domingo, 26 de diciembre de 2010

WoW Gold Guide - Why use a guide to making gold in World of Warcraft?

Make World of Warcraft gold, you need two things. Little chance or knowledge. Since you cannot be lucky every time, it is preferable to rely on knowledge. Even though the WoW is a very old game, everyone knows everything there is to know. There are actually many players who do not know the first thing to do gold in the game.

In the last year, all kinds of WoW guides have emerged and grew in popularity. Most used are grading and gold farming Guide. This proves that I want. Therefore, the real question here is why you shouldn't use a guide any?

Even a veteran players who for many years the game know where more expensive items in the farm. It will not know that the best way to make gold is selling engineering resources. Even if it considers that it must know where to find places to cultivate these ingredients and those who sell the best.

There are also a few other ways of enriching World of Warcraft. To find out how all use them effectively, you can either waste lot of time looking for information on the web and asking players or you can get a WoW Gold guide.

A guide for World of Warcraft Gold is the best ways to make cash in the game. These methods are shown to the user in a very user-friendly way that usually affects the step by step instructions many maps and tips and tricks also. In this way, it is quite impossible for anyone to not be effective in raising in WoW.

There are many players out there who enjoy doing things for themselves. But they are very good players who can actually do really well, without any assistance. He is also the type who want to do things for themselves but cannot due to lack of skills or knowledge.

Everyone wants to make gold in the game. It is the only way to achieve a certain status in the game. When you are one of the first to have a new frame or a new piece of equipment, people will be inspected you and you ask about these elements. If you become fairly well celebrated.

It is simple. If you want to WoW gold and also the reputation and the attention that come with it, you must cease to do things on your own if it doesn't work. The game is designed for people to have fun in it. If they each time struggling to make a few pieces or to pay for repairs or consumable items, they will be just lose interest. To really take advantage of the game, I suggest to WoW Gold guide to make gold in World of Warcraft.


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Education and online games: A blessing in disguise

Many parents today rough because their children spend a lot of time watching television, video games or play online. They may be right to some extent, but including a part time for children to play online educational and fun games can make a big difference to help the child to build his personality. Monitoring and supervision, parents can transform these games platform learning with practical application of knowledge.

There are 217 million online game players around the world. If what exactly are these games has to offer, which is beneficial for children? There is no lack of choice for the games you want for any group of age ranging from infants to adults. It is of different dimensions such as math, vocabulary, science fiction, adventure, puzzles, crosswords, 3D, action, classic, cuisine, fashion, art, mosaics, racing, sports and the list never ends. There are several online gaming communities are densely populated with people of all age groups.

Research shows that playing online games can help to stimulate memory, managing emotions, better cognitive and instil attributes among children as problem solving, improves capacity of reasoning, vocabulary, coordination of thoughts and actions, confidence and stimulus, develop social skills, enhances creativity, multitasking, speed, teamwork and can also help identify areas of interest, which in turn can help to build a career and to choose the right profession later.

In today's scenario, where education has become a business rather than a value creation in the industry, there are several non-profit organizations who have themselves involved with e-learning to help fill the gaps left by these institutions. The best part is, online games and e-learning sites are usually free and have fees attached to access. Because of this, it allows parents and children access to these on a regular basis and insert in the daily schedule for their children.

An interesting fact is games Wizmo line, if identified correctly, have the opportunity to help children cope with chronic diseases. It was found that parents can use their creativity and their open house for recovery in cases that involve the duty of battle with cancer cells or dyslexia management.

Naturally, there is a notion that spend much time online will impede reading habits sidewalk and children imagination limit to think and learn within the limits of what is represented or represented. Everything depends on the perception of individuals. The fact is that any amount of time spent productively online can go very far in helping to strengthen the base school children and sharpen their skills, which are reproduced in the games to face real-life situations.


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World of Warcraft Guide - fabric Embersilk agriculture

With many points of sale for a ridiculous price, one of them being Embersilk cloth. I decided to make a post about the best place that I found to cultivate.

Barrad - ToL

As the fabric a chance higher surrender humanoid crowds is the obvious choice. However there is not much crowds you can mass tag here, it has many areas where you can mass tag, bar one quest bugged which can be exploited in a way quite fabric (I will mention this later). However, if you find inactive without a gathering profession and one first places that should go is here on the farm Embersilk while prices are still high.

Uldum-

There are many humanoid crowds here, most of which fall Embersilk, two places that I can recommend are:

* The parvis of the obelisk, the Moon, with many Schnottz excavators and many pre-phased Schnottz Auditors can be grown.

* The sailors on southern Schnottz you firm landing ships uniforms of the quest for the great escape Schnottz sea troopers have chances of falling Embersilk. I myself used this location and the first time that I was quests had been surprised by the amount of tissue that has been.

Vashj'ir-

There is a place just to the South of ruins the of Vashj'ir in the glittering Expanse where there are a TON of Naga (Azsh'ir infantry, keeps Naz jar and Azsh snake ir Abyss Priestess) which, contrary to popular belief, are humanoid crowds. With the considerable weight of these Naga, should be no problem Agriculture Embersilk here, even with the competition. However there is also the fact that it is located in Vashj'ir * vibration *.
Deepholm "feat".

I would not recommend this however to makers of risks among us, there is a quest spawning waves of "Twilight Invaders", ever quest, I speak of is Twilight s Undying. Humanoid crowds here move Embersilk, green and a few money each, they are however gradually and are accessible on the quest. There are also several camps here Twilight can be good for agriculture Embersilk.

I hope that these agricultural spots are useful and if you have advice on your own, please do not hesitate to share in the comments. I'll be writing more guides no doubt breeding spots in the coming days.

Sykez


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sábado, 25 de diciembre de 2010

World of Warcraft - make gold Cataclysm Ore and mining

Raw materials-

It is a road, which is good this early in the expansion that prices are highly inflated, depending on your server and the application. I myself have sold batteries Obsidium, ore and pyrite as crude ore prices massive in the early days. However with stock more reach and plummeting prices or evening. You should consider different directions if you plan to make the optimal quantity of gold ore.

Consider the merger-

If you want to use me an addon like LSWS (Lil Sparky workshop), it is easy to see (if your addon is correctly configured) If your ore smelter would sell at a higher price. Never be lazy list contents, and only if you have other options available, always check if there is a more cost-effective way open to you and keep your data up-to-date you can to make sure that you are in the gold.
Prospecting-

If you intend to Jewelcrafting level you will likely prospect some minerals and it could also be a potential gold source if you have an appropriate level Jewelcrafter.

Ore - revenge of the Shuffle?

What I saw, ore is going to be the most common cluster ore and Saronite, as is possible for profit whenever an ore becomes common and with all available routes from ore it almost normally will be a way to turn a profit on agriculture/purchase some.

Think back to the shuffle saronite apply to ore, can be searched for precious stones and jewels can be cut or processed in rings and other items to be disappointed for materials of Enchantment. Is one of the simplest ways manufacturing or there is a chance at every step you might even take a step and manuscript materials, it is all about innovation and testing things at this stage of the expansion and, while doing this you may occur at the next big gold mine.

Get aboard the GEM train early! -

While briefly his visit to the subject of exploration and cutting, remember that a ton of markets will experience a tonne of demand in the coming weeks. With PvP season begins and Guild and PuG attempting to move into the new content will be a huge demand for items such as gems, enchants, bottles and other improvements and consumables. Then don't forget to keep this list current and possibly consider having a calendar naming for everyone schedules raiders/pvpers instead of your usual schedule.

Sessa-

To return to the previous idea of ores that you get it y once more the merge opens many paths toward you. With professions being expensive level, if you or a friend that you could ask to have one of the engineering profession then there is once more massive profits on points that (and I want to deposit a large amount of emphasis on this) is not routinely used at the level of the profession, these items will have deflated prices due to people who want to just get rid of their. Make sure you do your research before investing in the development of an element.

Pet Purple sparkle!

Just a quick note on this small animal, it is rarely when a node in ore mines and is aptly named - ore Geode.

I saw their sell for more than 30 k on my house for sale at auction if such is the case arrive throughout, not sell cheaply that it can extract a fairly cheap.

Sykez


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World of Warcraft: Cataclysm (PC) - CNET

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Until recently it might have been considered hyperbole to say that World of Warcraft bears little resemblance to the game that it launched as six years ago. But now, following the recent releases of both a major free update and the eagerly anticipated Cataclysm expansion, there's no denying that the fantasy world of Azeroth has changed forever. Entire regions have been brilliantly redesigned following the dragon Deathwing's destructive flyover, and you don't need Cataclysm or even either of the earlier expansions to enjoy exploring them (though you do need Cataclysm to fly around them). Cataclysm brings plenty ... Expand full review

Until recently it might have been considered hyperbole to say that World of Warcraft bears little resemblance to the game that it launched as six years ago. But now, following the recent releases of both a major free update and the eagerly anticipated Cataclysm expansion, there's no denying that the fantasy world of Azeroth has changed forever. Entire regions have been brilliantly redesigned following the dragon Deathwing's destructive flyover, and you don't need Cataclysm or even either of the earlier expansions to enjoy exploring them (though you do need Cataclysm to fly around them). Cataclysm brings plenty of great content to the table in addition to old-world flying, but like Wrath of the Lich King before it, it's an expansion aimed primarily at players with high-level characters.

6285223NoneThe naga aren't a fully playable race yet, but you do get to take one for a test-drive in the underwater zone of Vashj'ir.

The most noteworthy content that Cataclysm offers for newcomers to World of Warcraft comes in the form of playable goblin and worgen (werewolf) races. Like all races, they have unique traits that make them particularly well suited to certain classes or professions, but the most compelling reason to play as them is to experience the all-new zones where their adventures begin. The two could hardly be more different; the worgen starter area is reminiscent of a perpetually dark Victorian England during a werewolf epidemic, while the goblins' is almost futuristic by World of Warcraft standards, with flashing signs and marketing personnel that you can cruise past in a garishly painted hot rod. What these zones have in common is that they both feature a decent variety of quests, and like many of the other, redesigned starter zones, they do a good job of making you feel like a character of some importance from the outset, as opposed to one who starts out performing menial tasks and killing unsuspecting wildlife.

Regardless of which of the 12 available races you choose to play as, there has never been a better time to come to World of Warcraft as a new player. Not only are the redesigned starter zones significantly more fun than they used to be, but the game now does a much better job of explaining class abilities as you unlock them. For example, when you unlock the frostbolt ability as a mage, the tooltip associated with it tells you not only that it hurts and slows down enemies, but also that it's a good spell to open a fight with. And as a hunter, you're told that your damage-over-time serpent sting attack is especially useful against enemies that take a long time to kill. If you're a newcomer, these tips are invaluable, and if you're an experienced player who has previously found one or more of the 10 character classes too confusing to play, now would be a great time to give them another try. Don't bother attempting the archaeology profession with your new characters for a while, though.

World of Warcraft: Cataclysmscreenshot
Archaeology is a chore at any level, and best avoided until you have a flying mount.

Available to characters as soon as they hit level 20, archaeology is a new profession introduced in Cataclysm. It's a secondary profession like first aid, cooking, and fishing, which means that you can learn it without having to give up either of your gathering or crafting professions. On paper, archaeology seems like it would be one of the most compelling professions in the game, but in practice it's a time-consuming grind that rewards luck rather than your considerable efforts. After spotting a dig site on the map of your current continent (there are always four sites to choose from on each), you first have to make your way to the correct zone, which, even if you have a flying mount, can take a pretty long time. Then, once you're inside the area marked on the map, you start surveying it; you break the ground with a pickax and then, assuming you haven't found artifact fragments on your first attempt, you find yourself looking at a tripod-mounted telescope with a colored light next to it.

This telescope points roughly in the direction of the nearest fragments, while different colored lights let you know how far you are from them. It can take several minutes to find the three fragment deposits at any given dig site, and much longer if your character isn't a high enough level for nearby enemies to ignore you. Fragments must be collected in significant quantities before you can hit a "solve" button to piece them together and make objects that have already been randomly assigned to you as projects, and that you probably have no interest in making. The problem isn't just that the vast majority of archaeology items serve no purpose other than to be sold to vendors for insignificant amounts of money, but also that you know exactly which pointless item you're going to get as you work your way around multiple dig sites to assemble it. It's like knowing that you're holding a losing lottery scratch card, but having to get a coin out of your pocket and scratch it anyway, several times, before you're allowed to try another. There are some very desirable rare and epic artifacts up for grabs via archaeology, including mounts, pets, weapons, and crafting recipes, but it's unfortunate that there's little fun to be had trying to obtain them.

World of Warcraft: Cataclysmscreenshot
High-level questing zones like Deepholm are some of WoW's best to date.

Fortunately, there's plenty of fun to be had with Cataclysm content elsewhere, starting with five new high-level zones that boast more than enough varied quests (more than 100 in each) to get you from level 80 to the new cap of 85. Like those from the original game that have been revamped, each of Cataclysm's zones has its own story to tell and is almost entirely self-contained. This portion of the game feels less organic since you more or less just move from zone to zone rather than rely on quests to gently nudge you toward other areas, but this is ultimately a better system because you're more likely to see quest chains and their respective stories through to their satisfying and occasionally spectacular conclusions. These stories all relate to the overarching Deathwing narrative, but you certainly don't need to complete every quest in every zone to understand what's going on. In fact, depending on how you play, you're likely to reach level 85 before you reach the end of your fourth or even third Cataclysm zone. You'll still want to play through all of them though, not only because they're a lot of fun, but also because completing quests is the only way to unlock many of the faction vendors, repeatable daily quests, and portals to and from your faction's capital city.

All five of the high-level Cataclysm zones (as well as many of the low-level zones that were revamped prior to Cataclysm's release) make extensive use of the phasing technology that was introduced and used sparingly in Wrath of the Lich King. As you progress through each zone's quests, your actions have an impact on the world around you that, though dramatic in your instance of the zone, are visible only to other players who have completed the same quests that you have. For example, while you're taking part in a large battle against elemental forces in the visually striking underground realm of Deepholm, another player who hasn't spent as much time questing down there (or who is further along than you are) might fly overhead and not see a battle at all. Key characters appear in different places, significant enemies don't respawn after you've killed them, and even the scenery changes on occasion. By the time you finish in a zone, you really feel like time has passed and that you've made a difference, which definitely beats wiping out an enemy force only to see it causing chaos again a few minutes later after it respawns for the next player.

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In addition to Deepholm, highlights of Cataclysm include the turbulent underwater zone of Vashj'ir and the windswept desert zone of Uldum. The former is a beautiful environment with coral reefs and ancient ruins that you can admire from the comfort of a seahorse mount, while the latter is a fantastical take on ancient Egypt that incorporates large underground chambers, huge statues and pyramids, and towers that float on clouds high above the sand. Those towers, incidentally, are where you can find the entrances to one of seven new dungeons and one of three new raids. You have to find these entrances before you can use the game's superb dungeon finder option to automatically get a group together and run them, which--if nothing else--negates the problem of players dying in dungeons and then having no idea how to get back to them from the graveyard.

World of Warcraft: Cataclysmscreenshot
The best way to explore Vashj'ir is on your own seahorse mount.

Five-man instances can typically be completed in around 30 to 45 minutes if you're in a group with players who know what they're doing. Runs through these diminutive dungeons are certain to get easier over time as players gain access to better armor and weapons, but a week or two after Cataclysm's launch they still demand good teamwork and--in some cases--crowd control. You should find this challenge refreshing if you've spent the last year cruising through Wrath of the Lich King's dungeons in heroic mode, and you certainly shouldn't expect to be running Cataclysm's dungeons in heroic mode right away. That's because where previously you could skip the normal difficulty dungeons completely and just go straight to the more challenging ones where better gear is up for grabs, you now have to equip a certain quality of gear before you're allowed into the heroics. Specifically, you need to wear a lot of gear of the caliber that you get from regular difficulty dungeon bosses and by completing lengthy quest lines. It's a good system, because it greatly reduces the odds of getting grouped with players who are hopelessly undergeared and/or are attempting to defeat heroic bosses that they've never even encountered at the regular difficulty level. In addition to heroic versions of the seven new dungeons, Cataclysm features level 85 heroic reworkings of the low-level Deadmines and Shadowfang Keep dungeons that have been in World of Warcraft since day one, making for some enjoyably challenging trips down memory lane.

When you've reached level 85 and you're not questing, crafting, or running dungeons, you can take part in player-versus-player contests on two new battlegrounds and in a dedicated zone that works in much the same way that Wrath of the Lich King's Wintergrasp does. Battle for Gilneas is a domination battleground that's reminiscent of the old Arathi Basin; two teams of 10 players compete for control of a mine, a lighthouse, and a waterworks, and the first to gather a predetermined number of resources from them is the winner. Twin Peaks, on the other hand, is a two-flag capture-the-flag battleground that works the same way as Warsong Gulch, in which teams score points by holding both flags in their base simultaneously. These battlegrounds are every bit as enjoyable as those that have come before them, and because only level 85 players are permitted to participate, there's little danger of teams being horribly imbalanced.

World of Warcraft: Cataclysmscreenshot
Dungeons are always fun with a good group, and boast some memorable boss battles.

Tol Barad is a new island zone on which large-scale battles play out every two hours as the two factions vie for control of three capture points. The defending faction (that is, whichever faction won it last time) has an easier time of things, because while the attackers must control all three locations simultaneously to win, the defenders need retain control of only one until time runs out. Because of this, it's not uncommon to see defenders simply swarming on one capture point after another, while the attackers (who get limited access to siege engines) leave defenders at any points they control and then move on to the other locations with a smaller force. It can be frustrating to play as an attacker at times, but it's still fun to pit your skills against other players, and the victors get exclusive access not only to a dungeon but also to a number of repeatable quests that can be completed to earn Tol Barad commendations used to purchase PVP gear and the like.

Whether you're taking part in large-scale PVP battles, running dungeons in a group, or just questing on your own, you can now earn both experience points for your guild and reputation points for yourself within your guild by doing so. Guild levels, achievements, perks, and rewards are all new features introduced in Cataclysm, and while they got off to a rocky start (guild achievements earned guild experience points at launch, but this was changed a day or two later), they're all good incentives for guilds to work together and stay together. As guilds level up, members automatically gain perks that run the gamut from small experience and mount-speed bonuses to instant mail between guild members and the ability to summon an entire raid group to the same spot simultaneously. In addition, guilds that level up and complete achievements together gain the ability to purchase items that can't be obtained in any other way, including pets, mounts, and heirloom items that can be worn by (and are automatically appropriate for) characters of level 1 and level 85 alike.

World of Warcraft: Cataclysmscreenshot
Variety comes courtesy of a number of quests that stray from the WoW formula.

Like those heirloom items, World of Warcraft has something for everyone right now. After six years of iterations on what was already a superb formula, this phenomenally popular massively multiplayer online game is in the best shape of its life. Areas of the world that were starting to show their age have been updated, new players are being made to feel more welcome than ever, and Cataclysm has added enough great new content to keep most players entertained for many months to come. It's unfortunate that the new archaeology profession is mind-numbing and that there aren't enough new zones that you can level multiple characters from 80 to 85 without repeating large chunks of content, but most of Cataclysm's content is so great that playing through it a second time isn't a hardship. You don't need Cataclysm yet if you're thinking of getting into World of Warcraft for the first time, but if you've got a level 70-80 character already you certainly won't regret continuing their adventures in this great expansion.

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Review: World Of Warcraft: Cataclysm shatters expectations - Kotaku.com

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Review: World Of Warcraft: Cataclysm Shatters Expectations Nothing ruins a perfectly good fantasy world like an enormous angry dragon tearing through the surface of the planet, destroying everything in its path. How does Blizzard's ridiculously popular online role-playing game fare in the face of this Cataclysm?


That whole dragon-ripping-through-the-planet scenario is exactly what happened prior to the release of Cataclysm, the third expansion pack to World of Warcraft, the subscription-based online RPG that every other subscription-based online RPG wants to be like. The dread dragon Deathwing has returned to the world of Azeroth, leaving a swath of destruction in his wake. Newly displaced races join the struggle between the Alliance and the Horde, while sinister forces muster to take control of ancient lands uncovered by the violent emergence. The fate of the entire world rests in the hands of millions of World of Warcraft players around the globe. I guess it doesn't sound so bad when you put it like that.


Cataclysm is an expansion pack that requires the original game to play, so the ideal Cataclysm player is someone that already plays World of Warcraft, or those looking to hop into the world's most popular MMO and don't want to miss out on the two new playable races the expansion brings.


World of Warcraft is one of the most successful subscription-based massively-multiplayer online games of all time, and the release of the Cataclysm expansion pack brings with it sweeping changes to the way the game is played, bringing lapsed players back to the fold. If any of your friends suddenly disappeared two weeks ago, this is likely where they went.


Cataclysm is the expansion pack that changes the face of Azeroth forever, right? Not really. The transformation of the Azeroth mainland brought on by Deathwing's passing, sweeping changes to the way character classes progress, and new starting areas for each existing playable race came a few weeks before the release of the expansion as part of a major patch. That patch was almost an expansion pack unto itself and it was delivered to all World of Warcraft players free of charge. You don't need to purchase the Cataclysm expansion to experience any of that.


Then what's in the actual expansion pack? Well for starters the expansion pack gives players access to two new playable races. The Alliance gains a race of feral, shape-changing werewolves known as the Worgen, and the Horde welcomes scheming Goblins into the fold. Both new races deliver compelling new character experiences, allowing the player to take on an active role in the events leading up to their induction into their respective factions. The Worgen story is dark and desperate, while the Goblins' tale is filled with light-hearted humor. Neither should be missed.

Review: World Of Warcraft: Cataclysm Shatters ExpectationsThis half-man, half-dog creature was harmed quite often during the creation of this review.

What about new high level content? Cataclysm raises World of Warcraft's level cap to 85, giving maxxed out players five more ranks to attain as they adventure through the expansion's six new zones. It doesn't sound like much, especially when compared to the massive, sprawling new continents and ten additional levels included in the game's first two expansion packs, but if you take the time to experience the intricate quest lines and atmospheric landscapes of the watery depths of Vashj'ir or the sand-choked mystery of ancient Egypt inspired Uldum you'll discover that Cataclysm is a textbook example of quality over quantity. Each new zones tells its own epic tale, and never before have I felt like I've played such an integral role in shaping major events in the world of Azeroth. I've been a key participant in cataclysmic battles between demigods. I've stepped into the role of a naga battle maiden to learn how Vashj'ir came under control by that aquatic threat. I've even dabbled in real-time strategy during desert skirmishes that shift into a top-down perspective, giving me strategic command over friendly forces. There's a fresh experience around every corner.


What's in it for the raiders and PVPers? Cataclysm comes packed with three high-end raiding zones for coordinated 10 and 25-man raids to take down, plus a special raid dungeon unlocked by defeating the opposing faction in a player-versus-player battle in the end-game zone of Tol Barad. The expansion also introduces two new level 85 PVP battlegrounds: the control-oriented Battle for Gilneas and Twin Peaks capture-the-flag. Sadly I am not currently a member of a raiding guild and did not hit level 85 - a requirement for the new PVP zones - so I could not partake of this content yet.


Why didn't you hit level 85? Because I'm a more casual type of player. I'm perfectly satisfied spending a couple of hours practicing Archaeology, the expansion's new profession that has players flying all over the map searching for artifacts that eventually unlock fabulous prizes. Or browsing the auction house to see what sorts of ridiculously powerful items players have started selling in the Cataclysm's wake. Hell, I'm sure I've wasted at least a half hour listening to the expansion's soundtrack, which has more character than many of the players I've met.


And you've got no complaints? Nothing that requires a World of Warcraft official forum-sized rant. Solo questing feels a bit too easy, despite the fact that the monsters in Cataclysm have obviously been beefed up in comparison to the higher level creatures from the previous expansion, Wrath of the Lich King. The updated graphics for the new areas and playable races are quite pretty, but the older races are really beginning to show their age; a human looks downright primitive standing next to a higher-polygon Goblin model. The older zones have received upgrades. Perhaps it's time to revisit those older characters.


Review: World Of Warcraft: Cataclysm Shatters Expectations


The traditional massively multiplayer role-playing game audience looks for one thing in an expansion pack: More content. With World of Warcraft: Cataclysm, Blizzard goes above and beyond, delivering not just more, but better content. The Burning Crusade and Wrath of the Lich King expansion packs may have covered more ground, but Cataclysm's shorter journey is a deeper and more satisfying experience than anything that came before it.


World of Warcraft: Cataclysm was developed and published by Blizzard for the PC and Mac, released on December 7. Retails for $39.99. A copy of the game was given to us by the publisher for reviewing purposes. Played a Goblin Rogue to level 14, a Worgen Druid to level 29, and a previously Undead Worgen Mage from level 80 to 84. Mainly quested in Vashj'ir and Uldum, with stints in Mount Hyjal and Deepholm. Ran the Throne of the Tides and Blackrock Caverns instances. Fiddled about with Archaeology. For a more complete accounting of my time with the expansion pack, check out my World of Warcraft: Cataclysm MMO Logs.

Send an email to Michael Fahey, the author of this post, at fahey@kotaku.com.

Inst. sim laboratory opens a new virtual world for education - Greenville News

A new laboratory at the University allows teachers to experiment with virtual worlds to develop new applications for education.

Entrepreneurs and corporate trainers can also use SimHub, and no one has to worry about bandwidth constraints because the laboratory is connected to the Internet at the speed of flames of 100 gigabits per second.

SimHub provides three-dimensional, digital universe benefiting users of Second Life and World of Warcraft public portals and as Director of laboratory and Stephen Bronack waits will be commonplace on the World Wide Web in three to five years.

?The manufacturing protocols which are being developed today, ?, he said.

Bronack, a Professor of Clemson University with a Ph.d. in educational technology, said SimHub is designed to provide a reassuring for people to experiment with virtual worlds and other ?immersive? technologies, particularly the older generation of ?digital immigrants?, not triggered on videogames like the young native environment ?digital ?

?If, we can do that effectively, then people will begin to look beyond technology and focus on the task at hand, ? said. ?That of really where the effect is. ?

Use of technology creates virtual classrooms where teachers and students can gather in the form of digital avatars. They can speak or send messages to each other and share and manipulate electronic documents while in the same location in cyberspace.

This is different from the students doing assignments on their time in commonly available by programs such as Blackboard online classes. These lower-tech courses can be insulated and offer ?serendipitous? which are possible in the virtual worlds, said Bronack learning system.

Virtual worlds ?What can do is to be together when we separated, which no other technology has allowed us to this point, and that is why it is imperative, ? Bronack.

In a virtual world, ?You feel this with others, ? said Helen Landmesser, SimHub project manager. ?Even if you are just in different places, you feel like you are present with them and you can interact to feel real and develop real relationships with other people. ?

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The Centre of the University, a consortium of seven universities based in the Centre McAlister along the promenade Pleasantburg encourages teachers to experiment with the technology available at SimHub. They are grouped into four categories: simulations, virtual worlds, augmented reality, and serious games.

In one experiment, a Professor of nursing created a virtual house integrated with lead paint coat health hazards. Digital tool has been designed to prepare students for the real-life home visits.

Another involved experience digitally reproduce a village at the Kenya teaching tour guided to a class of tourism management.

Tim Ellis, who teaches management engineering technology for the District of the University of South Carolina stated that it provides a virtual factory where students can measure machines or verify the safety of workers. It would allow students to practice realistic problems without having to visit a real factory, he said.

?But will require a bit of good work to achieve this, ? Ellis said.

This past fall, Ellis has created a virtual classroom and gave students an opportunity to attend a weekly class inside or in an actual class at the University.

Students live in all Union Cowpens Anderson district and most of them have worked. Half have chosen the virtual classroom.

?So if they had a drive from 30 minutes to Greenville, which saves at least one hour per day, ? Ellis said.

A group must find useful SimHub is corporate trainers said Greenville consultant Phillip McCreight, Vice President of technology for North chapter of the American Society for training and Development.

McCreight said companies are reluctant to invest in new technologies, so that their value is certain. SimHub enables them to experiment with the technology without having to make a monetary commitment.

?It as a sandbox, ? McCreight said. ?We play you in the sandbox, just try it out and see what works and does work. ?

McCreight says companies can save meeting travel costs virtually rather than in the real world.

?You can make a team building exercise for a virtual with scattered everywhere people world ? domestically, he said.

Scarce bandwidth SimHub comes courtesy of the Internet2 network operated by a consortium of universities and research organizations, including the Clemson University in South Carolina.


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martes, 14 de diciembre de 2010

Totem Talk: Enhancement shaman guide gear reputation Cataclysm


Every week, WoW Insider brings you Totem Talk for elemental, enhancement, and restoration shaman. Do your likes include bladed weapons, the elements, and fights with little to no movement/target switching? So does Josh Myers, new kid on the block and now host of Totem Talk: Enhancement!
From Timbermaw Hold to the Dragonmaw Clan, who you know has always been an important part of the World of Warcraft. When Deathwing smashed the World Pillar, toppled the Stonewrought Dam, and went

Death Star on Stormwind's Park District, he made a whole lot of enemies. From angry earth elementals to druidic defenders of those with "wet little noses," the Cataclysm of Azeroth has brought about an assortment of new factions for grinding friendship with.
This is WoW Insider's guide to plotting your enhancement shaman's reputation progression in the most practical manner possible.
gold secrets clik here..

Before we get into the actual reputation, we should talk about gearing. This post is written with the goal of getting you the items that will be most useful to you in the shortest amount of time. In order to do that, we need to know what we're looking for in items.

First off, we want hit. Some 1,742 (1,639 if you're a draenei) hit is required to reach the 17 percent spell hit cap, and we're going to get that in any way possible. While enchants, gems, and reforging are all possible ways to get hit rating, we're really looking for it on gear. Hit will be our most prioritized stat, followed closely by expertise. We want to eliminate being dodged by raid bosses by amassing 541 expertise, or 451 if you're a dwarf or orc who's wielding race-appropriate weapons.

After hit/expertise are capped, mastery and agility become our two best stats. Since agility stays constant among equal iLevel gear (for example, all ilvl346 cloaks have 168 agility), what we're really looking at is secondary stats. Mastery blows critical hit/haste rating out of the water, and critical hit is slightly more valuable than haste.

Haste, our delightful best friend from Wrath of the Lich King, comes in a solid last place in the stat-weighing game. Items with hit/expertise are valued above all other combinations. Hit/mastery and expertise/mastery are next on our "important to look for" list, and mastery/crit or mastery/haste become what we use once we're solidly hit-capped. Crit/haste items (which seems to be half of the rare-quality loot at level 85) are only to be equipped in last-ditch circumstances when they're replacing older, significantly lower iLevel loot.

Delving into Deepholm
Bearing this in mind, we start our reputation adventure in the Elemental Plane of Deepholm, with Therazane the Stonemother. Therazane rep is awesome because you can start it while leveling to 85, and completing the Sons of Hodir-esque quest chain that unlocks Therazane reputation puts you solidly into honored to start. At honored, you get access to the Lesser Inscription of Shattered Crystal, a 30 agility / 20 mastery (our two most desired stats) shoulder enchant.

You're going to continue on after the quest line with Therazane by wearing their tabard. Do this until you hit revered, which unlocks Terrath's Signet of Balance. Beyond having mastery and hit rating, our favorite combination, this ring has an item level of 346, on par with heroic gear. This will help you in pursuing that dreaded ilvl329 required gear average.

Once you hit revered with Therazane, unequip their tabard. You still want to do their dailies daily, but the only benefit of hitting exalted is the Greater Inscription of Shattered Crystal. And though a 20 agility / 5 mastery increase is nice, you can make do with the lesser inscription while you grind more important reputation.
Repping with Ramkahen

Now that you're revered with the Stonemother, you'll be exiting Deepholm and making your way to Uldum to befriend the quadrupedal Ramkahen. If you're leveling through questing at the same time, it should be a breeze to get halfway through honored with the Ramhaken. (Considering we killed her daughter, as Matt Rossi pointed out in his post about warriors and reputation, the brevity with which we get to honored with her is shocking.) I strongly encourage this, as tabard reputation gains are not as fast as they were in Wrath of the Lich King.

 At honored, you get access to Belt of the Stargazer, an underwhelming crit/haste belt with a blue socket and a +10 critical hit bonus. Unfortunately, I only know of two other blue agility-mail belts at level 85, one from Vortex Pinnacle and one from justice points, so the Belt of the Stargazer is worth grabbing for the item level boost alone. More importantly, at revered you get access to Arcanum of the Ramkahan, a 60 agility / 35 haste rating helm enchant.

Once you have Ramkahan rep at revered (this should take a few dungeons after finishing questing), ditch the tabard. While riding camels is nice, there are no actual practical gear choices for enhancement at exalted with the cat people.
Mounting the defense at Hyjal

Post-Ramkahen, you're going to want to fly north to the sunny slopes of Hyjal to visit with the druidic Guardians of Hyjal. If you're like me and started your 80 to 85 questing in Hyjal, it's time to rejoice -- this will be the first reputation you're actually running to exalted, and the reputation gained from doing nearly every quest in the zone put me right around revered. Revered is a "meh" rep level. You get access to the Acorn of the Daughter Tree, a crit/haste neckpiece that is most useful for increasing your average iLevel.

The real reason for leveling this reputation comes at exalted, when you get the beautifully itemized Treads of Malorne, epic ilvl359 boots with hit rating, mastery, and a yellow gem slot with a 10-agility socket bonus. These boots might be your first epic item of the expansion, but they aren't worth prioritizing over the two enchanting reputations. As soon as you're free of Therazane and Ramkahan, though, go straight for these boots.

Therazane, the sequel

After getting the Treads of Malorne, you're going to backtrack. Despite the availability of dailies for Therazane, the reputation gained from them is so small that it will take you a week or two to hit exalted. If you're planning on starting raiding as soon as possible, you're going to want to retabard Therazane and go for exalted. If you're not too concerned with raiding within the next two weeks and you know you have the willpower to do seven dailies a day (I don't!), take your time doing dailies and skip to the next reputation.
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The Earthen Ring
After hitting exalted with the earth elementals, the next step is the Earthen Ring. For an organization of shaman, this faction is actually really lackluster for enhancement, which is why I suggest skipping Vashj'ir entirely in favor of Hyjal. Doing just the Earthen Ring quests in Deepholm before the Therazane chain was available was able to get me to honored, however.

At honored, we get the Mantle of Moss, a shoulderpiece with crit/haste, and a yellow +10 agility bonus. Like most crit/haste ilvl333s, use this in your queuing for heroics set. Revered gets us the Softwind Cape, a haste/hit cape that would be OK if there wasn't a plethora of better agility cloaks available in heroics. (The Deadmines alone has two.) At exalted comes the only real reason to equip the Earthen Ring tabard, the Signet of the Elder Council. A pure DPS epic ring, it has both haste and mastery. The haste will benefit us by being reforged into something better, and the mastery and base agility on the ring will outweigh all the blue rings below it. It's worth getting in the long run, but save it for near the end.

The Montagues and the Capulets.
Last, we come to the Wildhammer Clan and Dragonmaw Orcs. An unfortunate group of people, the only thing they have to offer us is the Snarling Helm / Windhome Helm, a crit/haste helm with a meta socket and a yellow gem socket with a 30 agility bonus. Considering both justice points and heroic Blackrock Cavern give us significantly better helms than this letdown, Wildhammer / Dragonmaw should be what you raise once you run out of other factions to make friends with.

The Tol Barad factions
Additionally, the as yet unmentioned but extremely important factions to grind reputation with are Baradin's Wardens / Hellscream's Reach. This reputation is unique because you can't increase reputation with a tabard and they use their own form of currency.
You get six daily quests with these reputations, plus more if your faction holds Tol Barad. Each quest gives between 250 to 350 reputation and one commendation of Tol Barad, which are used to buy the faction rewards. This reputation will be a grind that you have to do every day, and I didn't include it on the previous priority list because it didn't fit with the rest of the tabard-wearing factions. Grind this reputation out and save up your Tol Barad commendations for when you finally hit exalted, as you'll need a massive 125 to grab the Unsolvable Riddle, a mastery-loaded trinket with an agility use.


The high-priority list
Your priority zone choices for leveling for maximum reputation gain from 80 to 85 should be Hyjal, Deepholm, Uldum. Vashj'ir's Earthen Ring affiliations are lackluster, and Twilight Highlands' only benefits are its heightened experience rewards.
Once at 85 and running dungeons, you'll want to run Therazane to Revered  Ramkahan to Revered  Guardians of Hyjal to Exalted  Therazane to Exalted  Earthen Ring to Exalted  Ramkehan to Exalted  Dragonmaw / Wildhammer to anything ... all while grinding your Tol Barad dailies. Good luck, and enjoy your friends with benefits!

Show your totemic mastery by reading Totem Talk. Whether it's Sarah Nichol's elemental edition, Joe Perez's coverage of restoration or Josh Myers' enhancement edition, WoW Insider's shaman experts have you covered. Tags: class-help, enhancement-shaman-totem-talk, featured, guide, guide-to-shamans, shaman-enhancement-totem-talk, shaman-guide, shaman-info, shaman-talents, talent, talents, world-of-warcraft-class-guide,

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Totem Talk: A Cataclysm 101 guide for enhancement shaman

Every week, WoW Insider brings you Totem Talk for elemental, enhancement, and restoration shaman. This week, Josh Myers joins us to review the lowdown on playing an enhancement shaman in the Cataclysm era.
As an enhancement shaman, the last time I was afraid of taking on a mob solo was the third grade. With Bloodlusted wolves at my back, Windfury in my hand, and the massive power of instant Greater Healing Waves every 10 or so seconds, soloing was a breeze. Chillmaw? Soloed him daily. Attumen the Huntsman? Weekly. Gamom, level 5 elite neutral tauren? Every chance I got (until Blizzard force fed him "performance" pills).

Going into the Cataclysm beta, if Blizzard wrote a post on its forums warning that solo mobs will actually start threatening my life, I would have written it off as a Public Service Announcement for those pesky mages and rogues who had to worry about things like dying in leveling content. Actually, when Blizzard did write that post on its forums, I wrote it off as a pesky PSA for pures with no self-heals. And then I died. I died quite a bit ... until I stopped trying to AoE grind.

Mobs in a Deathwing-infused world hurt. Moreover, they have a lot of hit points. They're no longer just problems for squishy mages and hardy but heal-less warriors. If you pull too many mobs, don't kill fleeing mobs before they warn their friends, or attempt to play chicken with the Whale Shark, you will die. This post will attempt to help you with surviving the first two. For the third, you're on your own.
Speccing your shaman for leveling


The required talents There are a number of mandatory talents, both for pure damage purposes and for the sake of moving further down in the tree. All of these talents will be available by level 80 and should be picked up in nearly any competitive enhancement spec. They are:
2/2 Elemental Weapons3/3 Focused Strikes3/3 Flurry3/3 Elemental Devastation1/1 Stormstrike3/3 Static Shock3/3 Searing Flames (required to unlock the following)2/2 Improved Lava Lash2/2 Unleashed Rage3/3 Maelstrom Weapon1/1 Feral Spirit

Some of these talents boost survivability as well as or instead of damage. Maelstrom Weapon is a very effective DPS talent, but its ability to allow for instant, mana-free Greater Healing Waves will keep both your blue and green bars happy. Feral Spirit is also an excellent DPS cooldown, and the powerful 30 seconds of self-healing it provides while doing beastly damage is just icing on the cake. These talents form the core for your talent tree and should not be skipped.

The optional talents As many of you might have noticed (or after reading this, will go back and notice), the above talent tree doesn't quite work. In order for you to actually reach Feral Spirit, you need to invest 30 talent points. Discounting wolves, the listed tree above falls short at 25. Out of the talents discussed below, you will need to choose five points to invest before you get your paranormal puppies. At the end of the day, you have 15 optional talent points in all. Here's a list of the optional enhancement talent points and whether or not they're a good idea.


Improved Shields Improved Shields is a good talent ... if you're a caster shaman who needs to subspec enhancement in order to get Ancestral Swiftness. For enhancement shaman, three talent points for 15 percent damage on Lightning Shield is a worse investment than Lehman Brothers stock. Go 0/3 and don't look back.Ancestral Swiftness In reality, this talent is mandatory for leveling, for PVP, and for PVE damage. Instant 30 percent run speed is incredible, 115 percent base run speed is excellent, and the ability to shift during movement-impairing effects and run at 100 percent speed is just awesome. I can't see a single spec ever not taking this talent, but it didn't provide a pure damage increase, so I left it off "mandatory damage talents." 2/2 or bust.


Totemic Reach Totems are your friends while leveling, and having a little bit more range might conserve mana provided you pull mobs to you. However, the range increase is really short, and there's no reason you can't pull mobs the extra 10 yards to stay within a totem's base range. If you really hate dropping totems repeatedly, maybe consider this.Toughness 9 percent more stamina, and the duration of movement-impairing effects on you is reduced by 30 percent -- both good advantages, so if you find yourself dying more than normal, it might be worth considering. It wouldn't be my first choice of talents, but it's solid for survivability. I'd say skip it if you're leveling with Wrath epics, but shaman making the jump from Northrend quests to Cata quests might see a benefit.


Improved Fire Nova This talent is both boring and useless. AoE grinding is dead for the most part. Pulls of 2+ mobs will be handled more with Hexes and single target DPSing than Magma Totem + Fire Nova, which makes this point mostly useless. It's worth considering if you're planning on DPSing 5-man instances, though.Frozen Power I heavily endorse this talent for leveling.

Mobs love to run away from you, and having a slow effect on them will help you get in the killing blow before they leave melee range. And since it's applied through weapon swings, it's a slow that doesn't require you ditching your hard-hitting Earth Shocks for the frosty variant.

The 10 percent damage bonus makes up for the spellpower lost through not imbuing Flametongue in your off hand, and the Frost Shock > root is a clutch move for stopping runners. This talent is definitely skippable, but it's also one I'd consider taking the time to think about.Earthen Power Removing snares is nice, but most of the time you'll be toe to toe with mobs, not chasing them down.

 For those few occasions where you do need to chase a mob that's snared you, you have Freedom Wolf. This is a purely PVP talent, and should be avoided for leveling.Shamanistic Rage Your main "Oh $%#@" button. 30 percent reduced damage might allow you to survive an attack and get a Healing Surge off. It also allows you to continue dealing damage to finish a mob off if healing has run you out of mana.

 Lastly, it provides those of us in tier 10 a damage bonus until we get to Deepholm and start replacing our gear. Like Ancestral Swiftness, I'd be inclined to say this is near-mandatory.
This will be my leveling talent spec, before subspeccing.

Subspeccing Back in The Burning Crusade, enhancement shaman subspecced restoration. It gave us 3 percent hit and was part of the reason we were the only DPS class in the game that didn't have to gem hit rating. Those days of yore are far gone, and for the past two years, the game has primarily been "elemental subspec or bust." At 85, this will still be the case for enhancement PVE, as Concussion, Acuity, and Call of Flame all provide flat damage increases. For leveling, however, I'd like to point to some stellar talents in the restoration tree that may contribute to making sure your shaman enjoys a long, healthy life of hunting mountain trolls and killing cultists.


Spark of Life This talent is excellent because it double dips. (No, not like that one gross friend with the nachos at the party last week.) If you Healing Surge yourself for 10,000, Spark of Life's 6 percent bonus will make that heal 10,600. And then, since you're healing yourself, that heal will be increased by another 15 percent to 12,190. Even if you invest all your other points in Elemental for damage, I'd consider going at least 2/3 in here.


Focused Insight As an enhancement shaman, you're going to be shocking a lot, generally every 6 to 8 seconds. With 3/3 Focused Insight, that means you'll be able to Greater Healing Wave yourself for 75 percent its normal mana cost and 30 percent more healing every 10ish seconds. Due to the fact that your haste and flurry uptime will be dropping substantially as you level, you're going to be stacking Maelstrom Weapon a lot less frequently.

Focused Insight will allow you to spend those instant casts on damage while keeping the cost of healing low and its output high. It won't beat Maelstrom Weapon for "Oh noez I'mma die!" moments of glorious burst healing, but for keeping yourself topped off while methodically dealing out death like you're Boba Fett, it's solid. The only real downside is that you have to invest two points in Tidal Focus to get to it.This will be my leveling talent spec at 84. (At 85, I'll respec to a more PvE-centric build.)

Glyphing for success


Prime glyphs These are some of the easiest choices you'll make. For a leveling enhancement shaman, Glyph of Feral Spirits is your No. 1 choice. Thirty percent more attack power means your wolves do more damage. Spirit Hunt, the wolves' heal ability, heals them and the shaman for 150 percent of their damage done, meaning glyphing Feral Spirits leads to both a DPS increase and a healing output increase. Our other two Prime Glyphs -- Stormstrike and Lava Lash -- add high amounts of damage to some of our most-used attacks. While Glyph of Windfury Weapon is a contender, it doesn't give a bonus in the same league as these three glyphs do.


Major glyphs Enhancement shaman have a wide array of major glyphs to choose from: Chain Lightning, Ghost Wolf, Healing Stream Totem, Hex, Lightning Shield, Shamanistic Rage, Stoneclaw Totem, and Totemic Recall are the main choices. Here's the breakdown.
Glyph of Chain Lightning Skip it. While this glyph might have potential as an AoE DPS glyph, the lack of pulling you're doing leveling to 80 will see this glyph giving no benefit. With the number of other, better choices out there, this will just be taking away from using something useful.


Glyph of Ghost Wolf Skip it. Five percent run speed is OK, but not especially noticeable. Considering that most of your Ghost Wolf movement will be short stints in between mobs, shaving a second off travel time will not really be the biggest bang for your buck.


Glyph of Healing Stream Totem Consider it. Partial and full resists can save your life if pulling multiple caster mobs, and even resisting a spell when you're at full health will keep you from needing to blow Maelstrom Weapon on heals. Since totems can be a real bother to worry about while leveling this glyph might not see much use, but it's worth thinking about.


Glyph of Hex Consider it if you're the type of leveler who runs into awkward situations a lot. Personally, I'd skip it -- Hex is not normally an ability I use on cooldown.
Glyph of Lightning Shield This has been the number one sought-after change to Lightning Shield for years. With this glyph, you only have to click Lightning Shield once every 10 minutes, as damaging procs no longer consume orbs. I'd encourage every leveling Shaman to get this glyph for the sheer quality of life improvement it provides.


Glyph of Shamanistic Rage I can't recall if there are loads of mobs that put magic abilities on you in Cata leveling. However, being able to wipe DoTs or other harmful magical effects off you once a minute is really helpful. This glyph is in my top three.
Glyph of Stoneclaw Totem A damage shield tied to a stick of wood that taunts and stuns bad guys. The ultimate mob escape mechanism, this glyph allows you to make expeditious retreats while the two-headed ogre stands stunned from magical stick feedback. This is my No. 2 leveling glyph choice, next to only Lightning Shield.


Glyph of Totemic Recall If you're afraid of commitment, a nomad, or really just enjoy planting glowing sticks in the ground, this glyph is for you. With this glyph, you get 75 percent of the total mana cost of your totems back whenever you remember to recall them. Great for mana efficiency if you like to move a lot, less good if you like to plant your totems and pull mobs to them.

All together, most of this will likely be overheal (overkill seemed counterproductive in this context) for keeping yourself alive, at least for those of us leveling in our 264/277 Wrath epics. If you choose the resto subspec, glyph Stoneclaw Totem, Hex, and Shamanistic Rage, dual-wield Rockbiter Weapon (10 percent damage reduction, of course!) and pull one mob at a time, you might get to 85 without ever dying ... but it might also take you an extra week or two.

These are all suggestions for how to improve your longevity. You have a buffet of talents and glyphs to choose from to make staying alive more than just a Bee Gee's song. Overload on them, and you'll be a lethargic leveler. Ignore them completely, and you might find yourself weak and squishy. Finding the right balance is up to you. Show your totemic mastery by reading Totem Talk.

Whether it's Sarah Nichol's elemental edition, Joe Perez's coverage of restoration or our enhancement edition, WoW Insider's shaman experts have you covered.

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Filed under: Shaman, (Shaman) Totem Talk
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