MoP Fire Mage Guide – Macros and Addons

Fire Mage Art Image
General Information

Macros and addons are an integral part of a raider’s arsenal as they canmake it easier to perform a variety of tasks, improving your overall gameexperience. On this page, we present macros and addons that can be useful to aFire Mage in World of Warcraft MoP 5.4.

The other pages of our Fire Mage guide can be accessedfrom the table of contents on the right.

1. Macros

1.1.1. Counterspell

  • #showtooltip
  • /stopcasting
  • /cast [@focus,exists][@target] Counterspell

This macro casts Counterspell Icon Counterspell at your focus, if you have one.Otherwise, Counterspell is cast at your current target.

If you are using Glyph of Counterspell Icon Glyph of Counterspell, then you can removethe /stopcasting from the macro.

1.1.2. Spellsteal

  • #showtooltip
  • /stopcasting
  • /cast [@focus,exists][@target] Spellsteal

This macro for Spellsteal Icon Spellsteal works in the same way as the above macro forCounterspell Icon Counterspell.

1.1.3. Blink

  • #showtooltip
  • /stopcasting
  • /cast Blink

This macro will cancel your current spell cast and make you blink away. Thissaves you the trouble (and the time!) of interrupting your spell cast manually.

1.1.4. Ice Block

  • #showtooltip
  • /stopcasting
  • /cancelaura Ice Block
  • /cast Ice Block

This macro will cast Ice Block Icon Ice Block. Using the macro again will cancelthe spell.

1.1.5. Slow Fall

  • #showtooltip
  • /cast [@mouseover,nodead,help][nodead,help][@player] Slow Fall

This macro for Slow Fall Icon Slow Fall is very useful. If you are hoveringover a party member (be it on the raid frames or on their actual character)it will cast Slow Fall on them. Otherwise, it casts it on your target,if it is friendly. If your target is not a friendly partymember, then the macro casts Slow Fall on you.

1.1.6. Polymorph

  • #showtooltip Polymorph
  • /clearfocus [modifier:alt]
  • /focus [@focus,noexists]
  • /cast [@focus,exists][@target,exists] Polymorph
  • /y Casting Polymorph on %F

This macro casts Polymorph Icon Polymorph on your focus or your current target.The first time you use this macro, the focus is set on your current target(if it is an enemy). Subsequent uses of the macro will keep castingPolymorph on your focus, unless you press alt(or whatever modifier you specify in the second line of the macro), in whichcase, the macro will set the focus on your current target before castingPolymorph on it.

To sum it up, use the macro to keep your assignment controlled and pressalt while using the macro to castPolymorph on a new enemy.

Note that this macro will slightly interfere with the Counterspell Icon Counterspell andSpellsteal Icon Spellsteal macros given earlier. If you try to use one of these two macros,it will result in the spell being cast on your sheeped target (which is your currentfocus). In such cases, use a simpler macro for Counterspell and Spellstealthat casts the spells at your current target.

1.1.7. Invisibility

  • #showtooltip
  • /stopcasting
  • /cast Invisibility

This macro allows you to cast Invisibility Icon Invisibility or Greater Invisibility Icon Greater Invisibilityeven when casting a spell.

1.1.8. Blazing Speed and Ice Floes

  • #showtooltip
  • /use Blazing Speed
  • /use Ice Floes

This macro casts either Blazing Speed Icon Blazing Speed or Ice Floes Icon Ice Floes, depending on which you have picked.

1.2. Specific Macros for Fire Mages

1.2.1. Fireball

  • #showtooltip
  • /cast [nochanneling] Fireball

This macro allows you to spam Fireball Icon Fireball without running the risk ofcancelling your current channel of Evocation Icon Evocation.

1.2.2. Pyroblast

  • #showtooltip
  • /cast [nochanneling] Pyroblast

This macro allows you to spam Pyroblast Icon Pyroblast without running the risk ofcancelling your current channel of Evocation Icon Evocation.

1.2.3. Casting Combustion

  • #showtooltip Combustion
  • /stopcasting
  • /cast Combustion

Using this macro to cast Combustion Icon Combustion is advised. When you criticallyhit your target with Pyroblast Icon Pyroblast and the subsequent Ignite Icon Ignite is high enough for Combustion,you want to cast Combustion right away and not wait for your current cast tofinish. If you wait, you run the risk that Ignite Icon Ignite tick or berefreshed and do less damage, thus reducing the subsequent damage ofCombustion.

If you are playing a troll, you can add a /cast Berserkingbefore casting Combustion for increased effects.

1.2.4. Alter Time

  • #showtooltip Alter Time
  • /cast Presence of Mind
  • /cast Alter Time
  • /cast Pyroblast

This macro will cast Presence of Mind Icon Presence of Mind and Alter Time Icon Alter Time, which areoff the global cooldown, before casting Pyroblast Icon Pyroblast.

Naturally, it is advised to add /use 13,/use 14 (for your on-use trinkets),and/or /use Potion of the Jade Serpent, as wellas any other spell/item that grants you increased damage,before the/cast Alter Time command.

Addons

2.1.1. ElvUI

Here, at Icy Veins, we useElvUIfor all our characters. This addon is a complete replacement of the defaultUser Interface. It comes with almost everything you need to perform properly:action bars, cooldown timers, proc display, etc.

We strongly recommend that you get this addon.

2.1.2. Boss Mods: Deadly Boss Mods or Bigwigs

Boss mods are addons that warn you about boss abilities and give youlive advice on how to handle some mechanics. We strongly recommend you toget one such addon. At Icy Veins, we mostly useDeadly Boss Mods,the most popular boss mod. A good alternative isBig Wigs.

2.1.3. Omen Threat Meter

Omen Threat Meteris the most popular addon for displaying the current threat levels on yourtarget. We recommend you to use it to avoid taking aggro when the tank is still buildingup threat on an enemy.

2.1.4. Parrot or Mik’s Scrolling Battle Text

Parrot andMik’s Scrolling Battle Text are highlycustomisable addons for displaying floating battle text while in combat (incomingheals, damage of your spells, etc.). They both work very well by default.

2.1.5. Recount

Recount is awell known addon that most people use for displaying current DPS or HPS(Healing Per Second). We advise you to also use it for checking what youtake damage from and if the share of damage/healing you do with each of yourabilities is similar to that of other players of your class.

A lightweight alternative to Recount is Skada Damage Meter.

2.1.6. Weak Auras

WeakAuras is anextremely useful addon that allows you to have visual effects on your screen,helping you track your buffs, debuffs and cooldowns. It is highly customisableand it can make it much, much easier to keep track of your procs and play yourspec more proficiently. It can also be used for a variety of otherfunctions.

2.1.7. Grid and GridClickSets (Optional)

ElvUI comes with decent raid frames. The only real reason for usingGrid andGridClickSetsis if you want to be able to decurse raid or party members by rightclicking their frame in the raid of party frame. If you choose to go withGrid, then you might want to also useGridStatusRaidDebuff.

2.1.8. Extra Addons

While the aforementioned addons are enough to play decently, you mightwant to check out two other addons:

  • Coolline Cooldownsis an addon that displays the remaining time on your cooldown in a very intuitivemanner;
  • Mage Nuggetsprovides various utilities that mages will find useful during combat.

2.2. Specific Addons for Fire Mages

2.2.1. Combustion Helper

Many players use Combustion Helperto keep track of their Ignite Icon Ignite value and find the appropriate time to cast Combustion Icon Combustion.

2.2.2. My Big Ignite

My Big Ignite is analternative to Combustion Helper. It also tracks your Ignite Icon Ignite DoT, so you canproperly time your cast of Combustion Icon Combustion.

MoP Gear Optimisation Guide

No matter how well you master your character’s spell/ability rotation and playstyle, you will not reach your maximum potential if your gear is not well optimized. In this guide, we will walk you through everything you need to do in order to get the most out of your character’s gear.

1. Introduction

In this guide, we will discuss the four ways of improving and optimising your gear:

  • Choosing the correct items
  • Gemming your gear
  • Reforging your gear
  • Enchanting your gear.

While each of these processes is independent from the others, they all lead together towards the same common goal: to maximise the statistics that are most desirable to your class and spec. In the case of some specs (mostly DPS), in addition to simply maximising your desirable statistics, you must also reach certain caps.

2. Statistics

Statistics, informally known as stats, are the various bonuses that are found on your gear. They are divided in primary and secondary statistics, as follows:

Primary statisticsSecondary statistics
  • Agility
  • Intellect
  • Stamina
  • Strength
  • Critical Strike Rating
  • Dodge Rating
  • Expertise Rating
  • Haste Rating
  • Hit Rating
  • Mastery Rating
  • Parry Rating
  • Spirit

Each class/spec combination has a primary statistic associated with it. The complete list is:

AgilityIntellect
  • Feral Druids
  • Hunters
  • Brewmaster and Windwalker Monks
  • Rogues
  • Enhancement Shamans
  • Balance and Restoration Druids
  • Mages
  • Mistweaver Monks
  • Holy Paladins
  • Priests
  • Elemental and Restoration Shamans
  • Warlocks
StaminaStrength
  • Blood Death Knights
  • Guardian Druids
  • Protection Paladins
  • Protection Warriors
  • Frost and Unholy Death Knights
  • Retribution Paladins
  • Arms and Fury Warriors

As a rule, every class/spec combination values its primary statistic more than any secondary statistic. The relative value of secondary statistics differs between class/spec combinations. In any case, your general goal when it comes to the statistics on your gear is to maximise your primary statistic and the most valued of your secondary statistics.

2.1. Caps

Due to certain game mechanics, a number of class/spec combinations require a minimum amount of one or more statistics in order to be able to perform their role competitively.

Most commonly, these statistics are Hit Rating and Expertise Rating, ensuring that all of the player’s attacks or spells will hit their target. Other classes may have Haste Rating or even Critical Strike Rating caps, due to their own mechanics, although this is more rare.

As a rule, these caps have the highest priority among all other stats (possibly second to the primary statistic, in some cases). After the caps are met, the value of the capped stat drops considerably (often to the point where the stat becomes totally useless).

2.2. Example of Statistics Priority

We will provide you with an example of a class’ statistic priority, and show you (briefly) how you should optimise your stats.

In this example, we will look at the statistic priority of Beast Mastery Hunters. In our guide, we list the statistic priority as being:

  1. Agility
  2. Hit Rating and Expertise Rating (until 7.5% each)
  3. Critical Strike Rating
  4. Haste Rating
  5. Mastery Rating

To summarise, this means that you value Agility more than any other statistic. After maximising your Agility, your next goal is reaching the hit and expertise caps. Once this is achieved (remember that, after reaching the cap, the value of additional Hit Rating and Expertise Rating is zero), your next most important statistic is Critical Strike Rating.

Therefore, you should do the following:

  • Maximise the amount of Agility that you have;
  • Reach the hit and expertise caps;
  • Maximise your Critical Strike Rating (first and foremost) and Haste Rating at the expense of Mastery Rating.

3. Choosing the Correct Items

This is the first step you should take. When choosing the best items for your class/spec, there are three things to keep in mind (in this order):

  1. Choose items of your character’s armor type (cloth, leather, mail or plate), because there is a sizeable bonus for using the correct armor type;
  2. Choose items that have the highest amount of your primary statistic. This generally means that you want items of a higher item level, but you should also check the available sockets (a lower item level item with an extra socket and a socket bonus of your primary statistic may be better than another, higher item level item);
  3. Choose items that have the secondary statistics most desired by your class/spec. In our example of the Beast Mastery Hunter, you would want to avoid items that have Mastery Rating as a secondary statistic, and aim for items that combine Critical Strike Rating and Haste Rating/Hit Rating.

4. Gemming

Sockets are sometimes found on gear. A socket is essentially a hole in which a gem can be inserted. Gems offer extra amounts of certain statistics (of your choice). There are several kinds of sockets:

  • Meta Socket Meta-sockets: sockets in which a meta-gem can be inserted. Meta-gems generally offer something special when compared to other gems (such as increased movement speed or increased armor). Only head items have a meta socket.
  • Red Socket Yellow Socket Blue Socket Red, yellow and blue sockets: these coloured sockets allow any type of gem (except for meta-gems) to be inserted in them. However, matching the colour of each socket of an item will activate the socket bonus. The bonus is a moderate amount of a given statistic.
  • Prismatic Socket Prismatic sockets: this special type of socket allows you to obtain the socket bonus regardless of what colour gem you insert in it.
  • Cogwheel Socket Cogwheel sockets: these sockets are only usable by Engineers. They are found on head items crafted by Engineers and they can only be filled with Cogwheels Gems.

For most DPS classes, it is ideal to gem your primary statistic in most sockets. Healers and tanks usually have different gemming recommendations, based on the need for versatility in their playstyle. In all of our guides, we provide you with the best gemming strategy.

4.1. Gemming Table for Beast Mastery Hunters

We will once again look at the Beast Mastery Hunter, as an example for applying our recommended gemming strategy. Our recommendations are simple, as follows:

SocketsGems
Meta SocketAgile Primal Diamond Icon Agile Primal Diamond or Capacitive Primal Diamond Icon Capacitive Primal Diamond (better)
Red Socket Prismatic Socket
Yellow SocketDeadly Vermilion Onyx Icon Deadly Vermilion Onyx/Perfect Deadly Tiger Opal Icon Perfect Deadly Tiger Opal
Blue Socket

As you can see, Beast Mastery Hunters do not aim at maximising Agility, their primary statistic above all. Indeed, they can obtain twice more Expertise Rating and Hit Rating than Agility from gems, and Agility is not more than twice more valuable than Expertise Rating or Hit Rating. So, if they still need to reach the expertise or the hit cap, they can safely gem for Expertise Rating or Hit Rating.

The same hold for other classes and other secondary stats. For example, Fury Warriors will prefer using pure Critical Strike gems in yellow sockets.

5. Reforging

Reforging is an in-game feature that allows you to redistribute 40% of a chosen secondary statistic on an item into another secondary statistic. Reforging is subject to a series of restrictions, mentioned below. Reforging is done by talking to specific NPCs located in Stormwind City and Orgrimmar.

5.1. Restrictions

Reforging is subject to a series of restrictions:

  • only secondary statistics can be used for reforging;
  • you can only reforge to a secondary statistic that is not already present on the item in question;
  • only items of item level 200 or higher can be used for reforging.

The cost of reforging an item is the same as the item’s vendor value (i.e., how much a vendor will give you for the item if you sell it to them).

5.2. Reforge as a Healer or Tank

Usually, healers and tanks do not have to reach statistics caps. This makes it very easy to reforge, as they simply have to repeat the same task for each of their items.

For each item, if the two secondary statistics are not your two best secondary statistics, take the weakest of the two and reforge it into the best secondary statistics available.

Therefore, it is usually not mandatory to use a reforging tool, but it can help check that you reforged properly. Below, we explain how to use WoW Reforge, an online reforging tool.

5.3. Reforge as a DPS

All DPS classes have to reach hard caps (Hit, Expertise) and/or soft caps (Hit, Haste, Crit, etc.). This makes it much harder to reforge manually as you want to reach exactly the caps (for example, 15% hit for casters, not 15.5%), as otherwise statistics points are wasted.

Fortunately, there are tools to help you do that, as we will see in a further section.

6. Enchanting

Enchanting is a means of improving your gear. It works by allowing you to add certain amounts of statistics to most of your gear pieces (neck items, rings and trinkets are excluded).

Even though there are multiple choices for what you can enchant an item with (both primary and secondary statistics, in most cases), there are usually very few viable options and it is best to follow a very clear and simple enchanting strategy. In all of our guides, we provide you with a comprehensive list of the best enchants to choose for each specific gear slot.

6.1. Enchanting Table for Beast Mastery Hunters

SlotMain EnchantmentsExtra Enchantments
Shoulders  
Back  
ChestEnchant Chest - Glorious Stats Icon Enchant Chest – Glorious Stats 
Wrists Socket Bracer Icon Socket Bracer (Blacksmithing)
Hands
Waist Living Steel Belt Buckle Icon Living Steel Belt Buckle
Legs  
Feet  
RingsEnchant Ring - Greater Agility Icon Enchant Ring – Greater Agility (Enchanting) 
Weapon  

 

7. Changelog

  • 04 Feb. 2014: Added monks to the tables in the second section.

MoP Healing Guide

1. The Purpose of This Article

This article will cover all the important aspects of the healing role. The information contained here will be of interest both to new players and to healing veterans.

We will not go into class-specific details. Talent specs, gemming or reforging advice are beyond the scope of this article. For such information, we recommend that you read our healing class guides.

This guide is mainly targeted at healing in a raid environment, but a lot of the things we mention will, naturally, also apply to dungeons.

2. Introduction

Healing is, in our opinion, the most stressful and difficult role to perform. There are a multitude of factors involved in performing well as a healer, but we feel that the most important ones are reactivity and class and encounter knowledge.

While part of being a great healer comes from personal skill (which we will attempt to define and dissect below), it is also extremely important to familiarise yourself with various concepts which, for the most part, are counter-intuitive.

2.1. What is Healing?

While, no doubt, some of you will find this part to be extremely basic and unneeded, we feel that, to have a proper discussion about healing, the act of healing must first be defined.

Healing is the act of using spells which restore the health of friendly players (your party or raid members) in order to help them survive the various forms of avoidable and unavoidable damage present in all PvE encounters.

This is a very basic definition, of course. In today’s raiding environment, healers also often have to dispel friendly players of various harmful debuffs (magic debuffs, curses, poisons and diseases).

Additionally, in organised raiding groups, healing is done based on assignments. This is to say, each healer will be given a specific task, such as to heal another player (for example, the tank) exclusively.

There are currently 5 classes which can perform the healing role, in World of Warcraft:

  • Druids: the Restoration specialisation;
  • Monks: the Mistweaver specialisation;
  • Paladins: the Holy specialisation;
  • Priests: the Holy and Discipline specialisations;
  • Shamans: the Restoration specialisation;

10-man raids, on average, will have 3 healers assigned to keeping the entire raid alive, while 25-man raids will have around 6. There are exceptions to this, and 10-man raids often downsize to 2 healers.

Essentially, healers will be selecting damaged friendly players and casting helpful, healing spells on them.

3. The Attributes of a Great Healer

In order for this article’s structure to be easily apparent to you from the start, we will list all the attributes of a great healer. Afterwards, we will detail each of these, and provide you with tips in order to maximise your performance.

  1. Be able to use your character reliably and with ease, at any time during the encounter. This includes being comfortable with your user interface and your keybinds.
  2. Be able to anticipate what will happen in a given encounter, in terms of damage (this involves knowing the encounter mechanics), and know how to properly react to it (this involves knowing your own class).
  3. Understand your role within the team, and the importance of knowing your healing assignment.

As you can see, the first point relates to external factors, not necessarily related to healing. You must be extremely familiar with your user interface and with your keybinds (of which you should make extensive use).

The second point relates to encounter and class knowledge. You must be familiar with the encounter mechanics, in order to know what to expect, and you must be familiar with your own class, in order to know what spells to use in order to properly react to the damage in the fight.

The third and final point relates to understanding that you are part of a team, and that respecting your own (and other players’) assignments is crucial.

In addition to these three, main points, there are other, finer points, which you must keep in mind, such as overhealing (and how to avoid it) and mana management.

4. General Concerns

More than any other role, healing is about precision and reaction. Your ability to perform your role will be strongly affected, every step of the way, by the ease with which you can input commands to your character.

Tanks and DPS players do, sometimes, have to make split-second decisions, and these decisions can sometimes impact the outcome of the encounter. Healers, on the other hand, have to make this kind of decision every time that they use a spell.

Therefore, we feel that it is important to dedicate this section to giving you the necessary information required to tuning your character for proper performance.

4.1. Recommended Add-ons and User Interface Settings

The standard Blizzard interface has improved greatly over the years (often, by including features which were previously supported only by user-created add-ons). It is possible to perform the healing role using only this user interface, but we feel that it is far from optimal.

Below, we list three user interface elements, which we feel require further customisation. In addition to these, however, you will want to optimise your user interface in every other way, removing unnecessary items and allowing you to keep a clear view of the encounter and your raid frames.

Keep in mind that, at all times, your goal is to make your user interface aid you in completing your goals, and not have it hinder you. We feel that it is a very good investment to spend a large amount of time tweaking and tuning your interface.

4.1.1. Raid Frames

The raid frames are the most important aspect of your user interface. This is where your eyes will rest for the majority of the encounter, and you will need to be very comfortable with their appearance and layout.

There are several add-ons which present you with an improved (and highly customisable) version of the Blizzard raid frames. Before providing you with their names, we will list a few things which you should keep in mind when customising your raid frames.

  • Ensure that they are large enough so that your eyes do not become tired from focusing on them at length (which you will have to do).
  • Ensure that they have a position on your screen which is relatively central (either under your character or to its side).
  • Ensure that they show all the relevant buffs and debuffs present on players.
  • Ensure that the pet frames are also displayed (this option is usually turned off by default).

Obviously, these guidelines are subject to your own personal preference. The most important thing is that you are comfortable with your interface and that it does not hinder your actions.

We cannot stress enough how important it is that the relevant buffs and (especially) debuffs are properly displayed on the raid frames. As a healer, you will often find yourself having to dispel or cleanse raid members of various debuffs (magic, poison, curse or disease). Furthermore, and this is detailed below, you should have your dispel or cleanse ability properly keybound.

The most popular (and reliable) raid frame add-ons are:

  • Grid: probably the most popular raid frame add-on available. There are many plug-ins which allow you to further enhance and customise it.
  • HealBot: another popular option.
  • VuhDo: a highly customisable alternative.

4.1.2. Raid Announcements

Communication is extremely important as a healer. Generally, healers have many cooldowns which affect other players (raid damage reduction cooldowns, mana regeneration cooldowns, single-target damage reduction cooldowns). It is, therefore, useful to have a means of communicating the use of these cooldowns, without choking your voice-chat medium.

We recommend Raeli’s Spell Announcer, a highly customisable add-on. We suggest that all raid-wide damage reduction cooldowns and all raid-wide mana regeneration cooldowns be announced in raid chat.

Other, single-target abilities (such as Pain Suppression Icon Pain Suppression) can simply be configured to be whispered to the targeted player.

4.1.3. Buff and Proc Monitoring

Most healing specialisations have various healing cooldowns and procs. It is essential to master these, and use them to your advantage, in order to maximise your performance.

While the Blizzard user interface has improved a lot, especially with Cataclysm, and it allows you to more easily notice various procs, we feel that this is insufficient.

We recommend WeakAuras. This highly customisable add-on allows you to create visual and auditory markers, to help you track any number of cooldowns and procs.

4.1.4. ElvUI

In all of our class guides, we recommend using ElvUI. This is a comprehensive interface add-on that will change the way your interface looks in many ways. We find that its minimalistic approach allows you to see a large amount of your screen, and focus on the important events.

4.2. Keybinding and Macros

So far, we have covered some important aspects related to add-ons and user interface settings. If you have customised your interface suitably, you should now have a good view of the encounter area and quick and easy access to your raid frames.

The next step is making sure that you can deliver your healing spells in the shortest possible amount of time. Having an excellent reaction time is an important quality of a good healer, and this is hard to accomplish without the use of keybinds.

Furthermore, selecting a target from your raid frames (by clicking it) and then using one of your spells, even through a keybinding, is not efficient. Instead, we advise you to use mouse-over macros. We discuss this in a subsequent section.

4.2.1. Keybinding

Any ability which you may need to use during combat should be keybound. This does not only refer to healing spells, but also to dispels, healing cooldowns, mana regeneration abilities, and trinkets.

Missing even a second to click an ability, as a healer, can often prove disastrous to your raid.

Moreover, as you will find in the section below, we advise you to make extensive use of mouse-over macros. Mouse-over macros, in short, allow you to cast spells on friendly players without selecting them as your target. You can simply hover your mouse over their raid frame, and use your ability.

This saves you precious time, but, as you can see, makes it impossible to hover over the raid frame and move your mouse to the action bar to click the spell. For this reason, keybinding is a mandatory practice for healers.

4.2.2. Macros

Mouse-over macros allow you to simply mouse over a friendly player (“hover” over their raid frame, for instance) and heal them without having to select them first. This can only be done if you are using keybinds, and doing so will save you precious time for each spell cast.

Below, we use the Heal Icon Heal spell to provide you with an example of a mouse-over macro:

  • #showtooltip Heal
  • /cast [@mouseover,exists,nodead,help,][exists,nodead,help][@player] Heal

While seemingly complicated, this macro changes your Heal spell in such a way that:

  • If you are mousing over a target which exists, is not dead and is friendly, it will cast Heal on them.
  • Otherwise, if your currently selected target exists, is not dead and is friendly, Heal will be cast on them instead.
  • Lastly, if neither of the above two conditions are met, it will cast Heal on yourself.

You can reduce the macro to a simpler format:

  • #showtooltip Heal
  • /cast [@mouseover] Heal

This presents less functionality, though.

An added bonus to using mouse-over macros is that it allows you to have the boss or another add targeted (so that you can use your offensive spells on them) without it impacting your ability to heal.

4.3. Gear Optimisation

The whole theme of this section, up to this point, has been that you should put an emphasis on stability, reliability and functionality. This same idea should be reflected in your gearing.

Statistic priorities differ between healing classes, and can be affected by certain gear levels as well. The first statistic that you should aim for is Spirit. Spirit is very important for healers, as it provides mana regeneration. There is no specific point where you should stop looking for items with Spirit on them. The general guideline is that you can start looking for “caster DPS” items, with more preferable statistics, when you are comfortable with your mana regeneration rate.

This level where you have enough Spirit will vary, based, in part, on what mana regeneration cooldowns your raid has available.

After Spirit, we advise you to prefer those statistics which offer you the most reliability and precision (Haste Rating and Mastery Rating) over Critical Strike Rating, as this offers uncontrollable bursts of healing output.

The reason for this is that, as a healer, you are being constantly put under pressure to anticipate and react accordingly. In this sense, the more spell haste you have, the more reliable your healing will be. If your healing is reliant on registering critical heals, you will always be in a position, while casting a heal, to have to wonder and hope about its outcome.

For example: two players, both of whom you are assigned to heal, take two bursts of damage (each) within a 3 second interval. In order to save them from dying, you must heal each of them once before the second burst of damage hits them. If you have a lot of Haste Rating, then you will be able to reach both of them in time, even if your heal is smaller (due to lack of Mastery Rating or Spell Power from Intellect gems) and has a very low chance to be a critical strike (due to lack of Critical Strike Rating). If, instead, you have a large amount of Critical Strike Rating (hypothetically, let’s assume you are guaranteed to register a critical strike), you will heal the first player for a lot, receiving the benefit of mana-free healing, but you will not be able to cast the second heal fast enough.

Obviously, in addition to your own class’ statistic priorities, your gearing will be influenced by your healing assignment and the encounter you are progressing on.

4.4. Knowledge of the Encounter

As a healer, you have to be intimately familiar with a great part of each encounter your raid is attempting. You have to be prepared for every ability cast by the boss or an add, which has the potential to deal damage to anyone in the raid (regardless of whether this damage is avoidable or not).

A great part of being a good healer is being prepared for what is about to happen. Most boss abilities are on fixed timers or cooldowns, and will often have a predictable outcome. You must be prepared for every such ability, and already know which spell you are about to cast to heal your targets before they have taken any damage.

It is advised that, while learning encounters, you pay special attention to how much damage various abilities do, and how sustained that damage is. This will give you a good indication, for future attempts, of which spells are best used when.

For example: if you know there is a boss ability which deals a very high amount of damage (let’s say around 80% of the health of most raid members) at a specific time, and that it is not followed by any raid damage whatsoever for 30 seconds, you would make sure that everyone has enough health to survive it, and you would then go on to heal them with mana-efficient spells, allowing you to preserve your mana. If you were not familiar with the encounter mechanics, you might fail to have everyone at the minimum health threshold to survive, and you might then panic and use mana-inefficient spells trying to heal everyone up after the damage hits.

5. Healing-Specific Concerns

If you have been following this guide so far, you should have your user interface, add-ons, macros and keybinds in place. You should be comfortable with clicking your raid frames, tracking your own procs and cooldowns, and just generally using your character.

Naturally, the deeper the understanding you have of your class, the better your performance will be. This sort of coverage is beyond the scope of this article. There are, however, various aspects of playing a healer in a raid environment which are not related to class or specialisation, but rather to the healing role in general.

We have done a great deal of talking about all sorts of aspects which prepare you for healing. Now it is time to actually look what how you should heal, who you should (and should not!) heal, and what you should avoid doing.

5.1. How to Heal?

Your most basic goal, for every encounter, is that each and every one of your raid members survive until the boss is dead (or until he enrages due to insufficient DPS).

Practically, you will have to wait for raid members to suffer damage, and then use your healing spells to heal the damaged targets.

This is a simplistic look at things, and the reality is more complicated because of several factors.

  • Different healing spells are suited for different situations (high mana cost and low cast time versus low mana cost and high cast time, for example).
  • The damage your raid takes is not always predictable; player error will often cause random bursts of damage which you will have to heal.
  • Various encounter abilities can target healers, shifting the balance of the assignments. You will need to communicate and improvise.

In order to achieve this goal, you will need to make good use of both your mana and your global cooldowns, and use the correct spells at the correct time. Let’s go into a bit of detail!

5.1.1. Mana Management

All healing classes uses mana as their main resource. Without mana, you simply cannot heal.

Mana regeneration is affected by your Spirit and by various class talents and abilities. Healers have to manage their mana for the entire duration of the encounter, and mistakes in this management can quickly lead to a wipe.

While it is beyond the scope of this article to discuss specific class abilities, all healing classes have the following types of abilities:

  • a single target, small heal which costs little mana and is slow to cast;
  • a single target, large heal which costs a large amount of mana and is quick to cast;
  • a single target, large heal which costs a moderate amount of mana and is slow to cast;
  • a single target, small heal which costs little mana and is an instant cast (it can be cast while moving);
  • an area-of-effect heal.

In addition to this, each class has a few specific tools to work with.

The true skill of a healer comes from using the right heal for each situation. For example, you should use a fast and expensive heal when your target would be dead before you have the time to finish any other heal; you should use a slow and inexpensive heal when you have ample time to heal your target; you should use slow, large heals when your target is suffering sustained damage.

The idea is that, for the entire duration of the encounter, you have to strike a perfect (or near-perfect) balance between healing enough to keep your assignment alive, while not using too much mana. The only way to do this is to use the proper spells for each situation. To be able to do this, you will need an excellent understanding of your class’ abilities as well as of the encounter mechanics.

Finally, one key aspect of properly managing your mana is to ensure that you do not overheal. Overhealing is covered below, but to summarise, you should ensure that you do not expend mana on a heal which lands on a player whose health is already full (or that a great part of the heal is wasted because their health is almost full).

5.1.2. Triage

As a healer, it is your job not only to try to keep every single raid member alive, from the start of the fight until the end, but also to know when it is more profitable for your raid to let someone die so that you can better heal others (and possibly to save mana). Before we detail this further, we would like to remind you not to forget to heal yourself. It is very easy to make the mistake of trying to heal everyone else and simply overlooking your own raid (or unit) frame.

Sadly, there are times when, as a healer, you simply cannot keep everyone alive. This can be either due to encounter design (fights where the damage ramps up progressively until it becomes unhealable) or due to the mistakes which your raid makes in the execution of the fight.

When this happens, you will find yourself in a position of desperately trying to heal several low health (and dying) targets at once, and you will face being overwhelmed or running out of mana. In times like these, you will have to choose which players to heal and which players to simply let die.

While this is counter-intuitive to the nature of the healing role, it is often the only way to survive the encounter. It is impossible to state in general terms which players should be sacrificed and which players should be saved, as this can depend greatly based on the encounter.

As a rule, you should keep as many tanks alive as as are needed for the boss to be killed. Furthermore, when choosing among DPS players, those who do more damage should be preferred over others (keep in mind what stage the fight is in, though, as overall DPS numbers may not be relevant in a specific “burn phase”).

Finally, while your initial reaction might be, when seeing how difficult healing is, to try to save as many of the other healers in preference of DPS players, this is often wrong. The reason is that when a fight reaches such a critical moment, the only things which will make it easier is if the boss dies extremely quickly. Therefore, even a few seconds of another DPS player being alive can make all the difference.

5.2. Assignments

No matter what encounter your raid is progressing on, and regardless of whether it is in 10 or 25-man difficulty, your raid or healing leader will surely provide you with an assignment.

In short, you will be told who to heal, and when. For the most part, healing assignments will be simple, along the lines of “Healer #1 heals the tank, while healers #2 and #3 heal the raid.”, although sometimes the encounter may require more specific assignments.

Currently, all of the 6 healing specialisations are fairly well balanced. In the past, certain specialisations were suited to a single role (for example, Holy Paladins were exclusively tank healers during Wrath of the Lich King, while Restoration Druids were extremely potent raid healers).

Despite this balance, some specialisations shine in certain situations more than others. A good raid leader will assign specific healers to specific tasks based on the strengths and weaknesses of the healing classes (and the players playing them). If you feel that you have been given an improper assignment, or that the assignments provided, as a whole, are not satisfactory (ie., too few healers have been assigned to the raid), you should voice your concerns.

5.2.1. Tank Healing

The tanks are the only players who, regardless of encounter, take sustained damage for the entire duration of the fight. The amount of damage that they take and the frequency with which they take it varies widely from fight to fight, but in every case, the tanks must always have at least one healer assigned to them.

Most fights require two tanks, although it is possible that they will be taking damage alternatively, and not simultaneously. In any case, the amount of healing that each tank requires, based on their gear and on the encounter, is something which will have to be determined on a case-by-case basis.

You should be at least remotely familiar with the kind of tanking mechanics your assigned tank has (Paladins and Warriors have a smooth damage intake because of their blocking mechanics, Death Knights rely on self-healing, etc.).

Finally, it is very important that you communicate with the tank you are healing, so that you can both make good use of your respective cooldowns.

5.2.2. Raid Healing

Healing the raid varies widely from encounter to encounter. Some encounters present very little unavoidable raid damage, while other encounters contain heavy, sustained, unavoidable raid damage.

Based on the type of damage you are facing, you will have to adapt your healing style (and possibly your talent spec and gearing) to match it. With very few exceptions, raid healing is the task of several healers who must work together to keep the raid alive.

As a result, you must be able to communicate with your fellow healers and we advise you to set very specific healing assignments. Below are a few examples:

  • Healer #1 heals the raid members (non-tanks) in Group 1 and Healer #2 heals the raid members in Group 2.
  • Healer #1 starts by healing the damaged raid members, from left to right (on whatever raid-frame add-ons you are using) and Healer #2 starts healing from right to left (this is to avoid the same target within the same group being healed by multiple healers, while other targets remain unhealed).
  • Healer #1 heals the players damaged by the first cast of ability X and Healer #2 heals the players subsequently damaged by ability X.

5.2.3. Cooldown Rotations

Another type of assignment which you will receive in many encounters is to use your raid-wide healing or damage reduction cooldown at a specifically determined time.

The reason for this is that there are various boss abilities which are too damaging for your raid to be able to survive without the use of cooldowns. Furthermore, these abilities will often add continuous and increasing strain on your raid’s healing, meaning that a single cooldown will not be sufficient to mitigate them.

In order for each and every damaging hit from the ability to be mitigated by some cooldown, it is important that all healers know when to use their cooldowns (so that they do not end up using two cooldowns for one ability and none for another).

When being assigned a time to use a cooldown, you should make sure of a few things:

  • that you understand exactly when you need to use it, and why (timing generally needs to be very precise, with only a few seconds as a margin of error);
  • that you do not (accidentally) use your cooldown on something else, before, and end up not having it available for when it is needed;
  • that your cooldown does actually mitigate the damage that you are assigned to counter (your raid leader may be mistaken in how exactly your spells work);

If, for some reason, your cooldown is not available at the designated time, you should announce it to the raid ahead of time, so that they can improvise.

5.2.4. Respecting Your Assignment

One of the most sensitive issues, related to teamwork in raiding, is the ability (or inability) of healers to respect their own healing assignments.

When healing assignments are first devised, it is assumed that each healer can complete their own task without the aid of other healers. In practice, however, this is not always so. There are many factors which will cause a healer to fall behind on their assignment (latency or user interface problems, encounter mechanics, mistakes caused by the people they are assigned to heal or even by themselves). When this happens, there are two possible outcomes:

  • The other healers ignore the situation, continue to only heal their assigned targets and the first healer’s target dies.
  • The other healers decide to help, and therefore ignore their own assignment for a few seconds.

While the second outcome may appear to have a good chance to save lives, and the raid, this is often not the case. More often than not, what happens is that, as a result of the other healers’ reaction, they themselves will fall behind on their assignments. After this point, either chaos ensues or healers are forced to use a lot of mana-inefficient heals to catch up, thus running out of mana later on in the fight.

We advise you to stick to your assignments as much as possible. This does not meant that, if something exceptional occurs during a fight, causing one of the healers to fall behind on their assignment, they should not be helped. Indeed, great healers are those who can react to the unexpected as well as to the expected damage and situations that occur during an encounter.

What should be avoided is constantly making up for the lack of healing ability of a healer or improper healing assignments by improvising and filling other people’s roles. This type of practice is not helpful for your raid in the long-term. Instead, you should aim at correcting the underlying problems which cause you to perform someone else’s assignment. This means, the other healers should be helped to improve (or replaced) and the healing assignments themselves should be revised.

Another important reason for respecting your own healing assignment is that it ensures (in theory) equal healing of all targets. Each player in the raid has one or more healers assigned to heal them, and if assignments are respected, they will all receive heals. If you go outside of the assignments, some players will end up without any heals, while others will beoverhealed.

5.3. Overhealing

The final concept that you should be familiar with, as a healer, is overhealing. In essence, overhealing refers to when a target receives heals when their health is already at maximum. Any such healing is effectively wasted, and so is the mana that that healing cost.

We have gone through many facets of the healing role, so far, in this article. All of them are important on their own, but during all of them, you must also keep in mind that you should not overheal.

In order to avoid overhealing, you must be familiar with the amount of health that each one of your spells restores. Moreover, you should have a good understanding of the encounter mechanics, so that you know whether a damaging ability will hit the player while you are casting a heal.

Basically, you should not heal a player who is already at full health and you should only heal a damaged player with a heal which, roughly, matches the amount of missing health that they have.

Some overhealing is unavoidable, due to having to top players off in preparation for boss abilities and due to the critical heals, which will often overheal their targets. So, do not be alarmed if anywhere between 10 and 30% of your healing is overhealing. Keep in mind, though, that reducing your overhealing goes hand-in-hand with properly managing your mana, so if you are struggling for mana, you should review your overhealing.

Finally, there is one additional, less well-known, way to avoid overhealing. You should configure your raid-frames in such a way that they display any incoming heals on players (pay special attention to enable HoTs). By doing this you are able to avoid using a heal on someone who was already in the process of being healed (either through another healer’s in-progress cast or through a HoT), thus reducing your overhealing or that of the other healer.

6. Conclusions

We cannot stress enough how important it is, as a healer, to anticipate the damage which will occur and to know exactly which of the many spells in your arsenal are suitable to counter it.

Provided that you have followed this guide, and have allowed yourself sufficient time and practice to customise your user interface and familiarise yourself with your class, you should be well on your way to being a great healer!

Lastly, keep in mind that healing, more than any other role, is a team effort, and you should try to find ways to work with your teammates at all times.

We hope you have enjoyed our guide, good luck healing!

7. Changelog

  • 04 Aug. 2013: Reworded a paragraph related to the importance of keybinding. In short, while we do not feel that you absolutely need to keybind in order to be a good healer, we do feel that it is a particularly advantageous practice.

MoP Blacksmithing Guide (1-600)

Approximate Materials Required for 1-600:

Important! If you don’t have mining and you are buying everything from the Auction House, you will only need
210 Copper Bars, 230 Iron Bars, and you don’t have to buy the Tin Bars.

Copper and Tin are used for making Bronze Bars, and the Iron is used for making the Steel Bars but you can only craft
them if you have mining.

Levels 1 – 75

  • 30 – 65
    50 x [Rough Grinding Stones]
    100 Rough Stone

    Keep these, and if Rough Stone is cheap, you should make this one up to 75.

Levels 75 – 125

Learn Blacksmithing Journeyman.

  • 75 – 90
    40 x [Coarse Grinding Stones]
    80 Coarse Stones

    Save the Coarse Grinding Stones and if you have a lot more Coarse Stone or it is really cheap, then youshould make this up to 100 and you can skip the next step.

    If you didn’t reach 90 by making these, you can still continue to the next step, but you will need a few moreCopper Bars, or make a few more Coarse Grinding Stones.

  • 100 – 105
    7 x [Silver Skeleton Key] – 7
    Silver Bar, 14 Rough Grinding Stone

    You can also skip this part and just make Runed Copper Belt if you don’t have any Silver Bar.

Levels 125 – 200

Learn Blacksmithing Expert.

  • 125 – 140
    35 x [Heavy Grinding Stone]
    105 Heavy Stone

    Keep the Heavy Grinding Stones. Make this one up to 150 if Heavy Stone is cheap.

Green Dye is sold by Tailoring and Leatherworking supply vendors.

Levels 200 – 300

This recipe is sold by these NPCs.
There is around 30 minutes respawn rate for the recipe, this means
you have to wait a bit if someone bought
it before you. Make [Mithril ScalePants] if you do not want to wait
for the recipe to respawn or check the Auction House and look for
[Plans: Heavy Mithril Pants]

  • 235 – 250
    Check the Auction House, if you can get the Mithril Spurs recipe and it’s not that expensive, buy it and make
    those until 255.

    15 x [Mithril Coif] – 150Mithril Bar, 90 Mageweave Cloth

  • 290 – 300
    Choose one from the recipes listed below. They both requires 12 Thorium Bar for each craft, the only difference
    between them is that you need 1 Star Ruby for the Helm and 8 Rugged Leather for the Boots.

    10 x [Thorium Boots] – 120Thorium Bar, 80 Rugged Leather

    or

    10 x [Thorium Helm] – 120Thorium Bar, 10 Star Ruby

Levels 300 – 350

  • 325 – 330
    10 x [Lesser Rune of Warding]
    10 Adamantite Bar

    If Adamantite Bar is cheap on your server you can make this one up to 335.

Levels 350 – 425

Visit your trainer and learn Blacksmithing Grand Master.

Make [Saronite Defender] or <arel=”nofollow” class=”rare” href=”https://wowhead.com/?spell=55013″>[Saronite Protector] if
Saronite Bar is cheaper than Cobalt Bar. </arel=”nofollow”>

  • 420 – 425
    5 x [Titanium Weapon Chain] – 10
    Saronite Bar, 5 Titanium Bar

    Alchemists can transmute 8 Saronite Bar into 1 Titanium Bar and this transmute doesn’t have a coolddown.

Levels 425 – 500

Visit your trainer and learn Blacksmithing Illustrious.

  • 425 – 455
    78 x [Folded Obsidium] – 156
    Obsidium Bar

    Stop making these when you reach 455, make more only if you need them. If you choose different recipes youmight need fewer than 78.

  • 455 – 459
    Make 4 from any recipe that requires 3 Folded Obsidium.

Almost all of the following items will give you multiple skill-ups per craft!

  • 494 – 500
    2 x [Stormforged Helm] – 40
    Elementium Bar, 16 Volatile Earth

    You can also make 2 x [Hardened Obsidium Helm] (8 Folded Obsidium, 30 Elementium, 12 Volatile Earth), but I think Elementium iseasier to farm than Obsidium.

Levels 500 – 600

  • 569 – 575
    5 x [Ghost-Forged Shoulders]
    35 Ghost Iron Bar

    You might need to make 6-8 of these if you are unlucky with the skill gains.

  • 575 – 600
    Once you reach 575 you can purchase vendor recipes for the last 25 points. The Blacksmithing recipes are on a
    vendor in Vale of Eternal Blossoms. You can enter Vale of Eternal Blossoms after completing the quest <arel=”nofollow” href=”https://wowhead.com/?quest=31394″>A Celestial Experience (requires level 87).
    After you completed the quest, you can find Jorunga Stonehoof (Horde) in Shrine of Two Moons and <arel=”nofollow” href=”https://wowhead.com/?npc=64085″>Cullen Hammerbrow (Alliance) in Shrine of
    Seven Stars.

    You’ll need 1 Spirit of Harmony to purchase a recipe and you only need one recipe. You can get Spirit ofHarmony by combining 10 Motes of Harmony. Motes are dropped by every mob in Pandaria, even in dungeons. Thedrop rate is low, so it may take you 2 hours to collect 10 motes.

    Choose one recipe from the Contender’s Armor recipes. It doesn’t matter which one because if one of them requires more Ghost Iron Bar, itwill give you more skill points. You will need between 58-64 Ghost Iron Bar.

    </arel=”nofollow”></arel=”nofollow”>

MoP Enchanting Guide (1-600)

Approximate Materials Required for 1-600:

It is not recommended to buy everything before you get to that skill level where you need the materials.

  • 1 x Copper Rod
  • 134 x Strange Dust
  • 10 x Greater Magic Essence
  • 10 x Simple Wood – vendor
  • 25 x Lesser Astral Essence
  • 120 x Soul Dust
  • 155 x Vision Dust
  • 20 x Purple Lotus
  • 25 x Lesser Nether Essence
  • 15 x Lesser Eternal Essence
  • 230 x Dream Dust

Burning Crusade – Outland

  • 340 x Arcane Dust
  • 5 x Large Prismatic Shard
  • 20 x Lesser Planar Essence
  • 15 x Nightmare Vine
  • 15 x Crystal Vial – vendor

Wrath of the Lich King – Northrend

  • 102 x Infinite Dust
  • 27 x Greater Cosmic Essence
  • 15 Abyss Crystal
  • 3 x Dream Shard

Cataclysm

  • 353 x Hypnotic Dust
  • 10 x Lesser Celestial Essence
  • 30 x Greater Celestial Essence

Pandaria

  • 137 x Spirit Dust
  • 34 x Mysterious essence

Enchanting Leveling Guide 1 – 50

Levels 50 – 135

Learn Enchanting Journeyman.

If the Strange Dust is cheap and the Greater Magic Essence is too expensive on your realm, you can make
this
Enchant up to 120.

You can buy Simple Wood from Enchanting Supply vendors near your trainer, or any Generals Goods vendor.

Levels 135 – 220

Learn Enchanting Expert.

  • 155-185
    40 x [EnchantBracer – Lesser Strength] 80 Soul DustRead the 110-135 part if you started the guide from thispoint. There is a location listed there for this recipe.

    This one turns yellow at 165, however if 2 Soul Dust is a lot cheaper than 1 Lesser Mystic Essence, keepmaking these until 185. If it’s not then at 165 switch to:

Levels 220 – 275

Learn Enchanting Artisan.

If Lesser Nether Essence is too expensive, make this until 230.

    • 265-300
      40 x [EnchantShield: Greater Stamina] – 200 Dream DustRecipe location – Watch out! This one binds when picked up.Don’t make the mistake of trying to buy it with an alt and mail it. It’s also a limited supply item, thismeans you have to wait if someone bought it before you.

Check the Auction House and if 2 [SmallBrilliant Shard] is cheaper than 5 [Dream Dust], then go to
Winterspring and find <arel=”nofollow” href=”https://wowhead.com/?npc=11189″>Qia, then buy the recipe [Formula: Enchant Chest – Major Health], and
make
the enchant until you run out of Shards, or until you reach 300.
The recipe requires Enchanting
skill 275 to learn, so you will need some
Dream Dust between 265-275 to make the Shield enchant. </arel=”nofollow”>

Levels 300 – 350

Visit your trainer and learn Enchanting Master.

  • 320-33012 x [Enchant Gloves – Assault] -96 Arcane Dust

    If Arcane Dust is expensive on your realm, or you don’t want to level with a yellow recipe because it’s basedon luck how many skill points you gain, then you should make the following recipe:

    10 x [Enchant Chest – Major Spirit] – 20 Greater Planar Essence

  • 330-335
    5 x [Enchant Shield- Major Stamina] – 75 Arcane DustRecipe sold by Madame Ruby at Shattrath City. While you are here, you shouldalso buy the next two recipe in the guide. Do not leave Outland until you bought them. Just click on thelinks below and see where they are. Superior Wizard Oil is also sold by Madame Ruby.
  • 335-340
    5 x [Enchant Shield- Resilience] – 5 Large Prismatic Shard, 20 Lesser Planar EssenceThere is an alternative reallycheap method, but only Blood Elves can benefit from it. Due to their Racial Ability it allows them to gain ten free skill ups byconverting a Large Prismatic Shard into three Small Prismatic Shards and back again. Only the conversionfrom one Large Prismatic Shard to three Small Prismatic Shards is effected by this. Therefore, you will onlyhave the chance to gain skill ups half of the time (since the other half of the time you’ll be convertingback to three Small Prismatic Shards). This can make for a fairly lengthy session in gaining your ten freelevels.

    What you need:
    [Formula: Large Prismatic Shard] – Sold by these NPCS.
    [Formula: Small Prismatic Shard] – You learn this from yourtrainer.

  • 340-350
    15 x [SuperiorWizard Oil] – 45 Arcane Dust, 15 Nightmare Vine, 15 Crystal Vial – Recipe locationYou can buy Crystal Vial from trade supply, or alchemy supply vendors.

    This recipe is yellow already when you learn it, so you might need to make 14-16.

Levels 350 – 425

Visit your trainer and learn Enchanting Grand Master.

Make [Enchant Bracers – Assault] and
[Enchant Bracers – ExceptionalIntellect] if 5 Infinite Dust
is cheaper than 1 Greater Cosmic Essence.

Use the dusts and essences you get from shattering the crystals to level enchanting up to 425,
then sell the
rest at the Auction House. If your level is high enough,
you can get [Abyss Crystal] from old raid instances at
Northrend. 10man is a lot easier, but I recommend
Naxxramas 25man if you can handle it. (25man drops 4 epic
instead of 2)

Make the enchants below if you can’t farm or buy [Abyss Crystal]

Levels 425 – 500

Visit your trainer and learn Enchanting Illustrious Grand
Master.

From this point you should really try to put most enchants on a Vellum,
then try to sell the enchant at the Auction House.

  • 485-490
    5 x [Enchant Gloves- Greater Haste] – 25 Hypnotic Dust, 10 Greater Celestial EssenceYou can also start making the nextrecipe in the guide if you want to, and skip this part. It depends on the price of Greater CelestialEssence.

Levels 500 – 600

Visit your trainer and learn Zen Enchanting.

MoP Engineering Guide (1-600)

Approximate Materials Required for 1-600:

Burning Crusade

Wrath of the Lich King

Cataclysm

Pandaria

Related Guides:

Engineering Leveling Guide 1 – 50

  • 1 – 30
    60 x [RoughBlasting Powder] – 60 Rough StoneYou might even reach 40 with this recipe. You will need the 60Rough Blasting Powder later, so keep these.

Levels 50 – 132

Visit your trainer, and learn Journeyman Engineering.

  • 90 – 100
    20 x [CoarseDynamite] – 20 Coarse Blasting Powder, 20 Linen Cloth
  • 100 -116
    8 x [ClockworkBox] – 24 Bronze BarUse the boxes you make. You will get one extra skill point per craft.

Levels 132 – 205

Visit your trainer, and learn Expert Engineering.

  • 150 – 160
    15 x [BronzeFramework] – 30 Bronze Bar, 15 Medium Leather, 15 Wool ClothBy making them now, you might get a lotfurther – probably towards 160, then stop making these and only make more when you’ll need them. Keep thesetoo.
  • 160 -175
    15 x [Explosive Sheep] – 30 Heavy Blasting Powder, 15 Whirring
    Bronze Gizmo, 15 Bronze Framework, 30 Wool Cloth
  • 195 – 200
    7 x [MithrilTubes] – 21 Mithril BarStop making these when you reach 200.

Levels 205 – 280

Visit your trainer and learn Artisan Engineering.

Engineering has the option at skill level 200 to specialize in Gnomish or Goblin Engineering. You can get the quests
from your Engineering trainer. The main difference between both sides is the location of their respective
teleporters and the ability of their trinkets. Some items require a specific specialization to use, while other
items are crafted by one specialization but are usable by any engineer. Fortunately, most recipes that are crafted
by one Specialization can be worn by both.

  • 200 – 216
    20 x [Unstable Triggers] – 20 Mithril Bar, 20 Mageweave Cloth,
    20 Solid Blasting Powder

    Save these.

  • 238 – 250
    20 x [Hi-Explosive Bomb] – 40 Mithril Casings, 20 Unstable
    Trigger, 40 Solid Blasting Powder

Levels 280 – 350

Visit your trainer, and learn Master Engineering.

  • 300 – 320
    If you don’t reach 320 by making the recipes below, you can still go to the next step,
    but then you will also need to make a few more Fel Iron Bolts and the other materials. Make the recipes in the
    exact order as below!

    30 x [Handful of Fel Iron Bolts] – 30 Fel Iron Bar

    12 x [4 Elemental Blasting Powder] – 24 Mote of Earth, 12 Mote of Fire

    5 x [Fel Iron Casing] – 15Fel Iron Bar

    Save all of these.

  • 320 – 325
    5 x [FelIron Bombs] – 5 Fel Iron Casing, 10 Handful of Fel Iron Bolts, 5 Elemental Blasting PowderYou mightneed to make more than 5 of these if you are unlucky with the skill point gains.
  • 325 – 335
    10 x [Adamantite Grenade] 40 Adamantite Bar, 10 Elemental
    Blasting Powder, 20 Handful of Fel Iron Bolts

Levels 350 – 425

Visit your trainer and learn Grand Master Engineering.

  • 375 – 385
    10 x [Overcharged Capacitor] – 40 Cobalt Bar, 10 Crystallized
    Earth

    Keep these too, you will need them. Make any tinker recipe if you didn’t reach 385 by making these.

  • 385 – 390
    6 x [Explosive Decoy] – 6 Frostweave Cloth, 18 Volatile
    Blasting Trigger
  • 390 – 401
    14 x [Froststeel Tube] – 112 Cobalt Bar, 14 Crystallized WaterKeep these, you will need them later.
  • 405 – 410
    10 x [NitroBoosts] – 10 Tinker’s KitYou can buy the Tinker’s Kit from the Engineering supply vendor near yourtrainer.
  • 420 – 425
    5 x [NoiseMachine] – 10 Froststeel Tube, 10 Overcharged Capacitor, 40 Handful of Cobalt Bolts

Levels 425 – 500

Visit your trainer and learn Illustrious Engineering.

  • 495 – 500
    1 x [Elementium Dragonling] – 2 Obsidium Bolts, 8 Electrified
    Ether, 16 Elementium Bar, 20 Embersilk Cloth

Check your Calendar in-game to see if the Darkmoon Faire is open, the event starts at 00:01 on the Sunday before the
1st Monday of each month.

You can gain +5 skill points by completing a single quest. Click here to read more
about the quests.

Levels 500 – 600

Visit your trainer and learn Zen Engineering.

  • 500 – 550
    You will use these later on, so make all of them now. You might even need to make more of
    these, but this is about the minimum that is needed to reach 580.

    25 x [Ghost Iron Bolts] – 75 Ghost Iron Bar

    15 x [High-Explosive Gunpowder] – 15 Ghost Iron Bar

    Make a few [G91 Landshark]if you didn’t reach 550.

  • 550 – 554
    4 x [Tinker’s Kit] – 8 High-Explosive Gunpowder, 8 Ghost Iron
    Bolts, 8 Windwool Cloth

    It’s really important to stop making these at 554.

  • 554 – 579
    5 x [GhostIron Dragonling] – 20 High-Explosive Gunpowder, 40 Ghost Iron Bolts, 60 Windwool Cloth
  • 579 – 580
    1 x [Tinker’s Kit] – 2 High-Explosive Gunpowder, 2 Ghost Iron
    Bolts, 2 Windwool Cloth
  • 580 – 595
    Here comes the ugly part. If you really want to reach 600 as fast as possible, you have
    to make 22-24 [Thermal Anvil]
    just for 15 skill points, which is around 300 Ghost Iron Bar (600 Ghost Iron Ore). I don’t recommend this recipe
    for leveling, you should just take it slowly, farm [Spirit of Harmony] and make any rare item that you can
    craft, most of them will give 5 skill points.

    You can get [Spirit of Harmony] by combining 10 [Motes of Harmony]. Motes are dropped byevery mob in Pandaria, even in dungeons. The drop rate is low, so it may take you 1 hour to collect 10motes.

    Recommended items to make:

    1 x [Mist-Piercing Goggles] – 8 Ghost Iron Bolts, 2 Spirit of Harmony
    2 x [Lord Blastington’s Scope of Doom] – 36 Ghost IronBolts, 4 Primordial Ruby, 2 Spirit of Harmony.

    But you can just make any item that you will use or sell.

  • 595 – 600
    At this point there is really no other option, you will have to make recipes that require
    Spirit of Harmony. I recommend the ones below, but you can make any other recipe that will give you 5 skill
    point.

    1 x [Mist-Piercing Goggles] – 8 Ghost Iron Bolts, 2 Spirit of Harmony

    or

    1 x [Lord Blastington’s Scope of Doom] – 18 Ghost Iron Bolts, 2 Primordial Ruby, 1 Spirit of Harmony.

MoP Inscription Guide (1-600)

Approximate Materials Required for 1-600 :

You should need less, so don’t mill every herb, mill them only if you need more pigment.

Milling is an ability you get when you learn Inscription. Milling can be used to mill 5 herbs for 2 – 4 pigments,
then you use the pigments to turn into inks.

Number of herbs Herb options
140 x Alabaster Pigment giving herbs Earthroot, Peacebloom, Silverleaf
140 x Dusky Pigment giving herbs Briarthorn, Bruiseweed, Mageroyal, Stranglekelp, Swiftthistle
170 x Golden Pigment giving herbs Grave Moss, Kingsblood, Liferoot, Wild Steelbloom
170 x Emerald Pigment giving herbs Dragon’s Teeth, Fadeleaf, Goldthorn, Khadgar’s Whisker
100 x Violet Pigment giving herbs Arthas’ Tears, Blindweed, Firebloom, Ghost Mushroom, Gromsblood, Purple Lotus, Sungrass
170 x Silvery Pigment giving herbs Dreamfoil, Golden Sansam, Icecap, Mountain Silversage, Sorrowmoss
180 x Nether Pigment giving herbs Ancient Lichen, Dreaming Glory, Felweed, Mana Thistle, Netherbloom, Nightmare Vine, Ragveil, Terocone
160 x Azure Pigment giving herbs Adder’s Tongue, Deadnettle, Fire Leaf, Goldclover, Icethorn, Lichbloom, Talandra’s Rose, Tiger Lily
140 x Ashen Pigment giving herbs Only Cinderbloom and Stormvine can be milled at skill 425. Skill 450 also allows Azshara’s Veil andHeartblossom to be milled and you will be able to mill Twilight Jasmine and Whiptail at 475.
320 x Shadow Pigment giving herbs Desecrated Herb, Fool’s Cap, Green Tea Leaf, Rain Poppy, Silkweed, Snow Lily

Inscription Leveling Guide 1 – 60

First, visit any trainer in the main cities of old Azeroth – just ask a guard, and learn Inscription.

Do not forget that 1 [Ink of
Dreams]
can be traded for any Ink at Ink
traders
! You can level Inscription by using only Ink of Dreams if it is cheaper than the lower level herbs.
Using Ink of Dreams is also a lot faster.

[Light Parchment] is not listed in the
guide at the recipes. You can usually buy it from the vendor near your trainer.

Levels 60 – 125

Learn Inscription Journeyman.

  • 60 – 76
    8 x [Research: MoonglowInk] – 24 Moonglow Ink
    • 76 – 80
      36 x [Midnight Ink]
      – 72 Dusky Pigment

You will use all of these later.

  • 80 – 86
    2 x [Research: MoonglowInk] – 6 Moonglow Ink
  • 86 – 90
    Turn all your Verdant Pigment into [Hunter’s Ink]. Make more Moonglow research if you didn’t mill your own herbs.
  • 90 – 95
    1 x [Mystic Tome]
    – 5 Hunter’s Ink

    Make as many [Mysterious Tarot] as you can if you coulnd’t make 5 Hunter’s Ink.

    Make more Moonglow research if you don’t have any Hunter’s Ink.

    • 95 – 101
      2 x [Research:Moonglow Ink] – 6 Moonglow Ink

You can make this one up to 150 if you want to. I switch to Midnight reasearch to keep the number of
herbs
needed at different levels somewhat balanced.

  • 101 – 105
    42 x [Lion’sInk] – 84 Golden PigmentYou will use all of these later.
  • 105 – 126
    7 x [Research:Midnight Ink] – 21 Midnight Ink

Levels 125 – 200

Learn Inscription Expert.

  • 130 – 145
    5 x [Research:Midnight Ink] – 15 Midnight Ink

You will use all of these later.

  • 150 – 177
    9 x [Research: Lion’sInk] – 27 Lion’s Ink
  • 185 – 200
    5 x [Research: Lion’sInk] – 15 Lion’s Ink

Levels 200 – 290

Learn Inscription Artisan.

You will use all of these later.

  • 251-255
    39 x [ShimmeringInk] – 78 Silvery PigmentYou will use all of these later.
  • 255 – 279
    8 x [Research:Celestial Ink] – 24 Celestial Ink
  • 279 – 287
    8 x [Ink ofSky] – 8 Sapphire PigmentMake Celestial Ink research if you don’t have 8 Sapphire Pigment.
  • 287 – 292
    1 x [StormboundTome] – 8 Ink of the SkyMake Celestial Ink research if you don’t have Ink of the Sky.

Levels 290 – 350

Learn Inscription Master.

  • 292 – 305
    45 x [EtherealInk] – 90 Nether PigmentYou will use all of these later.
  • 305 – 326
    7 x [Research:Shimmering Ink] – 21 Shimmering Ink
  • 333 – 351
    6 x [Research:Shimmering Ink] – 18 Shimmering Ink

Levels 350 – 425

Learn Inscription Grand Master.

You will use all of these later.

  • 355 – 390
    15 x [Research:Ethereal Ink] – 45 Ethereal Ink
  • 390 – 426
    12 x [Research: Inkof the Sea] – 36 Ink of the Sea

Levels 425 – 500

Visit your trainer and learn Inscription Illustrious.

  • 445 – 475
    10 x [Research:Blackfallow Ink] – 30 Blackfallow Ink
  • 475 – 482
    Turn all your Burning Embers into [Inferno Ink]. If you don’t have any Burning Ember, just make more Blackfallow Ink
    research.
  • 482 – 490
    Go to Vashj’ir – Kelp’thar Forest. Kill mobs there until you get [Technique: Origami Slime]. The drop rate is
    pretty high, don’t get confused by wowhead data. The recipe will be green, but it only requires Light Parchment
    to make, which you can buy from Inscription supply vendors. If you don’t want to farm the technique, you can
    make more Blackfallow Ink research.
  • 490 – 500
    Go to Deepholm and kill these mobs until you get [Technique: Origami Rock]The drop rate is pretty high, don’t get confused by wowhead data, but if you are too lazy to go there, youcan make more Blackfallow Ink research. I recommend the Origami because it’s really cheap to make.

Levels 500 – 600

  • 540 – 600
    20 x [Research: Inkof Dreams] – 60 Ink of DreamsIf your main goal is to get any of the epic Insciption items like [Inscribed Serpent Staff], youshould stop making the Research at 560 because you will reach 600 by making the materials for the epicitems. (like 20 Scroll of Wisdow). Not to mention the staffs alone will grant you 30 skill points when youmake them.

MoP Leatherworking Guide (1-600)

Approximate Materials Required for 1-600:

NOTE: You can buy the threads, dyes, and salt from Leatherworking Supply vendors near your trainer.

  • 57 Ruined Leather Scraps
  • 15 Medium Hide
  • 260 Light Leather
  • 160 Medium Leather
  • 20 Heavy Hide
  • 195 Heavy Leather
  • 410 Thick Leather
  • 410 Rugged Leather
  • 100 Knothide Leather Scraps
  • 297 Knothide Leather
  • 26 Fel Scales
  • 320 Borean Leather
  • 120 Heavy Borean Leather (720 Borean Leather)
  • 100 Crystallized Water (10 Eternal Water)
  • 5 Eternal Water
  • 50 Savage Leather Scraps
  • 385 Savage Leather
  • 21 Heavy Savage Leather (110 Savage Leather)
  • 2 Volatile Fire
  • 2 Volatile Air
  • 2 Volatile Water
  • 26 Volatile Earth
  • 65 Sha-Touched Leather
  • 40 Exotic Leather
  • 300 Exotic Leather or Prismatic Scale. (Choose the cheaper one. You can also use 150 Exotic Leather and 150
    Prismatic Scale for example)
  • 1 Spirit of Harmony

Leatherworking Leveling Guide 1 – 55

First, visit any trainer in the main cities of old
Azeroth
– just ask a guard, and learn Leatherworking Apprentice.

  • 1-20
    19 x [LightLeather] – 57 Ruined Leather ScrapsMake the next recipe if you don’t have Ruined Leather Scraps.

Levels 55 – 130

Learn Leatherworking Journeyman.

  • 85-100
    15 x [FineLeather Belt] – 90 Light Leather, 30 Coarse ThreadKeep these, you will need them.

Levels 130 – 205

Learn Leatherworking Expert.

    • 130-145
      15 x [DarkLeather Belt] – 15 Fine Leather Belt, 15 Cured Medium Hide, 30 Fine Thread, 15 Gray Die

Make [Dark Leather Cloak] if you
still don’t have [Cured MediumHide].

  • 190-200
    10 x [GuardianGloves] – 40 Heavy Leather, 10 Cured Heavy Hide, 10 Silken Thread

Levels 205 – 290

Learn Leatherworking Artisan.

  • 265-290
    25 x [WickedLeather Bracers] – 200 Rugged Leather, 25 Black Dye, 25 Rune ThreadRecipe is yellow for the last fewpoints, you might need to make more.

    If 4 Heavy Scorpid Scale are cheaper than 4 Rugged Leather, you can craft the following item:

    [Heavy Scorpid Bracers]Recipe location

    Or make [Frostsaber Boots] ifone Essence of Water is cheaper than 4 Rugged Leather on your realm.

Levels 290 – 350

Visit your trainer learn Leatherworking Master.

  • 325-335
    41 x [HeavyKnothide Leather] – 205 Knothide LeatherJust go to the next step if you didn’t reach 335 by makingthese, but then you will need a few more [Heavy Knothide Leather].

    If one Heavy Knothide Leather is cheaper than 5 Knothide Leather, stop making the Heavy Knothide Leatherswhen you reach 330, buy them from the Auction House instead.

  • 340-350
    If you don’t have that much Fel Scales, you can make [Thick Draenic Vest] up to 345 or 350 if you can’t find any
    Fel Scales at the Auction House.

    13x [Scaled Draenic Boots] – 26 Heavy Knothide Leather, 26Fel Scales, 39 Rune Thread

    This recipe goes yellow at 345, so you will need to make a few extra ones. I suggest gathering enoughmaterials for 13.

Levels 350 – 425

Visit your trainer and learn Leatherworking Grand Master.

Make [Arctic Belt] and <arel=”nofollow” class=”zold” href=”https://wowhead.com/?item=38433″>[Arctic Wristguards] if you
bought the Heavy Borean Leather from the Auction House. </arel=”nofollow”>

Levels 425 – 500

Visit your trainer and learn Leatherworking Illustrious.

  • 425-435
    10 x [SavageLeather] – 50 Savage Leather ScrapsStart making the next recipe in the guide if you don’t haveSavage Leather Scraps, and obviously if you have more Scraps, just make Savage Leather until it turns gray.
  • 450-460
    10 x [TsunamiBoots] – 70 Savage Leather, 10 Eternium ThreadYou can buy Eternium Threads from LeatherworkingSupply vendors and you could also make any other item that requires 7 Savage Leather.
  • 460-470
    10 x [SavageCloak] – 70 Savage Leather, 10 Eternium ThreadOr any other orange item that requires 7 SavageLeather.
  • 496-499
    1 x [Cloak ofBeast] – 8 Heavy Savage Leather, 2 Volatile Earth, 2 Volatile Air, 2 Volatile Water, 2 Volatile Fire

Levels 500 – 600

  • 500-526
    13 x [ExoticLeather] – 65 Sha-Touched LeatherThe Fur Lining recipes will become green again at 500. You can makeany of those up to 505. You can buy Eternium Threads from Tailoring and Leatherworking supply vendors.

    But if you already have the Sha-Touched Leathers from skinning mobs, just make Exotic Leathers.

From this point I will usually list two recipes because the droprate of Exotic Leather and Prismatic Scale seems
pretty close right now. Choose the leather type that’s cheaper for you, or if you farm your own leathers mix it up
to make use all of your leathers.

  • 550 – 560
    5 x [Misthide Gloves] – 40 Exotic Leather
    5 x <arel=”nofollow” class=”zold” href=”https://wowhead.com/?spell=124580″>[Stormscale Shoulders] – 40
    Prismatic Scale </arel=”nofollow”>
  • 560 – 564
    2 x [Misthide Leggings] – 20 Exotic Leather
    2 x <arel=”nofollow” class=”zold” href=”https://wowhead.com/?spell=124579″>[Stormscale Helm] – 20
    Prismatic Scale </arel=”nofollow”>
  • 564 – 570
    3 x [Misthide Helm] – 30 Exotic Leather
    3 x <arel=”nofollow” class=”zold” href=”https://wowhead.com/?spell=124581″>[Stormscale Chestguard] – 30
    Prismatic Scale </arel=”nofollow”>
  • 570 – 600
    Once you reach 570 you can purchase vendor recipes for the last 30 points (You can
    actually buy a few of them at 555). The Leatherworking recipes are on a vendor in Vale of Eternal Blossoms. You
    can enter Vale of Eternal Blossoms after completing the quest A Celestial Experience (requires level 87). After you
    completed the quest, you can find KrogoDarkhide (Horde) in Shrine of Two Moons and Tanner Pang (Alliance) in Shrine of Seven Stars.

    You’llneed 1 Spirit of Harmony to purchase a recipe and you only need one recipe. You can get Spirit of Harmony bycombining 10 Motes of Harmony. Motes are dropped by every mob in Pandaria, even in dungeons. The drop rateis low, so it may take you 2 hours to collect 10 motes.

    Choose one recipe from the Contender’s Armor recipes. It doesn’t matter which one because if one of them requires more leathers, it willgive you more skill points. You will need around 150 Exotic Leather or Prismatic Scale.

MoP Jewelcrafting Guide (1-600)

Approximate Materials Required for 1-600

IMPORTANT! Do not buy all of these materials at once! Jewelcrafting is really expensive to level, and on most
servers the Auction House is screwed up because of the insanely high prices of low level Gems, Ores and Bars. I
usually have a few tips, and alternative recipes, so you can save some gold.

  • 100 Copper Bar
  • 20 Tigerseye or 20 Malachite
  • 120 Bronze Bar = 60 Copper Bar, 60 Tin Bar
  • 60 Shadowgem OR 20 Shadowgem and 20 Small Lustrous Pearl
  • 80 Heavy Stone
  • 30 Moss Agate or 60 Lesser Moonstone (combination of both can work too)
  • 140 Mithril Bar
  • 80 Solid Stone
  • 25 Citrine
  • 15 Truesilver Bar
  • 5 Aquamarine
  • 50 Thorium Bar
  • 10 Star Ruby
  • 20 Large Opal
  • 7 Azerothian Diamond
  • 3 Blue Sapphire
  • 3 Essence of Undeath
  • 20 Huge Emerald

Burning Crusade

  • 40 Adamantite Powder (prospect 200 Adamantite Ore)
  • Buy 55 from any of the following gems (Or buy 40 gems and 15 Black Diamond): [Blood Garnet], [Flame Spessarite], [Deep Peridot], [Azure Moonstone], [Shadow Draenite], [Golden Draenite].Don’t buy all of them from one kind because there might be some recipes which you don’t have the reputation for, so you will have to choose other green gems. Just buy them when you get to that part of the Jewelcrafting guide.
  • 10 Primal Earth
  • 10 Adamantite Bar

Wrath of the Lich King

Cataclysm

Pandaria

Levels 1 – 50

First, visit a trainer – just ask a guard, and learn
Apprentice Jewelcrafting.

Levels 50 – 150

Learn Jewelcrafting Journeyman.

  • 50-8050 x [Bronze Setting] – 100Bronze Bar

    Save these, you will need them later.

  • 110-120
    10 x [HeavyStone Statue] – 80 Heavy StoneIf Heavy Stone is cheap (usually it’s not) make this one up to 130 ifyou want to.
  • 120-150
    30 x [Pendantof the Agate Shield] – 30 Moss Agate, 30 Bronze SettingsIf you prospect your own Ores, usually youwill get a lot of [Lesser Moonstone] too, but even if you don’t prospect the Ores, sometimes 2 Lesser Moonstone is cheaperthan one Moss Agate. So get the recipe [Design: Amulet of the Moon] and use up all your LesserMoonstone. This recipe turns yellow at 140, you might need to make more than 30 of these.

    The design is sold by these NPCs.

Levels 150 – 200

Learn Jewelcrafting Expert.

  • 150-180
    45 x [MithrilFiligree] – 90 Mithril BarSave these, you will need 45 of them later.

Levels 200 – 300

Learn Jewelcrafting Artisan.

  • 200-220
    If Citrine is expensive, you can continue to make [Engraved Truesilver Ring] up to around 210 or maybe more.
    But you will also need a bit more Mithril Filigree then.

    The recipe will go yellow at 210, so you might needto get more Citrine if you are unlucky. If you are lucky you will only need 20.

    25 x [Citrine Ring of Rapid Healing] – 25 Citrine, 50 Mithril Bar

  • 225-250
    50 x [ThoriumSetting] – 50 Thorium BarStop making these at 250 and only make more if you need it, but you willneed around 50.
  • 260-280
    If Large Opal is expensive on your realm, like it cost twice as much as one Star Ruby, then
    you should continue to make [RubyPendant of Fire] up to 275. Or if you Prospected your own Ores, you will have a lot of Star Ruby and
    Azerothian Diamond left, use all of them.

    20 x [Simple Opal Ring] – 20 Large Opal, 20 Thorium Setting

    If you reach 265 and you have a lot of Azerothian Diamond or if it’s cheap, you can start to craft [Diamond Focus Ring]. Keepin mind that you will need 7 Azerothian Diamond for the next step.

Levels 300 – 350

Visit your trainer and learn Jewelcrafting Master.

  • 340 – 350
    You can continue to make the gems above if you didn’t reach 350 by making the rings
    below, or make 1-2 more rings.

    10 x [Heavy Adamantite Ring] – 10 Adamantite Bar, 10Mercurial Adamantite

Levels 350 – 425

Visit your trainer and learn Jewelcrafting Grand Master.

  • 350 – 395
    Buy around 55 from any of the following gems. At 375, these recipes will turn to yellow
    so you might need to buy more gems.

    [Bloodstone], [Chalcedony], [Dark Jade], [Huge Citrine], [Shadow Crystal], [Sun Crystal]

    Cut any gem you want. Seriously, there are like 50 new green gem recipes, I won’t list all of them. Go toyour trainer, learn one and make that recipe around 55 times.

  • 420 – 425
    5 x [DreamSignet] – 5 Titanium Bar, 5 Dream Shard, 5 Forest EmeraldCheck the previous part if you don’t havematerials for Dream Signet, or you can also try these alternatives below. Choose one you have materials for.(the alternative in the previous part is a lot cheaper.)

    5 x [Runed Mana Band] – 10Titanium Bar, 10 Twilight Opal
    5 x [Scarlet Signet] – 10 Titanium Bar, 5 ScarletRuby
    5 x [Sky Sapphire Amulet] – 10 Titanium Bar, 10 Sky Sapphire

Levels 425 – 500

Visit your trainer and learn Jewelcrafting Illustrious.

  • 425 – 450
    Make 25 from any of the new Uncommon Gem Cuts that you get from your trainer. You can
    also make [Jasper Ring] if you
    can disenchant it.
  • 467 – 475
    8 x [Hessonite Band] – 8 Jeweler’s Setting, 16 HessoniteYou can also make [Carnelian Spikes] if 3 Carnelian is cheaper than 2 Hessonite. You can buy the Jeweler’s Setting from thevendor.
  • 475 – 500
    25 x [Nightstone Choker] – 25 Jeweler’s Setting, 50 NightstoneMake more Hessonite Band if you have some Hessonite left.

    Rare Cataclysm gems are cheap on most realms, so making [The Perforator] between 490-500 seems very goodalternative to rings and necks.

Levels 500 – 600

Visit your trainer and learn Zen Jewelcrafting.

  • 500 – 512
    4 x [OrnateBand] – 4 Lapis Lazuli, 4 Tiger Opal, 4 Sunstone

If your main goal is to just learn every rare gem cuts. Then start making the first gem research [River’s Heart] or [Sun’s Radiance]. You can only make 1 research
a day, but it will give you 3 skill points. You will have to learn like 100 recipes, which means you will reach 600
by making these researches daily.

  • 527 – 575
    I could list all the recipes you learn at 525, but there is no real need for that. All of
    the recipes you learn will stay orange all the way up to 575. You will learn new ones at 530, 535, 545, and so
    on. Making necks, rings gets you 3 skill points for 3 uncommon gems. Each gem cut gives 1 skill point. You get
    the same skill point to gem ratio either way. I would choose the necks, rings because it is usually easier for
    me to sell. You will use 48 gems.
  • 575 – 585
    You shouldn’t make the necks or the rings because they will no longer grant you 3 skill
    point. Make any uncommon gem instead. You will use around 20 gems.
  • 585 – 588
    Make any gem research like [Primordial Ruby]. It is up to you which one you choose,
    but it’s better to choose one that you have materials for because after the research you will learn a new recipe
    which you will have to make 6 times. The gem color of the recipe will be the same as the gems you used for the
    research.
  • 588 – 600
    Cut 6 rare gem from the learned recipe.

MoP Alchemy Guide (1-600)

Approximate Materials Required for 1-600:

  • 59 x Peacebloom
  • 59 x Silverleaf
  • 93 x Briarthorn
  • 20 x Mageroyal
  • 33 x Bruiseweed
  • 45 x Stranglekelp
  • 20 x Liferoot
  • 30 x Kingsblood
  • 35 x Goldthorn
  • 10 x Wild Steelbloom
  • 25 x Sungrass
  • 45 x Khadgar’s Whisker
  • 10 x Blindweed
  • 4 x Iron Bar
  • 1 x Black Vitriol
  • 4 x Purple Lotus
  • 4 x Firebloom
  • 40 x Gromsblood
  • 30 x Sorrowmoss
  • 15 x Dreamfoil
  • 46 x Golden Sansam
  • 18 x Mountain Silversage

Outland

  • 50 x Felweed
  • 10 x Terocone
  • 35 x Dreaming Glory
  • 10 x Netherbloom

Northrend

  • 20 x Talandra’s Rose
  • 86 x Goldclover
  • 37 x Tiger Lily
  • 25 x Adder’s Tongue
  • 20 x Icethorn
  • 40 x Lichbloom

Cataclysm

  • 60 x Cinderbloom
  • 10 x Stormvine
  • 16 x Azshara’s Veil
  • 25 x Heartblossom
  • 5 x Volatile Life
  • 5 x Twilight Jasmine

Pandaria

  • 100 x Green Tea Leaf
  • 30-60 x Rain Poppy or Silkweed
  • 60 x Snow Lily
  • 25 x Fool’s Cap

Alchemy Leveling Guide 1 – 60

  • 1-60
    59 x [Minor Healing
    Potions]
    – 59 Peacebloom, 59 Silverleaf

    You’ll need these in the next step of the Alchemy guide.

60 – 140

Learn Alchemy Journeyman.

140 – 205

Learn Alchemy Expert.

or

25 x [Elixir of Fortitude] – 25
Wild Steelbloom, 25 Goldthorn

If you don’t have that many Goldthorn, make [Mana Potion] or [Lesser
Invisibility Potion]
up to around 195.
These recipes will be yellow.

If you don’t have any Goldthorn at all, you can make [Nature Protection Potion] between 190-215,
the recipe
is sold by these vendors.

205 – 285

Learn Alchemy Artisan.

  • 205-215
    10 x [Elixir of
    Greater Defense]
    – 10 Wild Steelbloom, 10 Goldthorn

    Read the end of the previous section if you don’t
    have Goldthorn.

You can make this one up to 250 if it’s easier for you to get Sungrass instead of Blindweed.

If you are at or above level 85 and you will level Alchemy past 500, you can skip the next step.

You will use [Zen
Alchemist Stone]
for transmutes. You can get this trinket from your trainer when you reach Alchemy skill
500.

285 – 350

  • 335-340
    5 x [Super
    Healing Potion]
    – 10 Netherbloom, 5 Felweed

    Make the previous recipe 5 more times if you don’t have
    Netherbloom.

350 – 425

You can make [Pygmy Oil] up to
385 if you can find some cheap Pygmy Suckerfish.

  • 385-395
    10 x [Elixir
    of Mighty Strength]
    – 20 Tiger Lily

    This recipe will be yellow for the last 5 points, you might need
    to make more than 10.

  • 415-425This recipe turns green at 422, so you might need to make more than 20.

    20 x [Runic Mana Potion]
    20 Goldclover, 40 Lichbloom

425 – 500

Once you reach an Alchemy skill of 475, you may begin a quest to learn one of three specializations: Potions, Elixirs or Transmutations. Being specialized gives you a
chance to create an extra 1 to 4 (for a total 5) items while crafting in the field you have selected. For example, a
Master of Potions may be able to craft more than one [Super Mana Potion] for the same material cost as one.

Make [Mythical Mana Potion] if
Whiptail is cheaper than Heartblossom.

500 – 600

Learn Zen Alchemy.

From this point there are some significant changes to the leveling process. The trainers will only teach you 2
Pandarian recipes at 500 skill. These two recipes are used to unlock additional recipes. As a result there is no set
progression in crafting for skill points.

Make your trinket [Zen Alchemist Stone] if you need it.

At this point you probably discovered 5-8 new recipes. You should always prioritize potions that use Green Tea Leaf
because it can be found in every zone and most likely it is always the cheapest herb.

How to determine which potions to make:

[Green Tea Leaf] > [Silkweed] > [Rain Poppy] > [Snow Lily] > [Fool’s Cap]

You should save around 25 each of these herbs: Green Tea Leaf, Snow Lily and Fool’s Cap. You will need them to reach
600 from 575 when you discover the new Mana Potion recipe. It will be the only orange recipe that you can use.

  • 530-545
    If you have loads of Green Tea Leaf, you could just make the previous potions until you
    keep discovering new recipes. Once you make a green potion around 8 times and there was no new discovery, you
    should stop making it and start making a higher level potion in the list below.

    I made a priority list of the
    recipes you probably discovered, Mantid Elixir is usually the best recipe you can get. This list is based on
    how hard is to get a particular herb, but obviously if you have 20 Green Tea Leaf and 150 Rain Poppy, you
    should make a potion that use 2 Rain Poppy.

    Choose only one.

    1. 15 x [Mantid Elixir]
    30 Green Tea Leaf
    2. 15 x [Potion of the Jade Serpent] – 15 Green Tea Leaf, 15
    Silkweed
    3. 15 x [Elixir of Weaponry] – 30 Silkweed
    4. 15 x [Potion of the Mountains]
    – 15 Green Tea Leaf, 15 Rain Poppy
    5. 15 x [Mad Hozen Elixir]– 30 Rain Poppy

  • 545-575Choose only one.

    35 x [Virmen’s Bite] – 35
    Snow Lily, 35 Green Tea Leaf
    35 x [Elixir of Perfection] 35 Snow Lily, 35
    Silkweed
    35 x [Elixir
    of the Rapids]
    35 Snow Lily, 35 Rain Poppy

    There are 3 other potions that you can discover, they require Fool’s Cap instead of Snow lily, so if you have
    loads of Fool’s Cap, you can make those potions instead.

    Between 570-580, you will discover [Master Mana Potion]. When you discover the recipe,
    you should start making it if your skill is at around 575, but the maximum I would recommend to make the
    potions above is until you reach 577.

  • 575-600
    If you didn’t discover this recipe yet because you were unlucky , you will have to make the
    previous recipes, or any other transmute recipe.

    25 x [Master Mana Potion] – 25 Green Tea Leaf, 25 Snow
    Lily, 25 Fool’s Cap