Gold Secrets Guide

Luke's Gold Farming Guide

The first thing that strikes a reader about Luke Browns Gold Farming Guide is the immensity of the work done to it. It’s packed with more than 170 pages of detailed information, the eBook is more like a...  Read more!
ultimate wow guide

Ultimate Warcraft Guide

In this day's age of one stop shopping, I didn't think I'd be in a position to one stop my WoW Guide! I'd been 'shopping' around for a good all inclusive WoW Guide for a long time, and just wasn’t having....   Read more!

Archive for 2007

30-40 can be a real pain in the ass, as quests dry up pretty quickly, and then you’re forced to migrate to another area, which may be near or far.

30-32 -
Finish up your Tarren Mill quests, then grab the Rod of Heracular quest from the undead apprentice in the graveyard beside the ruined church. Then head over

to the Darrow Cave and grind the living crap out of those yetis. Before I got the rod, I was level 33 and the Yeti’s still yielded good exp. Turn the rod

quest in for a suitable 2100-3000 exp and continue the chain if you want.

32-34 -
I fluctuated between STV and Arathi for these. Start the Mok’Thardin quest chain in Grom’gol, as you’ll be working towards it for the next 6 levels. In

Arathi, do the Guile of the Raptor quests. 37 raptors should be no problem for you if you handle them right.

34-36 -
I was mainly in STV here, grinding away at the STV bloodscalp quests. I had 4 which required me to kill, kill and kill. From those 4 and the 2 hours of

grinding it took to get the items, I was 36. Fastest two levels for a long time.

36-38 -
Continue expaning on with the Nesingwary hunting quests, dont bother with the Green Hills quests, the rewards arent worth nearly as much as the time and

effort you put into it. However, if you’re really interested, go grind the goblin geologists over near Lake Nazerfeti (or something like that). I had two 16

slot bags full just with pages, sold majority for around 1g each while I did a quest i picked up in the BB tavern near the FP.

38-40 -
38 wasnt so bad, as I finished the Mok’Thardin and the Nesingwary chains, getting a decent set from the reward. I mainly just grinded on ogres for the 6 or

so bubbles which remained afterwards. 39, however, is one of the longest grinds (or so it felt) i’ve had for a long time. I tried jungle stalkers and SM

runs. Jungle stalkers were okay, but without rest the grind is a long one, and you’ll often find yourself at the wrong side of a claw/blade. I got ganked a

total number of 89 while I grinded this level, and it took me 7h and 15m to finish it.

A few quick notes about grinding:

When moving to these areas, make sure you pick up the migration quests (such as the Desolace one who gives you a horn to take to Nesingwary, which starts

that chain effectively) as they yield anywhere from 200 exp to a whopping 3000 exp (nearly 2 whole bubbles at 34).

Also, invest in enhancement potions. Elixirs of Greater <insert skill here>> are a great way to add DPS and reduce downtime. 5g for 5 EoGA knocked about 2 hours off my grinding with the quite decent 7dps buff it gave.

Everytime you visit a town, refill your ammo/knives, whatever. It isnt worth breaking the rhythm of a good grind because something broke or you’re out of ammo.

Only ever pick up kill or gather from kill quests. Migration are okay, but take them just as you’re done with that area.

Dustwallow Marsh is a waste of time.

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Double Felwood Food! (Paladin Warcraft)

Ok most every player should know by now about the felwood foods. Whipper root tubers,night dragons breath, windblossom etc.
They are very handy in pvp and pve as the whippers and night dragons are on seperate timers from regular healing potions so basically u can heal yourself for 1750(major healing)+900(whipper)+450(night) for a whopping total of 3100 health. they are also only on 2 minute cooldown.The best part is they are free!

Well i found that if u find a plant with the food in it, u open the the dialogue box(after cleansing it if needed), zoom in so there is minimal distance between the message u click on and the plant. left click the message to get the food as normal, then quickly right click the plant again. about 50-75% of the time if u did it fast enough another dialogue box will appear and u can do it again and get double food.
Not sure if this has to do with a laggy server but it works all the time for me on destromath and illidan(both fairly high pop servers). Im not sure if this was ever posted so i figured i might as well spread the word. Ive been doin it for a couple months now and i can easily got 100+ whippers in about 30-45 mins(after farming for soul shards to get the plant salves). Ive actually gotten it to work 3 times on one plant before as well. Also im not positive but i have a feeling the plants become corrupted when they sit out too long. Ive actually ran back and forth for an hour gettin the plants as they spawn and 95% of them werent corrupted so i didnt have to use any salves.

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

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

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

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Yesterday my friend was using his Lev 60 hunter to help me run quests for a new char I am grinding. He took me to an amazing spot I hadn’t seen previously.

In the far Western shore/cliff there is a windmill surrounded by about 15 members of the local Derathi thieves guild. This is by no means unique in Westfall, however the amount of them are……and they all INSTA spawn after being looted. While I was running about killing boars and harvesters for a few quests he sat there and pelted these guys for about 20-30 minutes just to get linen cloth for the AH.

Lo and behold, after about 20 minutes he had 300 linen in his coiffers! So this little spot is SUPERB for low level 10-20 grinding, and also a great money maker at HIGH levels.

Let’s do the quick math on the linen for my pal. As of this morning stacks of 20 linen are selling for 50s on the Zul’Jin AH.

300/20 = 15 stacks

Now assuming he continued making that 300 linen in 20 minutes, multiply that by 3. 600 linen or 45 stacks. That’s 22 gold on the AH. Certainly nothing groundbreaking but for people at lower levels, or even higher levels who simply want no risk gold grinding.

The best part about this place is it is NON STOP. Literally NON STOP. Check it out, amazing stuff.

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Here is a list of vere u can buy recipies/patterns etc :-) Its not realy pritty caus original is in xls… bit I though it better I post it ugly then not post it at all… All credits go to whoever made it caus I took it off some forum a long long time ago… thus some vendors may have changed etc. etc.

Anyhow this list helped me alot .. there are also some recepies that sell for some wicked cash in AH… so enjoy

Smithing 185 Massive Iron Axe Jaquilina Dramet Stranglethorn Vale 44s
Smithing 185 Massive Iron Axe Vharr Stranglethorn Vale 44s
Smithing 180 Moonsteel Broadsword Zarena Cromwind Stranglethorn Vale 44s
Alchemy 175 Great Rage Potion Alchemy Vendor Darnassus
Alchemy 165 Shadow Oil Blitzkik Duskwood
Alchemy 165 Fire Protection Jeeda Stonetalon Mtns 15s
Alchemy 165 Fire Protection Nandar Branson Hillsbrad Foothills 14s
Smithing 190 Golden Scale Coif Krinkle Goodsteel Tanaris 44s
Smithing 215 Mithril Scale Bracers Gharash Swamp of Sorrows 54s
Smithing 215 Mithril Scale Bracers Harggan The Hinterlands 60s
Smithing 230 Big Black Mace Goblin expert smith Booty Bay
Leatherworking 100 Black Whelp Cloak Clyde Ranthal Redrige Mtns 6s
Leatherworking 105 Deviate Scale Gloves Kalldan Felmoon Wailing Caverns 15s
Leatherworking 120 Red Whelp Gloves Wenna Silkbeard Wetlands 16s
Leatherworking 135 Earthen Leather Shoulders Zixil Hillsbrad Foothills 20s
Leatherworking 135 Herbalist’s Gloves Harlown Darkweave Ashenvale
Leatherworking 155 Green Leather Armor George Candarte Hillsbrad Foothills 18s
Leatherworking 155 Green Leather Armor Wenna Silkbeard Wetlands 20s
Leatherworking 165 Raptor Hide Harness Tunkk Arathi Highlands 23s
Leatherworking 165 Raptor Hide Belt Androd Fadran Arathi Highlands 25s
Leatherworking 170 Thick Murloc Armor Blixrez Goodstitch Stranglethorn Vale 7s
Leatherworking 170 Thick Murloc Armor Christoph Jeffcoat Hillsbrad Foothills 6s
Leatherworking 170 Thick Murloc Armor Drizzlik Stranglethorn Vale 7s
Leatherworking 170 Thick Murloc Armor Micha Yance Hillsbrad Foothills 6s
Leatherworking 185 Gem-studded Leather Belt Rikqiz Booty bay 30s
Leatherworking 190 Green Whelp Bracers Jangdor Swiftstrider Feralas 28s
Leatherworking 190 Green Whelp Bracers Pratt McGrubben Feralas 26s
Leatherworking 190 Murloc Scale Bracers Blixrez Goodstitch Stranglethorn Vale 28s
Leatherworking 190 Murloc Scale Bracers Helenia Olden Dustwallow Marsh 28s
Leatherworking 210 Nightscape Shoulders Nioma The Hinterlands 40s
Leatherworking 210 Nightscape Shoulders Worb Strongstitch Feralas 40s
Leatherworking 275 Frostsaber Boots Qia Winterspring 1g 60s
Leatherworking 275 Stormshroud Pants Leonard Porter Alterac Mountains 1g 44s
Leatherworking 275 Stormshroud Pants Werg Thickblade Tirisfal Glades 1g 44s
Leatherworking 285 Blue Dragonscale Breastplate Blimo Gadgetspring Azshara 2g
Tailoring 115 Greater Adept’s Robe Danielle Zipstitch Duskwood 8s
Tailoring 115 Greater Adept’s Robe Jennabink Powerseam Wetlands 8s
Tailoring 115 Greater Adept’s Robe Ranik The Barrens 8s
Tailoring 115 Greater Adept’s Robe Ranik Orgrimmar 8s
Tailoring 115 Greater Adept’s Robe Rann Flamespinner Loch Modan 8s
Tailoring 115 Greater Adept’s Robe Sheri Zipstitch Duskwood 8s
Tailoring 135 Bright Yellow Shirt Danielle Zipstitch Duskwood 8s
Tailoring 145 Azure Silk Gloves Kireena Desolace 9s
Tailoring 145 Azure Silk Gloves Wenna Silkbeard Wetlands 10s
Tailoring 155 Dark Silk Shirt Mallen Swain Hillsbrad Foothills 10s
Tailoring 155 Dark Silk Shirt Sheri Zipstitch Duskwood 11s
Tailoring 165 Enchanter’s Cowl Xizk Goodstitch Stranglethorn Vale 10s
Tailoring 175 Azure Silk Cloak Brienna Starglow Feralas 14s
Tailoring 175 Azure Silk Cloak Jun’ha Arathi Highlands 14s
Tailoring 180 Crimson Silk Cloak Xizk Goodstitch Stranglethorn Vale 12s
Tailoring 200 Icy Cloak Ghok’kah Dustwallow Marsh 15s
Tailoring 200 Icy Cloak Micha Yance Hillsbrad Foothills 14s
Tailoring 200 Black Swashbuckler’s Shirt Cockatiel Stranglethorn Vale 15s
Tailoring 200 Black Swashbuckler’s Shirt Narkk Stranglethorn Vale 15s
Tailoring 205 Crimson Silk Robe Vizzklick Tanaris 50s
Tailoring 230 Lavender Mageweave Shirt Borya Orgrimmar 36s
Tailoring 230 Lavender Mageweave Shirt Borya The Barrens 40s
Tailoring 230 Lavender Mageweave Shirt Outfitter Eric Ironforge 36s
Tailoring 230 Lavender Mageweave Shirt Tor’phan Orgrimmar 40s
Tailoring 235 Pink Mageweave Shirt Borya Orgrimmar 36s
Tailoring 235 Pink Mageweave Shirt Borya The Barrens 40s
Tailoring 235 Pink Mageweave Shirt Outfitter Eric Ironforge 36s
Tailoring 240 Tuxedo Shirt Outfitter Eric Ironforge 45s
Tailoring 245 Tuxedo Pants Outfitter Eric Ironforge 45s
Tailoring 250 Tuxedo Jacket Outfitter Eric Ironforge 50s
Tailoring 250 White Wedding Dress Alexandra Bolero Stormwind City 1g
Tailoring 250 White Wedding Dress Outfitter Eric Ironforge 1g
Tailoring 260 Runecloth Bag Qia Winterspring 1g20s
Tailoring 260 Runecloth Robe Darnall Moonglade 1g20s
Tailoring 265 Runecloth Cloak Darnall Moonglade 1g20s
Tailoring 275 Runecloth Gloves Qia Winterspring 1g60s
Tailoring 275 Felcloth Pants Lorelae Wintersong Moonglade 1g60s
Tailoring 280 Runecloth Boots Darnall Moonglade 2g
Cooking 110 Gooey Spider Cake Kendor Kabonka Stormwind City 15s
Alchemy 60 Rage Potion Defias Profiteer Westfall 1s
Alchemy 60 Rage Potion Defias Profiteer Stormwind City 1s
Alchemy 60 Rage Potion Defias Profiteer The Deadmines 1s
Alchemy 60 Rage Potion Hagrus Orgrimmar 1s
Alchemy 60 Rage Potion Ranik The Barrens 1s
Alchemy 60 Rage Potion Xandar Goodbeard Loch Modan 1s
Alchemy 100 Holy Protection Potion Hula’mahi The Barrens 8s
Alchemy 100 Holy Protection Potion Kzixx Duskwood 8s
Alchemy 100 Holy Protection Potion Xandar Goodbeard Loch Modan 8s
Alchemy 135 Shadow Protection Potion Christoph Jeffcoat Hillsbrad Foothills 9s
Alchemy 135 Shadow Protection Potion Harklan Moongrove Ashenvale 9s
Alchemy 150 Free Action Potion Kor’geld Orgrimmar 18s
Alchemy 150 Free Action Potion Soolie Berryfizz Ironforge 17s
Cooking 110 Big Bear Steak Ulthaan Ashenvale 15sUnlimited supply
Cooking 120 Crocolisk Gumbo Kendor Kabonka Stormwind City 15sUnlimited supply
Cooking 125 Lean Wolf Steak Super-Seller 680 Desolace 16s
Cooking 130 Curiously Tasty Omelet Kendor Kabonka Stormwind City 15sUnlimited supply
Cooking 175 Carrion Surprise Banalash Swamp of Sorrows 45s
Cooking 175 Carrion Surprise Kireena Desolace 45s
Cooking 175 Carrion Surprise Ogg’marr Dustwallow Marsh 50s
Cooking 175 Carrion Surprise Vendor-Tron 1000 Desolace 50s
Cooking 175 Hot Wolf Ribs Sheendra Tallgrass Feralas 45sUnlimited supply
Cooking 175 Hot Wolf Ribs Super-Seller 680 Desolace 50s
Cooking 175 Hot Wolf Ribs Vivianna Feralas 45sUnlimited supply
Cooking 175 Giant Clam Scorcho Kelsey Yance Stranglethorn Vale 50sUnlimited supply
Cooking 175 Roast Raptor Corporal Bluth Stranglethorn Vale 50sUnlimited supply
Cooking 175 Roast Raptor Hammon Karwn Arathi Highlands 50sUnlimited supply
Cooking 175 Roast Raptor Helenia Olden Dustwallow Marsh 45sUnlimited supply
Cooking 175 Roast Raptor Keena Arathi Highlands 45sUnlimited supply
Cooking 175 Roast Raptor Nerrist Stranglethorn Vale 50sUnlimited supply
Cooking 175 Roast Raptor Ogg’marr Dustwallow Marsh 50sUnlimited supply
Cooking 175 Roast Raptor Vendor-Tron 1000 Desolace 50s
Cooking 175 Mystery Stew Helenia Olden Dustwallow Marsh 27sUnlimited supply
Cooking 175 Mystery Stew Janet Hommers Desolace 27sUnlimited supply
Cooking 175 Mystery Stew Super-Seller 680 Desolace 30s
Cooking 200 Dragonbreath Chilli Helenia Olden Dustwallow Marsh 63sUnlimited supply
Cooking 200 Dragonbreath Chilli Ogg’marr Dustwallow Marsh 70sUnlimited supply
Cooking 200 Dragonbreath Chilli Super-Seller 680 Desolace 70s
Cooking 225 Monster Omlette Bale Felwood 1g8sUnlimited supply
Cooking 225 Monster Omlette Malygen Felwood 1g8sUnlimited supply
Cooking 225 Monster Omlette Qia Winterspring 1g20sUnlimited supply
Cooking 225 Spiced Chilli Crab Banalash Swamp of Sorrows 1g8sUnlimited supply
Cooking 225 Spiced Chilli Crab Kriggon Talsone Westfall 1g8sUnlimited supply
Cooking 225 Spiced Chilli Crab Uthok Stranglethorn Vale 1g8sUnlimited supply
Cooking 225 Undermine Clam Chowder Jabbey Tanaris 30s
Cooking 240 Hot Smoked Bass Kelsey Yance Stranglethorn Vale 1g60sUnlimited supply
Cooking 250 Nightfin Soup Gikkix Tanaris 2gUnlimited supply
Cooking 275 Baked Salmon Sheendra Tallgrass Feralas 2g27sUnlimited supply
Cooking 275 Baked Salmon Vivianna Feralas 2g27sUnlimited supply
Cooking 250 Poached Sunscale Salmon Gikkix Tanaris 2gUnlimited supply
Alchemy 175 Great Rage Potion Hagrus Orgrimmar 20s
Cooking 275 Mightfish Steak Sheendra Tallgrass Feralas 2g28sUnlimited supply
Cooking 275 Mightfish Steak Vivianna Feralas 2g28sUnlimited supply
First Aid 180 Heavy Silk Bandage Balai Lok’Wein Dustwallow Marsh 22sUnlimited supply
First Aid 180 Heavy Silk Bandage Deneb Walker Arathi Highlands 22sUnlimited supply
First Aid 180 Heavy Silk Bandage Ghok’kah Dustwallow Marsh 20sUnlimited supply
First Aid 210 Mageweave Bandage Balai Lok’Wein Dustwallow Marsh 50sUnlimited supply
First Aid 210 Mageweave Bandage Deneb Walker Arathi Highlands 50sUnlimited supply
First Aid 210 Mageweave Bandage Ghok’kah Dustwallow Marsh 45sUnlimited supply
Alchemy 190 Nature Protection Potion Alchemist Pestlezugg Tanaris 20s
Alchemy 190 Nature Protection Potion Bronk Feralas 18s
Alchemy 190 Nature Protection Potion Glyx Brewright Stranglethorn Vale 20s
Alchemy 190 Nature Protection Potion Logannas Feralas 18s
Alchemy 190 Frost Protection Potion Drovnar Strongbrew Arathi Highlands 20s
Alchemy 190 Frost Protection Potion Glyx Brewright Stranglethorn Vale 20s
Alchemy 190 Frost Protection Potion Skuerto Arathi Highlands 20s
Alchemy 200 Frost Oil Bro’kin Alterac Mountains 25s
Alchemy 225 Philosophers’ Stone Alchemist Pestlezugg Tanaris 80sUnlimited supply
Alchemy 245 Ghost Dye Bronk Feralas 90s
Alchemy 245 Ghost Dye Logannas Feralas 81s
Alchemy 250 Elixir of Shadow Power Maria Lumere Stormwind City 1g
Alchemy 250 Elixir of Demonslaying Nina Lightbrew Blasted Lands 90s
Alchemy 250 Elixir of Demonslaying Rartar Swamp of Sorrows 1g
Alchemy 265 Elixir of Superior Defense Kor’geld Orgrimmar 1g30s
Alchemy 265 Elixir of Superior Defense Soolie Berryfizz Ironforge 1g17s
Alchemy 265 Elixir of Superior Defense Soolie Berryfizz Elwynn Forest 1g30s
Alchemy 275 Transmute Arcanite Alchemist Pestlezugg Tanaris 5g
Alchemy Transmute Mithril to Truesilver Alchemist Pestlezugg Tanaris 80s
Alchemy Transmute Iron to Gold Alchemist Pestlezugg Tanaris 80s

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60 Rogue

Boss Soloing – BRD / ZF

I do constant runs for Pyromancer in BRD who drops BOP blues and Fiery Enchant. I get fiery enchant 1/5 times and sell it in Org for 20-30g.
With the new instance reset thing you can only do it 5 times so all I do is do it 5 times then logout for 5 mins then come back on and it works most of the time.

ZF

Basilisk boss, caster guy who is near him and gah’zilla. They all drop blues which disenchant into large radiant shards which I sell on my AH (Dentarg) for 8-9g gold a piece. 1 run is 25g.

I’m also looking for different ways to make money if anyone knows any? I tried that post "1000 gold an hour" and i got 3 robe of the archmage but they only sell for 40g on my server and it takes 30-45mins to get one as a drop.

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Mods / Software:

* CT_RaidAssist – http://www.ctmod.net/downloads.ct
* Ventrillo – Official Site http://www.ventrilo.com/download.php
* Drakonid Kill Counter – Download http://www.curse-gaming.com/mod.php?addid=2642

Facts:

* There is no one way to do Nefarian phase 1. Some guilds AoE both gates, some guilds Assist both gates, some guilds do a "throne strategy" in which they set up at the base of Nefarian’s throne and simply AoE all the drakes at that location. However, the following Nefarian strategy of Phase 1 AoE’ing one gate and Assist Training another gate will always work with a balanced raid, and is perhaps the most simple and intuitive method to do Nefarian. However, there’s always a lot of thoughts on just how to do Nefarian
* Nefarian (as of v1.9.3) respawns after 15 minutes after you wipe, no matter which phase you wipe in.
* If you don’t have an Onyxia Scale Cloak equipped, you will die during the transition from phase 1 to phase 2. (Unless you’re a paladin and can bubble!)
* It’s Nefarian. Not Nefarion. Spell it right!

Consumables:

Flask of Titans (for MT + OT)

* Phase 1 (all about increasing DPS!)
o Elixir of the Mongoose
o Elemental Sharpening Stones (or Dense Sharpening Stones)
o Greater Arcane Elixir
o Brilliant Wizard Oil
* Phase 2 (rogues need survivability)
o Greater Shadow Protection Potion
* Phase 3 (AoE’ing the constructs)
o Stratholme Holy Water Engineering Bombs – EZ-Thro Dynamite II for the non-engineers
o Thorium Grenades / The Big One for the engineers.
o Crystal Charge (10 Red & Yellow Crystals from Un’Goro)
o Limited Invulnerability Potion

Phase 1 – Drakonid Zerg

Phase 1 is arguably the hardest part of the entire Nefarian encounter. To summarize, the key to succeeding phase 1 is that on the AoE side drakonids are always kept under control by the warriors so that no drakonids escape the AoE area, and on the assist train side, that the drakonids are simply killed fast enough not to overwhelm the raid. Phase 1 ends when 20 drakonids of each color are dead, or roughly when ~42 drakonids are killed on the drakonid kill counter.

When the event is started by one person talking to Nefarian, Nefarian will exclaim "Let the games begin," go into a shadow form and becomes invulnerable. He has 4 attacks:

* Shadow Bolt (highest aggro, usually a healer)
* Shadow Bolt Volley (infrequent)
* Mind Control
* Fear (infrequent)

Nefarian will spam shadow bolt on the highest aggro person, which will often turn out to be a healer. That healer will have to be aware of his own spiking health. The only other attack of concern is mind control. If someone is mind controlled, then that person should be sheeped immediately if possible (if he isn’t standing in AoE) because the mind controlled person can quickly wreck havoc by AoE’ing the group, or killing away at the healers, or whatnot. The person who is mind controlled gets a huge boost of damage and can dispatch the raid if not controlled.

At the same time, drakonids will begin flooding into the room from the left and right gates. One color spawns from the left gate; one color spawns from the right gate. These colors are fixed and will remain the same from the same gate for every future try, even if Nefarian is attempted on different days (as long as the entire instance does not reset). There are five different colors of drakonids, and one fixed spawn – Chromatic Drakonids. It is important to split up the raid to take advantage of the weaknesses of these colors of drakonids.

* Blue Drakonid – Mana draining attack, "aura" of -50% attack speed. Resistant to Frost
* Red Drakonid – Short-Range Cone AoE fire attack DoT in the direction it is facing which stacks and hurts quite a bit. Resistant to Fire
* Green Drakonid – Single target sleep which essentially stuns those near the dragon occasionally for 2 seconds. Resistant to Nature
* Black Drakonid – Single targeted fire blast attack which hurts. Resistant to shadow and fire
* Bronze Drakonid – Has a weak direct damage shock which also debuffs the target with -50% Attack / Casting speed. Resistant to Arcane

In general, there are certain colors that you should AoE, and certain colors that you should "assist train". AoE means mages Blizzard and Warlocks Rain of Fire, whereas "assist train" means one rogue is designated as the main assist, and all rogues and hunters assist the MA to quickly down the drakonids one at a time.

* Red: AoE (with blizzard)
* Blue: Assist Train
* Bronze: AoE (blizzard + rain of fire)
* Green: Assist Train
* Black: Assist Train

However, then it turns out that sometimes you will get two sets of colors that both ideally either get AoE’d or Assist Trained. There are basically two colors where you must NOT either assist train or AoE:

* Red: Do not assist train. The AoE fire aura really hurts and will require too much healing.
* Blue: Do not AoE. They are resistant to frost. Blizzard won’t hurt them too much.

Breakdown of colors and what should happen to each color:

 

Meaning, if the drakonid color combination is bronze/black for example, the raid should AoE the side the bronze spawns on, and Assist-train the side the black spawns on.

In all cases where red is being AoE’d, warlocks should be helping by DoTing the drakonids in the AoE with shadow spells – Corruption and Curse of Agony. They don’t Rain of Fire because Red drakonids are resistant to fire.

Advanced Note: In your first couple Nefarian attempts, you’ll want to have the first "attempt" just be a wipe by everyone getting naked, seeing the colors, and setting the AoE and Assist groups on their optimal sides. However, after enough successful Nefarian kills, one can take Nefarian down on the first try all the time even by setting the groups up in the worst possible setup (for example – AoE’ing the blue side, and Assist Training the red side). In this case, one can try to beat Phase 1 by just Flamestriking blue drakes, and easing the healing load on the assist train side through the liberal use of healing consumables. But really, there is no particular drake color where AoE does not work, or assist training does not work – there’s just "optimal" ways of dividing up the raid.
Phase 1 – Warrior Guide

Summary: The warrior’s job on both sides is very important – simply, it’s to keep the drakonids from going after the healers, who will be a constant aggro magnet through their healing.

The ideal warrior team is 3 warriors per side. The warriors set up an order and cycle through this as the drakonids stream out. The reason you do an order and not just free-for-all tanking is that as the encounter progresses it gets more and more difficult to "grab" the drakonid as it comes out because the drakonids are going to be more and more likely to be very upset with your healers. Taunt is therefore invaluable in grabbing the drakonid at the start and allowing you time to apply a few sunders, heroic strikes, shield slam, taunting blade etc. It’s also helpful because it ensures a few seconds of the drakonid beating on you and thereby supplying you with some rage. By having an order you pretty much ensure each warrior enough time to have their taunt cooled down so they can catch their next assigned drakonid. One last thing to be aware of is that while the small drakonids spawn at a set interval, there are also going to be at least three chromatic drakonids per side (if you see more than 3 during stage one you are killing much too slow). The first of these will spawn right at the start so warriors in the 1 and 2 slots per side will be having a drakonid right from the get go. The other two will usually spawn just before or just after one of the colored drakonids so communication is the key to ensuring a body on every drakonid. How you set up your communication is up to you but the way my team does it is the player grabbing a drakonid calls out the person’s name who is after them in the tanking order.

Taunts are occasionally resisted and that is why it is helpful to have a druid in bear form ready to taunt an escaping drakonid and bring it back to the warriors. It is a bad idea for a warrior to leave the killing area to chase a drakonid since you will often be pulling mobs with you that could do any number of bad things to those who you are trying to protect in the first place.

Unless you have 7 warriors for this, your main tank is likely to be needed for the warrior rotations. If he is then it is very important for you to try to get the mobs off him when he needs to leave to greet the landing Nefarian. If you are doing this without fear ward then you need to do the same for whoever is going to be your off tank. It is a good idea to make sure you have your OT and MT on different doors so that you have two warriors per side to try to clean the mobs off them. The MT should be on the Assist side because it is easier to break off to catch Nefarian.

Phase 1 – Positioning

The healer clump in the middle should be in range to heal the people from both gates. The Mages & Locks should stay a good distance away from the drakonids that come out from the AoE side and AoE from there. Hunters are the same – stay a good distance away from the drakonids that come out from the Assist side and shoot from there. A bear druid will stand watch on both sides to pull drakonids back to the warriors if any get loose. It is important not to spend time chasing any drakonids that run loose, because that will waste too much time – let the bears pull the drakonids back to the warriors.

AoE Side

AoE side: The first two drakonids should be focus fired by the mages and warlocks. However, past that, the casters should just constantly rain area of effect spells down upon the drakonids. The warriors will have the tough job of keeping all the drakonids in the position; healers should be aware of when they have aggro and should keep their aggro levels equal. In the event that a drakonid breaks loose and goes after the healers, the bear form druid will taunt and pull the drakonid back into the AoE. TALENTS will help a lot here. Mages with improved blizzard and one hunter with entrapment constantly lay traps / feign death will make the drakonids easier to control within the AoE spot.

Assist Train Side

Assist Train side: As each drakonid comes out, /assist the MA and kill it FAST. The MA must be quick on switching targets, and he will pick colored drakonids before the chromatic ones. There is no cap on the amount of drakonids that can spawn – simply that they stop spawning when 20 of each color are dead. If there are ever 5 drakonids or more out at any time on the assist train side, it means that you have killed them too slowly and you’re pretty much screwed. If this is the case, you’ll need to use more consumables, extra buffs, need more DPS on that side, etc.

Tips:

Learning Stage 1 will be a gradual process. There are a number of things that can go wrong:

* Drakonids are leaking to the healers.
o Solution: Usually it is one healer pulling the aggro, have that healer cut down. It could be a warrior problem, make sure the warriors are on top of their taunting chain. The druid in bear form can help taunt a couple back but if there are a lot of drakonids leaking then there’s something wrong.
* Drakonids are overwhelming just the AoE side .
o Solution: Make sure the drakonids really are all being controlled within the AoE spot. Maybe there isn’t enough AoE power (our guild uses 5 mages / 3 warlocks there usually and it is sufficient) in which case you can help by giving each AoE person Greater Arcane Elixirs. If that still isn’t enough, you might want to just simply bring more Mages and Warlocks to Nefarian.
* Drakonids are overwhelming just the Assist Train side.
o Solution: Make sure the MA is switching targets well before each drakonid is dead, make sure everyone is on top of assisting and killing quickly. If the drakonids are running towards healers, a lot of DPS is lost so make sure the drakonids are caught well by the warriors. If they simply are not dying fast enough, this is usually a DPS problem; use more consumables to increase DPS, bring a warlock over from the AoE side to help damage, or just bring more rogues/hunters to the raid.
* Drakonids are overwhelming both sides.
o Solution: Keep working on it! It’ll be smoother and smoother as warriors work together better to keep the drakonids in control, druids get quicker at pulling drakonids back if they slip, healers realize their place in aggro, and the assist train becomes a well-oiled machine in killing one drakonid after another in a machine-like manner.

At approximately 42 drakonids, (when 20 drakonids of each color is dead), Nefarian will land. Congratulations, you have finished the hardest part of the Nefarian encounter – hopefully, your entire raid is intact (you shouldn’t have more than 2 deaths in phase 1, and those deaths should be rare occasions where Nefarian’s mind control hits an unfortunate target). Have the MT / OT break off at the "Nefarian landing in 10 seconds" message along with about 6 healers to heal the tank. Nefarian will land as his dragon form while breathing a shadow flame which will hit the entire raid (hope you have an Onyxia Scale cloak on!) The rest of the raid finishes off the rest of the drakonids. They will stop spawning. Then, the raid should get into Stage 2 positioning.

Stage 2 – Positioning

 

The positioning is basically all ranged & healers stand at max range from Nefarian so his Bellowing Roar AoE Fear (Range: 30 yards) doesn’t hit you. The rogues are on the other side of Nefarian and are outside the range of heals: they are responsible for keeping themselves alive.
Stage 2 – Abilities

* Cleave: Rogues shouldn’t be getting hit by this.
* Tail Whip: A stun if you stand behind Nefarian, by his tail. Rogues shouldn’t be getting hit by this either.
* Shadow Flame: Very high shadow damage cone in front of Nefarian.
* Bellowing Roar: A periodic AoE fear centered on Nefarian with ~30 yard range. All ranged / healers need to stand at max range to avoid this fear. Quick-Reflex Stance dancing & a quick Off-Tank will be required. Or a dwarf priest.
* Healing Curse: Nefarian occasionally casts a curse which reduces healing on the MT by 75%. This needs to be removed ASAP.

Stage 2 – Warrior Guide
This is most complicated when you have no fear ward and so the below is assuming you do not have it.

When Nefarian is going to cast a fear, the ground will shake just like it does for Onyxia. From Ground Shake to Fear, you have 2 seconds to change stances. That is not much time at all, especially if your MT just used an ability and is on his global cooldown, but it is very possible for your MT to be able to switch to berserker stance to pop their berserker rage. Possible doesn’t equate to success every time, nor does Nefarian help by his unpredictable fear timer. The point here is that your MT will miss fear sometimes – while he is feared, Nefarian will ignore him until the fear times out and switch to the person he hates the most who isn’t feared. If your raid likes living, this must be your off tank.

The off tank will spend the entire rest of the fight being unconcerned with damage and only with generating enough threat to be higher on Nefarian’s hate list than any healers or any DPS that is not getting feared. Because you will sometimes see more than one fear in 30 seconds, the cooldown time for your MT’s berserker rage, it is important for your off tank to be ready to use his berserker rage before the fear goes off so that aggro will transfer smoothly from the feared main tank to the immune-to-fear off tank. The off tank will then immediately run to the spot where the MT was tanking. When the fear breaks from the MT, Nefarian will switch back over so the MT needs to get himself back into position ASAP.

Even with fear ward it is recommended to have an off tank for the situations where fear ward is on cooldown and the MT is either unable to get into berserker in time or has his rage on cooldown for some reason.
Class Call-Outs:

At a set interval, roughly every 30 seonds, CT-Raid will announce ** CLASS CALL INCOMING ** and a few seconds later a random class call will occur.

* Druids: Druids will be stuck in cat form. Can’t heal in cat form so paladins/priests have to pick up the healing. Just sit around… Jump… Look pretty. Resist the temptation to go up and melee, as a fear could bring you into Nefarian’s Shadow Flame Breath.

* Hunters: Your ranged weapon will break. This effect is permanent. Therefore, whenever ** CLASS CALL INCOMING ** is announced on CTRA, you should remove your weapon and put it in your backpack. After the class call is given, put it back on and start firing again. Alternatively, if your hunters are rich, they can place a repair bot and just always fire and simply repair when their hunters break. This will increase DPS.
Tip: To remove your ranged weapon and put it in an inventory neatly in one button, here’s a nice macro:
/script PickupInventoryItem(18);PickupContainerItem(0,10);UseContainer(0,10)
(0,10) means bag space 0 (counting from the right, so 0 would be the original backpack), 10 is the bag slot, starting from top left.

* Mages: You are still in control of your character, but you will cast instant random polymorphs on the raid. These must be dispelled/cleansed instantly, ESPECIALLY if the MT gets hit by one. The talent Ice Block works to remove the debuff, so picking up the talent will be extremely valuable.

* Paladins: Will cast Blessing of Protection on Nefarian, rendering all attacks useless. Take a nap.

* Shamans: Corrupted Windfury and Healing totems are placed which help Nefarian and not the party.

* Priests: Your heals will DoT your target so stop healing. Druids/Paladins/Shamans need to pick up all healing when this occurs. The moment he calls out the priest call all heals (except renew and shield) will give corrupted healing, so instead of waiting for the priest call to stop (by then it will be too late and the main tank will have 3 corrupted heals on him), priests should stop healing whenever ** CLASS CALL INCOMING ** is announced.

* Rogues: Nefarian will turn to you and you will be teleported and rooted either in front of Nefarian or in the back/side of Nefarian. If you take a shadow flame you’re going to die, unless you have a Greater Shadow Protection Potion’s effect on you. If you get teleported in front of Nefarian, the main tank should run through Nefarian and turn him 180 degrees.

* Warlocks: Warlocks summon a small zerg of infernals that have a light AoE fire aura. Easily AoEable. Mages will arcane explosion these.

* Warriors: Warriors will be stuck in berserker stance. DPS needs to lighten up since the MT will be generating 20% less agro than usual. Healers amp up the healing a lot since MT will be taking 20% more damage than usual.
Tip: Perhaps the most devastating thing that can happen is the warrior call combined with the healing curse. Just spam heals whenever the warrior call is given, and make sure the healing curse is quick to come off.

Stage 3 – Construct Zerg

Nefarian Stage 3 occurs when he reaches 20% HP. All the corpses from the previous zerg come back to life as Constructs (similar to those in the Scholomance basement). They have very little HP and are easy to AoE down.

Preparation: Set up half your casters to AoE the left side, half your casters to AoE the right side. Have them wand to regain lots of mana from Nefarian 30% and onwards. Assign one mage each with Improved Blizzard to start blizzarding on top of the corpses so the moment they pop up they will be slowed. Assign one or two healers to each side to heal the warrior tanking the zerg.

When Nefarian is ~22%, the raid should be getting into position to prepare for Stage 3.

Warriors: All warriors will cease DPS and run through Nefarian to park them in front of the zerg. We will set up a chain Challenging Shout/Shield Wall rotation. You will have ~50 mobs beating on you for ~200 dmg per hit, so that’s why you will need shield wall.

Melee DPS: Rogues can either help out with AoE’ing the constructs by throwing Stratholme Holy Water or engineering bombs at the constructs, or just keep whacking away at Nefarian. Initially, the rogues should bring Stratholme Holy Water to help AoE until your raid is familiar with this phase.

Casters / Ranged: Frost Nova rotations + snare effects and AoE the constructs into the ground. Casters, use a Limited Invulnerability Potion and go nuts! Healers: When the Stage 3 zerg occurs, send one or two healers to each side to help heal the warriors tanking the constructs.

After the zerg is finished, this fight is just a continuation of Phase 2 with no extra surprises thrown in. Keep cracking away steadily and take down the last 20%!

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There are people who use professions to make their money. They run around picking flowers, or hitting rocks, or making funky items to sell. Now, honestly, i’m not one of those people, heh.

What’s farming?
When i’m strapped for cash, I farm. Farm, farm, farm. As in, I kill mobs repeatedly. Farming is a consistent thing, you must be consistent with your kills, spend as little downtime as possible, and you want to kill every desired mob you come across.

Why farm?
First of all, there’s no real expense. Apart from buying food/drink, or repairing your gear once every few hours, you’re making pure profit. You can get a lot of money out of manufacturing professions, but leveling these means they become a money sink, and unless you put in the time and money to grab those rare recipes that people REALLY want, you’re going to be spending more than you’ll be making. Farming gets you pure profit, and depending on your luck, you can make more selling a single drop than spending a week making / gathering stuff. You get money, greens, blues, sometimes phat epixx, and all you have to do is going around killing stuff. That’s farming.

Good farming, on the other hand, is a combination of things.

-Management of downtime – You want to stay sitting for the least amount of time possible by using bandages, or using conjured mage water instead of the crappy vendor water. If you’re a caster, you want a fair bit of spirit gear (which you’ll already have probably) and mana regen gear (mp/5). It might not seem like much, but it really helps in the long run.

-Consistent kills – If I run to my desired phat farming zone, i kill two mobs, I get up, get a drink, flip on the tv, kill more mobs, alt-tab to talk on msn, open up torrents, watch tv a bit more, and kill a couple more mobs, that’s farming. Good farming, is when you get on, maybe flip on music, and just kill mobs. Kill, kill, kill. Don’t stop. It can get boring, but the profit is usually worth it.

-Complimentary professions – Gathering professions mixed with farming can be a very useful moneymaking tool indeed. If I grind on beasts, then skinning would double my profit intake. If I had herbalism, then i’d make more money from picking up those random flowers you come across. If you have enchanting, you can pick up a crappy level 52 green that vendors for 80s, DE it, and get a shard worth 6g.

Got all that? Good. Let’s go farmz0rs.

If you’re willing to farm, then i’d assume you’re level 60 and you have half-decent gear (or you’re a beast mastery hunter :P )

And, BE PERSISTENT! If you spend 20 minutes farming, then stop because you haven’t got anything, THAT’S NORMAL! Just keep farming. You only get out what you put in. Try a day of farming. You’re guaranteed to get something of value.

For maximum phat pharming speed, you should be farming mobs 1-2 levels below you, or less.

Farming spots listed:

Winterspring, lake of Kel’Theril, Southwest of everlook.
53,42
Mob levels – 54-56 (I think)
You’ll be farming ghosts here. This place is kickass – sometimes farmed heavily, other times not as much. The ghosts are weak, they die easily, they drop 2-8s a kill, drop funky greens and blues, and random chests spawn around here. One of my favourites.

Also, weekly, Princess Tempestria and her water elemental bodyguards spawn all over the house.
She’s a 60 elite, her 3 bodyguards are 57 non-elites, and there are other 58 mobs all over the place. If she spawns, try to grab all the local horde/alliance in the area, group up, and kill her! She drops kickass blue BOEs, and Ace of elementals, which sells for 200G.

Winterspring, Darkwhisper Gorge, directly south of Everlook at the bottom of this map.
60,56
Mob levels – 60 elites.
Ok. These mobs here, I wouldn’t really call farmable. However, they do drop high-value items, and if you have good friends, 3-4 of you could take one of these. The demons here hit like trucks, crit like planes. But, they have an abnormally high drop rate to drop Eye Of Shadow, the first item priests need for their epic staff quest. It can sell for 200g+. They can drop 2-30s a kill, runecloth, greens, blues, and epics. But they hit hard. And DO NOT try to solo these. Unless you’re a beast mastery hunter =p.

Felwood, Feral Scar Vale, North-North-East of the horde camp (37,44)
Mob levels – 49-51
You’re going to be farming bears here. Yes, there are only 12-15 of them at any given time, and you can kill them faster than they spawn, but that’s usually a good thing. Now, they don’t drop money, but they drop items worth money.
They drop:
-large bear bones (15s)
-bear jaws (9s)
-savage bear claws (6s)
-bear flanks (6s)
etc. Now, i’m just making guesses, since I don’t really remember, but they can easily drop 1-3 pieces of vendor fodder at a time.
You can kill these guys very fast. and you can skin them for rugged leather, which sells for, what, 1.5-3g a stack? That doubles your money intake. If you kill them fast (ten seconds time to kill), and skin them, and maybe grab the Arthas’ tears spawns around there, you can very well make 30g+ an hour. Just be consistent. And the beautiful thing is, they’re never farmed, at least on my server =p

Felwood, Those satyr mobs, All the way north in felwood
42,16
Mob levels – 51-53
These demon satyrs are kickass. They have good world drops, they drop 2-8s a kill, they die stupidly easy, they drop heaps of runecloth, sometimes felcloth (one piece goes for 1-3g), and they spawn fast. Problem? People farm them. Farm at off-peak hours though, and you’ve got yourself some money intake there.

Western plaguelands, felstone field, first field to your left out of the Bulwark.
36,57
Mob levels – 50-53
Yarr, there’s heaps of undead here. Casters and melee mobs. The thing I love about these guys is that they almost always drop runecloth, which sells for a nice bonus per stack. Good silver, consistent respawn rates, but sometimes farmed. Give them a go, they’re awesome, especially if you mow them down fast.

Azshara, south-west corner of the map, entrance to zone, left from the path. Yep, my memory sucks.
16,70
Mob levels – 44-47
Highborne ghosts here. They drop insaneeee mageweave, great green droprates, there’s a random chest, they’re casters so they die easily, they have low hp, and 60s can farm them with little to no downtime. Rarely farmed, great for grinding too.

Tanaris, Southsea pirates, East of the zone along the beach after going through a small tunne l – Lost Rigger Cove
72,47
Mob levels – 43-45
Suprisingly, these guys are actually good for farming. 1-6s a kill. They also drop random junkboxes which can have funky stuff in them, they have a high rate (compared to other random mobs) to drop blues and epix, they drop silk – mageweave, and they’re easy to farm. But, sometimes they’re camped, they’re all melee and some disarm, but other than that you should take a look at this spot.
[edit]Some are ranged, not all are melee. Thanks yensid!

Eastern plaguelands, Mossflayer zombies around that tomb-place, located south-west of the map along the path
Location clarified – 27,85 – The Undercroft
Mob levels – 54-56 (?)
These guys are funky to farm. They have a good world drop rate, they drop 3-8s a kill, random junkboxes, runecloth, they die easily, respawn quickly, and nobody farms them. Except for me =)

Eastern plaguelands, Bats, all over the place
Located all over EPL, just make a circuit around the whole zone
Originally, I didn’t think of these bats as a subject for farming. But spending an hour on them proved otherwise.
I got bat pelts, fangs, claws, all which vendored extremely well, almost better than the bears listed above. They also drop Evil bat eyes, which, during the faire, can sell for 1-2g a PIECE. And, if so inclined, you can vendor them for a hefty profit. Just a suggestion.

Winterspring, Ice Thistle Hills, Yetis
67,43
Mob levels – 56-59
These yetis are great for farming. Reasons? Well, they’re not the weakest mobs around, but the good thing about these fellas is because they’re technically beasts, you can skin them for rugged, which is great money. Yet they still drop coin, and phat blues, and epix! I’d have to rate this spot as one of my favourites. It’s a great spot, because they drop coin, items, you can skin them, AND they drop vendor fodder (I think). enjoy!

Western Plaguelands, Hearthglen
Co-ords coming soon =p
Hearthglen in WPL is a wonderful place. There are 53-56 elites littered all over the place, some are casters and most are solo-friendly. Me, as a 60 shaman, can take them easy as pie. They drop 5-30s a kill, and have a very high dropchance of good items. Sometimes farmed, otherwise empty =)

ALSO: On the road to hearthglen, to your right, you’ll pass a tower. Inside that tower are 7 (?) scarlet spellbinders. These are the only mobs in the game that have a chance to drop Enchant: Crusader. This sells for 150G+, and is usually in high demand (these mobs are 53-55 non-elites).
So, basically, go in there, kill all 7 (some on the roof), go afk for 10 minutes, come back, continue.
BE WARNED! These guys are usually farmed, plenty. Get on at non-peak times if you can for max farming potential.
(credit goes to a friend for this)

Of course, these spots were off the top of my head (not anymore), i’ll shove more additions in soon enough and confirm those locations and statistics. There are plenty other farmable spots, but these particularly are my personal favourites, and each have helped me with my fair intake of gold.

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Step one: Ask a friend who’ll not be needing to enter a party for a while to help you, make him send an invite to your main character.

Step two: Press alt+f4 to effectively disconnect your main but not kick him out of the party, now log onto your alt and ask a friend to invite your alt into the party with your disconnected main.

Step three: Bring your alt and main to the instance of your choosing using the alt+f4 technique.

Step four: Make your main kill all the mobs that can potentially agro your alt while trying to get him to the boss.

Step five: Now that you’ve cleared all the mobs with your main, alt+f4 and log onto your alt, make him run straight to the boss.

Step six: Alt+f4 again, log onto your main, and fight the boss…bring him down to about 5-10%, make sure you don’t have your pet attack on by then, or dots, etc.

Step seven: Alt+f4 and log on your alt all while the boss is attacking your main, when you log in onto your alt, you will literally see the boss still attacking your main.

Step eight: Make your alt kill the already weakened boss, gather loot, and /dance

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I used to make a mint buying items low and selling them high on the auction, but i got tired of sitting around the org. Recently I discovered a little trick that lets me grind/quest and troll the org trade channel.

All you have to do is create a new chat window and join the orgrimmar trade channel "Trade – Orgrimmar". This way you can go about your business AND keep an eye out for good deals. When you see something you like just relog as your alt. This works especially well late at night when people become desperate to unload their rares, as nobody is on to buy them. Just make sure your Auctioneer scans are up to date.

If you dont have auctioneer…. get it. Once you have a decent amount of capital you will make money like crazy and pick up some sweet gear at even sweeter prices.

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