The little stories League of Legends creates

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The Summoner's Guidebook The little stories League of Legends creates

Recently, one of you guys asked to see more personal stories showcasing my experiences in League of Legends. Normally I’m not as fond of doing that sort of thing unless there’s a moral in the story somewhere. I like teaching, so that is what the Guidebook does a lot of. The column’s name is the Summoner’s Guidebook for that reason, after all!

However, I was thinking about it when I was playing last week, and I ended up playing a really great unranked, blind pick game. The outcome was very close, and the overall dynamics of the game were a firm reminder of why I play League of Legends. There was no “mid or feed.” It began with good communication by our team and good sportsmanship by both teams at the end. In my mind, that makes this story one worth sharing with you.

Please select your character!

Champion selection is frequently one of the more frustrating parts of the game. There’s nothing worse than knowing that your team is going to lose because two guys decided to fight over mid or ADC or jungle.

Right at the start, one of our team said, “I’d like top,” and soft-locked Riven, a reasonable top lane choice. She continued, though, with, “I can play anything but jungle if we need it.” The team was already to a good start.

I continued the trend. “Pref adc but can jungle,” I said. I finished with, “Really anything but mid is OK.” I didn’t soft-lock anyone, but my plan was to play Graves. Shortly thereafter, one player picked Katarina, while another picked a carry. I want to say she picked Caitlyn, but I actually don’t remember, and Caity was free at the time. The final player said, “I’ll support, guys,” and picked Leona. I soft-locked Udyr with Smite.

“I have a good feeling about this team,” said Riven. I replied, “Always nice to talk before the game starts.” We locked in and readied ourselves for the battlefield.

The enemy team was Shen, Olaf (with Smite), Lux, Quinn, and Lulu.

The Summoner's Guidebook The little stories League of Legends creates

Beginning the laning phase

We spawned on the blue team side, and Leona and Caitlyn headed off to their side of the map. We weren’t really expecting or going for any sort of early game invasion, which was probably a bad idea in hindsight. I positioned myself at the wolves spawn, letting my team know my plan was to go wolves and then blue golems. I didn’t telegraph any intent to do an early red steal; I was unfamiliar with the new jungle and wasn’t sure how my health would look while going for Olaf’s red. Additionally, Olaf clears the jungle fairly quickly, and unless Kat or Riven came up to help me invade, it would be likely that stealing his red would end in a fight I couldn’t win.

Kat and Riven both came to assist a bit with my clearing efforts. I did wolves and blue very quickly thanks to their help and ran off to do the rest of my route. As I cleared my double golems and hit level 3, I noticed Lux pushed up way into Kat’s lane. I decided to level Bear Stance and skip going for my red buff in order to help Kat out. As Lux pushed past the center of mid lane, I Flashed out of the brush with the spirit of the Bear to boost my speed. We cornered Lux and she ran up the river and Flashed over a wall to escape my gank. While I hadn’t scored a kill, I’d at least traded my Flash for hers. I returned to my jungle and continued clearing.

I cleared my red lizard and based, having been a bit beaten up by the lizard elder, minion aggro from the Lux gank attempt, and just the general wear and tear from the jungle. I moved out to clear more, and I noticed some slight push going on by Quinn and Lulu. I stormed across the map to bottom lane, hoping to get there in time to make something happen.

My flash was down, but Quinn made the mistake of being too aggressive from the blue-side bottom lane bush. Sprinting out of the river without any Flash, I made my presence known. However, I would not make it to Quinn in time. Fortunately, Leona responded perfectly, landing a Zenith Blade and rooting Quinn in place. Even with Whimsy stopping Caitlyn from dealing damage, Leona and I locked down Quinn for so long that a kill was assured. Caitlyn picked up the killing blow and the first blood of the game.

And the early game winners are…

I continued through my jungle rotation after the first blood, wondering aloud, “Has anyone even seen Olaf?” Almost as I had pressed the enter key to ask, Olaf showed up for Riven’s blood. Fortunately, Riven escaped with a small fraction of health left. Knowing that it was about seven minutes into the game and Olaf was in top lane, I took the opportunity to steal his blue golems. I was in a bit of a conundrum, since I had taken Olaf’s blue, mine was respawning, and neither Kat nor Riven needed the blue buff. I ended up just munching it myself later, since Olaf didn’t think to counter-jungle. I realize I should have fed his blue to Leona, but she was deep in her lane. Mistakes happen, I suppose.

More fighting occurred; Riven fed two kills to Shen in top lane. Kat traded with Lux once, and I pulled off three more successful ganks. Two were in bottom lane, feeding another to Caitlyn and getting one myself (oops!). Olaf had one assist on Riven, but had otherwise done nothing, and I had stolen a lot of his jungle camps. We were pretty decisively ahead in the laning phase.

During a bout of aggression, we had a 4-man push (me, Kat, and the two bottoms) in bottom lane, looking to take their tower. In the meantime, Riven died to Shen and Olaf, and we lost our first top tower. With only Lux there to defend, we breached the tower easily and feasted on Lux’s gold. As I walked up the river to ward, I noticed that the dragon was gone: Quinn, Lulu, and possibly Shen had killed it while we were pushing. Not good.

Even though we were up a few kills, the presence of the dragon gold led me to believe that the game was close to even. I was frustrated at myself, since I had not warded dilligently enough.

The enemy team grouped up at our mid turret, and because of a somewhat sloppy initiation by myself, we were cleaned up and lost our first mid turret. It was a pretty decisive loss, and our early lead had evaporated. Now behind a turret, a dragon, and even on kills, we were definitely on the back foot. Shen took this moment to talk trash in all-chat. I won’t repeat what he said.

The Summoner's Guidebook The little stories League of Legends creates

Turning the tables?

Our game was going along in true storybook fashion. By that, I mean that after our early demonstration of strength, the enemy was taking a commanding lead and we were caught licking our wounds. Two more lost teamfights occurred, and while we did manage to split push down some towers and take the second dragon of the game, we were still pretty far behind. I vocalized my feelings. “It’s not over, but it’s mostly over.”

Still, we were not totally out of the fight. We had lost a lot of minor engagements and asymmetric fights, but we had won all but one of the fights where everyone was together. Our composition was well-suited to it; with two CC-ing tanks (plus Riven too), Katarina’s AoE damage, and Caitlyn to clean up, we had a more cohesive team comp. It was just a matter of making things happen.

After a won teamfight on the other side of the map, both sides were down five turrets. We pushed down their turrets, and I expressed a desire to go for Baron. We were about level 16, so we were going to need the whole team. Caity displayed some disinterest in this plan. “We need to win a teamfight,” she said.

Of course, she was right. However, as I had predicted, positioning our team at Baron had not gone unnoticed. We didn’t have an Oracle, and I was sure there were wards. I saw a ward get dropped in the Baron pit, and as Riven and Caitlyn hesitantly went up to Baron, they spotted enemies. The enemy team was split up, with someone near Baron and the others in our jungle.

Our whole team dived on the people in our jungle. A Leona combo held them in place while Kat spun to win, and the entire team melted away. Even Riven got a kill. Humorously, I ran around the top of the Baron pit to see whether whoever placed the ward was there, and sure enough, there was Olaf. My entire team jumped over the wall to assist me (except for Riven). Olaf died in an instant.

“There, we just won a teamfight,” I retorted.

The Summoner's Guidebook The little stories League of Legends creates

Finish the fight

Baron went down quickly and cleanly, and our team stormed down the enemy’s lanes, breaking towers and inhibitors. It felt almost like a bot match; we still had a bit of Baron buff time left when we were breaking the opposing nexus turrets, and the only thing deterring us was Lux’s respawn. Anyone who left the summoner platform was CCed and killed in moments, and we won handily.

“GG WP” came the enemy messages in all-chat.

After the game, the enemy Lulu and Lux congratulated us. Shen continued his badmouthing, and we encouraged reporting him. Likewise, we also gave props to the enemy for proving to be dangerous foes. It was a heart-pounding game for the 35 minutes or so it took, and it was a great reminder of how fun League can be.

World of Warcraft:Races:Pandaren

Couched in myth and legend, rarely seen and even more rarely understood, the enigmatic pandaren have long been a mystery to the other races of Azeroth. The noble history of the pandaren people stretches back thousands of years, well before the empires of man and before even the sundering of the world.

Denizens of a wondrous and fertile land, the pandaren once labored under the oppressive thumb of a monstrous race of ancient warlords known as the mogu. Through tenacity, diplomacy, and a unique form of unarmed combat, the pandaren staged a successful revolution that deposed the mogu and established a pandaren empire that would prosper for thousands of years.

Honorable and filled with a love of good company, good food — and every now and then, a good friendly brawl — the pandaren have been content to live in seclusion, allowing their culture to flourish and thrive away from the influence of the outside world. However, every now and then, a pandaren is born with a thirst for adventure that rivals his or her thirst for a strong drink, and he or she strikes out to explore beyond Pandaria’s shores. One of the most famous such wanderers was the brewmaster Chen Stormstout, who set out looking for exotic ingredients for his special ale and wound up an integral part of the founding of the Horde.During the bleak days that preceded the sundering of the world, when demons flooded onto Azeroth and threw the entirety of the mortal realm into jeopardy, the last Emperor of the pandaren discovered a way to protect his land from the devastation. His deal with fate shrouded his land within an impenetrable mist for ten thousand years, but the nature of his transaction has left Pandaria haunted ever since…

Start Location:The Wandering Isle
It is the rare pandaren indeed who sought a way beyond the mists of Pandaria. Generations ago, pandaren explorers began to gather on the back of a giant turtle: Shen-zin Su. This great sea turtle roamed Azeroth’s oceans for hundreds of years, eventually losing contact with their mist-shrouded homeland.Here on the “Wandering Isle” young, eager pandaren train and learn, engaging in mock combat against one another and mastering the tools and forms of martial arts. When Shen-zin Su travels near the Maelstrom, life on the Wandering Isle—once pacific and enlightening—is cast into crisis. The ground becomes unstable and Shen-zin Su’s very life is threatened as the great turtle drifts into an unsteady pattern which may be a death spiral.As one of the most promising pandaren wanderers, you must uncover the true threat to the Wandering Isle. But the problem facing the great turtle has several potential solutions, and the students of the isle are split on how to handle it. Your decision will shape the future, and mark the path of the pandaren in a changed world.

Home Continent:Pandaria
Shrouded in fog since the world was sundered more than ten thousand years ago, the ancient realm of Pandaria has remained unspoiled by war. Its lush forests and cloud-ringed mountains are home to a complex ecosystem of indigenous races and exotic creatures. It is the homeland of the enigmatic pandaren, a race that celebrates life to the fullest even while under siege by an ancient menace.The new continent reveals itself to a broken world just as the Alliance and Horde are spiraling ever closer to a war that will consume all of Azeroth. Will the mists of Pandaria part to reveal the world’s salvation? Or will the battle to control this rich and breathtaking new land push the two mighty factions over the brink of war and into total annihilation?

Racial Mount:Dragon Turtle
The pandaren have long sought mounts that embody their values: patience and strength. With a naturally armored hide, even gait (no matter how heavy the passenger), and the relaxed attitude that welcomes long journeys, the Dragon Turtle is perfect for the pandaren adventurer. Indigenous to mainland Pandaria, these fine steeds are easily outfitted with the essentials: maps, cushions, footstools, and brew-storage. Comfortable and hardy, the dragon turtle’s slow, even stride will gently ease passengers into new parts of the world and/or a relaxing nap time.

Alliance Representative: Aysa Cloudsinger
Aysa Cloudsinger is a follower of the path of Tushui who believes in living a venerable life through meditation, rigorous training, and moral conviction. Graceful and poised, Aysa has attained impeccable form and a refined intellect through diligent practice. To Aysa, to follow the way of Tushui is to defend what is right above all else. She believes that success in any endeavor never justifies dishonorable deeds. While the Alliance contains a diverse mix of cultures, Aysa is attracted to the high ideals and values that cement the Alliance together.

Horde Representative: Ji Firepaw
Ji Firepaw, a follower of the more direct Houjin philosophy, is adamant that inaction is the greatest injustice. Ji holds that it is honorable to defend home and family no matter the price. Outgoing, passionate, and not one for deep thought, he is always the first into the fray. Ji finds himself attracted to the scrappy practicality that defines the Horde, and although it costs him dearly, Ji has decided to carry the banner of the Horde upon leaving the Wandering Isle.


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WOW Redefine Raid Progression

WOW Redefine Raid Progression
Now onto the far more dicey of the core issues, that of a shared lockout for both the 10 and 25 player raid. I can understand the need for this since loot will be the same in both and therefore being able to go in for two chances at the same items in a one week period would allow players to gear up too quickly. Even though I can understand it, I am pretty sure players will not be that happy about it, I know that I am not. When doing raid progression in a game, I prefer to focus on one character at a time. Up until this point there has always been enough to keep busy on a character for at least a month or so before you really have time to move on to another character.

What would it be like if this was implemented in TBC?
This balance of difficulty will make that group of players very happy, as they were forced to participate in something they did not like just for the chance at better gear. Many players participated in 25 player raids simply because the loot was better, not because they wanted to be in a 25 player raid. Which brings us nicely to the second point. Now that the difficulty will be balanced more evenly between the two raid sizes, loot will be the same between the two sizes as well. As long as the difficulty is really maintained this is a good thing. If however one is easier or harder than another then players will migrate to that size raid.

Be prepared to read a lot of negative feedback from hardcore raiding guilds about this equalization however as they will see it, and probably rightfully so, as a further degradation and simplification of raiding. To the hardcore raider putting together, organizing, and controlling 25 players is part of the challenge of the game. While I completely agree with that statement, personally I still prefer 10 player raids for exactly those same reasons. For players that work and have jobs, dealing with employees, co-workers, and clients gives me plenty enough social interaction, management, and conflict management in real life, the last thing I want is dealing with it in game.

In this new setup with a few smaller raids, it seems likely that you could be done all the available raids in a few days and still have the rest of the week open for raiding. However, since your character is now saved to a shared lockout you can not simply find an alternate size to go to. You will need to have an alternate character to go to another run. This will probably not hurt hardcore raiders as they tend to have multiple characters but will hurt casuals as they will not be able to participate again in a raid until the following week.

One of the positive things about sharing loot exactly though is that in theory Blizzard will have to produce less loot and therefore can spend more time on different looking and acting loot. Right now a lot of time is spent balancing two different levels of loot and trying to make them different enough for the different content. Now the loot can be the same because the difficulty will be the same.

Next up, Blizzard has stated that they are really aiming for several smaller raids to start off with rather than a single larger raid. This is apparently to make it easier for players to get in, complete a raid, and get out before they have time issues. While in theory this is good, it does create issues. As we all saw with ToC when a raid gets too short and does not require a time investment, players start treating it like nothing more than a heroic instance with better loot. As such it becomes constantly pugged with people groups as something that can be dropped at any time. Far too many people started treating these short raids as trivial too quickly and they never stuck around in them.

Having the same difficulty between 10 and 25 player raids has been something long asked for by what seems like a growing portion of raiders that really enjoy raiding but don’t enjoy organizing 25 people. I count as one of those type of raiders, and for a long time avoided large raids once 10 players were introduced, just because of the complications they bring. There are many players that want a harder more challenging fight than the current 10 player raids provide, but are not up for interacting with an addition 15 players.

WOW The Messiah’s Take on the Changes

WOW The Messiah’s Take on the Changes
One decision that may need to be reversed to ensure 25 player raids stay active is the single lockout. Many times right now players use 10 player raids to help gear up new players so they can come to 25 player raids, or to teach new players the mechanics. If this option is gone on a weekly basis it may be harder to teach new and casual players the content, or get them up to speed to participate in larger raids.

Being a player that really enjoys raiding but doesn’t enjoy the organizational effort or challenge around 25 player raids, these changes look pretty solid for me. If pulled off correctly and the balance of difficulty maintained between 10 and 25 player raids though, I really don’t think anyone should complain. In fact I think that with the sharing of loot and balancing of difficulty will probably Blizzard to make the 10 man version slightly more difficult on a per player basis to compensate for being significantly easier to get a group together of 10 rather than 25 players. I would be perfectly OK with this, and it may get the hardcore raiders to agree as well.

However, if I was a hardcore 25 raider though (I only consider myself Semi-Hardcore) I think I would be pretty upset today.On the surface the changes really do seem like they could simply raiding and simplify it past the challenging and skilful entity that it is meant to be. Raiders consider that raiding should be something that many desire to do, but few are able to achieve. That challenge and difficulty and inability for just anyone to do it, has been over time what has made raiding such a draw for players. Raiding is in essence the holy grail of MMO’s. How long will it maintain it’s lustre if anyone and their dog can participate. Sometimes the very fact that you can not have something is what creates it’s allure. If it is achievable to all, will any lustre remain, or will the multitude of sweaty palms pawing at it tarnish it forever?

What needs top be considered closely is the balance of players doing 10 and 25 player raids. If all of a sudden 25 player raids disappear then Blizzard will have to step in and fix it so that the large player raids do not disappear. Raiding is about socialization and large groups as much as about the game, content, or challenge. Even getting down to 10 players is pushing that a little low to maintain those elements. It really is going to be about the implementation and balance.

Lastly, the change that really leaves me shaking my head in confusion is the statement that Blizzard does now want the first tier of raids to overshadow heroics. HUH??? Blizzard even goes so far as to state they want people to be able to start raiding in blues. WHAT??? Did they learn nothing from Naxxramas when WotLK launched? Naxx was far to simple and was cleared almost instantly by raiding guilds. If they make this new content to simple, it will let players get by with even less skill than many have now, which isn’t much. I strongly believe in pushing people to be better, not reducing requirements. Oh well, let’s hope heroic modes are a lot harder and more challenging.

WOW Other Changes

WOW Other Changes
Now onto some of the other lesser changes that have been announced. One change that was discussed was how the equalized loot and difficulty will require some changes in the way classes are designed. This is because when there are 10 players in a raid currently designers can not assume all abilities in the game will be represented, while in a 25 player raid they can.

This means that Blizzard will be further balancing abilities between classes so that 10 player groups can more easily be balanced to include all required abilities. This should make for some interesting changes for all players and classes. I am not sure if this is a completely great idea just yet as there are good and bad points. The ease of creating a group is a definite plus. However the homoginification of the classes may result in less individual flavour for each class, which is a definite negative.

Another change is that while raids will likely still be gated to control the pace at which new content in each one can be accessed, the limited attempt mechanic will likely be removed. Personally I always liked this mechanic as it game you a reason to try your best and potentially something new on each attempt of a new limited boss. With unlimited tries on a new boss it allows the team with the most time to beat the boss first (assuming equal skill between the teams, and most top raiding guilds are all fairly close).

Lastly for the changes is that Blizzard has stated that for the first round of raids they do not want them to overshadow the heroic 5 man instances. This is a definite change as traditionally the progression path at level cap has been: Instances, heroics, raiding. This means that potentially players could still be collecting upgrades in heroics even as they hit the second tier of raiding. I am pretty sure that most raiders are going to flip over that alone!

WOW Tillers Reputation Guide

The Tillers are one of the factions that were introduced in Mists of Pandaria, the newest World of Warcraft expansion. Heading up Pandaria’s agricultural faction, the Tillers make their home in the most fertile portion of the Valley of the Four Winds in a town called Halfhill. Currently there are three distinct activities that players can participate in regarding the Tillers:

The Tillers are a very unique faction in that they allow the player to farm a plot of land (Sunsong Ranch). Here players can plant their own crops, improve the farm, and even eventually earn the right to call the farm their own. Farming Sunsong ranch is not about earning reputation with the Tillers, although some quests related to the farm do earn favor, Sunsong Ranch is all about the joy of farming. Farming on the ranch requires the player to at least reach level 85.

The Tillers sports 10 individual members that players will need to interact with and earn friendship with. This friendship is tracked separately from the faction as a whole. Gaining friendship with each member can be done by digging up gifts and delivering them, bringing the member his or her favorite dish (limited to once a day), or completing a quest given to you by that member. Most duties that earn friendship do not reward Tillers reputation. Requires level 90.

Daily Quests
Daily Quests for the Tillers faction take place in Halfhill. These Daily Quests reward reputation for the entire faction as well as the member of the faction that the quest ends at. Daily Quests for the Tillers require level 90. 

WOW warlock loot Reputable

Every week, WoW Insider brings you Blood Pact for affliction, demonology, and destruction warlocks. This week, Megan O’Neill splits the warlock loot over two weeks to keep things light.
Blood Pact Reputable sources of warlock loot in patch 52 MON
Various people have been referring to Throne of Thunder as Thund’uar, a name I fully intend to steal and use. It’s just a perfect blend of the new raid and its supposed raid model, Ulduar, with the expected troll-like apostrophe thrown in for good measure.

But this week I won’t be listing out the Thund’uar loot drops; I’ll just drop in with a lighter piece covering gear miscellany and the new faction offerings. Next week, we can discuss how the PTR patch buffs and nerfs fit in with the expected performance of warlocks in Tier 15 while listing out the loot, instead of dropping a lump of lists in your lap.

Item level wars between old and new

The common comment I’m hearing from others regarding patch 5.2 warlock loot is “Kael’s balls, that’s a lot of hit rating everywhere.”

The problem with really high item levels is you get a lot of whatever stats are on the piece, including hit rating. An example is Charfire Leggings from the new raid faction Shado-Pan Assault. Being a leg slot item, this will have a large chunk of stats, but here you can have almost a quarter of the hit rating you’ll need to cap, on one item.

This may lead some people to gather their hit rating on a few pieces and go for non-hit pieces the rest of the way, so as to maximize the use of hit. However, I don’t like to place all my bets on

I prefer to spread my hit around my gearset so replacing one piece doesn’t mean I need to switch up a bunch of gems or to reforge another 3-5 pieces to replace back enough hit. So I will probably grab a bunch of hit pieces and then reforge out of hit this time instead of reforging or gemming into hit. Being a little below the hit cap won’t kill me.

The other gear-comparing question that’s burning in players’ minds are whether the sha-touched weapons are worth keeping far into the next tier. Some others have already done some weapon comparisons, and I agree with the math. The short of it: a twice-upgraded normal sha-touched weapon will last you through Thund’u-LFR, but you’ll start replacing it with normal mode Throne of Thunder weapons, which can occur as quickly as boss #2.

Your sha-touched weapon won’t be useless, but it’s not going to outrank typical loot-tier progression like previous legendaries may have done before. On a pleasant note, the weapons in Throne appear to differ only really by which stats your spec prefers; they are mathing out evenly (so far) in overall DPS no matter what you use.

Tier 15 for warlocks

The 2-piece bonus for the Thousandfold Hells tier 15 set for warlock has changed slightly since we last heard about it: the affliction portion will see an increase in Haunt’s duration during Dark Soul, instead of an increased chance for shards. Combined with the 4-piece bonus, demonology and destruction ride tier 15 with the resource-based bonuses, while affliction just gets a flat damage bonus that might balance out the nerfs to affliction’s tier-14-preferrred Grimoire of Sacrifice talent.

As far as (un)important details like how awesome the tier set looks, I think I will be sticking with my old tier 14 transmog. This new Regalia of the Thousandfold Hells reminds me too much of the red-light saturation that was Firelands, and it’s not as pretty as that spider set from Firelands. But who knows, maybe someday the funky faces on the shoulders and helm will come in hilarious need. 

WOW The Trial of the Red Blossoms

It appears that Blizzard is far from done with short stories on the official website — and that seems to be a pretty good thing. The Trial of the Red Blossoms, written by Cameron Dayton, is the latest offering to hit the official website. And for those wondering, there isn’t a Li Li in sight in this tale. Instead, we get a tale highlighting just what it takes to become one of the Shado-pan, woven through the eyes of a young, scrawny pandaren thief simply named Ten.
New short story, The Trial of the Red Blossoms, now available
If you thought that Pandaria and its residents were all about good cheer, food and drink, it’s time to think again. The Shado-pan are among the least sociable of the pandaren, and are quite vividly illustrated as a group of warriors that you really, really don’t want to mess with. It’s a dark, grim tale about some of Pandaria’s darkest, grimmest citizens — and it absolutely shines. Ten is nothing like the sometimes too-precocious to handle Li Li, and his past and future hang in the balance of the Shado-pan. Whether or not he can rise to the occasion is entirely up to him.

The Trial of the Red Blossoms appears to be the first of what may be the next collection of short stories. Cataclysm saw the Leader Short Story series, and Trial is filed under Faction Stories on the Expanded Universe page, suggesting there are more tales of other factions to come. If they are even half as good as Trial, I suspect we’re in for a treat this expansion. And frankly, I can’t wait to see if we’re finally going to get some dirt on the August Celestials.

You can read The Trial of the Red Blossoms on the official website, in the Destination: Pandaria section of the Expanded Universe guide. And as an added bonus this time around, the story is available for download in multiple formats — choose from PDF format, ePUB format for the smartphone, tablet or Nook, or mobi format for the Amazon Kindle. 

WOW Gnome Races

The clever, spunky, and oftentimes eccentric gnomes present a unique paradox among the civilized races of Azeroth. Brilliant inventors with an irrepressibly cheerful disposition, this race has suffered treachery, displacement, and near-genocide. It is their remarkable optimism in the face of such calamity that symbolizes the truly unshakable spirit of the gnomes.
A race of diminutive beings, gnomes have made their mark on Azeroth through the application of a collective intelligence and ambition overshadowing that of their larger peers. Gnomes are renowned mechanics, engineers, and technicians, widely respected for their knowledge of the scientific facets of the world and their ability to transform said knowledge into surprising tools, vehicles, armor, and weapons.

Little is known concerning gnomish history previous to the Second War—even among gnomes themselves. Much of gnomish philosophy is focused on forward-thinking, inventive concepts; little thought has ever been given to history or non-scientific records. However, recent developments have uncovered evidence of prehistoric mechagnomes created by the titans to help shape the lands of Azeroth. Like many of the titans’ creations, these helpers were afflicted with the curse of flesh, and they became what is known as the gnome race today.

It wasn’t until their discovery by the dwarves centuries later that gnomes were recognized as a viable and important race. The dwarves were impressed with the ingenuity and quickness of their smaller “kin” (for they had also been titan-forged and similarly cursed), and they assisted the gnomes in constructing a capital city, Gnomeregan, in the foothills of Dun Morogh near the dwarves’ own capital of Ironforge. From their wondrous techno-city, gnomes provided invaluable support in weaponry, vehicles, and energetic troops to the Alliance of dwarves, humans, and high elves.

But when the Burning Legion invaded, the gnomes strangely refused to send aid to their allies. It wasn’t until the war had ended that the Alliance learned the reason for the gnomes’ withdrawal. Around the time of the Third War, an ancient menace had risen from the bowels of Azeroth to strike at Gnomeregan. Knowing that their allies’ priority was defeating the Burning Legion, the gnomes decided to make their stand alone. Though they fought valiantly to save their beloved city, Gnomeregan was lost.

Most of the gnome race was wiped out during the fall of Gnomeregan; some say that as much as 80 percent of the gnomes died during those horrible days. The few survivors fled to the safety of nearby Ironforge. There they quietly went about rebuilding their forces, healing their wounds, and preparing to retake their ravaged city.

Just prior to the Cataclysm, the gnomes’ leader, High Tinker Gelbin Mekkatorque, led an attack on Gnomeregan’s invaders. It was a successful first maneuver, but there will be much more bloodshed before the entirety of the gnomeland is liberated. 

Wow Arcane dusts and Planar Essences

After all my things have been disenchanted by my enchanter, I do the following :
From Arcane dusts and Planar Essences I create Mongoose scroll. Right now on my highly populated server Mongoose enchant sells for nearly 600g per scroll! That’s awesome since materials aren’t difficult to farm if you are an aoe dps toon or a tank. It just takes a little bit of time to get all materials for Moongoose enchant. Fastest instances to get materials for Mongoose enchant are : Hellfire Ramparts, Karazhan, Black temple

As you can see prices on my server for Illusion dust are very high and they stay about the same throughout the week. You can also check your AH at times for Illusion dusts and after you get a feeling what’s the ongoing selling rate on dusts is, you can monitor and see if you can snag some dusts to make quick profit. For example, last week I bought an Illusion dust for 4g per each and resold it almost immediately for 20g per a pure profit of 16g without even leaving the AH (other than my trip to the mailbox) 😉

From Runecloth bolts, make Runecloth headband. Send crafted items to your enchanter to disenchant them. You’ll get either Illusion dusts or Greater Eternal Essence and sometimes Large Brilliant shards (all of these enchanting materials are very desirable for twink/alts enchants). Greater Eternal Essence sell on my server for as much as 44g EACH!

Note : When you are sending materials to be disenchanted to your enchanter, make sure your enchanter toon is in lvl 25 guild (because of the perks they get from a guild at lvl 25) to get extra dusts when disenchanting.

If you don’t feel like dealing with mail, sending items back and forth, you can just make bolts out of Runecloth and sell those babies like hot caes. Check this out how one player on my server is making, steady, good profit daily :

So here’s a good tip how to spend your time farming while waiting for LFR que as dps. Also keep in mind that you can only do 5 instance resets per hour and that timer is shared between all your characters on your World of Warcraft account.