Gadling's resident pilot explains what life in the cockpit is like
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Encrypted Text: Lockpicking 101

One of the things that I seem to be asked most often from many different up-and-coming Rogues is for basic information and tips on lockpicking. Now while I'll admit, I haven't ever personally run the Alliance version of the lockpicking quest, there is some common information between the different factions that will prove useful to Rogues of all flavors. In this week's edition, I'll be going over some lockpicking basics. For those of you who are higher up, I'll also include a special tip to make some extra cash just before you need to buy your epic land mount and head into Outland. (Or for those of you who like to farm old content for cash and prizes, but may not have known about this.)

When it comes to learning the fine art of pilfering goodies from locked boxes, there is only the basic quest that will teach you the skill. Unlike other "gathering" type skills that you can pick up in game, there are no higher lockpicking trainers that you check in with to learn more down the road. Instead, you will gain 5 points of potential ability towards your lockpicking skill per every level that you gain. Both Alliance and Horde get their lockpicking quests at level 16, with a pile of Lockpicking points already available for the growing Rogue to skill up on. (Your maximum lockpicking skill can be figured by multiplying your Current Level by 5.)

Continue reading Encrypted Text: Lockpicking 101

Paying it forward in PUGs

How much, asks Tobold, do you owe a pickup group? He uses the example of Seaforium charges on locked chests-- they can "cost" up to 5g in mats, so is that too much for the engineer to contribute to a group of people he basically doesn't know? Potions are the other big question, but I'd expand it to include everything you bring to a pickup group: just how many times do you need to wipe in a pickup group before you're free to ditch them and move on?

I happen to be pretty much like Tobold. I'm not rich in the game or anything, but the money doesn't mean much to me (this is, after all, a videogame), so I'm more than willing to pass out potions at bosses, or stick with a PUG until my gear is red. I guess there are some things I wouldn't spend on a pickup group-- repair bots are just too expensive to use among people you don't know, and while I'm often willing to give lower level enchants away, the higher level enchants I usually save until there's a guildie around that I know can and will use it.

Tobold says, rightly, that groups are "worth" much less in WoW than earlier MMOs-- because you literally can solo all the way to 70, a lot of bad groups can be avoided, whereas in older games, you had to suffer through a lot of bad groups just to level, because there was no other way. But of course it is still just a game-- a good social experience is worth way more than a potion or two, and you never know if the Warrior you give an Onslaught Elixir to today might end up being your main tank tomorrow.


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