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World of Warcraft Guide Reviews - Horde Leveling Guides

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July 23, 2010

Guide to Dire Maul east (WoW Guide)

Guide to Dire Maul East

Grab the map here

Quest List

Dire Maul East
Lethtendris' Web
Pusillin and the Elder Azj' Tordin
Shards of the Felvine

Dire Maul North
Elven Legends
A Broken Trap
The Gordok Ogre Suit

Dire Maul North + West
Unfinished Gordok Business

Dire Maul West
The Madness Within
The Treasure of the Shen'dralar

Class-Specific Quests
The Emerald Dream - Druid
The Greatest Race of Hunters - Hunter
The Arcanist's Cookbook - Mage
Garona - A Study on Stealth and Treachery - Rogue
The Light and How to Swing It - Paladin
Holy Bologna - What the Light Won't Tell You - Priest
Frost Shock And You - Shaman
Harnessing Shadows - Warlock
Codex of Defense - Warrior
Foror's Compendium of Dragon Slaying
- Warrior, Paladin

The east wing of Dire Maul is challenging, but still the
easiest of the three, and the area you'll need to do first to get the
key to the north and west wings. There are also a number of quests
and bosses spread throughout the East wing, capable of giving up some
nice loot, which makes it worth running through more than once.

1. The entrance to Dire Maul East can be found,
unsurprisingly, to the right of the large pit in the Broken
Commons
. Zone in.

2. The opening area of Dire Maul East is known as the
Warpwood Quarter. There's a large pit in front of you (down
below is The Conservatory, which you'll get to soon enough),
and a path that winds counterclockwise to the right. For the most
part, you'll run into a mix of plant and tree-like creatures -
Warpwood Tanglers, Treants, Lashers, and towering Warpwood
Crushers
.

3. As you round the first corner, you'll see a small little imp
named Pusillin. This is the NPC for the quest 'Pusillin
and the Elder Azj'Tordin
,' and he also gives up the
Crescent Key that opens Dire
Maul North and West…
when he's good and ready. You'll have
chase him further into the instance before he'll give up the goods,
however.

4. The group continues clearing until they reach the northeast
corner of the Warpwood Corner. From here, it's possible to go
left and north, but many groups will skip that area completely. To
continue your chase with Pusillin, you'll need to go right
into a narrow hallway, called The Hidden Reach.

5. Partway down the hallway, you'll have the choice of continuing
straight or making a right. To continue chasing Pusillin, you
need to continue forward. (You'll be back to the room on the right
soon enough.)

6. As you go down the hallway, you'll run into some stealthed
patrols; these can cause real problems if your group isn't alert for
them. As you emerge into the next room, the group will dispatch of a
few groups and bear to the right, where there's a small ramp leading
up to a small platform, where Pusillin waits for you.

7. This time, when you talk to Pusillin, he spawns a number
of Wildspawn Imps and transforms himself into a nasty demon.
If you have a mage on hand, it's easy to dispose of the imps while
everyone else pounds Pusillin. When he's dead, he drops the
Book of Incantations needed for
his quest, as well as the Crescent Key
for anyone who needs it.

8. At this point, most groups will turn around and backtrack to
the room you passed a few minutes ago. There are a lot of mobs here,
but if you stick to the left wall, you can skip most of them. At the
rear of the room is a large ramp leading upward to the mage
Lethtendris, who is the target of the quest 'Lethtendris'
Web
.'

Lethtendris can drop: [url=http://thottbot.com/?i=35686]Quel'dorai
Channeling Rod
[/url][url=http://thottbot.com/?i=35667]Felhide
Cap
[/url]And some greens too Razz

9. The fight with Lethtendris is pretty simple; the warrior
tanks her for a few seconds while everyone else beats up her minion,
then jumps on her. Once she's down, she drops the needed quest item,
and everyone moves back down to the bottom of the ramp.

10. At the base of the ramp, there's a curved hallway that leads
further downstairs. There are a few groups of mobs to clear at the
bottom, and then you'll find the boss Hydrospawn waiting in
the center in a small shallow pool. Aside from dropping some extra
loot, he's also the objective of the mage quest 'Arcane
Refreshment
.'

Hydrospawn can drop: [url=http://thottbot.com/?i=39091]Waterspout
Boots
[/url][url=http://thottbot.com/?i=35618]Tempest
Talisman
[/url]WaveslicerAnd
also some greens.

11. After Hydrospawn, the group hugs the right wall and
continues north through the far doorway, and takes the hallway that
leads to a small platform upstairs. Here, you'll find a Wildspawn
Hellcaller
protected by a few non-elite mobs, and then the boss
Zevrim Thornhoof.

Zevrim Thornhoof can drop: [url=http://thottbot.com/?i=35722]Satyr's
Bow
[/url][url=http://thottbot.com/?i=35670]Helm of
Awareness
[/url]Also some resistance helmets(Not high drop
chance)And some greens.

12. The fight with Thornhoof isn't bad, except that he
might occasionally teleport someone onto the altar and begin whooping
on them. When the fight is done, you'll hear Old Ironbark
the huge tree in the Conservatory — yell 'At
last! Freed from this cursed grasp!
' You're now ready for
the final stretch of the instance.

13. Instead of backtracking downstairs, the group can run to the
southwest corner of Thornhoof's platform and jump down, which
should put you right back at Hydrospawn's pool. Avoid the
groups and take the door to the southwest, which leads to The
Conservatory
.

13. Your goal in the Conservatory is a door at the very
north. To open it, someone will have to talk to Old Ironbark,
who will then rampage and bust the door down. It's possible to fight
your way to the door, but that involves fighting a lot of patrols,
and it's also possible to hug the east wall and sneak to the door,
only fighting a few single mobs here and there.

14. The final battle of Dire Maul East takes place in the
Shrine of Eldre'Thalas, where there are a few Warpwood
Crushers
guarding the upper areas, and then a central area down
below where Alzzin the Wildshaper awaits. It's a pretty
straightforward fight - he shapeshifts a few times, and then a bunch
of non-elite minions come running out to assist, which can easily be
dispatched of with a mage.

Alzzin the Wildshaper can drop:
Ring of Demonic Potency
Razor Gauntlets
Energetic Rod
Energized Chestplate
Fiendish Machete
Whipvine Cord
Gloves of Restoration
Merciful Greaves
Shadewood Cloak
Ring of Demonic Guile

15. Once the fight is over, you'll see a few glowing shards on the
ground near Alzzin's camp. These are for the quest 'Shards
of the Felvine
.' Pick up one of the shards and exit
via the tunnel behind the camp, which deposits you in the central
area of Dire Maul.

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July 22, 2010

Main Assist - A Basic Guide (Warcraft Guide)

What is Assist?

There is a command /assist in this game, it's shortcut key is "F", and it lets you select the target of your target.

For example: if friend A is attacking mob B, you can target friend A and press F, then u get mob B as your target.

So, Assist is when you target the same mob as the person you are assisting.

Why Assist?

To assist is to gain efficiency and viability.

If you're in a battle with multiple mobs, it is logical to try to bring down the mobs one by one. In group work, to concentrate your firepower is very important. Instead of every party member tries to solo her/his mob, you will want to concentrate your firepower on one mob first, then move on to the next one when the previous one is dead. By assisting, you are killing mobs faster and therefore reducing overall damage taken.

Asssist allows also the tanks to hold aggro on the other targets which are not being attacked easier. And making the healers jobs easier as they now can concentrate on the tanks.

Assisting should be used in almost all kinds of groups. Even in a 2-man group, when you face more then one mob, the idea of assisting is still valid: you take down one mob as fast as possible, thus reduce the damage done to the group in general; in cases mobs can run, instead of two runners at the same time, you have only one runner to deal with. Even in a raid like in Strathomle, you can still assist the MA on the elites while the mages are AoEing the non-elites.

What is Main Assist (MA)?

So, who will then decide which of those mobs we should kill first and in what sequence we should kill them? More experienced players will designate a Main Assist in group works. A Main Assist (MA) will decide the target of the group.

All a Main Assist (MA) does is target your groups target. If we say a group leader is the general of a group, a MA is the true director during a fight, and MA is the most hard roll to play imo.

Example: Mob A and his buddies mob B and mob C are attacking your group, and they all look alike and stick close to each other. Mmm… what is the first target now? Wait, Bob is our MA, by selecting Bob and press F, you get Bob's target. Mob A dies fast; then Bob choose mob B, you choose Bob and press F, then start to attack mob B; Mob B dies, Bob choose mob C ….. And you know that Bob usually pick up the Main Tank's first target as his very first target.

What does an Assist macro do?

Assist macro is the way to gain nicety, so during a messy fight, you will be sure that you do choose the right target.

When the group is formed, Bob is designated as Main Assist. Each group member creates a macro as follows:
1. Press <esc>
2. Choose ‘Macros’
3. Choose name and button image
4. Edit macro text to read ‘/assist Bob’
5. Save and close

The macro can then be assigned in the key-bindings menu to ‘F’, or dragged to the toolbar as a button.

So during the fight, you do not need to select Bob to get the mob. Pressing ‘F’ or clicking the macro button is enough.

Which class or who can be a better Main Assist?

Preferably one that can take a few hits; one that does not switch target often; one who is more experienced; one that is quick-minded but still stubborn as hell and won't change target until the chosen mob us dead.

Rogues might be the best assist class. The rogue *won't* be changing targets much (otherwise he wastes combo points). They have also skill to use if they steal too much aggro from the MT.

Paladins aren't best choice if they have to stop to heal the others sometimes. But they are great to take damage. So if there is more than 1 or 2 pallies in your group/raid, why not a pally.

A hunter can also be a very good assist, as they have a better overview of the fight, and the big hunter’s mark which can make the target clear. Provided: the hunter has no duty to get aggro off the mobs on the priest, or whatever can make them change target during the targeted fight; And, he should never try to steal aggro from the MT, as it involves too much moving between the fighting spot and the hunter. That is why I think close range melee class is better then casters.

A warriors can only be the MA if he does not MT or OT (’Off-Tank‘). A warrior has the skill to grab aggro on more than one mob, which is better used when they switch targets constantly in order to hold aggro, for example when adds comes and the OT needs to react. So, the warrior is not normally considered the MA (Main Assist) because of his possible multiple targets. Because warriors can take a lot of punishment they may engage two or three mobs at the same time, they will switch targets to gain agro if the raid or group lacks crowd control, thus tanking 2 maybe 3 mobs at a time. In a group where there is one warrior, he will usually be the MT. In a group where there are 2 or more warriors, the non MT warrior(s) still need to change target (eg to run to the priest the get the aggro off him, or aggro any add or lose mobs in situations when MT can’t react much).

Other caster classes or healing classes are not good to be a MA in a full 5-man group or raid. A Mage might need to re-sheep the sheeped mob, so he needs to change target during a fight and is not suitable to be MA, for example. But in 2-3 man grinding parties, even a preist can be the main assist: a ShadowWord:Pain is a very nice icon for the others to know which mob is the main target, works as well as a hunter's mark.

Why your Main Tank shouldn't be the Main Assist?

Provided your MT (Main Tank) has the skills to grab multiple aggro, the MT and the MA should always be 2 different people. This is because the MT will never be targeting the same mob all the time. He will need to constantly rotate between each of the mobs on him to keep building threat on each of them. If he sits there attacking the one mob that everyone else is attacking then as soon as a heal is cast every other mob will run straight at your priest.

To know this about the MT is important. This way the MT wont have his party complaining that you keep switching target and they don't know who to attack. What they need to do is to assist the MA, not the MT.

But this is not set in stone. Different groups will have you assisting in different ways. Some groups will make the main tank the focus of the assist macro, others will have a separate "main assist" character. Bottom line - You will need an assist macro. (credit: Zarek)

But how can I do an Assist macro or whatever?

Quick and dirty option:
Target the designated main assist and press F.

Better option:
Create a macro (see ‘What does a Assist macro do?’):
/assist Bob

You will replace "Bob" with the name of the designated character everyone is assisting. Then you will create a macro, and a button to use the macro. What this does is to cause your target to be the mob which the character has targeted. So if everyone uses the assist macro, everyone will be attacking the same mob. You may need to click the button several times. And you'll need to click it again after each mob dies.

At the start of a run, type "/macro" and change "Bob" to the name of the designated assist. All you need do now is to hotkey the assist macro, or drag the icon to your taskbar, and you're set.

Super option:

Get the add-on called Assist Helper.

AssistHelper makes assigning main assist and using assist effectively a lot easier. It allows you to bind a number of special functions, one of which is a key to select who you will be assisting (I use ALT-F) and another is to assist the character you have defined with the other key (I use F for this).

This saves having to edit the macro above every time your in a group and want to assist a different character than the previous day. This still leaves the original assist functionality (the F key) as it was before as long as you don't use the same key binding for one of the new abilities.

You can download Assist Helper from here: ]http://www.curse-gaming.com/mod.php?addid=227&page=2#comment

How to be a good Main Assist

Knows your MT. A MA needs to work closely to MT. MA needs to know the MT's first target, as it is the one MT has most aggro on. Trust the tank is doing his job and will take care of the adds so you don't run to them.

Set your assist macro to your MT. Dont break the sheep/cc before your MT.

A Main Assist is NOT a tank, try not to steal too much aggro from your MT.

Be quick. Target fast and target right.

Be stubborn. Stick to one target until it is dead.

Always kill the softest targets first and the hardest targets last. The softest targets usually have the highest DPS and utility (mages, etc.) and are easiest to kill. The next softest targets are healer types and then come the ranged guys and lastly the melee folk. When fighting bosses, it is usually best to kill their henchmen first then focus on the boss - these are cases when MA do not attack the MT's first target.

What you need to know to assist the Main Assist

After the fight has started and the MT has grabbed agro on the mob, everyone who is NOT the Tank should assist the Main Assist. The biggest novice mistake anyone makes is to abandon the Main Assist and start duelling with non-agro’d mobs. Grouping is not about seeing how many mobs you can fight at once. It’s about being fast, efficient, and safe. Target the mob that your main assist is attacking, and help him kill it as quickly as possible.

If the MA has not yet selected a target yet, keep /assisting him until he does. He is most likely allowing the MT time to build aggro.

After /assisting, it is worth checking the de-duff icons of the new target. If the target shows a sheep, sap, shackle or sleep de-buff, hold fire. The MA may have been tabbing through the targets to find the next one. /assist again, until the MA has selected a good target.

The Healers should look out for the Main-Assists health a bit as well.

Complains a Main Assist or everyone might get:

You are not targeting fast enough;
You have no target;
You change target too often;
You are eating popcons during a fight or talking to your wife which TV program you are gonna to watch later.

Main Assist is a culture

Using MA tactic well is a question of habit. It needs a lot practice. It is more realistic to try it among guildies or ppl you often group with. MA is a culture or tradition in a guild. No matter what, the /assist command will for sure open a new window to the game.

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July 20, 2010

Money Money Making 101 (a Beginners Guide) (WoW Horde GUides)

This is for alliance only so Hordies, your SOL (complain to Mongoose)

In light of some completely useless threads on money making, I thought I'd consolidate the majority of my knowledge when it comes to turning coin. This guide will take you from level 1 to level 40 and if you use these strats you WILL have your mount paid for by 40 and you WILL have top notch gear plus all your spells. The profit margin on these are great and in a few cases HUGE, you just have to invest the time it takes to get the items. That being said, let's get started…..

level 1-15:

Darian Singh in Mage Quarter SW
Sells: blue fireworks schematic
Purchase: 18s
AH price: 1-2g

Soolie Berryfizz in Tinker Town, IF
Sells: Free Action Potion recipe
Purchase: 18s
AH price: 3-4g

level 15-20:

Wenna Silkbeard in Sundown Marsh, Wetlands
Sells: Green Leather Armor and Red Whelp Gloves patterns
Price: 20s
AH price: 1g (each)

Frad Swiftgear in Sundown Marsh, Wetlands
Sells: Minor Recombobulator schematic
Purchase: 15s
AH price 1-2g

level 20-30

Bliztik in Raven Hill, Duskwood
Sells: Shadow Oil Recipe
Purchase: 15s
AH price: 3-5g

Zan Shivsproket in Ravenholt Manor, Hillsbrad Foothills
Sells: Gnomish Cloaking Device schematic
Purchase: 15s
AH price: 8-10g

level 30-40

Rikqiz in Booty Bay, Stranglethorn Vale
Sells: Gem-studded Leather Belt and Shadow Skin Gloves
Purchase: 35s **** (Thottbot says 35s but I remember it being around 1g each)
AH Price: Belt sells for 4-5g and gloves sell for 3-4g

Pearl diving in Vile Reef
Purchase price: None** (time investment only)
AH price: 4g per stack of 9 pearls
This strat takes a little more then just putting them on the AH. Follow my guide found here:
http://www.multiplayerstrategies.com/ms/index.cfm?page=topic&topicID=30408&categoryid=20

These are very easy ways to make money but by no means are they the only way to do it. There are a few others I'm not quite ready to give up just yet since all my other strats get wrecked after I post them (only problem being on the official MPS server). If you just look around, you'll see all kinds of ways to make money with very little effort. Once I get deeper in the 40s and into the 50s I'll post additional guides for higher level money makers as I find them. I think you'll find these will get you by even to 60 if you keep with them.

GOOD LUCK!!!

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July 19, 2010

acquiring Sulfuras, Hand of Ragnaros (WoW Horde GUides)

Obtaining the Sulfuras, Hand of Ragnaros

Intro:
This mace is one of the best two-handers in the
game. There is a fragile limit to who should/can use it though, most
would say this goes to a DPS warrior, although Paladins and even
enhancement Shamans have been seen with it. While Thunderfury require
you to farm BWL for elementium ore, everything you need for Sulfuras
can be found in Molten Core or in the outside world.

How To:
To make Sulfuras, you'll first need to make a Sulfuron
Hammer. A blacksmith with 300 in skill is needed for that and the
plans for it are sold by Lokhtos Darkbargainer at the BRD
tavern (the same guy you do turn ins to for increased Thorium
Brotherhood rep after you reach honored). You need to give him a
Sulfuron Ingot (dropped only by Golemagg in MC) to receive the plans,
however there is no rep required.

Once you've got the plans it's time to start working on those
materials for the hammer. You should already be way on your way as
you've spent some time getting to Golemagg in MC.

What you need and where to find/how to make it


  1. 8x Sulfuron Ingots (From Golemagg, as mentioned. This
    is in addition to the one you used to buy the plans)
  2. 20x Dark Iron bars (Which again means 160 dark iron
    ores. Dark iron is mined a few places in Burning Stepps and Searing
    Gorge, but are most easily found inside Blackrock Dephts and Molten
    Core itself. To melt ores into bars you need to learn it from one of
    the dwarves from the Chamber of Seven, and melt it at the Black
    Forge, next to the MC portal in BRD).
  3. 50 Arcanite Bars (Arcanite bars again. 1 arcane
    crystal and 1 thorium bar is required per Arcanite bar and it takes
    an alchemist 2 days to make one. Better get your guilds alchemists
    ready to contribute)
  4. 25x Essence of Fire (these drops from fire elemtanls
    in Burning Stepps, Searing Gorge and the Blackrock instances. They
    can also be created by alchemists (275+ and a Philosopher's Stone)
    by transmuting air to fire, but the process has a 24h cooldown).
  5. 10x Blood of the Mountain (This are rare drops from
    Thorium veins)
  6. 10x Lava Core (Drops off of most mobs in MC)
  7. 10x Fiery Core (Same as Lava Cores, drops from MC
    mobs)


The blacksmith should have all he needs to make Sulfuron Hammer.
In itself it is an excellent DPS weapon (63 DPS), but the real value
is it's ability to turn into Sulfuras, Hand of Ragnaros. For this you
need ONE thing - the Eye of Sulfuras. Unfortunately it only drops
from Ragnaros at about 2% drop rate, which means you could easily
farm Raggy for a year before your guild gets it.

Note that the Sulfuron Hammer is BoE, so the one who makes it need
not be the one chosen to receive Sulfuras. The Eye of Sulfuron
however is BoP, so make sure the chosen one loots it. Sulfuras is BoP
as well, no-one can loot the eye, make Sulfuras and give it away.

Once you got Sulfuron and the Eye, you are 45 seconds away from
being the proud owner of this beauty.

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July 18, 2010

WoW Rep Grind and Rewards (Warcraft Horde Guides)

Timbermaw Hold - has rewards for enchanting / tailor / leatherworker / blacksmith / alchemy
http://www.worldofwarcraft.com/info…aw/rewards.html

Grinding faction with the Timbermaw is one of the more time consuming factions to gain. There are two zones with two or three area's to kill mobs for faction.

The first zone is Felwood (http://www.thottbot.com/?z=67). Here you will kill Deadwood Avengers, Den Watchers, Gardeners, Shaman, Pathfinders, and Warriors. Each kill is worth 5 rep. One of the first quest you want to gain is 'Deadwood of the North'. This quest will require you to kill X number of Deadwood mobs. Once you have completed the quest you then get a repeatable quest to turn in 5 Deadwood Headdress Feathers. Each turn in is worth 50 rep if my memory serves me correct. Also, while killing the deadwood creatures you will come upon a unique item called 'Deadwood Ritual Totem'. Once you are neutral with the Timbermaw You can turn in the totem for even more rep.

The other location to gain Timbermaw rep is in Winterspring (http://www.thottbot.com/?z=71). Here you will kill Winterfall Totemics, Pathfinders, Den Watchers, Shaman, Ursas, Runners, and the High Chief Winterfall. The High Chief is worth 25 rep and the other mobs 5 rep. Like in Felwood you can get a quest called 'Winterfall Activity' to kill X number of Winterfalls for rep. Once you have done that quest you can do the repeatable quest to turn in Winterfall Spirit Beads. Also, just like in Felwood a unique item drops that starts a quest called Winterfall Ritual Totem. Once you are neutral with the Timbermaw you can turn in the totem for even more rep.

Cenarion Circle - has rewards for enchanting / leatherworker
http://www.worldofwarcraft.com/info…tions/cenarion/

I have just started working on my Cenarion Circle faction. As such this may not be a complete guide. One of the first quest that you can gain to earn faction is called 'True Believers' and 'Secret Communications'. You kill humanoids called Twilight Avengers, GeoLords, Stonecallers, etc. to find Encrypted Twilight Texts. You can continue to turn in 10 pages for faction. Each Twilight you kill also gives you 1 rep point. Once you have reached friendly with Cenarion Circle you can continue on to another quest. Here you collect a Twilight Cultist set (Robe, Cowl, Mantle) in order to gain access to a lesser summon stone I think it is. Useing the stone brings forth a level 58-60 elite. Killing the elite drops another item that you collect. Sorry, only done it once so far and can't remember the name. Collect three of these to get a token or something that is then used to move up to bigger and better summoned mobs. At the highest tier you can summon a god which is a 40 man raid boss mob.

Thorium Brotherhood - has rewards for Enchanting / Blacksmith / Leatherworking / Tailoring / Alchemy
http://www.worldofwarcraft.com/info…ium/vendor.html

Be prepared to do alot of farming or spend some $$ to gain Thorium Brotherhood faction. There are a number of quest in Searing Gorge (http://www.thottbot.com/?z=55) to get you started. Once you have done all the starter quest you can then work on a repeatable quest to get your rep up to friendly. The quest is called 'Restoring Fiery Flux Supplies' and will either use iron, heavy leather, or kingsblood. You will also need to collect Incendosaur Scales to add with the iron, heavy leather, or kingsblood when turning in the quest. Once you hit friendly status with the Brotherhood you need to start collecting Dark Iron Residue. There are three ways to collect residue. The easy way is to just buy residue from the AH. The other two ways is to mine
dark iron nodes that spawn randomly or to loot residue from the npc's in the BRD instance.

Argent Dawn
- has rewards for everyone
http://www.worldofwarcraft.com/info…ent/vendor.html

Argent Dawn rep is one of the easier factions to gain. To start there are numerous quest for both the horde and alliance to perform. Once those are done you can continue to kill the undead in Western and Eastern Plaguelands, and the instances in those zones for 'tokens' to turn in for rep.

Major City Faction

There are three main ways to 'farm' a major city faction outside of your normal every day quest currently. First way is to turn in runecloth to gain rep with a specific city. The second way is to turn in supplies for the AQ war effort and then turn in the tokens for rep. The last way is to farm rep in AV. Each time you turn in a body part, mine supply, etc. in AV you not only get the AV rep but also +10 or more rep with a major city. So you can easily gain access to a cross-racial mount.


Additional Rewards
Texts add 100 rep per 10 turned in, on my server the usually go 20g/stack of 20. you can, as the OP said grind rep from the twilight guys (1 per kill, up to 5 for the 'twilight keeper' mobs) and collect the texts off them. turn in 10 texts and you've got a nice chunk of rep.

after you summon the Templars from the Lesser Windstones (the ones that need just the robe/cowl/mantle. also noted you can usually Duo these, get a tank and a healer and you're set.) you can turn 3 of the Crests in, along with a Large Brilliant Shard, to get an item to summon Dukes. Dukes get summoned from the Regular Windstones, and require the mantle/cowl/robe and the necklace you got from turning in the 3 crests and the LBS. they can usually be 5 manned, and you will need a warrior to hold aggro. Dukes have some very interesting loot, Soulrenders are popular for Hunters/DW Fury Warriors, etc. Dukes give roughly 25 rep per kill (i think). you kill 3 of them, with each kill you get Signets. these Blue items can be turned into CH, along with 5 LBS for a ring to summon Lords. Lord summons require the mantle/cowl/robe, the Neck from summoning the Dukes, as well as the ring you got for turning in the 3 signets and the LBS's. these lords require 20-40 people depending on your guild's skill level and gear level. they drop some REALLY good epic quality items, one per type (Fire drops a caster ring, Water drops a healer neck, Wind drops a DPS cloak, and Earth drops a warrior shield.) these, when killed, give 50 rep (i think) and give you an Abyssal Scepter. these get turned in for rep as well… i dont know how much (usually whoever supplies a majority of the mats for summoning Lords gets it)

also, if your server has opened up AQ, AQ20 is a good place to get rep. bosses give 100 CC rep per kill, trash mobs give 1-5 per kill, but theres a lot of trash in there. so if you've got a good guild together, tear up AQ20 for some fun rep grinding.

most importantly, save quests for when you're Honored or Revered, same with texts. grind the trash in Silithus until they dont give rep any more, then turn in those texts you've been saving as well as the quests you've been saving as well.


AD Rep grind: if you're high level (upper 50's to 60) theres a good spot in EPL you can grind on. Fungal Glade, on my server, is RARELY camped, and i can usually make constant circles around it solo. the NPCs up here drop Invaders Scourgestones, and give rep until you're Revered with AD. after you hit Revered, go ahead and turn in those tokens (10 Invader's gives you an honor token, which gives like 50 rep i think) and grind Scholomance (more bosses = more rep ) and turn in those quests you've been saving up.

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July 16, 2010

Old Ironforge! (WoW Horde 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!

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July 14, 2010

Rogue Talent Build - Max End-game DPS (daggers) (WoW Guide)

Alright, if you'r pretty far into the endgame part of world of warcraft you've probably heard about this build one way or another… Combat Daggers… I'm here to share some further information on the subject.

Everything I write here has been proven with math and calculations, what you see in your raids might be as I write - but it might not because a lot of it depends on other things then only the talent build - the talent build only sets the limits, after that the user, gear, knowledge e.t.c comes into play… but however, this is what math has proven (and in all raids I've been to so far), the build capable of producing the highest steady DPS with the current in-game weapons and armor.

Before 1.12 patch ( http://www.wowhead.com/?talent=i0eMoxZGci00yzZV0x ):
- Assasination: -
5/5 - Malice
3/3 - Ruthlessness
2/3 - Improved Slice and Dice
1/1 - Relentless Strikes
5/5 - Lethality
- Combat: -
2/2 - Improved Sinister Strike*
3/3 - Improved Gogue*
2/5 - Deflection*
3/3 - Improved Backstab
5/5 - Precision
5/5 - Dual Wield Specialization
4/5 - Dagger Specialization
1/1 - Blade Flurry
- Subtley: -
5/5 - Master of Deception*
5/5 - Opportunity

With two daggers, this is the build that (theoreticly) has the highest substained dps.
For a pratical example, Perdition's Blade will atleast equal to Ancient Qiraji Ripper 20/31/0 build.

The talent marked with an * are so called "Fillers", for example you can skip imp gogue and deflection for 5/5 Lightning Reflexes, as long as you do not take talent points from places that's needed to get the talents not marked with an *

Now, after 1.12, this will change a bit, with new talents - there are basically 2 choices, you either go with the highest possible steady dps with this build:

In the 1.12 patch ( http://www.wowhead.com/?talent=y0eMoxZGci00Ez0bZVb ):
- Assasination: -
5/5 - Malice
3/3 - Ruthlessness (could possibly drop a point from this into 3/3 Improved Slice and Dice)
2/3 - Improved Slice and Dice
1/1 - Relentless Strikes
5/5 - Lethality
- Combat: -
2/2 - Improved Sinister Strike*
3/3 - Improved Gogue*
2/5 - Deflection*
3/3 - Improved Backstab
5/5 - Precision
5/5 - Dual Wield Specialization
5/5 - Dagger Specialization
1/1 - Blade Flurry
2/2 - Weapon Expertise
- Subtley: -
5/5 - Opportunity
2/2 - Sleight of Hand

Or you could go with the build that drops dps a bit but adds Adrenaline Rush wich has a good utility factor, it will enhance your PvP experience and add some viability to adapt to different PvE situations.

In the 1.12 patch ( http://www.wowhead.com/?talent=j0eMoLZGcy00Ez0boV ):
- Assasination: -
5/5 - Malice
3/3 - Ruthlessness (could possibly drop a point from this into 3/3 Improved Slice and Dice)
2/3 - Improved Slice and Dice
1/1 - Relentless Strikes
4/5 - Lethality
- Combat: -
2/2 - Improved Sinister Strike*
3/3 - Improved Gogue*
4/5 - Deflection*
3/3 - Improved Backstab
5/5 - Precision
5/5 - Dual Wield Specialization
5/5 - Dagger Specialization
1/1 - Blade Flurry
2/2 - Weapon Expertise
1/1 - Adrenaline Rush
- Subtley: -
5/5 - Opportunity

Using these builds is pretty simple, with 2/3 improved SnD, a 5 point Slice and Dice will give you enough time to backstab 5 times to get another 5 point slice and dice off, and that's basically it backstab backstab backstab backstab backstab slice and dice, repeat.

And ofcourse use Blade Flurry every time it's up (on a single target aswell, it's the +% attack speed we're after).
Always keep instant poison on against targets that are not immune… and you'r set.

With adrenaline this changes a bit ofcourse, I'd say get a 5pt rupture running or evisc with it.

For the record I've been playing the rogue class for about 2 years now, and I still think it's the most fun class to play, and this is the best endgame pve build in theory - if you will outdps the others or not depends on your computer, the equipment, that you'r not AFK, and the situation.

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July 12, 2010

Dupe bug (WoW Horde Guide)

When you are on the Ratchet boat, heading from ratchet to BB, right before it goes into the loading screen at the end of the echo isles there is a delay. If you jump at the right time, it takes a few tries, you will fall and fall and fall(be sure to bring a slow fall potion or 2) onto a white mountian marked as WPL, you have to bring 2 accounts to do this as it is a trade bug. One person trades and the receiver logs off right after trade, and you still have your money.

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July 8, 2010

Immunity to Rogue Stealth Attacks (Warcraft Guide)

If you say /lay, you of course will lay down. The trick with this is, if you hear the stealthing sound of a nearby rogue, he will be unable to use attacks that require them to be behind you (backstab, ambush, etc).

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July 7, 2010

Tradeskilling the smart way (WoW Guide)

By the time I hit 30 on my first character I had really started to enjoy the tradeskills in world of warcraft. It was obvious though, that each tradeskill took a considerably amount of resources to gain access to higher level recipes. The big kicker though, is it didn t require a lot of time, which is where this guide comes in.

In World of warcraft most tradeskills require two professions, one creates items, and the other is used to gather resources for the creation of those items. So lets list out the tradeskills that are used to gather resources for their complementary tradeskills:

Herbalism (for Alchemy)
Skinning (for Leathercrafting)
Mining (for Blacksmithing & Engineering)

The only two we ve left out is Tailoring and Enchanting which do not need complementary skills, they work off drop rates and item collection. Looking at these, I came up with a plan of attack that will allow me to level all of the tradeskills at the same time and very quickly to boot.

Our strategy revolves around selecting two resource-gathering tradeskills for each of your characters you play with. As those characters progress through the game collecting resources with their tradeskills, they send the resources to the appropriate mule. At the appropriate level, each toon will untrain one of their professions and train the trade skill that their gathering skill complements. This will allow extremely rapid development of trade skilling from the resources you ve collected throughout all of your characters.

Which Gathering Tradeskills to Train

While you can choose between herbalism and skinning, you must have mining. The reason you have to choose mining is because you ll need to supply two different characters with resources and with mining, it s a pain already to get resources for mining, so you may as well make it easier on yourself and get as much of it as you possibly can on each character. Then choosing between skinning and herbalism depends on your preference. For less stress I d say skinning because you don t have to keep choosing between find minerals and find herbs as you go through your leveling process. You ll want to have all your bases covered though, so make sure you have at least 1 or 2 characters gathering herbs.

Now that you ve planned your tradeskill selection you ll need to create the characters you ll be playing and start gathering resources.


When to Untrain your Tradeskill

It all depends on your patience and your pack space. Around level 25/30 you ll start seeing problems with pack space on your mules and it may be a good indicator that you should untrain. Optimally, you shouldn t untrain until level 60. Though I don t have that kind of patience myself, but I wouldn t respect until a minimal level 20 on my toons.

The reason why you want to keep your two gathering skills as long as possible before untraining is simple, you want to gather as many resources as you possibly can before starting the complementary tradeskill. I can t tell you how easy it is to level blacksmithing once you ve obtained 500 copper ore and 300 tin ore. That s 150 smithing in an hour. Not only that, but you didn t waste any of your time gathering resources, since your alts did it while you leveled them. You didn t have to grind for ore, or hang around a mountain to farm it just to level your smithing up a few more points. You simply gathered it when it was convenient to your progression through the game. It s all based on efficiency and the value of your time.

What Tradeskills are Important?

I m not going to get into the debate about which tradeskills are more useful, that is beyond the scope of this guide. However, I will tell you which tradeskills make this system work smoother, then you ll be able to gauge what your next step will be.

Tailoring: Tailoring is probably the most useful (and the most efficient to level) out of our tradeskill selection. The reason why it is so efficient to level is that every one of your characters can gather resources for this profession without a gathering skill. Not only that, but finding cloth is so common that people don t have a problem parting with it for nothing. Around 150 Tailoring skill you ll be able to create 10 slot bags, which should be dispatched to all of your mules who are missing bags. Oh and alliance tailors have the Journeyman, Expert and Artisans located in Stormwind.

Enchanting: I like Enchanting because it brings it all together. Enchanting makes sure that there will be no wasted items once you start grinding points on your other tradeskills. Any items you produce through your tradeskills will go directly to your Enchanter for disenchanting. Likewise, any items you may find along your journey that don t sell at the Auction House should go to your Enchanter for disenchanting. While leveling multiple tradeskills at a time, you should be producing a great deal of green items which will all get recycled to boost your Enchanting skill.

Blacksmithing: For the purpose of this guide, think of Blacksmithing as a way to unload pack space, because that ore really fills your inventory/bank up quickly. You ll always end up untraining to Blacksmithing first just to alleviate all the pack space you re gonna fill up with the ore you ll collect from mining. I even went as far as making a second mule dedicated to smith stuff just to prolong my training of blacksmithing, but alas, it too filled up quickly. As you level up through the tiers of armor you ll quickly pass your own level requirement, which means you ll always have armor waiting when you level.


Alchemy: Alchemy will supply your characters with quest items and health/mana potions as they progress through the game. Since Herbs don t take up a great deal of pack space I usually just wait off when it comes to training Alchemy.

Leathercrafting: Leathercrafting is another major pack space unloader. Seeing as though leathers only stack up to 10, and hides up to 5 (most of the time) it becomes rather pack space intensive after about 25 levels. Like Blacksmithing, Leathercrafters can also benefit your alts by giving out armor when it is useful.

Engineering: Though I d pickup Smithing long before engineering, it is a great pack space unloader as well as quest item supplier for certain quests (darkshire, badlands).

So Why Do All This?

Eliminate dependency, prepare for the updates and to help bridge the higher level tradeskills. If you have 250+ on all of the trade skills in the game, you are a one man green/blue item manufacturer. You will have an ease of item creation that no other player in the game can match. You see, when you hit the 250+ recipes a great deal of the recipes require resources from other professions. High level bag creation requires leathers from skinning, high level leathercrafting requires a Salt Shaker made by Engineers, Blacksmiths require Arcanite that is purified by an Alchemist. By eliminating the middle man you eliminate dependency on other people as well as a quicker means of obtaining the resources you need.

Preparing for updates is just always a good rule of thumb in an mmorpg. Eventually they ll add hero levels and new 300+ recipes that will allow you to obtain higher level items. You can bet that these new additions will have a lot of requirements from other trade skills but given Blizzard s flare for non-cookie cutter gameplay, it may be hard to pinpoint exactly what will come. If you want to experience those new recipes and items first, I suggest you get your tradeskilling up to par and keep your ear to the ground as new updates arrive.



>>Though I am a big fan of tradeskills, not everyone may share this flare. However, a lot of players enjoy creating alternate characters and leveling them up to 30 and starting over again. You might as well play it efficiently and quickly gain resources and tradeskilling points by refining your tradeskills and untraining at a later time. Remember, you only have to be level 35 to get to 300 points on any tradeskill. Though the 225-300 range may require you to kill level 50+ mobs, you can still achieve 300 through alternate means. Just gather those resources and when you re ready to focus on your gameplay on a single character or many alternates, you ll be amazed at how much smoother the game gets when you have the best armor every level from tradeskilling.

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