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February 20, 2010

Goose's Golden Egg(coin Strat) (Wow strategy)

And the WOW gods came down from the Heavens and slapped goose and said “let there be coin”

This strat is not mine, this was showed to me by another player in-game. After showing me the strat, (he has others as well, I believe for shards) I paypal’ed him the money to join MPS, and he became a member. I had tested this for the last 2 weeks, and stayed in commo with him, and then ??? The credit goes to him if I can ever find him again, he was a little hesitant about me printing this on MPS, but with the dupe exploit released, I do not see the point now.

The good:

1. You cannot get banned for doing this.
2. There is no 3rd party apps needed, this will work on a normal retail WOW.
3. FROM MY EXPERIENCE, the minimum you make an hour is about 60g, the normal is around 100g, and if you get really lucky,(this happened to me a few times) about 200g an hour.

 

The Bad:

1. You must be a Rogue, preferably level 60.
2. You must have a very high Lock pick skill, preferably 300.(280 is bare minimum and that was not tested)
3. You need “Ninja Agro Avoidance” skills or you are going to get your ass handed to you.
4. If there are any kind of server or Instance problems you get screwed.(the best time to do this is on the “off hours” and on week days)
5. This is my first coin strat, if I see this C&P’ed anywhere I am going to be real pissy. Don’t even try to eBay this, already being done.(not by me, although if I was not a writer for MPS it would be by me LOFL)

How to make even more coin with this strat:

1. Get +speed on boots.
2. Set all your talents for this strat, max stealth, max speed stealthed, Insta cooldown rogue skills etc…
3. Sprint often…
4. Have a friend or second account to make resetting the instance take less then 30 secs and 20 secs of this is your log out time.

The Strat: The SS’s have a lot of edits in them to help players understand, what to do, and may be a little sloppy, as I am not an artist, and very pressed for time, also I edited the Screenshots so they cannot be stolen, LOL, I was going to FRAPS the whole thing so you could see in Full Motion Video but how the hell I would get it to you I have no idea, would be a lot of bandwidth and kind of expensive, resource wise. Also please rip the pics and save them to your hard drive.

Go to Black Rock Spire and enter instance, follow the white line and go thru the doorway to the right:

http://img31.imageshack.us/img31/7395/startedit0kw.jpg

Hop down and cut thru the left doorway, there will be 2 roving guards in the tiny hallway, just ninja around them.

http://img177.imageshack.us/img177/7551/beforehalledit1sj.jpg

When you come out of the doorway look to your right and walk to the edge. The box with the white edit around it is your primary target, this box only spawns about 50% of the time. If the chest is not there, still continue and check for Bannok, (see below) if Bannok is not there, then reset instance now. Don’t worry if you do not see the chest there 4 or 5 times in a row, this is just averages and sometimes you will see it there 4-5 times in a row. Now hug the wall and jump down to a ledge, go straight, then jump down to the other ledge, turn left and go to edge but DO NOT jump off.

http://img104.imageshack.us/img104/4449/seechest9ti.jpg

Now you need to set a targeting macro, “/target bannok” this is an elite mob that ALWAYS drops a blue,(vendor trash as it BOP and none of the items are for Rogues) and sometimes drops the BP for the Arcanite Reaper which I normally sell for 250g with a 300g buyout. At one point I had 3 of these so I lowered the price a little to get rid of the extras. He is a very weak 59 elite, easy for a Rogue, just DO NOT GET agro or you are toast. Bannok is very rare spawn, I would guess 1 out of 30-50 runs, so just keep your eyes open. If Bannok is not there you will normally target a rat. If Bannok is not here and chest did not spawn then reset instance now. If chest did spawn then follow white line, yes it is a big jump down and you get no damage as a Rogue, and please do not jump on top of the mobs down there LOFL!!!

Note:

Bannok ONLY spawns at 3 places, “1” and “2” are both in huts and are marked with edits. The third place is at the end of the little horde city to the left, you will have to pull him with a gun or bow to avoid agro if he is at location 3. You can pull Bannok thru other agro WITHOUT getting the additional agro, they are “different family” mobs.

http://img305.imageshack.us/img305/9978/ledge4lp.jpg

Continue and follow white line, avoiding agro:

http://img305.imageshack.us/img305/2333/beforespid4xc.jpg

Side Note… Cry… Death in here is extremely painful and time consuming, 90% of your deaths will be from the spiders… general rule of thumb if your stealth is maxed: “as long as one of their legs do not touch you, you are fine”

WTF, I died… sigh…

http://img204.imageshack.us/img204/2352/golddeathfirst8rp.jpg

and the killer walk back…

http://img204.imageshack.us/img204/4453/golddeath6wv.jpg

at the top you must use your agro skills here….(go thru Indiana Jones door at end of white line)

http://img292.imageshack.us/img292/4406/damnspiders7ai.jpg

follow white line…

http://img292.imageshack.us/img292/4871/longhall8lw.jpg

That Fat Ogre roams from the chest to his current position and back either hit the chest when he is roaming or… (YOU MUST HUG WALL when opening chest or you will get agro)

http://img127.imageshack.us/img127/9599/chestbefore6ub.jpg

Sap his ass and open chest. Note sapping him will put you “in combat” after you loot chest you can whack him once and jump off edge and give him 15 seconds to exit combat mode, OR waste a vanish to exit combat mode. Ledge you need to go too is behind you, when you open chest. (You were on the ledge before…) Another 16 slot container??? But I already have 4…. :)

http://img127.imageshack.us/img127/3333/chest0ac.jpg

Enjoy the Phat loot… Oh my, not another Mooncloth recipe.. What am I going to do with all the coin from the AH???

http://img127.imageshack.us/img127/8040/resetinstance1ol.jpg

If you “burn” this strat, it should take you no longer then 45 seconds to see if chest or Bannok is in the instance. If the chest is there it takes no longer then 2 minutes.

P.S. TO INSTANTLY RESET ANY INSTANCE, WHEN YOU ARE DONE WITH THE INSTANCE DO THIS:

1. INVITE SOMEONE TO JOIN GROUP.
2. LEAVE GROUP.
3. LOG OUT.
4. LOG IN AND YOU WILL BE AT THE BEGINING OF THE NEW INSTANCE.

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February 19, 2010

Guide For New Boss In Dstrat Duo (Warcraft strategy)

The 3 things u need for this place are a Mage(ice-specced), Priest, and the Key to the City.
2 Drops that most will want but there is a +22 dmg/healing by spells neck piece, but main 2 are:
http://www.thotbott.com/?i=53595 -Waistband of Balzaphon
http://www.thottbot.com/?i=53574 -Staff of Balzaphon

This guide is for killing Balzaphon the new boss in Strat. This can be easily done by 2 ppl.
First is where the hard parts come it, aoe. Have the priest shackle pull one of the elites, and then go around corner and use Line of sight pull, once there, mage frost nova's starts the aoe process, now there will be 2 elites roughly 1/2 healht down, and have priest dps em till dead, reshackleing the first one at that time for safety.

Then go to the left side near fountain, and attempt 2nd pull, watch out for ghouls and such, so that the pull is seemless, w/o problems(note: if pull goes bad, just run out and come back in, and attempt again). Then pull the 2 ghouls and the larger one, which patrol the area(this is where frost mage is best as they can kite the large elite, u dont want to just have the elite hit u as from lag or something, he did 1800 dmg in few secs on me, so kite em till dead), then shakle pull again the 3rd aoe. If you have pulled the 3 patrols first, u can shakle pull, if not, have mage pull, and shackle in the tunnel. Then the boss should be alone and ready for killing.

Killing the boss is easy, as a frost mage with lots of frost armor protection+coldsnap, its really easy to kill em as he uses frostbolts for dmg. Just go near the right side near a crate past Hearthsinger Forresten rare spawn(yes if he spawns u can easily kill em as well, little harder then balzaphone, but just as easy to do). The boss also drops 2 corrupter stones, nice bonus for the Ad grind now.

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February 18, 2010

Kick Person Enemy Arathi Basin (Wow strategy)

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

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February 17, 2010

Pissing people off using Onyxia! (Wow strategy)

In Stormwind Keep, when the quest (where Onyxia is confronted) is being 'played'; wait for Onyxia to respond to what that knight guy says, press the right mousebutton on her (yea, to speak with her) and she'll stop the enteraction with the quest.

She'll then just stand there for around 10 minutes, without continueing the quest.


I've done this 3 times on the EU Dragonmaw server, and each time, people gets pissed 'cause they think they're failing the quest, or complaining about it being bugged.. I, however, laugh the socks off each time, 'cause people reactions are hilarious.


So, try it out..
.. and piss some people off!

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February 16, 2010

1-60 Horde Leveling guide (Wow strategy)

1-12

I found the best place to be the undead (I haven't done Tauren, orc/troll suck). Tons of quests and you can easily leave the newbie zone at level 12 which should be your goal. If you pick orc/troll, you will probably have to do a little bit of grinding, because I was only able to get to level 10 in Durotar doing every quest (I think I did at least), and the mobs start at level 12 in the barrens.

12-18

Barrens. Duh. A whole fuckload (yes, I have to use that word) of quests. More quests than any other zone, for a huge level range. You can easily stay in the barrens until after level 20. You will get bored of it though ;P

18-26

Your time here is best spent between stonetalon and the dreaded hillsbrad foothills. Hillsbrad does have tons of awesome quests, plus it's a cool zone, but it's also a zone where horde funnel in at level 18 or so, and alliance funnel in at level 30… Definatly can be a test of your patience if you don't have a couple of buddies to group with for protection. Stonetalon is a lot better now, but still does not have the content that Hillsbrad does, although it can be a good escape, both from alliance, and when you get tired of Barrens.

27-37

Two words: Salt Flats. Located in the eastern part of Thousand Needles, at level 30 about 8 quests open up that will net you 1 level in about 3 hours of killing mobs. Plus, you will make about 5g selling the useless drops you get. Easiest level in the game Wink After you finish needles/flats you should be about level 33-34, and Arathi Highlands is where you want to be. It has a small alliance presence, but horde numbers are much greater. Lots of good quests here, including a bunch of elites with awesome rewards (one of the best swords you can get for levels 34).

37-45

Now it's on to the Badlands, where you get to deal with 8billion coyotes running all over, and earth elementals on every single border Smile Nah, it is a pretty good zone, with some good quests. Miners will love it because there is a ton of ore to be had here, mostly iron, some silver/gold/mithril. You can also head to Tanaris at some point, where there are another good supply of quests. Ooops, almost forgot Grom'Gol in stranglethorn vale. A huge amount of quests here, including 1 for a 14 slot bag at level 36. Make sure you don't skip this area, lots of great stuff here. Almost forgot Faralas as well. Not a lot of quests here, but it is an absolutely gorgeous zone. There is 1 long questline that ends with an amazing weapon, no matter what your class (4 to choose from).

48-60

Lots of choices now, Ungoro, Winterspring, Western Plaguelands, etc etc.

I skipped over some zones, but they are just not worthwhile. Swamp of Sorrows for example has 5-6 quests, but it's so far out of the way that, except for the Sunken Temple being there, nobody has a reason to visit the damn place. Same with Blasted Lands.

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February 13, 2010

Immunity to Rogue Stealth Attacks (Warcraft strategy)

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

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February 12, 2010

make money in lowbie instance (Wow strategy)

You could probably make a little more if you are alliance, but should be easy with either. Having skinning will make it go a lot faster too, I would think you would need to be level 35+. You will need someone with at least level 10 and 115 leatherworking too, you could make a mule yourself easily and get that skill level.

Rest is pretty simple, head over to Wailing Caverns do the quest http://www.thottbot.com/?qu=1487 send receipe to the mule then grind the instance, collect 10 perfect deviate scales and 10 deviate scales, send to leatherworking mule, make belt and sell to rich rogue twinks for anything from 20-50g. Reset instance and repeat, good thing is you will never run into the instance limit as will take you longer than 12 mins to complete it

I've never seen these for sale on the alliance AH. I saw a twink the other day, theres even a few guilds of them with all the blue stuff (barb, lynx, blackened) but he didn't have this belt so hopefully theres a market for them.

I wasn't there for long but picked up 3 perfect and 7 deviate, bags got full though, alot of lvl 11-12 greens dropped that I sold, not a great deal of money in it though. I didn't find the quest guy but apparently theres a vendor near him so that good for unloading junk, trouble with skinning you have to loot everything.

Of course only list one at a time, also if you get close to 50g (don't know how possible this is!) for one belt I would imagine other ppl will start grinding for them, in that respect I don't know when the best time to list them would be?

Nearest base for horde is obviously Crossroads, easy for them to send stuff off or sell, nearest mailbox for alliance seems to be astranaar? Feel free to add anything to increase profits! (may be worth picking up enchanting to de stuff, probably for horde as base close and can send off dusts)

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February 8, 2010

Grinding 35-60 (Wow strategy)

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

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

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

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

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

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

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

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

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


—————————-
Grinding

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

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

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

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

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

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




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


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

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

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

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


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

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

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

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

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

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

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February 7, 2010

How To Tank - A Basic Guide (Wow strategy)

There's been a lot of talk about warriors not knowing how to tank, so this is my take on how to tank in an instance. All constructive criticism is welcome, all flames will be replied to with a "well write your own guide then" so save both of us some time and don't bother.

I'll be thinking mainly about 5 man instance groups, although a lot is still more than relevant in the raid instances, what you learn at low level will see you through to molten core with ease.
I'm not going to go into tanking talent builds, as my views are that 31/20 is just as good as any other and that prot isn't needed it just helps a little, I'm just going to cover the absolute basics that will give people a good basis for them to start on. However, I do make a few assumptions, mainly that you have tactical mastery, which if you don't, you will need to go and get. You cannot tank without it. Actually, you cannot do anything as a warrior without it. (well, you can, just not efficiently)

Firstly, we have the 3 most important aspects of tanking.

1 - First and foremost, use a shield!

This may seem like a given, but you'd be surprised at how many people try to tank with a 2 hander. The excuses for this range from "I do more damage like this" "I don't have a shield/one hander" or "I generate more threat with a 2 hander". All of these are rubbish. Firstly, you are a tank, not a rogue or mage, you're not there to do damage. If you don't have a shield or a one hander then do not try to be main tank. As for generating more threat, that's the worst excuse as shield bash generates way more than any attack with a 2 hander will, and as the name suggests, it needs a shield.

The main reason why you should always use a shield is the damage reduction. A priest will have a hard time keeping up with the heals if you insist on using a 2 hander. At 60 my shield adds around 12% extra damage reduction.
Secondly, revenge, I'll cover this skill in more detail later, but needless to say shield = block = revenge.

(I know that when you're a pr0 ub3r tank you can use a 2-hander and think you're just as good as anyone else, but really, you're not. Lets leave it at that and no "I cn tnk wid a 2hndr" posts please)

2 - Be defensive!

Defensive stance is a must. Not only does it reduce the damage taken by 10%, it also generates additional threat, and has a few nice abilities that are great for holding agro. I've grouped with many warriors that refuse to tank in defensive stance, to them the 10% less damage they give is more important than the 10% less damage they take. These are bad warriors. Most of your time should be spent in defensive stance. As a general rule, if you can do it in defensive stance, then do it in defensive stance. This goes for everything from sunder armor to demo shout. While it may not be much doing these in defensive stance adds extra threat that makes it harder for you to lose agro.

3 - Protect your priest.

If something is beating down on your priest, get it off them, your sole job when your priest is losing health is to get whatever mob is on them off them and onto you. If the priest goes down, you go down. The ways of doing this vary greatly, and depending on the situation. If your priest is close you can just switch target, taunt and then build agro on that mob until you're sure it's on you. If your priest is far away your main goal is to get to them as soon as possible. My favoured technique is to switch to berserker stance, intercept, then back to defensive and taunt. If there are multiple mobs on your priest you're going to want to follow this with a battle stance, mocking blow, or in worse situations, challenging shout.
As a warrior your priest will be relying on you to keep them free from agro, just as you will be relying on them for healing. If they have agro, you can't be healed.

Once you know the 3 basics you have the foundation of knowledge you need to enter the world of a tank. However, that's just the beginning.

There are 3 stages in tanking that you'll encounter, each of these is as important as the next, and to be a complete tank you will have to master them all.

Getting initial agro

There is nothing more important than getting initial agro on a group of mobs, without agro you gain less rage, which makes it harder to get agro. It's a viscous circle that basically means that a bad start can mean a bad finish.

-Start with a charge if you can - This doesn't just give you rage, it has a stun chance, which = threat. If you can't start with a charge (like if you have to pull mobs towards you) then blood rage is a good skill for getting you some much needed rage to start throwing out the agro building moves.
-Follow up with a demo shout - This doesn't just reduce their attack power, it allows you to get a little agro on each of the mobs so they are less likely to take an immediate interest in your priest.
-Try to fit in a Whirlwind - don't overlook this skill. It may be in berserker stance, but attacking 4 mobs = threat on 4 mobs.

This should take around 5 seconds, and then and only then should the rest of the group attack.

Threat building

Once you have the initial agro on each of the mobs you're going to want to keep increasing your threat so as none of them come off you and attack someone else. Luckily as a warrior you have several key skills that are useful for building threat.

Sunder armor,
Revenge,
Shield bash,
Disarm.

These are the 4 key agro building tools you have available to you, and you should have everyone on your hotbar in easy to use positions.

Sunder is our spammable skill that builds a fair bit of threat, you'll find yourself using this a lot as it has a low rage cost, and builds a nice amount of threat. All the mobs that you are tanking should have sunder on them.

Revenge is a great skill that builds a lot of threat. It can only be used after you dodge, block or parry, but after a couple of revenges Ragnaros himself won’t be able to pull a mob from you. This should always be used on the main target when it's available. It'll make them stick to you like glue.

Shield bash doesn't just interrupt spell casting, it makes them hate you as well! It builds threat on non-casters just as well as casters. This is another skill that you should be using mainly on the main target; it'll keep them on you even when you're building up threat on the other mobs.

Disarm is great for reducing the amount of damage you take, but also for building threat. There's a lot of mortal strike speced mobs out there, and we all know how nasty mortal strike is, disarming them stops them from using it on you, and also makes them hate you for it.

To make sure you keep enough agro on the main target you need to spend most of your time building threat on that. However, you cannot ignore the rest of the mobs.
Between each threat building attack on each of the mobs not being attacked, you should do at least one on the main target. That means no matter how many mobs are on you, you still spend half your time making sure you can keep the main target on you, and the other half building threat on the others to ensure your priest doesn't pull agro with a heal.

You may be wondering how you'll keep track of which mobs you've been building agro on and which you've let slip. For this I recommend the sunderthis add-on. It allows you to show the currently sundered value above a mobs target box. That way if every time you cycle through a mob to build agro on it you sunder you can keep a count on which mobs have had more of your time than others, and keep your threat level pretty even on each of them.

Getting back the agro

At some stage or another, either through a trigger happy mage, gung-ho rogue, or you not having enough threat to cover that big heal from the priest (it's never the priests fault, if the priest gets agro, it's your fault), you will lose agro. It's no big deal, as long as you know how to get it back.
The obvious choice here is taunt. It does exactly what it says on the tooltip and makes them attack you again. If it's just one mob that turned away then all well and good, a quick taunt and back to threat building we go.
However if things have gone more wrong than that you may need to draw on a couple of other skills.

-Mocking blow, in battle stance forces a mob to attack you for 6 seconds, just enough time for you to get off a few sunders, maybe a revenge, and a shield bash.

-Challenging shout makes all mobs attack you for 6 seconds, in which time you'll need to cycle through all of them and fire off those sunders.

-Or, in the worst possible situation, where everything has gone wrong and it looks like nothing will get all the mobs on you, we have the patent pending "oh !&$%, everything’s gone to $!@%" method of getting agro back, the one chance only, no turning back, uber threat building combination of… challenging shout retaliation! That's right folks, if things go wrong we don't go down without a fight, warriors never say die, back against the wall, or a corners even better (we don't want any attacks from behind now) and hit challenging shout… then retaliation, then sit back and watch the numbers fly, and imagine your threat level skyrocketing. If that doesn't save your group from a wipe on a bad pull when your cloth wearers are all taking hits then nothing will. (try not to make a habit of that though… at once every half hour it's not really a spammable tactic)

Main Assists

A lot of people seem to have the idea that the main tank should also be the main assist, the guy everyone assists to find the mob that people should do damage to. This isn't true, in fact this is probably the worst way of doing things.
The main tank and the main assist should always be 2 different people, generally a damage dealer should play the part of main assist.
This is due to the fact that as a tank you will never be targeting the same mob all the time. You will need to constant rotate between each of the mobs on you to keep building threat on each of them. If you sit there attacking the one mob that everyone is attacking as soon as a heal goes on every one of the other mobs will run straight at your priest, and remember what we said about protecting your priest? And if you're acting as main assist as a tank then people could have a different target depending on when they decided to assist you, and there's nothing worse than trying to keep 2 mobs on you that are being spammed with high damage attacks.

The way that I find a lot easier is if one of the other members of the party is the main assist, and everyone has their assist macros set to them even you) This way you wont have your party complaining that you keep switching target and they don't know who to attack.

Pulling

Always pull.
This is one of the most important parts of tanking. Pulling means that the mobs will initially target you, it's easier for you to build agro if they are already attacking you rather than having to pull them off someone else. You will get to learn when and how to pull.
The other main benefit of you pulling is that in the worst case scenario, when a pull goes bad, when you pull the entire room because you didn't see the patrol and you have 10 mobs beating into you, you can die alone. It will save you from a wipe. However, make sure your group knows this is the case, you don't want your priest healing you on a really bad pull and the whole group having to go down. Making a macro to say something like "bad pull DO NOT heal or attack" to warn your group of a really bad pull will save lives.

When and where to pull

Always spend a moment to look for any patrols.
Only when you are sure that there are no patrols should you consider pulling.
Only pull things that have a clear path towards you. This is really a no-brainer, but pulling through other mobs pulls them too.
Always try to pull around a corner. This stops any ranged mobs from staying ranged on you, they will lose line of sight so will have to come into your melee range.
Learn the patterns. There is always a pattern. Learning it makes your job a lot easier, if you know when and where each patrol will be coming, you know when to pull each group, or when to wait and pull the patrol instead.

You and your ranged weapon

Get the fastest weapon you can, damage is irrelevant, stats are nice but not needed.
Get to know your ranged weapon, this may sound strange, but you need to know how long it takes from you hitting the button, to it actually firing. Nothing is worse than hitting fire at that perfect pulling position, then having to wait for your bow to fire by which time that nasty patrol is back down this end of the room right next to the group you were trying to pull. Knowing your firing speed can be the difference between pulling a group of mobs, and pulling a group of mobs plus a patrol.

Group Leadership

It's easier as a whole if you take control of the group. You are the one that should always be first into a fight, so you are the one that should decide when and how that fight happens. Many a time you will encounter people who want to be in command. People who will want to pull, don't let them.
The most important aspect of being a tank is being able to control your group. You need them to follow your lead, otherwise things will go wrong. Once you have ran an instance a couple of times you will be in a lot better position to lead than anyone else, use this to your advantage.
You should be responsible for calling the shots, if you want a sap you should say, if you want a shackle or sheep pull, you should call it. However don't think that just because you are ready the rest of the group is. We have no downtime, we can keep up with the Duracell bunny, and unfortunately your casters can't. It's paramount that you keep an eye on your casters mana bars. If it's empty then you're on your own, and we all know how well a warrior does against multiple elites with no healing. Always make sure that no one is sat down drinking when you go off to pull the next group of mobs.

And that's about it. I'm sure there are some things that I've missed, but that's all I have for now as it's nearly 4am. Feel free to comment about anything or add to this with your own tanking tips.

Note on sunder - Alot of people have been saying it's been stealth nerfed to generate less threat, I haven't noticed this, I generally don't need to spam it more than 5 times on a mob to hold agro anyway, and as such it is still working well for me.

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February 6, 2010

Exploit - Walk By Mobs Without Aggroing Them! (Wow strategy)

1. Put your WoW in windowed mode.
2. Use auto-walk (usually by pressing on Numlock if you didn't changed your key bindings)
3. Right click on the name bar (don't know how to say it in english, it's the thing over the program with the name of the program and the minimize/close buttons)
4. WoW will freeze, as soon as you left click inside the game, you will have walked but if there was mobs on the way, they will have ignored you

:D

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