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.
What Kind of Attacks do Priests Have?
Priests are a casting class that doesn't use melee weapons, besides wands, for dealing damage. Instead they deal their damage through the use of powerful spells. While Priests do have some area of effect spells, they are primarily designed for causing single target healing and damage. The types of damage Priests can cause are shadow and holy.
What are the Main Abilities of a Priest?
Priests are perhaps best known for their healing abilities; however, they also produce high burst holy damage and consistent shadow spell damage. Priests are also able to cast useful buffs and shield party members from damage. In addition, they have many other incredibly useful spells that allow them to control humanoids, fear enemies, resurrect group members, and dispel magical effects, among other things.
What Stats Should a Priest Get?
Spirit
Intellect
Stamina
The three basic stats to focus on obtaining as a Priest are spirit, intellect, and stamina. Spirit has long been viewed as the most important stat for Priests because of talents in the Priest talent tree that are based off of the amount of spirit a Priest has. However, since there are a variety of specs a Priest can be some might find that they'd rather focus on stamina for survivability or intellect for more spell critical strike rating and mana. However, spirit, intellect, and stamina are the main stats any Priest should focus on obtaining.
Intellect
Stamina
The three basic stats to focus on obtaining as a Priest are spirit, intellect, and stamina. Spirit has long been viewed as the most important stat for Priests because of talents in the Priest talent tree that are based off of the amount of spirit a Priest has. However, since there are a variety of specs a Priest can be some might find that they'd rather focus on stamina for survivability or intellect for more spell critical strike rating and mana. However, spirit, intellect, and stamina are the main stats any Priest should focus on obtaining.
What Kind of Gear Can a Priest Use?
Armor: Cloth
Weapons: Daggers, One-handed Maces, Staves, and Wands
Priests are only able to wear cloth armor. They are also able to use the following types of weapons: daggers, one-handed maces, staves, and wands. Priests are simply not designed to take or give melee damage. Beyond damaging with a wand, Priests typically will not be found meleeing unless for fun or to level up a weapon skill. Priests also have low hit points and taking large amounts of melee damage will often lead to their demise, unless they can heal and shield themselves enough to survive the attack.
Weapons: Daggers, One-handed Maces, Staves, and Wands
Priests are only able to wear cloth armor. They are also able to use the following types of weapons: daggers, one-handed maces, staves, and wands. Priests are simply not designed to take or give melee damage. Beyond damaging with a wand, Priests typically will not be found meleeing unless for fun or to level up a weapon skill. Priests also have low hit points and taking large amounts of melee damage will often lead to their demise, unless they can heal and shield themselves enough to survive the attack.
What Races Can a Priest Be?
Horde: Blood Elf, Troll, and Undead
Alliance: Draenei, Night Elf, Human, Dwarf
If you are looking to become a Priest you'll have to choose from one of the following races if you want to be Horde: Blood Elf, Troll, Undead; and if you want to be Alliance you'll have to choose from: Draenei, Night Elf, Human, and Dwarf. Any race will work but if you want to get the most benefit from being a particular race look at the racial bonuses each receives. Here are the racial bonuses beneficial to the Priest class: Humans have increased spirit and Draenei have increased chance to hit with spells. Also, when considering the race to choose keep in mind that Priests receive one to two racial specific spells.
Alliance: Draenei, Night Elf, Human, Dwarf
If you are looking to become a Priest you'll have to choose from one of the following races if you want to be Horde: Blood Elf, Troll, Undead; and if you want to be Alliance you'll have to choose from: Draenei, Night Elf, Human, and Dwarf. Any race will work but if you want to get the most benefit from being a particular race look at the racial bonuses each receives. Here are the racial bonuses beneficial to the Priest class: Humans have increased spirit and Draenei have increased chance to hit with spells. Also, when considering the race to choose keep in mind that Priests receive one to two racial specific spells.
WoW Priest
The Priest is a World of Warcraft class that possesses the power to cast incredible holy restorative spells as well as powerful destructive shadow spells to obliterate those who oppose them. The Priest is also capable of casting protective buffs and shields which protect him or herself and group members from enemy damage. The Priest has three main areas of spell focus: shadow (which primarily focuses on damage), holy (which primarily focuses on healing), and discipline (which consists of shields, buffs, and other miscellaneous magical spells). Priests are most sought after by guilds, groups, and raids for their healing and resurrection abilities.
The following guide provides a brief overview of the Priest class. This Priest Guide provides far more helpful information.
The following guide provides a brief overview of the Priest class. This Priest Guide provides far more helpful information.
What Professions are Best for a Mage?
Tailoring
Alchemy
Enchanting
Jewelcrafting
The above professions are those which are the most useful for Mages to actually use to provide themselves with gear and items. If you are looking to make lots of money through a profession you might want to alter your choices a bit but in terms of Mage usability the above professions are the ones to choose. By training Tailoring Mages are able to create wearable gear for themselves. With Alchemy they can create powerful potions that can restore mana and health, increase damage, among other things. Enchanting give Mages the ability to give themselves powerful enchants and Jewelcrafting of course allows them to cut their own gems and make their own jewelry.
Alchemy
Enchanting
Jewelcrafting
The above professions are those which are the most useful for Mages to actually use to provide themselves with gear and items. If you are looking to make lots of money through a profession you might want to alter your choices a bit but in terms of Mage usability the above professions are the ones to choose. By training Tailoring Mages are able to create wearable gear for themselves. With Alchemy they can create powerful potions that can restore mana and health, increase damage, among other things. Enchanting give Mages the ability to give themselves powerful enchants and Jewelcrafting of course allows them to cut their own gems and make their own jewelry.
Is is Easy to Solo With a Mage?
Soloing with Mages is typically easy because they can deal high single and multiple target damage. They are also given mana restoration spells like Evocation which make regaining mana easier. The downside to soloing with Mages is that they have low hit points and armor, making them more susceptible to attacks and you must med with them to regain mana. These factors can create some down time with the Mage while soloing.
What is the Role of a Mage in Groups?
he general main role of Mages is to DPS like crazy, so in a group setting Mages are often pulled in for this ability; however, there are a few other reasons that make Mages highly desirable group mates. Mages are often used as a source of crowd control in group settings and the addition of a Mage to a group can sometimes allow a group to break through an area in an instance they otherwise couldn't without the Mage. Frost Mages are often used to pull mobs because they can shield and block themselves from enemy attacks. Mages are also able to buff group members, port them to major cities, and summon food and drink. The benefits of having a Mage in a group are plentiful and go beyond the reasons mentioned here.
What Kind of Attacks do Mages Have?
Mages are a casting class and their main attacks are accomplished through spell damage. Mages have high single target damage spells, instant cast damage spells, and powerful area of effect damage spells. If a Mage wants to conserve mana or is out of mana it might use wands to DPS, but the main attacks of a Mage are accomplished through spell casting either fire, arcane, or frost damage.
What are the Main Abilities of a Mage?
The main primary ability of Mages is high damage output through the use of arcane, frost, and fire abilities. Mages are able to provide high damage output through single and area of effect spells. They can also buff party members and port themselves and party members to major cities. In the frost talent tree they are granted superb damage absorption and shielding spells which provide them with powerful tools for staying alive. They are also able to crowd control through the use of incapacitation spells and immobilizing spells.
What Stats Should a Mage Get?
Intellect
Stamina
Spirit
The primary two stats a Mage needs to focus on obtaining are intellect and stamina. As a third stat, spirit can be chosen but the main focus should be intellect and stamina. Since Mages have low hit points and low armor, stamina is a must in order to stay alive. And because the majority of damage is done by casting spells, intellect is a must for mana and spell critical strike rating.
Stamina
Spirit
The primary two stats a Mage needs to focus on obtaining are intellect and stamina. As a third stat, spirit can be chosen but the main focus should be intellect and stamina. Since Mages have low hit points and low armor, stamina is a must in order to stay alive. And because the majority of damage is done by casting spells, intellect is a must for mana and spell critical strike rating.
What Kind of Gear Can a Mage Use?
Armor: Cloth
Weapons: Daggers, Swords, Staves, and Wands
Mages are only ever allowed to wear cloth armor, or I suppose nothing at all! They are also only able to use the follow weapons: daggers, swords, staves, and wands. Mages are not a melee class and are not designed (gear wise) for taking damage. They also are not especially good at dealing melee damage, with the exception of the damage wands provide them.
Weapons: Daggers, Swords, Staves, and Wands
Mages are only ever allowed to wear cloth armor, or I suppose nothing at all! They are also only able to use the follow weapons: daggers, swords, staves, and wands. Mages are not a melee class and are not designed (gear wise) for taking damage. They also are not especially good at dealing melee damage, with the exception of the damage wands provide them.
What Races Can a Mage Be?
Horde: Blood Elf, Troll, and Undead
Alliance: Draenei, Gnome, Human
In order to be a Mage you must be one of the following races if you want to be Horde: Blood Elf, Troll, and Undead; and if you want to be Alliance you must be: Draenei, Gnome, or Human. Before you actually decide what race you want your Mage to be (from the above of course) check out the racial bonuses of each race. The bonuses most relevant to Mages are: Gnomes have increased intellect, Draeneis receive a heal over time and increased chance to hit with spells, and Humans have increased spirit.
Alliance: Draenei, Gnome, Human
In order to be a Mage you must be one of the following races if you want to be Horde: Blood Elf, Troll, and Undead; and if you want to be Alliance you must be: Draenei, Gnome, or Human. Before you actually decide what race you want your Mage to be (from the above of course) check out the racial bonuses of each race. The bonuses most relevant to Mages are: Gnomes have increased intellect, Draeneis receive a heal over time and increased chance to hit with spells, and Humans have increased spirit.
WoW Mage
he Mage is a World of Warcraft class that casts powerful spells to eliminate enemies in short periods of time. The Mage is also able to cast powerful buffs, port to major cities, provide food and drink, crowd control, and protect and shield themselves from damage. The Mage has three main areas of spell focus: fire, frost, and arcane. The Mage can deal massive amounts of single target and area of effect damage. The Mage is a versatile class to have in groups and is deadly to oppose.
Below you'll find a brief summary of the Mage class, but if you want to know how to really play a Mage this Mage Guide provides a lot more helpful information.
Below you'll find a brief summary of the Mage class, but if you want to know how to really play a Mage this Mage Guide provides a lot more helpful information.
WoW Jewelcrafting Guide 1-375
his WoW Jewelcrafting guide takes you from 1-375 using only trainer formulas and lists the most efficient way to level up your jewelcrafting. It can be used by those looking to power level their skill up and those looking for a plan to follow while they level their character and jewelcrafting at the same time. You'll find that as you level your jewelcrafting up the cost of doing so increases greatly...so if you find yourself sort on gold while you are leveling up I suggest you use this Gold Guide to learn how to get more gold so you can advance your character faster.
Sections:
Jewelcrafting Introduction
Jewelcrafting 1-100
Jewelcrafting 100-200
Jewelcrafting 200-300
Jewelcrafting 300-375
Jewelcrafting Introduction
If you decide to become a jewelcrafter the first step is to learn jewelcrafting. Because jewelcrafting was not an original profession, it came into being after the debut of the Burning Crusade, there are not jewelcrafting trainers in pre-Burning Crusade cities. So fly, port, or run to the nearest Burning Crusade era city with profession trainers and navigate to the jewelcrafting trainer by right clicking a guard, clicking on profession trainer, clicking jewelcrafting, and by going to the flag that pops up on both your mini map and regular map.
To train jewelcrafting simply click on the jewelcrafting trainer and train apprentice jewelcrafting. Next train heavy copper ring. You'll notice that by learning apprentice jewelcrafting the trainer also gave you a number of other jewelcrafting formulas. Also, in order to begin jewelcrafting you will need to purchase a Jeweler's Kit from a jewelcrafting supply vendor, which can be found right near the jewelcrafting trainer.
Now that you have trained you might be wondering where to get the supplies for jewelcrafting! The components for jewelcrafting are derived from mining. Therefore, a vast majority of jewelcrafters train mining as their second profession. If you decide to mine then the next step for you would be to find a mining trainer in one of the major cities with trainers and then get out and mine. As you mine you will find that you obtain ore and sometime even gems from mining veins. You can then head smelt the ore to turn it into bars needed for creating jewelcrafting items.
The biggest advantage of training mining as your second profession is that you will be able to collect all of your own jewelcrafting supplies. You'll probably even mine extra ore you can prospect for gems. (Jewelcrafters are able to train the skill prospecting, which allows them to search ore for gems. Although the ore is destroyed in the process it's worth it when valuable gems are found in the process. So if you mine a lot and have extra ore you can simply prospect it for a chance to find gems, which are of course a major component of jewelcrafting.)
It's important to note that while mining is the traditional complement skill to jewelcrafting not all players choose to train it. Instead those players use a number of other options to get the jewelcrafting supplies they need. Some opt to use another character on their account that already has mining trained and farm the supplies. Others have friends mine the supplies for them or buy everything they need on the auction house. If you don't have another character with mining on it, have friends to get you supplies, the money to buy supplies, or the server population to support an auction house with lots of supplies then you may be stuck having to mine everything yourself.
Jewelcrafting 1-100
The focus of this guide is to get ones skill level up as fast as possible without having to buy recipes from vendors, the auction house, or farm for random drops. It also is designed for players who choose to buy all of their supplies from the auction house, or rather, to level up jewelcrafting without having mining trained.
If you are short on money or don't want to waste a single copper by buying low level formulas you only need to train the following formulas and skills to get your jewelcrafting from 1-100: Apprentice Jewelcrafting, Journeyman Jewelcrafting, Delicate Copper Wire, Braided Copper Ring, Tigerseye Band or Malachite Pendant, Bronze Setting, and Solid Bronze Ring.
Important: The amounts listed to craft are only guidelines since everyone will likely reach the projected skill level by crafting slightly different amounts of items. If you find that you haven't reached the projected skill level craft a few more items until you reach it. If you find that you reach the projected skill level early then stop making the item (unless it is marked as "Keep" since you will need to craft that amount for use in later recipes) and move onto to crafting the next item on the table.Item Amount to Craft Components Projected Skill Sell or Keep
Delicate Copper Wire 50 100 Copper Bars 40 Keep
Braided Copper Ring 10 20 Delicate Copper Wires 50 Sell
Tigerseye Band 25 25 Tigerseyes/25 Delicate Copper Wires 70 Sell
*Or
Malchite Pendant 25 25 Malachites/25 Delicate Copper Wires 70 Sell
Bronze Setting 20 40 Bronze Bars 85 Keep
Solid Bronze Ring 20 80 Bronze Bars 100 Sell
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Jewelcrafting 100-200
Congrats, if you are reading this part of the guide you probably already have your jewelcrafting leveled up to at least 100. This guide will provide you with a way to efficiently level your jewelcrafting to 200. This guide does not require you to farm for recipes or buy them on the auction house, every formula required is trained by the jewelcrafting trainer. It also assumes that you might have decided to skip mining for supplies and instead buy them all on the auction house.
If you are short on money the only skills you have to buy to are the ones required to create: Bronze Settings, Simple Pearl Ring, Ring of Twilight Shadows, Heavy Jade Ring, Mithril Filigree, Engraved Truesilver Ring, and Expert Jewelcrafting.
Important: The amounts listed to craft are only guidelines because the rate at which your skills go up will vary from below. For example, it might only take you 10 tries on the Simple Pearl Ring to get your skill up to 110. At that point, since the recipe turns “green” it is best that you stop making the rings and move onto the next item to craft. So if at any point you reach the projected skill listed in the row of an item you are creating move onto making the next item (unless “Keep” is listed in the row, which means that you will need to make that number of items for later use).Item Amount to Craft Components Projected Skill Sell or Keep
Simple Pearl Ring 13 13 Small Lustrous Pearls/13 Bronze Settings/26 Copper Bars 110 Sell
Ring of Twilight Shadows 15 30 Shadowgems/30 Bronze Bars 125 Sell
Heavy Jade Ring 27 27 Jades/27 Bronze Settings/54 Iron Bars 150 Sell
Mithril Filigree 40 80 Mithril Bars 185 Keep
Engraved Truesilver Ring 15 15 Truesilver Bars/30 Mithril Filigree 200 Sell
Important: This guide requires Bronze Settings, which are crafted from bronze bars (2 bronze bars are required to create one Bronze Setting). If you followed the 1-100 section of the guide you should already have 20 Bronze Settings and need to only create 20 more (you will need 40 bronze bars to do this) for use in this guide.
If you are starting without any Bronze Settings simply make 40 (you will need 80 bronze bars to do this) for use in this guide. Now get started and good luck and have fun jewelcrafting!
Jewelcrafting 200-300
If you've made it through jewelcrafting this far, congrats. Or if you are just looking ahead at what jewelcrafting to 300 takes, here it is. You will find that as your skill levels get higher and higher, the cost of materials gets higher and higher and in some cases harder to find. If you want to get your jewelcrafting up as quickly as possible I suggest buying the materials; however, this is easier said than done, unless you have a lot of gold.
With this guide you will find a very efficient way to level your jewelcrafting to 300. All of the formulas required for this guide are trained by the jewelcrafting trainer so you don't have to worry about farming or buying formulas.
If you are low on gold the only skills you have to buy to are the ones required to create: Engraved Truesilver Ring, Mithril Filigree, Aquamarine Pendant of the Warrior, Thorium Setting, Ruby Pendant of Fire, and Sapphire Pendant of Winter Night. All of these formulas can be trained by the jewelcrafting trainer.
Important: The following "Amount to Craft" are only guidelines and the rate at your skill goes up will likely be slightly slower or faster. For example, it might take you 24 crafts of the Engraved Truesilver Ring to get to skill level 220, instead of 22. At the point in which you reach the projected skill level early with less crafts than listed it is best that you stop making the item and move onto the next item to craft. The exception to this is if the item is listed as "Keep" in the "Sell or Keep" column, if it says "Keep" continue making the item since you will need it as a component in future crafts.Item Amount to Craft Components Projected Skill Sell or Keep
Engraved Truesilver Ring 22 22 Truesilver Bar/44 Mithril Filigree 220 Sell
Aquamarine Pendant of the Warrior 5 5 Aquamarine/15 Mithril Filigree 225 Sell
Thorium Setting 59 59 Thorium Bar 255 Keep
Ruby Pendant of Fire 34 34 Star Ruby/34 Thorium Setting 280 Sell
Sapphire Pendant of Winter Night 25 25 Blue Sapphire/25 Thorium Setting/25 Essence of Undeath 300 Sell
Important: This guide requires Mithril Filigrees, which are crafted from Mithril Bars (2 Mithril Bars are required to create one Mithril Filigree). If you followed the 100-200 section of the guide you should already have 10 Mithril Filigree and need to only create 49 more (you will need 98 Mithril Bars to do this).
If you are starting without any Mithril Filigree simply make 59 (you will need 118 Mithril Bars to do this) for use in this guide.
Jewelcrafting 300-375
Congrats if you've made it this far, you are almost done! One thing to keep in mind when leveling from 300-375 is that it can take a very long time and it can also take a lot of gold, unless you have all the supplies. So if you don't have a lot of gold take a look at this Gold Guide to learn what it takes to make enough gold for not only your jewelcrafting, but your mounts, skills, and whatever else you desire. For this section of the guide I recommend that you use your own common sense when trying to level up. Some of the sections will require that you level up using lots of the same materials. If you don't have a huge surplus of supplies or don't have a lot of gold to buy them then use your own judgment and try to level up using the supplies you do have.
In order to level up using this guide you will train/purchase recipes from the jewelcrafting trainer (Tatiana in the Inn in Honor Hold, Hellfire Peninsula for Alliance or Kalaen in the Inn in Thrallmar, Hellfire Peninsula for Horde). You can choose what ones you actually need to train based upon the gems you have, since you have many options for a lot of the levels. You will also need to purchase a Simple Grinder from a merchant selling jewelcrafting supplies in order to cut gems. You will also need to farm the recipe for Khorium Band of Leaves (more directions for doing this are listed below) and obtain a Mercurial Stone from an Alchemist (more directions are found below).
Important: The "Amount to Craft"listed is only a guideline and you will most likely craft a different amount to get to the projected skill level listed. It might take you less tries or more tries when crafting an item to get to the skill listed. If you reach the projected skill level early you can move onto the next item to craft or if the item isn't gray you can continue making it until you exhaust your supplies. If you fail to reach the projected skill level with the amount listed to craft then make a few more items until you do reach it.Item Amount to Craft Components Projected Skill Sell or Keep
Flame Spessarite or Glowing Shadow Draenite or Solid Azure Moonstone or Teardrop Blood Garnet or Brilliant Golden Draenite or Radiant Deep Peridot 5 5 Flame Spessarite or Shadow Draenite or Azure Moonstone or Blood Garnet or Golden Draenite or Deep Peridot 305 Sell
Bright Blood Garnet or Bold Blood Garnet or Jagged Deep Peridot or Sparkling Azure Moonstone 10 10 Blood Garnet or Deep Peridot or Azure Moonstone 315 Sell
Glinting Flame Spessarite 11 11 Flame Spessarite 325 Sell
*Smooth Golden Draenite or Rigid Golden Draenite or Sovereign Shadow Draenite 41 41 Golden Draenite or Shadow Draenite 355 Sell
Purified Shadow Pearl 11 11 Shadow Pearl/11 Purified Draenic Water 365 Sell
Cut Gems Using Patterns that are Rare Drops or Faction Earned 375 Sell
Or
**Khorium Band of Leaves 11 22 Khorium Bar/44 Mercurial Adamantite/33 Primal Life 375 Sell
*You have two choices here, you can either level up using gems or you can create 44 Mercurial Adamantite and finish leveling to 355 with gems after you have crafted 44. The Mercurial Adamantite will be used to create the Khorium Band of Leaves from 365-375. If you can get access to a different recipe or know that you will not use it to level those last ten levels then there is no need for you to create the Mercurial Adamantite (unless you choose to do so). If you decide to level up using the Mercurial Adamantite use the following table for 325-355:Item Amount to Craft Components Sell or Keep
Mercurial Adamantite 44 176 Adamantite Powder/44 Primal Earth Keep
Smooth Golden Draenite or Rigid Golden Draenite or Sovereign Shadow Draenite As many as needed to get to 355 Golden Draenite or Shadow Draenite Sell
Mercurial Stone: In order to create Mercurial Adamantite you need to have a Mercurial Stone in your inventory. Mercurial Stones are created by alchemists (I think the required skill level in alchemy is 325 in order to train this from the trainer) and require 1 Primal Earth, 1 Primal Mana, and 1 Primal Life, in addition the alchemist must create it at an Alchemy Lab, which can be found in Lower City in Shattrath City. So to get this item you can either browse the auction house or get an alchemist to make one for you.
** Khorium Band of Leaves: This is the only pattern in the entire 1-375 guide that must be farmed. You will need to head to Blades Edge Mountains and kill the Vekh'nir Dreadhawk in the southeastern part of the zone. Make sure you bring and loot with the character you are leveling jewelcrafting with because the formula is jewelcrafter only.
I chose this pattern for a couple of reasons 1) it is relatively cheap to make compared to other patterns at this skill level 2) you don't have to farm instances for it to drop.
Sections:
Jewelcrafting Introduction
Jewelcrafting 1-100
Jewelcrafting 100-200
Jewelcrafting 200-300
Jewelcrafting 300-375
Jewelcrafting Introduction
If you decide to become a jewelcrafter the first step is to learn jewelcrafting. Because jewelcrafting was not an original profession, it came into being after the debut of the Burning Crusade, there are not jewelcrafting trainers in pre-Burning Crusade cities. So fly, port, or run to the nearest Burning Crusade era city with profession trainers and navigate to the jewelcrafting trainer by right clicking a guard, clicking on profession trainer, clicking jewelcrafting, and by going to the flag that pops up on both your mini map and regular map.
To train jewelcrafting simply click on the jewelcrafting trainer and train apprentice jewelcrafting. Next train heavy copper ring. You'll notice that by learning apprentice jewelcrafting the trainer also gave you a number of other jewelcrafting formulas. Also, in order to begin jewelcrafting you will need to purchase a Jeweler's Kit from a jewelcrafting supply vendor, which can be found right near the jewelcrafting trainer.
Now that you have trained you might be wondering where to get the supplies for jewelcrafting! The components for jewelcrafting are derived from mining. Therefore, a vast majority of jewelcrafters train mining as their second profession. If you decide to mine then the next step for you would be to find a mining trainer in one of the major cities with trainers and then get out and mine. As you mine you will find that you obtain ore and sometime even gems from mining veins. You can then head smelt the ore to turn it into bars needed for creating jewelcrafting items.
The biggest advantage of training mining as your second profession is that you will be able to collect all of your own jewelcrafting supplies. You'll probably even mine extra ore you can prospect for gems. (Jewelcrafters are able to train the skill prospecting, which allows them to search ore for gems. Although the ore is destroyed in the process it's worth it when valuable gems are found in the process. So if you mine a lot and have extra ore you can simply prospect it for a chance to find gems, which are of course a major component of jewelcrafting.)
It's important to note that while mining is the traditional complement skill to jewelcrafting not all players choose to train it. Instead those players use a number of other options to get the jewelcrafting supplies they need. Some opt to use another character on their account that already has mining trained and farm the supplies. Others have friends mine the supplies for them or buy everything they need on the auction house. If you don't have another character with mining on it, have friends to get you supplies, the money to buy supplies, or the server population to support an auction house with lots of supplies then you may be stuck having to mine everything yourself.
Jewelcrafting 1-100
The focus of this guide is to get ones skill level up as fast as possible without having to buy recipes from vendors, the auction house, or farm for random drops. It also is designed for players who choose to buy all of their supplies from the auction house, or rather, to level up jewelcrafting without having mining trained.
If you are short on money or don't want to waste a single copper by buying low level formulas you only need to train the following formulas and skills to get your jewelcrafting from 1-100: Apprentice Jewelcrafting, Journeyman Jewelcrafting, Delicate Copper Wire, Braided Copper Ring, Tigerseye Band or Malachite Pendant, Bronze Setting, and Solid Bronze Ring.
Important: The amounts listed to craft are only guidelines since everyone will likely reach the projected skill level by crafting slightly different amounts of items. If you find that you haven't reached the projected skill level craft a few more items until you reach it. If you find that you reach the projected skill level early then stop making the item (unless it is marked as "Keep" since you will need to craft that amount for use in later recipes) and move onto to crafting the next item on the table.Item Amount to Craft Components Projected Skill Sell or Keep
Delicate Copper Wire 50 100 Copper Bars 40 Keep
Braided Copper Ring 10 20 Delicate Copper Wires 50 Sell
Tigerseye Band 25 25 Tigerseyes/25 Delicate Copper Wires 70 Sell
*Or
Malchite Pendant 25 25 Malachites/25 Delicate Copper Wires 70 Sell
Bronze Setting 20 40 Bronze Bars 85 Keep
Solid Bronze Ring 20 80 Bronze Bars 100 Sell
(Return to Top)
Jewelcrafting 100-200
Congrats, if you are reading this part of the guide you probably already have your jewelcrafting leveled up to at least 100. This guide will provide you with a way to efficiently level your jewelcrafting to 200. This guide does not require you to farm for recipes or buy them on the auction house, every formula required is trained by the jewelcrafting trainer. It also assumes that you might have decided to skip mining for supplies and instead buy them all on the auction house.
If you are short on money the only skills you have to buy to are the ones required to create: Bronze Settings, Simple Pearl Ring, Ring of Twilight Shadows, Heavy Jade Ring, Mithril Filigree, Engraved Truesilver Ring, and Expert Jewelcrafting.
Important: The amounts listed to craft are only guidelines because the rate at which your skills go up will vary from below. For example, it might only take you 10 tries on the Simple Pearl Ring to get your skill up to 110. At that point, since the recipe turns “green” it is best that you stop making the rings and move onto the next item to craft. So if at any point you reach the projected skill listed in the row of an item you are creating move onto making the next item (unless “Keep” is listed in the row, which means that you will need to make that number of items for later use).Item Amount to Craft Components Projected Skill Sell or Keep
Simple Pearl Ring 13 13 Small Lustrous Pearls/13 Bronze Settings/26 Copper Bars 110 Sell
Ring of Twilight Shadows 15 30 Shadowgems/30 Bronze Bars 125 Sell
Heavy Jade Ring 27 27 Jades/27 Bronze Settings/54 Iron Bars 150 Sell
Mithril Filigree 40 80 Mithril Bars 185 Keep
Engraved Truesilver Ring 15 15 Truesilver Bars/30 Mithril Filigree 200 Sell
Important: This guide requires Bronze Settings, which are crafted from bronze bars (2 bronze bars are required to create one Bronze Setting). If you followed the 1-100 section of the guide you should already have 20 Bronze Settings and need to only create 20 more (you will need 40 bronze bars to do this) for use in this guide.
If you are starting without any Bronze Settings simply make 40 (you will need 80 bronze bars to do this) for use in this guide. Now get started and good luck and have fun jewelcrafting!
Jewelcrafting 200-300
If you've made it through jewelcrafting this far, congrats. Or if you are just looking ahead at what jewelcrafting to 300 takes, here it is. You will find that as your skill levels get higher and higher, the cost of materials gets higher and higher and in some cases harder to find. If you want to get your jewelcrafting up as quickly as possible I suggest buying the materials; however, this is easier said than done, unless you have a lot of gold.
With this guide you will find a very efficient way to level your jewelcrafting to 300. All of the formulas required for this guide are trained by the jewelcrafting trainer so you don't have to worry about farming or buying formulas.
If you are low on gold the only skills you have to buy to are the ones required to create: Engraved Truesilver Ring, Mithril Filigree, Aquamarine Pendant of the Warrior, Thorium Setting, Ruby Pendant of Fire, and Sapphire Pendant of Winter Night. All of these formulas can be trained by the jewelcrafting trainer.
Important: The following "Amount to Craft" are only guidelines and the rate at your skill goes up will likely be slightly slower or faster. For example, it might take you 24 crafts of the Engraved Truesilver Ring to get to skill level 220, instead of 22. At the point in which you reach the projected skill level early with less crafts than listed it is best that you stop making the item and move onto the next item to craft. The exception to this is if the item is listed as "Keep" in the "Sell or Keep" column, if it says "Keep" continue making the item since you will need it as a component in future crafts.Item Amount to Craft Components Projected Skill Sell or Keep
Engraved Truesilver Ring 22 22 Truesilver Bar/44 Mithril Filigree 220 Sell
Aquamarine Pendant of the Warrior 5 5 Aquamarine/15 Mithril Filigree 225 Sell
Thorium Setting 59 59 Thorium Bar 255 Keep
Ruby Pendant of Fire 34 34 Star Ruby/34 Thorium Setting 280 Sell
Sapphire Pendant of Winter Night 25 25 Blue Sapphire/25 Thorium Setting/25 Essence of Undeath 300 Sell
Important: This guide requires Mithril Filigrees, which are crafted from Mithril Bars (2 Mithril Bars are required to create one Mithril Filigree). If you followed the 100-200 section of the guide you should already have 10 Mithril Filigree and need to only create 49 more (you will need 98 Mithril Bars to do this).
If you are starting without any Mithril Filigree simply make 59 (you will need 118 Mithril Bars to do this) for use in this guide.
Jewelcrafting 300-375
Congrats if you've made it this far, you are almost done! One thing to keep in mind when leveling from 300-375 is that it can take a very long time and it can also take a lot of gold, unless you have all the supplies. So if you don't have a lot of gold take a look at this Gold Guide to learn what it takes to make enough gold for not only your jewelcrafting, but your mounts, skills, and whatever else you desire. For this section of the guide I recommend that you use your own common sense when trying to level up. Some of the sections will require that you level up using lots of the same materials. If you don't have a huge surplus of supplies or don't have a lot of gold to buy them then use your own judgment and try to level up using the supplies you do have.
In order to level up using this guide you will train/purchase recipes from the jewelcrafting trainer (Tatiana in the Inn in Honor Hold, Hellfire Peninsula for Alliance or Kalaen in the Inn in Thrallmar, Hellfire Peninsula for Horde). You can choose what ones you actually need to train based upon the gems you have, since you have many options for a lot of the levels. You will also need to purchase a Simple Grinder from a merchant selling jewelcrafting supplies in order to cut gems. You will also need to farm the recipe for Khorium Band of Leaves (more directions for doing this are listed below) and obtain a Mercurial Stone from an Alchemist (more directions are found below).
Important: The "Amount to Craft"listed is only a guideline and you will most likely craft a different amount to get to the projected skill level listed. It might take you less tries or more tries when crafting an item to get to the skill listed. If you reach the projected skill level early you can move onto the next item to craft or if the item isn't gray you can continue making it until you exhaust your supplies. If you fail to reach the projected skill level with the amount listed to craft then make a few more items until you do reach it.Item Amount to Craft Components Projected Skill Sell or Keep
Flame Spessarite or Glowing Shadow Draenite or Solid Azure Moonstone or Teardrop Blood Garnet or Brilliant Golden Draenite or Radiant Deep Peridot 5 5 Flame Spessarite or Shadow Draenite or Azure Moonstone or Blood Garnet or Golden Draenite or Deep Peridot 305 Sell
Bright Blood Garnet or Bold Blood Garnet or Jagged Deep Peridot or Sparkling Azure Moonstone 10 10 Blood Garnet or Deep Peridot or Azure Moonstone 315 Sell
Glinting Flame Spessarite 11 11 Flame Spessarite 325 Sell
*Smooth Golden Draenite or Rigid Golden Draenite or Sovereign Shadow Draenite 41 41 Golden Draenite or Shadow Draenite 355 Sell
Purified Shadow Pearl 11 11 Shadow Pearl/11 Purified Draenic Water 365 Sell
Cut Gems Using Patterns that are Rare Drops or Faction Earned 375 Sell
Or
**Khorium Band of Leaves 11 22 Khorium Bar/44 Mercurial Adamantite/33 Primal Life 375 Sell
*You have two choices here, you can either level up using gems or you can create 44 Mercurial Adamantite and finish leveling to 355 with gems after you have crafted 44. The Mercurial Adamantite will be used to create the Khorium Band of Leaves from 365-375. If you can get access to a different recipe or know that you will not use it to level those last ten levels then there is no need for you to create the Mercurial Adamantite (unless you choose to do so). If you decide to level up using the Mercurial Adamantite use the following table for 325-355:Item Amount to Craft Components Sell or Keep
Mercurial Adamantite 44 176 Adamantite Powder/44 Primal Earth Keep
Smooth Golden Draenite or Rigid Golden Draenite or Sovereign Shadow Draenite As many as needed to get to 355 Golden Draenite or Shadow Draenite Sell
Mercurial Stone: In order to create Mercurial Adamantite you need to have a Mercurial Stone in your inventory. Mercurial Stones are created by alchemists (I think the required skill level in alchemy is 325 in order to train this from the trainer) and require 1 Primal Earth, 1 Primal Mana, and 1 Primal Life, in addition the alchemist must create it at an Alchemy Lab, which can be found in Lower City in Shattrath City. So to get this item you can either browse the auction house or get an alchemist to make one for you.
** Khorium Band of Leaves: This is the only pattern in the entire 1-375 guide that must be farmed. You will need to head to Blades Edge Mountains and kill the Vekh'nir Dreadhawk in the southeastern part of the zone. Make sure you bring and loot with the character you are leveling jewelcrafting with because the formula is jewelcrafter only.
I chose this pattern for a couple of reasons 1) it is relatively cheap to make compared to other patterns at this skill level 2) you don't have to farm instances for it to drop.
WoW Skinning
Skinning is a World of Warcraft profession that allows players to skin beasts for leather and hides. Players must simply train skinning, put a skinning knife in their bag, kill beasts, loot them, and right click them in order to skin to obtain leather and hides. These components can then be used to craft items in other professions like leatherworking, engineering, and tailoring.
Skinning is often trained alongside leatherworking since the majority of components needed for leatherworking are derived from skinning mobs. While other professions like tailoring might require leather for a few recipes this leather is usually easily found in the auction house and it's not necessary to actually train skinning to be able to get it. Skinning is also trained by those looking to make cash by selling the leather in the auction house. Another important note, skinning does not require any other profession to support it, it is a gathering profession and there is no need to buy components, you simply gather the leather off of mobs you kill.
As stated above, skinning and leatherworking are often trained together as characters' two professions. The characters that most commonly train these skills are leather or mail wearers. This is because the gear created through leatherworking is usable by leather and mail wearing classes.
In order to increase your skill level in skinning you must skin mobs. There is no way around this if you want to increase your skill level. So if the idea of stopping after each kill or every few kills to skin mobs doesn't appeal to you then you are probably better off picking another profession. You must first start skinning lower level mobs and as your skinning skill increases you will then be able to skin higher and higher level mobs...keep this in mind if you plan on training skinning at a high character level, because you will have to go back to lowbie areas to raise you skinning skill level. Also, as you skin higher and higher level mobs you will notice that the leather and hides you receive are of higher value.
Another important note is that you are able to skin mobs killed by players outside of your own group provided that they loot everything off of the mob.
Skinning is most useful to those who have leatherworking trained or are looking to make money by selling leather and hides in the auction house. It is a neat profession that “supports” grinding on mobs...since it is likely that you will have to kill many beasts without any quest directing you to do so!
Skinning is often trained alongside leatherworking since the majority of components needed for leatherworking are derived from skinning mobs. While other professions like tailoring might require leather for a few recipes this leather is usually easily found in the auction house and it's not necessary to actually train skinning to be able to get it. Skinning is also trained by those looking to make cash by selling the leather in the auction house. Another important note, skinning does not require any other profession to support it, it is a gathering profession and there is no need to buy components, you simply gather the leather off of mobs you kill.
As stated above, skinning and leatherworking are often trained together as characters' two professions. The characters that most commonly train these skills are leather or mail wearers. This is because the gear created through leatherworking is usable by leather and mail wearing classes.
In order to increase your skill level in skinning you must skin mobs. There is no way around this if you want to increase your skill level. So if the idea of stopping after each kill or every few kills to skin mobs doesn't appeal to you then you are probably better off picking another profession. You must first start skinning lower level mobs and as your skinning skill increases you will then be able to skin higher and higher level mobs...keep this in mind if you plan on training skinning at a high character level, because you will have to go back to lowbie areas to raise you skinning skill level. Also, as you skin higher and higher level mobs you will notice that the leather and hides you receive are of higher value.
Another important note is that you are able to skin mobs killed by players outside of your own group provided that they loot everything off of the mob.
Skinning is most useful to those who have leatherworking trained or are looking to make money by selling leather and hides in the auction house. It is a neat profession that “supports” grinding on mobs...since it is likely that you will have to kill many beasts without any quest directing you to do so!
WoW Leatherworking
eatherworking is a World of Warcraft profession that allows players to create items out of leather and other regeants. Most of these items can be traded with other players and sold on the auction house, while others are bind on pick up items which are very useful to certain classes. Players are able to specialize in different types of leatherworking, such as tribal, dragonscale, and elemental. The gear produced through each of these specializations is slightly different and geared towards characters of different classes and specializations. As leatherworkers level their leatherworking skill level up they are able to train formulas which create higher level desirable items. At high leatherworking skill levels players also have the ability to create epic gear.
There are many items that leatherworkers are able to create such as leather armor, mail armor, cloth backs, armor kits (which give stat increases to items), ammo pouches, quivers, and other neat items such as riding crops, drums, and throwing balls. Leatherworkers are also able to combine certain types of leather to create higher level types of leather. Leatherworkers often sell extra stacks of leather or items such as riding crops on the auction house to make themselves a little extra money.
The profession most commonly trained along with leatherworking is skinning. Skinning allows players to skin mobs for leather and hides, which are required for leatherworking formulas. Skinning is the support profession of leatherworking and although it's possible to obtain leather and hides from the auction house, if you are planning on becoming a leatherworker the best other profession to train is skinning.
Since most leatherworkers choose to use skinning to get the leather and hides for their leatherworking formulas leatherworkers often have to grind on mobs to get the supplies they need. Skinning for supplies can get to be very tedious and time consuming, so if you don't like the idea of grinding on mobs you may want to choose another profession.
Any race and class can become a leatherworker but the majority of classes that choose to train the profession are leather or mail wearing melee classes. This is due to the fact that the majority of the gear created by leatherworking is most suited towards these classes. If you don't mind training skinning and grinding on mobs to get your supplies and if you can wear the items created through leatherworking is a great profession to train.
There are many items that leatherworkers are able to create such as leather armor, mail armor, cloth backs, armor kits (which give stat increases to items), ammo pouches, quivers, and other neat items such as riding crops, drums, and throwing balls. Leatherworkers are also able to combine certain types of leather to create higher level types of leather. Leatherworkers often sell extra stacks of leather or items such as riding crops on the auction house to make themselves a little extra money.
The profession most commonly trained along with leatherworking is skinning. Skinning allows players to skin mobs for leather and hides, which are required for leatherworking formulas. Skinning is the support profession of leatherworking and although it's possible to obtain leather and hides from the auction house, if you are planning on becoming a leatherworker the best other profession to train is skinning.
Since most leatherworkers choose to use skinning to get the leather and hides for their leatherworking formulas leatherworkers often have to grind on mobs to get the supplies they need. Skinning for supplies can get to be very tedious and time consuming, so if you don't like the idea of grinding on mobs you may want to choose another profession.
Any race and class can become a leatherworker but the majority of classes that choose to train the profession are leather or mail wearing melee classes. This is due to the fact that the majority of the gear created by leatherworking is most suited towards these classes. If you don't mind training skinning and grinding on mobs to get your supplies and if you can wear the items created through leatherworking is a great profession to train.
Fishing and Cooking 1-375
Below you will find the 1-375 fishing guide. Good luck!
Fishing 1-100 and Cooking 1-110Fish Location Cooking Level to Reach Fishing Level to Reach
Raw Brilliant Smallfish and Raw Longjaw Mud Snapper Crystal Lake, Elwynn Forest or Stillwhisper Pond, Eversong Woods 110 100
You will have to travel to a trainer to learn Journeyman Fishing and Journeyman Cook during this section of the guide (this can be done once you hit 50 or you can wait until you hit 75 for each skill).
Fishing 100-200 and Cooking 110-255Fish Location Cooking Level to Reach Fishing Level to Reach
Raw Bristle Whisker Catfish and Raw Mithril Head Trout Water Surrounding Stromgarde Keep, Arathi Highlands 255 200
You'll need a lure to be able to cast here. Stay until you reach 200 fishing and 225 cooking. You'll have more fish than it takes to level up to 225, keep them and save them for after you do the cooking quest and are able to level up past 225.
Cooking Quest to Raise Skill above 225:
Head to Tanaris and accept "Clamlette Surprise" from Dirge Quickcleave, located in the inn in Gadgetzan (you must be level 35 and have 225 cooking). You will have to collect 12 Giant Eggs, 10 Zesty Clam Meat, and 20 Alterac Swiss.
If you are Alliance buy the Alterac Swiss from Truk Wildbeard at Aerie Peak, The Hinterlands (main building with mailbox outside of it, take a right, you will be in a hallway and Truk is at the end of it in a room). If you are Horde buy the Alterac Swiss from Innkeeper Adegwa at Hammerfall, Arathi Highlands (in the inn).
To finish off the rest of the quest you will need to head to The Hinterlands (for both Horde and Alliance). Zesty Clam Meat is found within Big-mouth Clams that drop from the Saltwater Snapjaws (they are around levels 48-50). Giant Eggs can be looted off the the corpses of Owlbeasts (they are around levels 42-45).
The green X shows where the Owlbeasts are located and the red Xs show where the Saltwater Snapjaws are located.
After you have collected the required number of items for the quest return to Dirge and you will be able to increase your cooking skill to 300.
After you have successfully increased your skill cap to 300 use up the extra fish from before and you should be able to skill up to 255 (when the recipe turns gray). If not, no worries, the next area starts with fish that can be cooked at 225.
Fishing 200-300 and Cooking 255 to 295Fish Location Cooking Level to Reach Fishing Level to Reach
Raw Redgill and Raw Sunscale Salmon Darrowmere Lake, Western Plaguelands 295 300
Fish here until you reach 225 (save the fish to cook later), you will now need to do the fishing quest to get your skill cap raised to 300.
Fishing Quest to Raise Skill above 225:
In order to increase your fishing skill cap you must venture to Dustwallow Marsh and get a fishing quest from Nat Pagle (directly west of the end dock at Theramore Isle, across the water). Once you get to Nat accept "Nat Pagle, Angler Extreme (you must be at least level 35 and have 225 fishing). You will have to fish for four different types of fish, once you are done return to Nat and you will now be able to skill up to 300.
Feralas Ahi: Verdantis River, located in central Feralas
Misty Reed Mahi Mahi: Misty Reed Stand, located in the coast of Swamp of Sorrows
Sar'theris Striker: Located in the coast of Desolace
Savage Coast Blue Sailfin: The Savage Coast, located in the north coast of Stranglethorn Vale, from just south of Grom'gol Base Camp and north along the coastline until the zone ends
After you have finished the fishing quest and have successfully increased your skill cap to 300 return to Darrowmere Lake and fish until you reach 300 and cook the fish you have until you reach 295 (the recipe will turn gray).
Fishing 300-350 and Cooking 295-325Fish Location Cooking Level to Reach Fishing Level to Reach
Raw Whitescale Salmon Lake Merldar, Eastern Plaguelands 325 350
For this part of the guide you are going to want as much +fishing as you can get to avoid "get aways". You won't be able to cast at all without the use of lures. If you find you are having a really hard time fishing here you can go back to Darrowmere Lake until your skill is up more, but you won't catch fish to cook for skill ups there. The recipe used in this part of the guide is the one that requires soothing spices so be sure to have them on you before you head out to fish and cook (the recipe will turn gray at 325).
Fishing 350-360 and Cooking 325-340Fish Location Cooking Level to Reach Fishing Level to Reach
Barbed Gill Trout Allerian Stronghold, Terokkar Forest or Stonebreaker Hold, Terokkar Forest 340 360
Make sure you stay in this area until 260 fishing, it will help to have your skill a bit higher for the next areas. If you can use a +100 lure or at the very least a +75 lure.
Fishing 360-370 and Cooking 340-360Fish Location Cooking Level to Reach Fishing Level to Reach
Figluster's Mudfish and Icefin Bluefish Lake Sunspring, Nagrand 360 370
Once again have you lures handy and fish here until you reach 370 fishing and 360 cooking. On a side note, it's perfectly fine if you want to fish here until 375, it might actually make the next part of the guide easier but you won't catch fish to level your cooking to 375 until the next part.
Fishing 370-375 and Cooking 360-375Fish Location Cooking Level to Reach Fishing Level to Reach
Furious Crawdad Blackwind Lake, Terokkar (if you have flying mount) or Lake Ere'Noru, Terokkar 375 375
Finally, your quest to level fishing and cooking up to 375 is almost complete. This part of the guide is a little more tricky than the rest since you will have to find pools of fish. You will need to either take your flying mount to Blackwind Lake or follow a very tricky path up to Lake Ere'Noru. Once you are at the lake look for circular pools of swirling water (this is the only place you will catch the furious crawdads) and once you find one cast and recast until your bobber lands in one of the swirling pools. Keep fishing in the pools until your cooking reaches 375, you can finish off your fishing any where to 375
Fishing 1-100 and Cooking 1-110Fish Location Cooking Level to Reach Fishing Level to Reach
Raw Brilliant Smallfish and Raw Longjaw Mud Snapper Crystal Lake, Elwynn Forest or Stillwhisper Pond, Eversong Woods 110 100
You will have to travel to a trainer to learn Journeyman Fishing and Journeyman Cook during this section of the guide (this can be done once you hit 50 or you can wait until you hit 75 for each skill).
Fishing 100-200 and Cooking 110-255Fish Location Cooking Level to Reach Fishing Level to Reach
Raw Bristle Whisker Catfish and Raw Mithril Head Trout Water Surrounding Stromgarde Keep, Arathi Highlands 255 200
You'll need a lure to be able to cast here. Stay until you reach 200 fishing and 225 cooking. You'll have more fish than it takes to level up to 225, keep them and save them for after you do the cooking quest and are able to level up past 225.
Cooking Quest to Raise Skill above 225:
Head to Tanaris and accept "Clamlette Surprise" from Dirge Quickcleave, located in the inn in Gadgetzan (you must be level 35 and have 225 cooking). You will have to collect 12 Giant Eggs, 10 Zesty Clam Meat, and 20 Alterac Swiss.
If you are Alliance buy the Alterac Swiss from Truk Wildbeard at Aerie Peak, The Hinterlands (main building with mailbox outside of it, take a right, you will be in a hallway and Truk is at the end of it in a room). If you are Horde buy the Alterac Swiss from Innkeeper Adegwa at Hammerfall, Arathi Highlands (in the inn).
To finish off the rest of the quest you will need to head to The Hinterlands (for both Horde and Alliance). Zesty Clam Meat is found within Big-mouth Clams that drop from the Saltwater Snapjaws (they are around levels 48-50). Giant Eggs can be looted off the the corpses of Owlbeasts (they are around levels 42-45).
The green X shows where the Owlbeasts are located and the red Xs show where the Saltwater Snapjaws are located.
After you have collected the required number of items for the quest return to Dirge and you will be able to increase your cooking skill to 300.
After you have successfully increased your skill cap to 300 use up the extra fish from before and you should be able to skill up to 255 (when the recipe turns gray). If not, no worries, the next area starts with fish that can be cooked at 225.
Fishing 200-300 and Cooking 255 to 295Fish Location Cooking Level to Reach Fishing Level to Reach
Raw Redgill and Raw Sunscale Salmon Darrowmere Lake, Western Plaguelands 295 300
Fish here until you reach 225 (save the fish to cook later), you will now need to do the fishing quest to get your skill cap raised to 300.
Fishing Quest to Raise Skill above 225:
In order to increase your fishing skill cap you must venture to Dustwallow Marsh and get a fishing quest from Nat Pagle (directly west of the end dock at Theramore Isle, across the water). Once you get to Nat accept "Nat Pagle, Angler Extreme (you must be at least level 35 and have 225 fishing). You will have to fish for four different types of fish, once you are done return to Nat and you will now be able to skill up to 300.
Feralas Ahi: Verdantis River, located in central Feralas
Misty Reed Mahi Mahi: Misty Reed Stand, located in the coast of Swamp of Sorrows
Sar'theris Striker: Located in the coast of Desolace
Savage Coast Blue Sailfin: The Savage Coast, located in the north coast of Stranglethorn Vale, from just south of Grom'gol Base Camp and north along the coastline until the zone ends
After you have finished the fishing quest and have successfully increased your skill cap to 300 return to Darrowmere Lake and fish until you reach 300 and cook the fish you have until you reach 295 (the recipe will turn gray).
Fishing 300-350 and Cooking 295-325Fish Location Cooking Level to Reach Fishing Level to Reach
Raw Whitescale Salmon Lake Merldar, Eastern Plaguelands 325 350
For this part of the guide you are going to want as much +fishing as you can get to avoid "get aways". You won't be able to cast at all without the use of lures. If you find you are having a really hard time fishing here you can go back to Darrowmere Lake until your skill is up more, but you won't catch fish to cook for skill ups there. The recipe used in this part of the guide is the one that requires soothing spices so be sure to have them on you before you head out to fish and cook (the recipe will turn gray at 325).
Fishing 350-360 and Cooking 325-340Fish Location Cooking Level to Reach Fishing Level to Reach
Barbed Gill Trout Allerian Stronghold, Terokkar Forest or Stonebreaker Hold, Terokkar Forest 340 360
Make sure you stay in this area until 260 fishing, it will help to have your skill a bit higher for the next areas. If you can use a +100 lure or at the very least a +75 lure.
Fishing 360-370 and Cooking 340-360Fish Location Cooking Level to Reach Fishing Level to Reach
Figluster's Mudfish and Icefin Bluefish Lake Sunspring, Nagrand 360 370
Once again have you lures handy and fish here until you reach 370 fishing and 360 cooking. On a side note, it's perfectly fine if you want to fish here until 375, it might actually make the next part of the guide easier but you won't catch fish to level your cooking to 375 until the next part.
Fishing 370-375 and Cooking 360-375Fish Location Cooking Level to Reach Fishing Level to Reach
Furious Crawdad Blackwind Lake, Terokkar (if you have flying mount) or Lake Ere'Noru, Terokkar 375 375
Finally, your quest to level fishing and cooking up to 375 is almost complete. This part of the guide is a little more tricky than the rest since you will have to find pools of fish. You will need to either take your flying mount to Blackwind Lake or follow a very tricky path up to Lake Ere'Noru. Once you are at the lake look for circular pools of swirling water (this is the only place you will catch the furious crawdads) and once you find one cast and recast until your bobber lands in one of the swirling pools. Keep fishing in the pools until your cooking reaches 375, you can finish off your fishing any where to 375
WoW Fishing and Cooking Guide 1-375
his fishing and cooking guide will help you level all the way from 1-375. It will tell you where to fish, what to cook, where to buy recipes, and provide other useful tips. If you are low on gold check out this Gold Guide for the best ways to make lots of gold.
Fishing and cooking are secondary skills that don't take up your two profession spots. You don't have to do fishing and cooking together but it's a good idea because it's easy to level up one another together. If you plan on using cooking a lot it's a good idea to have fishing because a lot of the recipes you will probably want to use require fish derived from fishing. On the other hand, if you are fishing you might as well take on cooking to do something with all the fish you are catching.
If you want to train fishing and cooking then the first step is to go to a major city (or other location with trainers) and train "Apprentice Cook" and "Apprentice Fishing".
Sections:
Fishing Tips
Cooking Tips
What to Do Before you Start Guide
Fishing and Cooking 1-375
Fishing Tips
In order to reduce the number of "get aways" you need to use lures and +fishing items to temporarily raise your fishing skill so that you have a higher fishing level. "Get aways" are not only annoying but also a waste of time since only a successful catch will increase your fishing skill.
Lures: It's extremely important to use lures throughout this guide. In fact there are many spots in this guide (and even in game after you reach 375) that cannot be fished without the use of a lure.
I recommend using the highest level lure that you can while you use this guide. Lures are commonly found at fishing supply vendors and other trade vendors. To use lures you simply right click one and left click your fishing pole to apply it. Below is a chart of lures.Lure Fishing Level Required +Fishing Amount Where to Find
Shiny Bauble 1 25 Fishing and Trade Supply Vendors
Nightcrawlers 50 50 Fishing and Trade Supply Vendors (also drops of certain undead mobs)
Bright Baubles 100 75 Fishing and Trade Supply Vendors (also found in barrels received as rewards from daily cooking quests)
Aquadynamic Fish Attractor 100 100 Sold in Limited Supply at Fishing and Trade Supply Vendors (also crafted by engineers)
+Fishing Gear: It's also a good idea to use any +fishing gear that you can while you are fishing; however, it's not a requirement. I recommend at least buying a "Strong Fishing Pole" which is equipable after you reach level 10 fishing skill and will increase you fishing by +5. This item is found at many fishing supply vendors.
Leveling: If you have never fished before you might find the following information useful. When you first start fishing you will skill up just about every single successful catch; however, the higher you skill up the more catches it will take to get a single skill up. By the end of the guide you need over ten successful catches just to gain one skill point.
How to Fish: To fish you must equip your fishing pole in your primary weapon spot and then click the "Fishing" button in your spellbook. You may pull the button over to one of your action bars to make it easier and of course you must cast into water.
Cooking Tips
Cooking is fairly simply and the only tip I have is to buy "Flint and Tinder" and a couple stacks of "Simple Wood" from a general goods vendor so that you can make campfires and cook your fish over the fires. This will eliminate the need for you to run into cities and towns to cook your fish. If you've never made a campfire don't worry, it's simple. Just have the "Flint and Tinder" and "Simple Wood" in your inventory and click the "Basic Campfire" button in your spellbook.
What to Do Before you Start the Guide
Clear Your Inventory: You'll need a lot of bag space to hold fish, recipes, skill books, lures, spices, and other items so it's really important to free up a lot of bag space before you head out.
Buy Supplies: Here is a list of items that will be needed or come in handy for this guide. Please keep in mind that the amounts are just estimates and you may need more or less of certain items.Item Amount What it's For Where to Buy
Shiny Bauble 5 To use as a lure from 1-50 Fishing Supply Vendor
Nightcrawlers 10 To use as a lure from 50-100 Fishing Supply Vendor
Bright Baubles 40 To use as a lure from 100 and up Fishing Supply Vendor
Aquadynamic Fish Attractor These are in limited supply on vendors so just buy what they have To use as a lure from 100 and up Fishing Supply Vendor
Fishing Pole 1 To fish with Fishing Supply Vendor
Strong Fishing Pole 1 To fish with after you reach fishing level 10 Fishing Supply Vendor
Soothing Spices 120 To make Baked Salmon Cooking Supply Vendor
Flint and Tinder 1 To make Campfires General Goods Vendor
Simple Wood 40 To make Campfires General Goods Vendor
Buy Recipes and Skillbooks:
Here is a list of recipes and where you can buy them. Some recipes are sold by several vendors; however, I only listed the most practical ones for you to visit. Make sure you check the list to ensure that you are buying all the recipes that are available from a certain place. For example, there are several items that need to be bought in Booty Bay, make sure you buy them all before you leave.Item What it's For Where to Buy for Alliance Where to Buy for Horde
Recipe: Brilliant Smallfish Cooking Raw Brilliant Smallfish Tharynn Bouden-Goldshire, Elwynn Forest Sewa Mistrunner-Thunderbluff (center area)
Recipe: Longjaw Mud Snapper Cooking Raw Longjaw Mud Snapper Tharynn Bouden-Goldshire, Elwynn Forest Naal Mistrunner-Thunderbluff (center area)
Recipe: Bristle Whisker Catfish Cooking Raw Bristle Whisker Catfish Lindea Rabonne-Southshore, Hillsbrad Foothills (at docks) Naal Mistrunner-Thunderbluff (center area)
Recipe: Mithril Headed Trout Cooking Raw Mithril Head Trout Lindea Rabonne-Southshore, Hillsbrad Foothills (at docks) Kelsey Yance-Booty Bay, Stranglethorn Vale (in The Old Port Authority)
Recipe: Filet of Redgill Cooking Raw Redgill Kelsey Yance-Booty Bay, Stranglethorn Vale (in The Old Port Authority) Kelsey Yance-Booty Bay, Stranglethorn Vale (in The Old Port Authority)
Recipe: Poached Sunscale Salmon Cooking Raw Sunscale Salmon Gikkix-Steamwheedle Port, Tanaris (in a hut) Gikkix-Steamwheedle Port, Tanaris (in a hut)
Recipe: Baked Salmon Cooking Raw Whitescale Salmon Vivianna-Feathermoon Stronghold, Feralas (near innkeeper) Sheendra Tallgrass-Camp Mojache, Feralas (in building across from inn)
Recipe: Blackened Trout Cooking Barbed Gill Trout Doba-Orebor Harborage, Zangarmarsh (must be at least neutral with Kurenai) Gambarinka-Zabra'jin, Zangarmarsh
Recipe: Grilled Mudfish Cooking Figluster's Mudfish Uriku-Telaar, Nagrand (must be at least neutral with Kurenai) Nula the Butcher-Garadar, Nagrand (bottom floor of the building east of the flightmaster)
Recipe: Poached Bluefish Cooking Icefin Bluefish Uriku-Telaar, Nagrand (must be at least neutral with Kurenai) Nula the Butcher-Garadar, Nagrand (bottom floor of the building east of the flightmaster)
Recipe: Spicy Crawdad Cooking Furious Crawdad Innkeeper Biribi-Allerian Stronghold, Terokkar Forest (in the inn) Rungor-Stonebreaker Hold, Terokkar Forest
Master Fishing-The Art of Angling Allows skill to raise to 375 Juno Dufrain-Cenarion Refuge, Zangarmarsh (near lake) Juno Dufrain-Cenarion Refuge, Zangarmarsh (near lake)
Expert Fishing-The Bass and You Allows skill to raise to 225 Old Man Heming-Booty Bay, Stranglethorn Vale (near the ramp that goes into the water) Old Man Heming-Booty Bay, Stranglethorn Vale (near the ramp that goes into the water)
Expert Cookbook Allows skill to raise to 225 Shandrina-Silverwind Refuge, Ashenvale (southwest of Astranaar) Wulan-Shadowprey Village, Desolace
Master Cookbook Allows skill to raise to 375 Naka-Cenarion Refuge, Zangarmarsh Naka-Cenarion Refuge, Zangarmarsh
Fishing and cooking are secondary skills that don't take up your two profession spots. You don't have to do fishing and cooking together but it's a good idea because it's easy to level up one another together. If you plan on using cooking a lot it's a good idea to have fishing because a lot of the recipes you will probably want to use require fish derived from fishing. On the other hand, if you are fishing you might as well take on cooking to do something with all the fish you are catching.
If you want to train fishing and cooking then the first step is to go to a major city (or other location with trainers) and train "Apprentice Cook" and "Apprentice Fishing".
Sections:
Fishing Tips
Cooking Tips
What to Do Before you Start Guide
Fishing and Cooking 1-375
Fishing Tips
In order to reduce the number of "get aways" you need to use lures and +fishing items to temporarily raise your fishing skill so that you have a higher fishing level. "Get aways" are not only annoying but also a waste of time since only a successful catch will increase your fishing skill.
Lures: It's extremely important to use lures throughout this guide. In fact there are many spots in this guide (and even in game after you reach 375) that cannot be fished without the use of a lure.
I recommend using the highest level lure that you can while you use this guide. Lures are commonly found at fishing supply vendors and other trade vendors. To use lures you simply right click one and left click your fishing pole to apply it. Below is a chart of lures.Lure Fishing Level Required +Fishing Amount Where to Find
Shiny Bauble 1 25 Fishing and Trade Supply Vendors
Nightcrawlers 50 50 Fishing and Trade Supply Vendors (also drops of certain undead mobs)
Bright Baubles 100 75 Fishing and Trade Supply Vendors (also found in barrels received as rewards from daily cooking quests)
Aquadynamic Fish Attractor 100 100 Sold in Limited Supply at Fishing and Trade Supply Vendors (also crafted by engineers)
+Fishing Gear: It's also a good idea to use any +fishing gear that you can while you are fishing; however, it's not a requirement. I recommend at least buying a "Strong Fishing Pole" which is equipable after you reach level 10 fishing skill and will increase you fishing by +5. This item is found at many fishing supply vendors.
Leveling: If you have never fished before you might find the following information useful. When you first start fishing you will skill up just about every single successful catch; however, the higher you skill up the more catches it will take to get a single skill up. By the end of the guide you need over ten successful catches just to gain one skill point.
How to Fish: To fish you must equip your fishing pole in your primary weapon spot and then click the "Fishing" button in your spellbook. You may pull the button over to one of your action bars to make it easier and of course you must cast into water.
Cooking Tips
Cooking is fairly simply and the only tip I have is to buy "Flint and Tinder" and a couple stacks of "Simple Wood" from a general goods vendor so that you can make campfires and cook your fish over the fires. This will eliminate the need for you to run into cities and towns to cook your fish. If you've never made a campfire don't worry, it's simple. Just have the "Flint and Tinder" and "Simple Wood" in your inventory and click the "Basic Campfire" button in your spellbook.
What to Do Before you Start the Guide
Clear Your Inventory: You'll need a lot of bag space to hold fish, recipes, skill books, lures, spices, and other items so it's really important to free up a lot of bag space before you head out.
Buy Supplies: Here is a list of items that will be needed or come in handy for this guide. Please keep in mind that the amounts are just estimates and you may need more or less of certain items.Item Amount What it's For Where to Buy
Shiny Bauble 5 To use as a lure from 1-50 Fishing Supply Vendor
Nightcrawlers 10 To use as a lure from 50-100 Fishing Supply Vendor
Bright Baubles 40 To use as a lure from 100 and up Fishing Supply Vendor
Aquadynamic Fish Attractor These are in limited supply on vendors so just buy what they have To use as a lure from 100 and up Fishing Supply Vendor
Fishing Pole 1 To fish with Fishing Supply Vendor
Strong Fishing Pole 1 To fish with after you reach fishing level 10 Fishing Supply Vendor
Soothing Spices 120 To make Baked Salmon Cooking Supply Vendor
Flint and Tinder 1 To make Campfires General Goods Vendor
Simple Wood 40 To make Campfires General Goods Vendor
Buy Recipes and Skillbooks:
Here is a list of recipes and where you can buy them. Some recipes are sold by several vendors; however, I only listed the most practical ones for you to visit. Make sure you check the list to ensure that you are buying all the recipes that are available from a certain place. For example, there are several items that need to be bought in Booty Bay, make sure you buy them all before you leave.Item What it's For Where to Buy for Alliance Where to Buy for Horde
Recipe: Brilliant Smallfish Cooking Raw Brilliant Smallfish Tharynn Bouden-Goldshire, Elwynn Forest Sewa Mistrunner-Thunderbluff (center area)
Recipe: Longjaw Mud Snapper Cooking Raw Longjaw Mud Snapper Tharynn Bouden-Goldshire, Elwynn Forest Naal Mistrunner-Thunderbluff (center area)
Recipe: Bristle Whisker Catfish Cooking Raw Bristle Whisker Catfish Lindea Rabonne-Southshore, Hillsbrad Foothills (at docks) Naal Mistrunner-Thunderbluff (center area)
Recipe: Mithril Headed Trout Cooking Raw Mithril Head Trout Lindea Rabonne-Southshore, Hillsbrad Foothills (at docks) Kelsey Yance-Booty Bay, Stranglethorn Vale (in The Old Port Authority)
Recipe: Filet of Redgill Cooking Raw Redgill Kelsey Yance-Booty Bay, Stranglethorn Vale (in The Old Port Authority) Kelsey Yance-Booty Bay, Stranglethorn Vale (in The Old Port Authority)
Recipe: Poached Sunscale Salmon Cooking Raw Sunscale Salmon Gikkix-Steamwheedle Port, Tanaris (in a hut) Gikkix-Steamwheedle Port, Tanaris (in a hut)
Recipe: Baked Salmon Cooking Raw Whitescale Salmon Vivianna-Feathermoon Stronghold, Feralas (near innkeeper) Sheendra Tallgrass-Camp Mojache, Feralas (in building across from inn)
Recipe: Blackened Trout Cooking Barbed Gill Trout Doba-Orebor Harborage, Zangarmarsh (must be at least neutral with Kurenai) Gambarinka-Zabra'jin, Zangarmarsh
Recipe: Grilled Mudfish Cooking Figluster's Mudfish Uriku-Telaar, Nagrand (must be at least neutral with Kurenai) Nula the Butcher-Garadar, Nagrand (bottom floor of the building east of the flightmaster)
Recipe: Poached Bluefish Cooking Icefin Bluefish Uriku-Telaar, Nagrand (must be at least neutral with Kurenai) Nula the Butcher-Garadar, Nagrand (bottom floor of the building east of the flightmaster)
Recipe: Spicy Crawdad Cooking Furious Crawdad Innkeeper Biribi-Allerian Stronghold, Terokkar Forest (in the inn) Rungor-Stonebreaker Hold, Terokkar Forest
Master Fishing-The Art of Angling Allows skill to raise to 375 Juno Dufrain-Cenarion Refuge, Zangarmarsh (near lake) Juno Dufrain-Cenarion Refuge, Zangarmarsh (near lake)
Expert Fishing-The Bass and You Allows skill to raise to 225 Old Man Heming-Booty Bay, Stranglethorn Vale (near the ramp that goes into the water) Old Man Heming-Booty Bay, Stranglethorn Vale (near the ramp that goes into the water)
Expert Cookbook Allows skill to raise to 225 Shandrina-Silverwind Refuge, Ashenvale (southwest of Astranaar) Wulan-Shadowprey Village, Desolace
Master Cookbook Allows skill to raise to 375 Naka-Cenarion Refuge, Zangarmarsh Naka-Cenarion Refuge, Zangarmarsh
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