Wednesday, November 28, 2007

Sha'tari Skyguard and Ogr'ila Daily Quests

Facts on Daily Quests:
1.You must be level 70 to complete most daily quests.
2.A Day on WoW starts at 4am server time.
3.There are daily quests for instances, battlegrounds, cooking, and factions.
4.You may complete up to 10 daily quests per day per character.
5.Only 3 gathering profession quests can be completed per day.
6.Daily repeatable quests started in 2.1 and new ones have been added each patch.
7.To see the number of dailies you have completed check the upper-right hand corner of your quest log.
8.Quest chains activate faction based quests and require a flying mount.
9.Netherwing faction quests require an epic flying mount.

Sha'tari Skyguard

1.Must be level 70 to complete quests.
2.Must have flying mount to complete quests.
3.Must complete Threat From Above given by Yuula (65,30) in Shattrath City.
4.Must complete To Skettis! Given by Yuula (65,30) in Shattrath City.
5.Quests can start at neutral.

Quests in Skettis, Terokkar Forest
[70] Fires Over Skettis
1.Obtained from Sky Sergeant Doryn (64,65) Terokkar Forrest.
2.Objective: Seek out Monstrous Kaliri Eggs on the tops of Skettis dwellings and use the 3.Skyguard Blasting Charges on them. Return to Sky Sergeant Doryn.
4.Rewards: +350 Sha'tari Skyguard reputation and 12g

[70] Escape from Skettis
1.Obtained from Sky Sergeant Doryn (64,65) Terrokkar Forrest.
2.Objective: Escort the Skyguard Prisoner to safety and report to Sky Sergeant Doryn.
3.Rewards: +350 Sha'tari Skyguard reputation, 9g, and 2 x [volatile healing potion] or [unstable mana potion]

[70] Bomb Them Again
1.Obtained from: Sky Sergeant Vanderlip (27,52) Blades Edge Mountains
2.Objective: Sky Sergeant Vanderlip has tasked you with the bombing of 15 Fel Cannonball 3.Stacks. Return to her at the Skyguard Outpost atop the Blade's Edge Mountains once you have done so.
4.Reward: +500 reputation toward Ogri'la and Sha'tari Skyguard, 12g and 15 [Apexis Shards]

[70] Wrangle More Aether Rays!
1.Obtained from Skyguard Khatie (28,50) Blades Edge Mountains
2.Objective: Skyguard Khatie has asked you to wrangle 5 Aether Rays. After you have done so, return them to her at the Skyguard Outpost atop the Blade's Edge Mountains.
3.Reward: +350 Reputation each with Ogri'la and Sha'tari Skyguard, 12g, and 15 [apexis shards]


Ogri'la

1.Must be level 70 to complete.
2.Must have flying mount to complete.
3.Must complete Speaking with the Ogre chain quest obtained from V’eru (57,46) in Shattrath City.
4.Quests can start at Neutral. Quests in Ogri'la, Blade's Edge Mountains

[70] The Relic's Emanation
1.Must complete Favor of the Gronn Chain quest and kill Goc to unlock daily quests.
2.Obtained from Chu’a’lor (28,58) Blades Edge Mountains.
3.Objective: Chu'a'lor has asked you to return to him at Ogri'la atop the Blade's Edge Mountains after you have gained Apexis Emanations from an Apexis Relic.
4.Rewards: +350 Ogri'la reputation, 9g and 15 [Apexis Shards].

[70] Banish More Demons
1.Must be honored to unlock
2.Obtained from Kronk (28,57) Blades Edge Mountains.
3.Objective: Kronk has asked you to use the Banishing Crystal to banish 15 demons at Forge 4.Camp: Wrath or Forge Camp: Terror atop the Blade's Edge Mountains. Return it to him once you have done so.
5.Rewards: +350 Ogri'la reputation, 12g, 15 [Apexis Shards] and [Kronk’s Grab Bag].

[70] Bomb Them Again
1.Obtained from: Sky Sergeant Vanderlip (27,52) Blades Edge Mountains
2.Objective: Sky Sergeant Vanderlip has tasked you with the bombing of 15 Fel Cannonball 3.Stacks. Return to her at the Skyguard Outpost atop the Blade's Edge Mountains once you have done so.
4.Reward: +500 reputation toward Ogri'la and Sha'tari Skyguard, 12g, and 15 [Apexis Shards]

[70] Wrangle More Aether Rays!
1.Obtained from Skyguard Khatie (28,50) Blades Edge Mountains
2.Objective: Skyguard Khatie has asked you to wrangle 5 Aether Rays. After you have done so, return them to her at the Skyguard Outpost atop the Blade's Edge Mountains.
3.Reward: +350 Reputation each with Ogri'la and Sha'tari Skyguard, 12g, and 15 [Apexis Shards]

PvP & Instances Daily Quests

Facts on Daily Quests:

1.You must be level 70 to complete most daily quests.
2.A Day on WoW starts at 4am server time.
3.There are daily quests for instances, battlegrounds, cooking, and factions.
4.You may complete up to 10 daily quests per day per character.
5.Only 3 gathering profession quests can be completed per day.
6.Daily repeatable quests started in 2.1 and new ones have been added each patch.
7.To see the number of dailies you have completed check the upper-right hand corner of your quest log.
8.Quest chains activate faction based quests and require a flying mount.
9.Netherwing faction quests require an epic flying mount.

Honor Hold / Thrallmar

1.Quest starts at level 58
2.Must be friendly with Honor Hold
3.Must complete The Legion Reborn quest series; starts at Force Commander Danath Trollbane (56,66) in honor Hold.
4.Must complete Through the Dark Portal quests series; starts at Sergeant Shatterskull (57,42) Hellfire Peninsula.

[60] Hellfire Fortifications
1.Obtain from Warrant Officer Tracy Proudwell (56,62) in honor hold.
2.Obtain from Battlecryer Blackeye (56,39) in Thrallmar.
3.Objective: Capture the Overlook, the Stadium and Broken Hill, then return to quest giver.
4.Alliance Rewards: +150 Honor Hold reputation and 3 x [Mark of Honor Hold]
5.Horde Rewards: +150 Thrallmar reputation and 3 x [Mark of Thrallmar]

Battleground Quests

1.Obtained Alliance Brigadier Generals and Horde Warbringers near Battlemasters found in any capital city.
2.Objective: Win a specific battleground for that day.
3.Rewards: Level 70 – 12g and 419 bonus honor.

Instance Quests
1.Target one normal level 70 instance daily
2.Target one heroic instance daily
3.The instances are randomized each day
4.Heroic obtained from: Wind Trader Zhareem (75,37) Shattrath City
5.Normal quest obtained from: Nether-Stalker Mah'duun (75,37) Shattrath City
6.Heroic dailies reward two Badges of Justice and 24g , whilst normal dailies reward an
7.Normal dailies reward one Ethereum Prison Key and 16g .

Tuesday, November 27, 2007

Profession Daily Quests

Facts on Daily Quests:
1.You must be level 70 to complete most daily quests.
2.A Day on WoW starts at 4am server time.
3.There are daily quests for instances, battlegrounds, cooking, and factions.
4.You may complete up to 10 daily quests per day per character.
5.Only 3 gathering profession quests can be completed per day.
6.Daily repeatable quests started in 2.1 and new ones have been added each patch.
7.To see the number of dailies you have completed check the upper-right hand corner of your quest log.
8.Quest chains activate faction based quests and require a flying mount.
9,Netherwing faction quests require an epic flying mount.

Cooking Quests
1.You must have cooking skill of at least 275.
2.Must be level 70 to complete quests.
3.Some quests require a flying mount to complete.
4.All quests are given by The Rokk, (61,15) Shattrath City

5.Rewards: Barrel of Fish or Crate of Meat (cooking reagents), 7g and 1 of the following recipes (Random BOP):
1.Skullfish Soup - gain 20 Spell Critical Strike Rating and Spirit for 30 min.
2.Spicy Hot Talbuk - gain 20 Hit Rating and Spirit for 30 min.
3.Kibler’s Bits - Increases the Strength and Spirit of your pet by 20. Lasts for 30 min.
4.Broiled Bloodfin - gain 20 Stamina and Spirit for 30 min.
5.Stormchops - Charges you with energy, causing lightning to occasionally zap nearby enemies for the next 30 min.
6.Delicious Chocolate Cake - If you spend at least 5 seconds eating you will become Very Happy for 60 min.


[70] Manalicious
Objective: The Rokk in Lower City has hasked you to collect 15 Mana Berries from the Eco-Domes in Netherstorm.

[70]Revenge is Tasty
1.Objective: The Rokk in Lower City has asked you to cook up some [Kaliri Stew] using his [cooking pot]. Return to him when it's done.
2.Requires 3 Warp Burgers and 1 Giant Kaliri Wing.
3.Warp Burgers Recipe can be obtained from Supply Officer Mills ( 55,53) or Innkeeper Grilka (48,45) Terokkar Forrest.

[70] Super Hot Stew
1.Objective: The Rokk in Lower City has asked you to cook up some [Demon Boiled Surprise] using his [cooking pot].
2.Requires: 2 Mok’nathal Shortribs and 1 Crunchy Serpent

Soup for the Soul
1.Objective: The Rokk in Lower City has asked you to cook up some [Spiritual Soup] using his [cooking pot].
2.Requires: 4 Roasted Clefthoof.
3.The recipe for Roasted Clefthoof can be obtained from Uriku (56,73) or Nula (58,35) Nagrand.

Gathering Quests

[70] Nethercite Ore
1.Must be neutral to unlock.
2.Only available to Miners
3.Obtained from Taskmaster Varkule Dragonbreath (66, 86) Shadowmoon Valley
4.Objective: Taskmaster Varkule Dragonbreath at Dragonmaw Base Camp in Shadowmoon 5.Valley wants you to bring him 40 [[Nethercite Ore].
6.Rewards: +250 Netherwing Reputation and 4g

[70] Netherdust Pollen

1.Must be neutral to unlock.

2.Only available to herbalists.
3.Obtained from Taskmaster Varkule Dragonbreath (66, 86) Shadowmoon Valley
4.Objective: Taskmaster Varkule Dragonbreath at Dragonmaw Base Camp in Shadowmoon 5.Valley wants you to bring him 40 [Netherdust Pollen].
6.Rewards: +250 Netherwing Reputation and 4g

[70] Nethermine Flayer Hide
1.Must be neutral to unlock.
2.Only available to skinners.
3.Obtained from Taskmaster Varkule Dragonbreath (66, 86) Shadowmoon Valley
4.Objective: Taskmaster Varkule Dragonbreath at Dragonmaw Base Camp in Shadowmoon 5.Valley wants you to bring him 35 [Nethermine Flayer Hide].
6.Rewards: +250 Netherwing Reputation and 4g

Monday, November 26, 2007

Insane Farming requires 70 Lock

First off if you're looking for fast WoW Gold I recommend The MMORPG Exchange. They're easy to deal with, they have great prices, and their support is excellent. They're my secret weapon for fast gold! I highly recommend them, okay let's continue…

Haven’t seen a good new start since before bc. Anyways I got a beauty for you’ll. Doesn't take a genius to figure it out.

SEED OF CORRUPTION

There's several good aoe spots in the outlands(you can't have mine lol):p It basically takes a team of 2. It could be done if you are an sl lock but just not worth the time. I've powerleveled and farmed with basically every class with this ONE warlock spell. Just have your buddy round up a bunch of mobs and hold them in place while u toss out 5-6 seeds out. I use shadowfury to set it off but if u got a mage that will do just as well. Pallies can easily round up and hold these mobs till you get the seeds off. Even my 66 shaman buddy can do it. Frost mages are real good to ice block then nova and blink out after rounding up the mobs. Warriors work fine too as long as you aren't pullng casters.

Just try it for yourself if you are a lock. First time i tested it i pulled all of andorhol around araj with my blueberry and blew up the whole place in seconds. It's pretty ridiculous. It's bound to get nerfed soon its just not right lol so have fun with it once you get it. I'll give you’ll the spots once I get exalted with my factions :p

Sunday, November 25, 2007

Tailoring 1-300 Guide

This guide will show you how to get your tailoring skill up from 0 to 300. The guide will only use recipe's available at a trainer until 275 and vendor available recipe's from 275 to 300.

This guide only uses recipes that require cloth and vendor bought material (thread, dye). The only exceptions are the vendor bought recipe's to get to 300 which require rugged leather. The leather needed is easily acquired through skinning or the auction house.

This guide does not tell you how to get all the different recipe's from quests, vendors or drops. What you do once you hit 300 is entirely up to you.

This guide is primarily aimed at those who want to switch profession at high level or have high level alts, friends or guild members.


Preparation

You are going to need a lot of linen and wool cloth and huge amounts of silk, mageweave and runecloth. Create an alt storage character to store these amounts of cloth and then farm (or have an alt farm) for the cloth needed. Use the in game mail system to send the cloth to the storage character. You may need more than one storage character. Don't forget to send some gold to the storage character, so she can send the cloth back. Once you have all the components collected, everything has to be send back to your main character. The mailbox only shows the first 50 items you have in the mail. It also puts the last item send to you on top. So to avoid complications send the components you need first last: i.e the linen cloth are needed first, so these are the last to be send back to your main, after the wool, silk, etc.

The recipe's used require vendor bought components such as threads and dye. These cost gold. To learn recipe's from a trainer also costs gold. The amount of gold needed is approximately 40 to 50 gold if you farm all of the cloth. If you want to buy everything you need from the auction house expect to spend upwards to 250 gold. This does not include gold for recipe's from vendors or the auction house.

Below is a table that shows the amount of cloth needed. The minimum amount column shows the minimum amount needed if you would get a skill point every time you make something. However at some point a recipe will be yellow or even green when you make something so you won't always get a skill point. The estimated amount column deals with this, so try to get the estimated amount of cloth. If you are buying all the cloth you need from the auction house, I suggest getting the minimum amount and only buy more when needed. The numbers in the estimated amount column are rounded up to full stacks of whatever the component stacks up to.

Component Minimum Amount Estimated Amount
Linen Cloth 140 (7 stacks) 160 (8 stacks)
Wool Cloth 165 (9 stacks) 200 (10 stacks)
Silk Cloth 700 (35 stacks) 760 (38 stacks)
Mageweave Cloth 450 (23 stacks) 520 (26 stacks)
Runecloth 750 (38 stacks) 900 (45 stacks)
Rugged Leather 90 (10 stacks) 120 (12 stacks)

Getting from 1 to 50

Getting from 1 to 50 seems easy enough. Making a bolt of linen cloth greys out at 50, so it looks like this is the easiest way to get to 50. However, since making a bolt of linen cloth becomes yellow at 25 and green at 37, you will most likely make much more bolts than needed to get from 50 and further.
Getting from 50 and further requires at least 70 bolts of linen cloth, so lets make those first and set those aside. If you haven't reached 50 yet, make a bolt of linen cloth and then a linen belt. The linen belt will give a skill point. Repeat this until 50.
Once you hit 50 talk to the appropriate trainer to become Journeyman Tailor. You have to be level 10 to become Journeyman Tailor.

This table shows the different recipes used to get from 0 to 50.
Skill Item From - To
1 Bolt of Linen Cloth 1 - 50 (50)
15 Linen Belt 45 - 50 (5) Getting from 50 to 125

First use the bolts of linen cloth set aside earlier to get to 75. Make linen bags to get from 50 to 70. Make the reinforced linen cape to get to 75.

There are two other recipe's that can be used to get from 50 to 70, the heavy linen gloves and the reinforced linen cape. These recipe's are cheaper in components than the linen bag, but since the bag sells for more silver at a vendor (2 silver for the bag versus 29 copper for the gloves and 67 copper for the cape) and you have to make a lot of bolts to get to 50 anyway, I decided to go for the linen bag so you can recoup a bit more of the money you lose wasting material.

At 75 you can train to make bolt of woolen cloth. Bolt of woolen cloth greys out at 105. To get from 105 to 125 you need at least 55 bolts of woolen cloth, so lets make those and see how far we get.

If you haven't reached 105, make 1 bolt of woolen cloth and then make a woolen cape until you do reach 105.

Now use the 55 bolts of woolen cloth made earlier and make gray woolen shirts until 110 and double-stitched woolen shoulders to get from 110 to 125.

Once you hit 125 talk to the appropriate trainer to become Expert Tailor. You have to be level 20 to become Expert Tailor.

This table shows the different recipes used to get from 50 to 125.
Skill Item From - To

45 Linen Bag 50 - 70 (20)
60 Reinforced Linen Cape 70 - 75 (5)
75 Bolt of Woolen Cloth 75 - 105 (25)
75 Woolen Cape 100 - 105 (5)
100 Gray Woolen Shirt 105 - 110 (5)
110 Double-stitched Woolen Shoulders 110 - 125 (15)

Getting from 125 to 200

At 125 you can make bolt of silk cloth, which greys out at 145. Since you're going to need at least 175 bolts of silk cloth for your skill up recipe's you will most likely reach 145 with that, so lets make those bolts of silk cloth. Make azure silk hoods to get from 145 to 160, silk headbands to get from 160 to 170 and formal white shirts to get from 170 to 175.

At 175 you can make bolt of mageweave which greys out at 185. Later on you're going to need at least 90 bolts of mageweave, so lets make those bolts. This should get you to 185 easily.

Now back to silk. Make Crimson Silk Vests to get from 185 to 200. Once you hit 200 talk to the appropriate trainer to become Artisan Tailor.

You have to be level 35 to become Artisan Tailor.

This table shows the different recipes used to get from 125 to 200.

Skill Item From - To
125 Bolt of Silk Cloth 125 -
145 (20) 145 Azure Silk Hood 145 -
160 (15) 160 Silk Headband 160 - 170 (10)
170 Formal White Shirt 170 - 175 (5)
175 Bolt of Mageweave 175 - 185 (10)
185 Crimson Silk Vest 185 - 200 (15)

Getting from 200 to 275

First make some more crimson silk vests to get from 200 to 205 and crimson silk pantaloons to get to 215.

Make black mageweave leggings or vests to get from 215 to 220, black mageweave gloves to get from 220 to 230 and black mageweave headbands or shoulders to get from 230 to 250.

At 250 you can make bolts of runecloth, which greys out at 260. Make bolts of runecloth until you reach 260 skill and use those to make runecloth belts.

The runecloth belt recipe becomes yellow at 270, so you should be able to reach 275 using this recipe.

This table shows the different recipes used to get from 200 to 275.
Skill Item From - To
185 Crimson Silk Vest 200 - 205 (5)
195 Crimson Silk Pantaloons 200 - 215 (5)
205 Black Mageweave Leggings or Black Mageweave Vest 215 - 220 (5)
215 Black Mageweave Gloves 220 - 230 (10)
230 Black Mageweave Headband or Black Mageweave Shoulders 230 - 250 (20)
250 Bolt of Runecloth 250 - 260 (10)
255 Runecloth Belt 260 - 275 (15)

Getting from 275 to 300
Although the rune cloth belt recipe greys out at 300 I wouldn't use this recipe to skill up to 300, because the amount of rune cloth needed would be huge and thus expensive.

Below is a table with recipe's available from different vendors. These are limited availability recipe's, so you need some luck getting them, but i think they are much more useful in getting your skill to 300.

Of course there are plenty of dropped recipe's that can get you to 300, but getting those require even more luck than with the vendor available recipe's or spending some money at the auction house.

Make runecloth bags to get to 280 and runecloth gloves to get to 300. Congratulations, you now have 300 skill in tailoring.

This table shows the different recipes that are available through vendors to get from 275 to 300.

Skill Item From - To
260 Runecloth Bag 275 - 280 (5)
275 Runecloth Gloves 280 - 300 (20)

This table shows who and where the different vendors are for the previously mentioned recipe's. The vendors are neutral to both Horde and Alliance.

What Who Where

Runecloth Bag Qia Ever look in Winter spring Runecloth Gloves Qia Everlook in Winter spring

This table shows the material needed to get from 270 to 300.

Component Minimum Amount Estimated Amount

Runecloth 525 (27 stacks) 700 (35 stacks)
Rugged Leather 90 (9 stacks) 120 (12 stacks)

Saturday, November 24, 2007

Some advice on arena

The way Blizzard describes the arena can be a little confusing, so I wanted to make it a bit clearer here.

Terminology Rank- How your team compares to other teams. If you are "rank 1", you are the best team in your battle group.

Rating- Your team's "score". More on this later. If you have a rating of 1, your team is the worst team on the server (and ever created).

Arena Points- The points you earn to buy things from the arena vendor. These are NOT accumulated the same way as honor: kills or wins don't matter. They are converted straight from your rating.

Mechanics :

The arena works very simply. Players fight against other players in 2v2, 3v3 or 5v5 brackets. The team who wins has its rating go up, while the team who loses has theirs go down. If a strong team defeats a weak team, their increase is small. However, if a weak team beats a strong team, their increase is tremendous (while the strong team loses a lot). Teams can consist of up to twice the amount of minimum players needed to participate (2v2 can have at max 4, 3v3 at max 6, 5v5 at max 10).

Points Earned:

Points are acquired at the end of the week based on your team rating (see above).

Things that do affect points earned:

Your rating (based on your team's wins and losses against whatever ranked opponents).

Things that don't affect points:
Number of Players on your team
Matches played (past 10).

One interesting note is that points are NOT summated from bracket to bracket (i.e., if you're in three active arena teams -one for each division- your points are only taken from the team that would earn the most points). Another good point about points is that they do NOT decay. You can leave for a week, a month or even a year and still have the same amount of points as you did when you left. However, you cannot stockpile points past 5k. This is to prevent players from stockpiling points at the end of one arena season so that they may buy alot of the new gear released at the start of the next season. And while we're on that:

Seasons:
Seasons are like baseball seasons, except instead of just bringing about new rounds of competition they also bring out new pvp rewards. These are blizzard's way of being able to reward newer prizes as the game progresses, always providing more and more incentive to go into the arena.

How to Play:
Besides learning EVERYTHING about your class (including other tactics that you wouldn't normally use since all of your cool downs under or at 10 minutes are available in arena combat) you need to learn how to actually play the arena. Unlike other PVP areas, time played does not equal points returned. Each team starts with a rating of 1500. Each victorious game brings your rating up, while each losing game brings your rating down. A good strategy is to play and win just enough games to get your rating to 2000 and stop. This is because at 2000, you have a very small chance of going up, but a very large one of going down. This usually takes most teams about 9-10 wins. Also, if you're having an off week and losing a lot, your team should stop playing after hitting 1000 as you don't want to go any lower. Either way, to get points you have to participate in at least 30% of the arena battles your team plays in(to prevent free loaders). Finally, 5v5 teams gain more points than 2v2 teams do (about 80% more actually). Since points are not summated, if you are playing on a decent 5v5 team you shouldn't even waste your time in 2v2 play. An additional note someone pointed out is that ratings are carried over week to week: in other words, if your team finishes one week with a 2000 rating, you start the next with a 2000 rating. So, you want to perform your very best in the minimum number of games you need to play (10) so as you don't lose you’re rating. If you do happen to sink under, remember to keep going for 2000. Either way, always try to stop playing when your rating is around 2000 as its very easy to go lower but hard to get any higher.

So as you can see, the arena requires more than just being good at your class: you also have to know how it works.

Finish each week with a 2000 rating, and you can generally have full arena gear within 3-4 months (about the time it takes to get full raiding gear anyway).

Hope this helps some people confused over it

Tuesday, November 20, 2007

Crafting Leatherworking 1-200

k, first off, leatherworking is a resource hog. I spent a grip of gold power leveling this profession just to 200. We will start with an itemization based on the items I used to get to 200. As always, your mileage may vary and these are not my hard numbers used to get to 200. These numbers are what you should expect to consume during the leveling process.

Light leather: 255 (sure seemed like more)
Medium leather: 160
Heavy leather: 200

Light hide: 0
Medium hide: 25
Heavy hide: 20

Course thread: 150
Fine thread: 65
Silken thread: 10

Grey dye: 20
Green dye: 10

Salt: 85

Now that you have all your consumables, it’s time to start crafting ….and crafting….and CRAFTING.

1-30: Light armor kits
30-40: Light leather quiver
40-50: Light armor kit
50-55: Hand stitched leather boots
55-90: Embossed leather gloves
90-100: Fine leather belt
100-115: Medium armor kit
115-125: Dark leather boots
125-135: Dark leather belt
135-150: Hillman’s shoulders
150-180 Heavy armor kit
180-190: Green leather bracers
190-200: Guardian gloves

All the items I chose to grind on were either with resale in mind (to offset the cost of mats) or pure skill ups. I’ll go over each item and detail my reason for choosing it.

Light armor kits: No brainer. They take 1 light leather and are yellow all the way to 50. They sell ok on the AH too.

Light leather quiver: These take 2 light leather and 1 course thread. Every hunter wants (or should want) one so resale is great. They are orange to 40 so take the guaranteed skill up.

Light armor kits: We go back to light armor kits because it’s just smart due to the minimal resources. It’s yellow but if you’re on a budget it’s the way to go.

Handstitched leather boots: Filler item just to get to 55. Vendor trash.

Embossed leather gloves: Good for grinding because of the low resources used. More vendor trash

Fine leather belt: Another grey grinder to get to 100. **DONÂ’T VENDOR THESE** (YouÂ’ll see why in a bit)

Medium armor kits: Just like light armor kits, they are reasonable on the resources and will sell on the AH.

Dark leather boots: Filler item. Vendor trash

Dark leather belt: THIS is the reason we kept those fine leather belts. Almost no resources (minus the hide) and these things sell well on the AH. I put 4 up at 50s and they all sold first time. I’m betting you can get more.

HillmanÂ’s shoulders: The perfect grinding item. Reasonable resources and they sell very well. These shoulders are the first decent green for an up and coming rogue/feral druid. DE is also an option but you’ll do better to AH them.

Heavy armor: Same as light and medium armor kits. AH them or give them out to guilders.

Green leather bracers: Nothing exciting about these. Crappy stats but the best option for leveling at this point. I recommend DE for the vision dust/GME

Guardian gloves: Vendor trash.

Well, there you have it. Leatherworking 1-200 with full itemization. This is not the be all end all of LW grinding but more of a guide for those looking for a quick, semi-painless way to power level. These are many other patterns that sell well while you’re climbing the LW ladder. Give those a try if you’re skilling up while you level your character.

ENJOY!!!

Monday, November 19, 2007

WoW Addons Guide - Best Addons for World of Warcraft

· Most players aren't too familiar with the thousands of addons that you can download to enhance your World of Warcraft play. To fully customize your World of Warcraft experience, you can download different addons that will enhance specific areas of your game play, such as map coordinates, auctioneer addons, enchanter addons, and much more.
· Before you start downloading addons though, you need to think about what you really need to customize your World of Warcraft experience. Are you looking for a guild banker addon that will help you know who needs what?
· Or are you looking for an addon that will combine all your bags into one so you can see everything at once?
· How about a map addon that will give you coordinates to each instance or city? Or, maybe you want one of those fun game addons that will allow you and your guildies to play chess, checkers, or even Tetris? There are literally thousands of different addons out there, and you need to make sure that you know which ones you want before you start downloading. Keep in mind that addons do take up space on your computer and can make your World of Warcraft game time lag behind.
· Ok, you've made a small list of the addons that you'd like to find. You know what you need and you're ready to search the web for the perfect addons. But, where and how do you get these great addons? Have no fear, my friend, here are some of the best places to grab what you need!
· World of Warcraft main site – You can find a long list of great addons that Blizzard approves of here on the main site. You can search by type and see a list of the addons and a description of what they do to help your toons out. You will find auction house addons, map coordinates, guild bank addons, and more here. This is a great way to find addons that you don't have to worry about Blizzard banning.
· Curse Gaming – One of the most comprehensive addons lists on the web is on Curse Gaming. Everything that you could possibly want for your toons, including chess and other games that you can play with other WoWers is here. Broken down by category, and then listed by name, you will find ratings for each addon from players who have downloaded it and used it.
· Curse Gaming is the best place to find addons for everything you can possibly think of, from auction house addons to enchanter's helpers to in WoW games to addons that will combine all your bags into one. There are so many addons here that it might actually be hard to figure out which ones you truly want.
· WorldOfWar.net – Yet another great place to find wonderful addons that will help you improve everything about your toon, guild, and quests. You can find the latest addons here, and the site does a great job of ensuring that all the addons are the latest editions and will work with new patches that Blizzard has put out for the game. You'll find a complete breakdown of all the great things that each addon does for your toons, as well as how to set it up and instructions on using the addon. You can't go wrong with this site as they provide so much information that your brain will be on overload.

· There are hundreds of addon sites on the web today and if you don't find what you are looking for with these sites, you can continue to search out some of the other addon sites. Remember that there are both new and old versions of most addons, and you want to make sure that you have the most up-to-date versions to ensure that they work properly with World of Warcraft's patches that are put out each week.
· There are also some addons that Blizzard doesn't like, as they consider some of them cheating, and they will ban your account for these. Most of the addon sites will tell you up front if Blizzard doesn't like these, since it doesn't do them or their site any good to get your account banned. So, if a site tells you that an addon isn't liked by Blizzard, it's best not to download it.
· Also, last but not least you must pay attention to the site where you are downloading your addons from since some players make addons or implement code into an existing addon that is used to steal your account. It is recommended that you always do a virus scan with any file you download not just WoW addons. Better safe than sorry! With that said you will be fine downloading from the above sites since these sites are authority sites but it never hurts to scan a file just in case.
· If you have a guide that you have written and you would like to see it on this website please feel free to drop me an e-mail at webmaster (at) freewarcraftguides.com to get it listed on this site.

Sunday, November 18, 2007

WoW Arena Guide - Form An Effective Arena Team

· The Burning Crusade brought on yet another fun and challenging area for PvP'ers in the World of Warcraft – the Arena. This complete PvP environment allow you and up to 4 other players to band together to defeat a team from the opposite faction. And, for those who are already avid PvP'ers, this is a dream come true. For those who aren't, it's their chance to learn what it takes to become a great PvPer.
· Those who are new to the PvP world need to get a bit of practice in under their belt before they head into the arena.
· The best way to do this is to PvP in game. So, head out into your realm, flag your character, and have fun with PvP on other players in your realm.
· This will help you gain experience fighting and help you learn the right tactics for your specific toon. While you may get creamed your first time or two, you'll swiftly learn what it takes to become good at PvP.
· Once you have a bit of experience under your belt, you can start to select your team members. Arena teams are formed in twos, threes, fours, or fives, and while most people assume that 5x5 is the way to go, you need to remember that there will be 5 opposing faction members there as well. There are some classes that are better suited for the arena than others and you need to consider this as well when you are going into a battle.
· For example, a priest isn't well suited for the arena since they have a small amount of hit points and the other players will attack them first – knock out the healer, knock out the group. So, for a healer, a shaman is better suited for combat and healing situations to help the entire team out.
· Warriors and Paladins are always great choices because they can jump in and tank to help take out some of the other stronger players in the arena. Both of these characters carry a phenomenal amount of damage and hit points, and you should have at least one or two on your 5x5 arena team.
· Hunters and Warlocks are two other classes that are great for the arena. Both have pets that can also be used to help attack and kill other players, and the warlock has many great affliction and curse spells that can help to slow and subdue the other side. The hunter will have better hit points than a warlock, but with the buffs and potions that are available to any player, a warlock can bulk up before hand.
· Rogues are a great addition, as they have stealth abilities and can easily strike first without being detected. You must be careful though, other warlocks can sense invisibility, and your rogue can be caught in a compromising situation if you aren't careful.
·
· Mages are another casting class that can do a great amount of damage over time to an opposing player. They also have the great ability to freeze and sheep other players, which can help to immobilize them so they cannot attack the group.
· When you select your arena team members, you should know if they are skilled at PvP or not. If not, then they don't have the skills needed to be a great PvPer for your arena team. A great way to see how the team will fight together is to group up and flag yourselves. Then, head into an instance or opposing faction area and see how you do. The more practice you have with each other, the better you will become. This way, you will also be able to define which roles everyone plays – caster, tank, healer, and so on.
· When you think that you are ready, have all your equipment repaired and have the best possible equipment that you can. You should also have all buffs on and ready before you step into the arena, as you won't have time once the fighting starts. Basically, before you head into the arena with a team, you simply need to make sure that you select smart when you are putting your team together. By selecting smart, you will come out victorious in your arena adventures.

Thursday, November 15, 2007

World of Warcraft Twink Guide

· This guide will help you create a character that will be totally awesome at battlegrounds. It does take quite a bit of gold to do this but this guide also covers some wow gold making tips.

Contents:1) Intro
· 2) Funding your twink- Techniques that work for me!- All possible aspects of obtaining gold you will need to make an awesome twink!

· 3) What you will need-How much gold (including plug in numbers for different servers!)-Enchants-Armor-Weapons-Quests (Horde and Alliance)-Pick a duty, and focus on that (ganking for honor, running the flag, defending, etc.)

· 4) The Battlegrounds-Assuming you want to make a twink to "Pwn" the BG and get that reputation bar up to where YOU want it to be!-What's the Best Descision for you?

· 5) Learning your alt -First, choose a class-Tips, and how to-Pick a job for your twink, and focus on making that job easy for your level 19, 29, or 39 character!

· Introduction

· Welcome to my twinking guide, Here I will explain everything you will need to know (more in the coming posts) about twinking, including Who/what/when/where/why and HOW! This guide will (eventually) cover important, previously un-adressed information like; Funding, What you will need to accomplish, Where to concentrate your effort(defense, offense, etc.)

· Whatever reason you chose to make a twink, you've chose the right reason. Some make twinks to "catch-up" while others do it out of boredom. Here you will learn steps you will need to take in order to meet your own needs.

· Funding your Twink..
· Okay, Lets be down to earth. not everyone has 5,000 gold to spend. You might have anywhere from nothing to 500 gold.
· I've found a few posts on the internet about making money. there are many choices here..

· A.Scam your way to finacial freedomEither you dis-approve this method or not, bottom line it makes some serious gold. Things like mass mailing "dontations" and even things like 500 gold for a wrapped gray item.

· B.Cash into GoldYou might have contemplated laying down the green in exhange for some gold, I've done this and it does work. You do get 1000 gold but the downside is, if you arent used to having that much money, it goes by way too quickly. Instead of buying that one epic, you can do things like buy the mats to make an epic item of your profession or get an alt to 300/300 of a "money making" profession. If you invest it, you will get much more in return.

· C.Quest for itWith the XP into Gold with patch 1.10, this method may work. i've noticed i usually come up short handed in UBRS raids. i'll earn 1 gold an hour, and make about 3-4 gold then have to repair my armor for 3 gold 38 silver. You can grind for it, and quest for it. this is a lot of work, but if your up to grinding for 500g to get an enchant for your alt, no one is stopping you.

· -BreakdownAll of these methods work, including some not mentioned. mass-resell, and reselling epics, or "farming" those leet purples might work for you. Basically you need something to fund your newly aquired character.

· What you will need
o GoldThis was mentioned above, however you will need a hefty flow of gold to buy the enchants, armor, weapons, potions, etc. the price on the server for different enchants varies, so I wont "estimate" the cost.
· For Suramar, the price for enchants is usually anywhere from 20g (firey enchant) to 340g (crusader) its cheaper to buy the enchant from the enchanter, and fund the cost with your choice of income. Save your professions for making more gold.
· Depending on the class, you're really going to want different enchants than the next person and there are "customizations" for each duty you choose.

· EXAMPLE:A Rogue, specializing in flag-running for mass reputation bonus' will want...Chest: Health +100Back: defense +70Feet: Speed increaseWeapon(s): +15 agilityHands: Agility (or attack rate)Bracers: Agility or StaminaTrinkets: Insignia of the alliance, and the Wool Lufa that cancels bleed effects.

· Potions: Health potions, Healthstones from a warlock, Invisibility potion (more stealth), Greater fire/shadow/etc. resist potion because all those twinks are doing fire damage with their firey weapon enchant. Thistle tea.. a lot of thistle tea. This will give you 100 energy, which you can use to lay down the ownage.

· What you will need
· -Enchants-Each class is going to want different enchants. Start with what you know! Mage's don't need strength, and warriors can't use intellect. From there break it down to Magic and Melee classes then the Mixed catagory.

· Magic: Mage, Warlock, Priest

· Mage: Low level intellect enchants are a great place to start. here is a short list of enchants, plug in the numbers of the price on YOUR server to see how much all of this would cost you.

·Enchant Price(Gold)

Enchant Item Permanent (Intellect +22)
Enchant Item Permanent (Intellect +3)
Enchant Item Permanent (Intellect +5)
Enchant Item Permanent (Intellect +7) Enchant Item Permanent (Intellect +9)
Enchant Item Permanent (Intellect +8)

· Remember, for a mage these enchants are an awesome place to start. Use your budget to determine your overall affordablility for your twink.
· Warlock: Low level Stamina and health enchants are great for that level 19 warlock who just learned Life Tap at level 16, stamina becomes intellect instantly, and you get more Mana per HP if you put talent points into your improoved life tap talent, which gives you 20% more mana from each cast.
· Enchant Price(Gold)
Enchant Item Permanent (Stamina +1)
Enchant Item Permanent (Stamina +3)
Enchant Item Permanent (Stamina +5)
Enchant Item Permanent (Stamina +7)
Enchant Item Permanent (Stamina +8)
Enchant Item Permanent (Stamina +9)

· Priest: Low level spirit enchants are the most in-expensive enchants, I've found with my playing style having a lot of spirit on a priest or any caster, cuts down massively on eating/drinking time. if you have enough spirit you can actually sit down and regain all of your health in 30 seconds. you can start with low level enchants, and work up to things like Mighty Spirit (+21 spirit on weapon)

· Enchant Price(Gold)
Enchant Item Permanent (Spirit +1)
Enchant Item Permanent (Spirit +20)
Enchant Item Permanent (Spirit +3)
Enchant Item Permanent (Spirit +5)
Enchant Item Permanent (Spirit +7)
Enchant Item Permanent (Spirit +9)
Enchant Item Temporary (Spirit +3)
Enchant Item Temporary (Spirit +6)

· Armor

· Everyone starts somewhere. I know what you're thinking, "That level 19 sword is 250g?" or "Who would pay 600g for that level 38 sheild?" You can get the same results, (equal or lesser) and test the waters to see if twinking is for YOU. below are my suggestions on where to start for the Green quality armor, that best suits the class you've chosen. just type in whats in the quotations, into the auction house search. so if you have a rogue and want "of the tiger" leave the specifications blank, and type "of the tiger" and viola!

· Casters

· Mage:
If you can play a mage to its full potential, you know how not to get hit. if you are of that skill level go with "Of Intellect" items, the boost in mana will help your mana sheild, and each int. point for a mage increases damage! if you cant hang with it, go with "Of the Eagle" the extra stamina as well.

· Priest:
Though I havn't played priests much I would say "Of the Owl" because if you have a lot of spirit you can re-generate your health and mana while you sit(no food/water) or while you run/travel between fights. Assuming you make a shadow priest, also go with "of intellect" seeing as how you can heal youself, stamina shouldnt be that important to a good priest player.

· Warlock:
Ah, my personal specialty. Defenitly go with "Of the Eagle" first. its got the intellect you need for mana, and the stamina you need... to turn into more mana. many different opinions here, but "Of Stamina" will benefit you too, as a close second.

· Druid:
A casting druid will want different things, its up to you. A mix of both worlds I would say go with "Of the Gorilla" for the strength and intellect. a Druid wont have as much mana as say, a gnome mage. so the strength is more of a backup. if you're really playing like a caster, go all out and choose "Of Intellect" or "Of the Eagle"

· Paladin:
Plus Healing Spells. Period. If you're a casting paladin your job should be to heal the snot out of the flag carrier (if your co-operation is good) "Of the Gorilla" if you arent going to be casting many healing spells, and if YOU want to run the flag defenitly skip the noise and trekk to "Of the Eagle" for the increased mana to protect you, and the increased health to help you along.

· Melee:

· Warrior:
Defensive: A Defensive warrior will want to go with "Of Stamina" first off, because a warrior with 1,000hp is hard for a "normal" BG player to kill by himself. so you'll win by schere HP mass, along with your stun+bandage or potion tactic.

· Offensive:
An offensive warrior will want "Of Power" and "Of the Bear" mixed. The added attack power will help you finish off those weak "normal" people, and the stamina and strength will only add to it, to make you a smashing behemoth of doom to be reckoned with!

· Rogue:
A rogue should first decide what his job is. "Are you going to run the flag?" or "Are you going to kill helpless people?"
· If you're running the flag: Go with "Of the Monkey" the agility is there for the hopeful proc of a crit, and the stamina is there for the extra-whacks you will be able to take. also enchant your boots with "Increased Running Speed"
· If you're killing people: Go with "Of the Tiger" The Strength and Agility will boost your attack, you can also mix in "Of power" wherever you find it.

· Hunter:
Hunters can either be ranged, or up front flag runners depending on your level (remember 19,29,39,49) so you can assist with aspect of the pack, along with your increased running speed ... onto the armor.

· Ranged:
Stick with "Of the Falcon"(agi+int) hands down, that is hunter gear. you will be able to stay back and crit with the added agility, and cast Aimed shot and arcane shot (level dependancy) as many times as you need to.

· Melee:
Melee hunters should go for "Of the Tiger" as well (i know some are duplicate) Agility and Stamina is the way to go for the starting out hunter. hopefully he'll land a crit, and he'll stay alive to crit with the addded HP.

· Dedicate time to staying a certain level and your twink will grow!

Wednesday, November 14, 2007

World of Warcraft Arathi Basin Battlegrounds Guide

· This guide gives a good basic understanding of how to win Arathi Basin. This guide is what I call a map of success to winning at AB. Do you find your group getting defeated extremely easy over and over again? Follow this guide and you can see the odds turning around in your favor. Not only does it explain the different nodes available it also gives good tactics and different advantages that can be used.

· The main idea of Arathi Basin (AB for short) is to control the flags for as long as you can.
· Each flag you get gives resources to your team and the first to reach 2000 wins. If you get 5 it is possible to win in 6 minutes and this includes the time waiting at the start.

· Ok the 5 nodes which you can take are:

· Stables: This is always taken by alliance at the start. It is probably sensible to send somebody with a slow mount and not great armour to guard it as they can always call for others to help them. It can be accessed from a bridge on the river side and also from the mine and blacksmith so can be attacked easily if unguarded.

· Mine: This is basically on a lower level than the rest of the map. You don’t need to go into the mine but I sue it as a place to shadow meld if I need to defend it. It is easily defended because it only has 2 routes to get to it from either side and can be seen from a long way. This is always contested.

· Lumber Mill: This is the same as the mine except that it is above instead of below the map. Because of this it’s the easiest place to defend in game because you can see all around you. I would suggest taking this before the mine as it’s easier to defend and helps the rest of the fight.

· Farm: The horde equilivant of the Stables. Same as the stables let a worse equipped guy defend it through out the battle. The GY is fairly far away from the flag so it takes longer to get there than at other places except the blacksmith.

· Blacksmith: This is slap bang in the middle of the map and most people normally rush here. If either team takes it, it means they can follow on to try to take the others in quick succession.

· But it’s the hardest to defend. There are 2 bridges connecting it to the rest of the land as it is an island. Also there are another 2 places which can be accessed by swimming from the other side. This is the most important place on the map because it can attack everywhere else easily.
· Tactics:
·
· Normal:In PUGS (Pick up Groups) don’t expect to win 4-1 or 5-0. The best bet is to go for 3-2. IF you have a large amount of people with epic mounts id suggest rushing to the Blacksmith and the lumber mill and taking those. Make sure you take farm or stables depends which side you are. Then place 3 people on each flag and have the others all attacking one place so they don’t have much chance to attack back.

· Zerg:This is a tactic which I use in premade groups. We send around 1-2 people to each node except stables/farm and blacksmith. 1 person stays at the stables while the others at mine and lumber mill defend as well. All of the rest of the raid take the blacksmith but do not stop and plough through leaving 1 person there yet again. Then we usually use this force to help take LM or mine if needing help or just go for farm. Then we camp the graveyard of the hall so there is no threat.

· Advantages:

· IF you are rank 6 or over which most people are at 60 then go to the hall of champions not sure of horde version and buy some pots. These are a lot cheaper because they can only be used in BG but are very effective and help a lot. Also if you can it is wise to purchase a battle standard as 10% health is quite a big improvement if you have around 5000 like I do. Also make you have food and water from a mage so you can quickly get health and mana back before going of to fight again. Also bandages are useful but not entirely useful because you will probably be hit when using them that is why pots are generally better.

Tuesday, November 13, 2007

World of Warcraft Warrior Guide To Understanding Threat

· This guide originally appeared on the official World of Warcraft community forum. It is an older guide that I believe was last updated during the last week of January. With that being said, this guide is AWESOME! It's not only a fantastic guide for Warriors but for anyone that wants to know how threat truly ticks in this game.

· This guide should be consider a "classic guide" and probably will later on. Some warriors after reading this guide were able to increase their warrior skills by 100%. That has been said quite a few times by quite a few players! Anyway, it is kinda long but here it is!

· It's often said that we will never be able to work out the way threat and hate lists and mobs' AI works, because it's too complicated and unknowable, that we'll only ever have crude approximations and guesses. I've conducted some decent, rigorous tests, and i have what i believe is a good list of hate values and explanations of gaining and losing agro and the behavior of taunt. I am also able to debunk a few myths about how threat works.

1. Definitions
· We define "aggro" to be who the mob is attacking. We define "threat" to be a numeric value that each mob has towards each player on it's hate list. Note, as we shall soon see, even for a normal mob, the target who has aggro is not necessarily the player on it's threat list with the most threat.
· We define arbitratily that 1 point of unmodified damage gives 1 point of threat.


2.Gaining aggro on a mob Updated Jan 31
· Suppose a mob is attacking player 1. In order for the mob to switch to player 2, he must do more than just exceed the threat of player 1. If he is in melee range of the mob, he will draw aggro when he exceeds 110% of player 1's threat. If he is outside melee range of the mob, he will draw aggro when he exceeds 130% of player 1's threat.

· E.g. mob is attacking player x. x does 100 damage to mob, then stops. Player y starts hitting the mob. The mob will start attacking y when y does over 110 damage.

· Proof: this is easy to demonstrate. Get two players both doing autoattack on a mob (not warriors of rogues; we'll see later they complicate things). Have player 1 do a certain amount of damage, then stop. Have player 2 keep attacking till he gets aggro. You have an upper and lower bound on the threat required to get aggro - 1 attack before he got aggro was not enough, but the attack that he got aggro was at least enough. With low damage attacks (i.e. fists only), you will get a very good value of 10%. Testing for the non-melee range value is the same. Just replace it with a low damage ability such as a low level wand.

· If player 2 has exceeded 110% threat but not 130% threat, they will draw aggro immediately if they do a threat-generating ability within melee range of the mob, but proximity alone will not cause the mob to shift to them.

· This is only a description of the normal mob targetting. Obviously there are mobs who will attack secondary targets with special abilities, ignoring their current threat / aggro.

3.Threat modifiers from Warrior Stances
· In Battle Stance and Berserker Stance, all threat from a Warrior is multiplied by 80%. In defensive stance, the multiplier is 130%. With Defiance, it is 145%.

· Proof: a simple modification of the above proof. Get a warrior to do, say, 1000 damage in defensive stance, without defiance. Get a non-warrior to take aggro with white damage. You will find it does not happen before 1430 damage. The warrior's 1000 damage caused 1300 threat in defensive stance, and the 10% barrier means you need more than 1430 to gain aggro.

4.Threat does not decay
· Threat never, ever decays. Here is test data. Warrior does 83 damage on mob in battle stance, gains aggro. From above, we know it will take more than 83 * 0.8 * 1.1 = 73.04 threat to gain aggro. Warrior waits for 5 minutes getting beat on. Then mage starts attacking slowly. Mage does 73 damage, but does not gain aggro! Mage does another 2 damage, and does gain aggro. From the warrior's initial hit to losing aggro, the time taken was 496 seconds.

As an upper bound, assume maximal threat decay. i.e. the mage only needed 73.000000001 threat to gain aggro. Then the warrior's threat had decayed to 66.36363636, from 66.4. This means he went down to 99.945% threat in 496 seconds.

At this maximal rate of hate decay, the time taken for the warrior's threat to decay to 90% of the original value would be 26.5 hours. In fact, if a warrior logged in as soon as the server came online after the weekly reset and hit a mob, his threat would not decay to 50% before the server reset next week. I think this is enough to rule out threat decay.

5. Threat values for some warrior abilities Updated Jan 20
· The following list is not exhaustive, but includes all the major tanking abilities.

· Note: the following values are given in raw terms. In reality the warrior must have either a 1.3 or 0.8 or 1.45 modifier on these, depending on his stance and talents.

· Note: * All abilities do not include threat generated by their damage. This will be discussed more later.

Sunder: 261 (260.95 - 261.15)
Heroic Strike*: 145 (143.9 - 148.8)
Revenge*: 315 (313.9 - 318.3)
Revenge Stun: 25 (23.4 - 29.1)
Shield Bash*: 180 (175.4 - 180.3)
Shield Slam*: ?? 250 (estimated from Cop's data. More on that later)
Shield Block: 0 (0 - 0. Can be higher - more on this later)
Thunder Clap*: 130 (126.9 - 134.8)
Demo Shout: 43 (42.8 - 43.8)

· Note that debuffs associated with abilities are not connected to the threat they generate. Demoralizing shout generates the same amount of threat whether the debuff is on or not. Sunder armor generates the same threat after 5 debuffs are on as when there are 0.

6.Healing, "you gain x ___", etc
· Each point of healing, when completely unmodified by talents, gives 0.5 threat. Replace the proof for (2) by the second person only healing.

· Note: overhealing doesn't count, only the actual amount healed. This is easy to demonstrate.

· Abilities that put "you gain x mana" in the combat log give 0.5 threat per point gained; life is the same. Examples would be drinking potions, but not natural regen, or the Shaman's mana spring totem.

· Abilities that put "you gain x rage" in the combat log give 5 threat per point gained. However, this is not modified by warrior stance. Such abilities include bloodrage, improved blocking talent, unbridled wrath, and 5/8 Might.

· Like healing, these only give threat if you are below the maximum.

7.Explaining Cop's 4.0 damage to heal ratio

· Cop stated that in his tests, each point of damage by the warrior took approximately 4 points of healing by the priest, for the priest to get aggro. Here's how:

· Warrior in defensive stance, with defiance: 1.45 multiplierGaining aggro from Warrior: 1.1 multiplierPriest with discipline: 80% threatHealing: each point gives 0.5 threat

· Together, 1.45 * 1.1 / 0.8 / 0.5 = 3.9875. Pretty darn close to 4.

8.Threat from pulling? Updated Jan 19

· There is no threat associated with pulling. The smallest amouts of threat we could generate drew aggro from a body pull, no matter how long we waited after the pull. However, there are advantages to having the tank pull, as explained in the next secion.

9.Taunt Updated Jan 19
· Casting taunt causes three effects.A) The warrior is given as much threat as the person who currently has the mob's aggro. Obviously if the warrior has aggro, this will do nothing. Also, this effect will not lower the warriors threat. For example, if player 1 has 100 threat and aggro, a warrior could have 105 but not aggro; after taunt he would still be on 105 threat.

· B) The mob recalculates its actual aggro target. If the warrior was on the mob's hatelist before the original aggro target, the mob's actual aggro target will switch to the warrior. Otherwise, the mob will remember it's original target.

· C) The normal taunt debuff. The mob is forced to attack the warrior, even if the warrior is not its actual aggro target.

· The threat that the warrior gains from (A) is permanent, regardless of the outcome of (B). Note that it will not necessarily give the warrior the equal highest threat on the mob. If player 1 has 100 threat and aggro, Player 2 has 109 threat but not aggro, and the warrior has 0 threat, then the warrior is given 100 threat, not 109, so he could easily lose aggro to Player 2 after taunting.

10.Implications Updated Jan 19. Updated Jan 21. Note this section is just my opinion.

o Let the tank pull! Then he will be first on all the mobs' hatelists, and his taunts will always return aggro to him.

o Given that targets at range will only draw aggro when they have more than 130% of the mob's target's current threat, it's important for a tank to keep the mobs well away from the casters. If a healer does draw aggro and you taunt it off him, make sure you also move it away.

o Heroic Strike should not be used as a primary threat ability. Suppose you are tanking a level 62 mob. Let's give him 8,000 ac raw, and even assume he has 5 sunders stacked, for 5750 final ac, so he will take 48.89% of damage. A 15% crit rate is balanced by the 10% penalty to damage in defensive stance, and a 10% chance of a glancing blow chance for 50% damage. Then you can expect the 138 damage from Heroic Strike to contribute 67.5 damage on average, for a total of 212 unmodified threat. This is still only 82% of the threat a sunder would give. Even with a 1.3 speed weapon, you will still do 94% the threat of sunder per time interval.

· Best practice is to spam sunder, and use HS in between to soak up excess rage.

o Revenge ftw. You can expect to do about 345 unmodified threat with Revenge, including damage, against the mob in the example above, which is exceptional for the low rage cost, even throwing in 10 for a shield block. However, there is a rage cost of shield block, in that you will block more attacks, so take less damage, so gain less rage from damage. Two blocks for 180 damage and you can say goodbye to another 4 rage.

o Demo Shout ftl. Demoralising shout does one sixth the threat of a sunder. Even spammed in defensive stance with defiance, you're doing no more threat than 42dps on each mob. Besides picking up whelps in Onyxia and tanking panthers in the Panther boss encounter in ZG, i can't see a compelling reason to use this.

o Shield Slam ftl. Given the 6 second cooldown, there is no improvement in threat per second by using shield slam. With shield slam: 3 sunders and 1 shield slam every 6 seconds. About 212 threat per second, unmodified. With the 30 rage from the shield slam you can cast 1 sunder and about 1.2 heroic strikes, assuming you have the talents (which you would with any shield slam build), and are losing 3 rage per Heroic Strike from lost white damage rage (i.e. assuming 90 modified damage per hit). The 4 sunders and 1.2 heroic strikes every 6 seconds gives about 215 threat per second.

· The only improvement is if you are spamming both sunder and HS, and want even more threat. Suppose we have a 2.0 speed weapon, HS spam and sunder spam. That's about 280 unmodified tps. Changing one sunder for a shield slam gives us 318 unmodified. However, the same effect would be achieved by changing to a 1.4 speed weapon and casting HS more often. And these values aren't taking into account autoattack damage, which makes the margins comparatively smaller.

o There's no amazing super secret randomised blizzard aggro algorithm. The concepts are simple and the values can be fitted with nice numbers. Even formulas for threat-reducing knockbacks can conceivably be worked out, if threat values are carefully monitored.

· Totally awesome World of Warcraft guide, wasn't it? If you have a comment or two about it you can either drop by the forums and post a message about it or you can drop by the blog and post a comment there if you would like. I want to make Totally FREE World of Warcraft Guides a fantastic site that players will come to again and again for great guides. Your feedback is extremely appreciated! Be sure to bookmark this page and check out the other guides to make HUGE amounts of gold in this game

Monday, November 12, 2007

WoW Warrior Guide To Being The Perfect Tank

For a warrior in the World of Warcraft, one of your most sought after skills will be as a tank with a group in an instance. There are many different dungeons and instance throughout the game, and you will constantly see people advertise for them, needing a tank, healer, and others to join them.

By making yourself a good tank, you will earn yourself many group invites to instances throughout your time as a WoW warrior. This, in turn, will earn you some great friends, great loot, and good killing fun.

To be a good tank, you first need to know how to handle your character in a fight. From the beginning of your toon to the end, you should know your best fighting tactics and you should be able to pick out the main mob to go for in a fight. During your training, you should be able to pick up weapons that will cause a lot of damage to a mob you are fighting and you should practice with it a lot to ensure that you know how to handle yourself when it comes to being in an instance. Gather all the training that you can, all the spells and abilities, and any enchantments or special armor that will help you during your fighting.

When you are invited to be in a group, and you have the time to run the instance, you should go. It doesn't matter if you have run that particular instance before or not, the more experience that you have with any instance, the better you can do overall in the game. If you aren't familiar with that particular instance, ask your friends or guild members who have been there for any tips or advice that they can give you. You can also check with some of the World of Warcraft websites that show quest information and give advice on different areas of the game.

Meet with your party and greet them all warmly, after all, they will be covering your behind while you are in the middle of the mobs. Ask politely for any buffs that will help you, or anything else that your group members can do or provide (such as potions or enchantments) that will allow you to be a better tank. Make sure that you make friends with the group healer, as they can be the difference in your run from a graveyard or a resurrection if you die.

Remember that you are the rock of the group. Others in the group will include a mix of healers, warlocks, hunters, rogues, and so on, and most will be casters. Casters are usually physically weaker than warriors or hunters, and you should try your best to protect them by keeping the mobs on you, while they pick them off from a distance. Some group members, such as warlocks and hunters, will have minions or pets that will help tank. This can be great, especially if you are charging a large group of mobs and you know that you will be overwhelmed alone. Mark the targets with different symbols for each different minion or pet, so your group members will know which ones to attack. If you aren't the group leader, ask them to do it for you so all of the tanks know where to go.

Once you are in the instance, you should be in the lead. If you don't know where you are going, and someone else does, let them lead, but stay right with them. When you see a mob, pause and make sure that everyone is ready, especially if it is a large group of mobs. Choose the highest level mob and mark it, as that is the one that you need to go for. Let the group know that you are ready, and then head in for your kill.

Use all your skills and abilities as a tank to kill the most powerful mob there. The others in your group will start picking off the others, or helping you with the one you have chosen. Once you slay that mob, move on to any others that are left standing. Make sure that you help to slay any mobs that are left so they don't hurt your other group members too much.

If an item comes up that is green, blue, or purple, and is one that you either need for a quest or that you can use or wear, it is always polite to ask if you can “need” the item instead of just doing it. More than likely, it won't be a problem, but there are always those few that will gripe about people needing. If you don't win it on a roll, it gives you the chance to go back to the instance with another group and regain the xp that you get from each instance until you gain the item you need to finish your quest.

Being a good tank is more than just knowing how to handle yourself in a fight, it takes a constant sense of where you are, what your strengths are, and how you can use them to become a great tank and to ensure that your group will make it through.

Sunday, November 11, 2007

WoW Shaman Guide To Healing

For the shaman, each battle brings a new set of challenges and rewards. Luckily, your class is so diverse that you can play many different roles: caster, tank, and healer. Being a tank is pretty easy, you simply have to watch your back and keep your health up, and being a caster is simple as well, and a great way to help friend out in a fight. But, being an effective healer can sometimes be a challenge until you learn the in's and out's of it.

Before you can become an effective healer for a group, you need to master the totems and elements as well as gain all the healing spells that you possibly can. While the different elements and totems will take you a bit to gain and master, you can gain enough to be fully effective by level 10.

Your healing spells, and resurrection, will also be learned by then as well, so you can begin to run instances with a group and gain the great xp that comes with them. But, don't try to run an instance that is more than five levels above you. While your group members can help to keep you alive, it will take a large toll on your healing abilities and your health as well. So, it is best to run instances that are your level or only a couple higher than you are.

As you continue to level up, you should always get new spells and abilities any time that you can. This will ensure that you always have the most powerful versions and newest abilities and spells for your class when you head into battle. Having the best spells and abilities will only help you when you are trying to find a group for an instance, and will allow you access to more xp as you level.

As you are moving up in the ranks of the World of Warcraft, you should try to use your healing spells as much as you can. Whether it is with a group on a quest, or by yourself, you should try to use them when you can. Place your healing spells on your hot keys so they are easily accessible when you need them, because in a group situation, you'll have to use them often and quickly. You should also place these spells together and not spread them out over the different keys so you have to search for them when you need them.

Now that you are ready to join a group, you should start to keep a constant watch on your group members' health bars. When they begin to get low, heal them. If several are getting low at the same time, you should start with the lowest one and work your way around until you have gotten them all healed and continue around again, making sure that all your group is fully healed. Make sure that you have plenty of mana drinks or potions, as you will surely need them while in an instance. And, if you have a warlock in your group, ask for a soulstone to help resurrect yourself if you die.

You should also use your totems as much as possible. Healing, mana, and buff totems should always be placed as soon as a battle begins to give the maximum amount of help possible. Make sure that you can also offer and use any buffs that you have that will help you or any of your group members. Different classes can offer different buffs that will help you with agility, strength, stealth, health, armor, and more.

Sometimes there is just no way to keep everyone alive when you are fighting, especially if someone accidentally aggros a high level, elite mob.

When this happens, you should keep yourself at a safe distance if possible or be able to run to get away from the mobs so you can go back and resurrect your group members. If there are a lot of mobs still over your group, you should find out what the others in your group want to do. When you resurrect them, remember that they will be at half health, so you will need to heal them quickly as well to help keep them alive until you can escape that mob or kill it.

The main thing that you need to remember when you are a group's healer is to keep a constant watch on everyone's health. A good healer will make sure that everyone in their group survives each battle and in turn, that group will help them gain the items that they need for their quests. Once you have earned the reputation as a good healer, it won't be hard to find a group to run with, no matter which instance you want to hit.

Saturday, November 10, 2007

World of Warcraft Gold Tips

A lot of people have no idea on how to make gold in World of Warcraft. I've watched a lot of people, my friends included, use some of the worst methods I've ever seen to try and get gold. While I'm no gold master, I have a pretty good strategy for making gold while leveling up and making sure I have enough gold to buy my mount by the time I'm level 40. So here's a few tips to apply while leveling.

1) Don't waste money on great gear. You'll out level it very, very quickly. If you're a melee character, spending some money on a good weapon is acceptable to increase leveling speed. Other than that, just grab some decent greens every 5-10 levels and don't worry about it. It won't make much of a difference.

2) Pick up gathering professions. End product professions just don't offer good profit for low level characters. They cost too much to level up. I personally do mining and skinning while leveling. Then I try and find areas where I can kill skinable animals that have some mining nodes nearby. There are plenty of areas that fit the bill. Once you get a good amount of ores and leathers, sell them at the auction house. Turn the ores into bars to start with, just to get your mining skill up. Once it gets rather high, sell the ores. You get more money.

3) Solo. Group every so often just to keep your group skills honed, but don't make it the norm. You can get some good gear from instances, but like I said earlier, you'll out level it in a week. The cash just doesn't add up to a good mining/skinning spot.

4) Sell most greens at the auction house. You tend to get more money than vendors. Especially be aware that, at lower levels, a lot of this gear is going to be purchased by people that are twinking, so you can get a lot of money for a piece of lowbie gear. Keep an eye out for really good gear that is suitable for level 19s and 29s. Lots of people have battleground twinks that pay HIGH for that type of gear.

That's it! Those are the only four things I keep in mind while leveling and I always have plenty of money to buy my mount with.

Tuesday, November 6, 2007

World of Warcraft MidSummer Fire Festival Quest Locations

· The new wow patch brought us another world holiday type event called the Midsummer Fire Festival. It seems to be pretty much a novelty quest line but can be fun also. I thought I would share the coordinates for the locations of the bonfires so you can enjoy the quest rewards without taking away too much time from the invasion of the scourge. I found these locations at various places on the internet. Check them out! The quest level is in brackets before the quest name and the coordinates are in the format (x,y) after the location name.

[25]Flickering FLames in Kalimdor
Objectives:Visit the bonfires within Ashenvale, the Barrens, Darkshore, and Stonetalon Mountains, then speak with the Festival Flamekeeper.

Ashenvale (64,71)
Barrens (59,39)
Darkshore (41,90)
Stonetalon (59,72)

[25]Flickering FLames in Eastern Kingdoms
Objectives:Visit the bonfires within Hillsbrad Foothills, Silverpine Forest, Westfall, and the Wetlands, then speak with the Festival Flamekeeper.

Hillsbrad Foothills (54,33)
Silverpine Forest (54,69)
Westfall (33,80)
Wetlands (51,17)


[60]Wild Fires in Kalimdor
Objectives:Visit the Fire Festival camps located in Blasted Lands, Eastern Plaguelands, the Hinterlands and Searing Gorge, then speak with the Festival Flamekeeper.

Blasted Lands (54,31)
Eastern Plaguelands (57,72)
Hinterlands (62,53)
Searing Gorge (32,73)

[60]Wild Fires in Eastern Kingdoms
Objectives:Visit the Midsummer camps located in Azshara, Silithus, Un'Goro Crater, and Winterspring, then return to the Festival Flamekeeper.

Azshara (41,43)
Silithus (78,19)
Un'goro Crater (70,76)
Wintersping (31,43)

[60]The Festival of Fire
Objectives:Touch the bonfires within Orgrimmar, Thunder Bluff, and the Undercity, then speak to a Festival Talespinner within the capital cities.

Thunderbluff - Spirit Rise (21,26)
Orgrimar - Valley of Wisdom (40,33)
Undercity - Ruins of Lordaeron (66,36)

Alliance version..
Stormwind - The Cannals next to the Stockades (38,61)
Ironforge - Hall of Explorers (64,25)
Darassus - Rut'theran Village (56,92)

World of Warcraft Darkmoon Fair Guide

· The Darkmoon Fair is just another fun thing to do in World of Warcraft. Mostly just fun and games but is there anything profitable that can come from it? This guide covers not only what the Darkmoon Fair itself is but also some profitable items that can come in handy for you!


· The darkmoon fair comes to Mulgore or Elwyn forest once a month. There are no guards so it is possible to attend the other factions fair. THe muglore 1 is south west of Thunder Bluff while the Elwyn forest fair is next to Goldshire.


· The fair comes with many fun and exciting options. You can exchange items for tickets which you can buy thigns with. You can use a massive cannon which fires you into the air a long way. You can buy extremely potent ale very cheaply. And last but not least you can give in Decks of cards scattered across Azeroth, to combine into an epic trinket.


· The Epic Neck:
A good gear could mean Victory or Death when you fight someone or something (PvP, PvE, Grind, Instances).
For a “little” favor or whit a little work you can have an Epic Trinket!The “Male” classes could profit mostly (DD Warrior, DD Paladin, Rogues or Hunters too) from the First one:


· Amulet of the Darkmoon:

+10 Strength

+19 Agility

+10 Stam



The second is Caster based (Maga, Priest, Paladins…)
Orb of the Darkmoon:

+11 Stamina

+8 Spirit



Equip: Increases damage and healing done by magical spells and effects by up to 22.


I counted a little, and it comet out, That it can be “gathered” from 1 Gold 20 Silver – To ~190 Gold PLUS


"How To"
· When Darkmoon Fiery event is active, you can complete Q-ts to obtain tickets. And that is what we need. The Q-ts are repeatable, and that’s our luck! The “cheapest” Q-t items what you can give down till you have the 1200 ticket is Thorium Widget! Is an Engineering “component”.


· 1200 tickets = Epic Neck (one from above)

The Q-ts are Profession based, but this can be tricked out!You will need a “Schematic: Thorium Widget” (Limited supply: 1G 20S by Vendors, 3G-10G+ at AH) If he knows it, even better for us
· First: You need to find someone who has Engineering around lvl 260 (needed to create Thorium Widget-s) and tell him that you “pay” his Engineering skill to 300 if he helps you.


· Now the numbers and the CountingsBy the turn ins, you could count so:

6 Thorium Widget = 20 Darkmoon Fiery Ticket

1200 Ticket needed -> 1200:20 = 60 (turn ins total)

60*6 = 360 Thorium Widgets needed


· Take 3 Thorium Bars + 1 Runecloth to create a WidgetSo we need:

3 Thorium Bars * 360 Widgets = 1080 Thorium Bars (54 Stack)

1 Runecloth * 360 Widgets = 360 Runecloth (18 Stack)


· You can farm Runecloths at “Trys Hand” from humanoids, or from Stratholme, Solomance, etc. Or You can by everything from AH 1 Gold - 2 Gold / stack (at 1,5 gold -> 18stack*1,5= 27 Gold)

162 Gold

+27 Gold

1,2 Gold

--------

190,2 Gold


· The Engineer makes the Widget (He levels up to 300 by the first 60-70), You turn in the Widgets, get the tickets and then “buy” your Neck. Everyone is Happy (I choused this one)


· OR The other way:You can turn in: Rugged Armor Kit

5 Rugged leather per Kit -> 8 Rugged Kit per turn in -> 40 Rugged Leather per turn in

1200 tickets - 60 turn ins => 40 * 60 = 2400 Rugged Leather needed to this.

480 Rugged Armor Kit needed in the end


· You can farm it in Felwood, or in Winterspring (Guides to this you will find here somewhere ) Or Buy the Rugged leather in AH 1G-3G / stack (120 stack needed=> 120G-360G AND you need someone who can make it)


· Or Buy the Rugged Armor Kits in AH 0,7G-2G+ (you will need 480! -> 336G-960G+ -> And when you BO all the Armor kit the price will go UP)


· Ok here goes the one with dense stone:


· SO you need 1200 tickets which = 60 x 20 hand ins AS the hand ins for Dense Stone are Grinding Stone you need 8 grinding stone for each hand in. Each Dense Grinding Stone requires 4 Dense Stone. Therefore = 4x8 for each hand in which equals 32 stone for 20 tickets So overall it equals for needed stone 60 x 32 This equals to 1920 Dense Stone


· On my server Dense Stone is 2g but I’m sure it was a lot less when i bought all mine around 1g to 1g 50s. But I didn’t buy from AH as that is more expensive. But I’m using AH price which is around 2g.


· So to find out the price you do 1920 divided by 20 then x 2This equals to 192g.


· But this is AH price and I bought it from people who had a large supply and couldn’t sell them. SO try to find people who have a large amount of it as then you may get it for a cheaper price. Also try to be nice to people as that helps.


· Also another good way to do this is to farm thorium and mithril as these nodes drop this stone. ALso you can use the thorium for the above ones or sell it to buy more.


· BUt price variues on each server and i would advice trying to buy for around 1g 50s to 1g 80s. This makes the price around 175g.


· Notes:
- The Tickets are Soulbound when you get them, so turn it in only whit your main Char. The widgets and the Armor kits are free to trade / mail.


- When you turn in the tickets by every turn, you gain +100 Repu, so at the end you will gain 5400 Reputation! (Whit the Widget Turn ins, but I don’t know the Rugged armor patches Repu per turnin)


- You will need a “store” character for all that stuff, if you don’t have one or to already, but his Bank must be Empty.


- CT or other “Mass Mail” mods are strongly recommended, to these massive item movements.
· To the next part which is on the cards


· The Card Decks:
· Across the world, there are scared decks of cards. When given in these each give an epic trinket in return. THis is the stats of them:


· There are four sets of card decks which can be turned in for trinket rewards. To collect a set you must find all eight cards for the deck. The aces are dropped only by certain elite bosses, and the remaining cards are blue (rare) drops off of Level 45-60 Undead and Humanoid mobs.


· Darkmoon Card: Heroism

Equip: Sometimes heals bearer of 120 to 180 damage when attacking an enemy.


Ace of Warlords - King Gordok (Dire Maul)

o 2-8 of Warlords - Lvl 45-60 Undead & Humanoids


· Darkmoon Card: Maelstrom

Equip: Chance to strike your melee target with lightning for 200 to 300 Nature damage.
Ace of Elementals - Hydrospawn, Lord Incendius, The Windreaver, Avalanchion (elite elementals)o

2-8 of Elementals - Lvl 45-60 Undead & Humanoids


· Darkmoon Card: Twisting Nether

Equip: Gives the wearer a 10% chance of being able to resurrect with 20 health and mana.


Ace of Portals - Darkmaster Gandling (Scholomance)o

2-8 of Portals - Lvl 45-60 Undead & Humanoids


· Darkmoon Card: Blue Dragon

Equip: 2% chance on successful spellcast to allow 100% of your Mana regeneration to continue while casting for 15 sec.
Ace of Beasts - The Beast (Upper Blackrock Spire)o

2-8 of Beasts - Lvl 45-60 Undead & Humanoids


· As you can see these cards can drop of many different types of mobs. It is just the aces which are hard to find. How ever the ace of elementals can be farmed by any level 60, its better with 2 as you can easily avoid the mobs. I did it as hunter with druid but i didnt even use feign death once. Each of these trinekts is extremely good and i am currently trying to find the caster ones. Unluckily they are also the rarest of them all so im finding it hard.


· Tank Games:


· This is the bit i like, cos im a child inside.... Ok what it is, is a little control which youc an use which then creates a tank. In SW 4 of them can fight at once not sure in mulgore. THey can only attack each other and its very fun. They are basically little toy cars which you control. Each have a rocket and a speed boost but they also have special abilities. Some have motars and others flame throwers and shields. Overall its a very nice little feature which i rather enjoy. Make a competion with your guild who ever wins gets a few gold or something.

· Big Cannon
· THis is situated to the east in Elywn forest and im not sure in the Mulgore one. How ever what each of them is send you flying with attached wings. Each shot makes you go the same way, each one over a pool of water with a target. You are meant to get in this by getting rid of your wings. You do this by right clicking them. See its not all for the high levels.
· In mulgore if you do not do this you will die when you hit a tent. Not very nice, nice big repair bills for me. In elywn you manage to hit a tree if you dont take them of so no damage which is kinda wierd. Face first into a tree and no damage. hmmmm ^^
· Jubling!

· Basically this is a fat little toad which you can require. You have to be high level to obtain it. All you do is throw 1 Dark Iron Ale mugs, another is needed for later, near Morja and her JubJub will appear. These ales come from BRD but they are tradeable to get a unique pet. They come from the bar area and it normally starts a fight if you steal them. I am not sure if youc an buy them but clear the placee then take is a better idea. How ever, in the end Morja has a question mark over her ehad and talk to her and she will ask for another. Give to to her and she givers you a jubjub egg. This takes a week to hatch and then you can a truely rare and unique pet...
· THE BEER!!!

· From the drink salesman comes a very cheap beer. I stack up on his as it is the strongest ingame and also is extremely cheap. I make trips to mulgore just to get this on my ally characters. Well worth the journey in my opinion.

Monday, November 5, 2007

World of Warcraft Farming Spots

· If you are like me you have many times wondered where the best location would be to farm for certain items. Here I have compiled a list of different locations where I have found to be the best to farm for items at. If you can add anything please let me know either by the Forum or by e-mailing webmaster [at] freewarcraftguides [dot] com.

· Black diamond-These drop from mobs in BRD. Each is worth loads because they are used in libram enchants and also the zg enchant. Worth around 50 times more than the blue version.

· Black lotus-This is a very rare herb which sells for quite a lot. Found in Winterpsring near the blue dragons cave, Mezthoril. Also found in Badlands, Silithus and Eastern Plaguelands.

· Blood of the mountain-These are mined from Dark Iron nodes in Searing Gorge, Burning Steppes, BRD and MC. Used in a quest, high end professions. These sell very well.

· Dark Runes-Drop from most mobs in scholo. Very useful for casters but are also used in crafting so are very expensive and needed by most people.

· Deviate Fish-These are fishable in the Barrens in Wailing Caverns. You do not have to go inside the Wailing Caverns instance to catch Deviates. They can be caught in any of the pools inside the Caverns before you get to the instance.-The fish can also be caught in Lushwater Oasis, immediately south of the Caverns and in the Stagnant Oasis, south of the Crossroads/Ratchet road. Furthermore there will now occasionally be schools of Deviates so your drop rate is 100% if your cast lands within the swirl indicating the school.

· Essence of Air-Elementals in North West Silithus. No mobs actually have a high drop rate of this and these are all non elite and very easy to kill. Make sure you are killing the air elementals not the rock ones which do not drop it. Also they drop breath of wind etc which can be sold or used.

· Essence of Earth-These can be farmed in northwest Silithus in the far corner. Also these drop from Stone Guardians in Un'Goro but those are harder to kill because they are elites.

· Essence of Fire-Elementals in Un’Goro crater, Fire Plume ridge. I'm not sure but I bet this is one of the best places to farm for this.

· Essence of Undeath-I'm not too sure about these but have heard they have a high drop rate in Scholo and Strat.

· Essence of Water-Elementals in Felwood, Iron Tree woods. These have a high drop rate I believe and there is normally somebody farming them but they have a good respawn rate so no waiting.

· Felcloth-These drops from demons in Felwood and Azshara, also from demons in Dire Maul. Current price on my server is anywhere between 1.5 gold and 3 gold a piece. These mobs also have a very high drop rate of runecloth and are camped by gold farmers or used to be I believe.

· Ghost mushrooms-These are used in making a dye which is used in crafting. These are found in Feralas, Maraudon, Hinterlands and also drop of Tar Lords in Un'Goro.

· Guardian Stones-Drop from the elite guardians wandering around Un'goro. Though they are 61 Elites, they are extremely slow and soloable by most 60s. Stones are used in Cloak of Warding and sell for 3.5-5 gold a piece

· Heart of fire-Drop from elementals above level 45. Easily farmed from demons in North Felwood and also elementals in Un'Goro Crater.

· Ichor of Undeath-These drop from most undead mobs over level 50 (Eastern Plaguelands, Western Plaguelands, Azshara's lingering highbourne, Scholo, Strat, etc.). Used in a few patterns, most notably the new shard bags.

· Incendosaur scales-From beasts of the same name in searing gorge. Do not need to be skinned are just dropped. These are used to get up reputation for Thorium Brotherhood. These can also be sold for a high price.

· Larval acid-These drop from the grubs in Eastern Plaguelands at around 5% rate and sells for 8-10 gold a piece.-Carrion Spawns/Devourers in Eastern Plaguelands and Western Plaguelands.

· Linen Cloth-Westfall is the best area for this. You can either clear out the mines or go kill some of the other humanoids. Simple yet effective!

· Living Essence-Tar elementals in Un'goro drop occasionally - better drop rates are found on the plants in DM East and West (Lashes in East, trees in west), sell for 8-10 gold each. Very rare as they are needed for Hide of the Wild.

· Mageweave-Most mobs in Tanaris drop a decent amount of this. Either the trolls who occupy the ruins or the humans that are called wastewanders (not the pirates).-Deadwood furbolgs in Felwood. These are also farmed for rep with Timbermaw furbolgs so you can kill two birds with one stone.

· Powerful Mojo-Drop from trolls which are over lvl 55. Drop from elite trolls in ZG and also from undead trolls in Western Plaguelands. The Undead trolls are called Mossflayers. Used in profesions.

· Primal Tiger Leather-Skinned from tigers in ZG. These are not farmable except for in a ZG raid group.

· Righteous Orbs-These drop from humanoids i.e. scarlet soldiers etc in a stratholme scarlet run. Used in enchants and are very expensive. They also they drop off of Scarlet Elite's(that’s the name of the mob). They are in Western Plaguelands above the lumber camp.

· Rugged Leather-Yetis in Winterspring are easily the best. Southeast of Everlook in the ice thistle hills region are humanoids around level 53 which are skinnable. They do not drop cloth but many people kill them for a quest and are not skinners. So you can kill them loot some cash and skin them and also skin the mobs killed by others.

· Runecloth-Mobs in Tyr's Hand. These are mainly elite humanoids who are level 54. These can be killed easily by level 60s. Also these are very good for just farming gold as they are humans.-Furbolgs in Winterspring. These are due east of Everlook and very easy to kill. Non elites so anybody can kill them. If you’re a mage its heaven just AOE and you can get a lot of runecloth.-Ogres in Deadwind Pass. Like furbolgs they are non-elite but have more health. I would say that the furbolgs would be easier to kill.

· Shadowcat Hides-Skinned from Shadow Mars in Stranglethorn Vale and Swamp of Sorrows.

· Silithis Chitin-These are skinned from elites in Silithus. They can be vendored for 2 gold a stack. Also the elites drop an item for reputation with the bronze dragons and greys. Also when skinned they can drop a grey which is worth 1 gold for a stack of 20.

· Silk Cloth-Soloing SM is the best way due to the fact you get a lot of silk on 1 mob and money drops are decent. Also you can get the scarlet sets which sell very well and junk items can be vendored for money or disenchanted if you prefer.-Killing harpies in Thousand Needles is another great way. They are not elite and don't have a whole lot of hit points so they can be easily killed by lower levels as they are level 28-30. They also drop Vibrant Plumes which can sell for around 80 silver per stack.

· Spider silk-These drop from Spiders in Stonetalon Mountains. Mainly around the entrance and exit of Deep talonpath which is the path to Ashenvale. They are around level 25 I believe.

· Stonescale Eels-Any high level coastal spot in Kalimdor (Tanaris, Feralas, Azshara) gives Stonescale Eels, which consistently sell for 1 gold or more each. However, please note the time of day, sometimes, you won't see anything and other times you will have excellent results. I have experienced better results with this late at night.

· Thick Leather-Most beasts which are skinnable in The Hinterlands drop thick leather when skinned. As mostly around level 49 they are easily farmable by 50s and 60s. Also you can get leather by skinning yetis which drop some as well.

· Turtle Scales-Skinned from any turtles. These can be found near Steamwheel Port, in the Hinterlands, Tanaris and in Hillsbrad Foothills. Used in Leatherworking.

· Volatile Rum-You can farm these at the pirate cave in Tanaris. It's a great leveling spot also!