Archive for the ‘Cheats’ Category

Getting the most out of the World of Warcraft Dungeon Finder

By Cheats on January 10th, 2010

The Dungeon Finder launched in patch 3.3 and has become an instant success.  It allows players from several servers to all queue together for instances making wait times for groups significantly shorter for many players.  It also allows players to earn additional badges that can be spent on items and a cool little Pug Puppy for those that collect pets.  It has some ups and downs though and requires a little bit of knowledge to get the most out of it.

What should you know and how can you get the best experience when using the Dungeon Finder is what this guide looks at.
Expect a wait, unless you’re a Tank

The first thing to know when you sign up for a group with the dungeon finder is to expect a wait.  How long the wait is really depends on a couple of things.  For example if you are looking for a random heroic I have experienced the following on my realm:

* Tank – Instant
* Healer – 1-2 minutes
* DPS – 10+ minutes

If you are looking for a lower level random or a specific instance at any level, expect longer waits.  I have seen waits up to 25 minutes for non-80 instances, but have also seen instant groups even when joining as DPS in a sub-80 group.  So while anything can happen, be prepared for a wait and have something to do in the mean time, be it crafting, farming, etc.  Expect longer waits on DPS and almost no wait when tanking.
Be Prepared and be Respectful

When you go into an instance, be prepared for your role and the instance itself.

If you sign up as a healer, make sure you have your healing gear with you and that you have mana potions and water.  If you are a class that requires reagents for buffs, make sure you have some.  No mater your class make sure you have some food / water with you so that you can replenish your own health and mana in between fights.  Know that not everyone is going to be prepared, so it may be worth while carrying an extra stack of each, even if you do not use water, to hand out as needed.  When you do though, explain to players that they now owe someone in a future group and should pass on the food / water and a reminder to bring their own in the future.

As for the instances themselves, make sure you have a basic understanding of the instance, or if you don’t be sure to ask what you need to know before you start.  Most importunately make sure you have time for an instance.  Do not sign up for a run if you only have 10 minutes, you are not going to get anything done. When you leave you will make it harder on the other players to finish.

Remember when you enter a group in any game you are committing not only your time but other players’ time as well.  Do your best to make sure you are ready and prepared to go and survive.  If you are not sure you can stick around for a whole instance, don’t join.  If you are not sure you are geared for an instance, ask around before joining.  If you get into a hard heroic or instance that you know you are not ready for, leave the group and allow someone else to join in.
Learn to Lead

Knowing that you spend some time reading about WoW means you are probably more prepared than most WoW players already.  This also probably means that you know more about the instances than the other players do. If this is true, make sure you select leader when you are picking your role on the dungeon finder and make use of your knowledge.

When you enter an instance with a group, ask some simple questions such as:

* Everyone know this instance?
* Anyone have any questions?
* Does the tank want lead to mark (assuming you are not the tank)?
* Anyone need any of the fights explained?

In many cases everyone will know the instance, especially when running heroics, but you may find some players that don’t know them.  Taking a few minutes to explain something can save you a significant amount of time running back from the graveyard.

If you see someone doing something wrong, explain what they need to do and why.  In general, people will listen to a polite, organized leader.
Help others learn

For many players instances and group play are not something they are used to doing, especially if they just finished levelling to 80.  Knowing that this could be the case  going in to a PUG be prepared for it and when you see someone that doesn’t know what they are doing try to give them a hand.

I ran into a great example of this when running a heroic daily with a guildie the other day.  I was tanking and he was healing, the group we got put into was a pretty solid group and by doing a quick look at my in game gear score mod I was thrilled, it looked like we would have all DPS over 3k pretty easy and it would be a fast run.  Then reality set in.  There was a Warlock that had really good gear (all level 232 and higher) but was only pulling 1200 DPS, worse he was pulling aggro from my Pally tank, huh?

Luckily the guildie healer plays a warlock as well and pulls huge DPS, so I asked him to look at the meters and see what was up.  He found that the player was using almost every spell they had, not any kind of rotation at all.  We asked the player what was up, and they said they had just switched to a new build.  The healer then looked and explained the rotation for that build (and corrected them that you never put 71 points in one talent tree).  Taking 5-10 minutes, while still fighting trash, to explain some basics to the player took them from 1200 DPS on the first boss to 3000 DPS on the second.  Once the player uses a proper build, which was also shared with them, their DPS will go up even more.

Another less drastic example but a great way to improve a player’s experience is to teach players that they do not need to fill gem slots with the colour gem that the slot is.  Since using the Dungeon system I could not count the number of players that I have run into that still do not understand that the colours of the socket are just to get the socket bonus.  Many players are giving up a lot of their primary stat by following the colour of the socket instead of going for what they need.

There are many other things you can do to help others out.  If it is something simple and can be done quickly there is no reason not to.  Don’t feel you have to teach them the whole game, but a few pointers here and there can greatly improve how they play, and hopefully make your 20 – 60 minutes with them in the instance smoother.

Imagine how much more they will enjoy the game once they understand it a bit better.  Imagine how much better the ‘lock that almost tripled his DPS will feel about the game and how much more he can contribute to a group now.  Even jumping 200-300 DPS will give a player a huge advantage over what they were doing, and it really doesn’t take that much time.
Get used to filling a required role

If you are like most players you have a favourite role to play in a group and don’t like to change out of it.  For most WOW players that role is DPS.  For many DPS is simply more fun, after all you get to charge in and kill stuff.  Being a tank or a healer just doesn’t cut it for most players adrenaline needs.  However, what do you always see being spammed “Looking for tank [or healer] for group for [instance or raid X] then ready to go”.  How often do you see “Looking for DPS”?  Didn’t think so.  DPS is replaceable, but that’s the next section, so we will leave it for now.

What this means is that if you want to find a group, learn to be flexible.  If you play a character that can either tank or heal, have one of those specs as your secondary spec.  Better than just that, get a set of gear and learn to use it.  Just signing up as a tank but not knowing the mechanics doesn’t do yourself or the group you go with any good.

Probably the worst example of this happened to me in the week after the release of the Dungeon Finder system.  The example is given here to warn players what they could look like if they go in unprepared.

I signed in on a lower level (level 74) alt to try out the random group finder at something other then level cap just to see how it worked.  Playing a hunter I expected a long wait but was pleasantly surprised to find a group in less than 2-3 minutes.  Having gotten into the group we started through AN with a Death Knight tank, awesome!  After the first pull, I noticed something wrong, the DK had low health, even for only being level 75.  Worse, he took way to much damage for a normal instance, what was going on, we almost wiped to trash.

I did a quick inspect and found the DK using unholy aura and mainly Pally healing gear!  HUH?  I promptly asked the DK to please put their tanking gear on as they must have forgotten their levelling gear on (politely ignoring the fact that they should have never been in that gear).  I was then told it was their tanking gear, they were using it since it had more armour than their other gear.  Double Huh?  When I tried to explain that it was Pally healing plate I was told to “#@*&% off, you are not the tank, I know what I am doing”.  I responded asking him to at least keep up Frost Aura for the extra threat, and was told “Leave me the hell alone, unholy allows me to attack faster meaning they die faster”. Triple wow! The healer was well geared and said, ok, let him try maybe I can keep him up regardless. Needless to say, we wiped and everyone left. Thinking about it afterwards I was even more shocked as WOW, this was a DK, meaning he already had a high level character and was still this clueless?

All this comes down to a simple point, don’t go into an instance and attempt to do something you don’t understand.  The DK may well have been a good DPS player, but as a tank he was literally clueless.  All you are going to do is waste yours and four other player’s times.  Take the time to learn these other roles with friends or try them on your own.  Read some of the basics on the class and spec you are trying, then get the gear ready, then practice in solo combat to get ready.  Once you are prepared try to find a group for an easy instance to try it out, preferably friends.  Once you have the hang of it, then jump into the random group finder and learn some more!

Remember, even those of us that understand a lot that goes on in the game don’t know everything.  The more you learn and understand, the more you realize there is to learn and understand.  This is a constant in WoW just as it is in any other part of life.
DPS is replaceable

Don’t get me wrong, good DPS is hard to find and even harder to replace.  DPS in a heroic or instance though is almost always replaceable.  What this means is that as a DPS player you should always go into an instance with something to prove.

Play smart and surprise the tank and healer, make them count on you.  Remember any buffs you have, watch your agro, stun or slow down anything that gets loose and goes after the healer, and anything else you can do.  This is not typical DPS behaviour though, it should be, but tends not to be.  Strive for excellence to be your normal and it will make you irreplaceable.
Get rid of the bad apple

As much as it pains people to be mean, sometimes it is ok to be.  After struggling in a group for a while, if it really is obvious that someone just can not be there, use the vote to kick button.  This usually will come up with an under geared healer or tank, but can occasionally be a DPS.

While it seems to fly in the face of the above statement that DPS is replaceable, you can generally get through an instance with low DPS.  If your tank or healer are not geared or capable though, you will never, ever finish the instance.  Give them a chance, sometimes a good player can pull it through even if under geared, but once it’s obvious lay the boot down on them.

While some players consider it rude to kick someone, I find it far worse that a player ruins the experience and wastes the time of four other players simply due to their lack of gear, skill, or knowledge.  I would however warn them and be as nice about it as possible.  Something like “Sorry but I just don’t think we can survive here with your tanking / healing.  We are going to try to find a replacement”.

The same can be done for DPS but really low DPS can still get you through.  Replacing DPS comes down to how fast you want to get through and how generous you are with carrying someone.  If it is a heroic and they are only doing 1200 DPS you may want to replace them, then again maybe not.  By the time the 15 minute time is up and you can replace them, you are likely almost done with the instance anyway.  If all DPS is so low that you are having issues, then maybe it is an option.
Learn to cut your loses

Sometimes it happens that everyone in the group is horrible. Blizzard seems to do a decent job and putting together groups, but I have seen a few random heroic groups that don’t have a chance.  This could be a bad combination of poorly geared or player tanks and healers, all three DPS being super low, or players constantly AFKing or DCing.  Whatever the case may be, sometimes it becomes obvious that the group just will not cut it.

For example once I got put into a group on my Death Knight alt and we were given Halls of Reflection as the heroic instance.  While my gear is not great on the DK, it is just good enough to do HoR (being a harder instance than most) if I have a good healer and decent DPS.  We started the instance and the first wave took forever and we wiped on the second wave.  I then took some time to look at the group, and they were all in blues and greens, with only the occasional epic.  Knowing that I would eventually slip up and let something hit one of them, and that I require a lot of healing in the tanking gear I have (being an off set) it was better to just cut all of our loses and  leave.

If we had been given almost any other heroic we could have made it through given some time.  Since the whole group was under geared though, it was far better to save everyone some time and just abandon ship.  You will come to these situations, learn to recognize them and get out quickly.

Posted in

Everything Achieving : Loremaster

By Cheats on January 10th, 2010

Getting Started

Loremaster, is a meta-achievement that requires the player to complete a large amount of quests in every continent in the game. This achievement is probably one of, if not the most challenging achievements in the World of Warcraft. Those who attempt this achievement will find varying degrees of difficulty from player to player and will more likely than not want to quit due to frustration from time to time.

Once completed the player will receive the [Loremaster’s Colors] (a tabard) which will arrive in the mail attached to a letter from one of the leaders of your faction. Alliance will receive a letter from Tyrande Whisperwind entitled “Greetings From Darnassus“, while Horde players will receive a letter from Cairne Bloodhoof entitled “Greetings From Thunder Bluff”. Players will also gain the title Loremaster which will be displayed in this format:

Loremaster <name>

In Kalimdor and Eastern Kingdoms players will be asked to complete a total number of quests across both continents with no regards to the zone. Outland and Northrend are slightly easier as the player will be required to complete a set number of quests in each zone on the continent. The number of quests needed for Kalimdor, Eastern Kingdoms, Outland, and Northrend vary from Horde to Alliance. Currently the numbers look like this:

Horde
Kalimdor – 685 Total

Eastern Kingdoms – 550 Total

Outland – 595 Total
Hellfire Peninsula – 90
Zangarmarsh – 54
Terokkar Forest – 68
Nagrand – 87
Blade’s Edge Mountains – 86
Netherstorm – 120

Northrend – 875 Total
Borean Tundra – 150
Howling Fjord – 105
Dragonblight – 130
Zul’Drak – 100
Grizzly Hills – 75
Sholazar Basin – 75
Storm Peaks – 100
Icecrown – 140

Grand Total – 2,705

Alliance
Kalimdor – 700 Total

Eastern Kingdoms – 700 Total

Outland – 568 Total
Hellfire Peninsula – 80
Zangarmarsh – 54
Terokkar Forest – 63
Nagrand – 75
Blade’s Edge Mountains – 86
Netherstorm – 120

Northrend – 875 Total
Borean Tundra – 130
Howling Fjord – 130
Dragonblight – 115
Zul’Drak – 100
Grizzly Hills – 85
Sholazar Basin – 75
Storm Peaks – 100
Icecrown – 140

Grand Total – 2,843

Since each faction requires almost 3,000 quests to complete the Loremaster achievement, players will find that they will receive the extra bonus of gaining the title “the Seeker” which is obtained by completing 3,000 quests.
Tips and Tricks

* Make a plan. Know which continent you wish to start with first and stick with it till completion.

* While doing Kalimdor or Eastern Kingdoms, pick a starting zone to begin from such as Tirisfal Glades and go to the starting area (e.g. Deathknell) and start doing quests. Finish all quests in the area before moving on.

* Finish long running quest chains to completion. Don’t stop in the middle even if you are tempted to do quests along the way. Complete the chain and the return to the area you are currently questing in.

* Keep your “Track Low Level Quests” on at all times. Check to be sure it’s still on after changing forms, logging off, or zoning. Allowing this to turn off will ensure you miss quests causing unneeded frustration. This option can be selected with the tracking button on your mini map.

* Before venturing into a dungeon try to find all the quests for that particular dungeon if you can. Never do a dungeon twice if you don’t have to.

* Don’t be afraid to group with low level players in your zone of choice. They can share quests with you that you may have overlooked.

* Daily/Repeatable quests do not appear to count unless they have a differently named prequest that unlocks the repeatable version. So do them the first time and then move on.

* Seasonal and PvP quests do not count towards your total.

* Do not automatically dismiss faction-only locations. You may find quests for your faction here even if it is unlikely. Do not let your past knowledge of an area narrow your view.

* If you have previously wrecked your goblin reputation without finishing all the quests, fix it! You will not be able to reasonably finish this achievement without the quests the goblins offer you.  If your goblin reputation is still in good standing, be sure to finish Loremaster before attempting to gain pirate reputation.

* Research, research, research. Wowhead.com is an excellent source of information. Learn to use the filters to suit your needs, such as finding those pesky item drops that start quests.

* Be prepared to bust your butt, bang your head against your desk and retrace your steps if needed. This is not meant to be an easy achievement, be ready to work for it.

Easy to Miss Quests

While most quests are easily obtained there are several that seem to consistently escape the notice of most World of Warcraft players. Listed below are some of those hard to find, easily missed quests and quest hubs. So if you find yourself stuck and ready to pull your hair out try some of these:
Kalimdor
Beached Sea Creatures (Alliance Only) – These poor creatures can be found along the north and south sides of Auberdine along the beach. These were easily missed in the old days before they had the handy exclamation point above them. Search these out and if you have not done them you will knock nine quests off your total.

Switching from one centaur faction to the other in Desolace will open up 4/5 more quests for you to complete. Painful, but worth it.

Reznak in Durotar will provide two easy to complete quests to Alliance players, don’t miss them! He is located just south of Orgrimmar on the right hand side of the road.

Eastern Kingdoms
Nathanos Blightcaller located just west of Darrowshire, upon a little rise will offer a rather long line of quests to Horde players who seek him out.

Tirion Fording is an out of the way NPC that can be found if you head directly north just as you enter Eastern Plaguelands (following the river). He will offer a rather large quest line to players of both factions.

For a more extensive list of often missed quests in Eastern Kingdoms and Kalimdor please visit this post on the official Blizzard forums.

Outland
Nagrand
Completing your Faction’s (Scryer or Aldor) quests in Shadowmoon Valley will open quests in Nagrand. These quests can be picked up from Altrius the Sufferer located in western Nagrand.

The Totem of Kar’dash (Both Factions) – If you venture into Sunspring post you will find a Kurenai Captive inside one of the small buildings. There will be two brutes guarding him. Kill them and he will offer you an escort quest. No quest will appear till the two brutes are defeated.

I’m Saved! – This quest is a rather odd one as the NPC (Kristen DeMeza) that gives the quest only appears roughly once every hour, and only if someone manages to save her. This event takes place right inside the Nesingwary Safari.

The Murkblood Invasion Plans drop from the Murkblood Invaders that roam the roads in Nagrand. You will be sure to run into them at least once on your travels, kill them for these plans.

Blade’s Edge Mountains
Ogri’la – An easy to miss area located in western Blade’s Edge Mountains. To open this quest line you must first complete “Speak with the Ogre” which can be picked up from V’eru in Shattrath City. Once you turn in this quest you will be sent on several group quests that can easily be soloed at level 80. Completing these quests will open up the Ogri’la quest chain.

A Meeting Note can be dropped off of Wyrmcult Hewers and Wyrmcult Poachers in Blade’s Edge Mountains.  These mobs can be found north of the Circle of Blood. If you happen to be missing one quest this may be the culprit.

The Orb of Grishna can also be found on mobs in Blade’s Edge Mountains. The Orb drops from Grishna, Falconwings, Scorncrows, Harbingers, or Matriarchs which can be found north of Raven’s Wood.

They Stole ME Hookah and Me Brews! (Horde Only) – This quest comes from a dead troll (T’chali the Witch Doctor). Only his head is visible so this quest can easily be overlooked. T’chali can be found near Bloodmaul Post in Blade’s Edge Mountains.

Fel Corruptors that can be found near Forge Camp: Anger in Blade’s Edge Mountains will drop a Damaged Mask when killed. This Mask will lead you into a quest chain.

Gorgrom’s Favor (Alliance Only) – This item drops from Dorgok who can be found north west of Ruuan Weald in Blade’s Edge Mountains.

Hellfire Peninsula
Foreman Eazelcraz located just behind Thrallmar in a small cave is usually a quest giver that is overlooked. Once found he gives out four rather easy to do quests for you to complete.

The Missing Missive is another often missed quest. To start this quest you need to first find the Eroded Leather Case, which is dropped off of various mobs in the zone.

Don’t forget the Outland intro chain counts towards these quests. Start the chain with “Through the Dark Portal” which can be picked up right outside the Dark Portal in the Blasted Lands.

Terokkar Forest
The Sha’tari Outpost in the southwest corner of Terokkar is easily missed, be sure to go there and knock out those quests.

Vindicator Haylen is standing all by his lonesome just southeast of Auchindoun. Find him and he will provide you with, “For the Fallen”, “Return to Sha’tari Base Camp”, and “Terokkarantuala”

Skywing – Find Skywing (a bird) just a bit north of Vindicator Haylen.  Not only will it add to your achievement but you will gain a vanity pet after you complete it.

Escaping the Tomb -  An escort quest picked up from Akuno who can be found inside the Shadow Tomb in southern Terokkar.

Escape from Firewing Point – An escort quest picked up from Isla Starmane who can be found inside the largest building in Firewing Point.

Zangarmarsh
Withered Basidium – Item dropped from Withered Giants that begins a quest. The Withered Giants can be found in the Dead Mire.

“Count” Ungula’s Mandible – This item starts a quest and drops from “Count” Ungula who can be found just south of the Horde town of Zabra’jin.

Sporeggar’s quests do count towards this achievement. Keep in mind that as your reputation increases more quests are unlocked.

Netherstorm
There are four items that drop in Kirin’Var Village. Don’t miss these! Conjurer Luminrath drops Luminrath’s Mantle, Cohlien Frostweaver drops Cohlien’s Cap, Abjurist Belmara drops Belmara’s Tome, and Battle-Mage Dathric drops Dathric’s Blade.

Mark V is Alive! – An escort quest that can be picked up near the Ruins of Enkaat. Escort Maxx A. Million Mk. V out of the ruins to complete the quest.

Escape from the Staging Grounds – North west of Manaforge Ultris near Commander Ameer’s transporter pad a friendly Captured Protectorate Vanguard will spawn. The Vanguard will be attacked by a gladiator. If you help him he will give you an escort quest.

Shadowmoon Valley
Illidari-Bane Shard – This item begins a quest, and drops from Overseer Ripsaw. Overseer Ripsaw can be found in Legion Hold.

The Journal of Val’zareq: Portends of War – This quest starts by finding the Journal of Val’zareq. This Journal drops from Val’zareq the Conqueror who can be found traveling up and down the Path of Conquest.

Northrend
Borean Tundra
Coldarra (the island off the west coast of Borean Tundra) is not a different zone. The quests here count toward your Borean Tundra quests.

Iggy “Tailspin” Cogtoggle (Alliance Only) – Seek out this NPC located south west of The Geyser Fields which will provide you with an extra 5 quests under your belt.

Don’t forget the Murloc quests in this zone as they can be easily overlooked! The Murlocs can be found south west of Bor’Gorok Outpost.

Howling Fjord
Trident of the Son – Given by Old Icefin who can be found on the little island in the north west of the zone.

It’s a Scourge Device – This quest begins once you have acquired the Scourge Device. This item drops from the Murloc’s located on Chillmere Coast. Leads to the follow up quest Bring Down Those Shields.

The Slumbering King – This quest is started by finding Mezhen’s Writings. These Writings drop from Necro Overlord Mezhen who can be found outside of Gjalerbron which is located in the north of the Fjord.

Zul’Drak
The Champion’s Call! – Begins the Amphitheater of Anguish quests. There are six quests in this line. This quest is obtained from Shifty Vickers who can be found in the Dalaran sewers.

Wanted: Ragemane’s Flipper – Pick this quest up from a wanted poster located in Light’s Breach.

Strange Mojo – This item will start a very long chain of quests and is worth finding. The Mojo drops from Champions of Sseratus, Priests of Sseratus, or Drakkari Snake Handlers all of which can be found neat the Alter of Sseratus in northern Zul’Drak.

Dragonblight
Return to Sender – This quest can be picked up from an unfortunately dead Goblin that can be found just west of The Crystal Vice. Please note that if you have already done the quest titled Composite Ore, this quest will be unavailable to you.

Goramosh’s Strange Device – Begins the quest “A Strange Device”. Drops from Goramosh who can be found west of Star’s Rest.

Sholazar Basin
A Timeworn Coffer – Located on the Maker’s Overlook this quest is picked up from a little box next to one of the pillars.

Be sure to do BOTH the Frenzyheart and Oracle quests. This will require you to earn faction with both, then change and repeat with the opposite tribe.

Grizzly Hills
Mr. Floppy’s Perilous Adventure (Alliance Only) – This quest can be picked up  from Emily who is located directly north of Grizzlemaw.

The Damaged Journal – Find this Journal just outside of Thor Modan and begin a quest to collect it’s pages.

Storm Peaks
The Armor of Darkness – Actually this is the 4th step in the Iron Colossus chain. Most people miss this quest because you need to get a Dark Armor Sample to drop from a Stormforged War Golem. These can be found around the Snowdrift Plains. Once you find this piece the chain continues.

SCRAP-E – This quest begins by finding the SCRAP-E Access Card which drops from Library Guardians. Library Guardians can be found between the Terrace of the Makers and the Snowdrift Plains.

Your first turn in of an Everfrost chip to the Sons of Hodir counts towards this quest line. If you are missing just one quest finding one of these may push you over the edge.

Icecrown
Jagged Shards – Quests begins when you loot a Jagged Shard from a Spiked Ghoul. Spiked Ghouls can be found around the Fleshworks.

I’m Not Dead Yet! -Escort quest that starts at Father Kamaros who is located on a ledge near the Fleshworks.

Avenge Me! (Horde Only) – Given from a Dying Berserker. Find one of these woundedr soldiers laying face down in The Broken Front. Speak with him and ask him how you can help and he will offer you this quest.
Useful Mods and Websites

While doing this achievement you should make use of any mods and/or websites that you can find that will aid you in your progress. I have listed several of my personal suggestions below:

Questhelper – Helps your to finish your current quests in the easiest and quickest manner. It also has a database of quests, monsters, and items allowing you to pinpoint on your map where to go to complete your quest. I personally have never had any issues with this mod, however it has been reported that it can cause in game lag.

Wowhead.com – An invaluable resource for information. This site has numerous filters you can use to see every quest in a zone. Especially useful for finding those dropped items that start quests. Learn to use it, and use it often. Wowhead search results are limited to 200, though there are more than 200 items that can begin quests. To make the most of your experience, filter your results by zone or you may miss some.

EveryQuest – In patch 3.3 Blizzard opened up the option to allow you to get your quest history from the server! This means you can finally see which quests you have completed. This mod will allow you to query the server in game, providing you a list of quests for each zone detailing which you have done, never done, and what quests you are currently working on. A must have!

Posted in

Icecrown Citadel Raiding Guide: Healing Festergut and Rotface

By Cheats on January 7th, 2010

With the impending release of the Plagueworks wing in Icecrown Citadel, how about some healer tips for the two abominations? Between the two of them, I think Festergut is easy to understand conceptually but harder to execute. Be prepared to bring on the healing as it will stress the healing team.
Festergut

Your raid group has exactly 5 minutes to blow him up before he enrages and blows you up. For number of healers, Drop it down to 5. If your raid group DPS is amazing, your raid can get away with 6 in favour of stability. Stock up on raid healing if the players are available for it. 1 tank healer should suffice.

But to break it down, Festergut has 42 million health. With 5 minutes, that’s about 140000 raid DPS. With 19 DPS players (assuming 5 healers and 1 tank), that is a little over 7300 DPS needed individually. Festergut is the new Patchwerk (almost)!

Correction: Forgot to mention that 2 tanks will be needed on the fight to deal with Gastric Bloat. The current tank will be hit with it and after 10 applications, it’s going to explode and deal AoE damage.

When your raid begins the encounter, the room will be flooded with gas. The entire raid is going to suffer damage from it. Holy priests, shamans and resto druids will have a field day healing due to the constant damage ticks that are going off.

Once your tank parks the abomination in the middle of the room, if you have a paladin or a disc priest (or any tank healing player for that matter), place your tank healer in the middle of the room along with the melee. Your tank healer isn’t going to be doing anything else other than tank healing.

Players who suffer from Vile Gas need to be healed up. They’re going to take some damage over time and will become disoriented. The gas usually targets players who are at range instead of the melee. If Vile Gas hits a player, nearby players will become disoriented as well. In other words, spread out. The damage from the DoT is roughly 5000 every 2 seconds for 6 seconds.

Periodically throughout the fight, players at range will be hit with a Gas Spore (3 on 25). When the gas spore detonates, the raid will take some damage but they will become inoculated. Now, I believe there is a cap on the amount of players that can get inoculated per spore but that may have changed. 1 Gas Spored player needs to run into the melee group and ensure those players get inoculated. The other 2 gas spores need to stand apart from each other and the range should head to the closest one.

As you can see, this encounter then becomes nothing more than a repeat of spread out, collapse, spread out, collapse.

The gas in the room is going to get inhaled 3 times before he exhales. Yes, that exhale will almost certainly wipe the raid unless you have been inoculated. Gas Spores come out 3 times before the Pungent Blight is exhaled. Every inoculation application grants a 25% resistance to shadow damage and stacks 3 times. The Blight itself hits for 48750 to 51250 damage without any resistance. It might be possible to get away with only 2 inoculations but healing and tank cooldowns will need to be used.

Debuffs to note in your raid frames:

Inoculated – Specifically, watch for the number of applications. If a player has under 3, cooldowns will need to be used on them so they can survive.
Vile Gas – Hit those players with HoTs and they should live long enough.
Rotface

Stratfu has a great writeup of what needs to be done with diagrams.

If your raid has fought Grobbulus before, then this encounter will be fairly similar. You can go back to running a 5-6 healer setup here. Run at least 2 tank healing capable players. The raid off tank will have a few responsibilities.

Place Rotfaces tank and the raid directly in the middle of the room. It is the only area that will be safe from Ooze Floods. You’ll see thees giant canisters on the wall and they will periodically break covering about 25% of the outer ring (a quadrant basically).

Mutated Infections are a disease. It is very important to not cleanse this immediately. Place an extra healer or 2 on anyone affected by it since healing taken is going to be reduced by half. Rotface will cast this on a player at random. When this happens, your raid off tank will need to hustle away from the raid and stand in an area that has not been affected with an Ooze Flood. After 12 seconds (or if the Mutated Infection is cleansed), a Small Ooze will spawn. That Ooze needs to be picked up and kited around in a circle. The Ooze has a number of abilities like slowing down movement and spawning a puddle that deals damage to anyone near it.

The next player that gets a Mutated Infection needs to run toward the off tank. Once their disease is cleansed, another Small Ooze will spawn and if there is another Small Ooze nearby, they will merge and become (you guessed it) Big Ooze. As the Big Ooze continues to absorb Small Oozes, the damage it deals is going to increase by 20% every time. Be sure to add an extra healer to the tank if you feel it is necessary.

After 5 Small Oozes, the Big Ooze will start casting an explosion. It will target the position of random players in the raid and fire. Since everyone is still standing in the middle, all you have to do is scatter and get away from the middle area until it is safe. Once you’re clear, run back in and begin the Oozification process again!

Good luck everyone!

Posted in

Guide to Ice Crown Citadel – The Plagueworks

By Cheats on January 7th, 2010

The second wing in Icecrown Citadel is made up of the lab and experimentation area of Professor Putricide called the Plagueworks.  While he is the last boss in the area you must defeat two of his hideous creations before you can reach him.  The creations are called Festergut and Rotface and are both fairly complicated fights.
Festergut

Festergut is the first boss in the Plagueworks and is an undead abomination found in a gas filled room.  The gas plays an important part in the fight as anyone in the room suffers shadow damage the entire time that is caused by the gas.  The damage starts off quite high and must be healed through.  However, throughout the fight Festergut will inhale portions of the gas.  Each time he becomes more powerful and by the third inhale he will be doing much more damage to the tank, potentially causing healing issues.  At the same time the damage caused to the rest of the raid will have dropped significantly.

While this is going on players must watch for the targets of Gas Spore.  This will be directed at random players in the raid and start a 12 second debuff.  Once that 12 seconds runs out the spore will explode dealing light shadow damage to everyone nearby and granting a 25% resistance boost to further blights.  This resistance can be stacked up to three times.  When a player is targeted with a gas spore they should either let other players know in chat, vent, or by pinging the mini-map, whichever way your guild chooses to handle it.

Once Festergut inhales the fourth time, he will let out an attack called the Pungent Blight, which deals huge shadow damage to everyone in the room.  The only way for players to survive this is to have gained enough stacks of the resistance buff by being close to players that have the gas spore.  For most players this will mean having the full three stacks each time he is ready to inhale for the fourth time.  Once the Pungent Blight attack has been done, the room fills completely with the poison gas again, essentially resetting the fight to the beginning.

Also in the room are several areas of Vile Gas, which cause significant damage to a player.  These need to be avoided while moving through the room, however when the room is full of gas it is hard to spot them until it is too late.

Lastly, Festergut will enrage and wipe the raid after 5 minutes, so even if you can survive the ongoing damage, you still need to push DPS to down him in time.  The fight only requires a single tank, so the other tank should switch to a DPS spec to help out, or to a heal spec, allowing a healer to go DPS.
Rotface

Rotface is Festergut’s “Brother” and the second boss found in the wing.  He requires two tanks and a bit of coordination between all members of the raid.  The main tank must establish agro against Rotface and tank him in the center of the room.  He is tanked near the center of the room due to the fact that the outside of the room has canisters that release slime that spreads on the ground and causes damage.  Therefore players should stay in the center as much as possible.

The tank needs to face him away from the group and everyone forms up behind him, while staying in the center area of the room.  Throughout the fight Rotface will target random players to cast Slime Spray on.  When he does this he will turn to face that player, then cast the spray.  When this happens everyone has a little over 1 second to clear the area in front of him and get to the sides.  Since everyone will be directly behind him as soon as he turns everyone simply scatters to the sides.  Once he is done spraying he will reface the tank and everyone moves back in behind him.

The off-tank stays to the outside of the room avoiding the slime on the ground.  Throughout the fight Rotface will target random players and cast Mutated Infection on them.  When this happens they must move towards the off-tank and have the infection cleansed.  When it is removed they will drop a small ooze and the off-tank picks it up and tanks it.  As more small oozes are dropped near the off-tank they will merge into larger oozes.

The oozes have several abilities, the main concern being an AoE damage effect to everyone near them.  Therefore the off-tank should be the only one around them.  Secondly they spew out AoE slime areas that cause damage and slow people down.  These need to be watched for and avoided by all players.  Once five small oozes merge into the large ooze it will explode.  The explosion throws out areas that need to be avoided, so everyone clears the center until they expire.

Once the center is clear, everyone repositions and the fight resumes from the beginning with small oozes merging.  The fight continues like this until you have defeated Rotface.
Professor Putricide

Professor Putricide is the last boss in the Plagueworks wing of the Icecrown Citadel.  He is the insane Professor that created the two previous bosses and wants to cure us of all our flesh.

While not much is known just yet as the Professor was not officially tested in PTR we do know a few things.  One mentioned piece of info is that the fight will require players to drink the various potions on his work bench to interact with things going on in the room.

He apparently will throw around several different types of oozes and clouds.  One nasty one is a poison ooze that continues to spread until eaten.  Yuk! These can only be eaten by Mutated Abominations, which is apparently what you will turn into when you drink his potions.

All of this is speculation at this point though, since he was only stumbled on accidentally in PTR.

Posted in

Icecrown Citadel 5-man Attunement Quest Line Walkthrough

By Cheats on January 7th, 2010

The new five man quests in patch 3.3 are confusing, but don’t worry. The following guide should explain things so you don’t have to embarrass yourself asking or have to figure things out as a group wants to run as fast as possible through the instances.

Essentially, there are three instances in Icecrown Citadel that are to be completed one after another with a series of attunement quests that allow you to move on to the next instance. The quests are very easy to do and the hardest thing in the series is picking the quests up. There is no special interaction with ANY bosses in order to get the quest done. The boss kills are simple kill tasks that are completed on the boss’s death. Furthermore, there is only one part where you have to interact with something. That something is the Alliance/Horde slaves and by interact I mean kill the guys standing around them.

WHERE IS SYLVANAS AND JAINA?

They are located inside the instance. The instances are located at Icecrown Citadel in, well, Icecrown. You fly in through one of the side entrances. The Forge of Souls will be on your right facing the three portals. There is a meeting stone there too. You have to be level 80 in order to do the quests.
The Forge of Souls

The first part of the quest starts in The Forge of Souls. Jaina or Sylvanas will be sitting at the entrance and will give you a quest to kill Bronjahm and the Devourer of Souls. This quest is straightforward.

To kill Bronjahm you’ll want to DPS him down. He’ll cast a spell to separate someone’s soul from their body which will create a soul shard. This shard will heal him if he’s nearby. You can kite him away and kill the shard, kill the shard with him nearby, or ignore it if you have enough DPS and feel especially lazy. At 30% he’ll cast a soulstorm spell. Step into it and you’ll take massive damage. He’ll fear you into it too. Just DPS him down.

The Devourer of Souls is rather easy as well, but can end up with your DPS dead if they’re not careful. He’ll put up a Well of Souls on the ground that does intense damage. He also will cast Mirror Soul which mirrors a percentage of your damage back at you. STOP DPS during that unless you have a super healer. He’ll do an “Unleashed Souls” attack that spawns tormented souls that do joke DPS but can get pretty tough if too many stack on you.

Wailing Souls is an attack that will either attack clockwise or counterclockwise in about a 90 degree arc. You can try to avoid it or just take the 5k~ damage and laugh it off.

When that is done Jaina or Sylvanas will open the portal to the Pit of Saron
The Pit of Saron

Here you’ll discover a ton of Alliance/Horde slaves are working in the pit. You need to free 15 slaves and Garfrost dead to advance.

Kill the enemies near the slaves to release them. You’ll get 15 in no time. Then head up to Garfrost for a fun battle.

Garfrost is a three phase battle where he doesn’t like you and it shows. He can throw boulders and comes with a room packed with baddies. Kill all of the baddies in his room and then focus on him. In the first phase he’ll throw rocks and beat on the tank. His attacks do apply Permafrost which increases frost damage done by 10%.

When phase 2 starts he’ll stomp the group and run off to a forge. Let any debuffs tick off and meet him again. This time he’ll do 50/100% more frost damage. Keep dodging boulders and avoid his Chilling Wave which is an AoE cone effect in front of him. In phase three he’ll boost his frost damage to 100/200% and cast Deep Freeze which snares a target.

So dodge boulders and smash his face in. When that is done you’ll have to move on over to Krick and Ick to open the path to the final boss for the quest you’ll be given here.

Krick and Ick are weird, to say the least. Clear the area around Krick and Ick very well because adds will wander into the boss area frequently if you don’t. When you aggro him the fight will become a tank and spank with a little bit of a dance. He’ll throw poison on the ground which you’ll need to move away from and he’ll throw bombs on the ground (magic bombs) that will get bigger and bigger before they explode. They’ll follow your feet.

So just drag him around, avoid bombs and poison, and kill him. Then go through the tunnel. The tunnel will start collapsing so watch where you stand to avoid too much unnecessary damage.

At Scourgelord Tyrannus you’ll only have to worry about two things. Rimefang will be shooting ice at people and he’ll Empower which makes him do double damage. Rimefang will put frost paths on the ground that you can use to kite him around to avoid the damage if your tank can’t take the heat. Oh, watch out for The Overlord’s Brand too. This ability transfers your damage to the tank which is a bad thing. Just stop doing DPS if you get hit with it.

After that you’ll be treated to sort of a mini-cinematic and be sent on off to The Halls of Reflection.
The Halls of Reflection

Here you’ll get another quest to kill Marwyn. You’ll have a gauntlet to go through of various creatures. At the fifth wave you’ll find Falric.

Falric has a fear. That’s pretty much it. He also debuffs you the more health he loses. Kill him. Simple.

Four more waves of trash and you’ll be at Marwyn. Avoid his Wells of Corruption and tank & spank him down. After that you’ll be given a quest update automatically to escape the instance. Be sure to accept it.

This is easy, there will be four walls and undead will spawn at each. Kill the undead to break through the wall. When you have finished, a gunship will arrive to save you with loot on it. The questline will be finished at that point.

In the end you’ll get 6 Emblems of Frost and a ton of gold for doing the questline. You’ll also be able to do each instance as a daily PUG which in itself is amazing, since they’re rather short and a lot more fun than many of the other WotLK heroics.

Posted in

Guide to Ice Crown Citadel – Lower Spire

By Cheats on January 7th, 2010

This guide is a quick overview of what you should expect to see, and what you are expected to do for each of the four encounters in the Lower Spire.

Upon entering the Lower Spire, you will encounter the Argent Vanguard fighting the Scourge attempting to establish a foothold in the Citadel.  This is their beachhead so to speak, and when you enter the Citadel this is where you can find their quartermaster and each of the class vendors for items.  You can also find a repair point here at the blacksmith, and since you use a teleportation system inside the Citadel (much like in Ulduar) you should not need repair bots in the raid.
Lord Morrowgar

The first boss you encounter is the Citadel is Lord Morrowgar. You will find him guarding the base of the ice spire that leads up to the Frozen Throne.  He is a very cool looking multi-headed undead construct with wings and a gigantic axe. He is apparently made from the bones of the Lich King’s defeated enemies, and if that is true you had better be careful or you may be seeing this fight from the other side when your bones join him.

The fight has two phases that it alternates back and forth between.  The two phases could be called “the tank and DPS phase” and the run away from the “whirling axe of death phase”, but we’ll just call them phase one and two.

In phase one the tanks need to establish control over Lord Morrowar and face him away from the raid.  Once that is done the tanks need to stack in front of him as one of his primary attacks does double normal damage, but is divided against up to three targets in his front arc.

DPS and Healers spread out around his back arc.  Throughout the fight Lord Morrowgar will target players randomly for two special abilities.  He can pick you to be flamed, in which case a line of fire extends from him to you hitting anyone silly or slow enough to stand in it, as it remains in play for several seconds.  The other ability is to spike a random player with a bone.  The spike impales the player to the ground and does roughly 10% damage every tick until it has been killed. DPS must switch to and kill the spikes as quickly as possible.

Every 30 seconds or so Lord Morrowgar enters phase two.  In this phase he clears his agro table and whirls around the room at random targets inflicting heavy damage and placing bleed debuffs on them.  He also leaves trails of fire on the ground as he whirls around the room.  After about 20 seconds he will stop and re-enter phase one.  This is the dangerous part of the fight, since he will be someplace random in the room and the tank will have no threat.  To make it even worse he is immune to taunts so everyone needs to be careful.

The fight itself is a fairly straight forward fight meant to get you into the raid and not scare you off right away.  It is defiantly a coordination test for DPS as they need to hold off and let the tanks re-establish threat after a blade storm.  If they don’t they will be one shotted as it seems to that his first attack out of a Bone Storm is his big Bone Lash attack.  If it hits anyone but a tank (and preferably two stacked in front) they will be killed.
Lady Deathwhisper

Lady Deathwhisper is an undead lich that is in charge of the Cult of the Damned.  She is found just after Lord Morrowgar and is a fight that requires groups to be split up to deal with different aspects.  The fight is made up of two distinct phases.

In the first phase Lady Deathwhisper is protected by a mana shield that must be burned through before you can enter phase 2.  This means that several DPS need to be assigned to burn it down.  While she is protected by the shield though, she will summon in guards from the alcoves along both sides of the room.  This is where the rest of the raid waits and picks up the adds as soon as they enter the fight.

The adds that enter the fight are either Adherents or Fanatics.  Adherents are casters that do AOE damage, while Fanatics are melee based that have nasty frontal cleaves.  Both will occasionally become empowered by Lady Deathwhisper, and when they do they gain even more power to their attacks, and need to be killed as soon as possible.
Once the adds get to very low health they will start to cast Dark Martyrdom.  If they succeed they die in an AOE blaze of glory.  In addition, if they succeed Lady Deathwhisper will bring them back to life as reanimated versions of themselves.  These reanimated versions can only be harmed by damage opposite to what they cause.  Meaning the casters can only be harmed by physical damage and the melee only by magic.

Once Lady Deathwhisper’s shield has been brought down, finish up any adds that are still alive and then everyone should focus on her.  Make sure though that when the shield is getting low that a tank gets into position.

This is the second phase and all of her spells change.  She now starts hitting players with a multi target frost bolt, and hits the tank with a single target frost bolt spell.  In addition she will stack a debuff on the tank that lowers threat by 20% per stack.  This means that at least two tanks will need to trade agro back and forth every 3rd stack so that they can stay ahead of the DPS.

Lastly spirits will spawn around the room that can not be tanked or damaged, instead they do damage to anyone close to them.  So if you get threat from one, that player must kite them around until they disappear.

The whole fight must be finished within 10 minutes or Lady Deathwhisper will enrage and wipe the group.  Overall it is not a difficult encounter, the hardest part is figuring out the balance of DPS to put on adds and the shield.  If you survive the adds, the second phase is a breeze.
Icecrown Gunship Battle

This is the third encounter in the raid, and while there is a boss on the enemy ship, there is no real reason to kill him to win the encounter.  Once you all reach the airship everyone needs to talk to the goblin onboard handing out the wickedly cool rocket vests.  Once you get them you need to equip them in your shirt slot and add them to your toolbar for quick use.  Allow everyone to get used to jumping around with them before anyone talks to the captain.  If you are anything like our raid, 20 minutes will pass as players jump all over the ship, slap them into shape and get on with the fight.

The encounter needs the raid split up into three different sub-groups: gunners, boarders, and defenders.  The boarding party and defenders each need tanks and healers.  Boarders should mainly be melee, while defenders should be ranged.   The gunners are usually pulled from your lowest DPS in the group regardless of type.

Once the fight starts, the boarders will use their jump packs to get onto the enemy ship.  The tank grabs threat from the enemy captain and holds him near the edge of the ship ready to jump back.  The enemy captain will be placing a stacking debuff on the boarders, when it gets to high, you need to jump off the ship.  All DPS that jumps across needs to start taking out the enemy crew, with mages being the priority as they freeze your cannons on your ship.  The tank calls it out at around 8 to 12 stacks of the debuff (depending on your healers) and then everyone jumps back to your ship, allow the debuffs to clear and then return to their ship.

The defenders need to deal with all the boarding enemies.  While doing this they should try to minimize incoming damage by avoiding the rockets that will be landing on your ship.  In addition any time all the boarders are dead, you can focus on the enemies still on the opponent’s ship.

The gunners are what will really win or lose the battle for you.  The whole fight revolves around who does more damage to the enemy airship.  Can they knock you out of the sky before you do?  A gunner’s role is fairly simple, press 1 to fire a normal shot, press 2 to fire a better shot as soon as you are almost to 100 heat in your cannon.  Don’t let it get to 100 though or you will overheat and lose time waiting for it to cool down.  Any time your cannon is iced, help either the defenders or the attackers until the mage that is freezing your cannon is dead and then return to it as quickly as possible.

When one ship is destroyed the fight ends.
Deathbringer Saurfang

This is the last boss encounter in the Lower Spire and probably the most difficult as well.  Death Bringer Saurfang is a Death Knight that has been super charged by the Lich King.  In addition to his formidable abilities you will also need to fight and destroy a constant stream of Blood Beasts that he summons.

The main issue that needs to be contented with in this fight is Saurfang’s Mark of the Fallen Champion ability.  The Mark is placed on a random player and inflicts significant amounts of damage over time.  The marks stays up for the remainder of the fight, persisting through death, and if the player is allowed to die, Saurfange heals for 5% of his health. He can only use this ability once he has amassed 100 blood power though.  Controlling the amount of blood power he gets and how fast is how you control the fight.  Once several Marks get placed on players it will become impossible for the healers to keep up.

Saurfang gains blood power from many of his abilities including blood boil which is cast on players.  It does a small amount of damage that can be healed through, however, each tick of damage grants a blood point to Saurfang.  In addition he will cast a nova effect on random players that hits that player and anyone else close by.  Anyone hit takes damage and grants Saurfang blood power.  To prevent and minimize this, players need to spread out as much as possible, as any player it effects grants him blood power.

The main part of the fight though is the Blood Beasts that he summons every 40 seconds.  Each time they hit a person they grant Saurfang a point of blood power, therefore they can not be tanked.  Instead, ranged DPS needs to grab agro as soon as they appear and kite them while killing them.

As you work your way through Saurfang, the last nasty surprise is a frenzy once he gets to low health.  You should save your Heroism / Bloodlust for this point or your healers may not hold out.

Posted in

WoW Gold Guide: Profiting With The Leatherworking Profession

By Cheats on January 2nd, 2010

There are limited profiting possibilities with the Leatherworking profession, as there are limited items that have a wide range of use.

By far the most profitable recipes are the Leg Armors, but they aren’t the only recipes which can help a Leatherworker profit, there are also Bags and Leather recipes which can be crafted. Fresh to the Leatherworking profiting scene are the new sets of Drums, adding extra profitability from this profession.
Leg Armors

Leg Armors have been high in demand since they were buffed in The Burning Crusade Expansion. All physical dps and tanks will want to have one attached to their pants. There are currently five seperate Leg Armors which are popular. Of course, those of the highest quality and wide consumer base will sell for more gold, more frequently: Icecale Leg Armor – used by all physical dps, this is by far the most popular Leg Armor currently, if you choose to sell these, it will be a quick profit, especially if you time your auction placement just before raid times (Tuesday-Saturday 3pm-12am server time). Frosthide Leg Armor andEarthern Leg Armor, sought by tanks and those who PVP, will sell a little less frequently, but if you place your auctions in a timely manner, you will have no trouble making a very decent profit. Ideally, since Arena Points are awarded on Tuesdays, you will want to make this your prime selling day.

While the Epic Leg Armors may stand out as a quick and easy profit, the Rare Leg Armors have just as high of a demand as the Epic. Costing far less material to make, Jormungar Leg Armor and Nerubian Leg Armor are a very easy, and often quick, gold-making source. People with characters at 70-79 will be eager to increase their character’s potential, while those who would prefer to not spend as much on an item enhancement may opt for these over the Epic Armors. Whichever the reasoning, these Leg Armors are cheap to make and provide a great return.
Drums

At first glance, you wouldn’t expect Drums to be a high profit item. Their history within the Leatherworking profession had proven they were very powerful within groups and raids, but required the Leatherworker to have a certain skill to activate the buffs they provided, resulting in a lower demand.

For Patch 3.2.2, Drums were re-introduced and re-invented. Instead of providing a limited duration raid-wide buff, Drums were added to fill in the gaps of groups and raids lacking class-specific buffs. Requiring 450 skill in Leatherworking to learn from a Grand Master Trainer, but not requiring a minimum Leatherworking skill to use, as well as tradable, Drums of Forgotten Kings and Drums of the Wild are usable in numerous circumstances; proving that they have a high demand and value. While these drums do not compare to the buffs provided by Paladin (Greater Blessing of Kings) and Druids (Mark of the Wild> Improved Mark of the Wild – Talented), they offer a great supplement if you so happen to lack these classes in your group or raid make-up.

So, when are the best times to sell these Drums? And for how much do you sell them for? Drums are high in demand and are often a staple for most 5 and 10 man groups. Most 5 and 10 man raids are started following a maintenance and ID reset (Tuesdays for US realms), it is only fitting that the majority of people will be looking for Drums on this day and the few that follow. Prime time often being before setting out for dungeons in the evenings. Pricing your sales is just as important as timing, how you do this will depend on the current market and demand on your server. A general rule is to sell your crafted items for a slight margin over the cost of the materials required to make them. How large of a margin will depend on the current competition.

There are often more Paladin than Druids, so you may find that your Drums of the Wild sell for a larger profit margin, but both are a great way to turn your excess Jormungar Scale and Icy Dragonscale into a quick and more profitable return (requiring much less of a placement deposit than the actual materials).
Bags

There are three types of bags which are exclusively crafted by Leatherworkers: Mammoth Mining Bag,Pack of Endless Pockets and Trapper’s Traveling Pack. There are also Quivers and Ammo Pouches, though since they were nerfed (crit chance removed) they are rarely used over regular bags now. Bags which store specific trade items have always been popular. Often, with the wide range of materials required for professions, you require a large amount of space to store them. With trade-specific bags, you have the ability to combine two regular bags of trades goods into a single bag. With this in mind, these bags are a great profit source.

Due to the Pack of Endless Pockets being a prime leveling recipe, you may have difficulties selling it for a profit. The Mammoth Mining Bag is by far the more popular crafted bag, though you will require Honored with the Sons of Hodir before you can buy the recipe. The Leatherworking supplies bag Trapper’s Traveling Pack is not as popular as the Mining bag, though because the Leatherworker will require Revered with The Kalu’ak to obtain the recipe, there are fewer Leatherworkers with the recipe, allowing you to make a very nice profit if you have attained the required rep.
Leathers

With only Leatherworkers having the ability to convert Leathers into greater qualities (Cured, Heavy, etc) this leaves a gap between Skinners and the goods they can produce. There are a large amount of characters with the Skinning profession which do not have a Leatherworker to supply, they opted for the profession’s passive buff: Master of Anatomy (providing additional critical strike rating based on skill). There is a high demand for greater Leathers than those collected by Skinners, an example being Heavy Borean Leather, those who do not have the Leatherworking profession buy the Heavy Borean Leather to have something made. The best part is that the regular Borean Leather is very cheap due to an abundance of gatherers. Simply buying Borean Leather from the Auction House, converting it into Heavy Borean Leather and reselling it will provide you with an easy profit. The same can be done for Knothide Leather into Heavy Knothide Leather, though be aware that it may take longer to sell as it has a lower demand. Ideally, you will want to sell converted Leathers on the weekends, when the highest population is active and leveling professions.

Patch 3.3: Arctic Fur are now purchasable from Braeg Stoutbeard in Dalaran at the cost of 10x Heavy Borean Leather per Fur. If you find you have excess Borean Leather and Heavy Borean Leather, buyingArctic Fur and crafting Leg Armors can prove to be very profitable as it is almost guaranteed the Auction House will be flooded with Arctic Furs.

Posted in

WoW Instance Guide: Pit of Saron

By Cheats on January 2nd, 2010

The Pit of Saron is the second of three instances that make up the Frozen Halls in Icecrown Citadel.  It was added in patch 3.3 which added all of the Icecrown Citadel content to the game.  Until it has been completed you will not be able to enter the third and final instance of the Frozen Halls called the Halls of Reflection.  This is so that you can see and follow the storyline involved in the three instances as it evolves.

The Pit of Saron is a very story line heavy instance that walks you through finding out where the Lich King is in the Citadel.  When you enter you face the Scourgelord Tyrannus right away, however, he leaves the area as soon as you engage his minions.

Jaina Proudmoore (if you are Alliance) or Sylvanas Windrunner (if you are Horde) meet you at this point and ask you to rescue the prisoners held in the mine and defeat the Forgemaster of the Pit.  There are three bosses that inhabit the instance and each must be defeated to complete the storyline.

Once Tyrannus flys away you should make your way along the right path of the pit freeing prisoners along the way.  If you follow the right edge you will come to Forgemaster Garfrost who will be your first big fight in the instance.
Forgemaster Garfrost

The first boss that you come to is The Forgemaster Garfrost who is a Giant that walks around carrying a load of Saronite on his back.  The fight has three different phases as he makes his way from forge to forge.  It can also be fairly healing intensive due to the AOE damage inflicted, especially if DPS is light and the fight drags on.
Abilities

Permafrost – This is a stacking debuff that does two things: it inflicts a small amount of damage per tick and increases frost damage taken.  While the damage starts off small it ramps up fairly quickly due to the stacking increase to frost damage taken.

Thundering Stomp – This is an AOE stun to everything in the area.  He does this when he leaps to one of his two anvils.  He does this at 2/3 and 1/3 health remaining.

Throw Saronite – Occasionally Garfrost will target a random player and heave a boulder of Saronite at them.  You are given a warning however as a shadow appears on the ground.  If you are hit you take damage and are thrown back.

Frozen Blade – (Phase 2) When Garfrost leaps to the first of his anvils he will forge a Frozen Blade. When wielding this blade he does significantly more damage.

Chilling Wave – (Phase 2)  This is an AOE cone attack that hits everything in his front arc for a large amount of frost damage.

Frostborn Mace – (Phase 3) When Garfrost leaps to his second anvil he forges an even better weapon, the Frostborn Mace.  This weapon allows him to do even more damage.

Deep Freeze – (Phase 3) During phase three Garfrost will randomly target players and hit them for a large amount of frost damage and a movement slowing effect.
Strategy

In the first phase of the fight when the tank initially grabs Garfrost’s attention all of the other enemies in the room will also attack the party.  While the tank builds threat, DPS players should quickly down these additional enemies and then focus on Garfrost. Continue fighting Garfrost and avoiding any boulders that he throws at players until you drop him to 2/3rds life.  At this point he will stun everyone and leap to one of his anvils.

You are now in phase two, and things remain much the same other than ramped up damage.  The tank needs to keep the boss faced away from the group to prevent too much damage from Chilling Wave, but other than that it’s the same as phase one.  Once he is reduced to 1/3rd health he will once again stun everyone and leap away this time to his other anvil.

He will gain an even more powerful weapon here and the ability to hit random players for a large amount of damage.  At this point burn all of your cool downs and trinkets and get him down quickly.

Once you have defeated Forgemaster Garfrost you will get the next part of the quest to move on through the instance.  While the quest points you up the ramp, we will instead head just left of the ramp to deal with a vile little Gnome first.
Krick and Ick

Krick and Ick are a hilarious combination of an undead troll type creature called a Plague Eruptor and an evil looking Gnome riding on his back directing him.  The creatures that you fight in front of him help teach you the fight by having you avoid poison.
Abilities

Toxic Waste – Throughout the fight Ick will launch toxic waste at players much the same as the creatures you just fought.  Everyone needs to get out of them before they suffer too much damage.

Shadow Bolt – Any time the tank is not nearby, Krick launches Shadow Bolts at the player with the most threat.

Pursuit – Occasionally Krick will tell Ick that he is attacking the wrong person.  He will then select a player at random to attack and stay on them for about 10 seconds.    The tank can not taunt the stupid creature back until the time is up.  Ick is slowed to 50% run speed though so the player just needs to outpace it.

Poison Nova – Occasionally Krick will announce that he wants all of you poisoned.  Ick then takes a few seconds to launch a poison nova that hits everyone nearby.  There is enough time to get away if you start early.

Explosive Barrage – Once Ick has been dropped to 20% or less health he will start launching Explosive Barages.  They appear as blue orbs on the ground that expand and then explode dealing magic damage when they do.
Strategy

This fight is really pretty simple, assuming you can get everyone to avoid the toxic waste.  The tank just needs to hold agro when Ick is not pursuing someone, and drag him around away from waste.

Once Ick gets low on health and the exploding orbs start appearing everyone can continue to DPS but they just need to move constantly and avoid going where someone else was previously.  Once the orbs stop appearing you can go back to DPSing Ick fully.

Once he has been defeated, Krick will beg for mercy from Jaina Proudmoore (if you are Alliance) or Sylvanas Windrunner (if you are Horde).  While it looks like they are about to grant it, the Scourgelord is less than pleased with Krick’s betrayal and silences the Grome for good.

Make your way up the ramp chasing Tyrannus and then make your way through the tunnel.  This is a great cinematic fight as you deal with scourge while avoiding the roof collapses going on.
Scourgelord Tyrannus

At the end of the tunnel you come to face the Scourgelord Tyrannus and his fearsome mount Rimefang.  Tyrannus is a Death Knight that has several powerful attacks, as well as being able to direct his mount that flies overhead attacking.
Tyrannus’s Abilities

Forceful Smash – This attack hits the tank and anyone else in the front arc and knocks them back while inflicting a serious amount of damage.  Any non-tank hit is likely to be killed.

Overlord’s Brand – Tyrannus marks a random player with this brand for 8 seconds.  While branded that player suffers damage equal to what they deal out, in addition any healing that that player does is done to Tyrannus as well.

Unholy Power – This is a buff that Tyrannus grants himself that increases the damage he causes by 75% but reduces his movement speed by 50%.

Mark of Rimefang – Tyrannus places this mark on a random player, signaling that Rimefang should attack that player.

Rimefang’s Abilities

Hoarfrost – Rimfang circles overhead and drops Hoarfrost onto the ground below.  A Rune displays on the ground showing where it will land and gives players a chance to get away.  It appears roughly 5 seconds before it will land.  If hit the player is stunned for 5 seconds and takes a large amount of frost damage.

Icy Blast – This is a frost based attack that Rimefang uses when not casting Hoarfrost.  It hits the target and anyone nearby with a moderate amount of frost damage.
Strategy

This fight requires that players pay attention to who is Branded and who is Marked.  Branded players must immediately stop DPS and healing.  Marked players must separate out from the others and try to avoid Rimefang’s attacks. Both of these things must be accomplished while avoiding the Hoarfrost being dropped all over the area.

Once the tank has agro players need to simply watch for the items listed above.  The tank needs to watch for frost on the ground and get ready to kite Tyrannus across it when he gets Unholy Power.  Some well geared groups will not need to worry about this, but if tanking or healing is hard it is best to kite him as soon as he is empowered.

The fight itself seems easier than many of the others in the new instances, and should not pose many issues to players.  The mechanics are fairly simple, they just require players to pay attention.

Once you have defeated the Tyrannus, Rimefang will fly off and Jaina Proudmoore (if you are Alliance) or Sylvanas Windrunner (if you are Horde) will appear again to turn in your quest to.  They then lead you into the last of the new instances, The Halls of Reflection, the entrance to which can be found right at the end of the instance.

Posted in

WoW Instance Guide: Forge of Souls

By Cheats on January 2nd, 2010

The Forge of Souls is the first instance in the group of three that make up the Frozen Halls in Icecrown Citadel.  It was added in the 3.3 patch that added all of the Icecrown Citadel content to the game.  Until it has been completed you will not be able to enter the other instances that make up the Frozen Halls.  This is so that you can see and follow the storyline involved in the three instances as it evolves.

The Forge of Souls is a relatively straight forward instance that has a single path through it and two bosses.  The bosses are anything but simple for a five man instance though, as Blizzard puts you through some challenge to make your way through, especially on Heroic Mode.

When you enter the instance Jaina Proudmoore (Alliance) or Sylvanas Windrunner (Horde) will meet you and direct you through the instance.  If it is your first time in the instance she will give you the quest “Echoes of Tortured Souls”.  The objective of the quest is to simply kill both bosses located in the instance.

Your first objective is to reach Bronjahm, found in the center of the instance across a set of walkways.
Bronjahm, the Godfather of Souls

The first boss that you come to is Bronjahm, the Godfather of Souls.  The fight is a two phase fight, a first phase that involves kiting specific adds and a second phase that starts once he has been dropped to 30% health.
Abilities

Corrupt Soul – (Phase 1 only) This spell targets a random player and places a 4 second debuff on them.  Once the debuff expires it pulls a Corrupted Soul Fragment out of the player.  The Corrupted Soul Fragment does not have much health and should be killed quickly.  If it reaches Bronjahm then he will be healed for a significant amount of health.

Magic’s Bane – (Phase 1) This attack hits players in his front arc for both physical and magical damage.  The more mana you have the more magic damage it does to you.  Therefore, mana-based classes should be careful to not be too close to his front.

Shadow Bolt – Anytime the tank is not in melee range of Bronjahm he will hurl Shadow Bolts at whoever has the most threat.

Teleport – (Phase 2) At 30% health left Bronjahm teleports to the middle of the room and casts Soul Storm.

Soul Storm – (Phase 2)  This is a magical storm that fills the outside of the room.  Anyone caught in it takes significant damage and is slowed by 50%.

Fear – (Phase 2) Throughout phase two Bronjahm will fear players out of the center and through the Soul Storm.

Strategy

In the first phase of the fight the tank should hold Bronjahm away from the ranged and healers.  DPS focuses on Bronjahm as much as they can.  Anytime DPS or a healer is hit by Corrupt Soul they should run away from the boss and the group.  Then all DPS switches to the Corrupted Soul Fragments as they appear.  By getting them to spawn far away from Bronjahm it gives plenty of time to kill them before they reach him and heal him.

Once you have dropped Bronjahm to 30% health he will cast Soul Storm.  There is a warning that this is coming up as it starts to form.  As soon as it does everyone needs to get to the center of the room near the boss. Anyone that is feared needs to get back into the center of the room to avoid taking too much damage from Soul Storm. DPS continues on him until he is dead.

Once you have defeated Bronjahm you have to work your way to the end of the instance towards the Devourer of Souls.
The Devourer of Souls

The Devourer of Souls is a very cool looking three faced floating head.  The fight requires some serious coordination between group members or you can wipe very quickly.
Abilities

Well of Souls – The boss jumps at a random player and lands on them.  He then creates a Well of Souls on that spot.  It is a void zone area that inflicts significant Shadow damage and stays on the ground for roughly 15 seconds.

Unleashed Souls – The boss summons a large number of souls to attack the players.  They do not hit very hard, and can not be targeted so it is best to just ignore them.  If a large number attack one player the damage can add up though. Avoid them as much as possible.

Phantom Blast – This blast can hit players up to 15 yards away and inflicts a large amount of shadow damage.

Wailing Souls – This is a shriek that hits everything in its path for a large amount of shadow damage.  It starts in a single direction and sweeps through a 90 degree arc over about 10 seconds.

Mirrored Soul – This is the Devourer’s most dangerous ability.  He selects a single random enemy and links souls.  While under this effect any damage done to the Devourer is also done to the player whose soul is linked.  All DPS must stop as soon as Mirrored Soul is cast.
Strategy

This fight requires that everyone watch what is going on and be ready.  The fight starts with the tank establishing threat against the Devourer of Souls and then DPS starting on him.  Players should spread out so that any time Wailing Soul is cast or Well of Souls is cast it will only hit a single player at worst. Each time he jumps to a player to cast Well of Souls the tank moves him back away from the well so DPS has a clear area around him.

You then just need to watch for his special abilities.  When he casts Unleashed Souls players should group up and healers can AOE heal to affect everyone and just wait them out while focusing on the boss.

When he casts Wailing Souls you will see the breath effect and he will slowly sweep through a 90 degree arc.  This is very similar to the Mimiron fight in Ulduar.  Just avoid it and get behind him.

The worst of his abilities is Mirrored Soul which is cast quite often, or at least it seems like it.  As soon as you see it then all DPS must stop and wait until it expires.  A well geared group will kill the affected player in no time flat if they keep DPSing, and no matter how good the healer is they will not have a chance to keep the player alive.  Once the effect ends start back in on the boss.

Keep adjusting to his abilities until you manage to kill him.  The fight has a few more effects than most heroic bosses, and feels more like a raid fight. If you are not used to raid fights just give it a chance and keep trying even if you wipe a few times.  Once you down him and understand the mechanics it is a very fun fight.

Once you have defeated the Devourer of Souls, Jaina or Sylvanas will speak to you again and ask you to meet her in the next instance, The Pit of Saron.  There is an instance portal at the end of the room that will take you to the Pit so that you do not have to run all the way back to the beginning to get out.

Posted in
Tags

WoW Instance Guide: Halls of Reflection Walkthrough

By Cheats on December 29th, 2009

The Halls of Reflection is the third of the three new instances that make up the Frozen Halls in Icecrown Citadel.  The Halls were added in patch 3.3 which added all of the Icecrown Citadel content to the game.  You can only enter the Halls of Reflection once you have completed the other two instances: The Forge of Souls and The Pit of Saron.  This is so that you see and follow the whole storyline involved with finding the Lich King himself.

When you enter the Halls of Reflection you get to see a conversation between the spirits and Jaina Proudmoore (if you are Alliance) or Sylvanas Windrunner (if you are Horde), before the Lich King comes out to confront them.  Your faction’s champion chases after Arthas leaving you to deal with a gauntlet type event while fighting two bosses.
Falric

The first boss that you have to fight is Falric, one of Arthas’ old captains.  Before Falric activates and enters the fight you need to defeat four waves in the gauntlet.  The gauntlet consists of several different enemies.  The priority needs to be the Priests which heal, and the mages and riflemen who attack from range.  The others can easily be tanked.

To deal with controlling the enemies as they come in, you can fight in the hallway or behind one of the bosses.  This ensures that the enemies can not see the whole group and funnel into a choke point where the tank can pick them up.
Abilities

Defiling Horror – Falric yells out occasionally during the fight causing players to run in horror.  It also deals shadow damage to all players for 4 seconds that will take most players to below half health.

Hopelessness – This is a stacking debuff that Falric places on players that reduces the damage and healing dealt by 20% (25% on heroic).  It will stack up to three times on players as sort of a soft enrage.

Impending Despair – This attack hits a random part member and stuns them for several seconds.

Quivering Strike – This strike deals damage and lowers the target’s dodge by 20% for 5 seconds.<
Strategy

The fight is fairly simple, with the only real complication being the fear and soft enrage.  As time goes by his fear and DOT will be harder and harder to heal through after due to his debuff.  After a fear players that can prevent damage or heal some of the damage against themselves should, especially once hopelessness starts to stack to higher numbers.

Marwyn

Marwyn is the second boss, and is encountered after fighting 4 waves once you have defeated Falric.  He is in essence the final wave of the gauntlet.
Abilities

Well of Corruption – Marwyn summons areas called Wells of Corruption into the fight.  If players stand in them they will be afflicted by the corrupted abilities below.

Corrupted Flesh – This is a debuff applied to players that reduces their maximum health by 25% (50% on heroic) for 10 seconds.

Corrupted Touch – This is a debuff applied to players that increases the shadow damage you take by 30% (75% in heroic).

Obliterate– Just like a Death Knight’s ability this is a heavy damage attack.

Shared Suffering – This is an interesting DOT that is applied to random players in the group.  It inflicts a large amount of damage over 12 seconds to that player.  It can be dispelled, however if it does, the remaining damage that the DOT would have done is instantly divided among the whole party.
Strategy

This fight a very easy fight for most groups, the challenge is getting through the waves of enemies to get to him.  Simply tank him and move him away from wells.  If a Shared Suffering is cast on a player and everyone is at full health, go ahead and dispel it.  If players are low then let it tick on the player and just heal them through it.

Kill Marwyn and make your way down the hall to encounter the Lich King.
The Lich King

Once you have defeated both bosses the door opens up to allow you to follow on to find Arthas.  Once there you find that he is too strong and you must flee up the escape tunnel which forms the final fight in the instance.  This is another gauntlet type event where you must defeat several waves of undead as your faction champion clears the way up the tunnel allowing you to escape to safety.
Abilities

Remorseless Winter – This is a debuff on the Lich King that slows him down significantly.  It also causes a swirling storm around him that does frost damage to anyone that comes within 10 yards.

Frostmourne – Arthas wields his deadly blade Frostmourne and will use it to unleash a furious attack hitting everyone for enough shadow damage to turn the mightiest tank to ash.  He only uses this attack if you are too slow and allow him to reach you.
Strategy

This fight is a running gauntlet that requires you to stay ahead of the Lich King’s steady advance.  As you flee up the escape tunnel he will cast Ice Walls in your way and send waves of undead after you.

The undead are nothing you have not seen or dealt with before in the expansion, so just tank them and kill them. Once the undead have been defeated Jaina or Sylvanas will destroy the ice wall and you can continue to move on until another is summoned to block your path.

This continues all the way up to a terrace on the side of the mountain.  The Lich King has cornered you.  Just as he is about to attack, an air ship comes to your rescue and seals the tunnel.

This ends the instance and you can board the airship to get your reward.

Posted in