Warlock Talents

From EU forums, by DrShoe. Unfortunately this isn’t a sticky there, but should be.

DrShoeÕs guide of Warlock Talents:

Hi, this is a post to summarise most common warlock builds, and a brief explanation of each one:

[A] = must have
[B] = in my opinion preferable
[C] = down to personal preference

PvE builds:

MD/ruin for end game lvl60 pve, see build later

Dark-pact / Master summoner:

Affliction
[A] Improved Corruption Rank 5
[C] Improved Drain Soul Rank 2
[B] Improved Life Tap Rank 2
[B] Improved Drain Life Rank 5
[A] Fel Concentration Rank 5
[C] Amplify Curse Rank 1
[B] Grim Reach Rank 2
[A] Nightfall Rank 2
[A] Siphon Life Rank 1
[A] Shadow Mastery Rank 5
[A] Dark Pact Rank 1
Affliction Total: 31

Demonology
[B] Improved Imp Rank 3
[B] Demonic Embrace Rank 5
[B] Fel Intellect Rank 5
[A] Fel Domination Rank 1
[C] Fel Stamina Rank 4
[A] Master Summoner Rank 2
Demonology Total: 20

In my opinion, this is the best pve build by far. I used this all the way to lvl60. The key is to use your succubus after around lv25 and drain tank. With the help of shadow mastery, improved drain life and fel concentration, you max out the dps of life drain and you rarely get an interrupt.

The key to this build is you never need to drink, since a combination of imp drain life, and imp life tap actually gives you more HP and mana after a fight, which makes up for your CoA, corruption and immolate. This also lets you take on up to 3 mobs with relative ease, since your succubus can tank 1-2 while you take out the first one.

After you get dark pact, mana is even easier to come by, especially with fel intellect.

The down side to this is maybe that a darkpact/destruction build may be better at pvp, and when you get jumped, but when I lvled up, the honour system wasnÕt even implemented.

PvP builds:

SM/ruin:

Affliction
[B] Suppression Rank 3
[A] Improved Corruption Rank 5
[B] Improved Life Tap Rank 2
[B] Fel Concentration Rank 5
[B] Amplify Curse Rank 1
[B] Grim Reach Rank 2
[A] Nightfall Rank 2
[A] Siphon Life Rank 1
[B] Curse of Exhaustion Rank 1
[B] Improved Curse of Exhaustion Rank 3
[A] Shadow Mastery Rank 5
Affliction Total: 30
Destruction
[B] Improved Shadow Bolt Rank 5
[A] Bane Rank 5
[B] Improved Firebolt Rank 2
[A] Devastation Rank 5
[A] Shadowburn Rank 1
[B] Destructive Reach Rank 2
[A] Ruin Rank 1
Destruction Total: 21

The Òbest warlock build everÓ, according to these forums, thanks to Mosh. This build maximises the shadow dmg of a warlock. 3k crits are easy with this build. In conjunction with seduce spam, this is powerful indeed.

It contains CoEx and siphon life, which many people like, I think the new improvements in demon and destro trees make this build less good than it use to be, but never the less, I enjoyed this build very much.

MD/ruin:

Demonology
[C] Improved Healthstone Rank 2
[B] Improved Imp Rank 3
[B] Demonic Embrace Rank 5
[C] Fel Intellect Rank 5
[B] Improved Succubus Rank 1
[A] Fel Domination Rank 1
[A] Master Summoner Rank 2
[A] Unholy Power Rank 5
[B] Demonic Sacrifice Rank 1
[A] Master Demonologist Rank 5
Demonology Total: 30
Destruction
[B] Improved Shadow Bolt Rank 5
[A] Bane Rank 5
[B] Improved Firebolt Rank 2
[A] Devastation Rank 5
[A] Shadowburn Rank 1
[B] Destructive Reach Rank 2
[A] Ruin Rank 1
Destruction Total: 21

The replacement of SM/ruin. It does even more dmg (succubus +10% applies after items, SM applies before), and is more versatile (instant summoning, felhunter mass resistance, demonic sacrifice for long boss fights or AV), with more stamina (demonic embrace).

The down side is the lack of CoEx, siphon life, instance corruption, and the ability I missed the most Ð nighfall. Whether it is worth giving up these affliction talents for the demonology benefits is entirely up to personal preference. Also, demonology build uses more shards than affliction, which is not good in long pvp sessions.

Nightfall/conflagate:

Affliction
[B] Suppression Rank 3
[A] Improved Corruption Rank 5
[B] Improved Life Tap Rank 2
[B] Fel Concentration Rank 5
[B] Grim Reach Rank 2
[A] Nightfall Rank 2
Affliction Total: 19
Destruction
[B] Improved Shadow Bolt Rank 5
[B] Bane Rank 5
[B] Improved Firebolt Rank 2
[A] Devastation Rank 5
[A] Shadowburn Rank 1
[B] Destructive Reach Rank 2
[A] Improved Immolate Rank 5
[A] Ruin Rank 1
[B] Emberstorm Rank 5
[A] Conflagrate Rank 1
Destruction Total: 32

My current build, and IÕm loving it. Consider this after a nightfall proc:

Immolate, conf; (350+600 dmg, 2.3 seconds with pvp set, 2.5 seconds with normal)
Immolate, (350 dmg, 1.3/1.5 seconds)
Shadowbolt (nightfall, 1 second, 500 dmg)
Shadowburn (550 dmg, 1 second)

Total: 6 seconds, 2350 dmg, without counting immolate, corruption dots and fire/shadow vulnerability and crits.

With my stuff (all blues, more or less) I have +180 spell dmg and +80 shadow, this gives around 2700 dmg in 5.6 seconds in the above sequence. Very nice indeed.

Although I have found a few problems, I run out of mana extremely quickly (I have 3900hp, 4300 mana atm), and it has around 400 less health than DM/ruin build, also, it is less good in instances than DM/ruin (no imp imp/hs, and no -20% threat, which I really need because I use my +dmg pvp stuff in MC)

Soullink/nightfall:

Demonology
[C] Improved Healthstone Rank 2
[B] Improved Imp Rank 3
[B] Demonic Embrace Rank 5
[C] Fel Stamina Rank 5
[B] Improved Succubus Rank 1
[A] Fel Domination Rank 1
[A] Master Summoner Rank 2
[A] Unholy Power Rank 5
[B] Demonic Sacrifice Rank 1
[A] Master Demonologist Rank 5
[A] Soul link Rank 1
Demonology Total: 31

Affliction
[B] Suppression Rank 4
[A] Improved Corruption Rank 5
[B] Improved Life Tap Rank 2
[B] Fel Concentration Rank 5
[B] Grim Reach Rank 2
[A] Nightfall Rank 2
Affliction Total: 20

Not a common build at all, although very hard to beat.

With a felhunter and fully buffed, you would get 5500+hp with blues and 6000+hp with epic sets. as well as 90 resistance to all magic. this makes you an extremely hard target to kill compared to a non soulink warlock. some say with this build, it’s possible to dot and drain tank an average rogue.

the main problem with this that once your pet is banished, you are pretty much screwed. And also soullink is dispellable (or at least it use to be).

I have seen some very successful warlocks with this build, it is down to personal preference, and personally, i prefer dmg to survivability.

These are all the common builds I can think of, there are a few others, like:

Full destruction Ð 37,42, or even 45 points in destruction rest are normally in demonic embrace, imp imp and imp corruption.

Soul link/Shadowburn Ð similar to SL/nightfall, but destruction tree instead of affliction.

Darkpact/destruction Ð Pvp version of my Òultimate grinding setupÓ, this build does reasonable dmg and never run out of mana.

Conf / Master summoner – similar to conf/nightfall, but more reliable. its basically the destruction tree of conf/nightfall + demonology down to master, specific talents are down to personal preferance.

Any comments about this post is welcome, I will change it accordingly.

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Rogue Cookie Cutter Build

THE COOKIE CUTTER BUILD 21/8/22

Consists of Cold Blood 1/1, Improved Backstab 3/3 and Preparation 1/1 and whatever else you want to fill in the spaces.

Assassination Talents (21 points)
Improved Eviscerate – 3/3 points
Malice – 5/5 points
Murder – 2/2 points
Ruthlessness – 3/3 points
Lethality – 5/5 points
Relentless Strikes – 1/1 point
Improved Instant Poison – 1/5 point (You may put this point anywhere in the assassination tree)
Cold Blood – 1/1 point

Combat Talents (8 points)
Improved Sinister Strike – 2/2 points
Improved Gouge – 3/3 points
Improved Backstab – 3/3 points

Subtlety Talents (22 points)
Rapid Concealment or Master of Deception or Camouflage – 5/5 points
Opportunity – 5/5 points
Improved Ambush – 3/3 points
*** Initiative – 4/5 points (May substitute with Rapid Concealment or Master of Deception or Camouflage 4/5 or anything else you wish)
*** Improved Rupture – 3/3 points (May substitute with Imp. Sap 3/3 or anything else you wish)
Preparation – 1/1 point
Improved Cheap Shot – 1/2 point

Stolen from the American Forums.

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Duskwood

Starting in Darkshire at the east side of this zone, your initial quests will have you running back and forth to Raven Hill, at the west side of the zone. I am assuming that you will enter from Lakeshire in Redridge Mountains, as Darkshire contains the flight path. It is probably easier to reach the Raven Hill area from Sentinel Hill in Westfall, although the run through Duskwood on the road should be safe. Coming from Sentinel Hill, the trick is to head directly east, and swim across the river to reach Sven’s Camp.

Raven Hill

Start by collecting: Elaine Carevin – Raven Hill, Elaine Carevin – The Hermit and Chef Grual – Seasoned Wolf Kabobs, all in Darkshire. On the way, about halfway in fact, also take: Watcher Dodds – Eight Legged Menaces. You can kill spiders and wolves around levels 18-22 for these quests, all around the edges of Duskwood, and not just in the north west. While you are killing, save up any Gooey Spider Legs you find, as you will need six for Chef Grual later. Jitters is in the main part of Raven Hill: Jitters – Jitters Growling Gut.

After Raven Hill, work your way west to the river, then north until you meet Sven and Lars. Don’t try to go through the cemetery, as the undead there are 25-27. Lars – Wolves at Our Heels, and Sven Yorgen – Sven’s Revenge.

The Hermit is Abercrombie, who is north east of the graveyard. The best way to reach him is by working your way south from the river bank, after going around the graveyard that way.

Tranquil Gardens Cemetery

Back in Darkshire, collect: Madame Eva – Ghost Hair Thread, Commander Althea Ebonlocke – The Night Watch and Chef Grual – Dusky Crab Cakes. When you give Grual the gooey spider legs, he gives you: Chef Grual – Return to Jitters. Blind Mary is in the house to the south east of Darkshire; reach it by taking the road to Tranquil Gardens but continue east when it bends. The house is guarded by 23-34 skeletal horrors. Tranquil Gardens has level 22-23 warriors and mages for the Night Watch.

The Yorgen Farmstead

Sven’s farm is the Yorgen Farmstead, near where you return to Dodds. Your target is the mound of loose dirt behind and between the two farm buildings; you will need to kill 1-3 level 25-26 Defias to reach it safely. Go to Sven, who will send you back to Darkshire. The book takes you to Madame Eva, then to Clerk Daltry, Tavernkeep Smitts, and finally to Raven Hill.

Moonbrook Schoolhouse

The next in the series, Commander Althea Ebonlocke – The Night Watch, sends you back to Raven Hill! You should now need to visit Jitters and Ambercrombie as well, so it’s worth it. But first, run the stages in Darkshire for Madame Eva – The Legend of Stalvan. Next target is the Moonbrook Schoolhouse, so take a griffin to Sentinel Hill. The schoolhouse is the building to the northwest of Moonbrook, with a bell tower. The evidence you need is in a footlocker in the furthest in room; when you open it, you will be attacked by a level 25 ghost with a love of casting polymorph on hunters and warlocks. Then back again to Darkshire for Tavernkeeper Smitts – Gather Rot Blossoms (skeletal horrors and fiends in Raven Hill Cemetery; or the much closer horrors around Blind Mary’s house).

Back in Raven Hill, visit Jitters then collect: Sven Yorgen – Proving Your Worth.

Stormwind

In the cemetery, you may well find: An Old History Book, which wants to be returned to Stormwind library; save it until you reach Clerk Daltry – The Legend of Stalvan, which sends you now to Goldshire, and then on to Stormwind, to Caretaker Folsom, between the Mage Quarter and the Park, with another level 25 ghost to deal with. The library is in Stormwind Keep. You can also take: Viktori Prism’Antras – Look to the Stars. Vicktori is in the last house to the south of the east road out of Darkshire. Sometimes the gnomes next door to the west sell the bronze tube, otherwise, you’ll want to find Billibub Cogspinner in the Dwarven District in Stormwind, or buy one in the Auction House. The engineering supplies vendor in Ironforge also sometimes has a bronze tube. The quest from Thomas the altar boy in the cathedral should also be available at this level, The Missing Diplomat; I think ti becomes available around level 28, but it might be earlier. Just follow the run around in Stormwind until it sends you back to Darkshire. The next step for Stalvan is Marshal Haggard in Eastvale Logging Camp; the ghost is level 26 this time. Finally, back to Darkshire to see Tavernkeeper Smitts. There’s some more running around, all in Darkshire this time, followed by the commission to kill Stalvan just north of town, east of the path. Stalvan is level 35, so take a group, or wait a couple of levels to finish; the exp leading up to this is well worth while.

Viktori will send you to get a mirror from Blind Mary, who in turn wants you to kill the Insane Ghoul in the house at Tranquil Gardens Cemetery (level 26). The final installment of Viktori Prism’Antras – Look to the Stars, wants you to kill Zzarc’Vul in the Vul’Gol Ogre Mound; he’s level 33. File with Stalvan for a while.

You can go to Addle’s Stead, south of Raven Hill, for the Missing Diplomat. You have to enter the house for this (the small building to the east, and not the barn), which is guarded by two to three level 26ish Defias. Sometimes some patrolling Defias can get stuck in the fence outside the house, which can be tricky to deal with.

Raven Hill Cemetery

Now: Commander Althea Ebonlocke – The Night Watch; kill plague spreaders in the NE of Raven Hill Cemetery. Watch out for Mor’Ladim, a level 35 elite, who wanders in the north west part of the cemetery. The skeleton fingers and vials of spider venom for the Totem of Infliction should also be covered by now – and the remaining ghoul fangs can be collected in the Raven Hill Cemetery, in the north east section. These ghouls are all 24-27; the plague spreaders are 27-28. These all also drop the ghoul ribs for Abercombie. Sven’s targets are all in the north west section of the cemetery, most of them underground.

For Sven, you will find enough healers and raiders outside, but you will want to enter the crypts to find wardens. If you take the entrance south of Morbent Fel’s house, which has the healers outside, there are two raiders at the point you enter (and a warden can wander through). I found to the right down some steps three wardens and a healer, which was ideal. Level 26 (healers) – 29. Be warned that the wardens are 100% resistant to fire spells. This has the potential for fighting multiples due to the limited space and wanderers, so I rank it after the first two parts of Worgen in the Woods.

While you are in this area, find a grave north of the northwestern part of the Cemetery, although I think it is officially still in Forlorn Rowe – about half way to the river bank. Click on the tombstone to get The Weathered Grave, which leads to Mor’Ladim.

Sven’s quest will send you to Stormwind, and then to Wetlands. Abercrombie will send you to the ogre mound in south central Duskwood. The crate is to the right of the entrance to the mound as you face it, behind the log there. It is guarded by three level 30 ogres, but you can probably get away with only killing one if you are careful.

The Wetlands quest is to find lightforge ingots. The first of these is in a container on top of the wrecked boat in Menethil Harbor, south of the town. The rest drop from the murloc raiders, all level 28-29. Once you have completed this you can pick up the quest for Morbent Fel from Sven.

Brightwood Grove and The Rotting Orchard

Speak to Calor in Darkshire for Worgen in the Woods. The types for the first two quests are mixed together in the Rotting Orchard, which is south of town and just west of the Tranquil Gardens; they are also found in the Brightwood Grove, which is west of Darkshire, over the hills. They are well spread out in Brightwood Grove, levels 26-29, and should be easy to pull. The ones in the Rotting Orchard are more densely packed, and there is no real reason to go there. For the third quest, the worgen are further south, in the hills at a mine called Roland’s Doom, and levels 29-31. The Vile Fangs are all outside the mine, and the Tainted Ones inside. It is best to save this last quest for after a vist to Ashenvale. The Howling Vale quest there concludes with a visit to Roland’s Doom; the evidence asked for is a patch of dirt in the back of the mine on the right hand side. There is a second cave, west of Roland’s Doom; the worgen here are mixed vile fang and tainted, but have a very strange spawn pattern, often several spawning in a row at the same spot as you kill them.

You are left with a few mid-thirties quests to complete; it’s best to get a group and run through them all together.

Viktori Prism’Antras – Look to the Stars; this is for Zzarc’Vul (level 34) in the ogre mound. Can be soloed without much difficulty.
Commander Althea Ebonlocke – The Legend of Stalvan. Stalvan is in Manor Mistmoore, and is level 35 non-elite, but remarkably tough for a non-elite.
Commander Althea Ebonlocke – Mor’Ladim.
Sven – Morbent Fel.
Lord Ello Ebonlocke – Bride of the Embalmer. Eliza is in the grave behind the hermit’s hut, and spawns two guards not long after you open it.

Zardeth of the Black Claw (SW) – A Noble Brew ?? 30
Magistrate Solomon (Redridge) – Messenger to Darkshire (part of various messages)

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Badlands (Alliance)

There is an amazing amount of preparation that you could do, if so inclined, for quests in this zone; in one series every quest requires an item that could be obtained from the Auction House. Also, many quests relating to Badlands are really disguised pointers for you to go to Uldaman, the level 40-50 instance in this zone.

You should have one quest still from Thousand Needles: Fizzle Brassbolts – Martek the Exiled. Go to Thelsamar in Loch Modan, where you can pick up: Chak Healtouch – Badlands Reagent Run, and to Ironband’s Excavation (also in Loch Modan) for: Prospector Ironband – Find Agmond.

The Badlands is also an almost featureless flat (with some rocks) expanse, and it is hard to navigate without referring to a map. NPCs are distributed all over the zone, and most of the zone is covered by wandering animals, of sufficiently high level relative to the quests and tightly packed enough to cause problems.

This is where the main NPC camps are:

Martek the Exiled/Rigglefuzz. Has a vendor (can do repairs) here. Go south from the Loch Modan/Uldaman entrance, about half way in a gulch to the west.

Prospector Ryedol/Sigrun Ironhew (53, 46). On a hill south of the entrance, SE of Martek.

Lucien Tosslewrench/Lotwil Veriatus. West of entrance, west of Angor.

Theldurin the Lost. South of Martek, southern edge of zone.

Garek. East of Ryedol, at entrance to Lethlor Ravine.

Hammertoe’s Excavation

Kill animals for the reagents quest on the way to pick up a couple more quests; rough levels will be 35-37. Run west to find Rigglefuzz – Barbecued Buzzard Wings. Wings also drop from much lower level buzzards in Desolace, and possibly in Arathi – if you have been there, stock up, as the highest mobs to kill for this quest are the buzzards. Watch out for stealthed panthers, 36-38 south of Angor. Then go due south from the entrance, and climb the hill behind the excavation site to find: Prospector Ryedol – A Dwarf and His Tools. Kill into and around into the site, and find: Crumpled Map – A Sign of Hope (53,33). The map is on a table on the upper level of the site, usually/always?.

Next will be: Sigrun Ironhew – Mirages. The ogre camp (Camp Kosh) is NE of the excavation, approximately east of where you enter the zone. Ogres will be roughly 36-38. The supply chest is at the back of the camp, to the left, and you should be able to see it easily from outside aggro range.

Agmond’s End

Pick up: Market the Exiled – Indurium. South of the hill south of Martek is a trogg camp. At the east extreme of the camp is the skeleton of Agmond – Battered Dwarven Skeleton – Murdaloc. Troggs will be 39-40, with Murdaloc 42. They have a small aggro range, so clear a couple and you should be good for a single pull.

Back with Martek, you get a quest to save for when you feel like a trip to Thousand Needles: Martek the Exiled – News for Fizzle.

Rock Elementals

From Lotwil Veriatus – Study of the Elements: Rock. You will find them on the hill sides west of him: for the first quest, Lesser Rock Elementals; the second needs Rock Elementals, which are further west. The main Horde base for Badlands is right next to there, so be careful on PvP servers. This is also a popular area for people to farm valuable vendor items for their mount, as well as Elemental Earth for the AH, so competition here can be fierce.

If you bothered to go to the Auction House, buy a Frost Oil and a gyrochronatom; the two cost me 3g on buyout. The gyro recipe is sold in Alterac, and gyros can sometimes be bought from a vendor in Ironforge. These will complete: Lotwil Veriatus – Coolant Heads Prevail, Lotwil Veriatus – Gyro…What?, and allow you to progress to: Lotwil Veriatus – This is Going to be Hard. You need to kill a level 45 elemental that is spawned after some business by the gnomes. Reward is a stopwatch trinket: +40% run speed for 30 seconds.

Dustbelch Grotto

When you have the third in the series, Lotwil Veriatus – Study of the Elements: Rock, you need to find Garek. On the way, make sure that you have: Sigrun Ironhew – Scrounging. Dodge lots of animals, and watch out for the horde leather trainer just south of him. Garek – Tremors of the Earth. The sign required by Garek actually drops from the Boss ogre, who walks a path around the zone, from just north of Dustbelch Grotto, passing through Agmond’s End and by Martek the Exiled, with a group of about half a dozen 39-43 ogres. Wait for him to straggle to the back, and he can possibly be single pulled (I always end up with one of the casters adding, sometimes two if I am clumsy).

While you are waiting, kill ogres (39-43), and Greater Rock Elementals (42-44).

I have a lot of undone quests for the Badlands; some, as noted above, are just pointers into Uldaman. Others are significantly higher elite quests, and most of the others are with Rigglefuzz, Lucien and Lotwil, requiring items purchased in the Auction House.

There are a couple of potentially good grind spots here: the rock elementals in the north, if no one is questing there, and the dragonkin at the start of Lethlor Ravine, before the elites, close to Garek. There are some good vendor drops from the elementals, and good tradeskill drops from both.

Prospector Ryedol – A Sign of Hope 35 -> Uldaman
Rigglefuzz – Powerstones 36 (Uldaman?) by Martek
Lucien Tosselwrench – Liquid Stone 37 (healing, lesser invis potions)
Rigglefuzz – Pearl Diving (elite) 37 (9 blue pearls from Stranglethorn)
Rigglefuzz – Flash Bomb Recipe 37
Theldurin The Lost – Solution to Doom 40 (Uldaman)
Theldurin The Lost – To Ironforge for Yagyin’s Digest 40
Lucien Tosselwrench – Stone is Better than Cloth 42 (patterned bronze bracers, AH)
Sigrun Ironhew – Fiery Enhancements (elite) 45

Corroded Black Box – The Black Box 55 elite (Zaricotl, ->IF)
(Gerrig Bonegrip (IF) – Theldurin The Lost 40)

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Gearing up from professions

It is generally agreed that in WoW you can loot better drops than you can make for yourself, especially if you do instances. However, this isn’t always true. If you keep up an appropriate profession, there are a few rare moments where you can be very well equipped with hand made items. Up to about 45, that is, although tailoring seems to be valuable to a higher level.

But this is no good if you don’t know what are the good items, and plan to make them as soon as they become wearable. Hence this guide. I am going to assume that all classes need stamina as a secondary attribute, and spirit as a tertiary at best. Apart from that, all casters (mage, priest, warlock, shaman, druid) want int, rogues and hunters want agi, warriors and paladins get some use from str.

druid int/spi/sta
hunter agi/sta
mage int/sta
paladin sta/str/int
priest int/sta
rogue agi/sta
shaman int/sta
warlock int/sta
warrior sta/str

I am ignoring +damage items, as they are mainly mage only, and depend heavily on talents. Mages, look out for frostweave or cindercloth items, the Robe of the Archmage (57); warlocks and shadow priests for shadowweave and felcloth. Resistances are also ignored. Warlocks, also look for Robe of the Void (57). Priests, Truefaith Vestments (57).

I have also ignored non-stat items, apart from the first shoulders and head items, as they make a significant difference to armor when you can equip them.

For back items, check all lists – most back items are considered as cloth.

Sometimes I have paired two items at roughly the same level. Sometimes this is because they offers contrasting stats, like good stats for the class on one item, and useful effects on the other. At other times it is because one is a blue/purple item requiring some very hard to get ingredients and/or a specialisation, and the other is a more normal item. Sometimes the recipe may be a rare drop only recipe. As a broad sweeping generalisation, I am going to say that I think most of the good items in the lists below are from dropped recipes. At a later revision, I will probably highlight the good recipes that come direct from a trainer or vendor.

In the tables, * means that the recipe comes from a trainer; v means that it is provided by an NPC, sometimes sold as a vendor, at others the result of a quest (it’s hard to distinguish between the two, really). Vendor sold recipes can be very hard to obtain.

Cloth

Chest: Red Linen Robe (10), Gray Woolen Robe (16), Lesser Wizard’s Robe* (22), Robes of Arcana (25), Green Silk Armor (28), Robe of Power* – BoP (33), Black Mageweave Vest* (36), Runecloth Robe v (47), Mooncloth Robe v (56)
legs: Handstitched Linen Breeches* (14), Heavy Woolen Pants* (17), Black Mageweave Leggings* (36), Runecloth Pants (52), Mooncloth Leggings (53)
feet: Soft-soled Linen Boots* (11), Spidersilk Boots* (20), Black Mageweave Boots* (41), Runecloth Boots v (51)
hands: Heavy Woolen Gloves* (12), Crimson Silk Gloves* (37), Dreamweave Gloves* (40), Ghostweave Gloves (49), Flarecore Gloves v (57)/Gloves of Spell Mastery ?? (57)/Mooncloth Gloves (57)
waist: Crimson Silk Belt* (30), Runecloth Belt* (46), Ghostweave Belt (48), Wisdom of the the Timbermaw v (53), Belt of the Archmage (57)
wrist:
back: Pearl Clasped Cloak* (14), Long Silken Cloak* (32), Runecloth Cloak v (48)
back (for non-casters): Crimson Silk Cloak v (31), Cloak of Fire (50), Cloak of Warding (57)
shoulders: Double-stitched Woolen Shoulders* (16), Green Silken Shoulders* (31), crimson silk shoulders (33), Black Mageweave Shoulders* (41), Flarecore Mantle v (56)/Mooncloth Shoulders (56)
head: Azure Silk Hood* (24), Enchanter’s Cowl v (28), Black Mageweave Headband* (41), Runecloth Headband (54), Mooncloth Circlet (57)

Tailors can also make the following blues: Icy Cloak*, Dreamweave Vest*, Robe of Winter Night, Argent Boots v, Felcloth Gloves, Flarecore Wraps, Inferno Gloves, Mooncloth Vest, Robe of the Archmage BoP, Robe of the Void BoP, Trufaith Vestments BoP

Leather – Hunters (to 40)/Rogues

Chest: Fine Leather Tunic* (12), Murloc Scale Breastplate v (14), Dark Leather Tunic (15), Green Leather Armor v (26), Dusky Leather Armor* (30)/Green Whelp Armor (30), Nightscape Tunic* (36), Stormshroud Armor (52), Wicked Leather Armor (56)
Legs: Light Leather Pants* (14), Dark Leather Pants* (18), Dusky Leather Leggings (28), Barbaric Leggings v (29), Nightscape Pants* (41), Stormshroud Pants v (50)/Wicked Leather Pants (53), Devilsaur Leggings (60)
Feet: Dusky Boots (35), Nightscape Boots* (42), Corehound Boots v (54), Mongoose Boots (57)
Hands: Deviate Scale Gloves v (16)/Nimble Leather Gloves* (19), Toughened Leather Gloves* (22), Barbaric Gloves (25), Shadowskin Gloves v (35), Wicked Leather Gauntlets v (47), Devilsaur Gauntlets v (53)
Waist: Deviate Scale Belt v (18)/Dark Leather Belt* (20), Green Leather Belt* (27), Dusky Belt* (34), Wicked Leather Belt (55), Molten Belt v (60)
Wrist: Barbaric Bracers v (27), Green Leather Bracers* (31), Wicked Leather Bracers (48)
Back: Deviate Scale Cloak v (13)
Shoulders: Hillman’s Shoulders* (21), Dark Leather Shoulders (23), Barbaric Shoulders* (30), Nightscape Shoulders v (37), Stormshroud Shoulders (54)
Head: Comfortable Leather Hat (35), Nightscape Headband* (36), Helm of Fire* (50)/Wicked Leather Headband (51)

Leather – Druid/Shaman (to 40)

Chest: Moonglow Vest v (13), Guardian Armor (30), Big Voodoo Robe (38), Feathered Breastplate* (45), Ironfeather Breastplate (53), Living Breastplate (55), Runic Leather Armor (57)
Legs: Embossed Leather Pants* (10), Fine Leather Pants (16), Guardian Pants* (27), Barbaric Leggings v (29), Big Voodoo Pants (42), Living Leggings (52), Runic Leather Pants (55)
Feet: Embossed Leather Boots* (10)
Hands: Fine Leather Gloves (10), Runic Leather Gauntlets (49)
Waist: Guardian Belt (29), Girdle of Insight (57), Corehound Belt v (60)
Wrist: Barbaric Bracers v (27), Guardian Leather Bracers (34), Runic Leather Bracers (50)
Back: Guardian Cloak (32), Big Voodoo Cloak (43), Hide of the Wild (57)
Shoulders: Hillman’s Shoulders* (21), Ironfeather Shoulders v (49)/Living Shoulders v (49), Runic Leather Shoulders (57)
Head: Comfortable Leather Hat (35), Big Voodoo Mask (39), Wolfshead Helm* (40:druid), Runic Leather Headband v (53)

Leatherworked Mail – Hunter (40+)

Chest: Tough Scorpid Breastplate (39)
Legs: Tough Scorpid Leggings (44)
Feet: Tough Scorpid Boots (42)
Hands: Dragonscale Gauntlets* (40)/Tough Scorpid Gloves (40), Chromatic Gauntlets v (60)
Waist:
Wrist: Tough Scorpid Bracers (39), Swift Flight Bracers (57)
Back:
Shoulders: Tough Scorpid Shoulders (43)
Head: Tough Scorpid Helm (45)

Leatherworked Mail – Shaman (40+)

Chest: Turtle Scale Breastplate* (37), Green Dragonscale Breastplate v (47)/Heavy Scorpid Vest (48), Blue Drgaonscale Breastplate v (52)
Legs: Turtle Scale Leggings* (42), Green Dragonscale Leggings (49), Heavy Scorpid Leggings (52)
Feet:
Hands: Turtle Scale Gloves v (36), Heavy Scorpid Gauntlets (50)
Waist: Heavy Scorpid Belt (51)
Wrist: Heavy Scorpid Bracer v (46)
Back:
Shoulders: Blue Dragonscale Shoulders (54), Heavy Scorpid Shoulders (57)
Head: Turtle Scale Helm* (41), Heavy Scorpid Helm v (54)

Leather also has blues/purple that I didn’t see fit to include: Gem-studded leather belt, , Dragonscale breastplate, Warbear harness, Warbear woolies, Black dragonscale breastplate, Dawn Treaders, Might of the Timbermaw, Black dragonscale boots, Black dragonscale leggings, black dragonscale shoulders, Chromatic cloak, Golden mantle of the Dawn, Hide of the Wild, Lava Belt, Molten Helm, Red Dragonscale Breastplate, Shifting Cloak

Mail/Plate – Paladins/Warriors

Chest: Copper Chain Vest v (5), Runed Copper Breastplate (13)/Ironforge Breastplate v (15), Silvered Bronze Breastplate (21), Shining Silver Breastplate* (24), Green Iron Hauberk* (31), Heavy Mithril Breastplate* (41), Truesilver Breastplate* (44), Demon Forged Breastplate v (52), Imperial Plate Chest v (55), Enchanted Thorium Breastplate v (58)
Legs: Runed Copper Pants* (8), Rough Bronze Leggings* (16), Green Iron Leggings* (26)/Silvered Bronze Leggings (26), Heavy Mithril Pants (40), Imperial Plate Leggings v (56), Enchanted Thorium Leggings v (58)
Feet: Silvered Bronze Boots* (21), Barbaric Iron Boots v (31), Heavy Mithril Boots* (42), Imperial Plate Boots v (54)
Hands: Gemmed Copper Gauntlets (10), Silvered Bronze Gauntlets* (22), Heavy Mithril Gauntlet* (41)/Truesilver Gauntlets* (40), Stronghold Gauntlets (57)/Gloves of the Dawn v (59)
Waist: Imperial Plate Belt v (47), Girdle of the Dawn v (53)
Wrist: Patterned Bronze Bracers* (20), Mithril Scale Bracers v (38), Imperial Plate Bracers v (49)
Back:
Shoulders: Rough Bronze Shoulders* (17), Silvered Bronze Shoulders (20), Green Iron Shoulders (27), Heavy Mithril Shoulder* (41), Imperial Plate Shoulders v (47)
Head: Green Iron Helm* (29), Steel Plate Helm* (40)/Mithril Coif* (41), Imperial Plate Helm v (54), Enchanted Thorium Helm v (57)

Wildthorn Mail (49), Fiery Chain Girdle v (54), Storm Gauntlets v (54), Fiery Chain Shoulders v (57), Helm of the Great Chief (56) – Blacksmithing, but check for shamans

Weapons

These are all blacksmithing only. Level, dps and max damage are given.

Dagger: Copper Dagger* (6/5.0/10), Big Bronze Knife (15/10.0/25), Pearl-handled Dagger (18/11.5/26), Deadly Bronze Poniard (20/12.8/30), Glinting Steel Dagger (31/18.7/37), Searing Golden Blade (34/21.4/39), Ebon Shiv (46/30.3/59), Black Amnesty (60/47.8), Heartseeker (58/41.5)
One handed sword: Copper Shortsword (4/3.8/11), bronze shortsword (19/11.2/31), Hardened Iron Shortsword (27/16.7/39), Jade Serpentblade (30/18.3/62), Wicked Mithril Blade (40/26.7/80), dazzling mithril rapier (43/28.5/63), Phantom Blade (44/32.7/111), Blazing Rapier (51/37.1/82), Frostguard (58/41.3/124), Blackguard (60/51.7), Dark Iron Reaver (60/42.7)
Two handed sword: copper claymore (6/6.3), heavy copper broadsword (14/12.6), bronze greatsword (21/16.0), moonsteel broadsword (31/24.6), frost tiger blade (35/28.8), Truesilver Champion (47/45.0), Corruption (53/49.7), Arcanite Champion (58/53.8)
one handed mace: copper mace (4/3.9), bronze mace (17/10.0), heavy bronze mace (20/12.9), iridescent hammer(23/14.4), big black mace (41/27.5), The Shatterer (42/31.7), runed mithril hammer (44/29.2), Serenity (52/37.5), volcanic hammer (53/34.6), Masterwork Stormhammer (58/41.5), Ebon Hand (60/51.5)
two handed mace: heavy copper maul (11/9.5), bronze warhammer (20/15.2), solid iron maul (26/21.1), golden iron destroyer (29/22.9), Dark Iron Pulverizer (50/47.4), Enchanted Battlehammer (51/48.1), Hammer of the Titans (58/53.8), Sulfuron Hammer (60/63.6)
one handed axe: copper axe (4/3.9), bronze axe (18/10.5), might iron hammer (25/15.5), edge of winter (33/20.5), heavy mithril axe (37/24.1), blue glittering axe (39/25.8), Dawn’s Edge (50/36.4), ornate thorium hand axe (32.6), Annihilator (58/41.5), Dark Iron Destroyer (60/42.7)
two handed axe: copper battle axe (8/9.1), thick war axe (12/8.6), bronze battle axe (22/16.9), massive iron axe (32/25.6), shadow crescent axe (35/29.0), Dark Iron Sunderer (52/48.8), huge thorium battleaxe (51/43.3), Arcanite Reaper (58/53.8), Nightfall (60/67.0)
polearm: Blight (45/43.3), Black Fury (60/62.6)

Other blacksmithing blues: Shining Silver Breastplate, Dark Iron Plate, Fiery Plate Gauntlets, Dark Iron Bracers, Dark Iron Helm, Invulnerable Mail, Lionheart Helm, Whitesoul Helm

Other Fripperies

Tailoring – bags. Details are:

Linen Bag – skill 45, 6 slot.
Woolen Bag – 80, 8.
Small silk pack – 150, 10.
Mageweave bag – 225, 12.
Runecloth bag – 260, 14.
Mooncloth bag – 300, 16.
Bottomless bag – 300, 18.

Leatherworking – armor kits
Blacksmithing – chains, counterweights, sharpening stones, weight stones, shield spikes

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Vendor and Quest Recipes

Blacksmithing

35 Copper Chain Vest; Tormus Deepforge, Supplying the Front (quest)
100 Ironforge Breastplate; Tormus Deepforge, Gearing Redridge (quest)
155 Solid Iron Maul; Arathi, Badlands, Desolace
160 Barbaric Iron Breastplace; Orokk Omosh, Barbaric Battlements (Horde quest)
160 Barbaric Iron Shoulders; Orokk Omosh, Old Iron Pauldrons (Horde quest)
160 Hardened Iron Shortsword; Booty Bay, Stormwind, Ironforge, Orgrimmar
175 Barbaric Iron Helm; Orokk Omosh, Horns of Frenzy (Horde quest)
180 Barbaric Iron Boots; Orokk Omosh, Trampled Under Foot (Horde quest)
180 Moonsteel Broadsword; Booty Bay
185 Massive Iron axe; Nesingwary’s Expedition, STV
190 Golden Scale Coif; Gadgetzan
205 Golden Scale Gauntlets; Hank the Hammer, the Origins of Smithing (quest)
215 Mithril Scale Bracers; Swamp of Sorrows, Badlands, Hinterlands
220 Ornate Mithril Gloves; Galvan the Ancient, The Great Silver Deceiver (quest)
220 Ornate Mithril Pants; Galvan the Ancient, Smelt On, Smelt Off (quest)
220 Ornate Mithril Shoulders; Galvan the Ancient, The Art of the Imbue(quest)
255 Ebon Shiv, Western Plaguelands, BoP
275 Ornate Thorium Handaxe; Western Plaguelands, BoP
275 Dawn’s Edge; Kilram (quest)
280 Blazing Rapier; Seril Scourgebane, Corruption (quest)
280 Enchanted Battlehammer; Lilith the Lithe, Sweet Serenity (quest)
280 Huge Thorium Battleaxe; Western Plaguelands, BoP
285 Demon Forged Breastplate; Lorax, The Demon Forge (quest)
290 Fiery Plate Gauntlets; (quest)
290 Girdle of the Dawn;
290 Heavy Timbermaw Belt;
295 Dark Iron Bracers;
295 Fiery Chain Girdle;
295 Storm Gauntlets;
300 Black Amnesty;
300 Blackfury;

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darkSicarius’ 300 ENGINEERING for cheap

(US forums, author Darksicarius)

Okay. I decided to pick up engineering, Here’s the guide that I created last night, trying to spend the least amount of gold I could. I must admit that it’s about 70 gold for EVERYthing, But in the end, you’ll have like 20-25 gold in your pocket. This is the Quick and Dirty way. If you can’t keep up with the bill, I suggest getting mining, as it alleviates nearly 90% of your costs when you just straight mine to 300.

First is the shopping list of all items I used in my powerlevel. You WILL have leftovers on most things but I padded for the unlucky.

Next is the List itself. What to skill up on until the level desired. For instance, 1-40 means stop doing it when you get your 40th profession point. Next, what typically you can do with the item. Then, AHed ingredients and finally the ingredients in ONE make of the crafted item.

Also, please leave comments.

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Shopping list of items needed:

90 Rough Stones (AH)
80 Coarse Stones(AH)
70 Heavy Stones(AH)
60 Solid Stones(AH)
50 Dense Stones(AH)
10 Wooden Stock (EVend)
29 Weak Flux (EVend)
50 Heavy Leather(AH)
10 Wool Cloth (AH)
33 Runecloth(AH)
51 Copper Bars(AH)
10 Silver Bars(AH)
55 Bronze Bars(AH)
15(*19) Iron Bars(AH)
*4 Coal (EVend)
4 Steel Bars (*get a blacksmith to make from iron and coal, MUCH cheaper.)
106 Mithril Bars *cringes, sorry.*(AH)
159 Thorium Bars *runs*(AH)
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Engineering trainers are usually found in major cities.
Artisan engineers can be found in Orgrimmar and Ironforge.
The single master engineer (for all engineers) can be found in Gadgetzan in Tanaris. His name is Buzzek Bracketswing.

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Level: Name of Skill, approx to keep. Keep more in case. [how many to buy from AH.] (recipe req. for each.)

0: Buy a Blacksmith hammer.
Buy Schematic: Green/Blue/Red Firework (Fireworks Merchant in Booty Buy/Iron Forge/Orgrimmar) 40s
Buy Schematic: Thorium Widget – Engineering Supplies in Orgrimmar/Ironforge 1g
Buy Schematic: Thorium Tube – Engineering Supplies in Winterspring (Everlook) 1g40s
1-40: Rough Blasting Powder, sell all [90 Rough Stones] (1xRough Stone)
41-50: Handful of Copper Bolt, used for 66-75.[10 Copper Bars] (1xCopper Bar)

51:Arclite Spanner [6xCopper Bar](6xCopper Bar)

52-65: Copper Tubes, 10 used for 66-75. [35 Copper Bars] (2x Copper Bar 1x Weak Flux)

66-75: Rough Boom Sticks, sell all [](1x Copper Tube 1x Handful of Copper Bolts 1x Wooden Stock)

76-95: Coarse Blasting Powder, keep 20 for 121-125. [80 Coarse Stones] (1x Coarse Stone)

96-105: Silver Contacts, Keep 5 for 146-150, Keep 5 for 191-195. [10 Silver Bars](1x Silver Bar)

106-120: Bronze Tubes, sell all. [30 Bronze Bars](2x Bronze Bar 1x Weak Flux)

121-125: Small Bronze Bombs, sell all. [10 Bronze Bars, 10 Wool Cloth] (1x wool cloth 1x silver contact 4x coarse blasting powder 2x bronze bar)

126-145: Heavy Blasting Powder, 10 for 146-150, 50 for 150-175, 15 for 191-195. [70 Heavy Stones] (1x Heavy Stone)

146-150: Big Bronze Bombs, throw at friends or sell. [15 Bronze Bars] (2x Heavy Blasting Powder 3x Bronze Bar 1x Silver Contact)

150-175: Blue, Green or Red Fireworks, sell. [50 Heavy Leather] (1x Heavy Leather 1x Heavy Blasting Powder)

176: Gyromatic Micro-Adjustor [4x Steel Bars](4x Steel Bar)

177-190: Solid Blasting Powder, 10:206-210, 15:211-225, 16:236-245, 10:246-250 [66 Solid Stones](2x Solid Stone)

191-195: Big Iron Bomb, sell [15 Iron Bars] (3x Iron Bar 3x Heavy Blasting Powder 1x Silver Contact)

196-205: Mithril Tubes, sell. [30 Mithril Bars](3x Mithril Bar)

206-210: Unstable Triggers, 10 for 236-245. [10 Mithril Bars, 10 Solid Blasting Powder] (1x Mithril Bar 1x Mageweave Cloth 1x Solid Blasting Powder)(need for later)

211-225: Hi-Impact Mithril Slugs, sell on AH for good profit [15 Mithril Bars, 15 Solid Blasting Powder] (1x Mithril Bar 1x Solid Blasting Powder)

—From here, the going will be dangerous, you may want to stock 5-10 more of each thing I’ve listed in case of TERRIBLE steaks of luck, as you will be flying out to Gadgetzan. Also see my section below about Goblin/Gnome engineering. That is an expensive way to level, and my FAQ is cheapest without having to make a choice.—

226-235: Mithril Casings, 10 for 236-245. [40 Mithril Bars] (3x Mithril Bar)

236-245: Hi-Explosive Bomb, sell. [10 Mithril Casings, 10 Solid Blasting Powder] (2x Mithril Casings 1x Unstable Trigger 2x Solid Blasting Powder)

246-250: Mithril Gyro-Shot, sell. [16 Mithril Bars, 16 Solid Blasting Powder] (2x Mithril Bar 2x Solid Blasting Powder)

251-260: Dense Blasting Powder, Keep all for shells!! [50 Dense Stones](2x Dense Stone)

261-290: Thorium Widget, keep for most high-end stuff or sell. [99 Thorium Bars, 33 runecloth] (3x Thorium Bar 1x Runecloth)

290-300: Thorium Tubes, keep for most high-end stuff or sell. [60 Thorium Bars] (6x Thorium Bar)

—When all is said and done, it should have taken you 3-5 hours to get it all made. Grats.—

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Pick up Schematics that help out:

"Discombulator Ray":
1.You need a DELTA ACCESS security card. It’s a low % drop in gnomeregan, so getting it is the hardest part. I’ve found 3 off of the mobs coming from the back door. You can also find it from AH though in some cases. The important part about delta security card is that it is not BoP, so once you have gotten your schematic, sell it to someone else.
2. You must have 160 engineering.
3. Learn the schematic directly from 3500-D terminals on the way to Thermaplugg from the back door, in the engineering labs.
*4. Now, I have heard also that Alliance need to have the Red Access card, as well, but I did not have it when I got the ability.

"Schematics: Repair bot 74A":
Learn this from a scroll on the ground next to Golem Lord Argelmach in BRD at 300 engineering. (First of all, you’ll need the Shadowforge Key.
1. Take your first left, unlock the gate, run up to the gate on the right, unlock that, run up to the door on the left, unlock it.
2. Walk up to the big gear in this room, and unlock the chain.
3. Run up the ramp in this room, take the left up the stairs, then follow the hallways. You’ll come to a room with about 4 fire elementals, stairs going down on the left, and a ramp going down on the right. Go right.
4. Ahead of you will be many non-elite gnomes and elite elementals standing around. Go straight down from the ramp until you come to a room with a named, and two elementals guarding him.
5. The plans are to your right.)
It takes 12 Thorium Bars, 4 Rugged Leather, 1 Fused Wiring, 2 Elemental Earth, and 1 Elemental Fire. It has only 1 charge before it is expended. Not cheap.

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—Types of Artisan Engineering—

The Master Gnome engineer is in Booty Bay.
The Master Goblin engineer is in Gadgetzan. These trainers will give you a task to complete to join
that society. Note that you don’t need to choose either, as it is not linked to learning
artisan engineering at level 35 at all.

For your Goblin engineering quest:
20 Big Iron Bombs (190) (3x Iron Bar 3x Heavy Blasting Powder 1x Silver Contact)
20 Solid Dynamite (175) (1x Solid Blasting Powder 1x Silk Cloth)
5 Explosive Sheep (150) (1x Bronze Framework 1x Whirring Bronze Gizmo 2x Heavy Blasting Powder 2x Wool Cloth)

For your Gnome engineering quest:
6 Mithril Tubes (195) (3x Mithril Bar)
1 Accurate Scope (180) (1x Bronze Tube 1x Jade 1x Citrine)
2 Advanced Target Dummies (185) (1x Iron Strut 1x Bronze Framework 1x Gyrochronatom 4x Heavy Leather)

Goblin is the realm of BOOM. You get a wider variety of and more powerful explosives. Unfortunately the dragon gun and the mortar still trigger the shared explosive reuse timer, though they are on seperate cooldowns.

Goblin engineering produces the following:
1) (205) Goblin mining hat (AC 190, +15 sta, +5 mining, mail armor, BoP) (You no take candle!)
2) (205) Goblin construction hat (AC 44, +15 fire resist, cloth, BoP) Use: absorb 300 to 500 fire damage for 1 minute.
3) (205) Goblin sapper charge (explosive, limited use) Damage enemies around you for a lot while damaging you
for slightly less.
4) (205) Goblin Rocket Fuel recipe (creates a recipe) create recipes for alchemists, who in turn can supply you
with goblin rocket fuel, necessary for some schematics.
5) (205) Goblin Mortar (explosive, 6 uses) Has a minimum and maximum range. Binds on equip, so you can recharge your own mortar (using the Mortar: Reloaded schematic gained at the same time) for significantly fewer resources than a new mortar, but cannot recharge anyone else’s as it is soulbound to them.
Also worth noting is that this item apparently still causes a "stun" effect instead of a "disorient" effect, which is somewhat more useful. However, the radius is smaller than listed, probably 6 yards instead of 10.
6) (225) Goblin Rocket Boots (AC 41, cloth) These boots are one of the few items usable by those without the engineering skill. They allow fast running for a short period of time, but are prone to explosion.
7) (230) Goblin Bomb Dispenser (trinket, BoP) Can create one bomb that behaves as an exploding sheep, every 30 minutes.
8) (235) The Big One (explosive, 2 uses) A massive bomb that deals high damage in a huge radius. Has a longer than usual activation time.
9) (240) Goblin Dragon Gun (trinket, BoP) A 10-second channel creates a cone of flame that deals damage each second.
10(?)) (245) Goblin Rocket Helmet (AC 50, +15 sta, cloth) Allows you to charge an enemy, knocking it unconscious for 30 seconds and yourself for less time. Damage ends the effect.

Gnomish is the realm of devices. Trinkets for every occasion. If you are satisfied with the amount of explosives from standard engineering, go gnomish for utility.

Gnomish engineering produces the following:
1) (205) Gnomish Shrink Ray (trinket) temporarily reduces target’s attack power by 250. this can also backfire on the user, causing them to shrink or grow.
2) (205) Inlaid mithril cylinder plans (creates a recipe) creates plans for blacksmiths, who in turn can provide you with mithril cylinders, necessary for some schematics.
3) (210) Gnomish Goggles (AC 45, +9 agi, +9 sta, +9 spi, cloth, BoP) goggles with agility
4) (210) Gnomish Net-O-Matic Projector (trinket) Roots target for 10 seconds, 10 minute cooldown. Can backfire and root the user instead.
5) (215) Gnomish Harm Prevention belt (AC 66, +6 sta, leather) Use: blocks 500 damage over the next minute, but can also temporarily remove the user from reality.
6) (225) Gnomish rocket boots (AC 41, cloth) requires engineering to use, but cannot be destroyed like the goblin version.
7) (230) Gnomish Battle Chicken (trinket, BoP) summons a combat chicken for 90 seconds. 30 minute cooldown.
8) (235) Gnomish mind control cap (AC 50, +14 spi, cloth) allows mind control of your target for a short time.
9) (240) Gnomish death ray (trinket, BoP) a 4-second channel deals damage to you each second, and then releases more than the total amount at your target. Aggros as you start channeling.

Those are the big differences I know of. It’s purely a matter of preference. Keep in mind that aside from the ones that are Bind of Pickup, you can trade/buy to get most of the other’s products!

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That’s it, you should be 300 when reading this little section. Props to Thottbot, Auction House, and ideas given by various forums. Good luck to you, you’ll probably need it after this faq drains your wallet. ^_^

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Blacksmithing

Taken from US forums, posted by Willhelm (and very useful).

Raising Blacksmith Skill

You will want to equip yourself and your friends as your skill rises. If you keep your skill at 25 plus five times your level then you will always be able to make items you can equip at their minimum level. Outside of the items you make because you want to, or to fulfill the Blacksmtih quests, there are a series of minimum-material items you can make to advance your skill, mostly consisting of stone, misc. items, and some low-material armor items.

Apprentice Blacksmithing Path:

This is done mostly with stone, saving your copper and bronze bars until later except when you need to equip yourself or your friends or clients. Make Rough Sharpening Stones (turns green at 15 and grey at 55) until you reach 25 and learn Rough Grinding Stones. (Save and use those Sharpening Stones as a combat buff.) Make Rough Grinding Stones (turns green at 45 and grey at 85) until you reach skill 65, keeping them for use later in making other items. Make Coarse Sharpening Stones (green when learned at 65, grey at 80) until you reach 75 and are a Journeyman. Copper items useful as skillups include Copper Bracers (2 copper bars, green at 20), Copper Chain Pants (4 copper bars, green at 50) and Copper Chain Belt (6 copper bars, green at 75).

Journeyman Blacksmithing Path:

At 75 you learn Coarse Grinding Stone, which are green when learned. Make those until they turn grey at 100 and save them for making further items. Turn any tin and copper into bronze bars but save them. Make Silver Rods until they turn green at 105 (and sell them to Enchanters) then make Rough Bronze Leggings (with your saved bronze bars) until they turn green at 145 or even to grey at grey at 175. These take 6 Bronze Bars and sell to the vendors for 9.62 s each, so if you can buy stacks of 20 Bronze Bars for 30 s or less, you can actually make a profit while you skill up. Also at 125 you learn Heavy Grinding Stone. Make these until they turn grey at 150 and keep them for making other items. If you are able to learn the Deadly Bronze Poniard dropped plan at 125 then you can make and sell it at a profit until it turns green at 155 and grey at 185. The Patterned Bronze Bracer (green at 150) is required for a Badlands quest. At 145 you learn to make your first rare (blue) item, the Shining Silver Breastplate (green at 175) which sells well.

Expert Blacksmithing Path:

Beginning at 150, make Rough Bronze Leggings until they turn grey at 175. Iron Buckles are easy but turn grey at 155, while Golden Rods turn green at 155 and grey at 160. Golden skeleton keys are greenwhen learned and grey at 170. You will want to equip yourself and friends with the Green Iron Set and that will provide some skillups. If you are lucky enought to learn the Iron Shield Spike plan at 150 then you can make and sell these at a good profit until they turn green at 180 and grey at 210. Another profitable drop is the Iron Counterweight, green at 190 and grey at 210. At 200 you learn Solid Grinding Stone so make those until they turn grey at 210. To get from 210 to 225, make Golden Scale Bracers to 215, then make Steel Plate Helms to 225. You will also be equipping yourself with the Golden Scale armor set and the Moonsteel Broadsword is required for a quest in Duskwallow Marsh. A number of expert weapons and armors are saleable, including the rare Green Iron Hauberk at 180 (green at 205, grey at 230).

Artisan Blacksmithing Path:

At 225 make Steel Plate Helms until it turns green at 235. Then make Mithril Spurs to 250 (turns green at 255). At 250 make Dense Sharpening Stones until they turn grey at 260. The Heavy Mithril and Ornate Mithril armor items are good for their level, so you can also skill up some on making the mithril items for the Mithril Order quests. The Ornate Mithril Boots are popular with warriors for their remove root effect and they (and the Ornate Mithril Helm) turn green at 265. Go back to Mithril Spurs (which are readily saleable) until they turn grey at 275 and then make Thorium Bracers to 280. Now make Thorium Helms to 300. A new alternative is the Imperial Plate armor set, starting with the Imperial Plate Bracers at 265. While these use more thorium than the Thorium armor items, they are much more saleable.

Specialty Path:

As an Armorsmith or Weaponsmith you can skill up making the items for your specialty Quest. Be sure to make them as soon as you learn them, and save the items to turn in for the quest, so you get your skillups. An Armorsmith can then skill up with Truesilver Gauntlets until they turn green at 245 (or grey at 265) and Truesilver Breastplate until it turns green at 265 (or grey at 285). Those are both saleable items. A Weaponsmith can gain skillups with the Shatterer, Phantom Blade, Blight and Truesilver Champion, as these are also saleable.

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Razorfen Kraul

This is at the south end of the Barrens, on the west side of the road. It’s a long run through the Barrens from Dustwallow Marsh, and perhaps the flight path in the west of Thousand Needles (really in Feralas) is faster; you need to visit Thalanaar to pick up one of the quests. You may want to pass through Ratchet to pick up the tuber quest, but that is a longer run still.

Heralath Fallowbrook -Mortality Wanes (deliver to Darnassus)
Willix the Importer – Willix the Importer (escort)
Mebok Mizzyrix, Ratchet – Blueleaf Tubers (first T, left, dead end, bridge on right)
Furen Longbeard, Stormwind – Fire Hardened Mail (warrior)
Master Apothecary Faranell, Undercity (Horde) – Going, Going, Guano!
Master Apothecary Faranell, Undercity (Horde) – Hearts of Zeal
??, Thunder Bluff (Horde) – Vengeful Fate
Falfindel Waywarder, Thalanaar, Feralas – The Crone of the Kraul

To get the quest from Falfindel, you first need to collect Henrig Lonebrow’s Journal from the dwarf corpse at the bottom of the Great Lift from the Barrens into Thousand Needles. He is south west of the lift, quite close to it. Deliver the journal to Falfindel.

Inside the Kraul at first glance seems like a maze, but it isn’t quite as complex as that once you know it. There is an upper level, and a lower level (tunnels). The lower level has lower level mobs, as does the initial section – 25-28. The rest of the upper level is 28-31. There are a few stealth mobs in the later sections, and some mobs have pets. The pets have very low hit points, about 700.

You can enter the tunnels from the entrance by moving forward to the first T junction, then turning left. If, instead of taking the vine down into the tunnel, you follow the other vine across to the other side of the tunnel, this small area is good for the tuber quest. I got all of mine just standing in one spot.

On the lower level at the end is Fallowbrook and Willix. If you kill through, you can take the escort quest from Willix at a lower level. He wants to be escorted back through the tunnels; this time you have to follow him at his pace, and he will be ambushed probably three times by two or three higher level boards (level 28 elites), including once at the end by two boars, just at the instance exit.

The item for Fallowbrook drops from the humanoid boars, but drops quite quickly.

The upper level is a long twisty passage; there are no real forks in the path, just a couple of dead ends with nameds at the end.

Treshala is on the upper story of a building in the Tradesmen’s Terrace section of Darnassus.

Bosses

Agathelos the Raging – Swinetusk Shank (blue dagger), Ferine Leggings (leather legs)
Blind Hunter – Batwing Mantle (blue cloth shoulders), Nightstalker Bow (blue bow), Stygian Bone Amulet (blue necklace). rare spawn.
Charlga Razorflank – Agamaggan’s Clutch (blue ring), Heart of Agamaggan (blue sheild), Pronged Reaver (blue one handed axe)
Death Speaker Jargba – Death Speaker Scepter (blue one handed mace), Death Speaker Mantle (cloth shoulders), Death Speaker Robes (cloth chest).
Earth Caller Halmgar – Wind Spirit Staff (blue staff, Whisperwind Headress (leather head). Rare spawn.
Overlord Ramtusk – Corpsemaker (blue two handed axe), Tusken Helm (mail head)

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Gnomeregan

Entrance is in the west of Dun Morogh. This is the longest instance so far – I imagine it will take two to three hours to complete, but it can be split into two by getting the workshop key.

For the Horde: you don’t need to hack your way through Dun Morogh to get to Gnomeregan. Sovik gives out a quest that lets you teleport to just outside the instance from Booty Bay – just take the boat from Ratchet.

Nogg, Orgrimmar (Horde) – Rig Wars
Sovik, Orgrimmar (Horde) – Chief Engineer Scooty

Tinkmaster Overspark, Ironforge – Save Techbot’s Brain!
Master Mechanic Castpipe, Ironforge – Data Rescue
Gnoarn – The Day After
Klockmort Spannerspan, IronForge – Essential Artificials
Shoni the Shilent, Stormwind – Gyrodrillmatic Excavationors
High Tinker Mekkatorque, Ironforge – The Grand Betrayal
Ozzie Togglevolt, Dun Morogh – Gnogaine
Ozzie Togglevolt, Dun Morogh – The Only Cure is More Green Glow

In Gnomeregan:
Kernobee – A Fine Mess
Grime-Encrusted Ring – Grime-Encrusted Ring
White Punch Card
The Sparklematic 5200 – The Sparklematic 5200!, More Sparklematic Action

In Ironforge, talk to the five gnomes outside the Deeprun Tram entrance, and head to Stormwind for Shoni’s quest. Back in Ironforge, run to Kharanos for Ozzie, who is in the house with 2 gnomes and a leper gnome north of Kharanos.

There are two entrances to the instance; the first is to the south, bearing left; this is the main entrance. The second is to the north of the train depot, and requires the workshop key. This is a sort of shortcut to the main boss (Mekgineer Thermaplugg). West of the train depot is Techbot. The various elites in the area can drop the robo-mechanical guts, plus a white punch card, and grime-encrusted objects. The irradiated troggs outside can also meet the gnogaine quest, although you have to be within aggro range to use the flask.

The ‘essential artificials’ for their quest come from the clickable machines that lurk in corners throughout the instance.

Use the punch cards on the punchograph machines; the first one is outside the instance. An engineer will in addition to the cards, get access to schematics from some of the machines. If he has a Security DELTA card, which drops rarely from the robots, the D machine may give an extra schematic (the discombobulator ray). The B machine is at the first large chamber, the C at the second, and the D on the lower level of the last chamber (the workshop).

The first boss is the Viscous Fallout, an elemental that wanders the north side of the lower level of the first chamber. Watch out for the gap in the walkway to the north in the upper level, although this can be a quick way to get to him if you can survive the fall, or you can work your way down through the passages via the clean room, to the south side of the walkway. This area is where you can get the green glow for that quest.

The second boss is to the east; Grubbis. He is activated by the gnome, Blastmaster Emi Shortfuse. The first wave of mobs she releases is a very large number of non-elite troggs, make sure that you have a way of getting aggro from them very quickly.

Kernobee is in the Dormitory, next to the Clean Room. He wants you to escort him back to the instance entrance, and, unlike most escort quests, he follows you, at your pace. The Clean Room has a vendor (but no repair, unfortunately), and the three Sparklematic machines to clean grimy objects; only one of the the three will clean the ring.

The third boss, Electrocutioner 6000, is in the middle of the next large chamber, and guards the C punch card machine. He also drops the workshop key.

The grime-encrusted ring drops from dark iron agents. Take it back to the sparklematic machine for cleaning; there is a followup quest back in Ironforge requiring a silver bar and a moss agate. I never met the Dark Iron Ambassador, but he can reputedly be found at the end of the passage of dark irons, close to Thermaplugg. I found this corridor the hardest part to deal with – crowds of sometimes four dwarfs with a sentry and the possibility of a mobile alert to spawm two more sentries if not dispatched immediately.

Mekgineer Thermaplugg is alone in his room, once you get to it. However, he spawns bombs as you fight him; I think based on a percentage of his health. Try to kill them before they reach you; towards the end, there can be a LOT of bombs. You can stop the bombs spawning by clicking on the towers around the room.

There is a final boss, the Crowd Pummeller 9-60, on the west side of the last chamber on the upper level.

Bosses

Crowd Pummeler 9-60 – Manual Crowd Pummeler (blue two handed mace), Gnomebot Operating Boots (leather boots)
Dark Iron Ambassador – Emissary Cuffs of xxx (blue leather wrist), Glass Shooter (blue gun). Rare spawn.
Electrocutioner 6000 – Electrocutioner Lagnut (blue ring), Elecrocutioner Leg (blue one handed sword), Spidertank Oilrag (cloth wrist)
Grubbis – Grubbis Paws (blue mail gloves)
Mekgineer Thermaplugg – Charged Gear of xxx (blue ring), Electromagnetic Gigaflux Reactivator (blue cloth head), Thermaplugg’s Central Core (blue shield), Thermaplugg’s Left Arm (blue two handed axe)
Viscous Fallout – Acidic Walkers (blue cloth boots), Hydrocane (blue staff), Toxic Revenger (blue dagger).

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