOP. Literally NON STOP. Check it out, amazing stuff.

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Ok im posting this because i was unable to find the information anywhere on our sight, and yes I did search. If I simply missed it my appologies for the repeat information

Alliance: You talk to Daryl Riknussun in Ironforge near the grif platform at the forge.

Horde: Start with Zamja in Orgrimmar in the third house on the right on the near the Valley of Strength in the Drag

Both send you to Gadgetzan in Tanaris where you speak to Dirge in the Inn, he sends you out to get:

12 giant eggs, 10 zesy clam meat, and 20 alterac swiss.

Giant eggs come from about anything feathered, and over lvl 44 with some rare incidences of mobs lower than that (as in the rocs in Tanaris, and some owlbeasts in Hinterlands.

Clam meat can be looted out of Giant Clams & Battered Chests (fished in Ashenvale, Darkshore, The Barrens, Darkshore, & Westfall) or from hunting.

Alterac Swiss sells for 40 silver per stack of 5 at the cheese shop just inside StormWind gates.

You have to be at least lvl 40 to aquire the quest with over 200 in cooking.

Most of this info was grabbed from the tradeskill forums on the WoW website.

Nakosha

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30-40 can be a real pain in the ass, as quests dry up pretty quickly, and then you’re forced to migrate to another area, which may be near or far.

30-32 -
Finish up your Tarren Mill quests, then grab the Rod of Heracular quest from the undead apprentice in the graveyard beside the ruined church. Then head over

to the Darrow Cave and grind the living crap out of those yetis. Before I got the rod, I was level 33 and the Yeti’s still yielded good exp. Turn the rod

quest in for a suitable 2100-3000 exp and continue the chain if you want.

32-34 -
I fluctuated between STV and Arathi for these. Start the Mok’Thardin quest chain in Grom’gol, as you’ll be working towards it for the next 6 levels. In

Arathi, do the Guile of the Raptor quests. 37 raptors should be no problem for you if you handle them right.

34-36 -
I was mainly in STV here, grinding away at the STV bloodscalp quests. I had 4 which required me to kill, kill and kill. From those 4 and the 2 hours of

grinding it took to get the items, I was 36. Fastest two levels for a long time.

36-38 -
Continue expaning on with the Nesingwary hunting quests, dont bother with the Green Hills quests, the rewards arent worth nearly as much as the time and

effort you put into it. However, if you’re really interested, go grind the goblin geologists over near Lake Nazerfeti (or something like that). I had two 16

slot bags full just with pages, sold majority for around 1g each while I did a quest i picked up in the BB tavern near the FP.

38-40 -
38 wasnt so bad, as I finished the Mok’Thardin and the Nesingwary chains, getting a decent set from the reward. I mainly just grinded on ogres for the 6 or

so bubbles which remained afterwards. 39, however, is one of the longest grinds (or so it felt) i’ve had for a long time. I tried jungle stalkers and SM

runs. Jungle stalkers were okay, but without rest the grind is a long one, and you’ll often find yourself at the wrong side of a claw/blade. I got ganked a

total number of 89 while I grinded this level, and it took me 7h and 15m to finish it.

A few quick notes about grinding:

When moving to these areas, make sure you pick up the migration quests (such as the Desolace one who gives you a horn to take to Nesingwary, which starts

that chain effectively) as they yield anywhere from 200 exp to a whopping 3000 exp (nearly 2 whole bubbles at 34).

Also, invest in enhancement potions. Elixirs of Greater <insert skill here>> are a great way to add DPS and reduce downtime. 5g for 5 EoGA knocked about 2 hours off my grinding with the quite decent 7dps buff it gave.

Everytime you visit a town, refill your ammo/knives, whatever. It isnt worth breaking the rhythm of a good grind because something broke or you’re out of ammo.

Only ever pick up kill or gather from kill quests. Migration are okay, but take them just as you’re done with that area.

Dustwallow Marsh is a waste of time.

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Soloing BRD (sorry if someone else has posted this, I have not seen it) Also, this is my first post, so it may be hard to read, just post questions and I will try and keep an eye on this to answer them.

The best run I have had I got the Fiery Enchant (35g), and the Ace of Elementals (300g+) for about 10 minutes time in the instance. Those prices are on my server.

My main is a rogue so this is written from a rogue point of view, but maybe you could do it with a druid?

Follow the steps to solo Plugger for the Barman Shanker. I am new to this site, but I sure it is posted somewhere here. If not, try www.worldofroguecraft.com it is a decent but limited site (I plan on a couple contributions to them, but posting here first for you guys) :)

The only variation on a Plugger (barman shanker) run is right after the Shadowforge lock. Go up the ramp and then go straight up the second ramp and cross the Ring of Law. You can pickpocket these guys for about 3-4s each if you feel like it. Free money. After crossing, go immediately to your right and see if Pyromancer Loregrain is there.

If he is, kill him. You need to kill him first, if you kill his adds and vanish, they spawn right back. I sap one, then ambush Pyromancer. I eviscerate immediately so that I don’t waste combo points. Then I blind the second add. It will depend on your set up, but I can blade flurry to do them both if I need to. I generally have to use evasion for this fight. I use Instant poison and Mind Numbing. I vanish after the boss and then the two adds are simple by themselves with a sap. I often need a single heal potion for this one.

He has been spawning pretty frequently for me (1 in 3?), and he drops the Fiery Enchant about 30% of the time. Thottbot probably says different, but those are my estimates based on my running it.

Go back through the Ring of Law and continue with the Plugger run. May as well kill him since he is easy, and then the door will open for you to get to Lord Incendius. I recommend killing the little gnomes in the room with the golems too (can’t recall name of the room, manufactory?). The gnomes have been known to drop Black Diamonds.

After killing plugger, go out the door and drop down to Incendius’ level. Avoid the elementals with him.

Poisons don’t work so I use Dense Sharpening stones. I have to drink a greater fire resist potion and put on all of my fire resist gear (I am at 127fr). I am far from “epic’d out”. He kicks you, and the lava is death so line up well and go for it. I open with distract and ambush. I have to use my prep for this fight, and both evasions. I have not had to use thistle tea (I trashed the recipe, just got it back) but I am going to start using it. I also end up using my lifestone, whipper root tubers, and a heal potion. I recently added crystal restores, and night dragon’s breath so I am hoping it gets easier.

No lie…it is a tough fight. With the new items I added I think it will go easier but it can be done. The Ace is a pretty rare drop, but a damn nice prize:)

It is fun as hell and gives a nice feeling of accomplishment…and “it’s a rogue thing” which rocks.

Variations…

A short cut to Incendius does not require you to open the shadowforge lock. You jump out the window right before it, drop to the walkway, and can go straight to him.

You can also solo the rock lord in the first area. Time the dogs as they are death to stealthers. He hasn’t dropped much worthwhile for me though:(

The bad news…

Getting out alive is a PAIN, so I usually hearth from there. The damn dogs are just a nightmare on the way out.

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Dire Maul West And North (Warcraft leveling)

West and North Dire Maul

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

Materials needed for a full run on West and North;

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

Getting to Dire Maul

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

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

West Dire Maul; Need Crescent key or a rogue

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

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

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

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

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

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

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

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

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

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

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

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

North Dire Maul

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

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

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

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

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

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

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

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

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

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

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

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

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

This is North DM done.

FAQ

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

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

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Enchanting ‘Grind’

Nothing has been posted about grinding through enchanting yet, so here’s my attempt.

The following is a *rough strategy* of how to skill up in enchanting. This might not be 100% accurate, but should give anybody a good idea of how to tackle what is the most awkward profession in the game. In addition I am currently only level 257 in Enchanting – so I am not prepared to comment much beyond 250!

As with all professions, enchanting definitely is easier to grind after you have a character at level 40 or greater. This way up until level 40, you can concentrate on getting cash for your mount. For a ‘support’ profession, you really need one that allows you to easily make green items. Tailoring is the most sensible, as all of the ingredients are avaible as drops or vendor bought. Leatherworking is also a very good profession for making green items, especially higher level ones (i.e. lvl 40~55), as the requirement tends to be leather and a few vendor materials. That said, my own preference is a ‘collection’ profession (Skinning, Mining, Herbalism), as you can then sell these items for much needed cash.

As hard as I’ve tried, I’ve not been able to come up with a definitive list of what to grind on at specific skill levels. The reason being that its impossible to know what each individual person has in the way of resources. A person who has access to somebody with Engineering or Blacksmith, is likely to end up with lots of essences, whereas a person with access to Tailoring or Leatherworking, will end up with lots of Dust. In addition, disenchant results are slightly random – something which generally gives Dust may suddenly give you an Essence or even a Shard, though it doesn’t happen often, it is often enough to make life difficult to create a perfect guide (Weapons seem to be more random than Armor).

One useful hint that I can give you is with reference to when an Enchant initially goes from Orange to Yellow. You should still get a skill up for the first 5/10 enchants you do. You may get one non-skill up from this ‘buffer’, but its still worth doing if there are no more efficient enchants.

Endeavour to locate a *good* list of Enchants, and go from one level to the next. Every time you hit a ‘magic 5′ (i.e. multiple of 5: 5, 10, 15 etc) look on the list and see if there is a more efficient item that you could be making, often there will be.

Try to be semi-self supporting. Once you hit 150 in Enchanting, there is no reason why you shouldn’t be selling some of your enchants for around the 1g/2g mark. This definitely helps the cash flow no end. Level 250 is where your enchants become more popular, and you can charge a significant chunk of money for enchants. If you get the balance right, then you should be able to buy the raw disenchanted ingredients and break even once you have done some enchants.

I cannot iterate the following enough, but always disenchant quest rewards – around 50% of the time I find that they drop shards. Although the sell price of the item seems very attractive at times, the disenchanted items should make you more.

If you’re in a guild then see if you can team up with somebody else who wants to grind up a skill. Leatherworking is a good one. If you pick up skinning, then give them all your leather and get them to make up green items for you to disenchant. Both of you benefit :)

One other possible difficulty is trying to get the raw rod for enchanting (e.g. copper, silver, golden, truesilver, arcanite). My own take on this, is to try and buy all of the ingredients to make one, and then try to find a blacksmith who is prepared to make one. Offering double the cost of the learned blacksmith recipe is a good idea as well, as this way the blacksmith will make a profit even if they have had to learn the recipe. Arcanite Rods are also very difficult to get. They require a high level Alchemist and a high level Blacksmith, plus a dropped recipe (Transmute Arcanite), rare resources (Arcane Crystals) – and that’s before you even get to enchant the thing. Expect to pay upwards of 100g for an Arcanite Rod.

Bear in mind as well, that the Artisan trainer for Enchanting is within the Uldmaan Instance. This however isn’t too much of a hassle, as you can’t train in Artisan Enchanting until level 35, and that’s about the right level for this instance. Go with a level 60 friend and life will be really easy, but if not, then go with a group and make sure that you want to stop off there for around 10 minutes to level up enchanting. Offer the whole group enchants that will get you skill ups if necessary! I would recommend however, to level up to 225 before going to Uldmaan, and taking enough resources with you to level up from 225 to 250 in the instance. Also take about 20g with you and you can learn every 225~250 enchant that can be taught, that way you will never have to go back into the instance. The reason for stopping at 250, is that every enchant with a requirement beyond 250, is vendor bought or dropped.

—-

Although I can’t create a definitive list of what to do when, the following is a rough idea of what to go for. I’ve concentrated on things that require Dusts as it is generally easier to get Dust than anything else.

1~50 – Disenchant anything!
1 – Enchant Chest – Minor Health (1 x Strange Dust)
50 – Enchant Bracer – Minor Stamina (3 x Strange Dust)
80 – Enchant Bracer – Minor Strength (5 x Strange Dust)
110 – Enchant 2H Weapon – Lesser Spirit (6 x Strange Dust)
130 – Enchant Bracer – Lesser Stamina (2 x Soul Dust)
140 – Enchant Bracer – Lesser Strength (2 x Soul Dust)
160 – Enchant Chest – Greater Health (3 x Soul Dust)
170 – Enchant Boots – Lesser Stamina (4 x Soul Dust)
180 – Enchant Bracer – Strength (1 x Vision Dust)
205 – Enchant Cloak – Greater Defence (3 x Vision Dust)
210 – Enchant Shield – Stamina (5 x Vision Dust)
215 – Enchant Boots – Stamina (5 x Vision Dust)
220 – Enchant Chest – Superior Health (6 x Vision Dust)
245 – Enchant Bracer – Greater Stamina (5 x Dream Dust)
260 – Enchant Boots – Greater Stamina (10 x Dream Dust)
265 – Enchant Shield – Greater Stamina (10 x Dream Dust)
285 – Enchant Cloak – Superior Defence (8 x Illusion Dust)

Erm – Ok, you could use this as a what to grind at what level I guess :p

—-

The following is a reasonable list of efficient green armor items to make and disenchant. I’ve concentrated on Leatherworking and Tailoring, for the simple reason, that I don’t consider Blacksmithing and Engineering to be very efficient as nearly all green items require ‘uncommon’ resources. Although alot of green Leather items require Hides, not all do, and at higher levels the requirement for hide drops significantly.

Strange Dust -
T30 – Brown Linen Robe (Low Yield) – 3 Bolts Linen (6) + 1 Coarse Thread
T85 – Heavy Woolen Cloak – 3 Bolts Wool (9) + 2 Fine Thread
L105 – Fine Leather Pants – 8 x Med Leather + 1 Bolt Wool (3) + 1 Fine Thread

Soul Dust -
L150 – Green Leather Armor (Vendor) – 9 x Heavy Leather + 2 x Green Dye + 4 x Fine Thread
L160 – Guardian Pants – 12 x Heavy Leather + 2 x Bolts Silk (10) + 2 x Fine Thread
T165 – Green Silk Armor (Drop) – 5 Bolts Silk (20) + 1 Silken Thread
T175 – Azure Silk Cloak (Vendor) – 3 Bolts Silk (15) + 2 Fine Thread + 2 Blue Dye
T205 – Black Mageweave Leggings – 3 Bolts Mageweave (15) + 2 Silken Thread
T205 – Black Mageweave Vest – 2 Bolts Mageweave (10) + 3 Silken Thread

Vision Dust -
L205 – Nightscape Headband – 5 x Thick Leather + 2 x Silken Thread
T210 – Black Mageweave Robe – 3 Bolts Mageweave (15) + 1 Heavy Silken Thread
T215 – Black Mageweave Gloves – 2 Bolts Mageweave (10) + 2 Heavy Silken Thread

Dream Dust -
T255 – Frostweave Robe (Drop) – 5 Bolts Mageweave (25) + 1 Rune Thread
L260 – Wicked Leather Gauntlets (Vendor) – 8 x Rugged Leather + 1 x Black Dye + 1 x Rune Thread
T265 – Runecloth Belt – 3 Bolts Runecloth (15) + 1 Rune Thread
T265 – Runecloth Gloves – 4 Bolts Runecloth (20) + 1 Rune Thread + 4 Rugged Leather
L265 – Wicked Leather Bracers (Drop) – 8 x Rugged Leather + 1 x Black Dye + 1 x Rune Thread

Good places to grind cloth (i.e. multi-drops of cloth from 1 of 3 kills or better) – I play horde so this is Horde related:
Linen – Theramore Keep (South of Ratchet)
Wool – Dunholm Keep (Hillsbrad)
Silk – Roguefury Caves (Thousand Needles)
Silk – Scarlet Monastery (Trisfal Glades)
Mageweave – Feralas (Various Ogres)

—-

Overall, Enchanting can become a profitable and rewarding skill to have, however getting to skill 300 and some of the better enchants, will take considerable investment of cash, time and hair pulling.

One final piece is aimed at all of the buyers of enchants – please don’t hassle if you feel that an enchant is overpriced. Check out a web site and see what actual ingredients are required for the enchant you’re after. Every shard used is effectively a blue item that wasn’t sold on the AH, and essence’s come from green weapons. Some of the top level enchants require 4 shards and a whole host of other items. If necessary /whisper the enchanter and see what enchant they’d be prepared to do for the price you’re willing to pay. Its not your right to have an enchant on an item, and selling enchants in a city requires the enchanter to take time out from doing other things – *we* can’t just put our trade on the AH!

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Main Assist – A Basic Guide (Warcraft ii)

What is Assist?

There is a command /assist in this game, it’s shortcut key is "F", and it lets you select the target of your target.

For example: if friend A is attacking mob B, you can target friend A and press F, then u get mob B as your target.

So, Assist is when you target the same mob as the person you are assisting.

Why Assist?

To assist is to gain efficiency and viability.

If you’re in a battle with multiple mobs, it is logical to try to bring down the mobs one by one. In group work, to concentrate your firepower is very important. Instead of every party member tries to solo her/his mob, you will want to concentrate your firepower on one mob first, then move on to the next one when the previous one is dead. By assisting, you are killing mobs faster and therefore reducing overall damage taken.

Asssist allows also the tanks to hold aggro on the other targets which are not being attacked easier. And making the healers jobs easier as they now can concentrate on the tanks.

Assisting should be used in almost all kinds of groups. Even in a 2-man group, when you face more then one mob, the idea of assisting is still valid: you take down one mob as fast as possible, thus reduce the damage done to the group in general; in cases mobs can run, instead of two runners at the same time, you have only one runner to deal with. Even in a raid like in Strathomle, you can still assist the MA on the elites while the mages are AoEing the non-elites.

What is Main Assist (MA)?

So, who will then decide which of those mobs we should kill first and in what sequence we should kill them? More experienced players will designate a Main Assist in group works. A Main Assist (MA) will decide the target of the group.

All a Main Assist (MA) does is target your groups target. If we say a group leader is the general of a group, a MA is the true director during a fight, and MA is the most hard roll to play imo.

Example: Mob A and his buddies mob B and mob C are attacking your group, and they all look alike and stick close to each other. Mmm… what is the first target now? Wait, Bob is our MA, by selecting Bob and press F, you get Bob’s target. Mob A dies fast; then Bob choose mob B, you choose Bob and press F, then start to attack mob B; Mob B dies, Bob choose mob C ….. And you know that Bob usually pick up the Main Tank’s first target as his very first target.

What does an Assist macro do?

Assist macro is the way to gain nicety, so during a messy fight, you will be sure that you do choose the right target.

When the group is formed, Bob is designated as Main Assist. Each group member creates a macro as follows:
1. Press <esc>
2. Choose ‘Macros’
3. Choose name and button image
4. Edit macro text to read ‘/assist Bob’
5. Save and close

The macro can then be assigned in the key-bindings menu to ‘F’, or dragged to the toolbar as a button.

So during the fight, you do not need to select Bob to get the mob. Pressing ‘F’ or clicking the macro button is enough.

Which class or who can be a better Main Assist?

Preferably one that can take a few hits; one that does not switch target often; one who is more experienced; one that is quick-minded but still stubborn as hell and won’t change target until the chosen mob us dead.

Rogues might be the best assist class. The rogue *won’t* be changing targets much (otherwise he wastes combo points). They have also skill to use if they steal too much aggro from the MT.

Paladins aren’t best choice if they have to stop to heal the others sometimes. But they are great to take damage. So if there is more than 1 or 2 pallies in your group/raid, why not a pally.

A hunter can also be a very good assist, as they have a better overview of the fight, and the big hunter’s mark which can make the target clear. Provided: the hunter has no duty to get aggro off the mobs on the priest, or whatever can make them change target during the targeted fight; And, he should never try to steal aggro from the MT, as it involves too much moving between the fighting spot and the hunter. That is why I think close range melee class is better then casters.

A warriors can only be the MA if he does not MT or OT (’Off-Tank‘). A warrior has the skill to grab aggro on more than one mob, which is better used when they switch targets constantly in order to hold aggro, for example when adds comes and the OT needs to react. So, the warrior is not normally considered the MA (Main Assist) because of his possible multiple targets. Because warriors can take a lot of punishment they may engage two or three mobs at the same time, they will switch targets to gain agro if the raid or group lacks crowd control, thus tanking 2 maybe 3 mobs at a time. In a group where there is one warrior, he will usually be the MT. In a group where there are 2 or more warriors, the non MT warrior(s) still need to change target (eg to run to the priest the get the aggro off him, or aggro any add or lose mobs in situations when MT can’t react much).

Other caster classes or healing classes are not good to be a MA in a full 5-man group or raid. A Mage might need to re-sheep the sheeped mob, so he needs to change target during a fight and is not suitable to be MA, for example. But in 2-3 man grinding parties, even a preist can be the main assist: a ShadowWord:Pain is a very nice icon for the others to know which mob is the main target, works as well as a hunter’s mark.

Why your Main Tank shouldn’t be the Main Assist?

Provided your MT (Main Tank) has the skills to grab multiple aggro, the MT and the MA should always be 2 different people. This is because the MT will never be targeting the same mob all the time. He will need to constantly rotate between each of the mobs on him to keep building threat on each of them. If he sits there attacking the one mob that everyone else is attacking then as soon as a heal is cast every other mob will run straight at your priest.

To know this about the MT is important. This way the MT wont have his party complaining that you keep switching target and they don’t know who to attack. What they need to do is to assist the MA, not the MT.

But this is not set in stone. Different groups will have you assisting in different ways. Some groups will make the main tank the focus of the assist macro, others will have a separate "main assist" character. Bottom line – You will need an assist macro. (credit: Zarek)

But how can I do an Assist macro or whatever?

Quick and dirty option:
Target the designated main assist and press F.

Better option:
Create a macro (see ‘What does a Assist macro do?’):
/assist Bob

You will replace "Bob" with the name of the designated character everyone is assisting. Then you will create a macro, and a button to use the macro. What this does is to cause your target to be the mob which the character has targeted. So if everyone uses the assist macro, everyone will be attacking the same mob. You may need to click the button several times. And you’ll need to click it again after each mob dies.

At the start of a run, type "/macro" and change "Bob" to the name of the designated assist. All you need do now is to hotkey the assist macro, or drag the icon to your taskbar, and you’re set.

Super option:

Get the add-on called Assist Helper.

AssistHelper makes assigning main assist and using assist effectively a lot easier. It allows you to bind a number of special functions, one of which is a key to select who you will be assisting (I use ALT-F) and another is to assist the character you have defined with the other key (I use F for this).

This saves having to edit the macro above every time your in a group and want to assist a different character than the previous day. This still leaves the original assist functionality (the F key) as it was before as long as you don’t use the same key binding for one of the new abilities.

You can download Assist Helper from here: ]http://www.curse-gaming.com/mod.php?addid=227&page=2#comment

How to be a good Main Assist

Knows your MT. A MA needs to work closely to MT. MA needs to know the MT’s first target, as it is the one MT has most aggro on. Trust the tank is doing his job and will take care of the adds so you don’t run to them.

Set your assist macro to your MT. Dont break the sheep/cc before your MT.

A Main Assist is NOT a tank, try not to steal too much aggro from your MT.

Be quick. Target fast and target right.

Be stubborn. Stick to one target until it is dead.

Always kill the softest targets first and the hardest targets last. The softest targets usually have the highest DPS and utility (mages, etc.) and are easiest to kill. The next softest targets are healer types and then come the ranged guys and lastly the melee folk. When fighting bosses, it is usually best to kill their henchmen first then focus on the boss – these are cases when MA do not attack the MT’s first target.

What you need to know to assist the Main Assist

After the fight has started and the MT has grabbed agro on the mob, everyone who is NOT the Tank should assist the Main Assist. The biggest novice mistake anyone makes is to abandon the Main Assist and start duelling with non-agro’d mobs. Grouping is not about seeing how many mobs you can fight at once. It’s about being fast, efficient, and safe. Target the mob that your main assist is attacking, and help him kill it as quickly as possible.

If the MA has not yet selected a target yet, keep /assisting him until he does. He is most likely allowing the MT time to build aggro.

After /assisting, it is worth checking the de-duff icons of the new target. If the target shows a sheep, sap, shackle or sleep de-buff, hold fire. The MA may have been tabbing through the targets to find the next one. /assist again, until the MA has selected a good target.

The Healers should look out for the Main-Assists health a bit as well.

Complains a Main Assist or everyone might get:

You are not targeting fast enough;
You have no target;
You change target too often;
You are eating popcons during a fight or talking to your wife which TV program you are gonna to watch later.

Main Assist is a culture

Using MA tactic well is a question of habit. It needs a lot practice. It is more realistic to try it among guildies or ppl you often group with. MA is a culture or tradition in a guild. No matter what, the /assist command will for sure open a new window to the game.

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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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