We're starting to get some good guides and info on Warlords of Draenor level 100 PvP, so I thought I'd take a moment to highlight a couple. Above is Pypo going through some of his more successful set-ups he's found so far. Also, you may remember Dillypoo from the Hunting Party Podcast a few weeks ago, and he's put out a level 100 guide over on Arena Junkies, which can be found here.
I haven't been enjoying PvP as much in Warlords as I had hoped. As I've already mentioned here, I was incredibly excited about Ashran in beta, it was just so much fun, but it is, unfortunately, a huge cesspool of terrible on live. I've tried on both horde and Alliance, and while it is a little bit more fun while playing horde, it's still pretty terrible. The thing is, it's not really fun to just slaughter people who don't know what they're doing. I mean, maybe every once in a while it's fun to feel OP, but it doesn't give me that adrenaline rush that I get from good PvP. So we've basically got the option of either playing with really terrible PvP'ers, or playing against really terrible PvP'ers. And really, I'm not that good at PvP, so when I'm complaining the quality in there, you can be assured there are significant problems.
I've also been really disappointed with the CC changes, or at least, the CC changes for some classes. We'll continue to see a lot of people die during one CC effect. Warriors of course have the best of this, it seems. Again, I'm glad they cut down on the duration of fears, I'm glad they made traps DR with other CC: those were great changes, but they should have gone all the way, instead of leaving a few classes really OP.
I don't have a much Arena experience in Warlords yet, as I'm still waiting for some friends to get geared and ready, but what I've done so far, it's looking a lot more balanced. There are still the few OP classes, but the Devs seem to be promising that once they get a significant amount of data, they'll hand out some nerfs. It's too bad we have to wait, but it's good to hear they're working on it.
Anyhow, there's my PvP rant for the day. I've gotten some good MM questions recently, and I'm trying to get the math ready so I can put up a post outlining my answers here by the weekend.
Not too long ago, Blizzard buffed Focusing Shot, giving it a 2.5 second cast time, instead of the previous 3 seconds. This pulled focusing shot slightly ahead of lone wolf in DPS, at least in patchwerk style simulations. There are still a lot of questions about when it will be viable due to the restrictions to movement, but in general, if you want to pump out the most dps, it's time to start learning how to use this talent to its fullest extent.
One reason this is so impactful for MM, is that Focusing Shot now hast the same cast time as Aimed Shots, which means, for better or for worse, we've got to take another look at Haste plateaus or breakpoints. If you'll remember a couple weeks back, I did a little write up about the possibilities of Haste plateaus in the MM rotation, but came to the conclusion that with so many varying cast times and therefor so many varying shot combination times, there weren't any plateaus that were going to significantly change how we play. With Focusing Shot, however, at least half or the time, you'll have a more manageable rotational Haste breakpoint (for lack of a better term).
Again, just so no one misunderstands or gets upset with me, when I'm talking about Haste plateaus and Haste breakpoints, I am not referring to the value of the stat; instead, I'm referring to how we change our rotation, based on the amount of haste we have.
The Marksmanship RotationFor MM hunters with Focusing Shot, all throughout the first raid tier, at least, our base rotation will look like this:
The primary variation will be where in the rotation the Focusing Shot comes; we won't, however, have to think too much about that, since it won't affect the number of shots between Chimaera Shots.
There will also be times when we're casting either Glaive Toss or Barrage, and times when Ancient Hysteria or Rapid Fire are up, which will change our rotation; I'll cover those situations below. For now, we'll just look at this rotation, since it will be what we use most of the time.
The Effects of Haste
It's probably worth noting, that theoretically, at a low enough haste point (zero, for example), you may be better off only casting three abilities between chim shots, but since we'll always be raiding with a haste buff, at least, we can safely ignore that situation.
With that said, the first thing you might notice, is that until we reach 25% haste (if you're not familiar with how haste works, or don't want to do the math in your head, at 25% haste a 2.5 second base cast time ability only takes 2 seconds), we're going to have to delay Chim Shot. While ideally we wouldn't want to delay our signature shot, right now other stats are so much more valuable than haste that it won't be worthwhile to try to hit this 25% haste mark, and instead we'll just deal with having Chim Shot delayed a bit (since the only alternative is to have a second or more where we're doing absolutely nothing).
Even in mythic tier 17 gear, we're not going to be seeing very much haste. This is partially due to being the first tier of the expansion, but mostly because Blizzard has watered down the stats by adding two new, so we'll have roughly 60% as much of each stat, compared to MoP. Still, it's worth noting that at 34.2% haste (after raid buffs), it will be worthwhile to add in an extra Aimed Shot or Focusing Shot, giving you five total abilities between Chimaera Shots. If you're curious for the reason why, it's all spelled out in my previous post, here.
Other Useful Rotational Changes
With Rapid Fire as our primary CD, it seems looking at what the numbers will look like while it's up, even if it's just a small percentage of your total fight time. With Rapid Fire up, you're going to use four Aimed Shots and a Focusing Shot (or 5 Aimed Shots, if you have the Focus) up until 17.2% Haste. At 17.2% Haste or higher, you'll be DPS ahead to delay Chim Shot and squeeze in an extra Aimed Shot.
Another issue that will affect your rotation about 50% of the time is Barrage or Glaive Toss. As they sit right now, neither creates any meaningful breakpoints, so when I need to get off one of these abilities, I'll be using .4 seconds as my guiding number. That is to say, if I have less than .4 seconds left before Chim Shot comes of CD, then it's not worth using another ability and I'll just wait for Chim Shot; if there's more than .4 seconds, then I'll go ahead a cast something else.
As I mentioned when previously talking about this, these little decisions aren't going to have a terribly large impact on your DPS. But, if we're looking to really min-max, to squeeze every last damage out of our rotation, then these numbers will come into play.
My only real issue with the leveling process, or more with the story, I suppose, is there were so many "bosses" (for lack of a better term) that I easily could have killed, but they added in a mechanic where at 10% or something they perma-stun me and they go into a cut scene, and the bad guy escapes. That's fine, I mean, they need that to progress the story; however, it shouldn't be so easy for me to kill them. Maybe I should be able to take them from 100-90% health, and that's when the cut scene happens, or maybe I should have to dodge zones that stun me, and they progressively get harder to dodge, until eventually I can't do it, and that would be when the cut scene would happen. As they are right now, it seems like Nerzhul, Guldan, Garrosh and the others are really week and kind of push-overs. It's hard to imagine them ever being meaningful raid or dungeon bosses if I can solo them while leveling.
AshranI did give Ashran a try a few times over the weekend. I was so incredibly excited about Ashran during the beta, and it was a huge let down on live. On beta, on the max level PvP realm, you had mostly all people who had decent skill with PvP, and everyone was in the exact same gear. On live you have a terrible mix of really skilled and really unskilled players, and a huge range of gear levels. I'm still hoping that the zone will be worthwhile in a couple months, once everyone is geared, and some of the newer players have been scared off, but as it is right now, it's a worthless way to spend your time. I'd maybe go back in with my RBG team, but other than that, I'm done with it for a while.
I must admit that it's really nice to have all the gathering professions at your fingertips. The garden has kept me in enough Gorgrond Flytraps to do my LW daily, and it's nice to be able to d'ench and enchant your own gear.
I would like to see more breadcrumb type quests for the garrison. As it is, it works out fine for people like me who spend way to much time looking at guides, and just in general exploring, but for the average player, they should be able to spend their in game time doing things, instead of looking for things to do.
The same goes for Outposts. I'd like to see a better description of what you're getting, and what you're giving up by choosing one or the other option. Again, for someone like me who's going to tab out and look up guides to optimize every little bit of the game, it's fine as is (I really just needed the names of each so I could figure it out), but for other players, accidentally choosing the wrong one (for them) is really frustrating.
I had a friend online who just randomly picked buildings in his garrison that seemed cool, and when he got the outpost blueprint currency, she spent them on whatever she had built at the time. So now at max level she's being punished (at 750-1000 gold per building) for not going out of game to look up guides. That seems like fairly poor design, that really punishes more casual players, who I would think are the target audience of garrisons.
I was disappointed on the beta that Rares were only killable/lootable once, and that they weren't actually rare anymore, with nearly instant respawns. However, now that I've played around in the Nagrand 100 area, I'm fine with it. There's no challenge in killing a level 90-99 rare at level 100. Having repeatable level 100-102 rares available at least allows for some more fun. I've been doing a circle through Nagrand every day since hitting 100 to get most of them, and while they aren't exactly challenging for a hunter, I think they will be for some classes (all you need to do as a hunter is keep up mend pet). Hopefully as the xpac progresses, we'll see more with abilities that actually require thought, like the Archiereus of Flame on the Timeless Isle, or the War-god on the Isle of Giants. Perhaps there already are some like that and I just haven't run into them yet.
There was one rare elite in northern Gorgrond, I forget it's name, but it was level 101 I believe, and it tore right through me and my pet, very quickly. I was on my way to something else, so I didn't give it any more tries, but I look forward to battling him solo. I'm hoping there will be a way to mix pet tanking and kiting to get him down.
One very pleasant thing I've seen, is some classes which couldn't normally kill a rare elite, will come across me killing them, and will pitch in by healing my pet. It's kind of nice that I can focus on damage dealing and they can have a way to participate and help with the kill, even if their damage is fairly insignificant.
On the flip side, there was a bear druid who came across me killing one of the rare clefthoof, who kept taunting away from my pet. Normally that would be fine, I'm happy to let him tank, but he kept dying, then would run back, taunt, die, run back, taunt, die... Finally I started taunting with my pet when I saw him drop low (it only took a few hits). Eventually he realized how much better my pet tanking/healing was, so he switched to cat form. I suppose he thought he was being kind, and was relieving pressure by taunting away...
Dungeons and Proving Grounds
When I first hit 100, I was siting around 600 ilvl, and went into the proving grounds, and they were crazy easy. I don't remember them being that easy in MoP, so perhaps they've changed some of the mechanics, or the relative health pools. Especially given that I wasn't in max ilvl gear for them, I was surprised at how it went. I've only gotten through a few heroic dungeons (as most of the folks I'd normally go with took there time leveling), and haven't done any CModes yet, but I'm definitely looking forward to that in the next few weeks.
Aldarana is working on the hunter challenge mode guides for the Warcraft Hunters Union said she'd have some up soon (maybe a couple are up already). I'm looking forward to getting into challenge modes, as I really feel like their one of the best opportunities to really shine as a hunter. Everyone should check out her guides, though. I'll be sure to link them here as soon as they're posted.
After being DC'ed due to the world server going down, only to log back on to be about 600th in line to get onto the server, I got bored and started fiddling around with the old guitar. The above is what came out...
I have had a good time in Warlords of Draenor so far, though. I only leveled all the way to 100 once in the beta, so most of this is still relatively new to me, and there have been a lot of changes since I leveled in beta. For one, it's taking a lot longer. Some of that is due to server issues, and the crazy number of people trying for the same resources, but as I moved into the level 95+ zones, I really haven't seen many people, so I'm assuming they either reduced the XP rewards, or increased the XP needed to level.
Another loss of XP, is they removed Dungeon Quests. In past expansions, those have been used for huge chunks of experience. So there's not really much point of doing the dungeons, other than the stories. So far, it seems the normal dungeons, at least, are no more difficult than the dungeons in MoP were, which I had thought was a goal of WoD. They're basically just pull-everything-in-sight-and-AoE-it-down sorts of dungeons. I went into the first available dungeon with a healer friend who was still 91, and we got a tank who was having connection issues. Just two levels above the dungeon's recommended level (I was 93), and I was easily able to pet tank all the trash, and I'm pretty sure I could have handled most of the bosses. When I level my next hunter, I'm going to take some time to see how low of a level I can solo each of the dungeons. With all mythic gear, I'm certain I could have handled Slagmines at 94 pretty easily, and probably at 93. With some work, I'd bet someone could figure it out at 90, even.
As the main feature of this expansion, I have been working on my Garrison as I level. I've had decent luck with followers, so I think I've got 2 epic, 4 rares and 3 regular green followers, so far. Though I haven't gotten the most diverse followers (lots of rogues for some reason), I have been able to complete successfully every quest so far, and I've got one follower up to 96, and two followers up to 95. As for the rest of my garrison, I'm still sitting at level 2 over all (out of 3). In the beta, garrison resources were readily available, and I remember having to spend some because I was capped so much. But here they've been a bit more valuable. I, so far, have a level 2 tannery, along with a level 1 barn. Looks like the barn is a terrible way to get leather, but it has several other percs. The Tannery is nice, and I've been able to keep running at fairly full capacity up until the servers shut down for maintenance this morning.
Anyhow, I'm having a great time. There are a lot of cool stories going on, even if I'm way OP and can just burn through anything without thinking. Hopefully the maintenance time this morning gave Blizzard a chance to fix a lot of issues everyone's been having. I know other's have had even worse luck than I, but for me, the technical issues haven't at all outweighed the fun of the new xpac. I'm excited to get into some heroic dungeons and hopefully some challenge mode dungeons this weekend. Should be lots of great gameplay ahead.
I've finally returned from Blizzcon. Just in the nick of time, too, since Warlords comes out today. I had a lot more I was hoping to have time to write before WoD came out, so I guess I'll just try and see how much I can get done. I suppose we do have a few weeks before raiding begins, anyhow.
The con was a pretty good time. There wasn't really much of any WoW news, and the WoW panels they did have were fairly lackluster. But, the Hunter Meet-up was a lot of fun, and we had a lot of great people representing the hunter class, including Michelle Morrow as the main host of the whole event, and a ton of really amazing hunters on both sides in the live raid.
If you weren't familiar with Michelle Morrow already, she's a long time WoW Hunter, and has been a guest back in the good ol' days of the Hunting Party Podcast (and hopefully will be showing up on the show very soon!). She's also been very responsive on twitter, so everyone should head over there and thank her for representing hunters so well: @MicheleMorrow.
Anyhow, I've got much work to get done so I can spend a good portion of the night leveling tonight. And I'm still trying to put together some haste breakdowns for BM, SV, and MM w/ FS. Should make for a fun, WoW filled week.
The following represents a continuation of my look into Haste Plateaus in Warlords of Draenor. Click here for the introduction. None of this information is necessary to playing a hunter well, but if you're really into min-maxing your play, or you just happen to enjoy dissecting numbers, check it out.
In Search Of Haste Plateaus
My first task in looking at MM's potential for any Haste plateaus, was to look at some basic cast times of our cast shots, and just see where any interesting combinations occur. The numbers/sums we're interested are those which can result in a whole number of seconds, which would mean no wasted time and no delay to our signature shot. We'll start off by just looking at individual shots' cast times. Note that the haste values here are your haste value after a buff, they are not assuming that you will add any on top of what's already there, except for the case of Rapid Fire and Ancient Hysteria. Also: RF = Rapid Fire and AH = Ancient Hysteria/Time Warp/Bloodlust/Hero.
|Base cast time:||2 sec|
|1.5 sec cast time:||33.3% haste|
|1 sec cast time:||9.9% haste + RF & AH|
|42.8% + RF|
|53.8% haste + AH|
|Base cast time:||2.5 sec|
|2 sec cast time:||25% haste|
|1.5 sec cast time:||19% haste + RF|
|28.2% haste + AH|
|1 sec cast time:||37.3% haste + RF & AH|
|Base cast time:||3 sec|
|2.5 sec cast time:||20% haste|
|2 sec cast time:||50% haste|
|15.4% haste + AH|
|7.1% haste + RF|
|1.5 sec cast time:||53.8% haste + AH|
|42.9% haste + RF|
|9.9% haste + RF & AH|
|1 sec cast time:||64.8% haste + RF & AH|
After looking at individual shots, I made up a little spreadsheet of shot combinations. The results are as follows:
|8 Second Combos|
|10.6%||3 AiS, 2 SS||AH||12.5%||2 AiS, 2 SS||None|
|11.6%||5 AiS||RF||18.7%||3 AiS, 1 SS||None|
|12.5%||2 AiS, 2 SS||none||25.0%||5 SS||None|
|15.4%||4 AiS, 2 SS||AH||25.0%||4 AiS||None|
|18.7%||3 AiS, 1 SS||none||31.2%||1 AiS, 4 SS||None|
|20.2%||5 AiS||AH||37.5%||2 AiS, 3 SS||None|
|20.2%||7 AiS||AH + RF||43.8%||3 AiS, 2 SS||None|
|25.0%||5 SS||none||10.6%||3 AiS, 2 SS||AH|
|25.0%||4 AiS||none||15.4%||4 AiS, 2 SS||AH|
|25.0%||4 Ais, 2 SS||RF||20.2%||5 AiS||AH|
|29.4%||5 AiS, 1 SS||RF||34.6%||4 AiS, 2 SS||AH|
|31.2%||1 AiS, 4 SS||none||39.4%||5 AiS, 1 SS||AH|
|33.9%||6 AiS||RF||44.2%||6 AiS||AH|
|34.6%||4 AiS, 2 SS||AH||20.2%||7 AiS||AH + RF|
|37.3%||8 AiS||AH + RF||37.3%||8 AiS||AH + RF|
|37.5%||2 AiS, 3 SS||none||11.6%||5 AiS||RF|
|39.4%||5 AiS, 1 SS||AH||25.0%||4 Ais, 2 SS||RF|
|43.8%||3 AiS, 2 SS||none||29.4%||5 AiS, 1 SS||RF|
|44.2%||6 AiS||AH||33.9%||6 AiS||RF|
And just for funsies, I put in some 7 second combos, which could, possibly, be useful if you want to fit in a Glaive Toss and its GCD.
|7 Second Combos|
|21.4%||1 AiS, 3 SS||None|
|28.5%||2 AiS, 2 SS||None|
|35.7%||3 AiS, 1 SS||None|
So here, we have a good idea of how many shots we can fit into the space between Chimeara Shots, which just required a little basic arithmetic. Our next task, however, is a bit more complicated and will require us to spend a bit of time looking through logs.
Below represents the values of my shots wearing all 630 gear (gear was scaled down, but that should be about what our dungeon gear looks like when we start WoD raiding) in a normal Highmaul run in beta, killing the Butcher (a Patchwerk style, totally single target, pretty much just stand there kind of fight). The three Aimed Shots are a normal Aimed Shot, Aimed Shot with Careful Aim, and Aimed Shot with Careful Aim and TotH.
MM Hunter at Lvl 100, ilvl 630, w/ LW, TotH, Brg, Crows:
|Ability||Hit||Crit||Per cast avg:||Focus Cost||Cast/GCD||DPCT||DPF||DPCT/F|
Now that we know about how hard each of our abilities are hitting, we can go ahead and compare some different scenarios. There are several different ways to compare the value of a particular ability. When considering for the purpose of our rotation / priority system, I like to use Damage per Cast Time per Focus. That's not of particular help here, because when we're talking about delaying a shot for a second or less, we're not really talking about missing out on the shot all together, just pushing it back.
We could look, instead, at the total damage over a set period of time. Perhaps go as far as looking at an entire fight, call it 240 seconds, or 300 seconds, and work this out for each different fight, and depending on the group we have with us, which would seem more accurate, but we don't really know down to the second how long our fight will last, especially when we're progressing through a raid.
So what I'll do instead, is just assign a fractional value to my signature shot, and call that the DPS loss from delaying it. What I mean is, if I delay my Chim Shot 9 seconds, I have lost the entire damage from one Chim Shot. If I delay it one second, we don't really know whether or not I've lost any damage, because we don't know on exactly which second the fight is going to end. Since I have a 1 in 9 chance to not get to cast an additional Chim Shot, will just call that losing one ninth the value of Chim Shot, or 11.11%. To further clarify, in case it's unclear, the reason I'm calculating the damage loss with an average like this is because we're not ever talking about just delaying Chim Shot once, we're talking about doing it multiple times over the course of the fight. So if x equals the amount of time I've delay Chim Shot, and Chim Shot is doing 60k damage (yes, I'm rounding 59,631.6 up to 60k, for brevity's sake), then "x*60,000/9" represents the damage loss.
Why would we ever take a loss of damage? Well we wouldn't, but we're not just losing total damage from Chim Shot, we're also gaining total damage from fitting in whatever ability is delaying Chim Shot. For example, my Aimed Shot, under normal conditions (not with Careful Aim), averages around 30k damage (neat, I hadn't even noticed how close Aimed Shot was to exactly half of Chim Shot at this gear level), so as long as 30k*((2.24-x)/2.24) > (x/9)*60k, then we'll want to squeeze in that extra Aimed Shot (assuming we have enough focus for both shots, otherwise we'd have to add to "x" the time it takes cast enough Steady Shots to have enough focus to cast Chim Shot).
At my haste level in 630 gear (only 11.6% buffed), that break point is a really high 1.496 seconds. That is to say, I can delay my Chim Shot an entire 1.496 seconds to use an Aimed Shot and still come out ahead in total damage. It's important to remember, however, that this is comparing the loss of Chim Shot damage, and doing nothing; what I mean is let's say we have one second left on the CD for Chim Shot, we can either A. do nothing until Chim Shot, or B. use an Aimed Shot, delaying Chim Shot by 1.24 seconds. If these are our only two options, then, since 1.24 < 1.496, we'll be better off to go ahead and squeeze in that Aimed Shot, delaying Chim Shot (this is where the old adage "ABC: Always Be Casting" comes from). However, using Aimed Shot or doing nothing are not our only options!
We've also got this pesky Steady Shot. Steady Shot, of course, does considerably less damage than AiS or Chim Shot, but it gives us more focus, allowing us to cast more Aimed Shots at a later time. This is where the algebra gets a bit more complicated than I want to describe here (not actually complicated like hard, just takes up a lot of room), because we're looking at combination of shots: x Steady Shots and y Aimed Shots. What we need to do, is plug our Aimed Shot/Chim Shot Delay equation into my "shot combination at various haste levels" spreadsheet. The result looks a bit like this:
So there we go! Done!
Well, perhaps I can be a bit more elegant than that. Let's revisit our chart from earlier. It now looks like this:
|2 AiS, 2 SS||5% - 12.5%||16.4%||22.3%|
|3 AiS, 1 SS||5% - 18.7%||22.3%||28.2%|
|5 SS||5% - 25%||25.0%||34.2%|
|4 AiS||5% - 25%||28.2%||34.2%|
|1 AiS, 4 SS||10.5% - 31.2%||34.2%||40.2%|
|2 AiS, 3 SS||16.4% - 37.5%||40.2%||46.2%|
|3 AiS, 2 SS||22.3% - 43.8%||46.2%||n/a|
|4 AiS, 1 SS||28.2% - 50%||n/a||n/a|
|5 AiS||34.2% - 56.2%||n/a||n/a|
What it's show, is first, obviously, the combination of shots. The second column, "Haste Range", is the point where you have enough haste to where this combination is worthwhile (for example, with less than 16.4% haste, you shouldn't ever cast 2 Aimed Shots and 3 Steady Shots in between Chim Shots). The second number in this range is the point at which haste no longer benefits this combination of shots; you may still use that combination at a little bit higher Haste level, but you'll have some dead time. The "+ SS" column represents the Haste point where adding in an additional Steady Shot becomes a DPS gain, and the "+ AiS" column represents the Haste point where adding in an additional Aimed Shot becomes a DPS gain. And there we have it.
It's becoming clear at this point, that I really need to stop saying "Haste Plateau", as it really doesn't describe, at all, what we're talking about here. Before knowing these numbers, it's unclear how many might line up, and if there would be a clear-cut point where haste is really beneficial, and where it's much less beneficial, but at this point, we can go ahead and say no to plateaus.
That doesn't mean this information isn't useful. I'll at least continue to use that chart to sort of map out where my rotation will change through-out various haste levels. I'm not going to post anymore spreadsheets, as this is already a bit to long, but for those curious how the numbers look during Careful Aim, the ranges are even more extreme for when it's best to delay Chim Shot. That is to say, since the value of Aimed Shot goes up so much (averaging about 83% of Chim Shot's damage), having any down time will be a pretty big DPS loss. So even if there's only a half second left before Chim Shot is off CD, you'll still be DPS ahead by casting an Aimed Shot.
Over the next few days, I'll be looking at Survival and Beast Mastery rotations to see if there's any info there that'll help us. Hopefully it'll be a bit simpler since there will only be one shot with a cast time.
It's amazing how incredibly unprepared I am for Warlords, so it's a good thing there are so many other amazing hunters out there who are making sure I won't be a total derp when WoD finally does drop. Above, of course, is Ricket's video on the legendary quest we'll be doing in tier 17. It looks like we'll get a 680 ring (which should eventually become out legendary) before Highmaul opens, which is fun. Could be I just don't know what's going on with the quest, but seems like it'll move a lot faster than MoP's legendary did.
A few folks and I have been running Highmaul pugs on the Beta, and holy smokes it is so much fun. I don't mean it's a particularly impressive raid, though it may be. What I mean is, it's so incredibly fun to be not raiding in Siege of Orgrimmar. I cannot express how tired of that raid I am.
Also, I wanted to post these links here, even though I already put it up over on the WHU. The Grumpy Elf has been busy preparing guides for professions and profession buildings in our garrisons in Warlords. I'm going to post all of these in the WoD Hunter Guides tab, also, if you ever need to check back and find them.