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	<title>Warcraft Horde Guides</title>
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	<description>World of Warcraft Guide Reviews - Horde Leveling Guides</description>
	<pubDate>Fri, 23 Jul 2010 11:00:13 +0000</pubDate>
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		<title>Guide to Dire Maul east  (WoW Guide)</title>
		<link>http://www.warcrafthordeguide.com/2010/07/23/guide-to-dire-maul-east-wow-guide/</link>
		<comments>http://www.warcrafthordeguide.com/2010/07/23/guide-to-dire-maul-east-wow-guide/#comments</comments>
		<pubDate>Fri, 23 Jul 2010 11:00:13 +0000</pubDate>
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		<category><![CDATA[warcraft]]></category>

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		<description><![CDATA[Guide to Dire Maul  East Grab the map here Quest List Dire Maul East Lethtendris&#039; Web Pusillin and the Elder Azj&#039; 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&#039;dralar Class-Specific Quests The Emerald Dream - Druid The Greatest Race of Hunters - Hunter The Arcanist&#039;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&#039;t Tell  You - Priest Frost Shock And You  - Shaman Harnessing Shadows - Warlock  Codex of Defense - Warrior Foror&#039;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&#039;ll need to do first to get the key to the north and west wings. (...)]]></description>
			<content:encoded><![CDATA[<p><SPAN style='FONT-SIZE: 18px; LINE-HEIGHT: normal'><SPAN  style='COLOR: #800000'><SPAN style='FONT-WEIGHT: bold'>Guide to Dire Maul  East</SPAN></SPAN></SPAN> <br /><br /><SPAN  style='FONT-SIZE: 15px; LINE-HEIGHT: normal'><SPAN style='FONT-WEIGHT: bold'><A  class=postlink href='http://www.atlasmod.com/Maps/DireMaulEast.jpg'  target=_blank>Grab the map here</A></SPAN></SPAN> <br /><br /><SPAN  style='FONT-WEIGHT: bold'>Quest List</SPAN> <br /><br /><SPAN  style='FONT-WEIGHT: bold'>Dire Maul East</SPAN> <br /><SPAN  style='COLOR: #ffa500'>Lethtendris&#039; Web</SPAN> <br /><SPAN  style='COLOR: #ffa500'>Pusillin and the Elder Azj&#039; Tordin</SPAN> <br /><SPAN  style='COLOR: #ffa500'>Shards of the Felvine</SPAN> <br /><br /><SPAN  style='FONT-WEIGHT: bold'>Dire Maul North</SPAN> <br /><SPAN  style='COLOR: #ffa500'>Elven Legends</SPAN> <br /><SPAN style='COLOR: #ffa500'>A  Broken Trap</SPAN> <br /><SPAN style='COLOR: #ffa500'>The Gordok Ogre Suit</SPAN>  <br /><br /><SPAN style='FONT-WEIGHT: bold'>Dire Maul North + West</SPAN> <br /><SPAN  style='COLOR: #ffa500'>Unfinished Gordok Business</SPAN> <br /><br /><SPAN  style='FONT-WEIGHT: bold'>Dire Maul West</SPAN> <br /><SPAN  style='COLOR: #ffa500'>The Madness Within</SPAN> <br /><SPAN  style='COLOR: #ffa500'>The Treasure of the Shen&#039;dralar</SPAN> <br /><br /><SPAN  style='FONT-WEIGHT: bold'>Class-Specific Quests</SPAN> <br /><SPAN  style='COLOR: #ffa500'>The Emerald Dream</SPAN> - Druid <br /><SPAN  style='COLOR: #ffa500'>The Greatest Race of Hunters</SPAN> - Hunter <br /><SPAN  style='COLOR: #ffa500'>The Arcanist&#039;s Cookbook</SPAN> - Mage <br /><SPAN  style='COLOR: #ffa500'>Garona - A Study on Stealth and Treachery</SPAN> - Rogue  <br /><SPAN style='COLOR: #ffa500'>The Light and How to Swing It</SPAN> - Paladin  <br /><SPAN style='COLOR: #ffa500'>Holy Bologna - What the Light Won&#039;t Tell  You</SPAN> - Priest <br /><SPAN style='COLOR: #ffa500'>Frost Shock And You</SPAN>  - Shaman <br /><SPAN style='COLOR: #ffa500'>Harnessing Shadows</SPAN> - Warlock  <br /><SPAN style='COLOR: #ffa500'>Codex of Defense</SPAN> - Warrior<SPAN  style='COLOR: #ffa500'> <br />Foror&#039;s Compendium of Dragon Slaying</SPAN> -  Warrior, Paladin <br /><br />The east wing of <SPAN style='FONT-WEIGHT: bold'>Dire  Maul</SPAN> is challenging, but still the <br />easiest of the three, and the area  you&#039;ll need to do first to get the <br />key to the north and west wings. There  are also a number of quests <br />and bosses spread throughout the East wing,  capable of giving up some <br />nice loot, which makes it worth running through  more than once. <br /><br />1. The entrance to <SPAN style='FONT-WEIGHT: bold'>Dire  Maul East</SPAN> can be found, <br />unsurprisingly, to the right of the large pit  in <SPAN style='FONT-WEIGHT: bold'>the Broken <br />Commons</SPAN>. Zone in.  <br /><br />2. The opening area of <SPAN style='FONT-WEIGHT: bold'>Dire Maul  East</SPAN> is known as the <br /><SPAN style='FONT-WEIGHT: bold'>Warpwood  Quarter</SPAN>. There&#039;s a large pit in front of you (down <br />below is <SPAN  style='FONT-WEIGHT: bold'>The Conservatory</SPAN>, which you&#039;ll get to soon  enough), <br />and a path that winds counterclockwise to the right. For the most  <br />part, you&#039;ll run into a mix of plant and tree-like creatures - <br /><SPAN  style='FONT-WEIGHT: bold'>Warpwood Tanglers, Treants, Lashers, and towering  Warpwood <br />Crushers</SPAN>. <br /><br />3. As you round the first corner, you&#039;ll  see a small little imp <br />named <SPAN  style='FONT-WEIGHT: bold'>Pusillin</SPAN>. This is the NPC for the quest &#039;<SPAN  style='FONT-WEIGHT: bold'><SPAN style='COLOR: #ffa500'>Pusillin <br />and the  Elder Azj&#039;Tordin</SPAN></SPAN>,&#039; and he also gives up the <br /><SPAN  style='FONT-WEIGHT: bold'><SPAN style='COLOR: #993300'>Crescent  Key</SPAN></SPAN> that opens <SPAN style='FONT-WEIGHT: bold'>Dire <br />Maul North  and West&#8230;</SPAN> when he&#039;s good and ready. You&#039;ll have <br />chase him further  into the instance before he&#039;ll give up the goods, <br />however. <br /><br />4. The  group continues clearing until they reach the northeast <br />corner of the <SPAN  style='FONT-WEIGHT: bold'>Warpwood Corner</SPAN>. From here, it&#039;s possible to go  <br />left and north, but many groups will skip that area completely. To  <br />continue your chase with <SPAN style='FONT-WEIGHT: bold'>Pusillin</SPAN>,  you&#039;ll need to go right <br />into a narrow hallway, called <SPAN  style='FONT-WEIGHT: bold'>The Hidden Reach</SPAN>. <br /><br />5. Partway down the  hallway, you&#039;ll have the choice of continuing <br />straight or making a right. To  continue chasing <SPAN style='FONT-WEIGHT: bold'>Pusillin</SPAN>, you <br />need  to continue forward. (You&#039;ll be back to the room on the right <br />soon enough.)  <br /><br />6. As you go down the hallway, you&#039;ll run into some stealthed  <br />patrols; these can cause real problems if your group isn&#039;t alert for  <br />them. As you emerge into the next room, the group will dispatch of a <br />few  groups and bear to the right, where there&#039;s a small ramp leading <br />up to a  small platform, where <SPAN style='FONT-WEIGHT: bold'>Pusillin</SPAN> waits for  you. <br /><br />7. This time, when you talk to <SPAN  style='FONT-WEIGHT: bold'>Pusillin</SPAN>, he spawns a number <br />of <SPAN  style='FONT-WEIGHT: bold'>Wildspawn Imps</SPAN> and transforms himself into a  nasty demon. <br />If you have a mage on hand, it&#039;s easy to dispose of the imps  while <br />everyone else pounds <SPAN style='FONT-WEIGHT: bold'>Pusillin</SPAN>.  When he&#039;s dead, he drops the <br /><SPAN style='FONT-WEIGHT: bold'><SPAN  style='COLOR: #993300'>Book of Incantations</SPAN></SPAN> needed for <br />his  quest, as well as the <SPAN style='FONT-WEIGHT: bold'><SPAN  style='COLOR: #993300'>Crescent Key</SPAN></SPAN> <br />for anyone who needs it.  <br /><br />8. At this point, most groups will turn around and backtrack to <br />the  room you passed a few minutes ago. There are a lot of mobs here, <br />but if you  stick to the left wall, you can skip most of them. At the <br />rear of the room  is a large ramp leading upward to the mage <br /><SPAN  style='FONT-WEIGHT: bold'>Lethtendris</SPAN>, who is the target of the quest  &#039;<SPAN style='FONT-WEIGHT: bold'><SPAN style='COLOR: #ffa500'>Lethtendris&#039;  <br />Web</SPAN></SPAN>.&#039; <br /><br /><SPAN  style='FONT-WEIGHT: bold'>Lethtendris</SPAN> can drop:  [url=http://thottbot.com/?i=35686]<SPAN style='FONT-WEIGHT: bold'>Quel&#039;dorai  <br />Channeling Rod</SPAN>[/url][url=http://thottbot.com/?i=35667]<SPAN  style='FONT-WEIGHT: bold'>Felhide <br />Cap</SPAN>[/url]And some greens too <IMG  alt=Razz src='modules/Forums/images/smiles/icon_razz.gif' border=0> <br /><br />9.  The fight with <SPAN style='FONT-WEIGHT: bold'>Lethtendris</SPAN> is pretty  simple; the warrior <br />tanks her for a few seconds while everyone else beats up  her minion, <br />then jumps on her. Once she&#039;s down, she drops the needed quest  item, <br />and everyone moves back down to the bottom of the ramp. <br /><br />10. At  the base of the ramp, there&#039;s a curved hallway that leads <br />further  downstairs. There are a few groups of mobs to clear at the <br />bottom, and then  you&#039;ll find the boss <SPAN style='FONT-WEIGHT: bold'>Hydrospawn</SPAN> waiting  in <br />the center in a small shallow pool. Aside from dropping some extra  <br />loot, he&#039;s also the objective of the mage quest &#039;<SPAN  style='FONT-WEIGHT: bold'><SPAN style='COLOR: #ffa500'>Arcane  <br />Refreshment</SPAN></SPAN>.&#039; <br /><br /><SPAN  style='FONT-WEIGHT: bold'>Hydrospawn</SPAN> can drop:  [url=http://thottbot.com/?i=39091]<SPAN style='FONT-WEIGHT: bold'>Waterspout  <br />Boots</SPAN>[/url][url=http://thottbot.com/?i=35618]<SPAN  style='FONT-WEIGHT: bold'>Tempest <br />Talisman</SPAN>[/url]<A class=postlink  href='http://thottbot.com/?i=35623' target=_blank><SPAN  style='FONT-WEIGHT: bold'>Waveslicer</SPAN></A>And <br />also some greens.  <br /><br />11. After <SPAN style='FONT-WEIGHT: bold'>Hydrospawn</SPAN>, the group  hugs the right wall and <br />continues north through the far doorway, and takes  the hallway that <br />leads to a small platform upstairs. Here, you&#039;ll find a  <SPAN style='FONT-WEIGHT: bold'>Wildspawn <br />Hellcaller</SPAN> protected by a  few non-elite mobs, and then the boss <br /><SPAN style='FONT-WEIGHT: bold'>Zevrim  Thornhoof</SPAN>. <br /><br /><SPAN style='FONT-WEIGHT: bold'>Zevrim  Thornhoof</SPAN> can drop: [url=http://thottbot.com/?i=35722]<SPAN  style='FONT-WEIGHT: bold'>Satyr&#039;s  <br />Bow</SPAN>[/url][url=http://thottbot.com/?i=35670]<SPAN  style='FONT-WEIGHT: bold'>Helm of <br />Awareness</SPAN>[/url]Also some resistance  helmets(Not high drop <br />chance)And some greens. <br /><br />12. The fight with  <SPAN style='FONT-WEIGHT: bold'>Thornhoof</SPAN> isn&#039;t bad, except that he  <br />might occasionally teleport someone onto the altar and begin whooping <br />on  them. When the fight is done, you&#039;ll hear <SPAN style='FONT-WEIGHT: bold'>Old  Ironbark</SPAN> &#8212; <br />the huge tree in the Conservatory &#8212; yell &#039;<SPAN  style='COLOR: #ff0000'>At <br />last! Freed from this cursed grasp!</SPAN>&#039; You&#039;re  now ready for <br />the final stretch of the instance. <br /><br />13. Instead of  backtracking downstairs, the group can run to the <br />southwest corner of <SPAN  style='FONT-WEIGHT: bold'>Thornhoof&#039;s platform</SPAN> and jump down, which  <br />should put you right back at <SPAN style='FONT-WEIGHT: bold'>Hydrospawn&#039;s  pool</SPAN>. Avoid the <br />groups and take the door to the southwest, which  leads to <SPAN style='FONT-WEIGHT: bold'>The <br />Conservatory</SPAN>.  <br /><br />13. Your goal in <SPAN style='FONT-WEIGHT: bold'>the Conservatory</SPAN>  is a door at the very <br />north. To open it, someone will have to talk to <SPAN  style='FONT-WEIGHT: bold'>Old Ironbark</SPAN>, <br />who will then rampage and  bust the door down. It&#039;s possible to fight <br />your way to the door, but that  involves fighting a lot of patrols, <br />and it&#039;s also possible to hug the east  wall and sneak to the door, <br />only fighting a few single mobs here and there.  <br /><br />14. The final battle of <SPAN style='FONT-WEIGHT: bold'>Dire Maul  East</SPAN> takes place in the <br /><SPAN style='FONT-WEIGHT: bold'>Shrine of  Eldre&#039;Thalas</SPAN>, where there are a few <SPAN  style='FONT-WEIGHT: bold'>Warpwood <br />Crushers</SPAN> guarding the upper areas,  and then a central area down <br />below where <SPAN  style='FONT-WEIGHT: bold'>Alzzin the Wildshaper</SPAN> awaits. It&#039;s a pretty  <br />straightforward fight - he shapeshifts a few times, and then a bunch <br />of  non-elite minions come running out to assist, which can easily be <br />dispatched  of with a mage. <br /><br /><SPAN style='FONT-WEIGHT: bold'>Alzzin the  Wildshaper</SPAN> can drop: <br /><A class=postlink  href='http://thottbot.com/?i=35682' target=_blank><SPAN  style='FONT-WEIGHT: bold'>Ring of Demonic Potency</SPAN></A> <br /><A  class=postlink href='http://thottbot.com/?i=35698' target=_blank><SPAN  style='FONT-WEIGHT: bold'>Razor Gauntlets</SPAN></A> <br /><A class=postlink  href='http://thottbot.com/?i=35733' target=_blank><SPAN  style='FONT-WEIGHT: bold'>Energetic Rod</SPAN></A> <br /><A class=postlink  href='http://thottbot.com/?i=35671' target=_blank><SPAN  style='FONT-WEIGHT: bold'>Energized Chestplate </SPAN></A><br /><A class=postlink  href='http://thottbot.com/?i=35652' target=_blank><SPAN  style='FONT-WEIGHT: bold'>Fiendish Machete</SPAN></A> <br /><A class=postlink  href='http://thottbot.com/?i=35651' target=_blank><SPAN  style='FONT-WEIGHT: bold'>Whipvine Cord</SPAN></A> <br /><A class=postlink  href='http://thottbot.com/?i=35613' target=_blank><SPAN  style='FONT-WEIGHT: bold'>Gloves of Restoration</SPAN></A> <br /><A class=postlink  href='http://thottbot.com/?i=35714' target=_blank><SPAN  style='FONT-WEIGHT: bold'>Merciful Greaves</SPAN></A> <br /><A class=postlink  href='http://thottbot.com/?i=35749' target=_blank><SPAN  style='FONT-WEIGHT: bold'>Shadewood Cloak</SPAN></A> <br /><A class=postlink  href='http://thottbot.com/?i=35710' target=_blank><SPAN  style='FONT-WEIGHT: bold'>Ring of Demonic Guile</SPAN></A> <br /><br />15. Once the  fight is over, you&#039;ll see a few glowing shards on the <br />ground near <SPAN  style='FONT-WEIGHT: bold'>Alzzin&#039;s camp</SPAN>. These are for the quest &#039;<SPAN  style='FONT-WEIGHT: bold'><SPAN style='COLOR: #ffa500'>Shards <br />of the  Felvine</SPAN></SPAN>.&#039; Pick up one of the shards and exit <br />via the tunnel  behind the camp, which deposits you in the central <br />area of <SPAN  style='FONT-WEIGHT: bold'>Dire Maul</SPAN>.</p>
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		<title>Main Assist - A Basic Guide  (Warcraft Guide)</title>
		<link>http://www.warcrafthordeguide.com/2010/07/22/main-assist-a-basic-guide-warcraft-guide/</link>
		<comments>http://www.warcrafthordeguide.com/2010/07/22/main-assist-a-basic-guide-warcraft-guide/#comments</comments>
		<pubDate>Thu, 22 Jul 2010 11:45:15 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[warcraft]]></category>

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		<description><![CDATA[What is Assist?
There is a command /assist in this game, it&#039;s shortcut key is &#34;F&#34;, and it lets you select the target of your target. (...)]]></description>
			<content:encoded><![CDATA[<p>What is Assist?</p>
<p>There is a command /assist in this game, it&#039;s shortcut key is &quot;F&quot;, and it lets you select the target of your target.</p>
<p>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.</p>
<p>So, Assist is when you target the same mob as the person you are assisting. </p>
<p>Why Assist?</p>
<p>To assist is to gain efficiency and viability.</p>
<p>If you&#039;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.</p>
<p>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.</p>
<p>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.</p>
<p>What is Main Assist (MA)?</p>
<p>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.</p>
<p>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.</p>
<p>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&#8230; what is the first target now? Wait, Bob is our MA, by selecting Bob and press F, you get Bob&#039;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 &#8230;.. And you know that Bob usually pick up the Main Tank&#039;s first target as his very first target. </p>
<p>What does an Assist macro do?</p>
<p>Assist macro is the way to gain nicety, so during a messy fight, you will be sure that you do choose the right target.</p>
<p>When the group is formed, Bob is designated as Main Assist. Each group member creates a macro as follows:<br />   1. Press &lt;esc&gt;<br />   2. Choose &lsquo;Macros&rsquo;<br />   3. Choose name and button image<br />   4. Edit macro text to read &lsquo;/assist Bob&rsquo;<br />   5. Save and close</p>
<p>The macro can then be assigned in the key-bindings menu to &lsquo;F&rsquo;, or dragged to the toolbar as a button.</p>
<p>So during the fight, you do not need to select Bob to get the mob. Pressing &lsquo;F&rsquo; or clicking the macro button is enough. </p>
<p>Which class or who can be a better Main Assist?</p>
<p>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&#039;t change target until the chosen mob us dead.</p>
<p>Rogues might be the best assist class. The rogue *won&#039;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.</p>
<p>Paladins aren&#039;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.</p>
<p>A hunter can also be a very good assist, as they have a better overview of the fight, and the big hunter&rsquo;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.</p>
<p>A warriors can only be the MA if he does not MT or OT (&rsquo;Off-Tank&lsquo;). 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&rsquo;t react much).</p>
<p>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&#039;s mark. </p>
<p>Why your Main Tank shouldn&#039;t be the Main Assist?</p>
<p>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.</p>
<p>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&#039;t know who to attack. What they need to do is to assist the MA, not the MT.</p>
<p>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 &quot;main assist&quot; character. Bottom line - You will need an assist macro. (credit: Zarek) </p>
<p>But how can I do an Assist macro or whatever?</p>
<p>Quick and dirty option:<br />   Target the designated main assist and press F.</p>
<p>Better option:<br />   Create a macro (see &lsquo;What does a Assist macro do?&rsquo;):<br />   /assist Bob</p>
<p>You will replace &quot;Bob&quot; 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&#039;ll need to click it again after each mob dies.</p>
<p>At the start of a run, type &quot;/macro&quot; and change &quot;Bob&quot; 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&#039;re set.</p>
<p>Super option:</p>
<p>Get the add-on called Assist Helper.</p>
<p>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).</p>
<p>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&#039;t use the same key binding for one of the new abilities.</p>
<p>You can download Assist Helper from here: ]http://www.curse-gaming.com/mod.php?addid=227&amp;page=2#comment</p>
<p>How to be a good Main Assist</p>
<p>Knows your MT. A MA needs to work closely to MT. MA needs to know the MT&#039;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&#039;t run to them.</p>
<p>Set your assist macro to your MT. Dont break the sheep/cc before your MT.</p>
<p>A Main Assist is NOT a tank, try not to steal too much aggro from your MT.</p>
<p>Be quick. Target fast and target right.</p>
<p>Be stubborn. Stick to one target until it is dead.</p>
<p>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&#039;s first target. </p>
<p>What you need to know to assist the Main Assist</p>
<p>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&rsquo;d mobs. Grouping is not about seeing how many mobs you can fight at once. It&rsquo;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.</p>
<p>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.</p>
<p>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.</p>
<p>The Healers should look out for the Main-Assists health a bit as well.</p>
<p>Complains a Main Assist or everyone might get:</p>
<p>You are not targeting fast enough;<br />   You have no target;<br />   You change target too often;<br />   You are eating popcons during a fight or talking to your wife which TV program you are gonna to watch later. </p>
<p>Main Assist is a culture</p>
<p>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.</p>
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		<title>Money Money Making 101 (a Beginners Guide)  (WoW Horde GUides)</title>
		<link>http://www.warcrafthordeguide.com/2010/07/20/money-money-making-101-a-beginners-guide-wow-horde-guides/</link>
		<comments>http://www.warcrafthordeguide.com/2010/07/20/money-money-making-101-a-beginners-guide-wow-horde-guides/#comments</comments>
		<pubDate>Tue, 20 Jul 2010 18:45:06 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[warcraft]]></category>

		<guid isPermaLink="false">http://www.warcrafthordeguide.com/2010/07/20/money-money-making-101-a-beginners-guide-wow-horde-guides/</guid>
		<description><![CDATA[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&#039;d consolidate the majority of my knowledge when it comes to turning coin. (...)]]></description>
			<content:encoded><![CDATA[<p>This is for <a href='http://www.warcrafthordeguide.com/wp-content/plugins/wp-affiliate-pro.php?id=4' target="_blank">alliance</a> only so Hordies, your SOL (complain to Mongoose)</p>
<p>In light of some completely useless threads on money making, I thought I&#039;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&#039;s get started&#8230;..</p>
<p>level 1-15:</p>
<p>Darian Singh in Mage Quarter SW<br />   Sells: blue fireworks schematic<br />   Purchase: 18s<br />   AH price: 1-2g</p>
<p>Soolie Berryfizz in Tinker Town, IF<br />   Sells: Free Action Potion recipe<br />   Purchase: 18s<br />   AH price: 3-4g </p>
<p>level 15-20:</p>
<p>Wenna Silkbeard in Sundown Marsh, Wetlands<br />   Sells: Green Leather Armor and Red Whelp Gloves patterns<br />   Price: 20s<br />   AH price: 1g (each)</p>
<p>Frad Swiftgear in Sundown Marsh, Wetlands<br />   Sells: Minor Recombobulator schematic<br />   Purchase: 15s<br />   AH price 1-2g </p>
<p>level 20-30</p>
<p>Bliztik in Raven Hill, Duskwood<br />   Sells: Shadow Oil Recipe<br />   Purchase: 15s<br />   AH price: 3-5g</p>
<p>Zan Shivsproket in Ravenholt Manor, Hillsbrad Foothills<br />   Sells: Gnomish Cloaking Device schematic<br />   Purchase: 15s<br />   AH price: 8-10g </p>
<p>level 30-40</p>
<p>Rikqiz in Booty Bay, Stranglethorn Vale<br />   Sells: Gem-studded Leather Belt and Shadow Skin Gloves<br />   Purchase: 35s **** (Thottbot says 35s but I remember it being around 1g each)<br />   AH Price: Belt sells for 4-5g and gloves sell for 3-4g</p>
<p>Pearl diving in Vile Reef<br />   Purchase price: None** (time investment only)<br />   AH price: 4g per stack of 9 pearls<br />   This strat takes a little more then just putting them on the AH. Follow my guide found here:<br />   http://www.multiplayerstrategies.com/ms/index.cfm?page=topic&amp;topicID=30408&amp;categoryid=20</p>
<p>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&#039;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&#039;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&#039;ll post additional guides for higher level money makers as I find them. I think you&#039;ll find these will get you by even to 60 if you keep with them. </p>
<p>GOOD LUCK!!!</p>
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		<title>acquiring Sulfuras, Hand of Ragnaros  (WoW Horde GUides)</title>
		<link>http://www.warcrafthordeguide.com/2010/07/19/acquiring-sulfuras-hand-of-ragnaros-wow-horde-guides/</link>
		<comments>http://www.warcrafthordeguide.com/2010/07/19/acquiring-sulfuras-hand-of-ragnaros-wow-horde-guides/#comments</comments>
		<pubDate>Mon, 19 Jul 2010 22:15:06 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[warcraft]]></category>

		<guid isPermaLink="false">http://www.warcrafthordeguide.com/2010/07/19/acquiring-sulfuras-hand-of-ragnaros-wow-horde-guides/</guid>
		<description><![CDATA[Obtaining the Sulfuras, Hand of  Ragnaros Intro: This mace is one of the best  two-handers in the game. (...)]]></description>
			<content:encoded><![CDATA[<p><SPAN style='COLOR: #800000'><SPAN  style='FONT-SIZE: 14px; LINE-HEIGHT: normal'><SPAN  style='FONT-WEIGHT: bold'>Obtaining the Sulfuras, Hand of  Ragnaros</SPAN></SPAN></SPAN> <br /><br /><SPAN  style='FONT-WEIGHT: bold'>Intro:</SPAN> <br />This mace is one of the best  two-handers in the <br />game. There is a fragile limit to who should/can use it  though, most <br />would say this goes to a DPS warrior, although Paladins and  even <br />enhancement Shamans have been seen with it. While Thunderfury require  <br />you to farm BWL for elementium ore, everything you need for Sulfuras <br />can  be found in Molten Core or in the outside world. <br /><br /><SPAN  style='FONT-WEIGHT: bold'>How To:</SPAN> <br />To make Sulfuras, you&#039;ll first need  to make a Sulfuron <br />Hammer. A blacksmith with 300 in skill is needed for that  and the <br />plans for it are sold by <SPAN style='FONT-WEIGHT: bold'>Lokhtos  Darkbargainer</SPAN> at the BRD <br />tavern (the same guy you do turn ins to for  increased Thorium <br />Brotherhood rep after you reach honored). You need to give  him a <br />Sulfuron Ingot (dropped only by Golemagg in MC) to receive the plans,  <br />however there is no rep required. <br /><br />Once you&#039;ve got the plans it&#039;s  time to start working on those <br />materials for the hammer. You should already  be way on your way as <br />you&#039;ve spent some time getting to Golemagg in MC.  <br /><br /><SPAN style='TEXT-DECORATION: underline'><SPAN  style='FONT-WEIGHT: bold'>What you need and where to find/how to make  it</SPAN></SPAN> <br /> <OL type=1><br /> <LI><SPAN style='FONT-WEIGHT: bold'>8x Sulfuron Ingots</SPAN> (From Golemagg, as  mentioned. This <br />is in addition to the one you used to buy the plans) <br /> <LI><SPAN style='FONT-WEIGHT: bold'>20x Dark Iron bars</SPAN> (Which again means  160 dark iron <br />ores. Dark iron is mined a few places in Burning Stepps and  Searing <br />Gorge, but are most easily found inside Blackrock Dephts and Molten  <br />Core itself. To melt ores into bars you need to learn it from one of <br />the  dwarves from the Chamber of Seven, and melt it at the Black <br />Forge, next to  the MC portal in BRD). <br /> <LI><SPAN style='FONT-WEIGHT: bold'>50 Arcanite Bars</SPAN> (Arcanite bars  again. 1 arcane <br />crystal and 1 thorium bar is required per Arcanite bar and  it takes <br />an alchemist 2 days to make one. Better get your guilds alchemists  <br />ready to contribute) <br /> <LI><SPAN style='FONT-WEIGHT: bold'>25x Essence of Fire</SPAN> (these drops from  fire elemtanls <br />in Burning Stepps, Searing Gorge and the Blackrock instances.  They <br />can also be created by alchemists (275+ and a Philosopher&#039;s Stone)  <br />by transmuting air to fire, but the process has a 24h cooldown). <br /> <LI><SPAN style='FONT-WEIGHT: bold'>10x Blood of the Mountain</SPAN> (This are  rare drops from <br />Thorium veins) <br /> <LI><SPAN style='FONT-WEIGHT: bold'>10x Lava Core</SPAN> (Drops off of most mobs  in MC) <br /> <LI><SPAN style='FONT-WEIGHT: bold'>10x Fiery Core</SPAN> (Same as Lava Cores,  drops from MC <br />mobs) <br /></LI></OL><br /><br />The blacksmith should have all he  needs to make Sulfuron Hammer. <br />In itself it is an excellent DPS weapon (63  DPS), but the real value <br />is it&#039;s ability to turn into Sulfuras, Hand of  Ragnaros. For this you <br />need ONE thing - the Eye of Sulfuras. Unfortunately  it only drops <br />from Ragnaros at about 2% drop rate, which means you could  easily <br />farm Raggy for a year before your guild gets it. <br /><br />Note that  the Sulfuron Hammer is BoE, so the one who makes it need <br />not be the one  chosen to receive Sulfuras. The Eye of Sulfuron <br />however is BoP, so make sure  the chosen one loots it. Sulfuras is BoP <br />as well, no-one can loot the eye,  make Sulfuras and give it away. <br /><br />Once you got Sulfuron and the Eye, you  are 45 seconds away from <br />being the proud owner of this beauty.</p>
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		<title>WoW Rep Grind and Rewards  (Warcraft Horde Guides)</title>
		<link>http://www.warcrafthordeguide.com/2010/07/18/wow-rep-grind-and-rewards-warcraft-horde-guides-2/</link>
		<comments>http://www.warcrafthordeguide.com/2010/07/18/wow-rep-grind-and-rewards-warcraft-horde-guides-2/#comments</comments>
		<pubDate>Sun, 18 Jul 2010 23:45:04 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[warcraft]]></category>

		<guid isPermaLink="false">http://www.warcrafthordeguide.com/2010/07/18/wow-rep-grind-and-rewards-warcraft-horde-guides-2/</guid>
		<description><![CDATA[Timbermaw Hold - has rewards for enchanting / tailor / leatherworker /  blacksmith / alchemyhttp://www.worldofwarcraft.com/info&#8230;aw/rewards.htmlGrinding  faction with the Timbermaw is one of the more time consuming factions to gain. (...)]]></description>
			<content:encoded><![CDATA[<p><B>Timbermaw Hold</B> - has rewards for enchanting / tailor / leatherworker /  blacksmith / alchemy<br /><A  href='http://www.worldofwarcraft.com/info...aw/rewards.html'  target=_blank>http://www.worldof<a href='http://www.warcrafthordeguide.com/wp-content/plugins/wp-affiliate-pro.php?id=1' target="_blank">warcraft</a>.com/info&#8230;aw/rewards.html</A><br /><br />Grinding  faction with the Timbermaw is one of the more time consuming factions to gain.  There are two zones with two or three area&#039;s to kill mobs for  faction.<br /><br />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 &#039;Deadwood of the North&#039;. 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 &#039;Deadwood Ritual Totem&#039;. Once you are neutral  with the Timbermaw You can turn in the totem for even more rep.<br /><br />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 &#039;Winterfall Activity&#039; 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.<br /><br /><B>Cenarion Circle</B> - has rewards for enchanting /  leatherworker<br /><A href='http://www.worldofwarcraft.com/info...tions/cenarion/'  target=_blank>http://www.worldofwarcraft.com/info&#8230;tions/cenarion/</A><br /><br />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 &#039;True Believers&#039; and &#039;Secret Communications&#039;. 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&#039;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.<br /><br /><B>Thorium  Brotherhood</B> - has rewards for Enchanting / Blacksmith / Leatherworking /  Tailoring / Alchemy<br /><A  href='http://www.worldofwarcraft.com/info...ium/vendor.html'  target=_blank>http://www.worldofwarcraft.com/info&#8230;ium/vendor.html</A><br /><br />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 &#039;Restoring Fiery Flux Supplies&#039; 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<br />dark iron nodes that spawn randomly or to loot residue from the npc&#039;s in  the BRD instance.<br /><B><br />Argent Dawn</B> - has rewards for everyone<br /><A  href='http://www.worldofwarcraft.com/info...ent/vendor.html'  target=_blank>http://www.worldofwarcraft.com/info&#8230;ent/vendor.html</A><br /><br />Argent  Dawn rep is one of the easier factions to gain. To start there are numerous  quest for both the <a href='http://www.warcrafthordeguide.com/wp-content/plugins/wp-affiliate-pro.php?id=3' target="_blank">horde</a> and <a href='http://www.warcrafthordeguide.com/wp-content/plugins/wp-affiliate-pro.php?id=4' target="_blank">alliance</a> 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 &#039;tokens&#039; to turn in for rep.<br /><B><br />Major City  Faction</B><br />There are three main ways to &#039;farm&#039; 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.<br /><br /><br /><B>Additional Rewards</B><br />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 &#039;twilight keeper&#039; mobs) and collect the texts off them. turn in 10 texts and  you&#039;ve got a nice chunk of rep.<br /><br />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&#039;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&#039;s. these lords require 20-40 people  depending on your guild&#039;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&#8230; i dont know how much (usually whoever supplies a majority  of the mats for summoning Lords gets it)<br /><br />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&#039;ve got a  good guild together, tear up AQ20 for some fun rep grinding.<br /><br />most  importantly, save quests for when you&#039;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&#039;ve been saving as well as the quests you&#039;ve been saving as  well.<br /><br /><br /><B>AD Rep grind</B>: if you&#039;re high level (upper 50&#039;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&#039;re Revered with AD.  after you hit Revered, go ahead and turn in those tokens (10 Invader&#039;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&#039;ve been saving up.<br /></p>
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		<title>Old Ironforge!  (WoW Horde Guide)</title>
		<link>http://www.warcrafthordeguide.com/2010/07/16/old-ironforge-wow-horde-guide/</link>
		<comments>http://www.warcrafthordeguide.com/2010/07/16/old-ironforge-wow-horde-guide/#comments</comments>
		<pubDate>Fri, 16 Jul 2010 10:30:11 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[warcraft]]></category>

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		<description><![CDATA[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. (...)]]></description>
			<content:encoded><![CDATA[<p>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.<br /><br />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 &#039;You cannot duel  here&#039;. 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&#039;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.<br /><br />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&#039;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).<br /><br />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!<br /><br />If you  want to see old Ironforge but dont feel like going over, i took some pictures  <img src='http://www.warcrafthordeguide.com/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> <br /><br />Anything doesent work or any problems, please post on here telling  what went wrong and ill try to post back with a soloution.<br /><br />Have fun!</p>
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		<title>Rogue Talent Build - Max End-game DPS (daggers)  (WoW Guide)</title>
		<link>http://www.warcrafthordeguide.com/2010/07/14/rogue-talent-build-max-end-game-dps-daggers-wow-guide/</link>
		<comments>http://www.warcrafthordeguide.com/2010/07/14/rogue-talent-build-max-end-game-dps-daggers-wow-guide/#comments</comments>
		<pubDate>Wed, 14 Jul 2010 17:15:11 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[warcraft]]></category>

		<guid isPermaLink="false">http://www.warcrafthordeguide.com/2010/07/14/rogue-talent-build-max-end-game-dps-daggers-wow-guide/</guid>
		<description><![CDATA[Alright, if you&#039;r pretty far into the endgame part of world of warcraft you&#039;ve probably heard about this build one way or another&#8230; Combat Daggers&#8230; I&#039;m here to share some further information on the subject. (...)]]></description>
			<content:encoded><![CDATA[<p>Alright, if you&#039;r pretty far into the endgame part of <a href='http://www.warcrafthordeguide.com/wp-content/plugins/wp-affiliate-pro.php?id=5' target="_blank">world of warcraft</a> you&#039;ve probably heard about this build one way or another&#8230; Combat Daggers&#8230; I&#039;m here to share some further information on the subject.</p>
<p>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&#8230; but however, this is what math has proven (and in all raids I&#039;ve been to so far), the build capable of producing the highest steady DPS with the current in-game weapons and armor. </p>
<p>Before 1.12 patch ( http://www.wowhead.com/?talent=i0eMoxZGci00yzZV0x ):<br />   - Assasination: -<br />   5/5 - Malice<br />   3/3 - Ruthlessness<br />   2/3 - Improved Slice and Dice<br />   1/1 - Relentless Strikes<br />   5/5 - Lethality<br />   - Combat: -<br />   2/2 - Improved Sinister Strike*<br />   3/3 - Improved Gogue*<br />   2/5 - Deflection*<br />   3/3 - Improved Backstab<br />   5/5 - Precision<br />   5/5 - Dual Wield Specialization<br />   4/5 - Dagger Specialization<br />   1/1 - Blade Flurry<br />   - Subtley: -<br />   5/5 - Master of Deception*<br />   5/5 - Opportunity</p>
<p>With two daggers, this is the build that (theoreticly) has the highest substained dps.<br />   For a pratical example, Perdition&#039;s Blade will atleast equal to Ancient Qiraji Ripper 20/31/0 build.</p>
<p>The talent marked with an * are so called &quot;Fillers&quot;, 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&#039;s needed to get the talents not marked with an *</p>
<p>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:</p>
<p>In the 1.12 patch ( http://www.wowhead.com/?talent=y0eMoxZGci00Ez0bZVb ):<br />   - Assasination: -<br />   5/5 - Malice<br />   3/3 - Ruthlessness (could possibly drop a point from this into 3/3 Improved Slice and Dice)<br />   2/3 - Improved Slice and Dice<br />   1/1 - Relentless Strikes<br />   5/5 - Lethality<br />   - Combat: -<br />   2/2 - Improved Sinister Strike*<br />   3/3 - Improved Gogue*<br />   2/5 - Deflection*<br />   3/3 - Improved Backstab<br />   5/5 - Precision<br />   5/5 - Dual Wield Specialization<br />   5/5 - Dagger Specialization<br />   1/1 - Blade Flurry<br />   2/2 - Weapon Expertise<br />   - Subtley: -<br />   5/5 - Opportunity<br />   2/2 - Sleight of Hand</p>
<p>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.</p>
<p>In the 1.12 patch ( http://www.wowhead.com/?talent=j0eMoLZGcy00Ez0boV ):<br />   - Assasination: -<br />   5/5 - Malice<br />   3/3 - Ruthlessness (could possibly drop a point from this into 3/3 Improved Slice and Dice)<br />   2/3 - Improved Slice and Dice<br />   1/1 - Relentless Strikes<br />   4/5 - Lethality<br />   - Combat: -<br />   2/2 - Improved Sinister Strike*<br />   3/3 - Improved Gogue*<br />   4/5 - Deflection*<br />   3/3 - Improved Backstab<br />   5/5 - Precision<br />   5/5 - Dual Wield Specialization<br />   5/5 - Dagger Specialization<br />   1/1 - Blade Flurry<br />   2/2 - Weapon Expertise<br />   1/1 - Adrenaline Rush<br />   - Subtley: -<br />   5/5 - Opportunity </p>
<p>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&#039;s basically it backstab backstab backstab backstab backstab slice and dice, repeat.</p>
<p>And ofcourse use Blade Flurry every time it&#039;s up (on a single target aswell, it&#039;s the +% attack speed we&#039;re after).<br />   Always keep instant poison on against targets that are not immune&#8230; and you&#039;r set.</p>
<p>With adrenaline this changes a bit ofcourse, I&#039;d say get a 5pt rupture running or evisc with it.</p>
<p>For the record I&#039;ve been playing the rogue class for about 2 years now, and I still think it&#039;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&#039;r not AFK, and the situation.</p>
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		<title>Dupe bug  (WoW Horde Guide)</title>
		<link>http://www.warcrafthordeguide.com/2010/07/12/dupe-bug-wow-horde-guide/</link>
		<comments>http://www.warcrafthordeguide.com/2010/07/12/dupe-bug-wow-horde-guide/#comments</comments>
		<pubDate>Mon, 12 Jul 2010 21:45:05 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[warcraft]]></category>

		<guid isPermaLink="false">http://www.warcrafthordeguide.com/2010/07/12/dupe-bug-wow-horde-guide/</guid>
		<description><![CDATA[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. (...)]]></description>
			<content:encoded><![CDATA[<p>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.</p>
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		<title>Immunity to Rogue Stealth Attacks  (Warcraft Guide)</title>
		<link>http://www.warcrafthordeguide.com/2010/07/08/immunity-to-rogue-stealth-attacks-warcraft-guide/</link>
		<comments>http://www.warcrafthordeguide.com/2010/07/08/immunity-to-rogue-stealth-attacks-warcraft-guide/#comments</comments>
		<pubDate>Thu, 08 Jul 2010 09:00:19 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[warcraft]]></category>

		<guid isPermaLink="false">http://www.warcrafthordeguide.com/2010/07/08/immunity-to-rogue-stealth-attacks-warcraft-guide/</guid>
		<description><![CDATA[If you say /lay, you of course will lay down. (...)]]></description>
			<content:encoded><![CDATA[<p>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).</p>
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		<title>Tradeskilling the smart way  (WoW Guide)</title>
		<link>http://www.warcrafthordeguide.com/2010/07/07/tradeskilling-the-smart-way-wow-guide/</link>
		<comments>http://www.warcrafthordeguide.com/2010/07/07/tradeskilling-the-smart-way-wow-guide/#comments</comments>
		<pubDate>Wed, 07 Jul 2010 09:45:05 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[warcraft]]></category>

		<guid isPermaLink="false">http://www.warcrafthordeguide.com/2010/07/07/tradeskilling-the-smart-way-wow-guide/</guid>
		<description><![CDATA[By the time I hit 30 on my first character I had really started to enjoy the  tradeskills in world of warcraft. (...)]]></description>
			<content:encoded><![CDATA[<p>By the time I hit 30 on my first character I had really started to enjoy the  tradeskills in <a href='http://www.warcrafthordeguide.com/wp-content/plugins/wp-affiliate-pro.php?id=5' target="_blank">world of warcraft</a>. 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. <br /><br />In World of <a href='http://www.warcrafthordeguide.com/wp-content/plugins/wp-affiliate-pro.php?id=1' target="_blank">warcraft</a> 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: <br /><br />Herbalism (for  Alchemy) <br />Skinning (for Leathercrafting) <br />Mining (for Blacksmithing &amp;  Engineering) <br /><br />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.  <br /><br />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.  <br /><br />Which Gathering Tradeskills to Train<br /><br />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. <br /><br />Now that  you ve planned your tradeskill selection you ll need to create the characters  you ll be playing and start gathering resources.<br /><br /><br />When to Untrain your  Tradeskill<br /><br />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. <br /><br />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. <br /><br />What Tradeskills are Important?<br /><br />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.  <br /><br />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 <a href='http://www.warcrafthordeguide.com/wp-content/plugins/wp-affiliate-pro.php?id=4' target="_blank">alliance</a> tailors  have the Journeyman, Expert and Artisans located in Stormwind.  <br /><br />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. <br /><br />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. <br /><br /><br />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. <br /><br />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. <br /><br />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). <br /><br />So  Why Do All This?<br /><br />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. <br /><br />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. <br /><br /><br /><br />&gt;&gt;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.</p>
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