Archive for January, 2010
January 27th, 2010 -- Posted in WOW Gold |
I like to have a bit of gold on me at all times. When I see something I want for one of my alts, it’s nice to be able to just buy it without thinking about the ramifications for next week’s farming and raiding. There’s a strategy that I’ve been using for a couple months now that’ll let those that follow it earn upwards of 10,000g a month.
To use this strategy, you need to have access to the following:
Rare T5/ T6 patterns A steady stream of Badge of Justices or Hearts of Darkness 5 hours a week set aside for hard core farming A second account
Those might look like insane requirements to some, and they’re not wrong. They are a bit steep. However making this amount of gold should not be easy and be able to be done by everyone. But with that said, it’s not too hard to get into a T5 guild these days, and weekly Kara runs plus a few heroics can get you 30+ badges a week.
Read on after the break for the complete strategy.
The overall goal of this strategy is to sell two T5 crafted items a week, each for around 1,500 gold. On the other hand, you can sell one T6 item a week for around 3,000 gold. Let’s look at how you do this. continue reading »
January 15th, 2010 -- Posted in WOW Guide |
Set aside uninterrupted playtime
The great thing about soloing is that you never have to worry about interruptions bothering anyone else but you. And if you have close friends or understanding guildies, you can usually impose on them with non-emergency AFKs as needed. But if you’re going to PUG it up using Dungeon Finder, you should make arrangements to only be interrupted if absolutely necessary. Captain Obvious says it’s inconsiderate to do otherwise. If you’re a parent, I find that after bedtime is great.
Primetime is Dungeontime
If you wait until your server is quiet to queue up, you’ll probably find your options limited and the queues long. So I highly recommend recording your favorite shows so that you can dungeon crawl when everyone else is.
Plan to spend around an hour
In general, old world instances are much longer than the 5 mans we run in Northrend. Of course, there are exceptions such as Scarlet Monastery Graveyard, which is an easy 15 minute run. Also, you may end up in a dungeon in which your whole group is unfamiliar and/or can’t remember. And there’s a lot to be said for enjoying the scenery instead of just rushing through.
Be a healer or tank
If you really don’t like playing either role, don’t take this advice. Playing WoW should be fun. However, if you do enjoy being a meatshield or playing whack-a-mole, then you will find your waiting time much more reasonable than queueing as DPS — possibly even as instantaneous as it is at 80. Of course, some people queue as tank and then expect someone else to actually do the work. That’s just stupid, since runs only go smoothly if everyone performs their role correctly. But I’m sure you all know that. Also, make sure you understand the basics of your class in your chosen role and have the appropriate gear for it at that level. continue reading »
January 8th, 2010 -- Posted in Raid |
Now, before we continue down this slippery slope any further, I must give you my disclaimer that assignments are an art, not a science. The key to getting the most out of your healing team is knowing your healers. All I can do is give you some guidelines and a direction to start with. Getting your tank-hating priest to convert is up to you.
Boss Assignments
This is where your assignments can make or break a raid. There’s a reason you have a bull’s eye, err… cool title of Healing Lead. Being one of the most involved parts of raiding, you’re going to encounter all three types of healing on every fight. Each one is broken down below.
Tank Healing
Every fight in the game at this point requires at least one tank managing the boss. A number of fights require 2 or more main tanks taking turns keeping the boss’s attention. Then add on any off-tanks that are handling the boss’s friends and you have the makings of a par-tay. The premise for all of them is the same, though. You’re looking at fairly steady damage with significant spike damage thrown in for good measure. In order to cover whatever the mobs are going to toss at you, you want a variety of healing classes to be assigned to tanks.
Thus I give you the Tank Healing Trifecta: HoT’s, Quick Heals, and Big Heals. The HoT’s will take the edge off spike damage, while the quick heals will keep the tank alive long enough for the big heals will get him or her back up to full health. Priest, Druid, and Paladin are pretty standard, but don’t forget Shaman also have good quick heals in a pinch. continue reading »