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March 9, 2010

Alchemy Guide 1 to 300 (Wow strategy)

About this guide.
This guide will show you how to get your alchemy skill up from 0 to 300. The guide will only use recipe's available at a trainer until 265 and vendor available recipes from 265 to 300.
This guide only uses recipes that require herbs and vendor bought material (vials).
This guide does not tell you how to get all the different recipes from quests, vendors or drops. What you do once you hit 300 is entirely up to you. This guide will not tell you what to do with the potions you make either.
This guide is primarily aimed at those who want to switch profession at high level or have high-level alts, friends or guild members.

Preparation
You are going to need a lot of herbs. Create an alt storage character to store these herbs and then farm (or have an alt farm) for the herbs needed. Use the in game mail system to send the herbs to the storage character. Don't forget to send some gold to the storage character, so she can send the herbs back.
Once you have all the components collected, everything has to be sent back to your main character. The mailbox only shows the first 50 items you have in the mail. It also puts the last item send to you on top. So to avoid complications send the components you need first last: i.e. Peacebloom and Silverleaf are needed first, so these are the last to be send back to your main, after the Briarthorn, Mageroyal, etc.
The recipe's used require vendor bought components such as vials. These cost gold. To learn recipes from a trainer also costs gold. The amount of gold needed is approximately 40 to 50 gold if you farm all of the herbs. If you want to buy everything you need from the auction house expect to spend upwards to 225 gold. This does not include gold for recipes from vendors or the auction house.
Below is a table that shows the amount of herbs needed. The minimum amount column shows the minimum amount needed if you would get a skill point every time you make something. However at some point a recipe will be yellow or even green when you make something so you won't always get a skill point. The estimated amount column deals with this, so try to get the estimated amount of herbs on your storage character. If you are buying all the herbs you need from the auction house, I suggest getting the minimum amount and only buy more when needed.

Component Minimum Amount Estimated Amount
Peacebloom 60 (3 stacks) 60 (3 stacks)
Silverleaf 60 (3 stacks) 60 (3 stacks)
Mageroyal 15 (1 stacks) 20 (1 stacks)
Briarthorn 80 (4 stacks) 90 (5 stacks)
Stranglekelp 40 (2 stacks) 50 (3 stacks)
Bruiseweed 30 (2 stacks) 35 (2 stacks)
Wild Steelbloom 5 (1 stacks) 10 (1 stacks)
Kingsblood 30 (2 stacks) 40 (2 stacks)
Liferoot 30 (2 stacks) 40 (2 stacks)
goldthorn 45 (3 stacks) 50 (2 stacks)
Khadgar's Whisker 15 (1 stacks) 20 (1 stacks)
Sungrass 60 (3 stacks) 70 (4 stacks)
Blindweed 30 (2 stacks) 35 (2 stacks)
Arthas' Tears 20 (1 stacks) 25 (2 stacks)
golden Sansam 40 (2 stacks) 60 (3 stacks)
Mountain Silversage 20 (1 stacks) 30 (2 stacks)

Getting from 1 to 50
Getting from 1 to 50 is easy enough. Make 60 minor healing potions. This should get you to skill 60. You need at least skill 55 for the next step; so don't worry if you didn't get to 60. Keep the minor healing potions, you will need them later.
Once you hit 50 talk to the appropriate trainer to become Journeyman Alchemist. You have to be level 10 to become Journeyman Alchemist.
This table shows the different recipes used to get from 0 to 50.

Skill Item From - To
1 Minor Healing Potion 0 - 60 (60)

Getting from 50 to 125
Use the minor healing potions made earlier to make lesser healing potions to get to 110. If you didn't reach 110, make elixirs of wisdom until you do.
At 110 you can train the healing potion recipe. Make those until skill 125.
Once you hit 125 talk to the appropriate trainer to become Expert Alchemist. You have to be level 20 to become Expert Alchemist.
This table shows the different recipes used to get from 50 to 125.

Skill Item From - To
55 Lesser Healing Potion 60 - 110 (50)
90 Elixir of Wisdom 105 - 110 (5)
110 Healing Potion 110 - 125 (15)

Getting from 125 to 200
Make some more healing potions to get to skill 140. Make lesser mana potions to get to 155, greater healing potions to get to 185 and elixirs of agility to get to 200.
Once you hit 200 talk to the appropriate trainer to become Artisan Alchemist. You have to be level 35 to become Artisan Alchemist.
This table shows the different recipes used to get from 125 to 200.


Skill Item From - To
110 Healing Potion 125 - 140 (15)
120 Lesser Mana Potion 140 - 155 (15)
155 Greater Healing Potion 155 - 185 (30)
185 Elixir of Agility 185 - 200 (15)

Getting from 200 to 265
Make some more elixirs of agility to get to 210. Make elixirs of greater defence until 215 and then make superior healing potions until 230. Make elixirs of detect undead to get to 250 and elixir of greater agility to get to 265.
This table shows the different recipes used to get from 200 to 265.

Skill Item From - To
185 Elixir of Agility 200 - 210 (10)
195 Elixir of Greater Defence 210 - 215 (5)
215 Superior Healing Potion 215 - 230 (15)
230 Elixir of Detect Undead 230 - 250 (20)
240 Elixir of Greater Agility 250 - 265 (15)

Getting from 265 to 300
Although you can get to 300 using the elixir of detect demon recipe, the Gromsblood needed is expensive when bought from the auction house so I decided to use vendor available recipe's to get from 265 to 300.
Get the superior mana potion recipe from Ulthir in Darnassus or Algernon in Undercity and the major healing potion recipe from Evie Whirlbrew in Everlook.
Make superior mana potion to get to skill 285 and major healing potions to get to 300.
Congratulations, you now have 300 skill in alchemy.
This table shows the different recipes that are available through vendors to get from 265 to 300.
Skill Item From - To
260 Superior Mana Potion 265 - 285 (20)
275 Major Healing Potion 280 - 300 (20)

This table shows who and where the different vendors are for the previously mentioned recipe's.

What Who Where
Superior Mana Potion Ulthir (alliance Faction)
Algernon (horde Faction) Darnassus
Undercity
Major Healing Potion Evie Whirlbrew (Neutral) Everlook in Winterspring

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March 8, 2010

Shaman Totem Guide (Wow strategy)

Well seeming as i play a shaman. And i have a 60 shaman, i thought i would give a totem guide. How you get all the saptas to be able to use your totems.
Well here goes :)

1. Call of Earth
(A) Earth Sapta
Go into the Brambleblade Ravine, it's the thorny cave area in the southeast corner
of Mulgore. Fight through and kill shamans until they drop the water. Take the
water back to your trainer and get the Earth Sapta.
(B) Kodo Rock
Take the Earth Sapta to Kodo Rock, east of Narache. It's a relatively small,
monolith-looking thing (it looks like a column from Stonehenge). Right-click the
Earth Sapta to drink it once you're there, and talk to the elemental that appears.
He'll give you a piece of quartz.
Earth Totem
Return to your trainer with the quartz and enjoy your Earth Totem.
2. Call of Fire (Level 10)
(A) Kranal Fiss
He's in a small building northeast of the Crossroads on the Grol'dam Farm. Note
that as you head north out of the Crossroads, you'll see a small building and a
tower on the road. This is NOT where Kranal Fiss is. Go north beyond that, the
road will split to the north and to the east. Head northeast at this point, you'll see
the farm, with two buildings. Fiss is in the far building. He'll tell you to talk to Telf
Joolam in Durotar, and give you the Torch of the Dormant Flame.
(B) Telf Joolam
From Grol'dam Farm, follow the road east out of the Barrens into Durator. You'll
cross a Bridge over the Southfury River. As soon as you cross the bridge, turn
south and follow the east shore of the river. Travel a few minutes until you run
into the mountains. There is a winding path up the mountain, it's somewhat hard
to see and follow, and it's very narrow. At one point it appears to be a sheer dropoff
dead-end, but it's not. Step carefully. When you reach the top, Telf is there,
and when you speak to him, he will tell you to get some Fire Tar and a Reagent
Pouch.
Reagent Pouch
Go back north from Telf's mountain until you reach the road, and then follow it
east to Razor Hill. Once there, travel north but do not enter the ravine, head to the
right side of the path up the hill. Keep moving north until you see a cave with
some Burning Blade mobs in it. Fight your way in until you see Burning Blade
Cultists (the ones with the imp pets). Kill them until you get your Reagent Pouch.
Only the Cultists drop the pouch, so don't waste your time on fanatics or
neophytes.
(D) Fire Tar
Go back towards the Crossroads (south to Razor Hill, west to Southfury River,
west towards Crossroads). Northeast of the Crossroads (but south of the road to
Durator, south/southeast of the farm where Fiss is) you'll find Thorn Hill.
Razormane camps line the entirety of the ridge. In the eastern-most camp (the
one with the chests for the supplies quest, if you're doing it) you will find
Razormane Geomancers. Kill them until you get the Fire Tar. Geomancers are the
only ones that drop it, target them. This camp is right at the top of the hill as
you're heading west from the Southfury Bridge, just south of the road.
(E) Back to Telf
Take your tar and pouch back to Telf. He will give you the Fire Sapta. Head up the
hill past him until you reach the rock shrine. You must defeat a level 12-13
elemental and loot an ember from his corpse. He's a piece of cake, the standard
Shaman approach to solo combat will make short work of him (drop your
stoneskin totem, melee and shock him to death, bring a heal potion if you're
worried). He drops an ember, take it and the torch you got from Fiss to the brazier
next to where the elemental spawned, light the torch.
(F) Back to Fiss
Take your Torch of the Eternal Flame back to Kranal Fiss in the Barrens to get your
Fire Totem.
3. Call of Water - Level 20
This quest is ridiculous, have your Ghost Wolf purchased and on your hotbar, you'll
be glad you did. It will also benefit you to strategically bind to reduce travel time.
Recommendations for how to do this are included.
*Note - I happened to accidentally fall into Dustwallow Marsh while exploring the
mountains in southeastern Barrens before doing this quest, and I managed to find
the ogre village (Blackenwall or something) in there and pick up the flight route to
it. This ended up saving me a TON of walking time later, as I could fly to that
village and take a short jog out of the Marsh that dumps you out right near Brine's
shack (see step B). The trouble with this approach is that the critters in
Dustwallow are hellacious at this level, I got lucky. If you're brave or stupid, give
this a shot. Head into Dustwallow from the normal entrance in southeastern
Barrens and follow the road until you hit the ogre camp, then pick up the flight
route, it cuts out that nasty long run down from Crossroads.
(A) Islen Waterseeker
Go speak to Islen Waterseeker in the Barrens. She is near the water at the
merchant coast, south of Ratchet, north of the docked Bloodsail ship. Her hut is
hard to see, it's behind a big hill. If you look on the world map there's a little
finger that juts out into the water just south of Ratchet, that's where she is. She
will tell you to talk to Brine in South Barrens.
(B) Brine
She is in a Tauren shack up on a ridge on the southwest side of the Barrens, just
south of the Field of Giants, north of Razorfen Kraul (it's closer to Thousand
Needles than it is to Taurejo). Lots of level 20-24 roaming aggros in here. Ghost
Wolf and dodge them. She has a few things for you to do, first you must collect a
water sample from the pool of water just outside her hut. Do it and return.
Tarren Mill
Next you have to go to Tarren Mill. That's right, in Hillsbrad. Eastern Kingdoms.
Before you do this, Ghost Wolf and run up to Taurejo, and bind at the Inn there.
Then run to Crossroads and catch the flight to Orgrimmar, and take the Zeppelin
to Undercity.
If you've never been to Orgrimmar, go back to Razor Hill (you went through it in
your Fire Sapta quest), and then just head due north, you'll run into it eventually.
Go in and head for the big tower in the center of the first valley. At the top is the
flight master, pick up the flight route, then head back outside and go east. The
zeppelin platform is there. There are two zeppelin routes that dock here, one goes
to Undercity, that's the one you want. Talk to the goblin zeppelin masters to see
where each flight goes. The zeppelins arrive every five minutes or so, simply hop
on when they arrive, and hop off when they dock in the Eastern Kingdoms.
(If you use the Dustwallow Ogre Village approach, bind there instead of in Taurejo,
if there's an inn. I didn't think of this when I was doing the quest so I didn't
check).
Get the bat route in Undercity if you don't have it, then head past Undercity into
Silverpine (southwest from Undercity). You can follow the roads on the world map
to figure out how to get to Hillsbrad, it's pretty easy. But! Stop at Sepulcher first
and get the bat route there. You'll be coming back here at the end of the quest to
drink the Water Sapta.
Then head to Hillsbrad. It's a contested zone with lots of stuff that'll be a bit rough
on you, ghost wolf and stay on the road. At the time of this writing (12/07/04),
alliance activity is insanely heavy in Hillsbrad on my server and they've got a
massive level advantage. You'll need speed and some luck. When you get to
Tarren Mills, fill your water flask at the well and then get the bat route here, too.
Use your hearthstone to warp to Taurejo (or Dustwallow), then Ghost Wolf and run
back to Brine.
(D) Ashenvale Water
Now you must fill your final sample. This one can be a hassle. Go to Ashenvale.
Ghost Wolf yourself and stick close to the road. Keep your eyes peeled for alliance
people. If you're in wolf form, you're likely to be able to outrun most of your
trouble.
Follow the road until it splits, take a left (west) and stay on the the road. You will
eventually run into another fork. One way leads to a less formal path (not on the
world map), the other leads to Astranaar. You don't really want to tangle with the
level 40 sentinels in Astranaar, so take the unmarked path (south). It will take you
to the Ruins of Stardust. The fountain is on an island in the center, which is
guarded by level 22-23 swamp elementals (some are casters). Bring a friend if
you have trouble. Fight to the foutnain, get the sample, go back to Brine.
Ashenvale is also frequently populated with alliance, be prepared for some
fisticuffs.
Optionally, on your way back, you can go east at the first fork you took and get
the wyvern route at Splintertree, and fly to the Crossroads from there. If you have
the Dustwallow route, you can hopscotch your way down there (fly to Crossroads
and then to Dustwallow) and skip all the running.
(E) Water Sapta
Brine will give you a sample of the purest water. Take that to Islen Waterseeker
and she will give you the Water Sapta and some of the last drops of purest water.
When I did this, the quests got a little tangled up and confused and I kept getting
'duplicate item' errors, but they can be ignored as long as you have your Water
Sapta. Islan also gives you the last remaning drops of pure water (double check
and make sure you have these, this is the #1 thing I see people reporting that
didn't go right when they did the quest). Now you go back to Sepulcher. At this
point, I made a pit stop in Ratchet and bound there, so I could warp straight back
to Ratchet once I was done in Sepulcher. Your hearthstone may not have reset if
you do all this quickly enough. It took me two shots at the Ashenvale Fountain due
to interference from alliance goons so my stone had reset. Bind in Ratchet if you
want, then go to Crossroads, fly to Orgrimmar, and ride the zeppelin back to
Undercity in the Eastern Kingdoms.
Run into Undercity and take the bat to Sepulcher (aren't you glad I made you stop
and pick it up?). Now head west past Sepulcher - it looks like there's nothing back
there, but there is, keep working at it. You want to go due west from Sepulcher
until you get to the coast. The water shrine is there. Drink the Sapta at the shrine
and the corrupt elemental appears (he's a pushover, even if he's got a few levels
on you - drop your Searing Totem and a Stoneskin Totem, have a heal potion
ready just in case, get out your Rockbiter Weapon and have at him).
The elemental drops some bracers. Place those and the pure water in the brazier
and a friendly elemental appears. Talk to him and get a shard of water. If your
hearthstone has reset, activate it to warp to Ratchet and then jog south to Islen.
Otherwise, enjoy the zeppelin ride back.
(F) Water Totem
Finally, Islen gives you the Water Totem. Exhale gladly, this is the most annoying
of the totem quests, and you're now done with it.
4. Call of Air - Level 30
(A) Air Totem
This is the easiest of the quests, and I highly suspect that it won't remain in this
form forever. Talk to your trainer (for Taurens, it's the sleeping guy in Thunder
Bluff on Spirit Rise). You'll be told to head for Thousand Needles and speak to an
NPC. Chances are that you've already been in Thousand Needles. If not, go south
of where Brine is, take the lift down, and follow the road southeast to Freewind
Post, get the wyvern route here, and then head northeast. There's a cave along
the northern wall with a ramp leading up to it (there's actually two caves on the
northern wall, you want the eastern-most cave). The NPC is right outside. There's
an NPC with a fun quest inside too that opens up a series of more quests, serveral
of which are not fun at all but decent XP.
Speak to the NPC outside and she just hands over the Air Totem, implying that
she'll have further training for you later.

Cheers
Drunkie

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March 7, 2010

Alliance Leveling Guide (Warcraft strategy)

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March 5, 2010

Crafting Enchanting The Grind (Wow strategy)

Enchanting 'Grind'

Nothing has been posted about grinding through enchanting yet, so here's my attempt.

The following is a *rough strategy* of how to skill up in enchanting. This might not be 100% accurate, but should give anybody a good idea of how to tackle what is the most awkward profession in the game. In addition I am currently only level 257 in Enchanting - so I am not prepared to comment much beyond 250!

As with all professions, enchanting definitely is easier to grind after you have a character at level 40 or greater. This way up until level 40, you can concentrate on getting cash for your mount. For a 'support' profession, you really need one that allows you to easily make green items. Tailoring is the most sensible, as all of the ingredients are avaible as drops or vendor bought. Leatherworking is also a very good profession for making green items, especially higher level ones (i.e. lvl 40~55), as the requirement tends to be leather and a few vendor materials. That said, my own preference is a 'collection' profession (Skinning, Mining, Herbalism), as you can then sell these items for much needed cash.

As hard as I've tried, I've not been able to come up with a definitive list of what to grind on at specific skill levels. The reason being that its impossible to know what each individual person has in the way of resources. A person who has access to somebody with Engineering or Blacksmith, is likely to end up with lots of essences, whereas a person with access to Tailoring or Leatherworking, will end up with lots of Dust. In addition, disenchant results are slightly random - something which generally gives Dust may suddenly give you an Essence or even a Shard, though it doesn't happen often, it is often enough to make life difficult to create a perfect guide (Weapons seem to be more random than Armor).

One useful hint that I can give you is with reference to when an Enchant initially goes from Orange to Yellow. You should still get a skill up for the first 5/10 enchants you do. You may get one non-skill up from this 'buffer', but its still worth doing if there are no more efficient enchants.

Endeavour to locate a *good* list of Enchants, and go from one level to the next. Every time you hit a 'magic 5' (i.e. multiple of 5: 5, 10, 15 etc) look on the list and see if there is a more efficient item that you could be making, often there will be.

Try to be semi-self supporting. Once you hit 150 in Enchanting, there is no reason why you shouldn't be selling some of your enchants for around the 1g/2g mark. This definitely helps the cash flow no end. Level 250 is where your enchants become more popular, and you can charge a significant chunk of money for enchants. If you get the balance right, then you should be able to buy the raw disenchanted ingredients and break even once you have done some enchants.

I cannot iterate the following enough, but always disenchant quest rewards - around 50% of the time I find that they drop shards. Although the sell price of the item seems very attractive at times, the disenchanted items should make you more.

If you're in a guild then see if you can team up with somebody else who wants to grind up a skill. Leatherworking is a good one. If you pick up skinning, then give them all your leather and get them to make up green items for you to disenchant. Both of you benefit :)

One other possible difficulty is trying to get the raw rod for enchanting (e.g. copper, silver, golden, truesilver, arcanite). My own take on this, is to try and buy all of the ingredients to make one, and then try to find a blacksmith who is prepared to make one. Offering double the cost of the learned blacksmith recipe is a good idea as well, as this way the blacksmith will make a profit even if they have had to learn the recipe. Arcanite Rods are also very difficult to get. They require a high level Alchemist and a high level Blacksmith, plus a dropped recipe (Transmute Arcanite), rare resources (Arcane Crystals) - and that's before you even get to enchant the thing. Expect to pay upwards of 100g for an Arcanite Rod.

Bear in mind as well, that the Artisan trainer for Enchanting is within the Uldmaan Instance. This however isn't too much of a hassle, as you can't train in Artisan Enchanting until level 35, and that's about the right level for this instance. Go with a level 60 friend and life will be really easy, but if not, then go with a group and make sure that you want to stop off there for around 10 minutes to level up enchanting. Offer the whole group enchants that will get you skill ups if necessary! I would recommend however, to level up to 225 before going to Uldmaan, and taking enough resources with you to level up from 225 to 250 in the instance. Also take about 20g with you and you can learn every 225~250 enchant that can be taught, that way you will never have to go back into the instance. The reason for stopping at 250, is that every enchant with a requirement beyond 250, is vendor bought or dropped.

—-

Although I can't create a definitive list of what to do when, the following is a rough idea of what to go for. I've concentrated on things that require Dusts as it is generally easier to get Dust than anything else.

1~50 - Disenchant anything!
1 - Enchant Chest - Minor Health (1 x Strange Dust)
50 - Enchant Bracer - Minor Stamina (3 x Strange Dust)
80 - Enchant Bracer - Minor Strength (5 x Strange Dust)
110 - Enchant 2H Weapon - Lesser Spirit (6 x Strange Dust)
130 - Enchant Bracer - Lesser Stamina (2 x Soul Dust)
140 - Enchant Bracer - Lesser Strength (2 x Soul Dust)
160 - Enchant Chest - Greater Health (3 x Soul Dust)
170 - Enchant Boots - Lesser Stamina (4 x Soul Dust)
180 - Enchant Bracer - Strength (1 x Vision Dust)
205 - Enchant Cloak - Greater Defence (3 x Vision Dust)
210 - Enchant Shield - Stamina (5 x Vision Dust)
215 - Enchant Boots - Stamina (5 x Vision Dust)
220 - Enchant Chest - Superior Health (6 x Vision Dust)
245 - Enchant Bracer - Greater Stamina (5 x Dream Dust)
260 - Enchant Boots - Greater Stamina (10 x Dream Dust)
265 - Enchant Shield - Greater Stamina (10 x Dream Dust)
285 - Enchant Cloak - Superior Defence (8 x Illusion Dust)

Erm - Ok, you could use this as a what to grind at what level I guess :p

—-

The following is a reasonable list of efficient green armor items to make and disenchant. I've concentrated on Leatherworking and Tailoring, for the simple reason, that I don't consider Blacksmithing and Engineering to be very efficient as nearly all green items require 'uncommon' resources. Although alot of green Leather items require Hides, not all do, and at higher levels the requirement for hide drops significantly.

Strange Dust -
T30 - Brown Linen Robe (Low Yield) - 3 Bolts Linen (6) + 1 Coarse Thread
T85 - Heavy Woolen Cloak - 3 Bolts Wool (9) + 2 Fine Thread
L105 - Fine Leather Pants - 8 x Med Leather + 1 Bolt Wool (3) + 1 Fine Thread

Soul Dust -
L150 - Green Leather Armor (Vendor) - 9 x Heavy Leather + 2 x Green Dye + 4 x Fine Thread
L160 - Guardian Pants - 12 x Heavy Leather + 2 x Bolts Silk (10) + 2 x Fine Thread
T165 - Green Silk Armor (Drop) - 5 Bolts Silk (20) + 1 Silken Thread
T175 - Azure Silk Cloak (Vendor) - 3 Bolts Silk (15) + 2 Fine Thread + 2 Blue Dye
T205 - Black Mageweave Leggings - 3 Bolts Mageweave (15) + 2 Silken Thread
T205 - Black Mageweave Vest - 2 Bolts Mageweave (10) + 3 Silken Thread

Vision Dust -
L205 - Nightscape Headband - 5 x Thick Leather + 2 x Silken Thread
T210 - Black Mageweave Robe - 3 Bolts Mageweave (15) + 1 Heavy Silken Thread
T215 - Black Mageweave Gloves - 2 Bolts Mageweave (10) + 2 Heavy Silken Thread

Dream Dust -
T255 - Frostweave Robe (Drop) - 5 Bolts Mageweave (25) + 1 Rune Thread
L260 - Wicked Leather Gauntlets (Vendor) - 8 x Rugged Leather + 1 x Black Dye + 1 x Rune Thread
T265 - Runecloth Belt - 3 Bolts Runecloth (15) + 1 Rune Thread
T265 - Runecloth Gloves - 4 Bolts Runecloth (20) + 1 Rune Thread + 4 Rugged Leather
L265 - Wicked Leather Bracers (Drop) - 8 x Rugged Leather + 1 x Black Dye + 1 x Rune Thread

Good places to grind cloth (i.e. multi-drops of cloth from 1 of 3 kills or better) - I play horde so this is horde related:
Linen - Theramore Keep (South of Ratchet)
Wool - Dunholm Keep (Hillsbrad)
Silk - Roguefury Caves (Thousand Needles)
Silk - Scarlet Monastery (Trisfal Glades)
Mageweave - Feralas (Various Ogres)

—-

Overall, Enchanting can become a profitable and rewarding skill to have, however getting to skill 300 and some of the better enchants, will take considerable investment of cash, time and hair pulling.

One final piece is aimed at all of the buyers of enchants - please don't hassle if you feel that an enchant is overpriced. Check out a web site and see what actual ingredients are required for the enchant you're after. Every shard used is effectively a blue item that wasn't sold on the AH, and essence's come from green weapons. Some of the top level enchants require 4 shards and a whole host of other items. If necessary /whisper the enchanter and see what enchant they'd be prepared to do for the price you're willing to pay. Its not your right to have an enchant on an item, and selling enchants in a city requires the enchanter to take time out from doing other things - *we* can't just put our trade on the AH!

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March 2, 2010

Quick halaa battle tokens (Warcraft strategy)

If you want to get a Dark War Talbuk easily then you will need

1. An alliance character (yours or a friends) and an alliance priest
2. a horde character (yours or a friends) and a horde priest

the 2 non priests get naked and hangout under one of the halaa bridges and flag. then just start killing eachother and have the priest on your side raise you with their rank 1 raise (so you have very little health)
if everybody involved plays nice and takes turns you can very easily rack up some serious tokens rather quickly
classes that excell at this: warlock (lifetap make you die even quicker so that the turns take less time)
Hunter (after you res summon you pet and have it one shot the other guy)


NOTE: I beleive you could be baned if you are cought doing this (that is why you do it under the bridge fewer people will see you)

sorry if this has already been posted

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February 28, 2010

Understand Macros Macro Guid (Warcraft strategy)

To use the macro, run World of Warcraft, and type /macro. This will
bring up a new window with empty boxes. At the bottom, select 'new' and you
are promted to select a graphic icon and to name your macro. After that you
get to a screen where you can type up to 254 characters. Simple highlight
the macro from this guide, copy it (by pressing CTRL + C) and paste it (by
pressing CTRL + V) into the text box in the game.

So, What can Macros NOT do? They can not:
-Make you move
-Cast more than one spell
-Use wait commands.

Alot of people find that macro's are hard to create, well this is where i come in.
I am here to help you guys with macro'ing :D, I dont know if something similar
has been posted, but i am sure, it will help anyway.


So, What can Macros do? Many things! Read below.


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[4] Basics
————————————————————————–

__________________
-Targeting

Macro: %t
Use: This will say the name of your target.
Example: You target the silver elite mob Broken Tooth and say '/g Hey,
%t spawned.', it'll show up as '[Guild] Hey, Broken Tooth
spawned.'


__________________
-Accept Quest

Macro: /script AcceptQuest()
Use: This will automatically accept any quest without waiting for it
to scroll down in full.
Example: N/A


__________________
-Magic/Skills


Macro: /cast Spell name()
Use: Cast a spell using a macro.
Example: /cast Fireball(Rank 3) or /cast Backstab(Rank 1)


__________________
-Attacking


Macro: /script AttackTarget();
Use: Starts hacking away at an enemy, same effect as right click.
Example: N/A


__________________
-Assist


Macro: /assist %t or /assist ****
Use: Using %t will assist your current target, and the second you
replace the stars with the persons name, so all you have to do
is press a button and you can always attack the same thing as
someone else in your party. Same effect as pressing 'F' button
while having a party member targeted.
Example: You have a tank named Drizzt, and you want to attack only what
he attack, '/assist Drizzt' will give you Drizzt's target.


________________________
-Target Last Enemy


Macro: /script TargetLastEnemy();
Use: Targets last enemy you had.
Example: You're the back up healer and you're fighting something, you go
and heal someone, and you press this macro to go right back to
the mob you where fighting.


________________________
-Enemy Infos


/script SendChatMessage('Level: ' .. UnitLevel('target') , 'party');
Use: Like %t, it list the target's level.

/script SendChatMessage('Class: ' .. UnitClassification('target') , 'party');
Use: Put's the target's class in your chat box.

/script SendChatMessage('Family: ' .. UnitCreatureFamily('target') , 'party');
Use: Put's the target's family in your chat box.

/script SendChatMessage('Race: ' .. UnitRace('target') , 'party');
Use: Put's the target's race in your chat box.


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[5] Bags
————————————————————————–

____________________________________
-Understanding location

First, let me explain how to figure the location of each of your items.
Say we have a potion in the bottom most right hand corner of your second
bag on the left. I'll walk you threw how to find the location of that item.

Look down on your tool bar where your bags are. You see them? Bottom right
hand corner? Good. Each of your bags have a number assigned to them, and
it starts from your backpack (16 slot bag you start off with) to your
to the first slot. Here's a little ASCII visual:
__________________________
? || [4] [3] [2] [1] [0] |

This is our tool bar, from left to right we have: Call GM button, Latency
bar, a Small Quiver, a Green Sack, a Small Bag, a Runecloth bag, and our
Backpack. Our potion is in the second bag on the left.. Our Green sack.
Looking at the little visual, we find that our green sack's location
number is 3.

Moving on, now we have to find out the location of our bag slots. More
ASCII visual fun!

Bag 0 Bag 1
O—- Backpack —-O O–Runecloth Bag –O
| | | |
| [ 1][ 2][ 3][ 4] | | [ 1][ 2] |
| [ 5][ 6][ 7][ 8] | | [ 3][ 4][ 5][ 6] |
| [ 9][10][11][12] | | [ 7][ 8][ 9][10] |
| [13][14][15][16] | | [11][12][13][14] |
| | O——————O
| 77g 77s 77c |
O——————O

Bag 2 Bag 3

O— Small Bag —-O O— Green Sack —O
| | | |
| [ 1][ 2][ 3][ 4] | | [ 1][ 2] |
| [ 5][ 6][ 7][ 8] | | [ 3][ 4][ 5][ 6] |
O——————O | [ 7][ 8][ 9][10] |
O——————O
Bag 4

O– Small Quiver –O
| |
| [ 1][ 2] |
| [ 3][ 4][ 5][ 6] |
O——————O


This is pretty straight forward and should be easy to see. Our potion's
location is bag three in bottom-most right hand slot. Looking at the visual
we see that that would be slot 10 - So we have Bag 3, Slot 10. therefore,
our potion's location is (3,10)!


____________________________________
-Putting Location to Use

Macro: /script PickupContainerItem(#,#);
Use: Selects the item and puts it on your curser.
Example: /script PickupContainerItem(3,10); will put the potion we just
found on our curser.


____________________________________
-Open/Close all your bags

Macro: /script ToggleBag(0);
/script ToggleBag(1);
/script ToggleBag(2);
/script ToggleBag(3);
/script ToggleBag(4);

Use: Opens all your bags or close them all if you have them open.
Same function as CTRL+B almost.
Example: N/A

————————————————————————–
[6] Equip
————————————————————————–

____________________________________
-Understanding location


Like bags, each spot in your equip window has a numbered location.


___
( )=========Name=========[x] 0. Ammo
|—————————-| 1. Head
|—————————-| 2. Neck
|[ 1] | | [10]| 3. Shoulders
|[ 2] | | [ 6]| 4. Shirt
|[ 3] | | [ 7]| 5. Chest
|[15] | | [ 8]| 6. Waist
|[ 5] | | [11]| 7. Legs
|[ 4] | | [12]| 8. Feet
|[19] | | [13]| 9. Wrist
|[ 9] | | [14]| 10. Hands
| —————— | 11. Finger
| [16][17][18]<-[0] | 12. Finger
|—————————-| 13. Trinket
[~~~] [~~~] [~~~] 14. Trinket
15. Back
16. Main Hand
17. Off Hand
18. Ranged Weapon
19. Tabard


____________________________________
-Putting Location to Use

Macro: /script PickupInventoryItem(#);
Use: Equips what's on your hand.
Example: Not really used by it's self, it's more for use along side the
container pickup macro. For example we're using a Sword and
have an axe in our backpack (location 0,1).

Looking back, we can take:

/script PickupContainerItem(#,#); <- put in item location, 0,1
/script PickupInventoryItem(#); <- put in equip location, 16

Now we have:
/script PickupContainerItem(0,1)
/script PickupInventoryItem(16);

So if you clikc this macro, it will replace the sword with the
axe.




————————————————————————–
[7] Pets
————————————————————————–

__________________
-Pet Attack

Macro: /script PetAttack();
Use: Sends your pet to attack. Best used with a hunter's shot skill.
Example: N/A

__________________
-Pet's Target

Macro: /script TargetUnitsPet('Player');
Use: Targets what your pet is targeting.
Example: N/A

__________________
-Auto Feed Pet

Macro: /cast Feed Pet
/script PickupContainerItem (#,#)
Use: When I played my hunter, I loved this macro. When you press
this macro, it'll cast Feed pet on the PickupContainerItem.
The way this works is that all you do is press it, and it'll
automatically feed your pet the item in the bag/slot you
specify.
Example: Your too lazy to feed your pet, so you press a button and it's
all done.

____________________________________
-Warlock fears, pet stays.

Macro: /cast Fear(Rank #)
/script PetFollow();
Use: Warlock cast fear, and pet quits attacking. Good to prevent
your pet from messing your fear up.
Example: N/A


__________________
-Hunter Pull A


Macro: /cast Concussive Shot();
/script PetAttack();
Use: This is a macro I use for my pet, and I love it. It's great
for solo. What it does is whenever you cast your Concussive
shot (which activates Autoshoot), it'll send your pet to
attack. Great for solo, because if your pet has the highest
growl, you shouldn't get hit.
Example: N/A


__________________
-Hunter Pull B


Macro: /cast Hunters Mark(Rank #);
/script PetAttack();
/cast Autoshoot();
Use: This was created by NetherRelm, and also works very well. This
will cast Hunter Mark on the enemy, and like mine, send your pet
to attack and turn Autoshoot on.
Example: N/A

————————————————————————–
[8] Useful Macros
————————————————————————–

First and foremost, most of the macros came from here:

http://forums.worldofwarcraft.com/thread.aspx?FN=
wow-interface-customization&T=2739&P=1

This is the Offical World of Warcraft Macro boards, and
you can find new macros there all the time, or post your own.


____________________________________
-Change Action Bar Page

Macro: /script CURRENT_ACTIONBAR_PAGE = X;
/script ChangeActionBarPage();
Use: Replace 'X' with the action bar page number, and by pressing
this, it'll automatically change.
Example: You have two of these, both set on the '=' on page 1 and 2,
and have page 1's set to change to page 2, and vise virsa. When
ever you press '=', it'll toggle between page 1 and 2.


____________________________________
-Sharpen weapons with stones

Macro: /script UseContainerItem (#,#);
/script PickupInventoryItem (16);
Use: Simply press a button and use a Sharpening or Weightstone.
Example: Press a button, sharpen your weapon. Change the 16 or 17
to do it for a secondary weapon. For the #'s on the first line,
please refer to 'Understanding Location' in section 6.


____________________________________
-Quick Self-Bandage

Macro: /target [Player Name]
/script UseContainerItem(#, #);
/script TargetLastEnemy();
Use: Really nice macro for duels or 1v1 pvp. You can stun/fear
your enemy, press this and it'll automatically bandage you
without loosing your target.
Example: N/A




Hope this helped you all

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February 27, 2010

Leveling Summary Of Going From 50-60 (Warcraft strategy)

Summary of going from 50 to 60:
At 50, head to Ungoro because of all the collection quests avaliable. This is mainly a beast zone, hoever, there isn't an cash drops. There are good chances on items dropping in this zone.Doing each of the quests in Marshall's Refuge will get you 2 levels easily in a day. It is quite crazy how much exp you can gain in this zone with grinding mixed with questing. Just make sure you bring a mithril Casing with you to this zone because you will need it for a certain quest.

Felwood has some good kills that give you faction with the Timbermaws. At this point you should have your weapon (s) of choice until you are ready to do high level instances. So put Demonslay on both. This gives you a chance to stun and deal out an extra 100 dmg on each hit. Felwood is, of course, filled with demons. This area is also good for the lower 50s. I got up to lvl 55 fairly easy in a couple days from lvl 53. There are some nice quests in the southern area of Felwood which are easy to complete.

Now that you have demonslay you can also benefit from the enchantment in Azshara. The west side has some Satyrs to kill which are fairly easy to take down, though they have imp minions. The northern camps have lvl 51 Satyrs if you find the western zone to be slow exp. The mid 50s allow you to move onto Winterspring. In the SW corner, there is a dwarf lady who gives a decent cloak just for walking from one end of the zone to the other. The town also has a nice chunk of quests to complete which give good exp. The really good spot though is Lake Kel'Therill. It has more ghosts that are good for exp and easy kills till lvl 58.

The Plaguelands are the final area to hunt in. The West from 52-55 and the East from 55-60. They are full of undead to kill. Mainly though, you are here for the Argent Dawn faction, which can only be obtained when under lvl 60. Keep that in mind. Might as well get it done before hitting 60. If you are looking for demons to kill the east has a lot of hounds, but that is about it.

In the end your travels will be in Blackrock Stronghold. Getting down the basics of the spawn will kill you off a few times, but once you learn to understand it, the exp is great! Half of it is casters, which are perfect for killing. You will more than likely hit 60 here.

Instances to take into consideration on the side:
Before you hit 55 you will want to run through Mauradon. The trash blade (from killing the princess) is an excellent sword if you are one who weilds a sword. This drop is only beat by a rare drop in Blackrock Spire by killing the end boss. Make sure you finish up any quests in the Sunken Temple too, there are a few that give decent rewards. There are quests for this instance all over the world so do not be surprised if you come along another farther down the line.

Blackrock Depths and Blackrock Spire are where you will want to spend your upper 50s definately. The drops here are ridiculously good and require you to have a skilled group. Mess up just a tiny bit and the group is gone so be careful.

Quick Overview of grinding areas and lvls:

50 - 52: Ungoro Crater
- Marshall's Refuge has easy exp with all of the quests. The quests that tell you to kill Pterrodax do not take though (Waste of time). Start the Linken's Quest.
-Perfect place for skinners to lvl up is the Gorillas on the eastern side and the raptors on the southern side.

50 - 54: Azshara
- Demon Satyrs north of ghosts and in the top (50-54). They have minions though, but not tough ones.

50 - 54: Felwood
-Demon Satyrs in Felwood. Middle-west in zone. (50-54)
-If you do not have Demonslay kill Ironwood Stompers. (50-54)

54 - 60: Winterspring
-Ghosts on the lake. Lower central part of zone. (54-56). Can easily be farmed if you have the quest called The Ruins of Lake Kel'Theril (Just don't loot the shards you dig up) as it spawns 2 ghosts everytime you mine. Easy kills. Good Loot.

54 - 58: West Plaguelands
-Hunt Scarlets in the middle of zone. (54-58)

56 - 60: East Plaguelands
-Demon hounds across south end of zone (56-60)
-Mossflayer and Eyeless in middle of zone (56-58) and northeast (58-60). They spawn with chests.

58 - 60: Burning Steppes
-Orcs are stronghold. Takes a few tries to get used to it. Best place though since more than half are casters. (58-60)

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February 23, 2010

1-20 Belf (Wow strategy)

Before starting make sure to download a coordinate add-on. I prefer to use Titan panel for my coordinates. You will find these add ons at www.curse-gaming.com


Blood Elf

Level 1-5

Run to Magistrix Erona at (38,20) and accept Reclaiming Sunstrider Isle.
Run west to (34,19) and kill 8 Mana Wyrms and ding level 2.
Return to Erona and turn in Reclaiming Sunstrider Isle and accepting your class trainer quest and Unfortunate Measures.

All trainers are within The Sunspire behind Erona. Meet with your class trainer, turn in the class quest, buy your level 2 skills and accept Well Watcher Solanian. Run upstairs to Solanian at (38,19) and turn in Well Watcher Solanian.

Accept Solanian's Belongings and The Shrine of Dath'Remar from Solanian. Drop down and talk to Arcanist Athanas and recieve the quest Fistful of Slivers and running west to Arcanist Helion and accept Thirst Unending. Open your bag and find Sunstrider Book Satchel and put it on your bag tabs.

Go back to (34,19) and mana tap a Mana Wyrm every 30 seconds. In the meantime, begin killing the Mana Wyrms until you acquire 6 Arcane Slivers. Once both are done, run a little to the southwest and kill every Springpaw until you have 8 Collars.

Run west to (31,22) and look for Scroll of Scourge Magic around the waterfall. Run North to The Shrine of Deth'Remar at (29,19) and read the inscription to complete the quest.

Return to Arcanist Helion and turn in Thirst Unending. Proceed east to Ithanas and turn in A Fistful of Slivers and than south to Erona and turn in Unfortunate Measures and accept Report to Lanthan Perilon. Run into The Sunstrider and back to Solanian and turn in The Shrine of Deth'Remar. Ding level 4, go to your class trainer and train skills. Find a vendor and sell all unneccessary items.

Go south to (37,24) and look for Solanian's Journal. Run to (35,22) for Lanthan Perilon and turn in Report to Lanthan Periolon and accept his quest Aggression. Begin running to (35,2Cool for Solanian's Orb and kill 7 Tenders and 7 Feral Tenders. Kill 10 more Tenders and return to Periolon to turn in the quest and accept Felendren the Banished. Return to Solanian at The Sunstrider and turn in Solanian's Belongings.

Run to Falthrien Academy at (32,25) and begin working your way up while killing all Wraiths. Upon reaching the top, slay Felendren and loot his head. Stay here and kill all the Tainted Arcane Wraiths until one drops a Tainted Arcane Sliver. Go back down, while killing all Wraiths and go back to Periolon and turn in Felendron the Banished and pick up Aiding the Outrunners. First return to Helion to turn in the Tainted Sliver and then proceed south to Outrunner Alarion at (40,32) and turn in Aiding the Outrunners and picking up Slain by the Wretched.

Find a Slain Outrunner and get the quest Package Recovery and return to Alarion. Turn in the quest and accept Completing the Delivery. Go south to Falconwing Square and into the inn and turn in Completing the Delivery. Turning this quest in should make you ding level 6. Make the inn your home and go outside to Magister Jaronis at (47,46) for Major Malfunction. Go east and find Aeldon Sunbrand for Unstable Mana Crystals. Next to him, look at the wanted poster for Wanted: Thaelis the Hungerer.

Level 6-10

Find your trainer and train level 6 skills and sell all items in your bag you don't need. Make your way to (45, 37) for Thaelis. Make sure to kill all Arcane Patrollers and collect all Unstable Mana Crystal Crate. Stay here until you have about 2500 exp into level 6. Return to Falconwing Square and turn in all quests to reach level 7.

Accept the two quests in the area to have Darnassian Intrutions, and Delivery to the North Sanctum. Sell all items and go south out of the square to (45,53) for Caidanis. Accept Malfunction at the West Sanctum. Go west following the path and across the bridge to the West Sanctum and turn in Malfunction at the West Sanctum to Velania at (36,47). Get Arcane Instability and go a bit farther west and slay all Mana Stalkers and Manawraiths here. Find a Darnassian Scout in the area of (34,60) and kill him. Loot the Incriminating Documents from him and accept the quest. Stay here until you have over 3,000 expierence into level 7. Turn in both quests and run back to Falconwing Square and talk to Aeldon Sunbrand for Incriminating Documents and accept The Dwarven Spy.

Return to the North Sanctum to find Prospector Anvilward. Talk to him and follow him into the Sanctum and slay him. Loot his head and return to Aeldon. Turn in the quest and ding level 8 and accept the quest Fairbreeze Village. Sell all loot and train level 8 skills and proceed out of the Square.

Run to (45,56) and talk to Apprentice Ralen and accept Roadside Ambush. Continuing south, you will meet Meledor next to the bridge. Turn in Roadside Ambush. Accept his quest and swim to (44,61) for the tome. Turn in the quest, accept Taking the Fall and go farther south to reach Fairbreeze Village (44,70). Set the village to your hearthstone.

In the village accept the 6 quests: Situation of the Sunsail Anchorage, Saltheril's Haven, The Scorched Grove, Ranger Sareyn, The wayward Apprentice, and Pelt Collection.

Run to (46,71) for Ranger Sareyn and her quest Defending Fairbreeze Village. Go west past the Village towards the Anchorage and slay all Springpaw you find for their pelts until you reach (38,73) Saltheri's Haven. Turn in the quest and accept The Party Never Ends. Go down the other path to (36,66) for the 2 quests Grimscale Pirates and Lost Armaments.

A bit farther west is Sunsail Anchorage. Stay here until you slay 5 Wretched Thugs and Hooligans, and collect 8 crates of armaments. After this, go west to the golden Strand and look for the Cargo Barrels near the huts or kill Murlocks which also carry the stolen cargo. After having all 6 Cargo Barrels, stay here and kill murlocks until one drops Captain Kelisendra's Lost Rudders.

Return to (36,66) and turn in Captain Kelsiendra's Lost Rudders, Grimscale Pirates and Lost Armaments and ding level 9.

Accept Wretched Ringleader and go back to the Anchorage and work your way up and kill Aldaron at the top. Go and turn the quest in and proceed south of Anchorage to (34,80) Larianna and The Scorched Grove. Accept her quest A Somber Task and go south and slay 10 of the Treants. After killing all 10, look for the named mob Old Whitebark. Kill him and loot his necklace and accept the quest. Go back to Larianna and turn in both quests. Accept her new quest and go to the Runestone at (37,86) and click the necklace. After this Whitebarks spirit will attack you but you only need to take it to 1/4 health to finish the quest. This should level you to level 10 but if not, stay around and kill treants until you do.

Level 10-15

After reaching 10, return to Fairbreeze Village at (44,70). Turn in Situation at Sunsail Anchorage and Pelt Collection and accept Farstrider Retreat. Drop down and accept Missing in the Ghostlands. Talk to the General Goods vendor and buy the fireworks from him.

Go east into the Dead Scar and slay all Marauders towards (54,70) for Apprentice Mirveda. Turn in The Wayward Apprentice and accept Corrupted Soil and complete it. Go south down the Dead Scar to find the Darkwraiths. Go back to Mirveda and turn in the quest. Eat and drink and when ready, accept her new quest and slay the three mobs that come. Kill undead till you are 7,200 experience in. After this, accept her new quest and make your way back to Fairbreeze Village. On the way there turn in, Defending Fairbreeze Village at Ranger Sareyn at (46,71). Accept his quest and continue to the Village and turn in Research Notes. This will ding you to level 11.

Return to Falconwing Square and now train your level 10 skills and sell all items you dont need. If you have the money, go into the inn and talk to the General Goods vendor and buy 2 6 slot bags. You will be getting another one from a quest in a moment. After this, leave the Square and take the first path east.

Following the path east you will find Instructor Antheol at (55,54) to turn in Taking The Fall. Grab his quest and make your way to his apprentices at (45, 56) and at (44,60). Return to the Instructor and receive your bag. Continuing south you will find the Farstrider Retreat at (60,62). Accept the quests Amani Encroachment and The Spearcrafter's Hammer.

From the Retreat, run southeast to (64,66) and follow the path to the Troll Village. You will find Spearcrafter Otembe at (70,72). Kill him for his hammer. Near by you will see a npc in a cage. Accept his quest Zul'Marosh and head west towards the river. You will find Zul'Marosh at (62,79). After killing him, he will drop an item for the quest Amani Invasion. Return to the npc in the cage and turn in the quest and go back to Farstrider Retreat and turn in the two quests. From the Food & Drink Vendor, buy the Springpaw Appetizers.

Leave the Retreat and run northeast to Apprentice Loralthalis. Accept Deactivating the Spire and Where's Wyllithen? Go to the Orb of Transolcation and click it. Upon arriving, follow the stairs to the first power source and deactivate it. Run up stairs and get the second and third stones. Find another Orb of Transolcation next to the third stone and go back down. Once down, run to (68,46) for the Groundskeeper and turn in the first quest and accept his. Clear all Mana Wyrms and Ether Fiends in the area to complete the quest. You should ding to level 12 from this but if not return to Apprentice Loralthalis and turn in her quest to level.

Accept her new quest and return to Farstrider Retreat. Turn in the quest to the Magistrate and run north to Silvermoon City. Once in the city, run to the First Aid trainer at (77,71) and get your skill up as high as you can. After, find your class trainer and train your level 12 skills. Accept your class quest and do it as you please. Once done, go to the inn at (79,60) and buy the Suntouched Special Reserve. Use your heartstone and return to Fairbreeze Village.

In the Village turn in Warning Fairbreeze Village. Than run west to Saltheil's Haven and turn his quest in. Run back to Fairbreeze Village and this time go south. Following the path to (44,85) you will find Runewarder Deryan. Accept the quest Powering our Defenses and run to the east runestone. Drink and eat and when ready, activate the item in your bag and get ready to fight. You have 2 waves of Wraiths that will attempt to destroy the crystal so do not let them. Once done, return to the west runestone and turn in the quest.

Back on the road, run to (48,8Cool to find Missing in the Ghostlands. Accept the quest The Fallen Courier from Thedra and cross the river and kill mobs there until you get the 4 samples of blood. Return to Thedra when done and turn it in. With the courier up, accept his quest and run south into the Ghostlands. Find the Arcanist Vandril and turn in the quest and get the other quest he has. You find Marven at (44,32). Turn in the quest and now all quests in the area have been opened up. Go to Vandril and accept Suncrown Village, from Tomber recieve Tomber's Supplies, and from the Quartermaster Lymel, Goods from Silvermoon City. Go to the wanted poster and pick that quest up and then make Tranquillien your home. Go a little south to Apothecary Renzithen and accept The Plagued Coast.

Go north of town and the first path to the east to (57,15) and accept the quest Anok'Suten. Kill the 10 Nerubis Guards here and get one or two more people to help with Anok'Suten. He wanders around the town, so find him and take him down. Continue killing spiders until you have 9,000 expierence into level 12. Go back to Tranquillien and turn in both quests to Vandriel and ding to level 13. Accept the quest goldenmist Village. Go southeast to Chef Master Mouldier and obtain the quest Culinary Crunch, west to Ranger Lethvalin for the quest Help Ranger Velanna! Behind him, obtain the two quests Investigate An'daroth and Trouble at the Underlight Mines. Outside find Magister Darenis for Salvaging the past.

Run north out of town and take the first path to the west. Continue to An'daroth at (38,19) by following a dirt path up. Kill the 12 spies needed and go to the middle to get the complete for exploring An'daroth. Return to Tranquillian to turn in the quest and pick up Into Occupied Territory.

Begin running to goldenmist VIllage and on the way kill every spider to collect the 5 spider legs needed. You will find Tomber's Supplies at (33,26) in a cart. goldenmist Village at (28,1Cool kill 6 ghosts and 4 wraiths that are needed. Then run to the coast at (20,1Cool and begin killing murlocs until you have 6 spines. Swim out to Shalandris Isle at (14,26). The first plans are located at (14,26) next to a lamp, the second at (12,23) in a tent and the third is on the boat at (10,22). You should be level 14 by now but if not, grind out mobs until you are. Return to Tranquillian and turn in all four quests.

From Vandril recieve Windrunner Village, from Dame Auriferous get Deliver the Plans to An'telas, from Deathstalker Maltendis get Troll Juju, from Advisor Valwyn recieve Investigate the Amani Catacombs and from Deasthstalker Rathiel get Down the Dead Scar.

Before starting these quests, talk to the flight master and do the quest and fly to Silvermoon City. Go to the Bazaar and go to the inn at (54,70) and get the turn in. Accept the new one and go visit your class trainer for your level 14 skills. Return to the flight master and fly back to Tranquillien.

Turn the quest into Quartermaster Lymel. Now its time for Sanctuary of the Moon at (33,35). Run towards there and on the way through the Dead Scar kill all Hungerer and Cannibals you see. At the Sanctuary, kill all Arcane Devourers and Mana Shifters until you have 8 Mana Essences. Once you have all 8 essences, run southwest to (19,44) and kill the shades and gargoyles until you have 6 phantasmal substances 4 gargoyle fragments. Beware of Knucklerot as he wanders in here. Stay here until you ding level 15.

Run southeast to (27,52) for the Underlight Mine. Kill all the gnolls that are needed for Trouble at the Underlight Mine. As you are killing, make your way to (31,4Cool and get the qust Underlight Ore Samples from Apprentice Shatharia. Keep killing gnolls until you have all gnolls dead and 6 ore samples. Run east and stay in the Dead Scar until you complete Down the Dead Scar.

Run to the Sanctum of the Sun at (54,4Cool turn in Undermine Ore Samples and pick up The Farstrider Enclave. Before going to the Enclave, return to Tranquillien turn in all quests and pick up Spinal Dust and Rotting Hearts from Magistrix Aminel at (48,31) and Retaking Windrunner Spire from High Exectur Mavren at (44,32)

Make sure to sell and repair before leaving north out of town to (69,15). Turn in Help Ranger Velanna! and accept the quest Dealing with Zeb'sora. Go east from her to the troll village and collect the 6 ears. Return to Ranger Velanna and get the follow up Return to Captain Helios.

Run south from here to (66,29) and enter the Amani Catacombs. Inside kill all trolls you find to collect 8 troll juju and you find the mummified remains along the sides. Burn them by clicking on them. To get the compelte for exploring the cave, enter the circle room at the second left. You will find a quest npc in here but only begin it once you have completed the previouis two quests and ding level 16. Once both are done, stay in here and ding to level 16.

Level 16-

Once you are ready, accept the quest Escape from the Catacombs and follow the npc to Farstrider Enclave. Once at the Enclave, turn in Escape from the Catacombs, Report to Captain Helios and The Farstrider Enclave. Pick up the quests: The Traitor's Shadow, Attack on Zeb'Tela, Bring me Kel'gash's head!, Spirits of the Drowned, Shadowpine Weaponry and Bearers of the Plague.

Sell and repair as needed and drop into the lake. Look in the lake to find all the apparitions you need while swimming to (72,19). Pick up Forgotten Rituals from the Geranis here. Go into the lake and kill any apparitions you see and from the mud piles, the necklaces needed. Continue east to (72,22). Run into the building while killing all the Arcane Reavers, and go to the second floor to find the dusty journal. Get the quest from the journal and drop down and kill reavers until you ding level 17.

Once you hit level 17, return to the lake and finish Spirits of the Drowned and Forgotten Rituals. Return to Geranis at (72,19) and pick up Vanquishing Aquantion. You will find the altar at (71,15), north of the npc. Aquantion is only a level 13 mob so he should go down quick. Return to Geranis and turn in the quest. Return to the enclave and turn in Bearers of the Plague, Spirits of the Drowned and Hints of the Past. Pick up Report to Magister Kaendris and Curbing the Plague.

Start running to the Sanctum of the Sun at (54,4Cool while killing all Vampiric Mistbats. At the Sanctum turn in Report to Magister Kaendris and pick up The Twin Ziggurats. Run outside and run northwest to An'telas at (60,35) and tun in Deliver the Reports to An'telas. Pick up Deactivate An'owyn.

Run directly south to An'owyn at (68,64). A random Night Elf will drop the orb you need. Once you have it deactivate the stone and return to An'telas at (60,35).

From here run southwest to (46,56) and pick up Clearing the Way from Apprentice Vor'el.

Go northwest to the first ziggurant. At (40,50) the Howling Ziggurant, enter it and fight through the Detholme mages here for the Stone of Flame. Leave here and run northwest to the Bleeding Ziggurant at (34,4Cool and when passing through the Dead Scar, kill all undead for spines and hearts. Inside, kill the Deatholme Mages and pick up the Stone of Light.

Leave the Ziggurant and head towards (13,57). On the way kill every Ghostclaw Ravager, Spindleweb spider and Greater Spindleweb. At Windrunner Spire, you need to kill 8 Acolytes and 10 Rangers. Stay here until you ding 18. Eventually a Ranger will drop a necklace to start the quest The Lady's Necklace. Accept the quest from it. After you are done, go back outside and kill more Ravagers and Spiders until both quests are done.

Move back to the Dead Scar and get 10 hearts and 10 spines. Return to the Andilien Estate and turn in Clearing the Way. Then move northeast to Sanctuary of the Sun at (54,4Cool and turn in The Twin Ziggurats and pick up The Traitor's Destruction.

If you are able to hold on from training skills, find a group for The Traitor's Destruction and complete it. Before you leave the Sanctuary, go upstairs and pick up War on Deatholme. After this, try to get a group for Knucklerot and Luzren.

If you can't find a group, return to Tranquillian to turn in quests. In Tranquillian turn in, Retaking Windrunner Spire, Troll Juju, Investigate the Amani Catacombs, The Lady's Necklace, Wanted: Knucklerot and Luzren if you have it done, Spinal Dust, and Rotting Hearts. Both Spinal Dust and Rotting Hearts are repeatable. You should be close to level 19. Go to Silvermoon City and train level 16 and 18 skill. In Silvermoon City, check the AH for bigger bags if you can afford them and upgrade any outdated items you may have.

Back in Tranquillian, accept the quest Journey to the Undercity from High Executor Marven. Level to 19 if you haven t in bottom of Dead Scar, and begin running to Farstrider Enclave. In the Enclave, turn in the quest Curbing the Plague and pick up the quest A Little Dash of Seasoning from upstairs.

Run to Zeb'Tela at (77,34). Kill 8 Shadowcasters, and 8 headhunters and pick up 3 axes and maces from the trolls in the area. Once you those complete, run back to the Enclave and turn in Attack on Zeb'Tela and pick up Attack on Zeb' Nowa. Run south to Zeb Nowa at (68,47). Kill the 8 Catlords and Hexxers while pickling up the 3 claws and staves needed. The Fresh Fish Rack is found at (68,57) inside the big hut. Continue killing Catlords and Hexxers to (65,66) for the Raw Meat Rack. At (62,75) you will find the Smoked Meat Rack. Continuing down the path, you will find Kel gash at the top of the big hut at (65,79). He is easy to kill despite him being an elite. He casts lightning bolt on a 3 second cast and melees in between. If you cant take him alone, find a group. Once finished, return to the Enclave.

Back at the Enclave, turn in Assault on Zeb Nowa, Shadowpine Weaponry, Bring me Kel gash s Head! and A Little Dash of Seasoning.

Now is the time for the elite quests. Find a group for The Traitor s Destruction, War on Deatholme, and Wanted: Knucklerot and Luzren. Traitor s Destruction and War on Deatholme are completed in Deatholme, while Knucklerot and Luzren wander in the Dead Scar and around the Ziggurants. Traitor s Destruction and War on Deatholme are turned in at the Sanctuary of the Sun and Wanted: Knucklerot and Luzren in Tranquillien. After you turn in War on Deatholme you have the option of completing the new quest Dar khan s Lieutenants. If you wish to go back into Deatholme, and have a group, accept A Restorative Drought from upstairs and run back to Tranquillian for the follow up, Captives at Deatholme. If not accept the follow ups Hero of the Sin dorei and fly to Silvermoon City.

If you decide to do Captives at Deatholme, you will find Apothecary Enith at (32,74), Apprentice Varnis at (40,83) and Ranger Vedoran at (33,90). The Lieutenants are found at random buildings throughout Deatholme. Once done, return the Sanctuary of the Sun to turn in the quest Dar khan s Lieutenants and Captives at Deatholme. Once done make your way back to Tranquillian and fly to Silvermoon City.

In Silvermoon City make your way to Sunfury Spire and turn the quest into Lor Themar Theron and accept the follow up Envoy to the horde. You now have the quests Envoy to the horde and Journey to the Undercity. Behind Theron, you will find the transporter to the Undercity where you will turn both quests into Lady Sylvannas.

You will ding level 20 from this turn in.

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February 22, 2010

Leveling Being An Anything From 50-60 (Take 2) (Wow strategy)

Once again my login times out while writing and the post is blank so would appreciate it if one of you admin folks could delete the original ;)

Here's the guide

***

Welcome back fellow MPSers.

Been thinking this one over for a while now and finally decided that it would not be right to leave the guide series unfinished so without further ado, here's my guide for levelling any character to 60.

The Choice

Well, first of all you're faced with that age old question, do i grind or quest?

You're probably gonna need to do both to rack up the tremendous amounts of xp needed to hit 60. The last level alone is well over 200k xp. That said, there's smart quests and down right stupid quests. These are in short summarised as:

Smart

Kill Quests:
Always best for the xp you're going to need there's nothing more efficient than getting an xp bonus for grinding. The best ones are based near cities on mobs nearby in part of a series.

Instance Quests:
From 50-60 You will be visiting Maraudon, Sunken Temple, Black Rock Depths and maybe as ou get to the upper scale, LBRS. You're unlikely to get a group for Strat, Scholo or UBRS before level 60 unless you have a nice guild that will take you.

There's enough good loot to justify a few trips to all of the dungeons listed. The experience is good but as always, secondary to grinding.

Stupid

Any quest that involves an awful lot of travelling. You don't get xp for flying about on a gryphon so don't do these if you can avoid them.

Elite mobs quests outside dungeons. You'll know what I mean, if you have to kill same level elite mobs you're going to need a group, your xp will vanish and if the reward isn't bloody good, you wasted your time.

(For the purists out there, I'm well aware some if not all clases can solo an elite mob 3 or more levels above them, I've done it myself, but for levelling, it's totally counter productive.)

With that general premise under your belt you should also take the time to prepare a grinders toolkit ;)

Grinding Toolkit

This is different for every class but the ones that are generic are:

Quality Cooked Food - Don't waste too much time looking for it but if you can get it, great.
Bandages - The best possible bandages you can use on yourself, and plenty spare.
Potions - All manner of potions are available to increase your key stats, get some.
Healing Pots - Should never be used as a substitute for bandaging or eating, but can get you out of a death situation
Mana Pots - Same as above, for emergencies.
Swiftness Pots - A get out of jail free card, keep one handy wherever possible and dont be afraid to use them
Free Action potions - The same, if a mob roots or freezes you in some places, it can be game over, these prevent that so are a worthy addition, though you should never grind on mobs that can do this to you.
Sharpening Stones/Weight Stones - A must for any melee class, get the best ones you can, they stack with enchantments, but wont stack with Rogue Poison.

Enchantments.

These are a god send, you'll last a lot longer if you have enchants all over buffing every item, if you're not enchanted/modified from head to toe, put it on your "to do" list.

Weapon enchants are always a bone of contempt. At lvl 50 it's not worth going for Icy Chill, Crusader or anything fancy as the weapon will be gone soon and you wasted your money.

A good solid enchant for grinding is beastslayer, impact. Yep, the cheap ol red and blue glow stuff that goes cheap in AH. If you go beastslayer, your grind needs to be on animals, the other alternative is to have a Blacksmith enchant on your weapon, the only one really worth a damn is the weapon chain which is a bonus when fighting mobs that disarm, (remember those wastewander pirates do we?… annoying wasn't it?)

In any case, you see where I'm going, all of this stuff is relatively inexpensive at this level, you don't have to buy the best stuff you can get but anything that speeds your progress during a grind is a good thing. Get lots of it and use it as needed.

Early Fifties

Should be spent smashing up 47-50 mobs. A good spot for them is the Western Plaguelands. The area south of Andorhal is full of skeletons and zombies that are relatively easy to solo for all classes.

What's better, they drop Major Healing potions. Handy if you're a melee character. Furthermore, you can start working on your Argent Dawn faction here and get yourself up to a point where they vendor at Chillwind Camp will sell you "Enriched Manna Biscuits", these are one of the best sources of mana regeneration in the game. A nice addition to your kit ;)

You can go from 50-53 here if you're in the mood, if you're not good at taking even level mobs fast then another good spot is Tanaris where there is still a ton of 46-49 mobs floating around the South West part of the zone. The Ogres in the camps there are probably best as they dont run at low heatlh and the respawns are a good speed.

Some Quest Series to start on when your early Fifties should be:

Un Goro, every quest in this zone is relatively straight forward and worth doing for some good xp. The only exception is the Monkey quest with the robot which requires an inlaid mithril cylinder, theyre usually on the AH but the quest rewards are nothing special in any case.

UnGoro is a good spot and the power crystals you collect have a value to your kit later on when you use the pylons to turn them into Crystals that enhance you for 30 mins or so. These can be exceptionally handy.

The ChillWind Camp line is good and there's a lot of quests around which are easy to complete. The one to be careful of is the Cauldron series. The first one is not too challenging but the follow up Cauldron Quests are truly difficult to solo, even at high fifties and are not worth the effort.

Felwood has a series of quests that again are worth your time as they involve killing, especially the Jaedenar Satyr line of quests.

Once you're done with these quests you should hang around a while and grind the mobs for xp, when you get bored of it, go hand in the quest and move onto something else.

Mid fifties

This is where it stars to get mroe than a little tedious.

Blackrock Depths is doable and a good source of experience through the various related quests. Aside from this you'll be looking for 52-54 mobs to grind on some more.

The Skeletons and Zombies near Chillwind Camp were my favourite as they would go down easily and not cause too many problems with their diseases etc.

Close second were the Satyrs up North of Felwood, in the most North West point. If you have dual wield, get your weaps demonslay enchanted (odds are you have already cos it looks cool) and you will tear through these as your enchant often goes off in the fight, stunning and damaging the satyrs.

Another is the Firegut Ogres in Burning Steppes (A good spot for Miners) lots of closely packed low fifties ogres.

NOTE:

Some mobs have abilities that make them a real waste of time for grinding. A prime example would be the Pterrodax monsters in UnGoro, sure theyre the right level, they dont hit too hard but they have a surprise. They scream and fear you. Fear=not hitting, adds, hurt, more down time… bad.

If you come across a mob in your level range have a go, but if they pull a stunt on you that makes them bad news, don't stick about killing more, go and find something else.

Satyrs and Ghouls and Skeletons will take you to 55-56 pretty easily. At this point you should consider some of the end grind spots. Winterspring is a very popular one and contains a lot of kill quests.

You'll need to complete a furbolg kill quest to get faction to pass through the tunel at the northern end of felwood to get into WS but it's not too taxing.

If you're a warrior as I was, you can just say bollocks to them and run through with shield wall up toward the end. Might take you one death but its a lot quicker than working your faction.

Back to WS kill quests:

Personally I would skip the Chimera quests as they do a lot of damage before they go down making them impractical for grinding.

The best line is the Yeti line and the yeti caves are commonly found full of would-be grinders. If you can get the quests line and get in there, you'll find them good fun to kill and relatively easy for the level.

Furthermore there's a line of quests involving the nearby furbolg tribes. They're always fun to kill, it's a pity you can't stuff one and keep it.

If you like to grind, there's a sweet little spot south of Everlook down the path, as you go down there's a hill path to the left that leads to a little Moonkin/Owlkin patch tha'ts nicely populated. Theyre a dead easy kill and again, good xp.

An alternative to WS is Eastern Plaguelands where the Fordring quest line "Demon Dogs" etc is a very useful kill line that starts up the east bank of the river as you zone into EP.

In Summary:

50-53:
Tanaris if you want to be safe, Ogres in the South West range from 46-47
Jadefire Satyrs in Felwood 49-50
Western Plaguelands - Mobs range from 50-52
54-56:
Western Plaguelands again, the 50-52 mobs are so easy to kill that the xp flies…a bit.
Jadefire Hellcallers and co up in Norther Felwood - mobs range from 53-54
57-60!
Winterspring - Yetis, Wildkin/Moonkin whatever they are, Furbolgs, Sabers(If youre a leatherworker)
Blasted Lands - Ogres
Deadwind Pass - Ogres, a nice spot if you're looking for somewhere quiet.

Thats it.

Some Generic Tips

I've said it before and I'll say it again:

Pull!. Proper pulling will make the whle process much easier, lure mobs one by one wherever possible and fight them solo, if you get adds, conside whether it would be a better use of time to turn and run with a swiftness pot than stay and fight and suffer the downtime.

Pay attention!

When fighting use your left mouse button and mouse look all around you, if you're not in a safe spot, move the mob. Safe fighting is qucik and happy fighting.

Use your abilities!

Speaking from a warrior point of view - Retaliation is often forgotten in grinding but makes a nice boost once every 30 mins. Use it every time it pops, go for 3-4 mobs and stick it on with your 2h weap out.

For rogues you have all manner of abilities that serve a similar purpose.

Hunters should use Rapid Shot every time it's up

Mages - Evocation

Druids - Innervate

It's all bog standard stuff but some people forget to use it as their grind pattern does not need it. Build it in, saving these skills for an emergency is a waste of time, use them and escape the emergency with your toolkit.

Celebrating in Style

Once you get close, get ready to take a screen pic of the ding, take that last mob on bare fist and naked, do whatever ya like but praise the gods that your grind is over.

Now it's time to become a major loot whore and spend every night in Strat/Scholo/BRS trying to find all your tiered armour set drops. Good luck with that!

Thanks for reading, I hope the guides were useful in giving you some ideas on where to go and what to try.

I can go and have a rest knowing my bit for MPS is done ;)

Happy hunting, questing and grinding.

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February 21, 2010

AV Easy-Rams!, for allience rogues and druids (Warcraft strategy)

I was collecting rams for the ram riders a few days ago after getting the lether straps in, but found that the horde had taken the stormpike graveyard! As we all know, you have to pass the bridge to get to the quest dwarf. So instead of taking the path, I ran underneath the bridge. Popped into cat form and stealthed- of coarse the ram does not. But that's the point!

Through horde's eyes, it will seem like another ram has just wandered it's way up the hill and near the bridge. It also help if you go back and forth to make the effect that the ram has no destination.

The rams never actually go on the bridge, so that makes stealthing across suspicious. horde usually come in waves across the bridge, so it helps to just wait near the bridge for an open gap- when it's clear, make a mad dash for it!

I've done this many times and 100% of the time I was unharmed.

You can also grap the collor and jump down the ledge to your left (facing the queat-giver), tame a ram, and trinket back up the slope. Don't worry if your ram doesn't appear, it climbs up the ledge and should be with you in a few seconds. DO NOT turn in the ram before you see it! This can screw it up, the ram will come back, and you can't turn him in! You can use the collor on another ram, but instead of following you it will just keep attacking. The only way to get rid of your extra ram is to die.

This might be faster, but it just isn't as fun as seeing horde look straight at you (even when you're buddie's not stealthed) and not suspect a thing!

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