Making Gold: Broooooooms!

Monday, October 29, 2007

Bornak cleared up an issue with those Hallow's End brooms - it seems they won't dissapear on November 1st as I initially thought.

Just to clear up any confusion, the items with a duration on them won't all vanish on November first, you just won't be able to get any new ones.
What this means, the Duration: 14 days on your brooms means /played time, so the brooms will indeed stay for awhile longer. I plan on selling them in 4-5 months, how about you?

Since the brooms are not bound on pickup, make a level 1 alt, send the brooms to him, and simply don't play with him. Put the items in his bank for safekeeping.
Don't use your regular banker for this, if you even have one. My level 1 Tauren Warrior banker has about 3 days playtime, therefore I created a new one so I get to keep the brooms for long long time. I don't know yet if I will be reselling them or using since they are so darn great!
I'm a bit late with this tip I know, but you still have time to visit SM and snag a few.

> Making gold: Brooms

Posted by H at 11:30 AM

The Chinese are prepared

Mmo-champion (again) reports about a chinese guild TheSeven, who managed to clean The Burning Crusade content in 52 days. It might not seem as much of an achievement at first, but it is. TBC was released in China on September 6th, which is almost 8 months (I think) after the rest of the world got it.

It pretty impressive if you take a look at their items: warrior in T4 and Karazhan shield, and a bunch of other guys equipped with T3 (yes, Tier 3!).
While I don't mean to undermine their achievement, there are a few things to note. First of all, guilds like Nihilum didn't know the strategy behind a boss most of the time - I can only imagine how it's like for 25 people to not know what they're supposed to do, much less learn to do it correctly. Also, a lot of boss encounters were nerfed in patches since BC launched.

Still, I'd congratulate any guild that put an end to Illidan. PvE is really not my domain, so I'll probably kill him when Wrath of the Lich King comes out.

> The Chinese Are Prepared

Posted by H at 10:26 AM

Hunters, rejoice!

Thursday, October 25, 2007

Who do you think will be more overpowered in next patch, rogues or hunters?
Hunter's ranged attacks min range is now 1 yard . Mmo-champion calls it mega major ├╝ber change. I'm completely and utterly dissapointed - Mortal Strike, Dispel Magic, and now reduced minimum range... Wait - it's not instant? Oh, no worries hunters, wait a day or two it will be.
I can't wait to see what BRK has so say about this!


It seems hunters won't be able to shoot from 1 yard afterall - supposedly it's a tooltip error.
But I can't help to wonder, why were hunters able to shoot from 1 yard on PTR? Imo, it's easier to say it's a bug then explain to the community why they did such drastic changes and then reverted it. Drain Life didn't get nerfed also - it's just a bugfix after 2.5 years.

There's a tooltip error, it should be "5-35 yards". We want melee and ranged to be kept separate, so that when in melee attack range you should not be able to use a ranged attack. There's some amount of 'give' there, especially in fast paced PvP which can produce some temporary gray area but that's fully known with this change.

Feeding the issue of the tooltip error is a bug currently where you can indeed range attack someone while being meleed, but that's in the process of being resolved as well.

Yes I know, I'm complaining a lot. I love my warlock and I'd hate to abandon it - every class got some love this patch, except locks and shaman. Oh wait, shaman got free spell damage from healing. I won't get the Merciless Gladiator mount, and it will be twice as hard in Season 3 with the newly nerfed lock.

But hey, seems my druid will have something to look forward to.
The Mad Alchemist's Potions "side effect" is actually a random buff from other elixirs. However it won't replace existing elixir buffs if you have one on.
It would be wrong to make an entirely new making gold post about this, because there ain't much to say.
When I first found out about Mad Alchemist's Potion, I thought the side effects would be negative, like on Fel Mana (hunter pot!) or Fel Rejuvenation Potion. It seems I was wrong. Although the buffs you get will be random, so it might not be exactly what you need at the moment, it's still a pretty solid chance to get a useful stat boost which does stack with other elixirs! Gosh I can't wait to try it.
There's not many potions you can make from Ragveil, so people usually don't even bother picking them up, but since this new pot is so cheap to make, expect Ragveil prices to increase. It won't make you a fortune, but you won't regret it either.

> Hunters, rejoice!

Useful Warlock Macros

Wednesday, October 24, 2007

For the longest time I didn't even think I need any macros, but after learning more about them I realized they could actually help me. I won't get into /castsequence macros, because they are unnecesarry, and you shouldn't be lazy to press a few extra keys (unless you're a clicker!).
These macros are mostly for PvP, and will help you a lot in arenas and battlegrounds.

Destroying Shaman totems

/petattack [target=Tremor Totem]; [target=Grounding Totem]; [target=Earthbind Totem];
Simply change [target=Totem] if you wish to add more totems to attack. Saves a bunch of time for targeting totems and manually send your pet to attack it. Sure, you could use your wand for totems, but you can't do much else then.


This will make your current target focused, and even display an additional unit frame in for that target. You can target another player then, and use the following macro to cast on focused target without deselecting your current target:

/cast [pet:Felhunter,target=focus] Devour Magic
/cast [target=focus] Fear (Rank 6)
You can also easily modify this by yourself, for Banish or Spell Lock.

Use ranged slot

/cast [equipped:Wand] Shoot; Master Spellstone
If you have a wand equipped, it will shoot with it, and if you have a spellstone, it will use it.

Recast Drain Life/Mana

/cast [nochanneling:Drain Life] Drain Life

/cast [nochanneling:Drain Life] Drain Mana
This macro will recast Drain Mana or Drain Life when it finishes.

Easy Devour Magic

/cast Corruption(Rank 8)
/cast [pet:Felhunter, target=yourname]Devour Magic(Rank 6)
/cast [pet:Felhunter]Devour Magic(Rank 6)
This is absolutely brilliant. You can even replace Corruption on your bars with this macro - first, it will cast Corruption on your target, then, if there's any magic effects on you your pet will automatically dispel them, and if there are none, it will Devour a magic effect from your target.

Here's another version which I use for arenas:

/cast Corruption(Rank 8)
/cast [pet:Felhunter, target=teammate]Devour Magic(Rank 6)
/cast [pet:Felhunter, target=yourname]Devour Magic(Rank 6)
/cast [pet:Felhunter]Devour Magic(Rank 6)
Replace teammate and yourname with appropriate names. This will basically do the same as previous macro, but will first try to Devour Magic on your team mate. Excellent for fast dispel of Polymorph, Hammer of Justice, or similar effects from your healer.

You could use the following macro if you don't want any additional spell cast.

/cast [pet=felhunter, target=yourname] Devour Magic(Rank 6)
/cast [pet=felhunter] Devour Magic(Rank 6)
First, it Devours from you, and if there is nothing to devour then it will devour on your current target.

The following macro will Devour Magic on you, and if shift is pressed it will Devour on your current target:

/cast [modifier:shift, pet:Felhunter] Devour Magic; [pet:Felhunter, target=yourname] Devour Magic

Announce summon in raid/party
/script local C; if(GetNumRaidMembers()==0) then C = "PARTY" else C = "RAID" end
SendChatMessage("Summoning %t to << "..GetMinimapZoneText().." >>. Please assist.", C)
/cast Ritual of Summoning

If you're in a raid, it will announce in raid chat, and in party chat if you're in a party.

Use Healthstone

/use Master Healthstone
/use Major Healthstone

It's my panic button! This macro will use your healthstone even when you're casting a spell - good when that warrior suddenly smacks you to 20% hp. If Master Healthstone is already used, it will use Major. Sure, they share the same cooldown, but my fights often last more than 5 minutes so often enough I use two.

Summoning with Fel Domination

/cast Fel Domination
/cast Summon Voidwalker (Summon)

Feeling creative?
Learn more about macros:
UI & Macros Forums
Wowwiki Warlock Macros

> Useful Warlock macros

Posted by H at 6:57 PM

2.3 - More Rogue Buffs

Tuesday, October 23, 2007

Mmo-champion brings us the news of the latest changes on public test realms. These are not as bad as last ones, but (surprise!) rogues got a huge buff again!

  • Cheat Death (Subtlety) chance to trigger increased to 33/66/100% and now also causes the rogue to take 90% less damage for 3 seconds when the effect triggers. This effect cannot occur more than once per minute.
  • Dirty Deeds now also increases damage against enemies below 35% health (previously, reduced energy cost of Cheap Shot and Garrote by 20 for 2 points).
Cheat Death requires 30 points in Subtlety tree (33 for 3/3 CD). Previously, it had a 10/20/30% chance to proc. Shadowstep got buffed, Dirty Deeds got buffed, Deadly Throw got buffed, Blind got buffed, Hemmorhage got buffed... Geez, why the hell didn't I roll a rogue?
The 90% less damage for 3 seconds part sounds like yet another warlock nerf, no? We wouldn't want a DoT (or anything for that matter) to finish up the precious rogue, would we.

But of course, this site is more about warlocks then rogues, I must not miss this huge buff we got again:
  • Soul Siphon (Affliction): If a Warlock already has a particular spell cast on a target, reapplying before its duration ends will no longer grant an additional bonus.
Oh wait, it's not a buff... It's a nerf! You can call it a bugfix just like Drain Life/Siphon Life being affected by Mortal Strike and similar effects - but it's still a nerf.

But why, why buff rogues again? After reading some posts on World of Ming lately, I'm sure those guys would disagree with me, but come on. Blizz killed lock+healer combo; when top teams will consist of rogue+healer, I wonder if Rogues will get nerfed. This is what I want Rogue talent trees to look like!

There's more changes, mostly about professions and interface, you can read full notes at mmo-champion.

> 2.3 - More rogue buffs

Posted by H at 5:17 PM

Hallow's End: Things you should know

Friday, October 19, 2007

I couldn't wait to go kill the Headless Horseman, after I saw his loot a couple of weeks ago. Unlike Brewfest and most of the seasonal events, this one will give you a pretty good chance to get some great heroic-quality epic rings, plus flying brooms which are way more cool than the Brewfest Ram!
How can you deny my warlock of that broom? In the words of Uther: have I somehow wrong you in life? (something like that at least). Ok, on a serious note, although the broom's description ingame says "only good for one ride", you can mount more than once. But still, the broom only lasts for 14 days, meaning it won't be permanent like the ram. Why can't locks get a broom class mount - we could also use it to clean the pile of bodies we leave behind.

The Headless Horseman, once a knight of the Silver Hand and hero among his fellow paladins, is cursed. Driven insane within the Scarlet Monastery, he believes that he is alive and we are dead. Now, his fervor no longer serves the Light. With the coming of Hallow's End, he spreads gloom and fire across the villages of Azeroth.
The Headless Horseman is a boss in Scarlet Monastery - Graveyard wing. He can be summoned by interacting with the pumpkin shrine in Forlorn Cloister. The fight is very easy, you can check Wowwiki for details (sounds more complicated there than it is). The quest you receive counts towards you daily quest limit, so make sure you can take it. Only one person in the group needs to start the summon, and only that person will have the quest count and he won't be able to resummon him till daily quest reset. However, other 4 people in your group can also summon the boss - simply reset the instance. Therefore, you can kill him 5 times a day, which gives more than enough chances to get those rings. If you find another group who can also summon him, you can even kill him more.
I haven't had a chance to check if the items he drops can be disenchanted or not, but my guess is no - too bad.

Other than The Headless Horseman, there ain't much to do, except put out some fires near Brill, Goldshire and similar 'starting' towns, and trick or treat the innkeepers each hour - another easy way to get free food, and some cool disguises. Pumpkin-headed tauren is one of the funniest things I've seen in this game.

You can read more about Hallow's End here.

> Hallow's End: things you should know

Posted by H at 10:37 AM

Making Gold: Khorium Power Core

Thursday, October 18, 2007

The guy you see on the picture here is a goblin named Qiff, and while they are known to be all greedy and stuff, this one's different. In fact, besides repairing your items, this guy will help you make gold by selling you the widely used engineering reagent (Wowhead says 20 recipes), Khorium Power Core, for almost nothing. Although rare indeed, I've bought a few Khorium Power Cores from him for 4gold and 80s, and oh boy it felt good to resell them later on for 40-50g. Yes, these babies cost a whole lot more than what he sells it for, since it requires 1 Primal Fire and 6 Khorium Ore to make one.
But the trick is, Khorium Power Cores are sold in a limited supply - very limited to be precise. I don't recommend farming the npc for these, since your time can be much better spent. But the next time you're in Area 52 (he's at 32,66), check him out - you could be 50g closer to your epic flying mount.

And while we're still in Netherstorm, there's one other guy you should pay a visit also, Dealer Najeeb. He's located in Stormspire, 45,36. He won't be as profitable as Qiff is, but you have a pretty good chance to snag a few motes off him. He sells all 7 different motes, for 16 silver a pop. It may not seem like much, but suppose you grab 3 motes of air for 48 silver - you can resell them for 6-8 gold. There's no better gold than free gold!
Also, he sells Hardened Adamantite Tubes for 12g, resellable on auction house for 30g each. Both the motes and Hardened Adamantite Tubes are in limited supply, so don't expect to get them each time you check him.
But it's worth a trip, don't you think?

> Making gold: Khorium Power Core

Posted by H at 2:06 AM

Addon Profiler: DoubleWide & LightHeaded

Monday, October 15, 2007

This will save you some money if you plan on buying one of those World of Warcraft leveling guides.
These addons are so simple, yet so brilliant and useful - after a day of questing, you won't look back ever again.


When you click on a quest name in your quest log, LightHeaded will show you the data it has on the quest, like NPC who starts or ends it, the amount of experience it gives, required level etc. Also, it will show comments posted on, where you can often find useful guides, and even more often - coordinates. Usually the comments are "I soloed it at level xx class" (who cares, really?), but someone also posted coordinates for almost every quest. It saves a huge amount of time for me, since there is no longer a need for alt+tab and checking Wowhead, or whatever your favorite wow database site is.
I've found out about this addon when I started leveling my druid 35+, and I have to admit it's really been a breeze, I got from 35 to 70 in a couple of weeks.


DoubleWide is even more simple than LightHeaded, it will only split your normal quest log into two separate parts - left one will display the list of quests, and description and quest text are in another window to the right. It's much more pleasant to browse through your quests and find what you're looking for.

I wish I had these addons when I started leveling my first character. I have to say, as much as I hate questing, I actually enjoyed doing them with these two babies!

Download LightHeaded from
Download DoubleWide from

Other addons:
Proximo 2,
Advanced Tradeskill Window,
Doublewide & Lightheaded,

Posted by H at 8:39 AM

2.3 - Farming Badges of Justice, again

Friday, October 12, 2007

Ysira from Kargath posted these new item screenshots on Test Realm forums. They can be obtained with Badge of Justice, currently a drop from heroic instances. In patch 2.3, badges will drop also from Karazhan bosses, as well as Zul'Aman, and you will even be able to get some from the new daily quests for instances.

Trinkets, neck, off hand and wand - screenshot
I especially like the wand - it will be much better then my Wand of the Netherwing. Spell damage+stamina gem , or just stamina will fit perfectly in the blue socket.

Cloth items & Back - screenshot
Excellent tanking cloak; other cloaks will probably be used widely for PvP, since they have resilience. Melee cloak has armor penetration on it - more rogue/warrior buffs, just what my warlocks needs.

Leather items - screenshot
All I can say is OMG - I know my druid will love some of this stuff!

Mail items - screenshot
Enhancement shamans will be particularly happy about these.

Plate items - screenshot
Cool, tankadins and retnubs finally get some nice items.

Librams, idols, totems - screenshot
Oh boy... 20 badges for this babies is nothing! Feral druids (like me :p) will be pleased - there's a new idol which has a proc on mangle to increase your agility by 65 for 10 second.

So this is it - I don't believe any class or spec left behind, there's a bit for everyone. I'm a bit tired of farming heroic instances for badges, but with the addition of daily quests it might be faster.

> 2.3 - Farming Badges of Justice, again

Posted by H at 8:36 PM

Making Gold: Easy Herbs and Primal Life

Talonsworn Forest Ragers are level 71-72 elite mobs located in Skettis in Terokkar Forest. There are 4 of them roaming around, with approximately 10 minute respawn timer.
Although they often drop green and grey items which can be vendored nicely, the main reason why I mention them is because they can be 'skinned' for herbs . They also drop a fair amount of Mote of Life, which usually goes for 12-14g on my realm (you might want to keep Primal Life if you need any +healing enchants).

They have 29.500 hit points if my MobInfo is correct, and no special abilities except Thunder Clap, which reduces your melee attack speed. Seems high at first, but those numbers are not high these days. Their melee attacks are pretty strong - about 900 damage on cloth; I farm them on my druid and with Demoralizing Roar up, they hit me for less than 400. A few weeks ago, I could barely solo them, but now it's pretty easy, sometimes I don't even have to pop out of bear form and heal, if I get lucky on crits, and they don't. These mobs can be feared and stunned - only class that might have a problem are balance druids or elemental shamans (from the top of my head), since they are immune to nature damage.

Let's take a look at their (herb) loot table.
2-5 Mote of Life 100%
2-8 Dreaming Glory 48%
2-8 Felweed 48%
2-8 Ancient Lichen 26%
2-8 Mana Thistle 26%
2-8 Terocone 26%
1-2 Black Lotus (yes, Black Lotus) 3%

To simplify these numbers, the loot usually looks like the one pictured above. You can see more loot pics here. You get the point by now - each kill should give you a minimum of 6 gold. It takes me a bit more than 3 minutes to kill one of these guys alone.
You don't have herbalism but still want easy gold? No worries, simply group with someone who can herb these mobs and share the profits; let him have the herbs, and you take motes. You get the short end of the stick, but it's still worth it. My favorite setup would be feral druid and shadow priest - mobs will drop like flyes, and no healing will be required besides Improved Leader of the Pact and Vampiric Embrace. Don't worry about respawns, as soon as you're done with all 4, the first should already respawn. Here's the map of their locations if you missed the link above.

And now the obvious question - how much gold can you really make from this? Honestly, I can't say about you - but I do know how much I earn. Primals and herbs are roughly 120g per hour, but being an alchemist myself (elixir spec), there's even more profit since I sell elixirs and flasks later on. So I'd say about 150g per hour. I'm surprised Blizzard didn't nerf these mobs already.
Is it worth it? You tell me.

> Making gold: Easy herbs & primal life

Posted by H at 1:41 AM

Warlock Raid Consumables

Monday, October 8, 2007

It seems some people have joined the cause after Big Bear Butt's idea about having a list of raid consumables on guild websites, so I thought what the heck, I'll make a list for warlocks.
Although my list will be much more simple since warlocks won't be healing or tanking, still there are certain buffs that will benefit you more than the other. Don't use shadow priest consumables, ok?


  • Flasks:
Flask of Pure Death - Increases spell damage caused by Shadow, Fire and Frost spells by up to 80 for 120 min. Counts as both a Battle and Guardian elixir. This effect persists through death.
Cost: 30-40g per flask

Flask of Mighty Restoration - Increases mana regeneration by 25 mana per 5 seconds for 120 min. Counts as both a Battle and Guardian elixir. This effect persists through death.
Cost: 30g

Flask of Pure Death... even the name suggests it's the best flask out there. Mighty Restoration is merely an alternative.

  • Elixirs (guardian):
Elixir of Major Fortitude - Increases maximum health by 250 and restores 10 health every 5 seconds for 60 min.
Cost: 2g per elixir.

Elixir of Major Mageblood - Regenerate 16 mana per 5 sec for 60 min.
Cost: 5g per elixir.

I'd prefer Major Fortitude, since it doesn't cost so much and more health and hp/5 means more Life taps.

  • Elixirs (battle):
Elixir of Major Shadow Power - Increases shadow spell damage by up to 55 for 60 min.
Cost: 4-5g per elixir

Elixir of Major Fire Power - Increases fire spell damage by up to 55 for 60 min.
Cost: 10-12g per elixir

Adept's Elixir - Increases spell damage and healing by up to 24 and spell critical strike rating by 24 for 60 min.
Cost: 3g per elixir

Major Shadow Power is the best here, however if you're a fire lock (and you shouldn't be, especially if you're raiding) you might want to use Elixir of Major Fire Power. Adept's Elixir is quite good also, but use it only if you find yourself unable to get Elixirs of Major Shadow Power.

  • Potions:

Super Healing Potion - Restores 1500 to 2500 health.
Cost: 2-3g

Super Mana Potion - Restores 1800 to 3000 mana.

If you have talent points in Improved Life Tap, Super Healing Potions should be better than Mana Potions. But you can save a bit of money and don't use potions at all - use Life Tap, Siphon Life and Drain Life.
You can also get 2 potions a day by doing daily quest in Skettis. And don't forget - if you have too many marks from battlegrounds, you can exchange them for potions also (two marks for one potion) in Hall of Legends of Hall of Champions. They won't restore as much health or mana as Super pots but are pretty cheap.


Blackened Basilisk - Restores 7500 health over 30 sec. Must remain seated while eating. If you spend at least 10 seconds eating you will become well fed and gain 23 Spell Damage and 20 Spirit for 30 min.

Poached Bluefish - Restores 7500 health over 30 seconds. Must remain seated while eating. If you spend at least 10 seconds eating you will become well fed and gain 23 Spell Damage and 20 Spirit for 30 minutes.

Crunchy Serpent - Restores 7500 health over 30 seconds. Must remain seated while eating. If you spend at least 10 seconds eating you will become well fed and gain 23 Spell Damage and 20 Spirit for 30 minutes.

Blackened Sporefish - Restores 4320 health over 30 seconds. Must remain seated while eating. If you spend at least 10 seconds eating you will become well fed and gain 20 Stamina and 8 Mana every 5 seconds for 30 minutes.

Blackened Basilisk is very easy to get (basilisk in Terokkar Forest have a good drop); Crunchy Serpent is a bit harder since mobs are higher level and more spread around. For Poached Bluefish and Blackened Sporefish you will need fishing. I recommend Blackened Basilisk over Sporefish, since we don't need mp5 as much as spell damage.


Superior Wizard Oil - While applied to target weapon it increases spell damage by up to 42. Lasts for 30 minutes.
Cost: 10g for 5 charges.

Superior Mana Oil - While applied to target weapon it restores 14 mana to the caster every 5 seconds. Lasts for 30 minutes.
Cost: 12g for 5 charges

42 spell damage is much better than 14 mp/5 for a warlock. These temporary enchants will stack with permanent enchants (major spellpower or similar), so there is no reason why not to use them. Also, they won't dissapear after you die, although 30 minutes might not be enough for two boss attempts.

So there you have it!
If you buff yourself with spell damage consumables mentioned here, you will get an extra 145 spell damage. You will spend around 100g for a few hours of raiding, but if you finally out-dps that mage it will be worth it, right?

If you got something I didn't mention here, be sure to let me know.

> Warlock Raid Consumables

Making Gold: Jaggal Pearl

Saturday, October 6, 2007

I've inflated prices on Jaggal Pearls on my realm, usually they cost 2-3 gold now, but as always, there are ignorant players who don't care or know about this and sell it much cheaper. Before I figured this one out, these pearls used to cost 15-30 silver a piece.
So what's the catch?
Jaggal pearls aren't used by many recipes, so the price is pretty low. Even Wowhead shows 15s buyout price. These pearls can be found in Jaggal Clams, which you will get more than enough if you run Steamvaults twice to exalted as I did. Too bad I didn't know this from the beginning. Still, if you don't run instances, you will find more then enough of these pearls on your Auction House. In patch 2.10, some jewelcrafting recipes were introduced which require these pearls, and one of them is Purified Jaggal Pearl, it's a +7 healing & +3 spirit gem. A vendor will give you 10 silver for one pearl, however when cut into Purified you can sell it to vendor for 1g. Cutting it will also require one Purified Draenic Water, which you can get from almost any food&drink vendor. I like to buy it from Scryer Innkeeper but it's totally up to you :). It costs 3 silver 20 copper.
So, 3 silver 20 copper for water, 15s for pearl - let's say that's 20 silver for an item you can vendor for 1g as many times as you want. Being a jewelcrafter myself, I have more profits since I don't pay myself any fee, but get 20 of these, find a jewelcrafter, give him 5g for cutting 20 pearls, and you still profit 11g if my math is correct. Do this once per day, and it will add up. If you want, you can even sell Purified jaggal pearls on AH for 2-3 gold for even more profits, depending on your realm's economy. Personally, I don't like to sell these gems on AH due to their high deposit costs.

If you know any items which can be sold like this, let me know! My email is in my profile.

> Making gold: Jaggal pearls

Posted by H at 2:04 AM

Warlock Nerfs

Wednesday, October 3, 2007

I've been browsing the forums a few days ago and noticed this topic, listing all the changes affecting Warlocks. I've checked old patch notes myself and ever found a few missing, so I decided to update this list.

Patch 1.1

  • Howl of Terror: Increased the chance of breaking early.
  • Fear: Increased the chance of breaking early.

Patch 1.02
  • Warlocks can no longer kill players in duels. (not really a nerf, just a bugfix - but sounds funny)
  • Fear: Players now have an increasing chance to break free of the effect, such that it is unlikely the effect will last more than 15 seconds.

Patch 1.03
  • Fear - Mana cost changed to a percentage of base, which results in an increase in cost.

Patch 1.04
  • Seduction (Succubus) - Is now considered a Fear effect for purposes of diminishing returns.

Patch 1.5.0
  • War Stomp (Doomguard) - Now has a maximum of five targets.
  • Warriors: Deathwish - Is now usable while under a Fear effect, and will also remove an existing Fear effect.

Patch 1.7.0
  • Inferno - The stun effect can now be resisted.
  • Druids: Druids should now be able to shapeshift back into caster form while Feared.

Patch 1.0.8
  • Soul Link - Percentage of damage split with pet has been reduced (50% to 20%)
  • Improved Drain Mana - Damage caused by this talent will now cause 150% damage instead of 200% damage, which is now consistent with other damage spells.
  • Pets no longer break off attacks when their target is affected by Warlock Fear.

Patch 1.0.9
  • Hellfire - Victims of Hellfire are now able to resist properly. Warlocks continue (as designed) to be unable to resist their own damage.
  • Curse of Shadow and Curse of the Elements - These curses can no longer cause resistance to become negative.

Patch 1.10
  • Death Coil - The horrify component no longer affects undead creatures (they've seen it all before.)

Patch 1.11
  • Soul Link: If your pet is banished, Soul Link will stop functioning until Banish wears off. In addition, Soul Link's tooltip has been clarified to indicate it only works with your imp, voidwalker, succubus, or felhunter.
  • Fear: The calculations to determine if Fear effects should break due to receiving damage have been changed. The old calculation used the base damage of the ability. The new calculation uses the final amount of damage dealt, after all modifiers. In addition, the chance for a damage over time spell to break Fear is now significantly lower. Note that Fear continues to be roughly three times as likely to break on player targets as on non-player targets.

Patch 1.12
  • Howl of Terror: This spell now uses the same resistance checks as the Warlock spell Fear.

Patch 2.0.10
  • Demonic Tactics now grants increased critical strike chance to you and your demon pet, instead of increased damage. (affliction nerf)

Patch 2.0.12
  • Melee damage of "Felguard" has been reduced (about 40%)
  • The bonus that the spells "Corruption" and "Curse of Agony" receive from bonus spell damage effects has been decreased by approximately 10%.
  • Soul Fire: Bomus damage reduction from 171.4% -> 115%
  • Soul Link: The damage mitigation component has been reduced. (30% -> 20% mitigation)
  • Imp Firebolt bonus damage reduced by 50%
  • The talent Improved Firebolt changed from 1 second max reduction to 0.5 sec.

Patch 2.1.0 22
  • Chance to break crowd control from damage: The increased chance for a spell to break from taking a critical strike has been removed. Instead, all targets over level 60 have a slightly larger chance to break out of crowd-controlling effects when they take damage. (Affliction (and Demo) nerf) - In addition, fear and seduce both have "heartbeat" resists and can break at any time, whether damage has been applied or not.
  • In PvP, all CC's have a maximum time of 12 seconds.

Patch 2.1.3
  • Curse of the Elements and Curse of Shadow now have a duration of 2 minutes when used on PvP targets.
  • Curse of Tongues now has a 12 second duration when used on PvP targets.
  • Death Coil is now is now subject to diminishing returns in the Horror category. Currently, only Death Coil is in this category.
  • Soulstones: Soulstones can no longer be used on targets not in your party or raid. In addition, the soulstone buff will now be removed if the target or caster leaves the party or raid.
  • Spell Lock (Felhunter) duration reduced to 5 seconds (rank 1) and 6 seconds (rank 2), and cooldown reduced to 24 seconds.

Patch 2.2.0
  • Banish, Seduction, Enslave Demon and Fear duration against PvP targets has been reduced to 10 seconds.
  • Resilience Rating: The reduction to the percent chance to get a critical strike now also reduces the damage dealt by damage over time effects by the same percentage.

Upcoming changes:

Patch 2.3.0
  • Mortal Strike and other healing reduction effects (like Wound Poison) will affect Drain Life (and probably Siphon Life).
  • Fear Ward will now be available to all Priests at level 20.
  • Hunters are getting a debuff similar to Mortal Strike

Other classes:
  • poisons will last for one hour now, increased from 30 minutes.
  • the speed at which Deadly Throw travels is being increased significantly, so it will reach the target much faster, and the snare duration is being increased by 1 second.
  • Shadowstep can now be used at any time, not only while stealthed. In addition, after use of Shadowstep threat caused by the next Ambush, Garrote or Backstab will be reduced by 50%. The cooldown will however be increased to 40 seconds.
  • Also on the Subtlety front is a change to Dirty Deeds so that it will also be increasing damage of special attacks by 10/20% against targets that are below 35% health.
  • We're also taking a look at bumping up Hemorrhage a bit, but no details yet on what that may be.
  • Fleet Footed will now be a 15% speed increase instead of 8%
  • In 2.3 Blind will no longer require a reagent. It will also be changed to a physical attack, will share the same diminish category as Cyclone, and diminish in PvE as well as PvP. (basically, Blind can no longer be dispelled)
  • Arcane Shot (ranks 6+) will dispel 1 magic effect in addition to the normal damage.

Warlock buffs in 2.3:
  • There is a change for Ritual of Souls which will significantly reduce the time to cast and complete it.
  • Banish may no longer be cast on targets tapped by other players
  • That's it!

Now, I'm not saying other classes weren't nerfed over time - they were, some even more than warlocks. But don't you dare saying how locks never get nerfed! I'm pretty sure I even missed some nerfs while looking at the patch notes, for example Insignia of the Alliance/Horde was changed a few patches back, which gave warriors and rogues another way to remove fear effects, even Death Coil. There's also dozens of undocumented changes.

I admit it, Warlocks are very strong in PvP, even overpowered vs. some classes/setups. But Rogues and Warriors don't have much problems killing Warlocks now, so they are the last ones who need buffs. Every single class is getting buffs except Warlocks, and it's been going on for the last few patches.
Shadowpriest/Lock combo was too strong in 2v2 arenas, so they got nerfed by resilience in patch 2.2. Now, locks are considered generally overpowered, especially SL/SL specs (siphon life/soul link), but is that really the case? What option do I have when fighting melee classes other than DoT + Drain Life spam? Casting Shadow Bolt with 0% pushback resist? It literally takes ages, and in the end it will get Kicked or Pummeled.
You're saying Death Coil is imbalanced - what about Cloak of Shadows; you're complaining about paladin's bubble which can now even be dispelled.

Let's see, I play arenas with a Holy paladin, +1700 bonus healing. We enter the arena, and for the sake of argument, our opponents are Holy paladin and MS (of course) warrior. My usuall routine is Curse of Tongues on pala, and damaging DoTs on warrior. I need 6-7 seconds for that, maybe more. Casting Fear on pala, get Pummeled. Cast fear again, pala dispells with trinket. All my DoTs are getting cleansed in the process. Only damage I did was with Curse of Agony on warrior. Meanwhile, my teammate is struggling to heal me with Mortal Strike debuff on me, wasting precious mana while the opposing team's paladin can pretty much go AFK. What options do I have besides Drain Life on warrior or Drain Mana on paladin? Warrior just keeps smashing me with his sword without breaking a sweat, while me and my pala try to keep me alive, and while I try doing some damage.
It's even worse vs. rogues: cheap shot, kidney shot, gouge, blind... I can't even Drain Life properly while getting all the interrupts, my teammate can't heal while being CC'ed for half of the fight. Rogue has much more interrupts, while a paladin has one bubble and one Insignia. After I place some DoTs on the rogue, he simply uses Cloak of Shadows and removes them all. If he's close do dying, he can even Vanish and go bandage somewhere.

Let's snap back to dueling a rogue for a moment. You think Fear is annoying - how about rogue's stuns/CC? Duel starts, Cheap Shot, Backstab, Backstab, Kidney Shot... I use my Insignia, run away a bit, get Crippling Poison, try casting Fear - Kick, cast Fear again, he uses Insignia. If there's some distance between us and I start casting some spell, I won't do much against his Deadly Throw and PvP/Arena gloves equip bonus (spell interrupt and 3 sec silence) unless I fakecast - even if I do, my movement speed is still reduced and I won't get far. Oh wait I have Death Coil, lets cast it. Oh snap, he used CLoS. So much about my imba Coil. Since I used all my cooldowns so far, Drain Life is the only thing keeping me alive while he's feared and my DoTs tick. That is, if I'm not already dead. If I run out of mana and have to Life Tap, I'm almost doing him a favor. Don't forget, he still didn't use Blind or Gouge.
Fighting a warrior is easy - cast Siphon Life, Corruption, Curse of Agony, Immolate, and hope your Drain Life can keep you alive while DoT's do some damage. Don't bother using Fear, warriors are almost Fear immune with all the abilities available to them. Even if you do Fear, it won't last long. Coil is pretty much the only thing that can save you; unless it gets reflected - watch out!

There was once this arena match, where I died, along with shaman from the opposing team. My pala had about 3k mana, while the other team's mage was out. He kept polymorphing my teammate and ran away from him for 4 minutes, till his mana regenerated and his cooldowns were gone (evocation, water elemental). He even bandaged from 2k hp to full. Of course, the mage won. Balance?

I'm not angry because warlocks are getting nerfed (ok I am a bit but that is not the point) - I'm frustrated because I will be running away from every noob or halfskilled rogue or warrior I bump into in battlegrounds because soon I will have no chance of defeating them, even if they have worse items than me or no skill. I'm mad because I feel like I wasted all these months getting arena points and honor to buy some good items, and now when I have 11.7k hp and 360 resilience - decent PvP gear - I can finally beat the crap out of someone. Until 2.3 comes. You will see me picking up armor scraps in Alterac Valley, killing rams and do other PvE stuff, because I'll be too afraid to run into a warrior or a rogue (or even a hunter, if they get Mortal Strike).
Time to get honor on my druid I guess.

> Warlock Nerfs

Posted by H at 5:49 PM

Addon Profiler: Auctioneer

Monday, October 1, 2007

Auctioneer is an addon that allows you to view information about an item that may be useful in helping you determine what it's worth.

Straight out of the box, Auctioneer knows much about many items in the game, and will tell you many additional things about the item in the tooltip:

  • item cost when buying/selling to vendor
  • how many of the item can be stacked
  • what professions or quests need the item
It can be difficult to select the correct pricing points for your item at the auction house. Sometimes the prices and value of your items can be different from vendor price due to many factors, the value of items that can be made from your item, the use of a particular item in a quest, the suitability of a particular weapon or armor to specific classes, and the disenchantability of an item to enchanters.

You can use the Auctioneer's Scan Auction feature to record how much items are being priced at on your realm's Auction House (AH), so the next time you mouse over them in your inventory, it will show the price of the item on Auction. For the first couple of weeks try to scan the AH once per day, after that once or twice per week will be enough - by then Auctioneer should have a good look at your realm's economy. Scanning process takes usually from 10 to 20 minutes, depending on the number of auctions listed at that time, so it's a good time to go make yourself a cup of coffee.

If auctioneer has enough data, when you try to put an auction up for sale, it will attempt to provide you with intelligent pricing points based upon the market data it has accumulated through scanning.
When you drag your item from your inventory window into the Create Auction item slot (or use Alt+click on item), Auctioneer will set a minimum price, a buyout price and display relevant data about it's decision making process underneath in the market analysis pane, as well as telling you how it arrived at it's prices.

Auctioneer also comes with more useful features, such as Enchantrix.
Enchantrix will show you what a particular item will disenchant into, so you can easily see whether the particular item is more worth disenchanting or selling to a vendor. Also, people often put green, and even blue items on AH for a lot less than the shard is worth. You can make a nice profit just by buying those items and reselling shards (or dust or essences).
For example, I often find Heavy Clefthoof Boots for 10-12g bid. Since there aren't many druid tanks out there, the demand is not very high so the prices for this item are really low. The mentioned boots will disenchant into Large Prismatic Shard, which I can sell for 15-18g. Imbued Netherweave items also tend to be cheap, especially chest (see screenshot). Almost all rare (blue) items level 65 and above will disenchant into Large Prismatic Shards. Although rare, there are exceptions, such as Dreamer's Shoulderpads, so make sure you know what you're buying. I learned it the hard way.

Auctioneer has more features which I haven't covered here, you can read more about it on You will get addicted to the addon right after your first scan of the AH and never look back.

I plan to write more about making gold in WoW, and Auctioneer plays a big part in most of my methods, mostly because it saves me a bunch of time. Searching Wowhead for item prices is history, Auctioneer is the tool I can't live without anymore.
So the next time you're jumping around in Orgrimmar not knowing what to do, check the Auction House - scan it, search for some underpriced items, make money. There's gold to be made, and you got the right tool!

Download Auctioneer @

Other addons:
Proximo 2,
Advanced Tradeskill Window,
Doublewide & Lightheaded,

Posted by H at 12:22 AM