Close
Page 28 of 32 FirstFirst ... 18 26 27 28 29 30 ... LastLast
Showing results 271 to 280 of 314
  1. #271

    Default

    The gold gained from tailoring/alchemy/leatherworking is mainly from doing crafts that has cooldown (cooldown is around ~1-4 days).
    It is sort of a "passive income" in the sense that people will pay more for the produced goods than the material cost with a high demand because of the cooldown. Still have to login and craft it.

    To make mooncloth for tailoring you need to go to a moonwell, so need to travel for it.

    To make transmutes for alchemy you don't need to go anywhere special, I think you just need a transmutation stone + the materials to make the transmutes.

    To make refined deeprock salt with leatherworking I don't think you need to go anywhere either, just need a salt shaker and some deeprock salt. I am pretty sure leatherworking has the lowest profit since it isn't used for as good and many things.
    Last edited by xandorz : 06-10-2019 at 03:54 PM

  2. #272

    Default

    OK great thanks for the info on TradeSkills. Gives me lots to think about for my alts ;-)

  3. #273

    Default

    I haven't played WoW since BC and will be 5 boxing in classic (only ever dual boxed before). I'm practicing on a 1.12 private server but I feel it is kind of a waste since the api is different. Are there any API / macro guides for retail? I did a quick google search and nothing really stood out like this

  4. #274
    Multiboxologist MiRai's Avatar
    Join Date
    Apr 2009
    Location
    Winter Is Coming
    Posts
    6815

    Default

    Quote Originally Posted by Hksix View Post
    I haven't played WoW since BC and will be 5 boxing in classic (only ever dual boxed before). I'm practicing on a 1.12 private server but I feel it is kind of a waste since the api is different. Are there any API / macro guides for retail? I did a quick google search and nothing really stood out like this
    https://wow.gamepedia.com/Making_a_macro
    Do not send me a PM if what you want to talk about isn't absolutely private.
    Ask your questions on the forum where others can also benefit from the information.

    Author of the almost unknown and heavily neglected blog: Multiboxology

  5. #275

    Default

    Ok, so after a lot of thought, i think i will go with a 5man druid as main team.
    But, if i have the timeframe to do so, i'm thinking of leveling an alt team with 1Pal,3mage and a priest for dungeon, since i fear that the lack of Crowd control could be a major hassle in hard instance like scholomance. (And for them, i will probably mix both team)
    Maybe the lack of CC can be counterbalanced by stealth or half-stealth run and avoid most of the trash pack, idk.
    If i go with a second team, i will probably make one of the 3 mage in a 6th extra account, so, i get portal from Moonglade to all capital.
    (And an extra level 20 warlock could be nice too, waiting at the dungeon entrance, summon toons, tp moonglade, repair, accept summon)


    For profession of my main team, that's a problem, i need engeneering, that's a given, but i need blacksmith too for the anti fear tricket. Now i will probably have to drop one of this profession on one of my toon to make room for one enchenting. I wonder witch one from a pvp perspective.

    The other issue is powerleveling the second team. I read that all lower instance could be 10-maned, but since raid impact on xp, i suppose it will be ineficient to 6 man low level dungeon to powerlevel a team of 5 ?

  6. #276

    Default

    Quote Originally Posted by Baltyre View Post
    Ok, so after a lot of thought, i think i will go with a 5man druid as main team.
    But, if i have the timeframe to do so, i'm thinking of leveling an alt team with 1Pal,3mage and a priest for dungeon, since i fear that the lack of Crowd control could be a major hassle in hard instance like scholomance. (And for them, i will probably mix both team)
    Maybe the lack of CC can be counterbalanced by stealth or half-stealth run and avoid most of the trash pack, idk.
    If i go with a second team, i will probably make one of the 3 mage in a 6th extra account, so, i get portal from Moonglade to all capital.
    (And an extra level 20 warlock could be nice too, waiting at the dungeon entrance, summon toons, tp moonglade, repair, accept summon)


    For profession of my main team, that's a problem, i need engeneering, that's a given, but i need blacksmith too for the anti fear tricket. Now i will probably have to drop one of this profession on one of my toon to make room for one enchenting. I wonder witch one from a pvp perspective.

    The other issue is powerleveling the second team. I read that all lower instance could be 10-maned, but since raid impact on xp, i suppose it will be ineficient to 6 man low level dungeon to powerlevel a team of 5 ?
    It sounds like you have put lots of thought into your teams and I applaud you for that!

    I am curious what specs do you plan for your 5 Druid team and in what content do you plan to use them?

    If you do a team of 5 Warlocks to at least 20 you should be able to park them (with 2 level 1 alts) at upto 4 locations and use the 5th Warlock as a "floater" to get an entire party anywhere (by double summoning). In some ways better than a Mage as you can essentially teleport on demand to any 4 pre-staged locations instead of being limited to just the standard portal destinations.

    I am not sure the rules/options around which professions are OK to drop and still keep the benefits so I am very interested in what other people's thoughts are. That being said why do you need enchanting on any of your mains? If you park a level 20+ Warlock at the entrance of the dungeon you are farming you can send a main to town to vendor/bank and give things to disenchant to an alt. If I recall correctly it only takes level 5 to be able to disenchant any item in the game...

    Personally from a Power Leveling perspective I was planning on using a Prot Paladin or Druid Tank to power level up to 4 alts. I had thought of having a 6th account for mainly a Mage but assumed if I were to power-level that character I would only load 4 of my initial 5 accounts to stay in the 5 party size.

    I am interested in people's thoughts on pros/cons of running 6-10 characters in the lower instances. Since we are a community there may be an option for 2 5boxers of the same level to run together if the speed of that helps outweigh any XP penalties.
    Last edited by nodoze : 06-18-2019 at 12:26 PM

  7. #277

    Default

    Quote Originally Posted by nodoze View Post
    I am curious what specs do you plan for your 5 Druid team and in what content do you plan to use them?
    For pve, 1 tank, 3 feral dps and a healer.
    For wpvp, idk yet. I will not respect, that's a given, but i don't know if i will make an alt set with arcane power stacked and blow thing up out of stealth or keep it feral dps.


    Quote Originally Posted by nodoze View Post
    If you do a team of 5 Warlocks to at least 20 you should be able to park them (with 2 level 1 alts) at upto 4 locations and use the 5th Warlock as a "floater" to get an entire party anywhere (by double summoning). In some ways better than a Mage as you can essentially teleport on demand to any 4 locations instead of being limited to just the standard portal destinations.
    Nice idea, i will borrow that one. Thanks.

    Quote Originally Posted by nodoze View Post
    I am not sure the rules/options around which professions are OK to drop and still keep the benefits so I am very interested in what other people's thoughts are. That being said why do you need enchanting on any of your mains? If you park a level 20+ Warlock at the entrance of the dungeon you are farming you can send a main to town to vendor/bank and give things to disenchant to an alt. If I recall correctly it only takes level 5 to be able to disenchant any item in the game...
    I was thinking about "bind on pickup" item droped by boss, so i could dez them. I don't know if it's an hudge money loss if i can't dez them.

    Quote Originally Posted by nodoze View Post
    Personally from a Power Leveling perspective I was planning on using a Prot Paladin or Druid Tank to power level up to 4 alts. I had thought of having a 6th account for mainly a Mage but assumed if I were to power-level that character I would only load 4 of my initial 5 accounts to stay in the 5 party size.
    Same. I was thinking of using an extra account to make portals for the whole team if needed (and provide food/water), but that's maybe not so usefull if i make a network of warlock arround azeroth.

    Quote Originally Posted by nodoze View Post
    I am interested in people's thoughts on pros/cons of running 6-10 characters in the lower instances. Since we are a community there may be an option for 2 5boxers of the same level to run together if the speed of that helps outweigh any XP penalties.
    It was just an idea who popup but i don't think that will be really efficient,in the worst case, i will keep my tank and boost only 4 other char.

  8. #278

    Default

    Quote Originally Posted by Baltyre View Post
    For pve, 1 tank, 3 feral dps and a healer.
    ...
    Nice idea, i will borrow that one. Thanks.
    ...
    I was thinking about "bind on pickup" item droped by boss, so i could dez them. I don't know if it's an hudge money loss if i can't dez them.
    ...
    Same. I was thinking of using an extra account to make portals for the whole team if needed (and provide food/water), but that's maybe not so usefull if i make a network of warlock arround azeroth.
    ...
    It was just an idea who popup but i don't think that will be really efficient,in the worst case, i will keep my tank and boost only 4 other char.
    Thanks for sharing your team composition and plans for it. I am trying to work in at least 1 druid on my team for stealth fun like that.

    Glad you like the 5 Warlocks idea and glad to share it though there are some pain points with it (like getting the level 20+ Warlocks to the entrances the first time). Once a level 20+ is at the desired point the two level 1+ characters should be easy to summon there with 2 mains assisting. If I recall correctly using a Warlock to summon the full party (assuming only 5 accounts) involves 3 accounts (1 Warlock and 2 alts) summoning the 5th floater and one party main and I think from there you can take turns summoning the rest while the channeling is going on except for the main on the account with the initial Warlock. Once everyone is there except the main on the same account as the original warlock you log out the initial warlock and login the main and then use the 2nd "Floater" Warlock to summon the 1 main left behind... Something like that... Sorry my memory isn't so good as it has been a long time :-). When one of the 4 Warlocks gets low on shards you summon in the Floater and then hearth the low shard lock and grind some shards and then use the floater to summon him back... It is some pain at first but gets easy once setup and you get used to it.

    Ah good point on the BoP items. Maybe it would make sense to have drop engineering or blacksmithing on one Druid. Maybe someone will give a recommendation on which profession to drop on which Druid (the Tank, Healer, or 1 of the 3 DPS)... My gut would be one of the DPS and that maybe keeping Engineering provides the overall best value as the Druid should still at least have the PVP trinket if he loses the fear trinket by dropping blacksmithing. Maybe the Skull of Impending Doom can also help with that though I can't remember if it helps with Fear or not.

    Yeah the 5 Warlock idea keeps me thinking that I may not need the 6th account for a Mage. My team doesn't have heavy mana users and it may be easier to just pay for some ports initially until I get my Warlock network in place. Plus if we boxers are on the same server we may be able to help each other with things like that...

    Yeah I am interested in folks thoughts of the efficiency of 2 5man teams 10 manning the dungeons while we don't have much gear (or if we just like grouping with another human ). It might be less XP but should be faster clears so I am curious what the net tradeoff cost is estimated to be.
    Last edited by nodoze : 06-18-2019 at 12:33 PM

  9. #279

    Default

    I expect it won't be worth doing dungeons in a raid group while lvling since xp gets reduced both for being twice as many characters and also for the raid penalty.

    It might be a great way to get gear though.
    For example a 3 warrior 2 paladin team and a 4 warlock 1 priest team could farm together, great when they don't share loot and when some teams doesn't have effective tanking, then it could really help them.

  10. #280
    Multiboxologist MiRai's Avatar
    Join Date
    Apr 2009
    Location
    Winter Is Coming
    Posts
    6815

    Default

    You cannot entire into a dungeon with more than five characters.

    https://www.twitch.tv/videos/438055185?t=06h55m
    Do not send me a PM if what you want to talk about isn't absolutely private.
    Ask your questions on the forum where others can also benefit from the information.

    Author of the almost unknown and heavily neglected blog: Multiboxology

Tags for this Thread

Posting Rules

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •