2009-08-22

For a warrior in the World of Warcraft, one of your most sought after skills will be as a tank with a group in an instance. There are many different dungeons and instance throughout the game, and you will constantly see people advertise for them, needing a tank, healer, and others to join them.

By making yourself a good tank, you will earn yourself many group invites to instances throughout your time as a WoW warrior. This, in turn, will earn you some great friends, great loot, and good killing fun.

To be a good tank, you first need to know how to handle your character in a fight. From the beginning of your toon to the end, you should know your best fighting tactics and you should be able to pick out the main mob to go for in a fight. During your training, you should be able to pick up weapons that will cause a lot of damage to a mob you are fighting and you should practice with it a lot to ensure that you know how to handle yourself when it comes to being in an instance. Gather all the training that you can, all the spells and abilities, and any enchantments or special armor that will help you during your fighting.

When you are invited to be in a group, and you have the time to run the instance, you should go. It doesn’t matter if you have run that particular instance before or not, the more experience that you have with any instance, the better you can do overall in the game. If you aren’t familiar with that particular instance, ask your friends or guild members who have been there for any tips or advice that they can give you. You can also check with some of the World of Warcraft websites that show quest information and give advice on different areas of the game.

Meet with your party and greet them all warmly, after all, they will be covering your behind while you are in the middle of the mobs. Ask politely for any buffs that will help you, or anything else that your group members can do or provide (such as potions or enchantments) that will allow you to be a better tank. Make sure that you make friends with the group healer, as they can be the difference in your run from a graveyard or a resurrection if you die.

Remember that you are the rock of the group. Others in the group will include a mix of healers, warlocks, hunters, rogues, and so on, and most will be casters.

Casters are usually physically weaker than warriors or hunters, and you should try your best to protect them by keeping the mobs on you, while they pick them off from a distance. Some group members, such as warlocks and hunters, will have minions or pets that will help tank. This can be great, especially if you are charging a large group of mobs and you know that you will be overwhelmed alone.

Mark the targets with different symbols for each different minion or pet, so your group members will know which ones to attack. If you aren’t the group leader, ask them to do it for you so all of the tanks know where to go.

Once you are in the instance, you should be in the lead. If you don’t know where you are going, and someone else does, let them lead, but stay right with them. When you see a mob, pause and make sure that everyone is ready, especially if it is a large group of mobs. Choose the highest level mob and mark it, as that is the one that you need to go for. Let the group know that you are ready, and then head in for your kill.

Use all your skills and abilities as a tank to kill the most powerful mob there. The others in your group will start picking off the others, or helping you with the one you have chosen. Once you slay that mob, move on to any others that are left standing. Make sure that you help to slay any mobs that are left so they don’t hurt your other group members too much.

If an item comes up that is green, blue, or purple, and is one that you either need for a quest or that you can use or wear, it is always polite to ask if you can “need” the item instead of just doing it. More than likely, it won’t be a problem, but there are always those few that will gripe about people needing. If you don’t win it on a roll, it gives you the chance to go back to the instance with another group and regain the xp that you get from each instance until you gain the item you need to finish your quest.

Being a good tank is more than just knowing how to handle yourself in a fight, it takes a constant sense of where you are, what your strengths are, and how you can use them to become a great tank and to ensure that your group will make it through.

Keep your eye on this site as new guides are added each and every week. Be sure to bookmark this page and check out the other class specific guides to help make you a great player in this game.

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It’s often said that we will never be able to work out the way threat and hate lists and mobs’ AI works, because it’s too complicated and unknowable, that we’ll only ever have crude approximations and guesses. I’ve conducted some decent, rigorous tests, and i have what i believe is a good list of hate values and explanations of gaining and losing aggro and the behaviour of taunt. I am also able to debunk a few myths about how threat works.

1) Definitions

We define “aggro” to be who the mob is attacking. We define “threat” to be a numeric value that each mob has towards each player on it’s hate list. Note, as we shall soon see, even for a normal mob, the target who has aggro is not necessarily the player on it’s threat list with the most threat.

We define arbitratily that 1 point of unmodified damage gives 1 point of threat.

2) Gaining aggro on a mob Updated Jan 31

Suppose a mob is attacking player 1. In order for the mob to switch to player 2, he must do more than just exceed the threat of player 1. If he is in melee range of the mob, he will draw aggro when he exceeds 110% of player 1’s threat. If he is outside melee range of the mob, he will draw aggro when he exceeds 130% of player 1’s threat.

E.g. mob is attacking player x. x does 100 damage to mob, then stops. Player y starts hitting the mob. The mob will start attacking y when y does over 110 damage.

Proof: this is easy to demonstrate. Get two players both doing autoattack on a mob (not warriors of rogues; we’ll see later they complicate things). Have player 1 do a certain amount of damage, then stop. Have player 2 keep attacking till he gets aggro. You have an upper and lower bound on the threat required to get aggro - 1 attack before he got aggro was not enough, but the attack that he got aggro was at least enough. With low damage attacks (i.e. fists only), you will get a very good value of 10%. Testing for the non-melee range value is the same. Just replace it with a low damage ability such as a low level wand.

If player 2 has exceeded 110% threat but not 130% threat, they will draw aggro immediately if they do a threat-generating ability within melee range of the mob, but proximity alone will not cause the mob to shift to them.

This is only a description of the normal mob targetting. Obviously there are mobs who will attack secondary targets with special abilities, ignoring their current threat / aggro.

3) Threat modifiers from Warrior Stances

In Battle Stance and Berserker Stance, all threat from a Warrior is multiplied by 80%. In defensive stance, the multiplier is 130%. With Defiance, it is 145%.

Proof: a simple modification of the above proof. Get a warrior to do, say, 1000 damage in defensive stance, without defiance. Get a non-warrior to take aggro with white damage. You will find it does not happen before 1430 damage. The warrior’s 1000 damage caused 1300 threat in defensive stance, and the 10% barrier means you need more than 1430 to gain aggro.

4) Threat does not decay

Threat never, ever decays. Here is test data. Warrior does 83 damage on mob in battle stance, gains aggro. From above, we know it will take more than 83 * 0.8 * 1.1 = 73.04 threat to gain aggro. Warrior waits for 5 minutes getting beat on. Then mage starts attacking slowly. Mage does 73 damage, but does not gain aggro! Mage does another 2 damage, and does gain aggro. From the warrior’s initial hit to losing aggro, the time taken was 496 seconds.

As an upper bound, assume maximal threat decay. i.e. the mage only needed 73.000000001 threat to gain aggro. Then the warrior’s threat had decayed to 66.36363636, from 66.4. This means he went down to 99.945% threat in 496 seconds.

At this maximal rate of hate decay, the time taken for the warrior’s threat to decay to 90% of the original value would be 26.5 hours. In fact, if a warrior logged in as soon as the server came online after the weekly reset and hit a mob, his threat would not decay to 50% before the server reset next week. I think this is enough to rule out threat decay.

5) Threat values for some warrior abilities Updated Jan 20

The following list is not exhaustive, but includes all the major tanking abilities.

Note: the following values are given in raw terms. In reality the warrior must have either a 1.3 or 0.8 or 1.45 modifier on these, depending on his stance and talents.

Note: * All abilities do not include threat generated by their damage. This will be discussed more later.

Sunder: 261 (260.95 - 261.15)
Heroic Strike*: 145 (143.9 - 148.8)
Revenge*: 315 (313.9 - 318.3)
Revenge Stun: 25 (23.4 - 29.1)
Shield Bash*: 180 (175.4 - 180.3)
Shield Slam*: ?? 250 (estimated from Cop’s data. More on that later)
Shield Block: 0 (0 - 0. Can be higher - more on this later)
Thunder Clap*: 130 (126.9 - 134.8)
Demo Shout: 43 (42.8 - 43.8)

Note that debuffs associated with abilities are not connected to the threat they generate. Demoralizing shout generates the same amount of threat whether the debuff is on or not. Sunder armor generates the same threat after 5 debuffs are on as when there are 0.

6) Healing, “you gain x ___”, etc

Each point of healing, when completely unmodified by talents, gives 0.5 threat. Replace the proof for (2) by the second person only healing.

Note: overhealing doesn’t count, only the actual amount healed. This is easy to demonstrate.

Abilities that put “you gain x mana” in the combat log give 0.5 threat per point gained; life is the same. Examples would be drinking potions, but not natural regen, or the Shaman’s mana spring totem.

Abilities that put “you gain x rage” in the combat log give 5 threat per point gained. However, this is not modified by warrior stance. Such abilities include bloodrage, improved blocking talent, unbridled wrath, and 5/8 Might.

Like healing, these only give threat if you are below the maximum.

7) Explaining Cop’s 4.0 damage to heal ratio

Cop stated that in his tests, each point of damage by the warrior took approximately 4 points of healing by the priest, for the priest to get aggro. Here’s how:

Warrior in defensive stance, with defiance: 1.45 multiplier
Gaining aggro from Warrior: 1.1 multiplier
Priest with discipline: 80% threat
Healing: each point gives 0.5 threat

Together, 1.45 * 1.1 / 0.8 / 0.5 = 3.9875. Pretty darn close to 4.

8) Threat from pulling? Updated Jan 19

There is no threat associated with pulling. The smallest amouts of threat we could generate drew aggro from a body pull, no matter how long we waited after the pull. However, there are advantages to having the tank pull, as explained in the next secion.

9) Taunt Updated Jan 19

Casting taunt causes three effects.
A) The warrior is given as much threat as the person who currently has the mob’s aggro. Obviously if the warrior has aggro, this will do nothing. Also, this effect will not lower the warriors threat. For example, if player 1 has 100 threat and aggro, a warrior could have 105 but not aggro; after taunt he would still be on 105 threat.

B) The mob recalculates its actual aggro target. If the warrior was on the mob’s hatelist before the original aggro target, the mob’s actual aggro target will switch to the warrior. Otherwise, the mob will remember it’s original target.

C) The normal taunt debuff. The mob is forced to attack the warrior, even if the warrior is not its actual aggro target.

The threat that the warrior gains from (A) is permanent, regardless of the outcome of (B). Note that it will not necessarily give the warrior the equal highest threat on the mob. If player 1 has 100 threat and aggro, Player 2 has 109 threat but not aggro, and the warrior has 0 threat, then the warrior is given 100 threat, not 109, so he could easily lose aggro to Player 2 after taunting.

10) Implications Updated Jan 19. Updated Jan 21. Note this section is just my opinion.

a) Let the tank pull! Then he will be first on all the mobs’ hatelists, and his taunts will always return aggro to him.

b) Given that targets at range will only draw aggro when they have more than 130% of the mob’s target’s current threat, it’s important for a tank to keep the mobs well away from the casters. If a healer does draw aggro and you taunt it off him, make sure you also move it away.

c) Heroic Strike should not be used as a primary threat ability. Suppose you are tanking a level 62 mob. Let’s give him 8,000 ac raw, and even assume he has 5 sunders stacked, for 5750 final ac, so he will take 48.89% of damage. A 15% crit rate is balanced by the 10% penalty to damage in defensive stance, and a 10% chance of a glancing blow chance for 50% damage. Then you can expect the 138 damage from Heroic Strike to contribute 67.5 damage on average, for a total of 212 unmodified threat. This is still only 82% of the threat a sunder would give. Even with a 1.3 speed weapon, you will still do 94% the threat of sunder per time interval.

Best practice is to spam sunder, and use HS in between to soak up excess rage.

d) Revenge ftw. You can expect to do about 345 unmodified threat with Revenge, including damage, against the mob in the example above, which is exceptional for the low rage cost, even throwing in 10 for a shield block. However, there is a rage cost of shield block, in that you will block more attacks, so take less damage, so gain less rage from damage. Two blocks for 180 damage and you can say goodbye to another 4 rage.

e) Demo Shout ftl. Demoralising shout does one sixth the threat of a sunder. Even spammed in defensive stance with defiance, you’re doing no more threat than 42dps on each mob. Besides picking up whelps in Onyxia and tanking panthers in the Panther boss encounter in ZG, i can’t see a compelling reason to use this.

f) Shield Slam ftl. Given the 6 second cooldown, there is no improvement in threat per second by using shield slam. With shield slam: 3 sunders and 1 shield slam every 6 seconds. About 212 threat per second, unmodified. With the 30 rage from the shield slam you can cast 1 sunder and about 1.2 heroic strikes, assuming you have the talents (which you would with any shield slam build), and are losing 3 rage per Heroic Strike from lost white damage rage (i.e. assuming 90 modified damage per hit). The 4 sunders and 1.2 heroic strikes every 6 seconds gives about 215 threat per second.

The only improvement is if you are spamming both sunder and HS, and want even more threat. Suppose we have a 2.0 speed weapon, HS spam and sunder spam. That’s about 280 unmodified tps. Changing one sunder for a shield slam gives us 318 unmodified. However, the same effect would be achieved by changing to a 1.4 speed weapon and casting HS more often. And these values aren’t taking into account autoattack damage, which makes the margins comparatively smaller.

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Once you turn this in to Mordenai, you will then get “Seek Out Neltharaku”. Neltharaku is the Netherwing Dragon who flies up above the fields, so this is where your flying mount comes in. Once you find him and are able to talk to him, you will get “Neltharaku’s Tale”, which is just listening to him. Then, you will get “Infiltrating Dragonmaw Fortress”. This quest will have you kill Dragonmaw Orcs. One of the fastest ways to do this quest is to go to Netherwing Ledge and kill the Dragonmaw Peons, since you can kill 2-4 at a time.

Now, Neltharaku will have you do “To Netherwing Ledge!” which will have you collecting Nethervine Crystals. Next, comes “The Force of Neltharaku” which will have you rescuing Netherwing Drakes in Dragonmaw Fortress. After this quest, you will get “Karynaku”, which requires you to speak with Karynaku inside Dragonmaw Fortress. Karynaku will send you to “Zuluhed the Whacked”.

This quest is a group quest that will require at least 4 good players, if not 5, to complete. (Beware his Rain of Fire spell, as it does a ton of damage to anyone in the group, as well as the demon who spawns from the portal. You can move Zuluhed to another room to avoid this.) Once you complete this quest, you will get “Ally of the Netherwing”. You return to Mordenai and turn this in, gaining 42,000 reputation points and put you with neutral with Netherwing.

From neutral to friendly: To begin this part of your reputation quest, you must have your riding skill of 300. You will get the quest “In Service of the Illidari” from Mordenai. This quest is fun, as it turns you into a fel orc when you get to the Dragonmaw Base Camp or Netherwing Ledge. It will also turn your mount into a Netherdrake. You have to deliver Illidari Service Papers to Overlord Mor’ghor who is on Netherwing Ledge. He will then give you “Enter the Taskmaster”. This quest will have you find, and speak with, Taskmaster Varkule Dragonbreath, who will give you the beginnings of the daily quests.

The first of the daily quests is the “Netherwing Crystals” which has you collect 40 Netherwing Crystals each day for the reputation points. The second of the daily quests will depend on your gathering skill: “Nethermine Flayer Hide” if you are a skinner, “Nethercite Ore” if you are a miner, or “Netherdust Pollen” if you are an herbalist.

The next batch of daily quests comes from Yarzill the Merc. He has two quests that are daily quests, and one that isn’t. The first quest he will give you is “A Slow Death”, which is one of the daily quests. During this quest, you’ll have to go and gather Fel Glands that will be used with Yarzill’s Mutton.

These glands drop off Felboars, Vilewing Chimaera, Felfire Diemetradon, and several other mobs in the area. Sometimes the peons you try to poison with the glands won’t take it, so it’s a good idea that you get more than the original 12 so you can do all of the poisoning at once.

The next daily quest that he gives you is “The Not-So-Friendly Skies”, and you will gather 10 Netherwing Relics for this one. The last quest that he’ll give you is “The Great Netherwing Egg Hunt” and this one isn’t a daily quest. But, the eggs have a very low drop rate, so this quest takes forever to do and repeat, so it isn’t feasible that you will be able to do it more than once a day or two.

But, these quests will get you to friendly with Netherwing, and once you hit that reputation level with them, there are a lot more quests to do. Friendly is about the halfway point to Exalted with Netherwing, and you know which daily quests you can do to help up your reputation points every day you log on.

From friendly to honored: When you get to friendly with Netherwing you will get an awesome combat pet to help you with your quests until you hit exalted. The good thing is that this pet can be used to tank for you and you can shoot or cast without damage, but the bad thing is that this pet can only be used in Shadowmoon Valley.

The first quest that you get after you hit friendly is from Taskmaster Varkule Dragonbreath on Netherwing Ledge, and it’s called “Rise, Overseer!”, and it sends you to Overlord Mor’ghor. Mor’ghor will give you “The Netherwing Mines” where you’ll find the Mistress of the Mines on Netherwing Ledge. Follow the paths to the very bottom western part of Netherwing Ledge to find her and complete this quest.

She will give you “Picking up the Pieces”, which is a daily quest as well. This quest will have you get 15 Netherwing cargo crates which you will find all over the mine. You will also meet the Dragonmaw Foreman who is next to the Mistress of the Mines and he will give you another daily quest that is called “Dragons are the Least of Our Problems”. This daily quest will have you kill 5 Nethermine Ravagers and 15 Nethermine Flayers. These two daily quests can be done together to finish them faster.

You can also get another quest line that will give you Netherwing reputation points as well, which is the Murkblood quest line. The very first quest that you’ll get with this line is “Ronag the Slave Drive” and you will have to kill Crazed Murkblood Miners. Once this one is done, you’ll get “The Great Murkblood Revolt” which will lead you back to the Mistress of the Mine.

After this one, the last part is called “Seeker of Truth” where you have to kill a Murkblood Overseer, who is found on the northern side of the ledge. Then, it’s back to the Mistress once more.

After all of these are completed, you will seek out Chief Overseer Mudlump, who will give you “Overseeing and You: Making the Right Choices”. You’ll have to bring him 10 Knothide Leathers and 1 Hardened Hide of Tyrantus. If you aren’t a skinner, you can purchase the leathers on the AH, and you’ll find Tyrantus in Netherstorm. He is about at the very farthest point north there, so head to Stormspire and go north.

After this quest, you’ll get the next daily quest for Netherwing reputation, “The Booterang: A Cure for the Common Worthless Peon”. This is one daily quest that you’ll like doing, since you pretty much get to hit the peons on the head to make them go back to work. By doing these quests, and the daily ones, you will get to honored pretty fast.

Head to Taskmaster Varkule and he’ll give you “Stand Tall, Captain!”, which will send you again to Overlord Mor’ghor, who will then give you “Captain’s Badge”. This is the trinket that you’ll use to summon your combat pet that was mentioned earlier. You’ll also get “Disrupting the Twilight Portal” which is also a daily quest, and will have you kill 20 Deathshadow Agents. After you turn this quest in, you’ll need to find Illidari Lord Balthas, who will be the next quest giver for Netherwing.

You will find Illidari Lord Balthas on Netherwing Ledge, by the other quest givers that you’ve already spoken to. He’ll give you “The Soul Cannon of Reth’hedron”. This quest will require you to get 2 Felsteel Bars, 1 Adamantite Frame, 1 Khorium Power Core, and 1 Flawless Arcane Essence. Most of these mats are fairly easy to get, except for the Flawless Arcane Essence. To get the essence, you’ll need to visit Sar’this in Terokkar Forest just north of the Bone Wastes by the mountains.

He’ll give you a quest that will have you kill elementals around the area, and will also give you the essence you need. After you turn in “The Soul Cannon of Reth’hedron”, you’ll get “Subdue the Subduer”. You will use the Soul Cannon on Reth’hedron the Subduer up on Twilight Ridge, and west of Forge Camp: Hate.

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Any player in the World of Warcraft can raise their Skyguard reputation and start out as neutral with them.

The Sha’tari Skyguard is an air wing of the Sha’tar of Shattrath City, defenders of the capital from attacks from the hills.

To raise your reputation with them, you will be battling the Arakkoa of Terokk in the peaks of Skettis as well.

Skyguard has two different outposts, one that lies close to Ogri’la and one that is in the northern area of the Skethyl Mountains.

The Skyguard quests are linked with the Orgi’La Faction in the Blades Edge Mountains, and you will be able to raise your reputation with both by completing some of these quests. When you start out gaining your reputation for Skyguard, you will start two different quest chains.

One will lead you into the Barrier Hills and the other will lead you into the Lower City and then up into the Blades Edge Mountains. The second quest chain will bring your reputation with Ogri’La up first, but it actually makes the grinding easier if you do the quests in the Blades Edge Mountains and the Ogri’La quests at the same time.

One thing that you will need to remember with the Skyguard reputation quests is that most of the quests will require you to have a flying mount already, so you will be level 70 and therefore not gain any experience points for kills.

From neutral to friendly: When you start out on your reputation quests for Skyguard, you’ll start in Shattrath City with the quests given by Yuula, which are “Threat From Above” and “To Skettis!”. “Threat From Above” will have you kill 20 Gordunni Ogres, and turn this in to Yuula, then you’ll get “To Skettis!”, which will have you simply deliver a package to Sky Sergeant Doryn in Skettis.

Once you get to him, he’ll give you the first of the daily quests, which is “Fires Over Skettis” and will have you bombed 20 Monstrous Kalari Eggs. Near him is Severin, who will also give you quests. He will give you “World of Shadows”. Once you complete that quest, you can then get “More Shadow Dust”, which is a daily quest that you can do to gain more reputation points with Skyguard. You can also get “Secrets of the Talonpriests” from Sky Commander Adaris once you have completed “World of Shadows”. Although this isn’t a daily quest, it does gain you good reputation points.

From neutral to friendly: To begin this part of your reputation quest, you must have your riding skill of 300. You will get the quest “In Service of the Illidari” from Mordenai. This quest is fun, as it turns you into a fel orc when you get to the Dragonmaw Base Camp or Netherwing Ledge. It will also turn your mount into a Netherdrake. You have to deliver Illidari Service Papers to Overlord Mor’ghor who is on Netherwing Ledge. He will then give you “Enter the Taskmaster”. This quest will have you find, and speak with, Taskmaster Varkule Dragonbreath, who will give you the beginnings of the daily quests.

After you turn them all in, you can talk to Skyguard Handler Deesak, who will give you “Hungry Nether Rays”. This quest will have you kill 10 Blackwind Warp Chasers.

You can also get another daily quest, “Escape from Skettis” from any of the Skyguard Prisoners that you find, as this is an escort quest where you simply escort the prisoner to the ground. And, since it’s a daily quest, you can do this one every day as you come across prisoners.

From here, you’ll start another chain that is pretty much just running back and forth for a couple of quests. The chain starts when you kill Ishaal for the “Secrets of the Talonpriests” quest, when he will drop an Almanac that will start “Ishaal’s Almanac”. You’ll take this to Adaris, for that part of the chain.

You’ll then get “An Ally in Lower City” from Adaris, which will have you take the almanac to Rilak.

He will then give you “Countdown to Doom”, which will have you return to Adaris.

Then, you will talk to Hazzik, who will give you “Hazzik’s Bargain”. Once you turn this in, you’ll get “A Shabby Disguise” and “Adversarial Blood” (this second quest is repeatable). You will want to do “Adversarial Blood” as many times as you can, as its one of the higher reputation yeilding quest for Skyguard. You will then get “Terokk’s Downfall”, which is a group quest and you will need 5 good players for it. The good thing about this part is that it earns you 1000 reputation points with Skyguard.

This quest is given by Sky Commander Adaris. After doing the group quest, you should be at least to friendly, or right on the lip of it if you haven’t done a lot of the daily quests.

From friendly to honored: The next area that you will go to for quests is the Blade’s Edge Mountains, where the Skyguard Outpost is. You will actually get a quest from Chu’a'lor (who is Ogri’La), called “The Skyguard Outpost” that will take you there. From that point, you’ll speak to Sky Commander Keller, to turn it in. He will also give you “To Rule The Skies”, which is a group quest, so make sure that you have some friends ready for this one.

You can also get “Assault on Bash’ir Landing”, after you complete the others that he gives you, which will just have you speak to someone and is an easy quest to do to gain reputation points. You’ll then talk to Sky Sergeant Vanderlip who will give you “Bombing Run” which will have you bomb 15 stacks of Fel Cannonballs. Once you finish it, you’ll get “Bomb Them Again”, which is another daily quest.

Then, you speak to Skyguard Khatie, who gives you “Wrangle Some Aether Rays”. Once you finish this quest, you’ll get “Wrangle More Aether Rays”, which is a daily quest. Now, you find Chu’a'lor again, and he will give you “Guardian of the Monument” which is another group quest. After this quest, you’ll get “An Apexis Relic” and then the daily quest “The Relic’s Emanation”.

From honored to exalted: From here, you should be over honored by now, especially if you are doing the daily quests. The next two quests you’ll get from Kronk, and they are: “Banish the Demons” and “Banish More Demons”, which is a daily quest. You will pretty much do the daily quests from here on in until you reach exalted.

You will also get 5 reputation points from any Skettis that you kill in the Skettis Valley, and 2 1/5 reputation points from each Skettis Kaliri that you kill in the Skettis Plateau. So, even though these aren’t a lot, if you grind as you are doing your daily quests, you can rack up some extra reputation points each day.

Your Sha’tari Skyguard NetherRay: Once you hit exalted with Skyguard, you will also need to have a level 300 Artisan riding skill and 200 gold to gain your NetherRay. There are several colors to choose from: blue, purple, green, silver, and red.

If you have a guide that you have written and you would like to see it on this website please feel free to drop me an e-mail to get it listed on this site.

Be sure to bookmark this page and check out the other guides to improve your gameplay and World of Warcraft reputation grind.

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Location

Ogri’la is located on the western edge of the Blades Edge Mountains between Forge Camp Terror and Forge Camp Wrath. You can only access Ogri’la by flying mount or flight form. The easiest way to reach Ogri’la is by flying dead west of Sylvanaar.

General Information

Ogri’la is a village of ogres who have overcome their brutish nature and broken away from the domination of the Gronn lords. They are in constant battle with the Dragons of the Black Dragonflight, the Burning Legion, and the Gronn lords that still hold control over many of the ogre communites of Blades Edge Mountains.

According to lore, the ogres’ proximity to Apexis formations is what have enabled them to attain a higher level of civilization than other ogres. The Ogri’la ogres are aided by the Sha’tari skyguard and players that have defeated the Sons of Gruul.

Apexis shards and crystals are the currency of Ogri’la. After attaining enough reputation with Ogri’la to purchase rewards, you will need to use Apexis Shards and Apexis crystals to buy them. Apexis shards come as rewards for the daily repeatable quests that are available to you in Ogri’la. They can also be looted from nearby beasts and from Apexis formations.

Many of the Rare and Epic quality items sold on the reputation vendor also you to have some of the much less common Apexis Crystals. Apexis crystals can only be looked from the summoned dragons and demons in the zone. These are elite boss mobs that mimic many classic raid bosses on a smaller scale. It requires 35 Apexis Shards to summon these bosses and a balanced party of five players is needed to defeat them. Each party member will be able to loot one Apexis Crystal.

Flasks and More….

Apexis shards also serve as currency for acquiring special flasks, found from different dispensers across the map. These flasks can only be only be used in Blades Edge Mountains and Gruul’s Lair, and will save you hundreds of gold when raiding that instance. Once every two hours, a group of Sha’tari Skyguard will launch an attack against Bash’ir Landing to the north east. They fly out from the Skyguard Base.

Three waves of enemies will spawn and attack the Skyguard NPC’s, each wave stronger then the previous. It is your job to ensure that the Skyguard NPC’s survive for as long as possible. If all of the Skyguard NPC’s are killed the event ends. At the end of each wave a boss has to be defeated. Once he is defeated a vendor will appear to sell special items. Three different vendors are available, but only one will spawn for each wave defeated.

The first sells special flasks that cannot be attained at any other time. The second vendor to spawn will sell rare gems. The third vendor to spawn will sell rare meta gems. You must use Apexis Shards as currency for these vendors. The waves and subsequent bosses that spawn during this event get increasingly difficult. In order to complete the event, a well organized raid of at least 25 people is needed.

Gaining Ogrila Reputation

The quest line for gaining reputation with Ogri’la begins in Lower City and leads to an ogre named Mog’dorg the Wizened in Blades Edge Mountains. He will give you three quests to destroy the three Sons of Gruul: “Grulloc Has Two Skulls”, “Maggoc’s Treasure Chest”, and “Even Gronn Have Standards”.

You will need a balanced five person group to complete these quests. After your group has completed these three tasks, return to Mog’dorg the Wizened and he will send you on two more five-man quests. After completing these you will attain Neutral standing with Ogri’la and will be able to acquire quests there.

Do all available quests in Ogri’la and the Skyguard base, including five-mans. Doing so will open up daily repeatable quests, often known simply as “dailies”. At Neutral reputation you can open unlock three different daily quests. These quests give 500 reputation points each, as well as 15 apexis crystals. They are, “The Relic’s Emanation”, “Wrangle Some Aether Rays!”, and “Bombing Run”.

At honored reputation you will then unlock another daily: “Banish the Demons”. It is at this point that you will also be able to do the Shartuul event. While doing your daily quests you will encounter an item called a “Depleted Crystal Focus”. When this is combined with ten Apexis Shards it becomes a “Charged Crystal Focus”. While it looks like – and can serve as – a normal Health Stone, it is best saved for completing the Shartuul event where these will be required to enhance the demons under your control. As said in the tool tip of a “Charged Crystal Focus”, Kronk in Ogri’la can tell you all about the Shartuul event.

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The Timbermaw Hold faction has been around since WoW’s first release.

The Timbermaw Furbolgs have their quarter at the Timbermaw Hold, which can be found in the tunnel between Felwood and Winterspring.

Since, unlike most other factions, you start as Hostile with this faction, there will be some quests you should complete before you can enter the Timbermaw Hold.

Becoming Unfriendly:
Go to Felwood and accept Timbermaw Ally (1400 rep) from Grazle (51.0, 85.0). Complete this quest by killing the Deadwood mobs in Felpaw Village to the southwest.

Take Speak To Nafien (100 rep) from Grazle (51.0, 85.0) and take Feathers for Grazle which is a repeatable quest.

Go back to Felpaw Village and kill more Furbolgs. You receive 20 reputation for each Deadwood Furlbolg you kill, in addition, Chieftain Bloodmaw gives 60 reputation.

Gather all the Deadwood Headdress Feathers but DO NOT hand these in until you hit revered.

Becoming Neutral, Honored and Revered:
Head towards Felpaw Village and grind your way to Revered. This will be time-taking but luckily, the amount of reputation you gain has been multiplied by four. Where in the old days you would get 5 reputation per kill, you now get 20 reputation.

Save all your Deadwood Headdress Feathers and hand them in once you get to revered.

Becoming Exalted:
Now that you are Revered, it is time to hand in all those Deadwood Headdress Feathers. You hand them in in batches of 5 and you will receive 500 reputation for each batch.

While grinding to Revered you should have found the Deadwood Ritual Totem (1400 rep). Also make sure you have 30 Runecloth on you.

Head north to Nafien (64.8, 8.2) and hand in Speak To Nafien. Accept Deadwood of the North (1400 rep) and kill the mobs just west of him.

Hand in Deadwood of the North (1400 rep).

Head into Timbermaw Hold. Hand in Deadwood Ritual Totem (1400 rep) at Kernda (65.4, 2.7).

Take Runecloth (1000 rep) from Meilosh inside the Timbermaw Hold and complete it by handing in 30 Runecloth.

Head to Winterspring and accept Winterfall Activity (1400 rep) from Salfa (27.8, 34.5).

Head east to Winterfall Village and kill the mobs. Hand in Winterfall Activity (1400 rep).

You’re now able to find Winterfall Spirit Beads on defeated Furlbolgs in Winterspring which you can hand in per 5, for 500 reputation at Salfa.

The Furbolgs in Winterspring also drop the Winterfall Ritual Totem (1400 rep) which you can hand in at Kernda inside the Timbermaw Hold.

Now it is just a matter of grinding Furlbolgs in Winterspring for those Spirit Beads and handing them in for rep. One way to boost your reputation gain a bit is by killing Highchief Winterfall (69.6, 38.3) for 50 reputation.
Getting from Unfriendly to Exalted with the Timbermaw Hold isn’t really complicated. The most important thing one should know is that handing in the Spirit Beads and Dreadwood Headdress Feathers before hitting revered is a big mistake if you intend to go for the Exalted status with the Timbermaw Hold faction.

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