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Poll: How many dailies do you complete?

Let's take a poll for a future article I'm working on about daily quests. I want to know (and I'm sure some of you will be interested too): on average, how many daily quests do you complete each day?

For me the number is nine. I do six out in the Isle of Quel Danas, and then three in Outland (the mining, fishing, and cooking daily). I have a couple of friends who do 25 every day, and I have other friends who only do one or two. I was surprised yeterday in my article about making money through the AH that there were several of you who mentioned that doing all 25 was the norm.

So vote away and lets us know how many daily quests you do every day.

On average, how many daily quests do you complete each day?

Totem Talk: Resto questing

Totem Talk's Matthew Rossi has had a small Horde renaissance this week, and decided to take his slightly dusty Resto shaman out for a spin, healing a heroic MgT run and then running about the IoQD doing the dailies. Turns out he learned a few things in the process. He wrote a little song about it, like to hear it? Here it goes.

Okay, I apologize, but there will be no singing. Tell you what, if enough people demand it, I'll belt one out on the next WoW Insider Show I'm on.

I've posted in the past about how to quest, grind and otherwise solo on a Restoration shaman, but I didn't go sufficiently into detail as the post ended up being about the odd things people think about shamans. So this week, we'll go more into detail. There are basically two ways you can go about doing this, thanks to the recent changes Blizzard made to healing gear: you can go out and quest in your regular healing set or you can also have a set of DPS gear. Unlike a priest and more like fellow hybrids like druids, you have a choice of what kind of DPS gear to wear. You could have a set of Enhancement mail and a big 2h weapon (since Resto shammies can't dual wield but can use 2h's now) and run around hitting stuff, or you could go for the spell damage gear and imagine that you're a powerful Elemental shaman.

My own personal preference (due to that fact that my shaman has a lot of Enhancement gear) is to go the whackity whackity route and Windfury up a 2h. But in the interests of experimentation I tried both spell damage gear and my normal healing setup, and I found that my personal preference is in fact the least effective of the three for the gear I happen to have. I'm sure no one is surprised.

At any rate, let's talk turkey. Isn't turkey delicious? Druids can turn into humanoid-turkey hybrids. None of this has anything to do with Shamans of any spec soloing anything, but I've always wondered about the phrase 'let's talk turkey' and how anyone could resist saying "yay, I love stuffing!" after it. I'll get a hold of myself now. Actual details of Shaman soloing behind the jump. Whee!

Continue reading Totem Talk: Resto questing

Realm progression rankings for the Shattered Sun questline


The efforts to retake the Isle of Quel'Danas proceed apace. Some realms are going faster than others, but Drysc assures us that even the low-population realms will get the phases auto-completed for them eventually if they don't have the manpower to get there fast enough on their own. What if you want to see exactly how the realms stack up? We talked last week about a manually maintained forum post; however, that has problems with trustworthiness and the difficulty of keeping it updated.

Edur, of Gorgonnash-A (EU), has created a web site that relies on game data form participants to rank the realms according to their completion of the Sunwell questline, and a very nice site it is. You can see all the US and European realms and where they stand both on the main phase quests and on the side accomplishments, like constructing the portal from Shattrath to Quel'Danas. There are also nice progress charts for each individual realm, and, most usefully, ETAs for when the objectives might be reached given current rates of completion.

Continue reading Realm progression rankings for the Shattered Sun questline

Phase 1 Dailies: The Multiphase Survey


Finally, we reach the end of our grand tour of the phase 1 Shattered Sun-related daily quests. "The Multiphase Survey" is assigned by a doubtful Draenei named Harbinger Harnomen who can be found somewhat clockwise of the flight master in Shattrath, and it goes like this:
  1. Go to the Spirit Fields in Nagrand, which are near that giant crystal Oshu'gun.
  2. Put on the provided Multiphase Spectrographic Goggles.
  3. Fly/ride around and look for Multiphase Disturbances (pictured), which are only visible when wearing the goggles. When you find one, get near it and right-click your goggles. The disturbance will disappear. Six of these "readings" and you're done; flutter on back to Shattrath for 4g 10g, 250 Shattered Sun rep, and another Shattered Sun Supplies (c'mon, Badge!).
Seven daily quests later, what's our total take? 78 gold, 1550 Shattered Sun Offensive reputation, a Major Rejuvenation Potion, and two Shattered Sun Supplies. Not bad for the work of an hour or so.

Phase 1 Dailies: Sunfury Attack Plans

Here is another Shattered Sun daily that originates in Shattrath, from Lord Torvos who stands just north of the flight master (right by where you picked up "Gaining the Advantage"). The premise of "Sunfury Attack Plans" is that we know that the Sunfury elves up in Netherstorm have some attack plans, and we want them. We want one of them per character, every day. So get yourself to Netherstorm, find some Sunfury elves (any Sunfury elves), and kill them until one of them drops the attack plans. I usually go for the mobs near Manaforge B'naar simply for convenience.

Like many single-drop quests, this can be maddeningly inconsistent. Today I got the plans on my first kill, and a guildy of mine claims to have killed over 100 before finally receiving the item. We'll have to wait until a bit of data for the database sites has been collected before we can find out what the drop rate is, although if I had to guess I'd put it around 10%. For your troubles you are rewarded with 4g 10g, 250 Shattered Sun Ofensive rep, and a Shattered Sun Supplies, which contains a random green item and has a chance to contain a Badge of Justice as well.

Phase 1 Dailies: Gaining the Advantage

You've dealt with automata and the Wretched on the Isle of Quel'Danas. You've slain demons and blown up the transporter at the Throne of Kil'Jaeden. Are there more Shattered Sun-related dailies left to do? You bet! There are three quests that are assigned in Shattrath, and here's one of them: Gaining the Advantage. Posts on the other two are coming shortly.

Allegedly, some people in Stormwind can make oils that will help in the fight against the Legion, and they need Nether Residue to do it. This quest is assigned by Emisarry Mordin who paths near the flight master.

For this quest, all you need to do is be a skinner, herbalist and/or miner, and go out and do some gathering. Any Outlands herb (not Golden Sansam or Dreamfoil), ore node, or (I assume) skinnable mob has a chance to drop Nether Residue, of which you need eight for the quest. The drop rate on herbs felt like around 30%, possibly higher on higher-level herbs.

So it's a fairly easy quest to do, and as a bonus, you get some herbs/ore/leather. Go on back to Shattrath to turn it in, and be rewarded with 16g, 250 Shattered Sun rep, and two one Major Rejuvenation Potion.

Phase 1 Dailies: Blast the Gateway

This is the companion quest to "Blood for Blood," and is given by Magistrix Seyla up at the Throne of Kil'Jaeden ("The Missing Magistrix" is a prerequisite). In "Blast the Gateway" you take on a mission to help shut down the Legion Gateway, by means of an interesting quest mechanic.
  1. Right-click the supplied Sizzling Embers to release a pet Living Flare, which follows you around. Contrary to what WoWWiki says, I find that it will not despawn if you use your flying mount, as long as you don't get too far away from it (so be careful on your epic mounts).
  2. Find and kill the Incandescent Fel Sparks, which are fire elementals that wander the Throne area. They have a fireball, but like most of the mobs involved in the dailies, they're not hard to kill. Every a Fel Spark is killed with your Living Flare nearby, the Flare energizes. Note that you don't actually have to kill the Spark yourself; if you see some other people killing one, go help, and any flares in the vicinity will get energized.
  3. Once your Flare accumulates enough energy (it takes about five eight kills), it will become "unstable" and turn green. Take it over to the Legion Gateway, near Magistrix Seyla, and it'll release its fiery power. Done! Talk to the Magistrix for 12g and 250 Shattered Sun rep.
I did have my Flare despawn on me once, but I think I flew up very high or something. I've definitely had it follow me on my flying mount just fine. But you should be careful, because if it does despawn you have to start the quest over.

Phase 1 Dailies: Blood for Blood

Now that you've completed "The Missing Magistrix" and teleported to the Throne of Kil'Jaeden in Hellfire Peninsula (or flown there if you've already done the teleport before, but completion of "The Missing Magistrix" is required for this quest), you're ready to do Blood for Blood and its companion quest, Blast the Gateway (next post). Magistrix Seyla at the Throne assigns both quests. Blood for Blood goes like this:
  1. Kill Doom Heralds, those big swordy demon things you see stomping around, and loot their blood. You need four, and it seems to be a 100% drop. The blood powers the Felblood Siphon that you'll use in the next step.
  2. Find Felblood Initiates (pictured) casting wavy green things at the structures on the ground and cower at their eliteness. Now use the Felblood Siphon on them, and, just like the giants from Ferelas, they will weaken into non-elite pushover Emaciated Felbloods. Kill. Do this four times, and you're ready to return to the Magistrix for 12g and 250 Shattered Sun rep.
This was a fun quest, although last night it was absolutely impossible to find any Felbloods because of all the players competing for them. Much easier today though; they might have upped the spawn rate (edit: they did). The Felbloods stun briefly when you use the Siphon on them, which gives you a chance to get some distance and/or cast a spell. Next up is Blast the Gateway, which is a good quest to do at the same time as this one. I wonder where Kazzak is hanging out, though -- has he always been killed when I've been up there, or did they move him?

Phase 1 Dailies: Erratic Behavior

Continuing our examination of the phase one daily quests in patch 2.4, here is "Erratic Behavior." It is easily done at the same time as the other Isle of Quel'Danas daily, The Sanctum Wards. It's gotten from the Shattered Sun Staging Area, and asks you to convert five Erratic Sentries into friendly ones by means of the magical crystals they give you.

The Erratic Sentries are found in the same place as the mobs for The Sanctum Wards: an arc starting at the Staging Area and proceeding broadly southwards along the western shoreline. They're non-agressive (yellow) mechanicals (pictured), and although they're level 70, it's still uncommonly easy to kill them. Sometimes they can be found reduced in health bandaging themselves up, and in general they move a bit oddly -- I guess that explains the "erratic" part.

After you kill and loot, target the corpse and right-click the Attuned Crystal Cores in your inventory; the Sentry will turn into a friendly one and stagger around briefly before disappearing. Note that you can't convert corpses that you haven't killed yourself.

Convert five corpses, and you're done. Return to the staging grounds for 9g, 150 Shattered Sun rep, and warm fuzzing feelings for helping get to Phase Two. This quest is still available in Phase Two, but renamed to "Further Conversions."

Phase 1 Dailies: The Sanctum Wards

Welcome to the first post of a new series on the daily quests available in Patch 2.4. I'll be going through all the quests that are available in phase 1, one by one. This is one of the two daily quests on the new Isle of Quel'Danas, and it's called "The Sanctum Wards." It goes well with Erratic Behavior, which I'll cover in the next post.

The quest itself is pretty simple, and goes in two parts.
  1. Hunt down Wretched Devourers and Wretched Fiends, and slaughter them for their Mana Remnants. You'll need four Remanants, and the drop rate felt like it was around 50%. The mobs are only level 68, and don't pose much of a problem; they do a puny drain life/mana and a very short silence. They can be found starting in the Shattered Sun Staging Area and spreading in an arc down near the western shoreline.
  2. Once you have your four Mana Remnants, come back up near the Staging Area to a Crystal Ward (pictured, at 49,35) and right-click the stack of Mana Remnants in your inventory. There's some nice pretty zapping effects, and you're done with your quest. 9g and 150 Shattered Sun rep await you.
You have now completed one of the two quests that will progress your server towards Phase Two, so thanks for doing your part! This quest is still available in Phase Two, but renamed to "Arm the Wards."

Top 5 must-dos in Patch 2.4

Patch 2.4 is finally going live, and with all of the new content, it will be pretty overwhelming when you first log on and attempt to decide what you want to do.

With new loot, new quests, and new areas to explore, there will be plenty to keep you busy!

05. Regarding your User Interface:
The default UI is changing, so along with updating and reconfiguring add-ons, you should learn more about the changes you're going to need to make.

04. For the explorer:
If you like to be prepared, check out our coverage of the maps for Sunwell Isle. If you'd rather dive right in and be surprised, then check out your own map of the Eastern Kingdoms. The little island at the very top is your new destination! Either way, the easiest way to get there is from the Ironforge (Alliance) or Silvermoon City (Horde) Flightmaster.

For the rest of the countdown, hop through the break!

Continue reading Top 5 must-dos in Patch 2.4

Two Ring to rule them all

Two Ring to rule them all,
Two Ring to find them,


Two Ring to bring them all
and in the darkness bind them.


Forget The 1 Ring folks, Massively lead and WoW Insider blogger Krystalle Voecks came across The 2 Ring today via a Live Journal entry. For many years World of Warcraft players all around Azeroth have been on the look out for this seemingly missing piece of loot, and in patch 2.4 they will be rewarded via the daily fishing quest.

The ring features +22 to the primary five stats, making it (wait... let me make sure my math is right here...) 22 times better than The 1 Ring.

I'm not sure of it's use initially. It's a well rounded stats ring, so perhaps a druid or other hybrid class might be interested in it if they find themselves changing roles often enough. However for a single role / gear set, there are a plethora of better choices easily obtainable.

Of course, with that said, it makes a helluva nice ring to start off at 70 with.

Badges for dailies

Originally, there was only one way to obtain Badges of Justice: Heroic bosses. Now there are a couple more: Heroic daily quests as well as raids. Still, there hasn't been a way for the die-hard solo player to get their hands on some badges -- until now. The Shattered Sun Offensive (SSO), the new faction associated with patch 2.4, assigns many daily quests (to help you fill the new 25-dailies-a-day limit). Several of these quests reward you with Shattered Sun Supplies, a box which contains a high-level green item, and also -- coming to my point -- has a chance to contain a Badge of Justice.

According to Wowhead, there are seven dailies that reward Shattered Sun Supplies. Some of them are apparently only available during certain phases of the SSO effort, so let's say you can do five of these per day. I don't have numbers on how often the supplies contain a Badge, but let's say it's a 50% chance, based on one comment that Badges are contained "more often than not." So on average, you could get 2.5 Badges per day just by doing these daily quests, which means 60 days to get one of those snazzy new 150-badge weapons. That's a long time, but arguably justified by the fact that these quests are probably pretty easy. Overall, this is, in my opinion, an excellent enhancement to the Badge system. Your thoughts?

Update: Suzaku questions my hypothetical 50% drop rate in a comment. Obviously, the impact of these badges will depend on how frequent they are, and we just don't have solid numbers on that yet. Not to mention it may change during testing.

Are daily quests leaving casuals behind?

Daily quests have come a long way from when they first appeared. They first seemed to be the perfect solution for those stuck at level 70 with nothing to do, the casuals who really didn't feel like moving on to the 10 and 25-man game, or just didn't have the time to. They were a great way to break up the monotony of making money by grinding mobs with lucrative drops or mining and herbing. They also let you progress slowly and steadily towards that magical 5000 gold mark and your own epic mount. Sure, they're still good for all that, but they've also gotten to be so much more.

So really, what's the deal with dailies now? Let's look at it after the break.

Continue reading Are daily quests leaving casuals behind?

Breakfast Topic: To daily or not to daily?


Ah, daily quests, how I love and hate them. For a short time commitment each day, level 70 players can run through these repeatable quests for reputation rewards and financial gains. It provides some easy cash, but at the same time the same quests, day after day, do become tedious. (Though Blizzard did add a variety of dailies in patch 2.3, the new already seems to have worn off.) So today I ask: what do you think of the daily quest grind? Is it easier than simply grinding mobs for drops and cash, or are daily quests simply a new version of the same old grind? Do you do your dailies?

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