These are a couple of tips that have helped me form a good group and that I wanted to share with you. If you want to add more, then please reply to the thread and I'll edit it in later.
1. If you are looking for a group to go to an instance, make sure you click off the Auto-Join option. This will guarantee that you have control over the groups you will join or the classes that join your group.
2. Commentaries box: this is a great field where you can let people know what you currently need or have for a certain quest or dungeon. Ex. if you are a warrior and you prefer to dps instead of tanking, then include this information in the box.
3. Searching for members is easy, go to the LFM tab and select the dungeon/quest that you are looking for more members. You will get a list of everyone that has that dungeon/quest selected. When you mouse over the character's name, you will get a small window that will display the character's information, commentaries, dungeons/quests they are LFG, and a list of group members if they are grouped. This allows you to carefully select the groups that you want to join and the classes that you want to add.
4. When inviting other people, send them a whisper first saying that you want to join or invite them to the dungeon/quest that they are LFG. It is rather annoying just getting an invite out of the blue and not knowing what it is for.
For now, this is all I got but will add more things as people suggest.
I also realize that the tool is not perfect and that it does require additional features to make it better. Instead of just complaining about it, then we should all do something and keep a suggestions thread alive with the ideas that we have to improve on it.
суббота, 5 июля 2008 г.
Beginner's Guide to Grouping
Etiquette Tips
When desiring to group with another person. It is considered polite to talk to them before sending a group invite.
Should your group happen upon a chest, supply crate, herb node, mining node ect. Ask before you loot. Most groups do /roll to find out who gets the item.
If you have a spell that will be benefical to the other players in your group, don't hesitate to use it! (AKA Buff your Group!)
When asking for anything from your group, mind your please and thank yous.
Should you need to go AFK, notify the group and add about how long you expect to be gone. Do not be AFK for longer than 5 minutes.
If you have to leave a group before a quest or dungeon is complete, try to find a replacement for yourself. Though not required, it is also polite and considerate to give a reason for your leaving.
Ideal Groups
This section will describe what key elements or classes a group should have if it's expected to succeed. There are always exceptions to this rule because there are many different combinations that will work with the many different classes in the game.
| 5 Man | 10 Man | 20 Man | 25 Man | 40 Man |
5 Man
There are 3 essential people that a 5 man party needs for an instance.
Tank - You need someone who can take damage and hold aggro. Warriors, Druids and Paladins work well in this role.
Healer - You need someone who can keep up with healing the entire party. Priests, Druids, Shamans and Paladins can fill this role. If a druid is your main healer, be sure to bring someone else who can ressurect more than once every 20 minutes.
DPS - The rest of your group needs to be filled with damage dealing classes. Any class can fill this role with the proper specs.
10 Man
The larger the groups, the more diverse you can be depending on what classes you have. Be flexible but keep some basic 'must-haves' in mind.
Tank - In a 10 man group you need at least 1 tank, preferably 2. You need someone who can take damage and hold aggro. Warriors, Druids and Paladins work well as tanks.
Healer - Just like a tank, you need at least 2 healers. You need someone who can keep up with healing the entire party. Priests, Druids, Shamans and Paladins can fill this role. If a druid is your main healer, be sure to bring someone else who can ressurect more than once every 20 minutes.
Crowd Control - 10 Man dungeons tend to have larger groups to pull. You need to have some crowd control abilities. The type of CC needed will depend on the dungeon itself but the three most popular CC classes are mages, rogues, and hunters.
DPS - The rest of your group needs to be filled with damage dealing classes. Any class can fill this role with the proper specs.
20 Man
In 20+ Instances you can be flexible but you also have to have certain classes and even sometimes certain talent specializations for boss encounters.
Tank - In 20 man dungeons you need to be more particular about how many of each class you have. Depending on the raid instance, you will need 2-4 tanks which can be warriors, paladins or druids. For raiding you need tanks who are spec'd specifically for tanking.
Healer - Depending on the dungeon you need 2-5 healers. Ideally, all healers will be spec'd for raid healing. Priests, druids, shamans and paladins work well. Try to get a mix of healer classes because of different healing abilities will give you flexibility for boss encounters.
Crowd Control - Most 20 man instances do require 1-3 mages for sheeping. Saps and Hunters traps will work but are not a reliable way to control raid instance mobs who can easily one-shot most members of the raid.
Decursing and Curing - There are bosses in 20 man dungeons that just love to curse and poison and do all manner of debuffs that can wipe a group if they're not taken care of immediately. You need sufficient coverage in your classes to take care of mass decursing. Mages and druids for curses. Priests and paladins for disease and magic. Paladins and druids for poisons. Some bosses you have to designate 1-2 people to just stand there and decurse everyone during the whole fight.
Saviors - You must have someone who can save the group from a wipe. In some dungeons it's hard to get back to where you were unless someone managed to survive to rez others. This can be a hunter or rogue with engineering jumper cables(not very reliable), a Paladin with DI(1 hour cooldown, have a couple backup plans) or a Warlock with Soulstone(30 min cooldown, use wisely).
DPS - The rest of your group needs to be filled with damage dealing classes. Any class can fill this role with the proper specs.
25 Man
This # instance was added with the Burning Crusade Expansion. It is similar to 20 mans but the classes are more dependant on the raid instance itself.
Tank - In 25 man dungeons you need to be more particular about how many of each class you have, depending on the boss encounters. You will need 1-5 tanks, two of which will need to be spec'd for tanking. The others you can usually slide by with an off-spec tank. Warriors, druids and paladins will work well.
Healer - You will need 4-8 healers, depending on the instance. 4 of the healers need to be spec'd for healing. The rest, if not spec'd for healing, need to be partially heal spec or in very good healing gear. Priests, Druids, Paladins and Shamans will work well.
Crowd Control - Many 25 man dungeons do not require crowd control. Those that do require CC are easily covered by 1-2 mages.
Decursing and Curing - There are bosses in 25 man dungeons that just love to curse and poison and do all manner of debuffs that can wipe a group if they're not taken care of immediately. You need sufficient coverage in your classes to take care of mass decursing. Mages and druids for curses. Priests and paladins for disease and magic. Paladins and druids for poisons. Some bosses you have to designate 1-2 people to just stand there and decurse everyone during the whole fight.
Saviors - You must have someone who can save the group from a wipe. In some dungeons it's hard to get back to where you were unless someone managed to survive to rez others. This can be a hunter or rogue with engineering jumper cables(not very reliable), a Paladin with DI(1 hour cooldown, have a couple backup plans) or a Warlock with Soulstone(30 min cooldown, use wisely).
DPS - The rest of your group needs to be filled with damage dealing classes. Any class can fill this role with the proper specs.
40 Man
In 40+ Instances you can be flexible but you also have to have certain classes and even sometimes certain talent specializations. Basically you can take a 20 man group and double it. Or take the rules for a 5 man group and repeat it 8 times. There are also specific requirements for classes depending on what 40 man dungeon you are doing.
Tank - In 40 man dungeons you need at least 4 but preferably 5 or 6 tanks. You need at least 2 tanks who are spec'd for raid tanking, the rest you can get by with off-spec tanks. Warriors, Druids and Paladins will work and in some cases, Shamans and Pet-Tanks (hunters or warlocks using a pet to off-tank a mob).
Healer - You need at least 5 healers for a 40 man dungeon. You need 2-3 dedicated heal-spec healers for the tanks and the rest of the healers can be an off-spec. Priests, Druids, Paladins and Shamans work fine.
Crowd Control - 40 Man dungeons have interesting pulls and depending on the dungeon you may need a rogue for sapping, a mage for sheeping, a hunter for trapping/kiting or a warlock for banishing.
Decursing and Curing - There are bosses in 40 man dungeons that just love to curse and poison and do all manner of debuffs that can wipe a group if they're not taken care of immediately. You need sufficient coverage in your classes to take care of mass decursing. Mages and druids for curses. Priests and paladins for disease and magic. Paladins and druids for poisons. Some bosses you have to designate 1-2 people to just stand there and decurse everyone during the whole fight.
Saviors - You must have someone who can save the group from a wipe. In some dungeons it's hard to get back to where you were unless someone managed to survive to rez others. This can be a hunter or rogue with engineering jumper cables(not very reliable), a Paladin with DI(1 hour cooldown, have a couple backup plans) or a Warlock with Soulstone(30 min cooldown, use wisely).
DPS - The rest of your group needs to be filled with damage dealing classes. Any class can fill this role with the proper specs.
Class Roles
These are the general roles expected of classes as well as what talent trees mean for that class. Classes in the non-raiding environment can fulfill different roles even if they are not fully specialized for it. For example, a Paladin spec'd for DPS can, with good gear, heal well enough for 5 man instances. Or a druid who is spec'd for healing can, with good gear, tank some 5 man instances. It isn't until you get into 60+ content that roles and specs get more concrete for grouping.
Talent Specializations
Feral = Tank or DPS
Balance = DPS
Restoration = Healing
A hybrid class. A Druid can be a healer, dps or a tank. A druid's role in a group might never be set in concrete. If the priest dies, they may have to act as main healer. If the warrior dies, they may have to take over as main tank. In larger groups they could also be asked to fufill any number of roles.
Talent Specializations
Survival = DPS, CC and Survivability
Marksmanship = DPS
Beast Mastery= DPS
As a ranged DPS class you help dish out the damage and kill mobs quickly. The Hunter's biggest challenge in instances is their pet running off and dragging back more mobs than the group can handle. Keep your pet in passive mode and use the commands to tell them to attack specific things only. Keep an eye on the cloth wearers and use your pet to help keep aggro of them. Another useful skill for hunters in instances is their Trapping abilities for Crowd Control. Be sure to make use of it.
Talent Specializations
Frost = DPS
Fire = DPS
Arcane = DPS and Sustainability
You are DPS and crowd control. You help kill the mobs quickly but be careful not to pull aggro. Choose and use your spells wisely. A group generally will like to have water and food too so ask your group before you get started so you're not pausing to conjure in the middle of the dungeon. There are many instances where you will need to sheep a target. Make sure you keep an eye on the sheep so you can re-sheep it if necessary. Use your Frost Nova to help keep mobs away from your healers. You can also use sheep on unexpected adds. Be sure to tell the group which mob you are sheeping so they know not to attack it.
Talent Specializations
Protection = Tank
Retribution = DPS
Holy = Healing
Just a like a druid you are a hybrid class. Be prepared to jump in and takeover any number of roles in the group. You could find yourself healing if the priest dies, tanking if the warrior dies or DPS. Be sure to always use your seals and judgements and auras to help the group. In the middle of a wipe scenario, try to cast Divine Intervention on the priest or another person who can resurrect.
Talent Specializations
Shadow = DPS
Holy = Healing
Discipline = Sustainability
You are a support class. Most groups will expect you to heal. If you expect to DPS instead of heal, make sure the group knows that so they can find a healer. Be mindful of healing aggro, even from vampiric embrace.
Talent Specializations
Assassination = DPS
Combat = DPS
Subtlety = DPS
You are one of the few pure DPS classes. Pay attention to how much damage you're doing so you don't pull aggro. You're not a tank so be careful. Sometimes a group will ask you to sap, make sure you have the right target and be sure the group is ready before you do it.
Talent Specializations
Restoration = Healing
Enhancement = DPS and Tanking
Elemental = DPS
You are a hybrid class. Be prepared to jump in and takeover healing if the healer dies or tanking if the tank dies. Your specialities lie in your totems which will give buffs to the entire group. Learn the preferences for each class that is with you and provide totems accordingly.
Talent Specializations
Affliction = DPS
Demonology = DPS
Destruction = DPS
You are a DPS class. Your DOTS are very useful so make sure you always have them on a target. You can also save a group from a wipe by making sure the priest or another rezzer is always soulstoned. Like the hunter, you pet can undo the whole group if you don't have it in passive mode. Use it's commands to direct specific attacks against mobs. Your pet can also be used to keep mobs off the healers. Occasionally you may need to banish an elemental mob. In these cases, keep an eye on it so you can rebanish if necessary.
Talent Specializations
Protection = Tank
Arms = DPS
Fury = DPS
You are a tank or a DPS but most groups will assume you are a tank unless you inform them you intend to DPS. Use all your abilities to keep aggro off your healer and other weaker party members. Be careful of charging into battle because you may pull more mobs than the group can handle.
Loot Rules
This section shows examples of generally accepted looting rules. Be sure that you ask your group what the looting rules are going to be, just in case they are different from normal. It will avoid hostility and confusion later.
Roll Greed on any BoE Item
Roll Need on any BoE or BoP item that your current character can use, not your alts.
Roll Greed on any BoE crafting items such as gems.
Pass on any BoP Item if your character does not need it (See Rule #2)
If all party members pass on an item, type /roll or /random 100 to determine who gets the item
When coming across a non-mob loot item such as Crates or Herbs/Mines /roll or /random 100 to determine who gets to loot the item in question.
Terms
Add - This means your party has somehow pulled another unexpected mob.
Aggro - This refers to the attention of the mob or who the mob is attacking. If you've gained aggro, the mob is attacking you. If you loose aggro, the mob moved on to someone else.
AOE - A spell or ability that affects an area. For example, a mage can cast Blizzard or Arcane Explosion. A paladin can cast Concecration. A priest can cast Holy Nova. Warlocks can cast Rain of Fire. Generally AoE means to do damage to lots of mobs in a concentrated area.
Bio - Bathroom break. Another way of saying AFK
BoE - Bind on Equip, refering to an item that you may pick up and give or sell to anyone else. If you equip said item, it will become soulbound to you.
Body Pull - To pull a mob to the group by walking up to it. Accidently or intended.
BoP - Bind on Pickup, refering to an item that will become soulbound to you if you pick it up. Can also mean Blessing of Protection, a paladin spell.
Buff - A good spell that boosts an ability
CC - Crowd Control, when a group is looking for a CC, they are looking for a class that can crowd control targets. For example, mages can sheep, hunters can ice trap, rogues can sap, ect.
CS - Counterspell, generally this means someone is asking the mage to cast counterspell on a target.
DE - Disenchant, meaning to destroy an item to get enchanting materials from it. Groups sometimes do this to BoP items that no one can use then the group rolls for the materials the DE created.
Debuff - A bad spell that causes harm, reduces an ability or is just annoying
Decurse - To dispell, remove curse, cure poison, cure disease or otherwise remove unwanted debuffs
DI - Divine Intervention, a paladin ability to save a group from a wipe. This spell kills the paladin and puts the target in an immunity bubble for 3 minutes. Mobs will ignore the person.
DOT - A spell or ability that does Damage Over Time.
DPS - Damage Per Second. Reference to classes who are high damage dealing classes or the amount of damage a weapon does.
HOT - A spell or ability that Heals Over Time.
I'm red - Meaning all the player's equipment is broken and needs to be repaired.
I'm yellow - Meaning all the player's equipment is very close to being broken and needs to be repaired.
Kite - To gain the aggro of a mob and make it follow you, preferably without the mob doing damage to you.
MA* - Main Assist, the person whose job it is to decide what targets die first. All other party members should follow the MA's target so everyone is attacking the same thing.
MC - Usually means Molten Core but sometimes a it means Mind Control, a priest spell.
MT - Main Tank, the person whose job it is to take and hold aggro
Nuke - A powerful spell or combination of spells that do a lot of damage. Usually a term used to describe certain mage spells.
OOM - Out Of Mana, if the healer says this, it's bad.
OT - Off tank, the person whose job it is to take and hold aggro of another target that is not the MT's target.
Pat - Patrol, this is used to reference a mob that patrols around a certain area.
Rez - Resurrect, return a player to life.
RS or Rez Sick - When you resurrect at the Spirit Healer you are afflicted with resurrection sickness a debuff that lowers your stats by 75% for 10 minutes.
Shackle Pull - Priest version of a Sheep pull.
Sheep - A polymorphed target. Before 1.11 a mage's polymorph spell only turned a target into a sheep. After 1.11 mages can also cast other polymorph effects that can turn the target into different animals. The name 'sheep' sticks though. If someone is asking a mage to sheep, they are asking the mage to cast polymorph on the target.
Sheep Pull - Polymorph a target, therefore pulling the rest of the mobs to the group.
Sleep Pull - Druid version of a Sheep pull.
SS - Soulstone, a warlock ability to save a group from a wipe by storing the target's soul so they can resurrect after they die.
Wipe - When a group Wipes, it means the whole group died.
* With the introduction of raid icons in the Burning Crusade, most groups no longer use an MA but rather designate a kill order according to what icons are used on what mobs.
Raid Icons
These are a list of the Raid Icons and what they a usually used for. Exceptions may apply, be sure to ask your group for clarification as needed. A Versatile Icon means the icon can have several uses.
Skull - First Target to kill.
X - Second Target to kill.
Triangle - Versatile Icon. Target is usually Third Target to kill or ice trap.
Diamond - Versatile Icon. Target is Sheep, Sap, Banish, or otherwise CC.
Star - Versatile Icon. Target is usually Shackle or Sheep, Sap, Banish, or otherwise CC.
Circle - Versatile Icon. Target is Sheep, Sap, Banish, or otherwise CC.
Square - Versatile Icon. Target is usually an ice trap.
Moon- Versatile Icon. Target is usually a sheep or sleep
When desiring to group with another person. It is considered polite to talk to them before sending a group invite.
Should your group happen upon a chest, supply crate, herb node, mining node ect. Ask before you loot. Most groups do /roll to find out who gets the item.
If you have a spell that will be benefical to the other players in your group, don't hesitate to use it! (AKA Buff your Group!)
When asking for anything from your group, mind your please and thank yous.
Should you need to go AFK, notify the group and add about how long you expect to be gone. Do not be AFK for longer than 5 minutes.
If you have to leave a group before a quest or dungeon is complete, try to find a replacement for yourself. Though not required, it is also polite and considerate to give a reason for your leaving.
Ideal Groups
This section will describe what key elements or classes a group should have if it's expected to succeed. There are always exceptions to this rule because there are many different combinations that will work with the many different classes in the game.
| 5 Man | 10 Man | 20 Man | 25 Man | 40 Man |
5 Man
There are 3 essential people that a 5 man party needs for an instance.
Tank - You need someone who can take damage and hold aggro. Warriors, Druids and Paladins work well in this role.
Healer - You need someone who can keep up with healing the entire party. Priests, Druids, Shamans and Paladins can fill this role. If a druid is your main healer, be sure to bring someone else who can ressurect more than once every 20 minutes.
DPS - The rest of your group needs to be filled with damage dealing classes. Any class can fill this role with the proper specs.
10 Man
The larger the groups, the more diverse you can be depending on what classes you have. Be flexible but keep some basic 'must-haves' in mind.
Tank - In a 10 man group you need at least 1 tank, preferably 2. You need someone who can take damage and hold aggro. Warriors, Druids and Paladins work well as tanks.
Healer - Just like a tank, you need at least 2 healers. You need someone who can keep up with healing the entire party. Priests, Druids, Shamans and Paladins can fill this role. If a druid is your main healer, be sure to bring someone else who can ressurect more than once every 20 minutes.
Crowd Control - 10 Man dungeons tend to have larger groups to pull. You need to have some crowd control abilities. The type of CC needed will depend on the dungeon itself but the three most popular CC classes are mages, rogues, and hunters.
DPS - The rest of your group needs to be filled with damage dealing classes. Any class can fill this role with the proper specs.
20 Man
In 20+ Instances you can be flexible but you also have to have certain classes and even sometimes certain talent specializations for boss encounters.
Tank - In 20 man dungeons you need to be more particular about how many of each class you have. Depending on the raid instance, you will need 2-4 tanks which can be warriors, paladins or druids. For raiding you need tanks who are spec'd specifically for tanking.
Healer - Depending on the dungeon you need 2-5 healers. Ideally, all healers will be spec'd for raid healing. Priests, druids, shamans and paladins work well. Try to get a mix of healer classes because of different healing abilities will give you flexibility for boss encounters.
Crowd Control - Most 20 man instances do require 1-3 mages for sheeping. Saps and Hunters traps will work but are not a reliable way to control raid instance mobs who can easily one-shot most members of the raid.
Decursing and Curing - There are bosses in 20 man dungeons that just love to curse and poison and do all manner of debuffs that can wipe a group if they're not taken care of immediately. You need sufficient coverage in your classes to take care of mass decursing. Mages and druids for curses. Priests and paladins for disease and magic. Paladins and druids for poisons. Some bosses you have to designate 1-2 people to just stand there and decurse everyone during the whole fight.
Saviors - You must have someone who can save the group from a wipe. In some dungeons it's hard to get back to where you were unless someone managed to survive to rez others. This can be a hunter or rogue with engineering jumper cables(not very reliable), a Paladin with DI(1 hour cooldown, have a couple backup plans) or a Warlock with Soulstone(30 min cooldown, use wisely).
DPS - The rest of your group needs to be filled with damage dealing classes. Any class can fill this role with the proper specs.
25 Man
This # instance was added with the Burning Crusade Expansion. It is similar to 20 mans but the classes are more dependant on the raid instance itself.
Tank - In 25 man dungeons you need to be more particular about how many of each class you have, depending on the boss encounters. You will need 1-5 tanks, two of which will need to be spec'd for tanking. The others you can usually slide by with an off-spec tank. Warriors, druids and paladins will work well.
Healer - You will need 4-8 healers, depending on the instance. 4 of the healers need to be spec'd for healing. The rest, if not spec'd for healing, need to be partially heal spec or in very good healing gear. Priests, Druids, Paladins and Shamans will work well.
Crowd Control - Many 25 man dungeons do not require crowd control. Those that do require CC are easily covered by 1-2 mages.
Decursing and Curing - There are bosses in 25 man dungeons that just love to curse and poison and do all manner of debuffs that can wipe a group if they're not taken care of immediately. You need sufficient coverage in your classes to take care of mass decursing. Mages and druids for curses. Priests and paladins for disease and magic. Paladins and druids for poisons. Some bosses you have to designate 1-2 people to just stand there and decurse everyone during the whole fight.
Saviors - You must have someone who can save the group from a wipe. In some dungeons it's hard to get back to where you were unless someone managed to survive to rez others. This can be a hunter or rogue with engineering jumper cables(not very reliable), a Paladin with DI(1 hour cooldown, have a couple backup plans) or a Warlock with Soulstone(30 min cooldown, use wisely).
DPS - The rest of your group needs to be filled with damage dealing classes. Any class can fill this role with the proper specs.
40 Man
In 40+ Instances you can be flexible but you also have to have certain classes and even sometimes certain talent specializations. Basically you can take a 20 man group and double it. Or take the rules for a 5 man group and repeat it 8 times. There are also specific requirements for classes depending on what 40 man dungeon you are doing.
Tank - In 40 man dungeons you need at least 4 but preferably 5 or 6 tanks. You need at least 2 tanks who are spec'd for raid tanking, the rest you can get by with off-spec tanks. Warriors, Druids and Paladins will work and in some cases, Shamans and Pet-Tanks (hunters or warlocks using a pet to off-tank a mob).
Healer - You need at least 5 healers for a 40 man dungeon. You need 2-3 dedicated heal-spec healers for the tanks and the rest of the healers can be an off-spec. Priests, Druids, Paladins and Shamans work fine.
Crowd Control - 40 Man dungeons have interesting pulls and depending on the dungeon you may need a rogue for sapping, a mage for sheeping, a hunter for trapping/kiting or a warlock for banishing.
Decursing and Curing - There are bosses in 40 man dungeons that just love to curse and poison and do all manner of debuffs that can wipe a group if they're not taken care of immediately. You need sufficient coverage in your classes to take care of mass decursing. Mages and druids for curses. Priests and paladins for disease and magic. Paladins and druids for poisons. Some bosses you have to designate 1-2 people to just stand there and decurse everyone during the whole fight.
Saviors - You must have someone who can save the group from a wipe. In some dungeons it's hard to get back to where you were unless someone managed to survive to rez others. This can be a hunter or rogue with engineering jumper cables(not very reliable), a Paladin with DI(1 hour cooldown, have a couple backup plans) or a Warlock with Soulstone(30 min cooldown, use wisely).
DPS - The rest of your group needs to be filled with damage dealing classes. Any class can fill this role with the proper specs.
Class Roles
These are the general roles expected of classes as well as what talent trees mean for that class. Classes in the non-raiding environment can fulfill different roles even if they are not fully specialized for it. For example, a Paladin spec'd for DPS can, with good gear, heal well enough for 5 man instances. Or a druid who is spec'd for healing can, with good gear, tank some 5 man instances. It isn't until you get into 60+ content that roles and specs get more concrete for grouping.
Talent Specializations
Feral = Tank or DPS
Balance = DPS
Restoration = Healing
A hybrid class. A Druid can be a healer, dps or a tank. A druid's role in a group might never be set in concrete. If the priest dies, they may have to act as main healer. If the warrior dies, they may have to take over as main tank. In larger groups they could also be asked to fufill any number of roles.
Talent Specializations
Survival = DPS, CC and Survivability
Marksmanship = DPS
Beast Mastery= DPS
As a ranged DPS class you help dish out the damage and kill mobs quickly. The Hunter's biggest challenge in instances is their pet running off and dragging back more mobs than the group can handle. Keep your pet in passive mode and use the commands to tell them to attack specific things only. Keep an eye on the cloth wearers and use your pet to help keep aggro of them. Another useful skill for hunters in instances is their Trapping abilities for Crowd Control. Be sure to make use of it.
Talent Specializations
Frost = DPS
Fire = DPS
Arcane = DPS and Sustainability
You are DPS and crowd control. You help kill the mobs quickly but be careful not to pull aggro. Choose and use your spells wisely. A group generally will like to have water and food too so ask your group before you get started so you're not pausing to conjure in the middle of the dungeon. There are many instances where you will need to sheep a target. Make sure you keep an eye on the sheep so you can re-sheep it if necessary. Use your Frost Nova to help keep mobs away from your healers. You can also use sheep on unexpected adds. Be sure to tell the group which mob you are sheeping so they know not to attack it.
Talent Specializations
Protection = Tank
Retribution = DPS
Holy = Healing
Just a like a druid you are a hybrid class. Be prepared to jump in and takeover any number of roles in the group. You could find yourself healing if the priest dies, tanking if the warrior dies or DPS. Be sure to always use your seals and judgements and auras to help the group. In the middle of a wipe scenario, try to cast Divine Intervention on the priest or another person who can resurrect.
Talent Specializations
Shadow = DPS
Holy = Healing
Discipline = Sustainability
You are a support class. Most groups will expect you to heal. If you expect to DPS instead of heal, make sure the group knows that so they can find a healer. Be mindful of healing aggro, even from vampiric embrace.
Talent Specializations
Assassination = DPS
Combat = DPS
Subtlety = DPS
You are one of the few pure DPS classes. Pay attention to how much damage you're doing so you don't pull aggro. You're not a tank so be careful. Sometimes a group will ask you to sap, make sure you have the right target and be sure the group is ready before you do it.
Talent Specializations
Restoration = Healing
Enhancement = DPS and Tanking
Elemental = DPS
You are a hybrid class. Be prepared to jump in and takeover healing if the healer dies or tanking if the tank dies. Your specialities lie in your totems which will give buffs to the entire group. Learn the preferences for each class that is with you and provide totems accordingly.
Talent Specializations
Affliction = DPS
Demonology = DPS
Destruction = DPS
You are a DPS class. Your DOTS are very useful so make sure you always have them on a target. You can also save a group from a wipe by making sure the priest or another rezzer is always soulstoned. Like the hunter, you pet can undo the whole group if you don't have it in passive mode. Use it's commands to direct specific attacks against mobs. Your pet can also be used to keep mobs off the healers. Occasionally you may need to banish an elemental mob. In these cases, keep an eye on it so you can rebanish if necessary.
Talent Specializations
Protection = Tank
Arms = DPS
Fury = DPS
You are a tank or a DPS but most groups will assume you are a tank unless you inform them you intend to DPS. Use all your abilities to keep aggro off your healer and other weaker party members. Be careful of charging into battle because you may pull more mobs than the group can handle.
Loot Rules
This section shows examples of generally accepted looting rules. Be sure that you ask your group what the looting rules are going to be, just in case they are different from normal. It will avoid hostility and confusion later.
Roll Greed on any BoE Item
Roll Need on any BoE or BoP item that your current character can use, not your alts.
Roll Greed on any BoE crafting items such as gems.
Pass on any BoP Item if your character does not need it (See Rule #2)
If all party members pass on an item, type /roll or /random 100 to determine who gets the item
When coming across a non-mob loot item such as Crates or Herbs/Mines /roll or /random 100 to determine who gets to loot the item in question.
Terms
Add - This means your party has somehow pulled another unexpected mob.
Aggro - This refers to the attention of the mob or who the mob is attacking. If you've gained aggro, the mob is attacking you. If you loose aggro, the mob moved on to someone else.
AOE - A spell or ability that affects an area. For example, a mage can cast Blizzard or Arcane Explosion. A paladin can cast Concecration. A priest can cast Holy Nova. Warlocks can cast Rain of Fire. Generally AoE means to do damage to lots of mobs in a concentrated area.
Bio - Bathroom break. Another way of saying AFK
BoE - Bind on Equip, refering to an item that you may pick up and give or sell to anyone else. If you equip said item, it will become soulbound to you.
Body Pull - To pull a mob to the group by walking up to it. Accidently or intended.
BoP - Bind on Pickup, refering to an item that will become soulbound to you if you pick it up. Can also mean Blessing of Protection, a paladin spell.
Buff - A good spell that boosts an ability
CC - Crowd Control, when a group is looking for a CC, they are looking for a class that can crowd control targets. For example, mages can sheep, hunters can ice trap, rogues can sap, ect.
CS - Counterspell, generally this means someone is asking the mage to cast counterspell on a target.
DE - Disenchant, meaning to destroy an item to get enchanting materials from it. Groups sometimes do this to BoP items that no one can use then the group rolls for the materials the DE created.
Debuff - A bad spell that causes harm, reduces an ability or is just annoying
Decurse - To dispell, remove curse, cure poison, cure disease or otherwise remove unwanted debuffs
DI - Divine Intervention, a paladin ability to save a group from a wipe. This spell kills the paladin and puts the target in an immunity bubble for 3 minutes. Mobs will ignore the person.
DOT - A spell or ability that does Damage Over Time.
DPS - Damage Per Second. Reference to classes who are high damage dealing classes or the amount of damage a weapon does.
HOT - A spell or ability that Heals Over Time.
I'm red - Meaning all the player's equipment is broken and needs to be repaired.
I'm yellow - Meaning all the player's equipment is very close to being broken and needs to be repaired.
Kite - To gain the aggro of a mob and make it follow you, preferably without the mob doing damage to you.
MA* - Main Assist, the person whose job it is to decide what targets die first. All other party members should follow the MA's target so everyone is attacking the same thing.
MC - Usually means Molten Core but sometimes a it means Mind Control, a priest spell.
MT - Main Tank, the person whose job it is to take and hold aggro
Nuke - A powerful spell or combination of spells that do a lot of damage. Usually a term used to describe certain mage spells.
OOM - Out Of Mana, if the healer says this, it's bad.
OT - Off tank, the person whose job it is to take and hold aggro of another target that is not the MT's target.
Pat - Patrol, this is used to reference a mob that patrols around a certain area.
Rez - Resurrect, return a player to life.
RS or Rez Sick - When you resurrect at the Spirit Healer you are afflicted with resurrection sickness a debuff that lowers your stats by 75% for 10 minutes.
Shackle Pull - Priest version of a Sheep pull.
Sheep - A polymorphed target. Before 1.11 a mage's polymorph spell only turned a target into a sheep. After 1.11 mages can also cast other polymorph effects that can turn the target into different animals. The name 'sheep' sticks though. If someone is asking a mage to sheep, they are asking the mage to cast polymorph on the target.
Sheep Pull - Polymorph a target, therefore pulling the rest of the mobs to the group.
Sleep Pull - Druid version of a Sheep pull.
SS - Soulstone, a warlock ability to save a group from a wipe by storing the target's soul so they can resurrect after they die.
Wipe - When a group Wipes, it means the whole group died.
* With the introduction of raid icons in the Burning Crusade, most groups no longer use an MA but rather designate a kill order according to what icons are used on what mobs.
Raid Icons
These are a list of the Raid Icons and what they a usually used for. Exceptions may apply, be sure to ask your group for clarification as needed. A Versatile Icon means the icon can have several uses.
Skull - First Target to kill.
X - Second Target to kill.
Triangle - Versatile Icon. Target is usually Third Target to kill or ice trap.
Diamond - Versatile Icon. Target is Sheep, Sap, Banish, or otherwise CC.
Star - Versatile Icon. Target is usually Shackle or Sheep, Sap, Banish, or otherwise CC.
Circle - Versatile Icon. Target is Sheep, Sap, Banish, or otherwise CC.
Square - Versatile Icon. Target is usually an ice trap.
Moon- Versatile Icon. Target is usually a sheep or sleep
Tanking: Formulas and Mechanics
I've spent some time in order to gather data about formulas and mechanics that could be possibly connected with tanking. This post consist all the most important information collected from various websites, forums, other's experience and my own. Hope it will come helpfull one day.
Attributes
Strength
1 Strength grants 2 Attack Power.
1 Strength grants 0.05 Block Value.
1 Attack Power equals 0.07 dps.
Agility
1 Agility grants 2 Armor Class.
1 Agility grants 0.03 Critical Strike.
1 Agility grants 0.034 Dodge.
Defense Skill
1 Defense Skill grants 0.04 Dodge.
1 Defense Skill grants 0.04 Parry.
1 Defense Skill grants 0.04 Block.
1 Defense Skill grants 0.04 less chance to be Hit.
1 Defense Skill grants 0.04 less chance to be Critically Hit.
Weapon Skill
1 Weapon Skill equals 0.1 Critical Strike chance against monsters above your level.
In addition Weapon Skill wokrs quite opposite to Defense Skill.
Your chance to Miss decreases by 0.04%.
Your chance to score a Critical Hit increases by 0.04%.
Your opponent's chance to Block your attack decreases by 0.04%.
Your opponent's chance to Parry your attack decreases by 0.04%.
Your opponent's chance to Dodge your attack decreases by 0.04%.
Combat Attributes
Defense Rating
1 Defense Rating grants 0.4166 Defense Skill.
This means that:
1 Defense Rating grants 0.0166 Dodge.
1 Defense Rating grants 0.0166 Parry.
1 Defense Rating grants 0.0166 Block.
1 Defense Rating grants 0.0166 less chance to be Hit.
1 Defense Rating grants 0.0166 less chance to be Critically Hit.
Weapon Skill Rating
1 Weapon Skill Rating grants 0.2564 Weapon Skill.
Dodge Rating
1 Dodge Rating grants 0.0539 Dodge.
Parry Rating
1 Parry Rating grants 0.0423 Parry.
Block Rating
1 Block Rating grants 0.1266 Block.
Hit Rating
1 Hit Rating grants 0.0633 Hit.
Critical Strike Rating
1 Critical Strike Rating grants 0.0452 Critical Strike.
Resilence Rating
1 Resilence Rating grants 0.0256 less chance of being struck by any type of Critical Strike.
1 Resilence Rating grants 0.0512 less damage taken from any kind of Critical Strikes.
Haste Rating
1 Haste Rating grants 0.0632 Haste.
Additional Note
In order to check relationship between "Factor Rating" and full percentage value please visit http://www.wow-europe.com/en/info/basics/characters.html I decided to put it in a different way because in my opinion it's easier to compare which item improves you the most by multiplying base values.
Rage Generation
Rage Generated By Dealing Damage:
Damage Dealt multiplyed by 7.5 divided by 274.7.
Rage Generated By Taking Damage:
Damage Taken multipled by 2.5 divided by 274.7.
Migitation
Miss
Attack missed. This event is a 5% standard for mobs and players. There is no percentage limit for this factor. Attacks from behind can miss. You can be missed when stunned. This does not generate rage nor threat.
Dodge
Attack is dodged. This event is a 5% standard for mobs and players. There is no percentage limit for this factor. Attacks from behind can be dodged. You cannot dodge when stunned. This does not generate rage nor threat.
Parry
Attack is parried. This event is a 5% standard for mobs and players. There is no percentage limit for this factor. Attacks from behind cannot be parried. You cannot parry when stunned. When parry occurs it reduces the swing timer of your current swing by 40% of weapon speed to a minimum of 20% of the timer. Parry does not generate rage nor threat.
Shield Block
You block the attack. A number equal to your block value is substracted from the attack. This attack is not a crit, nor a crushing blow, for reasoning see below. This event is a 5% standard for mobs and players. Attacks from behind cannot be blocked. You cannot block when stunned. There is no percentage limit for this factor. Block does generate rage and threat depending on the amount of damage taken.
Crushing Blow
Crushing blows hit for 150% damage. Players can never land crushing blows. Only white damage (auto-attacks) can be crushing blows. Spells and specials like Mortal Strike or Mighty Smash cannot be crushing blows. If your defense skill is at your level maximum, then mobs 3 or more levels above your level can land crushing blows with a basic 15% chance to do so. For every point of defense skill you are under 5 times of your level, the chance of a crushing blow increases by 2%. Defense from gear does affect your chance to receive crushing blows unless your base defense skill is lower than 5 times your level.
Armor
Increases your physical damage migitation according to the formula:
Armor
M = ---------------------------------
A + (467.5 x Mob Level - 22167.5)
Note that armor mitigation has a percentage capacity of 75.
Level Differances
Just as each level that the mob is above you, increases it's chance to crit by 0.2%, it also reduces it's chance to miss by 0.2%, and your chance to dodge by 0.2%, parry by 0.2%, and block by 0.2%.
Every Raid Instance Boss is level 73. That means chance to crit is increased by by 0.6%, it's chance to miss is reduced by 0.6%, and your chance to dodge by 0.6%, parry by 0.6%, and block by 0.6%.
Therefor a main-tank needs 490 defense skill in order to be immune to critical strikes. 5.6 devided by 0.04 equals 140. 350 defense skill is base value for every level 70 player. 350 plus 140 equals 490 defense skill.
Avoidance Comparison After 490 Defense
Defence Rating
1 Defense Rating grants 0.0166 dodge, 0.0166 parry, 0.0166 block, less chance to be hit, 0.0166 less chance to be critically hit. Since at 490 Defence Skill critical strikes from mobs will be wiped off the Attack Table (see below) and the chance to block is a small bit of mitigation, not actual avoidance, so we'll ignore these two. That translates to 0.050 pure avoidance per point of Defense Rating.
Dodge Rating
1 Dodge Rating grants 0.0539 Dodge.
Parry Rating
1 Parry Rating grants 0.0423 Parry.
Conclusion
It seems like Defence Rating is the best Avoidance Attribute. It's nearly as good as Dodge Rating in pure avoidance. In addition it gives a bit of block chance which alwayas comes handy when our enemy hits fast. In PvP it's also reducing chance to score a critical strike on us.
Attributes
Strength
1 Strength grants 2 Attack Power.
1 Strength grants 0.05 Block Value.
1 Attack Power equals 0.07 dps.
Agility
1 Agility grants 2 Armor Class.
1 Agility grants 0.03 Critical Strike.
1 Agility grants 0.034 Dodge.
Defense Skill
1 Defense Skill grants 0.04 Dodge.
1 Defense Skill grants 0.04 Parry.
1 Defense Skill grants 0.04 Block.
1 Defense Skill grants 0.04 less chance to be Hit.
1 Defense Skill grants 0.04 less chance to be Critically Hit.
Weapon Skill
1 Weapon Skill equals 0.1 Critical Strike chance against monsters above your level.
In addition Weapon Skill wokrs quite opposite to Defense Skill.
Your chance to Miss decreases by 0.04%.
Your chance to score a Critical Hit increases by 0.04%.
Your opponent's chance to Block your attack decreases by 0.04%.
Your opponent's chance to Parry your attack decreases by 0.04%.
Your opponent's chance to Dodge your attack decreases by 0.04%.
Combat Attributes
Defense Rating
1 Defense Rating grants 0.4166 Defense Skill.
This means that:
1 Defense Rating grants 0.0166 Dodge.
1 Defense Rating grants 0.0166 Parry.
1 Defense Rating grants 0.0166 Block.
1 Defense Rating grants 0.0166 less chance to be Hit.
1 Defense Rating grants 0.0166 less chance to be Critically Hit.
Weapon Skill Rating
1 Weapon Skill Rating grants 0.2564 Weapon Skill.
Dodge Rating
1 Dodge Rating grants 0.0539 Dodge.
Parry Rating
1 Parry Rating grants 0.0423 Parry.
Block Rating
1 Block Rating grants 0.1266 Block.
Hit Rating
1 Hit Rating grants 0.0633 Hit.
Critical Strike Rating
1 Critical Strike Rating grants 0.0452 Critical Strike.
Resilence Rating
1 Resilence Rating grants 0.0256 less chance of being struck by any type of Critical Strike.
1 Resilence Rating grants 0.0512 less damage taken from any kind of Critical Strikes.
Haste Rating
1 Haste Rating grants 0.0632 Haste.
Additional Note
In order to check relationship between "Factor Rating" and full percentage value please visit http://www.wow-europe.com/en/info/basics/characters.html I decided to put it in a different way because in my opinion it's easier to compare which item improves you the most by multiplying base values.
Rage Generation
Rage Generated By Dealing Damage:
Damage Dealt multiplyed by 7.5 divided by 274.7.
Rage Generated By Taking Damage:
Damage Taken multipled by 2.5 divided by 274.7.
Migitation
Miss
Attack missed. This event is a 5% standard for mobs and players. There is no percentage limit for this factor. Attacks from behind can miss. You can be missed when stunned. This does not generate rage nor threat.
Dodge
Attack is dodged. This event is a 5% standard for mobs and players. There is no percentage limit for this factor. Attacks from behind can be dodged. You cannot dodge when stunned. This does not generate rage nor threat.
Parry
Attack is parried. This event is a 5% standard for mobs and players. There is no percentage limit for this factor. Attacks from behind cannot be parried. You cannot parry when stunned. When parry occurs it reduces the swing timer of your current swing by 40% of weapon speed to a minimum of 20% of the timer. Parry does not generate rage nor threat.
Shield Block
You block the attack. A number equal to your block value is substracted from the attack. This attack is not a crit, nor a crushing blow, for reasoning see below. This event is a 5% standard for mobs and players. Attacks from behind cannot be blocked. You cannot block when stunned. There is no percentage limit for this factor. Block does generate rage and threat depending on the amount of damage taken.
Crushing Blow
Crushing blows hit for 150% damage. Players can never land crushing blows. Only white damage (auto-attacks) can be crushing blows. Spells and specials like Mortal Strike or Mighty Smash cannot be crushing blows. If your defense skill is at your level maximum, then mobs 3 or more levels above your level can land crushing blows with a basic 15% chance to do so. For every point of defense skill you are under 5 times of your level, the chance of a crushing blow increases by 2%. Defense from gear does affect your chance to receive crushing blows unless your base defense skill is lower than 5 times your level.
Armor
Increases your physical damage migitation according to the formula:
Armor
M = ---------------------------------
A + (467.5 x Mob Level - 22167.5)
Note that armor mitigation has a percentage capacity of 75.
Level Differances
Just as each level that the mob is above you, increases it's chance to crit by 0.2%, it also reduces it's chance to miss by 0.2%, and your chance to dodge by 0.2%, parry by 0.2%, and block by 0.2%.
Every Raid Instance Boss is level 73. That means chance to crit is increased by by 0.6%, it's chance to miss is reduced by 0.6%, and your chance to dodge by 0.6%, parry by 0.6%, and block by 0.6%.
Therefor a main-tank needs 490 defense skill in order to be immune to critical strikes. 5.6 devided by 0.04 equals 140. 350 defense skill is base value for every level 70 player. 350 plus 140 equals 490 defense skill.
Avoidance Comparison After 490 Defense
Defence Rating
1 Defense Rating grants 0.0166 dodge, 0.0166 parry, 0.0166 block, less chance to be hit, 0.0166 less chance to be critically hit. Since at 490 Defence Skill critical strikes from mobs will be wiped off the Attack Table (see below) and the chance to block is a small bit of mitigation, not actual avoidance, so we'll ignore these two. That translates to 0.050 pure avoidance per point of Defense Rating.
Dodge Rating
1 Dodge Rating grants 0.0539 Dodge.
Parry Rating
1 Parry Rating grants 0.0423 Parry.
Conclusion
It seems like Defence Rating is the best Avoidance Attribute. It's nearly as good as Dodge Rating in pure avoidance. In addition it gives a bit of block chance which alwayas comes handy when our enemy hits fast. In PvP it's also reducing chance to score a critical strike on us.
среда, 2 июля 2008 г.
ULTIMATE MONEY MAKING GUIDE
This is how I made my money. I’ve been playing this game since the first week it came out and I’ve never made an alt…this guide is truly the path I took from lvl 1-60 (with a few modifications here and there as lessons learned from my mistakes!) There’s hundreds of ways to make money in this game. You be a gatherer the entire time, selling mats and make money. You could do nothing but manipulate the Auction House and make money. You could grind areas that are known to drop rares and epics and make money. There’s tons of ways, this is just my way. Enjoy!
Phase One – Levels 1-40 “Hunting and Gathering”
So you’re just starting World of Warcraft, you’ve picked your race and class (gnome rogues ftw!), and you’re at the point where you get to pick two professions. You might say to yourself “oooh I’m a rogue so I’ll get leatherworking so I can make my own armor!” or “I’m a warrior so I’ll get blacksmithing so I can make my own weapons!”…OK just stop right there n00b! Lemme tell you a little secret about all those cool crafting professions…
***With the exception of a handful of items per crafted profession, you won’t make money! And hey guess what, those few items that are profitable are pretty much unattainable at lower levels!***
I hate to rain on your parade so early on, but it’s better I tell you up front than watch you waste what little gold you earn trying to level up your crafting profession. The problem with crafting professions is that you fall into the trap that I like to call “Skill Leveling Fever”, where you will do whatever it takes to raise the skill of your profession. Some of you will say “Ya Gen, but that’s why you take a complimentary gathering profession so you can farm your own mats”. This is true, but you will VERY quickly reach a point where the materials you require will be unattainable at your character’s level. And what are you gonna do, wait until you can farm them yourself? Hell no, I know you better than that! You’re gonna go run to the AH and start buying materials for the sole purpose of leveling your crafting profession. Welcome to the poorhouse!
So instead, pick two gathering professions. The cool thing about gathering professions is that you start making money right away…walk up to a mineral vein or a plant or a dead animal and grab those mats! It’s 100% profit! And since you are going to be spending a LOT of time running around doing quests and killing animals…it only makes sense to take advantage of gathering professions. Mining and Herbalism are the biggest moneymakers, but since they share the minimap, I usually will pick mining or herbalism and then pick up Skinning.
The one negative thing about gathering professions is you’ll find your bags fill up VERY quickly. Don’t worry, the first thing you’re gonna buy are 14 slot bags. These things cost like 2g50s on my server, which you’ll have after selling like 4 stacks of whatever you got. Buy 4 of these 14slot bags, you’ll need the space! At this point some people make alts that sit near the Auction House and they mail all their mats to the alt. This is a good idea for some…to me it would drive me nuts having to mail stuff all the time
Also, items with grey text are vendor trash, meaning you sell them to a vendor. ALWAYS pick up the vendor trash…at your level every little bit counts. If it’s WHITE text, that means it’s used in a profession somehow. Hold onto it and see what it’s worth on the Auction House. If you can sell it to the vendor for 25s but sell it on the AH for 50s…you’ve just doubled your profit! Don’t laugh at 50s profit either…do that 1000 times (which you will do this 1000s of times in this game) that’s 500g!
You should be making more than enough money to pay for new skills, updated armor and weapons, gryphon flights, stupid noncombat pets (hey I love em too!) etc. But keep in mind you are working towards two things when you hit lvl 40:
1. Buying your mount, which is going to cost you 90g
2. Preparing for your first crafting profession, which will take money to level and buy schematics/patterns/recipes/etc.
You cannot enter Phase Two until you have purchased your mount and have like 100g in savings. Trust me on this one Very Happy
FREQUENTLY ASKED QUESTIONS ABOUT PHASE ONE:
Q: Gen, you are a god among gnomes, and handsome to boot. But if you tell everyone to take up gathering, who will buy the materials we’re gathering?! If there’s no money in crafting, nobody will buy our materials!
A: It actually makes a perfect circle…”lowbies” gather the mats, while “highbies” buy the mats and make crafted items (we’ll discuss highbie strategy in a bit). These highbies in turn sell their items (for a profit) to other highbies and lowbies who NOW have money to spend (because they’re not wasting all their money trying to level up crafting professions!) It works really well like this.
Q: Gen, you are kind, intelligent, and have abs you could wash clothes on. My character is lvl XX, and I’m a lvl YY Crafting Profession and a lvl ZZ Gathering Profession. And I’m BROKE! Should I drop my crafting profession and take up a second gathering profession?
A: It depends on several things. If you are already close to lvl 40, you might as well keep the crafting profession…UNLESS it’s really low level (like <125 or something) then ya drop it like a bad habit. If you are relatively low level but have a mid-level crafting professions, I would still drop it and take up a second gathering profession. You’ll end up making much more money by the time you’re 40, which is the real goal of this guide.
Q: My materials aren’t selling! The market is flooded with them and I keep getting them returned in the mailbox!
A: Ya that’s going to happen from time to time. Some days you can sell a stack of something for 1g, the next day the entire AH is flooded with stacks selling for 20s. It’s what I call the “Retard Factor”. The best thing you is get a general idea of how much stuff is selling for at that time, price your materials a little bit less that that, and hope for the best. Don’t throw your hands up in despair when someone undercuts you…it’s gonna happen. Just take your unsold mats and put them back on the AH…someone will buy them, trust me!
Phase Two – Levels 40-59 “It’s fine…learn 2 craft”
You’ve hit lvl 40, you have your mount (sure beats walking huh?), you’ve learned all your new skills, and you’ve decked yourself out in some fancy new duds. Now what?
Well, you *could* stick with your two gathering professions. They will still make you a lot of money, actually more money than in the first phase because you’ll know have access to higher level materials. If you don’t feel like busting !@#$%^&* trying to make money with crafting professions, stick with gathering by all means. You could stop reading this guide right now and have enough money to make you happy.
Still reading? Okay good let’s talk about your first crafting profession Very Happy
Pick a crafting profession that sounds fun to you. Don’t worry, it’s going to make you money (except maybe Alchemy…I’m sorry I *still* haven’t seen proof that you can make lots of money off of Alchemy). What your going to do is drop the gathering profession that doesn’t complement your new crafting profession. For example, if you want to take engineering, drop skinning and keep your mining. The one profession I do not recommend you take at level 40 (besides Alchemy) is Enchanting. Enchanting is a great profession but it’s not for the faint of heart, and it’s a #@%$! to level up. If you are dying to be an enchanter now, welcome to the poor house…otherwise try to hold off until you’re level 60 (we’ll be discussing that in the next phase).
Now that you’re level 40, it should be very easy to powerlevel your new profession to a certain point. Do everything possible to farm your own mats while leveling, it will save you a ton of money. This is important because you need your money for…
SCHEMATICS, PLANS, FORMULAS, RECIPES, ETC!!! These are what separate you from all of the other people taking up crafting professions. I see twenty new threads every day asking “how do you make money in leatherworking” or whatever, and people usually reply “you don’t take herbalism it’s a goldmine”. I’m going to let you in on a little secret.
It takes hard work and a LOT of time and gold to make money in crafting!
You will NOT be rich from a crafting profession just by learning what the trainers provide! You have to spend gold on schematics/formulas/plans/etc to make the stuff that people really want to buy. I’m not saying that every plan on the AH is going to be a moneymaker, but the ones that ARE moneymakers you’re going to have to pony up the cash. Don’t bother farming for them it’s a waste of effort just pay a reasonable amount for it on the AH.
Guess what? You’ve just put yourself above probably 75% of the other crafters out there! Why? Because 75% of WoW players either don’t have the gold to buy plans, or they refuse to spend money on them because “people price gouge on the AH”. Now instead of competing with 1000 engineers, you are competing with 250 of them…and out of that 250 there will be quite a few that aren’t as aggressive in making money like you, you sly dog!
It’s important to remember that crafting professions are a long term investment. Unlike gathering, you actually have to spend money for crafting professions to make money. On my server sniper scope schematics go for 100g. 100g is a ton of money, but as soon as you pay it off (you can make 2-3g profit off of each scope), you’ve got another weapon in your arsenal of moneymaking!
The questions I get asked all the damn time (people even create alts on Malygos to bug me during my Molten Core run lol) is what items sell for a profit, how much do you sell them for, etc. And the answer is “find out for yourself”. Make a spreadsheet or list of everything you know how to make. Then for each item list out how much RAW material it takes to make that item. What do I mean by raw material? It’s the total amount of uncrafted items you need to eventually make the item. For instance:
Hi Impact Bombs x 8 = Mithril Bar x16 + Solid Stone x16 + Mageweave x4
Notice that Hi Impact Bombs really take Mithril Casings, Solid Blasting Powder, and Unstable Triggers…but the RAW material list is as stated above…get it?
Ok now that you have that for every item you can make, figure out the UNIT PRICE for each raw material. UNIT PRICE is how much it costs if you buy one Mithril Bar on the AH. Don’t look at the prices for just one Mithril Bar though…look at how much a stack costs and divide by 20.
Got that? Great! Next step is to find out how much you can sell each item for. Do a search on the AH to see what the going prices are…it might take you a few days to get an accurate number due to the “Retard Factor” of people putting up items for ridiculously low or high prices. If the items just don’t show up on the AH, determine if anyone would actually *buy* the item first, and if you think they would just take a guess of how much you could sell it for.
You know what the final step is right? I sure hope so. You know how much it costs to make the item, you know how much you can sell the item for…do some simple subtraction to see if you can make a PROFIT off of your items! You will be surprised how many items will make a profit. The obvious choices are items needed for quests, items that need to be purchased several times (such as armor kits, sharpening stones, scopes, potions, etc), and blue items.
The two top comments I get from this section are:
“Gen, you really expect me to make a spreadsheet of all my crafted items, with materials, and costs of mats etc etc? that seems like a lot of work can’t you just tell me which ones sell best?”
Get out of my forum! If you can’t do the legwork and put the effort into it…go pick flowers and collect rocks.
“Gen, why do I have to make a spreadsheet based on cost of mats in the AH? I can easily go farm my mats and make 100% profit!”
Ah HA! This is the statement that is the death of crafters everywhere. I’m going to make the next statement in all caps not because I’m angry, but because I want it to stick out so much you can’t help but read it and remember it:
***IF YOU CANNOT BUY THE MATS ON THE AUCTION HOUSE, CRAFT YOUR ITEM, AND SELL THAT ITEM FOR A PROFIT…DO NOT MAKE IT!***
Seems so simple yet time after time again people will say things like “yeah of course you aren’t going to make money if you buy your mats on the AH you have to farm the materials”. Well, if the materials are worth more than the finished product, why would you bother making it? Just sell the materials for a larger profit! The purpose of the spreadsheet is to help you identify what items you can make a profit on.
The next logical step is to realize that if you can buy the mats on the AH and still make a profit, why would you spend all that time farming materials? In the time it takes you to farm the mats to make one item, you could buy the mats to make 10 items.
You should be making more than enough money to pay for new skills, updated armor and weapons, repair costs, stupid trinkets (I love my Orb of Deception!) etc. But keep in mind you are working towards two things when you hit lvl 60:
1. Buying your epic mount, which is going to cost you 900g
2. Having nearly all of the schematics/plans/etc for your crafting profession, and being able to make a steady income off of it.
3. Having at least 100g (preferably more) saved to help you level up your 2nd crafting profession
Do not bother with Phase Three until you have the above three items complete. Patience is the key…if you rush into this stuff you will have more expenses than you do income.
Phase Three – Level 60 “Farming is for suckers”
Ok so you’re sitting pretty at level 60, congratulations! You’ve got your epic mount, you’ve completely owned your crafting profession, and you got your nest egg of gold. And your entire time spent in WoW now consists of you either in a high-end instance or sitting in Ironforge trying to get a raid group together. And that means you’re not running around gathering! Plus by now you’ve probably said to yourself “Man, I don’t even need to farm mats anymore…I can buy them off of the AH and still make a sweet profit!” Welcome to Phase Three Very Happy
Now Phase Three is 100% optional. Some of the gathering professions are useful in high-end instances. With mining you can get Dark Iron Ore and Blood of the Mountain, which both sell well AND help you raise your reputation with the Thorium Brotherhood. With Skinning (plus an enchant and a finkle’s skinner) you can skin Corehounds in Molten Core and The Beast in UBRS. Both have their uses for sure. But this guide is about how I made money…and since I HATE FARMING (farming is for suckers!) I dropped my gathering profession and picked up a 2nd crafting profession (in my case enchanting).
You level the 2nd crafting profession the same way you did the first, with the exception that you don’t have a gathering profession to assist you in the leveling process. So that means you’ll be buying your materials from the AH (yeah you could make alts or whatever…I just don’t like making alts). The key is to level as cheaply as possible until you can get to the point where you can make a profit (or even break even) on the things you create as you level up. Again, same thing as the first crafting profession…buy up all the patterns/plans/etc that look like you could make a profit with, make a spreadsheet, etc etc. This will be a slower process than the first crafting profession, but you already have your epic mount, and you’re hopefully getting good weapons and armor from instance runs…so there’s really no rush anyway.
There’s one more thing you can do to make some extreme money, but keep in mind that everything requires an investment of time and money…and this will require a lot of both. There are lots of faction based patterns/plans/etc recently implemented in WoW. Some of them are as “simple” as killing tons (and I mean thousands) of Furbolgs until you are honored/revered with the Timbermaw Furbolgs, some as daunting as turning in thousands of Dark Iron Ores to the Thorium Brotherhood. We’re talking a couple thousand gold worth of investment right there if you don’t mine it yourself. 99.9% of the players in this game wouldn’t touch this with a 10 foot pole, simply because they either don’t want to waste their energy to achieve this level (which is totally understandable you have to be crazy to do this), or they don’t understand the benefit of knowing how to make these epic items. It’s basic logic though…let’s say you invest 2000g to become revered with the Thorium Brotherhood. You learn how to make the revered epic items. Congratulations you’re probably one of the .01% of the people on your server than can make them. And you know what? 99.9% of the people on the server want those items because they’re some of the best gear/weapons in the game! There’s one guy on my server that makes weapons for 4000-5000g each. It doesn’t take a math genius to see that the return on investment can be very lucrative! Very Happy Some of you will say “Oooh but Gen how in the hell am I supposed to get 2000g to invest in this?” Well, you could either plan ahead and mine the dark iron ore yourself (for Thorium Brotherhood, for the others anyone can do it), or do what I did and sell what you can sell like a madman and save save save! Smile Others will say “Yeah but Gen all of those high end materials come from Molten Core and they cost thousands of gold to buy the mats!” This is true, but as I said before this is the upper echelon of making money, and it takes big money to make big money. You don’t go to Las Vegas with 20 bucks and expect to win thousands of dollars do you?
Phase Four – Any Level “Oh you crafty bastard!”
So this isn’t really a fourth phase, it’s more of a “bonus chapter” of things I did/do to make money. There’s no real rhyme or reason to it, it’s just the extra things I’ve done along the way that aren’t really profession related. I never mentioned them in my first guide because A) I wanted to keep it legit, these things aren’t anything you can do to depend on an income…but if they happen look out! And B) I’m still making money on several of these so I didn’t want to spill the beans just yet lol! I won’t go into super detail here because I want you to use your brain…not to figure out exactly what I do, but to figure out things I haven’t even thought of! Very Happy
“Oh I’m a poor guy!” – On rare occasion you will see someone selling an item in the trade channel. If it’s something you know is a hot seller, msg them and ask the price. Sometimes they will flat out be stupid and give you a low price. Buy it, wait one day, and put it on the AH for what it’s really worth. If they reply with a price that’s pretty much what it’s worth, say “oh gee, I can only afford…I doubt you’d sell it for that. Oh well thank you I appreciated it”. You will be surprised how many times they will sell it for that amount or close to it. I’ve done that at least 20 times with sniper scope schematics alone! Am I proud of myself for doing it? No, I am not. Am I happy to have the extra gold? Hell yes!
“Wholesale Materials” – If you find yourself crafting the same items over and over, you’ll start to pick up a trend of certain materials that you use in large quantities. The best thing to do is to buy them in bulk for a cheaper unit price. Sure, you’re eating more money up front, but your profit margin will be way larger (what, you weren’t going to pass those savings onto your customers were you?!?!) There’s several ways to do it, but my two favorites are the AH and goldfarmers. On the AH you might see 100 stacks of heavy leather, all with 2g buyout, with a 1g min bid. Bid them all at min bid. Chances are you’ll win a percentage of them at half of what you would normally pay! For goldfarmers, if they can understand you (LOL), strike up a deal with them to COD the materials to you for a reduced cost. I have many farmers constantly working for me!
“WTF is that???” – troll the AH for items people auction, and browse thottbot and allakhazam…there’s tons of items that you can buy, do something with, and resell for a huge profit. I personally know of a few items that I can make 50g+ profit on every time, and a buddy of mine has found another completely unrelated item that does about the same. What are they? Not telling!!! But do the research and you’ll find several little nuggets of moneymaking!
“Hey hey! I got blahblah on the AH!” – I’m not condoning spamming like a fool, but a well crafted funny msg every 10min or so about something SPECIAL you’ve put on the AH will really help sell your product! Do not do this for everyday junk like light leather and copper bars…this is something you use for rare/epic items or things that are in HIGH demand. Be witty and funny and people won’t be as annoyed by you. Hell, ask people in Malygos, I spam stuff and say “pst the gnome in the wedding dress!” cuz yeah I wear one…and a Goblin Rocket Helmet…and two Cookie’s Tenderizers…and I’m a male gnome…you got a problem with that?! Very Happy
Phase One – Levels 1-40 “Hunting and Gathering”
So you’re just starting World of Warcraft, you’ve picked your race and class (gnome rogues ftw!), and you’re at the point where you get to pick two professions. You might say to yourself “oooh I’m a rogue so I’ll get leatherworking so I can make my own armor!” or “I’m a warrior so I’ll get blacksmithing so I can make my own weapons!”…OK just stop right there n00b! Lemme tell you a little secret about all those cool crafting professions…
***With the exception of a handful of items per crafted profession, you won’t make money! And hey guess what, those few items that are profitable are pretty much unattainable at lower levels!***
I hate to rain on your parade so early on, but it’s better I tell you up front than watch you waste what little gold you earn trying to level up your crafting profession. The problem with crafting professions is that you fall into the trap that I like to call “Skill Leveling Fever”, where you will do whatever it takes to raise the skill of your profession. Some of you will say “Ya Gen, but that’s why you take a complimentary gathering profession so you can farm your own mats”. This is true, but you will VERY quickly reach a point where the materials you require will be unattainable at your character’s level. And what are you gonna do, wait until you can farm them yourself? Hell no, I know you better than that! You’re gonna go run to the AH and start buying materials for the sole purpose of leveling your crafting profession. Welcome to the poorhouse!
So instead, pick two gathering professions. The cool thing about gathering professions is that you start making money right away…walk up to a mineral vein or a plant or a dead animal and grab those mats! It’s 100% profit! And since you are going to be spending a LOT of time running around doing quests and killing animals…it only makes sense to take advantage of gathering professions. Mining and Herbalism are the biggest moneymakers, but since they share the minimap, I usually will pick mining or herbalism and then pick up Skinning.
The one negative thing about gathering professions is you’ll find your bags fill up VERY quickly. Don’t worry, the first thing you’re gonna buy are 14 slot bags. These things cost like 2g50s on my server, which you’ll have after selling like 4 stacks of whatever you got. Buy 4 of these 14slot bags, you’ll need the space! At this point some people make alts that sit near the Auction House and they mail all their mats to the alt. This is a good idea for some…to me it would drive me nuts having to mail stuff all the time
Also, items with grey text are vendor trash, meaning you sell them to a vendor. ALWAYS pick up the vendor trash…at your level every little bit counts. If it’s WHITE text, that means it’s used in a profession somehow. Hold onto it and see what it’s worth on the Auction House. If you can sell it to the vendor for 25s but sell it on the AH for 50s…you’ve just doubled your profit! Don’t laugh at 50s profit either…do that 1000 times (which you will do this 1000s of times in this game) that’s 500g!
You should be making more than enough money to pay for new skills, updated armor and weapons, gryphon flights, stupid noncombat pets (hey I love em too!) etc. But keep in mind you are working towards two things when you hit lvl 40:
1. Buying your mount, which is going to cost you 90g
2. Preparing for your first crafting profession, which will take money to level and buy schematics/patterns/recipes/etc.
You cannot enter Phase Two until you have purchased your mount and have like 100g in savings. Trust me on this one Very Happy
FREQUENTLY ASKED QUESTIONS ABOUT PHASE ONE:
Q: Gen, you are a god among gnomes, and handsome to boot. But if you tell everyone to take up gathering, who will buy the materials we’re gathering?! If there’s no money in crafting, nobody will buy our materials!
A: It actually makes a perfect circle…”lowbies” gather the mats, while “highbies” buy the mats and make crafted items (we’ll discuss highbie strategy in a bit). These highbies in turn sell their items (for a profit) to other highbies and lowbies who NOW have money to spend (because they’re not wasting all their money trying to level up crafting professions!) It works really well like this.
Q: Gen, you are kind, intelligent, and have abs you could wash clothes on. My character is lvl XX, and I’m a lvl YY Crafting Profession and a lvl ZZ Gathering Profession. And I’m BROKE! Should I drop my crafting profession and take up a second gathering profession?
A: It depends on several things. If you are already close to lvl 40, you might as well keep the crafting profession…UNLESS it’s really low level (like <125 or something) then ya drop it like a bad habit. If you are relatively low level but have a mid-level crafting professions, I would still drop it and take up a second gathering profession. You’ll end up making much more money by the time you’re 40, which is the real goal of this guide.
Q: My materials aren’t selling! The market is flooded with them and I keep getting them returned in the mailbox!
A: Ya that’s going to happen from time to time. Some days you can sell a stack of something for 1g, the next day the entire AH is flooded with stacks selling for 20s. It’s what I call the “Retard Factor”. The best thing you is get a general idea of how much stuff is selling for at that time, price your materials a little bit less that that, and hope for the best. Don’t throw your hands up in despair when someone undercuts you…it’s gonna happen. Just take your unsold mats and put them back on the AH…someone will buy them, trust me!
Phase Two – Levels 40-59 “It’s fine…learn 2 craft”
You’ve hit lvl 40, you have your mount (sure beats walking huh?), you’ve learned all your new skills, and you’ve decked yourself out in some fancy new duds. Now what?
Well, you *could* stick with your two gathering professions. They will still make you a lot of money, actually more money than in the first phase because you’ll know have access to higher level materials. If you don’t feel like busting !@#$%^&* trying to make money with crafting professions, stick with gathering by all means. You could stop reading this guide right now and have enough money to make you happy.
Still reading? Okay good let’s talk about your first crafting profession Very Happy
Pick a crafting profession that sounds fun to you. Don’t worry, it’s going to make you money (except maybe Alchemy…I’m sorry I *still* haven’t seen proof that you can make lots of money off of Alchemy). What your going to do is drop the gathering profession that doesn’t complement your new crafting profession. For example, if you want to take engineering, drop skinning and keep your mining. The one profession I do not recommend you take at level 40 (besides Alchemy) is Enchanting. Enchanting is a great profession but it’s not for the faint of heart, and it’s a #@%$! to level up. If you are dying to be an enchanter now, welcome to the poor house…otherwise try to hold off until you’re level 60 (we’ll be discussing that in the next phase).
Now that you’re level 40, it should be very easy to powerlevel your new profession to a certain point. Do everything possible to farm your own mats while leveling, it will save you a ton of money. This is important because you need your money for…
SCHEMATICS, PLANS, FORMULAS, RECIPES, ETC!!! These are what separate you from all of the other people taking up crafting professions. I see twenty new threads every day asking “how do you make money in leatherworking” or whatever, and people usually reply “you don’t take herbalism it’s a goldmine”. I’m going to let you in on a little secret.
It takes hard work and a LOT of time and gold to make money in crafting!
You will NOT be rich from a crafting profession just by learning what the trainers provide! You have to spend gold on schematics/formulas/plans/etc to make the stuff that people really want to buy. I’m not saying that every plan on the AH is going to be a moneymaker, but the ones that ARE moneymakers you’re going to have to pony up the cash. Don’t bother farming for them it’s a waste of effort just pay a reasonable amount for it on the AH.
Guess what? You’ve just put yourself above probably 75% of the other crafters out there! Why? Because 75% of WoW players either don’t have the gold to buy plans, or they refuse to spend money on them because “people price gouge on the AH”. Now instead of competing with 1000 engineers, you are competing with 250 of them…and out of that 250 there will be quite a few that aren’t as aggressive in making money like you, you sly dog!
It’s important to remember that crafting professions are a long term investment. Unlike gathering, you actually have to spend money for crafting professions to make money. On my server sniper scope schematics go for 100g. 100g is a ton of money, but as soon as you pay it off (you can make 2-3g profit off of each scope), you’ve got another weapon in your arsenal of moneymaking!
The questions I get asked all the damn time (people even create alts on Malygos to bug me during my Molten Core run lol) is what items sell for a profit, how much do you sell them for, etc. And the answer is “find out for yourself”. Make a spreadsheet or list of everything you know how to make. Then for each item list out how much RAW material it takes to make that item. What do I mean by raw material? It’s the total amount of uncrafted items you need to eventually make the item. For instance:
Hi Impact Bombs x 8 = Mithril Bar x16 + Solid Stone x16 + Mageweave x4
Notice that Hi Impact Bombs really take Mithril Casings, Solid Blasting Powder, and Unstable Triggers…but the RAW material list is as stated above…get it?
Ok now that you have that for every item you can make, figure out the UNIT PRICE for each raw material. UNIT PRICE is how much it costs if you buy one Mithril Bar on the AH. Don’t look at the prices for just one Mithril Bar though…look at how much a stack costs and divide by 20.
Got that? Great! Next step is to find out how much you can sell each item for. Do a search on the AH to see what the going prices are…it might take you a few days to get an accurate number due to the “Retard Factor” of people putting up items for ridiculously low or high prices. If the items just don’t show up on the AH, determine if anyone would actually *buy* the item first, and if you think they would just take a guess of how much you could sell it for.
You know what the final step is right? I sure hope so. You know how much it costs to make the item, you know how much you can sell the item for…do some simple subtraction to see if you can make a PROFIT off of your items! You will be surprised how many items will make a profit. The obvious choices are items needed for quests, items that need to be purchased several times (such as armor kits, sharpening stones, scopes, potions, etc), and blue items.
The two top comments I get from this section are:
“Gen, you really expect me to make a spreadsheet of all my crafted items, with materials, and costs of mats etc etc? that seems like a lot of work can’t you just tell me which ones sell best?”
Get out of my forum! If you can’t do the legwork and put the effort into it…go pick flowers and collect rocks.
“Gen, why do I have to make a spreadsheet based on cost of mats in the AH? I can easily go farm my mats and make 100% profit!”
Ah HA! This is the statement that is the death of crafters everywhere. I’m going to make the next statement in all caps not because I’m angry, but because I want it to stick out so much you can’t help but read it and remember it:
***IF YOU CANNOT BUY THE MATS ON THE AUCTION HOUSE, CRAFT YOUR ITEM, AND SELL THAT ITEM FOR A PROFIT…DO NOT MAKE IT!***
Seems so simple yet time after time again people will say things like “yeah of course you aren’t going to make money if you buy your mats on the AH you have to farm the materials”. Well, if the materials are worth more than the finished product, why would you bother making it? Just sell the materials for a larger profit! The purpose of the spreadsheet is to help you identify what items you can make a profit on.
The next logical step is to realize that if you can buy the mats on the AH and still make a profit, why would you spend all that time farming materials? In the time it takes you to farm the mats to make one item, you could buy the mats to make 10 items.
You should be making more than enough money to pay for new skills, updated armor and weapons, repair costs, stupid trinkets (I love my Orb of Deception!) etc. But keep in mind you are working towards two things when you hit lvl 60:
1. Buying your epic mount, which is going to cost you 900g
2. Having nearly all of the schematics/plans/etc for your crafting profession, and being able to make a steady income off of it.
3. Having at least 100g (preferably more) saved to help you level up your 2nd crafting profession
Do not bother with Phase Three until you have the above three items complete. Patience is the key…if you rush into this stuff you will have more expenses than you do income.
Phase Three – Level 60 “Farming is for suckers”
Ok so you’re sitting pretty at level 60, congratulations! You’ve got your epic mount, you’ve completely owned your crafting profession, and you got your nest egg of gold. And your entire time spent in WoW now consists of you either in a high-end instance or sitting in Ironforge trying to get a raid group together. And that means you’re not running around gathering! Plus by now you’ve probably said to yourself “Man, I don’t even need to farm mats anymore…I can buy them off of the AH and still make a sweet profit!” Welcome to Phase Three Very Happy
Now Phase Three is 100% optional. Some of the gathering professions are useful in high-end instances. With mining you can get Dark Iron Ore and Blood of the Mountain, which both sell well AND help you raise your reputation with the Thorium Brotherhood. With Skinning (plus an enchant and a finkle’s skinner) you can skin Corehounds in Molten Core and The Beast in UBRS. Both have their uses for sure. But this guide is about how I made money…and since I HATE FARMING (farming is for suckers!) I dropped my gathering profession and picked up a 2nd crafting profession (in my case enchanting).
You level the 2nd crafting profession the same way you did the first, with the exception that you don’t have a gathering profession to assist you in the leveling process. So that means you’ll be buying your materials from the AH (yeah you could make alts or whatever…I just don’t like making alts). The key is to level as cheaply as possible until you can get to the point where you can make a profit (or even break even) on the things you create as you level up. Again, same thing as the first crafting profession…buy up all the patterns/plans/etc that look like you could make a profit with, make a spreadsheet, etc etc. This will be a slower process than the first crafting profession, but you already have your epic mount, and you’re hopefully getting good weapons and armor from instance runs…so there’s really no rush anyway.
There’s one more thing you can do to make some extreme money, but keep in mind that everything requires an investment of time and money…and this will require a lot of both. There are lots of faction based patterns/plans/etc recently implemented in WoW. Some of them are as “simple” as killing tons (and I mean thousands) of Furbolgs until you are honored/revered with the Timbermaw Furbolgs, some as daunting as turning in thousands of Dark Iron Ores to the Thorium Brotherhood. We’re talking a couple thousand gold worth of investment right there if you don’t mine it yourself. 99.9% of the players in this game wouldn’t touch this with a 10 foot pole, simply because they either don’t want to waste their energy to achieve this level (which is totally understandable you have to be crazy to do this), or they don’t understand the benefit of knowing how to make these epic items. It’s basic logic though…let’s say you invest 2000g to become revered with the Thorium Brotherhood. You learn how to make the revered epic items. Congratulations you’re probably one of the .01% of the people on your server than can make them. And you know what? 99.9% of the people on the server want those items because they’re some of the best gear/weapons in the game! There’s one guy on my server that makes weapons for 4000-5000g each. It doesn’t take a math genius to see that the return on investment can be very lucrative! Very Happy Some of you will say “Oooh but Gen how in the hell am I supposed to get 2000g to invest in this?” Well, you could either plan ahead and mine the dark iron ore yourself (for Thorium Brotherhood, for the others anyone can do it), or do what I did and sell what you can sell like a madman and save save save! Smile Others will say “Yeah but Gen all of those high end materials come from Molten Core and they cost thousands of gold to buy the mats!” This is true, but as I said before this is the upper echelon of making money, and it takes big money to make big money. You don’t go to Las Vegas with 20 bucks and expect to win thousands of dollars do you?
Phase Four – Any Level “Oh you crafty bastard!”
So this isn’t really a fourth phase, it’s more of a “bonus chapter” of things I did/do to make money. There’s no real rhyme or reason to it, it’s just the extra things I’ve done along the way that aren’t really profession related. I never mentioned them in my first guide because A) I wanted to keep it legit, these things aren’t anything you can do to depend on an income…but if they happen look out! And B) I’m still making money on several of these so I didn’t want to spill the beans just yet lol! I won’t go into super detail here because I want you to use your brain…not to figure out exactly what I do, but to figure out things I haven’t even thought of! Very Happy
“Oh I’m a poor guy!” – On rare occasion you will see someone selling an item in the trade channel. If it’s something you know is a hot seller, msg them and ask the price. Sometimes they will flat out be stupid and give you a low price. Buy it, wait one day, and put it on the AH for what it’s really worth. If they reply with a price that’s pretty much what it’s worth, say “oh gee, I can only afford
“Wholesale Materials” – If you find yourself crafting the same items over and over, you’ll start to pick up a trend of certain materials that you use in large quantities. The best thing to do is to buy them in bulk for a cheaper unit price. Sure, you’re eating more money up front, but your profit margin will be way larger (what, you weren’t going to pass those savings onto your customers were you?!?!) There’s several ways to do it, but my two favorites are the AH and goldfarmers. On the AH you might see 100 stacks of heavy leather, all with 2g buyout, with a 1g min bid. Bid them all at min bid. Chances are you’ll win a percentage of them at half of what you would normally pay! For goldfarmers, if they can understand you (LOL), strike up a deal with them to COD the materials to you for a reduced cost. I have many farmers constantly working for me!
“WTF is that???” – troll the AH for items people auction, and browse thottbot and allakhazam…there’s tons of items that you can buy, do something with, and resell for a huge profit. I personally know of a few items that I can make 50g+ profit on every time, and a buddy of mine has found another completely unrelated item that does about the same. What are they? Not telling!!! But do the research and you’ll find several little nuggets of moneymaking!
“Hey hey! I got blahblah on the AH!” – I’m not condoning spamming like a fool, but a well crafted funny msg every 10min or so about something SPECIAL you’ve put on the AH will really help sell your product! Do not do this for everyday junk like light leather and copper bars…this is something you use for rare/epic items or things that are in HIGH demand. Be witty and funny and people won’t be as annoyed by you. Hell, ask people in Malygos, I spam stuff and say “pst the gnome in the wedding dress!” cuz yeah I wear one…and a Goblin Rocket Helmet…and two Cookie’s Tenderizers…and I’m a male gnome…you got a problem with that?! Very Happy
вторник, 1 июля 2008 г.
What Professions are Best for a Priest?
Tailoring
Alchemy
Enchanting
Jewelcrafting
If you are looking for professions that best compliment the Priest in terms of usefulness of the items created then the best four professions for Priests are Tailoring, Alchemy, Enchanting, and Jewelcrafting. With Tailoring Priests are able to craft useful stat relevant gear. With Alchemy Priests are able to create potions which do everything from increase spell damage to replenish mana. With Enchanting Priests are able to provide a wide range of enchants to gear which increase stats and provide other bonuses. Finally through Jewelcrafting Priests are able to cut gems and create jewelry and trinkets. However useful each of the above professions might be for the Priest, if you are looking to make lots of money with your Priest through gathering professions or simply want to do another profession then by all means go for it!
Alchemy
Enchanting
Jewelcrafting
If you are looking for professions that best compliment the Priest in terms of usefulness of the items created then the best four professions for Priests are Tailoring, Alchemy, Enchanting, and Jewelcrafting. With Tailoring Priests are able to craft useful stat relevant gear. With Alchemy Priests are able to create potions which do everything from increase spell damage to replenish mana. With Enchanting Priests are able to provide a wide range of enchants to gear which increase stats and provide other bonuses. Finally through Jewelcrafting Priests are able to cut gems and create jewelry and trinkets. However useful each of the above professions might be for the Priest, if you are looking to make lots of money with your Priest through gathering professions or simply want to do another profession then by all means go for it!
Is is Easy to Solo With a Priest?
Soloing with Priests is typically very easy because of the high amount of damage they can cause with shadow spells, their healing abilities, and special skills that allow priests to fear enemies and buff themselves. However, soloing can be very slow for Priests before they get the talent Shadowform, which increases shadow damage and reduces physical damage taken. Also, soloing while holy spec'd can be much much slower than soloing while shadow spec'd.
What is the Role of a Priest in Groups?
The most common sought after use of Priests is for their healing abilities, therefore, if you are a Priest you will commonly get invited to groups to fulfill the role of a healer. Although a shadow spec'd Priest is able to heal fine for lower levels or in easier instances, Holy spec'd Priests are often desired for end game raids and instances. However, shadow spec'd Priests are also extremely beneficial in group settings because of their consistent damage, their ability to backup heal and resurrect players, and the bonus healing and mana regen their shadow spells can provide.
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