Showing posts with label cheats. Show all posts
Showing posts with label cheats. Show all posts

Monday, August 15, 2011

WoW Alliance Leveling Guides

Zygor's 1-80 Alliance & Horde Leveling Guide
This is without a doubt the best leveling guide available! I've used it myself and highly recommend it. It features an in-game addon to help you along on each quest. It also gives you the order of quests to do, the location of which quest to do next, and automatically progresses as you complete the quest. It even shows you on the in-game map where to go and what to do. It is a totally in-game guide. Gone are the days of switching windows to read a leveling guide!

Click Here To Visit Zygor's Site

Here is a screenshot from my personal use of Zygor's Guide and a link to the toon's WoW Armory page. (I started using this guide when this toon was Level 24 and flew to Level 70. Using it from Level 1 will make your played time much much lower than mine.)

Armory Page of my toon on Stormrage Server: Hoofman

Click the image to see the full screenshot. Dinging Level 70 with Zygor's Guide.


Zygor's Announcement of Zygor's Guides 2.0



Brian Kopp's 1-70 Alliance Leveling Guide
Brian Kopp's Original Leveling Guide! Its a great tool for any alliance player.

Team iDemise Alliance Leveling Guide
Recently updated to 1-80, this guide is growing in popularity by leaps and bounds. This leveling guide also features an in-game interface. You never have to alt tab out of the game to look at a guide.

Sunday, February 8, 2009

Auctioneering 101: How to talk to Others

Your end purpose is more money, well, that and to maintain (at least for me) a courteous business relationship with all people I come in contact with. There are almost an infinite number of ways to squeeze out a little more money out of any sale, but these sales almost always involve interaction with others. It is during these times when you can shave at least 10%-25% off any purchase.

For example, tonight I have the Design: Thundering Skyfire Diamond pattern up for sale. I’m selling it fairly cheaper than the average/median price of near 600g. But this server is an RP server and is fairly cheap, especially on Horde side, where my main lives. Someone mailed me in a polite way - which automatically means they are open to a negotiation attempt to me - asking if I might sell it to them… CoD it to be precise, for 400g. It’s exactly what I would do, especially if I actually wanted to use it and not resell it. So, being that I’ve had this particular design up for a few days at a little less than average, and no takers, and I bought it for less anyway, I mailed him back this message: If you can do it for 450, it’s yours. Let me know. I haven’t yet heard back (WoW is open on another tab) but I’m pretty confident, since I didn’t ask for too much more, he’ll go for it.

Always try and squeeze a little more from a deal. If you’re actually chatting with someone and they have an item for 100g up for sale, ask if they wouldn’t mind (yes, be polite) selling it to you for 85g. That’s especially if the item normally goes for more than the 100g he’s asking. If it goes for about 85 usually and this guy is just trying to squeeze out more himself, ask for even less, like 75. If he says no, he’s only being greedy and just pass it up. Of course, I would never buy an item to resell for 75g that usually goes for just 85g. That’s too little profit margin on a mid-priced item. I’d rather just pass it by.

Essentially, here are some guidelines for dealing with others:
Be polite. Someone who is polite has more credibility.
Don’t be a pushover and be firm. Be polite but also don’t be afraid to say “no thanks” or “I can’t do it for less than xy amount”. Know your limits and be confident.
Always ask for a better deal, even if you’re already getting one. This is unless you are sure that it’s a great deal and in that case you just want to get it done with fast so the item is in your hands. As I mentioned in a previous post, in this case, don’t dilly dally with chatter; they may change their mind. Don’t act like you’re excited but do seem a little grateful. A thank you is appropriate but not much else before it is in your hands.
Don’t trade for an item in person and immediately run to the AH to put it back up. That’s just bad etiquette, even if you were going to put it up anyway. Wait a bit or until they’re logged off, or transfer it to another character and have him/her do it.
Don’t engage in lame chitchat in the trade channel. If you have a lot for sale, you will already be making a name for yourself, and if you charge insane prices, not a very good one. But at that point, I guess it doesn’t matter. I see the insane priced people engage in these back-and-forths quite often… they just don’t seem to care. Me, wanting to maintain some honor (yes, I know that may not get me the most money), tend to just not get involved. I think of it as a game of “let’s see how much money I can make while maintaining respect and honor”. It’s a different sort of game, but one I’m content with and still have lots of money.
Don’t respond emotionally to accusations of your being a farmer, as if you are putting a lot up for sale, will inevitably happen. Even if you post your stuff for “average” or “below average” prices, they will be out of reach for most people and they’ll almost always have something to say, especially if you advertise your wares in the trade channel.
When you advertise, don’t spam. Once every time you are logged on is enough. I usually say “[item] now for sale in the AH. Good price.” Sometimes that gets challenged. If is below average, I usually state it calmly in trade and that’s all.

Monday, January 5, 2009

[Druid] Balance - Kill without being Bruised

There’s these annoying people who gank you, and just when you’re getting back at them they hide behind Bruisers, just as an example: at K3 in Storm Peaks.

As a balance druid, use the following trick: you walk up to them in Druid form.
You cast your Force of Nature ríght next to them, it will spawn the Treants (but dó note they will nót attack anyone, even when they’re flagged)
Now you back off over 36 yards away from them, hold ready to activate Starfall.
Do so, immediately cast Flightform (or Epic, even better) and fly over them, Starfall causing high damage,
ánd causing the Treans to build hate towards your target, and since they’re spawned right next to your target they will most likely cause a good burst of damage before Bruisers are even able to react.

TLDR:
- spawn Treants
- activate Starfall
- fly over.

Sidenotes:
- Starfall and Force of Nature talents needed
- Brambles talent is a +
- use before 3.0.8, it’s changing Starfall.

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!

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.

Wednesday, September 19, 2007

Part 1:World of Warcraft Guides - How To Make WoW Gold

This is another fantastic guide that I have found on the main WoW community forums. This one is basically a how-to guide on making tons of World of Warcraft gold. It will tell you what to do so you will always have enough money for that mount and anything else you may need gold for. Read on for the World of Warcraft gold guide.


Again, this is how I made my money. Ive been playing this game since the first week it came out and Ive never made an altthis guide is truly the path I took from lvl 1-60 (with a few modifications here and there as lessons learned from my mistakes!) Theres hundreds of ways to make money in this game. You be a gatherer the entire time, selling mats and make money. You could do nothing but manipulate the Auction House and make money. You could grind areas that are known to drop rares and epics and make money. Theres tons of ways, this is just my way. Enjoy!




Phase One Levels 1-40 Hunting and Gathering
So youre just starting World of Warcraft, youve picked your race and class (gnome rogues ftw!), and youre at the point where you get to pick two professions. You might say to yourself ouch I’m a rogue so Ill get leatherworking so I can make my own armor! or Im a warrior so Ill get blacksmithing so I can make my own weapons !OK just stop right there n00b! Let me tell you a little secret about all those cool crafting professions


***With the exception of a handful of items per crafted profession, you wont make money! And hey guess what, those few items that are profitable are pretty much unattainable at lower levels!***


I hate to rain on your parade so early on, but its better I tell you up front than watch you waste what little gold you earn trying to level up your crafting profession. The problem with crafting professions is that you fall into the trap that I like to call Skill Leveling Fever, where you will do whatever it takes to raise the skill of your profession. Some of you will say Ya Gen, but thats why you take a complimentary gathering profession so you can farm your own mats. This is true, but you will VERY quickly reach a point where the materials you require will be unattainable at your characters level. And what are you going to do, wait until you can farm them yourself? Hell no, I know you better than that! You’re gonna go run to the AH and start buying materials for the sole purpose of leveling your crafting profession. Welcome to the poorhouse!


So instead, pick two gathering professions. The cool thing about gathering professions is that you start making money right away walk up to a mineral vein or a plant or a dead animal and grab those mats! Its 100% profit! And since you are going to be spending a LOT of time running around doing quests and killing animal sit only makes sense to take advantage of gathering professions. Mining and Herbalist are the biggest moneymakers, but since they share the mini map, I usually will pick mining or herbalist and then pick up Skinning.


The one negative thing about gathering professions is youll find your bags fill up VERY quickly. Dont worry, the first thing youre gonna buy are 14 slot bags. These things cost like 2g50s on my server, which you’ll have after selling like 4 stacks of whatever you got. Buy 4 of these 14slot bags, you’ll need the space! At this point some people make alts that sit near the Auction House and they mail all their mats to the alt. This is a good idea for some to me it would drive me nuts having to mail stuff all the time


Also, items with grey text are vendor trash, meaning you sell them to a vendor. ALWAYS pick up the vendor trashat your level every little bit counts. If its WHITE text, that means its used in a profession somehow. Hold onto it and see what its worth on the Auction House. If you can sell it to the vendor for 25s but sell it on the AH for 50s you’ve just doubled your profit! Don’t laugh at 50s profit either do that 1000 times (which you will do this 1000s of times in this game) that’s 500g!


You should be making more than enough money to pay for new skills, updated armor and weapons, gryphon flights, stupid noncombat pets (hey I love em too!) etc. But keep in mind you are working towards two things when you hit lvl 40:


1. Buying your mount, which is going to cost you 90g2. Preparing for your first crafting profession, which will take money to level and buy schematics/patterns/recipes/etc.
You cannot enter Phase Two until you have purchased your mount and have like 100g in savings. Trust me on this one.


FREQUENTLY ASKED QUESTIONS ABOUT PHASE ONE:


Q: Gen, you are a god among gnomes, and handsome to boot. But if you tell everyone to take up gathering, who will buy the materials were gathering?! If theres no money in crafting, nobody will buy our materials!


A: It actually makes a perfect circlelowbies gather the mats, while highbies buy the mats and make crafted items (well discuss highbie strategy in a bit). These highbies in turn sell their items (for a profit) to other highbies and lowbies who NOW have money to spend (because theyre not wasting all their money trying to level up crafting professions!) It works really well like this.


Q: Gen, you are kind, intelligent, and have abs you could wash clothes on. My character is lvl XX, and Im a lvl YY Crafting Profession and a lvl ZZ Gathering Profession. And Im BROKE! Should I drop my crafting profession and take up a second gathering profession?

Wednesday, August 22, 2007

WoW Undetectable Speeding Cheat

I don't know if this has already been posted or not, but I didn't SEE it, so I decided to post. SO wow cheats ^^^^^^^^^^^^^^^^^^^ If that doesnt work try here (download)Cheat Engine 5.3 version 5.3 is the only version with the speedhack option I believe. I use a rogue, stealth, and start running. I can't find any hotkey option for it, but you check a box to activate it and some input areas pop up, one for speed (x1 being normal), one for sleeptime (3 is default). To use it with WoW, just open the program, goto the top left and click the button that looks like a computer and that will bring up your process list. Select your wow.exe and click ok. After that, you can speed away or read and/or attempt to write some memory as this is mainly a memory scanner. w00t I've been at it all day and have yet to receive any type of warning or banment (of course I do it only when Im stealthed). Let me know what you think. Be sure to use it in short bursts, like 20 seconds at a time. If you leave it on too long and return back to normal speed, the server will think you've been afk for that amount of time times the amount you were speeding (so if you're speed was x2 and you've been speeding for say 5 minutes, it'll think you've been afk for 10 minutes), so it'll give you the "you've been away for blabh blah" and "hit cancel to cancel logging out", BUT sometimes the cancel button DOESN'T pop up, so you are helplessly logged out at that spot. Also at times it may freeze for a second if you activate and deactivate it quickly, but usually comes right back up. Those are the only flaws I have witnessed.Other's Take: - I have to say this program is pretty sweet me and my friend have been running it on 2 comps for 5 hours now straight running around all over the place, and well still haven't got banned. We set are speeds at 10-12 any higher and it d.cs you. - I've been using cheat engine for a month now with no detection. Man I love it, I ran the entire east continent in about 10 minutes. - Should know that GMs are aware of this nifty little program and they are banning people for the use of it. Players as well are taking the time to report you if they see you running faster than you should be...beleive me..I am one who was banned for 3 days and warned anymore 3rd party program use and I lose my acct. - Rootkits are used to make the process undetectable.- My friend has been using this for 5 months so far, Only got caught once becuase he was in Battleground and a GM talked to him, but he used the Dial Up excuse and got away with it lol. I have to say this is the most undetectable program or that he is just once lucky guy. Here is a small summary of the changes/fixes:
Changes:
Made multiple bytes selectable in the hexview
Save userdefined symbols added by the user, to the table
Added ctrl+A key to select all text in the auto assembler
Added recalculate base address in structure definer (only for level1)
Added scroll support to main cheat list
Added plugin dll's to several sections (for those that are too lame to send me a dll to add to the ce package)
Added a special window for pasting cheat entries which includes easy modifying the offset and description
Added information popup when a scan finds more than the max ammount of addresses the first time
Added edit hotkey (ctrl+e) using the same window as paste
Implemented use of kernel VirtualAllocEx
Integrated pointer scan in main
Rewrote pointerscan, it's faster and more accurate now
Increased speed of next scan routines
implemented a lower level openprocess instead of calling ZwOpenProcess
Added search for assembler option
Added symbol handling including kernel symbols
Added scan option: "Same as first scan"
Added exact value hotkey scans
Added a driverlist
Added step 7 to the tutorial: code injection
Added step 8 to the tutorial: advanced pointers
Added quti messages on the tutorial
Added ability to set symbol searchpath
Added 3 new functions to the auto assembler: define, loadbinary and include
Driver now uses a driver.dat file to configure itself (no problem if it's missing though) Fixes:
Fixed the known "array of byte" scan bugs
Fixed changed/unchanged+fastscan+4 byte+hyperscan not filtering right
Fixed enable/disable cheat menu item enabling/disabling all
Fixed "change element" in structure definer and bytesize of strings
Fixed window title for the api hook template
Fixed copy/paste bug
Fixed newscan turning of the hex checkbox without converting
Fixed the change record menu item
Fixed next scan exact value for double scans
Fixed fs: not showing up for some disassembler instructions
Fixed paste bug in 2nd between textfield
Fixed "je" (and probable other familiars as well) when the positive jump is bigger than 0x7f (should then do a long jump, not short jump)
Fixed hotkey set value not always working.
Fixed bug where 2 byte entries don't support increase and decrease allowed freezing.
Fixed string freezing bug
Fixed freezing addresses showing up as normal when hexadecimal was set