World of WarCraft: Life Begins at 60


Sometimes I think I have a strange mind. Why? Due to instances where it seems that I only truly learn something if I actually create an article on it, which seems like a paradox as one would assume an author would already know everything there is about the respective subject!

Yet that's how I've worked for a long time. Perhaps I'm so hasty to experience so much in life that I miss major points and unwittingly ignore certain details. I believe that this lengthy article is a suitable example of this mentality.

This article was an enormous effort to document everything about 'Life at level 60' in World of WarCraft, pre-Burning Crusade. As the above suggests, I had reached 60 with my orc shaman, Tarok, and had slowly acquired information on what a player should do from my guild and time played. I finally put it all together as an article for people approaching or having reached 60 themselves.

Unfortunately, it was simply too late and once I lost interest for a while then the concept became outdated because, of course, Blizzard released an expansion pack which not only increased the level cap (to 70) but caused everything I had detailed to become obsolete. Everyone naturally moved on. It's a shame but what could I do? As always, I honestly enjoyed producing this article and, like a certain Twilight Zone episode involving stolen gold, it serves as a blunt reminder that, with certain things, time is of the essence.

So, with that in mind, note that this is obviously unfinished, though I hope some players out there can make use of the tips I assembled.


By Ben 'Magic' Brown


1.0 - Introduction
1.1 - About Me
1.2 - Useful Links
2.0 - Pre-60 Preparations and Objectives
2.1 - Fire Resistance Gear
2.2 - Tier 0 Armour Set And Beyond

Epic Mount
Money, Money, Money
Factions and Reputation

Blackrock Depths
Lower Blackrock Spire
Upper Blackrock Spire
Dire Maul

Molten Core



"There is always someone left to fight." - Marcus Aurelius, Gladiator.

You're not finished yet.

Many people believe that World of WarCraft only truly 'begins' when they reach level 60 and the "end-game" content opens up. I happen to agree. At this point in a player's adventures the game is no longer about 'grinding' for experience points and so the game is focussed on enhancing your character as much as possible, in addition to simply experiencing the many new dungeons that are now available and other aspects of the game as you stand at the peak of your class.

Then there's the contrary view of some who who actually give up since they believe that the game's level limit is all they should strive towards - however, there is in fact an enormous deal left to achieve and enjoy. Exciting 5-man dungeons, massive 40-man raids, PVP battles, faction bonuses and rewards. Ultimately, your character is indeed a walking number slowly upgrading other numbers represented by better gear, but it's all about what you want to make of the game and how you enjoy yourself on the ride that truly matters.

My intention in writing this guide is to detail all of the aspects of reaching level 60, so that players can understand all there is to know about what is some of the most amazing content of the game. There are many intricate bits of knowledge for each of the major instances, for example, and, despite having been 60 for over many months now, I'm still learning new parts.

This is not the only L60 guide available - indeed, Gamespy's "WOW At 60" is excellent, but it has not been updated for over six months. It is also Alliance-oriented and lacks several portions and aspects of end-game content (And not just new content released since its last update). I do plan to reference and link to the Gamespy article when necessary, though this is purely for practical reasons.

So if you're a WOW player who is approaching or have already reached L60, I hope this guide assists you in getting the most out of the game. I'm going to try to strike a careful balance between presuming that you have an existing knowledge of WOW but that you know nothing at all about the 'end-game' content such as the difference between Blackrock Depths and Blackwing Lair.

Let's begin.

- Magic

1.1 - ABOUT ME

I'm a 23 year old guy from England, UK, and I have naturally reached level 60, though this is only with my Orc Shaman Tarok, of the guild Continental Drift on the European server Draenor. I've wrote many gaming and modding articles for the Star Alliance ( over several years, and having experienced a great deal of the end content I noticed how overwhelming and confusing it was for some players. Thus I decided to help by creating this guide.


Gamespy's "WOW At 60":
Thottbot (Searchable WOW database):
Allakhazam (Searchable WOW database):


It's worth covering a few of the important parts within the last levels - i.e. L52+ - which is generally considered part of the "end-game". It is necessary to lay the groundwork since you won't be running off to Molten Core in a 40-man raid just yet ... well, it may be possible but it is not a good idea to go rushing in!

There are several 5-man instances (Aside UBRS which is 10-man) that you can do before, and after, you hit L60. In general order of their level requirements, and thus difficulty, they are Blackrock Depths, Dire Maul (East, West and North), Lower Blackrock Spire, Stratholme (Scarlet and Undead sides), Upper Blackrock Spire and Scholomance. Don't worry about feeling overwhelmed by all of these names - there is a massive amount to take in but you'll gradually become familiar with them over time. It is, however, worth reading up on these so that you know which to journey to based on your current status, lest you take on one that is too difficult or that you can not yet enter. The instances have their own section later on in the guide and there are several reasons to go through these dungeons. What are they, you ask?

Firstly, for you to simply check out and to experience the content as there will be many new mobs and bosses to devise strategies against. If you didn't realise it yet, the instances and quests have been rising in difficulty as you progressed through the game (Remember having to deal with elite mobs running away in Scarlet Monastery?) so there is much that is worth learning. You need to be as sharp as possible and know your class inside and out if you're to succeed at 5 man's, raids and in PVP.

Secondly, for quests - just like you have (Presumably) been doing up until this point. Naturally you can get rewards such as money, items and experience points which can advance your character in some way. Once you hit 60, experience is converted into money instead - this makes some quests very profitable, e.g. just completing The Madness Within from Dire Maul West netted me around 8G.

Thirdly, for rare (Blue) gear. Many of the uncommon (Green) items towards L60 are decent but you can get better items that will enhance your PC's stats and abilities further. One of your first medium-term objectives should be to upgrade as much of your gear as possible to blue items corresponding to your level. This is generally a sign that your PC has done some of the 5-man instances and the gear will obviously help your stats and abilities. Even when you reach 60 you won't necessarily be accepted straight into guilds or raids if you're still in greens. For 5-man's, Dire Maul, Stratholme, Scholomance and Black Rock Spire (Black Rock Depths and Lower Black Rock Spire) will be the best locations to farm.

Fourthly, to start building up Fire Resistance (FR) gear. This has its own section in the guide. Obviously, this is only needed if you intend to do the huge raid instances which begins with Molten Core, but if you ever intend to begin raiding then it's the first place people start, for both difficulty and items. MC requires a guild capable of raiding with 40 people and, as the name suggests, you'll need as much FR gear as possible, though the rewards (Epic items and tier 1 gear) are very much worth it. Since you'll hopefully be doing the 5-man instances to upgrade to blue gear anyway, it's worth picking up what relevant FR items you can at the same time. Note that you need *both* suitable blue items and then FR items - people generally use the blues for general use (i.e. DPS or healing) and the FR gear purely for the major fire-based fights and bosses in MC (Where it is necessary to survive a fiery attack). This means that you'll be using up a lot of bank space from now on for these sets and other gear you'll be collecting (Indeed, now would be a suitable time to create a bank PC or two if you have not done so - see my Trading guide for information).

Fifthly, to start gaining your first armour set tier, which has its own section below. Technically it's part of upgrading to blue items but there is more to it in the long-term and it's arguably less essential than decent overall blue and FR gear. Some guilds may insist you have a full or almost complete set of tier 0 before you begin raiding, while others are, sensibly in my opinion, far more lenient.

Sixthly, to do the quests so you can get attuned to several of the instances - namely Onyxia's Lair, Molten Core, Blackwing Lair and Naxxaramas. You can't just immediately walk into any of these instances like normal ones - you have to get 'attuned', which often involves one or more quests in several instances. After you are attuned, you can enter the instance whenever you like. Onyxia's lair in particular has a very long quest chain that you should start when you can, while Molten Core practically requires a run through Blackrock Depths once. If you hope to begin raiding in a guild then both are essential. You'll very likely not have to worry about Blackwing Lair and Naxxaramas for a long time, but BWL has a simple attunement while Naxaramas is ultimately made much easier by building up your Argent Dawn rep (Which can be accomplished by clearing through instances like Scholomance and Stratholme), where the better your rep then the smaller the cost in resources to enter.

Seventhly, and finally, depending on your class and professions there are various other bonuses and items that you will want to acquire - e.g. patterns, recipes and plans for tailors, alchemists and blacksmiths respectively, or relics for certain classes. These will be very important for either guild mates or making profits.
(Relics are items that go in the slot where caster's would put their wand. They provide bonuses that are specific to your class.)

In summary: experience the available 5-man content, complete quests, build up blue, FR and tier 0 armour gear, get attuned for at least two of the end instances (Onyxia's Lair and Molten Core) and acquire any useful profession recipes.


It's very important to build up your Fire Resistance (FR) if you intend to do the end-game content. Onyxia's Lair, Molten Core and Blackwing Lair ultimately require a high level of FR in order that you can survive several of their encounters. Guilds will desire, or even insist, that people have a certain level before they can come - this is purely because more people alive in the raid will ensure success.

So it's a good thing that there are dozens of FR items in the end-game content of Azeroth then! We are not talking about any old FR gear - you'll really need ones with 10+ FR on from the end-game instances. You can then get FR enchants - only gear that's got FR should have an enchantment, purely for efficiency.

Some of the premium FR gear drop from mobs while others can be crafted, and it's a quest in itself to find some that's suitable for your class - various dungeons have them so while you're questing and hunting down blues and your 0 armour set then you can ideally find some at the same time.

Please note that standard loot etiquette should apply - just because some FR gear drops and it's not suitable for your class then you should not necessarily roll for it, at least because doing so is just plain rude. You still need gear that's specific towards your class since the stats will tend to reflect such.

For the sake of clarity, here is a reminder of class armour types by the end-game:

Cloth: Priests, Warlocks, Mages.
Leather: Druids, Rogues.
Mail: Hunters, Shamans.
Plate: Warriors, Paladins.

So just because a warrior could use some Molten Fists (Which is mail and has +10 FR) it does not mean they should roll on it if, say, a hunter in the party would like it as plate is preferable for a warrior since they'll get more out of it. If no one does want it, though, and the warrior needs the FR (With the intent of upgrading someday) then they could go for it.

How much FR do you need? Warriors need far more FR than other classes since they'll naturally bear the brunt of attacks - main tanks especially need around 300. Other classes should aim for at least 100 FR, though 150 to 200 is ideal. Tanks shouldn't worry too much as any decent guild will do their best to help them with enchants or donated BOE items.

Finally, it's worth mentioning how resistances work. There are several 'bands' (CHECK) that you reach, each deflecting more damage of that type. Therefore 95 FR isn't high enough - the player would need 5 more to gain the actual bonus of the 'Fair' resistance band.

0: None.
1-99: Poor.
100-199: Fair.
200-300: Good.


You may have seen sets of armour and items before - there are low level ones like 'Defias Leather' ( or 'Chain of the Scarlet Crusade' ( If you wear several parts of a set then you get specific bonuses. All of the classes in the game have their own end-game armour tiers and it's extremely worthwhile, and even expected by some people, for you to acquire them. They also, of course, look fantastic and are symbolic of your progress with the end content. Each of the main sets are for all of the eight armour slots - head, shoulders, waist, chest, wrist, hands, legs and feet.

To acquire your first set then you should aim to do three of the 5-man instances in particular - Scholomance, LBRS and UBRS. These contain various parts of the first armour sets which is typically known as 'Tier 0' (Or 'Dungeon Set 1' by Blizzard, though most people use the former). It can be confusing, but just think of tier 0 as the very bottom since each tier after it (Currently 1, 2 and 3) is gained by progressing through each of the main raid instances by defeating the bosses. The capability of guilds are generally based on how far they are up to, especially the final bosses (e.g. "We've done Ragnaros" means that a guild is capable of doing all of Molten Core). Acquiring your tier from each instance is an epic achievement in its own right.

Most of the tier 0 items are dropped by specific bosses - these are BOPs and means you'll have to do the instances to stand a chance of them dropping. Other tier 0 items are dropped by generic mobs, which tend to be BOE and can naturally end up on the AH, but often at high prices. If you have the time, I recommend that you save money and try hunting them down yourself. For the majority of parts you will have to do 5-man party's to acquire them.

There are several tiers in total - each number increasing in overall power and set bonuses, but also only dropping from increasingly harder bosses.

Here is the bigger picture regarding raiding and tier armour sets, including where each set comes from and the resistances they generally have. It's a lot simpler in practise, don't worry. If you don't know about each dungeon then look them up in the instance section of this guide.

Tier 0 - Scholomance, LBRS, UBRS.
Tier 0.5 - Various.
Tier 1 - Molten Core (Fire).
Tier 2 - Blackwing Lair (Mostly Fire with some Shadow).
Tier 2.5 - AQ40 (Not a full set - mixed pieces).
Tier 3 - Naxxaramas (Frost).

(ZG set?)

Here are the names of sets 0, 1 and 2 for the classes:

Druid: Wildheart - Cenarion - Stormrage
Hunter: Beaststalkers - Giantstalker - Dragonstalker
Mage: Magister - Arcanist - Netherwind
Paladin: Lightforge - Lawbringer - Judgement
Priest: Devout - Prophecy - Transcendence
Rogue: Shadowcraft - Nightslayer - Bloodfang
Shaman: Elements - Earthfury - Ten Storms
Warlock: Dreadmist - Felheart - Nemesis
Warrior: Valor - Might - Wrath

See here for where the set parts drop. *Link to Armorsets.txt*.

(There are also two tiers for PVP but I will include these in the PVP section)

Tiers 0 and 0.5 generally involve 5-man parties, except for parts in UBRS which is a 10-man raid. All of the main tiers (1+) are from 40-man raid instances so a great deal of work is required to gain them.

This means that you should generally work your way up. It's like climbing a ladder - you can skip a 'rung' but doing so makes it more difficult to reach the next. Like mentioned earlier, some guilds won't help you get onto another rung unless you're currently on a specific one like tier 0, so *generally* it's best to climb them one at a time if possible, however you don't absolutely need all of tier 0 to get to tier 1, but it helps since the armour's stats boosts your capabilities, therefore you're a better asset to your raid group. If a guild is good enough already, though, then you can potentially go with them and go straight onto tier 1.

Tier 0 is the first tier for all classes and is equippable by anyone who can use the armour type, though obviously the stats and bonuses are based on the class they are 'intended' for (See the list above). After tier 0, the items are only useable by their specific class (i.e. No other class can even equip them).

Now it gets a little confusing - there is a second '0' tier called 0.5. As you can probably guess, it's a half-way point between 0 and 1. What is the point of it? Some players were annoyed since to get tier 1 they had to participate in huge 40-man raids, but they didn't have the time or necessary people. Blizzard therefore developed the 0.5 new tier as one that does not require raiding - a lot of it is solo-able and the rest can be done with a competent 5-man party - but the players get to upgrade their existing tier 0 to 0.5 (From rare to epic). However, the quest series is VERY lengthy (Approximately 27 quest steps), some of it is very difficult (e.g. completing the Stratholme Undead instance within 45 minutes!) and it requires a lot of gold. Remember, it's intended for people who can't raid. While it would relatively be useful to gain this tier, it's one that you can potentially skip as an MC-capable raid can help you get straight to tier 1 instead. All I can suggest is that you evaluate your circumstances and make a decision.

Tier 1 comes from Molten Core. While the first few bosses there don't require FR, the last half of the bosses (After Garr) definitely do, so a raid needs a great deal of FR-based gear (Hint hint), at least if they want to do the whole instance. Each tier tends to have specific resistances based on what you'll be fighting, but most boss fights require more FR than the armour sets are capable of. This leads to people taking their general gear and also their FR gear into a raid, equipping each as called for by the raid leader.

So the long-term scheme of things is that firstly you want to attend 5-man parties to get as much of your tier 0 set as possible, then perhaps 0.5 depending on if you're capable of raiding or not and if you have the time and money. After this you'll want to do Molten Core raids for tier 1, then ultimately Blackwing Lair for tier 2 and finally (As of writing) Naxxaramas for tier 3. This, of course, can take weeks and months depending on who you raid with and what items randomly drop from each boss. Raiding is typically done with a large guild - PUGs are not impossible (Ones doing MC and Onyxia are at least not unheard of), but they tend to have player's of varied levels of skill in addition to being unreliable since guild's are naturally more organised.

Official WOW website Armor Sets:
You can view all of the sets on combinations of race and sex here.


Epic items, aka "purps" (Purple), are very rare within 5-man instances, but drop frequently from bosses in raids. However they are acquired, they are exceptionally useful to the right character. You will only find them:

- As very, very, very rare drops from mobs in high-end instances (There are some that drop from approximately level 40+ but only a small amount).
- As drops from end-game bosses, e.g. tier armour and items.
- On the Auction House, typically as very expensive.

CHECK - what's the point of this section? List useful epics? Probably not.


Do you remember getting your first mount after you reached level 40? Remember how you frantically raised 90G so that you could get a speed increase and look flashy while you ride around? Well, you can choose to do it all over again for an even better mount, but the gold cost is multiplied ... a little.

You will probably have seen epic mounts before - whether L60's riding them or from the mount vendor. They boost your speed up to 100% which, as you can imagine, is very fast and means you can quickly outride any outdoor mobs which you aggro - therefore, in addition to getting you to places faster, potentially an epic mount means you will minimise the risk of getting caught and killed, thereby saving your repair costs. For help on raising the cash, see 'Money, money, money' below.

You have to be level 60 to actually buy an epic mount. Since you will most likely be honored with your main faction (If not, you have some reputation to raise - see the Factions and Reputations section), then you can buy an epic mount from the vendor for 900G. If you're exalted with your main faction, you can buy one straight for 900G. (CHECK) If you're rank 11 in PVP then you get a 100G discount, which is very tempting but obviously requires a great deal of time fighting in the Battlegrounds.

It is possible to get the epic mounts of another faction (Note that it's impossible for Horde or Alliance to get each other's mounts), but you have to be exalted with them which is an extremely lengthy process. The cost will be 900G, but it is obviously a remarkable achievement and helps you stand out uniquely - just imagine an undead PC on a Kodo or a gnome on a Nightsaber!

There are also mounts that can drop from certain bosses such as an undead mount from Baron Rivendare in Stratholme's Undead section and a Zulian tiger from the tiger priest in Zul'gurub, but these are extremely rare.

My fellow guildy Quoth on his raptor, obtained from Zul'gurrub. I hope that beast has a strong spine.

Blizzard's page on mounts:
Wowwiki's page on Mounts:


Epic mounts and epic gear on the AH are all very expensive, often running into hundreds of gold, but most players only have minor amounts of cash due to a focus on questing (And expensive repair bills). Therefore another part of the end-game can be about making as much money as possible. You have several options here, such as buying and selling existing items on the AH, farming materials or rare items and simply killing mobs for drops to crafting specific items and testing the market for them.

This can be much more than simply selling drops from mobs and can involve analysing your realm's economy and making as great a profit as possible (i.e. checking prices then buying low and selling high).

I have produced a guide on making profits which you can read for more information: (CHECK - link to my trading guide).



At 60 you have more ability to gain reputation (Rep) with the factions around Azeroth, as well as those within either the Horde or the Alliance. You do get discounted goods at each level of rep but the difference is so insignificant that it's not worthwhile just for such. Also, there are several independent factions around the world of Azeroth with whom you may wish to gain rep with, for various bonuses and to get access to certain goods. Factions within the Horde and Alliance will also sell you their mounts at Exalted.

There are several methods to gain rep with a faction:

- Quests. The main factions generally have these in limited supply, but there are occasionally events that enable you to do repeatable hand-in's for rep, such as the Arin'Qiraj war effort and Scourge Invasion. Some players even start a new PC and then take them straight to the desired faction's starting zone so that they get all possible rep from all of their quests (But I presume this is a tad too late for some readers!). Some of the independent factions (i.e. ones unaligned with the Horde and Alliance) have repeatable quests such as the Cenarion Circle in Silithis while others may require handing in stacks of goods.

- PVP. Several battlegrounds gain reputation with a certain faction and some even have purchaseable mounts as a reward for reaching a certain rank.

- Cloth hand-ins. Each faction has an NPC in their city (With Darkspear in Orgrimmar and Gnomeragan in Ironforge (CHECK)) who have a quest requiring a donation of 20 linen cloth, then followed by the same again for wool, then mageweave, then silk and finally runecloth. After this point, you can hand in 20 runecloth repeatably to gain rep. This is intended to be a use for the runecloth you'll be gaining as it drops from the majority of humanoid mobs, while the only other use of it is for first-aid and tailoring, or to simply sell it on the AH.

Horde Factions:
Darkspear Tribe*
Thunder Bluff

Alliance Factions:

*Since these factions don't have a capital city, check the Valley of Spirits in Orgrimmar for the Darkspear and the ??? CHECK in Ironforge for Gnomeragan.

- Morrowgrain.

This herb is used to gain rep with a specific faction after you reach level 50. In short, you grow your own Morrowgrain and hand in 10 to gain some rep and a package containing various useful items. However, it's not as straight-forward as it sounds, so allow me to explain further.

This is only available to gain reputation with Thunderbluff for Horde members or Darnassus for Alliance members. First you should speak to either Arch Druid Hamuul Runetotem or Arch Druid Fandral Staghelm (Located in Thunderbluff and Darnassus respectively) to do the quest "Morrowgrain Research". Take the voucher they give you to the other NPC and you'll receive an Evergreen Pouch and some packets of Tharlendris seeds (Note: I advise against throwing away the Evergreen Pouch if you ever intend to do this quest as it costs ~90s to buy another).

From this point onwards, you need two lots of Un'goro Soil and one Packet of Tharlendris Seeds. With those in your inventory, right click the Evergreen Pouch and you'll mix them together and create an Evergreen Herb Casing. Open it and you'll receive some a small amount of some random herbs - hopefully some Morrowgrain. When you get 10 Morrowgrain, you can hand them in for some rep and you will also receive a Cenarion Circle Cache which is a bag of random goods (Potions, scrolls, food and drink). You can buy additional seeds for 6s each.

So you're going to need as much Un'goro Soil as possible if you want to do this repeatable quest. You can farm it yourself in the Un'goro Crater or buy some through the Auction House (Personally I find it far too expensive there on my server). The soil formerly stacked only up to 10 but now can can go to quantities of 46.

The process can be very frustrating since the Herb Casing's contents are random so you do not always get Morrowgrain. This does mean that it is also useful for alchemists to stock up on small amounts of herbs like Gromsblood. It may be easier and quicker, but more expensive, to do runecloth hand-in's instead.

Cenarion Circle Cache's: I usually sell the food and then keep the cache in my inventory and then leave the items in there, so I can use them when necessary and not waste bag space. You can sell any or all of the items if you so desire, whether through a vendor or the AH.


I call these 'independent' because either Horde or Alliance members can gain rep for them. The official WOW website has sufficient details and tips, but for the sake of this guide I will give a brief overview.

Argent Dawn

Location: Western Plaguelands, Eastern Plaguelands

The AD are a coalition of members of all races of Azeroth who seek to destroy the Scourge's holdings in the Plaguelands of Lordaeron.

Hydraxian Waterlords

Location: Azshara (A small island off the South East coast)

As water elementals, these entities are the natural enemies of the fire-based ones such as Ragnaros the Fire-Lord and his minions in Molten Core.

Cenarion Circle

Location: Various, but mostly Silithis and Moonglade.

All druids are members of the Cenarion Circle

Brood of Nozdormu

Location: Tanaris (Caverns of Time), Silithis (AQ40)

Timbermaw Tribe

Location: Felwood, Winterspring

Zandalar Tribe

Location: Stranglethorn Vale


It's a l-o-n-g way off yet, but Nature Resistance gear will be useful for your PC if you're to raid the two instances in Ahn'Qiraj in Silithis (One 20-man and one 40-man raid), like FR for Molten Core. There are a few bits and pieces that are worth getting if your guild will ever be capable of AQ.


You've done it? Congratulations from myself, and hopefully your friends and guildies.

Now you can uninstall WOW!
(Hehe, that joke never gets old)

The Good News: You're as (virtually) high as can be. You no longer have to grind monsters purely for experience points. You'll now get monetary compensation for completing quests based on the experience you would have gained. You now have your last Talent point to spend, though you may wish to respec now (See Talents below). You've opened up a whole new world.

The (Possibly) Bad News: ???

CHECK - remove this section?


If you've neglected the first-aid skill (Which is understandable if you're a healer and have had no need for bandages) then now is the time to advance it. Heavy Runecloth bandages (Currently the best bandage type) can be an absolute life-saver in certain end-game instances and some guilds require you to have it - gaining 2000 health in 8 seconds can really spare the mana of a caster so that they can focus on a tank, for example, and it can save your life during lengthy and intense boss encounters such as Onyxia and Ragnaros.

Find your nearest first-aid trainer (Ask a guard in a city if you need to) and start developing it - use the AH to get the necessary cloth or farm some yourself from the relevant low-level mobs or even instances if you want to save money. I usually keep a stack of 20 Heavy Runecloth bandages on my PC and then some spares in the bank so I can top them up as necessary, while a shortcut to the stack on my interface is useful for quick application.


Now that you have all 51 talent points available, you may wish to consider respeccing. This is done by speaking to one of your class trainers and asking to have your talents reset, but this is at the cost of money. If this is your first character then you most likely had next to no idea about how to spend the points effectively so you should work out whether to respect and what type of build to make if so.

Many players recommend a single 'grinding spec' up until level 60 - this is typically a build based on doing as much damage as possible, thus making grinding and questing as relatively easy and as quick as possible. After this, a player respecs the character to whatever build they desire, depending on what they want to do. Specs can be versatile or based on PVP or PVE for certain extremes. For raiding, some guilds expect classes to be specced to a certain role. Due to the style and strategy of most raiding, it's often wise to do so, though it is not always absolutely critical. Druid's and shamans, for example, are expected to put some or most of their points in their healing tree since they will mainly be acting as healers. They will likely have some points left over so other tree's can still be invested in. Warriors may be required to go to a Protection spec so that they can endure long boss encounters while others may have the choice of going for a Fury (DPS) spec.

You'll have to decide what you want to do, then. Most guilds play specific content - whether PVE (i.e. raiding instances), PVP, role-playing or even all three - so perhaps your respec should be based on what will aid them more (Though obviously role-playing is not affected by talents). Or perhaps you'll realise that the guild is not doing what you'd prefer to do, in which case I believe you should find another instead and reaching 60 is a fair time to change.

You shouldn't rush your decision to respec - at least because it costs more money to unlearn your talents each time (Though there is a 5G decrement every month if I recall correctly CHECK). Browse around WOW websites for different builds and work out what you want. Even if you're a druid or shaman that has to go with a healing spec, you'll have some spare points that you can put into the other trees.


Talent Calculator:


Player Versus Player combat is a great part of WOW.

To be honest, I've not played PVP many times, but I will nonetheless explain the 'basics' of it. CHECK - get someone else to write this?

There are several 'Battlegrounds' which are instances that each groups of opposing players enter and then fight.

Blizzard's PVP Information:

Warsong Gulch

Alterac Valley

Arathi Basin


Another aspect of WOW that I generally neglected was that of enchants on my character's items while I was levelling - I believe that it's understandable given the cost, the time to acquire materials or the recipes, the fact that you're changing gear every few levels and that it's yet another aspect of the game to remember.

So now would be a suitable time to investigate acquiring some enchants. You'll have to look into which suit your class best and find the people (Preferably guildies - see below for one reason why), plus which items to enchant. Don't forget that if you've just hit 60 then you'll eventually be getting new gear from the 5-man and raid instances, so enchants should ideally go on tier 0 and 1 armour. Once more, this depends completely on your situation. I generally checked the Trade channel for enchants that were being sold, then eventually asked enchanters in my guild to give me whatever ones they recommended.

NOTE: Be VERY careful with who you trade materials with for enchants! I've heard of several cases where someone has offered an enchant in trade, then they takes the mats from a player and conveniently log out, keeping the mats and presumably selling them on the AH. It's purely ancedotal (i.e. hearsay) but I also heard that GM's practically did nothing about each case, possibly because it's a grey area between player interactions (Which the GM's are allowed to avoid since player's are responsible) and scamming (i.e. intentionally cheating another player). CHECK

Remember that the mats have to be swapped over since it's unlikely that someone can give the enchant at the same time, as that would require that they have their own mats for it (The mats often have rare items, hence this is unlikely). The enchanter needs them in their possession before they can do the enchant. This is different to all other skill-trading and as of now there's no safety measure against it, other than being cautious of who you give the mats to.


While there are many instances for you to do, there are also aspects of certain high-level zones that you may be interested in engaging. While none are essential, all of them are repeatable and have various rewards. Many people simply grind away and farm these zones purely to get drops that they can either use or sell.

The Timbermaw Tribe
Overview: Gain rep with the Timbermaw tribe by killing (CHECK) enemy furbolgs in Felwood and Winterspring, then hand-in their necklaces for rep. Various bonuses and items.

If you've ever journeyed through the tunnel connecting the lands of Felwood, Winterspring and Moonglade, then you may have decided not to grind rep with the Timbermaw for safe access and instead killed the Furbolg in your way (*Cough*), thus lowering your rep. See the Reputations section for more information.

Felwood Plantlife
Overview: Collect reagants and use them to cleanse plants, thus gaining buff's and items.

Felwood was deeply corrupted by the Burning Legion in the Third War.

Un'goro Soil
Overview: Collect Un'goro soil from the mounds scattered around the Un'goro Crater.
The soil can be used to grow Morrowgrain or sold on the AH to those that are willing to buy it.

?? plants for the beast?

Silithis (CH, texts)


I am certainly not an expert of at least the larger, raid-based instances and it would be an extremely long task for me to document them fully. Therefore I strongly suggest that you check out the other sources available for assistance and knowledge before attempting them. I also highly recommend the Bradygames strategy guide - they have a book that is a general guide for WOW though by 60 you are unlikely to need it, but instead there is a seperate book called the Dungeon Companion. It has maps, loot tables, strategies and information on mobs and bosses in all of the instances up to AQ40 (i.e. not Naxxaramas or The Burning Crusade content).

What I am going to include in this section, however, is a a general overview of what is involved in each instance other than quests (Which are often in all of them). These are naturally in approximate order of difficulty. Also note that 'gear' refers to drops such as items, weapons and armour, of uncommon, rare and epic type. I'm also going to mention the various types of 'runs' - these are, well, runs that parties will do which are based on getting to a certain boss as directly as possible. If you've came across them, they're just like a 'library run' in the Scarlet Monastery or a 'princess run' in Maraudon.

NOTE 1: There are four instances within Blackrock Mountain (BRM) and that is what I have listed as their general location while each of these instance has its respective directions once there. The mountain is located between the Searing Gorge and Burning Steppes in the Eastern Kingdoms.


Blackrock Depths: FR gear, gear.

Dire Maul: Librams, gear.

Lower Blackrock Spire: Seal of Ascension (Key to UBRS), gear.

Stratholme (Live first and then Undead, ideally): Gear, rep (Argent Dawn).

Scholomance: Gear, rep (Argent Dawn).

Upper Blackrock Spire: Gear.


Onyxia's Lair: Gear

Zul'Gurrub: Gear, rep (Zandalar tribe).

Molten Core: Gear, rep (Hydraxian Waterlords).

Blackwing Lair: Gear.

Ahn'Qiraj (Ruins of Ahn'Qiraj, Temple of Ahn'Qiraj): Gear, rep (Brood of Nozdormu, Cenarion Circle).


Aka: (Also Known As)
Location: (The zone and continent)
Level Range:
Entry Requirements: (What you need to access it - whether a key that opens a door (Which lets all party members enter) or the completition of a quest that 'attunes' you to the instance, typically by completing a certain quest. ONLY those who are attuned can enter.)

Directions: (How to get there)

Blackrock Depths
Aka: BRD
Location: Blackrock Mountain
Level Range: 52+
Entry Requirements: None

(BRD is not to be confused with the Ashenvale instance Black Fathom Depths!)

Directions: Head to BRM from either the Searing Gorge or the Burning Steppes then cross the huge inner area to the central 'rock'. Make your way downward, through Forgewright's tomb (If you're a ghost then you can meet Forgewright himself who has a quest for you, the reward of which are the keys to the doors in the instance). When you see an elf (Lothos - he provides the quest "Attunement to the Core" which you should get while you go past him) then you're at the initial outside area of the instance to your right, though mobs are present. You should ideally meet your party here before you keep heading towards the instance portal.

Ask any veteran L60 about Blackrock Depths and they'll most likely grimace. Located under Blackrock Mountain, this is an extremely long dungeon and, unfortunately, it's not split into several sub-instances like Scarlet Monastery and does not have a "mid-way point" like the teleporter in Maraudon. It does have a set of unlockable doors, however, which can be accessed by a rogues' lockpicking or a key gained from a quest (See the above mention of Forgewright) but this does not prevent the dungeon from taking several hours to finish - approximately 3 for a full run.

There are many reasons people will wish to form a BRD party - there are a large variety of quests to do, bosses with blues to drop and Dark Iron dwarves to kill. You'll ideally have to do BRD several times to complete all the quests (Gamespy's BRD guide covers this very well, at least for the Alliance) but it's a good instance to prove that you know your class completely so that you're ready for the challenges of the end-content.

Emperor Run: This involves going directly towards the Dark Iron Emperor since, being the boss at the end of the dungeon, he has some of the best loot in BRD.

Bar Run: There is a bar in BRD, the Grim Guzzler, which contains a host of, naturally, drunk Dark Iron Dwarves (Who should obviously not be spoken to or interacted with in any way!). Players will want to come here to gain rep with the Thorium Brotherhood - after doing enough hand-in's at Thorium Point in the Searing Gorge to reach Revered then they have to do hand-in's for the bartender to get higher for the best selection of items.

It's also worth picking up the quest from the succubus-waitress in the bar, as once you complete it she'll always give you access to the bar exit, which leads to the rest of the instance. The alternatives are tricky - fighting the entire bar or just simply the bouncer (Phalanx). CHECK

Lower Blackrock Spire (Aka LBRS)
Location: Blackrock Mountain
Level Range:
Entry Requirements:

Probably second only to BRD, LBRS is a long instance, especially so if you intend to do everything here.

Warlord's Command Run: This is only for Horde members. Part of the Onyxia quest chain involves finding some important documents that spawn randomly near one of the bosses. Player's on this run will naturally make their way to each of the bosses, taking as many shortcuts as possible and check to see if they have the documents.

Seal of Ascension: The seal acts as the key to UBRS. Near the start of the instance, in the wide open chasm-like area, is a human called Vaelan who gives you the instructions. First you have to get the 'Unadorned Seal of Ascension' itself which is a random drop from mobs in the instance (And of which only one player can loot) and then the gems (Each a random drop) from three bosses (Highlord Omokk, Overlord Wyrmthalak and War Master Voone). After that, you need to visit Emberstrife in Duskwallow Marsh (Near Onyxia's Lair), beat him into submission, use an 'Orb of Draconic Energy' (Given to you by Vaelan) on him and get him to fire upon the seal.

See here for more information.

Upper Blackrock Spire (Aka UBRS)
Location: Blackrock Mountain
Level Range:
Entry Requirements: At least one member with a Seal of Ascension.

UBRS requires at most 10 PC's to beat and thus it is a go-between for 5-man and full 40-man raids. It can be very tough depending on everyone's gear, which is why PUG's there can be difficult. Fortunately, UBRS isn't as huge as BRD or LBRS.

Dire Maul (Aka DM, albeit this can be confused with Dead Mines!): East, West and North
Location: Feralas
Level Range:
Entry Requirements: The West and North sections are accessible only with a Crescent Key which is gained from the East section.

There are several reasons to go to Dire Maul - it is a source of the overall best gear in terms of difficulty and the size of the instance. It's definitely worth doing DM several times before you move on to the other instances like Lower Blackrock Spire, Scholomance and Stratholme.

There is a single book for each class to acquire and return to the DM library:

Druid: The Emerald Dream
Mage: The Arcanist's Cookbook
Priest: Holy Bologna: What the Light Won't Tell You
Rogue: Garona: A Study on Stealth and Treachery
Warlock: Harnessing Shadows
Paladin: The Light and How to Swing It
Warrior: Codex of Defense
Hunter: The Greatest Race of Hunters
Shaman: Frost Shock and You

Your reward is a "Royal Seal of Eldre'Thalas", a trinket that has +10 FR (Which will be very useful for Molten Core) and a specific bonus for your class (E.g. healing bonus and mana regen).

Tribute Run: The Gordok ogres are in control of the the North section of DM, but are constantly changing their king due to new ogres killing the current one. The players themselves can get involved and become a 'king' which involves one player dressing up as an ogre (Something a tailor goblin in the instance will help you with) and defeating the current king. Each of the named ogre NPC's will then give the players a variety of great loot, therefore it's best that you do NOT kill them on your way to the king.

The goblin in the instance requires the following trade goods which should be brought to the instance:

4 x Bolt of Runecloth
8 x Rugged Leather
1 x Ogre Tannin (Found in a basket near the goblin)
2 x Rune Thread

Library Run: In the North section is the library, a 'neutral' refuge of Elven scholars known as the Eldre'thalas. A number of their books have been stolen and, naturally, you can retrieve them from DM (Or the Auction House of course, though for varying prices) and gain various bonuses.

Scholomance (Aka Scholo)
Location: Western Plaguelands
Level Range:
Entry Requirements: At least one PC with the 'Skeleton Key'.

On the island of Caer Darrow is the estate of the Barov family - however during the Third War they sided with the undead Scourge who betrayed and killed them, before transforming the location into a school of the dark arts. Scholomance is now full of undead and has an array of bosses, including the fearsome Darkmaster Gandling. It's a good place for some neat blues and tier 0 armour for all classes, as well as for quests and raising Argent Dawn rep.

Scholomance is probably the hardest 5-man instance in WOW and it used to be even more difficult before it was changed. Nonetheless, slight mistakes can potentially cause a wipe and the mobs are tightly packed, so everyone needs to focus all of the time. The boss fights, however, like much of the 5-man instances, tend to be straight forward.

The instance is located on the island of Caer Darrow in the Western Plaguelands and one member of the party must open the front door with the 'Skeleton Key', which involves a long series of quests to create. Speak to the quest giver at the respective Horde and Alliance camps near the WPL - first you need to do "All Along the Watchtowers" and then you can begin the long chain with "Scholomance".

There is also a quest chain which leads to some very useful alchemy recipes and blacksmith plans which could be useful for the end-game. To begin, speak to (CHECK) to the right of the entrance of Scholomance. It's easy to miss these servants (*Cough*) since they're ghosts after all. You'll have to do Scholomance several times to complete their series, but at the end you'll get some "Spectral Essence" which allows you to see and interact with the ghostly inhabitants of the area. Of note is Magnus Frostwake who sells such great items as Recipe: Major Mana Potion (Currently the best mana pot in the game) ... CHECK

Gamespy: WOW At 60 Scholomance Walkthrough:

Stratholme: Scarlet (Aka East, Live) and Undead (Aka West)
Location: Eastern Plaguelands
Level Range:
Entry Requirements: None for live area. Direct access to the undead area requires at least one PC with 'Master Key to the City' (Drops from Magistrate Barthilas in the Undead portion).

Once the 'Northern Jewel' of Lordaeron, Stratholme was set ablaze during prince Arthas' crazed purging of the city. It's now divided into two as the forces of the Scarlet Crusade and undead Scourge attempt to take control, with a powerful boss at the end of each section.

Stratholme is located in the North West EPL. There is a side entrance at the mid-top of EPL that leads straight into the undead section, but this requires a key that drops from a boss (Magistrate Barthilas CHECK) who is in the - doh! - undead section. So unless someone in the party has the key, to get it you will have to enter through the front and then head East into the undead section. It's also possible that some kind adventurers waiting on the other side of the door will let you in by using the lever but this certainly can't be relied upon.

As mentioned, the sections are generally referred to by the general enemies present - 'Strat Live' or 'Strat Scarlet' and 'Strat Undead', or by some as East (Live) and West (Undead).

The live section first involves a run through various packs of undead before you arrive at the Scarlet Bastion. Here you'll fight the Scarlet Crusade once more - though you'll need the Scarley Key (Remember that from Scarlet Monastery?) to open the doors of the Bastion, naturally beginning with the front one. Some players run this area purely for the Righteous Orbs which drop from the Scarlet mobs, since the orbs are used for enchants, most notably 'Crusader'.

The undead section is generally more frequented since there are more bosses with better drops, but it is more difficult than Live - the undead are fairly tightly packed and there have to be some very careful pulls otherwise you'll get several groups of mobs at once and wipe. The party must fight their way through and defeat the bosses at each Ziggaraut and then the Cult of the Damned workers inside to disable each tower. Do this to all three and you can enter 'Slaughter Square' where you'll face off against a dozen abominations (One at a time), then Rammstein the Gorger and within the Slaughterhouse is the fearsome end-boss, Baron Rivendare.

NOTE: On entering the undead portion, you will have a count-down timer to defeat the Baron. This is part of a 0.5 armour quest (To finish Strat-undead in 45 minutes which is a very tough challenge) and naturally you do not be to be concerned with it on a normal run. In short, it's impossible to finish it in that time using standard tactics and speed.

Baron run: This is a complete run through the undead side, taking on all of the bosses, and is a standard run for many players who seek to build up their blue items, while certain quests also require you to slay the abomination Ramstein and Baron Rivendare. The abomination area also contains Frayed Abomination Stitchings which are used in several quests.

Gamespy: WOW At 60 Stratholme Guide:

Onyxia's Lair (Aka Ony or OL)
Location: Dustwallow Marsh
Level Range:
Entry Requirements: Drakefire Amulet

Onyxia is a very large dragon, sister of Nefarian (Boss of Blackwing Lair), the daughter of Deathwing (Aka Neltharion, the black dragon aspect) and brood mother of the black dragon flight. She is in a small instance protected by a few elite dragonkin and is usually beaten by a 40-man raid in half an hour (Excluding wipes), thus guilds will regularly take her on for some loot before proceeding to another dungeon (e.g. Molten Core or Blackwing Lair).

You will need to complete a lengthy quest to gain the amulet in order to gain access to the lair but it'll be worth it for your first potential raid drops, plus the helm of your tier 2 set. FR gear is important for fighting 'Ony' as well (Going without it as a general raid member is possible but depends on luck to survive), so if you've got plenty (Around 100) from the 5-man instances then bring it with you. Don't forget your Drakefire Amulet - you need it at least in your inventory in order to enter the instance portal.

First the raid enters the lair in Southern Dustwallow Marsh and makes their way to 'Ony', fighting the dragonkin on the way (Which the main tank will engage while the raid inflicts DPS from afar). There are three phases to the encounter with Ony herself. Any sensible raid will inform newcomers of the tactics, but here is a brief overview so you know what to expect:

- Phase 1: The raid engages Ony in relatively standard fashion - usually, the main tank of the raid will keep Ony tanked in the mid-top of the area, with the raid split up on either side of her to provide DPS and support (A standard arrangement is for groups 1, 3, 5 and 7 go to the left while 2, 4, 6 and 8 go to the right). Groups of black dragon whelps will occasionally spawn at the egg chambers on both sides of the area, so raids will have some DPS (e.g. mages with AOE) to destroy them.

- Phase 2: After enough damage, Ony rises up to fly and begins to shoot blasts of flame at the raid. At this point raids tend to spread out over the area to minimise injuries and deaths (Note: Do NOT go near the eggs on either side of the area however!). Ony is obviously only attackable with ranged weapons and spells so the raid must keep up the DPS. As many DOT's as possible are usually required since Ony will be moving around the area.

- Phase 3: Ony lands and fights like in phase 1, as should the raid, only this time the cracks in the ground shoot streams of lava upwards (Avoid them!), dragon whelps will continue to spawn and Ony will perform a roar that panics PC's for several seconds. The raid needs to handle these new problems and keep up the DPS until she's down.

After she dies, all that's left to do is for the raid leader to distribute the loot and then for the raid to leave, typically through a portal created by a Mage to the capital city nearest to the next planned dungeon.

Onyxia-Scale Cloak: A skinner can harvest the dragon and receive several scales (CHECK) which can be made into a cloak. In addition to providing some FR, this protects the user from Shadow Flame, which is used by several bosses in Blackwing Lair and means instant death without the cloak. Therefore a guild will have to slay Onyxia many times in order to acquire enough cloaks for their members if they want to take on Blackwing Lair.

Onyxia's Head: One member of the raid can loot this and, as a quest, hand it in to their faction leader. There's an item reward and the head is hung up in the city, with all PCs there receiving a buff.

Molten Core (Aka MC)
Location: Blackrock Mountain
Level Range:
Entry Requirements: Complete "Attunement to the Core" in BRD for access.

Molten Core is the hallowed caverns of the sleeping Ragnaros - the lieutenant of the elemental Old God of fire - and his many minions.

This is the first 40-man instance that raiding guilds will attempt. Once you get used to the tactics to deal with the mobs and bosses, it becomes relatively trivial - hence the derogatory nickname of 'Molten Bore'. However, for player's new to MC it is the first glimpse of raids and how massively chaotic and awesome they can be, as fights are only won with sufficient organisation and skill. You shouldn't have any major problems if you stick with your raid, help your party and follow the leader's instructions.

There are a few preparations you need to undergo for MC. Obviously, you need to get attuned - speak to Lothos outside Blackrock Depths to do 'Attunement to the Core' which requires going through BRD, finding the instance portal to MC and taking a 'core fragment' from a rock wall next to it. Afterwards, from then on you just need to speak to Lothos to be sent to MC.

You should also have begun building up your FR items, though initially it is not a major requirement for the first portions of MC. You should also visit the Hydraxian Waterlords - they're on an island in the South Eastern area of Azshara and Duke Hydraxis has three quests for you which are set across Azeroth. After these will MC-related quests begin. The ultimate reward is a ring with some FR which will be very useful indeed.

MC is like any other instance except for the size of its geography and the mobs inside. There are an assortment of bosses ...

From Garr onwards, FR becomes critical to the raid's success - Baron Geddon especially and Ragnaros himself absolutely.

*Brief descriptions of each.*

Zul'Gurrub (Aka ZG)
Location: Stranglethorn Vale
Level Range:
Entry Requirements: None.

ZG was created by Blizzard for several reasons - primarily it was as a 20-man raid instance, thus guilds not capable of the 40 man's could do it. Additionally, it can be broken down into several managable chunks of various bosses.
However, there are far fewer epic drops...

Blackwing Lair
Location: Blackrock Mountain
Level Range:
Entry Requirements: Complete ??? (CHECK) for access.

BWL is towards the very top of the immense Blackrock mountain. Once the height of the Dark Iron dwarves' empire, it has been conquered by Nefarian, current leader of the black dragon flight, who is plotting a scheme to conquer the whole of Azeroth.

BWL is tough - very tough, it's where the well-organised and well-trained guilds are separated from those who are not. Anyone expecting straight forward boss fights like MC is in for a nasty surprise. Whereas players could potentially slack off in MC and not be noticed, they certainly will in BWL. This is especially true for the first two bosses who are not easy and require a greal deal of focus, coordination and understanding of the encounter.

Like tier 1 in MC, all of the bosses in BWL each drop a type of tier 2 gear.

Boss Summaries:

Razorgore (Bracers): A kiting\endurance fight. This dragonkin is 'The Untamed' since the orcs there have not been able to control him. They rely on Grethok the Controller who uses Orb of Domination (CHECK) to force the dragon to lay eggs. The raid will enter the chamber, move to the left (In line with Grethok) and begin by disposing of Grethok and his guards. However, things aren't that easy of course! Once those three are down, the room will begin to fill with a variety of dragonkin and orc Legionnaires and Mages. One player in the raid will need to use the orb to control Razorgore to destroy the eggs as only then can you fight the dragon properly.

There are two methods to the rest of this fight - the first is simply to kill everything but this requries a vast amount of potential DPS. The second involves 'kiting' the mobs around the room, with all classes helping to some degree. Druids send Dragonkin to sleep, shamans use Earthbind in the corners, warriors and hunters kite the mobs around the room in a big circle, while everyone else generally helps to kill Mages as they have little health but pack a punch with their fireball spells. If too many people die then the mobs will gradually form huge groups and one-shot each member of the raid, while for fighting Razorgore himself you obviously need as many people alive as possible. The second method is 'kill everything' and obviously requires enormous DPS and coordination.

Once the eggs are destroyed, the dragonkin and orcs will flee, while Razorgore attacks the raid. He can simply be tanked in a corner and kept facing away from the raid whilst everyone assists.

Vaelstraz the Corrupt (Belts): Hooo boy ... if there's a single boss in the game that causes guilds to BREAK UP out of frustration, anger or simply lack of competence, it's Vaelstrasz (He was in the form of Vaelan and helped players get the Seal of Ascension in LBRS) as when things go wrong Vael will runs rampant on the raid and you will wipe within 20 seconds. Vael is a fully-grown and mighty red dragon who has been twisted by Nefarian into serving him.

Fortunately, Vael is able to cast Essence of the Red which restores rage, energy and mana extremely quickly. In effect, this presents the big DPS and healing output test of the fight. The second is Fire Resistance - anyone in melee range will be affected and need as much as possible.

Broodlord Lashlayer (Boots): After Vael, there are a few packs of dragonkin to deal with, then you have to make your way through the Supression Room. This is a room full of guards, dragon whelps and traps that slow down people near them. The raid needs to have rogues do NOTHING but disarm the traps then to kill the guards, AOE the whelps and make their way around the edges, from pillar to pillar. This takes approximately 45 minutes before you reach the boss - wipe on the boss and you have to do the room again.

Lashlayer himself is relatively standard for a boss except that he's got a nasty Mortal Strike attack and can kill tanks easily if your healers aren't paying attention.

After more trash mobs, there now follows three drakes. Each sometimes (Not always) drops gloves.

Firemaw: First of the three drakes. The raid must juggle LOS and learn how to deal with wing buffet and shadowflame.

Ebonroc: More wing buffet/shadowflame, and taunt rotate to keep him from healing himself.

Flamegor: Easy drake. Tranq shot him and just kill him, wing buffet/shadowflame again but easy.

Chromaggus (Shoulders): Magmadar 2.0, has a ton of abilities. Debuffs like crazy, weekly rotating breaths, frenzy'ing, rotating vulnerabilities, etc. Complex fight that's a lot of fun and keeps everyone involved. Drops shoulders.

Nefarian (Chest): Lord of Blackrock. Phase 1 of the fight is Razorgore 2.0, except this time you're killing everything instead of kiting some of it. Phase 2 you fight Nef, whose basically Onyxia on steroids with class-based calls. Fun, but long fight. Drops breastplates.

CHECK - change above.

Ahn'Qiraj: Ruins of Ahn'Qiraj (Aka AQ20), Temple of Ahn'Qiraj (Aka AQ40)
Location: Silithis
Level Range: 60+
Entry Requirements: War effort completed, etc... CHECK


If, again, like me you didn't do some of the early, pre-50 instances then why not do them now with your 60? For example, Shadowfang Keep, Blackfathom Depths, Razorfen Kraul and Razorfen Downs or Gnomeragan. It's by no means a priority, and, of course, you won't gain remotely significant experience points (If you're pre-60) or money (relatively), but there are some reasons you may wish to do them. Due to the huge level difference, the mobs are easy to dispatch so the instances are now rarely difficult to most classes.

Doing them can be useful for the knowledge in how the instance is played out - this can be invaluable should you play it on an alternate PC, where if you're in a party then you will not want to make a major mistake.

Some people farm rare BOE items and put them on the auction house. Since instances tend to have humanoids, you'll likely get many stacks of cloth which you can either sell on or use in some way (e.g. bandages or donate them to guildies).

If you ditched the Scarlet Key then you may wish to retrieve it again by doing the library section of the Scarlet Monastery (Remember Arcanist Doan? CHECK). With the keyring feature now added, it's easier to manage and keep it, so you can use it in the Live section of Stratholme.

Additionally, you may have guild members who would like to run through an instance too so you can help them out. If there aren't enough people on for a regular 5-man in one of the instances then some people will do this and then swap around.

It's also fun for stress relief, nostalgia and to bask in the glory of your PC's power. :)


All links to go here...


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