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October 13, 2008

BlizzCon opt-in lottery ticket system goes live (Wow)

account before August 12 (despite Blizzard's website being plagued by massive downtimes), then you're in for more luck! It's just been announced that the opt-in lotteries are now open.

The lottery period starts today, Wednesday, August 20, and will be ending on August 24, 11:59 P.M., PDT. All you have to do is log on to the Blizzard Account Management page any time within the lottery period. By the end of which, 1500 accounts will be picked out from the bunch and be awarded with a chance to get two tickets to the BlizzCon event.

Be advised that simply logging on will already give you a chance to be one of those lucky 1500 winners to be picked out. And since you're already logged on at that time, it might be best to double check your contact information too and update it if necessary.


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Source: wow.qj.net

World of Warcraft Arena Season 4 will end soon

End of Arena Season 4 Coming Soon - Image 1

It seems like it was only yesterday when it started, and now it's almost at an end. According to Wryxian of the World of Warcraft forums in Europe, Season four of the Arena will end in less than two weeks, on October 14.

Once Season 4 ends, teams and ratings will carry over so that players still get to earn points and purchase gear until Wrath of the Lich King launches on November 13. Also, note that October 14 is only a tentative date, as Wryxian explains:

We re currently planning to end the fourth Arena season on October 14, 2008, and as always — this date could easily change.

This Arena Season is only ending in respect to the ladder, meaning we'll be taking a snapshot of the season's ladder and then go through our normal process to determine who is eligible for the end-of-season rewards. This process should take approximately one week.


It's very important for players who feel that they may be eligible for the arena-specific title and/or Armored Nether Drake to refrain from transferring their character to another realm between the date outlined above, and when the end-of-season rewards are physically awarded.


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Source: wow.qj.net

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Paladin Guide (World of warcraft)

I posted this as a reply elsewhere, but thought more people wouldm ake use of it here. So here it is:

When when you're grinding you want to head up the retribution tree, to max out your dps. So you wanna head for SoC, then up vindication eye for an eye, etc etc. However the retribution build is next to useless end game (in my opinion), As it does not help the paladin in it's princible ability (survivability). Anyway below is the first template, for grinding to 60 - and then below it there is an end game build.

Grinding build:

Retribution:

10-11-12-13-14: Improved Blessing of Might Rank 5/5 (This is your first step toward greater dps).
15-16-17-18-19: Benediction Rank 5/5 (Whilst not useful at these levels it brings you closer to the grinding essential Seal of Command.)
20: Seal of Command Rank 1/1 (/cheer).
26-27-28-29-30: Conviction Rank 5/5 (More crits = more dps).
31-32-33: Vindication Rank 3/3 (Potentially reducing the ammount of damage you take, thus decreasing downtime)
34-35: Eye for an Eye, Rank 2/2 OR Pursuit of Justice Rank 2/2 (Neither are that useful but are good point fillers).
36-37-38: 2 Handed Weapon Specialisation Rank 3/3 (Again allows for higher damage, great crit chance, etc).
39: Santicity Aura, (Bit more dps).
40-41-42-43-44: Vengeance Rank 5/5 (Again dps increase).
45: Repentance Rank 1/1 (Not that useful for grinding, but cant hurt if you need an emergency heal).

Protection:

46-47-48-49-50: Improved Devotion Aura Rank 5/5 (Less damage taken = less down time).
51-52-53-54-55: Toughness Rank 5/5 (See above)

Holy:

21-22-23-24-25: Divine Strength Rank 5/5 (This adds to your attack power, thus increasing dps).
56-57-58-59-60: Useful for healing when taking a beating.

When you hit 60 immediately respec if you want to be vaguely respectable in pve. Paladin is about survivability, and support healing (and primarily cleansing). Retribution helps you with none of these. The following 2 are 2 reasonable templates for end game raiding.

Template 1:

Holy Talents - 31 points

Divine Intellect - rank 5/5
Spiritual Focus - rank 5/5
Healing Light - rank 3/3
Unyielding Faith - rank 2/2
Illumination - rank 5/5
Improved Blessing of Wisdom - rank 2/2
Divine Favor - rank 1/1
Lasting Judgement - rank 3/3
Holy Power - rank 5/5

Protection Talents - 9 points

Improved Devotion Aura - rank 5/5
Toughness - rank 4/5

Retribution Talents - 11 points

Benediction - rank 5/5
Deflection - rank 5/5
Seal of Command - rank 1/1

Template 2:

Holy Talents - 15 points

Divine Intellect - rank 5/5
Spiritual Focus - rank 5/5
Healing Light - rank 3/3
Unyielding Faith - rank 2/2

Protection Talents - 25 points

Improved Devotion Aura - rank 5/5
Precision - rank 3/3
Guardian's Favor - rank 2/2
Toughness - rank 5/5
Blessing of Kings - rank 1/1
Improved Hammer of Justice - rank 3/3
Improved Concentration Aura - rank 1/3
Reckoning - rank 5/5

Retribution Talents - 11 points

Improved Blessing of Might - rank 5/5
Benediction - rank 5/5
Seal of Command - rank 1/1

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October 12, 2008

Good Exp and Gold grinding spot (Wow)

Location

Firewing Post (eastern part of map)


Mobs

Warlocks
Defenders
Couriers
Bloodwarders


Drops

8-15s
1-3 Runecloth [~15%] (2g / stack)
1-3 Netherweave [~30%][ (5g / stack)
Firewing Signets [~40%] (1g each)
Arcane Tomes [~ .5%] (30g each)
Random Greens
Random Grays



I managed to kill 148 in one hour which got me:

2 stacks of netherweave (10g AH)
2 Arcane Tomes (60g AH)
68 Firewing Signets (68G AH)
3 Grays (~4g vendor)
1 green (10g AH)


All that plus the 14g I made in coin loot, I got 166 gold in one hour, along with about 74,000 exp

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October 11, 2008

Blizzard's take on MMOs for consoles; no WoW for consoles (Wow)

's J. Allen Brack and Tom Chilton, they squashed every console gamers' hopes of seeing the highly acclaimed MMO, World of Warcraft, boxed neatly inside a console. Also discussed were several other topics regarding the upcoming Wrath of the Lich King, as well as other new content for the game.

Chilton was also rather excited about the new achievement system that they will be introducing soon. It will definitely give players something to strive for and extend their gameplay even further.

When asked about the hardest challenge the developers have encountered so far, Brack answered that the insertion of the new Death Knight class was the biggest hurdle they've faced. However, with the beta phase for WotLK well underway, modifications are still being made to the new character class before its official release with the new expansion.

One of the more interesting things they discussed was Blizzard's take on MMOs made for consoles and social networks. This doesn't necessarily mean gamers should hope for a console version of WoW soon. Brack specifically mentioned while this may work with other MMOs, this setup wouldn't really work with World of Warcraft. I guess this just means we'll just have to play WoW as it was meant to be played: on a PC.

You can view the full interview conducted by play.tm by following the link found below.


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Source: wow.qj.net

Leipzig: Games Convention 2009 dated, GC 2008 sets record
Leipzig 2008 - Image 1With the Leipzig Games Convention 2008 finally closing its curtains, we now get confirmation that next year's event has already been scheduled. The announcement was made via press release by Leipziger Messe GmbH CEO Wolfgang Marzin: GC 2009 will be held from August 19 to 23, also in Leipzig.

Along with the announcement, we hear of a survey conducted to this year's event's visitors, asking them if they'd want to see another GC next year.

Among all the visitors - whether trade exhibitor or part of the general public (some of which have travelled from half way across the world just to see the show) - a vast majority of about 90 agreed.

This makes me think of what the outcome would have been if a survey like this were conducted at the end of this year's E3, but moving on…

GC 2008's success is proven by the sheer number of visitors who dropped in: over the four-day period, some 203,000 people came in. Compared to last year, the number of software and hardware companies from around the world who participated in the Leipzig event have increased, from 189 to 234.


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Source: wow.qj.net

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October 10, 2008

Reputation Guide AV Reputation And Rewards (World of warcraft)

The WOW pvp system awards time and not skill, so if you don't have 12 hours a day for PVP'ing, going for exalted with one of the factions in the battlegrounds, will most likely get you better results gear-wise. The advantage of going for exalted with the BG factions is that your reputation gains aren't reliant on others, as it is with the PVP system, so you can gain rep when you want and it doesn't decay.

There are 3 battlegrounds; Alterac Valley (AV), Arathi Basin (AB) and Warsong Gulch (WG).

Alterac Valley
Alliance gains reputation with the Stormpikes and Horde gain reputation with the Frostwolves. The most interesting rewards are at exalted (of course :D). Reputation gains are as follows (from WOWwiki.com):

Quote: Note that in Alterac Valley all reputation with Stormpike/Frostwolves is shared amoungst all combatants, whether or not they are partied with you or not. However some turns in will give reputation with one of the 4 main primary factions. This faction is not shared.

Stormpike/Frostwolf reputation is gained in the following ways:

Killing the enemy General (300 rep)
Killing the enemy Captain (125 rep)
Killing an enemy Lieutenant or Commander (12 rep)
Killing an enemy Wind Rider (5 rep)
Killing any Enemy Guard (5 rep) *NOTE: This is capped through honored like Argent Dawn, doesn't give rep in exalted*
Killing an enemy player (1 rep), IF you are in the enemy player's threat list. This means that you must have damaged the enemy, buffed or healed a player that damaged the enemy, or debuffed the enemy.
Killing Ivus the Forest Lord or Lok'holar (125 rep)
Destroying an enemy tower (12 rep)
1-time quests (first turnin of each repeatable, capture a tower/mine/graveyard, etc) (~100 rep each, varies)
Repeatable reputation quests

Ram hide/frostwolf hide (2 rep)
Bringing a ram/frostwolf to your stable (1 rep)
Armor Scraps (1 rep for 20 + 10 Ironforge/Orgrimmar for the character)
Storm Crystals/Stormpike Blood (1 rep for 1, 5 rep for 5 + 50 Ironforge/Orgrimmar for the character)
Wind Riders
Sildore/Guse (1 rep)
Vipore/Jeztor (2 rep)
Ichman/Mulverik (5 rep)
At the end of the game, extra rep is gained for each of the following conditions:

Enemy Captain killed (36 rep)
Your Captain is still alive (125 rep)
Enemy tower destroyed (24 rep each)
Enemy Lieutenant/Commander killed (12 rep each)
Controlling an intact tower (12 rep each)
Controlling a graveyard (12 rep each)
Controlling a mine (12 rep each)

The exalted, epic rewards are:

Offhand items:
Arcane tome: +34 arcane damage, 3 MP5
Fire tome: +40 fire damage
Shadow tome: +8 STAM, +34 shadow damage
Ice tome: +9 INT, +34 frost damage
Lei of the lifegiver: +53 healing, 3 MP5
Therazane's Touch: +33 damage/healing

Weapons:
The unstoppable Force (TUF): 175-292 dam, 3.8 s (61.4 DPS). +19 STR, +15 STAM, +2% crit, proc: Stuns target for 1 sec.
The lobotomizer: 59-111 dam, 1.8 s (47.2 DPS). Proc: Wounds target for 200 to 300 damage and lowers Intellect of target by 25 for 30 sec.

Shield:
The immovable object: 2468 Armor, 44 Block. +15 STAM, equip: Increases the block value of your shield by 27.

Rings:
Don Julio's band (unique): +11 STAM. Equip: Improves your chance to get a critical strike by 1%. Improves your chance to hit by 1%. +16 Attack power.
Don Rodrigo's Band (unique. Priest, mage, warlock only): +7 STAM. Equip: Improves your chance to get a critical strike with spells by 1%. Decreases the magical resistances of your spell targets by 20.

Mounts:
Horde: Horn of the Frostwolf Howler. Very fast wolf.
Alliance: Stormpike Battlecharger. Very fast ram.

Apart from the exalted rewards there are also lower reputation rewards, but seeing as most people only care about exalted rewards, I decided to focus on those :)

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October 9, 2008

Level 40-50 Mob Farm Spot (Warcraft)

I've tried farming a few different places at my current lvl (lvl 44).


So far it seems like the Vilebranch Troll mobs in the Hinterlands are by far the best farm mob I've found. They range from lvl 42 to lvl 50 and there are several elite types.
http://www.thottbot.com/?s=vilebranch

The biggest money maker they drop is 'Wildvine'.
http://www.thottbot.com/?i=4373

-It's used for Wildvine Potions 'Restores 1 to 1000 health and 1 to 1000 mana
-Used by engineers
-Used by tailor
-Used by leatherworks
-Required to complete the Leatherworking Wild Leather work quest (two of them).

The AH fee is only like 30c - so there's very little risk and a stack of 20 wildvines can sell for 5g easily.

From the trolls you also get
-Troll Necklaces: A repeatable quest that gives you 390xp @ lvl 44 for ever 5 of them you turn in (ALLIANCE)
-Mageweave
-Silk
-Silver
-Flask of Mojo (used for 4 different recipes and an item for a couple of quests: http://www.thottbot.com/?i=3159)



So you've got several money making drops with the Wildvine possibly netting you 5g an hour alone. And if you are part of the Alliance - the NPC right at the Aerie Park entrace give you around 390 xp for every 5 troll necklaces you turn in.

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October 8, 2008

Shaman Totem Guide (World of warcraft)

Well seeming as i play a shaman. And i have a 60 shaman, i thought i would give a totem guide. How you get all the saptas to be able to use your totems.
Well here goes :)

1. Call of Earth
(A) Earth Sapta
Go into the Brambleblade Ravine, it's the thorny cave area in the southeast corner
of Mulgore. Fight through and kill shamans until they drop the water. Take the
water back to your trainer and get the Earth Sapta.
(B) Kodo Rock
Take the Earth Sapta to Kodo Rock, east of Narache. It's a relatively small,
monolith-looking thing (it looks like a column from Stonehenge). Right-click the
Earth Sapta to drink it once you're there, and talk to the elemental that appears.
He'll give you a piece of quartz.
Earth Totem
Return to your trainer with the quartz and enjoy your Earth Totem.
2. Call of Fire (Level 10)
(A) Kranal Fiss
He's in a small building northeast of the Crossroads on the Grol'dam Farm. Note
that as you head north out of the Crossroads, you'll see a small building and a
tower on the road. This is NOT where Kranal Fiss is. Go north beyond that, the
road will split to the north and to the east. Head northeast at this point, you'll see
the farm, with two buildings. Fiss is in the far building. He'll tell you to talk to Telf
Joolam in Durotar, and give you the Torch of the Dormant Flame.
(B) Telf Joolam
From Grol'dam Farm, follow the road east out of the Barrens into Durator. You'll
cross a Bridge over the Southfury River. As soon as you cross the bridge, turn
south and follow the east shore of the river. Travel a few minutes until you run
into the mountains. There is a winding path up the mountain, it's somewhat hard
to see and follow, and it's very narrow. At one point it appears to be a sheer dropoff
dead-end, but it's not. Step carefully. When you reach the top, Telf is there,
and when you speak to him, he will tell you to get some Fire Tar and a Reagent
Pouch.
Reagent Pouch
Go back north from Telf's mountain until you reach the road, and then follow it
east to Razor Hill. Once there, travel north but do not enter the ravine, head to the
right side of the path up the hill. Keep moving north until you see a cave with
some Burning Blade mobs in it. Fight your way in until you see Burning Blade
Cultists (the ones with the imp pets). Kill them until you get your Reagent Pouch.
Only the Cultists drop the pouch, so don't waste your time on fanatics or
neophytes.
(D) Fire Tar
Go back towards the Crossroads (south to Razor Hill, west to Southfury River,
west towards Crossroads). Northeast of the Crossroads (but south of the road to
Durator, south/southeast of the farm where Fiss is) you'll find Thorn Hill.
Razormane camps line the entirety of the ridge. In the eastern-most camp (the
one with the chests for the supplies quest, if you're doing it) you will find
Razormane Geomancers. Kill them until you get the Fire Tar. Geomancers are the
only ones that drop it, target them. This camp is right at the top of the hill as
you're heading west from the Southfury Bridge, just south of the road.
(E) Back to Telf
Take your tar and pouch back to Telf. He will give you the Fire Sapta. Head up the
hill past him until you reach the rock shrine. You must defeat a level 12-13
elemental and loot an ember from his corpse. He's a piece of cake, the standard
Shaman approach to solo combat will make short work of him (drop your
stoneskin totem, melee and shock him to death, bring a heal potion if you're
worried). He drops an ember, take it and the torch you got from Fiss to the brazier
next to where the elemental spawned, light the torch.
(F) Back to Fiss
Take your Torch of the Eternal Flame back to Kranal Fiss in the Barrens to get your
Fire Totem.
3. Call of Water - Level 20
This quest is ridiculous, have your Ghost Wolf purchased and on your hotbar, you'll
be glad you did. It will also benefit you to strategically bind to reduce travel time.
Recommendations for how to do this are included.
*Note - I happened to accidentally fall into Dustwallow Marsh while exploring the
mountains in southeastern Barrens before doing this quest, and I managed to find
the ogre village (Blackenwall or something) in there and pick up the flight route to
it. This ended up saving me a TON of walking time later, as I could fly to that
village and take a short jog out of the Marsh that dumps you out right near Brine's
shack (see step B). The trouble with this approach is that the critters in
Dustwallow are hellacious at this level, I got lucky. If you're brave or stupid, give
this a shot. Head into Dustwallow from the normal entrance in southeastern
Barrens and follow the road until you hit the ogre camp, then pick up the flight
route, it cuts out that nasty long run down from Crossroads.
(A) Islen Waterseeker
Go speak to Islen Waterseeker in the Barrens. She is near the water at the
merchant coast, south of Ratchet, north of the docked Bloodsail ship. Her hut is
hard to see, it's behind a big hill. If you look on the world map there's a little
finger that juts out into the water just south of Ratchet, that's where she is. She
will tell you to talk to Brine in South Barrens.
(B) Brine
She is in a Tauren shack up on a ridge on the southwest side of the Barrens, just
south of the Field of Giants, north of Razorfen Kraul (it's closer to Thousand
Needles than it is to Taurejo). Lots of level 20-24 roaming aggros in here. Ghost
Wolf and dodge them. She has a few things for you to do, first you must collect a
water sample from the pool of water just outside her hut. Do it and return.
Tarren Mill
Next you have to go to Tarren Mill. That's right, in Hillsbrad. Eastern Kingdoms.
Before you do this, Ghost Wolf and run up to Taurejo, and bind at the Inn there.
Then run to Crossroads and catch the flight to Orgrimmar, and take the Zeppelin
to Undercity.
If you've never been to Orgrimmar, go back to Razor Hill (you went through it in
your Fire Sapta quest), and then just head due north, you'll run into it eventually.
Go in and head for the big tower in the center of the first valley. At the top is the
flight master, pick up the flight route, then head back outside and go east. The
zeppelin platform is there. There are two zeppelin routes that dock here, one goes
to Undercity, that's the one you want. Talk to the goblin zeppelin masters to see
where each flight goes. The zeppelins arrive every five minutes or so, simply hop
on when they arrive, and hop off when they dock in the Eastern Kingdoms.
(If you use the Dustwallow Ogre Village approach, bind there instead of in Taurejo,
if there's an inn. I didn't think of this when I was doing the quest so I didn't
check).
Get the bat route in Undercity if you don't have it, then head past Undercity into
Silverpine (southwest from Undercity). You can follow the roads on the world map
to figure out how to get to Hillsbrad, it's pretty easy. But! Stop at Sepulcher first
and get the bat route there. You'll be coming back here at the end of the quest to
drink the Water Sapta.
Then head to Hillsbrad. It's a contested zone with lots of stuff that'll be a bit rough
on you, ghost wolf and stay on the road. At the time of this writing (12/07/04),
Alliance activity is insanely heavy in Hillsbrad on my server and they've got a
massive level advantage. You'll need speed and some luck. When you get to
Tarren Mills, fill your water flask at the well and then get the bat route here, too.
Use your hearthstone to warp to Taurejo (or Dustwallow), then Ghost Wolf and run
back to Brine.
(D) Ashenvale Water
Now you must fill your final sample. This one can be a hassle. Go to Ashenvale.
Ghost Wolf yourself and stick close to the road. Keep your eyes peeled for Alliance
people. If you're in wolf form, you're likely to be able to outrun most of your
trouble.
Follow the road until it splits, take a left (west) and stay on the the road. You will
eventually run into another fork. One way leads to a less formal path (not on the
world map), the other leads to Astranaar. You don't really want to tangle with the
level 40 sentinels in Astranaar, so take the unmarked path (south). It will take you
to the Ruins of Stardust. The fountain is on an island in the center, which is
guarded by level 22-23 swamp elementals (some are casters). Bring a friend if
you have trouble. Fight to the foutnain, get the sample, go back to Brine.
Ashenvale is also frequently populated with Alliance, be prepared for some
fisticuffs.
Optionally, on your way back, you can go east at the first fork you took and get
the wyvern route at Splintertree, and fly to the Crossroads from there. If you have
the Dustwallow route, you can hopscotch your way down there (fly to Crossroads
and then to Dustwallow) and skip all the running.
(E) Water Sapta
Brine will give you a sample of the purest water. Take that to Islen Waterseeker
and she will give you the Water Sapta and some of the last drops of purest water.
When I did this, the quests got a little tangled up and confused and I kept getting
'duplicate item' errors, but they can be ignored as long as you have your Water
Sapta. Islan also gives you the last remaning drops of pure water (double check
and make sure you have these, this is the #1 thing I see people reporting that
didn't go right when they did the quest). Now you go back to Sepulcher. At this
point, I made a pit stop in Ratchet and bound there, so I could warp straight back
to Ratchet once I was done in Sepulcher. Your hearthstone may not have reset if
you do all this quickly enough. It took me two shots at the Ashenvale Fountain due
to interference from Alliance goons so my stone had reset. Bind in Ratchet if you
want, then go to Crossroads, fly to Orgrimmar, and ride the zeppelin back to
Undercity in the Eastern Kingdoms.
Run into Undercity and take the bat to Sepulcher (aren't you glad I made you stop
and pick it up?). Now head west past Sepulcher - it looks like there's nothing back
there, but there is, keep working at it. You want to go due west from Sepulcher
until you get to the coast. The water shrine is there. Drink the Sapta at the shrine
and the corrupt elemental appears (he's a pushover, even if he's got a few levels
on you - drop your Searing Totem and a Stoneskin Totem, have a heal potion
ready just in case, get out your Rockbiter Weapon and have at him).
The elemental drops some bracers. Place those and the pure water in the brazier
and a friendly elemental appears. Talk to him and get a shard of water. If your
hearthstone has reset, activate it to warp to Ratchet and then jog south to Islen.
Otherwise, enjoy the zeppelin ride back.
(F) Water Totem
Finally, Islen gives you the Water Totem. Exhale gladly, this is the most annoying
of the totem quests, and you're now done with it.
4. Call of Air - Level 30
(A) Air Totem
This is the easiest of the quests, and I highly suspect that it won't remain in this
form forever. Talk to your trainer (for Taurens, it's the sleeping guy in Thunder
Bluff on Spirit Rise). You'll be told to head for Thousand Needles and speak to an
NPC. Chances are that you've already been in Thousand Needles. If not, go south
of where Brine is, take the lift down, and follow the road southeast to Freewind
Post, get the wyvern route here, and then head northeast. There's a cave along
the northern wall with a ramp leading up to it (there's actually two caves on the
northern wall, you want the eastern-most cave). The NPC is right outside. There's
an NPC with a fun quest inside too that opens up a series of more quests, serveral
of which are not fun at all but decent XP.
Speak to the NPC outside and she just hands over the Air Totem, implying that
she'll have further training for you later.

Cheers
Drunkie

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October 7, 2008

WoWlympics ongoing at WoWwiki (Wow)

There's another Olypmics happening apart from the one in Beijing, and this one's much closer to home. WoW Insider is reporting that WoWwiki is holding their very own WoWlympics (wow, that's a lot of wows right there), a scavenger hunt-type contest.

Blizzard will be in cooperation for the event, and so you can win five Wrath of the Lich King US Beta keys, 20 WorldWide Invitational cards containing codes for EU Beta keys and the Tyrael vanity pet. Both beta keys can be converted for use between regions as necessary.

The WoWlympicks kicked off with Clopper Wizbang asking players to search the site for five missing items. Each are located on a WoWwiki page and clues are provided along the way. Now, each of these missing items you have to locate is worth one entry to the WoWlympics sweepstakes, with a bonus three entries if you find all five. This adds up to a total of eight entries eligible for the grand draw.

The event runs until August 25. To join, just follow the source link provided below. That should lead you to the official WoWlypmics page. Good luck!


Other WoW events:

Source: wow.qj.net

World of Warcraft Arena Season 4 will end soon

End of Arena Season 4 Coming Soon - Image 1

It seems like it was only yesterday when it started, and now it's almost at an end. According to Wryxian of the World of Warcraft forums in Europe, Season four of the Arena will end in less than two weeks, on October 14.

Once Season 4 ends, teams and ratings will carry over so that players still get to earn points and purchase gear until Wrath of the Lich King launches on November 13. Also, note that October 14 is only a tentative date, as Wryxian explains:

We re currently planning to end the fourth Arena season on October 14, 2008, and as always — this date could easily change.

This Arena Season is only ending in respect to the ladder, meaning we'll be taking a snapshot of the season's ladder and then go through our normal process to determine who is eligible for the end-of-season rewards. This process should take approximately one week.


It's very important for players who feel that they may be eligible for the arena-specific title and/or Armored Nether Drake to refrain from transferring their character to another realm between the date outlined above, and when the end-of-season rewards are physically awarded.


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Source: wow.qj.net

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October 6, 2008

Race & Class Playstyle Guide (Warcraft)

Class and Racial Playstyles Guide
By Raeiphon
———–

Races:

Alliance:

Human

Bonuses: Stealth detection skill, sword and mace specialization, +10% spirit increase, x1.5 reputation gain

Playstyle:
Humans are a jack-of-all-trades race. The sword and mace specialization is minor, but suits both warriors, paladins, priests and rogues. All of which the

race allows as a class. The spirit increase is pretty major at endgame and a spellcasters love. Stealth detection skill allows
for rogues to detect higher level rogues, and other classes a decent chance at detecting rogues. Perception 95% breaks Shadowmeld (Night elf racial). Humans

start off with base skills generally equal or on an offset of 2,3 depending on class.

Good race for Paladins, Warriors and Priests.

Night Elf

Bonuses: +1% dodge chance, +10 passive nature resistancre, +50% speed increase upon death, ability to go into improved stealth at any time but must remain

immobile

Playstyle:
Night elves are possibly one the best Rogue classes, and have everything a Priest would want aswell. The extra dodge may not seem like much, but as far as

rogues are concerned, something is better than nothing. +10 nature resist may not be the most bright thing of the race, but it can provide early advantages

against mob spellcasters of the type. Improved stealth (shadowmeld) is possibly one of the best racial traits in the whole game, this mode allows you to do a

variety of actions in it (all are passive) which can greatly benefit any class.

Good race for Rogues, Priests, Hunters.

Gnome

Bonuses: +15% intellegence bonus, ability to negate speed/movement imparing effects, +10 arcane resistance, +15 engineering bonus

Playstyle:
Gnomes have racial abilities which will not benefit you at all in the lower levels. As you rise however, you'll really begin to feel the +15% intellegence

bonus, and you'll be using Escape Artist at every chance you can get in PvP. +15 engineering bonus is an absolute godsend - engineering is a major endgame

PvP skill and this allows you to create objects alot faster, with greater efficiency and less cost.

Good race for all spellcasters.

Dwarves

Bonuses: Stoneform ability (While active, grants immunity to Bleed, Poison, and Disease effects. In addition, Armor increases by 5% and speed reduced to 70%

of normal. Lasts 20 sec. - 3 min cooldown), +5 skill with Guns, +10 cold resistance, treasure chest tracking skill

Playstyle:
Dwarven racial abilities relate alot to gnomes - useless at the beginning of the game, but reap benefits as you gain levels. Stoneform is very good for

negating the highly damage dealing buffs endgame players/monsters can afflict on you, and +5% armor can be a small help. Treasure tracking is only relatively

useful for quests - as chests generally tend to yield poor results and items.

Good race for Warriors, Paladins.

Horde:

Orc

Bonuses: Blood Fury (Activate to increase base melee attack power by 25% for 15 sec but take a 25% decrease in base melee attack power for 45 sec after

Bloody Fury wears off - lasts 15 sec - 2 min cooldown.) ability, +25% resistance to stun/knockout effects, +5% hunter pet melee damage, +5 to axes

Playstyle:
Orcs are a generally melee balanced race, the +5% to hunter pet damage is nothing significant. Blood Fury is also one of the best racial traits in the game

for any melee based class (rogues in particular, i believe this stacks with slice and dice), +5 in axes isnt really all that great, but +2.5% chance to hit

isnt too bad either.

Good race for Warriors, Shaman, Rogues.

Troll

Bonuses: Beserking (attack and casting speed by 25% but take 10% more damage in the process - lasts 20 sec - 2 min cooldown) ability, +10% additional

regeneration of health (10% of normal regen including bonus continues during combat), +5% damage to beasts, +5 throwing weapons

Playstyle:
Trolls are a rogue and hunter race. They yield amazing agility base stats, which is essential to both classes. Beserking is brilliant ability to use in the

endgame, as high critical rates and high damage melee allow this skill to shine in its best. Throwing weapons +5 isnt brilliant at all, infact it's possibly

one of the most useless racial abilities in the game, but +5% damage against beasts is practically like having a lesser beastslayer enchants on all of your

weapons - all the time - for free.

Good race for Hunters, Rogues.

Undead

Bonuses: Will of the Forsaken (Activate to become immune to Fear, Sleep, and Charm effects. Can also be used while already afflicted by Fear or Sleep - lasts

5 sec - 2 min cooldown) ability, Cannibilize (Consume a humanoid or undead corpse to regenerate 45%+ of your health over 10 sec), +300% underwater breathing

time, +10 shadow resistance

Playstyle:
Undead yield a good race for any class they support. Will of the Forsaken is the best racial PvP trait in the game, allowing you to escape from death

sentence situations where no other could. Cannibilize is practically a free heal every two minutes if you're PvPing or PvE'ing humanoids. +300% underwater

time rocks for exploring sunken ruins, which can yield amazing grinding opportunities and brilliant treasure rewards.

Good race for Anything.

Tauren

Bonuses: War Stomp (Stuns up to 4 enemies in a melee range for up to 2 seconds), +15 herbalism bonus, +5% max hp, +10 nature resistance

Playstyle:
Taurens are THE warrior race. Warriors and druids are the Tauren's strong suit. War stomp is practically a get-out-of-death free card, +15 herbalism allows

for picking of rare herbs alot faster, +5% max hp is a godsend at endgame.

Good race for Warriors, Druids, Shaman.

——————-

Class Playstyles

Warrior

Transpose Rage into Damage

Warriors are the panzer tanks of WoW - both strong and deadly, you can guarantee victory against anything your own level or under with the right equipment

and skill. Warriors are not as generic as they are in other games, they are possibly one of the hardest classes to spec for and require a high upkeep as

equipment is churned through a warrior like a hot knife through butter.

Pros: High damage, soaks high damage, easy to play
Cons: Huge equipment upkeep, not good at dealing with many mobs

Warlock

Transpose Mana into Semi-Direct Damage (DoT)

Warlocks pretty much turn health into mana, which they then transpose into massive damage over time spells. Warlocks also get snazzy pets at intervals of 10

levels (excluding Imp) which can be used to tank, seduce, silence and even raise your stamina by huge amounts. Warlocks can conjure high healing health

stones, and can act as a priest with soulstones if one isnt present. Warlocks are circulated around damage dealing, but can be used for crowd control and can

be healers if need be.

Pros: High damage over time spells, strong pets
Cons: fairly hard to play, not good at dealing with multiple mobs, guzzles mana like a diesel engine

Druid

Transpose Mana into Health, Damage and Semi-Direct Damage (DoT)

Druids are a jack-of-all-trades-good-at-none class. Druids can act as a Priest, Warrior and a Rogue. Generally Druids are hard to play, as managing each form

effectively is a skillful job. They can do decent healing in normal form, decent damage as a Warrior in Bear form, quick, large damage in Cat form as a

Rogue. Choose this class if you cant choose between the three and have a high patience and lots of time.

Pros: Three classes in one, good endgame PvP, travel form
Cons: fairly hard to level, guzzles mana

Paladin

Tranpose Mana into Protection and Healing

Paladins are healing melee players. Alot like shamans, but less magical damage. Paladins are mainly orientated around melee, but have some decent magical

attacks and even a limited invunerability spell, and can act as a priest if need be. They also have a second chance skill, which allows you to use all your

mana into direct healing on yourself or a friend, to keep them alive if they are near death.

Pros: Able to heal self, good melee, good buffs
Cons: equipment burner, mana guzzler

Shaman

Transpose Health and Mana into Direct damage

Shamans get totems, are adept melee machines, can heal themselves and just generally rock. Shamans are PvP gods at endgame, few classes can solo a shaman. A

shaman can attack from range and with melee, so he always gets the good end of the bat and even has a ressurection spell. What more do you want?

Pros: Able to heal self, massive damage output, travel form, able to decimate players/mobs several levels higher with ease
Cons: guzzles equipment, guzzles mana, tendancy to get grouped in PvP

Hunter

Transpose Mana and Pet Focus into Direct and Semi-Direct damage (DoT)

Hunters get pets, strong pets which can sometimes match or succeed your DPS. Pets require low upkeep, and are generally a hunters soul. Hunters get high

damage/sapping stings (serpent, viper and wyrven) and can take multiple mobs at once with no problem. They are generally range attackers, but survival spec

hunters can double as tanks and can even decimate a stealthed rogue at close range.

Pros: Pets, Strong survival tree, low upkeep
Cons: very dependant on player skill, ammo guzzler

Mage

Directly transpose Mana into Direct & Semi Direct damage

Mages are incredible damage dealers. Roughly, 1 point of mana can cause above 12 damage at level 60. They're fairly easy to level if geared properly, and are

PvP killing machines where a shaman isnt availible. They have the ability to conjure food and water, thus being a fairly self-reliant class. Mages can stand

up to shamans of their own levels and hold their ground, but a mage without mana is like a hunter without his pet. As a mage, you must have mana management

skills or you will surely fail.

Pros: Insane damage output, alot of speed affecting debuffs, ability to conjure food/water
Cons: Inept melee skills, absolute mana guzzlers, requries definate skill to use effectively

Priest

Directly transpose Mana into Direct Healing or Semi Direct Damage & Direct damage & Direct Party Healing (whew, mouthful)

Priests are generally very weak, and insanely hard to level at the beginning of the game, as they have slow casting times and mainly healing spells with a

few DoT's. However, at the endgame, if one invests into the shadow tree talents, can become a face-melting, insane damage machine that none other can match.

Imagine healing yourself over time, constantly while afflicting huge amounts of damage onto the enmies. Your party is also healed, and you get to melt faces!

How cool is that? Thats what a shadow priests offer.

Pros: Always wanted in parties (shadow or holy), amazing endgame shadow talent tree, perfect healer
Cons: Insanely hard to level, solo leveling is not an option

Rogue

Directly transspose Energy into Direct & Semi-Direct damage (DoT minor)

Rogues are the damage-per-second class. Enough said. An endgame rogue is capable of tearing down any class, any race, any faction. With ease. Within a few

seconds in odd cases. Rogues are THE standard melee pvp gods. But this comes with a price - rogues suffer a HP loss, and thus fall very quickly to attacks

other classes can easily stand.

Pros: God-like dps, ability to stealth (sneak), no mana management required
Cons: Hard to level, lowered hp

——-

Usage of this guide

Unsure on what race is best for your class? Unsure of what class you want to be? This guide will sort all this out. I have done my best off my 7 months

playing WoW to explain what each class uses as its main damage source, and what race will suit the class you are choosing.

——-

FAQ

1) "Transpose", what does it mean?

1a) Transpose practically means the conversion of the unit to another unit, so Directly tranpose Mana into Direct Damage (mage) would simply mean that Mana

is used as the main damage source. Some may find this useful if they are just beginning to start WoW and are very technical.

2) Some information is wrong!

2a) In that case, please dont hesitate to post in this thread to tell me whats wrong, and I'll edit the guide accordingly if I find you are right.

3) I dont agree with you on —–!

3a) That, alas is your personal opinion. Feel free to post it, but dont expect me to add it to the guide unless I feel it's really nessecary.

4) Can I take this off MPS?

4a) No.

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October 5, 2008

Full Emote List, This will go on forever. (Wow)

Emotes
/agree
/amaze
/applaud
/bravo
/applause
/bark
/bashful
/beckon
/beg
/bite
/bleed
/blood
/blink
/blow
/kiss
/blush
/boggle
/bored
/bounce
/bow
/brb
/burp
/belch
/bye
/goodbye
/farewell
/cackle
/cat
/calm
/scratch
/catty
/cheer
/chew
/eat
/feast
/chicken
/flap
/strut
/chuckle
/clap
/cold
/comfort
/commend
/confused
/congrats
/congratulate
/cough
/crack
/knuckles
/cringe
/cuddle
/spoon
/curious
/curtesy
/dance
/doh
/bonk
/doom
/threaten
/wrath
/drink
/party
/shindig
/drool
/duck
/excited
/talkex
/eye
/fart
/fear
/cower
/fidget
/impatient
/flex
/strong
/flop
/food
/hungry
/frown
/disappointment
/disappointed
/gasp
/gaze
/giggle
/glad
/happy
/yay
/glare
/gloat
/greetings
/grin
/wicked
/wickedly
/groan
/growl
/guffaw
/hail
/hi /hello
/hug
/insult
/introduce
/jk
/kneel
/laugh
/lol
/lavish
/praise
/laydown
/liedown
/lick
/listen
/lost
/love
/mad
/angry
/massage
/moan
/mock
/moo
/moon
/mourn
/no
/nod
/yes
/panic
/peer
/peon
/grovel
/pick
/nosepick
/pity
/plead
/point
/poke
/ponder
/pounce
/pray
/purr
/puzzled
/question
/talkq
/raise
/volunteer
/rasp
/ready
/rdy
/rear
/shake
/roar
/rofl
/rude
/salute
/scared
/sexy
/shimmy
/shiver
/shoo
/pest
/shout
/shrug
/shy
/sigh
/sit
/slap
/sleep
/smile
/smirk
/snarl
/snicker
/sniff
/snub
/sob
/weep
/cry
/soothe
/sorry
/apologize
/spit
/stand
/stare
/stink
/smell
/suprised
/surrender
/talk
/tap
/taunt
/tease
/thanks /ty
/thirsty
/tickle
/tired
/train
/unused
/veto
/victory
/violin
/wave
/welcome
/whine
/whistle
/work
/yawn

These ones not only animation but your character will also speak.. (Eeeer stupid enough lol)
/assist
/as
/charge
/cheer
/grats
/congratulations
/congrats
/flee
/run
/flirt
/followme
/fol
/follow
/goodbye
/bye
/heal
/healme
/hello
/help
/helpme
/incoming
/inc
/silly
/no
/fire
/openfire
/oom
/outofmana
/rasp
/raspberry
/thank
/thanks
/thankyou
/wait
/waithere
/yes
/welcome
/welc

Heh that took bloody ageis. Half of them probally dont even work :). If you have any more to add, just post and add them
Cheers

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