Showing posts with label hints. Show all posts
Showing posts with label hints. 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.

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.

Saturday, January 5, 2008

Lock Picking Guide

Lock picking is best scene as a fun tradeskill like ability that only rogues get to partake in. It’s impossible to level this very high without leveling your character but it is a fun little skill to play with as you level through the game.


How useful is it?

Lock picking has limited use but sure is handy. Obviously enough it allows you to pick any chest or lockbox in the game, however slightly lesser known it allows you to open most doors that require keys. These doors include Searing Gorge, Scarlet Monastery, Blackrock Depths, Scholomance, etc. As you go through the game you’ll have to acquire keys to get through each of these doors, but with a high lock pickings kill you’ll be able to just pick your way through and toss the keys.

Can’t Blacksmith’s lockpick?
Blacksmiths can pick locks but only with keys they have to craft. The big problem is that the keys used in lock picking take resources such as Truesilver that are in a very limited quantity. Not to mention a blacksmith’s keys can’t open very high lockboxes, Mithral, Thorium and lockboxes of the like are left exclusively for your Rogue.

Pickpocketing

As you may know by now if you pickpocket humanoids you may receive a lockbox. These lockboxes aren’t the same as ones that drop randomly that contain green items or bags. These lockboxes are specifically for the use of leveling your lock picking skill. You’ll be able to pick pocket your way through humanoids while gaining lockboxes as you progress through the game, however only a few levels of humanoids have the boxes you’ll be needing.

You see lockboxes dropped off humanoids come in tiers. Each lockbox has a designated lock picking skill requirement that is necessary to open it. For example purposes lets say you need to get from 175 lockpicking skill to 185, then you’ll need to find a certain kind of lockbox, and for this range it will be Sturdy Lockbox. The only mobs that drop study boxes are level 40-47 humanoids in various places, mainly being Ogres. You would need to pickpocket these monsters over and over to gain the Study lockboxes you need to get the points you desire.

Money as a Lock Picker

Sadly it is not customary to receive money to open chests as not a lot of Rogue’s charge for their lock picking ability. Most people want to level their lock picking so they go to a major city and offer to open picks for free. In the game’s infancy that throws the supply and demand of lock picking services way out of wack and those Rogues looking to make profit for their services are poorly rewarded. So starting a lock picking service may not make you money if you are picking for other people, but it has other benefits. Remember, there may be 300 skill chests that drop in content not yet added to the game, at that point we may see some actual payout as Rogues no longer need to level their abilities, they will be able to charge for their expertease.

Tiers of Lockpicking

Now you can level with pick pocketing or you can be patient and level efficiently through other means. Though I’m only familiar with the Alliance Rogue, I won’t be able to tell the Horde players their initial skill-up device, but if you look on the boards you shouldn’t have too much trouble. It is also worth mentioning that Horde players can use the devices mentioned below, however it may be more convenient to find closer ones that are Horde related.

The “other means” I was referring to comes in the form of unclickable chests and doors that require keys. Anything that requires a key will basically allow you to level your lock picking on it, so doors are fair game. The list located on this guide will show you what you’ll need to pick to get to 300 lock picking.

1-85
On the Alliance side you will be given a quest to venture to Alter’s Mill and practice your lock picking to obtain your Certificate of Thievery (or something like that). You’ll want to pick this lock until you reach 85 skill.

86-175
When you reach level 20 on the Alliance side, you’ll be given a quest to obtain your poisons. Within the top of the tower there is a chest that you needed to open to obtain the item for the quest. This chest will allow you to level comfortably up to 175 (though it may take some patience from 160-175). Since there is a level 26 elite mob up top, you should definitely wait till you’re high enough level to take him out safely. You’ll now be able to open various Steel Lockboxes.

175-185
This is the painful pick pocketing part that you will have to endure. Currently there is no other means of leveling this stretch on the Alliance side, so you’ll have to get 10 sturdy lockboxes from 40-47 Ogres in Tanaris. Since the drop rate is really random, just be prepared to sit there for a while as you collect your 10 lockboxes.

185-250
I particularly enjoyed this stretch because it takes you into Scarlet Monastery to pick the doors. The doors outside the instance are on a timer and you can only pick them once every few minutes to get a skill up, however the doors on the inside (near Herod and leading to the cathedral) are always available. The only trick to picking the locks inside the instance is that you’ll need to reset the instance by joining a new group after you every pick. I didn’t bother with Herod’s doors I just grinded on the cathedral doors while getting the chest on the right hand side and killing the High Inquisitioner. You can farm so many greens so fast, you’ll be an enchanters best friend. Preferably you’ll want to be level 50+ to pick these locks because you’ll need a complete lack of agro range to pick safely without getting into a fight. So just join new groups, be it allegiance or non-allegiance to get inside the instance to reset it (have your friends invite you) and grind the door to the cathedral then exit and pick the locks outside the instance in hopes that the timer has reset. It’ll take a few hours and remember to go in with a barren inventory, you’ll need the space with all the greens you’ll be looting off the chests and High Inquisitioner. After this stretch you’ll be able to unlock Mithral boxes.

250-280
There are a handful of ways to do this stretch but none are as quick and painless as the previous methods. One thing to remember is that you can always pick the Searing Gorge gates for 2 points quickly. I think they may be on a timer so you may have to occupy yourself in Searing Gorge after every pick. A common practice is opening locks in a major city to get a skill up. While I don’t necessarily enjoy the means because it is time-intensive and hard to sometimes its hard to find someone to give you the box to get the skill up, it does get some points over time. The way I leveled through this stretch was I getting my Guild to send their boxes over to me for a week, it didn’t take long before I had my 280 and I was good to go. When you hit 280 you should be able to open Thorium boxes as well as any boxes currently in the game.

280-300
Talk about easy, easy, easy. Just go into Blackrock Depths, hit the gate on the left, the door past it and the next door for a quick 3 points. Leave the instance, regroup and reset it, and re-enter to get 3 more points. These 20 points should take 10-15 minutes tops considering you have friends to reset the instance and you’re at lvl 60 to get to 300 skill. When you hit 300 you can now navigate Scholomance without a key.

Conclusion
Though lock picking is limited use, it’s a fun thing to level especially when you’ve hit the higher levels and you need a break from questing. I think the most valuable aspect is that it showed me that I could use my rogue to supply my enchanter with items found in Scarlet Monastery. Hello Vision Dust!

I’d like to give a quick thanks to Aethix for all the help as we leveled our lockpicking together on Whisperwind. Thanks Vince

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 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, 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

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

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.

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?