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January 21, 2010

Leveling Xilli's Money And Grinding Spots Guide Part 1 (World of Warcraft hacks)

Hi All,

I've just finished a new character to 60, a Rogue, and i chose to go through the game only doing instance quests and the ones at the start to get to lvl 12 or so, and i grinded every single bit of XP apart from that to reach 60, and in this process i have found so many great grinding spots and money spots i couldn't believe it and ended up reaching lvl 60 with 1100g and all my items up to date, and since these kinda posts have dried up on the site a bit i thought i would make one. So I'll try and remember all of them that i can, if i forget any and remember ill post em up later, enjoy.

Money / Xp Grinding Spots ::

Salt Flats - 7 / 10
If you are lvl 30 - 36 you can goto the salt flats, i would recommend a bit higher then lvl 30 if you want to grind but, because you will have to rest after every fight and cant grind very efficiently, i went at lvl 32. The Salt flats have a wide range of beats including Turtles, Basilisks, Vultures and Scorpions. These mobs are all good for xp, as they are around the lvl range i said before, but they drop heaps of random bits and pieces, like shells, wings, bones, scales, claws etc. These parts all stack in lots of 5 or 10, and there are loads of them down there so you can build up a fair bit quite quickly, and this stuff really adds up when u go to sell it at a vendor, i had no trouble making up around 10g after a few hours, and heaps of xp to. 10g might not sound much to higher lvls but makes mount money a lot faster to get.

Tanaris Turtles - 8 / 10
All along the coastline from a little north of Steemwhindle Port, or however you spell it, to up near Lost Rigger Cove, there are turtles called Snapjaws, which range in lvl from 42 - 45 from memory and are a Neutral Mob until you attack them, which makes grinding them that much easier when there is no aggro to worry about. These Turtles are great, as well as having great xp, they drop scales, and shell fragments which sell for a lot, a stack of 5 shell fragments is around 50s, and scales sell for a couple of silver each also i think. On top of this they drop Big - Mouth Clams, which can contain Black, Iredescent and Small Lusterous Pearls, which also sell great on AH. I had no trouble making a lot of money on these guys, just watch out for the opposing faction handing in Quests at the NPC's around there, i got ganked a few times. But really these guys are great, if you are around that level give them a try, i made about 50g off them in the few lvls i was there, i got about 12 Green Items to.

Lost Rigger Cove - 9.9 / 10
What can i say, i absolutely love this place, its incredible to say the least. This cove is filled with lvl 44 - 46 humanoid pirates, and stacks of them. The Humanoids drop Silver, Mageweave Cloth, Common Grey Weapons that sell at a vendor for almost 1g each, Lockboxes and all sorts of Green / Blue and Epic Items. I grinded lvl 45 - 49 here, even at 49 when the xp was getting low, it was to good to leave. You get heaps of mageweave, which i sell on AH for 1g Per Stack, or you can vendor for 50s a stack. They drop lockboxes, the lockboxes contain random vendor junk, silver and sometimes map fragments, or a key. The map fragments are for a chest you can find on another beach in tanaris, once you have all 3 parts, this chest has minimum 3 green items, u can get blue items in it if your lucky. The Key that may drop, is for a chest in a pirate ship in the area, which also has a green item and possibly blue. But by far the best part about this area, there is always 2 Large Solid Chests that spawn around the area, and out of these chests i got so much stuff, Herbs, Food, Blue and Green Items, Truesilver, Mithril etc, just a whole lot of random stuff that you can sell for money. And as soon as you get both of them, about 5 minutes later they are spawning again somewhere else. Out of these chests, i personally got 21 Green and 3 Blue items during my grinding, not to mention the other stuff in them. Andre Firebeard, the named captain mob in the area, is for a quest, so once again just be on the lookout for ppl doing that quest, but i rarely saw a sole while i was grinding. I Made 600g from this area, I found 2 Epic Items while i was grinding there, a Perfectly Calibrated Boomstick and a Ring of Saviours, now this is a random world drop as you know, so there is no saying they will drop for you, but the amount of mobs you can kill down there in short time is huge as there are so many of them, and they respawn fairly quickly. The only reason i won't give this place 10, is because at some of the tents, where the chests spawn, there are sets of 2 pirates, and they are linked, and this can be a pain in the arse, cause if your not a rogue and cant sap one, or a mage and sheep one, then you gotta fight two of em. But they don’t have that much HP so it really isn't to hard. But i must insist you try this place, it is very, very good.

Dunemaul Ogres - 8 / 10
These guys are in 3 different area's of tanaris, the Dunemaul Compound and the East / West Moon Ruins. I must insist if you are going to grind them, go out to the ruins further north into tanaris, as the main compound it used for questing frequently and you will have problems. The reason these guys are good is a bit different to the others. The main advantage of them is that they are really easy to kill, they range in lvl from 45 - 49 so you can grind them for ages, i did until lvl 52 or so. The main drops are mageweave, common grey weapons and silver, i got 2 Blue and about 13 Greens there also though. They drop the cloth fairly often so you can build it up quite fast, and as i mentioned before you can make a fair bit of money with it, there is also constantly Purple Lotus spawning around the ruins for any herbalists that grind there, this stuff is worth money on AH. Not much else to say about em, they are just good.

I can't be bothered writing anymore ATM, but i will do more for lower level spot's and higher level ones soon and post a Part 2, there is lots more good information to come =), remember, this guide is from personal experience, i can't gaurantee the drops i got for anyone else but i can promise you they provide good chance and great grinding, enjoy. - Xilli

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January 20, 2010

500 gold in 2 days with Skinning (World of Warcraft Gold)

Angerclaw Maulers
Felwood, X37, Y44.

I've posted about this spot before awhile back but I'm taking it upon myself to do so again because I have made a sickly amount of gold here latley, and a very disturbing amount in the past 2 weeks.

As a 60 Rogue in full epic gear(bloodfang) I can kill these in about 7 seconds each, literally. The respawn rate is insanely fast, When you kill the whole spawn camp of them which is about 11-12 and take a 1 minute break you'll start having respawns to kill.

Where does the money come from you ask?

Firstly you have some stackable gray items that are very commonly dropped:

Large Bear Bone(Non-Stackable) - 14s 84c each
Bear Jaw(Stackable) - 8s 98c — 89s 80c per Stack of 10.
Savage Bear Claw(Stackable) - 5s 78c — 57s 80c per Stack of 10.
Bear Flank(Stackable) - 5s 78c — 57s 80c per Stack of 10.
Wicked Claw(Stackable) - 5s — 25s per Stack of 5.

I make anywhere from 9 to 13g in gray items per hour here.

Even without the skinning compared to most places this is a great camp for gold/hr. But skinning is where a lot of the money to come from if you want the results like I get.

You can skin Rugged and Thick leather off of these. My server prices are 2.50g per stack of Rugged and 1.50g per stack of Thick. Server prices are going to range, The intake of gold on this obviously is based only on my servers prices, But you will still make amazing gold here if you put the time in.

So where does all the money come from?
I take 8 hours a day and I run it here, Straight. Not every day, Usually in the evenings and into the late hours on the nights I'm not raiding and ocasionally if there is a third day I'll get up around 7am to start and I can be done around mid afternoon so I can enjoy the day or do something else in game.

A single hour run brings on brings me in 6 Stacks of Rugged Leather and 5 stacks of Thick Leather. I don't know if it's because my kill rate is fast or just pure luck, But I can't remember when I have come away from this with less leather then that in an hours run.

6x 2.50g = 15g per hour
5x 1.50g = 7.5g per hour

If I average out my usual grey items income per hour then I come away with 10.5g per hour. I'm going to edit this tomorrow and record all of my drops and leather intake from my 8 hours, But this is accurate. I've been making money like this for months now.

Now, On to the juicy part…

Intake per hour based on Leather sales on the AH is 22.50g Per HOUR.

Intake per hour based on sellable greys averages out at about 10.50g

33 gold per hour.
Wipe the drool off keyboard and keep reading :P

I run this 8 hours per day, Two days a week. Sometimes 3 but rarely. Skinning is obviously required to get the bigger chuck of change for your time. Some of you all day BG'ers could make litterally thousands of gold here in a week if you took a week off from all day long BG and went here, Just a thought. And I'm not exaggerating. Thousands.

I try to run these 2 days back to back and I generally refuse to put up my auctions and vendor until I have my 16 hours worth of loot. I just throw it all in the bank.

At the end of my 2 days I usually end up taking 510g - 545g out of my mailbox. +- a few gold for randomness of drops.

I have over 5000g in my bag right now. If you want an exact number then it's 5649g.
All of that gold was made in this spot except about 600g.

Maybe some of you should thinking of switching professions :P

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January 19, 2010

Easy(AFK) Weapon Skill Lvl'ing (Rogue Warcraft)

This is in no way a new strategie, but I havn't seen it listed anywhere. I find this particularly useful on a lvl 60 character, as you can simply go afk and let your skill rise :)

Step 1 - Fly to Netherguard Keep, Blasted Lands.
Step 2 - Travel to 42,30ish where you will find mobs of humanoids. One of the mobs is called a "Servant of Sevine".
Step 3 - Clear your way to the servant, and agro the servant.
Step 4 - Kite this mob back to netherguard keep, and move it into the southern tower.

Here you must lose agro, and let the elite guards inside the keep tank the mob. Once you have lost agro, you are free to hit the mob, and go afk whilst your skill rises. If you are familiar with the quest involving these mobs, then you will know that you have to cog a crystal for the mob to die. Obviously there crystal is not cogged, and so the mob stays on 1% until a GM decides to despawn it :) (which usually takes 24hrs+ due to the obscure locale.) I'm sure you could pull the mob elsewhere for horde, although I am unfamiliar with the horde camps in that area. I would imagine you could do the same thing by kiting the mob to the horde camp in the south of the Swamp of Sorrows.

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January 18, 2010

Dire Maul West And North (World of Warcraft guide)

West and North Dire Maul

East Dire Maul is not included because a trained monkey can do it

Materials needed for a full run on West and North;

Crescent Key (gotten in EDM), 2 rune thread, 8 rugged leather, 4 Rune cloth bolts, 1 Thorium Widget, 1 Frost Oil

Getting to Dire Maul

Get to Theramore, and fly down to Feralas. Once there head east, stay off the main road because it runs through a horde town (you can easily avoid by hitting the water) once past the town hit the road and follow it east. Dire Maul is located almost in the middle of the zone, once you’ve found it head north into it.

Now you don’t have to fight you’re way into DM, most of the mobs have a very small agro radius, so just dodge out of the way. Follow the passageways until you come to a T crossing. Go right, and head across the passage way you should see a door, go through and you come into a big green courtyard. From here you can access East, West, and North. Also you can mount up here, so do so.

West Dire Maul; Need Crescent key or a rogue

Ok, first you need to clearing the large wandering tree elementals. These can be banished, and they do have a knock back effect.

Once all the trees have been cleared move into the middle, you will see a large pylon with elementals about it. You need to clear all of them; they use arcane missiles, have a small blink, but not much in the way of HP. These can also be banished. Once all of the mobs have been killed continue out of the middle and go right.

You will a passageway leading off to the right (at this point people will be screaming to kill the named, don’t worry you’ll be coming back). Watch out of invisible ghosts, these not to hard (See invisible is great here).

You should see an open doorway that leads to a large room full of ghostesque mobs, with a ramp leading up. You will be clearing the mobs in the middle and right hand side. They can silence so keep you healer/spell casters back. Once the middle and left is clear, hug the right wall up.

Now at the top of the ramp you will find some wandering ghosts, its best to kill them and save you’re self some hassle. Now face down the ramp, you will want to hug the right hand side of the railing. Watch out for the two caster mobs, they can be a pain. Follow round until you hit a wall, at this point you should see another pylon. Just do the same as before.

After pylon two AoE the skeletons, carry on over the bridge. Invisible ghosts here again, only a few. Grab the quest, and hit the far side. Pylon number three, rinse and repeat. Now you may find a wandering NE female and her pet bear. Off tank the NE female (she’s a hunter and uses varying shots) and kill the bear first (he charges).

Ok back to the middle of the bridge, and drop down onto the ramp below. Dismiss pets before hand or wipe central. The tree boss is a straight forward fight, he is also used in paladin epic if that’s an issue.

Down into the main courtyard and through the door. Invisible mobs again, just clear through until you come to the main chamber. You will find wandering patrols of storm elementals that need to be killed. Key is to banish the main one, and kill the lesser ones who don’t have that much HP. If no warlock, the big one can be off tanked easily enough.

At this point go left and clear pylon 4. Careful not to agro the mobs that wander around the central area. Go back to where you came in, and go right clear pylon 5. The main area is now accessible.

The fight is straightforward, just kill the eyes he spawn as they can be annoying. Now go leave the central area, and right from where you came in is a door that leads to the library. You will find a place to repair and buy drinks here, also Mooncloth Robe Pattern is available at 4 gold.

Under the ramp you came in is the prince, he hits fast but not overly hard. Once he is dead return to the quest NPC at the top for hand in. The reward chest is under the ramp in the library, by all accounts the mace sells for 7 gold.

This is West Dire Maul done, if you wish to make the most of the situation I would recommend doing North right after.

North Dire Maul

Ok in the corner of the library is a passageway that leads to North Dire Maul, follow this up. Once you reach the top of the passageway, hug the railing to the right. What you’re going to do now is to make life easy for you’re self. There is a ramp in front of you, you will want to run up it and left out of the instance, purely a time saving tool feel free to kill the ogres.

Now the overriding factor in North is NOT to kill the varying bosses you meet. The reason being, the more left alive at the end the more loot in the tribute (chest you get after killing the king).

If you do not have a rogue or an engineer you will need to go back down the ramp you ran up of and hug the right wall. Clear the dogs and continue round, you should see a named ogre. He has a key you need, once dead back out of the courtyard to instance start. If you have a rogue with 300 lock picking don’t worry

Facing out from instance entrance go left, watch out for the patrol of an ogre and two dogs. Dogs see through stealth. Clear the left area, and go up the first ramp you see. There are a few wandering patrols, its best to kill them off in case you wipe later on.

You should see a raised courtyard area, and a ramp. Clear up the ramp and be careful of adds (often best to pull down the ramp). Once this area is secure, you will notice a wandering named guard, try not to kill. Once he is safely away, grab the key from the chest in middle, and head to other side of courtyard and down ramp to locked door.

Once in the passageways look out for wandering Eyes of Zomm, they summon in two 60 elite elementals. Clear down the first passage way to the bugs, AoE these. Now you will see a set of ogres with pets to you’re right and a gnome with a quest marker. Also a wandering guard, and a broken trap on the floor. Pull the set of mobs around the fire. Then use the Thorium Widget and Frost Oil on the broken trap, this will freeze the named in place. Carry on around the corner, there’s a set of mobs in the corner but they can be safely ignored, and clear the set of mobs next to the ramp.

The gnome gives a quest for the ogre suit (you did bring the parts listed above right?) but you missing Ogre Tannin. Up the ramp and do the same again, and once more in the corner. In the corner is ogre tannin basket, looting tannin causes a mob to spawn and rush down the ramp, an easy kill

Return to the gnome and get you suit, then its back up the ramps. At the top ramp, go left and kill the two ogres at door. Carry on through and kill the other set of ogre. Now suit up and talk to the captain, only one person needs do this. He will rush off, and won’t agro other party members.

Now clear the right hand two mobs, pull them into tunnel to avoid adds. Hug the right wall, pull the dogs making sure that the patrol of dogs is no where near by. For the best result also pull dogs into the tunnel.

Now from the right wall cut across the courtyard to the broken ramp in the central ring. If you haven’t done so kill the patrol of dogs.

King fight is straight forward. Off tank the observer, making sure not to kill him, also keep him away from the king as he will heal him. The king hits hard, so have the healing ready. Have had a paladin tank him with a priest healer, and a warrior tank with a druid healer so nothing is needed. Once the king is dead, the observer becomes non-agro.

Loot the king, and hail the NPC that ran in. Talk to him twice for tribute, make sure everyone has the king buff and head back to the start, talk to the guards on the way for a 120min buffs. You will find the captain on the way, talk to him to receive a quest.

Return to the library, and behind were the prince was, is a chest. Return the gloves to the captain for you’re reward.

This is North DM done.

FAQ

Q. Why don’t we killed the named in North?
A. The more bosses left alive when the king dies, the more loot in tribute. With all alive, 3 blue items

Q. We did north but can’t get the chest behind the prince, what do we do?
A. In order to access the chest you need to kill the prince, this is done by freeing the Immotar (clear the 5 pylons)

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January 17, 2010

Priests Guide To Killing Your Mobs the RIGHT Way (World of Warcraft cheap Gold)

Alright, I decided to write this little 'mini-guide' because I keep hearing about people having problems with priest.

Priest is honestly not a hard class to play if you know how to play it right.

This isnt a guide to go out and kill Onyxia solo, this is for the average fight you encounter wherever, knowing how to start a fight properly, and knowing how to react to a sudden attack.

This really only applies to Soloing.

I. Starting a fight: This is for the times when you see a mob and have time to set up an attack.

1.Preparation
a. First thing you do is make sure all of your buffs are in order, Power Word: Fortitude, Inner Fire, Etc.
b. Pop on Power Word: Shield. Alot of people make the mistake of putting on PW:S after youve already hit the mob with your pulling spell..this is WRONG…so dont do it. Instead, turn on PW:S and wait until you have about 15 seconds left on it before attacking. Most mobs take down your shield within 15 to 20 seconds, this way your mana will have time to recharge plus, by the time the mob takes down your shield, you'll be ready to pop on another one.

2. The Actual fight (first blow to last)
a. Many people start the fight with Mind Blast because it does the most damage and takes the longest to recharge, wrong. dont do it. Start the fight off with Smite…Yes you heard me, Smite. Nobody mentions smite in their guides because it takes FOREVER to cast. This is why you cast it in the beginning. The mob will then start rushing towards you. You want your second attack to be Mind Blast because you can cast it in the amount of time it takes the mob to get to you. From there you want to hit the mob with Shadow Word: Pain and start the DOT process. (If youre in a group, or taking damage at any point in the fight, cast Vampyric Embrace to get some health back)
b. So far your attacks should be (IN ORDER)
Smite
Mind Blast
Shadow Word: Pain
c. For the rest of the fight you want to cast in this order.
Mind Flay
Mind Flay
Mind Blast
Repeat.
And apply SW: Pain or PW:S again when necessary

II. Sudden attacks
1. Alot of the time youre going to get attacked by mobs that just spawned or ones that you didnt see. The outcome of this fight is dependant on reaction time…so the biggest tip is this. KNOW YOUR HOTKEYS. Quick reaction time can save you from certain death.
a. First things first, pop on Power Word: Shield. This thing should give you enough time to get the next couple of spells in.
b. Vampyric embrace, dont bother with Renew, Minor Heal, Flash Heal, or Heal, These take too long to cast and take up way too much mana. Rather regain health as youre attacking, your DOTs should bring you the amount of health that you need.
c. Shadow Word: Pain to start the DOT process.
d. From there just follow the steps in section 2 based on a normal fight.
Mind Blast
Mind Flay
Mind Flay
Mind Blast
Repeat.
And apply SW: Pain or PW:S again when necessary

This is really more of a guide to soloing than a group guide, its also entirely dependent on you being a shadow build.

PS: You cant cast Smite while in Shadow Form. Take that into account.

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January 16, 2010

Ruins Of Ahn'Qiraj Strats (World of Warcraft realm status)

This is a mix of all the information I could find on the net, and my own experience. I will update this guide as frequently as possible. All credits goes to the rightfully authors.

The Ruins of Ahn'Qiraj is an outdoor 20-player raid instance. It l use a similar loot system to Zul'Gurub, via tokens dropped from bosses which used to complete quests that give item rewards. Additionally, the quests can only be completed once a certain reputation has been reach with the Cenarion Hold (called Cenarion Circle in 1.8).
However, the tokens are labelled so players can tell which classes can use it. (In contrast, as of patch 1.8, Zul'Gurub has unlabelled tokens, called 'paragons').
Also, from information derived from wowguru.com (http://www.wowguru.com) it would seem that there are three piece sets to be gained from the token quests comprised of a ring, a cloak, and a weapon, with a set bonus for having all three.
The entrance to the Temple of Ahn'Qiraj, which is a 40-man raid instance intended to be the step after Blackwing Lair, is via a separate portal following the right path from the Scarab Wall gate.

Reputation for AQ20

You get 3 Cenarion Circle Reputation for Trash Mobs in AQ 20 till revered.
At revered you get 1/2 points per trash mob.

AQ20 Bosses Give 34 x 3 CC Rep and 34 Brood Reputation
Rajaxx encounter has extra reputation.

There are 7-8 trash mobs per wave, these are worth 3 points each.
Each Captain or Major is worth 30 points (through honored)
The usual 34×3 and 34 for Rajaxx
60 for every NPC who survives the fight.

Trash Mobs

For trash mob clearing the white wasps do this itch debuff that seems to do nothing but when that debuff fades you get another one that is really nasty that lasts for 30 seconds I think it was. I can't remember if it was poison or disease off hand but we didn't have any problems curing it.

The red wasps treat as surgers in Molten Core. They use random secondary targeting and charge someone in the raid doing 1K damage on the charge, then snap back onto the tank.

Choice is basically to kill the red first and take the debuffs or kill the two white ones first and let the red surge around. Basically the decision comes down to how good your casters are at getting the debuff off the raid.

Qiraji Gladiator
still to come

Hive'Zara Stinger
Hive'Zara stingers hit for 3000 damage against someone afflicted with Hive'Zara Catalyst from Hive'Zara Wasps

Hive'Zara Wasp
Trash mob in Ruins of Ahn'Qiraj. Casts a multi targeted poison bolt that intitially causes an 'itch' debuff that has no negative consequences. After 8 seconds, the afflicted targeted gets poisoned with Hive'Zara Catalyst: Movement speed reduced by 50%, 146 damage every 2 seconds. Increased damage from Hive'Zara stings (from Hive'Zara Stingers
They can be rooted.

Hive'Zara Collector
20 yard silence.

Kurinnaxx
Video of Kurinnaxx Fight: http://files.filefront.com/Kurinnaxx_0001wmv/;4445984;;/fileinfo.html

This is the first boss you have to kill i Ahn'Qiraj. He is a is a huge scorpion.

Abilities
Mortal Wound - Stackable Debuff on the MT that reduces healing by 10%. This is a cleave attack so it can hit multiple people in front of him.
Sandtrap - Random sandtraps spawn under player's feet. If they fully erupt before the player can move they take 2000 damage, are silenced and have their chance to hit reduced by 80% for 30 seconds.
Enrage - at 20% health.
Summon - Can summon a player in combat to immediately in front of him. This includes players who died and ran back into the instance.

Strategy
The strategy for Kurinnaxx is to have 2-3 Warriors on him. One Warrior in the front of Kurinnaxx. The Second Warrior on his left, and the Third Warrior on his right– by the ribs. Kurinnaxx makes sand traps that drops chance to hit by 75% and causes plenty of damage. The sand trap also silences casters for around 9 seconds — so stay out of range if by any chance someone gets aggro away from the tank. Move away as fast as you can before you get silenced by his trap. Rogues, watch how many debuffs are stacked on you, and use your vanish, and stay away. Anyone that gets 75% chance to hit, is useless anyway, so stay away so that you do not get damage. That will allow healers to conserve mana. Resume DPS when the effect is over.

Kurinnaxx also has some sort of cleave or mortal strike that stacks 10-15 times. This can be deadly for any tank. The idea of having one tank in the front, and two warriors on the side is that when the tank reaches 6 stacked-debuffs, he has to stop attacking immediately, and letting the other tank get the aggro. Make sure to make a macro in CAPS to alert the other two tanks that you are gonna let them take aggro. After 6 debuffs the Warrior will die so fast, no healer will be fast enough to cast Flash-heal. The macro also alerts all casters to stop attacking. Important. This is for the transition of aggro from Warrior to Warrior to get aggro.

Once the second tank gets aggro, make a macro for ASSIST so that casters can resume their DPS(Damage). As soon as the second warrior gets 6 stacked debuffs, stop attacking and let the third tank get aggro. Rinse and repeat. The whole raid needs to know their role and when to react based on these MACROS. Otherwise, you will get a wipe. This is a very long fight. Wear your mana regen gear if you are a healer and many stacks of Major Mana pots. Druids should provide Innervate on priests that ran out of mana.

General Rajaxx

Once you kill Kurinnaxx make sure no one talks to the Human NPC. Only the main tank is to talk to him, when everyone is in position and ready. The next fight is a triggered event that starts when you talk to the Human NPC. Rajaxx will yell: "The time of our retribution is at hand! Let darkness reign in the hearts of our enemies! No longer will we wait behind barred doors and walls of stone! No longer will our vengeance be denied! The dragons themselves will tremble before our wrath!.

General Rajaxx is an extremely long fight, so the only option for this battle is to conserve mana

Basically, waves and waves of Qiraji Warriors and flyers will keep pouring in. Once a wave dies, another is sent within only two seconds.

Wave 1: Center - Captain Qeez
Swarmguard Needler x2 - Qiraji Warrior x4

Wave 2: Left side - Captain Tuubid
Swarmguard Needler x3 - Qiraji Warrior x3

Wave 3: Right side - Captain Drenn
Swarmguard Needler x5 - Qiraji Warrior x1

Wave 4: Further left - Captain Xurrem
Swarmguard Needler x3 - Qiraji Warrior x3

Wave 5: Further right - Major Yeggeth
Swarmguard Needler x4 - Qiraji Warrior x2

Wave 6: Deep left side - Major Pakkon
Swarmguard Needler x4 - Qiraji Warrior x2

Wave 7: Deep right side - Colonel Zerran
Swarmguard Needler x3 - Qiraji Warrior x3

You need to drink in this short lapse of time if you can. Warlocks and Mages need to put a lot of DPS here on mobs. ALL Warlocks need to fear units constantly, and dot the main tank's target while keeping a watch on the feared mob, to recast fear on them again and again. Druids can entangle-root mobs, and priests should use their Fear-2 mobs ability, hunters might get a chance to place traps in between waves. This orchestrated mob control will ensure the survival of all the 20 players, and keep you save from too much damage. Remember to dot the main tank's target while fearing or entangling. Once it dies, move to the next target — rinse and repeat, until everyone is dead. Making the fight last longer by crowd controlling is good — in that lapse of time your healers and DPS casters are regenerating mana.

Once you've finished all the waves, General Rajaxx will make his way to you. Looking into his room, start running towards it and make a right as soon as you pass through the door way. If you're a healer, this is a good place to stand. Generally, the MT needs to keep his back to a wall so when Rajaxx does his AoE knockback or MT knockback, he doesn't go flying across the room and can easily restablish aggro

If you keep the 4 Kaldorei Warriors and Human healed, you won't have much trouble. They have tons of hit points. The challenge is if you wipe and they die. They won't respawn for at least two more hours, so you will be left on your own without the NPCs.

Once you've killed Rajaxx and the NPCs are still up. Give it some time and they despawn and give you 1000+ reputation with Cenarion Hold. You can also pull mobs to them and let them take care of business.

Buru the Gorger

Abilities
Eggs - When an egg is destroyed, it deals 100-500 damage to players based on their proximity to the egg. It also damage Buru the Gorger for 45000. A Hive Zara Hatchling will spawn from a broken egg.
Creeping Plague - Creeping Plague is activated when Buru the Gorger has less than 20% life. This debuff hit everyone in the raid. It deals 80 damage per tick and continuously stacks up every 3 ticks. When Buru is destroyed, the debuff fades from everyone.

Strategy

One thing that's extremely useful against this boss is Greater Nature Protection Potions. Pass them out to all raid members and wait for phase 2 before consuming.
This boss fight is divided into two phases: Phase 1 is where you're destroying eggs to break his shell off. Phase 2 is where you're going all out DPS on him. I would also suggest players to use their Revered-boots from Arathi Basin Battlegrounds for this event. The Boots allow you to run a bit faster than normal.
Buru can't be tanked at all by a Warrior, but walks very slow and can be kited(You can make him follow you while everyone ranges it).

Phase 1 is very straightforward. Players need to cause damage to the six eggs of Buru — but DO NOT destroy them. When the fight begins, Buru will start following a random person. The key here is to pull him near an egg and destroy it while he's on top of it. Once the eggs have 5% hit points, spam on Raid chat "BRING HIM", to alert the runner to bring Buru and make him walk on top of the eggs. When a eggs is destroyed a broodling will usually pop out. Half the raid should focus on killing the broodlings, until they are dead, then assist in killing the eggs. Each time an egg is destroyed, he will focus on someone else. You can tell who he's following by reading your chat. Always focus on taking two eggs at a time. Also, make sure you have a group taking out the elites that spawn from the eggs. If they build up on you they will more than likely kill your raid.

Phase 2 starts around 20%, Buru will start shaking and his shell will burst off. If you have any kind of Nature Protection Potion, now would be the time to use it. Elites will spawn so make sure you keep them feared while you're going all out DPS on Buru. Everyone needs to jump in and just plow on damage after damage. The faster you get him down the easier it is on the raid.

Special thing to note: Buru won't get aggro if you dot him or cast spells on him. He won't stop chasing his target until it is dead, or becomes unreachable. You should make the font color of Raid Chat blueish or green — so that you can read the Warning message in orange. When Buru chooses to attack a specific player, you get a alert message onscreen saying that Buru is watching you.

Druids should be alert when they get Buru's attention. They are quietly versatile to kite Buru. Turn into a Cheetah to run faster. When you need to enter the water, do not swim normally, or Buru will reach you, since your movement swimming is slower. Shapeshift into a seal quick and when you reach land, shapeshift once more into cheetah.

All healers must run behind Buru to heal the target. Buru won't aggro if you heal the chased player.

Ayamiss the Hunter

Abilities

Fly - Ayamisss is airborne for the first 50% of his health. Cannot be meleed
Stinger Spray - 1000 nature damage to everyone in the raid. Approximately every 30s.
Hive'Zara Swarmer - Summon roughly 20 wasps in the air. These descend simultanously. Hit cloth for about 60.
Poison Stinger - 25 damage per second. Only used when Ayamiss is flying and only on the person with the most aggro. Stacks up to 100 times. Not used when Ayamiss descends.
Paralyze - Shackles a player on top of the altar. A yellow grub will spawn near the bottom of the altar and head towards that player. If the grub is not destroyed that grub will kill the player and spawn an elite wasp.

Strategy
The encounter with Ayamiss the Hunter is split into two phases: During phase 1 he is airborne and the fight is purely ranged. During phase 2 the battle is fought on the ground.
However, during both phases he does the same attacks. When the fight starts off, all the melee need to run near the base of the altar to focus on the grubs. Every once in a while, Ayamiss will teleport a random player to the middle of the altar. You can tell he's about to sacrifice someone by seeing a streak of green shot to the altar. A grub will appear either on the left or right side, so melee need to kill it fast before it reaches the player. Otherwise, it'll kill the player and spawn a powerful elite. Throughout the fight, Ayamiss shoots an AoE of nature damage that hits for about 1000. If you have any Nature Resistance, use it. Also, he spawns a large group of bugs that can be easily killed with a few AoE every so often.
During phase 1, Hunters (at least 2 or 3 would suffice) need to gather in the back and start to DPS him down. However, they need to watch for how many stings they have. Never go above 20 or healers will run dry quickly.
Around 50%, phase 2 begins and Ayamiss lands. He can be tanked practically anywhere. But a good choice is on top of the altar with the MTs back against the bordering mountain area. The rest of the battle is the same: only melee can jump in, but they still need to watch for grubs.

Ossirian the Unscarred

Strategy

The Pull
Rogues are pretty much useless in this fight therefore use a rogue to pull the boss to the middle of the room. The Rogue should be mounted, bodypull the boss, then head back to the middle and look for a crystal that will spawn. Two crystals will be spawned at all times throughout the room. After about 2 seconds, the boss will at this point buff himself; with the buff he can hit you for 13K damage, also when buffed, Ossirian moves pretty fast, faster than walking speed. When Ossirian is about 20 yards to the crystal, have a designated person click on the crystal to activate it. Note, the Main Tank should not aggro Ossirian til after the crystal puts the debuff on him, otherwise the MT will be one-shotted to death.

Activating the Crystals
Activating the crystal will put a 30 second debuff on Ossirian that make him hit for only 1K or so, less than than the 13K normally, and puts a vulnerability on him for specific spell damages. Put up detect magic on him and have someone call out his vulnerability. You will then have 30 seconds to pull Ossirian to the next crystal before his debuff runs out and one-shots the Main Tank.

Kiting Ossirian
The mounted Rogue would be responsible for calling out the next crystal to kite Ossirian to. A Druid or Shaman, or even a Paladin can be used to run ahead of the MT to the next crystal as the designated crystal activator, Druid/Shamans are preferred, since they can go in travel form towards the next crystal ahead of the main raid. The crystal activator can also be used to heal the MT just in case the MT runs away from the main group towards the next crystal and decurse since Ossirian has an AoE Curse of Tongues. You can kite Ossirian in a clockwise manner, and the crystals should spawn in a clockwise manner. It can also be done counter-clockwise. Some crystals spawns pretty close to each other, so the tank should just get to the next crystal, stay there for 10-15 seconds and let the rest of the raid catch up and do damage to Ossirian.

Ossirian Damages
When not debuffed, Ossirian hits for 13K, which is instant death. Highest priority is to continuously lure him to the crystals so he doesn't get to this state. If he does, it's likely a wipe. Otherwise Ossirian doesn't hit that hard. However, he does have an AoE kickback that hits you for about 900HP and takes another 700 fall damage if you're within about 10 yards. Therefore it's wise to stay away from Ossirian and only have the MT/OT close to him.
The reason why an Offtank might be needed is because there are tornadoes that randomly spawn in the room. If you get caught in a tornado, you are stunned and take some heavy damage over time. The effect is magic and can be dispelled, but if the MT gets caught in the tornado, Ossirian will aggro someone else, which is why an OT is a good idea so he goes to the OT instead of someone squishy. Dispelling the MT quick enough can get aggro back to the MT, therefore, someone should be dedicated to dispelling the MT. Everyone else should also be ready to dispel any other party member that get caught up in the tornadoes.

Killing Ossirian
Ranged damage works best, since getting caught in the AoE knockback will cause healers to waste precious mana healing the raid. If you're not a tank and you took damage, bandaging would help healers. DoTs also work very well, keeping DoTs on Ossirian - especially the one he is vulnerable to - will take him down. Ossirian doesn't have a whole lot of HP, but since he is constantly kided to different locations, you don't really have time to just sit there and DPS him down. The fight takes fairly long, about 6-8 minutes, maybe more, and if you die early, you can run right back to the fight. Just DotT and ranged attacks should be all you need to deplete his HP. No melee damage other than the MT/OTs.

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Leveling Leveling 10-14, The Night Elf Way (With Good $) (Download World of Warcraft)

NOTE:

First of all I wanna just say that i dont reccommend this for non Dark Elf payers (considering it is near Auberdine and getting there through the Wetlands (OUCH!) is too hard for a lower lvl to cross).

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So, Where Is This Magical Place I Can Spend My golden Lvl 10-14 Years In?

Well, it is South of Auberdine on the beaches. You should have the flight plath from darnassus already or you can take the boat after exiting the city through the glowing purple portal near the scary animal tree.

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Now What Should I Do Here?

Well there are two different kinds of creatures to kill here, Young Reef Crawlers and Pygmy Tide Crawlers. They are lvl 10 or 11 so players in their teens wont have a hard time killing them. They also wont just attack you like many creatures so you can kill at you leisure without being attacked. The only thing that you have to contend with are lvl 11 or 12 Greymists (Murlocs) that are in groups of three or four and aren't social.

Now you might ask, "Im 14 and why am I killing lvl 10's and 11's." Well, thats because of what these marvelous creatures drop.

First of all they drop clams, with clam meat, which might not seem too great but these clams also have a very good chance at dropping Small Lustrious Pearls, which sell for 2s. These are in around 20% of the clams here I found. Not too shabby for lvl 10, eh?

They also drop Clean Fishbones, Yummy!, they only sell for 46 copper each but there on just about every dead crab out there.

One last thing that sells for good $ are Beady Eye Stalks which sell 71 copper each and are very common.

If all that wasn't it, there is a man, Blubber Glump, I think, if you like quests with crawlers. You can get a nice fishing rod too.

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Hope this helps and good luck!

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January 15, 2010

WoW Grind 40-50 (Warcraft hacks)

I Decided to reveal what i did to get from level 40 to level 50 in a relatively short amount of time.

Level 40-44

Head over to Tanaris and kill the Wastewander Thieves. This is the most efficient levels i have ever made, because you can turn in 5 Wastewander Pouches that the thieves drop fairly often in bunches of 5 to npc in Gatzegan to get 480xp, on top of all the xp you are gaining from the thieves. I only killed thieves at lvl 40-42 (only the bandits and thieves). Here is a link to exactly where i leveled off them-http://i44.thottbot.com/m/b/wow_81522.jpg- the white boxes in the left corner is roughly where i was. Among the Pouches, they drop mageweave nearly everytime in increments of 2-3, a stack is worth around 1g on the Ner'zhul Server! You can also find solid chests around the thieves.

Level 44-48

Stay in Tanaris and head to the Southsea Pirates by the docks in eastern tanaris-http://thottbot.com/?m=7077 However, if you are melee, stay away from the Swashbucklers because they can disarm you. I went inside the dock gates (not by the campfires) and i killed around Andre Firebeard's area (not near him though :hes tough =p:) These also drop mageweave and solid chests spawn around the pirates for some mighty good 'ol treasures.

Level 48-50

Head to central Tanaris and find the Dunemaul Ogres here-http://thottbot.com/?m=39759. The Ogres drop good loot to NPC that sell for over 1g each. Solid Chests can also be found among them. On the northern end, there are a bunch of ogres in a line, and you can kill from the beginning to the end just as the first one spawns again, so you can kill them infinitely without ever having to stop, which is what all we crazy grinders like to hear =p.

While i did this, i found 2 epic drops, Dazzling Longsword and Gut Ripper, over 120g worth at the AH, as well as the Schematics for a Sniper Scope in a solid chest. I hope this guide can help you level from 40 to 50 with relative ease, Good Luck!

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January 14, 2010

General Emotes Revealed (World of Warcraft trial)

There a ton of fun emotes you can use in wow. Just type in the standard /<emote> and your character will perform the specified action.

Here is a full list of emotes in wow.

Agree
Amaze
Angry
Apologize
Applaud
Applause
Beckon
Beg
Belch
Bite
Bleed
Blink
Blood
Blow
Blush
Boggle
Bonk
Bored
Bounce
Bow
BRB
Burp
Bye
Cackle
Calm
Cat
Catty
Cheer
Chew
Chicken
Chuckle
Clap
Cold
Comfort
Commend
Confused
Congrats
Congratulate
Cough
Cower
Crack
Cringe
Cry
Cuddle
Curious
Curt
Curtsey
Dance
Disappointed
Doh
Doom
Drink
Drool
Duck
Eat
Eye
Farewell
Fart
Fear
Feast
Fidget
Flap
Flex
Food
Frown
Gasp
Gaze
Giggle
Glad
Glare
Gloat
Goodbye
Greet
Greetings
Grin
Groan
Grovel
Guffaw
Hail
Happy
Hello
Hi
Hug
Hungry
Impatient
Insult
Introduce
JK
Kiss
Kneel
Knuckles
Lavish
Lay
Laydown
Lick
Lie
Liedown
Listen
Mad
Massage
Moan
Mock
Moon
Mourn
No
Nod
Nosepick
Panic
Peer
Peon
Pest
Pick
Plead
Point
Poke
Ponder
Pounce
Praise
Pray
Purr
Puzzled
Question
Raise
Rdy
Ready
Rear
Roar
Rude
Salute
Scratch
Sexy
Shake
Shimmy
Shindig
Shiv
Shiver
Shoo
Shrug
Shy
Sigh
Sit
Slap
Sleep
Smell
Smirk
Snarl
Snicker
Sniff
Snub
Sob
Soothe
Sorry
Spit
Spoon
Stare
Stink
Strong
Strut
Surprised
Surrender
Talk
TalkEx
TalkQ
Tap
Taunt
Tease
Thank
Thanks
Thirsty
Threat
Tickle
Threaten
Tired
TY
Veto
Victory
Volunteer
Wave
Weep
Welcome
Whine
Whistle
Wicked
Wickedly
Work
Wrath
Yawn
Yay

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January 13, 2010

Jewelcrafting 1-300, For Burning Crusade (Warcraft mods)

1-30
Rough Stone Statues (10 Rough Stone) Made 8
Delicate Copper Wire (2 Copper Bars) Made About 40
Prospecting (regular skill-ups to about 50)

30-65
Malachite Pendant (1 Delicate Copper Wire, 1 Malachite) Made about 25
Tigerseye Band (1 Delicate Copper Wire, 1 Tigerseye) Made about 25
Coarse Stone Statue (10 Coarse Stone)
Bronze Setting (2 Bronze Bars)

65-90
Elegant Silver Ring (2 Silver Bars) - Made 28

90-100
Heavy Silver Ring (2 Silver Bars) - Made 10

100-140
Ring of Twilight Shadows (2 Bronze Bars, 2 Shadowgem) Made 36
Heavy Stone Statue (10 Heavy Stone) Made 5

140-155
gold Dragon Ring (1 Jade, 2 gold, 2 Copper Wire) Made 15

155-175, 180-185
Mithril Filigree (2 Mithril Bars) - Made 25

175-180
Solid Stone Statue (10 Solid Stone) Made 5

185-215
Engraved Truesilver Ring (1 Truesilver Bar, 2 gold Bars) Made 42

215-220
Truesilver Commander s Ring (3 Truesilver Bars, 2 Star Rubies, 2 Citrine) Made 5

220-225
Aquamarine Signet (3 Aquamarine, 4 Flask of Mojo) Made 5
(Should have made this from 215 or even 210 orange the whole way to 225 - but I resisted going to farm the Mojo on the test server until I didn t have any choice.)

225-236
Dense Stone Statue (10 Dense Stone) Made 16

236-250
Thorium Setting (3 Thorium Bars) Made 20
Ended up making far more than 20, so could have squeezed a few more points out here, probably 5 or 10.

250-274
Ruby Pendant of Fire (1 Thorium Setting, 1 Star Ruby) Made 30
Probably worth it to keep making this until you run right out of rubies or it turns grey, since you end up with a lot of them from mithril and thorium ore.

274-281
Simple Opal Ring (2 Large Opal, 2 Thorium Bars, 1 Thorium Setting) Made 7

281-285
Glowing Thorium Band (2 Azerothian Diamonds, 1 Thorium Setting, 1 Thorium Bar) Made 4

This is the list of materials I m planning on having on-hand for when the expansion hits. Gems could be substituted for ore of the appropriate level, but some of the low level ones like Shadowgem are dirt cheap at auction now.

80 Rough Stone (4 stacks)
160 Copper Bars (8 stacks)
40 Malachite (2 stacks)
20 Tigerseye (1 stack)
80 Bronze Bars (4 stacks)
80 Silver Bars (4 stacks)
80 Shadowgem (4 stacks)
80 Heavy Stone (4 stacks)
120 gold (6 stacks)
15 Jade (.75 stacks)
50 Mithril Bars (2.5 stacks)
60 Solid Stone (3 stacks)
45 Truesilver Bars(2.25 stacks)
30 Aquamarine (1.5 stacks)
40 Flasks of Mojo (2 stacks)
160 Dense Stone (8 stacks)
20 Star Rubies (1 stack)
100 Mithril Ore (5 stacks)
~200 Thorium Bars (10 stacks)
~250 Thorium Ore (25 stacks)

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