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Showing posts with label guides. Show all posts
Showing posts with label guides. Show all posts

Tuesday, March 29, 2011

AH gamble

I have been asked how I got to the 250k in this time, so I thought it would be nice to write a short wrap up on how I did it. Mind you, short is being very subjective as most of the readers know.

The short, condensed version is this:

Obsidium Shuffle with alchemy and jewelcrafting, glyphs, some enchants and a couple of check ups daily.

Longer version will be split in sections mentioned in the short one.

One note before starting anything: everything starts with a full scan of AH with Auctioneer.

Obsidium Shuffle
Those who do not know, the term (ore) shuffle was used already in Wrath of the Lich King describing the way one could buy Saronite from AH, prospect it and sell the uncommon gems for profit. It worked well, especially when combined with the transmutations to rare gems and then cut rare gems. At times it was possible to make enough profit from one cut rare gem to purchase several stacks of Saronite for prospecting, making this an endless money grinder.

Shuffle is a grind, don't forget that: there is no 'Prospect All' button, as there isn't any 'Mill All' button. In this sense the gathering professions have the long end of the shaft, as all the rest of the professions have a Do It! button at their disposal.

Anyhow, the gritty little bits on how I did it. I set a certain price under which I purchased the Obsidium from the AH. My latest threshold was (is if need be) at 3g a piece, making the stack price maximum of 60g. When I started this, the stack prices were much higher and I had the threshold at 4g a piece (80g a stack).

Now when you prospect Obsidium, you get 4-6 uncommon gems and 1-2 rares. It's pretty safe to calculate this being 5 uncommons and 1 rare (there are more accurate calculations out there based on vast volumes of prospected ore). Now if you cut the uncommons and sell them to a vendor, you get 9g a piece... Yes, the raw floor base of the stack of ore is 45g (5 times 9g, forgetting the rare).

However, you can sell most of the uncommons for much higher price than that, especially during the days when the Jewelcrafting daily requires three cut uncommons: the price for a gem can easily go as high as 30-40g a piece. Then again, Carnelite and Nightstone are usually at around 30g in the AH, so just by getting them sold raw you have most probably made some profit.

Great help in calculating what you should do is an addon called OreCrusher, even though it sometimes calculates the values a bit differently than I could by hand. OreCrusher gives you a general idea on how much you can make profit out of the amount of stacks at the price you have paid for them (you give these values to the addon, all else it takes from the Auctioneer data), and how you can get the maximum profit out of the stuff: be it selling the gems raw, cut and vendored, transmuted into rares or crafted and disenchanted.

So, now we have prospected the ore and have a handful of gems: time to see what else we can do.

Jewelcrafting
If you can prospect, then you are a jewelcrafter, right?

First things first: the most important thing of a jewelcrafter is to keep his stock of them most important rares and Shadowspirit gems up. The first thing I always did after the prospects was to create the jewelcrafter Fiery Gem, which 'opens up' to a random set of rares. The three gems of each uncommon usually pays itself back just for the cut rare prices.

You see, there are very few uncommon gem cuts which actually sell at all: people tend to go for the best cuts available, causing the situation in which almost all rare cuts which sell are red (Inferno Ruby) or orange (Ember Topaz). The uncommon cuts just sit in the AH until I sell them to a vendor.

OreCrusher tells you if you can make profit from cutting and vendoring the uncommon ones. The most prominent candidates for this treatment are Alicite and Zephyrite, latter of which cannot be used for any jewelry at all. For Zephyrite the route is either cut/vendor or AH during the days it's required for the jc daily.

What really pays for a jewelcrafter are the rare and meta cuts, and one should always have a good stock of the most important (best selling coloured) gems available. For me the best ones were Inferno Rubies, which sell constantly at profitable prices.

Enchanting
OreCrusher tells you also which gems you could craft into jewelry and have disenchanted, the enchanting materials to be sold for profit. This requires you to have access to an enchanter capable of disenchanting Alicite Pendant, Jasper Ring, Hessonite Band and Carnelian Spikes. OreCrusher is pretty accurate on this, but you should always check if it's better for you to have the Alicite turned into Hypnotic Dust or cut/vendored. If you have an enchanter, the disenchanting way ought to be better.

You should remember one thing with the jewelry: once in a while you get the rare version of the Jasper Ring, Alicite Pendant and Hessonite Band, which should be sold as such. Their price is around 100g for the ring and pendant and as high as 300g for the band, but that's very much server dependant.

How I do it? I have automated the crafting so that I automatically send the crafted stuff either to my enchanter or my auctioneer, and so I can craft some hundreds of them easily while doing something else. For this end I use Trade Skill Master addon's Auto-Mail feature. Now the question is, how is this possible, as there are several of the different enchants the rings, pendants and bands can have.

The answer is easy: TSM handles the uncommon and rare ring/pendant/band by it's item number instead of the name, and when you set it to sell one of the rares to one and one of the uncommons to another toon, it just knows to send them all the same way! Talk about 'Craft All' button here.

Carnelian Spikes is a special case, as it competes with the next part for the Carnelians: first of all, you need to be at an anvil to craft the Spikes and so you cannot automate the crafting the way the rest of the craftables, which you can make at the mailbox. Second, the profit is quite seldom better than from cutting the rares done via transmutations, which is next.

Alchemy
The best way to keep your jewelcrafter in good supply of rares is to check the OreCrusher Transmutations subpage: it tells you which transmutes are profitable as such, and it doesn't take into account the further cuts. And the best part is the fact that the rare gem transmutes are not on cooldown, so you can craft as many of them as you have the gems and accompanying herb to produce.

The first transmute I always do is the Shadowspirit gem transmutes, and I do them right after the Fiery Gem. This leaves me less raw uncommons to process, but gives me also a good set of meta gems to sell raw and sell as cut.

Best transmutes seem to be the Inferno Rubies, Demonseyes and Ember Topazes, all of which sell well both as raw and as certain cut ones.

Now that was the shuffle. It's not for the faint hearted and most certainly it requires work and dedication to make it work.

Inscription and glyphs
My scribe is only at level 67, and he was below 60 when I started. Glyphs were profitable already then, as there are several glyphs which sell decently from the very beginning of the Inscription profession. The main aspect of making money with glyphs is consistency and persistence. The more you can cancel and repost the glyphs at peak times, the more you sell, sadly.

I automated as much as possible of this, as I knew I couldn't commit a lot of time to the whole business. So I set up TSM in a way that I posted the glyphs for 48 hours, with decent undercuts and in two different sets at all times, posted every other day. So I had one set reposted every day.

The hardest part of the inscription is to come up with the herbs and inks, and for that my scribe is both herbalist and scribe. I can mill the herbs myself, and so I have at least one level of more control over the actual ink prices.

Glyphs are not as good in money making with little time to devote to playing, and the best profit comes from concentrating on the best selling glyphs, leaving the less popular ones out. Then again, working with the whole set gives you wider range to tap into.

However, by far the best business I have had with inscription have been both tomes and cards. I have currently a couple of all tomes in AH, and they sell one or two a day, still! I have also crafted all special inks into all sorts of cards. At this level my scribe can't access to the highest tier of Faire cards, so I'm out of the real business, but the lower tier ones - except the Northrend ones - sell still decently due to the reputation achievements.

Enchanting
While I've been disenchanting the jewelry from the Shuffle, I haven't given the proper love to my enchanting at all. There are few 'new' best sellers here (Avalanche and Mending at the forefront) which could easily multiply the profits of the Shuffle, I've been lazy and sold the enchanting materials as raw. Of course I've done some enchants to level up the skill and Enchanting has been generating some stable income, too. It could be much better if done properly.

All in all, that is all I have done. I have three characters (JC/Alchemy, Enchant/Tailoring, Herb/Inscription) which have been running the show. Twice a day I've checked the mail and reposted, once a day I've taken the time to do some shuffling and crafting, all in all it's taken 2-3 hours a day to run the business, including a random or a couple of dailies or something fun in between the crafting and toil.

If you are really interested in AH gamble, I would suggest you go to the Consortium Forum, where you can find the most accurate information about the prospecting results, spreadsheets on maximizing your profits and great information about making money in AH in general. When you do so, please mention Copra as your referrer, just for the sake of it.

Gold making in AH is like anything in WoW: it just takes time, preparation and long hours of working towards your goal. If I can make 250k in a couple of months, ANYONE CAN!

Go for it!
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Thursday, February 24, 2011

Newbie gripes

As I'm playing with the Auction House in WoW, I get awfully lot of WoW beggars asking for "spare gold". Like any respectable goblin would have any to spare, it's all MINE!!!

The most recent one stated exactly those words when he opened his whisper, begging for gold. That warrior was at level 19 and I told him that by that time he should have about thousand golds if he had played the game cleverly. His response was "No". 

I proceeded - very politely - to tell him that Gnomore had over 700g at level 17 without killing a single creature and without doing any of the quests requiring killing, only from gathering professions and selling the materials. I even gave him the Armory link to see for himself. 

And he disappeared.

I should have taken his name up, because I could have helped him to learn even more of the game, even mentor him onwards to become a better player than I am. Though with the beggar mentality that would have required quite a lot from my part.

Anyhow, as today is the beginning of Rift headstart, I thought I'd put up a memory list to all, each and everyone ever starting a new MMO. Not how to play, but how to maximize the money on the run. There are only few simple things to remember, things which are a second nature to all nomadic gamers out there.
  1. First of all, loot everything. The crap is worth every copper, silver or coinage the game has.
  2. Get bags to your all bag slots. You can never have enough or too much bag space.
  3. Get the gathering professions, unless you are sure which crafting professions you are going to take.
  4. Loot everything, gather everything. 
  5. Replace your bags with bigger ones whenever you can.
  6. Run a dedicated auctioning character aka AH mule to the nearest auction house and set it up for trade.
  7. Loot everything, gather everything and post everything except the worthless loot to the AH mule.
  8. Level up and enjoy life.
I think that covers the basics. The first time around I would suggest - however - to forget the mule and just loot, gather and sell as long as your bag space can hold the gathered materials and good unbound gear looted. You'll get to the nearest city soon enough to empty your bags to the bank or AH.

Happy adventures!
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Friday, February 4, 2011

No three to report

Yes, due to a real life commitment, Three Stooges didn't ride. At least not together. I'm not sure what Förgelös and Bishopgeorge may have gotten into their mind on doing, the best I can hope for is for them to do some questing and get some gear.

On the other side, I'm nearing 100k gold through my AH experiment. That's only 30k more from my starting point, but it has accumulated through effort, not through luck, and within a short period of time (2 weeks to be honest). From this I can offer a few insights on the AH market to the newcomer.

* Start small. Do not try to grasp the whole glyph market on the first try if you're new in the game, short on money or short on time. Best way to go is to sell materials: cloth, ores, stones and herbs.
* Trust the market. Do not put cheap materials for sale in stacks of one: instead, put full stacks and at a bit higher price.
* Know the market. Too often I find a piece of rare recipe, schematic or plan in the market for a fraction of it's real price. I purchase a rare recipe for 6g and sell it for 300g. The same goes with all the stuff in AH: know the competing and/or real price of the items you are about to sell. Saves you the headache when you notice that you could have gotten 10 or 100 times the money you put it in for.
* Plan and develop a system. Saves time for the actual play.

Unless of course, you plan to play the AH rather than the questing, grouping or raiding.

It's a choice. Your choice.

.Current balance (alliance side): 90 635g, invested another 2540g in Elementium and Obsidium ores for prospecting.

Thursday, September 30, 2010

How to improve character and have a direction to improve for noobs

Ok.

There have been some posts and discussions over the few weeks in the WoW blogosphere about the difficulty of gaining enough information on how to improve your character. General consensus seems to be that the game gives you quite enough information on how to gem and enchant your character, but to me this is utter bull. The information is scattered and not concise, and sadly you have to resort to the internet resources.

To be quite honest, the mere basics of a character improvement are pretty easy to come around. To get the talents, glyphs, gems and enchants to at least tolerable level you can use WoW Popular in which you just choose the class, main specification and push button. The listing shows the most popular builds, glyphs and all in a very concise manner and thus gives a solid basic set up for your character. If you are clever enough, you can also see what these suggestions really aim to.

I'd say WoW Popular is the first place to go to just to get the basics right.

After hitting the magical 80, you find yourself grinding for gear and emblems. This is the part where things start to get ugly, as the gear contains so many stats and variables to take into account. Generally you should check Elitist Jerks or a dedicated blog about your class to see the main stats to concentrate on. For some classes MaxDPS gives excellent recaps on both the stats, rotations and specs, but not all. The rotations are a generalisation and you should -no, I should say you MUST- practise the rotations on a dummy to get them right.

To select the right gear or see if this goes above that you can use the MaxDPS's fine gear selection tool, for which you can even restrict the instances or raids you can attend to to see what would be best from that area. On the other hand, if you want to see what you SHOULD have on your character, you should see Gear-Wishlist which just ranks the gear for your character based on its spec: the beauty of this wishlist is that you can see where to acquire the gear, if it's sold or crafted and how it relates to other gear.

Caution should be advised, though. Gear-Wishlist is just dumb ranking system, and some of the suggestions will not endure a real stress test with all classes or specs! Running stuff like Rawr (highly recommended later on!!!) may well show the lack of finesse in the Wishlist ranking, but it's a solid way to build your character upwards.

For normal instances you are ok with the gear you have acquired from questing: in fact, some of the pieces hold as high as the entry raids (which are now defunct as everyone and their cousins are running ICC). Heroic instances require some normal instance gearing, but not much as long as you stay out of Halls of Reflection. To enter raiding you'd most definitely need at least the tier 9 equivalent gear, say almost full set of Emblem of Triumph gear with some random epics from heroics and perhaps that first piece of Emblem of Frost gear you should be able to get after all that daily heroic grind.

And you should put most emphasis as soon as possible in grinding the IC5 man instances: the loot and emblems really make it worth the while.

I hope this helps the newcomers and people with life to get their characters into shape and accepted in PUG raiding and/or guilds raiding. Just check your Gearscore for the nerds out there and be prepared with the strategies.
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Tuesday, December 23, 2008

Grouping and dynamics

I'm obviously not the only one hating PUGs, players who don't know their class or players who don't understand the grouping and group dynamics in the game. This has come evident by both Pupunen, my priest, and Laiskajaakko, my warrior: both have been in the receiving end of the dungeon love by the group which has put the blame of the 'failure' on them, not noticing the real problems of the group.

The groups haven't been groups but a crowd of solo toons.

As a matter of fact, this reminds me of the posts in the Matticus' blog about breaking into raiding and how to find a raiding guild in that sense that in both of them (or their comments) its recommended that you solo up as fast as possible and start PUGging only at the level cap. I remembered this advice at the instances I grouped for lower level dungeons and found out how single minded the others in the PUGs were. They just couldn't work as a team or for the team, instead they played like they were soloing: making their own pulls, breaking the tank aggro, taking adds both by accident and by choice... and it became clear to me that the grouping should start earlier to learn at least to play the class in group.

Like Hudson and Tobold report, the selfishness is pretty concentrated on certain classes. Well, especially Hudson puts it nicely by labelling them as "Huntards" and "Retardins", which I agree completely.

Here are some advices to these classes... no, make it advice to all who are starting to group in WoW after levelling to some dungeon levels.

1) Like it says in the loading screen info: a little politeness goes a long way. You have to remember you are not soloing, but are working for the group to kill the boss of the dungeon. If you don't know the dungeon, admit it. If you start bragging about your level capped toons instead of taking into account the fact that you don't know this particular dungeon and you act like a douche bag, you are not a team player. And not invited easily again.

2) In dungeons and instances, it's always the group first, own toon second. It's like playing american football: you do everything in your power to ensure that the quarteback can deliver. It's the same in the dungeon. Which leads to

3) Know your role in the group. Tank IS tank, DPS is DPS and healer is -quite surprisingly- healing. DPS, even if he's the best geared of them all, is not taking the aggro from the tank and expect to be healed. Never.

4) Know who and what is the most important in your group. There is one simple rhyme to remember:
#1 If tank dies, the group dies. 
#2 If healer dies, the tank dies. 
#3 Return to #1.

5) If unsure of your position, take care of the healer. S/he'll thank you later.

6) Keep track of your aggro. Get Omen or some sort of threat meter. Now. And learn to use and read it. Really. Especially if you're playing Hunter.

I must have left so much out, but that covers mostly what got stuck in my mind during a few successful and disastrous lower level dungeon runs. The worst had it all, starting from a player with several lv70's and later admitting he didn't know ZF at all (his first visit, but he acted like he owned the place. Well, ZF pwnd him. And the group.).

I hope this helps. In fact, I think I copy this to our guild forum.

Hell yea, recycling!