Archive for November, 2011

21
Nov

WoW Achievement Guide: Pilgrim’s Bounty 2011

   Posted by: free-wow-guide   in WoW Achievements

by Allison Robert

 

For all you dedicated achievement hunters out there, Pilgrim’s Bounty is not part of the year-long meta What A Long, Strange Trip It’s Been, but that’s not to say that the holiday’s without its share of charms. While the Pilgrim meta will grant both the Pilgrim title and the plump turkey pet, the holiday has an absolutely unbeatable side benefit — it’s the fastest, easiest, and cheapest way to level cooking to 350. Pilgrim’s Bounty is tailor-made for players who want to level cooking on a bunch of alts or anyone who never got around to doing it on his or her main.

We haven’t seen any new information emerge on Pilgrim’s Bounty over the past year, so the holiday probably hasn’t changed much from its 2009 and 2010 incarnations. As always, I’ll be around as the holiday goes live to update or clarify any portion of this guide. This year, Pilgrim’s Bounty runs from Sunday, Nov. 20 through Saturday, Nov. 26.
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by Anne Stickney

 

The Black Temple is a massive, massive raid zone featuring nine bosses, more than any other raid zone in The Burning Crusade. If you’re headed into the Temple to farm up gear, be aware that every boss in this zone must be killed in order to get to Illidan. High Warlord Naj’entus opens a gate to the outer courtyard from the sewers upon his death. Supremus opens the way from the Illidari Training Grounds into the Temple proper. All four bosses in the lower level of the Temple must be killed to continue into the Den of Mortal Delights.

Luckily, you don’t have to run all the way to the top once Supremus is dead. As part of the Black Temple attunement chain, players had to speak to Seer Olum, located in Serpentshrine Cavern, for a quest to go speak with Akama in Shadowmoon Valley. In order to prevent Illidan from discovering Akama’s plans, Olum sacrifices his life. His spirit can be found just inside the sewer entrance, and once Supremus is dead, Olum will teleport players to the lower level of Illidan’s Citadel.
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21
Nov

WoW Hunter Guide: Patch 4.3 hunter changes

   Posted by: free-wow-guide   in WoW Free Guides

by Brian Wood

 

That magical time is almost here – patch 4.3 is just around the corner. No, we don’t yet know for sure when it’s going to land, but we’re expecting it any week now. We’ve been watching and testing on the PTR, and one Tuesday soon, we’ll get to play with all the shiny new changes ourselves … and cross our fingers and hope Blizzard slipped in some kind of awesome undocumented change, like removing elves or shaman from the game.

This week, we’ll be looking into all of the hunter changes that the patch is bringing us. And it’s a good thing we waited until this week too, as we got yet more hunter changes just in the past few days.

None of the hunter changes are huge game-changers this time around. Instead, what we’re seeing is a collection of minor buffs and tweaks to BM and SV in an attempt to bring the specs up closer to MM DPS levels.

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by Joe Perez

 

On the PTR, the latest version of patch 4.3 has gone up, and it has an interesting tag with it. Now it has the word “release” to accompany the latest build. So this means that there is a release candidate up and running, or at least what would be proposed as one. This usually indicates that we are rapidly approaching a live release and that the patch could be on servers very soon for everyone to enjoy.

So in my ongoing effort to shift the focus back into the upcoming content and what lies ahead for restoration shaman, today we’re going to be focusing on what will likely be the first new content you explore in the latest patch, the new 5-man dungeons. Action, excitement … a restoration shaman craves these things.
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by Fox Van Allen

 

Glyphs are probably the most common way scribes try make money. Really, it’s no secret why — every new character needs to buy three glyphs at level 25, another three at level 50, and yet three more at level 75. Demand for glyphs is almost always there — or at least, demand for useful glyphs is almost always there.

On most servers, the glyph market on the Auction House is absolutely cutthroat. Players who are leveling inscription always have a boatload of glyphs to unload, and many are content to sell these at fire-sale prices just to be rid of them. On the other end of the market, you often have glyph salesmen constantly undercutting each other by one or two copper on a 50 gold item.
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by Chase Christian

 

If healers were defined by their heals, then holy paladins would be the strong, silent type. Our roster of healing spells has always been meek. The three-heal model of Cataclysm and the introduction of our holy power heals definitely increased our selection, but we have nowhere near the healing spell diversity of a priest or druid. We’re only now receiving a true AOE heal in patch 4.3 with Holy Radiance’s redesign.

Rather than leaning on a variety of healing options, holy paladins like to keep it simple. We’re able to compensate for our undiversified healing tool box by drawing on our numerous other abilities. We might not have as many healing spells as the other guys, but we certainly have more utility spells than they could ever dream of. Our “Hand of” spells allow us to go further than any other healer can.
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by Josh Myers
Loot is cool, and Dragon Soul has some of the best gear we’ve seen this expansion.

Trinkets are really some of the most fun items in the game. I hate how aggravating they are to get; I just got Necromantic Focus last night, and I still have nightmares from The Burning Crusade when I ran heroic Magister’s Terrace 34 days in a row to try and get a Shard of Contempt. Dragon Soul has some excellent trinkets, and almost all of them look appealing to elemental.
Terrific trinkets!

The first two trinkets worth talking about are the two on-use trinkets, Bottled Wishes and Reflection of the Light. Both of them are valor point purchases, and both have 90-second cooldowns that give you 2,280 spellpower for 15 seconds, which averages out to about 380 static spellpower. Reflection of the Light has a massive 458 spirit on it, which might end up being a huge help for struggling, undergeared elemental shaman looking to get hit-capped, but it probably won’t be that useful for players in Dragon Soul equivalent gear.
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by Basil Berntsen

 

Limits are for the weak

You can’t just carry any arbitrary amount of gold with you when you move realms. I won’t speculate about why, but the limits are set per level, available at the Blizzard support page. If you’re over level 80, you can bring 50,000g. I suppose for the vast majority of players, that’s fine; however, it doesn’t take much work to end up with many times more that. As was mentioned in the email, one recent work-around was introduced recently: The only limit on the amount of gold a transferred guild can bring is the guild gold cap — 1 million gold.

On the plus side, if you have a character that’s been the GM of a guild for the required seven days, moving a guild includes a realm transfer for the GM. It costs $10 more to move a guild with you, letting you move as much gold as the majority of people would ever be able to. It also gives you a huge amount of storage room you can use to store items for arbitrage. If you possess the right leverage on your source realm, this alone might be worth the money and trouble.

The risks of arbitrage

Buy stuff cheap on your source realm that sells for more on your destination realm. It seems simple, and it is — well, mostly. You have several walls you can bump into, depending on your setup, and you want to try and pick as good a mix of goods as you can.

If you find something that’s worth 10 times as much where you’re going but you only have room for 500 gold’s worth of it, you’re only making 5,000g (not to mention leaving a lot behind). If you find something for 100k gold that you can sell for 200k; however, it takes three months. You might find yourself doing dailies until it sells (or worse, taking a loss).

Figuring gold per inventory slot

The more densely you can pack your goods before you leave, the more money you can bring with you. The less money you’re trying to move, the less you have to worry about this, but if you elect to pay the extra $10 and simply move a guild, you’ll have that much more head room.

Each character has a bank with 26 slots in it and room for seven additional bags of any size or type. There are also a 16-slot backpack and another four bag slots on the actual character. The more you invest in bags, the more room you’ll have; however, the profit per slot has to justify the price of the slots. This goes for guild bank tabs, too; they’re only cheap for the first few. After a point, they become too expensive to justify unless you’re still facing the potential of having to leave money behind.

Divide the amount of money you want to turn into stock by the number of inventory slots you have to save it. Factor in any gear or personal items you’ll need to bring, and that number is your gold per inventory slot.

What’s your profitability?

Once you’ve figured out how dense you need to make your goods, you know what kind of goods you can fit so you can start focusing on maximizing your gold on the destination realm. If you’re only going to be able to make it using chopper parts and Vials of the Sands, your options are limited unless you can move more than one character or somehow increase the number of slots available to you.

Profitability is the measure of how much more you can sell something for on the destination realm, but can’t simply be measured as “lowest price on their Auction House now minus lowest price on my Auction House right now”. First of all, obviously, you will have to pay 5% when you actually make a sale. Secondly, you might have to relist something a bunch of times to sell it, and that money doesn’t come back. Thirdly, if you bring enough of something, you might well sell your last one for a whole lot less than your first one. You can sometimes mitigate this by selling it a whole lot later than your first one, but then you’re exposing yourself to price changes. Also, one of the most dense and sometimes profitable items to bring, BOE gear, only generally goes down in price.

You have to strike a balance between the destination’s demand, your original realm’s supply, and your raw profit margins to make this work.

A blend of liquidity

Items that you can sell quickly include gear, trade goods, pets, and all sorts of other things. Items you might have to wait on to get a good price are really mounts or vanity items, as well as some trading card loot. Try and make a good blend of items that will sell immediately so you have folding money, as well as some high ticket items that will serve to add density to your haul, even if they take longer to sell.

Generally, you want to try to stick to items that won’t become obsolete or increase in supply over time. Two good examples of this are the items from the Shadowmourne quest and rare mounts from critters that won’t be killed by many people in the next expansion.

Never skip the research

I don’t know what I used to do without the Undermine Journal. Needless to say, being able to see the historical prices for any good in the Auction House on both realms is going to save you a lot of time. You can also use it to research the biggest players on the destination Auction House who might be willing to commit to buying certain items in bulk direct, saving you the time it would take to sell them on the AH, as well as the 5% AH fee.

To make these searches even more trivial, visiting a category/realm page on the Undermine Journal (like this one for pets on Drenden Alliance) will allow you to select another realm from a dropdown that lets you compare prices side by side across the entire category. The categories can be found by hovering over enhancements or consumables on the menu bar.








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by Anne Stickney

 

It’s time to return to the tier 6 gathering, which stretched through two different raid zones — three, if you count the pieces hiding in Sunwell Plateau. However, though the boots, belts and bracers available in Sunwell were labeled with set names, they didn’t actually match the tier 6 set.

That’s all right, though; we aren’t headed into the Sunwell just yet. Instead, it’s time to venture into the lair of Illidan Stormrage. Once called the Temple of Karabor, a sacred site to the Draenei, the temple fell to the might of Gul’dan’s Horde, who proceeded to transform it into a headquarters for the Shadow Council. It’s changed hands many times since then, but as of The Burning Crusade, the Black Temple is Illidan’s territory.
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14
Nov

WoW Patch 4.3: The games of Darkmoon Island

   Posted by: free-wow-guide   in WoW Achievements

by Mathew McCurley

 

The Darkmoon Island is all about fun, prizes, and having a place to relax after a hard night’s work of punching Deathwing in the face for all that cataclysmic stuff he has been busy doing the past year. Coming with patch 4.3, the Darkmoon Island is a new Darkmoon Faire experience that builds on the successes of the past Darkmoon events in WoW in a big way, finally giving Silas Darkmoon and his crazy cast of characters an island worthy of the Faire.

For one week at the top of each month, players will get to play games and carnival attractions, complete quests, and earn tickets to purchase prizes including old replica dungeon gear, new companion pets and mounts, and heirlooms. Each game at the Faire has a daily quest associated with it that rewards tickets. Let’s explore the games of the Darkmoon Island.
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