Tuesday, April 29, 2008

Best Places To Farm

World of Warcraft Farming Spots


If you are like me you have many times wondered where the best location would be to farm for certain items. Here I have compiled a list of different locations where I have found to be the best to farm for items at. If you can add anything please let me know either by e-mailing webmaster [at] freewarcraftguides [dot] com.


Black diamond-These drop from mobs in BRD. Each is worth loads because they are used in libram enchants and also the zg enchant. Worth around 50 times more than the blue version.
Black lotus-This is a very rare herb which sells for quite a lot. Found in Winterpsring near the blue dragons cave, Mezthoril. Also found in Badlands, Silithus and Eastern Plaguelands.


Blood of the mountain-These are mined from Dark Iron nodes in Searing Gorge, Burning Steppes, BRD and MC. Used in a quest, high end professions. These sell very well.


Dark Runes-Drop from most mobs in scholo. Very useful for casters but are also used in crafting so are very expensive and needed by most people.


Deviate Fish-These are fishable in the Barrens in Wailing Caverns. You do not have to go inside the Wailing Caverns instance to catch Deviates. They can be caught in any of the pools inside the Caverns before you get to the instance.-The fish can also be caught in Lushwater Oasis, immediately south of the Caverns and in the Stagnant Oasis, south of the Crossroads/Ratchet road. Furthermore there will now occasionally be schools of Deviates so your drop rate is 100% if your cast lands within the swirl indicating the school.


Essence of Air-Elementals in North West Silithus. No mobs actually have a high drop rate of this and these are all non elite and very easy to kill. Make sure you are killing the air elementals not the rock ones which do not drop it. Also they drop breath of wind etc which can be sold or used.


Essence of Earth-These can be farmed in northwest Silithus in the far corner. Also these drop from Stone Guardians in Un'Goro but those are harder to kill because they are elites.


Essence of Fire-Elementals in Un’Goro crater, Fire Plume ridge. I'm not sure but I bet this is one of the best places to farm for this.


Essence of Undeath-I'm not too sure about these but have heard they have a high drop rate in Scholo and Strat.


Essence of Water-Elementals in Felwood, Iron Tree woods. These have a high drop rate I believe and there is normally somebody farming them but they have a good respawn rate so no waiting.


Felcloth-These drops from demons in Felwood and Azshara, also from demons in Dire Maul.

Current price on my server is anywhere between 1.5 gold and 3 gold a piece. These mobs also have a very high drop rate of runecloth and are camped by gold farmers or used to be I believe.
Ghost mushrooms-These are used in making a dye which is used in crafting. These are found in Feralas, Maraudon, Hinterlands and also drop of Tar Lords in Un'Goro.


Guardian Stones-Drop from the elite guardians wandering around Un'goro. Though they are 61 Elites, they are extremely slow and soloable by most 60s. Stones are used in Cloak of Warding and sell for 3.5-5 gold a piece Heart of fire-Drop from elementals above level 45. Easily farmed from demons in North Felwood and also elementals in Un'Goro Crater.


Ichor of Undeath-These drop from most undead mobs over level 50 (Eastern Plaguelands, Western Plaguelands, Azshara's lingering highbourne, Scholo, Strat, etc.). Used in a few patterns, most notably the new shard bags.


Incendosaur scales-From beasts of the same name in searing gorge. Do not need to be skinned are just dropped. These are used to get up reputation for Thorium Brotherhood. These can also be sold for a high price.


Larval acid-These drop from the grubs in Eastern Plaguelands at around 5% rate and sells for 8-10 gold a piece.-Carrion Spawns/Devourers in Eastern Plaguelands and Western Plaguelands.
Linen Cloth-Westfall is the best area for this. You can either clear out the mines or go kill some of the other humanoids. Simple yet effective!


Living Essence-Tar elementals in Un'goro drop occasionally - better drop rates are found on the plants in DM East and West (Lashes in East, trees in west), sell for 8-10 gold each. Very rare as they are needed for Hide of the Wild.


Mageweave-Most mobs in Tanaris drop a decent amount of this. Either the trolls who occupy the ruins or the humans that are called wastewanders (not the pirates).-Deadwood furbolgs in Felwood. These are also farmed for rep with Timbermaw furbolgs so you can kill two birds with one stone.


Powerful Mojo-Drop from trolls which are over lvl 55. Drop from elite trolls in ZG and also from undead trolls in Western Plaguelands. The Undead trolls are called Mossflayers. Used in profesions.


Primal Tiger Leather-Skinned from tigers in ZG. These are not farmable except for in a ZG raid group.


Righteous Orbs-These drop from humanoids i.e. scarlet soldiers etc in a stratholme scarlet run. Used in enchants and are very expensive. They also they drop off of Scarlet Elite's(that’s the name of the mob). They are in Western Plaguelands above the lumber camp.


Rugged Leather-Yetis in Winterspring are easily the best. Southeast of Everlook in the ice thistle hills region are humanoids around level 53 which are skinnable. They do not drop cloth but many people kill them for a quest and are not skinners. So you can kill them loot some cash and skin them and also skin the mobs killed by others.


Runecloth-Mobs in Tyr's Hand. These are mainly elite humanoids who are level 54. These can be killed easily by level 60s. Also these are very good for just farming gold as they are humans.-Furbolgs in Winterspring. These are due east of Everlook and very easy to kill. Non elites so anybody can kill them. If you’re a mage its heaven just AOE and you can get a lot of runecloth.-Ogres in Deadwind Pass. Like furbolgs they are non-elite but have more health. I would say that the furbolgs would be easier to kill.


Shadowcat Hides-Skinned from Shadow Mars in Stranglethorn Vale and Swamp of Sorrows.
Silithis Chitin-These are skinned from elites in Silithus. They can be vendored for 2 gold a stack. Also the elites drop an item for reputation with the bronze dragons and greys. Also when skinned they can drop a grey which is worth 1 gold for a stack of 20.


Silk Cloth-Soloing SM is the best way due to the fact you get a lot of silk on 1 mob and money drops are decent. Also you can get the scarlet sets which sell very well and junk items can be vendored for money or disenchanted if you prefer.-Killing harpies in Thousand Needles is another great way. They are not elite and don't have a whole lot of hit points so they can be easily killed by lower levels as they are level 28-30. They also drop Vibrant Plumes which can sell for around 80 silver per stack.


Spider silk-These drop from Spiders in Stonetalon Mountains. Mainly around the entrance and exit of Deep talonpath which is the path to Ashenvale. They are around level 25 I believe.


Stonescale Eels-Any high level coastal spot in Kalimdor (Tanaris, Feralas, Azshara) gives Stonescale Eels, which consistently sell for 1 gold or more each. However, please note the time of day, sometimes, you won't see anything and other times you will have excellent results. I have experienced better results with this late at night.


Thick Leather-Most beasts which are skinnable in The Hinterlands drop thick leather when skinned. As mostly around level 49 they are easily farmable by 50s and 60s. Also you can get leather by skinning yetis which drop some as well.


Turtle Scales-Skinned from any turtles. These can be found near Steamwheel Port, in the Hinterlands, Tanaris and in Hillsbrad Foothills. Used in Leatherworking.


Volatile Rum-You can farm these at the pirate cave in Tanaris. It's a great leveling spot also!
Remember, this list is just starting and don't consider it to be a finished guide. If you know of a certain spot or two let us know by e-mailing me at webmaster [at] freewarcraftguides [dot] com. Be sure to bookmark this page and check out the other guides to find the best places to farm for gold.

Friday, April 18, 2008

Darkmoon Faire Guide

World of Warcraft Darkmoon Fair Guide


The Darkmoon Fair is just another fun thing to do in World of Warcraft. Mostly just fun and games but is there anything profitable that can come from it? This guide covers not only what the Darkmoon Fair itself is but also some profitable items that can come in handy for you!
The darkmoon fair comes to Mulgore or Elwyn forest once a month. There are no guards so it is possible to attend the other factions fair. THe muglore 1 is south west of Thunder Bluff while the Elwyn forest fair is next to Goldshire.


The fair comes with many fun and exciting options. You can exchange items for tickets which you can buy thigns with. You can use a massive cannon which fires you into the air a long way. You can buy extremely potent ale very cheaply. And last but not least you can give in Decks of cards scattered across Azeroth, to combine into an epic trinket.


The Epic Neck:


A good gear could mean Victory or Death when you fight someone or something (PvP, PvE, Grind, Instances).


For a “little” favor or whit a little work you can have an Epic Trinket!The “Male” classes could profit mostly (DD Warrior, DD Paladin, Rogues or Hunters too) from the First one:
Amulet of the Darkmoon:+10 Strength+19 Agility+10 Stamina


The second is Caster based (Maga, Priest, Paladins…)


Orb of the Darkmoon:+11 Stamina+8 SpiritEquip: Increases damage and healing done by magical spells and effects by up to 22.


I counted a little, and it comet out, That it can be “gathered” from 1 Gold 20 Silver – To ~190 Gold PLUS


"How To"
When Darkmoon Fiery event is active, you can complete Q-ts to obtain tickets. And that is what we need. The Q-ts are repeatable, and that’s our luck! The “cheapest” Q-t items what you can give down till you have the 1200 ticket is Thorium Widget! Is an Engineering

“component”.
1200 tickets = Epic Neck (one from above)The Q-ts are Profession based, but this can be tricked out!You will need a “Schematic: Thorium Widget” (Limited supply: 1G 20S by Vendors, 3G-10G+ at AH) If he knows it, even better for us


First: You need to find someone who has Engineering around lvl 260 (needed to create Thorium Widget-s) and tell him that you “pay” his Engineering skill to 300 if he helps you.
Now the numbers and the CountingsBy the turn ins, you could count so:6 Thorium Widget = 20 Darkmoon Fiery Ticket1200 Ticket needed -> 1200:20 = 60 (turn ins total)60*6 = 360 Thorium Widgets needed


Take 3 Thorium Bars + 1 Runecloth to create a WidgetSo we need:3 Thorium Bars * 360 Widgets = 1080 Thorium Bars (54 Stack)1 Runecloth * 360 Widgets = 360 Runecloth (18 Stack)
You can farm Runecloths at “Trys Hand” from humanoids, or from Stratholme, Solomance, etc. Or You can by everything from AH 1 Gold - 2 Gold / stack (at 1,5 gold -> 18stack*1,5= 27 Gold) 162 Gold+27 Gold1,2 Gold--------190,2 Gold


The Engineer makes the Widget (He levels up to 300 by the first 60-70), You turn in the Widgets, get the tickets and then “buy” your Neck. Everyone is Happy (I choused this one)
OR The other way:You can turn in: Rugged Armor Kit5 Rugged leather per Kit -> 8 Rugged Kit per turn in -> 40 Rugged Leather per turn in1200 tickets - 60 turn ins => 40 * 60 = 2400 Rugged Leather needed to this.480 Rugged Armor Kit needed in the end


You can farm it in Felwood, or in Winterspring (Guides to this you will find here somewhere ) Or Buy the Rugged leather in AH 1G-3G / stack (120 stack needed=> 120G-360G AND you need someone who can make it)


Or Buy the Rugged Armor Kits in AH 0,7G-2G+ (you will need 480! -> 336G-960G+ -> And when you BO all the Armor kit the price will go UP)


Ok here goes the one with dense stone:
SO you need 1200 tickets which = 60 x 20 hand ins AS the hand ins for Dense Stone are Grinding Stone you need 8 grinding stone for each hand in. Each Dense Grinding Stone requires 4 Dense Stone. Therefore = 4x8 for each hand in which equals 32 stone for 20 tickets So overall it equals for needed stone 60 x 32 This equals to 1920 Dense Stone


On my server Dense Stone is 2g but I’m sure it was a lot less when i bought all mine around 1g to 1g 50s. But I didn’t buy from AH as that is more expensive. But I’m using AH price which is around 2g.


So to find out the price you do 1920 divided by 20 then x 2This equals to 192g.


But this is AH price and I bought it from people who had a large supply and couldn’t sell them. SO try to find people who have a large amount of it as then you may get it for a cheaper price. Also try to be nice to people as that helps.


Also another good way to do this is to farm thorium and mithril as these nodes drop this stone. ALso you can use the thorium for the above ones or sell it to buy more.


BUt price variues on each server and i would advice trying to buy for around 1g 50s to 1g 80s. This makes the price around 175g.


Notes:
- The Tickets are Soulbound when you get them, so turn it in only whit your main Char. The widgets and the Armor kits are free to trade / mail.


- When you turn in the tickets by every turn, you gain +100 Repu, so at the end you will gain 5400 Reputation! (Whit the Widget Turn ins, but I don’t know the Rugged armor patches Repu per turnin)


- You will need a “store” character for all that stuff, if you don’t have one or to already, but his Bank must be Empty.


- CT or other “Mass Mail” mods are strongly recommended, to these massive item movements.


To the next part which is on the cards


The Card Decks:
Across the world, there are scared decks of cards. When given in these each give an epic trinket in return. THis is the stats of them:


There are four sets of card decks which can be turned in for trinket rewards. To collect a set you must find all eight cards for the deck. The aces are dropped only by certain elite bosses, and the remaining cards are blue (rare) drops off of Level 45-60 Undead and Humanoid mobs.


* Darkmoon Card: HeroismEquip: Sometimes heals bearer of 120 to 180 damage when attacking an enemy.
o Ace of Warlords - King Gordok (Dire Maul)o 2-8 of Warlords - Lvl 45-60 Undead & Humanoids


* Darkmoon Card: MaelstromEquip: Chance to strike your melee target with lightning for 200 to 300 Nature damage.
o Ace of Elementals - Hydrospawn, Lord Incendius, The Windreaver, Avalanchion (elite elementals)o 2-8 of Elementals - Lvl 45-60 Undead & Humanoids


* Darkmoon Card: Twisting NetherEquip: Gives the wearer a 10% chance of being able to resurrect with 20 health and mana.
o Ace of Portals - Darkmaster Gandling (Scholomance)o 2-8 of Portals - Lvl 45-60 Undead & Humanoids


* Darkmoon Card: Blue DragonEquip: 2% chance on successful spellcast to allow 100% of your Mana regeneration to continue while casting for 15 sec.
o Ace of Beasts - The Beast (Upper Blackrock Spire)o 2-8 of Beasts - Lvl 45-60 Undead & Humanoids


As you can see these cards can drop of many different types of mobs. It is just the aces which are hard to find. How ever the ace of elementals can be farmed by any level 60, its better with 2 as you can easily avoid the mobs. I did it as hunter with druid but i didnt even use feign death once. Each of these trinekts is extremely good and i am currently trying to find the caster ones. Unluckily they are also the rarest of them all so im finding it hard.


Tank Games:
This is the bit i like, cos im a child inside.... Ok what it is, is a little control which youc an use which then creates a tank. In SW 4 of them can fight at once not sure in mulgore. THey can only attack each other and its very fun. They are basically little toy cars which you control. Each have a rocket and a speed boost but they also have special abilities. Some have motars and others flame throwers and shields. Overall its a very nice little feature which i rather enjoy. Make a competion with your guild who ever wins gets a few gold or something.


Big Cannon
THis is situated to the east in Elywn forest and im not sure in the Mulgore one. How ever what each of them is send you flying with attached wings. Each shot makes you go the same way, each one over a pool of water with a target. You are meant to get in this by getting rid of your wings. You do this by right clicking them. See its not all for the high levels.


In mulgore if you do not do this you will die when you hit a tent. Not very nice, nice big repair bills for me. In elywn you manage to hit a tree if you dont take them of so no damage which is kinda wierd. Face first into a tree and no damage. hmmmm ^^


Jubling!
Basically this is a fat little toad which you can require. You have to be high level to obtain it. All you do is throw 1 Dark Iron Ale mugs, another is needed for later, near Morja and her JubJub will appear. These ales come from BRD but they are tradeable to get a unique pet. They come from the bar area and it normally starts a fight if you steal them. I am not sure if youc an buy them but clear the placee then take is a better idea. How ever, in the end Morja has a question mark over her ehad and talk to her and she will ask for another. Give to to her and she givers you a jubjub egg. This takes a week to hatch and then you can a truely rare and unique pet...
THE BEER!!!


From the drink salesman comes a very cheap beer. I stack up on his as it is the strongest ingame and also is extremely cheap. I make trips to mulgore just to get this on my ally characters. Well worth the journey in my opinion.


Be sure to bookmark this page and check out the other guides to make HUGE amounts of World of Warcraft gold in this game or powerleveling guides.

Wednesday, April 16, 2008

Midsummer Fire Festival

World of Warcraft MidSummer Fire Festival Quest Locations

The new wow patch brought us another world holiday type event called the Midsummer Fire Festival. It seems to be pretty much a novelty quest line but can be fun also. I thought I would share the coordinates for the locations of the bonfires so you can enjoy the quest rewards without taking away too much time from the invasion of the scourge. I found these locations at various places on the internet. Check them out! The quest level is in brackets before the quest name and the coordinates are in the format (x,y) after the location name.


25]Flickering FLames in KalimdorObjectives:Visit the bonfires within Ashenvale, the Barrens, Darkshore, and Stonetalon Mountains, then speak with the Festival Flamekeeper

Ashenvale (64,71)
Barrens (59,39)
Darkshore (41,90)
Stonetalon (59,72)

[25]Flickering FLames in Eastern KingdomsObjectives:Visit the bonfires within Hillsbrad Foothills, Silverpine Forest, Westfall, and the Wetlands, then speak with the Festival Flamekeeper.

Hillsbrad Foothills (54,33)
Silverpine Forest (54,69)
Westfall (33,80)
Wetlands (51,17)

[60]Wild Fires in KalimdorObjectives:Visit the Fire Festival camps located in Blasted Lands, Eastern Plaguelands, the Hinterlands and Searing Gorge, then speak with the Festival Flamekeeper.

Blasted Lands (54,31)
Eastern Plaguelands (57,72)
Hinterlands (62,53)
Searing Gorge (32,73)

[60]Wild Fires in Eastern KingdomsObjectives:Visit the Midsummer camps located in Azshara, Silithus, Un'Goro Crater, and Winterspring, then return to the Festival Flamekeeper.

Azshara (41,43)
Silithus (78,19)
Un'goro Crater (70,76)
Wintersping (31,43)

[60]The Festival of FireObjectives:Touch the bonfires within Orgrimmar, Thunder Bluff, and the Undercity, then speak to a Festival Talespinner within the capital cities.

Thunderbluff - Spirit Rise (21,26)
Orgrimar - Valley of Wisdom (40,33)
Undercity - Ruins of Lordaeron (66,36)

Alliance version..
Stormwind - The Cannals next to the Stockades (38,61)

Ironforge - Hall of Explorers (64,25)
Darassus - Rut'theran Village (56,92)

Be sure to bookmark this page and check out the other guides to learn quest and item locations in this game.

Monday, April 14, 2008

Warrior Guide To Threat

World of Warcraft Warrior Guide To Understanding Threat

This guide originally appeared on the official World of Warcraft community forum. It is an older guide that I believe was last updated during the last week of January. With that being said, this guide is AWESOME! It's not only a fantastic guide for Warriors but for anyone that wants to know how threat truly ticks in this game.

This guide should be consider a "classic guide" and probably will later on. Some warriors after reading this guide were able to increase their warrior skills by 100%. That has been said quite a few times by quite a few players! Anyway, it is kinda long but here it is!

It's often said that we will never be able to work out the way threat and hate lists and mobs' AI works, because it's too complicated and unknowable, that we'll only ever have crude approximations and guesses. I've conducted some decent, rigorous tests, and i have what i believe is a good list of hate values and explanations of gaining and losing aggro and the behaviour of taunt. I am also able to debunk a few myths about how threat works.

1) Definitions
We define "aggro" to be who the mob is attacking. We define "threat" to be a numeric value that each mob has towards each player on it's hate list. Note, as we shall soon see, even for a normal mob, the target who has aggro is not necessarily the player on it's threat list with the most threat.
We define arbitratily that 1 point of unmodified damage gives 1 point of threat.

2) Gaining aggro on a mob Updated Jan 31
Suppose a mob is attacking player 1. In order for the mob to switch to player 2, he must do more than just exceed the threat of player 1. If he is in melee range of the mob, he will draw aggro when he exceeds 110% of player 1's threat. If he is outside melee range of the mob, he will draw aggro when he exceeds 130% of player 1's threat.

E.g. mob is attacking player x. x does 100 damage to mob, then stops. Player y starts hitting the mob. The mob will start attacking y when y does over 110 damage.

Proof: this is easy to demonstrate. Get two players both doing autoattack on a mob (not warriors of rogues; we'll see later they complicate things). Have player 1 do a certain amount of damage, then stop. Have player 2 keep attacking till he gets aggro. You have an upper and lower bound on the threat required to get aggro - 1 attack before he got aggro was not enough, but the attack that he got aggro was at least enough. With low damage attacks (i.e. fists only), you will get a very good value of 10%. Testing for the non-melee range value is the same. Just replace it with a low damage ability such as a low level wand.

If player 2 has exceeded 110% threat but not 130% threat, they will draw aggro immediately if they do a threat-generating ability within melee range of the mob, but proximity alone will not cause the mob to shift to them.

This is only a description of the normal mob targetting. Obviously there are mobs who will attack secondary targets with special abilities, ignoring their current threat / aggro.

3) Threat modifiers from Warrior Stances
In Battle Stance and Berserker Stance, all threat from a Warrior is multiplied by 80%. In defensive stance, the multiplier is 130%. With Defiance, it is 145%.

Proof: a simple modification of the above proof. Get a warrior to do, say, 1000 damage in defensive stance, without defiance. Get a non-warrior to take aggro with white damage. You will find it does not happen before 1430 damage. The warrior's 1000 damage caused 1300 threat in defensive stance, and the 10% barrier means you need more than 1430 to gain aggro.

4) Threat does not decay
Threat never, ever decays. Here is test data. Warrior does 83 damage on mob in battle stance, gains aggro. From above, we know it will take more than 83 * 0.8 * 1.1 = 73.04 threat to gain aggro. Warrior waits for 5 minutes getting beat on. Then mage starts attacking slowly. Mage does 73 damage, but does not gain aggro! Mage does another 2 damage, and does gain aggro. From the warrior's initial hit to losing aggro, the time taken was 496 seconds.

As an upper bound, assume maximal threat decay. i.e. the mage only needed 73.000000001 threat to gain aggro. Then the warrior's threat had decayed to 66.36363636, from 66.4. This means he went down to 99.945% threat in 496 seconds.

At this maximal rate of hate decay, the time taken for the warrior's threat to decay to 90% of the original value would be 26.5 hours. In fact, if a warrior logged in as soon as the
server came online after the weekly reset and hit a mob, his threat would not decay to 50% before the server reset next week. I think this is enough to rule out threat decay.

5) Threat values for some warrior abilities Updated Jan 20
The following list is not exhaustive, but includes all the major tanking abilities.
Note: the following values are given in raw terms. In reality the warrior must have either a 1.3 or 0.8 or 1.45 modifier on these, depending on his stance and talents.

Note: * All abilities do not include threat generated by their damage. This will be discussed more later.
Sunder: 261 (260.95 - 261.15)Heroic Strike*: 145 (143.9 - 148.8)Revenge*: 315 (313.9 - 318.3)Revenge Stun: 25 (23.4 - 29.1)Shield Bash*: 180 (175.4 - 180.3)Shield Slam*: ?? 250 (estimated from Cop's data. More on that later)Shield Block: 0 (0 - 0. Can be higher - more on this later)Thunder Clap*: 130 (126.9 - 134.8)Demo Shout: 43 (42.8 - 43.8)

Note that debuffs associated with abilities are not connected to the threat they generate. Demoralizing shout generates the same amount of threat whether the debuff is on or not. Sunder armor generates the same threat after 5 debuffs are on as when there are 0.

6) Healing, "you gain x ___", etc
Each point of healing, when completely unmodified by talents, gives 0.5 threat. Replace the proof for (2) by the second person only healing.

Note: overhealing doesn't count, only the actual amount healed. This is easy to demonstrate.
Abilities that put "you gain x mana" in the combat log give 0.5 threat per point gained; life is the same. Examples would be drinking potions, but not natural regen, or the Shaman's mana spring totem.

Abilities that put "you gain x rage" in the combat log give 5 threat per point gained. However, this is not modified by warrior stance. Such abilities include bloodrage, improved blocking talent, unbridled wrath, and 5/8 Might.
Like healing, these only give threat if you are below the maximum.

7) Explaining Cop's 4.0 damage to heal ratio
Cop stated that in his tests, each point of damage by the warrior took approximately 4 points of healing by the priest, for the priest to get aggro. Here's how:
Warrior in defensive stance, with defiance: 1.45 multiplierGaining aggro from Warrior: 1.1 multiplierPriest with discipline: 80% threatHealing: each point gives 0.5 threat
Together, 1.45 * 1.1 / 0.8 / 0.5 = 3.9875. Pretty darn close to 4.

8) Threat from pulling? Updated Jan 19
There is no threat associated with pulling. The smallest amouts of threat we could generate drew aggro from a body pull, no matter how long we waited after the pull. However, there are advantages to having the tank pull, as explained in the next secion.

9) Taunt Updated Jan 19

Casting taunt causes three effects.

A) The warrior is given as much threat as the person who currently has the mob's aggro. Obviously if the warrior has aggro, this will do nothing. Also, this effect will not lower the warriors threat. For example, if player 1 has 100 threat and aggro, a warrior could have 105 but not aggro; after taunt he would still be on 105 threat.

B) The mob recalculates its actual aggro target. If the warrior was on the mob's hatelist before the original aggro target, the mob's actual aggro target will switch to the warrior. Otherwise, the mob will remember it's original target.

C) The normal taunt debuff. The mob is forced to attack the warrior, even if the warrior is not its actual aggro target.

The threat that the warrior gains from (A) is permanent, regardless of the outcome of (B). Note that it will not necessarily give the warrior the equal highest threat on the mob. If player 1 has 100 threat and aggro, Player 2 has 109 threat but not aggro, and the warrior has 0 threat, then the warrior is given 100 threat, not 109, so he could easily lose aggro to Player 2 after taunting.

10) Implications Updated Jan 19. Updated Jan 21. Note this section is just my opinion.

a) Let the tank pull! Then he will be first on all the mobs' hatelists, and his taunts will always return aggro to him.

b) Given that targets at range will only draw aggro when they have more than 130% of the mob's target's current threat, it's important for a tank to keep the mobs well away from the casters. If a healer does draw aggro and you taunt it off him, make sure you also move it away.

c) Heroic Strike should not be used as a primary threat ability. Suppose you are tanking a level 62 mob. Let's give him 8,000 ac raw, and even assume he has 5 sunders stacked, for 5750 final ac, so he will take 48.89% of damage. A 15% crit rate is balanced by the 10% penalty to damage in defensive stance, and a 10% chance of a glancing blow chance for 50% damage. Then you can expect the 138 damage from Heroic Strike to contribute 67.5 damage on average, for a total of 212 unmodified threat. This is still only 82% of the threat a sunder would give. Even with a 1.3 speed weapon, you will still do 94% the threat of sunder per time interval.
Best practice is to spam sunder, and use HS in between to soak up excess rage.

d) Revenge ftw. You can expect to do about 345 unmodified threat with Revenge, including damage, against the mob in the example above, which is exceptional for the low rage cost, even throwing in 10 for a shield block. However, there is a rage cost of shield block, in that you will block more attacks, so take less damage, so gain less rage from damage. Two blocks for 180 damage and you can say goodbye to another 4 rage.

e) Demo Shout ftl. Demoralising shout does one sixth the threat of a sunder. Even spammed in defensive stance with defiance, you're doing no more threat than 42dps on each mob. Besides picking up whelps in Onyxia and tanking panthers in the Panther boss encounter in ZG, i can't see a compelling reason to use this.

f) Shield Slam ftl. Given the 6 second cooldown, there is no improvement in threat per second by using shield slam. With shield slam: 3 sunders and 1 shield slam every 6 seconds. About 212 threat per second, unmodified. With the 30 rage from the shield slam you can cast 1 sunder and about 1.2 heroic strikes, assuming you have the talents (which you would with any shield slam build), and are losing 3 rage per Heroic Strike from lost white damage rage (i.e. assuming 90 modified damage per hit). The 4 sunders and 1.2 heroic strikes every 6 seconds gives about 215 threat per second.

The only improvement is if you are spamming both sunder and HS, and want even more threat. Suppose we have a 2.0 speed weapon, HS spam and sunder spam. That's about 280 unmodified tps. Changing one sunder for a shield slam gives us 318 unmodified. However, the same effect would be achieved by changing to a 1.4 speed weapon and casting HS more often. And these values aren't taking into account autoattack damage, which makes the margins comparatively smaller.

g) There's no amazing super secret randomised blizzard aggro algorithm. The concepts are simple and the values can be fitted with nice numbers. Even formulas for threat-reducing knockbacks can conceivably be worked out, if threat values are carefully monitored.

Totally awesome World of Warcraft guide, wasn't it? If you have a comment or two about it you can either drop by the forums and post a message about it or you can drop by the blog and post a comment there if you would like. I want to make Totally FREE World of Warcraft Guides a fantastic site that players will come to again and again for great guides. Your feedback is extremely appreciated! Be sure to bookmark this page and check out the other guides to make HUGE amounts of gold in this game.

Friday, April 11, 2008

Warrior Tanking Guide

WoW Warrior Guide To Being The Perfect Tank

For a warrior in the World of Warcraft, one of your most sought after skills will be as a tank with a group in an instance. There are many different dungeons and instance throughout the game, and you will constantly see people advertise for them, needing a tank, healer, and others to join them.

By making yourself a good tank, you will earn yourself many group invites to instances throughout your time as a WoW warrior. This, in turn, will earn you some great friends, great loot, and good killing fun.

To be a good tank, you first need to know how to handle your character in a fight. From the beginning of your toon to the end, you should know your best fighting tactics and you should be able to pick out the main mob to go for in a fight. During your training, you should be able to pick up weapons that will cause a lot of damage to a mob you are fighting and you should practice with it a lot to ensure that you know how to handle yourself when it comes to being in an instance.

Gather all the training that you can, all the spells and abilities, and any enchantments or special armor that will help you during your fighting.

When you are invited to be in a group, and you have the time to run the instance, you should go. It doesn't matter if you have run that particular instance before or not, the more experience that you have with any instance, the better you can do overall in the game. If you aren't familiar with that particular instance, ask your friends or guild members who have been there for any tips or advice that they can give you. You can also check with some of the World of Warcraft websites that show quest information and give advice on different areas of the game.

Meet with your party and greet them all warmly, after all, they will be covering your behind while you are in the middle of the mobs. Ask politely for any buffs that will help you, or anything else that your group members can do or provide (such as potions or enchantments) that will allow you to be a better tank. Make sure that you make friends with the group healer, as they can be the difference in your run from a graveyard or a resurrection if you die.

Remember that you are the rock of the group. Others in the group will include a mix of healers, warlocks, hunters, rogues, and so on, and most will be casters.

Casters are usually physically weaker than warriors or hunters, and you should try your best to protect them by keeping the mobs on you, while they pick them off from a distance. Some group members, such as warlocks and hunters, will have minions or pets that will help tank. This can be great, especially if you are charging a large group of mobs and you know that you will be overwhelmed alone.

Mark the targets with different symbols for each different minion or pet, so your group members will know which ones to attack. If you aren't the group leader, ask them to do it for you so all of the tanks know where to go.

Once you are in the instance, you should be in the lead. If you don't know where you are going, and someone else does, let them lead, but stay right with them. When you see a mob, pause and make sure that everyone is ready, especially if it is a large group of mobs. Choose the highest level mob and mark it, as that is the one that you need to go for. Let the group know that you are ready, and then head in for your kill.

Use all your skills and abilities as a tank to kill the most powerful mob there. The others in your group will start picking off the others, or helping you with the one you have chosen. Once you slay that mob, move on to any others that are left standing. Make sure that you help to slay any mobs that are left so they don't hurt your other group members too much.

If an item comes up that is green, blue, or purple, and is one that you either need for a quest or that you can use or wear, it is always polite to ask if you can “need” the item instead of just doing it. More than likely, it won't be a problem, but there are always those few that will gripe about people needing. If you don't win it on a roll, it gives you the chance to go back to the instance with another group and regain the xp that you get from each instance until you gain the item you need to finish your quest.

Being a good tank is more than just knowing how to handle yourself in a fight, it takes a constant sense of where you are, what your strengths are, and how you can use them to become a great tank and to ensure that your group will make it through.

Keep your eye on this site as new guides are added each and every week. Be sure to bookmark this page and check out the other class specific guides to help make you a great player in this game.

Thursday, April 10, 2008

Warlock Minion Guide

WoW Warlock Minion Guide - How To Tank With Your Minion


For the warlock in the World of Warcraft, your minion can mean the difference between you winning a battle and running from the graveyard.

Each different minion will have it's own set of special spells and abilities that you will need to purchase to make it stronger, but the money spent is well worth it.

You will get your first minion at level two, which is your imp. Until level 10, this will become your best friend and will allow you one more person to help you in your fights and quests.

After you get past the imp, you can send your minion to tank for you. (Your imp is simply another caster to help you in the beginning.) The voidwalker, succubus, felhunter, felguard, and any special minions, such as the infernal, can all be sent to take on a mob while you sit back and cast.

This saves you from damage, as the warlock is a physically weak class since locks wear cloth. You should always get any new spells that you can, especially those that do damage over time, since you can cast these to help your minion while they are tanking for you. Each different minion will have special powers, spells, and abilities that can help you in each different situation.

Learn which minion is best in different situations. For example, in the beginning, your voidwalker will help to draw the mobs and their fire from you with torment. Or, with humanoid mobs, your succubus can use her soothing kiss to distract them and allow you to do great damage with your spells. Your felhunter can be used as a tank, although it can't keep the mobs off of you if you are in the aggro range. But, the felhunter does provide “paranoia” which helps you as well.

To gain your felguard, you will have to use your talent points in demonology. With any other talent spec, you won't get your felguard, and you will be losing a powerful minion in the process. By the time that you get your felguard, you will also be high enough to be eligible for a special minion that does even more damage than the felguard.

These two are the infernal and the doomguard. But, there is a risk to using the infernal and the doomguard, both of these minion can actually break free of your control and turn against you, so you must be extremely careful how and when you use them.

To gain one of these special minions, you will have to complete a special set of quests that will take you all over the World of Warcraft and send you after unique items that will be used to help you conjure the one that you choose.

The higher level you get, the better your minions get. And, you should use each minion until you have a set path that you take each time you fight a mob, such as you send them in, cast spells in a certain order, and win. The more you practice with each minion, the better you will become at using them to tank for you, and having your own personal tank is priceless.

Once you have mastered your minions, you can start to run instances with them. When you are looking for a group to join, you will almost always get picked up quickly because you have your own tank.

Using your minion as a tank in an instance can be a great perk for any group and some will even fight to get you into their midst.

When you are running an instance, you should have the group leader mark the most powerful target for you to send your minion in to fight. This will also mark which mob is the most powerful for you, so you can cast all the DOT (damage over time) spells on it to help bring it down sooner. By using your minion as the tank for your group, you can allow other casters in the group to throw their best at the mob and keep all the damage on your minion.

One thing that you will need to watch for is your minion's health when you are in battle. If you don't keep an eye on their health, your minion can be killed at a crucial time in battle and can cost you a fight if you aren't vigilant. You can use your life tap to give your minion health and allow them to keep fighting for you, and then restore your health when the fight is over.

No matter which minion you are partial to, one thing is certain, a warlock can't survive in the World of Warcraft without them. So you should learn how to tank with them and use them to your advantage throughout your time in the game.

If you play a WoW warlock and have a guide that you have written and you would like to see it on this website please feel free to drop me an e-mail to get it listed on this site.

Be sure to bookmark this page and check out the other guides to improve your warlock and other World of Warcraft characters.

Wednesday, April 9, 2008

Warlock PvP Guide


WoW Warlock PVP Guide


This World of Warcraft guide was another one that I found useful for a warlock that wants to master the art of PVP in World of Warcraft. It isn't an end-all guide as you can feel free to add your own "touch" to it to make it better for you. Of course this guide isn't just another World of Warcraft gold guide, powerleveling guide, or even grinding guide. This is the first of probably a lot more World of Warcraft PvP guides that are to come to the site.

World of Warcraft Warlock Build - 30 Affliction / 5 Demonology / 10 Destruction

Rules of thumb1-Always keep Detect Invisiblity buff on. Might not be powerful but its powerful enough it to see cloaked rogues about 10yards away in the front.

2-Always start off a battle with, Curse of Agony and Corruption. If you have talent points like I have distributed, both spells are instants.

3-Pets. I normally keep my Succubus out in contested areas, or sometimes my Voidwalker. Keep the Succubus cloaked all the time, most players unless they have some kind cloak detection, their cloak will help you get the drop.

Seduction, use it only when either Silenced or Stunned, I know the curse damage will kill the seduction effect, but that few seconds can save you up to 4-600 hp. Voidwalker Shield, great to use to cast longer spells or to use drain life or to get fear out.

4-You should have enough health or ways of getting health to make you go toe to toe with same level players(and possibly 1 or 2 lvls higher). Stamina and Intellect are your goals in armor. I still have lvl 43gloves and bracers, only cause I cant find good enough ones to replace them with, +13 Stamina +8 Intellect gloves, +14 stamina +8Intellect bracers. Sure armor would be nice but Ill sacrifice a little armor for health and mana.

5-Soulstones. Always keep one on you. If you die, rez right away and get some distance. Hopefully when you died, the other player will have little health and/or mana. Giving you an edge, cause you'll rez with more health and mana in most cases. Waiting around for them to leave is not a good idea. Since everyone knows you can rez, they just heal up and get you when you do.

6- Healing. Healthstones area a must! Potions are a must! this gives you 2 quick ways to heal without wasting mana. Healthstone first at the first 800 points lost. Save your potion when your at half health. If I have the upper hand in health, I would use Death Coil then tap that for extra mana. Or as a quick finisher.

7- Lifetap. Im really not a big fan of using this in the middle of a PvP battle, so I keep a stack mana potions just incase. Use this if you know your going to win and you need the little extra mana to finish him off. Jduge how the battle is going, mana potion vs health potion use your best judgement

8-Curses that reduce resistance. A no no in PvP. You sacrifice your biggest DoT spell. Curse of Agony...

9-As a Warlock, keep a few resistance potions with you. I normally enter a fight with an all resistance potion already buff'd on me and have either a nature or shadow resistance potion handy. If your going to use use a resistance potion use it now at the beginning of a battle rather than later and lose the opportunity to use a needed health potion.

10. Fear and Howl of Terror. Use wisely, since the 1.4 patch the overall effect in casting multiple times becomes less and less to a point where there immune. So try and make your spell casting count.
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RoguesThere probably the most dangerous you will face. Fear will always be your greatest weapon. Dont stand around to long. Their DPS is higher than yours so you wont last long. Fear when you need a break or to cast long spells, there all attack so if you keep them away from you you'll do fine.

WarriorsIf you get Charged(stunned) at the beginning of battle, Use Seduction on them right away, you'll recover fast than he will and give you the opportunity to cast your spells to equal out any damage taken. Fear and Suduction will keep you alive. They dont have the greatest DPS but when they hit you'll feel it. Again if you get feared or stunned, use seduction to counter and keep the damage to you minimal.

PaladinsLike all melee attackers, Fear and Sudection will keep you alive. If you can keep them feared when your stunned you'll win 95% of the time. About halfway through the battle cast curse of tongues. This will slow down the casting time to their healing spell giving you that few extra seconds to cast a longer more powerful spell like Soulfire or a few shadow bolts.

ShamansTo me probably one of your hardest fight. If you come across an 'Elemental Shaman' your in for a fight. Earth shock will interupt spell casting, so its important to get out your instant spells quick. Keep moving, if you see a totem back off. Fear then Soulfire to do a huge amount of damage. When the shaman comes off his fear, seduction him and blast him with shadowbolts. Try and stay away from firespells if you see totems.

HuntersIgnore the pet, and get in pretty close. Their DPS isnt as high as the others so youll last a little longer here. Get in close and cast howl of terror. Then start spamming the spells. Get your soulfire out about mid fight to drop his health down to nothing. This in an overall sense an easy fight if you keep him moving and the pet off of you.

DruidsDruids fall pretty easy if you keep your distance, just out of melee range. There health isnt as high as the other melee fighters, but their DPS is high enough if your not carefull youll die quick. Just attack them like a melee attacker and theyll fall. If they go into their humanoid form cast curse of tongues and continue casting bolts and searing pain.

MagesThis will be your toughest battle. Cast your spells and try and keep your health up. If you get counterspelled. Seduction or sacrifice your voidwalker to give you time till the effect wears off. Keep them feared as much as possible. Curse of tongues should be used when your Agony spell is about to wear off. This will help lessen the damage to you. Since most mages are arcane, they'll eat through mana quickly so if you do die rez asap and continue the fight. Most mages after a tough pvp fight need at least 30seconds to restore half of there mana which is more than enough to kill you again. Dont give them that chance. Keep your distance! Arcane Explosion is a killer and they can cast 2-3 before you can get out of range.

Preists Most priests ive come across are shadow priests, and are pushovers to me cause I have a ton of shadow protection/resistance. If you dont. Cast curse of tongues and keep it on him, use your other non curse spells to kill him, most priests have relativley low HP, so use that to your advantage. If he starts to mana drain you, do it back to him! This will keep the mana points equal and will make it come down to who has the most health and who can cause the most DoT, which is you. Just keep your mana up!

WarlocksLike fighting your twin. What ever you do he can do you back. You just have to have more hp and maximize your spell casting. This will be a back and forth battle. I rarely come across antoher warlock who wants to fight, cause he knows the battle is equal, and if your a warlock you should have high resistance to shadow, which is the bulk of most of your best DoT spells. So in good faith, most warlocks i come across we just pass each other. If you do get in a battle, start out the battle and keep your shadow ward spell up at all times. Fire spells will do the most damage in this fight, Curse of tongues is a helper but I would rather use Curse of agony over tongues in this fight.

Mind you, in most battles you should be able to hit Shadow Trance at least 2-3 times so spam out bolts when you see your trance state.

Questing and SoloingIn questing, as always your Voidwalker will be your biggest assest.

Casting order...CorruptionCurse of AgonySiphon LifeImmolateShadowbolt. This will normally cause the monster to aggro to you. Searing pain and continue to cast shadow bolts. About 5% health left drainsoul.(If your low on health or mana, cast a drain mana/life spell in there)

Im most cases if I know no horde is near me, Ill take on 2 at a time. cast your first 3 spells on both creatures and have your VoidWalker grab the aggro from first creature, once the first creature is attacking the VW, have the VW attack the second to grab its aggro. Now pull back and finish off the first one.

I can take on monsters about 2-3 levels above me, but I timing is everything. Cast the first 2, then wait about 15 seconds to cast immolate and your shadow bolts. By 15 seconds they shold have about 70-80% health. giving you a good advantage. If the creature continues to resist and your losing health, sacrifice your voidwalker to give you time to finish the job.

If your fighting creatures about 3-4 levels below you, you can grab 3-4 at a time just make sure to cast siphon life on all of them.

You can use the succubus, but if you do... keep your distance to the edge of your casting range. and continue from there.

PetsThe imp. A useful pet in parties to help give everyone extra health and minor help in attacking. I keep him on passive and have him just follow. I rarely use the imp when soloing. A lot of Warlocks I see have him out, but I think its only cause they need the extra stamina.

Felhunter. again another ok pet in parties. Soloing hes a good alternative for the Succubus in DPS, hes the second best pet for DPS, next to the Succubus. Spell Lock is a great spell when going up against creatures who use magic. In PvP, its an ok spell but only lasts a few seconds and most players will just use spell school.

Voidwalker. (aka VW) The tanks of tanks. Add a scroll of defense and his defense is comparable to plate armor. A beast in taking damage but dont rely on him to deal damage.

Succubus. DPS queen of pets. Lash of Pain is nice when she gets to attack from behind, Ive seen her do damage close to 300 crit (lvl50), with the lash of pain. So she can definitely help in killing. Suduction is a helper if you get overrun by humaniods and if you get surpirsed attack by another player.

Infernal. This is an ok pet to use. Its decent in strength does about 140-180 melee damage and about 50-70 fire radius damage (lvl 50). Keep a good stock of soul shards, cause you'll have to keep inslaving it to keep it. The summon has an hour cooldown so use wisely.

Helpful ProfessionsAlchemy / HerblismFor the variety of potions available there something you can always use. Agility potions to help dodge rate. Shadow firepower potions. Magic resistence. Plus since you dont have to pay for a mount money should never be an issue. Plus the lower-mid level herbs and potions you can make a killing in gold. The higher end potions and herbs are over priced most of the times so if you set your price lower, you can run the market. And take money early.

EngineeringI think ive found a great way to utilize this profession. Sooner or later your going to be in contested zones all the time, Ive found a good use for nets while in those zones. If your pvp hunting, nets are good way to keep most players stuck, giving you the opportunity to start casting spells. Or if you get attacked while grinding/farming, a net cangive you that 10 sec time to get away or heal up to fight. Under used item is the Goblin Mind control cap. Nothing better than to mind control your enemy and have him start attacking his buddy or some monster near by. While out in Un'Goro, me and my mage buddy were questing, and a horde rogue and warrior decide they could take us. So my mage friend mind controls the warroir and sicks him on the Devilsaur in the distance, whoops hes dead now! leaving the rogue to take on the both of us. Theres a few other cool trinkets that you might find useful in certain situations thumb through the list, be creative!

First AidWow, I can say that this is a life saver, to quickly regen health in a hurry. I wouldnt recommend selling bandages at the AH. You can make better money at a vendor. A strategy I use to keep down time to a minimum, is to life tap as much as I can, usually that fills up my mana all the way, then Healing myself using a bandage(2000hp heavy runecloth) and im good to go for another battle or 2. But this skill helps in a group, making you a bit more useful other than DoT spells and grabbing aggro.

CookingAnother good skill to pick up. Some of the better meats give bonuses like +12 to spirit for 20 minutes. Stuff like that helps in the long run.

Most of the other skills/professions if you do pick them up, it should be just for money. I havent been able to find a good use for them.

Be sure to bookmark this page and check out the other guides to make HUGE amounts of gold in this game.