6/09/2013

Hey everyone! Here is Version 2! Now, along with the release of the guide, I am also revealing something else that I've made to assist me in presenting the hunter forum community with the most accurate, up-to-date , and useful hunter information possible.

I have made a separate hunter resource site run by myself so that I could pull large chunks of information about side topics that needed a more in-depth explanation that I couldn't include with my first attempt due to space and organization considerations.

I also plan to update the site every now and again with more hunter information that may not necessarily belong specifically to Marksman PvE. Eventually I plan to offer coverage on Cataclysm material. PvP material, and even some MoP related topics once Molten decides to make the change. While other servers are more than welcome to use these resources, all of this information is Molten-specific. I made this to help Molten's hunters. It will never be modified, or otherwise adapted to fit other Private Servers.



I have had the help of two hunters during my work on this release. Both of them have been good to me, and demonstrate exceptional skill with the hunter class. These two hunters are very cool people who deserve credit where it's due. A special thanks to Goony, and Vocaloids for assisting me start this project.

My Armory Link: http://armory.molten-wow.com/character-profile/Donorbashed/Lordaeron/

Table of Contents:

  • Foreword
  • What Is MM?
  • Movement Management
  • Talent Builds
  • Rotation/Shots
  • Armor Penetration and Hunters: Bad Marriage 101
  • Dropping Arcane Shot
  • AddOns
  • Glyphs
  • Stats
  • BiS Gear Listing
  • Gems
  • Professions
  • Macros
  • Bugs
  • Pets/Pet Talents

A. Foreword:

So I was thinking about what to say about my guide for the second revision. The one thing that I can say is “wow”. When I was originally writing this guide I had no idea that it would blow up as big as it did, nor did I realize how much of an effect it would have on my WoW experience, and on the Molten hunter community.

When I wrote the guide originally I was younger and less experienced with the hunter class and Molten in general. Through the almost 500 responses to my guide I’ve gained the information on how to fully complete this guide. With this version 2, I want to become the most accurate resource on Molten for MM PvE!

Thank you guys!


B. What is MM?

The hunter class has three specs. These are Beast Mastery, Survival, and Marksmanship. As of WotLK 3.3.5a, Marksman is your top spec for PvE, though Survival and BM are both very close in comparison to the point that really all three specs are completely viable. However what sets MM apart is that it is the easiest out the three.

Does this mean it’s bad? No, it doesn’t Infact the best hunters on Molten use MM in both PvE and PvP. Obviously I do, because I’m writing this guide. I play MM because I like the playstyle, and its challenging for me because I play one-handed, and it helps me improve my performance.

Among the three specs, Survival is about magic damage, Beast Mastery is about physical damage, and Marksmanship is about a mix of the two. When you’re MM 35-50% of all your DPS comes directly from Auto Shot.

This means two things: Marksman hghly dependent on physical damage, and is also very dependent on your standing still during the whole fight. To really get the full potential that MM has, minimization of movement is absolutely essential, and not everyone can do it effectively.


C. Movement Management

Everyone on Molten says “What is the best gear set for the MM hunter?” and “What is the best pet for me?” I’ll be the first to tell you that gear and pets are not nearly as important once you get into the endgame as movement management. Even if you have full heroic gear you can’t pull more than 14k DPS without efficient movement management.

Here are my tips for movement management: Whichever D-Pad you use to move, either WASD or the arrow keys, change the keys you use to turn left and right to strafe left, and strafe right. That way, when you need to move to the side, you’re not jumping over to scoot, or turning and running manually. Instead, you’re simply moving to the right.

Another thing you can do is make plans about every fight in ICC. For example, when I’m on LK, I stand in between the ranged and melee dps so I have a good focus view of the big guys, and LK which gives me an easier viewpoint so I can target switch with the least amount of interruption of the DPS.


D. Talent Builds

The talent builds listed here are pretty standard, but each are customized for different ingame uses.

The first talent build is for newly turned 80 hunters who want to begin farming for gear in instances such as FoS/PoS. This is also a decent 10Man build that can be used with instances like VoA, OS, and Onyxia. This build should be used as long as your passive ArP (ArP without gems) is below 400.


This second build is strictly an introductory 10-Man and beginning ICC build. This is to be used after you have above 400 ArP. You’ll notice that it drops Imp. Arcane Shot. I’ll explain this in the ArP Section. I’ve kept Rapid Recuperation because in this gear stage (If you’re using this when I’m telling you) hunters generally do not have enough of a mana pool to DPS to the end of any encounter without going OOM.


This third build is my build for ICC-10 and 25, as well as any HC I might do. Any hunter in the know can see that it is just the normal endgame spec that drops RR in favor of Wild Quiver and Imp. Steady Shot.



E. Rotation/Shot Priority/DPS System

The main abilities used as MM are:

Serpent Sting
Chimera Shot
Aimed Shot
Steady Shot
Auto Shot
Kill Shot
Readiness

Other guides tell you that MM is a shot-priority spec, where you shouldn’t fire in a set repetition of shots, but instead prioritize the highest damaging shots. Since I’ve come to Molten, I’ve realized that this isn’t exactly right. While it does have certain aspects of a shot-priority system, it is actually primarily a rotation spec.

Allow me to explain: MM does the highest DPS when you prioritize shots. This is true. But, because of the way the shot cooldowns line up, and the number of shots, MM really starts to take on properties of a Rotation. There are still rotation properties, where if Kill Shot is ready, then it takes priority over everything else, and if Serpent Sting isn’t on the target, but Chimera Shot is ready, Serpent Sting still takes priority.

That being said the general shot rotation goes something like this:
Rapid Fire > Serpent Sting > Chimera Shot > Aimed Shot > Arcane Shot(if below 400 ArP.) > Readiness > Refresh Rapid Fire (Don’t cut it off.) > Chimera Shot > Aimed Shot > Arcane > Steady Shotx4 > Repeat.


F. Armor Penetration and Hunters: Bad marriage 101

Hunters and ArP have had a bad marriage since ArP was released. Sometimes it’s good for us, sometimes it sucks, and sometimes it will give us 204573567345357564657 extra DPS(not really but you get the point).

The reason ArP is sometimes good for us, and yet sometimes bad is because unlike Warriors and Rogues who only have abilities that cause physical damage(poisons aside), us hunters have a mix of physical (Steady Shot, Auto Shot, Aimed Shot, Multi Shot, Volley, Wild Quiver) and magic-based damaged(MM’s magic based damage is primarily Nature and Arcane based – Chimera Shot, Arcane Shot, Serpent Sting). This means that we have to balance our two damage types – physical and magic based.

Before explaining any further, please read http://www.donorbashed.com/2013/01/3...ing-explained/

So that you understand exactly what ArP is, and so we are all on the same page. If you understood about the ArP, good job! You just became a better player than 50% of the Molten Community! ArP is a hard concept to understand, yet it is one that I personally believe is necessary to play this class effectively.

Because this guide is tailored towards new hunters, I will simplify the concept a little bit. Since we have two different damage types, that means we have a ratio of physical:magic damage. ArP will only increase our physical DPS. (Our physical DPS is about 55-60% of our DPS without ArP) so we can figure a ratio of about 60:40, or 6:4.

Since ArP benefits us more, and more as we get more of it(explained in the link above), that means we can’t get any real benefit over using Agility until we can get to about 800 passive(the ArP we have on our gear without using gems) ArP, after which point we start seeing more and more of a benefit from using ArP. So if you want to use ArP endgame, you need to focus on getting gear with ArP on it. I would recommend getting up to 950 passive ArP before you start to change over your gems because at 800 passive ArP exactly, the benefit from ArP and Agility is about the same.

CAUTION:

Since ArP only increases our physical DPS, and most of our physical DPS requires us to be standing still (Steady Shot, Auto Shot) Any amount of movement whatsoever will severely limit your DPS to about 30-40% of what it should be. You should only move when absolutely necessary.


G. Dropping Arcane Shot

Everyone seems to have an affinity for Arcane Shot. It was your buddy, and your protector while leveling. The amount of beasts, and nagas you’ve slain with it is innumerable. Sadly, and I know it sucks, everything has an end.

As you get more ArP, the damage from your Steady Shot increases, and at a point Steady Shot will begin to do more damage than Arcane Shot. Once this happens, Arcane’s viability as a damage shot goes to near 0. Zip. Gone. Once you get passed 400 passive ArP you need to stop using Arcane Shot unless you have to move, or for some reason can’t fire Steady Shot(Casting Speed Slows).


H. AddOns and Making an Effective UI

Here is the list of AddOns that I use in raids every day. Most of the them can be found on the AddOn list(http://forum.molten-wow.com/showthread.php?t=51521). If it’s not listed I’ve given an independent link.

Little Trouble -  http://www.wowinterface.com/download%E2%80%A6uble.html#info Ignore the outdated warnings. This is the version I use. It works fine.

SimpleUnitFrames – These are the player frames I use. WoW vets may have noticed I have all kinds of things in the frame, percentages, and the like. It’s lightweight, minimalist, and functional. A+ Hunter addon.

Heatsink – I really only use this so that OmniCC can display my item’s internal CDs. It’s a pretty nifty feature I discovered when I first came here. http://www.wowinterface.com/download%E2%80%A60310&aid=46890

Mik’s Scrolling Battle Text – Excellent Addon for raiding. If you are savy with this addon already, create a new trigger called Exploit Weakness. This is the T10 2piece set bonus, and it will tell you know when it procs so you can refresh serpent sting.

Recount – Necessary if you want to track your progress.

TidyPlates – Helpful in add fights like LDW and Ony.

OmniCC – Shows the cooldown on the action bars. You can see it in my screenshot below.
Snowfall Key Express – Triggers your spells when you click the key, not when you release it. Useful with high latency.

NPCScan/NPCScan Overlay – Generally only for pet collectors. I like it because it shows me my tracking radius.

Bartender/Dominoes – An action bar addon really is essential for a hunter of any spec. Too many things to click, and not enough room. We operate best with a minimalistic UI.

Here is my AddOn and bartender set up:



I. Glyphs

Glyphs are an important part of being a hunter, as with any class. The glyphs that all MM hunters should have are Glyph of Steady Shot, Glyph of Serpent Sting, and Glyph of Kill Shot. I don’t think I really need to explain why exactly these are considered by me and the majority of the hunter community the best, but if there are a lot of questions about it later I will.


J. Stats

There is a lot to explain about stats, so I’ve put it here: http://www.donorbashed.com/2013/02/07/gems-and-stats-pve/

K. BiS Gear List

I decided to use Vocaloid's Ultimate Gear List instead. Thanks man!


L. Gems

Generally you go with one Nightmare Tear, and the rest are full Fractured Cardinal Rubies, or Delicate Cardinal Rubies depending on whether you are stacking one or the other. If you happen to go above 1400 ArP and are 10 or more ArP over the cap, simply replace an ArP gem with an agility gem. It’s better to be 10 under the cap, than 10 over.

More information on the hunter Gem choices can be found here http://www.donorbashed.com/2013/02/07/gems-and-stats-pve/

M. Professions

The best professions for an Endgame Geared MM Hunter are Jewelcrafting, and Engineering. I would recommend also using both the nitroboosts, and parachutes for raids. Both are extremely viable and can increase your DPS more than any other enchant, particularly in high movement fights, or fights with high AoE mitigation needed. Nitroboosts will mean the difference between a live hunter and a dead hunter. Obviously the parachute is a safety feature for when the boosts shoot you into the air, in addition to the +23 agi it gives ya.

For more in-depth information about my position on professions please view http://www.donorbashed.com/2013/02/02/professions-explained/

N. Macros

I have an arsenal of macros that I use in all my raids and encounters. I’ve also integrated a large amount of PvP functionality into a system that I really like. These are made personally for me, so please feel free to edit them to git you wherever you need. Also, if you adopt my system of macros as is, you must use most of the shot macros because they are designed to work together.

Rapid Fire:

#showtooltip Rapid Fire
/cast Prowl
/cast Rapid Fire
/cast !Kill Command
/cast Rabid
/cast Furious Howl
/cast Call of the Wild
/cast Serpent Sting
/petattack

This macro is a general opener macro, that uses all of your damaging CDs, and utilizes every little ability that your pet has to increase its damage. Most hunters overlook them.

Chimera Shot:

#showtooltip Chimera Shot
/cast !auto shot
/cast Chimera Shot
/cast !Kill Command
/cast !silencing shot
/run UIErrorsFrame:Clear()
Aimed Shot:

#showtooltip Aimed Shot
/cast Aimed Shot
/cast !Auto Shot
/cast !silencing Shot
/cast !Kill Command
/petattack
/run UIErrorsFrame:Clear()
Arcane Shot:

#showtooltip Arcane Shot
/cast !Kill Command
/cast !Silencing Shot
/cast Arcane Shot
/run UIErrorsFrame:Clear()
Kill Shot(I added cancelaura lines in there for PvP ^^):

#showtooltip Kill Shot
/cancelaura Deterrence
/cancelaura Hand of Protection
/cast Kill Shot
/cast !Kill Command
/cast !Silencing Shot
/run UIErrorsFrame:Clear()
Steady Shot:

#showtooltip Steady Shot
/cast !auto shot
/cast Steady Shot
/cast !Kill Command
/cast !Silencing Shot
/run UIErrorsFrame:Clear()
Tranqulization Shambling Horror Macro(Used in the Lich king fight.):

#showtooltiip Tranquilizing Shot
/target Shambling Horror
/cast Tranquilizing Shot
Aspect Switch Macro w/ Trueshot Aura:

#showtooltip
/castsequence Aspect of the Dragonhawk, Aspect of the Viper
/cast Trueshot Aura
Misdirection:

#showtooltip Misdirection
/target focus
/cast Misdirection
/assist
Master’s Call:

#showtooltip Master’s Call
/target DonorBashed
/cast Master’s Call
/targetlasttarget
/target Donorbashed
/cast Roar of Sacrifice
/targetlasttarget
Set Tracking Type Macro:

/run for i=1,GetNumTrackingTypes() do local n, t, a, c = GetTrackingInfo(i); if string.find(n, UnitCreatureType(“target”)) then if t~=GetTrackingTexture(i) then SetTracking(i); end end end
I like to pair this with my hunter's mark macro.
O. Bugs

One of the more heated discussions on hunters are the bugs. Thankfully, most of this is PvP stuff. The only real bugs that affect the MM PvE hunter are the pet scaling, wild hunt, auto shot, and MD Bugs.

Pet Scaling: Pet scaling is the term for the transfer of stats from hunter to pet. Even though this has been bugged since Molten Day One, it’s not been fixed. The common sense of this issue is not for me to debate, but regardless it hurts us. Should pet scaling be fixed, hunters should expect about a 5-10% increase on their DPS. Pet scaling was partly fixed about 6+ months ago, but only for stamina. We still get no resilience, hit, and only a part of our attack power transferred to our pets.

Wild Hunt: Wild Hunt is the top tier pet talent of the ferocity pet tree. It should increase our pet’s attack power and stamina scaling by 15% and 20%, (1/2) and 30% and 40% (2/2) it gives us somewhere around 10% with 1/2.

Auto Shot: At times, our autoshots doesn’t stop firing once we switch targets, and though you still receive the damage, certain recount like addons don’t count the auto shots because they aren’t hitting the boss, and since auto shots make up generally 30-50% of your DPS depending on gear, this is a big hit.

P. Pets and their talents

Pets are a large and complex part of a hunter. There are large debates about which pet is the best to have as a DPS class, but the community consensus is the Ferocity Wolf (please see http://www.donorbashed.com/2013/02/01/the-ultimate-post-about-pets/.) Though you should really pick the pet that benefits your raid’s overall DPS over your own personal.

Here is the optimal Ferocity pet talent build:



4/22/2013

Well seeing that there had been a large number of threads opened about which spec to use, what gems, enchants and rotations i decided to make this guide to help new mages to better understand mage in PvE. This guide will include Specs/Gear/Rotation/Enchants/Glyphs and other important stuff that there is to know about mages in pve. Lets begin

1. Specs

There are three specs viable in patch 3.3.5, 2 fire specs and 1 arcane.

- Arcane - The reason i didnt pick Arcane Barrage is because it is a huge dps loss if you use it even when moving (You can blink first and then cast your arcane missiles). Can move 2 Ice Shards points to Frost Warding, and trade points between Arcane Stability and Arcane Focus depending on how much hit vs pushback prevention you need. This is a good raid compromise with 3/5 Arcane Stability giving 100% pushback prevention with Imp. Concentration Aura.
This spec is good for short fight and fight where there isnt much movement involved.

Stat priority for Arcane mages goes like this: SP>Haste>Intelect>Crit>Spirit

Rotation for this spec is: Arcane Blast x4 >>Arcane Missiles on Misslie Barrage proc, if you go low on mana lower the stacks of Arcane Blast to suit your needs.

Glyphs for this spec are: Glyph of Arcane Misslies, Glyph of Arcane Blast and Glyph of Molten Armor

Cooldowns: The best time to use Icy Veins is with Trinket proc or trinket on use and together with Mirror Images (if you have 4p t10)

- Fireball/TTW - Considered as the top raiding spec for 3.3.5. I noticed that TTW got fixed so this spec is on par if not better than FFB spec (still needs some testing to be done). Main nuke is Fireball.

Stat priority for Fireball/TTW spec is: Crit>SP>Haste>Spirit>Intelect
- Get around 50-60% crit self buffed then switch to haste and SP. Fireball spec requires more haste than FFB to actualy be effective (800-900 should be sufficient, if you can get more but dont sacrifice too much crit) so keep that in mind.

Rotation for Fire spec is: Scorch every 30 seconds to keep the 5% crit debuff up>>Spam Fireball untill hotstreak procs>>Pyroblast

Glyphs used for this spec are: Glyph of Fireball, Glyph of Living Bomb and Glyph of Molten Armor

Cooldowns: Fire mages dont have any cooldowns exept Combustion. This should be used whenever its off cooldown. Delay the usage of Combustion if the boss is near ~35% and use it when he drops below 35% for better crits and together with 4p t10 bonus. The 4p t10 bonus must ALWAYS be used when the boss is below 35% or with bloodlust up.


- FFB (Frostfire) - This spec is on par with the Fireball/TTW spec above. I made some changes when LB was not triggering Hot Streak and picked Cold Snap. Now when this is fixed i think the dps loss is not noticeable and u can use LB instead.
Only difference between fireball spec and this one is that in this spec your main nuke will be Frostfire Bolt instead of Fireball.

Stat priority is the same as Fireball spec above.
- Very crit dependat spec. You need crit as much as possible. Never gem for Haste...All the haste you need comes from gear.

Rotation for this spec is: Scorch every 30 secs>>Spam FFB untill hotstreak procs>Pyroblast

Glyphs for this spec are: Glyph of Frostfire, Glyph of Molten Armor and Glyph of Scorch/Living Bomb

Cooldowns: Icy Veins and Combustion and maybe Cold snap. Use Icy Veins whenever its Off cooldown, same with Combustion. Use Cold snap to refresh Icy Veins when the boss is ~35% together 4p t10 bonus to sky rocket your dps.


2. Gear

Gearing your mage mostly depends on your spec. If you are fire mage you get gear with more crit on it and if you are arcane you get gear with more haste. Below i will post a list of the BiS items for Fire/TTW, FFB and Arcane mage. Bear in mind that the gear for a specific slot can change depending on stats.


3. Enchants

Head: Arcanum of Burning Mysteries (Kirin Tor)
Shoulders: Greater Inscription of the Storm (Sons of Hodir exalted) or Master's Inscription of the Storm (only for Scribes)
Cloak: Lightweave Embrodiery (only for tailors) or Greated Speed
Chest: Powerfull Stats
Bracers: Superior Spellpower or Fur Lining - Spellpower (only for leatherworkers)
Hands: Exeptional Spellpower or Hyper speed accelerators (only for engineers)
Belt: Socket Bonus
Leggings: Brilliant Spellthread
Boots: Ice Walker
Ring 1/2: Spellpower (only for enchanters)
Main Hand: 63 spellpower or Black Magic


4. Gems

When it comes to gems you gem your mage according to your spec.

For arcane mage: 

Red slots = Runed Cardinal Ruby or Runed Dragon's Eye if you are JC
Yellow slots = Quick King's Amber or Dragon's Eye if you are JC
Blue slots = Purified Dreadstone

For Fire mage:

Red slots = Runed Cardinal Ruby or Potent Ametrine
Yellow slots = Reckless or Potent Ametrine or Smooth King's Amber
Blue slots = Purified Dreadstone

Meta gem = Chaotic Skyflare Diamond ( For both specs ) OR Destructive Skyflare Diamond


5. Stats

45.91 Crit Rating = 1% Crit Chance - Critical is the most valuable stat for Fire/TTW and FFB mages. The more critical you have the more dps you will do, simple as that. But when you get around 48-50% critical, crit begins to lose its value and haste is preffered.

32.79 Haste Rating = 1% Spell Haste - Most important stat for Arcane mages. As arcane mage you need as much haste as possible. 

166.6667 Intellect = 1% Crit Chance - Good stat to focus on as arcane mage since it gives you more mana and crit aswell.

26.232 Hit Rating = 1% Hit Chance - I think geting hit caped goes without saying and it should be priority number one for any mage. The hard cap is 17%. The soft cap varies and depends on your spec and race.

Draenei racial gives 1% Hit rating so you will need 16%.
If you have boomkin or spriest in raid they provide 3% hit rating so that will make 14% (13% if draenei)
As fire mage you will need 11% (10% as draenei) hit and as arcane you will need 8% (7% as draenei) because of precision and arcane focus.


Races and their usefull (for mages) racials

Horde side

Undead - Trinket like racial, good for pvp
Troll - 20% haste for 10 secs every 3 mins, best mage race imo
Blood Elf - Has silence and can restore mana, good for pvp and arcane mage too

Alliance side

Human - More spirit = more crit and trinket like racial, good for pve and pvp too
Gnome - More intelect = more mana/crit and racial that removes snares (doesnt share CD with pvp trinket), best class for mages on ally side imo
Draenei - 1% Hit rating, good if you want to lower the hit cap but i wouldnt roll draenei mage because 99% of the time you will have atleast 1 draenei in your raid.



Constructive Criticsm is always welcome. 
Thank you for reading this i hope it helps you


2/19/2013

By Turbolqk

Welcome to my guide. I will help all of you newbs or pros with some tips on everything a Frost death knight should know. Let us go now.

Some useful tips:

● Running with two weapons, one enchanted with Rune of the Fallen Crusader and and the other with Rune of Swordshattering, is always good. Switch weapons when you think you will get disarmed.

● Using Death Grip on a mage and casting Dark Simulacrum after that would probably get you a Blink. I rather wait them Blink and then Death Grip. Pro mages can waste your Dark Simulacrum.

● If you steal Deep Freeze from a mage, Chains of Ice/Hungering Cold him and enjoy the stun.

● Always watch you runic power and be sure to spend it if It's about to reach 130 runic power. And for newbs, Death Coil if you are getting kited.

● Necrotic Strike's casting increase debuff also causes warlock's DoTs to tick slower. QQ.

● Using Pillar of Frost when Lichborne + Death Coil healing will result in bigger heals due to the huge attack power increase. Almost as Unholy!

● Anti-Magic Shell can be used both to prevent a burst and to prevent ccs (Polymorph) when bursting someone. Hex and Cyclone are bugged and go through the spell. Watch out!

● Using Death & Decay wont break Hungering Cold.

● Priests hate when you Chains of Ice their Shadow Fiend.

● Howling Blast is a great CC breaker. Be careful not to screw up a cc chain.

● Death Pact works on Army of the Dead ghouls too. Too bad Army does not work in arena.

● Using Death Coil on a kiting foe will probably get you some runes refreshed for some more Howling Blast ownage.

● Just to note, Howling Blast generates additional runic power when striking more then one targets.

● Always keep Plague Strike bound. You can't rely on Outbreak if you need both diseases for Obliterate. Also, Cloack of Shadows + Plague Strike = CoS fail.

● Since Blood Presence makes you heal less due to Dark Succor working only in Unholy or Frost presence you will stay in Unholy. There is a good use for Blood presence thought: when waiting for this annoying stealth class to open on you. Switch back to Unholy ASAP! Forget about Frost presence.
Jigslol says some pro stuff:

I go blood sometimes, but it's only if I see trouble coming well ahead of time. Going blood when you are almost dead is too little too late. If we are playing something like rogue/feral and they are sitting on me all game. Once I cycle through some defensive CD's and know my healer is vulnerable i will go into blood presence and deathstrike for a bit while my CD's get a bit to catch up.Most of the time blood presence is pretty worthless.

● Lichborne can be used for many things other than just breaking fear. It also prevents:
- Seduce (Will also break this effect on use)
- Sap
- Polymorph
- Hex
- Any form of fear (Will also break this effect on use)
- Mind Control (Will also break this effect on use)
Note: Using Lichborne while bursting someone would probably save you from getting Poly/Hex/Feared or whatever. Also, using it while you are in a crowd effect might spare you a cc. Warstormp -> Hex etc.

● Death and Decay is a great ability to get drinking casters/healers in combat and so is Dark Command.

● Death Grip is also a great interrupt.

● Poisons and Nature's Grasp can't be applied through Anti-Magic Shell.

● Mind Freeze will remove Spell Reflection.

● Dark Command can proc Unholy Strength.

● Using Death Grip on a bladestorming warrior can still pull him next to you. That can help your partner survive.

● Glyph of Chains of Ice's damage portion works through hunter's Deterence.

● Very pro info:
-1 rune ability = 10 runic power;
-2 runes ability = 20 runic power;
-3 runes ability = 30 runic power;

● When kited by a pet class, use his pet to Death Strike on It if you need healing. The enemy will probably remove the pet from you after that. You can still Dark Command It and make it attack you again. Taunting pets on you might also break a cc.

● Macro Dark Command to most of your abilities to prevent casters from getting out of combat without actually pressing it. It's off GCD I beleve.

● If a dk have lots of Necrotic Strikes stacked simply immobilize the him with CoI and run away. The stacks will wear off. QQ.

● Use Outbreak before Obliterate for the bonus damage.

Runeblade

So, let's check out the weapon we can wear. Both two-hand and dual wield are pretty awsome imo, but which one is better theoretically?

● Dual wield does more melee damage. Not really like twice more but still a noticable amount.

● Dual wield has two runeforges. 10% more frost damage if you go with Razorice (like 5 points in mastery, tho it doesn't add up to the mastery itself. It increases the damage already increased by mastery).

● Dual wield goes mastery. Two-hand goes haste. It has been confirmed by gladiators and arena-junkies from posts by the time of patch 4.0.6. Both are very very close in this patch, so close that theyre almost personal choices. The reason two-hand goes haste is Might of the Frozen Wastes. Also, you will be Obliterating cloth/leather targets and mastery wont help in any way.

● Dual wield and two-hand have almost the same Killing Machine proc rate. Their weapon speed is close due to two-hand going for haste (faster hits) and dual wield for mastery (a little slower hits).

● Dual wield gets more mastery thanks to Nerves of Cold Steel. 3% hit allowes you to reforge quite the stats. The weapons themselves combined give less stats than a two-hander though.

● Two-hand gets more runic power. 50% chance pet hit but a fact. More Frost Strikes from time to time.

● Two-hand bursts a little more since the damage is one big hit instead of two small melee damages. Dual wield does more sustained.

● We can safely say that the bonus dual wield damage = the 12% strike damage from Might of the Frozen Wastes.

● Necrotic Strike as a two-hand hits twice the damage dual wield does. Reason is It's not in Treat of Thassarian.

● Dual wield is forced to drop some points for Nerves of Cold Steel. That means you ether lose Obliterate, Runic Power Mastery, Blade Barrier or anything else useful.

It's basically:
● The same KM procs;
● Around same damage;
● More runic power, harder Necrotic Strike and a little more burst as two-hand;
● More mastery, another runeforge and a little higher sustained damage as dual wield;


Runeforging
What kind of runeforges should you emblazon you blade with?

Two-hand
Rune of the Fallen Crusader. Always.

Dual wield
The offhand (or main hand, idk if it matters) should be Rune of the Fallen Crusader. As for the main hand:
● Rune of Razorice - Increases Frost damage by 10% and deals 2% weapon damage as Frost damage. Id choose that.
● Rune of Swordbreaking - Reduces disarms by 60% at all times and increases parry rating by 2%. Id keep another one-handed blade emblazoned with this runeforge for the disarms.

Talents

The talents. Ofcourse, you go deep in the Frost tree. Then you can choose between Blood and Frost subtrees. Lets check out the bonuses of speccing into Frost and It's talents.:



More peels and control.


More CC due to the 1 min Strangulate.


Leaves RPM because of the less runic power generated via dual wield.


Drop Oblit from your bars.
Scent of Blood - Very good talent, especially for dual wield. Runic power will definetly increase.
Epidemic - Dropping Virulence for Epidemic is not a bad idea tbh. Our damage does not come from diseases like unholy, so we can increase our disease duration for more Obliterates rather then reapplying Blood Plague.

Glyphs
Go with these:

Prime Glyphs

● Glyph of Frost Strike - Reduces the cost of your Frost Strike by 8 Runic Power.
● Glyph of Howling Blast - Your Howling Blast ability now infects targets with Frost Fever.
● Glyph of Obliterate - Increases the damage of you Obliterate ability by 20%. Use only if specced into Annihilation.
● Glyph of Death Coil - Increases the damage and healing of your Death Coil by 15%. You could use this instead of Obliterate if you have no Annihilation.
● Glyph of Icy Touch - You Frost Fever disease deals 20% increased damage. Thats the other choice for Annihilationless spec.

Major Glyphs

● Glyph of Anti-Magic Shell - Increases the duration of your Anti-Magic Shell by 2 sec.
● Glyph of Hungering Cold - Your Hungering Cold ability no longer costs runic power.
● Glyph of Dark Succor - Your Death Strike now restores at least 15% while in Unholy or Frost Presence.

Minor Glyphs

● Glyph of Horn of Winter - Your Horn of Winter lasts 1 min longer.
● Glyph of Resilient Grip - When your Death Grip Ability fails because Its target is immune, Its cooldown is reset. (Broken)
● Glyph of Deaths Embrace - Your Death Coil refunds 20 Runic Power when used to heal
● Glyph of Blood Tap - Your Blood Tap no longer deals you damage. Use in place of Resilent Grip until It's fixed.

Stat Priority, Reforging, Gemming, Enchanting and Professions
How to set your gear.

Stat priority
2H
Code:
5% Hit rating -> 195 Spell Penetration -> Resilience/Strength -> Haste -> Mastery -> Crit -> Expertise

DW
Code:
2% Hit rating -> 195 Spell Penetration -> Resilience/Strength -> Mastery -> Haste -> Crit -> Expertise

● Hit rating - Hit rating prevents you from missing and you don't want to miss. Always reforge to hit rating, never gem for it.
● Spell penetration - The "resist" part is broken in Molten, but cap it for your Frost Strike and Howling Blast will do low damage.
● Resilience/Strength - I don't think I need to explain here. Be sure to have at least 3800 resi in full Vicious gear.
● Haste - Reduces your rune cooldown, increases your melee speed and your Killing Machine procs. Very close to Mastery for 2H, with It being better only because of Might of the Frozen Wastes.
● Mastery- Increases your Frost damage. Howling and Frost strike will pawn hard.
● Crit - We already have Killing Machine. I don't think It's that useful.

Reforging
If using a 2H you can reforge all mastery, critical strike and expertise to haste, or all haste, critical strike and expertise to mastery. TBH I tried both, both work and the difference is very small. Mastery gives you bigger crits/damage, haste gives you more melees/rp.
Dual wield reforges all haste, critical strike and expertise to mastery. The reason is that you don't have Might of the Frozen Wastes, which makes haste good for 2H anyway.

Gems
We have three types of gemming: offensively, balanced and defensively.
● Meta:
+54 Strength & 3% Increased Critical Damage;
+54 Critical Strike Rating and 1% Spell Reflect;
● Prismatic:
+40 Resilience - If you have less then 3800 resilience;
+40 Strength - If you need more strength;
● Balanced:
Red: 40 Strength (67 for Jewelcrafters);
Yellow: 40 Resilience;
Blue: 50 Spell penetration (84 for Jewelcrafters);

● Defensively
Red: 20 Strength and 20 Resilience;
Yellow: 40 Resilience (67 for Jewelcrafters);
Blue: 50 Spell penetration (84 for Jewelcrafters);

● Offensively
Red: 40 Strength (67 for Jewelcrafters);
Yellow: 20 Strength and 20 Resilience;
Blue: 50 Spell penetration (86 for Jewelcrafters);
Tip:Reaching the spell penetration cap can be achieved by 2x50 Spell Penetration gems, 20 Resilience & 20 Spell Penetration gem and Spell Piercing cloak enchant.
Tip 2:20 Strength and 20 Resilience gems don't have their recipes in the JC vendors atm. QQ.


Enchants
● Head: +60 Strength & +35 Resi
● Shoulders: +50 Strength & +25 Resi
● Cloak: +70 Spell Pen
● Chest: +40 Resil
● Bracers: +65 Haste/Major Strength
● Gloves: +50 Strength
● Belt: Eternium Belt Buckle (40 Strength in the bonus gem)
● Legs: Dragonscale Leg Armor
● Boots: +50 Hit

Professions
Jewelcrafting is quite good for death knights. All professions give good bonuses, simply choose one. The most common pair of professions is Jewelcrafting and Blacksmithing.

Rotation, Priority
Frost has a very basic priority, rotation or whatever. The things you want to do are:

● Create Death runes - 2xBlood Strike is enough;
● Use Unholy runes - Necrotic Strike/Plague Strike or maybe a Death & Decay. Plague Strike should only be used on a CoS rogue or when you want to Obliterate;
● Use the Frost Runes - Howling Blast/Icy Touch/Pillar of Frost/whatever. Icy Touch can be used when you don't want to break a CC. Pillar of Frost is your "pawnage" cd;
● Use the Death Runes - They are a bit situational. Can be used for Necrotic Striking or Howling Blasting. That depends if your target is standing next to a healer/can heal himself or not. Id use Howling Blast if the target is warrior without Enraged Regeneration, a Mage, Feral in cat form without Barkskin.

When do I Obliterate?
It depends. Do you have Annihilation + Oblit glyph? If you do the strike can be used as a good finisher. To properly use Obliterate the target should have:
● 35% or less health;
● You have Killing Machine proc;
● The target isn't wearing plate;

Pillar of Frost:
It is good to cast PoF on a Frost rune. Death rune can be used for a Necrotic Strike. PoF has two types of uses:
Code:

Offensive - Use it to burst someonel. Higher Necrotic Strike absorbs and stronger Howling Blasts;
Defensive - Use it to increase the healing of Death Coil + Lichborne;


Macros
Using macros is a must. Focus macros are one of the most important ones. They allow a player to do things to two different players without changing targets. You must have such macros for Chains of Ice, Mind Freeze, Strangilate and Death Grip. Dark Simulacrum and Outbreak can be macroed too. This macro below is example of a focus macro.
Code:
#show Chains of Ice
/cast [target=focus] Chains of Ice

Lichborne selfheal macro:
Code:
#showtooltip Lichborne
/cast !lichborne
/cast [@player] Death Coil


A macro to cancel Lichborne when you see a priest or a paladin casting anti-undead spell:
Code:
/cancelaura Lichborne

A macro to remove immunities stolen by Dark Simulacrum:
Code:
/cancelaura Divine Shield
/cancelaura Ice Block
/cancelaura Hand of Protection


A good thing is macroing focus cast Dark Command to your main strikes. It prevents your focus targets from leaving combat. It's good to write /startattack in any ability for easy switches. Here is one such macro:
Code:
#showtooltip obliterate
/startattack
/cast obliterate
/cast [@focus] dark command


A macro activating your vicious/bloodthursty trinket and your Pillar of Frost. 13 is the upper trinket slot, 14 is the second lower one. The macro:
Code:
#showtooltip Pillar of Frost
/cast Pillar of Frost
/cast 13

Focus Chains of Ice + Death Grip by Skarthis
Code:
#showtooltip Death Grip
/castsequence [target=focus] reset=25 Death Grip, Chains of Ice

Here is one mouseover macro posted by RicardoMP:
Code:
/cast [@museover, harm, nodead] [@focus, harm , nodead] [@target, harm, nodead] Death Grip

Here is a simple version of it:
Code:
/cast [@museover, harm, nodead] Death Grip

It basicly Death Grips the target you are pointing with your mouse. Ricardos macro is a bit different.
Prime objective is your mouseover, but if dead or friendly, it cast it in your focus, it the focus isn´t a valid target, it cast it in your target.
I havent really tried such macros except mouseover pet attack when I was Unholy. Use them if you wish, change Death Grip to any other ability.


Dark Simulacrum
A very rolfpawnage spell. Both fun and useful. Dark Simulacrum stals all kind of spells except physical abilities (Crusader Strike). Pet abilities can be copied, but pet summons can't. The copied spells are always casted instantly and have cooldown. The most useful spells to copy are:
● Mage - Polymorph, Blink, Ice Block;
● Warlock - Fear, Death Coil, Howl of Terror;
● Shaman - Hex;
● Druid - Cyclone, Root;
● Priest - Fear, Psychic Horror;
● Paladin - Hammer of Justice, Avenging Wrath, Divine Shield, Hand of Freedom, Divine Protection;

You want to steal mainly cc abilities. Stealing some heals isn't bad if you or your partner really need them.

Addons
Addons improve your gameplay. Most of them are a preferrence. Gladius is a must imo.

● Gladius
What is Gladius? - Gladius adds enemy unit frames to arenas for easier targeting and focusing. It is highly configurable and you can disable most features of this addon.
URL: http://www.curse.com/addons/wow/gladius


● OmniCC
What is OmniCC? - OmniCC is an addon that adds text to items, spell and abilities that are on cooldown to indicate when they will be ready to use. In other words: it turns all the standard analogue cooldowns into digital ones.
URL: http://www.curse.com/addons/wow/omni-cc


● Necrotic Track
What is Necrotic Track? - NecroticTrack tracks Necrotic Strike absorption amount and time on various units. This is not only useful for Death Knights since the Target module works for friendly units as well and the Player module tracks the amount on yourself.
URL: http://www.curse.com/addons/wow/necrotictrack


● Engraved
What is Engraved? - Engraved is a compact rune display for Death Knights. Runes icons glow when they are ready to be used and partially glow when they are almost ready (less than one global cooldown away, for example). Rune display can be prioritized so that, for runes of the same type, the one with the shortest remaining cooldown is always shown in the same on-screen position. Runes are individually moveable and sizeable.
URL: http://www.curse.com/addons/wow/engraved


● Dominos
What is Dominos? - Dominos is a full ActionBar replacement mod. It provides you with all the features needed to fully customization most aspects of your action and related bars.
URL: http://www.curse.com/addons/wow/dominos


● Bartender4
What is Bartender4? - Bartender4 is an addon simular to Dominos. It customizes your action bar.
URL: http://www.curse.com/addons/wow/bartender4


● Power Auras Classic
What is Power Auras Classic? - Power Auras Classic is an addon created to provide visual cues (auras) when you gain buffs, debuffs and many more. Very useful for shorts buffs or debuffs, it allows you to draw in the center of the screen, or around your character, very customizable visual effects, rather than having to look at or mouseover buff/debuff icons/actionbars.
URL: http://www.curse.com/addons/wow/powerauras-classic


● Snowfall Keypress
What is Snowfall Keypress? - Snowfall Keypress is an addon that makes your abilities activate when you press the button instead of when you release it. The time difference is very very small, but any bonus time you can get is good. Use it! Btw, the 3.3.5 version works perfectly on Cataclysm.
URL: http://www.wowinterface.com/download...lKeyPress.html

2/05/2013

When we start out in this guide there's obviously going to be a difference in the beginning for Alliance and Horde for this guide because each faction starts in different areas until after a certain level when they freely roam through the same zones. I could tell you the best routes to choose but for this guide I think it better I show you some pics of the routes people made in pictures. Also don't forget to go back to your trainer as often as you can so you can keep advancing farther in [Mining].I strongly recommend that you [Smelt] through this step, even if you don't have the gold to buy the ore this guide makes it easy for you to get it. Cause who really want to go out and hunt for all those Veins I know I don't but if you have to here is the guide for you to use.

Note: This guide can be used though all the realms of Molten-WoW. It is just some realms my level your skill in [Mining] up fast those realms are Frostwolf/Deathwing/Neltharion/Sargeras/Ragnaros. So please follow this guide and you should have no issues.


Ore Skill Requirements

To help players out if they are new to [Mining] it is a list of all the ores and what level you can mine them on. Every ore in this part is used in this guide.

----------------------
Ore Required Level
----------------------
Copper Vein-1
----------------------
Tin Vein-65
----------------------
Bronze-65
Smelted, not mined
----------------------
Silver Vein-75
----------------------
Iron Deposit-125
----------------------
Gold Vein-155
----------------------
Steel-165
Smelted, not mined
----------------------
Mithril Deposit-175
----------------------
Truesilver Deposit-205
----------------------
Dark Iron Deposit-230
----------------------
Small Thorium Vein-230
----------------------
Rich Thorium Vein-255
----------------------
Fel Iron Deposit-275
----------------------
Adamantite Deposit-325
----------------------
Rich Adamantite Deposit-350
----------------------
Cobalt Deposit-350
----------------------
Khorium Vein-375
----------------------
Rich Cobalt Deposit-375
----------------------
Saronite Deposit-400
----------------------
Rich Saronite Deposit-425
----------------------
Titanium Vein-450
----------------------

Mining 1 to 65 - [Copper Veins]

First off go to any major city and train form any [Mining] trainer you find and learn the [Apprentice Mining] skill. This should cost you only 10 Copper.

Horde Part:

Undead - Tirisfal Glades: The Undead [Mining] route is fairly simple. You can just go and pick up a starting point any were on the route and then just follow the path around the map. If you are a low level you my want to watch out for areas in the map that are to high for you to go to yet. If that is the case then just skip that part of the map and pick up on the path in lower level areas. You will find [Copper Ore] all along this route. Some in more spots in others.


Tauren - Mulgore: Mulgore is just one big oval so the [Mining] route for in here is fairly simple. On this map mob levels and aggro is not very impotent here since you will just be sticking to the outer edges of the map. You may want to skip the leveling in Venture Co. Mine if you are to low of a level and can't handle the mobs. You will find [Copper Ore] all along this route..


Orc & Troll - Durotar: This [Mining] route is shorter then the route above but it dose the same good job for leveling. Durotar is full of mountains and if you wanted to you could probably spend some time developing your own [Mining] route if this one dose not work for you. As you will notice though the [Mining] routes in this guide are nice and simple to follow. If you don't follow this picture you will have to go running around all the map to find your way around. You will find [Copper Ore] all along this route.


Blood Elves - Eversong Woods: This route is by far the easiest of all the [Mining] routes above. Just follow the outer circle on the map to get the most veins out of here. The Dead Scar however is loaded with veins so if you want to this pictures shows another path to take to get the most form the Dead Scar. You will find [Copper Ore] all along this route.


Alliance Part:

Human - Elwynn Forest: This is another fairly simple [Mining] route. All you need to do is follow this route and go in both caves to get the most out of the route. Don't forget to not go past the river on the south side or you will go into a new zone. You will find [Copper Ore] all along this route.


Night Elves - Darkshore: Darnassus doesn't have allot of veins in it so you will have to come to Darkshore to get the most out of it if your Night Elves. Now Darkshore is pretty huge so in this map it will show you two really good [Mining] routes you can take so you don't have to go though the whole map. Remember to go in the caves the most veins in there. You will find [Copper Ore] all along this route.


Draenei - Azuremyst isle: There are two caves in this [Mining] route that you want to hit up. If you are low enough level to get experience form the cave to the north. Cause then you can kill mobs while you get ore so you can Grind/Mine at the same time. If nto then just follow the entire route around the map. There's kind of a dead spot transition while going to the next good area when you go passed the lakes but it's that or loop back the way you came, either is fine. You will find [Copper Ore] all along this route.


Note: At 50 you will want to go back to any Major City and learn [Journeyman Mining] if you haven't done so already.

Mining 66-125 - [Tin Veins] and [Silver Veins]:

Horde and Alliance:

The Barrens: Once again if you decided to not smelt through these beginning levels of the mining guide you can do these mining routes as horde or alliance. For this [Mining] route I want you to follow the path around the map. If you need to run to the southern ends of the barrens be prepared to have to attack level 25 easy. If you cant then just follow the path without going that far down. On this Path you will find allot of [Tin Ore] and some [Silver Ore].


Wetlands:The Wetlands [Mining] route is mainly focused in the two caves in wetlands. It is were you will find the most veins. Other then the caves follow the path around the map to find more veins. On this Path you will find allot of [Tin Ore] and some [Silver Ore].


Note: In addition to these mining routes above you could also perform full circuits of Wetlands, Ashenvale, and Redridge mountains for this part of the mining guide.

Mining 126-175 - [Iron Deposit] and [Gold Vein]:

Horde and Alliance:

Arathi Highlands: There are allot of caves you will want to go and explore on this map. If you are the right level to go in them. In this [Mining] route you can see it is fairly simple to follow that path lead out. If you are horde you can follow the path around Hammerfall if you wish. You will find [Iron Ore] and some [Gold Ore] on this path.


Thousand Needles: There are only two caves on this [Mining] route that you can go explore in. Alos as you can tell the path is kinda of large but just follow this path and you should have np on this [Mining] route. You will find [Iron Ore] and some [Gold Ore] on this path.


Stranglethorn Vale: On this [Mining] route there are three caves that you can go in to get the veins. This is a really fun [Mining] route though cause the mobs levels are so high you can pretty much go around and Grind/Mine at the same time unless you don't wish to do that then you my not want to go on this route. You will find [Iron Ore] and some [Gold Ore] on this path.


Note: When you hit 150 go back to any major city to learn [Expert Mining] if you haven't done that already.

Mining 176-230 - [Mithril Deposit] and [Truesilver Deposit]:

Horde and Alliance:

The Hinterlands: On this [Mining] route there is only one cave and the route seems kinda of small. I have heard this is a really good route though. You will find [Mithril Ore] and [Truesilver Ore] all along this route.


Badlands: On this [Mining] route you will want to spend most of your time in the eastern loop or in the cave in the south. It's not bad to alternate between the two spots but the eastern loop and southwestern cave are where you will level mining the fastest. You will find [Mithril Ore] and [Truesilver Ore] all along this route.


Tanaris: This [Mining] route is were your going to want to spend most your time though these levels. Now you should go explore the two caves in this [Mining] route they provide very good leveling. Yes this is a very big route but it is worth it for those levels you need.


Note: At level 200 go back to any major city and learn [Mining Artisan].

Mining 231-275 - [Thorium Veins]

Horde and Alliance:

UnGoro Crater: This [Mining] route is one of the most competitive in the game. It has one cave to it and I would suggest going down the Slithering Scar for some extra leveling. You will find [Thorium Ore] all along this [Mining] route.


Winterspring: This is one of the best zones for [Thorium Veins]. The caves to the north on the map go into a very large tunnel system and allot of [Thorium Veins] spawn there. The bottom of the map mark in green is full of level 60s Elite Mobs nothing but them there. There is a good amount of [Thorium Veins] down there but you must be high enough level to get to them. You will find [Thorium Ore] all along this [Mining] route.


Silithus: This is another very good location to mine [Thorium Ore]. On this [Mining] The areas you see mark in orange are hive areas. Hive areas are a complex system of tunnels going into the earth there is allot of [Thorium Veins] down in these. If you do not wish to go into the tunnels then you can still find a good amount of [Thorium Veins] along this route. You will find [Thorium Ore] all along this mining route.

Note: At 275 you want to go back to any major city and learn [Mining Master]

Mining 276-325 - [Fel Iron Deposit]

Horde and Alliance:

Hellfire Peninsula: This is the easiest [Mining] route to find [Fel Iron Deposit] on this map. You can just loop around the orcs near the citadel but if you do follow the whole route. It will be beneficial to your leveling. Look out for the Elite area in the northwest areas of the map. Remember Fel Iron can be skilled up all the way to 375+ if you wish and you can skip the other sections of this leveling guide. You will find [Fel Iron Ore all along this route.


Mining 326-350 - [Adamantite Deposit]

Horde and Alliance:

Nagrand: Form 326-350 continue [Mining] [Fel Iron Deposit] when it is possible but begin to look for [Adamantite Deposit] on this map. You can almost find [Adamantite Deposit] anywere on this route so look carefully and level fast. You will find [Adamantite Ore] on this route.


Mining 351-450 [Cobalt Deposit] / [Rich Cobalt Deposit]

Howling Fjord: You must be at least 350 to start [Mining] [Cobalt Ore]. The [Rich Cobalt Deposit] you must be 375 to mine form. You can mine [Rich Cobalt Deposit] all the way to 450 if you wish but there will be more zones posted. Just follow the route and go into the two caves on the map to look for the veins you need. You will find [Cobalt Ore] all along this route.


Alternative Smelting Guide 1-450

For leveling most of 1-375 in this guide you can Smelt your way to the top instead of actually having to go out and mine the ore yourself. If you wish to choose this method I have a little Alternative Smelting Guide for you to look at and smelt your way to the top. It will level you up allot faster.

----------------------
Level SmeltOrange/Yellow/Green/Grey
----------------------
1-70/Copper Bar x1,25,47,70
----------------------
65-75/Tin Bar x,65,70,75
----------------------
65-115/Bronze Bar x,65,90,115
----------------------
75-130/Silver Bar x75,115,122,130
----------------------
125-160/Iron Bar x125,130,145,160
----------------------
155-185/Gold Bar x155,170,177,185
----------------------
175-230/Mithril Bar x175,202,230
----------------------
230-290/Truesilver Bar x230,250,270,290
----------------------
230-290/Thorium Bar x230,250,270,290
----------------------
275-325/Fel Iron Bar x,275,300,325
----------------------
325-340/Adamantite Bar x,325,332,340
----------------------
350-375/Cobalt Bar x,350,362,375
----------------------



1/27/2013

Mining is used to collect the ores you’ll need for Blacksmithing, Jewelcrafting, and Engineering…this means that the Auction House is usually LOADED with ALL the Mining supplies you’d ever need for leveling.

So instead of wasting the time running around leveling your Mining you may want to just BUY everything. If you don’t think you can afford it then you should read this guide now before you start.

This Mining Leveling Guide is updated for patch 4.3 and Cataclysm.

This guide will help you level Mining from 1 to 525 by both gathering ore and smelting it. You’ll be able to save time and gold reaching 525 as fast as possible. This guide also includes some of the best farming routes available for Mining.

* What’s in this Guide:

Horde 1-65
Alliance 1-65
66-125
126-175
176-230
231-275
276-325
326-350
351-375
376-400
401-450
450-475
475-525
Smelting 1-525
It is highly advised that if you get stuck on a Mining route in this guide, have problems finding nodes due to over crowding of zones, or want to be lazy, you should smelt as much as you can for parts of this Mining leveling guide.

* Ore Skill Requirements

Here is a list of what skill levels you will need to mine each type of ore found in this guide.

OreRequired Level
Copper Vein1
Tin Vein50
Bronze50Smelted, not mined
Silver Vein75
Iron Deposit125
Gold Vein155
Steel125Smelted, not mined
Mithril Deposit175
Truesilver Deposit205
Dark Iron Deposit230
Small Thorium Vein230
Rich Thorium Vein255
Fel Iron Deposit275
Adamantite Deposit325
Felsteel350Smelted, not mined
Rich Adamantite Deposit350
Cobalt Deposit350
Khorium Vein375
Rich Cobalt Deposit375
Saronite Deposit400
Rich Saronite Deposit425
Obsidium Deposit425
Pure Saronite Deposit450
Rich Obsidium Deposit450
Titanium Vein450
Elementium Vein475
Rich Elementium Vein500
Pyrite Deposit525
Rich Pyrite Deposit525

Don’t forget to go back to the mining trainer at the appropriate times so that you can advance your mining skill to each new maximum.

I strongly recommend that you smelt as much as you can for this guide, especially through the lower levels, if you don’t have the gold to buy the ore required to do this take a look at this Gold Making Guide.

The lower level ores you’ll be mining in the first several sections don’t have the best resale value and you can save a lot of time by simply buying them on the Auction House instead so skip to the smelting section if possible.

* Mining 1 to 65 – Copper

- Horde

Undead – Tirisfal Glades – The undead path for this mining leveling guide is fairly simple. You can pick a starting point anywhere on the line and just run the path mining along the way. If you are low level you may want to take into consideration areas on the map that might be too high for you to cross, if that is the case then just skip them and meet up with the path further down while leveling your mining.


Tauren – Mulgore – Mulgore is just a big oval so this mining route is really simple to run while leveling. Mob levels and aggro are not that important of a factor since you’ll be sticking to the outer edges of the map you should be fine following this part guide. You may want to skip leveling mining in the Venture Co Mine if you are too low of a level.


Orc & Troll – Durotar - Durotar is full of mountains and you could probably develop your own mining route if this one doesn’t work for you. I will let you know upfront that Durotar is a deformed piece of land and you would have to run all over the place to utilize a full mining circuit of it which can be tedious while leveling.


Blood Elves – Eversong Woods – This route is the simplest route to follow. There are other mines near West Sanctum and West of Sunsail Anchorage but if you’re looking for simplicity this is the route to take. The Deadscar is loaded with mines so if you get bored of going in circles I’ve added a point you can break off at halfway through.


Goblins – Azshara – Goblins have several options of where to go to mine, Azshara is one of them and can be done for some of the other Horde races as well by choice. The route stays up on the plateau and does a full loop around it. The red circle on the map is where you can make out like a bandit on copper ore as there are at least 7 nodes in that area that will spawn.



- Alliance

Human – Elwynn Forest – This mining path is for this part of the guide is kind of obvious since Elwynn forest isn’t surrounded by mountains on all 4 sides. There are two caves to go into and if you run the alternate dotted line from time to time there are more nodes down the river near the Tower of Azora.


Night Elves & Worgen – Darkshore – Darnassus isn’t great for mining so you have to come to Darkshore to level it up. Darkshore is a huge zone, there are nodes scattered all off to each side of this route. The southern half is higher level range so do half circles of the route if that is an issue.


Dwarves & Gnomes – Dun Morogh – This is a route I’ve used many times for leveling up my mining. You can literally make your own mining leveling route in this zone because it is so mountainous. Just stick to the mountain edges, caves, and rises in land and you’ll be set to mine in this zone as shown in the zone mining map guide below.


Draenei – Azuremyst Isle – There are two caves on this route that you’ll want to hit up. If you are low enough level to get experience in the cave to the north you could basically just sit in there and grind / mine at the same time. If not then follow the entire route. There’s kind of a dead spot transition while going to the next good area when you go passed the lakes but it’s that or loop back the way you came, either is fine.


* Mining 66-125 – Tin and Silver

- Horde and Alliance

Hillsbrad Foothills - This zone, which was combined with Alterac Mountains in Cataclysm, now has one of the densest areas of Tin Ore ever noted on any map. By staying in the red zone and going in the caves there are a very large supply of nodes. Take a trip out of the area and run around the outskirts of the mountains when bored.



Ashenvale - This route is more spread apart than the above Hillsbrad route, but still a viable option for Tin Ore. Stay away from the northeast section as it’s mostly Copper Ore up there. Stick to the internal ridges.



In addition to these mining routes above you could also perform full circuits of Wetlands and Redridge mountains for this part of the mining guide.

* Mining 126-175 – Iron and Gold

- Horde and Alliance

Don’t forget to go back to the mining trainer so that you can continue leveling up, there’s nothing worse than mining and mining only to realize you haven’t been getting skill ups because you didn’t train and were zoned out.

If you are starting to run low on gold or are getting tired of mining and would like to have enough gold to smelt as much as possible from this point on I highly recommend you look at these gold making tips.

Feralas - This zone is loaded with Iron Ore and is probably the best zone to get it now thanks to changes to the zone from Cataclysm. Do a loop in the north and run some of the outskirts in the southern regions west of Camp Mojache.


Western Plaguelands - In this zone you’ll find a relatively simple and easy route to follow. Just doing an outskirt circuit of the map without going too far north or doing anything internally should be a pretty sufficient route to net enough Iron Ore on each trip around.


The Cape of Stranglethorn – This is my least favorite spot of the three to mine Iron Ore but it’s likely one of the best to find this ore. There are a few nodes out on Jaguero Isle and then by coming back across to the gorilla area and naga area you will net some Iron Ore.



* Mining 176-230 – Mithril and Truesilver

You could still be smelting for this part and skipping the first half of this mining leveling guide, but it will start to cost a lot more gold and you should absolutely read this guide if you decide to smelt. Don’t forget to go back to the mining trainer at 225 so you can continue advancing your skill.

Felwood – This is probably the easiest route to follow as long as you don’t mind running through a lot of enemies while doing it. This route should net you the most Mithril Ore, and is almost a complete loop of the outskirts of the zone.


Badlands – Here you’ll probably want to spend most of your time in the eastern loop or in the cave in the southwest. It’s not bad to alternate between the two spots but the eastern loop and southwestern cave are where you will level mining the fastest.


Burning Steppes – Dreadmaul Rock is loaded with caves full of Mithril Ore, you could spend all day just going in and out of the caves on the red spot but you’ll have to be dismounted most of the time and fight your way through some of the enemies. For a more peaceful route take the outskirt arrows.