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Best Professions for Gold Making by Anders Fredricsson
[October 12, 2009, 08:52:25 PM]


Patch 3.2.2 live this week... most likely by Anders Fredricsson
[September 22, 2009, 10:03:02 PM]


The Brewfest is here by Anders Fredricsson
[September 20, 2009, 06:02:14 PM]


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Warcraft Formula - The best way to gold.

xx Best Professions for Gold Making | 12 Oct 09
20:52:25 by Anders Fredricsson | Views: 787 | Comments: 0

People tend to ask me what professions you should get in order to make the most gold possible by crafting or collecting in World of Warcraft. I've been meaning to write an article about this but realized my sponsors at Warcraft Formula already written an excellent article on this. As I don't intend to re-invent the wheel, I will use their article, enjoy the reading that follows. Smiley


Best Professions for Gold Making as of WoW Patch 3.0.8
Gold making has always been one of the most appreciated and sought after tasks in World of Warcraft. Players strive day in and out to get as much gold in their accounts as possible to buy the things they need for raiding, building their profiles, creating new characters, and getting their professions capped out. The best way to make gold for many characters is to use their professions and that hasn’t changed in Wrath of the Lich King. It’s good to know which professions will reward you the most though:

The Gathering Professions
Of the gathering profession, pretty much all three will get you decent profits rather quickly. Skinning is likely the least valuable of the three due to the lower demand for leather goods. Mining is always incredibly valuable with an hour of farming ore will often get you between 150 and 250 gold. Herbalism is another great way to make gold as well as there are generally a few more herbalism nodes in any given zone (if your competition is minimal) and all herbs in Northrend will sell for a decent amount of gold due to Inscription and the Azure pigment standardizing their values across the board.

Crafting Professions
The crafting professions are going to vary from profession to profession depending on what your goal is. For gold making, there are a few that stand out amongst the rest as solid ways to boost gold making. Blacksmithing is a great way to make gold now that crafted rares and epics are back in fashion. Don’t expect this to last long as players will replace crafted gear with gear from raids and instances throughout the content.

Alchemy is still a valuable profession but not as much as it once was due to the new potion and elixir restrictions recently put in place for each battle. Engineering has never been a good gold making profession though there are a few new ways to make gold by selling things like Army Knives and Choppers or using Extractors on Eternal Essences. Inscription, Jewelcrafting, and Enchanting are all good professions as they provide a valuable buffing product to every player in the game (who all need multiple of each). Tailoring and Leatherworking are both good but are going to be limited by your customers.

In the end, the gold making options for your primary professions lies in what you use the items for, whether you save gold on items you would need to otherwise buy and whether you are happy with the final results of the process at Level 80. Gold can be made with anything if you work at it, but only if you are ready to do the work.

There is gold to be made in World of Warcraft, but are you situated to take full advantage of it all. Learn today what it takes to be at the top of the pile, making the most gold possible in WotLK by visiting WarcraftFormula.com today.


xx Patch 3.2.2 live this week... most likely | 22 Sep 09
22:03:02 by Anders Fredricsson | Views: 784 | Comments: 0

The 3.2.2 patch will most likely go onto the live servers this week. The patch brings quite a bit of changes, as patches usually do. I've included the patch notes below. The information is from World of Warcraft's official site at: http://www.worldofwarcraft.com/patchnotes/#3.2.2
Quote
World of Warcraft Client Patch 3.2.2 (09-22-2009)

The latest test realm patch notes can always be found at http://www.worldofwarcraft.com/patchnotes/test-realm-patchnotes.html

The latest patch notes can always be found at http://www.worldofwarcraft.com/patchnotes/

General

    * The Brood Mother Returns
          o After years of lurking in her lair battling the many brave adventurers who travelled from afar to challenge her, Onyxia returns stronger than before to commemorate World of Warcraft's five-year anniversary.
                + Onyxia has been scaled to offer new challenges to level 80 players in 10- and 25-player modes.
                + Adjusted for modern raiding, but with the fundamental experience of fighting the Brood Mother still in effect, including the horrors of her Deep Breaths!
                + Onyxia will now drop level 80 item versions of some classic loot items from the level 60 encounter.
                + Brood of Onyxia, a very rare 310%-speed mount modeled after Onyxia herself will be available for the luckiest of challengers.
    * Armor Penetration Rating: The amount of armor penetration gained per point of this rating has been reduced by 12%.

PvP

    * Battlegrounds
          o Players level 11 and higher will now always see a daily Battleground quest, as the quest giver will only offer daily quests for a Battleground in which a player is eligible to participate according to level bracket (i.e. players levels 11-20 will always be offered a Warsong Gulch daily quest, while players levels 11-50 will be offered either an Arathi Basin or a Warsong Gulch daily quest, etc.).

Death Knights

    * Frost Presence: The damage reduction granted by this ability has been increased from 5% to 8%.
    * Pets
          o Gnaw: This death knight ghoul ability now has a 1-minute cooldown.
    * Talents
          o Blood
                + Heart Strike: Secondary targets of Heart Strike now take half as much damage.
                + Subversion: Now also increases the critical strike chance of Scourge Strike by 3/6/9%.
                + Vampiric Blood: Cooldown reduced to 1 minute and duration reduced to 10 seconds.
          o Frost
                + Threat of Thassarian now also causes Rune Strike to use both weapons when dual-wielding.
                + Unbreakable Armor: Cooldown reduced to 1 minute and changed back to granting 25% additional armor while active instead of flat damage reduction based on armor. The amount of strength granted has been reduced to 10%.
          o Unholy
                + Bone Shield: This ability now has 3 charges instead of 4. Cooldown reduced to 1 minute.
                + Dirge: This talent no longer grants additional runic power from using Obliterate.

Druids

    * Talents
          o Balance
                + Moonkin Form: This form now also reduces the damage the druid takes while stunned by 15%.
                + Typhoon: The daze duration has been increased from 3 seconds to 6 seconds.
          o Feral Combat
                + Infected Wounds: The debuff generated by this talent no longer stacks and instead causes the full effect with a single application.
                + Predatory Strikes: This talent now also causes the druid's finishing moves to provide a 7/13/20% chance per combo point to make the next Nature spell with a cast time below 10 seconds instant cast.

Hunters

    * Talents
          o Beast Mastery
                + The Beast Within: The duration of this talent has been reduced to 10 seconds. In addition, hunters with this talent will do 10% additional damage at all times.
                + Bestial Wrath: The duration of this talent has been reduced to 10 seconds.

Mages

    * Arcane Blast: The buff from using this ability now stacks up to 4 times instead of 3, and each application increases mana cost by 175% instead of 200%. In addition, the duration of the buff has been reduced to 6 seconds.
    * Arcane Missiles: Casting this spell while both Missile Barrage and Clearcasting are active will cause only Missile Barrage to be consumed.
    * Talents
          o Arcane
                + Missile Barrage: The effect from triggering this talent now removes the mana cost of Arcane Missiles. In addition, the chance for Arcane Blast to trigger this talent is now 8/16/24/32/40%. All other listed spells continue to have a 4/8/12/16/20% chance to trigger it. This talent no longer has a chance to be triggered when spells miss.
          o Fire
                + Combustion: This talent now also increases the critical strike damage bonus of Fire spells by 50% while it is active. In addition, Living Bomb periodic ticks will no longer interact with the count or the charges on the talent.

Paladins

    * Righteous Fury: The bonus threat from Holy spells caused by this talent has been reduced from 90% to 80%.
    * Seal of Corruption and Seal of Vengeance: These seals will now only use the debuff stacks generated by the attacking paladin to determine the damage done by the seal and by the judgement.
    * Talents
          o Protection
                + Ardent Defender: This talent now reduces damage taken below 35% health by 7/13/20% instead of 10/20/30%.
                + Blessing of Sanctuary: This blessing now grants 10% strength in addition to its current effects. Also, the strength and stamina bonuses from this blessing will no longer be lost when Blessing of Kings is removed.
                + Judgements of the Just: The reduction in cooldown to Hammer of Justice provided by this talent has been reduced to 5/10 seconds instead of 10/20 seconds.
                + Touched by the Light: This talent now provides 20/40/60% of the paladin's strength as spell power instead of 10/20/30% of the paladin's stamina.
          o Retribution
                + Seal of Command: This ability now chains to strike up to 2 additional targets when it is triggered by an attack that can only strike a single target.

Priests

    * Talents
          o Shadow
                + Improved Spirit Tap: Mind Flay periodic critical strikes now have a 50% chance to trigger this talent.
                + Twisted Faith now grants spell power equal to 4/8/12/16/20% of spirit, up from 2/4/6/8/10%.

Rogues

    * Envenom's scaling has been increased from 7% to 9% of attack power per combo point.
    * Fan of Knives: The damage done by this ability has been reduced by 30%.
    * Talents
          o Assassination
                + Master Poisoner: No longer increases the Deadly Poison application rate following a successful Envenom and instead now provides a 33/66/100% chance of preventing Envenom from consuming Deadly Poison.
          o Combat
                + Throwing Specialization: This talent no longer causes Fan of Knives to interrupt spellcasting.
          o Subtlety
                + Honor Among Thieves: A 1-second cooldown is now enforced on how often a rogue can gain combo points from his party via this talent.

Shamans

    * Cleansing Totem: No longer pulses instantly when dropped.
    * Flame Shock: The duration of all ranks has been increased by 6 seconds.
    * Lava Burst: This ability no longer ever consumes a Flame Shock debuff off of the target.
    * Talents
          o Elemental Combat
                + Shamanism: Your Lightning Bolt and Chain Lightning spells gain an additional 3/6/9/12/15% and your Lava Burst gains an additional 4/8/12/16/20% of your bonus damage effects.
          o Enhancement
                + Earthen Power: No longer causes Earthbind to pulse a persistent snare immunity aura. It does still remove snares from allies as an instant pulse, but there is no lingering immunity. Earthen Power now also brings Earth Shock's melee attack speed reduction up to -15%/-20% (with 1 or 2 points in it, respectively).

Warriors

    * Talents
          o Arms
                + Sword Specialization: Now has a 2/4/6/8/10% chance to proc an extra attack, up from 1/2/3/4/5%.
          o Protection
                + Critical Block: This talent now grants a 20/40/60% chance to block double the normal amount instead of 10/20/30%.

Dungeons & Raids

    * Shadowfang Keep
          o Wailing Guardsman: Screams of the Past will no longer have multiple applications on a target. Recast time has been increased.
    * Ulduar
          o Increased the cooldown on Immortal Guardians' Drain Life ability in the Yogg-Saron encounter.

Achievements

    * The Achievement "Iron, Dwarf Medium Rare (25 player)" now requires 25 kills, down from 50.
    * The Frostwolf Howler and Stormpike Battle Charger Achievements will now be awarded when a player learns the respective mount spells.

Professions

    * The blacksmiths of Orgrimmar grew tired of running to the rear of the city to craft items and have installed a new anvil & forge at the General Store in the Valley of Strength.
    * Engineering
          o The Mind Amplification Dish no longer changes the appearance of your helmet.
    * Inscription
          o Added a recipe for Runescroll of Fortitude. This item grants a stamina buff equal to the highest rank of Power Word: Fortitude (untalented) to all players in the raid. The effect of this runescroll is exclusive with other stamina scrolls and Power Word: Fortitude.
    * Leatherworking
          o Added a recipe for Drums of Forgotten Kings. These drums increase all stats by 8% for all players in a raid. The effect of these drums is exclusive with Blessing of Kings.
          o Added a recipe for Drums of the Wild. These drums grant a buff equal to the highest rank of Mark of the Wild (untalented) to all players in a raid. The effect of these drums is exclusive with Mark of the Wild.

Items

    * The Black Heart: This item's animation has been changed and no longer resembles Hand of Protection.
    * Death Knight Tier-9 Tanking 4-Piece Set Bonus: Now decreases the cooldown on Vampiric Blood, Unbreakable Armor, and Bone Shield by 10 seconds instead of 20.
    * Druid Tier-8 Healer 4-Piece Set Bonus: The amount of healing this set bonus grants on the initial cast of Rejuvenation has been reduced by 50%. In addition, this set bonus no longer has strange interactions with Harold's Rejuvenating Broach.
    * Glyphs
          o Glyph of Bone Shield: This glyph now grants 1 additional charge instead of 2.
          o Glyph of Flame Shock: Redesigned. This glyph now makes Flame Shock periodic damage able to be critical strikes.
          o Glyph of Mind Flay: This glyph no longer reduces the magnitude of the movement reduction on the Mind Flay victim.
          o Glyph of Scourge Strike: Redesigned. This glyph now causes Scourge Strike to extend the duration of Frost Fever and Blood Plague by 3 seconds each time Scourge Strike is used on a target, up to a maximum of 9 seconds.
          o Glyph of Typhoon: This glyph now increases the range on Typhoon by 10 yards in addition to its current effects.
          o Glyph of Unbreakable Armor: Now increases the armor gained from Unbreakable Armor by 20%.
          o Glyph of Vampiric Blood: The glyph now increases the duration of Vampiric Blood by 5 seconds instead of 10.
    * Libram of Obstruction: The buff to block value from this relic is now exclusive with the buff to block value from Libram of the Sacred Shield; it is impossible to have both buffs at once.
    * Libram of the Sacred Shield: The block value buff from this relic has been increased to match its item level.
    * Relics: All buffs provided by relics (idols, librams, totems and sigils) now share an exclusive category such that gaining a buff from one of these items will remove all other buffs gained from items in this category.
    * Totem of Quaking Earth: Attack power value increased to 400.

User Interface

    * Battleground Queuing
          o Players may now only queue for no more than two Battlegrounds at a time.
          o The dialog box for entering a Battleground match has been changed to reflect the following options: "Enter Battle," "Leave Queue," and "Minimize."
          o The time a player has to enter a battle when selected has been reduced to 40 seconds when not already in a Battleground and 20 seconds when in a Battleground.
          o Players already in a Battleground can now choose "Enter Battle" for a new Battleground under any circumstance (i.e. while dead, in combat, falling, etc.).
          o A new Battleground will not launch until the maximum number of players on each side are in the queue (i.e. 40 players per side for Alterac Valley).
    * The size of the Focus Frame can now be adjusted via the Interface Options menu.
    * Mail System Auto-Complete Feature
          o The inline auto-complete feature for the mail system has been added back into the game. The mail system will now have both the pre- and post-3.2.0 auto-complete features available.
          o Added a label to notify players that the Tab key will allow players to navigate through the character names listed via the auto-complete feature.
    * For additional notes on Lua and XML changes please visit the UI & Macros forum.

Bug Fixes

    * Death Knight
          o Rune of Razorice: The frost vulnerability granted by this enchantment will now increase the damage done by Frost Fever as intended.
    * Druid
          o Balance of Power: Misleading tooltip reworded. The tooltip previously reported an incorrect value for the increased chance to hit with spells. The actual benefit of the talent is unchanged.
    * Hunter
          o Master's Call: This ability now correctly removes the snaring component of Infected Wounds, Frostfire Bolt, and Slow.
          o Trap Mastery's (Survival) tooltip now states the correct amount of snakes summoned.
    * Mage
          o Arcane Missiles: Ranks 12 and 13 will now properly cause players to enter combat.
    * Paladin
          o Hand of Freedom: This ability now correctly removes the snaring component of Infected Wounds and Frostfire Bolt.
    * Priest
          o Divine Aegis: Ranks 1 and 2 will now work with Holy Nova.
          o Glyph of Power Word: Shield now correctly uses the Priest's spell critical chance instead of the target's.
    * Rogue
          o Vanish: This ability now correctly removes the snaring component of Frostfire Bolt.
          o Honor Among Thieves: This talent will now work properly again if two rogues with different ranks of the talent are in the same party.
    * Shaman
          o Grounding Totem will now properly protect against the Death Grip spell.
          o Lava Burst can no longer deal critical damage to targets who are immune to critical strikes (due to, e.g. Roar of Sacrifice, Blessed Resilience).
          o Lightning Shield: This spell will no longer set off some trinkets when it is cast.
          o Stoneclaw Totem's pulses will no longer break stealth on nearby hostile units.
          o Thunderstorm and Shamanistic Rage can no longer be used while Frozen, Cycloned, Sapped, or Incapacitated.
    * Warlock
          o Demonic Circle: This ability now correctly removes the snaring component of Frostfire Bolt.
          o Fel Armor: This spell was unable to set off trinkets and other effects. That has been corrected.
          o When using Shadowbolt or Incinerate while having Backlash and Backdraft active, only Backlash will now be properly consumed.
    * Coliseum Trinkets: Some spells that should have triggered these trinkets will now trigger them (such as Holy Nova and Fel Armor).
    * Death Knight Tier-9 DPS 4-Piece Set Bonus: Now grants the correct chance for disease damage ticks to be critical strikes.
    * Heirloom items which grant 10% experience bonuses will now apply these bonuses to Battleground experience gains.
    * Hunter Tier-9 2-Piece Set Bonus: Critical damage from Serpent Sting will now work properly with the Mortal Shots and Expose Weakness talents.
    * Lightweave Embroidery: This tailoring item enhancement will no longer trigger from the periodic healing granted by the warlock spell Fel Armor.
    * Mote of Flame: Corrected a typo in the tooltip.
    * Paladin Tier-9 DPS 2-Piece Set Bonus: Now grants the correct chance for Righteous Vengeance ticks to be critical strikes.
    * Shard of Flame: Corrected a typo in the tooltip.
    * Val'anyr, Hammer of The Ancient Kings: Healing from Prayer of Mending now triggers the shield from this item. In addition, a bug was corrected which would cause the shield points to be overwritten rather than stack up as intended.



xx The Brewfest is here | 20 Sep 09
18:02:14 by Anders Fredricsson | Views: 722 | Comments: 0

It's that time of the year again when all our cities get filled with kegs and drunken people of all different kinds. The Brewfest brings quite a bit of different grinds as most of the sesonal events.

Money grinding isn't the first thing that comes to mind with the Brewfest. As with all of the world events there's a bunch of different achievements to be gained. Some easier, some harder... some that is all about eating sleazy food and drinking weird beers.

For the collectors there's a bit of things to do here as well. Since last year the Brewfest brings a boss that is only up during the actual event and there is a daily quest to do that involves killing him. The boss, Coren Direbrew can be found in the Grim Guzzler in Blackrock Depths and he drops a bit of epic quality trinkets and a broken bottle that serves as a dagger. These drops are not bad and are basically the same kind of trinkets that you could get for Emblems of Heroism.

However, the really interesting things Coren Direbrew drops are two mounts. Great Brewfest Ram and for the real lucky people, Great Brewfest Kodo. Apart from the regular grinding with the world events, this boss adds to the grinding for sure. I know that we spent hours down in BRD last year trying to get everyone the mounts. It was a ton of switching between alts to maximize the amount of tries we got, since well, it's a daily quest... you just get one shot per character and day.

Apart from the shiny mounts, there are also two non-combat pets to be gained through the event: Pint-Sized Pink Elekk that can be bought for 100 Brewfest Prize tokens and Wolpertinger's Tankard that can be bought for just 50s.

So depending on how much of the stuff you want to buy from the Brewfest, you can be in for a lot of grinding. And as stated, the Coren grind itself is quite massive if you're unlucky.

Good luck with all the drops and whatnot and watch out for the pink elekks.


xx Illusion Dust Grinding | 08 Sep 09
22:29:23 by Anders Fredricsson | Views: 856 | Comments: 0

Hey all!

I’ve been getting some questions about where to do some good illusion dust grinding lately from people who are leveling enchanting, so I will talk about that for a bit here. This post is not only for people who are skilling up their enchanting though since both illusion dust and eternal essence (and greater eternal essence) are great sources of gold on the auction house. Even if you don’t have enchanting yourself you might find this post useful if you have a friendly enchanter who could disenchant the stuff for you.

Illusion dust, eternal essences and large brilliant shards used to be the highest level of enchanting materials pre-TBC which means that the best places to grind these materials are in the old max level 5-people instances (or 10 people if you consider UBRS, which you should). The instances you should consider for this kind of grind would be: Stratholme, Scholomance, Lower Blackrock Spire, Upper Blackrock Spire and Dire Maul.

Running these old instances every now and then is really a good source of fast gold. You will get quite a lot of greens dropping, however this does vary quite a bit. Even if you are rather unlucky the runs are still going to get you a good deal of gold since you will be looting both silver for the mobs and runecloth. As I’ve mentioned in previous posts, runecloth is a steady source of income for several reasons. Apart from the runecloth you will also have the blue items from the bosses that are certain to drop. Even if you are not an enchanter yourself you will make a few gold from each of these blue items.

If you are an enchanter who doesn’t need the materials for leveling up you will be in an even better position. Illusion dust sell for around 1g each, this of course varies a bit depending on what server you play on, but I usually get them sold for 70s-1.5g. Large brilliant shards sell from anywhere around 1.5g up to 7g usually but I’ve noticed that these prices drop or rise quite fast and often. The big money maker from these instances are the essences. A greater eternal essence sell for anywhere between 12g-19g.

If you are not max level and you’re after grinding illusion dust for enchanting while you are leveling you could do this too, it´s a bit slower of course but the bonus is that you get experience while grinding. You want a place with high spawn rate and a bunch of mobs, preferably humanoids so you get cloth at the same time. I personally like to the furbolg villages in Winterspring for this purpose since you also get the rep as an added bonus, why not work on achievements while you can too. Eastern Plaguelands have a few good locations too for grinding. The spots I personally like there are Plaguewood and Zul’Mashar. Certain mobs here drop items that can be used to grind rep with Argent Dawn too so you get the same benefit as from Winterspring.

I hope this helps the people who are looking to make money from enchanting materials as well as those who need it for leveling up their profession. If you know more good spots for grinding these things, please feel free to comment.

Until next time, take it easy grinding.


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