Monday, December 24, 2007

3 minute mage

Arcane:31
Arcane Focus: 5/5
Magic Absorptioin: 5/5
Arcane Concentration: 5/5
Arcane resiliance: 1/1
Improved Counterspell: 2/2
Arcane Meditation: 3/3
Presence of Mind: 1/1
Arcane Mind: 5/5
Arcane Instability: 3/3
Arcane Power: 1/1

Fire:20
Improved Fireball: 5/5
Ignite: 5/5
Flame Throwing: 2/2
Improved Fireblast: 3/3
Incinerate: 2/2
Pyroblast: 1/1
Burning Soul: 2/2

as a AP mage you will have incredible potential damge but ver low survavibilty so to counter that stack up on as much Stam/Spell Power/Int as you can in that order.


The Macro
one of the most improtant parts is to be able to cast ap/pom/pyro all in one button. well here is the macro to be able to do that
/cast ArcanePower
/script SpellStopCasting();
/cast PresenceOfMind
/script SpellStopCasting();
/cast Pyroblast(rank xx)
/yell Nuclear launch detected

hope you have as much fun with this build as i did.

More mage guids coming `ace

Sunday, December 23, 2007

Beginner tips

This is some special tips for beginner palyer..hope all of this can help you'll guys...

Pick up anything a Mop drops and sell it to a vendor even if it looks like junk.

When you join a party be sure to set up looting rules BEFORE you start the quest. Try to keep up a good mood and help others quest even if you havent got that quest it will help u gain a good reputation among ure friends.

Be social and get lot of friends they will help you do hard quests.

Sunday, December 16, 2007

Blacksmithing 300 to 375 Rewritten

Blacksmithing 300 to 375 Rewritten
Approximate Materials Required

Aldors Rep Path
1. 370 X Thorium Bars
2. 184 x Fel Iron Bar
3. 130 x Adamantite Bar
4. 40 x Netherweave Cloth
5. 70 x Primal Water
6. 60 x Primal Fire
7. 40 x Mote of Earth
8. Scryers Rep Path
9. 370 X Thorium Bars
10. 24 x Fel Iron Bar
11. 130 x Adamantite Bar
12. 40 x Netherweave Cloth
13. 40 x Hardened Adamantite Bars
14. 160 x Arcane Dust
15. 40 x Large Prismatic Shards
16. 40 x Mote of Earth

Level 300 - 315 15 x Imperial Plate Boots: 18 x Thorium Bar

Level 315 - 320 5 x Imperial Plate Chest: 20 x Thorium Bar

Level 320 - 325 5 x Fel Iron Plate Boots: 6 x Fel Iron Bar

Level 325 - 330 10 x Lesser Rune of Warding: 1 x Adamantite Bar

Level 330 - 340 10 x Adamantite Cleaver: 8 x Adamantite Bar Purchase the recipe from Aaron Hollman in Shattrath City, or in Silvermoon/Exodar.

Level 340 - 350 20 x Lesser Rune of Shielding: 1 x Adamantite Bar Purchase the recipe from Mari Stonehand in Wildhammer Stronghold or Rohok in Thrallmar.

Level 350 - 360 20 x Adamantite Weightstone: 1 x Adamantite Bar, 2 x Netherweave Cloth OR 20 x Adamantite Sharpening Stone: 1 x Adamantite Bar, 2 x mote of earth Requires Cenarion Expedition Rep: Honored Aldors Rep Path

Level 360 - 370 10 x Flamebane Gloves: 8 x Fel Iron Bars, 4 x Primal Water, 4 x Primal fire Requires Aldors Rep: Honored

Level 370 - 375 5 x Flamebane Breastplate: 16 x Fel Iron Bars, 6 x Primal Water, 4 x Primal Fire Requires Aldors Rep: Revered Scryers Rep Path

Level 360 - 375 20 x Enchanted Adamantite Belt: 2 x Hardened Adamantite Bars, 8 x Arcane Dust, 2 x Large Prismatic Shards Requires Scryers: Friendly

Friday, December 14, 2007

alchemy 300 to 375 rewriten

Materials Required
100 x Imbued Vials
25 x Crystal Vials
20 x Golden Sansam
40 x Felweed
60 x Terocone
80 x Dreaming Glory
40 x Nightmare Vine

Your Alchemy trainer can be found in Hellfire Citadel. For the Alliance he is in the tower next to the in at Honor Hold named Alchemist Gribble, for the horde he is in Thrallmar and named Apothecary Antonivich. These two will teach you potions up to level 350. After that your own your own.

The fastest way to powerlevel Alchemy with the least amount of mats:

Level 301 - 315 20 Volatile Healing Potion: 1 x Golden Sansam, 1 x Felweed, 1 x Imbued Vial Or 25 Major Mana Potion 3 x dreamfoil, 2 x icecap, 1 x crystal vial

Level 316 - 330 20 Elixir of Mastery: 3 x Terocone, 1 x Felweed, 1 x Imbued Vial. It will also sell extremely well on the AH.

Level 331 - 350 20 Super Healing Potion: 2 x Dreaming Glory, 1 x Felweed, 1 x Imbued Vial

Level 351 - 375 40 Major Dreamless Sleep Potion (1 x Dreaming Glory, 1 x Nightmare Vine, 1 x Imbued Vial) x 40 Purchase from Leeli Longhaggle in Allerian Stronghold or from Daga Ramba in Thunderlord Stronghold.

Thursday, December 13, 2007

Warlock’s Guide to Fear and Fear Kiting for PvE

Fear and Fear Kiting is a skill all its own. What you will do with Fear is have the enemy out of direct physical contact with you while you keep dots applied and blast their panicked butts!

As with all of my guides, this is simply a compilation of my experiences and what I have fun with. I’m not the best textbook Warlock, but my friends enjoy my play style. See if there is anything here you can use to make playing a Warlock more fun for you.

Fear is one of the harder spell effects to master and not get you or your whole team killed in the process. In the early levels you will be discouraged from using it in teams, but you should start practicing with all of your effects to get to know their potential. For a long time your teams will tell you not to use it, but when it is needed, they will expect you to be an expert in its use. Personally, I consider using Fear powers an advanced skill and trying to use the Fear spell you get at level 8 is simply a “save your ass” endeavor for quite a few levels. To effectively use Fear it really helps to have the set of spells for it, and I will direct my advice to the post level 42 uses of the effect.

Spells that have Fear effects:

Fear
Available at level 8. This is the straight up single target Fear that you will use for most kiting.

Howl of Terror(HoT)
Available at level 40 1.5 sec cast 40 sec cooldown Howl, causing 5 enemies within 10 yards to flee in terror for 6 sec. Damage caused may interrupt the effect.

Death Coil
Available at level 42.
30 yd range
Instant cast 2 min cooldown
Causes the enemy target to run in horror for 3 sec and causes XXX Shadow damage. The caster gains 100% of the damage caused in health.

The Do Not’s about Fear:

Do not fear targets that Hunters have Pets on. The Pets will draw aggro, even if the feared enemy does not on their own.

Do not fear your main Tank’s target. He would rather that he dies before having to chase a feared target. You should assume that the healer can do their job. (Granted, if the healer is still alive in the fight.)

Do not fear any direct melee’s target unless requested to do so for that matter. These do not’s are subject to change with advanced skill, and regular running mates. How you will use your skills with seasoned veterans and friends will differ from some guidelines for Pick up Group behavior.

Know your enemy
Some mobs do, and some mobs don’t call for reinforcements. You can take on some pretty nasty Elites if they like to attack you solo. One of my first true testing of Fear Kiting was in the 58-60 range in Winterspring. The Frostmaul Giants are solo attackers for the most part. They are great training. This is an advanced skill, so I do recommend that you start serious training for this after you get into the 50’s. You can start using the Elite giants in Aszura in the mid to late 50’s for Fear Kiting training.

Hints about who does and doesn’t call for reinforcements will be in your general chat. If you decide to take on one type of enemy in standard Void Tanking style, and you see “Infected Timberwolf calls for help” during a standard battle, you know that if you fear that type of Wolf, then they will call in for reinforcements as soon as the fear wears off, and in some cases by just running around other Infected Timberwolves. Then, instead of just one wolf to deal with, here comes the whole pack. Humanoids almost ALWAYS call for reinforcements, so assume that’s the case for all general Humanoid encounters.

Many enemies cannot be feared at all. If it’s undead, find other means of crowd control if needed. They’re all immune. They’re dead……. why should they be afraid of you!? If you are not going to use a game Add-on or Mod to help you know who can and cannot be feared. Start making those mental notes now.

Know your surroundings
Where to use fear can sometimes be as important as when. Find areas where the mobs have no other enemies to pull in. Or find locations that the game graphics work to your advantage.

A prime example:
I was working over an instance with some buds and it was working us pretty hard. I was leading Crowd Control and we were pulling 6-7 mob pulls. Just a little too many to tank and seduce. We were in a long hallway and near its end. I recommended that we simply pull the mobs way down the hall and I would fear one, seduce the other.

This plan worked better than expected. The walls had little cubby holes for pillars or statues or whatever….. The enemy I feared ran straight into a wall and got hung in the graphics. I sat there and very easily kept him dotted up while I maintained my seduction control duties. When the fear dropped, I used Death Coil, reapplied the main Fear and he ran right back into his corner and got stuck.

Tight passageways and busy graphics tend to get them stuck when feared as often as it does when the mobs use it on you. Look for advantageous locales to use this feature. Did you just clear a big ole room just behind you? Drag your fear assignment with you into that room and let him run around all by himself. Make sure the room and surrounding doorways to it do not have adds to pull in. Some instance runs do not require complete clearing of all enemies in it.

Why Fear at all?
You are a cloth wearing class. Bottom line is to keep enemies out of direct melee with you or not attacking you at all while you burn them down. In other cases it will be to reduce the overall DPS coming into the team, or Team’s Tank while a primary target is taken down. This is our means of crowd control by taking one enemy that is supplying DPS against us out of the fight.

Game Add-ons and Mods I’m only going to touch on this briefly. Mods are a touchy subject with some, and those who do use them are pretty loyal to them. I use and prefer Necrosis for my Warlock specific needs. For this discussion, I like it because I get a screen notification and sound bite if desired to notify me that my target cannot be feared. I recommend this or any other Mod that will give you a notification before you attempt to use this effect, but it’s by no means a requirement.

First lesson: The Mini Kite Death Coil
available at level 42 is a very effective spell for setting up other effects and getting a little health back from doing it. The 3 second fear is great because the enemies will tend to not go far enough to draw additional aggro. You can also get an enemy out of direct combat with you, the healer or any other squishy in the group long enough for the Tank to regain aggro or for DPS to do it’s job and take that enemy out of the fight.

I use the Mini Kite for various reasons. For full blown Fear Kiting this will get an enemy off of you long enough to apply the regular Fear spell. Or in some cases I’ll use it to just bounce the enemy off long enough for one good Shadow Bolt to finish them off. Basically you should think about all of the spells that you have that have timers on them that are under 3 seconds that you could use on the enemy. The Mini Kite can facilitate any and all of them.

Complimenting curse: Curse of Shadow. Simply because you will gain the most health and generate the most damage from casting the spell with this debuff applied.

Still important: Know your surroundings, know your enemy. If the mobs are tightly packed or you are near a village of enemies, you could still draw additional aggro with even the slightest fear. Look for wide open spaces or in an instance environment, try to have the Tank pull the mobs away from tightly packed areas. You can also use your Voidwalker to “fish” for enemies and draw them into more workable areas that are empty and may have been previously cleared by your team.

Get used to how far the enemy can run in 3 seconds. In the future, this will help you to determine when this spell is appropriate for the instance situations you will encounter. I use this a lot in the instances now that I know how much breathing room to have available while we work the mob over.

Single Target Fear Kiting
This is where you will take a single target, keep them running around scared for their life, all the while you are keeping DoTs and Blasts taking them down to a pile of ash.

The lead in: You have a Tank/distraction readily at your disposal. I prefer to use the Void for this. As this is written from the perspective of the Destruction Spec Warlock, I do not have a Felguard for this activity. I pick mobs that I know he can handle a little abuse from. I set him on the selected enemy, sometimes reeling him back in to get the enemy into a better position for me, Apply DoTs, Fear the enemy and IMMEDIATELY call the Void back in. Try to keep in Blasting Range and keep those DoT’s working. Elites have a tendency to dispel things more often, so make sure you keep the damage flowing at all times. The ability to Fear targets gets weaker the more you use it on that target.

The reason you pull the pet back quickly is that even if the selected enemy cannot draw aggro to you, the chasing pet will pick up everything it runs by like a magnet. Then bring it all back to you in the end.

The return: If the Fear wears off before you are done killing the enemy, be ready for either a Mini Kite to help you apply the next Fear, or just cowboy up and take a shot from the enemy as you get it re-applied. The range on it is pretty short, and almost every mob I use this on has enough time to hit me at least once. But once you have em feared again you can bandage or Health Funnel from them. Keep your Death Coil as a backup in case things start getting out of control. With the timer you have to deal with on Death Coil, you will only get one opportunity to use it in this procedure.

You will find that the Void will no longer have their attention. Even if it tries to Taunt again, the use of Fear increases your threat level considerably, and you will be doing constant damage while the enemy is feared in most cases, additionally building your threat level. For this reason, I also recommend that you keep your pet on Passive. Telling them when to attack, and for them to stay until they are needed. When the mob does start returning, I will sick the Voidwalker back on them to try to regain their attention, but mostly just to add a little more DPS to the mix now. Be ready to call him back quickly once you have the Fear re-applied. He also makes a decent shield if you need to sac him because you are running the raged edge and about to die.

The effect will diminish in length every time you use it on that particular enemy, and I’d say that you need to take down whatever you are fighting in 3 fear applications, or you may find that you aren’t quite so scary any more. I’ve applied more and got it to stick, just don’t expect to get away with it forever against an even leveled mob.

You may also experience an early return if you do too much damage at once. The whole idea is to burn then down quick while they run around, and before the Fear effect gets resisted. But I’ve found that a healthy crit will break the Fear effect. So be ready to re-apply it if the enemy shrugs it off prematurely, or you break it with a good wallop.

Keeping up the DPS: You can’t Fear them indefinitely. The whole point of this is to keep them running around while you are taking away their life points. The mobs will run out of range so getting your DoTs applied early and often will keep the damage ticking while you can’t Shadow Bolt, Soul Fire or whatever because of range issues. Finding good areas where the mobs can get cornered is a good idea. But that will not always be available. You may have to chase them a little to keep yourself in range for standard attack routine damage. Just be mindful you don’t chase them close enough to aggro a second enemy with your personal aggro radius.

I like to start out with Curse of Agony after the Fear. It’s an instant cast and you can get it applied very quickly before they get out of range. Then just try to stay close enough to get your other DoTs like Corruption and Immolate applied. Shadow Burn is also another good instant cast to apply as they make their first run, but a crit could give you an instant return. But the most important thing to do is to keep those DoTs applied. That’s standard Warlock 101 for almost any encounter with the exception of a few bosses that you should not apply DoTs to.

Location: You need to maintain control of a target in an instance, possibly with the Succubus, but she squishes pretty easy. Have you cleared the previous room? Have you cleared most of the instance and there are no more adds to pull with a Fear? This is where “Know your surroundings” comes in to play again. If there are no more adds that can be pulled by a Fear gone wrong, go nutz. Granted, have some courtesy for your fellow teammates that are Melee oriented, but if you see things starting to go sour in the fight, take one or more of the enemies out of it. All of the classes have some thought processes that need to be maintained for effectiveness, but the Warlock class is definitely not the “Tank and Spank” class. Warlocks are Damage/Control/Finesse. Add in a little cloth armor for the squish factor and there you go.

Complimenting curses: This can be rotated during the process. Curse of Agony for an instant cast after the Fear is applied, but as the enemy starts coming back, Curse of Weakness is good to apply until you can get Fear applied again. You are going to take a shot or two from the current target. CoW will reduce that damage. Then cast CoA again after they run away in fear. This all depends on your mana reserves in the fight as well. Don’t keep switching curses if you are running low, keeping up the DPS should take precedence.

AoE Fear Kiting
Fear is our AoE crowd control feature. At some point you do get to open Pandora’s Box, and when that happens you will see the fun that can be had with this spell effect.

There are certain fights where you will be asked to use your AoE Fear to scatter the mobs for a boss fight with adds. A little coordination with your other Warlocks will be very helpful. Using the AoE fear effect is not officially kiting unless you are working with a group of Warlocks. So you will most likely be using this effect in larger raids, or as a panic button in the open zones when you need to cut and run.

The first important thing to address about Howl of Terror(HoT) is that it has a cooldown timer of 2 minutes. By now you should be familiar with the “Soulstone Rotation” during the bigger runs. You should also establish a HoT rotation. If you all go in at once and burn your AoE fear, then it’s a full 2 minutes before anyone can use it. I find that whatever SS rotation you are on, will work just fine for the HoT rotation. This is the plan I’ve used in the past successfully on Buru the Gorger in Ruins of Ahn'Qiraj(AQ20):

The Battle gets to the point where the boss spawns a bunch of adds(bugs in this case).

The team is aware of the Fear crowd control that will be used.

The Tank is in and has primary aggro on the boss, but he can’t take all the incoming from the bugs.

For the sake of discussion, there are three Warlocks on the raid. Warlock #1 goes in for the first HoT…… The mob scatters.

Warlock #2 and Warlock #3 are using individual Fear spells for anything missed. When they come back, many could be aggro’d to Warlock #1, so Warlock #2 needs to be looking out for him.

Warlock #1 notices his feared targets are returning, he heads towards the Tank with Warlock #2 in tow.

Warlock #2 uses their HoT. Hopefully before everything kills Warlock #1.

Warlock #1 and Warlock #3 are using individual Fears to keep things off the Tank, and themselves.

Warlock #3 is up next when the mobs return.

All the while this is happening, you are still trying to apply your DoTs on the primary, tanked target and get a few blasts in, but stay focused on your crowd control duties. That is most likely what is keeping the group alive. Just try to do what you can. After doing this a few times you will find more opportunities to add DPS to the fight.

I have found that with a minimum of 3 Warlocks, you can roll this HoT rotation over and over again. Warlock #1 will have their HoT recharged by the time that Warlock #3’s feared targets come back…….In theory. There are two problems with the plan. Timing and the inconsistency of the time an enemy is feared.

Timing: The timing takes practice. When should the first Warlock go in, and when to know the first mob is returning? Who is HoT’ing, and the best times to pull it off? All I can say is practice. I did already mention that this is an advanced skill. It won’t be easy at first but it does get better. I recommend healthy communication with your other Warlocks first, but don’t forget your team. They need to know how this is going to work as well. You are only one aspect of the fight, and they are covering your back. They might be able to help you with a rogue mob you just can’t keep off of you. K

NOW who Warlock #1, #2, #3, etc is. Without this, there is no timing.

Inconsistent Fear effects: Some of the mobs will dispel your fear before the others, sometimes there are more than 5 adds and others will be outside of the 10 yard radius. Murphy’s law dictates you won’t get them all. So be ready for it. This is why the other Warlocks are still using individual Fear on the stragglers. You have it as well, don’t be single minded and only think about the AoE effect and the HoT rotation. Keep Death Coil and Fear ready to help manage the aggro you will draw.

Important Note: Doing damage on the enemies effected by HoT can break the spell. Save your DoT damage for the primary Tank’s target if DoT is appropriate for that target. Refer to your Tank and/or team for targets appropriate for DoT spells if you are unfamiliar with the instance.

This should give you the basics for using Fear effects. With different teammates and Guilds there will probably be specific instructions on how they want you to use the effects. Be flexible and practice, practice, practice! Don’t wait till you start raiding to get comfortable with this set of effects. The Warlock class is highly solo-able so you should have plenty of opportunities to practice using Fear while questing. That way when it does backfire on you and you die, you learn how to use it properly when it’s a raid group you are working crowd control for. I can guarantee that his will get you killed. At least at first. But I have found myself in situations where I have just drawn too much aggro and I’m using my single target fear to maintain 4 to 5 even leveled targets at once to try to save my butt. Then standing in a pile of bodies when it’s over. Almost no mana, almost no health, but alive none the less!

Now go out there and scare the hell out of something!

Wednesday, December 12, 2007

Picking the Right Profession Combos

During gameplay, you can run into a profession trainer and he/she will teach you the ways of their talent. You can only choose 2 professions, and these are permanent, so choose very carefully.

He is a little run down of how you should pick: Skinning & Leather Working-You can skin monster you kill, then use the skin you get and make armor to sell or wear. Mining & Blacksmiting- Mine minerals, then use them for armor, weapons and other items.(Mining good with engineering also) Alchemist & Herbalist- Get plants from exploring, then use them to make potions. Fishing & Cooking-Catch fish, then cook 'em and eat 'em!(Fishing goes with alchemy a little also) Other professions arn't really combos with another profession.

Also, there are 3 specific professions that can be learned and they will not take up one of the two permanent slots. They are: First Aid-Make Bandages and heal after battles. Cooking-Cook your fish and such to get more health from them. Fishing-Fish for free food!

Tuesday, December 11, 2007

silverleaf

here some tips for you all...this tips is for tradeskills category..hope you all enjoy it....

Having trouble finding silverleaf for alchemy? Drowning in Peacebloom? Silverleaf is an herb that you need for every potion early on in your career as an alchemist. for Horde go to the undead starting zone. There silverleaf is the most comon herb instead of peaceblom. Same with alliance and Night elf lands.


more tips??come back again here...more guides and tips will be publish...hehehe

Thursday, December 6, 2007

tailoring money tip

here some tips for you'll guys about tailoring money...

hope this tip will able to help you in your game...

once you hit 250 tailoring you can start makeing mooncloth. Mooncloth takes some felcoth and a moonwell, but it can only be used once every 4 days.

so buy some fellcloth for somewhere between 3-6g turn it into mooncloth every for days and either sell the individual mooncloth for twice the amount of a single felcloth, or you can horde the mooncloth for higher level tailoring. also every time you make a mooncloth it will level you all the way up to 300 every time.

so there you have it an easy tip to make some fast gold and to up your tailoring simply...thanks for reading...


come again to this site because for the new guides and tips....!!!

Saturday, December 1, 2007

Netherwing Reputation 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.

Netherwing

1.Must be level 70 to complete quests.
2.Must have epic flying mount (level 375 riding) to complete quests.
3.Must complete Kindness chain quest, obtained from Mordenai (60,60) Shadowmoon Valley.
4.Quests can begin at Neutral.
5.Only 3 gathering profession quests can be completed per day (mining, herbalism, skinning)

Quests in Netherwing Ledge, Shadowmoon Valley
[70] A Slow Death
1.Must be neutral to unlock.
2.Obtained from Yarzil the Merc (66,86) Shadowmoon Valley.
3.Objective: Yarzill the Merc at Dragonmaw Base Camp in Shadowmoon Valley wants you to use 4.Yarzill's Mutton in conjunction with Fel Glands to poison 12 Dragonmaw Peon Camps.
5.Rewards +250 Netherwing Reputation and 12g

[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

[70] Netherwing Crystals
1.Must be neutral to unlock.
2.Obtained from Taskmaster Varkule Dragonbreath (66, 86) Shadowmoon Valley
3.Objective: Taskmaster Varkule Dragonbreath at Dragonmaw Base Camp in Shadowmoon 4.Valley wants you to bring him 40 [Netherwing Crystals].
5.Rewards: +250 Netherwing Reputation and 12g

[70] The Not-So-Friendly Skies...
1.Must be neutral to unlock.
2.Obtained from Yarzil the Merc (66,86) Shadowmoon Valley.
3.Objective: Yarzill the Merc at Dragonmaw Base Camp in Shadowmoon Valley wants you to 4.recover 10 Netherwing Relics.
5.Rewards: +250 Netherwing Reputation and 12g

[70] Picking up the Pieces...
1.Must be friendly to unlock
2.Obtained from Mistress of the Mines (64,88) Shadowmoon Valley
3.Objective: The Mistress of the Mines at the Netherwing Mines in Shadowmoon Valley wants you to recover 15 [Nethermine Cargo] crates.
4.Rewards: +350 Netherwing Reputation and 18g

[70] Dragons are the Least of Our Problems
1.Must be friendly to unlock
2.Obtained from The Dragonmaw Foreman (63,87) Shadowmoon Valley
3.Objective: The Dragonmaw Foreman at the Netherwing Mines in Shadowmoon Valley wants 4.you to kill 15 Nethermine Flayers and 5 Nethermine Ravagers.
5.Rewards: +350 Netherwing Reputation and 12g

[70] The Booterang: A Cure For The Common Worthless Peon
1.Must be friendly to unlock
2.Obtained from Chief Overseer Mudlump (66,86) Shadowmoon Valley
3.Objective: Chief Overseer Mudlump at the Dragonmaw Base Camp in Shadowmoon Valley wants you to discipline 20 lazy Dragonmaw Peons. You will also need to return your [Booterang].
4.Rewards: +350 Netherwing Reputation and 12g

[70] Disrupting the Twilight Portal
1.Must be honored to unlock
2.Obtained from Overlord Mor'ghor (66,85) Shadowmoon Valley
3.Objective: Overlord Mor'ghor at Dragonmaw Base Camp in Shadowmoon Valley wants you to 4.kill 20 Deathshadow Agents.
5.Rewards: +500 Netherwing Reputation and 12g

[70] The Deadliest Trap Ever Laid
1.Suggested group of 3 or more.
2.Must be revered to unlock
3.Only available to Scryer Reputation holders
4.Obtained from Commander Hobb (57,58) Shadowmoon Valley
5.Objective: Assist Commander Hobb and the Scryers in defending the Sanctum of the Stars. Once all of the Dragonmaw forces have been defeated, return to Overlord Mor'ghor at 6.Dragonmaw Base Camp with the [Scryer Medals].
Rewards: +500 Netherwing Reputation

[70] The Deadliest Trap Ever Laid
1.Suggested group of 3 or more.
2.Must be revered to unlock.
3.Only available to Aldor reputation holders
4.Obtained from Commander Arcus (63,30) Shadowmoon Valley.
5.Objective: Assist Commander Arcus and the Aldor in defending the Altar of Sha'tar. Once all of 6.the Dragonmaw forces have been defeated, return to Overlord Mor'ghor at Dragonmaw Base Camp with the [Aldor Medals].
Rewards: +500 Netherwing Reptuation