Warcraft Horde Guides

World of Warcraft Guide Reviews - Horde Leveling Guides

Feed on
Posts
Comments

March 13, 2010

Ruins Of Ahn'Qiraj Strats (Warcraft Horde Guides)

This is a mix of all the information I could find on the net, and my own experience. I will update this guide as frequently as possible. All credits goes to the rightfully authors.

The Ruins of Ahn'Qiraj is an outdoor 20-player raid instance. It l use a similar loot system to Zul'Gurub, via tokens dropped from bosses which used to complete quests that give item rewards. Additionally, the quests can only be completed once a certain reputation has been reach with the Cenarion Hold (called Cenarion Circle in 1.8).
However, the tokens are labelled so players can tell which classes can use it. (In contrast, as of patch 1.8, Zul'Gurub has unlabelled tokens, called 'paragons').
Also, from information derived from wowguru.com (http://www.wowguru.com) it would seem that there are three piece sets to be gained from the token quests comprised of a ring, a cloak, and a weapon, with a set bonus for having all three.
The entrance to the Temple of Ahn'Qiraj, which is a 40-man raid instance intended to be the step after Blackwing Lair, is via a separate portal following the right path from the Scarab Wall gate.

Reputation for AQ20

You get 3 Cenarion Circle Reputation for Trash Mobs in AQ 20 till revered.
At revered you get 1/2 points per trash mob.

AQ20 Bosses Give 34 x 3 CC Rep and 34 Brood Reputation
Rajaxx encounter has extra reputation.

There are 7-8 trash mobs per wave, these are worth 3 points each.
Each Captain or Major is worth 30 points (through honored)
The usual 34×3 and 34 for Rajaxx
60 for every NPC who survives the fight.

Trash Mobs

For trash mob clearing the white wasps do this itch debuff that seems to do nothing but when that debuff fades you get another one that is really nasty that lasts for 30 seconds I think it was. I can't remember if it was poison or disease off hand but we didn't have any problems curing it.

The red wasps treat as surgers in Molten Core. They use random secondary targeting and charge someone in the raid doing 1K damage on the charge, then snap back onto the tank.

Choice is basically to kill the red first and take the debuffs or kill the two white ones first and let the red surge around. Basically the decision comes down to how good your casters are at getting the debuff off the raid.

Qiraji Gladiator
still to come

Hive'Zara Stinger
Hive'Zara stingers hit for 3000 damage against someone afflicted with Hive'Zara Catalyst from Hive'Zara Wasps

Hive'Zara Wasp
Trash mob in Ruins of Ahn'Qiraj. Casts a multi targeted poison bolt that intitially causes an 'itch' debuff that has no negative consequences. After 8 seconds, the afflicted targeted gets poisoned with Hive'Zara Catalyst: Movement speed reduced by 50%, 146 damage every 2 seconds. Increased damage from Hive'Zara stings (from Hive'Zara Stingers
They can be rooted.

Hive'Zara Collector
20 yard silence.

Kurinnaxx
Video of Kurinnaxx Fight: http://files.filefront.com/Kurinnaxx_0001wmv/;4445984;;/fileinfo.html

This is the first boss you have to kill i Ahn'Qiraj. He is a is a huge scorpion.

Abilities
Mortal Wound - Stackable Debuff on the MT that reduces healing by 10%. This is a cleave attack so it can hit multiple people in front of him.
Sandtrap - Random sandtraps spawn under player's feet. If they fully erupt before the player can move they take 2000 damage, are silenced and have their chance to hit reduced by 80% for 30 seconds.
Enrage - at 20% health.
Summon - Can summon a player in combat to immediately in front of him. This includes players who died and ran back into the instance.

Strategy
The strategy for Kurinnaxx is to have 2-3 Warriors on him. One Warrior in the front of Kurinnaxx. The Second Warrior on his left, and the Third Warrior on his right– by the ribs. Kurinnaxx makes sand traps that drops chance to hit by 75% and causes plenty of damage. The sand trap also silences casters for around 9 seconds — so stay out of range if by any chance someone gets aggro away from the tank. Move away as fast as you can before you get silenced by his trap. Rogues, watch how many debuffs are stacked on you, and use your vanish, and stay away. Anyone that gets 75% chance to hit, is useless anyway, so stay away so that you do not get damage. That will allow healers to conserve mana. Resume DPS when the effect is over.

Kurinnaxx also has some sort of cleave or mortal strike that stacks 10-15 times. This can be deadly for any tank. The idea of having one tank in the front, and two warriors on the side is that when the tank reaches 6 stacked-debuffs, he has to stop attacking immediately, and letting the other tank get the aggro. Make sure to make a macro in CAPS to alert the other two tanks that you are gonna let them take aggro. After 6 debuffs the Warrior will die so fast, no healer will be fast enough to cast Flash-heal. The macro also alerts all casters to stop attacking. Important. This is for the transition of aggro from Warrior to Warrior to get aggro.

Once the second tank gets aggro, make a macro for ASSIST so that casters can resume their DPS(Damage). As soon as the second warrior gets 6 stacked debuffs, stop attacking and let the third tank get aggro. Rinse and repeat. The whole raid needs to know their role and when to react based on these MACROS. Otherwise, you will get a wipe. This is a very long fight. Wear your mana regen gear if you are a healer and many stacks of Major Mana pots. Druids should provide Innervate on priests that ran out of mana.

General Rajaxx

Once you kill Kurinnaxx make sure no one talks to the Human NPC. Only the main tank is to talk to him, when everyone is in position and ready. The next fight is a triggered event that starts when you talk to the Human NPC. Rajaxx will yell: "The time of our retribution is at hand! Let darkness reign in the hearts of our enemies! No longer will we wait behind barred doors and walls of stone! No longer will our vengeance be denied! The dragons themselves will tremble before our wrath!.

General Rajaxx is an extremely long fight, so the only option for this battle is to conserve mana

Basically, waves and waves of Qiraji Warriors and flyers will keep pouring in. Once a wave dies, another is sent within only two seconds.

Wave 1: Center - Captain Qeez
Swarmguard Needler x2 - Qiraji Warrior x4

Wave 2: Left side - Captain Tuubid
Swarmguard Needler x3 - Qiraji Warrior x3

Wave 3: Right side - Captain Drenn
Swarmguard Needler x5 - Qiraji Warrior x1

Wave 4: Further left - Captain Xurrem
Swarmguard Needler x3 - Qiraji Warrior x3

Wave 5: Further right - Major Yeggeth
Swarmguard Needler x4 - Qiraji Warrior x2

Wave 6: Deep left side - Major Pakkon
Swarmguard Needler x4 - Qiraji Warrior x2

Wave 7: Deep right side - Colonel Zerran
Swarmguard Needler x3 - Qiraji Warrior x3

You need to drink in this short lapse of time if you can. Warlocks and Mages need to put a lot of DPS here on mobs. ALL Warlocks need to fear units constantly, and dot the main tank's target while keeping a watch on the feared mob, to recast fear on them again and again. Druids can entangle-root mobs, and priests should use their Fear-2 mobs ability, hunters might get a chance to place traps in between waves. This orchestrated mob control will ensure the survival of all the 20 players, and keep you save from too much damage. Remember to dot the main tank's target while fearing or entangling. Once it dies, move to the next target — rinse and repeat, until everyone is dead. Making the fight last longer by crowd controlling is good — in that lapse of time your healers and DPS casters are regenerating mana.

Once you've finished all the waves, General Rajaxx will make his way to you. Looking into his room, start running towards it and make a right as soon as you pass through the door way. If you're a healer, this is a good place to stand. Generally, the MT needs to keep his back to a wall so when Rajaxx does his AoE knockback or MT knockback, he doesn't go flying across the room and can easily restablish aggro

If you keep the 4 Kaldorei Warriors and Human healed, you won't have much trouble. They have tons of hit points. The challenge is if you wipe and they die. They won't respawn for at least two more hours, so you will be left on your own without the NPCs.

Once you've killed Rajaxx and the NPCs are still up. Give it some time and they despawn and give you 1000+ reputation with Cenarion Hold. You can also pull mobs to them and let them take care of business.

Buru the Gorger

Abilities
Eggs - When an egg is destroyed, it deals 100-500 damage to players based on their proximity to the egg. It also damage Buru the Gorger for 45000. A Hive Zara Hatchling will spawn from a broken egg.
Creeping Plague - Creeping Plague is activated when Buru the Gorger has less than 20% life. This debuff hit everyone in the raid. It deals 80 damage per tick and continuously stacks up every 3 ticks. When Buru is destroyed, the debuff fades from everyone.

Strategy

One thing that's extremely useful against this boss is Greater Nature Protection Potions. Pass them out to all raid members and wait for phase 2 before consuming.
This boss fight is divided into two phases: Phase 1 is where you're destroying eggs to break his shell off. Phase 2 is where you're going all out DPS on him. I would also suggest players to use their Revered-boots from Arathi Basin Battlegrounds for this event. The Boots allow you to run a bit faster than normal.
Buru can't be tanked at all by a Warrior, but walks very slow and can be kited(You can make him follow you while everyone ranges it).

Phase 1 is very straightforward. Players need to cause damage to the six eggs of Buru — but DO NOT destroy them. When the fight begins, Buru will start following a random person. The key here is to pull him near an egg and destroy it while he's on top of it. Once the eggs have 5% hit points, spam on Raid chat "BRING HIM", to alert the runner to bring Buru and make him walk on top of the eggs. When a eggs is destroyed a broodling will usually pop out. Half the raid should focus on killing the broodlings, until they are dead, then assist in killing the eggs. Each time an egg is destroyed, he will focus on someone else. You can tell who he's following by reading your chat. Always focus on taking two eggs at a time. Also, make sure you have a group taking out the elites that spawn from the eggs. If they build up on you they will more than likely kill your raid.

Phase 2 starts around 20%, Buru will start shaking and his shell will burst off. If you have any kind of Nature Protection Potion, now would be the time to use it. Elites will spawn so make sure you keep them feared while you're going all out DPS on Buru. Everyone needs to jump in and just plow on damage after damage. The faster you get him down the easier it is on the raid.

Special thing to note: Buru won't get aggro if you dot him or cast spells on him. He won't stop chasing his target until it is dead, or becomes unreachable. You should make the font color of Raid Chat blueish or green — so that you can read the Warning message in orange. When Buru chooses to attack a specific player, you get a alert message onscreen saying that Buru is watching you.

Druids should be alert when they get Buru's attention. They are quietly versatile to kite Buru. Turn into a Cheetah to run faster. When you need to enter the water, do not swim normally, or Buru will reach you, since your movement swimming is slower. Shapeshift into a seal quick and when you reach land, shapeshift once more into cheetah.

All healers must run behind Buru to heal the target. Buru won't aggro if you heal the chased player.

Ayamiss the Hunter

Abilities

Fly - Ayamisss is airborne for the first 50% of his health. Cannot be meleed
Stinger Spray - 1000 nature damage to everyone in the raid. Approximately every 30s.
Hive'Zara Swarmer - Summon roughly 20 wasps in the air. These descend simultanously. Hit cloth for about 60.
Poison Stinger - 25 damage per second. Only used when Ayamiss is flying and only on the person with the most aggro. Stacks up to 100 times. Not used when Ayamiss descends.
Paralyze - Shackles a player on top of the altar. A yellow grub will spawn near the bottom of the altar and head towards that player. If the grub is not destroyed that grub will kill the player and spawn an elite wasp.

Strategy
The encounter with Ayamiss the Hunter is split into two phases: During phase 1 he is airborne and the fight is purely ranged. During phase 2 the battle is fought on the ground.
However, during both phases he does the same attacks. When the fight starts off, all the melee need to run near the base of the altar to focus on the grubs. Every once in a while, Ayamiss will teleport a random player to the middle of the altar. You can tell he's about to sacrifice someone by seeing a streak of green shot to the altar. A grub will appear either on the left or right side, so melee need to kill it fast before it reaches the player. Otherwise, it'll kill the player and spawn a powerful elite. Throughout the fight, Ayamiss shoots an AoE of nature damage that hits for about 1000. If you have any Nature Resistance, use it. Also, he spawns a large group of bugs that can be easily killed with a few AoE every so often.
During phase 1, Hunters (at least 2 or 3 would suffice) need to gather in the back and start to DPS him down. However, they need to watch for how many stings they have. Never go above 20 or healers will run dry quickly.
Around 50%, phase 2 begins and Ayamiss lands. He can be tanked practically anywhere. But a good choice is on top of the altar with the MTs back against the bordering mountain area. The rest of the battle is the same: only melee can jump in, but they still need to watch for grubs.

Ossirian the Unscarred

Strategy

The Pull
Rogues are pretty much useless in this fight therefore use a rogue to pull the boss to the middle of the room. The Rogue should be mounted, bodypull the boss, then head back to the middle and look for a crystal that will spawn. Two crystals will be spawned at all times throughout the room. After about 2 seconds, the boss will at this point buff himself; with the buff he can hit you for 13K damage, also when buffed, Ossirian moves pretty fast, faster than walking speed. When Ossirian is about 20 yards to the crystal, have a designated person click on the crystal to activate it. Note, the Main Tank should not aggro Ossirian til after the crystal puts the debuff on him, otherwise the MT will be one-shotted to death.

Activating the Crystals
Activating the crystal will put a 30 second debuff on Ossirian that make him hit for only 1K or so, less than than the 13K normally, and puts a vulnerability on him for specific spell damages. Put up detect magic on him and have someone call out his vulnerability. You will then have 30 seconds to pull Ossirian to the next crystal before his debuff runs out and one-shots the Main Tank.

Kiting Ossirian
The mounted Rogue would be responsible for calling out the next crystal to kite Ossirian to. A Druid or Shaman, or even a Paladin can be used to run ahead of the MT to the next crystal as the designated crystal activator, Druid/Shamans are preferred, since they can go in travel form towards the next crystal ahead of the main raid. The crystal activator can also be used to heal the MT just in case the MT runs away from the main group towards the next crystal and decurse since Ossirian has an AoE Curse of Tongues. You can kite Ossirian in a clockwise manner, and the crystals should spawn in a clockwise manner. It can also be done counter-clockwise. Some crystals spawns pretty close to each other, so the tank should just get to the next crystal, stay there for 10-15 seconds and let the rest of the raid catch up and do damage to Ossirian.

Ossirian Damages
When not debuffed, Ossirian hits for 13K, which is instant death. Highest priority is to continuously lure him to the crystals so he doesn't get to this state. If he does, it's likely a wipe. Otherwise Ossirian doesn't hit that hard. However, he does have an AoE kickback that hits you for about 900HP and takes another 700 fall damage if you're within about 10 yards. Therefore it's wise to stay away from Ossirian and only have the MT/OT close to him.
The reason why an Offtank might be needed is because there are tornadoes that randomly spawn in the room. If you get caught in a tornado, you are stunned and take some heavy damage over time. The effect is magic and can be dispelled, but if the MT gets caught in the tornado, Ossirian will aggro someone else, which is why an OT is a good idea so he goes to the OT instead of someone squishy. Dispelling the MT quick enough can get aggro back to the MT, therefore, someone should be dedicated to dispelling the MT. Everyone else should also be ready to dispel any other party member that get caught up in the tornadoes.

Killing Ossirian
Ranged damage works best, since getting caught in the AoE knockback will cause healers to waste precious mana healing the raid. If you're not a tank and you took damage, bandaging would help healers. DoTs also work very well, keeping DoTs on Ossirian - especially the one he is vulnerable to - will take him down. Ossirian doesn't have a whole lot of HP, but since he is constantly kided to different locations, you don't really have time to just sit there and DPS him down. The fight takes fairly long, about 6-8 minutes, maybe more, and if you die early, you can run right back to the fight. Just DotT and ranged attacks should be all you need to deplete his HP. No melee damage other than the MT/OTs.

Filed under warcraft by admin

Permalink Print

March 12, 2010

AoE Grinding Guide! (Warcraft Guide)

This thread is was originally created by Magesix at the EU forums.!

Many thanks to him for creating such a good guide!

——————————————-

Please come with suggestions and corrections!

——————————————-

Here are some good spots for grinding:

(Level: 15-20) Harpies in the NW corner of The Barrens (Single Pulls)

(Level: 15-20) Bristlebacks in The Barrens (Single Pulls)

(Level: 20-25) Bael Dun Exavs south in The Barrens (Single / AoE Pulls)

(Level: 20-25) Hillsbrad Farmers in the west of TM in Hillsbrad Foothills (Single Pulls)

(Level: 22-26) Galak Scouts in Thousand Needles (Single Pulls)

(Level: 24-26) Shadowhide Gnoll Encampments in the Redridge Mountains

(Level: 24-27) The All Silithids in Field of Giants in The Barrens.

(Level: 24-28) Gnoll camps in wetlands, near the entrance to loch modan - Few Casters

(Level: 24-30) Furbolg Camps Suggestion: bring a healer 24-28

(Level: 25-30) Grimtotems in Thousand Needles (Single Pulls)

(Level: 26-30) Mud Gnolls in Hillsbrad Foothills (Single Pulls)

(Level: 26-30) Duskwood: Raven Hill cemetary

(Level: 27-30) Dragonmaw Orcs in the mountains in Wetlands. Suggestion: Bring a Priest

(Level: Late 20s) Raven Hill cemetary in Duskwood

(Level: 30?) Humans in Hillsbrad (Azureload mine)

(Level: 30?) Worgen camp near Rotting Orchard in Duskwood

(Level: 30-31) Angerfang Encampment in Wetlands (Few Casters/Warlocks/Rooters) Suggestion: Bring a Priest

(Level: 30-34) Duskwood: Worgen camp near Rotting Orchard

(Level: 32-36) Yetis in Hillsbrad

(Level: 32-36) Arathi: Dabyrie's Farmstead (horde)

(Level: 33-36?) Shimmering Flats in Thousand Needle. Scorpids, Turtles, Vultures.

(Level: 34-37) Arathi: The orcs at Go'shek Farm (alliance)

(Level: 35-40) STV: Lesser Water Elementals (levels 36-37)

(Level: 36) Syndicate camps north of Tarren Mill

(Level: 36+) Trolls at Witherbark, casters are there though. (Arathi)

(Level: 36-40) Dustwallow: Darkmist Spiders, north from the horde city (Brackenwall Village)

(Level: 36-39+) Badlands - NW corner Lesser Rock Elementals (36-39)Earth Elementals (39+)

(Level: 37-42) Dustwallow Marsh: Mirefin Murlocs in the north eastern part of the zone, on the top of the penninsula.

(Level: 38+) Water & Fire Elementals. Earth Element are melees too, but their knock downs are brutal without IAE.

(Level 38-40) Raptors in Duskwallow Marsh. Northeast of the horde camp (Brakenwall?)

(Level: 43) Murkdwellers in Swamp of Sorrows

(Level: 42-44) Swamp of Sorrows: Murlocs

(Level: 42-44) Badlands (SW corner): Greater Rock Elementals

(Level: 44-50) Tanaris: Southsea Pirate Compound

(Level: 45) Woodpaws in Feralas

(level: 47-53) The Hinterlands, green oozes. the village and the ruins between Skulk Rocks and elf's place

(Level: 50-53) Searing Gorge - The Cauldron (Level 46-48 Dwarves)

(Level: 50-53) Burning Steppes- Various Areas (Level 50-53 Imps)

(Level: 50-53) Feralas- Rage Scar Cave (Level 46-48 Rage Scar Yetis)

(Level: 50-53) Feralas- Northspring (Level 47-50 Harpies)

(Level: 50-53) Tanaris- Thistleshrub Valley (Level 48-50 Nature Elementals)

(Level: 50-55) Castergrips (the blue caster class hippos), northern Azshara peninsula

(Level: 50-60) Sorrow Hill

(Level: 51-60) Un'goro, Tar Creepers in Lakkarl Tar Pits

(Level: 52-53) Blood something pirates behind the Caverns of Time in Taranis

(Level: 53-60) Western Plaguelands, Scarlet Lumberjacks

(Level: 55-60) Ice Thistle Yetis, Eastern Winterspring

(Level: 56-60) Western Plaguelands, Dalson's Tear

(Level: 57+) Felwood (beasts and satyrs)

(level: 57-60) Air Elementals, NW corner of Silithus

——————————————-

AoE Grinding Guide with Priest and Mage:

Priest: Shield up mage.
Mage: Runs in till he has 3 on him.
Mage: Cast 1x iAE.
Priest: Cast Psychic Scream right after the iAE.

*Now those 3 will go collecting mobs for you too and they will all go after the mage since he build up more aggro with the feared ones.*

Mage: Collects some more mobs till the feared ones come back..

If the spot is right you got about 12-20 mobs on you now.

Now the easiest part just iAE them till they are death (or if they flee cast a frost nova when the first one starts running), while the priest spams flash heals on the mage..

If you got some uncommon armor around your level you should end up with about 1/8 bar of mana left and the priest with around 1/2 bar of mana left..

Once in a while you got some additional aggro just after the fight.. If you have Evocation.. Let the priest fear them.. Mage uses Evocation.. Wait till the feared ones brings some friends and finish them off the normal way..

We noth got to 40 today easily this way (4days 8houres played in which we both leveled up 2 crafting trades to 225 too).

Credits: Saurfenion
(If it is your first time grinding, it is good to know that you will have to get used to if first and you will proberbly die a few times in start)
——————————————-

AoE Grinding Guide with Frost Mage:

Frost Talents (13 points)

Permafrost - 5/5 points
Increases the duration of your chill effects by 3 seconds.

Winter's Chill - 3/3 points
Increases the power of your chill effects by slowing the target's movement by an additional 10%.

Improved Frost Nova - 2/2 points
Reduces the cooldown of your Frost Nova spell by 4 seconds.

Improved Blizzard - 3/3 points
Adds a chill effect to your Blizzard spell. This effect lowers the target's movement speed to 35% of normal. Lasts 1.50 seconds.

So as soon as you get CoC

Collect 8 or so mobs - FN run back 2 blizz lenghts - blizz blizz - coc - fn - blizz collect loot.

Do it right and you can kill as many mobs as you can collect.

tried IAE AoEing and you cannot seem to kill as many same lvl mobs as you can with frost.

Frost does require a bit more room to move in and planning for route.

respecced at lvl 30 and since never got IAE and havnt missed it either (apart from WSG PvP).

Credits: Ketarth
(If it is your first time grinding, it is good to know that you will have to get used to if first and you will proberbly die a few times in start)
——————————————-

AoE Grinding Guide with Fire Mage:

Lowbie fire mage

This is a bit harder with fire mage i would say since you only have Flamestrike as AoE spell.

Shield yourself, go get the mobs you want then:

FN - CoC (if you got it) - run to safe spot as far away as you can cast flamestrike - flamestrike - if you are luckey, flamestrike again - FN - CoC - run - flamestrike.

Credits: Magexsix

Grinding with Combustion + Blastwave:

1. Combustion + Flamestrike
2. FS at your own feet.
3. Blastwave + Cone of Cold (before NOVAing)
4. Frost Nova, walk backwards.
5. FS again over the frozen mobs.
6. (If there is any mob still alive) If you're a troll, don't forget to berserk at this point (increases cast speed by 10%). Then use Arcane Explosion.
7. just to make sure, push "tab" to change your target and cast a fire blast. If there is one mob alive, it will go down for sure. By now your CoC should also be recharged so there's nothing to fear.

Credits: Vulcana (post 86)

Grinding with PoM + Blastwave:

Collect mobs on mount,
dismount
frost nova, run back a bit to make room
flamestrike
Pom + then a 2nd flamestrike
blastwave,
whilst walking backwards - cone of cold
arcane explosion to finish.

Credits: Boskank (post 106)

(If it is your first time grinding, it is good to know that you will have to get used to if first and you will proberbly die a few times in start)
——————————————-

AoE Grinding Guide with IAE Mage:

Shield yourself, get mobs you want, use IAE while you are running.
FN - CoC - run around the mobs as close as you can get without getting hit while useing IAE at all time - FN - CoC - run around them with IAE.

Credits: Magexsix
(If it is your first time grinding, it is good to know that you will have to get used to if first and you will proberbly die a few times in start)

——————————————-
Terms:

AoE - Area of Effect

AE - Arcane Explosion

IAE - Instant Arcane Explosion

CoC - Cone of Cold

FN - Frost Nova

PoM - Presence of Mind

Filed under warcraft by admin

Permalink Print

March 11, 2010

Faster Grinding: Priest (World of Warcraft Guide)

For grinding up a shadow priest (if you're going to go holy from the start don't bother grinding, run instances for your exp) stick to mobs about your lvl until you're around 40'ish then you can move up. You can kill mobs higher than you before that of course, but the xp/hour will be less. Green mobs are your friend.

Before you hit shadow form and have improved VE I would pull with mindblast, drpo a SW:P on the mob, shield, flay once or twice and then wand the rest of the way. With shadowform and imp VE I drop the PW:S (Power Word Shield) as it's incredibly mana ineffeciant and VE will top me off almost all the way during the course of every fight.

IMHO First Aid should be learned by every class and I have my first aid right up there as well, but I don't waste bandages during grinding sessions. Generally I'll sit down and eat some food when I have to drink every so often. Many of the higher level foods will give you nifty abilities such as increasing stam and spirit for 15 minutes if you spend 10 seconds eating it. I also love to have mages on the friends list that will drop me a stack of 80 conjured water as it saves on drink costs during long (10 hour+) grinding sessions.

When you're starting out wanding is a must and even at a higher level wanding is a must. When wanding you also get out of FSR (Five Second Rule) so you can begin regenerating mana quicker. When spirit tap kicks in it's almost as good as drinking. In addition your first wand should always be Lesser Magic Wand:

http://thottbot.com/?i=1325

This is made by a low level enchanter, you can use it at lvl 5, and it pumps out 11.3 DPS (can be had for very cheap as well).

I ended up with Cookies Stiring Rod next ( http://thottbot.com/?i=6502 ) which is from the DeadMine but the Greater Magic Wand (again from an enchanter) is another wonderful wand: http://thottbot.com/?i=1318

Greater Magic Wand: lvl 13 and 17.5 damage per second
Cookies Stiring Rod: lvl 17 and 22.3 damage per second

After those wands there's not much you can get on the cheap from enchanters for wands, you'll be looking at green drops.

For pure grinding I like a good mix of int/spi but don't get too hung up in stats. Once you hit lvl 40 and get Shadowform everything becomes a lot more fun.

Filed under warcraft by admin

Permalink Print

March 7, 2010

PvE Rogue Solo Template (WoW Guide)

This paragraph is the exact same text for all my solo and group PvE templates, so after you read this once you can just skip it for other classes. These are my templates for what I consider the best viable templates for PvE purposes ONLY. A solo template is assuming that you never plan on grouping. A group template assumes that you are in a group 100% of the time, such as end game instances. I have also been asked to provide info on what skills should be taken at which levels, this is really difficult as it would depend on exact individual play styles. However, I put a number in parenthesis before each skill, this number is the level that I would take the skill at, of course this is extremely prejudiced because it is based on my own play style. Of course if you think you have a better template please share it with us.

Assassination Talents - 16 points

(10-11-12-13-14)Malice - rank 5/5

(50-51-52)Ruthlessness - rank 3/3

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

(53)Relentless Strikes - rank 1/1

(54-55-56-57-58)Lethality - rank 5/5

Combat Talents - 35 points

(17-18-19)Improved Gouge - rank 3/3

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

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

(20-21-22-23-24)Deflection - rank 5/5

(26-27-28-29-30)Precision - rank 5/5

(59-60)Improved Evasion - rank 2/2

(25)Riposte - rank 1/1

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

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

(36)Blade Flurry - rank 1/1

(45)Adrenaline Rush - rank 1/1

Filed under warcraft by admin

Permalink Print

March 6, 2010

The hunter Epic Quest Hunt for Rhokdelar (World of Warcraft Guide)

The Hunter Epic Quest - The Hunt for Rhokdelar

About this guide.
Having not been able to find any guides online for
Hunters that were decently decked out, we decided to write this guide
up. If you follow the guide the demon fights should go as smoothly as
possible, minimizing your costs (buying pots and buffs for fights and
then failing gets expensive) and maximizing you and your parties
time.

How to read this guide.
Before each demon there will be 5 lists pertaining to the fight.

1. Party List: The party list is a party that you MUST HAVE*
before attempting the fight. I will list each players part of each
fight. Trying the fight without a certain buff from a party member
can cost you the fight, waste time and money.

2. Consumable List: These are consumables that you MUST HAVE* before the
fight. We will explain why each of them is necessary. Usually we'll
list more items than you will use during the fight, but the key is to
have them in case you need them. Why loose a demon fight, waste a few
buffer potions, and have to wait for respawn because you didn’t
bring extra pots with you?

3. Additional Items List:
These are items that you might consider if you are having problems
with the demon.

4. Talents and Skills:
These are the talents and skills required to beat this demon. We highly
recommend moving your skills that you will be using into key binding
you can hit easily. i.e. We always had the sting we were using for
the demon in the 4 quick key and we switched our wing clip to our
mouse thumb button. Whatever feels the most comfortable and easiest
for you.

5. Weapons and Armor:
Weapons and armor used for the fight.*Like we said before, we are writing this guide
as a way to keep you from dying and to make your fight with the
demons as easy as possible. So, we are going to suggest that you be
overly ready and pull out every stop on your first attempts
because that will lower your cost (less pots and repairs), time (if
you de-spawn the demon it takes 15 minutes to spawn again).

General rules for every demon fight.
1. No one can help you on any demon fight after you have engaged in combat. If the
demon or their pet, or helpers, target anyone besides you during the
fight they de-spawn for 15 mins. This includes your pet! You must
have your pet dismissed and have all buffs on before engaging combat.
As a general rule you do not want to use any aura buffs. If you go in
of or out of an aura it will count is as a buff during combat and
de-spawn the demon.
2. Every demon has a weakness. All you have to do is focus on that weakness to beat them. Do not make
the fight more complicated than necessary. You will be using your
hunter in ways you haven’t before. It’s alright. Trust us
;D
3. We recommend giving each demon a few tries with out using any of your
consumables to get the hang of the fight. Once again this is to save
you money. You can attempt the demon with just buffs and reset the
demon with feign death. Once you feel comfortable with the demon use
your potions and other consumables. We usually suggest two tries
without buffs to get the hang of it.
4. Warlocks are very important because they give you healthstones. These are on
different timers from potions and can save your life while waiting to
use a potion again.
5.If the fight inst going well feign death and start again. Its always better to have a solid fight
the entire time than to start shaky and have a chance of finishing.
6. Warn your party to not go near the demon. They like
to hit people not on the quest very very hard : -) well they like to
hit people on the quest hard as well….

Burning Steppes, Klinfran

Party List:
Priest - Power Word Fortitude, Spirit, and Shield before the pull.
Pally - Blessing of Might
Druid - Mark of the Wild, and Thorns before the pull
Warlock - Healthsones, Healthsones, Healthsones!

Consumable List:Elixir of the Mongoose
Elixir of Demon Slaying
Major Health Potions
Major Mana Potions
Major Rejuvenation Potions
Major Healthstone
Greater Healthstone(You probably won't use all of these - but have them in case you need
them!)

Additional Items:
Any kind of food that will boost stamina or agility.

Talents and Skill:
Scorpid Sting rank 4, Wingclip rank 1, Aspect of the Monkey.

Weapons and Armor
2H sword demonslayer
*any gear that increases meele attack. Our MMOEdge player used black
Dragonscale.

About the Demon:
Enrages every 15 seconds extremely increasing his DPS, to upwards 2000 damage per hit.
Upon enraging he wipes all effects on him. (i.e. scorpid sting and
wing clip)

Strategy:
This fight is one long repetition of 3 basic moves. (sigh)Get at maximum distance from
the demon. Hunter mark him, drop an ice trap and get your mana back.
Pull him with an aimed shot. Concussive shot him to get in as much
ranged damage before he hits your ice trap. When he hits the trap
back up and aimed shot him again. This will be the last time you use
ranged damage against him. When you hit him with your aimed shot
immediately use your scorpid sting. Run at him and meele. Do not
try to squeeze in more shots first, do not try to kite him,
run at him and start swinging! This is crucial because you are
developing a rhythm that you will follow for the rest of the fight.
Here is the pattern.Scorpid Sting. Run and meele 3 times*,
after your third swing wing clip him and start strafing away at full
speed. Keep running until he enrages. Do not try to do any ranged
damage while running. Do not use your scorpid sting before he
enrages. Once he enrages and removes all of your effects scorpid
sting him again and repeat the process. Eliminating attempts
for ranged damage keeps you from messing up and missing your sting.
It Keeps you in a rhythm where you should always be at a safe
distance when he enrages so you do not get hit by him. You do not
have to watch the clock. Just swing 3 times, wing clip, run away,
sting. Swing 3 times, wing clip, run away, sting….
Consumables:How you use these depends on how much
health / mana you have during the fight. If you only need health use
a warlocks stone first because you can just get a new one and it
saves $ potions $. To save mana during the fight use wingclip rank
1.*the amount of swings is based on the stats of the 2H
sword demon slayer. If you are using a different weapon you will have
to find the amount of swings you can get in before having to wingclip
and run for your dear life.


We found this area the best to fight in. There are no mobs to kill
and no Drakes to watch out for. The only thing to concern yourself
with is people moving along the road. But most players respect the
quest. Just try to start the demon away from the road so he doesn't
kill people that happen to ride by.


UnGoro Crater, Simone
Party List:
Priest - Power Word Fortitude, Spirit, and Shield before the pull.
Pally - Blessing of Might
Druid - Mark of the Wild, and Thorns before the pull
Warlock - Healthsones, Healthsones, Healthsones!
Hunter - A second hunter to use Aspect of the wild (explained in
strategy)

Consumable List
Magic Dust (dropped from Dust Devils in Westfall. you will 2-3 per fight)
Greater Stoneshield potion
Elixir of the Mongoose
Elixir of Demon Slaying
Major Health Potions
Major Mana Potions
Major Rejuvenation Potions
Major Healthstone
Greater Healthstone(you will not use all of these in this fight. but have them in case you
need them!)

Additional Items List:
Any kind of food that will boost stamina or agility.If you are an engineer,
you can use the Goblin Rocket Helmet to take the Felhound pet out of
the fight for an extended duration
Talents and Skills:
Viper Sting, Scatter Shot, Aspect of the monkey.

Weapons and Armor:
2H sword demonslayer
Any agility gear that you have.

About the Demon:
Simone comes with a pet. The pet has the same rules
as the demon and can not be attacked by anyone other than yourself
until Simone is dead. She casts Temptress Kiss which reduces ranged
attack power by 1400 for 45 seconds and a slow casting lightning bolt
for about 800 damage.

Strategy:Before the fight
starts have your hunter friend come close to where you will be
fighting. They should turn on their aspect of the wild and then feign
death. If they are a night elf then they can shadowmeld which will
keep them from dieing. This is a close proximity fight so you shouldn
t ever go out of range of their aspect. Just make sure to keep the
fight near the AoW hunter. Also do not use your stoneshield potion
before the fight. You will use it during the battle.After you
get your buffs and your hunter is feigning or melded, Hunter mark
simone and lay a ice trap. Pull her with an aimed shot then
immediately hit her with a concussive shot. This lets her pet hit
your ice trap. Make sure to hit her with a viper sting. When she gets
to you start meeleing. As you fight her keep an eye on her pet. When
the ice trap breaks you will need to target the pet and use a magic
dust to put the pet to sleep.Simone will cast a very slow
lightening spell. You have two options. If you have scatter shot use
it and keep on attacking her. If you do not (I do not have scatter
shot) you will have to strafe out immediately when she starts casting
to get a sting in her before she can cast. If you run backwards you
will move to slowly and get hit. It must be a strafe. You will keep
this pattern up with Simone until she dies. It is a melee fight with
her. Pour on as much damage you can in the beginning while her pet is
in the ice trap and the first time you sleep the pet.When her
pet comes out of the first sleep you will still have a cool down on
your magic dust. This is when you use the Stoneshield potion. You
will be tanking both the pet and Simone until you can sleep the pet
again. *warning* you just used a potion. You should have your greater
healthstone to keep you alive. This is why they are so
important.When possible sleep the pet again and then continue
the fight with Simone. Once she dies your party can help you kill her
pet.We found this area the best to fight in: There are only 3
spawns in this area and no elite dinosaurs. The place you are looking
for is to the west of a giant tree along the south wall. On her path
she will walk right behind the tree east to west.

Silithus, Solenor
Party List:
Priest - Power Word Fortitude, Spirit, Shadow Protection, Fear Ward, Shield pre-pull
Pally - Blessing of Kings
Druid - Mark of the Wild, and Thorns before the pull
Warlock - Healthsones, and Curse of Recklessness

Consumable List:
Shadow Protection Potion
Elixir of the Mongoose
Elixir of demon slaying
Major Health Potions
Major Mana Potions
Major Rejuvenation Potions
Major Healthstone
Greater Healthstone(you will not use all of these in this fight. but have them in case you need them!)

Additional Items List:
any kind of food that will boost stamina or agility.

Talents and Skills:
Wing Clip Rank 3 (must be rank 3), Volley Rank 3, Aspect of the Hawk

Weapons and Armor:
We used Bone Slicing Hatchet x 2 for their agility
bonus.Put on all gear that gives you ranged attack.

About the Demon:
Solenor starts as a gnome named Nelson the Nice. He
has the ability to poot out homing beetles throughout the entire
fight. The beetles come at you and hurt a lot. He hits very hard and
fast.

Strategy:
Before you use your potions and
get your final buffs for the fight you have to remove his enraged
state. To do so place a freezing trap on the ground. Hit him and let
him hit your freezing trap. Feign death and let him go back to where
he came from. This will remove is enraged state and make him hit you
for less when you start the fight.When you guys are ready to
fight, get your priest to hit you with Shadow Protection and Fear
Ward. Solenor deals shadow damage, and you'll be hurting without the
Shadow Protection. Shadow protection pots also help with this.
Hunters mark him and then lay down a immolation trap. Now for an
interesting trick: Have your warlock duel you. As soon as the
duel starts have them cast Curse of Recklessness on you. This will
keep you from getting feared by him and will make the fight much
easier to manage. Both you and the warlock have to stay in the duel
area during the fight. They should re curse you during the battle
about every minute to keep you from getting feared.Battle
time. Pull him with an aimed shot and let him hit your immolation
trap. As soon as you can wing clip him and run away until you get
into ranged attack distance. Your wing clip will keep him stationary.
Now all you have to do keep on hitting him and strafing around him in
a circle to avoid the beetles. Make sure to keep ahead of them during
the fight. It more important to stay alive than to squeeze in a few
shots while getting hit by a beetle. In the beginning of the fight
use skills like rapid fire to get his health down quickly. It will be
easier then because you have less beetles to deal with. When your
wing clip breaks he will come at you. Just clip him again and run out
to do more ranged damage.When there are too many beetles
chasing you, strafe around him to get all of the beetles moving at
you in a group. When they are together volley the area that they are
and kill all of them. Allow the ones that are behind to run into your
volley. Eliminate as many as possible. This will allow you to get
back to killing Solenor.Consumables:Once again
health stones are a big player here. I also used a rejuvenation pot
as opposed to a health or mana pot because you go through a lot of
health and mana in this fight. We've found this area the best
to fight in. There are less monsters to kill here than anywhere else
on his path. Stand to the west of the stairs to AQ.

Winterspring, Artorius
Party List:
Priest - Power Word Fortitude, Spirit, Shadow Protection, Remove Magic, and Shield before the pull.
Druid - Mark of the Wild

Consumable List:
Major Health Potions

Additional Items List:
none

Talents and Skills:
Aspect of the Cheeta, Serpent Sting.

Weapons and Armor:
Agility based.

About the Demon:
Artorius starts out as a Tauren. He casts Demonic Doom which makes you look like a demon and
causes 350 shadow damage every 3 seconds for 1 minute. This will kill
you.

Strategy:This is a kiting fight. You should start him on the south western part of his route. This is the
closest area to the road. Have your party clear the area you will
need to kite through before you start the fight. When you are ready
have your party mount up so they can keep up with you as you kite.
Hunters mark him and lay an ice trap. Pulled with an aimed shot. When
he hits your ice trap back up and hit him with another aimed shot.
Now hit him with a serpent sting, turn around and start running. The
key to this fight is staying out of his demonic doom cast, but
keeping enough agro on him to keep him chasing you. If you see him go
out of range for your weapons let him catch up! But not too much or
you'll get doomed.The easiest way to do this is to keep jump
shooting him with serpent sting about every 4 seconds. (a jump shot
is where you jump while running, and while in the air you spin around
360 degrees. While facing backwards you shoot. You should land going
the same way you took off and not loose a lot of momentum). You can
also zoom in your mini map and keep a eye on his distance through
tracking, but we found this to be unreliable. It was easier for me to
develop a pattern.Once you start kiting him lead him to the
road (hardest part of the kite) and keep on kiting him down the path.
Make sure to have your priest mounted and running near you. If you
get hit with demonic doom feign death. Once you feign and Artorius
resets the priest can safely remove the magic from you. This will
keep you from dieing and save tons on your armor bill. But make sure
they know to wait until you have feigned and he has reset.If
you get him to 10% or less and then get hit with doom you can try to
kill him before you die.The demon is to the west of Le Rocher
Des Tigres Blancs. By kiting him down the road you do not have to
worry about other monsters. Just other players. The hardest part of
the kite is the corner from where you start the fight to get him on
the road. If you cut it to wide he gains a lot of distance.

Filed under warcraft by admin

Permalink Print

March 1, 2010

Kidnap the Villagers (Warcraft Horde Guides)

This is a fun trick to pull in the lowbie towns. Use a priest's Mind Control power on a town NPC and order him to follow you. Then start to lead him outside of town. Once the Mind Control wears off, have another player root that NPC, heal, then Mind Control again. By rotating those powers you'll be able to lead your hapless villager anywhere in the world you'd like. So take him to the middle of nowhere and lock him in so he can't just wander back.

Be sure to grab crucial quest NPCs, and go and watch the chaos when the guard captain the newbies were gathering rat tails for is nowhere to be found.

Filed under warcraft by admin

Permalink Print

February 28, 2010

Old Ironforge! (Warcraft Guide)

So, who wants to go to Old Ironforge? i just sent a group over yesterday, and it was well worth it, too. In order to get over, you need a warlock that can summon and a mage. The other three people can be any class. However, everyone must be level 60 and have thier epic mounts. Sorry.

First, go to the bank and face it. Jump up on the right column and go behind it and have all of the people in your group do the same. You need to start a duel. It may say 'You cannot duel here'. If it does, then just move around back there, and both who you are going to duel and you try to start the duel, its easier that way. You must duel the mage, you'll see why later on. Once the duel is started, get on your mount and ride through either the left or the righ passageways and go to the chamber with the King of Ironforge. Make sure you run to the very back of the room, or the duel will end. If it does, just start over.

Once you are in the back of the throne room, run up to ste spot where the ramp meets the platform to the left or right of you, depending which way you went. Now, from the king's point of view, you need to go to the right door in his chamber. The doors have large locks on them and are right next to the exit of the throne room. Now, run up aganst the door, get yourself in the center of the door, and try to run in place. Have the mage polymorph you (Polymorph: Pig will not work for this, must be sheep).

Hopefully, you will have crossed over into a hallway. do not move. turn around until you see a passageway, then walk straight. This may take some time to do, but it is do-able. Do the same for the other party members, and once there are 3 people, including the warlock, are over, have them summon you and the remaining party member. Have a nice time in Old Ironforge!

If you want to see old Ironforge but dont feel like going over, i took some pictures :D

Anything doesent work or any problems, please post on here telling what went wrong and ill try to post back with a soloution.

Have fun!

Filed under warcraft by admin

Permalink Print

February 26, 2010

New item drop to make 300-400 gold per hour! (Warcraft Horde Guides)

If you are a skinner you make even more gold.

In winterspring where the elite dragons are you can make alot of gold
They have a pretty high drop rate of Mature Blue Dragon Sinew that sells for 300-400g depending on your server but on my server they sell for 300-400g. They also drop lots of grey that you can vendor for some g, And plenty greens to. If you don't already have 16 slots bags you will get yours there to
I've got pretty much of Traveler's Backpack. That sell for 18-25g at AH depending on your server as always

If you are a skinner you get alot of rugged leather and blue dragonscales.
And they also drop silver from 14-20s, They are easy to kill solo also, I'm a shaman with decent gear killing them with no problems.

My exact amount of gold right now is 3453g

I hope this will help all those poor guys out there.

the droprate % of MBDS check below

http://wow.allakhazam.com/db/item.html?witem=18704

Filed under warcraft by admin

Permalink Print

February 24, 2010

Easy Gold (World of Warcraft Guide)

In the Raven Hill cemetary there is a vendor that sells a rare spawn Alchemy potion - spawns up to 2 times a day. This potion sells very well and very few people know about it. The recipe is Shadow Oil something or another. I myself am an enchanter, but I've sold this tons of times for easy gold on the Auction Halls.

Filed under warcraft by admin

Permalink Print

February 22, 2010

Rogue Enchant List (World of Warcraft Guide)

I always forgot which mats i needed for what enchant so i made me a list of all usefull (lvl60) rogue enchants and the mats need for them.

Boots
Greater Agility: +7 Agility.
- Greater Eternal Essence x8

Greater Stamina: +7 Stamina.
- Dream Dust x10

Minor Speed: give a slight movement speed increase.
- Small Radiant Shard
- Aquamarine
- Lesser Nether Essence

Bracer
Superior Strength: +9 Strenght.
- Illusion Dust x6
- Greater Eternal Essence x6

Superior Stamina: +9 Stamina.
- Illusion Dust x15

Chest
Greater Stats: +4 to all stats.
- Large Brilliant Shard x4
- Illusion Dust x15
- Greater Eternal Essence x10

Major Health: +100 Health
- Illusion Dust x6
- Small Brilliant Shard x1

Head/legs
Lesser Arcanum of Voracity: +8 Agility.
- Libram of Voracity
- Black Diamond
- Whipper Root Tuber x4 (Felwood)
- Crystal Force x4 (Un'goro)
Where to get: Mathredis Firestar (Burning Steppes)

Death's Embrace: +28 AP & 1% dodge
- Arcanum of Rapidity*
- Punctured Voodoo Doll
- Primal Hakkari Kossack

*Arcanum of Rapidity: 1% haste
- Libram of Rapidity
- Pristine Black Diamond
- Large Brilliant Shard x2
- Blood of Heroes x2
Where to get: Lorekeeper Lydros (Dire Maul)

Libram of Constitution: +100 HP
- Black Diamond
- Night Dragon’s Breath x4 (Felwood)
- 1 Lung Juice $!$%tail (Blasted Lands)
Where to get: Mathredis Firestar (Burning Steppes)

Libram of Resilience: +20 FR
- Black Diamond
- Crystal Spire x4 (Un’goro)
- Burning Essence
Where to get: Mathredis Firestar (Burning Steppes)

Shoulders
Zandalar Signet of Might: +30 AP
- exalted @ Zandalar (ZG)
- Zandalar Honor Token x15

Flame Mantle of the Dawn: +5 FR
- Revered @ Argent Dawn

Nature Mantle of the Dawn: +5 NR
- Revered @ Argent Dawn

Chromatic Mantle of the Dawn: +5 Resistance to all magic schools
- Exalted @ Argent Dawn

Cloak
Lesser Agility: +3 Agility.
- Lesser Nether Essence x2

Subtlety: Threat -2%
- Nexus Crystal x4
- Large Brilliant Shard x6
- Black Diamond x2

Stealth: increase stealth
- Nexus Crystal x3
- Large Brilliant Shard x8
- Black Lotus x2

Dodge: +1% Dodge
- Nexus Crystal x3
- Large Brilliant Shard x8
- Guardian Stone x8

Greater Nature Resistance: +15 NR
- Nexus Crystal x2
- Large Brilliant Shard x8
- Living Essence x4

Greater Fire Resistance: +15 FR
- Nexus Crystal x3
- Large Brilliant Shard x8
- Essence of Fire x4

Greater Resistance: +5 to all resistances.
- Lesser Eternal Essence x2
- Heart of Fire
- Core of Earth
- Globe of Water
- Breath of Wind
- Ichor of Undeath

Gloves
Superior Agility: +15 Agility.
- Nexus Crystal x3
- Large Brilliant Shard x8
- Essence of Air x4

Greater Agility: +7 Agility.
- Lesser Eternal Essence x3
- Illusion Dust x3

Minor Haste: grants a +1% attack speed bonus
- Large Radiant Shard x2
- Wildvine x2

Weapon
Agility: +15 Agility.
- Large Brilliant Shard x6
- Greater Eternal Essence x6
- Illusion Dust x4
- Essence of Air x2

Crusader: proc heals for 75 to 125 and increases Strength by 100 for 15 sec.
- Large Brilliant Shard x4
- Righteous Orb x2

Lifestealing: often steals life from the enemy and gives it to the wielder.
- Large Brilliant Shard x6
- Essence of Undeath x6
- Living Essence x6

Superior Striking: 5 additional points of damage.
- Large Brilliant Shard x2
- Greater Eternal Essence x10

Fiery Weapon: often strikes for 40 additional fire damage.
- Small Radiant Shard x4
- Essence of Fire

Filed under warcraft by admin

Permalink Print