Thursday, November 27, 2008, posted by WoW Fan at 1:37 AM
Enchanting TrainerEnchanting is one of my favorite profession in the game and quite expensive as well to powerlevel but can make you a nice return of consistent gold income with disenchanting and selling of mats. With the launch of Wrath of the Lich King, I guess it is better to start of with the location of trainers:

Alliance:
Elizabeth Jackson - 58,62 in Valgarde, Howling Fjord.
Alexis Marlowe - 57,71 in Valiance Keep, Borean Tundra.

Horde:
Eorain Dawnstrike - 41,53 in Warsong Hold, Borean Tundra.
Emil Autumn - 78,28 in Vengence Landing, Howling Fjord.

Neutral:
Enchanter Nalthanis - 38,39 in Dalaran.


Here is the powerleveling guide for enchanting 375 to 450. Kindly note that some of the steps are overlapping, so use the one which you have mats for or can be bought cheaply from the auction house:

375-385
Enchant Bracers - Exceptional Intellect – 10 Infinite Dust
Enchant Boots - Assault – 4 infinite Dust + 4 Lesser Cosmic Essence

380-390
Enchant Weapon - Greater Potency – 2 Infinite Dust + 4 Lesser Cosmic Essence

385-395
Enchant Boots – Icewalker – 8 Infinite Dust + 1 Crystallized Water

395-405
Enchant Cloak - Superior Agility – 9 Infinite Dust

400-410
Enchant Cloak - Superior Agility – 16 Infinite Dust + 3 Greater Cosmic Essence

410-420
Enchant Gloves- Precision – 15 Infinite Dust + 5 Greater Cosmic Essence

415-425
Enchant Boots- Superior Agility – 16 Infinite Dust + 6 Greater Cosmic Essence

420-430
Enchant Cloak- Major Agility - 18Infinite Dust + 6 Greater Cosmic Essence + 2 Dream Shard
Enchant Bracer- Major Spirit - 16 Infinite Dust + 12 Greater Cosmic Essence

430-440
Enchant Cloak- Migthy Armor - 20 Infinite Dust + 10 Greater Cosmic Essence

440-450
Enchant Weapon – Lifeward – 4 Abyss Crystal
Enchant Cloak – Shadow Armor - 20 Infinite Dust + 12 Greater Cosmic Essence + 1 Abyss Crystal


Kindly note that at enchanting level 430, you will need to obtain the Runed Titanium Rod which mats required are as follows:

1 x Titanium Rod
40 x Infinite Dust
12 x Greater Cosmic Essence
8 x Dream Shard
1 x Runed Eternium Rod

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Saturday, February 2, 2008, posted by WoW Fan at 10:06 AM
Large Prismatic Shard has always been a hot commodity in the game due to its various usage in enchanting, blacksmithing and engineering profession. A great way to obtain this is by disenchanting rare items above level 66 especially those obtained through instance runs. Unfortunately doing this requires a large investment of your time for just a few shards.

A faster method to obtain Large Prismatic Shards is via crafted rare items. Here I shall list 3 items which materials required to craft is generally cheaper than the average price of a Large Prismatic Shard especially if you have the corresponding gathering profession.


Engineering - Cogspinner Goggles
The schematic can be purchased from faction town in Hellfire Peninsula.
Reagents Required:
4 x Heavy Knothide Leather
2 x Blood Garnet
8 x Arcane Dust


Tailoring - Arcanoweave Bracers
The pattern is a rare drop from Arcatraz Sentinel at The Arcatraz instance.
Reagents Required:
6 x Bolt of Netherweave
12 x Arcane Dust
2 x Rune Thread


Jewelcrafting - Thick Felsteel Necklace
This design is a rare world drop item which makes it the hardest of all 3.
Reagents Required:
2 x Felsteel Bar
3 x Mercurial Adamantite

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Thursday, May 17, 2007, posted by WoW Fan at 2:05 AM
Here is a little guide to help you farm the formula for +40 Spell Damage to a weapon. It drops from the Razaani Spell-Thieves in Blade's Edge Mountain, and it's quite a pain with all those Flesh Beasts changing from hostile to docile. Below is a map of all the spawn points of the Spell-Thieves.

- Click To Enlarge -

Point A
Is a simple pull. If you have a flying mount, farming is simple. Fly north of A to the edge of the spire and pull the Spell-Thief without getting any adds.

Point B
Is also simple if you wait for the mob to patrol near point A. It is also handled like mob A.

Point C
Is a pain, because no matter where you go, you will always pull the Raider/Nexus Stalker, and sometimes a Flesh Beast or another pat.

Point D
Is a simple pull. Fly into the center of the rock formation to the right of it and pull it.

Point E
Is a little tricky. If you wait for the flesh beast to return to it's docile state and make sure the pat is walking away from the Spell-Thief, then you can instant pull it and back up about 30 feet southwest of E's spawn point.

Points F
Are random Spell-Thief patrols that walk along the outside of Razaan's Landing. I only noticed one spawn every 15 to 30 minuites, so when you take care of points A through E, fly around the outside to see if any have spawned.


Each technique gives you plenty of time to loot the corpse and mount up before aggroing anything else. After one or two hours, you will have yourself the formula for Major Spellpower to a weapon.

Please Note:
The next patch is taking the formula away from the Razanni and giving it to the Bash'ir, but for those that don't want to wait, this guide is specially for you.



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Tuesday, May 15, 2007, posted by WoW Fan at 12:29 AM
The Bloodmaul ogres of the Blade's Edge mountains might seem like your everyday, average quest mobs, content to sit or stand around drinking their home-brewed beer until adventurers out of Toshley's Station or Thunderlord Stronghold wander in to get a move on their assorted chain, but these ogres have a terrible secret.

No, the secret isn't that they have the severed talking head of a murdered troll witch-doctor half-buried outside their outpost. That's public knowledge. The secret which these red-skinned ogres possess is this:

Formula: Enchant Bracer - Spellpower
Binds when picked up
Requires Enchanting (360)
Use: Teaches you how to permanently enchant a bracer to increase damage done by spells by up to 15.

As you would expect, this is a powerful and widely coveted magic spell, but the ogres, for the most part, keep it secret and they keep it safe. Any adventurer can turn to the trusted sages of Thottbot and find that between .5% and 1% of the Bloodmaul Geomancers fail to keep the formula secret or safe, but those facts are misleading!

You see, the Bloodmaul Geomancers, who are two-headed and staff-wielding, appear to share their points of origin, or "spawn points," as it were, with their one-headed and club-wielding cousins, the Bloodmaul Skirmishers. In fact, the Skirmishers are substantially more common; I'd put them at twice the spawn rate of the Geomancers.

Therefore, when you kill a Bloodmaul Skirmisher or Geomancer, there's about a 67% chance that a Skirmisher will respawn, and only about a 33% chance that the desired Geomancer will show up.

Thus, while it might seem attractive to fly over the canyon and strategically pick off the Geomancers, doing so will most likely simply cause the area to fill up with Skirmishers well before the formula drops.

The responsible thing to do is to simply grind all of the skirmisher and geomancer ogres in your path. You can avoid the brewmasters, the worgs, and the named ogre in the tower; they all have set spawn points and will not interfere with your grind if you miss them. The guards in front of the outpost are also static-spawn skirmishers, and you can skip them.

Please note:
While these are quest mobs and adventurers not interested in the formula do go there, keep in mind that if there's another player in the area for a long period of time, he or she is probably trying for the same thing that you are; while it is most likely tempting for you to revert to just ambushing the Geomancers, please note that you will be depriving them of chances to score the enchant, and they will stop grinding when they realize that you're populating the area with nigh-useless skirmishers. Please be courteous of your fellow gamers; not everything in the game is put there solely for your benefit!


It took me 9 hours yesterday to farm up this enchantment, but I had to deal with other players taking advantage of my responsible farming, so it should not take that long for others in the future if everyone follows these instructions. The ogres have quite a bit of Netherweave and green item drops as well. I even picked up the Bracers of Havoc blue tailoring pattern while I was there!

Happy Hunting Fellas!



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Tuesday, April 3, 2007, posted by WoW Fan at 9:55 AM
300 - 301
Runed Fel Iron Rod (1 x Fel Iron Rod, 4 x Greater Eternal Essence, 6 x Large Brilliant Shard, 1 x Runed Arcanite Rod) x 1

301 - 305
Enchant Cloak - Superior Defense (8 x Illusion Dust) x 7

306 - 315
Enchant Bracers - Assault or Brawn (6 x Arcane Dust) x 10

316 - 325
Enchant Cloak - Major Armour or Enchant Gloves - Assault (8 x Arcane Dust) x 10

326 - 335
Enchant Chest - Major Spirit (2 x Greater Planar Essence) x 10

336 - 340
Enchant Shield - Major Stamina (15 x Arcane Dust) x 5

341 - 345
Superior Wizard Oil (3 x Arcane Dust, 1 x Nightmare Vine, 1 x Imbued Vial) x 10

346 - 350
Enchant Gloves - Major Strength (12 x Arcane Dust, 1 x Greater Planar Essence) x 5

351 - 351
Runed Adamantite Rod (1 x Adamantite Rod, 8 x Greater Planar Essence, 8 x Large Prismatic Shard, 1 x Primal Might, 1 x Runed Fel Iron Rod) x 1

352 - 360
Enchant Gloves - Major Strength (12 x Arcane Dust, 1 x Greater Planar Essence) x 15

361 - 370
Enchant Ring - Striking (8 x Large Prismatic Shard, 24 x Arcane Dust) x 10 (requires Constortium Honoured rep)

371 - 375
Enchant Ring - Healing Power (8 x Large Prismatic Shard, 10 x Greater Planar Essence, 20 x Arcane Dust) x 5 (requires Sha'tar revered rep)


Approximate Materials Required

1 x Fel Iron Rod
4 x Greater Eternal Essence
6 x Large Brilliant Shard
1 x Runed Arcanite Rod
56 x Illusion Dust
645 x Arcane Dust
96 x Greater Planar Essence
10 x Nightmare Vine
10 x Imbued Vial
1 x Adamantite Rod
128 x Large Prismatic Shards
1 x Primal Might


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Wednesday, January 24, 2007, posted by WoW Fan at 12:56 AM
Legs
Enchant Boots - Dexterity : Permanently enchant a piece of boots armor to grant +12 Agility.
Enchant Boots - Surefooted : Permanently enchant boots to give 5% snare and root resistance as well as a 1% bonus to hit.
Enchant Boots - Vitality : Permanently enchant boots to restore 4 mana and health every 5 seconds.


Bracers
Enchant Bracer - Brawn : Permanently enchants bracers to increase Strength by 12.
Enchant Bracer - Stats : Permanently enchants bracers to increase all stats by 4.
Enchant Bracer - Major Defense : Permanently enchants bracers to increase your defense by 8.
Enchant Bracer - Restore Mana Prime : Permanently enchants bracers to restore 6 mana every 5 seconds.
Enchant Bracer - Spellpower : Permanently enchants bracers to increase damage done by spells by up to 15.
Enchant Bracer - Superior Healing : Permanently enchants bracers to increase the effect of healing spells by up to 30.


Chest
Enchant Chest - Exceptional Health : Permanently enchant a piece of chest armor to grant +150 health.
Enchant Chest - Exceptional Mana : Permanently enchant a piece of chest armor to grant +150 mana.
Enchant Chest - Exceptional Stats : Permanently enchant a piece of chest armor to increase all stats by 6.


Cloak
Enchant Cloak - Major Armor : Permanently enchant a cloak to give a 120 additional armor.
Enchant Cloak - Major Resistance : Permanently enchant a cloak to increase all resistances by 7.


Ring
Enchant Ring - Healing Power : Permanently enchant a ring to increase healing spell effects by up to 20.
Enchant Ring - Spellpower : Permanently enchant a ring to add up to 12 damage to spells.
Enchant Ring - Stats : Permanently enchant a ring to increase all stats by 4.
Enchant Ring - Weapon Might : Permanently enchant a ring to add 2 damage to physical attacks.


Shield
Enchant Shield - Tough Shield : Permanently enchant a shield to give 18 additional block value.
Enchant Shield - Shield Block : Permanently enchant a shield to give +15 Shield Block Rating.
Enchant Shield - Intellect : Permanently enchant a shield to give 12 intellect.
Enchant Shield - Resistance : Permanently enchant a shield to increase resistance to all magic schools by 5.


Weapon
Enchant Weapon - Battlemaster : Permanently enchant a weapon to give a chance on striking to heal your party of 50 damage over 10 seconds.
Enchant Weapon - Major Spirit : Permanently enchant a melee weapon to increase Spirit by 35.
Enchant Weapon - Major Striking : Permanently enchant a melee weapon to do 7 additional points of damage.
Enchant Weapon - Major Intellect : Permanently enchant a melee weapon to grant +30 Intellect.
Enchant Weapon - Potency : Permanently enchant a melee weapon to add 20 Strength.
Enchant Weapon - Major Spellpower : Permanently enchant a melee weapon to add up to 40 damage to all spells.
Enchant Weapon - Sunfire : Permanently enchant a melee weapon to add up to 50 damage to fire and arcane spells.
Enchant Weapon - Soulfrost : Permanently enchant a melee weapon to add up to 54 damage to frost and shadow spells.
Enchant Weapon - Mongoose : Permanently enchant a melee weapon to occasionally increase Agility by 120 and attack speed slightly.
Enchant Weapon - Spellsurge : Permanently enchant a melee weapon to have a 3% chance on spellcast to restore 100 mana to all party members of 10 seconds.
Enchant 2H Weapon - Major Agility : Permanently enchant a two-handed melee weapon to add 35 Agility.
Enchant 2H Weapon - Savagery : Permanently enchant a two-handed melee weapon to increase attack power by 70.



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