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March 15, 2010

Midgame Guide Rogue Leveling (Warcraft strategy)

This is a guide to leveling as rogue. This guide encompasses subjects like leveling, specs and gear.

The class
The rogue is the master of the quick melee kill. Unlike the warrior, the rogue starts at full effiency (100% energy) and relies on burst DPS to survive. With only leather armour, you need to take down your target fast and be careful of adds.

The class is great as a farmer and one of the best damage dealers in the game in groups. In groups the DPS aspect of the rogue really shines through, as some of the higher damge moves are position dependent (backstab) and with a tank, you can really let rip.

Leveling Methods
Rogues are pretty straight forward to lvl and are the perfect grinders. Stealth, sap and distract make rogues able to sneak to most places and complete quests. Sicne rogues are very good at grinding, you can mix quests and grinding more freely, as opposed to the DPS-challenged classes.

The following is a link to the rogue FAW on the US boards, with loads of useful links.
http://forums.worldofwarcraft.com/thread.html?topicId=11381359&sid=1

Whichever you choose, I highly suggest doing nothing but instances from 58-60 to gear up and get all your key quests done. Not doing so, means missing out on a huge amount of XP.

The traditional ways are:

Grinding:
Not much to say about this. You kill mobs, they give XP, you lvl. If you don't have a comprehensive knowledge of where quests take you and which order is best, grinding is pretty fast for leveling.
It can be pretty boring, but listening to music or being on Vent/TS helps a lot. Get a rhytm going and stay in it. Take breaks when you mana up to not go completely blind :)

The following is pretty good list of where to grind which mobs. It is however from a horde perspective and you need to scroll down a bit to get to the guide :) If you read the whole bit, there are some suggestions for alternatives, which work just as well…if not better.
http://www.mpsgames.com/ms/index.cfm?page=topic&topicID=31653&categoryid=20&forumid=63

And the following lists some nice alliance spots for grinding. Also are some suggestions on questing.
http://www.wow-pro.com/Knowledge_Base/op=show/kid=515.html

Questing:
If you know your way around the world, this is the fastest way to level up. This is also known as gresting to some. Decent horde guides are few and far between (there are some on this site), alliance have it a lot better.

horde - if you are horde, use Joana's guide. That will take you from 1-60 in 5 days /played. It's written from a hunter perspective, so my suggestion is staggering your progress in the guide by a lvl or two. Other than that, there are some (admittedly with holes in them) guides here in the strat section. An idea is to try and modify the following alliance guide.
http://forums.blizzhackers.com/viewtopic.php?t=309717 is the text guide (thanks Bay_Cassius
http://video.google.com/videosearch?q=wow+world+of+warcraft+levels are links to all the videos (thanks sQren)

alliance - if you are alliance, you got it made! The following guide will quickly and easily take you from 30-60. Reason it's 30, is because of the quests pre that are in and around the starter areas, so just level quickly to 30 and you are set.
http://www.wow-pro.com/node/599

Talent Specs
For leveling I recommend spec'ing for swords. Sword damage rely less on positioning and more on frontal, white/normal damage. If you do 58-60 exclusively in instances, consider spec'ing daggers, since it's a big damage upgrade, but it relies on postioning and a good tank. Considering you may need to PUG instances (and tanks may suck), swords are still very much an option.

This is the spec I suggest for leveling:
http://www.wowhead.com/?talent=f0ecoxxZMhEz0Vzxb

Fill out malice and imp SnD first, then move to combat and fill that out up until swords and blade flurry, then fill out rest of Assasination.

Method of pulling: With swords, you don't really need to be stealthed or positioned, so just pull with ranged and wail on the target. If you are up against multiple hard mobs (high yellow), it pays to sap one and take the others down, then the sapped one. There isn't really any large downtime after a fight, only the need to bandage up every 5 mobs or so (if that).

OneHitWonder is a very useful add-on for grinding, since you can set it up to apply various attacks at the press of one button.
http://www.curse-gaming.com/en/wow/addons-121-1-onehitwonder.html

Gear
Rogues are stuck with leather their whole life, so can't take a beating for too long. Focus on AGI, and lots of it, mixed up with some STAM and STR. Personally, I go all out on AGI and STR to get targets down faster in PVE, but you need more STAM if you PVP. At around lvl 45, you can get the thrash blade from Maraudon, which should last you until 58-60.

The following is a link to a very useful site with loads of gear tables, incl. FR gear.
http://shadowpanther.net/wow.htm

Apart from that, rogue is a very fun class, that is easy to play, but hard to master. When you start raiding, consult this thread on how to maximize your DPS using daggers:
http://www.mpsgames.com/ms/index.cfm?page=topic&forumid=24&topicID=36669&categoryid=20

Enjoy :)

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March 14, 2010

Consortium Reputation Guide (Wow strategy)

Friendly

* More Crystal Fragments a repeatable quest from Gezhe at Aeris Landing - 10x Oshu'gun Crystal Fragment - 250 rep points, no XP (Neutral, lvl 65)
* More Heads Full of Ivory a repeatable quest from Shadrek at Aeris Landing - 3x Pair of Ivory Tusks (36 tusks total will take you from Neutral 0-3000 and become Friendly).
* Most enemies in the Mana Tombs wing of Auchindoun will give 5-20 reputation; bosses give considerably more.

Friendly to Honored

* More Obsidian Warbeads a repeatable quest from Gehze at Aeris Landing - 10x Obsidian Warbead - 250 rep points. At first delivery 8150XP, 370 (lvl 66), repeating yields 38 but no XP. Keeps giving rep after Honored has been reached.

* Most trash mobs in Mana-Tombs give 7 reputation per kill, some only 1, and bosses give 70.

Honored to Revered

* Trash mobs and bosses do not give reputation in Mana-Tombs.

* Another Heap of Ethereals repeatable quest from Nether-Stalker Khay'ji in Area 52 in Netherstorm; 10x Zaxxis Insignia nets 250 rep points, no XP after first turn in. (Unknown if this extends to Exalted.)

* More Obsidian Warbeads a repeatable quest from Gehze at Aeris Landing - 10x Obsidian Warbead - 250 rep points. At first delivery 8150XP, 370 (lvl 66), repeating yields 38 but no XP. It keeps giving rep through Revered.

Revered to Exalted

* Another Heap of Ethereals This quest is good for rep into revered. It is unknown how far into Revered it will take you.

* More Obsidian Warbeads a repeatable quest from Gehze at Aeris Landing - 10x Obsidian Warbead - 250 rep points. At first delivery 8150XP, 370 (lvl 66), repeating yields 38 but no XP. Keeps giving rep after Revered, but unknown as to how far it will extend to exalted.


Upon reaching Friendly status, players are officially considered members of the Consortium and given a salary. The salary is a bag of gems at the beginning of every month, given by Gehze at Aeris Landing. Higher reputation with the Consortium yields better and more jewels each month.

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March 11, 2010

PVPing With Your Priest (Wow strategy)

Taking your Priest into PvP:

Quite a few players will spec Shadow for the DPS/kills, however I have found it a lot more enjoyable to go Holy, not to mention that a Holy specced Priest is a far more valuable asset to a party then a Shadow Priest. If you want to power level a priest through the PvP ranks, then you will be forced to go Shadow. However this guide is for a Holy/Disc Priest, the more difficult, but more rewarding PvP path. When you are not healing and have Mana to play with always cast a Mind Blast or SWP when you can afford it. Never sit in a battle with full mana waiting to heal.

Overhealing, this is a common mistake of pure healers, to actually throw more healing at a player then what he/she really needs. A general rule of thumb that I use (As a heal spec Priest) is a simple 2 button combo and evaluate if further healing is needed, and that is: an instant cast Renew, and a cast of Flash Heal. This 2 button combo will work on every class but a Warrior. (Give a warrior an extra Flash Heal, and spam it if necessary) As a Holy Priest you have better heals and a better chance to crit on a heal, this is normally why Priests “over-heal”. Don’t worry, in time you will know exactly how much you need and when.

Who to heal? Who do I heal first, how do I prioritize? Another Noob mistake is for a healer to heal a caster with no mana, wtf? (Ohhh wand use FTW? I don’t think so) Think of it this way, which will do the most DPS? Is there another healer getting waxed? Here is a general priority list:

1. Healer with Mana/Priest. A Druid should bear morph if he/she gets a ton of agro, and a Pally should bubble, so kind of watch out for other Priests.
2. Mage with Mana
3. Warrior with less then 25% HP left.
4. Shaman with Mana in melee. If the Shaman is not near melee peeps, he should be healing himself.
5. Rogue
6. Hunter
7. Warrior with 50% of HP left.
8. Warlock - Warlocks have a wide array of survivability tools from healing to Demon spec, so here healing will not be needed in the majority of cases.
9. Druid – A druid with little mana can morph, so give them the heal, hoping they know how to play their class.
10. Warrior with 75% of HP left.
11. Pally – Pally is last because they are always the last to die, (Even without a healer) they can bubble and heal themselves, so your services are really not needed, unless they are out of mana.

Keep in mind this is just a general list, of course there will always be other things to consider. How a class is spec’d makes a huge difference. Heal a Rest specced Druid and you will probably embarrass yourself, however healing a Druid that is specced heavy in Balance(and in Moonkin form) and you will be worshipped. Unless there are no other targets, NEVER heal a caster that is OOM, it would be much better for them to die and come back with full Mana/HP in 30 to 60 secs. Another thing to keep in mind is Dispel Magic, if you are healing someone always take half a second and look at the Debuffs, if there is any, cast DM after your Renew and Flash Heal.

Alterac Valley:
You will have a few choices to make before you start PvP’ing here. Level 51-60 can go to AV, and generally the lower the level the faster they are going to die, which means they need healed more then the 60’s. I will not waste mana on a non-60 if I can help it, my opinion is that you should not be in the end game PvP BG’s until you are 60, as you do nothing but “gimp” your side. But wait, it is your account and you can go to AV as a 51 if you want? Sure, but I am not going to waste my mana healing your ass :)

Drop the BOMB. Anytime you see your front line in a stalemate, and you have plenty of mana, go ahead and fear bomb. Buff up, shield, and run straight into the front line, AOE fear, Renew, and run back into your rear area again, with your finger on the DM button. As long as your healing duties are going fine, you can do this every 30 seconds.

MC – Mind Control in AV can be useful and hilarious. If you are going to run them into Korrack, or their guards, always use the best target you can. MC’ing a caster with no mana is a waste, MC’ing a Warrior/Pally with full HP into Korrack is very helpful. Just remember they will kill you when the MC wears off. Another way to really help is to MC an enemy and run them straight thru your line into the back, release the MC and watch him die in 2-3 secs. This is a double edged sword however, because if you are around a lot of nubs, then they will grief you for “bringing them dinner” instead understanding why you brought a solo target in the middle of 5-6 mages ?

Defending a Flag/Bunker – If you know me you know I don’t “defend”, however if you find yourself in this situation always hit a target that is capping the flag. If it is desperate and you got 10 enemies on the flag then fear bomb it on a suicide run.

Taking a Flag/Bunker – This is where your healing comes into a “power play”, I know the flag is right in front of you, but don’t cap it.(Unless solo) The person that is trying to cap will be the prime target of anyone, keep them healed and DM any effects. If someone is close to capping and you have an enemy incoming, charge them and fear them. (Or MC, but only MC if there is only 1 enemy target)

How to take a flag from the guards and an enemy defender with just you and 1 other person?
MC the enemy, run him into the guards, when he dies the guards will all come for you, and your partner caps the flag ? Remember to keep the distance between you and the guards at all times, this should not be too hard with a little experience.

WSG:
You have a spell called “Mind Vision”, this will allow you to see where your flag is anytime you want. You just need to mentally note the name of the enemy that has your flag, cast MV on him/her (Use a target macro if you wish) and WHAM you have your flag loc. Remember the name of the game here: “Capture 3 flags to win”, what they do not tell you is “Fighting in the middle is retarded”. So always defend your flag, attack the enemy flag, or run escort, and as a Priest you should be running escort.
Something to remember when running escort is that it is NOT your job to heal others, always keep your attention on the flag carrier. If the flag carrier is full health and doing fine, then you can throw a heal to someone else. Do not forget DM here, as your flag carrier will be under all kinds of Debuffs! If things get overwhelming, run to the flag carrier and fear bomb. If the flag carrier is running way ahead of you, target the closest enemy (Probably mounted trying to catch the flag) and MC him/her.

Defending the Flag: Yeah you can do this, but unless you have 4+ Priests on your side (I have seen this) leave this chore to someone else. This is almost the same as carrying the flag, let someone else do this.

MC’ing the Flag carrier? I have seen this done effectively, but only in organized groups. Basically when there is a ton of escorts on the flag carrier, an enemy Priest will MC the flag carrier and run them in the opposite direction of their base. This gives your side a lot more time to bring down the carrier or the escorting healers. Do not try this in a pug though, and never MC a solo enemy carrier with 5 of your teammates on him/her ?

AB:
The best place for you to be in AB is defending the Lumber Mill flag. Anyone that comes along just gets MC’ed off the cliff. As a Holy Priest you should never be soloing here, run with a partner or group and always hang in the back. Since you will mostly fight in small groups here I am going to encourage suicide. When you die you really help your party out by helping them with a massive heal. If you are assaulting a flag and the numbers are about even go ahead and “heal out” your team, when you are out of mana, suicide. The best way to suicide is to run into a Mage, or grab the attention of an enemy Warrior. As in other BG’s remember the strats on the flag, heal the capper and fear bomb if it gets overwhelming.

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March 10, 2010

Macros, Scripts, Addons Etc. Explained (Warcraft strategy)

This is a post that tries to explain the basic ideas behind and differences between terms like Macros, Scripts and AddOns to those who are either beginners to using such things or to making such things. All credits go to Legorol from the Hellscream server who posted this on the official Interface Customization bord.

Slash Commands
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To understand how everything else works, first it's useful to know what a Slash Command is. WoW allows you to give simple commands to the game in the form of a slash (/) followed by the name of the command. You can give these commands directly by typing them into the chat box. An example would be the "/follow" command. If you target a friendly character and type "/follow" (without the quotes), you start following them. You can get a list of some of the slash commands by typing "/help".

Here is the official sticky the EU forum which gives the complete list of all slash commands:
http://forums-en.wow-europe.com/thread.aspx?fn=wow-interface-en&t=7&p=1&tmp=1#post7

There are several types of slash commands, a lot of which you may already be familiar with (such as /1, /p, /g). Some are designed to perform game actions (e.g. /follow, /assist, /cast), others are chat related commands (e.g. /yell, /chatlist) or give you information (/who). You also have emotes (/laugh, /bow).

Finally, there is one very special slash command "/script", which I will explain later.

Macros
————–
The purpose of a Macro is to allow you to create some very simple custom actions or tasks, based on the existing game actions. A macro is just a sequence of slash commands, which are executed immediately and in order when you execute the macro. To create a new macro, either type "/macro" (without the quotes), or click on the speach bubble next to the chat box and select macro. You can then give a macro a name, an icon and type in a few lines of slash commands. The macro is created in the form of an action that you can drag onto your hotbar. You can activate the macro by clicking on the resulting button on the hotbar.

An example macro would be:
/cast Fireball(Rank 1)
/yell "I am frying it!"
This macro merely casts a fireball, and then yells for everyone to hear that you have done so.

Macros have some severe limitations, and are only intended for very very simple tasks.

FAQ:
Q: Can I cast two or more spells in a macro?
A: No. The most important limitation is that you can not cast more than one spell using a macro. This limitation is there so that macros can't automate too much for you. You can have as many other commands within the 256 character limit as you like.

Q: Can I wait between commands in a macro?
A: No. There is no command for waiting or pausing in a macro.

Q: Can I make a macro that casts different spells?
A: Yes. It is perfectly possible to make a macro that casts a different spell each time you run it, perhaps cycling through a list of spells. The limitation is one spell cast per keypress or mouse click (i.e. one spell cast each time the macro is run), but that one spell can be different each time.

Scripts
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Usually, not just in WoW, the term Script refers to a short to medium length program, written in some kind of simple programming language (called a scripting language). The purpose of a script is usually to control another program.

World of Warcraft has a powerful programming language called Lua embedded inside it, which is used for scripting. What this means is that WoW is able to understand and execute little programs written in the Lua language. However, in WoW, a script is usually not something that you use by itself, i.e. you don't just type in a script and execute it (although this is also possible). Instead, there are several places in WoW where you have the option to enter scripts as part of something else.

The kind of places that you can use a script in:
[li] /script [command] : If you type the slash command "/script" in the chat box, you can follow it with one or more valid Lua language statements (i.e. a script), separated by semi-colons (;).
[li] Macros: you can enter scripts as part of macros, by putting one or more "/script" command in your macro.
[li] User Interface modifications and AddOns: You can read more about these below, but the main point is that these are all created using Lua scripts (and also XML technology, but don't worry about that right now).

In all the cases you can use scripts in, the things you can do with the scripts are the same.

So what can a script do? There are many resources on Lua scripts. Some of the links that are useful:
http://www.lua.org for an explanation of the language
http://www.wowwiki.com for reference material
The most important point however is that scripts are able to perform many more game actions than slash commands. This is done via a set of functions (called API or Application Programming Interface) that WoW makes available for use in scripts. Here is a link to a quite extensive list of all the API functions available for use in scripts:
http://www.wowwiki.com/World_of_Warcraft_API

After all that explanation, here is an example of a script. [/pre] if (IsPartyLeader()) then
CastSpellByName("Fireball(Rank 1");
end[/pre] This script is very simple. When you execute this script, if you are the party leader, then you cast a fireball. To use this script, you could do so for example via the "/script" command. E.g. you could type this: [/pre] /script if (IsPartyLeader()) then CastSpellByName("Fireball(Rank 1"); end[/pre] directly into the chat box. Or you could make that line part of a macro, so that it's reusable.

In summary: a script in WoW is a short program written in the Lua language, able to interact with the game and perform game actions. You use a script by including it as part of something else, e.g. by putting it in a macro via the /script command, or by putting it in a UI Mod or AddOn.

User Interface Mods and AddOns:
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Blizzard has made the decision that the user interface of World of Warcraft is fully customizable, modifiable and extendable. This is completely legal, and is encouraged by Blizzard. A User Interface Modification (UI Mod for short) and AddOn is exactly the same thing, the difference is merely in their names. Usually Mods tend to refer to smaller things that only modify existing funcionality of the user interface, whereas AddOns tend to add extra functionality. From now-on I will collectively refer to anything that customizes the WoW UI as an AddOn.

AddOns are created using the Lua scripting language mentioned above, and XML technology. They are pretty powerful and can often do more than merely add fancy buttons and windows on your screen. I will not go into the gory details of how you create these, there are many excellent introductory guides around. Here is a link you will find useful if you are interested in more details:
http://www.wowwiki.com/Interface_Customization

From a user's point of view, what you need to know is that AddOns come in the form of one or more text files, ending in the ".xml" and ".lua" extensions. These files are supposed to go into a folder called Interface in your World of Warcraft folder, or into one of it's sub-folders. Usually AddOns are distributed as zip files by their authors, and you "install" them by simply unzipping them in your World of Warcraft folder. (If you don't see an Interface folder, don't worry. It is not there by default. If you want to put anything into it, you are free to create it yourself).

Warning: Be very very careful with AddOns that come as executable ".exe" files. Always triple-check before you use these to make sure that they really do what they say they do, as executable files can do anything whatsoever to your computer. AddOns are supposed to be written in text format in .xml and .lua files, so that anyone can check that there is nothing malicious about them. You have no such check available with executable files. Also, since AddOns only operate within WoW, they can't harm your computer, whereas executable files can.

Having said that, lot of authors distribute their AddOns as executable files. These executables most of the time don't do more than just unzip the AddOn's files and place them in your WoW folder in the appropriate places. Occasionally the executables are used to automatically download updated versions of the AddOn, or to upload data collected by the AddOn (for example item statistics to be put on a web-site etc.).

Installing: You usually install an AddOn by simply unzipping the file it came in into your World of Warcraft folder. Sometimes you have to copy the AddOn's files into its place manually. Each AddOn lives in its own folder, and you should end up with a folder structure like this for each AddOn:
World of WarfratInterfaceAddOns<addon name>

Uninstalling: You can always uninstall any AddOn by deleting the AddOn's folder. You can reset the WoW UI to its default state by deleting the World of WarcraftInterface folder.

Cosmos, CTMod, Gypsy, Nurfed and other AddOn packages:
———————————————————–
If you look around the forums a bit, you will see names like Cosmos, CTMod, Gypsy and Nurfed popping up. These are major AddOn packages that contain a large number of UI AddOns. Their authors (often working in teams) are respectable members of the WoW community who have worked hard to create useful (and sometimes not-so-useful) AddOns for your gaming pleasure, and have bundled them together into one easy-to-use package.

Feel free to use any and all of these packages. They are legal, Blizzard allows and encourages their use, although you won't get technical support from Blizzard if something is wrong with them. There are many of these around, download and try a few of them and see if you like them. Usually the authors make these packages highly configurable so that you can adjust them to your needs.

Note: a lot of these major AddOn packages conflict with each other, so you won't be able to use them together.

Standalone, pure AddOns, what's so good about them?
—————————————————————
You will often see AddOn authors being proud of their AddOn being "standalone", or "pure addon". In the past, often AddOns modified existing UI functionality by changing something in the existing, core UI files provided by Blizzard. This has lead to conflicts as different AddOns all tried to modify the same file. A "pure addon" is one that does not modify any existing files, and merely adds its own files. This is a very good thing, because you can have any number of such AddOns happily coexisting side-by-side.

Also, a lot of AddOns depend on other AddOns for their operation. For example, most AddOns in the Cosmos package wouldn't work by themselves, and need some of the core AddOns in the Cosmos package to be present to work. A "standalone" AddOn is one that is capable of working by itself, with nothing more than just that one AddOn being present. Again, this is a good thing, because it allows you to pick and choose just those exact AddOns that you want, without having anything you don't want.

Having said that, from the point of view of an AddOn's author, you will find that often a lot of AddOns do very similar sort of things. It is much more easy and quick for an AddOn author to create a new AddOn if they can rely on existing functionality in other AddOns or some common core "libraries". That's why there are AddOns out there that depend on things such as the "Sea" function library, which in itself is just a core AddOn. If you find an AddOn that requires some other core AddOn, don't be afraid of it. Just make sure you also download the core AddOn.

Think of this as how a lot of games nowadays depend on DirectX on the PC. Game authors can write their games much quicker knowing that the user's computer will provide them with the functionality they need in the form of DirectX. If you are happy about running games that require DirectX (such as WoW), you should also be happy about running AddOns that require other, common core addons.

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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.


————————————————————————–
[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.


————————————————————————–
[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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