Showing posts with label Tips and Tricks. Show all posts
Showing posts with label Tips and Tricks. Show all posts

Thursday, November 12, 2015

It is Never to Early to Start Planning for 7.0

While  it is entirely true that we could be looking at another 10 months of warlords that doesn't mean that there are not a few things we should keep in mind when it comes to thinking about getting ready for the next expansion.

Maybe you have been through this before, maybe you have not, but I will tell you that it is very easy to keep telling yourself,  "I'll get to it later", and then before you know it the prepatch has landed and you are out of time because you are too busy trying to learn your new rotations, play with your new abilities, and finish off what seems like 101 other things you waited until the last minute for, that you missed the best time to do something, or missed the last time to do something.

We might not know what to expect and there is a hell of a lot that can still change.  After all the beta for legion is not even out yet.  But that does not mean you can't try to get a leg up and work on some of the more simple things before time starts getting short.  So I've made a very small list of a few things that might be worth considering, at least they are things I am currently thinking about.

Hunters, Get a Polearm

There is only one spec of only one class in the game that is changing the weapons they use come next expansion and that is the survival hunter.  While blizzard has said that they will make sure that hunters get a polearm when the patch comes, I say it is better to be safe than sorry.  For all we know blizzard will give hunters a free 630 crafted polearm.  If I had to guess they might give us a baleful weapon token that we can use while having survival as our loot specialization and maybe, just maybe, and empowered apexis fragment to upgrade it.

All we know is blizzard said survival hunters will get a weapon to help adjust to the charge.  I suggest not waiting for them or counting on them to do the right thing.  While you can not win a polearm on a coin roll, and you can not make one from a baleful weapon, if you are currently raiding at normal or higher, you can roll for one if no one else needs it.  Don't be a jerk about it, let anyone that can use it for main spec, or even for off spec get it first.  But if no one needs it and it is going to be sharded, ask to have it and keep it in your bags.  That way you do not have to depend on blizzard doing the right thing and giving you a polearm equal to the item level of your current ranged weapon (which would be the only fair way to do it in my opinion).

Even if you do not intend to play around with the new hunter melee spec, might as well grab one while you can.  It is better to have one and not need it, then notice you need one and not have it.

Make a Mog Bank Alt or Three

If you are someone that is interested in transmog but are out of bag space and was spending most of your time vendoring those items you got from your salvage crates instead of seeing what you might wear maybe it is time to think about holding on to them.  After all they are BoE mostly and you can send them to someone else to hold for you for the time being, and a guild bank alt can surely hold a lot of BoEs.

With the wardrobe coming anything you hold on to is going to only temporarily take up space.   Once 7.0 is released and you bind those BoE items to you by equipping them they will become learned and you can ditch them.

For the time being why not make a alt guild bank and send all those BoEs you snag from your salvage crates or from soloing old content over to the bank for safe keeping until it is time for you to learn them.

If you do plan on filling out your mog listing, now is the time because for all we know blizzard will nerf the hell out of salvage crates come 7.0, which would not be out of line for what they usually do to old money making options once a new expansions pre patch comes out.

Pro Tip:  As we do not really know if this will work this might not be the best tip but if it works, it is one hell of a killer tip.  If wardrobe does work how I (and it seems many others) believe it will work, anything you can equip will be added to your wardrobe.  So perhaps having a plate wearing character as your bank alt holding all those BoEs so you can equip everything, as in all the plate, mail, leather and cloth gear and then vendor it would be the best option instead of having to mail everything to classes that could do so. As a side note, when wardrobes are added soloing as a plate wearer so you can equip everything that is not class restricted sounds like a pretty good idea to me.

Switch Professions

A great deal of players dropped their gathering professions this expansion being it was so easy to get materials.  They figured they would never need them again.  A great many players I have spoken to in guild and other places have told me the same, that they ditched their gathering professions, and you might be one of those people too, yes you.

If you ditched a gathering profession this expansion perhaps you could consider picking it back up again.  Even if you only level your mining or herbalist through doing it in your garrison and never stepping outside, you should have more than ample time to get back to max level.  Skinning, sorry, but you will have to go out and skin.  I suggest nagrand.  Lots of animals, really super easy to kill now, and it is a ghost town there on most servers.

You will need your gathering professions again next expansion, but if you would rather just buy your materials instead of farming them, that is your right.  I like making money off you and I support that right of yours. ~insert over used 'show me the money' catch phrase here~

However, if you do plan to be self sufficient, perhaps you should start considering getting those gathering professions back before the expansion comes.  The last thing you want to do is be stuck collecting "fragments" of herbs and ore and skin for 700 skill levels before you get the real stuff after the expansion hits.

Or perhaps you were one of those people that made additional tailors to make a lot of bags, or made extra jewel crafters so you could take advantage of the lucrative jewel crafting daily every day.  It might be time to switch back to something more suitable for your characters.

Lets not even mention that right now many of us are sitting on a massive pile of materials, maybe even 10,000 primal spirits like myself, so switching a profession while you have those materials just laying around doing nothing anyway will be quick and easy.  And it will give you something to use those primal spirits on.

Pick a Third Profession?

Take this one with a grain of salt and call it more a dream of mine, as I have been saying for a long time that professions would be opening up some more.  Either by becoming account wide like mounts and toys and pets and so much other stuff has, or that they would be letting us take a third profession.  While I have absolutely zero proof either of these two things are happening, I do have a solid reason to believe we might be able to have three professions next expansion.  At least three.

Are we getting a third profession option?

I do not know how you would read this image, but to me it sure looks like that person had three professions, namely enchanting, skinning and herbalism. Outside of the obvious question of why the hell someone would choose those three professions to go together there is the one that jumps out at me.  Does this person have three professions and will we be having 3, or more, professions in legion?

It might just be something they were doing to test professions allowing people to have more during the alpha where this image was taken from for testing purposes, but with my best wishful thinking I am hoping this means we will have three professions come legion.

With that in mind, maybe it is time to start thinking what you want your characters to add.  For example, your herbalist and alchemist could easily meld well with adding inscription.  Perhaps your enchanting and tailoring alt could help your many plate wearing characters by collecting ore as well.  Or that blacksmith and miner you have could add either jewelcrafting or engineering, which both make some sense.  Or maybe you just have that druid that was a gathering alts for many years, because of their instant flight form, could now pick up the third gathering profession or maybe add a crafting profession you need to fill the spots so they can finally be promoted from being only a simple gathering alt.

All cool things to think about if you ask me.  And I am already considering what my third profession will be for all my characters.  Lets hope this was not just some "test" they happened to screen cap and show at blizzcon because I hate getting my hopes up for nothing.

(Edit:  Sadly Jaeger pointed out the quite logical thing that maybe the skinning and herbalism are just enchants to increase them while on the broken islands. I think he might be right.  Darn, I was so hoping for a third profession.)

Unload Materials

It is never too early to start unloading materials.  If you have been active all expansion or if you have a million and one alts, and you know you do, admit it, then you most likely have thousands of extra materials you will never use.  Heck, even if you do use them from time to time they are so easy to get now you can sell everything you have and restock on a whim as you need them with your garrison either by mining, herbing, or just trading extra garrison resources for what you need at the trading post.

Being the stacks are bigger now many of you might not even notice that you have more material than you will ever need.  It will just be clutter next expansion.  So ditch it now while someone still needs it.  Thanks to garrisons making people so much gold there are a great many player out there that no longer even try to gather, they just buy everything they need.  600 gold for a stack of food, on a bad day, proves that.  And I am on a small server.  So sell sell sell.  Sell while the selling is good.

Also you need to remember that blizzard has now, for a couple of expansions, made catching up on professions easier.  So much easier that you really do not need any old materials any longer.  So it will not be like the days before where at the end of wrath when infinite dust was worthless and I horded it and then sold it at the beginning of cataclysm and made an absolute killing when everyone wanted it but did not have any, just won't work as a gold making strategy any longer.

Blizzard will make a way to catch up with current materials so I will not be making a ton from old materials. Old materials, while they might still have some value, will never be worth as much as they are worth right now, because no one will need them next expansion or the one after that either thanks to professions always having catch up mechanics.

Ditch the old materials.  And while you are at it, ditch those 655, 685, and other BoEs you keep thinking "I'll sell later".  The window on getting anything from them is really closing fast.

Finish Those Challenge Modes

Anyone that might want the mounts or the transmog weapons from challenge modes, now is the time to start working on it.  If you do not have a group of friends to do it with then pugging groups that can net you all golds for the mog or even all silvers for the mount could take months.  Trust me, I know, been there and done that.  It is not fun and it sure as hell is not quick, you very well might need 10 months depending on how often you play.

The last thing someone that really wants these things wants to face it trying to get groups in the last few days before 7.0 comes out and seeing people ask only for people that already have gold.  Really people, if someone already has gold it would be easy to find a group that they would not be trying so hard now, or they would already have gold so why do it now, but that gripe about pugs aside, no one wants to miss getting the mount because they missed one silver in the closing days before challenge modes go bye bye.  Don't let that person be you.

What else do you think people should make sure to do?

Now, I know what all of you are going to say, "But Grumpy, the expansion is not coming out for as long as 10 months and 7.0 might be at closest 8 months away, why should be worry now?"  I will tell you why you should worry.  Because it is easy to get distracted, to go do something else, to think you will always have time to do this later.  Like it or not, there are a lot of procrastinators out there, me included, that think, "I'll do it later" and sometimes before you know it, later has passed and you missed the chance.

Maybe there are a few things I did not think of that come to your mind as things we should do before 7.0 comes.  Please share them.  I know I can use a gentle reminder sometimes and maybe someone else could too.

Thursday, March 7, 2013

How to Solo Zandalari Warbringers & Scouts

This guide is basically designed as a hunter guide but I am sure if you are another class you might be able to gather some information that could help you, good luck with your rare hunting.

Know Your Enemy:

Scouts (6M Life) will have three of the following abilities, at random, and warbringers (21M Life) will have 4 of the following abilities, at random.  If you go into each of these fights prepared to handle all 5 of the random abilities they can have you will never be caught off guard.  Good thing that as a hunter only two of these abilities even matter at all to you.

You can see which of the three or four abilities they have before you engage in battle by checking the buffs, but if you are like me, you just dive in and attack because if you do not someone else might steal your kill.

Skill: Horrific Vision
Buff Name: Tribal Mask
What it Does:  AoE fear, lasts 8 seconds.

Skill: Scarab Swarm
Buff Name: Scarab Brooch
What it Does:  Summons 10 low health scarabs.

Skill: Meteor Shower
Buff Name: Star Map
What it Does: Drops meteors from the sky.

Skill: Thunder Crush
Buff Name: Thundering Sigil.
What it Does:  A frontal high damage thunder effect.

Skill: Vengeful Spirit
Buff: Spirit Charm
What it Does: Massive melee ranged damage.

Handling The Abilities:

As I said, there are five different abilities as stated above and three of them mean nothing to hunters basically.  I will go over how to handle those three abilities first.  However, even if those abilities will not effect you in any way, I will note some things you need to think about when it comes to your pet.

Horrific Vision:

This AoE fear effect does not have a large enough range to hurt us.  Being it has a 30 yard range and all hunter abilities have a 40 yard range you can probably stay over 30 yards just fine.  If you are not good at judging distances, move back until you can't shoot and then step forward and you will be fine and 100% free from being feared.

Be aware that when feared you turn and run away, duh right?  Well, that means your pet will turn and run away and it means that your pet will be capable of being struck from behind and that can really hurt.  So make sure that mend pet is rolling.

Also take note that although this ability is easily avoided by us, the hunter, the fact we need to move when the fear happens means we need to keep an eye on where we are moving.  If you have to run toward it, make sure you do not run to close when it is done, stay over 30 yard range.  Number two is, look where you are running and where your pet has been feared to.  It is not uncommon to pull an extra mob or two when dealing with scouts that walk around and have this ability.  I hope I do not need to tell you that keeping adds out of it will make these fights considerably easier.

Meteor Shower:

If you have been a good little hunter you have surely killed your fair share of Jinyu rares so you have seen meteor shower already.  It was called raid dance.  This is the exact same ability, just a different name and graphic.  Just run around and do not get hit by the meteors.  Not all that hard, and as a hunter, you will already be at range.

If you need to you can run further out so it can not even reach you but remember to have that mend pet rolling before you do, just in case of course.

Thunder Crush:

And the winner for the most useless ability that hunters never need to worry about goes to thunder crush.  I do not mean to be rude so please excuse me if you take my next comment comes off that way but if you get hit by this as a hunter, please unsubscribe.

The only excuse of getting hit by this is when something went horribly wrong and adds came in, or you were overwhelmed or your pet died and while reviving it you took the chance of finishing the cast.  Sure.  There are reasons you might get hit by it but you better have some good excuse like one of those if you do.  Your pet will take no damage from this and he is in melee, so you shouldn't either being you are ranged and it has a huge visual ground effect well before it is cast.  Add to that, if you make sure you are always positioned behind it, you never even need to think about it.  Really, you should never get hit by this.

There are two abilities that will separate the people who play hunters from the people that are hunters.  And these are those abilities.

Scarab Swarm:

Ten little scarabs are summoned and need to be AoEed.  They despawn over time so if you really wanted to you can just do one multi shot at them and let them come to you and just DPS running in a circle.  They will never get to you and if they get close, throw a trap to slow those buggers down.

Unlike the other abilities, these need to be handled and how you handle them will depend on your spec.  In BM I prefer to kite them and basically ignore they are there.  They do a fair bit of damage so you do not really want them all on your pet with the mob and you do not want them on you.  But you will waste a lot of focus while AoEing them down that would be better spent killing the mob.  In survival I just burn them down, serpent spread takes care of them right quick.  Much easier to handle this ability with survival in my opinion.

Vengeful Spirit:

I watched a group of 8 people, 2 were hunters sadly, wipe on one of the warbringers thanks to this ability.  Yes, that is how important this ability is.  It is the only ability that can turn a simple easy solo into a horrible death without you even seeing it coming.  This means, look for it, seriously.

If your mob has the spirit charm buff you need to make this priority number one on your list.  Not downing the mob, that will come, but this.  How is this handled?  I am glad you asked.

Kite the vengeful spirit.  That doesn't sound so hard does it?  Ask those 8 people that wiped to it.  Actually, I would like to ask them.  How do 8 people get killed and none of them realize not to let the spirit touch you?

It moves slow to begin with, it can be slowed even further, CCed, stunned, snared, etc.  There is no reason it should ever get to you but it should always be attacking you.  And that is the key.  Do not, I repeat, do not let it hit your pet.  Your pet can go from 100%-0 in 2 seconds if it attacks it from behind, 3 seconds if it attacks it from any other angle.  It hits for that much.

The key is to get its attention ASAP.  A macro for distracting shot works nicely.  Tabbing to it works just as well.  When in survival I just hit a multi when it spawns and the serpent spread is more than ample to make sure its attention is on me, and stays on me, even if my tank pet decides to do an AoE at that exact moment.

Just keep an eye on it.  It really does move that slow, so slow that once I forgot I had it coming for me, yes, that slow.  It got me to less than half life in one hit.  Ouch.  So keep an eye on it.  This should be the only ability that can wipe you on either of these mobs.  The others are all easily handled.

Choose Your Spec:

The basic idea is that beast mastery is awesome for its burst and pet damage and survivability so it makes it a clear winner for soloing the rares out in the world.  However, the only two abilities that these rares have that actually need to be handled are both handled better by survival.

You can solo the scouts and the warbringers easily with either spec, I have, but I find that survival makes it a little easier for me.  I lose out on that super burst but I do not need to worry about scarabs at all, making them basically another non ability.

My suggestion would be if you are around 500 or better item level you can get by easier with survival if you are a lower item level beast mastery might be a better option.  Either could work however.

I would also suggest at least a 480 item level.  While I am sure it can be done with less when the skill factor is added it will be leaps and bounds easier at 480 than at 460 for example.  And I would not suggest doing them if you happen to run into them while level.  Absolutely not.  They last thing a level 85 hunter will see before dying a horrible death is the bottom of a zandalari boot landing on their face, repeatedly.

Glyphs and Skills:

Level 15 Talent:
Post Haste wins out here.  That speed boost can really come in handy once in a while.  While nothing here is required, this one is the one you might find yourself using when you never expected to.  And if your pet dies getting as much distance between you and the mob as possible is easier with this ability.  Post haste however is not something I would consider required unless you are undergeared or really new to soloing.

Level 30 Talent:
Binding Shot will have its uses on scarabs if you are BM and going the kiting route.  If you plan to kill the scarabs or are going SV then this is really up to you.  Nothing is actively suggested here.

Level 45 Talent:
Spirit Bond works best for my gear level.  My pet rarely comes close to dying, but when it does, Exhilaration is the way to go.  If you see your pet taking heavy damage normally, or if you are the type of player that sometimes forgets to keep mend pet rolling, or you are new to soloing, Exhilaration is the only option.  It has a two minute cooldown and it can be reset with readiness.  Basically it is a lay on hands for your pet twice, or more, per fight.  The 30% heal to yourself is meaningless, because you should be taking no damage.  Never use it for you.  Use it for your pet and when it is low and you are worried mend pet can not keep up, use it.  Do not wait two or three more seconds.  Use it.  As you get to know the fights more and get more gear you can switch to spirit bond which is usually all around better for while out questing.  For these however, while learning, it is Exhilaration, no doubt.

Level 60 Talent:
We are not talking DPS talents here, we are talking utility ones and for these types of fights nothing can beat thrill of the hunt.  As survival it makes the scarab ability a complete non ability if it happens to be up when they spawn.  A double tap and they are all dead as if they never existed.  Even in BM if it procs getting those extra multis means extra beat cleaves and with beast cleave buffed, it makes the scarabs a non issue there as well.

Level 75 Talent:
Blink Strike.  There are no ifs and or buts about it.  When it comes to an ability for positioning nothing can beat this one.  Be it micro managing, to putting a pet on passive and sending it back, positioning your pet to better solo mobs has always been a huge thing in successful soloing and blink strike is something that can seriously assist in that area.  As a little added tip, when soloing the one in the jade forest with the fear ability, the best way to move the mob inland is not by micro managing your pet, it is by finding a critter that is in some and blink strike it.  It will move you pet inland, move the mob inland, to follow it, and now if your pet is feared he will be feared further inland and not off the cliff.  Turtles do not fly, with the exception of the one in the summit of course.

Level 90 Talent:
Choose what you want here, I am still using Glaive Toss as my default ability but I can see how powershot might be effective if it works on them.   I have not tested it on them, so I can not suggest it.  Perhaps you can give it a try if you would like to and let me know how you like it.

Major Glyphs:

Glyph of Mending:  +60% to your healing, and you will keep it running all the time, this is a no brainer.
Glyph of Misdirection.  I can't imagine soloing anything without it now, not even questing.
Glyph of Animal Bond.  Increase the healing you and your pet receive by 10%, also effects spirit bond so it is 10% more if you went that way.
Glyph of Endless Wrath. If you are rolling BM you can use this instead of the misdirection one, as your pet will not have any aggro issues in BM but the endless wrath can be a lifesaving cooldown now as well as a DPS one.

Minor Glyphs:

Glyph of Stampede:  This will mean all your pets will come out as tank pets, with taunts on, just like you would want it.

Pet:

Turtle, tenacity, need I say more.  Turtles rule.

Tips and Tricks:

Stampede:

Use this only as a defensive cooldown when Mr. Ironbottom goes down from being bonked on the head too hard and you need to revive him.  With all of them taunting, you will have more than enough time to get your turtle back into top fighting shape.

Disengage:

It is an excellent tool to move around fast.  Don't think of it as only a way to get away from something attacking you, think of it as a positioning tool.

Mend Pet:

Keep it running, every 10 seconds, no matter what, even if your pet is currently at full health.  If any fight is going to last longer than 30 seconds it is no longer about burst, it is about survival and keeping your pet up becomes top priority.   Really, do you think that one arcane shot is more important than keeping your pet alive and the mob off you?

Quick Summery Solo Guide:

Zandalari Scout:

Open up with your standard DPS rotation, start the mend pet as you send your pet in.  Blow it up as fast as possible, do not worry about additional mend pets right away.  Use exhilaration if your pet gets low, which it most likely will, then readiness.  Blow your DPS cooldowns again and keep mend pet rolling now.  Use exhilaration again in case of an emergency.  Against a scout the second emergency will never come as long as you keep mend pet rolling.

Stay over 30 yards away at all times.  Multi shot to get the spirit and scarabs after you and off your pet.  Kite the spirit and kite or kill the scarabs, your choice.  The spirit will despawn after 20 seconds, so it is really no big deal and not worth DPSing down.

Otherwise, just avoid the avoidable, do your hunter thing, and collect your loot.  Scouts are easy peasy.

Zandalari Warbringer:

They drop mounts baby.  We will want to be killing these as often as we see them and luckily we are hunters and we can kill them solo.

Basically it is the same as with the scouts with one change.  You will keep mend pet rolling from the start and save exhilaration for that oh shit moment, then of course readiness after you use it.  These guys do considerable more damage so you will need to pay more attention to your pets health and positioning then you would with a scout but it is still the same fight.

The fact it lasts longer leaves more chances for errors and that is the only real difficulty of the fight.  Trying to down it before you make a mistake.  A longer fight means more chance for error.  More chances to forget the mend pet, more chances to not get the spirit off your pet fast enough.  More chances to start falling into a grove and doing things almost automated which can cause mistakes.

Just take it slow, keep your pet up, pay attention to the fight and your surroundings and the more you do it the better you will get at it and the faster it will go down.

It might seem overwhelming, watching groups wipe on this over and over.  Look at all the bones around them.  But remember, we are not everyone else, we are hunters and those mounts belong to us, they are direhorns after all aren't they?  So go get them.

Good hunting.

Note: March 18th there was a hotfix that makes it so warbringers can no longer be taunted, snared, stunned or interrupted.  

This might add a little more difficulty and perhaps the need for a higher item level to do more damage faster will be required.  It will also mean you will need to add feign death into your rotation often and can even use that as a way to heal your pet.  Let yourself get aggro, mend pet, and feign death before the mob gets to you.  Either way, this change is basically a nerf to many classes and their ability to solo this mob in current gear.

Wednesday, October 10, 2012

Pet Tricks: Stampede

I might be off to a bad start getting gear and getting into the swing of being a cooldown based whack a mole cluttered class but when it comes to playing around with the little things I think I still have my hunter grove going.  It comes with loving being a hunter and also playing other roles as well.

My experience as a tank has lead me to look at certain abilities differently than most and I thought I would share one of them with you because looking around I have not seen anyone mention anything like what I use stampede for.  It can really help you when soloing.

Stampede as a Defensive Cooldown:

It is not just a DPS cooldown, it is one of the most powerful defensive cooldowns a hunter has and it seems, at least from all I have read around, that no one has noticed that yet.  One thing to remember is that our pets are pretty tough and can take a small beating for at least a few seconds.  Now think of having a few of them out at the same time, that can buy you a lot of time to regroup if the time comes that you need to.

How to set up stampede as a defensive cooldown:
Call all pets out one at a time and...
1) turn on their growl.
2) spec them to tenacity.
3) make sure thunderstomp is on autocast.

Now you are ready to use one hell of a defensive cooldown.  When you are out in the world soloing, be it a rare, an elite or massive packs of mobs if your pet tank goes down you call stampede instantly and feign death.  You now have two options, one would be you wait for them to die or go away or you can pop back up after they pick up the rare, elite or pack of mobs and revive your normal tank pet unmolested.

The moment I got stampede on beta when I first tested it I was not overwhelmed with the theory of it being a DPS cooldown.  Sure, it can contribute some, but I knew there had to be other uses for it.  When I was leveling and running into a lot of rares it occurred to me that stampede is so much more.  While a pet can tank many of the rares no problem at all there are occasional issues with adds and one time when my pet died I came up with this as an oh shit option and have been using it ever since.

If you do not use your stampede as a DPS cooldown and keep it set up as a defensive one it can serve many purposes in random five mans and lets face it, do you really need that extra burst in a five man or do you need to cover up for when things go wrong.  So far, from my experience only, I've noticed that stampede is a serviceable defensive cooldown for five mans, and not only for me, for the whole group.

In at least 5 different situations I have used stampede to save a wipe in a five man so far.

1) Tank goes down, call them and hopefully you can finish off the boss in that short time, been there and done that thanks to stampede.
2) Tank goes down, call them until a battle resurrection can go out for the tank to save the group, been there and done that thanks to stampede.
3) Everyone goes down and so does your pet, call them to try and finish off that last 3% with whatever you have left to give, been there and done that three times thanks to stampede.
4) Everyone goes down and there is no way you can beat the boss, call them and get the hell out of there as far as you can to feign death so you can mass resurrect everyone, been there and done that thanks to stampede.
5) Adds getting out of the control and the tank is having problems picking them up and the healer is having problems keeping people up, call them to get those unruly mobs in a nice pile to AoE them down, been there and done that thanks to stampede as a defensive cooldown.

Stampede is not all about DPS.  Learn to love the power of a huge defensive cooldown for solo play, group play and even raid play.  If you have enough hunters and rotate stampedes, you might even be able to offtank a boss for the last few seconds of a fight or to let the healers catch up on the tank or let a debuff fall off.  I can't wait to try that one, three or four hunters stringing stampede defensively is more than enough to let any debuff fall off a tank.

Note: One note about thunderstomp.  On your main pet it is usually a good idea to keep it off and only turn in on in a controlled situation.  The last thing you want is added attention by things in the area.

Note: If you plan to set up using stampede as a defensive cooldown in a group setting at least make sure your main pet is ferocity.  The stable pets should be the only ones that are tenacity.

Note: If your set up for a defensive usage of stampede never call it as an offensive cooldown as it could actually cause problems with the thunderstomp and growl going off.

Stampede as an Offensive Cooldown:

Hit it.  That is is.  Just kidding of course.  There is a way to make it a better offensive cooldown and part one of that is doing the reverse of what I said in the defensive version.

How to set up stampede as an offensive cooldown.
Call all pets out one at a time and...
1) turn off growl.
2) spec them ferocity.
3) make sure rabid is on autocast.

That is really all you need when talking group content but you can take it further if you want for when you are soloing and want to use it for offense.  If you plan your pets out you can basically become a one man raid.  Each pet called out will act as its own pet and do its own abilties and that includes the buffs they offer.  So a smart choice of 5 different pets will apply 5 (or more) different buffs.

Note: You can even use the offensive version as a defensive version when soloing by hitting feign death after you call them and letting them take aggro on a single mob while you revive your pet.  It will not be as effective on packs however.

Stampede as a Battle Resurrection:

Note: Must be BM to do this and have a Quillen in your stable

/cast [target=focus,dead] Eternal Guardian; Eternal Guardian

This will cast a battle resurrection on your focus if your focus is dead, which if you are the type that has the tank as your focus makes it perfect for reviving the tank without the need to target it, and if your focus is not dead it will cast it on your current selected target.

Note: I have not used this macro myself yet but I told a guild mate how to make it two weeks ago as soon as he tamed one and he said it works like a charm.

Note: The dead person needs to be within 20 yards of the quillen for this to work.

Stampede as a Full Heal:*

Note: Must be BM to do this and have all spirit beasts in your stable.

Note: Do not use glyph of stampede because it will copy the one spirit beast, you need to have five different spirit beasts to do this, not a copy of one.

/cast [harm] Stampede
/cast [target=mouseover, help] Spirit Mend; [target=player] Spirit Mend

This will cast all 5 spirit mends on yourself or on the target you are moused over effectively acting like a lay on hands for whomever it is used on.

*Posted by Jappse on MMO-Champion.

Stampede is more than just some five minute cooldown mini version of army of the dead, our pets have style in huge amounts, so much so, we can do almost anything with them.  Oh, the joys of being a hunter.  So many pets, so few stable slots, that would be my only pet gripe.

Tuesday, July 17, 2012

Beginners Guide: How to be Better Without Doing Better.

Most people look at the basics of playing and doing your role correctly.  To most that is usually a very simple break down.  For a tank, keep aggro and use your cooldowns to make the healers life easier.  For a healer, know which heals to use when to keep everyone alive without blowing through mana and creating a soft enrage timer based on when you run out.  For damage dealers, keep up the pressure with as much DPS as possible without making any aggro issues for the tank or taking damage that is unnecessary.

Quite honestly if each one of the roles can do those things most encounters will be simple enough but there are other little things that separate a good player from a bad one.  To nobody's surprise, the only people that notice those little things are the good players to begin with.  They notice it because they know those are the things that are the mark of a good player and they do them because they strive to be that good player.

So while you do the best at what your role is, tanking, healing or dealing damage, there are ways to play better without actually getting better at your role.  Yes, doing what you do better is always a good thing, but those little things, those are what separates the players that "do good" and the players that "are good" apart.

So if you are new to the game, or have been playing and would like some tips to help you get better, I offer up some little tips on how you can go from just "doing good" to "being good".

1) Positioning

Many people believe this is a tank thing only but it is not.  Every role can do their job better if they pay attention to their positioning.

From a tank standpoint it is always a good idea to turn the mob away from the group.  While some might say that it does not matter if the boss does not cleave or have any frontal cone effect it does make a difference.  It actually makes a lot more of a difference than you might think.

If the tank turns the boss, the trip for the melee to get in there is shorter.  This means more DPS up time.  There are other benefits as well.  If everyone is positioned well then something like a shamans healing rain could get to all DPS, ranged and melee alike, which is usually impossible if the tank does not turn the mob around.

But wait, there is more, if the mob has a mechanic that requires the melee to run out they will be running out and still be in range of the healer.  If the mob was not turned and the melee were behind the mob and ran out it is quite possible that they would get out of the healers range.  Or even worse, that they might run into some other mobs without even noticing it.  There are 101 reasons for the tank to turn the boss but there are only three in game I could think of where they shouldn't and when those times come, you will know it, so always turn the mob away.

The positioning of tanking is not only where you tank the mob but what direction you tank it in.

From a healers standpoint you should always try to think of three things when positioning yourself.  Positioning rule one for a healer is find a nice place to see everyone, this is actually one of the reasons I like healing.  I like to see the whole scope of all events going on but while I do it because I like doing it, it does serve a practical purpose.

If you can see everything you can react quicker.  You will know if a mob is headed off from the tank toward the mage and you can get ready to heal the mage, or if you have a mitigation ability like power word shield you can stop the damage before it comes.  This positioning does a few things.

One being, if you where in front of the mage you might think it was coming for you and run and unless you are really quick and notice it fast enough you could lose the mage or the tank because you are too busy running out of fear for your life.  Also, even if you do not think it is coming for you and there are two or three ranged behind you, you will not know which one to protect because you can not see it clearly as they are behind you out of your view.

Positioning rule two is a straight line, meaning if there are adds coming, make them run through the tank to get to you.  Everyone know the run to the tank rule if you get aggro even if most seem to forget that one in randoms but the really good players will make sure the mob never even comes after them.  A healer that "does good" will get the mob on them and run to the tank.  A healer that "is good" will know where the mobs will be coming from and make them run a straight line through the tank to get to them.  The tank can pick them up before they ever get to you.

Positioning rule three is one of my favorites because of how it was explained to me when I started healing.  A healer that had been playing since vanilla said to always stand near the hunter.  Being a hunter I immediately knew what this meant.  I could trap it, concussive it, sic my pet on it to growl, wing clip it, misdirect it, distracting shot it and disengage to the tank then feign so the tanks AoE grabs it again, hunters have a million and one ways to protect the healer and any hunter worth a hill of beans has done them all.  Not sure why I did it, maybe because it felt right, but from the first time I was ever in a group on my hunter I always took it as my own personal job to protect the healer and as my friend told me, it seems most hunters are like that.  So stand near the hunter.  But it is not just the hunter.

If the situation arises that you can not get to the tank for some reason the damage dealers can serve as a great buffer.  Lets face it, it is a lot easier for you as a healer to keep the mage up if he takes aggro from you than it would be to keep yourself up while getting a can of whoop ass opened on you.  Most players will use some sort of AoE if they see mobs in their wheel house.  So if you are being chased, run through a ranged and watch them peel aggro off you without even noticing they did it.  Hurray for human nature and how predictable people are most of the time.

So where you put yourself as healer really shows if you know what you are doing.  One of the things I find fun to test on new healers in my guild is the moon guard achievement.  Just take a healer in there and you can tell if the healer is the "do good" or "is good" type of healer instantly.

Bring an arcane mage and have them spam their bubble thing.  An "is good" healer will stand right on top of him knowing that any healing aggro will be lost as soon as they get into the AoE spamming mages range.  The "do good" healer might get you through the fight, but that part where you run through the water you will lose the achievement with the "do good" healer, you won't lose it with the "is good" healer.

From the damage dealers standpoint there are various times where your positioning matters almost as much as your DPS.  In most of those cases your positioning helps your DPS so I can't see why an damage dealer would not make positioning a priority.  Cleave classes moving a little to the left or right might hit another target.  Most just assume that if they are cleaving they are hitting more than one target and while many times they might be they aren't always.  So a little positioning is a good thing.

The way things are designed the damage dealers are the ones that have to deal with all the ground effects and if you position yourself correctly you can make life easy on everyone.  Many mobs and even more bosses have effects that target one person.  You should know who those mobs are and in those cases positioning yourself away from others can help the group.  You do not want to be the target and end up getting someone else hit with it because you were too close to them.

Another positioning booboo that I see over and over again with damage dealers is getting out of the healers range.  The damage dealers seem to take healers for granted sometimes and while they are moving from the bad they move away from the healers.  Worst case could be there is the healer on one side, you on the other side and this pool of bad between you when you start taking some unavoidable damage and die.  Where you position yourself is important but so is where you reposition yourself when forced to move.

Another damage dealer issue with healers is not standing in the good.  We have been programed to move from the bad so well sometimes that we avoid standing in all pretty ground effects even if they are good for us.

I can not even begin to tell you how often I have seen someone move out of my healing rain in randoms.  Kudos to them for moving from stuff but part of the positioning thing is knowing what to move away from and what to move into.  Positioning yourself so you can be a part of the people getting the AoE heals will make you live longer and make the whole encounter easier. 

If the healer does not need to pay special attention to you, their life is easier, if their life is easier they are not spending extra time healing you and possibly neglecting the tank.  If they are not neglecting the tank the tank will not have to enter panic mode and use cooldowns at a time they should not be needed.  See, just because you positioned yourself in the healing rain you made everyone's life easier.  Bet you never thought of it that way, that you standing outside of one simple healing rain can cause a wipe.  It can sometimes, rare sure, but it can.

Where you stand, what you stand in, and how you group up or spread out, even as a lowly damage dealer, can completely change the whole battle.  So even the damage dealers are not given a free pass to stand anywhere they please.  Where you position yourself matters.

2) Awareness

I can not stress this enough.  Knowing your surrounding and knowing how to handle abilities is a key ingredient in moving from the "do good" player to the "are good" player.

A "do good" player, for example, will move from the ring of fire on the first boss in well of eternity.  An "is good" player will move from the ring of fire before it even spawns.  That is awareness for you.  Not saying the "do good" player did badly, there is nothing wrong with moving as soon as you notice something.  It still means they are "doing good".  The difference is the "be good" player will have moved the second they noticed the area was being targeted, so they take no damage at all.

Keeping with that fight and the awareness factor from the tanks perspective now.  A "do good" tank will just move him when he needs to move him for his own reasons.  A "be good" tank will notice that the ring fell on one of the melee and move the boss so the melee can get behind him again because he was aware of what was going on around him and not just paying attention to his own job.

And with that fight once more is the healers awareness to know that everyone is going to be picked up and thrown back.  This could fall into positioning as well.  A healer should position themselves so that they are within range of the tank when they land to heal the tank first should they decide to run in and take the hit.  It is the awareness to notice where the tank is and which way he is going to be thrown back that is important.  The awareness to the situation is what makes you decide on your positioning.

There are so many cases in the game where being aware of what is going on around you is important.  As anyone that ran the old dungeons before the changes will tell you, awareness was the difference between clearing them or wiping until you cried yourself to sleep.

They toned them down a huge amount but you need to be aware of patrols.  You need to be aware of line of sight.  You need to be aware of where you are moving and move as a group.  Also being many packs are usually skipped you need to be aware of your own aggro range when walking around a pack you are skipping.  One step in the wrong direction and you are in a battle you might not have intended to be in.

Tanks need to be aware of their healers mana and where they are so they do not pull when the healer is still looting the last pack of mobs or is sitting and drinking.  Damage dealers need to be aware of what target the tank is focusing so they do not accidentally pull aggro.  Healers need to be aware that sometimes it is better to let people get a tiny bit of damage on the pull if it is not life threatening because a big heal on the pull could mean the healer is now the tank.

If a tank is waiting you need to be aware of what the reason might be instead of just yelling go, go go.  If he just dropped D&D a couple of seconds ago and the next pack is a large pack, maybe he is waiting.  Be aware that your cooldowns are not the only ones that have timers.

Same goes for a tank that just chain pulls and then blames the hunter for not using MD.  If you are pulling too fast you will get ahead of the 30 second cooldown and it will not be there for the pull to help you.  So be aware that one of two things will happen.  The hunter will get aggro, or the hunter will be waiting until you get some aggro or MD comes off cooldown.  No reason to complain about them getting aggro or not doing damage when the hunter is doing the right thing.  The "do good" hunter will just move with the tank, the "be good" hunter will do what is best for the group and if waiting five seconds is best, that is what he will do.  Be aware of what people are doing when they are not doing what you think they should be doing.  A tank not pulling could be a tank doing the right thing.  A damage dealer not doing damage could sometimes be them doing the right thing.

Awareness is not just about effects in game and patrols and knowledge and reaction to mechanics.  Awareness is knowing what the other classes can do and understanding why they are doing them.  Be aware of your surrounding, be aware of the abilities, be aware of patrols, be aware of the classes in your group and be aware of how each of those interact with each other.  It is the difference between "doing good" and "being good".

3) Timing

This was just touched on in part with awareness.  The tank waiting to pull.  The hunter waiting for MD to come off cooldown.  These are timing issues and the "do good" players just goes in and tries to over compensate when the timing is off whereas the "be good" player does things at the appropriate time.

Whether it be tanking cooldowns, healing cooldowns, DPS cooldowns, there is a time and a place for everything.  Using them at the wrong time because you misjudge a situation will rarely result in a wipe in random content but it could.  Using any cooldown at the wrong time is a key difference between the "do good" and "be good" players.

A "be good" damage dealer will never use a DPS cooldown 2 seconds before they know they will not be able to DPS.  A "be good" tank will never use a cooldown when he knows he won't really need it.  A "be good" healer will not hit tranquility just because it looks cool and everyone could have used a little heal anyway.  All these things have their time and their place and the "do good" crowd follows the mantra use them early and often whereas the "be good" crowd knows that there is an appropriate time to use them.

Timing isn't only about cooldowns.  It is about interrupts, cleansing, crowd control (although not as much as it used to be), you name it.  There is a time for everything you do and doing it when it is best to do it will always end with better results.

Interrupting that annoying shadow bolt that does 16K damage to one person might be nice but when it is on cooldown when the boss does the next spell that hits everyone for 20K means your timing was bad.  The "do good" player sees there is a spell they can interrupt and interrupts it and then pats themselves on the back for doing a bang up job.  A "be good" player lets the low damage ability by because they know if they use their interrupt now it will not be off cooldown for the big one.  It is all in the timing.

It is like damage dealers blowing their cooldowns on the pull.  It is not always the best idea.  The "do good" player will blow the damage dealing bonus abilities on the pull.  The "be good" player will know that there is a phase with increased damage and wait for that to use their damage dealing cooldowns.

It is not always what you do that counts but when you do it, and that is what timing is about.

Summation:

So there you have it.  You can continue to play at your current ability level and just adjust some of the little thing, the things that might not show up on recount in many cases, like positioning, awareness and timing, and you will immediately become a better player without being any better.

All those things go unannounced, you have never heard someone say, hey nice positioning there Tim, the same way they would say, hey nice DPS there Tim, but trust me that the "be good" players notice.  Anyone that is worth listening to the opinion of will notice the difference if Tim did 40K in the wrong position or Tim did 40K in the right position.  The "do good" players will just see 40K in both circumstances and think it is all the same whereas the "be good" players will notice the player made things easier on healers and was not taking any incidental damage thanks to their positioning.

Yes, all those little things matter.  So you can be better without doing better.

Wednesday, June 6, 2012

Tips and Tricks: Making Gold Without Professions

I am always being asked how to make money.  I've turned people in my guild from paupers to princes by teaching them how to turn over ore with jewelcrafting, alchemy and enchanting.  I've taught them the time investment only way of gathering to those without crafting professions.  I've helped a lot of people make money but some people just do not have professions so they can't do any of those things.

I know what you are going to say, how can someone not have professions.  Some people just don't level them.  While it makes no sense to some for others it is how they roll.  So for them, I am going to give a few tips on how they can make money with a little work and even without professions they can make a little gold to get by.

1) Daily Quests

Yes, it is as simple as that.  Quest.  Do dailies and you will make money.  Not only do the dailies give you gold for completing them but by doing the dailies you can also get drops.  You will always get cloth and greens but there is the rare chance to get some blue or even purple drops.  I know a few lucky people that hit the jackpot with drops at the beginning of the expansion and made a mini mint with purple drops.

Doing daily quests can bring nothing but good.  Even if the best thing you ever get is cloth, it sells well enough to make a little extra gold and cloth is one of those things that there is always a demand for and you don't need a profession to gather.

2) Loremaster Quests

Go get yourself loremaster.  The quests will be super simple for a max level character and you will not only get some sort of monetary reward for doing them even if it is low but you get items to sell as well.  Always pick the most expensive item and sell it.  Even if that is all you ever do you can easily make upwards of 30K, perhaps even more if you did not quest a lot while leveling.

Add to that all the things you will get while questing.  Boar meat, wool cloth, essence of air, anything that has an after market can be sold.  Some of these things sell for a lot.  Most meats on most servers, even the low level ones, can sell for 20 gold a stack to people power leveling their cooking.  So sell everything you get while going for your loremaster.  At the end you have an achievement not many have and a lot more gold.  Not all that bad for someone with no professions.

3) Cooking recipes

There are a few places where picking up cooking recipes and reselling can make you a nice little sum of cash.

Visit Vivianna (A) or Sheendra (H) in Feralas for a few recipes that people seem to like to buy.  Feralas is one of those areas that neither horde or alliance seem to visit all that much which means these cooking recipes get over looked.  Unless you have a few recipe sellers on your server you can make a good living on these. 

Some servers have people that buy and sell recipes to make money and they do it all the time.  There must be a reason right?  Yes there is and the reason is that you can make a fair deal of cash on them.  For things that will usually cost you less than 2 gold you can sell them for 30g-80g easily depending on server economy.

Another great place is in BC content.  People seem to want to get in and out of there so quick they forget that there are recipes to be had there and they sell nicely.  Visit Dopa, Sid and Mills alliance side and Gambarinka, Cookie and Grilka on horde side for some recipes.  Juno Dufrain sells to both sides with one very good money maker too.  Blackened Trout and Blackened Sporefish seems to sell the best of all of them, probably because those fish is always super cheap on the AH house so it makes it a great option for people leveling up cooking.  It also means they are willing to pay a fair deal for it being the fish is dirt cheap.  Don't get me wrong however, they all sell well.

Also, there are a few recipes that are only available to one side or the other.  Check the list here at wowwiki instead of me doing the work digging it up myself.  Buy these and sell them on the neutral auction house.  Depending on your server economy you could easily sell these for upwards of 200 gold each.  Even on bad servers 50 gold is not unheard of for them.

A bonus for alliance only mostly is the Vendor-Tron 1000 in Desolace.  He sells a nice selection of horde only recipes as well as one that can only be purchased from him on either side.  One bad thing is he has a limited stock of 1 each.  Good luck getting it and finding him.  He moves around all the time.

4) Argent Tournament & Other Pets

Okay, I could have put this under quests because of the need to do quests for the pets but it deserved its own area for what it does and what else it could teach you.

Doing three days worth of dailies, which at 85 is super easy and super fast, not only gets you a nice little sum of gold but enough champion seals to buy a pet.  You can then sell that pet on your side, usually between 1K-5K depending on server, so lets call it 3K average or you can sell it at a neutral auction house so the other side can get it and that could net you from 6K-15K depending on server, so lets call it 10K average.

Depending on where you sell it you could make yourself 3K or 10K every three days.  Not bad for someone with absolutely no professions don't you think?  With the new pet battles coming expect those numbers to be closer to 30K and 100K every three days, depending on how well that part of the game takes off. 

At the start, I can see the prices being slightly higher, so if you start collecting them now and sell them at the start of mists you could very well gold cap all 10 characters on one server in less than a day.  Screw not bad for someone with no professions, how about freaking awesome for someone with no professions.  Gold capping in one day with no professions?  Impossible they say.  I say collect AT pets and sell them when mists comes out and you will gold cap in day one with no professions.  Nice right?

Now lets take a note from the whole pet thing and see if you figured it out on your own.

Ready for a hint now?  Faction specific pets, things like owls for alliance and snakes for horde.  Buy them and sell them on a neutral auction house.  More so, sell them as soon as mists comes and instead of putting them on for 50g each you could be putting them on for 5000g each.  Okay, that might be wishful thinking but they will surely be a fair deal more than 50g.

5) Auction House Flipping.

Buy low and sell high.  Simple as that.

But is it really?  I've given that advice to a million people it seems and while all understood what I meant none of those people could figure out how to do it and what to do it with.  For the people that know, saying buy low and sell high is common sense.  For those that know how to do it it does not need explaining but for those that don't I might as well be speaking greek saying that.

I could, and might, make a post just explaining how to do it for those that don't understand it.  I will try to give some simple examples on how you do that, for the people that do not know better.

First is you need to watch your own market, not all servers are the same.  If I say buy cloth on weekends and sell on weekdays I would be wrong.  Your server might be different.

On my main server a stack of mageweave cloth goes for roughtly 4-6g per stack during the week but on weekends it could be upwards of 20-25g per stack while on another server I am on I can buy mageweave on the weekends at 7g a stack and during the week it goes for 50g a stack.  The same item, in the same quantities, two totally and completely different sales patterns.

That is the problem with giving people blanket advice on how to buy low and sell high.  You need to teach people to watch their own market first and teach them how to read it.  Buy low and sell high is a concept but how it is handled will be different on every server.

So seeing that information to do the buy low sell high thing what we would do, after looking at the trends, is on my main server I would buy for 4g during the week and sell for 20g on the weekends and on the other server I would buy for 7g on the weekends and sell for 50g during the week.

That is the concept of buy low and sell high.  Track the trends of popular items, things that are used often, like crafting materials, enchants, gems, flasks and the such.  Once you see the trend, bend it to work to your advantage.

On my server you can buy flask of the winds for around 80g all day long on the weekend and on tuesday nights it sells for 180g.  Even by thursday it is still selling for 120g.  That is flipping.  That is buy low and sell high.

A good trick to the buy low and sell high is to keep track of the game as well.  If you could buy out the AH of the top enchants and gems the week before a patch it released you can make a fortune.  Before 4.3 came out the chest enchant was selling for 150g, the week after, 2500g.  Before 4.3 came out red raw gems where selling for 75g, the week after, 600g.  That is an example of flipping.

There is also the new beauty of the flipping market, the darkmoon faire.  You can get the quest items for a song the week before the faire.  The three PvP items will usually always be 20g or less before the faire but the day the fair starts, 250-350g is the norm for them. 

You have to be quick however, because by the third day of the faire they are usually back to a more reasonable price and your profit margin drops.  The people that buy them that high do it to get the stuff done that first day, so you need to have yours listed that first day.  Even for someone with no professions you could easily make a nice sum of money just dealing in the PvP based quest items alone for darkmoon faire.  The others usually stay a little higher, but there is still money to be made with them, but the PvP ones will always be dirt cheap during the off weeks.  There you go, another case of flipping.

Well, that is all for now.  Have some fun and go make some money.  There will be a lot of things you will want to buy come mists.

Tuesday, May 29, 2012

Tips & Tricks for the Reroll and New Player at the End of the Expansion

These are mostly standard rules and do not only hold true for the end of the expansion.  However, around this time of the expansion a lot of players start to reroll, sometimes on a new server, and for those that are experienced they might need a little refresher on what it is like to be new.

So for the new player, or the player starting new on a different server, here is a small list of things that you might find helpful to leaving yourself in a good position when you hit max level.

1) Professions:

First things first.  Get your professions ASAP.  Look for the profession trainer, each area (except gnomes) has a professions trainer in the starting area.  It does not show on the tracker, just hover over everyone until you find it.  You can train professions at level 5.  Do it.  Don't hesitate.  Don't procrastinate.  Just do it.

The professions you choose really make a world of difference when you are starting new or rerolling.  While the experienced players all know that things like jewelcrafting and enchanting seem like no brainers for the end game, when you are starting fresh on a server it is likely not the best idea to go with one of them at the start.

Enchanting is the worst profession to pick when rerolling or starting your first character.  Not because it is bad, quite the opposite really, it is a great money maker.  It is because it will hinder your making money while leveling.  Something that is very important when going through things your first time.

With enchanting you have to disenchant everything you get to have materials to level and this cuts into your gold flow.  Not to mention, some of the things you need while leveling enchanting can be very expensive on the open market meaning you spend a lot while leveling instead of making it.

Without enchanting if there is nothing you need from a quest you can choose the item that sells for the most and vendor it.  Do that, do not take enchanting.  Save that for the third character profession.  Maybe even second.  Not first.  If you really want it on your first, wait until later to do it.  You will see how easy you can do it later when this is done.

Another thing that is common is for people to pick paired abilities.  Skinning and leatherworking, mining and blacksmith, mining and jewelcrafting.  This again is a bad idea.  While it is true you can get by with it, all of those things would require you to spend extra time farming materials and less time questing and enjoying the game just to keep up with the crafting profession.  Save crafting for a second character or something to go back and get once you are max level.

So what should you do?  Gathering of course.  Skinning, mining and herbalism.  Pick any two and run with it.  I suggest skinning as the number one thing.  Take skinning and one of the others, your choice.  The reason for skinning is that leveling the crafting half, which is leatherworking, requires insane amount of skins which means that leather more than anything else has a fantastic resell rate all the time.  Add to that the new transmog world and there will always be people looking for those lower leathers to make some gear.

Skinning is king in the world of professions to have on a reroll or a new character.  Skinning, for the most part, will usually keep up with the speed of your leveling.  With the exception of a worgen, which oddly enough has a skinning bonus, all races have enough wild life to keep you moving on.  Herbalism and mining might need you to hang back a little as you will level faster than your skill level moves.  At least with mining you can smelt whereas herbalism you are sort of screwed.  All you can do to catch up is pick an area with lots of grass and hope it sprouts some herbs.  Make it an area with lots of bears and beasts too, hoping that you are a skinner as well.

TL;DR: Pick up skinning and either mining or herbalism as your professions.

2) Secondary Professions:

Lets go over them one at a time.  First up is fishing.  Pick up this profession for a few reasons.  One being now you have a daily fishing quest you can do.  Another being that fishing can make you a boat load of money at all levels, including low levels.  This is something rerollers seem to forget.  And lastly, fishing makes leveling cooking much easier.

When you start off grab a few of the things that boost your fishing level when doing the daily.  It might not seem like much but it will pay off in the end.  Use the fishing skill increase things every time you plan to fish for the fishing quests as they do not mean fishing in pools.  In the outside world you will only ever fish in pools, so no need to carry any on you.  Pools are a 100% no junk catch.

When out in the world fish in every pool you see.  You will see a fair deal of sagefish pools and as you get higher greater sagefish pools.  Save every single one of those fish.  Also, save the ones you get from the fishing daily as well.  Fish are a cheap way to level cooking and all fish have their stages.  In the case of the sagefish and greater sagefish they can get you as much as 60 skill points each when you get to that level.  Can't beat that with a stick.  This will also allow you to sell the meats you get when leveling because you will be using your fish to level cooking in many spots and meats do seem to sell better.  More on that later.

Now for the reroll person, the one that might have forgotten about fishing, let me remind you of some simple facts.  Fishing can get you leather, bolts of cloth, coins, patterns, and the weather beaten journal which will teach you find fish.  Fish in every pool.  All that stuff adds up and will all be incoming funds which you will need while leveling a new character, reroll or not.  Just because you have experience does not mean you will not need money.

Now to cooking.  It has an easy daily for experience, that alone should be reason enough right?  Pick it up and make yourself some spice bread.  You can get a good few levels off of this and the supplies are usually near the trainer.  Make sure you buy any and all recipes that you can while you travel and learn them. The most important ones will be the ones that require fish to make, like the ones for sagefish and greater sagefish, sound familiar?

Whenever you get some items that you can make stuff with, make it.  When you reach the sagefish level cook all your sagefish and keep cooking it until you can not get any more skill points from it.  Same goes for when you reach the greater.  Just keep up with your cooking and fishing together and you will be fine.

So why are we leveling cooking and fishing?  Because cooking is a huge money maker later on and no one likes going back to level it.  End game food on many server can go from 5-20 gold per when cooked thanks to people not wanting to level cooking themselves.  Three cheers for lazy people making you money.

Also if you are leveling cooking you are more likely to remember how important fish and meat is.  More on that later.  While fishing you could always level later because you always catch a fish from a pool even if you have a level one skill it is just better to do it as you go.

Next up is first aid.  Don't bother.  You can go back and level it if you want to.  However, if you are a reroll or a class that can heal, you will never find yourself in a situation where you need it really.  And you will have lots of food to eat between battles because you are leveling cooking right?  If you are brand new and your class does not have a heal you might want to pick it up but it is not entirely needed for the most part.

Now for archaeology.  Don't even bother training it.  It is a waste of coinage when starting.  You will never be able to effectively level it until you have flying, faster flying at that.  Save it for something to do when you are max level and bored.  There is no real need for it in the game anyway.  It is a for fun only secondary profession and there is absolutely zero fun trying to level it while leveling your character because of the random placement of dig sites and quite often all of them being in areas you do not have access to yet.  Again, do not waste your time with it.

TL;DR: Pick up cooking and fishing and avoid first aid and archaeology.

3) Bags:

For the reroll this could very well be the reason you hate rerolling.  We are all used to having space and even with all 26 slot bags we always find ourselves with no space what so ever.  So the first thing a reroll does is spend everything they can on bags.  Try not to do that, it is really not worth it.  There are ways around it and I am here to help the rerolls and the new players out with that.

Unless you are on a server that has really cheap bags on the auction house it is not worth buying them.  If you are dead set, find out what they are made from, buy or collect the materials and tip someone to make them for you.  It will, in some cases, be a quarter of the price they sell for on the market that way.

Lets start with the basics and these basics are the same for the entire time you are leveling.  Every time you see a place to sell off stuff, sell off stuff.  It might sound simple but people forget that.  Even if there is only one piece of junk to sell off, sell it.  Never pass a vendor of any sort without selling stuff that can be sold.  Remember, many innkeepers have an option to sell stuff to them.  Use that option too.  There are enough vendors around that you can easily go without ever needing to throw stuff away, even with smaller bags, if you are good at emptying your bags every chance you get.

In every starting area there are a few rare spawns that are not exactly rare.  They seem to have 10 minute spawn timers and while doing your starting quests you are bound to come across at least one of them.  Beside the fact that they are amazing experience they all drop a six slot bag.  Kill that baby and claim your bag.  If you really want to you can wait for it to respawn and get another bag or two or three if that is your style.  No need to waste even a few silver on starting bags when you can get them, and a boat load of experience, for free.

When it comes to moving up in the world of bags, never trust the auction house.  Bags are always expensive there.  Even those ones that look cheap like one gold can usually be purchased from a city vendor for 60 silver.  So keep away from the auction house for bags, it is a bad idea for your bottom line.

So how do we get you some decent bags for leveling you might ask.  6 slot bags are not exactly going to last long.  Well, there are a few cheap and easy bag options.

First ones comes from reputation.  Every main city sells a 16 slot bag when you reach revered with their faction for around 1 gold.  This means that you can get 6 per side as there are 6 races per side.  This also means the value of a 16 slot bag is roughly 1 gold.  Never pay more than that.  If you see them for 5 gold on the auction house it might be worth it, but not 20 like they are on most.  Just not worth it.

Sure, one or two reputations will be easy to get to revered quick while the others take time but there is one more cheap 16 slot bag you can get along your way, as long as you make a pass through Hillsbrad Foothills.

The Alterac Valley vendors sell the old hunter quivers there for the low low price of 50 honor.  The thing is the old hunter quivers now are normal bags so that 16 slot quiver is now a 16 slot bag.  For 50 honor.  Are you insane?  I think I might be.  Even if you are not a PvPer just join one battleground at any given point.  Run with the pack, kill anything and even if you lose you can easily get 50 honor to buy the bag.  Even if you hate PvP isn't it worth it for a free 16 slot bag basically?

So with two revered reps and the PvP bag you now have three 16 slot bags while you are waiting to get the other reps up.  That should be more than ample for leveling.  Not great of course because the more space you have the better you are, but that is more than serviceable.

TL;DR:  Get 16 slot bags from race vendors near flight points in major cities once revered and one PvP 16 slot bag in Hillsbrad Foothills.

4) Auction House:

A reroll might be tempted to buy everything.  A new player might not realize it is even there.  Both seem to forget you can sell stuff there as well as buy stuff there.

Seriously folks, there is a world of wealth to be had and starting fresh means you are going to be in need of every cent you can get.  As the saying goes, one mans garbage is another mans gold.

All those things you might consider vendoring when leveling, sell them.  Meats, fish, eggs and assorted spider parts you no longer need to level cooking because you passed their level?  Sell them.  Cloth you do not need because you are not leveling first aid?  Sell it.  Oddball things like thick spider silk, elemental water, and things like that you might over look?  Sell them, people buy it.  Trust me.

Everything can sell but you need to remember that you just want to make more than vendoring it.  You do not want to get filthy rich off every single sale.  So you might see it going for 30 silver on the auction house so it is not worth selling.  Wrong.  If it sells for 9 copper and you can get 30 silver you would be a fool for vendoring it.

What if I put that a different way to better explain it?  Something vendors for 9 silver but you could sell it on the auction house for 30 gold, would you still vendor it?  Of course not.  9 silver to 30 gold is the same as 9 copper to 30 silver.  It adds up, sell everything.

Oh, and remember, you are a skinner and another gathering profession right?  Sell all that stuff too.  Never leave a beast unskinned, an herb unpicked, a mine uh... unmined.  All of that is money just waiting to fill your bags.

If you can sell it on the auction house, sell it.  If not, vendor it.  Along with making sure to empty your bags often like I mentioned before, auction often.  This is a huge key to making money and as a reroll or a new player you will need it.

TL;DR: Everything that can be sold should be sold.

5) Quests:

I don't know how much I can stress this.  It is my answer to everything when it comes to leveling.

What is the fastest way to level?  Questing.  What is a good way to get faction rep?  Questing.  What is a good way to make money? Questing.  What is an easy relaxed way to play?  Questing.  What is a fast paced way to play?  Questing.  You get the idea.  Questing rules.

Questing, aside from offering the best experience to time ratio in the game has so many benefits for the reroller or the new player.  Questing means you get reputation for everything you do.  Reputation for the main cities that gets you those 16 slot bags.  Questing means you get some coin for doing the quest and sometimes an item as well.  If you need none of the items it offers, choose whichever sells for the most and take that and sell it for even more coin.

Questing means you are out in the world killing things.  Which means as a skinner you get more skins from killing more beasts.  You also get cloth from all humanoid mobs.  Not to mention the coins from various mobs.  You run across more herbs and mining nodes while questing too.  The more you quest, the more you run across.

You get the chance at rare drops that can sell for a fair amount.  You get meat from spiders, bears, wolves, crabs, kodo, you name it and that stuff sometimes sells for a very good price.  You get recipes, crafting items, and assorted other goodies that sometimes might seem like junk that sells.

The basic idea is to loot everything, gather everything, always take the highest priced reward and remember to empty your bags as often as possible.  In the end, the questing route is the best and you will not regret it.

TL;DR: Just quest.  Trust me.

6) Hitting Max Level:

Once you capped out you can look back at everything you did.  You will probably have all 16 slots bags, unless you got into a few pugs or quests that got you some better bags.  You will most likely have anywhere between 15K-35K gold, depending on the server economy, from selling everything along the way with your two gathering professions, your fish and your food sales.  And you will be in an excellent position to start the end game on your new character or rerolled character.

Even on the low end, 15K, you can now decide to change your professions to what you really wanted.  It would be more than ample to power level anything.  If you plan to drop one of your gathering professions for something you will need that material in leveling it, go crazy gathering first before you drop it so you will have most of what you need already.  You can now get yourself some nicer bags too with that added gold.

In the end you have yourself those better professions for the profession bonus and money making potential.  You will have better bags.  And most importantly you will have learned one hell of a valuable lesson.

The lesson is, you might want tailoring and enchanting or jewelcrafting and blacksmithing but that is what you want for end game.  While working your way up, do not think about end game.  Think about leveling and making money.  When you get to the end, you can have anything you want because you set yourself up in a good position by doing the right thing.

New players get distracted by thinking they do not want to level a profession just to drop it.  Rerollers get distracted by thinking they need two other professions for the end game.  Don't get distracted.  Leveling is about leveling.  Just take care of that.  Make some money along the way following my suggestions and when the time comes at the end you can do anything you want basically.

TL;DR:  Don't worry about the end game when you are leveling.

So for all those new players that might be starting now or people looking to reroll on a new server these things could help you out a little bit.  At least until the crafting professions are sped up to match the increasing leveling speed, it is just better to level this way.  It is less stressful and quite frankly more fun if you ask me.

So jump into the game and have some fun with it.  Rerolling can be fun and starting new doesn't need to be stressful.  You just need to do it right.  Have fun.

I would also suggest to all those that have never been horde or never been alliance, at least level enough to go through dustwallow marsh on the other side of the fence.  It has always been one of the best designed questing areas in the game from the start of the game up until now.  It was left mostly untouched from the cataclysm.  So roll it from the side you never saw it on before and enjoy, for the last time most likely, the experience of leveling in one of the best zones before it is changed forever.

Tuesday, July 26, 2011

Molten Front Achievement Guide

Being I am basically done with the Molten Front Achievements (just waiting on one last guy to spawn for the bombing runs which could be in two days or two months) I figured it is time to write a full guide for those that might just be starting or might need a hint or tip on some of the achievements.

Pro Tip: Before we start, if you want to know what is the best route to go to get all the achievements faster, do Druids first.  When the time comes to open Wardens, do it that day only, do the two things needed in the wardens area and then never go back to wardens.  You need to do Druid dailies for the achievements, not wardens ones.

Pro Tip 2: When it comes to shops, if you want to get all the achievements faster. Open calling the ancients first  The other two really do not matter.


This is the achievement that will award you the Flameguard Hippogryph mount when finishing it.  It is also the easiest of the achievements to get.  All you need to do is quest.

What quests to do?

You will get a quest to protect Malfurion, protect him.
You will get a quest to enter the firelands portal, enter it.
You will then need to open both the druids and the wardens areas with 150 marks each.
You will then need to open all three shops with 125 marks each.
While doing druids, you will get an escort quest, escort him.
While doing the wardens, you will see an acorn drop with a quest, pick it up and turn it in.

Yeap, that is it.  Basically you did not even need a guide for this part.  If you just do all the quests you will get this one by osmosis.  Personally I do think the reward for just questing is too big, but have at it people, hippogryphs are the best mounts in the game and this one is a looker for sure.


This is an achievement of luck, and persistence.  This is also the reason you are going to be doing Druids first and doing Druids every day.

You will get a quest titled Fire in the Skies from the druids and it will require you to mount up and do a bombing run.  During that run you will see these huge fire elementals all dressed up in their sunday best armor just hanging out.  Bomb them.  Only one will appear per run, per day.  This means that if you remount and try again it will still be the same one that day.  No cheesing this one.

If you get lucky it could take as few as 12 days to do this achievement.  Do not expect that type of luck.  This is the reason you want to unlock druids first and do druids every day, so you can get the bombing runs.

If there are 6 mobs why 12 days, you might ask.  The answer is simple.  You will never get the fire in the skies quest 2 days in a row.  You will always have one quest one day and fires the next day.

Can I just do druids every other day, you might follow up with.  No, that will not work.  You need to do the one quest to get fire in the skies the next day.  Example.  If you do fires today and skip tomorrow when you go back you will have another quest, not fires.  It goes on a per person basis, not a same rotation for everyone like most dailies, it is a rotation just for you alone meaning you will always get it the second day of doing druid dailies.

Note: You do not need to kill the mobs, you only need to hit them.


This achievement will be easier for some then others but is really not hard at all.  You need to go to the area where all the spiders are, if you are in the molten front you should know where this is.

One of the stacks of rocks is the highest, easily seen, your job is to make it to the top of the hill which at first look is going to be a hell of a lot harder then expected because there is no clear path to jump up and around to get there. 

Actually, it is completely impossible to jump your way up but fear not young padawan, I will show you the way.

The key here is to use the spiders that are there to your advantage.  If you attack them they will web you to them like a death grip.

Say, thank you very much for the lift to the spider and you can precede to beat it's head in until it explodes like a watermelon at a Gallagher concert.

Rinse and repeat to work your way up.  There are wrong turns you can make so think your path out before hand.  Before you aggro a spider think of where you will be landing and if there is another spider that is in line of sight to get you after you get there otherwise you are going to have to jump down and start over waiting for spiders to respawn.

There is a little bit of fun for you once you have it done.  After you claim your achievement and do your rocky impersonation pumping your fists in the air while dancing in a circle use a ranged attack at the lowest possible spider and they will bring you back down, no fall damage at all.  That is quite nice of them considering you are only going to kill them as a thank you for helping you get down.

and
and

I link these together because you can basically do them at the same time.

First, Ludicrous Speed.  When you get the quest that transforms you into a bird, transform, abandon the quest (or complete it but do not drop out of bird form), go to the birds and fly high and call the hawks, the biggest birds, they give 15 stacks each.  Get 5 of them and get the achievement.

Being you can only get two of the hawks while on the quest the best way to get this done is being off the quest.

Second, And the Meek Shall Inherit Kalimdor.  During the first part of the daily you will get quests to help animals.

For the bird part, you need to let the birds get the killing blow on Millagazor.  Not hard, it will fly away when it gets low on life.  Unless there are a lot of people attacking at the same time you are, this will happen naturally.

For the turtle part, kick one of them into the fire guys that where torching them instead of into the lake.

For the bear part, throw one of the bears at a sleeping core hound instead of the trampoline.

For the squirrel part, just run around the regrowth some and you will get it.  There are squirrels in trees throwing acorns at mobs.  If you are within 15 yards of one of them you will get credit for it.  Best place is the rock near the trampoline, there always seems to be a few squirrels there.  Just kill a hound near the rock and they will bonk him.

Third, Infernal Ambassadors.  This is the quest you get after helping out fine forest friends. You need to kill all the end of quests bosses while doing something special, so to speak, I got most without even thinking about it and you will too.

Note:  To get credit you need to be the one that summoned it.  Do not join in helping someone kill it.  You will get credit for finishing the quest, but not the achievement.  You need to summon it for the achievement.  This is important.

Nemesis - You need to not get hit by his flame.  Easy enough.  When the turtle puts up his shell, stand under it.  Easy peasy.

Millagazor - The one you are letting the birds kill remember?  He puts stuff on the ground, move from it.  Real hard huh?

Galenges - You need to kill him before a second spirit of malorne hits him.  If you are not a DPS class or do not think you have enough DPS to do it, ask a friend to help.  As long as you summon him you will get credit and he does take increased damage when a spirit hits him.  Just need to kill him before a second one does.

Pyrachnis -  You need to kill him without debuffing yourself of the poison.  No problem really if you burn.  The poison is not going to kill you any time quickly anyway so even if you are not the high DPS type it should still not be a problem.

Lylagar - He does a breath effect you can see coming.  Once he starts the cast he does not move, so when you see him starting to cast, move away from the front of him.  Nothing really new here either.

Nice and easy three more achievements closer to the meta for you now.


To get this achievement you need to go out and get an old gaming system and buy a mortal kombat circa 1990s game and... oh wait.  That is not it.

This achievement requires you to solo a Molten Behemoth without getting hit by any of his special abilities.  Some classes might find this a little harder then others but it is not hard at all.  The hardest part is finding one that someone doesn't feel the need to help you kill.

Note:  I've heard reports of people being in a group and even if the person in the group was in stormwind they still did not get credit.  Might be a bug but just in case don't even be in a group while doing it.

The behemoth has two abilities to watch out for.  One melee and one ranged. 

The melee one is a stomp.  Just step back, even backpeddling is fast enough to get out of range of it.  He does it often, so you will be moving a lot.  Be aware of where you are kiting him or you will end up fighting two of them.

The ranged one is a rock throw.  A black spot appears on the ground.  Move from it.

As a hunter myself this was super easy.  Pet tanks, I move, death behemoth.  Any hunter that can not get this on their first try deserves to have their hunting license revoked.

Note:  Do not try using the ones that are quest mobs.  Go into the open lava area.  The quests ones are guaranteed to have someone helping you, even if it is just an NPC you will not get the achievement.


This is another super easy one.  Just follow the quest line and it will come on its own.  The last part of the quest line will only come after you have opened the moonwell.

- Gang War - 
and
and

These are all grouped together because you can do them all at the same time.  All can be done while on the protectors of hyjal quest.  Actually two must be done while one it, the last can be done at any time.

First, Gang War.  Find a friend, dual them, be aware that the helpers you have for the quest you are on will help, so burn your friend fast before they burn you.  Having them take armor off is the fastest way.  It is also good form to trade kills with someone else that needs the achievement.  If they let you kill them do the right thing and let them kill you.

Second, Have... Have We Met? While on the quest everyone gets a few helpers.  One is a named character, there seems to be dozens of them but only 6 matter to you.  You have to wave to them while at the roost.

Personally I just hung out there for a while and spammed my macro until I got them all.  Some are harder to find then others.  You can wait it out and try to get them all while hanging out there or you can do it every day looking for them.  Your choice.

This is the macro I used.  Once I found someone, and waved, I opened the macro and edited out their name so it would not look for them any longer.

/tar linken
/tar chromie
/tar thassarian
/tar nat pagle
/tar mankrik
/tar hemet nesingwary
/stopmacro [noexists]
/wave

Third, The Fiery Lords of Sethria's Roost.  Don't be a fool like me that wanted to get things done so fast that I actually did this one before I ever got the quest for protectors of hyjal.  If you wait until you have that quest you can use all the helpers you get from it to help you beat the four elite mobs you need to beat.  I soloed it, alone, and suffered many a death in the process.  At least when I did it I was the only person in the area being no one had the quest yet so it is not like I had any competition for tagging it.

Note: Even if the title does not turn gray, if you are not the first to hit it, or in a group with the first person to hit it, you will not get credit.

Note: None of the mobs are aggressive until you attack them.  So you can position yourself as you see fit without worry of pulling them before you are ready. Clearing the area first is a smart idea however.

Note: If you can group with even one person that is also on the quest these things become super easy with all the helpers you have combined.  Five people grouped while on the quest and they will go down faster then the US stock market on the day of the great crash.

Andrazor - He is a bird that flies around the roost, best to take him on a little mountain peak.  With your helpers it should be easy.  Even soloing this was the easiest fight.  Just move from the fire circles that he keeps throwing under you.

Fan Jarakk - He is a molten giant located on the second ledge where there is usually just one molten guy and has the same abilities as the normal ones.  Get away from the stomp, move from the black spot where he is throwing the boulder.  Be aware, your protectors are not all that smart.  They get knocked off the ledge really easily because they do not know how to position themselves.  So burn burn burn before you lose all your helpers to stupidity.

Searris - He is a fire elemental in bondage gear that spawns where you fought Sethria way back when.  He paths back and forth, best to wait to take him back at the spawn area however as every other place there is kind of crowded.  Handle all his minions and burn to avoid it going on to long and this is not a bad fight at all.

Kelbnar - He is a hell hound that appears on the first ledge.  I would say it is best to bring him up the hill as there are a lot of mobs that can join the fray if you take him at the bottom but doing that brings along its own problems.  He hits hard and has a knock back which will of course make you lose some of your helpers.  Again, they are not so great at positioning themselves.  If there was ever a need to group up, this is the guy you want to do it on.  Otherwise, burn burn burn and hope you kill him before he deposits all of your helpers off the ledge and into felwood.


You need to do the druid quests to get access to this one.  I did this on the first day I could and was the only person there which was both good and bad and that information can help you decide on how you want to do it.

You need to defeat the three types of mobs in the lower druid questing area with some special requirements.

Doing it all alone there had the advantage of no one helping me thinking I needed help.  Doing it all alone also meant that the respawn timer was horrible.  Being not all the mobs will always do the special ability you need to avoid, waiting on new ones to spawn can take a while.  Took me two hours to get a hunter to even cast wild barrage.

If you want to do it alone, which I still suggest, try at off hours on your server.  If you hate waiting then try when lots are on, at least there is a quicker respawn timer.

A second good thing / bad thing about them is that they die fast, really fast.  Except for the sentinel the others die in 3 shots for me.  Good thing being if you need to kill them off because they are not doing their special they die nearly instantly, bad thing is you can accidentally kill them to fast which happened to me way to often for my liking.

The Hunter - I found this to be the hardest because the hunters do not like to cast wild barrage.  When they do however, they do it fast, really fast.  A tiny black dot will be on the ground and that is where the spear will land and he does that a lot when channeling it.  You will have to avoid the black dots on the ground to get that part of the achievement.  If you get hit by even one, kill him off and start again.

It is interesting to note that you do not need to kill him after you avoid the wild barrage, you just need to avoid it.  So if he starts to cast it and you start running and run into other mobs and silently scream oh crap to yourself don't worry to much.  As long as he finishes casting it and you never got hit by it you will get that part of the achievement and then the trail of mobs you picked up while running will slowly rip you limb from limb but at least that part is done.

Note: Stagger your running.  It seems it tries to anticipate your movements, so do not keep moving in the same direction.
Note: If the hunter does not do wild barrage in the first 5 seconds, kill him and find another.

The Shaman - This one is the easiest.  Just beat on the bum, get him low, let him do his special ability and then just stand in the fire with him.  It does not hit for much but if he is low he will die and you just need a bandage for your boo boo.  They also seem to use their special ability more often.

The Sentinel - You are going to need to be a pet class or have a friend for this one.  You need to kill the sentinel while he has someone in your group in his grips.  You see, the sentinel has a great sense of smell and you know what, there are no showers in azeroth so you freaking stink and he wants to give you a bath in lava to burn the stick off of you.

I used my dog and he really has that wet dog smell but the sentinel just did not want to give him a bath, maybe an animal lover?  Unlike the others he does not do his special ability at the beginning, so you need to beat on him and wait and then burn him as soon as he picks up your pet or group member.

It is best to aggro him and just let him beat on someone.  I helped a friend get it and sent my dog in waiting for him to be picked up and with only my dog attacking alone my dog kept killing him.  It seems he does not do it all that often either.

Note:  If the fight goes on for more then 45 seconds and he does not do it, kill him and find another.


For this achievement you need to talk to people.  Below is the list of who you need to look for and when.  Talk to them using the chat bubble text option.

Matoclaw - At the sanctuary of marlone.  This should be the first one you talk to.
Dorda'en Nightweaver - Matoclaw will give you a quest to go talk to him at some point.  Talk to him when you talk to him.
Malfurion Stormrage - At Malfurion's Breach.
Taldris Moonfall - At Malfurion's Breach.
Jarod Shadowsong - At Malfurion's Breach.
Arthorn Windsong - In the Furnace after you open the druids.
Thisalee Crow - In the Molten Flow after you open the druids.
Deldren Ravenelm - At the Forlorn Spire are you open the wardens.


Probably one of the worse named achievements in the game and also the only one that might give some people a problem.

You need to do the quest titled Calling the Ancients to open up the Strike at the Heart quest which is what requires you to fight these mobs.  There will be a random mob you need to fight each day.  If you get lucky you will get all 5 in 5 straight days, or if the random number generator does not love your server you could be stuck doing the same one for 12 straight days.  Best hope that your server sends the random number generator some candy and flowers.

Each of the five mobs have special abilities, the idea is that you do not take any damage from any special ability to get the achievement.  All of this stuff is extremely telling and easily avoidable. 

Note: If you fail you can just wait for it to respawn and talk to the tree again and it will start the quest again even though you already finished it, so try and try again until you do it.  No need to abandon the quest and get it again, that will just be a waste of your time.

Help will be supplied for you. A mob will tank and others will DPS.  Admittedly they are not the type of DPS you would even invite to a level 60 throwback raid at 85 because they are that bad, but any help is still help right?

Note:  Do damage while you can but remember, for the achievement the most important thing is that you do not get hit.  The NPC will do most of the work for you in the long run if you let them.  Just avoid the crap on the ground.

Cinderweb Queen - This one is really easy.  You can start moving while she is casting or you can just keep moving the entire fight like I did.  Either way, if you are moving you will never be hit by the web so avoiding it is really a non issue.  Move all the time or at least move when you see it start to be cast. 

Ancient Charscale - This one is really easy as well.  he throws a spear, do not get hit by it.  After the spear lands fire erupts from the area it landed.  Are you still near where the spear landed?  You best not be if you want this part of the achievement.  Little dots on the ground again show where the fire that erupted will be landing.

The other thing he does is send out a line of fire on the ground.  If he is facing you, move.  Simple as that, whenever he turns to you, you move away from being face to face with him.  The line of fire will always go the way he is facing.

Ancient Firelord - He has two abilities that are simple to avoid.  He puts a flame circle on the ground, move from it and he does a spinning fire spew.   Stay attached to his right arm.  He spins counterclockwise when he is doing it.  If you are beating the crap out of his right arm the whole time you will never even get close to being touched by it.

Note: For the directionally impaired.  His right arm means his right arm, not the arm that is on your right while looking at him, that is his left arm, got it? ;)

Ancient Smoldering Behemoth - Oh joy, didn't we just solo his little brother for the flawless victory achievement and his other little brother as part of the achievement at the roost?  This fight is basically the same as those two with one change. 

Instead of just doing a bolder at ranged he does a rain of fire at ranged.  It has a huge range.  Interrupt it if you are able or run your butt as fast as you can to avoid being hit by it.  Not going to just side step this one like you did with the bolder throw.

Devout Harbinger -  I saved this one for last being it seems as if this one is currently bugged.  I attempted it four or five times before I figured out how to do it and how I did it was surely not as intended.

The devout will throw a fire pillar on the ground.  Move from it.  Then he will throw a creeping inferno on you that will follow you.  Keep moving and never get hit by it.  If you never get the debuff from the creeping inferno you get the achievement.

Really easy in theory but as I said, it seems bugged right now.  I did it a few times and never got the debuff on me and still did not get the achievement.  When patched, you can skip ahead if you like, for now I'll share how I did it.

Note: Your pet getting the debuff will make the achievement fail, dismiss your pets.

How I did it:
After a few tries I got it because I decided to do some old style hunter skills that I use while soloing.  When things get bad, FD and let them finish off your pet.  I did not have a pet but I had a huge tree tanking for me.  I walked in, took a few shots, FDed, and watched as the tree took 4 minutes to beat the guy.  I was targeted by the flames but being I was not in combat the debuff never hit my faking dead body and I got the achievement.
I do hope the bug is fixed soon that counts pets as you and counts you as getting hit even if you never got the debuff.


After you do all that stuff you will get this meta achievement that comes with the title the flamebreaker which sounds kind of decent. 

Congratulations on your new meta achievement and your new title.