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LOTRO Review
Disclaimer: This review was written on May 1, 2007. As updates and expansions are released, we will be doing re-reviews.
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History has not been kind to massively online titles that include a major franchise name. Star Wars Galaxies and Dungeons and Dragons Online are primary examples of this; the former under-achieved in subscribers and had a very tumultuous time as a feasible, enjoyable game. Alternatively, Dungeons and Dragons Online also under-achieved but was more solidly designed. Yet they both reached well below expectations. So if these two exemplaries of geekdom were mediocre, why should the Lord of the Rings license be any different? The answer is simple: history does not repeat itself. Turbine has done a thorough job at re-creating Middle-earth into a feasible, deep, and enjoyable experience for every kind of player. Previously, World of Warcraft was the only title that could incorporate the expression, “something for everyone.” Now the Lord of the Rings Online can be included in that phrase as well. If you only have thirty minutes or so to commit to the game, you can get something done. If you can put in five or six hours at a time, there will be something there for you too. Turbine’s vision of Middle-earth is just so wide and encompassing that players will find it difficult to be out of things to do. This is accompanied by well developed and thorough gameplay systems that are supported by detailed sub-systems that add depth and feasibility to every kind of player. Most importantly, however, is all these systems culminate in a very fun experience. That is a lot to say about one game. The Lord of the Rings Online is certainly not the messiah or saviour of this genre. Instead, it is the best for its time. Much like World of Warcraft before it, the game encompassed all the best elements of the past and present. Yes, this includes some of what World of Warcraft did right, but it does not make it a “WoW clone.” It is, rather, a direct culmination of the successes of the past, present and a keen eye for the future; and of course Turbine’s own touch. But enough of that - it is time to explain why all of these things are so true for the Lord of the Rings Online: Shadows of Angmar. Core Gameplay Systems The core gameplay systems of any title is the bread and butter of the game. It is at the centre of the play experience. So then, if your game focuses on combat, then one of the core gameplay systems is combat. If it’s more social - like the Sims - then that lays the epicentre of the game. The Lord of the Rings Online has four core gameplay systems: combat, crafting, social and player versus player. At one point or another, players will be continually involved in one of these four systems. Accordingly, all of the depth and supporting gameplay systems, enhance these four core gameplay systems. As such, they are the most important to be done right. After all, if you’re going to be doing one of those four at all times, they need to be thorough, detailed and enjoyable. If not, customers will be lost quickly. Fortunately for Turbine, each are done rather well, but improvement can be done in each. Combat Crafting Often billed as one of the most important systems in the game, crafting lives up to its name but perhaps not in complexity. There are ten different professions and seven vocations (vocations are combinations of professions that players take on). You may only take one vocation at a time. This is done to maintain a culture of interdependency. If you are going to be crafting, you will need the aid of other vocations to complete the more complex items in your repertoire. Within these vocations are two kinds of professions: gathering and production. The names are rather self explanatory. To simplify this crafting concept, it would be best to use an example - that of the armourer. That vocation has three professions: prospector, metal smith and tailor. Let’s say one wants to construct Bronze Armour. First what is needed is mineral ore to smelt into bars and other metallic necessities. The prospector then is employed to gather the necessary ore from mineral nodes (these are scattered across the world and you use a mining pick to gather from them). Once that has been achieved, the player seeks a forge to smelt the ore into bars and other necessities. All the materials have been seemingly gathered but wait - one is missing! As a tailor, the armourer can construct the necessary leather pads to make it, but needs the forester profession to provide the treated hides. This is how the interdependency comes into play. Either by barter or sale will you be able to acquire the necessary materials. Once you have acquired all that you need, simply click on the Bronze Armour recipe to craft the armour. It is to be noted, as well, that once you have mastered a tier of crafting, a mastery option will appear to create more powerful items. This system sounds seemingly complex but it leaves a lot to be desired. It seems almost improbable that every item crafted can be done so without a hitch. There are no failures or input from the player once the crafting begins. You simply sit there and watch it happen. It could be improved upon, but it is permissible because of the complexity before that point is reached. Social Thorough social systems have often lacked in previous titles like World of Warcraft and Final Fantasy XI. Often all that is employed is a means for players to communicate each other (in public and in groups) and larger groups of players (often called guilds) are constructed. Very few times does any title go past these simply constructs. The Lord of the Rings Online is an exception and an improvement. There are guilds but they are called kinships. Within these groups are different perks - member titles and kinship mail for instance. Of course each kinship has a dedicated chat channel for all members. In groups (called fellowships) players can not only communicate via text, but there is built in voice chat. Turbine has also increased their social dynamics by rewarding players for being social - you are given titles after you have used an emote a determined number of times. Yet even in the Lord of the Rings Online are the social systems lacking. Town centres are often just used to gain quests, sell loot and place items in storage. There is no encouragement for genuine social interaction - unlike Star Wars Galaxies at its initial launch. Despite that, Turbine has made considerable strides to improving on social dynamics from previous titles. Player versus Player There was a point in time where there was only to be three core gameplay systems for the Lord of the Rings Online: combat, crafting and social. It was long maintained that Monster Play is best described as a modification of World of Warcraft’s battlegrounds. The conflict takes place in the Ettenmoors, and players can either enter as one of the free peoples (the character they rolled from creation) or a pre-created monster. When players are in the Ettenmoors, they can do quests to aid their side, complete objectives and engage in battle with their opponents. All of these tasks earn destiny or infamy points which can be used for tangible rewards to either your monster or free peoples character. In addition, all players are ranked according to their successes; and this means there is a leader board to compare your victories against fellow players. The only downside to this system is the lack of diversity. You can only engage in Monster Play in the Ettenmoors. After a period of time it may become stale and tiresome. Yet this should be addressed in updates and expansions, as more areas are opened up for player participation. Wrapping up the Core Gameplay Systems For the most part, Turbine has succeeded in making thorough, deep and enjoyable core gameplay mechanics. Combat is not embedded in previous generation’s ideas - it is rather the culmination of the evolution of the system. Crafting is necessarily deep and complex. Social systems are improved tremendously from other games. Lastly, player versus player is very much evident and takes directly from the overwhelming success of the battlegrounds in World of Warcraft - largely hailed as the most feasible application of player versus player combat. At its core then, the Lord of the Rings Online has created a stellar foundation. Yet that is but a foundation. If the rest of the building is constructed poorly, then it will falter and fall. It is necessary then to discuss depth and supportive gameplay systems. Depth Gameplay Systems Depth Gameplay Systems are what gives a game, well, depth. It adds to its complexity tremendously. It gives players options to advance their character in a myriad of ways. They give character and meaning to the game world. In the Lord of the Rings Online there are four: accomplishments, dread, quest advancements and lore. Each of these play a very important role in creating a very deep world, built on further by the core gameplay systems. Accomplishments Accomplishments are what makes the Lord of the Rings Online incredibly deep. To put it simply, they are mini-quests; but that is also very deceiving; for they are very much unlike quests. They are not simply kill x goblins or retrieve x item. Instead, they include that and require such things as discovering landmarks, using a certain skill, completing a certain number of quests and more. In other words, it encourages players to explore every nook and cranny of the world. In addition, the rewards are either titles or traits. The former is explanatory but the latter is not. Traits can be anything from skill upgrades to statistical bonuses. Within traits, as well, there are four levels: virtues, class, race and legendary. Within each subset, there are different kinds of skills and statistical boons to be had. This is where a considerable amount of strategy comes into play. If you want to fine tune your character into more defensive bonuses, you can do that. Alternatively, if you prefer offense, you can do that too. Or, if you want a middle ground, that can be done. It is this system that allows for considerable differentiation between classes.This whole system is similar to World of Warcraft’s talents but taken to the next level. Instead of simply being granted points to spend on new skills or bonuses, you have to earn them yourself. It gives reason for players to explore everything and allows for characters to be differentiated immeasurably. It certainly gives the game considerable depth and meaning - no one character is the same and each square mile of the world is important. Dread The dread system is commonly known as the game’s death penalty, but it goes beyond that. For Turbine wanted to portray heart’s wavering in game terms. After all, it is For the most part the system performs its role admirably, but at times it is an annoying quirk. For instance, when your character is running away from a dreaded opponent, the screen is flashed with what seems like the rendition of the Great Eye. At times it can be very seizure-esque. Besides that, the system gives a tremendous feeling of fear and despair; and that is exactly what should be portrayed in a game based on Middle-earth. Quest Advancement In the early stages of MMOGs, advancement was known primarily by grinding. You achieved the next level by defeating bears, goblins, trolls or what have you after hours at work. That changed a number of years ago. Instead of doing that, you completed quests. At first this was focused upon group endeavours, but then it changed to both solo and group. That trend has continued in the Lord of the Rings Online. Level advancement is done primarily through quests - both solo and group. Whether you prefer one or the other, there will be something for everyone. Despite the prevalence of this, however, there is a downside. Sometimes the quests aren’t as evenly spread out as one would like, or aren’t rewarding enough (speaking from an experience point standpoint). So occasionally one will have to refer to grinding. Though this isn’t common, and if you complete every single quest, you’ll find yourself outside of the grinding mentality. Lore; the world of Middle-earth Among its early critics, it was deemed most important to develop an authentic rendition of Middle-earth. In addition to the casual MMOG players, Turbine wanted to bring in the Tolkien fans into the genre. That is why the development of the lore and the adherence to Tolkien’s vision was very important. In the case of the Lord of the Rings Online, this has been achieved for the most part. For instance, the Inn of the Prancing Pony is very similar to what was described in the Fellowship of the Ring. There is plenty of company to be had and Barliman Butterbur presides over the Inn. Imladris, or Rivendell, is a peaceful, serene, beautiful settlement for the Elves that remain in Middle-earth. The world is aesthetically authentic and is beautiful. In fact, the only criticism that can be made is that the world isn’t alive with its NPCs. But this must be allotted due to the current state of AI development. Still, it must be maintained, that players will be in awe while visiting the Shire, Ered Luin, Trollshaws and the Misty Mountains for the first time - it is truly representative of Tolkien’s vision. Wrapping up Depth Gameplay Systems The depth gameplay systems build tremendously on what was put forward by the core gameplay systems. In the latter, the foundation was placed in the most rudimentary respects. With the addition of the depth gameplay systems, Turbine was able to construct complex means for players to enjoy themselves and stand out amongst fellow players. The accomplishment system allows for this differentiation and encourages players to explore the entire world. Dread and the lore brings inherent ideas of the source work to life and so the world feels alive. Quest advancement allows players to become involved in the world without it feeling like tedium. All of these aspects are varied and allow for tremendous enjoyment. Yet the Lord of the Rings Online offers more then what is currently allowed; that is where supportive gameplay systems come into play. Supportive Gameplay Systems If depth gameplay systems add complexity to the world, what does supportive do? Simply put, they add things to do. They operate in conjunction with the two previous systems, but are centred upon gameplay specific functions. These differ according to play styles. These are catered to grouping and others solo. In short, they are the end result of the foundations and the applications for them. There are four in the Lord of the Rings Online: instancing, raiding, fellowship manuevers and solo and group feasibility. Instancing Instancing is simply defined as private content. They are essential to telling a story in MMOGs. If you are entering a Barrow for instance, how can you over hear a conversation between a Nazgul and corrupted Dwarf if someone else is hacking away at them? Further, how are the challenges suppose to be presented if ten other non-fellowed players are helping you? It is a way to tell a story and provide sufficient difficulty for it. Turbine has utilized this tool to a sufficient degree. The whole world isn’t instanced - only about 10% - and that is enough to tell the main story of the game. Some of it is solo, but it’s more catered towards groups. All of these areas are of a good length and sufficient challenge. If your fellowship is working together, you should be able to conquer the challenge and have a great time while you’re at it. The only downside to the instancing model is that it’s restricted (primarily) to the main story arc. It would have been preferable if more was offered. Yet that doesn’t take away from how good it actually is. The fact is, when these instances are offered, you are fully immersed in the story and are presented with a series of noteworthy challenges. This makes the addition worthwhile. Raiding The concept of raids is essentially instanced content but requires more players. Currently there is no raid content in the Lord of the Rings Online, but it will make its way into the first update in June. If it’s anything like instanced content - in that it is difficult and tells an involving story - it will certainly be an improvement from other models in the genre. Fellowship Manuevers Solo and Group Feasibility Among all the pertinent questions that a reviewer may be asked, is whether or not there is an option to solo or group. If you have been reading this entire article thus far, you would know the answer is yes. There is solo and group feasibility in nearly every aspect of the game: grinding, questing, crafting, instancing and player versus player. The only medium where grouping is forced will be raids when they arrive. Turbine is giving tremendous choice to its players, and that is always a good thing. Wrapping up Supportive Gameplay Systems Within core and depth gameplay systems Turbine presented a foundation and a little bit more to base their game. There is sufficient things for players to do and the world was constructed with meaning and purpose. Within supportive gameplay systems, there is tangible things to do in gameplay. Whether you prefer grouping or solo, there is always something for you. Within those there is enough complexity to provide a thorough game experience. There is never a lack of things to accomplish in the Lord of the Rings Online, and all three of these systems show that. Presentation Thus far there has been an understanding of the main components to the Lord of the Rings Online. There are more then has been mentioned, but this is not meant to cover every element of the game. It has been shown that the game is very deep, complex and enjoyable. But is that enough? Do implemented ideas sell a game? Not necessarily. Presentation is important. The graphics and music. Graphics To put graphics in one word: beautiful. The scenery is absolutely majestic, detailed and breath-taking. Given today’s advancement in video card technology, one can look But that is only one aspect of graphics. The other is character models. Turbine certainly put most of their effort into scenery and lacked in the models themselves. The detail is certainly lacking and some look a little goofy. Yet that does not mean they are bad - no. In comparison to the scenery, they are mediocre. They still do stand out as above average. Music Many MMOG players turn off their sound and play some MP3s of theirs. It’s understandable, too. It wasn’t until third generation MMOGs came about that any attention was paid to the musical scores. Often it was simply mediocre, and even then that’s being generous. Like it’s most recent predecessor’s, however, the music track is outstanding for the Lord of the Rings Online. Every single track is appropriate for the place where it is made for. The music for the Shire, for example, has a very peaceful and serene feeling. Any tavern has an upbeat and joyful sound. Then any deep, dark locale has a very eerie, spine-tingling effect to it. It is not ridiculous to suggest that the music is a very important component to bringing Middle-earth to life. Is It Fun? / Conclusion After all the considerations on gameplay and presentation, the age old question must be asked: is it fun? The game certainly is! Combat is thorough and exciting; instances are thrilling with great turns; the world is beautiful to look at; and player versus player is dynamic. The contrast to all those alone shows the options available to any player. One could further look at the grand scope of this article and see there is something for everyone. Do you want a new world to explore and experience? Do you want solo combat? Do you want epic group encounters? Do you want to war against your fellow players? Do you want to craft and make a lot of money? There is certainly no one that could say no to all of them. That is exactly what this game does: it has something for everyone. Lord of the rings Online Intro
The Lord of the Rings Online: Shadows of Angmar (commonly abbreviated as LOTRO) is a PC video game characterized by the genre commonly referred to as massively multiplayer online role-playing game (MMORPG). It is set in a fictional fantasy universe created by J. R. R. Tolkien named Middle-earth, during the time-period of The Lord of the Rings. The Lord of the Rings Online: Shadows of Angmar was developed by Turbine, Inc and is a subscription based game which requires a connection to the Internet. It launched in the United States and Europe on April 24, 2007[2]. The game is currently only released for Windows-based PC platforms.
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World of Warcraft Rogue Grind Guide
A few tips you should always remember when grinding:
1.: Always remember bandages and food, grinding is no good without it. 2.: Getting into big discussions/chats in the /gchat or /wchat or whatever is always fun, and it definitely makes the grinding less boring, however it will slow you down… You can go from 40k/hour to 30k/hour just by having a conversation in the chat which doesn’t seem to take up a lot of time… Keep that in mind if u really want to lvl fast. 3.: If you can’t stand to grind non-stop, just combine it with some questing to ease it up a little... 4.: If you go back to IF/Orgrimmar every half lvl to check AH, you will lose a lot of time with the traveling… Although u may have your hearthstone there, the trip back again will cost you a lot of time… There’re many reasons to go back to the main city during your grinding, but I guarantee you most of them can be done with a lvl 1 char sitting in the main city, just to check the AH and buy stuff for you… You mail some gold to it to do your dirty work, and it can mail the items back to you. 5.: Always remember to sit your character at the nearest Inn when you log off, to gain rested time… It is really worth it, or rather: Not worth not to do it . 6.: I am very well aware of there’s some very good grinding spots in AV, however I highly discourage this, you will take up a spot in the battleground and you will not help ur team… You will actually help the opposing faction win, which is just stupid… Do not do this if you have any respect for your own faction! ------------------------------------------------ Talents/gear This was encouraged, and I find it a good idea as it may help some people… I have tried about every build a rogue can try, those that make sense anyway, and found this the most effective at grinding… Everyone that has tried this build while grinding haven’t regret it. First off, swords are best for grinding, you can’t backstab a mob if you have aggro from it, so you would have to stun it every time to do a new backstab, and that is not viable… Use swords! Agility, +crit% and attack power, those are the 3 stats you will want to have on your gear when grinding… Stamina is nice, but the other stats have priority. That’s really all there is to say about that, simple right? I don’t have room to write very much, so I’ll write the talents I find best for grinding, in the order I suggest taking them. Imp sinister strike(2) - Malice(5) – Remorseless attacks(5) – Imp eviscerate(3) – Lethality(5) – Murder(2) – Coldblood(1) – Imp Gouge(3) – Deflection(5) – Riposte(1) – Precision(5) – Dual wield Specialization(5) – Blade flurry(1) – Sword specialization(5) – Aggression(3) U can choose to respect when you hit lvl 30 to get Blade flurry early, it’s a very good grinding skill, however that’s a personal choice… This is my preferred grinding build! Should you feel Hemorrhage was better for grinding, I can understand that, however you would miss out on either the combat tree or the assassination tree, and those are simply the best two talent trees for grinding… So I would not propose that. ------------------------------------------------ I did not find grinding to be very useful up until these lvls, there’re tons of quests all over the place which lvls you quite fast… I may be wrong on this, but I just don’t think it is fast enough to grind for 2 hours to get a lvl at lower lvls, it can be done faster with quests. I apologise for the lack of spots from 20-28, however it has been so long since I’ve been low lvl that I can’t remember the good spots, other than those I have written. 18-20: Bristlebacks just north of Camp Taurajo in Barrens, there’s so many of them you can’t run dry, and they die quick… If your horde you will have a couple of quests here as well, and if your alliance, Well, you don’t wanna be here if your alliance. 21-23: Duskwood, cemetery, south of Darkshire, half casters half warriors, an alright grinding spot with good drops… I always find my first blue item here on all of my chars. Wool and silk cloth are also a nice addition at this lvl. This place is mainly for Alliance though… 22-24: Dunhold keep, in Hillsbrad foothills, not a very known place, rogues and horde have a quest there, but that's it... they are humanoids, die really fast, drop a nice amount of cloth and there's tons of them. 28-32: Centaurs, in thousand Needles, a little north of Freewind post. There’s 28-30 centaurs outside the cave, and 30-32 centaurs inside the cave, a very nice place, they die really quick and drop nice silk cloth. Although this is a horde dominated area, it work for alliance as well, there isn’t as many horde as you would think. 29-31: The underground of raven hill cemetery, in Duskwood, there are 2 areas of underground, one with skeletons and one with zombies, and they are connected through a small and hidden path at the end. This is a very good place to grind, start from one end and go to the other, then back again. It’s an alliance area so if you do it at primetime, you will have some problems if you’re Horde. I did it with my shammy though, and it still works, usually if you leave them alone they will leave you alone as well. 32-34: Beasts, and lots of them, do the hunter quests from Nesinwary’s camp in Stranglethorn Vale, and then keep grinding those beasts after you have done the quests… Especially the Mistvale gorillas, these are probably the only beasts in Stranglethorn Vale that you don’t get a quest to kill, and funny thing, they are the best ones to grind. 34-36 Kurzens compound, all these fellows are really good to grind, specially once you get the sword from Scarlet monestary. They also drop fadeleaf from time to time which is always appriciated. A chest spawns every 15 minutes, can contain blue items, overall a very good spot! 34-37: Basilisks, yes, you heard me, basilisks, the shimmering flats in Thousand needles. Go the ruins all the way down south of the shimmering flats, those are the ones you want! They are pretty good to grind at these lvls, you’ll never run dry cause there’s just so many of them, they don’t have much life and drop some decent vendortrash. 37-38: The water elementals on the haunted island in stranglethorn vale is very good grinding at these lvls, the only downside at these are the drops, they really suck, but u don’t grind for loot, u grind for xp. --- 39-41: Earth elementals down south in the badlands are awesome here, so easy to kill, despite the fact that there’s no casters amongst them, and the stones they drop will make u rich by the vendors. There’s also lesser elementals a little east of Kargath, which are a little lower in lvls, but doesn’t drop quite as good, and there’s usually people on those… 42-43: Nagas at the southern beach on the island of the feathermoon fortress, we all love nagas, and these are quite good, many casters among them, only bad thing is the disarm they sometimes do, but considering their low armor/health it's still a very good place! 44-47: Nagas are simply the best thing to grind, here u move on to the cave on the isle of dread also in Feralas, it's the fastest grinding I've ever done there, so awesome... Only very rarely do other players come, and those that do come, come to do a fast quest then they leave again! 44-45: Ogres down south in Badlands, next to the earth elementals, they drop a bit of mageweave and silver, but as all other ogres they die really fast, so they are nice to grind. A lot of casters amoung them which is always nice. Mithril spawn in the cave often and a chest every 15 minutes. 45-47: Ghosts at Azshara lvl 45-46, Good at that lvl, half casters, half warriors, none of them have any special attacks so it’s very easy and u won’t get surprised by some high damaging spell. Should u decide to want to grind these at an even higher lvl, u should keep in mine that there aren’t a lot of them, so u’ll have to combine it with the satyrs just north of there… But at 45-46 there should be plenty to keep u going on them alone! Good mageweave drops, some silver and an occational rare mob. 46-49: Feralas, ogres down south at the big ruin. 45-47 is their lvls, drop decent mageweave, and if u go down to the cave all the way down at the bottom, u will almost only see casters inside. Because of the packs u may get, I suggest not going here til the stated lvls, instead of when ur the same lvl as the mobs which would usually be my suggested lvl range to grind them. Also the warlords call for help when they get low, attracting other ogres that are near. 48: Quests in Searing gorge, u should gain an entire lvl if u do them all, very fast, can be done in a matter of a few hours! And ofc the trinket reward "Luffa" u get from one of the quests is not to be underestimated when u as a rogue fight a warrior (Or farm gold at Deadwind pass ;), damn that rend they got)! 49-51: the cactus-guys way down southwest of Tanaris, those die so fast it's hardly believable... very good grinding here! If ur a fan of Un'goro u can always combine with some questing there, it's right next to it, and is good at that lvl. The deadwood village in Felwood is also very good at these lvls, but it's always filled with both horde and alliance, so no point in going there unless it's at some hour where the server is almost empty ;) --- One thing you should keep in mind after hitting lvl 50, is that reputation with Argent dawn can be a pain to get, so it might be a good idea to start grinding a bit in western/eastern plague lands, the latter at a higher lvl since it is a tough place to grind. Make sure you do not turn in the stones you get before reaching 6000/12000 honored reputation, because after you reach that point you will no longer get reputation for killing mobs, only by killing bosses and turning in stones… So you’ll get more out of it if you save your stones until you reach that point! 50-53: Nagas at the beach in Azshara, they die relatively quick due to their low armor/hp, just as any other naga in the world. Unfortunately they also drop as bad as all the other nagas, the silver is alright, but that’s about it, Unless ur lucky enough to find a golden pearl in one of the clams they drop. A good place to go if the satyrs are taken and u don’t feel like wasting your trip to Azshara. 50-53: Another option is satyrs in Ashaera, these are 51-53, but die so quick they can easily be grinded at lvl 50. I did this, combined with searing gorge and the cactus guys, just because some lvl 60 is always on the satyrs, and there isn't enough for 2! The fact that they drop Felcloth and traveller’s backpacks and cards for the faire is just a nice bonus. 51-53: Sorrow hill in western plague lands, some people like this place although I don’t hink it’s very good, due to the fact that there’s no casters. It’s all melee mobs, and they don’t drop very fast. If u want rep with Argent dawn however, this may be a good place to start. Good runecloth/silver drops and Librams have a decent chance of dropping here as well. 52-53: If u haven’t done them at an earlier state, the quests in Un’goro would be excellent here… Even if u did do some quests earlier, u can’t have done them all cause there’s a lot of 52-55 quests which are almost impossible at lower lvls unless u go with a group J 53-55: The blood elves in Ashaera die really fast… They’re the same lvl as the satyrs, however they all do this nasty AoE which can get a bit too much if ur not high enough lvl… And they’re placed kind of tight some places, which inevitable makes u aggro one too many… However still very good to grind, they drop a lot of runecloth and silver as well, being humanoids and all. 54-57: Ghosts by the lake in Winterspring, these are a little tricky for a 54, due to the DoT the give u, which prevents u in bandaging, but still good to grind! These can be grinded all the way to 60, I’ve seen it done and it works fine… Although there are better places after 57… 55-57: Furlbogs just south of the entrance to winterspring. Decent amount of hp/armor and throw faerie fire on u, but there’s good things aboiut them as well… Good silver drops, good chance of blue drops, a chest with guaranteed green item (And often healing potions) and everyones favourite potion: Winterfall firewater drop pretty often from them, although this should change in patch 1.9 according to the patchnotes. Give reputation with the timbermaw faction as well each time you kill one, if you’re interested in that. 56-60: The birds in Deadwind pass, These are very good to grind, they die relatively fast, and drop very good vendortrash… The only downside is that they hit rather hard and put rend on u all the time which makes it almost impossible to start with an ambush… But if u use swords that won’t be a problem. There are also very often other people grinding on these, and to be honest there’s just not enough for 2… 57-60: Yetis in Winterspring are very popular to grind, there’re tons of them and can be skinned for thick/rugged leather, they also drop silver… They do however have a lot of health points, which makes them a bit harder to kill, but if ur saving for ur epic mount, this will be a good place to get some good xp and some steady gold flowing… 58-60: The ogres in Deadwind pass, very good, just like all other ogres they die pretty fast… The amount of runecloth they drop is just unbelievable. --- Combine it all with the occasional instance if it's ur first char, if not, then I assume u already know that instances are only viable for the items u may need from them. Xp-wise it's just not worth the effort, ur overall xp/hour will be so low when ur done! There u go, I'm not claiming to be an expert on this, at all, I wrote this out of my own experience… |