I found this in my search for tips when i decided to level a pally to 70. Its been a HUGE help:
a)Download and install to your addon directory cartographer, cartographer_quests & cartographer_quest objectives here -> World of Warcraft Addons - WowAce.com
b)navigate to this thread in the wowace forums -> Cartographer: Quest Objectives -- share your database here! and in the second post download the attachment which suits you (combined if you play both horde and alliance). You need to sign up to their forums to download the attachments.
c)unzip/unrar the attachment to:
C:\Program Files\World of Warcraft\WTF\Account\xxxxxx\SavedVariables
(where xxxxxx = your WoW account user name)
d)Start WoW, go into your map, click the cartographer button which is now up top, navigate down to the questobjectives menu and check "hide completed objectives" and "hide inactive quests"
e)All the swords/bags/gears icons on your map will now represent current quest spawns/lootable quest items and quest objectives.
Fletcher's Gloves are pretty nice for a hunter until the low 30s (start out at 4% crit and go down from there).
Also on my (horde) hunter I found keeping my hearth in Grom'Gol, even starting at lvl 20, was very useful:
- Hunter and Pet trainers right outside the inn tied to Orgrimmar faction for discounts
- Quick zeppelin ride to org or uc.
- Quick flight to Booty Bay for Bank and X-Faction AH
- Can also get to Kalimdor pretty quick via Booty Bay -> Ratchet
And do those Alterac Valley quests as much as you hate the place. In Orgrimmar or Ironforge be sure to grab the quest by the Frostwolf/Stormpike emissaries that send you to Alterac. That's a free ~5k experience. The quest for just plain winning is nearly 20k experience. You get an additional 10k experience everytime your reputation level rises to a new status by exchanging your insignia. The Banner/Mine/Tower/Graveyard quests are an additional ~10k experience per. Please note to my fellow horde levelers, the banner can not easily be attained until at least level 56 or 57 due to the scaling level of the gnolls in the cave, whereas ally can grab it easily enough at 52-53.
Just a heads up, when I was levelling my paladin I found that the collect supplies from the mine quests did not result in exp, so simply capture a mine and leave it at that. The same is true of the turn in quests.
Also, if you're horde just find a hunter(or warlock if you can survive for a little while with a 67 mob beating on you) who also needs the quest and get them to sacrifice their pet after ressing in the back of the cave to get the banner.
Anyone have any tips for the DoT-running of Zul'Farrak?
The Witch Doctor's are a real pain in the ass. Totems, heals...
<-- Warlock, by the way.
I just throw up Siphon Life, Curse of Agony, and Corruption on all the mobs in the instance, it kills everything.
That said, I have (OTOH) 1250-1300 shadow damage with my Crusade card and max spell damage gear.
My tip for that place is find any gear whatsoever that has highest shadow damage possible, then equip it. More shadow damage means more damage which means more healing. I use trashy things that just happen to have more +damage than my raid gear in places like that.
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My advice for leveling a Warrior (he's currently 50).
1.) Bandage spec. I got him to max level First Aid ASAP, it's frickin amazing. In 8 seconds I can heal my entire bar (and then some). I have around 3k hp, so one Heavy Netherweave is more than enough, and Netherweave is just fine usually. Reduces downtime dramatically.
2.) Get the best weapon you can, then use the shit out of it. Weapons are a Warrior's best friend.
Don't know if it's been mentioned, but a Searing/Magma Totem from a 70 Shaman outside the party doesn't affect EXP gain if the mob is grey to the shaman, so if you have one, it's very handy for extra dps.
Don't know if it's been mentioned, but a Searing/Magma Totem from a 70 Shaman outside the party doesn't affect EXP gain if the mob is grey to the shaman, so if you have one, it's very handy for extra dps.
I dont think it has been mentioned but that is quite amazing. I liked to pull large groups and frost nova then have an outsider finish them off.... now if I can get full exp this is insane.
I found this in my search for tips when i decided to level a pally to 70. Its been a HUGE help:
a)Download and install to your addon directory cartographer, cartographer_quests & cartographer_quest objectives here -> World of Warcraft Addons - WowAce.com
b)navigate to this thread in the wowace forums -> Cartographer: Quest Objectives -- share your database here! and in the second post download the attachment which suits you (combined if you play both horde and alliance). You need to sign up to their forums to download the attachments.
I believe the Cartographer_Data mod has all that information already in there so just download that mod. It's updated regularly and is much less of a hassle than signing up at those forums and browsing for what you need.
ok, I have been testing the DOT and run out technique with a priest.
So far:
Scarlet Monastery from 25 to 40, no problem there. Learn which ones are the healers and mana burn them. DOT Fear, out. nice XP
Myrmidon give bad xp and enrage. I reset then instance whenever there were too many. I dispatched them directly in any pull. I just hate these mobs with their enrage.
Now where I need help from some of you guys:
Went to Zulf. The priests there are a nightmare. Many times I would leave them without mana and they would still manage to regen when I run out. Even a max SWP before exiting didn't guarantee a kill.
How do you guys manage these mobs? Is there any trick or placement for the alt I should know about?
Are there any particular sets of mobs in zulf that makes this instance worthwhile for the DOT and run out method?
I am puzzled, I spent nealy two hours trying to figure it out, and the leveling was not on par with SM.
ok, I have been testing the DOT and run out technique with a priest.
So far:
Scarlet Monastery from 25 to 40, no problem there. Learn which ones are the healers and mana burn them. DOT Fear, out. nice XP
Myrmidon give bad xp and enrage. I reset then instance whenever there were too many. I dispatched them directly in any pull. I just hate these mobs with their enrage.
Now where I need help from some of you guys:
Went to Zulf. The priests there are a nightmare. Many times I would leave them without mana and they would still manage to regen when I run out. Even a max SWP before exiting didn't guarantee a kill.
How do you guys manage these mobs? Is there any trick or placement for the alt I should know about?
Are there any particular sets of mobs in zulf that makes this instance worthwhile for the DOT and run out method?
I am puzzled, I spent nealy two hours trying to figure it out, and the leveling was not on par with SM.
Help and advice apreciated.
I'm very close to to heading to ZF with almost that exact strategy and have been trying to think of an alternative myself, the only other instance I can think of in the level range in Mara and I've only been there once so I'm not sure how effective it would be, any opinions? Maybe give that a go, I'll probably go for a sniff aorund there before I commit to ZF. If all else fails though, Tanaris is an great questing zone so I might just AH some gear and quest to BRD/LBRS.
How OP is a sheild spike for warriors? Atm I have windfury on my 31 warrior, so I can't imagine a switch to sword and board would be better atm. But what about when I get to 50ish? Or are sheild spikes really only useful for pallies due to consecration, their ability to heal, BoP, etc.
How OP is a sheild spike for warriors? Atm I have windfury on my 31 warrior, so I can't imagine a switch to sword and board would be better atm. But what about when I get to 50ish? Or are sheild spikes really only useful for pallies due to consecration, their ability to heal, BoP, etc.
Shield spikes are useful for paladins as when specced Prot, they do damage on blocks as well so AoE grinding becomes very easy when you're taking little damage, can deal out a reasonable amount of damage to however many mobs happen to be attacking you (could be 2, could be 10) and can also heal yourself and have a couple of Oh Crap! buttons in case of emergency.
For a warrior I can see it being less useful unless you have a friend to follow you around with heals. If so, then a sword and board combo with the shield spike and Cleave (or insert other warrior ability here) spam could work, maybe. Levelling a warrior is still on my to do list
How OP is a sheild spike for warriors? Atm I have windfury on my 31 warrior, so I can't imagine a switch to sword and board would be better atm. But what about when I get to 50ish? Or are sheild spikes really only useful for pallies due to consecration, their ability to heal, BoP, etc.
Erm. It could possibly be worth it just at L16. At L50, not a chance. It's 32 damage/block, hardly mind-blowing, and you don't have anything on par with Holy Shield and Concecrate to make multiple mobs an acceptable prospect. Preferably you attach a healer and abuse Sweeping Strikes/Whirlwind/Cleave to the best of your ability. At your level and without a healer it'll likely more be about just Autoattack > Slam until bored, though.
I'm very close to to heading to ZF with almost that exact strategy and have been trying to think of an alternative myself, the only other instance I can think of in the level range in Mara and I've only been there once so I'm not sure how effective it would be, any opinions? Maybe give that a go, I'll probably go for a sniff aorund there before I commit to ZF. If all else fails though, Tanaris is an great questing zone so I might just AH some gear and quest to BRD/LBRS.
Zulf: healing mobs screw you. Otherwise good xp if these mobs were not there. Melee hit hard for their lvl, so my shadow priest does get hurt.
Maraudon: tried the orange section. The mob density is not good enough. The plants give bad xp for hard to kill mobs. In short: the layout of the instance and the mob density does not make it worthwhile.
I agree that questing is the way forward. Experience is so good now that you can plan to avoid certain areas that will slow you down. Skip Nesingwary on a PVP server since you'll spend too much time dead. Other high-traffic PVP areas (Arathi, Hillsbrad, Sorrow Hill) can be ignored as well.
But the absolute best thing is a newbie care package. Buy 30 of every Naxx armour turn-in, all the pages of Green Hills and the Shredder Operating Manual, buy some turtle meat for the cooking quest, a frost oil, some runed copper bracers, a gyrochronatom; anything that's AH-able and used in a quest. You can save stupendous amounts of time this way. The Naxx armour quests are worth 9k exp each now; do all five and that's 45,000 exp in about five seconds.
Zulf: healing mobs screw you. Otherwise good xp if these mobs were not there. Melee hit hard for their lvl, so my shadow priest does get hurt.
Maraudon: tried the orange section. The mob density is not good enough. The plants give bad xp for hard to kill mobs. In short: the layout of the instance and the mob density does not make it worthwhile.
Need to test: Uldaman.
I've also got a reasonably well geared enhance shaman available for run throughs as opposed to the dot and run out. I did a couple of Uldaman runs as there is some decent leather that drops there for me preping to quest in Tanaris and the XP per mob was less for me than SM Cath so while I haven't tested SW:P and running, I'm assuming it'll be less XP than Cath. The mob density is quite good and there aren't any healers so it may be worth trying if you're prepared to throw away an hour or two or /played for an expierment but I can't see significant gains coming from Uldaman vs Cathedral.
One other thing to help your alt levelling along is to get yourself a portal to Shat and bind there...then use the Darnassus/IF/SW portals to move around (or your horde variants). This saves a ton of travel time in the long run.
One other thing to help your alt levelling along is to get yourself a portal to Shat and bind there...then use the Darnassus/IF/SW portals to move around (or your horde variants). This saves a ton of travel time in the long run.
I dont know if it was discussed in this thread or in another, but doing that pre-40 might not be a good idea, as the portals are far away from the inn, and its a long run. Ultimatelly I would find it preferable to place your hearth at some strategic location to be able to turn in quests faster and have a short flight to a zepelin nearby. For Horde GromGol (sp?¿) works well as it has zepelins and a short flight to booty bay for the ship/bank neutral AH.
I personally love having my hearth set to Menethil as an Alliance member, mainly because I'm just a short flight from IF and I'm right there at the boat to cross continents easily. This becomes particularly true once you are closing in on 30 if you are a person who likes to quest across both continents like myself.
I dont know if it was discussed in this thread or in another, but doing that pre-40 might not be a good idea, as the portals are far away from the inn, and its a long run. Ultimatelly I would find it preferable to place your hearth at some strategic location to be able to turn in quests faster and have a short flight to a zepelin nearby. For Horde GromGol (sp?¿) works well as it has zepelins and a short flight to booty bay for the ship/bank neutral AH.
Yea you are right, I don't think I actually did it until 40ish so it wasn't an issue.
If you do not dual-box and do not have a healer that follows your character around otherwise, keep in mind that using potions to heal is faster than food or bandages (really high bandaging is super fast still though, there's a curve). I've leveled my warrior alt to 40+ this way, it requires some gold but it's fast. Also, I've grown fond of having a few stacks of speed potions ready. On easy stuff, you may as well race around a bit. Don't forget upping bandaging if you use pots, some situations will just require you to heal extra after you've taking a beating and your pots are on cooldown.
Tip: If you're a Draenei or a Night Elf and you've grown tired of your place at around say level 15-18, go LFG for The Deadmines for a summon to Westfall if you don't have a pet warlock or mage to get you to places.
If you do not dual-box and do not have a healer that follows your character around otherwise, keep in mind that using potions to heal is faster than food or bandages (really high bandaging is super fast still though, there's a curve). I've leveled my warrior alt to 40+ this way, it requires some gold but it's fast. Also, I've grown fond of having a few stacks of speed potions ready. On easy stuff, you may as well race around a bit. Don't forget upping bandaging if you use pots, some situations will just require you to heal extra after you've taking a beating and your pots are on cooldown.
Tip: If you're a Draenei or a Night Elf and you've grown tired of your place at around say level 15-18, go LFG for The Deadmines for a summon to Westfall if you don't have a pet warlock or mage to get you to places.
On that note, there's a Horde vendor at Freewind Post who almost always has a few potions for sale. It was enough to keep my warrior alt healthy and safe for probably about ten levels; picking up one or two potions every time you hit town to turn in a quest was really nice, and the town is not often frequented so the vendor isn't often out.
Yea you are right, I don't think I actually did it until 40ish so it wasn't an issue.
Let's put it this way...
Say yer merrily questing in Desolace. You have your hearthstone in Shattrath. Hearthing to Shattrath, then going to Darnassus and flying all the way to Nijel's point is not a good way to maintain a good exp/hour ratio.
Say yer merrily questing in Desolace. You have your hearthstone in Shattrath. Hearthing to Shattrath, then going to Darnassus and flying all the way to Nijel's point is not a good way to maintain a good exp/hour ratio.
Ahh well that's your first issue...with the new quest exp changes don't bother with Desolace, Tanaris or Ungoro =)