Warcraft Horde Guides

World of Warcraft Guide Reviews - Horde Leveling Guides

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February 8, 2010

Crafting Fishing For Dummies (Warcraft Horde Guides)

I have been fishing going on four days now. It was a pain at first, but got easier as I went along. Here is a list of progression. Even though I only did the horde side, I researched all the alliance crap too. Paladins cry enough as it is, I didn't want them to feel left out. I am working on cooking skill at the same time. Cooking and fishing, as most of you know, go very well together.

Starting out: Getting your fishing skill.

horde Fishing (1-150)

Apprentice Fishing(1-75)

Armand Cromwell: In the Undercity. Outer circle, magic quarter, northeast.
Kah Mistrunner: Thunderbluff . Middle plateau, east section.
Lumak: Orgrimmar. Valley of Honor, at the pond.

Now you are set to get to a skill level of 75. You need to buy a fishing pole. Really cheap. If you want, you can buy bobber, lures, and other stuff that will allow you to artificially raise your fishing skill. So take that brand new fishing pole and go find a pond, lake, or ocean. No, your neighbor's swimming pool won't work, redneck.

NOTE: You can't fish in all bodies of water at a low skill. You will have to work your way up to them. If you try and fish in a body of water that is too high level for you, you will get a message saying something to the effect of "Goaway, you suck at fishing. Come back when you don't suck anymore". The best way of guaging whether you can fish or not is by looking around to see what kind of mobs are in the vicinity.

So you have fished your way up in skill. Time to go get that Journeyman rank. Not sure what the minimum skill required is (not too high, like 50), but skill level of 75 is sure to work. You can't go any higher than that anyway until you talk to a trainer.

Armand Cromwell: In the Undercity. Outer circle, magic quarter, northeast.
Kah Mistrunner: Thunderbluff . Middle plateau, east section.
Lumak: Orgrimmar. Valley of Honor, at the pond.

Yes, the same people you went to for your initial skill.

alliance Fishing (1-150)

Apprentice (1-75)

Arnold Leland: Stormwind
Astaia: Darnassus
Grimnur Stonebrand: Ironforge
Harold Riggs: Wetlands
Matthew Hooper: Redridge Mountains

You goody goodies make me sick. You get 5 trainers. Anyway, get your fishing pole in hand, grab some beer and Cheetos, and lets go fishing. If you want, you can buy bobber, lures, and other stuff that will allow you to artificially raise your fishing skill. This will get you to a skill level of 75.

NOTE: You can't fish in all bodies of water at a low skill. You will have to work your way up to them. If you try and fish in a body of water that is too high level for you, you will get a message saying something to the effect of "Goaway, you suck at fishing. Come back when you don't suck anymore". The best way of guaging whether you can fish or not is by looking around to see what kind of mobs are in the vicinity.

So, ready for Journeyman yet? No? Then why are you reading this? Get back to fishing!!

Journeyman Fishing (75-150)

Ready now? Ok great. Head back to one of the NPC's listed above. Get your Journeyman title. You can get it at a skill level lower than 75 if you wish, 50 or so. Once you have Journeyman you are set to make it to a skill level of 150.

alliance/horde Expert Fishing (150-225)

So you think you have reached Ahab status, eh? Think again.

Once you get high enough in skill, you need to head to Booty Bay and buy a book to get your skill cap raised from 150 to 225.

***EDIT: As stated by Ty in reply, you have to be level 20 and be willing to part with 1g to buy the book.

Go see Old Man Hemming. From him you will buy a copy of "Expert Fishing: The Bass and You". You can buy it whenever you want, but you won't be able to learn it until you have reached the appropriate skill level. It costs around 1 gold 35 silver, depending on your faction arrangement with Booty Bay.

alliance/horde Artisan Fishing (>225)

You mad mad slayer of fish you!!! You have managed to get up to skill level 225. Now what? Well now you need to boogy on down to Dustwallow Marsh. There you will find Nat Pagle (Tidefury Cove, on a rock in the bay, a Nat's ass SE of map dead center, HAHA I crack myself up. Nat's ass. Get it?). You must be LEVEL 40 to get the quest.

UPDATE: Nat can be found at 58,59 Tidefury Cove

Pat is going to send you on a quest. He wants you to catch some fish for him. Yes, you have to catch them. No, you can't buy them, you lazy bastard.

Nat says:
Can't say I really enjoy fishin' much. Figure I been at it for a good 20 or 30 years now. I reckon people are driven to do what they do for different reasons. Now, I'm not saying you need to fish for 30 years or catch every fish in the sea to become a master fisherman. I reckon you just need to be determined - determined enough to sit on your duff for hours at a time, doin' nothin'. I'll tell you what, catch me a few rare fish and I'll teach you a thing or two. Here's a list:
Misty Reed Mahi Mahi from the Misty Reed Strand in the Swamp of Sorrows.

A Sar'theris Striker from the Sar'theris Strand in Desolace.

Feralas Ahi from the Verdantis River of Feralas.

Savage Coast Blue Sailfin from the Savage Coast of Stranglethorn Vale.

Go get all that stuff, take it back to Nat, and POOF!!!, you are uber. Now go catch some fish.

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February 7, 2010

Grinding Guide LvL 35-60 (Warcraft Horde Guides)

Intro
No matter how you slice it, grinding is the fastest way to level in WoW. Maybe not the most fun, but it is much faster than questing.

Now, I'd say the best time to start grinding wouldn't be right off - You can get to 35 very easily questing, but after that, it's more of a pain in the as.

There are various good places to grind, so there is some overlapping.

Unfortunately, this applies mostly to damage dealers of the melee variety. Mages and Warlocks may be able to use them, but I don't have as much experience with them.

Warning: Alot of these areas are densely packed with mobs, so you are likely to get adds when you first begin clearing. However, the denser they are, that means the more spawns in the shortest distance - Exactly what you want when grinding.

Levels might be off by the order of 1 or 2, as your grinding ability might be different than that of the classes I have played. I apologize if they are, but I'm fairly sure these spots are mostly accurate.

Grinding areas will only support one person. Any more, and it will be alot slower for EXP. If someone is at the spot you planned on using, try somewhere else. I've tried to provide a good spread of places to try at different levels, but if you can't find one, you might just have to try later
—————————-

Preparing
If you're a melee class, I cannot stress the fact that first aid and food are godsends, and will reduce your downtime greatly. Love them. They are VERY useful.

You might also want to spend some money on +stat potions that last for an hour, as well as +hp regen. You're going to mostly be grinding on mobs that have good drops, so you'll have more to spend.


—————————-
Grinding

34-37
Venture Co. Meteorologists at Lake N. in Stranglethorn Vale
I love these guys. I mentioned them in the gold guide, and I really do love them. They have good drops, and they die fast. Hunters can sometimes even take two on at a time, as they like to stay at range and use their lightning bolt attack. Sic a pet on one, and take out the other yourself. They don't always stay at range, however, so your milage may vary.

36-38
The Naga on the islands in Desolace have low armor, and there are casters in the mix. Be wary of the wandering sea giants, though. One will walk across the island every now and then, and they'll kill you if they sees you.

37-39
The Murlocs by Grom'Gol in STV are excellent grinding. They have, as per usual, low defense, and take alot of damage. Some casters mixed in the fray as well.

36-46
In the Badlands, there are ALOT of rock elementals. They range from about 37 to 42 or so, if I remember correctly. They're sort of close to the horde base, so alliance might be weary of the area. They die fast, and they have some pretty good vendor drops. Higher level ones spawn by the Ogres camp, and have a chance of spwaning Rumbler, a named rock elemental. There's also a few quests right by the lower ones, so some extra EXP is fun.

40-43
The Scalding Whelps in the Badlands are fun to grind. They're basicly casters, low def and HP, high damage. They also have a chance of dropping a a Tiny Black Whelpling, which can go for 20-50 gold on some servers in the AH, and are pretty cool pets regardless.

40-46
The Wastewander humans in Tanaris are great grinding for a large level range. They start off at level 40 and 41, and ramp up to 44 or so, and then you can move to the pirates, which range from 44-45 (Or is it 46?). Chests spawns are all over the place too, so you can get some phat lewt. My gold guide has more in depth information on their location.




42-45
The Naga in Stranglethorn Vale are pretty easy to kill, though there aren't any caster mobs mixed in. I personally don't like this one, but it is viable.


44-46
There are some more Naga on an island in Feralas, south of Feathermoon Stronghold or whatever. I've never been there personally, but I've heard good things about it. A named naga spawns at the top of one of the caves, 24 hour spawn.

45-48
Also in Feralas, there are some Yeti in the Feral Scare Vale. The normal ones are about level 45, and they ramp up to level 48 or so. Pretty good grinding, but the range of movement is sorta large.

46-48
The ghosts in Azshara are great. I love them. I can't stress how awesome they are. They drop insane mageweave and silver, and are absolutely excellent to kill. The Litchlings are casters, and die even faster than the Apprentices, which go down FAST. I absolutely love these. However, on my server, several 57+ gold farmers also camp them fairly actively Sad

47-49
I've heard good things about the Dunemaul ogres in Tanaris, though I don't have much experience with the area.


47-49
I like elementals, and here are some more Smile. In the Searing Gorge Cauldron, and a little bit North of it, there are plenty to grind.

49-52
Deadwood Village in Felwood is decent grinding, and you can also use it to raise your Timbermaw faction. Not much I can say about it.

52-54
The Ogres in the Burning Steppes are pretty good. Same thing as with other ogres.

53-58
More ghosts! This time in Winterspring, on the frozen lake. I <3 these guys.

53-58
Running around in the Plaguelands killing undead. Raising Argent Dawn faction is a pain, so you might want to go ahead and do slightly slower grinding at the gain of being able to raise your faction at the same time. It's also possible to go to 60 doing this, but it's mind numbingly boring… But for some, the faction is worth it. You cannot gain faction from killing monsters when you are level 60, so if you plan on grinding them for the faction, you may really want to do this until 60

57-60
If you're a rogue, Blackrock Stronghold is the place to be. You will die a few times getting down a beat, but once you have the timing going well, you'll be dominating the area. Half the mobs there are casters, and the other half still have low armor compaired to most mobs of this level

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February 3, 2010

Old Ironforge! (World of 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!

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February 2, 2010

Race & Class Playstyle Guide (Warcraft Guide)

Class and Racial Playstyles Guide
By Raeiphon
———–

Races:

alliance:

Human

Bonuses: Stealth detection skill, sword and mace specialization, +10% spirit increase, x1.5 reputation gain

Playstyle:
Humans are a jack-of-all-trades race. The sword and mace specialization is minor, but suits both warriors, paladins, priests and rogues. All of which the

race allows as a class. The spirit increase is pretty major at endgame and a spellcasters love. Stealth detection skill allows
for rogues to detect higher level rogues, and other classes a decent chance at detecting rogues. Perception 95% breaks Shadowmeld (Night elf racial). Humans

start off with base skills generally equal or on an offset of 2,3 depending on class.

Good race for Paladins, Warriors and Priests.

Night Elf

Bonuses: +1% dodge chance, +10 passive nature resistancre, +50% speed increase upon death, ability to go into improved stealth at any time but must remain

immobile

Playstyle:
Night elves are possibly one the best Rogue classes, and have everything a Priest would want aswell. The extra dodge may not seem like much, but as far as

rogues are concerned, something is better than nothing. +10 nature resist may not be the most bright thing of the race, but it can provide early advantages

against mob spellcasters of the type. Improved stealth (shadowmeld) is possibly one of the best racial traits in the whole game, this mode allows you to do a

variety of actions in it (all are passive) which can greatly benefit any class.

Good race for Rogues, Priests, Hunters.

Gnome

Bonuses: +15% intellegence bonus, ability to negate speed/movement imparing effects, +10 arcane resistance, +15 engineering bonus

Playstyle:
Gnomes have racial abilities which will not benefit you at all in the lower levels. As you rise however, you'll really begin to feel the +15% intellegence

bonus, and you'll be using Escape Artist at every chance you can get in PvP. +15 engineering bonus is an absolute godsend - engineering is a major endgame

PvP skill and this allows you to create objects alot faster, with greater efficiency and less cost.

Good race for all spellcasters.

Dwarves

Bonuses: Stoneform ability (While active, grants immunity to Bleed, Poison, and Disease effects. In addition, Armor increases by 5% and speed reduced to 70%

of normal. Lasts 20 sec. - 3 min cooldown), +5 skill with Guns, +10 cold resistance, treasure chest tracking skill

Playstyle:
Dwarven racial abilities relate alot to gnomes - useless at the beginning of the game, but reap benefits as you gain levels. Stoneform is very good for

negating the highly damage dealing buffs endgame players/monsters can afflict on you, and +5% armor can be a small help. Treasure tracking is only relatively

useful for quests - as chests generally tend to yield poor results and items.

Good race for Warriors, Paladins.

horde:

Orc

Bonuses: Blood Fury (Activate to increase base melee attack power by 25% for 15 sec but take a 25% decrease in base melee attack power for 45 sec after

Bloody Fury wears off - lasts 15 sec - 2 min cooldown.) ability, +25% resistance to stun/knockout effects, +5% hunter pet melee damage, +5 to axes

Playstyle:
Orcs are a generally melee balanced race, the +5% to hunter pet damage is nothing significant. Blood Fury is also one of the best racial traits in the game

for any melee based class (rogues in particular, i believe this stacks with slice and dice), +5 in axes isnt really all that great, but +2.5% chance to hit

isnt too bad either.

Good race for Warriors, Shaman, Rogues.

Troll

Bonuses: Beserking (attack and casting speed by 25% but take 10% more damage in the process - lasts 20 sec - 2 min cooldown) ability, +10% additional

regeneration of health (10% of normal regen including bonus continues during combat), +5% damage to beasts, +5 throwing weapons

Playstyle:
Trolls are a rogue and hunter race. They yield amazing agility base stats, which is essential to both classes. Beserking is brilliant ability to use in the

endgame, as high critical rates and high damage melee allow this skill to shine in its best. Throwing weapons +5 isnt brilliant at all, infact it's possibly

one of the most useless racial abilities in the game, but +5% damage against beasts is practically like having a lesser beastslayer enchants on all of your

weapons - all the time - for free.

Good race for Hunters, Rogues.

Undead

Bonuses: Will of the Forsaken (Activate to become immune to Fear, Sleep, and Charm effects. Can also be used while already afflicted by Fear or Sleep - lasts

5 sec - 2 min cooldown) ability, Cannibilize (Consume a humanoid or undead corpse to regenerate 45%+ of your health over 10 sec), +300% underwater breathing

time, +10 shadow resistance

Playstyle:
Undead yield a good race for any class they support. Will of the Forsaken is the best racial PvP trait in the game, allowing you to escape from death

sentence situations where no other could. Cannibilize is practically a free heal every two minutes if you're PvPing or PvE'ing humanoids. +300% underwater

time rocks for exploring sunken ruins, which can yield amazing grinding opportunities and brilliant treasure rewards.

Good race for Anything.

Tauren

Bonuses: War Stomp (Stuns up to 4 enemies in a melee range for up to 2 seconds), +15 herbalism bonus, +5% max hp, +10 nature resistance

Playstyle:
Taurens are THE warrior race. Warriors and druids are the Tauren's strong suit. War stomp is practically a get-out-of-death free card, +15 herbalism allows

for picking of rare herbs alot faster, +5% max hp is a godsend at endgame.

Good race for Warriors, Druids, Shaman.

——————-

Class Playstyles

Warrior

Transpose Rage into Damage

Warriors are the panzer tanks of WoW - both strong and deadly, you can guarantee victory against anything your own level or under with the right equipment

and skill. Warriors are not as generic as they are in other games, they are possibly one of the hardest classes to spec for and require a high upkeep as

equipment is churned through a warrior like a hot knife through butter.

Pros: High damage, soaks high damage, easy to play
Cons: Huge equipment upkeep, not good at dealing with many mobs

Warlock

Transpose Mana into Semi-Direct Damage (DoT)

Warlocks pretty much turn health into mana, which they then transpose into massive damage over time spells. Warlocks also get snazzy pets at intervals of 10

levels (excluding Imp) which can be used to tank, seduce, silence and even raise your stamina by huge amounts. Warlocks can conjure high healing health

stones, and can act as a priest with soulstones if one isnt present. Warlocks are circulated around damage dealing, but can be used for crowd control and can

be healers if need be.

Pros: High damage over time spells, strong pets
Cons: fairly hard to play, not good at dealing with multiple mobs, guzzles mana like a diesel engine

Druid

Transpose Mana into Health, Damage and Semi-Direct Damage (DoT)

Druids are a jack-of-all-trades-good-at-none class. Druids can act as a Priest, Warrior and a Rogue. Generally Druids are hard to play, as managing each form

effectively is a skillful job. They can do decent healing in normal form, decent damage as a Warrior in Bear form, quick, large damage in Cat form as a

Rogue. Choose this class if you cant choose between the three and have a high patience and lots of time.

Pros: Three classes in one, good endgame PvP, travel form
Cons: fairly hard to level, guzzles mana

Paladin

Tranpose Mana into Protection and Healing

Paladins are healing melee players. Alot like shamans, but less magical damage. Paladins are mainly orientated around melee, but have some decent magical

attacks and even a limited invunerability spell, and can act as a priest if need be. They also have a second chance skill, which allows you to use all your

mana into direct healing on yourself or a friend, to keep them alive if they are near death.

Pros: Able to heal self, good melee, good buffs
Cons: equipment burner, mana guzzler

Shaman

Transpose Health and Mana into Direct damage

Shamans get totems, are adept melee machines, can heal themselves and just generally rock. Shamans are PvP gods at endgame, few classes can solo a shaman. A

shaman can attack from range and with melee, so he always gets the good end of the bat and even has a ressurection spell. What more do you want?

Pros: Able to heal self, massive damage output, travel form, able to decimate players/mobs several levels higher with ease
Cons: guzzles equipment, guzzles mana, tendancy to get grouped in PvP

Hunter

Transpose Mana and Pet Focus into Direct and Semi-Direct damage (DoT)

Hunters get pets, strong pets which can sometimes match or succeed your DPS. Pets require low upkeep, and are generally a hunters soul. Hunters get high

damage/sapping stings (serpent, viper and wyrven) and can take multiple mobs at once with no problem. They are generally range attackers, but survival spec

hunters can double as tanks and can even decimate a stealthed rogue at close range.

Pros: Pets, Strong survival tree, low upkeep
Cons: very dependant on player skill, ammo guzzler

Mage

Directly transpose Mana into Direct & Semi Direct damage

Mages are incredible damage dealers. Roughly, 1 point of mana can cause above 12 damage at level 60. They're fairly easy to level if geared properly, and are

PvP killing machines where a shaman isnt availible. They have the ability to conjure food and water, thus being a fairly self-reliant class. Mages can stand

up to shamans of their own levels and hold their ground, but a mage without mana is like a hunter without his pet. As a mage, you must have mana management

skills or you will surely fail.

Pros: Insane damage output, alot of speed affecting debuffs, ability to conjure food/water
Cons: Inept melee skills, absolute mana guzzlers, requries definate skill to use effectively

Priest

Directly transpose Mana into Direct Healing or Semi Direct Damage & Direct damage & Direct Party Healing (whew, mouthful)

Priests are generally very weak, and insanely hard to level at the beginning of the game, as they have slow casting times and mainly healing spells with a

few DoT's. However, at the endgame, if one invests into the shadow tree talents, can become a face-melting, insane damage machine that none other can match.

Imagine healing yourself over time, constantly while afflicting huge amounts of damage onto the enmies. Your party is also healed, and you get to melt faces!

How cool is that? Thats what a shadow priests offer.

Pros: Always wanted in parties (shadow or holy), amazing endgame shadow talent tree, perfect healer
Cons: Insanely hard to level, solo leveling is not an option

Rogue

Directly transspose Energy into Direct & Semi-Direct damage (DoT minor)

Rogues are the damage-per-second class. Enough said. An endgame rogue is capable of tearing down any class, any race, any faction. With ease. Within a few

seconds in odd cases. Rogues are THE standard melee pvp gods. But this comes with a price - rogues suffer a HP loss, and thus fall very quickly to attacks

other classes can easily stand.

Pros: God-like dps, ability to stealth (sneak), no mana management required
Cons: Hard to level, lowered hp

——-

Usage of this guide

Unsure on what race is best for your class? Unsure of what class you want to be? This guide will sort all this out. I have done my best off my 7 months

playing WoW to explain what each class uses as its main damage source, and what race will suit the class you are choosing.

——-

FAQ

1) "Transpose", what does it mean?

1a) Transpose practically means the conversion of the unit to another unit, so Directly tranpose Mana into Direct Damage (mage) would simply mean that Mana

is used as the main damage source. Some may find this useful if they are just beginning to start WoW and are very technical.

2) Some information is wrong!

2a) In that case, please dont hesitate to post in this thread to tell me whats wrong, and I'll edit the guide accordingly if I find you are right.

3) I dont agree with you on —–!

3a) That, alas is your personal opinion. Feel free to post it, but dont expect me to add it to the guide unless I feel it's really nessecary.

4) Can I take this off MPS?

4a) No.

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Solo Field Duty Quest Warlock (WoW Horde GUides)

You guys all know the Silithus 'Field Duty' quest which requires a healer in order to complete it, (the healer has to heal the captain so he doesnt die while killing the abonimation in silithus at 32,52. Have you ever wanted to kill some time doing this repeatable quest over and over, but there are no healers in silitihus that are willing to help? Well, fear no more! (well fear as much as you can haha, lol youl laugh later). This exploit is for warlocks only—– 1. go to 32,52 and call out the abonimation. 2. let the NPCs get a lil agro. 3. And after they have agro and have done the amount of damage that the captain is on 50% health– start to chain fear the abonimation. The captain and NPCs follow the abonimation… When the captain is far enough from the camp, he will run back (so might the footmen, but thats ok) 4. Now sit back and relax, when the few NPCs die that were killing the abomination they will run on you (means agro is on you so be carul) Now the main goal is to get the abomination to the footmen + captain in the camp and hope that the abomination AOEs. Once he AOEs, the captain will get agro (dont worry the abomination AOEs alooot) 5. And your set, they should be able to kill the abomination from now. Few known bugs– somtimes when your unlucky- you basically fear him in a circle thus, the captain will not go far anough to run back… This has happened once to me but ill write it anyway.. When the few mobs that died that had the agro on the abomination– for some reason he didnt run on me– so he regened life, so in my opinion you can bypass this by always having a curse on him. Well… Thats that! Its true that it doesnt always work but its ok still good for me! Good luck.

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February 1, 2010

Kick Person Enemy Arathi Basin (World of Warcraft Guide)

To kick another faction out of Arathi basin you must be a mage and have gnomish engineering. put on a gnomish mind control helm and mind control an opposing faction at their beginning point. then run into their portal and blink pass the invisible wall. then when it breaks blink out and they are stuck for the whole game

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January 31, 2010

The Test Of Righteousness (Warcraft Guide)

The Test of Righteousness

I have recently completed the level 20 paladin quest and have a few tips to share. One of these is a big time saver if you have a main on the same server as your paladin. This is the quest you pick up that begins the chain ( http://www.thottbot.com/?qu=1653 ) and ultimately earns you Verigan's Fist ( http://www.thottbot.com/?i=4190 ). The first part of the quest has you recue a woman under attack by defias thugs. This part is easy if you have a couple of people with you (tip: it is right near the exit from Deadmines - find some dungeon goers to help you for two minutes).

The next part has you go to a quest mob outside of Ironforge, who then asks you for 4 items. The first two are easily obtainable, the other two are a little harder.
1) Go into deadmines and kill a goblin woodworker to get the whitestone oak lumber. This is fairly straightforward.

2) To get the ore, go to the quest mob in the tailor's house in thelsamar, loch modan. He will send you to the ogre camp (northeast loch modan). The crate is out in the open about halfway into the camp. You don't need to kill more than about 4 ogres to get it.

Now the harder bits. There is unavoidably a lot of running at this point, but here are some timesavers.

3) Run to Menethil Harbour, Wetlands. Get the flightpath and then hop onto a boat to Auberdine. Here you will find a quest mob in a building to the north of the inn. Set the inn as your hearth location, then get the quest to return a Kor gem. Get the flightpath and then run south into Astranaar. Once you enter Astranaar you will see a mountain line on your west. Once you are past it go west to the coast and then north and you will reach Blackfathom Deeps. You will find a corrupted kor gem on a blackfathom naga (i only had to kill one just inside the cave to get it). Hearth back to Auberdine and hand in the quest to receive the purified kor gem.

4) Get back on the boat to wetlands, set Menethil Harbour as your hearth location, and get ready to do some more running. To me, this was the most annoying part of the quest. You need to go north into Arathi Highlands (get the flightpath there), then west into Hillsbrad Foothills. Grab the flightpath in Southshore and continue west into Silverpine. This is horde territory. The path is reasonably safe since there are dalaran alliance-friendly mobs the whole way and Silverpine mainly has horde players up to about the same level as you are.

Follow the signs to Shadowfang Keep. In my case i logged out right outside the instance and came back with my main, a 56 priest. The item you need is a hammer in the stables at the far end of the courtyard. To get there you fight through to a small cell block and free a mage who then unlocks the door to the courtyard. Clear everything up to the stables and your pally has a clear run to get the hammer. Invite a friend, who does not need to enter the instance, to join your group (i made mine leader) and then logout. Login as your pally, join the same group and go in and the instance will be right how you left it. Of course you could just do this dungeon with a group of people, but i would guess that it is tough to find people who want to trek all that way for a dungeon the level equivalent of Deadmines.

Leave the group and after 60 seconds you will get a free hearth back to Wetlands, where you can hop on a gryphon back to Ironforge. At this point you hand in the quest at Ironforge and Verigan's Fist is yours. In case you're wondering how long you will use it, in my own case it was replaced with a level 30 blue (Viscous Hammer - http://www.thottbot.com/?n=688759)

I hope this is some help to anyone who has a low level paladin, or who is considering starting one.

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January 30, 2010

PvE Warrior Solo Template (Warcraft 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.

Warrior solo PvE(this is a 2H template do not try this with 1H/Shield)

Arms Talents - 20 points

(58-59-60)Improved Heroic Strike - rank 3/3

(41-42-43-44-45)Deflection - rank 5/5

(48-49-50)Improved Rend - rank 3/3

(46-47)Improved Charge - rank 2/2

(51-52)Improved Overpower - rank 2/2

(53-54-55)Deep Wounds - rank 3/3

(56-57)Impale - rank 2/2

 

Fury Talents - 31 points

(10-11-12-13-14)Booming Voice - rank 5/5

(15-16-17-18-19)Cruelty - rank 5/5

(20)Piercing Howl - rank 1/1

(34)Blood Craze - rank 1/3

(21-22-23-24-25)Improved Battle Shout - rank 5/5

(32-33)Improved Execute - rank 2/2

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

(31)Death Wish - rank 1/1

(35-36-37-38-39)Flurry - rank 5/5

(40)Bloodthirst - rank 1/1

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January 28, 2010

Western Plaguelands Mobs That Don't Attack (World of Warcraft Guide)

So I went over near Uther's tomb in WPL on Sunday October 9th to go and grind some guys for reputation points. Since there were so many people clearing the groups, i said screw you guys i'm going into the crypt. Now on the outside there's a group of four skeletons that will aggro as well as one skeleton that patrols the stairs. If you kill the group of four guys, you're in the clear. Go down the stairs, stand near the mobs, and you'll hear them 'grunt' but they don't aggro. You won't enter combat, they won't attack, absolutely nothing happens. Take advantage of it, kill the 8-10 mobs in the room, loot em, and wait for the respawn if you're lazy. Now there's one skeleton, he sits away from the group on the right and the group on the left, he's like a loner. (I guess that's a good way to describe it) Anyway, this mob is completely bugged and WILL NOT DIE. I sat there for an hour just leveling up all my weapons on the mob and he did not go below 1/4 the entire time.



I think i need to mention, there is a catch to these mobs. If you cannot do a steady 25 dps against them, they regenerate their health.



The other good news, if you're 53+, you can go down to the bottom of the crypt for a rare spawn that drops a number of blue items, i can't even list all the ones he has dropped.



So, if you stumble across this area and you're only lvl 20…how much experience would you get?



800-1200 xp a mob from plvling



We level'd a mage from 20-40 in roughly 15 hours - that's a world record - i think

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January 23, 2010

RogueHunter Alliance Twink Template (Warcraft Guide)

Rogue/Hunter alliance Twink lvl 19
Mostly Rogues as this is what I was researching.

Head : Green Tinted Goggles (Engineering 150 cloth) +8sta + 7spi
Or Lucky Fishing Hat +15 sta

Neck : Scout's Medallion (at honoured)

Shoulder : Talbar Mantle +6 int +3sta, 30 armor
Or Feral Shoulder Pads - 60 armor

Back : Sentry Cloak (Random drop) - 21 armor - 4agi + 5sta
Or Glowing Lizardscale Cloak - 20 armor - 6agi + 2spi (WC)

Chest : Blackened Defias Armor (DM)
Or Tunic of Westfall (DM Reward)

Wrist : Forest Leather Bracers
Or Wrangler's or Bristlebark Bindings

Hands : Red Whelp Gloves
Or Nimble Leather Gloves or Bristlebark Gloves or Scouting Gloves of Monkey

Belt : Deviate Scale Belt

Leggings : Leggings Of The Fang

Feet : Feet Of The Lynx (random drop)
Or Forest Leather Boots or Footpads Of The Fang or Bristlebark Boots

Ring : Seal of Wrynn
Ring : Blood Ring (Demon Band) (Lavishly Jeweled Ring) (DM) (Ring of Iron Will - Redridge Quest) (Ring of Defense)

Trinket : Minor Recombulator
Trinket : Insignia of the alliance

Main Hand : Shadowfang, Assassin's Blade (Random Drop SFK), Cruel Barb (DM), Stinging Viper (WC) Twisted Chanter's Staff (Hunter)

Off Hand : Shadowfang, Assassin's Blade, Cruel Barb, Stinging Viper,

Ranged : Venomstrike (WC) Lil Timmy's Peashooter /w Crafted Heavy Shot , Lovingly Crafted Boomstick

Probably missed something out, or someone can find better items, just post here.

Ring of Iron will doesnt have +def, you must mean Ring of Defense, I've put it in.
Arena trinket needs at least lvl 35.

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