Category Archives: WoW
No matter the dire economic news surrounding Activision Blizzard, one thing always keeps me grounded: when there’s a WoW “sale.” Then it’s made clear they aren’t hurting enough.
Stock price of ATVI was $83.19 in September 2018, and it closed $42.92 Monday. That’s damn near half the value in six months.
Now, obviously, cutting prices for (apparently) extremely lucrative services will cut into profits, but it nevertheless boggles my mind that twenty-one dollars ($21) is the sale price of this sort of thing. Or that moving servers – which is a cell on a data table somewhere – costs seventeen fifty ($17.50) on a discount. Especially when you can buy an entirely new copy of same goddamn game for $40. And that comes with all the expansions, 30-days of game time, and a level 110-character boost.
Blizzard has gotten a bit clever over the years though, as it says “new account required.” It used to be that you could buy another box and basically merge them under one account, thus netting you a level 110 boost token for the sale price of a box instead of the $60 or whatever nonsense they sell it for in-game. Maybe it still works that way? Regardless, the process is obfuscated enough to likely dissuade most from realizing it.
As for me, it’s a bit of a moot point. Even if the BfA expansion was any good at all – it isn’t – I have less than zero desire to head back to WoW at the moment. Seeing the naked hubris of “sales” like this though, only reinforces my resolve to stay away from a game in which people are so invested that these prices “make sense.”
There is an Asmongold video out that has received at least 27 Reddit gold after it was posted:
(All the good stuff is within the first six minutes)
Among the criticisms he makes regarding Battle for Azeroth, one that resonated a bit with me was the distinction between Fulfillment and Excitement. Essentially, Blizzard used to give you a 8% chance to get a specific piece of gear that was your Best-in-Slot piece. It might take a long time to get it, but once you finally got it, it was an event. You were complete. Done.
When Titanforging was introduced though, suddenly BiS gear was rendered largely impossible. You might receive your “BiS” piece, but if it didn’t proc with an extra gem socket and/or numerous bonus stats, it wasn’t actually BiS. Moreover, it was entirely possible that someone just dicking around in Warfronts could luck into a piece of gear that surpassed something that dropped from Mythic Uldir.
Asmongold’s point is that while you can feel excitement over a drop that suddenly Titanforges up to insane levels… that excitement is short lived. It’s the pull of a slot machine. That’s fundamentally different than working towards an end goal, even if said end also requires some RNG along the way.
When Titanforging was first introduced, I was impressed. It seemed like a clever solution to the problem of completing content that was no longer rewarding in any way. I distinctly remember my tanking days back in Wrath, and how I was asked to clear dungeons with guildies despite the fact that I could get nothing from it (once I capped out with Justice Points). With this new wrinkle, there was always a chance I could get an upgrade from any content I completed.
What I did not realize at the time was how destructive that notion really is. You are never “done.” And not just in a “there will always be another content patch with better loot” kind of way, but in a more literal “never experience satisfaction in current content” way.
As Asmongold points out though, Titanforging by itself is not what is killing the BfA experience. Indeed, the concept of Titanforging has been around for several expansions now, and nobody seemed to have been complaining about it until now (or at least to this degree). The real problem is that BfA is so mechanically weak on so many fronts, that the fundamental issue with Titanforging is poisoning the experience more than usual.
I’m sure Blizzard has the stats on the number of people who just stop playing the game after they achieve BiS, and found the numbers problematic. Certainly in my case, once I finally got the two piece of transmog gear I had been farming, I found myself at a loss of what else to do. This could explain why they are trying to get everyone back to collecting a bunch of full suits of extra gear. With the deprecation of the concept of BiS though, I don’t think these extra suits are going to satisfy players for as long as it may have before.
What is the solution? We already had it for years: vendors. Bring back Justice/Valor Points. Everyone rightly complained in Legion about the Legendary system and how RNG could lead you to a situation in which your spec was basically broken the whole expansion… up until they introduced the Legendary vendor in 7.3.5. The initial rollout was still a bit lame RNG until they allowed you to straight-up pick the ones you want, but it was there eventually. Collect “Wakening Essence” from a variety of sources (WQ, missions, ect) at your own pace, and know the end result.
Titanforging is dumb. If it’s some kind of design imperative to have raiders running WQs or dungeons all the time, fine, make it Justice Points. Except this time, put in consumables, gear you can buy for alts, and other nonsense to give everyone potential reasons to collect it all day.
Give us back some goddamn agency for once.
As evidenced by the latest Q&A – and the Reddit response threads – Azerite Armor is still a big issue within the WoW community. I would say “contentious issue,” but I’m pretty sure it’s only Ion and Rohan who like it.
That said, it finally struck me why I hate the system, and why Blizzard doesn’t care: Blizzard is trying to regress gearing back to the TBC days. In a recent LiveStream interview, Ion says:
(paraphrase) If you look at how most items work, if you want to play another spec, you want another item for that slot.
Ion goes on to say that Azerite gear is more flexible than that, in that you can technically respec (for a price!) the traits if you change roles. Which is fine… if not for the fact that Legion just had tier gear that automatically changed to match your spec. And the expansion before that (WoD) introduced dynamic primary stats, such that a Retribution paladin switching to Holy will see most his Strength gear turn into Intelligence. It felt like we were progressing to a point at which we simply had one major set of gear and were done.
I feel like players’ confusion and anger as to this sudden design reversal is justified.
Now, all this is probably a bit unfair to Blizzard. Weapons and trinkets were largely spec-specific even in Legion days, to say nothing about how Legendaries forced you to commit to specs to a ridiculous degree. On top of that, everyone knew that even if primary stats swapped around, different specs valued secondary stats differently, even after the super-specific ones like Dodge (etc) were removed. If you were a paladin tank and switched to Retribution, you knew that your tank gear would deal less DPS than something focused on the stats that Retribution favored (without even getting into Artifact Power differences).
And yet… Azerite still feels bad. Because its a regression back to a time that was inherently more frustrating for people with multiple specs. A split baby option of reforging doesn’t make anything better, nor the opportunity to split another baby by choosing generic Azerite traits (actual suggestion from Ion) rather than spec-specific ones in an effort to save gold. And Blizzard’s big “solution” to fix things in 8.1? They’re adding another ring with only spec-specific traits. Which means the power delta between each piece of Azerite gear is actively getting worse for your other spec(s).
This sort of thing is not an accident. Ion wants the game to return to the point at which players need a full set of different gear for each spec. That used to be okay. Hell, it used to be you needed a PvP set of gear on top of everything else you needed for PvE. But it is a regression from what we had before.
That’s the problem with Azerite.
The concerns people have about not being able to get 370+ Azerite pieces from content? Not actually an issue from the old design rubric – you only had 1-2 shots at a piece of tier gear from a raid boss each week anyway (the glory days of Justice/Valor Point vendors notwithstanding). Traits needing to be simmed, or some being wildly more powerful than others? There were many times in expansions past where two different two-set tier bonuses were better than the four-set tier bonus. Traits being boring? Again, welcome to many tier sets in WoW’s past.
On a final note though, I do believe that Azerite Armor will likely go down as one of the worst experiments in WoW history. Leveraging it as a means to regress gearing philosophy is one thing. But I also blame it for the fact that we got no new skills or abilities or talents to look forward to in this expansion. Why add a new talent row or button to push when you can just slap a random assortment of buffs on a piece of gear that will naturally cycle itself out come next expansion? In a single design, they seemed to have “solved” ability creep, added a substitute to Legendary items, and gave everyone a grind outlet via AP.
All they had to give up was… fun.
My WoW subscription expires in two days, and I think I’ll let it.
This isn’t particularly Big News or anything, but experiencing the internal process has been interesting to me. I have been cashing out my gold for the past several weeks, to the point where I keep around 200k liquid gold, one WoW Token in the bags, and applying Blizzard Balance to the rest. Even now I could just right-click the WoW Token and be good for another month.
But what am I even doing?
Well, making gold. I still make Hexweave Bags because they still sell for 1400g despite current-expansion 30-slot bags go for 800g. I still do the MoP farm on one character, because those mats sell daily for around ~1500g. I herb whenever I run around on the Demon Hunter doing dailies (towards unlocking Pathfinder, Part 1), and that pulls in a couple extra grand. All told, I log in every day to the tune of 5k-10k a day. Peanuts to any serious goblin, but since I’m not seriously doing anything, getting paid $30-$45/month to play WoW seems pretty good. Especially when there is a spike in demand when the Warfront Contributions come around.
But… that’s it. There’s a bit more involved than the Garrison days, but I’m essentially logging in to collect my gold, muck around a bit to see if there are new markets to explore, and then logging off. That was good enough to justify things last month. Not so sure it still holds up this month.
Yeah, it’s probably for the best to let things lapse. I’ll check back in patch 8.1. Maybe. Fallout 76 beta should be in the next three weeks, so who knows.
The problem with goals is that you complete them.
When I originally wrote Monday’s post about farming transmog pieces in WoW, I had not yet acquired the Tunic of Unwavering Devotion. Since I had technically been farming since Legion (via LFR), I was buckling in for the long haul. After a presumed failed run over the weekend, I was going to get back to leveling my Monk character to the cap and then seeing if she can also solo Nighthold.
Alas, like a strange monkey paw curse, I got exactly what I was looking for.
Oh, and have I mentioned that my Demon Hunter is sitting at ilevel 340 now? It took a dozen dungeons to go from 310 to 320, but about three days of casual, mostly solo content to go from 320 to 340. So there really isn’t much of a point in doing much of anything on the Demon Hunter now. I will do the occasional WQ if it offers reputation, but only in the off-chance that I continue playing WoW once flying is (re)(re)(re)released.
Leveling alts to the cap seems like a fine goal on the face of things, but… eh. They will not be used for raiding or dungeon running or farming transmog, so what’s left? PvP? I usually reserve my Warlock for PvP endeavors, but the forums are pretty clear about the apparent sad state of Warlocks this expansion. I could try going the healer route for giggles, as I do have a Priest at 111.
The real problem I have is that I somehow lack the motivation to do much of anything, anywhere. Post-game Depression is a thing I talked about a few years ago, and it may well triggered when I got that last piece of transmog gear. Or maybe WoW has been on its way out with me for several weeks.
I dunno. I have a million other games I could be playing, but no motivation to load any of them. The 7 Days to Die Alpha17 patch keeps getting pushed into Star Citizen territory, and Fallout 76’s beta isn’t until the end of this month. In the meantime, I am just logging into WoW and puttering around on the AH, or closing the client and watching people play Hearthstone on Twitch.
Guess my next goal should be to get more goals.
When I came back into WoW during Legion, I had two long-term goals:
- Getting (mythic) Living Wood Spaulders
- Getting Tunic of Unwavering Devotion, or Skimpy Demonleather Tunic
Having finally gotten both items after some trial and error (and weeks of RNG), here is a mini-guide in case you want to follow in my footsteps:
Living Wood Spaulders
Why: the mythic version of these druid-exclusive shoulders have insect-like wings that are animated. While they will only be visible on Boomkin (with the Astral glyph) or Resto druids, the effect is rather striking.
How: Living Wood Spaulders drop from mythic Operator Thogar in the Blackrock Foundry raid from Warlords of Draenor. You will have the best chance of getting this item if you are at least level 111, as that triggers “Legacy Loot” and you’ll get ~5 pieces instead of just one.
That said, the first step is getting to the raid site. Garrison Hearth and then take a Flight Path to Gorgand. Fly or mount up to the raid entrance, which looks like this:
Be sure that the raid difficulty is set to Mythic. Once inside, avoid the trash and head to the right.
Before you can access Operator Thogar, you will have to kill Beastlord Darmac. This fight is relatively easy as a level 111 Boomkin, with one enormous caveat: you must avoid Pin Down. Periodically during the fight, there will be a faint horn sound and a small, swirling cloud graphic will appear. Within 2-3 seconds, a spear will hit the ground at that spot and, if hit, will render you unable to move or take action, permanently. If you manage to cast a persistent AoE (e.g. Starfall) right before getting pinned, there’s a small chance the damage will be enough to kill the spear and free you. Otherwise, you will have to wait several minutes while you slowly and helplessly get killed.
The second complicating factor in this fight is when Beastlord Darmac mounts Dreadwing, which is the dragon-looking beast in the back. Dreadwing has the Conflagration ability, which will essentially disorient you for ~10 seconds at a time. You can (and will) get CC’d by this ability and then be unable to move away from the Pin Down ability, which will (eventually) kill you. It’s exactly as frustrating as it sounds. Sometimes you might get lucky and the timing will be off (e.g. the Pin Down happens first), but you cannot rely on that all the time. Thus, I recommend starting the fight with Beastlord Darmac towards the rear of the room, closest to Dreadwing, so that he mounts Dreadwing first, and you won’t waste time beating the other beasts before seeing if you’ll survive the encounter.
Operator Thogar is a relatively more simple encounter at these levels. DoT him up, run out of the flames/electricity, AoE adds, and avoid being hit by the trains. You’ll be able to tell which tracks are safe by watching the train doors at either end of the room. Things were a bit more dicey in Legion, but if you get to level 111 and equip at least the crafted 225 ilevel gear in your slots, you should not have too many problems.
As mentioned, I completed the above as a level 111 Boomkin with ~225 ilevel gear. I recommend picking up Restoration Affinity over the other options, as I found Swiftmend (instant heal on 30-second cooldown) to be extremely useful if I accidentally took a lot of damage, like getting hit by a train. I cannot speak for whether Guardian or Feral would have been easier specs to farm this item.
Tunic of Unwavering Devotion
Why: this item is an incredibly risque leather chestpiece. Like, whoa.
How: There are technically three sources for this particular armor model. The first is the Demon Hunter PvP set for Legion. If you have X Marks of Honor, you can buy the entire armor set and be done with it. Note: you will only be able to transmog the set on your Demon Hunter.
The second source is the Legion world boss Ana-Mouz. This boss cannot be solo-farmed by any leather-wearing class that I know of, specifically because she will periodically cast a spell which will Mind-Control you after ~5 seconds. Now that I think about it, you might be able to pull it off if you switch to a healing spec and dispel yourself. Regardless, world bosses are on like a 12-week rotation, so it’s incredibly unreliable to farm her anyway.
The third, confirmed soloable method is killing Trilliax, the 3rd raid boss in Nighthold. My druid is still low-level, so I actually went in as a fresh, level 120 Demon Hunter with an average ilevel of 290. Make sure the raid is set to Normal, and you purchased some of those extra-roll coins!
Where is the entrance to Nighthold? Here are some pictures:
Zone in, clear/avoid trash until you get to the first boss, Skorpyron. This encounter took a while, but was completed with relative ease as DPS Demon Hunter. Make sure to save a few of your AoE spells for when the adds are activated. Also note that there will be a short burst window when the boss takes a lot of extra damage. Save your DPS cooldowns for then.
The second boss is Chronomatic Anomaly. This boss has an instant-kill debuff you would normally have to worry about, but there’s a trick to avoiding it. DPS the boss as normal, avoiding damage as best you can, until the add spawns. Run over and kill the adds, including the smaller ones that appear, but do not click the orb. The boss will essentially channel an AoE with stacking damage until the orb is used, but he otherwise doesn’t stack the debuff. So, basically, kill him during the channel. The level difference will allow you to survive 20+ stacks of the increasing damage, and you should be able to kill him before you’re whittled down. You might able to use the orb to buy yourself some more time, but I didn’t have a problem at ilevel 290.
Finally, there is Trilliax. Change to tank-spec for this fight. Trilliax will cast Arcane Slash periodically, which will give you a stacking debuff to damage taken, and I was not able to kite him long enough for the debuff to fall off. In tank-spec, your only real worry is the Enrage timer. To this end, make sure you maximize DPS as much as you can. For example, I took Abyssal Strike + Flame Crash, which gave me two additional uses of Sigil of Flame. Every DPS gain you can eek out is necessary! There’s nothing more frustrating than dying to Enrage timers when the boss is at 5%.
As mentioned, I completed the above as a new, level 120 Demon Hunter with an average ilevel of 290. I cannot speak to how a Druid, Rogue, or Monk might fair in these same fights.
What a joke.
Yesterday, I was talking about the Gearing Deadzone that exists between ~295 and 320 average ilevel. I had been receiving a few lucky drops from heroic dungeons, so I was quite far along in my quest to queue into Warfronts by that point, when I stumbled upon some easy “upgrades.”
First, Plundered gear. These are mostly “transmog” weapons that occasionally drop from Island Expeditions. The thing is, they are actual 325 ilevel weapons that sell for as low as 12,000g on the AH. The Agility 1-handed weapons are quite a bit more (around 20k), and you really want two of them, but it’s possible that this is an avenue to get you past the deadzone. If you have ilevel 300 weapons already, each Plundered upgrade will give you another +1.56 average ilevel.
Second, and I can’t believe this still works, just having BoE gear in your bag counts. Remember how I was saying that the DPS Darkmoon trinket cost 70k and that’s not worth the +3.75 ilevel bump? Well, I purchased the tanking Darkmoon trinket for 12k with the expectation of “I might potentially tank on this character someday anyway”… and then queued for Warfronts without equipping it. Because the 320 gate doesn’t care about equipped gear apparently. If I can sell it for the same price that I bought it, I’d only be out like 600g. That’s like four herb nodes.
So, I queued for Warfronts. Spent the entire battle wandering around, trying to figure out how to chop trees. Killed some mobs. Then got ilevel 340 gloves and ilevel 370 helm after about half an hour.
Again, what a joke.
I’m not the sort of person that participates in the “log in, loot epix” criticisms of WoW. Using gear as the metric of achievement or skill always seemed asinine to me, because the drops are random. We all know (or have been) someone that cleared a raid a half dozen times with zero drops before. Having the whole set meant you were either lucky, or grinded out the RNG for months and months. Is that somehow more admirable than the person standing next to you, with the same Achievement unlocked, dealing comparable DPS in lesser gear because they rolled low?
The whole thing is silly, has been silly since the very beginning, and is especially silly in a world where Mythic Uldir gear is likely to be transmogged into gear sets from a decade ago the minute it’s equipped. Gear’s only relevance is to indicate how sloppy you can be and probably still complete content, or otherwise used as an artificial gating mechanism.
Having said that, what is ridiculous and poorly designed is precisely this dumb gap between the end of leveling gear (290) and free loot raining from the sky (320). I understand the mechanics behind why the system is designed this way. Specifically, if Warfronts only rewarded 325 gear or whatever, then no raiders or Mythic+ players would participate, and it’d be dead content the entire expansion. Meanwhile, the 320 gate was slapped on so as to not invalidate dungeons altogether with fresh level-capped players getting fulls suits of 340.
But, seriously, man. After checking last night, the Warfront is actually going to be active for another day or two. Which means I’ll be chain-queueing that and turning in lumber until I have 340 gear in every slot. Then I’ll be running around tagging Arathi rares for every more loot and toys until it goes away for 2-3 weeks. The cycle will then repeat itself, possibly at a higher ilevel.
And that’s fine… if it were consistent with the rest of the level-cap experience, which it’s not. You ding and either cheese the 320 gate via gold/guildies, or slog through a bunch of dungeon content for hours and hours. Then, at 320, it’s free loot for the rest of the expansion. “Luckily,” by the time 8.1 rolls around, new alts will probably not have to endure this awkward phase at all and jump straight into Warfronts as soon as they hit level 120 via Profession BoE gear.
Fake Edit: In one, long Tuesday evening of playing, I queued five times for Warfronts and received 5 additional pieces of 340 gear. Not sure if it’s luck that I haven’t received any duplicates, but I almost cannot even stand to queue for it again. I see why people AFK through it – it’s not engaging.
Never thought I’d be in this place again, but I spent the weekend chain-running dungeons in WoW.
My for-now main is a Demon Hunter, and I had been relatively satisfied with the ilevel ~290ish gear she had. Mobs scale up with ilevel now, and I’m not doing regular raids, so who cares? The thing is… character progression is nice. Also, I found that there must be breakpoints at which World Quests just refuse to grant higher-level gear. My understanding is that if you are at 290, you should see some 295 gear, presumably until you reach 295, at which point you’ll see 300, and so on. After 3-4 days of WQs, that did not appear to be the case.
Plus, the Alliance Warfront was active this past week, and that apparently hands out 340 gear every 20 minutes you chain-run it, with an extra 370 piece once a cycle. The catch is that you need to have 320 to queue for it. Also, you need 320 to queue for Raid Finder. So, how the hell are you supposed to hit 320?
Chain-run dungeons like a chump, apparently.
The experience has not actually been that bad, at the moment. I queued for some normal dungeons at the beginning, so I could hit the 305 breakpoint to queue for heroic dungeons. That took around two dungeons’ worth of drops. Then I ran about four heroics in a row, with about ~15 minutes of queue times inbetween them. Heroic dungeons drop 325 gear, which is nice, if a little weird considering how that’s 20 ilevels above the minimum.
During this process, I was very tempted to solve my situation with gold. First, by buying BoE epics from the AH. The DPS Darkmoon deck is 355, for example, and there were some BoE wrists that drop from Uldir too. Before committing, I decided to do the ilevel math myself to see how much of a bump that might give me. Going from a 295 trinket to 355 should be a big boost right? Well…
5016 (total ilevel) + 60 = 5076 / 16 = 317.25. Or +3.75 average ilevel.
While that ain’t nothin’, it also isn’t 320. Plus, the Fathoms deck is 70,000g at the moment. While I was poking around the AH, there were a couple of advertisements in Trade chat from people doing Mythic dungeon carries. I was very, very tempted to check up on the prices of that, out of curiosity if nothing else. Then I saw one being advertised for… 350k. Even that started to sound a bit reasonable as the Warfront window is rapidly to drawing to a close. Gold it meant to be used, right?
What brought me back to reality was Blizzard’s own intrusion into the real world. Specifically, WoW tokens. Current prices are 107k gold for $15, which meant I was about to pay $49 to get to 320 ilevel. That doesn’t seem all that good. There is often an argument to be made regarding how much time I am going to spend running heroics (etc) instead, and how I could just “work another hour of overtime” instead of spending 3+ hours doing something I don’t expressly enjoy.
First, I don’t have a job where I can just magically get overtime – that shit has to be approved on two different management levels. Second, there is a wide gulf between a distasteful or boring task in a videogame, played at home, in a comfortable chair, with a refreshing beverage, than there is with another hour spent at work. My job is relatively easy and stress-free, but I’d still rather be doing damn near anything else, including nothing, if given the chance.
Anyway, the decision is likely already made for me, as the Warfront window closes soon. I’ll continue to casually run heroic dungeons until I hit 320, so I can unlock LFR, which will give me a steady stream of gear for the rest of the expansion. This initial hump is extremely awkward though, as it’s likely to be pole-vaulted beyond for anyone playing in 8.1 given the next tier of crafted gear coming out.
I’m fine with Blizzard wanting there to be some sort of hazing phase where they want everyone doing 5-man content before “graduating” into raiding. I just think it’s weird to have Warfronts dropping 340 gear like candy for something that, by all accounts, is significantly easier than even 5-man normal dungeons. Finally getting over that 320 gear deadzone will apparently set you up for easy gear the rest of the expansion, and that’s just a strange sort of design decision.
End of post.
Not really, but close. While you can sometimes make tens or hundreds of thousands of gold by flipping AH items or getting a BoE epic drop, spotting an Anchor Weed node and looting the equivalent of 1200g on the spot is one of the few means for the everyday player to experience something similar. So, ideally, whatever herbs you are picking, you will want to maximize those Anchor Weed nodes. Usually.
My personal go-to farming route is the Tiragarde Sound/Norwington Estate river area:
There’s a short flightpath that drops you off in Hatherford, and just follow the river in a counter-clockwise manner. If you don’t see any Riverbud within about 100 yards, that means someone is already farming the route ahead of you, and you should either wait in place for respawns, or go somewhere else.
I farmed for about 7.5 minutes and received:
- Siren’s Pollen x24 (1314g)
- Riverbud x62 (1319g)
- Star Moss x12 (155g)
- Sea Stalk x31 (413g)
- Total = ~3200g per 7.5 min, or 25,608g/hour
Prices current as of this past Saturday on Sargeras-US. Your own prices may vary. Also, I had 3-stars for every herb but Anchor Weed at the time, so your own yields may vary too.
Another option is the extremely well-known Drustvar Winter’s Kiss loop:
I have never had any particular amount of success on this route, precisely because everyone is doing it. While the sheer number of densely-packed Winter’s Kiss makes this area great for “forcing” Anchor Weed spawns (since Anchor Weed has a chance to spawn after a node is tapped), the problem is that Winter’s Kiss itself is practically useless as an herb. On Sargeras-US (as of this past weekend), Riverbud is 22.83g whereas Winter’s Kiss is 15.58g. That might not seem like much, but it’s a difference of 1450g per stack of herbs farmed. Or put another way, you can expect to receive ~35g more per node of Riverbud than Winter’s Kiss.
The unsung hero herb of this expansion is obvious in retrospect, but bears repeating now: Siren’s Pollen. Current pricing on Sargeras put this at 67g per herb, which is almost as much per node as a single Anchor Weed. It was “obvious” that this herb would hold the most value because A) it’s used for Agility/Intellect potions, health pots, and Strength Flasks, B) it cannot spawn Anchor Weed nodes, and C) it’s annoying to gather (growing on trees). Star Moss is also annoying to gather and doesn’t spawn Anchor Weed nodes, but is only really used for Strength potions (and Stamina potions/flasks).
There is not one particularly good route for Siren’s Pollen in any case. The Riverbud route will give you a few nodes, or you can follow the east side of Drustvar like so:
After farming for 7.5 minutes, I received:
- Siren’s Pollen x34 (1862g)
- Winter’s Kiss x19 (225g)
- Star Moss x7 (91g)
- Riverbud x11 (234g)
- Anchor Weed x7 (3315g)
- Total = ~5727g per 7.5 min, or 45,816g/hour
The yield seems amazing compared to the Riverbud route, but any route will be amazing after hitting two Anchor Weed nodes. If we assume those two nodes would have been Riverbud instead, the actual yield would have been 21,000g/hour. Given the price of Siren’s Pollen, it’s possible that this particular route was already being farmed – there certainly weren’t many nodes until I hit the south – but that’s a risk you take.
Kinnings Lodge route is another option:
- Siren’s Pollen x45 (2464g)
- Riverbud x3 (64g)
- Winter’s Kiss x14 (166g)
- Star Moss x35 (453g)
- Sea Stalk x49 (653g)
- Total = 3800g per 9.5 min, or 24,000g/hour
Note that the above took longer than 7.5 minutes to complete the loop. I was also less familiar with it, but you can get the general idea.
Specifically, farming Blood-Stained Bones. Leather prices are up and down, but Blood-Stained Bones are pretty consistently 35-48g apiece. Many of the hyper-farms have been nerfed already – apparently there were a few 3k HP mobs that could be skinned for full rewards somewhere – but the Quillrat farm in Drustvar continues to spawn endless amounts of walking leather:
I turned my Boomkin into a Skinner specifically for this farm. Gather up ~10 mobs, lead them ~10 yards away (important!), DoT them all, then use Treants to survive and nuke the rest down. Any Calcified Bones you get are a total waste, and Alliance can’t really get 3-Stars with bone gathering before level 120 (requires a Horde dungeon), but you can still get a couple dozen Blood-Stained Bones relatively quickly.
Herbalism is higher gold/hour generally, but killing mobs does give you a slight chance to hit a BoE epic or some other drop that can sometimes make up for it. Plus, occasionally Coarse Leather prices creep back up.
Seriously though, it’s a waste. On Sargeras-US, ore is around 28-32g apiece no matter what kind. In fact, you often lose money anytime a Platinum Ore node appears, because Blizzard is a small indie company who can’t spare the resources to make reasonable Professions. Prices are better on smaller servers, but so too are herb prices. Plus, you know, you can herb with Sky Golem and hit nodes within 0.5 seconds.
As mentioned before, sometimes you can hit it big if the Warfront Contribution requires something like Monelite Ore, which saw prices increase to 80g per ore. That is definitely more than most other herbs. The problem is that those prices last for maybe a week, and then collapse back down. It’s a better use of time, IMO, to farm slightly lower-priced herbs with a chance at Anchor Weed, and then just buy the ore you need when you need it.
Fishing has rapidly fallen on hard times compared to the beginning of the expansion. Midnight Salmon is still worth 206g apiece, but that is down significantly from where it was at. On Sargeras, there are two fish worth around 40g apiece: Slimy Mackerel and Redtail Loach.
Slimy Mackerel can only be caught off the coast of the Horde island. There are pools for it, but you are likely better off just free-casting into the ocean, where you have a 50/50 shot of Slimy Mackerel and Sand Shifter. Slimy Mackerel will likely maintain its price for a while, as it can be cooked into +Haste food.
Redtail Loach is the inland fish also caught on the Horde island. I’m not particularly convinced it will maintain its price, given the fact that it’s only actually used for creating the raid feast.
Beyond that, the remaining fish sell for 20g or less, and thus not worth it, IMO. In fact, Fishing in general is a pretty poor choice of gold-making activity unless you enjoy it specifically. It might seem exciting getting 40g per fish, or even nabbing a Midnight Salmon, but keep in mind you can get 5-7 herbs per node that sell for just as much.
Holy shit, guys. If you were not online during the first four hours of the Alliance Warfront Contributions on a high-pop server… then I’m sorry. You can still make some coin, but probably not “selling a 2g item for 250g” level of coin.
Overall, I collected 120,000g in AH sales on Sunday, without expressly stockpiling anything.
Warfront Contributions are a week-long event in which max-level characters of a specific faction can turn in items for +500 Azerite Power and +75 reputation. There are two default turn-ins of 100g and 100 War Resources. The other nine turn-ins are “random” items from various professions.
This week for Alliance NA, we have:
- Coastal Mana Potion – 20x
- Meaty Haunch – 60x
- Monelite Ore – 60x
- Coarse Leather – 60x
- Battle Flag: Phalanx Defense – 1x
- Straddling Viridium – 15x
- Incendiary Ammunition – 2x
- Enchant Ring – Seal of Versatility – 3x
- War-Scroll of Intellect – 3x
- Donations: Gold – 100
- Donations: War Resources – 100x
If you’ll recall, Horde had a similar Contributions list two weeks ago:
- Steelskin Potion – 2
- Monel-Hardened Stirrups – 2
- Enchant Ring – Seal of Versatility – 3
- Crow’s Nest Scope – 6
- Great Sea Catfish – 60
- Straddling Viridium – 15
- Coarse Leather Barding – 2
- War-Scroll of Fortitude – 3
- Tidespray Linen – 60
So, the first thing to note is that the same item can appear week-to-week. This will severely complicate the notion of buying up stockpiles of items for the next turn-in. On the other hand, when certain items fall to levels that may as well be vendor priced, well… sometimes that 1000:1 odds may work in your favor. For example, people were selling the Crafting glove enchants for like 1g apiece. I bought 300 of them. Maybe they will become the turn-in in October, and I can make a killing. Maybe it won’t.
This leads to only note that matters:
Raw Materials Are King
I have consistently been purchasing any ore priced under 20g. The idea was to collect some spare mats to level up Blacksmithing and/or Engineering on an alt in the future, but it allowed me to capitalize on the fact that Monelite Ore went from 20g to 80g apiece. For those keeping track at home, this meant I made a profit of 12,000g per stack. I did not sell them in stacks though, of course, I sold them in auctions of 60 to match the Warfront quests.
Incidentally, I did not have a stockpile of Straddling Viridium ready to go when the Warfront Contributions went live; my bet was on Insightful Rubellite. But I do have a JC character, so let’s look at the prices of Storm Silver Ore and Platinum Ore…
It was barely above 25g, and that’s because I bought out everything below that amount. So, I prospected all that Storm Silver Ore, then cut all the Viridium and sold them in groups of 15, with each individual gem selling for 250g+. The precise numbers might have been needed to be crunched to see how I fared fishing for Viridium – it costs at least 125g every time I pressed that Prospect button – if not for the fact that every other outcome was pure bonus. Well, most of them. Owlseye is 580g and Kracken’s Eye is nearly 2000g. But then, someone decided to pay an absurd amount for even raw Rubellite and Kyanite for some reason, so my averages kept going up.
Do they know something I don’t? Who cares! I have always been a huge advocate for mild success over complete dominance, assuming the former takes a fraction of the effort as the latter. Besides, in a worst-case scenario, I simply prospect some more ore and compete with them on their secret strategy or whatever.
Some other easy wins on the Contribution list were Coarse Leather and Meaty Haunch. If you have a Skinner, they can drop from the same mobs, and hey, Blood-Stained Bone still sells for 35-50g apiece too. That’s practically a triple-threat all by itself. More farming tips will be in Friday’s post.
Strategy Going Forward
As with real life, the key to making bank via Contributions is owning the means of production. In this case, raw materials. Instead of stockpiling Coarse Leather Barding in anticipation of those items making a return, just bank a bunch of Coarse Leather instead. Profession alts are easy to make this time around, and one Leatherworker will let you take those materials and turn them into whatever you need crafted. Or in this week’s case, just sell the material straight-up.
While I recommend primarily raw materials, do keep an eye out to those selling below mat-cost just to recoup leveling costs. I’m note sure if any of those glove enchants will come up as an item turn-in, for example, but they sure as hell cost WAY less than the 5 Gloom Dust that it takes to craft them.