Darkmoon Faire Heirlooms

As I’m sure you’re aware by now, the new Darkmoon Faire is in town for the week.

The Darkmoon Faire offers all kinds of fun little games to play, achievements to…achieve, and quests to complete. And of course, it brings along the focus of this entire expansion – yet another grind.

This grind doesn’t get you any end game gear though. Instead if provides a nice collection of pets (6), mounts (2), toys, PvE heirlooms, and gear from the past for all your transmogrification needs. Basically, this is Cataclysm’s version of the Argent Tournament. The major difference is that the DMF is only around on the first week of every month, starting on the first Sunday of the month.

The purpose of this particular post is farming for those heirlooms. Why? Because heirlooms are kinda “my thang”. You feel me? You know what I’m sayin’? You smell what I’m stepping in? Alright, let’s get to it then.

At the end of the article I have a summary of how many tickets it’s possible for you to farm so that you know what kind of schedule you’re looking at regardless of what items you’re farming for.

Minimum Requirements
I wanted to include this in the guide with the F2P community and the Gnome Clones in mind, though I’m sure some of you other players might like the heads up as well.

The regular daily quests are reportedly able to be done by a character of any level. I’ve heard people say you have to be level 10, other say there’s no level requirement. We have confirmed that you can start the DMF daily quests at level 1. You need to be level 6 to accept the quest that sends you there, but that quest has nothing to do with getting in or doing anything.

In order to do the professions quests, which can be done only once per Faire, you have to be the minimum level to have the profession (which is 1 for non-crafting professions, 5 for crafting). You also have to have a skill rank of 75 in order to open the quests.

For the Darkmoon Artifacts to drop for you in dungeons and battlegrounds you have to be at least level 15. Dungeon artifacts drop primarily from the final bosses in the dungeons though some are able to drop from others. The first artifact that I got was on the second boss in one of the new heroics, and all of the others have come from final bosses so far. Battleground artifacts come from the corpses of your opponents, so make sure you’re looting those insignia. Also, dungeon artifacts come up in the Need/Greed rolls while for battlegrounds to the looter go the spoils.

Archeology is the exception to the professions rule since it has a level requirement of 20. It also requires to you have a skill level of 75 and the quest itself requires you to have 15 Fossil Fragments to complete the quest. So not only do you have to have this profession, you also have to have spent the time leveling it and collecting specific fragments in order to do the quest.

So the minimum level I would suggest for seriously farming the Prize Tickets is level 15 since you have access to almost everything. Level 20 opens up one more monthly professions quest (Archeology) and then you’ve got access to all but the two artifacts that require you to be level 85. However, you can start this farming at level 1, so there’s no reason to wait if you have a fresh toon and the faire is in progress.

Through further research I have found that the A Treatise on Strategy artifact requires level 85 and so far all reports show that it drops only from level 85 Heroics, and typically from bosses whose names reveal them to be somehow related to a military calling such as Commander Ulthok, General Umbriss, and Admiral Ripsnarl.

Also, the artifact called Soothsayer’s Runes requires level 85 as well and is confirmed to drop in Tier 11+ raids. This one is unique then in two ways. First, that it’s the only one dropped in a raid rather than a dungeon. Second, that this one does not require a loot roll; instead, everyone in the raid who has a copy of the Darkmoon Adventurer’s Guide in their inventory will receive it when it drops and is looted.

Heirloom Prices
Before we get into how you go about farming these things, it’s important to know how much farming you’ll have to do.

Of the 25 PvE heirlooms that you can get from the Darkmoon Faire, 19 of them (chests, shoulders, one-handed weapons) require 110 Prize Tickets, the two trinkets both require 130 Tickets, and the two-handed weapons require 160 Tickets.

You cannot get heirloom cloaks or helms from the Faire, and no new item slots were opened in this patch so legs and rings are still unavailable all together (save the ring from the Kalu’ak tournament).

The good news is, these prize tickets aren’t that hard to get your hands on. The bad news is, the event is only around for the first week of every month which means you have a set window in which to do all of your grinding and your grinding potential is limited by the small number of available quests.

Questing for Tickets

Daily Quests: 40 Tickets per Faire
Questing is your main source of tickets. There are five daily quests that you can do, and each of those rewards a single ticket. You can do those daily quests eight times throughout the week, for a total weekly farm of 40 Prize Tickets. How do you do daily quests for eight days in a seven day week? You log on at 12 A.M. server time on Saturday night and do the dailies before 3 A.M. server time on Sunday morning when daily quests are reset. There’s your weekly exploit report, now back to our regularly scheduled farming guide. So 1 ticket per quest, 5 quests per day, 7(+1) days per week.

Blizzard quotes this as being available only seven times per week, but unless they put something in place to stop it, you can still farm an extra day’s worth of dailies during that three hour stretch each time it opens.

Monthly Quests:
Each month, once per Faire, you can do a quest related to each of your professions and secondary skills as long as you have at least skill rank 75 in that profession. Each character can have a total of six of these (two professions, four secondary skills) at one time. Professions reward 4 Tickets each while Secondary Skills reward 3 Tickets each.

For most players that’s going to be the final count on this type of farming. However, if you’re all kinds of serious about farming these heirlooms you can actually (ab)use the system here by leveling your primary professions to 75, doing their quests, dropping the professions, picking up 2 new professions, leveling to 75, doing the quests, drop the professions, rinse and repeat for all eleven professions. So crazy people can get a total of 3 tickets per quest, for all 11 professions and all 4 secondary skills, for a total of 45 prize tickets per month.

Other monthly quests include the Test Your Strength quest which has you collect 250 Grisly Trophies from targets you kill, and quests that start from all of the Darkmoon Artifacts that you get from dungeon bosses and looting insignia from opposing forces in battlegrounds.

[Update: Blizzard has confirmed that all of these are repeatable each month.]

There are a total of nine Darkmoon Artifacts: five from dungeons, three from battlegrounds, and 1 from T11+ raids. Each of these artifacts starts a quest which is simply turning the item in at the Faire.

4 Dungeon Artifacts – 10 Tickets each (40)
1 Heroic Artifact – 15 Tickets
1 Raid Artifact – 10 Tickets
3 BG Artifacts – 5 Tickets each (15)
2 Primary Professions – 4 Tickets each (8*)
4 Secondary Professions – 3 Tickets each (12)
1 Test Your Strength – 10 Tickets

So the grand total for Monthly Quests (not counting the dailies) is: 110*

I’m awaiting confirmation on whether or not Blizzard has put a stop to the dropping/repicking professions thing I mentioned above. If it’s gone, then 110 Monthly is the limit, while if it’s not you can add another 36 to the total.

Total Farming Per Month
This is the part of the guide that’s applicable to everyone who wants to farm the prize tickets, even if you have no interest in heirlooms. These are your total farming caps per month for you to determine how long you’ll have to farm to get all the items you want.

Total Weekly Farming: 40 Tickets
Total Monthly Farming: 18-45 Tickets
Total One-Time Farming: 100 Tickets

So in the first week you’re able to farm a maximum of 158 Tickets if you’re sane, or 185 Tickets if you’re no longer restricted to the realm of sanity.

This works out to roughly 2 heirlooms every two months unless you’re buying expensive ones in which case it will be one on the second month and then one to three more on the third month, and so on.


Best In Slot

With 4.3 bringing the ability for us to transmogrify our gear to look the same, it’s time to step up the gear list.

Keep in mind that the point of the Gnome Clones, so far as gear is concerned, is primarily to look the same, so don’t feel like you’re required to go out and farm best in slot gear just because it’s on this list. If you already have your clone gear then you can keep right on wearing what you’ve got. Transmogrification simply allows you to use even better gear while still looking exactly the same.

The lists that follow include farmable upgrades for the items that are currently on the gear list as well as the literal best in slot if you’re interested in taking your clone to the furthest reaches of gnome twinking.


If you see an item with an asterisk (*) after its name, check the notes below the table before you go rushing off to get one, or you might end up wasting resources on a potential downgrade.

Head A Spellpower Goggles Xtreme +18 Int Engineering 225
Head B Lucky Fishing Hat +15 Stam, +5 Fishing STV Fishing Tourny
Neck Brilliant Necklace +2 Str/Agi/Int/Spi, +1 Stam Jewelcraft 75
Shoulder Exquisite Sunderseer Mantle +6 Stam, +6 Int, +4 Crit, +6 Resil Vendor, 2,175 Honor
Cloak Spidersilk Drape* +4 Stam, +3 Int, +4 Hit Tailoring 125
Chest Mechbuilder’s Overalls* +7 Stam, +11 Int, +7 Crit Zone Drop, Gnomer
Bracer Mindthrust Bracers* +3 Stam, +4 Int, +3 Spir Zone Drop, SFK
Belt No Upgrades
Legs No Upgrades
Boots Spidersilk Boots* +8 Stam, +7 Int Tailoring 125
Ring 1 Charged Gear* Varies* Final Boss, Gnomer
Ring 2 Charged Gear* Varies* Final Boss, Gnomer
Trinket 1 Inherited Insignia of the Alliance +8 Resil Vendor, 2,725 Honor
Trinket 2 Arena Grand Master* +12 Stam, Use: Bubble STV Arena Chest x12
Weapon Grand Staff of Jordan +12 Stam, +8 Hit, +8 Resil, +48 SP Vendor, 3,500 Honor
Wand Firebelcher +3 Int, +3 Stam Rare Spawn, WC

The head slot has two options listed because this is one of those times where “upgrade” is a subjective term. The goggles that are on the default Gnome Clone list has +9 Stam, +9 Int, and +9 Spirit making them the best balanced head piece you can get. However, there are two choices that are “upgrades” if you’re looking to maximize a stat rather than staying balanced. The Goggles give you a large Int boost if you want stronger heals/damage, while the Fishing Hat gives you a significant health boost for keeping you alive. You don’t necessarily need to upgrade to either of these items because we have a balance of Int and Stam already. If you’re looking to maximize one or the other, then these are your options.

The Spidersilk Drape isn’t necessarily an upgrade compared to the Tumultuous Cloak of the Sorcerer that’s currently listed in the gear list. It trades 1 Int and 4 Haste for 4 Hit. If you find that you need hit, this is your best/easiest alternative.

The Mechbuilder’s Overalls are nearly impossible to find. They have a 0.03% chance of dropping from four of the mobs inside Gnomeregan at the very best. The other six mobs that can drop them have a 0.01-0.02% drop rate. The “easiest” way to get these is to farm the Auction House hoping someone sells them who has no clue of their value. On the servers that I actively play on these sell for roughly 7,000g on the AH. Before 24 twinking was a big thing I usually saw them for 350-500g. Now that transmog exists I don’t expect to ever see these going for cheaper than that.

Mindthrust Bracers are another subjective upgrade. You lose some Int and Spirit and pick up some Stamina in return. These bracers are hard to find because they’re a zone drop with a max drop rate of 0.11%. However, these did get nerfed in the Shattering so they’re much cheaper on the AH now than they used to be. Pre-Shattering you could find these for 50-75g, these days you’re looking closer to 15-25g. They’re still good bracers, they just aren’t the fantastic bracers they once were.

Spidersilk Boots trade 1 Int and 5 Crit for 3 Stam. Some people might consider that an upgrade, and others might not. Whether or not I made the change would depend on my class and spec. As a Mage, I’d keep the Acid Walkers. As a Warlock, I’d only keep Acid Walkers if I were Destro. As a Priest, I would take the Spidersilk’s if I was healing, and I would consider Acid Walkers if I were Shadow.

Charged Gear are rings that the final boss of Gnomeregan drops (25%) that have a random enchant on them. There are three particular versions of this ring that you might be interested in: “..of Intellect” (+10 Int), “..of Stamina” (+10 Stam), and “..of the Eagle” (+7 Int, +6 Stam or +6 Int, +7 Stam). You can mix and match these however you want based on your own stat priority. Some people like the idea of +20 Int or +20 Stam from their rings, while others prefer to have +13/14 Int and +14/13 Stamina (the Eagle enchant gives +6 to one and +7 to the other, I don’t believe you can get a +7/+7). Others might even prefer going with +10 Stam on one and +10 Int on the other, or a +10 Int/Stam and a +6 Int, +7 Stam on the other. The great thing is they aren’t unique so you can really customize to your desires, the bad thing is you have absolutely no control over which version of the ring he drops and there are 30 different version of this ring available.

Other versions of the Charged Gear you might consider holding onto if you find them are “..of Arcane Resistance” (+17 Arcane Resist), “..of Concentration” (+4 MP5), “..of the Owl” (+6-7 Int, +6-7 Spirit), “..of the Whale” (+6-7 Stam, +6-7 Spirit). All of these can be useful in certain situations. Arcane Resist helps you against Mages and Boomkins while the others are mostly useful for restoring your mana.

The Arena Grand Master trinket is basically the trinket of twinks. The problem is, it’s freaking hard to get one of these. On some servers it’s not a big deal because nobody else ever goes for it, while on others you’re often looking at anywhere from 2-12 level 85 characters camping people who try to get anywhere near it unless you pay them each enough gold to leave you alone or buy their protection. The chest that this trinket comes from shows up every 3 hours on the 3rd hour (3, 6, 9, and 12 o’clock server time) and it’s right in the middle of an arena that auto-flags everyone who enters even against your own faction.

If you can get online during off hours, then you might have a chance at farming this on Durotan. You might be able to talk some AF members into helping you now and then if you need some protection, but with 130+ clones needing 12 chests each…this is a trinket to hope for, not one to count on.


If you see an item here that has an asterisk (*) after the name or listed as a part of the price or something, be sure to check the notes below the table before you go rushing off to find the item as it could be a potential downgrade or have special requirements to obtain it that you may or may not be able to meet.

NOTE: This list only takes into account items obtainable by Alliance characters. True BiS would take both factions into account and require you to faction change as needed in order to get the literal best item for every single slot. I don’t think anybody here is that dedicated to their Gnome Clones, so I’m not going to go that far. If you really, really want me to because you’re obsessed with your Gnome and 24 twinking that much, I will. Maybe.

Head Tattered Dreadmist Mask* +12 Stam, +8 Int, +5 Crit, +5 Haste Vendor, 1,350g, Honored w/ Lv 20+ Guild
Neck Brilliant Necklace +2 Str/Agi/Int/Spi, +1 Stam Jewelcraft 75
Shoulder Tattered Dreadmist Mantle +9 Stam, +6 Int, +6 Crit Vendors*
Cloak Ancient Bloodmoon Cloak* +7 Stam, +4 Int, +3 Crit, +3 Haste Vendor, 1,200g, Honored w/ Lv 10+ Guild
Chest Tattered Dreadmist Robe +12 Stam, +8 Int, +8 Crit Vendors*
Bracer Mindthrust Bracers* +3 Stam, +4 Int, +3 Spir Zone Drop, SFK
Belt No Upgrades
Legs No Upgrades
Boots Spidersilk Boots* +8 Stam, +7 Int Tailoring 125
Ring 1 Charged Gear* Varies* Final Boss, Gnomer
Ring 2 Charged Gear* Varies* Final Boss, Gnomer
Trinket 1 Inherited Insignia of the Alliance +8 Resil Vendor, 2,725 Honor
Trinket 2 Arena Grand Master* +12 Stam, Use: Bubble STV Arena Chest x12
Weapon Dignified Headmaster’s Charge +11 Stam, +9 Int, +7 Crit, +48 SP Vendors*
Wand Firebelcher +3 Int, +3 Stam Rare Spawn, WC

The Tattered Dreadmist Mask is the best helm you can get, though you can’t necessarily get it. If you don’t have a high level character on the server where your Gnome Clone is located, then you won’t be able to get this thing for a loooong time. The only option you have that doesn’t involve leveling or transferring a toon to the clone server is to roll your clone on your home server where you have a guild that can supply this helm and then use RealID with some of the members of your primary clone server. With 4.3 you can now use RID to group with friends and queue for battlegrounds in addition to the dungeons we could already do this with. You miss out on some of the social aspects of being with the other clones, but you can still participate in BG’s and LFG.

The Ancient Bloodmoon Cloak is just like the Mask above, except that it only requires a level 10 Guild. It still requires Honored reputation with the guild though, and getting that on a low level character is something that really shouldn’t even be considered unless you’re freaking crazy and you know it.

The Dignified Headmaster’s Charge can be purchased by 24 twinks by farming a crapload of Honor (5,250 Honor) and then converting it into Justice Points. You can also get it through the new Darkmoon Faire for 160 Darkmoon Prize Tickets. I do not have any information right now on how fast or how difficult it is to earn those tickets, so I can’t even estimate how long it might take you to farm 160 of them. Hopefully I can find a guide soon or experience it myself soon and can tell you then.

The Tattered Dreadmist Mantle is just like the DHC above, except that it’s slightly less expensive. If you’re doing the Honor > JP conversion you need 3,375 Honor to purchase the JP for it. These shoulders can also be purchased with 110 Darkmoon Prize Tickets, though again I need more information on getting those before I can comment on how hard it is to farm them.

The Tattered Dreadmist Robe is just like the Mantle above, with a cost of 2,175 JP (3.375 Honor) or 110 Darkmoon Prize Tickets. You could also consider the Mechbuilder’s Overalls as BiS if you’re looking for higher Intellect than Stamina. Both of these are strong contenders for the top caster chest, and which choice you go with is up to you based on your stat priority. I prefer to lean towards Stamina more than Int when I have two pieces that are this close, but that’s me.

Spidersilk Boots trade 1 Int and 5 Crit for 3 Stam. Some people might consider that an upgrade, and others might not. Whether or not I made the change would depend on my class and spec. As a Mage, I’d keep the Acid Walkers. As a Warlock, I’d only keep Acid Walkers only if I were Destro. As a Priest, I would take the Spidersilks if I was healing, and I would consider Acid Walkers if I were Shadow though I’d probably get the Spidersilks instead.

Charged Gear are rings that the final boss of Gnomeregan drops (25%) that have a random enchant on them. There are three particular versions of this ring that you might be interested in: “..of Intellect” (+10 Int), “..of Stamina” (+10 Stam), and “..of the Eagle” (+7 Int, +6 Stam or +6 Int, +7 Stam). You can mix and match these however you want based on your own stat priority. Some people like the idea of +20 Int or +20 Stam from their rings, while others prefer to have +13/14 Int and +14/13 Stamina (the Eagle enchant gives +6 to one and +7 to the other, I don’t believe you can get a +7/+7). Others might even prefer going with +10 Stam on one and +10 Int on the other, or a +10 Int/Stam and a +6 Int, +7 Stam on the other. The great thing is they aren’t unique so you can really customize to your desires, the bad thing is you have absolutely no control over which version of the ring he drops and there are 30 different version of this ring available.

Other versions of the Charged Gear you might consider holding onto if you find them are “..of Arcane Resistance” (+17 Arcane Resist), “..of Concentration” (+4 MP5), “..of the Owl” (+6-7 Int, +6-7 Spirit), “..of the Whale” (+6-7 Stam, +6-7 Spirit). All of these can be useful in certain situations. Arcane Resist helps you against Mages and Boomkins while the others are mostly useful for restoring your mana.

The Arena Grand Master trinket is basically the trinket of twinks. The problem is, it’s freaking hard to get one of these. On some servers it’s not a big deal because nobody else ever goes for it, while on others you’re often looking at anywhere from 2-12 level 85 characters camping people who try to get anywhere near it unless you pay them each enough gold to leave you alone or buy their protection. The chest that this trinket comes from shows up every 3 hours on the 3rd hour (3, 6, 9, and 12 o’clock server time) and it’s right in the middle of an arena that auto-flags everyone who enters even against your own faction.

If you can get online during off hours, then you might have a chance at farming this on Durotan. You might be able to talk some AF members into helping you now and then if you need some protection, but with 130+ clones needing 12 chests each…this is a trinket to hope for, not one to count on.

One thing you want to keep in mind as you gather your gear sets is something we’ve already addressed before – Hit Rating.

The amount of Hit that you need in PvP is very small, and unless you’re really getting serious about twinking in 24’s I wouldn’t even bother trying to get hit capped for PvP, much less PvE. If you want to cap your Hit for PvP, then you need 4% which is roughly +12 Hit Rating. You can get that from enchants, gear, consumables, or a combination of those. If you still need to consider Hit Rating, then I’ll refer you to my previous post Hit Rating Off Sets.

Warsong Gulch 101

Warsong Gulch (WSG) has always been one of my favorite battle grounds. I can’t really tell you why that is, though I’m sure it has something to do with its small size and the its simplicity, or maybe it’s because I spent many of my summers growing up playing capture the flag at Boy Scout camps. Either way, it’s time to look at the basics of our primary battleground.

Battleground: Warsong Gulch
Number of Players: 10 Alliance, 10 Horde
Time Limit: 25 minutes
Primary Objective: Capture the enemy flag three times within the time limit
Contingency B: Capture more flags than your opponent within the time limit
Contingency C: Capture an equal number of flags as your opponent, but capture it more recently
Location Buffs: 2 Speed, 2 Berserk, 2 Restoration

Acronyms & Terms
“FC” – Flag Carrier (your team)
“EFC” – Enemy Flag Carrier
“FR” – Flag Room (your flag room)
“EFR” – Enemy Flag Room
“INC” – Incomming, alerting others that opponents are on the move
“Cap” – Capturing the flag by returning the enemy flag to your base while in control of your own flag
“Recap” – Killing the EFC and recapturing your flag, returning it to your base and your team’s control
“2nd/On 2” – The second floor of either base
“Roof” – The top floor of either base
“Mid” – Midfield, the vast open area full of large tree stumps
“Ramp” – located at stage-left of each base, leads to both the 1st and 2nd floor of the base
“GY” – Graveyard for either team, located stage-right of each base, opposite the Ramp
“Tun’ – The tunnel leading to/from both bases, located at the north and south ends of midfield
“Healing Hut” – Located in front of each graveyard, contains a spawned Restoration buff (Health & Mana)
“Zerk Hut” – Located in front of each ramp, contains a spawned Berserking buff (Increased Damage, Decreased Armor)
“Side Room” – A small room attached to the flag rooms, stage-left, at the “top” of each tunnel
“Zerg/Zergging” – A large portion of either team, moving together as a group in an attempt to overpower
“Turtle” – Pulling the majority of your team into your base to maximize defense
“Camping/GYC” – Positioning yourself near the enemy graveyard, to attack immediately after they ressurect

FC and EFC refer to players, the ones who have control of the flags. People usually use these in order to ask where a flag carrier is, or to inform others of where the flags are. Often used in conjunction with other terms and acronyms from this list. “EFC TUN” for example, means that the enemy flag carrier is in the tunnel, expressing to your team that they should move to the tunnel to intercept.

FR and EFR are locations, most often used to communicate how much defense is in the flag room, or the location of the FC or EFC.

2nd, On 2, and Roof are also locations, typically used to express the location of FC/EFC or the location of incoming assault groups. 2nd and On 2 both refer to the second, or middle level of the bases. This level has a small open portion that allows ranged advantage onto the ground floor. Roof is the third and top level of the bases which have access to both the ground floor of the flag room as well as the second floor, and the open area between the roof and tunnel that is used to reach the roof in the first place. You’ll often see these used with INC calls as well. “INC TUN” means enemies are coming to the flag room via the tunnel, “INC RAMP” means they’re coming up the ramp, and so on.

Cap is usually used to let the FC know that the EFC is either dead or about to die so that they know to begin moving to the flag spawn location in order to capture the flag before an opponent can sneak in there and run away with it again. It’s also used by impatient players a way similar to “GO GO GO!!!” which is freaking annoying and will cause me to shank you.

Recap is used to communicate that people either need to go to offense in order to recapture your flag, to let your team know that you’re about to recap the flag, or to alert others that the flag has been dropped and needs to be clicked on to recap before an opponent does.

Mid, Ramp, GY, and Tun are all used to communicate areas of the map, most often associated with the location of the EFC or the intended path of your FC, or to call out large packs of opponents. “Going GY, Move to assist” means I have picked up their flag and I’m going to bring it back by moving through the opponent’s graveyard and/or that side of the map in order to return it to our base, and that I need help bringing it back so you should start pushing to that side of the map to help me.

The other terms I think are fairly explanatory, so if you have any questions leave them in the comments and I’ll give some more details. If you see any big ones that I left out, mention those too so we can get them added.

Unwritten Rules
Despite its simplicity, there are a lot of things about WSG that players have no means of knowing without doing some kind of research or experiencing it themselves. In terms of PvP, one of Blizzards greatest failings is that they give players no information on how to play the individual battlegrounds. So here are the unwritten rules that come to mind for WSG:

  1. You cannot carry the flag while riding a mount.
  2. You cannot carry the flag while under the effects of immunity.
  3. You cannot carry the flag in Stealth.
  4. You cannot capture the flag if you do not control your own flag.
  5. Your opponent cannot capture your flag while you control their flag.

If you are carrying the flag and you summon your mount, you will drop the flag the second your mount is cast. If you pick the flag back up, it will dismount you. You cannot, under any (legit) circumstances, carry the flag in WSG while mounted. Druids and Shamans can take on forms that allow them to move faster (Travel Form and Ghost Wolf respectively) while carrying the flag, and you can use whatever speed boosts your race/class/consumables provide you, but you can’t mount as the flag carrier.

While the Gnome Clones won’t have to worry about #2, it’s something that deserves mentioning for anyone else who happens to read this and for you to be aware of in case you’re facing opponents that this may apply to. The only class that I can think of that is able to grant actual immunity is the Paladin. If a Paladin activates their bubbles that make them immune to damage, they will drop the flag and cannot pick it back up until the effect ends (or is cancelled). If you have consumables that make you immune (there was a flask in Wrath that you could get that may or may not still be around), these too will force you to drop the flag. Now, I’m not talking about bubbles here like the Priest’s Power Word: Shield spell that absorbs a certain amount of damage, I’m talking strictly literal immunity to damage. Paladins can’t force their bubble on you if you have the flag, so no need to worry about that.

Picking the flag up while you are in Stealth will bring you out of Stealth, and using Stealth while you have the flag will cause you to drop it. Again, this isn’t a worry for the Clones since we don’t have Stealth, but it’s something to be aware of. If you see an enemy Rogue carrying the flag who goes into stealth and drops it, expect that he’s going to try to either Sap you or attack you, hoping to pick the flag back up before it despawns.

You can’t capture the flag unless you control both yours and your opponents’. What this means is, if the enemy has your flag then your flag carrier (FC) needs to avoid getting caught/killed (preferably with the help of a healer or two) while the rest of your team goes after the enemy flag carrier (EFC) to get your flag back.

The last item on the list is exactly like the previous one, except that you’re looking at it from the opposite side. Your opponent can’t capture the flag if someone on your team has their flag. The default action for most people in WSG is to kill the EFC and that’s it. Sometimes it’s better for you to forget about the EFC and instead go and grab their flag as fast as possible to prevent them from capturing. If the EFC is closer to their flag than you are, then you probably want to try to kill the EFC, but if you have the means to get ahead of them and get the flag before they can capture, then you’re doing your team a huge favor by blocking the other team from capturing. This is one of many examples of actions you take in PvP that wins games and doesn’t require you to do anything at all to your opponents.

Objectives and Contingencies
The object of WSG is to capture the enemy flag three times before they do the same to you. The first to three flags wins. Flag captures are the only thing that matter in this battleground. Period.

Because of the situations that I mentioned in the previous section that prevent you from capturing the flag, not every game is going to have three captures in the 25 minute window. To address that, Blizzard put into place some contingency plans.

If the time expires and neither team has captured three flags, then the team with the most captures wins.

If time expires and there is a tie, the team who captured the last flag is declared the winner. In PuG’s you’ll often hear people ask, “who capped last?” to know who wins in the case of a tie.

If time expires and there is a tie with neither team having captured any flags at all, then it is a draw and both teams lose.

The best, most rewarding way to win WSG is to capture three flags, so you always want to strive for this. NEVER stop going after your opponent’s flag, even if you know that 9 of them are waiting in the enemy flag room to kill you and you’re going to die in 0.000014 seconds after stepping foot inside. Always try for another flag capture.

If capturing three flags isn’t going to happen, then you want to make sure you capture the last flag. Group up with your team and push for the flag with all your might. Ignore battles in midfield, even if it means letting your friends die, and push for that flag. Stay together in a group and assist each other as needed in order to get the flag and bring it back for a capture.

Similarly, if you are tied and your team was the last to capture the flag then it’s very important for you to protect your flag carrier. The biggest piece of advice I can give you for this is to not chase after opponents if they withdraw. If they pull back, let them. The second you go chasing after someone rather than staying to defend your flag carrier is the moment that their Rogues and Ferals spring a stealthed ambush on your flag carrier and save their flag.

Helpful Hints

Speed Buff: a buff located in the tunnels that grants +100% speed for 8 seconds.
This buff is great for trying to either get to and from the flag really quick or getting from the tunnel to the roof or out to mid real quick – WHEN YOU’RE ALONE.

The most frequent noob mistake I see in WSG is people using this buff just because it’s there. Don’t ever leave your healers behind by grabbing this buff and then taking off. If you do, and I’m your healer, you can die. I don’t even care. If you leave your healers behind without a good reason for doing so and you die, you deserve it. Similarly, if you’re going into the base with a group and someone’s about to grab the flag, don’t get the speed buff for no reason; move toward the end of the tunnel instead and let the flag carrier get the buff so that you’re that much closer to capturing the flag that much sooner.

If you’re in your own base then you need to consider the location of the enemy flag before deciding whether or not to take it. If your FC is on his way to return the flag, leave the buff there for them to speed up the capture. If you have the enemy flag in your base and are waiting for a recap, then always take that speed buff when you see it so that the enemy can’t use it against you.

Don’t Leave Your Healers Behind:
I mentioned this in the speed buff above, but I’m saying it again here anyway. Never leave your healers behind unless doing so is the only way to score a crucial flag capture and you’re sure that doing so will achieve that capture. If you have buffs or consumables that increase your speed, don’t use them unnecessarily if your healers can’t keep up.

There are some exceptions to this, but they’re rare. In most cases, the only time this is a good idea is if your healers are drawing all of the enemy fire and they’re willing to sacrifice themselves to give you time to get away. If there’s no way you can win a skirmish, it might be acceptable to leave your healers behind in order to try for a capture. Maybe.

Use the Stumps:
WSG’s midfield is littered with large tree stumps from trees that the Horde have cut down in Ashenvale, which is the lore behind this BG and why it exists by the way. These stumps appear as though they block Line of Sight (LoS), but they actually don’t. You can’t physically move through them, but you can cast through them as though they didn’t exist. Since the Clones are all casters, this is one of the strongest advantages you have in this battleground. Melee has to go around/over the stumps to get to you while you can keep on casting unhindered. The stumps are fantastic for killing tunnel visioned melee. Just don’t forget you aren’t the only ones that can use them like that.

This same concept applies to the large wagons on the Horde’s side too, which we’ll talk about next.

Use Your Stature:
Being a Gnome does have its occasional perks. On the WSG map on the Horde’s side of the field there are four large wagons. Most races can’t interact with these wagons beyond using them in a way similar to the tree stumps or using various jumping techniques to climb on top of them. However, Gnomes and Goblins can both run under certain parts of these wagons, particularly where the handle connects to the cart. Both of those races can run under the handle where all the others have to run around the cart. This is a great place to break away from melee opponents or to kite opponents who can’t take advantage of that terrain like you can.

Shamans in Ghost Wolf and Druids in Cat/Travel Form love to think that they can follow you through that little hole, but when you’re shapeshifted the game uses your base racial size even if you look like you’re smaller and they still can’t use it. I think some of the potions/drinks that shrink you might let you fit under there, but I never see anybody using them on any kind of frequent basis.

There are a couple of other places that Gnomes can go that others can’t, but they’re a bit harder to describe in text than they are to just show you. I’ve been planning to put together a video for a few weeks now and just haven’t gotten around to doing it, but I’ll try to get it posted soon.

War Games
I think we’re getting pretty close now to having enough clones at level 24 that we can start seriously invading PvP. I’d like to start up some War Games soon to go over the basics in person. We don’t actually need 20 people for Wargames, I think we can do it with any number actually, but we can handle up to 20 per group.

War Games allow us to challenge each other to a PvP match. There aren’t any rewards for doing it, no achievements, or anything else. War Games are meant to be used for practice, teaching, and general fun.

Once we’re inside we can walk everybody through the map to get them familiar with it, show you where the buffs are and what kind of paths you might want to take when you’re going after the flag or trying to protect one, and so on.

After we’ve gone over the training portion, we’ll have everyone return to their base and we’ll do some practice runs fighting against each other and learning how to run the flag, protect the flag carrier, and bring down the opposing flag carrier.

Warlock Primer: Macros & Useful Information

These are the macros that we’ll suggest for the level 24 Gnome Clone Warlocks. There are five sections here, one for each of the three talent specs, a fourth to cover Warlocks in general, and Warlock pets get a section of their very own as well.

If you’re interested only in looking at the macros for your spec, you can click on one of the following links to jump to that section:

General Warlock Macros
Warlock Pet Macros
Affliction Warlock
Demonology Warlock
Destruction Warlock

General Warlock Macros & Useful Information

Here we’re going to talk about some of the basic features of the Warlock class and look at a couple of macros that can help you.

Fear: is your primary Crowd Control (CC) spell, sending your target running around in random directions for its duration. Fear is one of the strongest CC abilities in the bracket. At least, it is until some goober breaks the effect. Fear does have Diminishing Returns (DR) and it shares that with the Priest’s Psychic Scream ability. The first time they are feared it will last 8 seconds (or until broken), the second time is 4 seconds, the third is 2 seconds, and then they become immune to Fear for a time before the DR counter resets.

The DR is per target though, not per cast. So you can cast it on one target for an 8 second fear, then cast it on another for an 8 second fear, and so on. You can only have 1 target feared at a time, so casting it on a second target frees the first, but in the case of BG’s like Warsong Gulch, even a fraction of a second worth of CC on someone can be the deciding factor in the match.

In regards to damage breaking Fear, the threshold for that break is very low, so if you’re going to use Fear and then proceed to try to kill the target, you might want to consider applying your DoT’s right after the Fear cast and then using a nuke rather than following it up directly with the nuke which is more or less guaranteed to break your Fear. So Fear > (Unstable Affliction) > Corruption > Bane of Agony is usually the safest bet for applying a damage rotation to a target without breaking Fear early. If you really want to make people mad you can follow that rotation with Fear > Shadow Bolt > Fear > Drain Life > Soulburn/Soul Fire Macro (see below).

Soul Shards: are a secondary resource system for Warlocks. You have three of them by default, and you use them by casting Soulburn which causes various spells to act differently or more powerfully. The two most common uses in the 24 bracket are instant pet summons and instant Soul Fire casts. You can do this either by casting Soulburn and then casting the spell you want to modify, or you can combine them into macros like the following:

#showtooltip Soul Fire
/cast Soulburn
/cast Soul Fire
/run UIErrorsFrame:Clear()

#showtooltip Summon Imp
/cast Soulburn
/cast Summon Imp
/run UIErrorsFrame:Clear()

#showtooltip Summon Voidwalker
/cast Soulburn
/cast Summon Voidwalker
/run UIErrorsFrame:Clear()

#showtooltip Summon Succubus
/cast Soulburn
/cast Summon Succubus
/run UIErrorsFrame:Clear()

#showtooltip Summon Felguard
/cast Soulburn
/cast Summon Felguard
/run UIErrorsFrame:Clear()

These macros take advantage of the Global Cooldown (GCD). Most spells, when you cast them, trigger the GCD which by default is a 1.5 second timer that prevents you from casting other spells. The other spells ignore the GCD which means you can either cast them and then immediately follow up with another spell, or you can cast a normal spell that triggers the GCD and then before the GCD is actually finished you can cast a non-GCD spell. In other words, spells that do not trigger the GCD (like Soulburn) allow you to cast multiple spells at the exact same time with only a single button press or click.

Soulburn is one of those spells that does not trigger the GCD, so activating this macro uses Soulburn and then casts a spell that benefits from Soulburn to get the additional benefit. In the case of Soul Fire, using Soulburn causes this spell to be an instant cast which is a really big deal since this is one of the slowest spells in the game and it hits really hard. I use this macro on all of my Warlocks, regardless of their spec or their level. It might not be my primary option for using Soulburn, but they all use this macro to have the option of casting an instant nuke.

In the case of the Summon [DemonName] version of the macro, Soulburn causes the summon to be instant cast, making it fast and easy to replace a fallen demon or to get a demon at your location in case you somehow get separated.

Soul Shards are regenerated in one of two ways: Soul Harvest or Drain Soul. Soul Harvest is a channeled spell that requires you to be out of combat to use, and it restores 15% of your life and 1 soul shard every 3 seconds for 9 seconds (so all three shards and 45% total life return), and it has a 30 second cooldown. Drain Soul is a 15-second channeled attack spell that deals damage (double damage if the target is at or below 25% health) and if you’re channeling it while the target dies you restore 3 soul shards.

I make a special effort to get Drain Soul on almost all of my targets before they die. If you’re casting nukes and you know that your target only has 15 health left and you just sent a Shadow Bolt at them that’s going to kill them, hit Drain Soul anyway and as long as it “hits” before Shadow Bolt’s damage finishes them off you’ll get your soul shards back.

Life Tap: is the Warlock’s source of mana return. They sacrifice their hit points in order to restore their mana. Use this when you need it, just be aware that you’re damaging yourself and your healers may or may not be able to give you free healing to make up for that. Don’t be afraid to use it, just realize the sacrifice you’re making and that this is a primary trait of the Warlock class and they’re meant to be able to use it. You life and die by your mana pool. To Fel with your own life source, if you can’t kill things then life isn’t worth living in the first place!

That being said, if you use Life Tap in LFG don’t expect your healer to heal you back up to full after you Life Tap. That’s not to say that they won’t, but you have several method of restoring your life such as Soul Harvest (45% heal), Drain Life (6% heal per cast), Health Stones (45% base life heal), bandages (up to 2,000 healing), and normal food. If you’re between pulls then expecting your healer to make up for your life tap is sending them the message that your mana is more important than theirs, which is ludicrous when you’re more than capable of healing yourself.

Pet Macros and Useful Information:

Warlock Pets get their own special little section because they’re such special little minions. Actually, they just have cool abilities that sometimes are better cast via macro than just letting them auto-cast. Most of the abilities that your pets have come already set up to be auto-cast, and while that’s fine for most things like attacks and taunts, some of your pets also have great crowd control or utility spells to cast as well.

Imp: Blood Pact (stamina buff)
Voidwalker: Suffering (taunt)
Felguard: Pursuit (charge), Axe Toss (ranged stun)
Succubus: Seduction (ranged charm)

Imp has a stamina buff similar to Priests, except that you have to be within range of the Imp to receive the buff. You won’t have to worry about the range if it’s your Imp, but the rest of your party will miss out on the stamina buff if they don’t stay close to you. You pretty much want this active at all times.

Voidwalker doesn’t have any PvP abilities at level 24, and his taunt makes no difference in PvP. You do want to turn off the auto-cast (by right-clicking it on your pet bar, or in your spell book under the Pet tab).

Felguard is the first of our macro-worthy pets. Pursuit is good and I would suggest you go ahead and leave this one on auto-cast unless you just want extra level of control over your pet (like me). I’ll show you how to macro it regardless, but I’ll leave it up to you whether or not you want him to auto-cast this one. Axe Toss is the main macro we’re looking at though as a ranged stun is fantastic in places like Warsong Gulch. And I definitely suggest you remove the auto-cast from Axe Toss so that he’s not stunning random people in midfield while the enemy flag carrier runs right past you.

[UPDATE: It appears that Wowhead may be wrong about which level the Felguard learns Axe Toss. Once we have confirmed the level, I will update this post to reflect what we find.]

/cast Pursuit
/run UIErrorsFrame:Clear()

/cast Axe Toss
/run UIErrorsFrame:Clear()

Since your pet is a separate entity from you, his spells and your spells do not share the same global cooldown (GCD), so you can macro his spells to yours if you want to create combination macros. For example, if you want to be more offensive you can macro his Axe Toss to your Shadow Bolt macro so that he stuns them for 4 seconds while you cast a Shadow Bolt/Soul Fire or apply multiple DoT’s and so on. If you’re super concerned with crowd control you can also macro his stun to your Fear spell for stronger chance of controlling them (especially if they’re trigger happy with their trinkets and break the stun but then miss the Fear cast.

Succubus also has a ranged crowd control ability in Seduction, which is essentially a channeled stun. Because I like to make frequent use of my Succy’s seduction spell I put her on Passive so that by default she doesn’t get involved in combat which makes her less likely to die and more likely to be wherever I need her to be to apply her spell. When I need to go offensive to help bring down a target, I use the default keybind (Ctrl + 1) to activate her attack on the target.

In the macro below I make use of the exclamation mark (!) to allow me to spam this macro to be sure it activates without breaking her casts early by pressing it too much. You can find more information about that in the Macro Primer.

/cast !Seduction
/run UIErrorsFrame:Clear()

Suggested Affliciton Specs:
203/021 damage/healing focus
213/200 debuff focus
203/021 debuff/damage mix

As far as macros are concerned, I don’t have any particular Affliction-only macros beyond those that were already mentioned in the Macro Primer. Affliction’s signature spell is Unstable Affliction (UA) which is a powerful DoT spell with a fairly short cast time, and if dispelled the dispeller takes damage and is silenced for 4 seconds. I don’t think any class has a dispel that can remove UA at level 24 though, so that part probably won’t happen.

The first spec is the one that I use as Affliction. It focuses on strengthening your DoT spells in the first tier and your channeled spells in the second, and it gives you some self healing through use of Corruption.

The second spec is focused more on debuffs than damage dealing. You still buff your DoT’s significantly, but one of your major functions with this spec is to use Curse of Weakness (CoW) on every Rogue, Warrior, Feral, and Hunter you can find. With the Jinx talent your CoW reduces the rate that those classes generate their resources by 10% in addition to the 10% damage reduction that the curse already does on its own. When you’re facing a lot of physical damage dealers, this is one of the strongest spells and talents in the bracket for helping your team survive.

The final spec is a little bit of a combination of the two, trading Improved Life Tap for a single point in Soul Siphon which increases your channeled spell damage. If you’re going to go for the Jinx debuff, then you’ll need to decide whether you’d rather have this spec or the second one. Of the two, I’d probably go for this one because I tend to be more offensive, but you might get more use out of Improved Life Tap than increased channeled damage if you’re more a reactive/defensive player.

Suggested Demonology Specs:
032/2001 demon focus
330/0020 survival focus
230/2010 best of both

Demonology’s signature spell is Summon Felguard which is their unique pet who deals high damage, and has a charge ability as well a ranged stun. You can find macros for the Felguard in the Pets section up above.

Let me state right up front that I have almost no experience at all with Demonology, so I list these having no experience with them.

This first spec focuses on your pet, increasing their damage potential and giving you options for quick resummons as needed. With this spec you increase the damage of your pet by 15%, and 15% of your spell damage translates to healing for your pet. You also get a 2 minute cooldown that allows you to instantly resummon your pet if it’s killed. In the instance that your pet is desummoned for being out of range, you also have a slight cast time reduction and 50% mana cost reduction in summoning it again.

The second spec puts the focus back on you, starting with a 10% Stamina buff. You still have the increased pet damage, but instead of boosting your summon/resummon options you instead increase the effectiveness of the healing benefits of your Demon Armor buff.

The last option here is a mash up of the previous two specs, buffing both yourself and your demon. You get a 7% Stamina buff instead of 10%, and you get only a slight buff to your Demon Armor as you trade the extra points there for that 2 minute cooldown to instantly resummon your pet after it dies. You still buff your demon’s damage though you’re no longer healing him with your spell damage.

Suggested Destruction Specs:
032/201 damage and cc
330/002 burst damage
330/200 burst cc

Destruction’s signature spell is Conflagrate which requires your target to already have your Immolate DoT on them before you can cast it. When you do cast it, Conflagrate instantly deals 60% of the damage of Immolate to the target. Talent points can also allow Conflagrate to apply a slow effect (see below). I have no particular macros for Destro that haven’t already been discussed.

This first spec is the one that I use on Lilliloki, and it’s focused purely on dealing as much damage as possible. Shadow Bolt damage is increased by 12% and it applies Shadow and Flame to the target which increases spell crit against them by 5%, then your Immolate damage is buffed by 20% and the crit chance of your Searing Pain goes up by 20% against targets at or below 25% health. Then you have Aftermath which gives your Rain of Fire AoE spell a 12% chance to stun targets for 2 seconds, and your signature spell Conflagrate has a 100% chance to daze your target. With this spec you get better instant-cast damage by buffing Immolate’s damage which in turn buffs Conflagrate’s damage, so that you can more easily burst on the move than having to stand still and spam Shadow Bolt.

The second spec drops crowd control in favor of trying to get more critical strikes from your spells. You lower Shadow Bolt’s cast time by 0.5 seconds and cause it to apply the 5% spell crit debuff I mentioned in the first spec, and then you increase the crit chance of Searing Pain by 40% on targets at or below 25% health. The point of this spec is to focus on a single target and burst them with repeated casts. Shadow Bolt is your primary spell with this spec until the target is at 25% health and then switch to Searing Pain spam to finish them off hoping for repeated crits from Searing Pain.

The third spec sticks primarily to burst damage with those same improvements to Shadow Bolt that you see in the first two specs, but keeps the crowd control benefits of Aftermath instead of increasing Searing Pain’s crit chance. This version requires you to do a lot more turret casting to get your burst damage off since you’re not buffing Immolate’s, and thus Conflagrate’s, damage. Instead the focus is on Shadow Bolt for damage using Conflagrate primarily for the Daze effect of Aftermath so you can take advantage of even more Shadow Bolt casts while the target is slowed and unable to get out of range.

Hit Rating Off Sets

As I’m sure any and all of our 24’s have noticed, trying to kill things in Gnomer kind of sucks when you’re constantly missing because the mobs are 4-7 levels higher than you. So today I’m going to list for you the options you have for non-BG clone gear that provides you with that valuable Hit Rating that you’ll need.

I’m still looking for the answer to how much hit rating you’ll actually need to remove your miss chance, but until I figure that part out, here are your Hit Rating options for your questing/LFG off set.

Spidersilk Drape
+4 Stamina
+3 Intellect
Equip: Increases your hit rating by 4 (1.39% @ L24).

Zoram’gar Cloak
+4 Intellect
Equip: Increases your hit rating by 3 (1.04% @ L24).

Floodlily Robes
+5 Intellect
Equip: Increases your hit rating by 5 (1.73% @ L24).

John’s Stylish Robe
+5 Stamina
+4 Intellect
Equip: Increases your hit rating by 4 (1.39% @ L24).

Quiet Slippers
+4 Stamina
+4 Intellect
Equip: Increases your hit rating by 4 (1.39% @ L24).

Simple Pearl Ring
Equip: Increases your hit rating by 4 (1.39% @ L24).

Lavishly Jeweled Ring
+6 Intellect
Equip: Increases your hit rating by 3 (1.04% @ L24).

Missionary’s Leggings
+6 Stamina
+5 Intellect
Equip: Increases your hit rating by 3 (1.04% @ L24).

Hovel Digger Bands
+2 Stamina
+2 Intellect
Equip: Increases your hit rating by 2 (0.69% @ L24).

Staff of Justified Sins (Warlock Only)
+7 Stamina
+5 Intellect
Equip: Increases your hit rating by 5 (1.73% @ L24).

Staff of the Royal Wizard (Mage Only)
+7 Stamina
+5 Intellect
Equip: Increases your hit rating by 5 (1.73% @ L24).

Blackfathonm Mace
+4 Intellect
Equip: Increases your hit rating by 4 (1.39% @ L24).

Exorcist’s Wand
+2 Intellect
Equip: Increases your hit rating by 1 (0.35% @ L24).

Blossom of the Earthen Ring
+2 Stamina
+2 Intellect
Equip: Increases your hit rating by 3 (1.04% @ L24).

Enchant Boots – Lesser Accuracy
Permanently enchant boots to increase your hit rating by 5 (1.73% @ L24).

Elixir of Minor Accuracy
Use: Increases your hit rating by 10 (3.47% @ L24) for 1 hour. Battle Elixir.

Fire-Toasted Bun (Fire Festival Food)
Use: Increases your hit rating by 20 (6.93% @ L24) for 1 hour.

Material Farming for Engineers

Related: Gnomish Engineering And You

The following is a table that lists all of the mats that you need in order to level your Engineering up to max for level 24 (Engineering 240 in our case) including the mats required to craft the items you need for the quest to specialize as a Gnomish Engineer and the mats to create the Gnomish Goggles.

Crafting the items that you need for that quest are not taken into account for the items that you craft to level because I was just too lazy to figure out what skill levels you needed to be for each item and which items/mats I could knock off of the leveling list. So you might have a handful of items or so that you craft without getting skill ups, but unless you miss getting skill ups where you should have otherwise gotten them, this should be the full shopping list you need to complete all of your Engineering requirements.

Rough Stone 24
Coarse Stone 31
Heavy Stone 27
Solid Stone 80
Copper Ore/Bar 86
Tin Bar 36
Bronze Bar** 71
Iron Ore/Bar 22
Gold Ore/Bar 2
Mithril Ore/Bar 101
Wool Cloth 2
Mageweave Cloth 20
Light Leather 6
Medium Leather 6
Heavy Leather 14
Tigerseye 2
Moss Agate 2
Citrine 3
Jade 1
Weak Flux 21
Nightcrawler 15
Elemental Fire 2

** = The totals for Copper and Tin Ore/Bars include the totals that you need to make all of your Bronze Bars. I list the Bronze Bars only so that you are aware of how many of those you need to make.

Some of the items on this list are very easy to obtain, and some of them… well, aren’t. The following is a list of the best places for you to farm each item that you need. In the case of mining nodes, I’m going to leave out the zones that are far away from Alliance settlements since we’re all Gnomes, and I’ll just stick with stuff that’s fairly close to “home”. The exception to that is nodes that you stand little or no chance of being able to farm on your level 24 character.

Keep in mind that with gathering nodes in particular, the number of nodes that I have listed below are how many node spawn locations exist in the zone. That does not mean that you’ll find 22 Copper Veins in every Deadmines run you go to, only that there are 22 possible locations for a copper node to appear there.

Mining Nodes
Copper Ore/Rough Stone: Darkshore (269 nodes), Elwynn Forrest (176), Dun Morogh (158), Loch Modan (138), Westfall (90), The Deadmines (22), Wailing Caverns (4)

Tin Ore/Coarse Stone: Ashenvale (302 nodes), Northern Stranglethorn (257), Redridge Mountains (102), Loch Modan (59), The Deadmines (8), Wailing Caverns (8)

Copper and Tin you should be able to farm yourself without much trouble at all. Some of the higher level zones like STV and Ashenvale will have harder mobs for you to face than some of the other options, but there’s also higher concentrations of the nodes (as you can see) so farming should be faster overall even though you’ll spend more time fighting mobs in the area.

Iron Ore/Heavy Stone: Feralas (365 nodes), Desolace (226), Northern Stranglethorn (52), Duskwood (42), Wetlands (31)

Gold Ore: Western Plaguelands (165 nodes), Felwood (109), Feralas (82), Northern Stranglethorn (20)

Mithril Ore/Solid Stone: Thousand Needles (419 nodes), Badlands (314), Felwood (283)

These three are all likely outside of your solo farming capabilities on a 24 Gnome Clone. You can either ask for help from higher level people, roll a Death Knight to farm with instead, or look for other means of getting them. Warlocks and Frost Mages can do some farming in these areas by allowing their pets to get agro long enough for them to mine a node or two and then running away to get out of combat, but that’s a long and boring process.

Cloth Farming
Luckily there isn’t all that much cloth that you actually need to level Engineering. You can certainly use a lot of cloth if you’re going to make explosives, but you can do most of your leveling with very little cloth.

Wool Cloth: drops off of level 20’ish Humanoid mobs. You should easily be able to find all the wool you need with a single run through Stockades or Blackfathom.

Mageweave Cloth: is outside your Gnome Clone’s farming ability. As far as I know there are only two classes in the 20-24 bracket that can successfully solo the mobs that drop this cloth, and neither one of those are clothies. If you want to attempt farming it then by all means head on up to the Plaguelands and give it a shot. Realistically, you’ll need to get help from a higher level character or buy these off of the auction house.

Leather Farming
Skinning is a good profession to have and one that’s a perfect substitution for Mining if you want your Gnome Clone to be a little bit different. In fact, I urge a few of you Clones to go ahead and drop your Mining for Skinning so that you can provide leather to others who will in turn provide stone and ore for you.

Light Leather: is the primary drop for all of the beasts in the teens and low 20’s. Farming this should prove no challenge at all and can be done quickly and easily at any of the farms in Elwynn Forrest (where Stormwind is) by killing the pigs that have forced respawns every time you kill a certain number of them.

Medium Leather: is found from mobs in the mid-teens and 20’s. One of the best places for you to farm this though is in Wailing Caverns from the giant lizard boss, Skum. He’s located very close to the entrance now (the first room to the east) and when you skin him you’ll get 3-7 Medium Leather and sometimes 1-5 Medium Hides as well. Engineering won’t use the Hides, but you can post those on the AH and put the profits toward other items that you can’t farm yourself.

Heavy Leather: comes from beasts in the mid-20’s and 30’s. The most likely place for you to farm Heavy Leather is in the Blackfathom Deeps instance. Since you’ll likely be there with a group anyway, killing the mobs should be fairly simple. Since the mobs in BFD are pretty low on the level range for Heavy Leather your chances are only about 20-25% of getting Heavy Leather off of them, but that’s still a decent percentage compared to killing mobs solo out in the world. You can also get it off of the one mob in Gnomer that’s skinnable, the basalisk companion who comes out with Grubbis.

Simple Gems
If you choose to go with Mining as one of your professions, you’ll have a good start on collecting the gems that you need. Without Mining (or Jewelcrafting if you prefer to prospect ore) your source of gems is farming, fishing, and hunting chests or rare spawns.

Malachite: can be farmed from basically every low level mob in the game. Racial zones that were created in Burning Crusade and Cataclysm have higher drop rates in general than Classic starting zones, but percentages are small either way. If you like LFG you can usually find a few of these in each of Ragefire Chasm, Shadowfang Keep, and Wailing Caverns. You also have a fair shot of finding these in the little presents you get for cleaning grimy objects in Gnomer.

Tigerseye: can be also farmed from almost every low level mob in the game. If you like LFG you can usually find 1-2 of these in Shadowfang Keep, Wailing Caverns, and The Deadmines. You also have a fair shot of finding these in the little presents you get for cleaning grimy objects in Gnomer.

Shadowgem: drops from mobs in the teens and 20’s, with higher drop rates in dungeons. I like to farm Shadowfang Keep and Wailing Caverns for these as I typically find 2-4 in each run. My record for a single run of Wailing Caverns is seven.

Moss Agate: is a little harder to find both as a drop and from mining since the nodes you find them in are higher level zones. However, you can find a fair number of these in dungeons as well. The top dungeon for Moss Agate is Blackfathom Deeps and almost every mob in there has a chance to drop them for you. Average drops in BFD are around 1-4 per run.

Jade: is one of the harder gems for you to find on a 24, and your best bet is probably going to be purchasing it on the AH or hoping to stumble onto one while you’re mining higher level nodes if you can find someone to give you a hand mining. The simplest way to get Jade is to have a Jewelcrafter use their Prospect skill on Iron and Tin, particularly the Iron.

Citrine: is probably the single hardest thing for you to farm on a 24 without help. Again, the simplest way to obtain Citrine is by prospecting Iron Ore, with Mithril Ore coming in as a close second.

Vendor Goods
The two items that you can easily get from vendors are Nightcrawlers and Weak Flux.

Weak Flux: can be found at most Blacksmithing, Engineering, and Jewelcrafting supplies vendors and from general trades supplies vendors.

Nightcrawlers: are purchased from Fishing Supplies and Trades Supplies vendors. They don’t all sell them, so if the one you find doesn’t just go look around a bit for another vendor. You can find 1-3 vendors that sell these in almost every major city.

Other Items
The only other item that I haven’t covered yet is the Elemental Fire. This typically drops off of mobs in that are level 46 and higher, but Deathwing did us all a favor. The remake of The Stockades now includes various types of fire elementals which all have a chance of dropping these. The chance isn’t great, but 5% is better than a lot of the other items you’ll be looking for so you have a pretty good chance of getting the ones that you need after a couple of runs.

You can also farm the new fire elementals that appear around the stones in northwestern Arathi Highlands. They’re level 29 so they’re a little tough for some classes, but you should be able to handle them as long as you don’t over-pull. They have a 15% drop rate so it’s up to you whether you prefer a 5% drop rate with a full group helping you or a 15% drop rate solo with possibly slow kills.

Priest Primer: Macros & Useful Information

These are the macros that we’ll suggest for the level 24 Gnome Clone Priest. There are four sections here, one for each of the three talent specs and the fourth to cover Priests in general.

If you’re interested only in looking at the macros for your spec, you can click on one of the following links to jump to that section:

General Priest Macros
Discipline Priest
Holy Priest
Shadow Priest

Priests are a pretty straight forward class. You know they mostly heal but they do have some damage capabilities. They are the only class in the game with multiple healing specs, one of which prefers to prevent damage from happening in the first place while the other focuses more on direct heals. Their DPS spec, Shadow, is known for its highly annoying crowd control as well as a fair combination of DoT damage and direct damage.

The most common misplay I see from Priests in lower brackets is incorrect spell use, primarily the application of Shadow Word: Pain. SW:Pain is one of the most mana-intensive spells that Priests ever have access to, and unless you’re Shadow the damage on it really isn’t all that impressive. That doesn’t mean that Disc/Holy shouldn’t use it, but that does mean they shouldn’t just slap it on every opponent they see. For non-Shadow Priests SW:Pain has two primary uses: keeping Rogues/Ferals out of stealth, and preventing flag captures in Arathi Basin. If you’re not in one of those two situations then the only time you should cast SW:Pain is when you’re in the process of bringing down an EFC and/or his healers. Otherwise you’re just wasting mana because in this bracket someone who’s not actively engaged in combat has enough natural regeneration to counter SW:Pain’s damage coming from Disc and especially Holy.

That being said, don’t forget that regardless of your spec, in this bracket you have free access to every spell in your spellbook. Shadow doesn’t have to worry about casting heals or holy spells because they don’t have Shadowform yet. Disc and Holy might not get bonus damage to Shadow spells, but Mind Blast still does fantastic damage for non-Shadow Priests and it has a short cast time. All specs can bubble and heal, and they all have access to the five-target AoE fear, Psychic Scream. The point here is that you should never limit your spell selection when there’s no reason to. Use the tools that you’re given.

For general Priest macros, the only thing I really have to add is a set of focus macros that I use for healing. As I’ve mentioned before, I use HealBot as my actual healing addon, but when I’m not in a group healing environment the only people I care about healing are myself and my flag carrier. For that I like to use the following style of macro to make it easy for me to heal myself or the flag carrier at any time.

/cast [mod:alt,@Psynister] Flash Heal
/cast [@focus] Flash Heal
/run UIErrorsFrame:Clear()

/cast [mod:alt,@Psynister] Heal
/cast [@focus] Heal
/run UIErrorsFrame:Clear()

/cast [mod:alt,@Psynister] Renew
/cast [@focus] Renew
/run UIErrorsFrame:Clear()

These macros are a little bit different than the ones I’ve shown you before, so let me explain how they work.

/cast [mod:alt,@Psynister] Flash Heal This like casts the Flash Heal spell, but only if certain conditions are met because it’s modified. The modification, or “mod” that I’m using, is that I only want it to do this if I’m holding the ALT key down when I activate the macro. I’m also forcing it onto a specific person with the “@Psynister” portion of it, so no matter who I have selected as my target or if I have no target at all, activating this macro will cast Flash Heal on a character named Psynister when I’m holding the Alt key (assuming the character is in range and within line of sight). To modify these macros, you’ll want to replace Psynister with the name of your own character (Lilliloki or Lillivanilli in my case).

/cast [@focus] Flash Heal works similar to the line above except that there’s no modifier key applied to it. So any time I activate this macro without the Alt key pressed, it casts Flash Heal. This portion has it forced to cast on my focus though, using @Focus.

Now, Flash Heal does trigger the global cooldown (GCD) like most other spells. This means that I can’t cast Flash Heal twice at the same time with only a single activation of the macro. So when it’s activated the macro does the first thing that it’s capable of doing based on the modifiers that we’ve given it. First it looks to see if Alt is pressed, and if so it attempts to cast the heal on Psynister (which is me). If Alt isn’t being pressed then it does the next thing on the list which is casting Flash Heal on the person I have set as my focus (which is either my flag carrier or myself). If neither of those conditions are met, then it moves on to the next line of code which in this case there isn’t one.

You could modify this macro to cast Flash Heal on whoever your target is if it fails to cast both on yourself and on your focus, but I use this style of macro specifically to heal either one or the other of my primary targets, so if I can’t heal either myself or my focus I know something’s wrong and I don’t want to accidentally heal the wrong person in those situations so I don’t put any additional functionality into them.

Beyond that, I don’t have any other recommendations for general Priest macros beyond those that I already covered in the Macro Primer.

Suggested Discipline Specs:
222/0002 throughput focus
203/2100 mana focus
230/0030 survival focus

The first spec I have listed here is the one that I suggest for our Disc Priests. This spec strengthens your bubbles, reduces their cooldown so that you can “spam” them onto multiple people faster/easier, and reduces their mana cost as well. You lose a little bit of strength (2%) in your damage/healing by only putting 2 points into Twin Disciplines, and you’re saving 7% mana instead of 10% with only 2 points in Mental Agility, but you’re able to combine the strengths of both talents which should pay off more in the end. When I’m building solo twinks I tend to ignore Mental Agility all together since I’m only interested in healing myself and my flag carrier most of the time, but since we’re going to be using premade gnome groups it’s better to think long term and more group focused.

The second spec is all about conserving mana without loosing too much of your healing power. You lose 6% of your damage and healing power in exchange for 12% mana savings your instant cast spells (Power Word: Shield, Renew, Shadow Word: Pain, and your buffs), and it backs up those mana savings with Archangel as well. If you decide to use this spec, be sure to use your Penance whenever you have a chance, don’t conserve it if there’s not an immediate threat you need to save it for. Evang/Arch work best when you’re actually using the spells that trigger them, so be sure to make use of them.

The last spec focuses on healing, with an extra focus on keeping yourself alive by trading Evang/Arch for Inner Sanctum to reduce the spell damage you take by 6%. This doesn’t help you at all versus melee opponents, but it will help you survive against the casters. Alternatively, you could drop a point or two from Inner Sanctum and put them into Soul Warding to be able to spam your bubbles on other members faster.

I don’t have any Disc-specific macros for you beyond what was covered in the Macro Primer, so you should be good to go once you’ve decided on your spec.

In terms of game play, Disc has better damage capabilities than Holy because they have talents that increase their spell damage, so keep that in mind. If you’re using Evangelism and Archangel you also want to be sure you’re using Penance as often as you can. If you aren’t aware of any immediate threats to targets you’re healing and you don’t have any reason to suspect a stealthed attack, then use Penance offensively every chance you get so that you’re taking full advantage of those talents.

One other important note in regards to Penance. Channeled spells like Penance are not effected by Line of Sight so long as LoS was established at the time it was cast. If you want to cast Penance, whether offensively or as a heal, and your target is about break LoS by going behind a wall or something, try to fire off Penance before they actually leave LoS. Doing this will allow your Penance to continue casting even if LoS is completely broken. I’ve killed hundreds of people in WSG flag rooms using channeled spells that they thought they could hide from only to find I could still shoot them through the walls.

Suggested Holy Specs:
230/120 throughput focus
033/020 heal spammer
230/021 flag defender

Holy’s signature spell is Holy Word: Chastise which in this bracket is simply an instant cast spell that does decent damage and has a short Disorient effect. Disorient is basically a stun, and I believe it shares diminishing returns with stuns as well. The two primary uses of this spell are interrupting casters and stopping your opponents from either chasing you or getting away from you. As far as macros are concerned, just use the default attack macro format that I listed in the Macro Primer.

The first spec in that list is my favorite spec for a twink Priest. It focuses on big heals, and lots of them. The first tier adds 10% healing to Renew which is especially good against the F2P twinks that don’t know how to gear their toons as it will often heal for more damage than they can possibly deal. We also get 15% stronger Flash Heal and Heal casts from the first tier, giving us the single strongest healing spell in the bracket of all classes. The second tier gives us a free, instant 30% heal for ourselves which is fantastic since we’re typically focus fired as healers and as twinks we tend to have a lot of hit points. We also get one of the most useful healing talents of any healer in the 24 bracket, which gives us a 6% chance any time we Smite, Heal, or Flash Heal to get a free, instant cast Flash Heal.

The second spec focuses more on being able to spam heals for combating constant damage. You give up the 10% bonus to Renew in exchange for 0.5 seconds shaved off of the cast time of Heal (Smite and Holy Fire too for your DPS situations), and though we do lose the 30% instant-self heal talent the more frequent casting of Heal should theoretically provide more procs from Surge of Light which is what gives us the free, instant Flash Heals. Basically, you’re trading a little bit of personal survivability for better group healing overall, and potentially better healing of flag carriers if you don’t have people focusing on you instead of them.

The third spec is almost identical to the first, except that you’re trading your 30% self heal for a 5% damage reduction on any target that you get a critical heal on. For 15 seconds after your heals crit on the target (Heal and Flash Heal) they get 5% damage reduction against physical attacks. It doesn’t help you at all against casters, but the biggest damage dealers in this bracket deal primarily physical damage.

Holy has the strongest heals available in the 24 bracket, partly because they get such large bonuses to their healing spells from their talent tree and also because they can get free Flash Heal casts from their other healing spells. When you combine their strong heals with their AoE Fear and Holy Word: Chastise you can see how they have advantages to their healing that other healers do not. Of the three Priest specs you have the lowest damage potential which counters your higher healing potential. That doesn’t mean you can’t use your offensive spells, it just means you don’t hit as hard with them as the other two specs will. Don’t be afraid to be offensive, just remember your strengths and keep them in mind. You might not be able to one-shot a Mage, but chances are high you can add enough healing to the mix that you can kill him before he can kill you, even if it does take 3 minutes to do it.

Suggested Shadow Specs:
320/0102 damage focus
320/0300 burst focus
320/2001 control focus

The first Shadow spec here focuses on damage. In this bracket Fade only serves to get enemy Pets off of you if you’ve built no threat against them yet, but even that doesn’t work very well, so every Shadow Priest should have the same tier 1 talents which give 3% Haste and 6% damage to SW:Pain. The second tier is where your damage focus comes in with 2% increased Shadow damage, 100% Spirit conversion to Hit Rating, and 0.5 seconds shaved off of Mind Blast’s cooldown.

The second spec trades the Hit and 2% Shadow damage of Twisted Faith to max Improved Mind Blast for -2 seconds from Mind Blast’s cooldown. Mind Blast is your fastest cast and your hardest hitting spell, so you’re doing everything you can to cast it more frequently.

The third spec focuses more on control, which is this cast is reducing the cooldown on your Psychic Scream by 4 seconds. Those 4 seconds might not seem like that big of a deal, but it’s one of the strongest AoE crowd control spells in the game and it’s one of only four that exist in this bracket (Mages have all the rest). You also get 1% Shadow damage and 50% of your Spirit converts to Hit Rating. You can trade 1 point in Improved Psychic Scream for the second point in Twisted Faith for for 2% damage and 100% Spirit > Hit Rating if you’d like.

Shadow’s signature spell is Mind Flay which is a channeled spell that deals damage every second for three seconds and slows the target’s movement speed by 50%. I do have one quick macro I’d like to mention for this one:

/cast [mod:alt] Mind Flay
/cast !Mind Flay
/run UIErrorsFrame:Clear()

The first thing I want to point out about this macro is that it makes use of the exclamation mark (!). I’ve talked about this in the other primers here, but I’ll explain it again just in case you haven’t read them. Using this mark in front of a spell allows you to spam the macro without cancelling or recasting the spell that you put it in front of. Without that mark if you were to press this macro and then one second later press it again, you would cast Mind Flay on the target twice while dealing damage with it only once which essentially wastes the first cast.

In the case of Mind Flay, sometimes you want to be able to cast it a second time before its effect is actually finished, especially in cases where you’re trying to slow as many people as possible in order to give your flag carrier time to capture the flag. In cases like that you can take advantage of the other special line in this macro: /cast [mod:alt] Mind Flay. Since this line comes before the one with the exclamation mark, if you’re holding Alt when you activate the macro it will override and ignore the second line, allowing you to do rapid casts on one target after the other. Just be aware that the slowing effect only happens while you’re channeling it, so don’t be too quick to jump from one target to another or you may accomplish little more than wasting your mana.

While Shadow is the DPS spec for Priests, PvP victories often come down to who had the most effective use of crowd control and who had the most effective healers. As Shadow you have all of those tools available to you, so don’t get tunnel visioned into killing people when you have so much more to offer. A Flash Heal, Mind Flay, or Psychic Scream at the right time can be the difference between GG and QQ.