Showing posts with label Pvp. Show all posts
Showing posts with label Pvp. Show all posts

Monday, September 27, 2010

Conquering PvP Realms

mortal_combat Good morning readers. Instead of sitting down with a cup of coffee and start up my WoW, decided to instead fire up my Live Writer and dedicate some thoughts down on a subject I came upon rather by accident. Credit goes to Tatiiana, a dear friend of mine who plays a mage of the same name on the Tarren Mill EU realm. The reason why this is significant is because I play on Neptulon EU, which places us both in pvp Realms. For those who do not know, this means that in pvp realms your pvp will flag on automatically in certain areas which makes world pvp so much more common and indeed, it is one of the reasons many choose to play on these servers.

However, in this article I decided I would delve into the misconceptions of playing on pvp servers because like myself actually, prior to moving here with my guild, many players who reservations, quite needlessly about the day-to-day routines on pvp realms and thus, in my opinion, miss out on a lot.

The main thing that a lot of people miss the quality of players, which is by average higher on pvp realms if you compare to pve realms. No, this does not mean that players on pve realms are not good or even better than many who play pvp realms. That is not what I am saying, but the fact is that people who get caught in pvp develop a certain level of awareness and skill that pure-pve’ers do not. Pvp encourages reaction, speed, and awareness. While it is perfectly possible to obtain this by just playing pve, it comes much more naturally to pvp players. This was our guild’s, The Increment, main reason for moving to Neptulon because we wanted to harvest on that potential of players, which we have.

Now, the main misconception people have about pvp realms is that people pvp all the time. That you, in fact, cannot go 100 yards from Ironforge without running into people pvp’ing and therefore, e.g. leveling a character is an utter nightmare to go through. This is an utter and complete load of bullocks.

First of all, your pvp will flag on only in contested areas. This means that major cities, starting zones and the immediate zone next to those are safe. This includes Elwynn Forest, Westfall, Dun Morogh, Loch Modan, etc. Areas where you should watch out are Southshore, Stranglethorn Vale, naturally all of Outland and so forth. But even in contested areas you will run into minimum trouble. I have personally tested this when I revitalized my warrior and leveled him from level 13 to 80, during which I got attacked total of two times. Most people you run across will want nothing to do with you. A good case of example happened just two days ago when I was exploring on my warrior and crossing the border of Southshore and Silverpine Forest. Just I went over the border, a level 80 blood elf mage rode past me. We both stopped about 60 yards of each other, most likely eyeing each other, checking what the gear looked like, the mount, titles, etc. Anything that would tell us if this was a fight we wanted to get into.

After only few short seconds, we both continued on our separate ways, figuring “no, screw it” and that’s how it usually goes. MAD
“Mutually Assured Destruction” is a powerful incentive and you never truly know how good someone is until you try. Many times the attacker actually gets killed himself, as happened between my death knight and a hunter when I was mining, couple of weeks ago. He landed and started shooting on the fly. However, I managed to beat him. Same case scenario when both me and a tauren shaman were farming the same rep in Outland; he actually attacked me while I was killing an elite mob and still I killed him and mind you, this was a guy in some pretty cool gear and with obvious skill. With that bare in mind that I am actually a total scrub in pvp and ofc these events were all very far in between.

Most of the time I got to run around, farm rep, doing dailies and gathering mats in total peace. Now, I am not saying that you will never get attacked, as shown by the examples above, but what I am saying is that it is a lot more rare than you think. I shall take a screenshot for you guys, the next time I go do my fishing daily in Sholazar Basin because almost every time I do, I complete it right next to horde players.

Naturally, you will die occasionally, it’s unavoidable but part of that just needs to be accepted as part of the realm and in fact, looked as part of the fun. One of the consistent world pvp events that I have seen happened in front of Icecrown Citadel entrance, where every raid night, we gather in mass to block the door and kill any horde who try to get in. It’s hilarious and naturally, they will occasionally do the same to us but none of it is done with menace or to be nasty. It’s all good fun; we kill few of them, they kill a few of us and always manage to laugh about it on vent.

So what am I actually trying to say here? That pvp realms are not evil, nor as chaotic and malevolent as many make them appear. Most of the time, you wouldn’t even notice the difference to a pve realm. There are indeed many benefits to playing on pvp servers and having experienced it myself, I definitely encourage everyone to give it a go.

Wednesday, May 19, 2010

Disciplined Damage

female_priest I recently rekindled my interest in my healer, including both raid and PvP environment. Concerning raids, it is really not a big problem. Specs and tactics are well laid out over the internet and never found it difficult to do the research it needed. In most cases, I am easily out healing most other healers with lesser gear. However, when it comes to PvP things get a lot more difficult; specs are highly adapted to play styles and even spell selections and priorities seem to shift greatly between players. Navigating this maze can be a bit daunting sometimes, so figured I’d upload some of the things that I’ve personally found.

There are really two ways to play a discipline priest on the arena, and PvP in general, and that’s defensively and offensively. If you only stick to battlegrounds, you might want to go defensive because you can count on your group doing the necessary damage but on arenas, at least when approaching the higher ratings, you need to shift more and more to the offensive and the common tactic is to hit the opposing team hard in the very beginning of the fight.

The way that discipline priests deal damage is essentially two folded; either via shadow spells, such as dots and Mind Blast, or through holy spells, such as Holy Fire and Smite. The camp is divided between these two schools and both have strong arguments towards them, so lets go through them.

Firstly, dealing damage through shadow spells means your primary burst spell is Mind Blast which is accompanied by Devouring Plague and Shadow Word: Pain. It is a good combination but I find it inefficient due to how slow it is. Mind Blast has an 8 second CD and the DoTs tick really slow. But then again, it has the benefit of not requiring a lot of work on your part. You can just drop out of LoS, hit the target with DoTs and a quick blast, before disappearing again, and after that you can completely focus on healing again.

If you forego this method, you can try doing holy damage, but this specifically requires that you spec for it, while you can still use shadow spells with a defensive spec. Then again, there is no resistance against holy damage and the combination of HF + Smite + Smite does a lot of damage, very quickly. The only weakness it has is the fact that if you get counterspelled while casting, it will effectively lockout your holy spells, including all your heals for 8 seconds. Needless to say that can be very dangerous.

For a spec, I suggest you take a look at the one below. It often tends to draw a lot of negative feedback from disbelieving priests who do not understand its potential, but I have seen quite a few priests swear by it and do very well. Again, it also comes down to your personal flavor.

53/18/0

The most important talents for this spec are Divine Fury and Searing Light, and do not forget the Glyph of Smite. They all add to the damage of your smite attack, which can be 6-7k on a successful crit, depending on your gear. An argument could be made that speccing so high on damage takes attention away from defensive abilities and indeed, they are valid. Tbh, I cannot see the whole spec working unless you are sitting on some pretty good gear, which makes it possible to rely on it to supply the necessary protection.

You could make a case for taking the three talent points from Rapture and putting them elsewhere, like Grace, Improved Renew, or Spell Warding. However, having Rapture doesn’t just increase your own mana efficiency, but helps your partner pump out more damage. If you insist on letting it go, I would recommend either of the two last choices. There seems to be too much target switching to effectively use Grace. Improved Renew helps both you and your partner, and again, if your gear allows it, it might be better to forego the extra mitigation from Spell Warding.

No matter which route you take, remember that, as a healer your damage will never be awesome. It is simply a little bit of extra to help your partner out. Also, the specifics of your spec, like whether or not use Rapture, etc. largely depends on your team mate(s) and your personal play style. Find what works best for you and go with it. Be open to suggestions, but let no one tell you what to do, because at the end of the day, discipline is a highly versatile class.

Wednesday, March 17, 2010

Warlock PvP Overview

warlock Aye, was about time I sat down to write something again. It has been somewhat crazy at this end for a couple of weeks now. Had to replace my Nvidia graphics card when the old one decided to step out, neatly right when I was about to take the factory in Isle of Conquest. This, in fact, gave me the idea for today’s entry; it has been a working process to gear my warlock for pvp and now that I am there, it’s a good idea to gather my thoughts so far.

Currently, Tië is a destruction warlock in full PvP gear, sitting with ~1k resilience, 2655 SP, and 24.7% Crit. Fairly nice numbers, considering that my gear is fairly basic. At the moment, no wrathful pieces, only a full furious set and relentless off-pieces. Still do not have any PvP weapons, but once I tackle arena, should reach 1800 rating for a Wrathful Gladiator’s Battle Staff.

I fine on battlegrounds, usually ending up running a few with some other guildies. As a class, warlocks are pretty awesome when it come to PvP. We have two working specs on that field, destro and affliction, both which are deadly when properly played. I chose destruction for the burst damage that it provides, essentially letting me blow stuff up with only three spells. The big downside for being a warlock is that everyone, especially warriors and death knights will look you up wherever you go. Warriors in particular are devastating if they can nail you in their bladestorm. The ability is getting a slight nerf, but nothing that would really affect us, so if you’re playing as well, remember to always make an escape route –> Demonic Circle: Teleport.

In some cases of course, we have the luxury of going completely unnoticed, which makes things really festive for us. Quite a few times, seems people have gone through trouble to ignore me, letting me basically just sit down and nuke the crap out of everything that exhales.

If you are building a warlock for PvP, make sure you understand the stat distribution between the specs. In general, they both need SP but destruction prefers high Crit and Affliction benefits more from Haste. As a destruction lock you will generally setup for bursts with Curse of Elements, plus Immolate and Conflagrate. From there, spam Chaos Bolt and Incinerate. One of the tricks is actually getting to the burst and for that, we have a nice array of CCs; Shadowfury, Howl of Terror, Fear, and Death Coil. Even with a druid healer, if properly executed, you can keep him in CC while you setup and finally blow him up with a burst. Alternatively, if running with a mate, you can just focus on CC’ing while your mate goes medieval on him.

The choice of minion varies between warlocks but generally they come down to two choices; the succubi or fel hunter. Some use the void because the sacrifice gives such great protection, but other than that, he’s pretty useless. Succubi has seduce and fel hunter can devour magic and silence. I find the hunter more useful, because your opponents will so often be spell casters and seduce gets broken easily by a clueless team member.

All and all, I enjoy playing warlock on PvP. Like the mage, we combine damage with a lot of control, making the part we play very crucial. Getting started is still the Achilles heel of the whole PvP side of the game. To be successful in battlegrounds, you need a lot of the corresponding gear and getting it is a slow process. Though once you get there, it is rewarding. Patch 3.3.3 is also going to provide us with a small relief to the endless honor grinding and there are even more useful updates down the pipeline. So if ever, seems now it is worth the effort to get into it.

Sunday, February 28, 2010

PvP Standards

mortal_combat Alrighty, a fresh cup of coffee and some thoughts to conclude and record. I chose the title because, to me, it seems the stardards in PvP have dropped and in fact been low for a long time now. Blizzard themselves have emitted that their design in WotLK to boost the game play in PvE, where as the roles were reversed in TBC; PvP was dominant, with easy loot to gain, and PvE suffered.

So what do I mean by, low standards. Anyone who runs PvP has had issued with this, increasingly so. Now, I am not talking about arena here. Arena does not really suffer from this because there is very little RNG factor in it; you get to choose those you play with, make sure they know what they are doing, have decent gear, etc. But battlegrounds are another story entirely.

I was thrilled when I read the news about the next minor patch, where Blizzard released that they will be adding a random battleground finder. Think of all the applications it could have? It could match you even teams; no more 6v10 WSG or 10v15 AB. It could also make sure there were healers on both teams and that everyone had at least minimal PvP gear. Could even go as far as create brackets in gear, matching those who just run PvP for fun without the gear, those who have started to gear up but are not quite there yet, etc.

But as it seems, Blizzard has dismissed all of these. So far my PTR testing has yielded no such benefits and the teams tend to still run rampart. Truly, the only benefit so  far seems to be extra honor and the fact that we can now queue for all the battlegrounds at the same time. Actually, the one thing that the random finder is going to do is hinder premades, because you can only queue five players for a random match at the time.

It is fine to queue in for a battleground here and there, with or without gear, and just have fun but the painful lesson of that is that you will just be excess baggage. Any properly geared PvPer will walk right over you and rest of your team will essentially be outnumbered. The equation only gets more complicated by the fact that many people are not even motivated to get PvP gear because it is so ridiculously difficult.

You can get the tier equivalent set from emblem vendors yes, but the costs are usually double what they are for the same level PvE set and that set will not actually take you very far. It only makes up for about 1/3 of the gear you need, which needs to be farmed by doing battlegrounds. From these pieces, an average item costs about 30k honor and atm, a successful match will give you between 1k-1.5k honor, which equals to 30-20 matches per piece, and only assuming you win every single match, which you won’t.

I am pleased that Blizzard is taking an effort to raise the honor rewards gained from battlegrounds, but the biggest problem still remains, which is that it takes way longer and is way more painful to even put your gear together for PvP, while you can start on heroics in instant green/blue gear. And once you actually have your gear, it is often an unpleasant experience, resembling more a wipe fest for the opposing team than anything else, because in the end, it is not about how good or geared one person is, but how good or geared the entire team is, plus the team setup issues (like having zero healers).

So do I think this can be revived? Absolutely, and Blizzard is continually taking action to up PvP, at this very moment. However, it is happening in Blizzard’s annoyingly slow pace. While I appreciate the random finder, easier honor farming, the coming rated battlegrounds in Cataclysm, and so forth, I would like to see them address the issue of team balance because that is where most of the matches are currently being lost. Yes, PvP is essentially incalculable, but we can still do certain things to at least give the teams some proper setups. Firstly, include role checks, include team number balancing (to make sure teams are at least close to even), and gear checks.

Monday, February 22, 2010

Battlegrounds Refreshed

There are only two primary aspects to the coming 3.3.3 patch; class upgrades and battleground changes. Specifically, the patch notes are promising a very exciting change to how honor is rewarded. The first one, my favorite, is the fact that you will be earning a lot more honor in battlegrounds, from here on out, or at least, moderately more than you did before. If you are on the winning side, you have a chance to earn oodles of it and even if you lose, you can earn as much, by average, the winner currently earns, as you can see from the screenshot below.

Eye of the Storm Statistics

This is really awesome and I do not use the word lightly. Currently, it is a complete pain to gear up a character for PvP. It is almost as if, while concentrating to give us new emblems, tiers and raids, Blizzard slightly forgot about this aspect of the game. It is easy enough to farm heroics and get a very good PvP armor set, but sadly that is not even half the picture. You are still missing chucks of gear and from there on, you are stuck gaining honor to buy pieces that can cost between 30k-60k honor.

Doing the math, on the winning team you will currently earn around 1k-1.5k honor, and that is only if your team does well. However, if your team loses, you are probably on around 500-700. To make things further frustrating, your success depends heavily on the rest of your team. Even if you are a glorified PvP guru, if your team does poorly, so do you.

To also help along with the process of doing battlegrounds, Blizzard is giving us the random battleground finder, which works almost identically to the random dungeon finder. Doing random battlegrounds just earns you extra honor, instead of emblems. Speaking of which, Blizzard has also promised to remove battleground marks of honor from game. Although, this has not yet been implemented on the PTR servers. At least as of yesterday, I was still given my marks of honor and the PvP vendors do not seem to have had their inventories changed yet.

Sunday, October 25, 2009

Preparing for PvP

This morning I finally wrote and posted my humble review on PvP Leveling in World of Warcraft; a very viable and interesting way to level a character. I have personally had a lot of fun tackling horde, stealing flags, and laying waste blizzard and fireball. However, I believe my success so far has been largely thanks to the preparation I did before hand, or during my pvp career.

Here are some very simple steps I suggest everyone considers for themselves, when making the decision to level using battlegrounds.

Heirlooms
I cannot stress it enough, how important these are for you. When you level mostly using battlegrounds, you will be short on both gold and gear from instances. Sure, you can run a few instances on the side, but it will not make up for the difference much. Heirlooms act as blues of their equivalent level and improve the same time your level increases, so they will always be up to date.

There are enough heirlooms available to give any class you choose, a weapon, two trinkets, and two pieces of armor. In order of priority, the items go armor, weapon, and trinkets. The armor is first because each gives a 10% increase to all experience gained from quests and the killing of a target or monster that yields honor. In case you are wondering, they stack.

In patch 3.3, we hear from wow.com that there might be new heirlooms available, for data mining has shown that there is an item or spell that provides a 5% experience increase; A little extra XP bonus.

The weapon is important, for obvious reasons, as they are often the most important and sought after items that relate to your dps. Some classes can choose from different weapons even, as is the case of the rogue, depending if you are going for combat or assassination specs.

In my case, I chose the following for my mage;

Notice the fact that three of the listed items are pvp in nature. They are available, not from the Dalaran heirloom vendor, but from within the Wintergrasp fortress, for pvp badges. The rest of the slots for my gear, I mostly buy from the AH or get a high level to quickly run me through a low level instance.

If there is one item I suggest everyone buys, it is the last, pvp trinket that frees you from movement impairing effects. It is an absolute must have for every pvp player and will save you from a whole bunch of grief, since playing pvp is half struggle for control and it is achieved through stuns, roots, etc.

Professions
Every player should level his or her First-Aid skill, as high as their current level allows. It is true, you can buy bandages but for me, it is essential that I can create them myself. There is never a shortage of cloth at the AH, and if you level like most do, with quests on the side of BGs, you will also gather some yourself.

As items, bandages are a lifesaver in any battleground match, particularly when short on healers (and you always will be); head to head matches often leave, even if you survive, starving for health, and though you are still standing, the next opponent only needs one arrow or spell, or stinking breath, to put you down.

There are a variety of professions that can be useful to you, particularly crafting professions that allow you to easily put together the best craftable items, to supplement your heirloom gear. However, I decided to choose herbalism and alchemy.

Healing and mana potions, the first more than the second, are crucial for me. The two professions allow me to both gather and prepare my own potions, as well as gain Lifeblood. It has saved me more than once when out running the horde, their flag in hand.

Class Capabilities
It is very important to learn and understand the capabilities of your class. Particularly how they play in pvp, since when going head to head with other players, the game changes drastically. Few, if any of the skills you had in pve, will apply on battlegrounds. Some abilities are only useful in pvp situations learning what your class can do is the only way to shine.

Also do not let anyone gouge you into picking some select, so called "best" classes. Personally, I enjoy playing less obvious choices and it bores me to tears when I check the match roster and realize five from ten in the enemy team are rogues or hunters. Particularly on certain levels, like the 10-19 branch is infested with players of those classes, since they are the obvious, strongest contestants.

For my mage, I was told to be a poor choice for battlegrounds and that I will be ganked by rogues and warriors of lower level than I am. However, so far, I find rogues less imbalanced and more just annoying, who are incapable of anything else except stealth, backstab, and try kill you before the stun wears off.

If it doesn't, or if I can reveal the rogue with an aoe, the rogue better pray for quick reinforcements before he becomes a jar on my mantle piece.

The Battlegrounds
Just like knowing your class, knowing the terrain and purpose of the battlegrounds you play is equally important. It is not a rare sight, to see people wonder aimlessly on arathi basin, not fully understanding how the battleground works, or know the best ways to infiltrate the enemy base in warsong gulch.

Game Mates
Finding people to play battlegrounds with can cut a lot of frustrations from the road ahead. Pugs by nature are chaotic and usually only go with the one tactics; which is to say, they don't have any. Basically, just zerg the enemies, while trying to accomplish the battleground objectives. After you take part in a match, with clear strategies and roles, you realize how much of success depends on people who are willing to communicate and evolve strategies.

And even if you cannot find any pvp guilds to join, just grouping with a friend or two takes you a long way.

Friday, October 23, 2009

PvP Leveling

Everybody knows me as not the best friend of PvP, nor the best skilled in its arts even. However, since battlegrounds now award its participants with experience, since patch 3.2, I simultaneously the subject merited investigation. Naturally, in my typical nature I was not going to with any easy class, e.g. hunters and rogues, like say 90% of the pvp populations. Instead I finally adopted a mage character.

True to my assumption, mages are rare, at least on most low level battlegrounds, which makes playing them all the more interesting. Particularly facing less experienced players, who are used to ganking other rogues and shamans, a mage produces a lot of pleasure when you can kite a pack of hordies around in a circle, literally forever.

Many people think mages are far from the best class for battlegrounds and it is true that the class is far from being dominant, the same way that hunters and rogues are. But where we lack the raw power of a hunter, mages make up in finesse and control, and that is where the class truly shines; sheep, frost nova, frostbolt, to name a few are some of the mage's best tools.

So what is the verdict; is fighting on battlegrounds a viable leveling method? I believe it is. As a show case, I give my gnome mage, now a level 29 fire and frost hybrid. The moment I hit level 10, I started pvping and refused questing in all forms until two days and 24 levels laters. For a leveling pace, that is not bad at all.

The experience is gained, as per quote from Blizzard "for completing objectives and actions that yield honor (honorable kills not included)." This makes it all very straight forward. Think capturing flags on Warsong Gulch, conquering contested points of resources on Arathi Basin, and so on. So, of course, the side that wins, gains the most experience as well.

However, there is a catch to leveling on battlegrounds, which is true to all team efforts; you can only do as good as your team as a whole. So whether you like it or not, your success is in the hands of your teammates. In fact, now since twinks have been pushed to their separate battlegrounds, away from us casual folk, the encounters consist of a wide variety of people, of all levels and experience.

Also, if you do as I did, leveled using only battlegrounds, be prepared for heavy-handed ganking on the lower tiers of your level bracket. The horde, and without a doubt the alliance as well, enjoy nothing more than jumping on a level 11 or 14 just for the fun of it. They will, in fact go through lengthy trouble to kill you.

Personally, I spent over five minutes, running across the field of Warsong Gulch twice, from my base, to their base, away from the base, zig zagging tree trunks and stomps, while three horde players chased on my heels. Quite ridiculous actually, which was made only more hilarious when I lead them straight into an armada of blood-thirsty allies.

But still, if surrounded by reasonably skilled players, not outnumbered or -geared by higher level players, leveling with battlegrounds can be efficient and a whole lot of fun. However, if this has peaked your interest, I suggest you come prepared. There is much you can personally do, to optimize your game play. After all, the same rules apply to battlegrounds, as apply to raiding; you are not alone, you are part of a team, and if you stink, the rest of your comrades will also pay for it.

Since this post will already be quite long, I will leave some of the means I used to prepare, for my next blog post. So stay tuned.

Friday, October 2, 2009

How to win PvP

I did not link this video originally when I first saw it but now, looking back, I just have to. It is the most accurate and hilarious representation PvP in World of Warcraft I have ever seen. Definitely worth watching. Enjoy.

Friday, April 24, 2009

Equipment for the Job

I am something of a nightowl so I’m going to touch on some thoughts I’ve had tonight; concerning pvp gear when applied to pve environment. I have only been on Blade’s Edge server now for maybe a week but upon my very arrival I noticed the huge trend that people would carry pvp gear into instances. And I am not talking normal lvl 70-80 dungeons, but heroics. The first heroic I ran was Halls of Lightning and in that case I had two dps guys (the other was probably a girl though) proudly present that they had over 2k dps.

I remember exchanging looks with my fellow shaman there because we had just finished scanning their gear and it was just full of pvp stuff. The truth was revealed to be a lot less awesome than the two claim and I, as a tank, actually dealt more dps than either of them and that is always a bad sign.

True, we ran the length of the instance, without huge difficulties but it did had that feeling dragging along, like when you’re carrying something heavy. I have since found this trend seems to span lots of guilds and I am truly puzzled by it.

Is there a publically acknowledged WoW guru giving everyone this advice or something? If there is, guys, you need to stop taking his advice now!

Here is the rub children; when the good designers at Blizzard sit down to come up with new gear they have a certain quota of stats to share, depending on the level of the item. Pvp gear is set apart from normal pve gear by the presence of a stat called Resilience. It is very important for pvp environment but completely useless when you are running instances, or worse, raids, and whenever there is resilience on a piece of equipment it replaces a stat that is on the contrary useful for a pve player.

I am sure it is a very sexy idea and I know I had similar thoughts when I first considered my death knight’s offspec. After all, running battlegrounds is not that hard and considering the grind and level of difficulty in gaining good enough gear from heroics, it is not a surprise that easily acquired pvp gear has its appeal. But what comes easy also goes easy.

Also, not only are you hurting your own performance but that of your team. Some heroics are quite difficult and demanding. They are fairly simple if tactics are dealt properly and people are good enough geared, but 1-2 dps wearing poor pvp gear will make it all the more harder and will only add to their frustration when the group wipes and denies everyone the chance for emblems, leaving you only with a big repair bill.

When talking about this to the average person, the common reply is that they are wearing the pvp gear until they get better. Some argue that it is very difficult to gain access to good enough gear. Aye, it seems like it at first but in truth, it is not. Here are two good advices I give to my guild members almost everyday:

1) Craftables

There are a surprising number of very good items that you can craft with the help of a proper craft profession. You can find people able to craft these items from all over the place; your guild, trade channel, or might even be one yourself. Look up saronite and titansteel in wowwiki.com and I am certain there is something for everyone.

2) Reputation

I currently have six factions listed in my game, which I consider to be valuable for reputation. Each is easily found and each has a quartermaster. Again, check the list of items they sell (easily from wowwiki.com) and you find that they sell a large variety of superb items. They are good because most require revered or exalted to get, but some can be had with just an honored status.

Most of the reputation items take tenacity to acquire. Start by completing every quest for that faction and then finish by completing daily quests, and if you are up for it, wear their tabard while doing level 80 dungeons or heroics.

That’s it for the night. Now I am going to hit the sack. Hope this was useful to you guys and remember, gearing up might feel tedious and frustrating, but it is also part of the fun.