So Leafshine has a problem: She's got way too much stuff to disenchant. Her friends have been sending her things to disenchant for quite some time, letting her keep the ingredients. But now there's two things different: They're sending her droves of level 70 items, and they want the materials back.
If you've played the level 70 game and done the Shattered Sun Offensive dailies, you probably know where this is going. On a good day, doing the complete Outland daily circle, I can come out with somewhere around 10 disenchant-worthy items between regular drops and Shattered Sun Supplies. Leafshine says she can sometimes spend up to 10 minutes working on Disenchanting, and I can believe it. Every time I process a batch of greens on my disenchanter, not only does it take some time to get through with them, then I have to process multiple piles of reagents, and figure if I'm going to store them, sell them, or use them to make a tailoring blue which I will then disenchant into a shard.
If added disenchanting for friends in there, I could spend all the day disenchanting. I have to commend Leafshine for putting up with it, and I don't think it would be a bad idea to start charging a disenchant fee - even if it's as simple as taking a cut of the materials. It's one thing to expect a disenchanter to be ready to disenchant dungeon blues that no-one needs, but it seems like another to mail your stuff to them and expect them to take their time to disenchant it free of charge. I know that friends should help each other out with tradeskill stuff, but there's a limit. Yeah, we're friends, we've raided together, but if I expect you to take 10 minutes out of your play time to help me out, throwing you some gold for your time seems like nothing more than common courtesy.
If you listen to me (or anyone else around here, it seems), the major consensus seems to be to head to Outlands right at 58, period. The leveling is faster, the quests are more interesting, and the money is plentiful, as are the drops. But cyanrose over on WoW LJ makes an amazing case for exactly the opposite: staying in old Azeroth from levels 58-60.
She's been rolling around Hearthglen picking up items and XP, and from the way she tells it, things are almost as good there as they are in Outland. A dropped Orb of Deception (which was sold for a whopping 700g) didn't hurt, and there's lots of Rich Thorium around as well. Since old Azeroth is so empty, she hasn't had any problems with PvP, and apparently there's some good AoE grinding to do around there as well.
Great example of going against convention and finding your own way to play through the game. Outlands is there if you want it at 58 -- you can replace your gear in just a few quests, and get started on the new reputation grinds early. But don't let the popular opinion stop you from exploring the old world if you want -- there's lots of loot and fun to be had there, too.
Also, if you're not level 58 yet, don't despair, you can still join in the fun. A Mage can teleport you to Shattrath City any time, so if you can bribe or convince them to open a portal for you, you can still make it over.
Last week, Insider Trader began the journey from 300 to 375 jewelcrafting skill. While we were able to avoid using recipes that required faction reputation or that had to be farmed, the cheapest methods to 375 from about 365 may require a bit more effort to obtain.
If you are like so many other craftsmen, stuck with 375 seeming far away and expensive, then carry on through the break to examine ways to not only maximize your skills, but to attempt to make a profit while doing so, rather than running on a loss.
Featuring several distinct ways to reach 375, you will find that you have many choices to suit your own needs, your guild's needs, and your server's market. In addition, I've put together some links for further reading that you should find helpful.
Each week, Insider Trader takes you behind the scenes of the bustling sub-culture of professional craftsmen, examining the profitable, the tragically lacking, and the methods behind the madness. For more guides to maximizing your chosen profession, check out the final stretches for Leatherworkers and Alchemists alike, as well as part one of Jewelcrafting's final stretch. For a complete list of profession guides, feel free to peruse our directory.
Prancing around Quel'Danas for my daily quests day in and day out has reminded me of something I've very dearly missed. Weather! It rains very frequently in Quel'Danas, and combined with all of the action going on around the island, it has a very strong feel of being alive.
Zangarmarsh has rain as well, but I can't think of any other zone in Outland that has weather effects that come and go. Sure, some zones have Infernal rains and such inside and outside of them, but that isn't really the same. It's a constant, it's static. When you go to that zone, it will be there 100% of the time. Azeroth's weather wasn't like that. After it was added, of course. It might be raining in Stranglethorn, it might be sunshine from horizon to horizon. When it was raining, the zone had an entirely different feel. You were doing the same things, but it just felt different.
I brought this up with some friends of mine a few times before, and we tried to think it through with logic at first. You know, the atmosphere is different, so maybe other zones in Outland can't rain. It's an alien world, so who knows? Even if you play the 'alien world = no rain' card, I think there are some awesome weather-related things you can do. Read on for my thoughts on the matter!
Here's something that didn't really hit me on the first few times through Magisters' Terrace: there are no loot chests in the instance. Eleste of Frostwolf asks why, but Drysc only answers "why not" -- apparently Blizzard isn't too bothered that the only loot to be found in the instance is on dead mobs.
Which isn't exactly new -- not only are chests open to many exploits, but Blizzard has slowly been taking steps away from putting random caches of loot out there for anyone to grab. In the last patch, they even made it so that chest loot gets rolled on, so it's probably a fair guess to say that most loot chests are on their way out of the game.
They weren't in there for no reason -- Blizzard wanted to make it so that after toppling a group of mobs, you could be lucky enough to spot an extra stash of loot to grab all for yourself (not to mention that they give Rogues something else to do in instances). But apparently the problems of loot chests outweigh the positives, and it's probably true that MrT is a preview of Wrath -- loot chests are going to be rarer than ever.
Mana Thistle grows in Outland. Some of the mines of Outland contain Adamantite Ore. So how do plants and ore that are native to a completely different planet occur on the Isle of Quel'Danas?
I understand that it is a level 70 zone and therefore they put level 70 gathering nodes there. But story-wise it makes no sense. The Lore of WoW is rich and entertaining and is one of the best parts of playing this game. Inconsistencies like this mar the immersion of what is otherwise a very fun new zone.
Lasica responded to Battery's question about this on the forums with a suggestion that they fell out of the Exodar as it passed overhead. This could easily explain the Mana Thistle, if it took to the fertile soil on the Isle, but metals don't grow like plants, so this explanation can't really be stretched to the Adamantite.
Do you have an explanation to satisfy the lore-nerds like me? Or are you just happy to have another place to farm?
Cloth is like the gathering profession for everyone. You don't have to pay to pick it up, and there are no skills to level. Because of the sheer number of tailors, the amount of cloth tailoring eats up (not to mention first aid), cloth gathering can be a lucrative pass-time. Failing that, it can provide for your own cloth needs without having to hit the auction house.
This week's Insider Trader will be going in-depth into the world of farming for cloth, and tackling the following issues:
The best areas to farm the cloth you need.
How to alleviate some of the boredom.
Ways to make the most out of your farming stints.
We will also be covering cloth that can be obtained by even level ones, and not just level 70s, as well as information about what it is used for, and who is going to want it.
Linen cloth. (lvl 1-15)
Wool cloth. (lvl 14-30)
Silk cloth. (lvl 28-40)
Mageweave cloth. (lvl 38-50)
Runecloth. (lvl 50-62)
Netherweave cloth. (lvl 58-70+)
Felcloth. (lvl 50-60).
Whether your career hinges on stacks of cloth or you're looking to finance your other exploits, you won't want to miss this week's guide.
Sometimes, in all the drama of raiding and arenas and new patch days, we forget that not all rogues are 70 and geared out the watoozle. A lot of rogues -- whether they be alts, new players, or just seriously behind the times -- are still struggling through the levels. And with the myriad number of quests out there for levelers, it can be hard sometimes to figure out which ones to focus on. Will skipping this quest leave me out of a fantastic chain quest reward, or just save me hours of searching through fel droppings?
So in the spirit of helping our newbie brothers and sisters, Encrypted Text presents the top ten must-do Outland quests for rogues, with their corresponding rewards and tips to help you through them. Note: This only includes non-dungeon quests. Sorry, you'll have to get that Hauberk of Karabor by yourself ...
Details: This is either one of the most fun or the most frustrating quests in Outland, depending on your sense of depth perception. Basically, you need to collect gas from air elementals to power the "Jump-a-tron", which is a trampoline for some reason. After that, you need to use the trampoline to get on top of a tree, steal an egg, and defeat the angry mother bird who comes to attack you (a 66 elite.) This means that you have to click off the trampoline's "float" buff at the exact point when it'll get you onto the tree. And if you try it with anything less than full health, you'll probably die. Note: This is one of the few points on my heavily contested PVP server where I have ALWAYS seen Alliance and Horde working together. It's such a pain to get up on top of the tree that dying to the mother bird is a devastating blow.
Lore-wise, I can't say I understand the direction they've taken with a number of characters from classic Warcraft games in BC, but I suppose that's the reason that the term "lorelol" was coined in the first place. Mike Schramm's pointed out that the canon can probably take the abuse, but there's one character in particular whose upcoming story arc kind of appalls me.
If you're trying to stay unspoiled for patch 2.4 -- why are you reading WoW Insider anyway? -- I'll slap the rest behind a cut.
We all know patch 2.4 is going to center around a new zone in Azeroth, the Isle of Quel'Danas. But did you know there was a new Outlands area as well? I didn't either, until we got a tip from loyal reader Austin. This new area is called Razorthorn Rise, and apparently sits between Hellfire Peninsula and Terokkar Forest, just above Razorthorn Shelf. The tip says it's full of level 70 ravagers and flayers, and speculates that the ravagers would make good Hunter pets.
I wasn't able to turn up any more information about this area, aside from one new daily quest that mentions it, where a Shattered Sun Offensive NPC sends you to the area to collect five "Razorthorn Roots." Sounds like a ground pick-up. The quest is filed under Terokkar Forest, so I'd guess that's where Razorthorn Rise officially resides. Does anyone know anything else about this zone?
Update: Maybe not a new area after all. Still, this is the first I've heard of it.
Color me a little jealous-- despite all the alts I have on all those different servers, not one has ever been offered a free transfer. Then again, I've never really had a reason to switch servers, so I guess it all evens out. But if you've been having queue trouble on any of the realms above and nothing to tie you down, congrats-- today's your lucky day.
Totem Talk, the column for Shamans, finally takes a look at leveling a shaman from the Dark Portal to level 70. Matthew Rossi has done this twice now so he has a heart full of hope and sympathy. It's actually quite nice, like being stuffed full of candy but if you hit him with sticks he doesn't drop any of it, just blood and broken stuff.
You've read the previous leveling columns. You've gone forth and run instances, done totem quests, gotten geared up, stripped the feathers off of trolls in Sunken Temple, and are now level 58 - 60. That means it's time to take a trip through the Dark Portal and into Outland, starring Sean Connery.
No, no, I'm wrong, sorry about that. This particular Outland you're about to step into stars you, and a host of others played by your friends, guildmates, and even jerks who clog up general chat telling incredibly dumb jokes about their own 'Pits of Aggonar' which will have you putting them on ignore so fast your fingers will actually hurt afterwards.
Leveling to 70, you'll find that whatever your spec and playstyle is, it won't change very much. The main additions to the Shaman arsenal in these levels are the Earth and Fire Elemental totems, limited but powerful minions that can help in a variety of situations. (I've saved instance runs with my EE totem.) Upon getting to 70, you'll get the rather exciting Bloodlust or Heroism, which I simply love on boss fights. There's also the excellent Water Shield, a very useful (and more useful since patch 2.3 and 2.3.2) mana generation ability. And there's Wrath of Air totem, which adds to spell damage and healing and is very useful for both elemental and restoration shamans. I use it whenever I main heal and feel like an additional +100 to my healing would be useful.
Since we now know what goodies are waiting for us as we level, let's get down to brass tacks. You step through the Dark Portal, see a lot of demons being held off by the Horde and Alliance, and make your way down to a quest giver who points you at Thrallmar or Honor Hold. Then what?
One year ago today, we the huddled, shivering masses (well, shivering in many parts of the country, anyway) got our hands on Burning Crusade, the first ever WoW expansion. Blizzard started saying shortly thereafter that they would be attempting to make one expansion per year, but for whatever reason, that has not come to pass: Wrath of the Lich King is not looking particularly close.
Enough, however, of what didn't happen. Let's turn our attention to some things that did happen that fateful day last January:
We've suspected this all along, but now Bornakk has confirmed that yes, when the next expansion comes out, we'll all be turning in our epics for green gear once more. (And via MMO Champion, here's a comic that explains just what you're feeling right now). As he says, the whole point of a subscription MMO is that you need to keep playing to be awesome, and so new, more powerful gear is exactly where Blizzard wants to go.
On the one hand, this is actually a great thing. I just finally brought my Hunter alt through Hellfire Peninsula, and it was terrific to run a few quests and all of a sudden have what used to be raid level gear. And as Bornakk says, another reset in Wrath of the Lich King will accomplish the same thing for new players then (including Death Knights, ahem, so if you're reading between the lines as much as I am, that means that Death Knights will probably start before level 70, because they too apparently will be coming through the 70-71 gear transition). It is great to do the starter quests in a new expansion, and quickly get brought up to speed with some of the best gear in the game.
However, now that this is known, does it mean the gear you earn now is worthless? I don't think so-- while the old endgame was almost all about gear, there are so many epics now and so many ways to get them that the game is much more about how you play rather than the gear you're playing for. Sure, we'll all end up stashing our epics away for a green quest reward from the Borean Tundra, but we'll always have Karazhan and Gruul's, right?