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Outlands 5 Man Instances - How To Get Your Perfect Group

Despite the basics of a good group being mainly common sense many people will jump into an instance with a tank, healer and three DPS.  Lets face it this isnt that surprising since the great majority of World of Warcraft players roll DPS it makes quests easier, soloing much more fun and you can compare your damage stats with other players much like the people in the gym compare their muscles. Finding DPS for your group is never much of a problem, finding DPS'rs with good agro control is a little harder, hunters and mages with icebock are a  good start, as this and feign death  will remove all agro on them.


There are quite a  lot of 5 man instances available between 61-70, moreso when you take into account heroic keys, which spawn the instances with harder mobs, but also better loot, to get into a heroic you generally need a key, this can be obtained by getting:


The Escape from Durnholde (Level 66–68)
Opening the Dark Portal (Level 70)
Hellfire Ramparts (Level 60-62, Heroic - Flamewrought Key)
The Blood Furnace (Level 61-63, Heroic - Flamewrought Key)
The Shattered Halls (Level 70, Heroic - Flamewrought Key)
The Slave Pens (Level 62-65, Heroic - Requires Steamvault Key)
The Underbog (Level 63-65, Heroic - Requires Steamvault Key)
The Steamvault (Level 70, Heroic - Requires Steamvault Key)
Mana Tombs (Level 64-66, Heroic - Requires Auchenai Key)
Auchenai Crypts (Level 65-67, Heroic - Requires Auchenai Key)
Sethekk Halls (Level 67-69, Heroic - Requires Auchenai Key)
Shadow Labyrinth (Level 70, Heroic - Requires Auchenai Key)

The Mechanar (Level 70, Heroic - Requires Warpforged Key)
The Botanica (Level 70, Heroic - Requires Warpforged Key)
The Arcatraz (Level 70, Heroic - Requires Warpforged Key)


Firstly, lets discuss the basic group perfection layout, this group should be able to deal with any situation that arises in an instance, with good crowd control strong healing and tanking DPS is not a factor untill you get to the bosses, many of which have aspects that require fast DPS, it is especially usefull to have a destruction warlock or mage available for these situations, as they can usually fire out a  huge amount of DPS in a short time.


Main Tank – Protection Warrior

Main Healer – Holy/Disc Priest

Off DPS, Off Healer and Off Tank – Druid, Paladin or Shaman

2xDPS + joint Crowd Control (CC)


Many people have disagreed with these layouts stating their various reasons.  This will hopefully explain why groups with paladins, shamans or druids as main healers or tanks have a much greater wiping rate. 

Main Tank (MT)

The main tank is one of the key people in your group.  Not only will he have to take huge amounts of damage, he will have to keep agro on numerous mobs all being attacked by different people. 

Druids have recently come into the picture as a MT, I however hate any instance with a druid as a main tank for one pure and simple reason, Agro Control.  Druids cause much less agro than a protection specced warrior, and though they can sometimes have more hp and armour this is little consolation when your healer and DPS are getting destroyed by additional mobs that the MT couldn’t control.

A good protection warrior can absorb a huge amount of damage, and I believe his talents alone such as sunder and its multipliers will more than make up for a bear form druids armour increase, if used correctly of course.

 Main Healer (MH)

Since the burning crusade came out Druids, Shamans and Paladins have all been fighting for the role of MH in 5 mans, most worryingly without any backup healer.

While Paladins and Shamans both have powerful heals they are only really effective for spamming one or two targets.  Druids have some incredibly powerful heal over time (HoT) spells along with arguably the most powerful single heal spell.  They do unfortunately have a regular tendency to run out of mana on bosses.

Shamans tend to be more DPS and Tanking than healing, while they can be an effective off healer if geared for it they are more useful as DPS and tanking due to their high powered offensive spells and melee damage mixed with strong armour.

Paladins are the most mana efficient healers, being able to spam heal themselves and others for 15 minutes straight without a break.  Unfortunately while they can keep one person alive indefinitely their ability to keep a group alive is severely lacking.  Its also important to note that after patch 2.1.0 is released paladins mana efficiency will be drastically reduced, as it is currently considered ‘broken’ by the developers.

A holy disc priest with a good talent build (Usually 21/40 or 20/40 in disc/holy) will always be the most versatile healer to keep your whole group alive, with HoT , Area of Effect (AoE), good dispels and powerful single heals the priest is by far the most competent and well equipped class to keep a group alive. 

Off Healer, Off Tank and Off DPS

This is one role that can only be filled by a druid, paladin or shaman.  The character who plays this must know his role incredibly well, and as in the title must be ready to move into one of the three areas in an instant.

Off Healing

When off healing the druid, paladin or shaman will normally focus on the tank, spamming large heals to keep him alive.  Druids can also send around a few HoT spells to save the priests mana, both druids and shamans should however keep at least 1/3rd of their mana for emergencies.  An off healer is pretty much required in outlands instances as some of the mobs in them do huge amounts of damage, at insanely quick speeds!

Off Tank (OT)

Many off tanks mistakenly think it is their job to jump into the fray with the warrior, unfortunately this not only makes it hard for the warrior to maintain control but also means the healer has to focus on two people taking major damage from the start.

When off tanking the OT should DPS or heal until either the priest or DPSers get a large amount of agro and the warrior cannot easily take control again.  In my experience druids have some fantastic agro gain abilities, beaten only by a warrior.  Paladins can take a lot of beating from mobs before going down, they can also pull up a bubble and heal themselves, unfortunately they lose all agro when they do this, it does mean they can go back to being an off healer without having to worry about mobs interrupting their spells.

The important thing for off tanks to remember is that they should only get enough agro to take a mob off the DPSers the tank should try to reclaim agro as soon as possible so the off tank can go back to off healing.

Off DPS

This is not usually specified as a role of an off tank/healer and should be the least of your worries, there are occasions, usually on new outlands bosses, where the boss will spawn adds that will grow in strength as time passes, in mana tombs last boss the prince will repeatedly spawn ethereal clouds, that while not having much DPS or hp to begin with will transform into formidable elites if left for too long. In these situations extra DPS is not only a nice to have, it is a necessity. Its sometimes important to remind this class that they should not be grabbing too much agro though, as they may need to heal in an emergency

So which class is best for this?

All in all druids may come out of this looking the best, with better agro control and the spell inneverate to keep your priests mana up, not to mention Combat Heal (A fantastic ability allowing a druid to res a healer or tank that gets taken down during battle).  Their HoT spells do come in useful and they tend to be rather well rounded even if they are fully specced for feral or healing.  A druids weakness is that they only have a large amount of health/armour while in a feral form, when they come out of this their stats are drastically decreased so they may find it difficult to do anything other than instant cast heals while they have agro (I.e. if they were off tanking before hand)

Paladins are similar to shamans, their healing ability is more focused on keeping a single main tank healed, they do however have a heal similar to flash heal which restores a small amount of health very quickly. The great thing about a paladin off healing is their ability to keep the tank alive even when being attacked, their armour and shield can keep them alive while they heal other group members.  A paladin has several ‘auras’ and buffs that come in useful during an instance.  Auras tend to be resistance to types of spell damage, helping to reduce damage caused.  Their buffs also help to restore mana, increase stats and dps or even reduce your threat rating.

Shamans do have an ace up their sleeves though.  Totems are a fantastic addition to any battle, each shaman can drop several totems, and they can do anything from summon fire elementals to restoring a player’s health and mana.  A totem to draw agro can be a lifesaver in certain situations, and one is usually dropped in front of casters/healers as a last line of defence.

Whether as shaman, paladin or druid they have to remember that their role could involve going from healing to tanking in a very short time, Shamans pull this off with an earth-bind totem or a taunting one, slowing the enemy down or distracting them completely.  Druids on the other hand can use a stun affect, whether in cat or bear form to give them time to cast

Damage per Second (DPS) (2 Slots)

All classes have some form of DPS spec, which is best for your raiding group is always dependant on what kind of instance you are doing and what crowd control you need.

Warrior (Fury/Arms)

Warriors can be formidable for DPS.  Their high armour and incredible strength allow them to do massive amounts of damage and do a bit of backup off tanking.  They are useful when a lot of trash mobs are involved, but rarely taken as there are better options available and your off tanks really should be able to handle any extra mobs.

Paladin

Paladins can do a fair amount of damage but generally are not brought in as pure DPS, more as an off tank/healer, they are ok at many little things and can help the group with their variety of auras and buffs.  You may want to consider bringing one of these on some occasions, as their buffs are stack with another paladins.

Shadow Priest

A Shadow priest is a healers best friend, helping to not only restore mana and health to the whole party (Removing the need for the main healer to deal with some of the small heals) they also do a huge amount of damage and can do cc such as mind control and shackle undead while allowing a healing priest to focus on healing.

Mage

Mages are always a welcome to any party, they have a great intellect buff on top of huge DPS, great crowd control. Sheep, Freeze, Ice (to trap them or slow them down) Blizzard and more. Depending on their spec they can use ice block (Removes all agro from them) summon a water elemental to aid DPS with frost spec and a range of high DPS spells with fire (these also carry a chance to stun mobs).  Combined all these spells can help tremendously with larger numbers of mobs.

Hunter

A hunter is a useful spec to have in an instance, though it requires good control of their pet.  Hunters have slowing spells, scatter shot (a mix of fear and stun) and ice traps, these can put a mob out of action while you clear the others.  Their DPS is also impressive, sometimes beating that of a rogue or mage.

Warlock

Warlocks are a great addition to a party, able to give out DPS close to a mage plus they can supply the party with health stones and soulstone the priest (Helps prevent or recover from a wipe when put on a priest.  Their crowd control is varied banish can stop an elemental or demon mob from attacking for a minute and curses can do anything from cause damage, make mobs cause less damage, make them take more shadow or elemental damage and even double the spell casting time of a mob. They also have a multitude of fear spells, which are useful when well controlled and disastrous when not.  Most warlocks avoid using fear in instances unless on a bosses adds or when they can guarantee a mob wont be feared into another group, pulling even more.

Warlocks pets do tend to be used a lot in an instance, a warlocks imp has a spell to increase the parties stamina, a succubus can charm a mob, allowing for even more crowd control, voidwalkers are good for an off tank and temporary shield if you wish to sacrifice them and a felhunter can cause damage, silence spellcasters and remove buffs from enemies and debuffs from your own team.  This is incredibly useful on later bosses where debuffs can do anything from stop your spell casting to increasing damage taken by 500%

Rogue

Rogues are always a bonus for a party, their most useful attribute of picking locks helps with many doors and locked chests.  The DPS of a good rogue can match that of a mages and they also have sap, a way of incapacitating a mob.  This is incredibly useful crowd control but can be a pain as the mob has to be sapped while out of combat.  A good rogue is a great addition to a party when managed correctly, but could do with a few more CC techniques.  Their high melee DPS mixed with a variety of stuns and spell interrupts makes them a valuable member on instance with spell casters.


Druid

While more suited to an off healer/tank status they also have an effective DPS form.  While it can sometimes be useful to have a third healer in a group, for if the off healer has heavy agro or similar, a druid is not always the best option as they lack crowd control abilities.

Shaman

Fairly similar to a druid, the totems can be useful but their lack of crowd control makes them a poor choice for a DPS role and more an off healer/tank role

Which DPS character should you take?

This is always a hard choice, the characters taken should always reflect on the instance itself. For an instance with lots of demons and spellcasters a good choice would be a warlock and rogue.  A warlock can banish, silence with felhunter and use curse of tongues to slow casting time.  In the meantime the rogue can sap while dealing large damage to the cloth wearers while kicking and stunning to interrupt spell casts.

If a boss has several adds which grow stronger over time more instantaneous DPS may be needed than what a warlock could provide by damage over time spells.  In those instances a rogue and a mage could be a good choice, the rogue saps, the mage sheeps and both can do large amounts of damage quickly, killing the mobs while they have lower HP.

Whichever you decide to take you should never have two DPSers of the same class as you lose a lot of your versatility to handle different situations.   The chart below shows the basic CC abilities of different classes, these are not always available since some require a certain talent to be learnt.

 

Humanoids

Undead

Casters

Beasts

Demon

Elementals

Warrior

Stun & Fear

Stun

Stun & Spell Interrupt & Fear

Stun & Fear

Stun & Fear

Stun & Fear

Mage

Sheep & Frost Trap

Frost Trap

Frost Trap

Frost Trap

Frost Trap

Frost Trap

Hunter

Ice Trap& Scatter Shot

Ice Trap& Scatter Shot

Ice Trap& Scatter Shot

Ice Trap& Scatter Shot

Ice Trap & Scatter Shot

Ice Trap& Scatter Shot

Warlock

Fear

N/A

Silence & CoT (Spell Slowdown) & Fear

Fear

Enslave Demon & Banish & Fear

Fear & Banish

Priest

Mind Control & Fear

Shackle Undead

Silence & Fear

Fear

Fear

Fear

Rogue

Sap

Sap

Sap & Spell Interrupt

Sap

Sap

Sap

Shaman

 

 

Spell Interrupt

 

 

 

Druid

Hurricane

Hurricane

Hurricane

Hurricane  & Sleep

Hurricane

Hurricane

 You need more than the right classes to have a successful instance, people who cannot play their class and manage their agro efficiently have wiped many groups.  To this end it is always advisable to add good players to your friends list and make a note of the bad ones to avoid in future.   They key things to watch out for in each class are

Tanks – Agro, if the tank cannot agro all mobs then they are not doing their job right, no one else should be being attacked

Healers – Slow healing, poor healing this is fairly easy to spot, be careful not to blame the healer for a poorly geared tank or when more than 2 or 3 people are being attacked due to poor agro control

DPS – Agro again, DPS, despite the name is not just about doing damage.  A good DPS player will maintain a steady stream of damage while not doing enough to pull a mob from the tank (Damage meters such as KTM are useful to keep track of this)

Crowd Control is also a major part of this role, make sure each person is doing their job!

posted @ Wednesday, May 30, 2007 12:24 PM

Farming Motes of Gold

Niche

There are several types of motes, nearly all of them worth a huge amount of money

Putting it simply there are seven types of motes, all of which can be turned into their primal elements for free, just right click on a stack of 10, remember to check on the AH if it’s the primals or the motes that are selling for the most, a single primal water may go for 30g, but a small stack (Between one and five) of mote of water may go for more than if you combined it into a Primal.

Prices 

Primal Fire – 30 – 45g each

Primal Air – 30-40g each

Primal Water – 25-35g each

Primal Mana – 20-30g each

Primal Life – 15-25g each

Primal Earth – 5-10g each

Primal Shadow - 70s-2g each

Primal shadow up to primal life are hardly worth the effort., if you ever need any of these grind the more expensive Primals (such as fire or water), sell them and buy the lower ones at cheaper price. 

Where

Primal Mana can be ground fairly easily in Netherstorm (34,57) at the ruins of Enkaat. The mana wraiths there drop about 1-2 with a 30% drop rate.  While this is easy enough there are better places to grind motes, that can later be exchanged for primal mana.

The best place by far to grind Motes is the Elemental Plateau (67,23) in Nagrand.  This can only be reached by a flying mount, however it does contain a lot of level 70 Fire, Wind and water elementals, all of which drop their respective motes. This is a fantastic grinding spot, with the only flaw being it is slowly becoming filled with constant farmers, making it a slow way to get your motes sometimes.  However if the plateau is full of other players there are alternatives. 

There are 3 places you can go, each which has elements all below level 70.

For Air there is a place called the Alter of Shadows in Shadowmoon Valley (58,70) around here you will find a fair few air elementals, there are also some that roam about Nagrand, they are however too far apart for any effective grinding.

For Fire Elements there are several spots, also in Shadowmoon Valley, the most effective being at (34,27) and (47,47) where you will find a large amount of fire elementals and earth elementals.  Be careful here though, there are several parts on the lava which deal 600-800 damage per tick, making it a difficult place to grind if you are not careful

My all time favourite grinding spot has to be for Primal Water, this is a spot just south of the Elemental Plateau in Nagrand (58,26) Here you will find hundreds of water elementals (levels 64-66), you can easily get 150g to 300g an hour grinding Primal water here, and that doesn’t include the grey drops (about 30g an hour) and the greens 1 seems to drop every 20-30 minutes.  This is based on a level 70 with good gear, if you are a lower level it will take you a little bit longer, especially as you will need to take a mana/food break more often!

Primal Might

If you are an alchemist you might want to turn your Primals into Primal Might.

Primal Might requires: 

1x Primal Earth

1x Primal Water

1x Primal Air

1x Primal Fire

1x Primal Mana

It will however sell for the cost of mats plus upto 30-50 gold, depending on your server.  This is a fantastic way to make more cash from your primals, it does however require 350 in alchemy.

posted @ Saturday, April 07, 2007 12:57 PM

Power-Farming for 55-60 Warlocks in Un'Goro Crater

Everyone knows that Un'Goro crater is a good spot for farming. Herbalists will find Mountain Silversage in abundance. There's one particular area that helped this Warlock gain the gold needed for his level 60 mount & that's Fire Plume Ridge.

Preparation

You need a hardy pet (Blueberry or FelGuard). Also ready your 30 & 15 second banish spells along with Curse of Doom. Bring lots of heavy bandages as you'll be here for a while and you'll not want to have to bow out early to re-supply.

Quarry

Climb up to the top of the ridge by the lava lake. There are Fire Elementals all over the place. What you want to do is double-up on kills. Drop a Curse of Doom on an Elemental then immediately banish it. Send your pet on a second Elemental & drop curses to take it down. No need to burn to hard here; conserve mana cuz this is a grind. After 30 seconds expires your banished Elemental will be freed up. Drop another 15 second banish on him. You want to time it so that your pets' Elemental goes down just as the second banish releases. Have your pet in position before it goes off if possible. Now, drain life / life tap to regenerate mana as you wait for the Curse of Doom to go off. 99% of the time the COD will drop the Elemental & you don't need to do any extra work. Rinse and repeat. The repop rate is high enough so that you can pretty much be killing MOBs non-stop even if there's someone else farming in the vicinity. Just be careful to conserve mana.

Rewards

These guys drop some vendor trash but the golden nuggets you're after are Heart of Fire. They seem to drop every 40-50 kills in this zone and can sometimes fetch up to 8G in the Auction House on my server. I've had occasions though where I grabbed 3 in a 45 minute span. These guys also drop elemental fire which can sell for good cash if you have a stack. It's components for Fire Protection potions. Always try to unload these items in the trade channel though before heading to the Auction House though; often people are looking for this item before heading off to Molten Core.

posted @ Thursday, April 05, 2007 4:38 PM

Farming Gold In Nagrand and SMV

Farming gold in World of Warcraft is the bane of many players lives, with the new epic flying mounts costing over 5000 gold you are talking some serious grinding time. Fortunately in the World of Warcraft’s The Burning Crusade Expansion  the new Outlands has a host of areas which can offer you a surprising amount of gold, if you have your wits about you that is.

Market Prices at the auction house are constantly fluctuating, two of the base products of gold grinding in the outlands can almost double in value in the space of a few hours.  This can leave you kicking yourself if you sold something only for it to appear at twice the price of what you put it on for in an hours time.

The auction house isn’t the only way though, sometimes you can sell a large amount of something (10+ stacks) for near the auction house value and without it taking its cut.  It is always a good idea before selling anything on the auction house to advertise it in the trade channel for the price or maybe even a little more than you where going to put it on the auction house for.  You will get a few annoying people offering you ludicrously low amounts, just ignore them and stick to your guns, it will pay when someone wants to buy all you have for more than you were going to sell it for in the first place.

Netherweave Cloth. 

This drops nearly everywhere in the outlands, its price varies widely, however on most servers it fluctuates between 4g and 10g, a good time to consider selling this on any server is between 7-8g, it might not be the best price you could get for it, but you wont lose precious gold in auction house deposits.  The best part is that there is always a high demand for Netherweave Cloth, so you can nearly always sell this in the trade channel. To pick up Netherweave Cloth I suggest killing the Trolls in the Warmaul Compound in North West Nagrand, There are plenty of mobs to kill and you generally get 1-3 pieces of netherweave per kill, plus you get some Warmaul Beads, which are excellent for getting your rep up with both Kurenai and the Consortium.

Sunfury Signets & Arcane Tomes

Both these drop very regularly in Shadowmoon Valley, these both go for large amounts in the auction house especially since scryers is currently an overplayed ffaction, so many more people are buying these over the Aldor. You can pick up a lot of these grinding just west of the Scryer town in Shadowmoon Valley, between the two bridges there is a road heading south, there are two paths, one has a huge amount of the blood elves in groups of three and close together that you need to kill, it may be easier to do this in a group of two or three, however if you are soloing take the path a little further on, up towards Eclipse Point, here the blood elves are spread out, and not in groups, Not only will you pick up silver, netherweave and the two Scryer hand ins for these but you will also notice a high drop rate of greens and even the occasional blue, all these can usually be sold on the auction house or even disenchanted.

posted @ Wednesday, April 04, 2007 11:54 AM

World of Warcraft Guide: How to Make Gold as Quickly as Possible

There are so many different tips and tricks that you can use to get gold faster, and this is very important because then you can make sure that you will always have enough money for everything you need, like buying equipment and buying talent skills, for instance.

Preparation

One of the best gold farming strategies of all is to make sure that you are prepared. For instance one of the first things that you should do is make sure that you check the price of Un’goro soil and power crystals in AH, and remember that if they sell well, then you should gather them, if not, then you are going to want to wait until they do.

You also want to make sure that you only take what you need when you come to the time that you are going to fill your bag with stuff to sell, and also make sure that you only bring one bag if you can, because you want to keep in mind the fact that if you have too much supplies, then you have less bag slot for stuff to sell, and furthermore, usually one bag is too much anyway, so you really don’t have to worry about this.

Getting That Gold

There are some items that are going to be the most profitable for you, and one of the best items in this regards without a doubt is Un’Goro soil. While typically this soil will sell for 3-4g a stack, the price will vary depending on your server, and so you are going to want to keep an eye out for this. Remember that Morrowgrain sell for gold, but if you cannot get Morrowgrain, then you still have the option of getting some random herb to sell.

Power crystals are also great, and you can make a lot of gold by selling them. The power crystals are also one of the best options for getting gold because you can gather them from a lot of different places in the game. For instance, you can gather them for quests, such as the quest “Crystals of Power” from J.D. Collie in the cavern at Marshal’s Refuge. Depending on where you gather them from, this will basically determine how much you are going to be able to gather and thus how much gold you are going to be able to get.p>

You can also get herbs, which sell very well at the auction houses, and you can even do quests in order to make gold but you want to make sure that you do not make too long of trips when you are doing this, and especially try not to travel outside the zone, because it is simply not going to be worth it in the end.

Good Points

Making sure that you have nice XP is also important, because you can really make a lot of gold just from this alone. Finding the right mobs to kill is a good idea in this regards, and you can end up making good time and a good amount of gold this way. 

 

posted @ Tuesday, April 03, 2007 12:46 AM

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