New Tip for Making Gold In World Of Warcraft Legion

Legion is HERE! So it’s going to be really important to know how to make gold in World of Warcraft since Blizzard has removed some of the more reliable methods over the past couple expansions. But with that, Blizzard has brought back opportunity on one of the oldest and most reliable methods. And it’s going to go back to basics: Professions.

It’s no surprise that WoD absolutely butchered professions for World of Warcraft. The throttled BoP crafting materials, horribly limited recipes, the Warlords Crafted (3) limit, and of course, the randomized stats, which to be honest did continue from Mists of Pandaria and Cataclysm. Regardless, Legion has really taken steps to improve Profession viability for both market power, and endgame power.

But guess what… The power of making gold from crafting doesn’t necessarily come from the actual gear you’re crafting. At least not directly. You can craft gear at level 110 with an item level of 815, which will definitely give some decent starting power when you get out into the initial endgame. But the key to the power (Both player power and market power) is in the gear that you DON’T equip. So how do you use this to make gold in World of Warcraft Legion?

The key is in destroying the gear. At level 110, you will get a quest to unlock the Obliterum Forge in Dalaran. The Obliterum Forge gives you the opportunity to increase the item level of your gear in increments of 5, up to 850. And you obtain Obliterum by destroying crafted items at this forge. So right away, we can see that there is going to be some major demand for getting those first steps into endgame raiding. The beautiful thing about obtaining Obliterum is 1. It’s not BoP, so you can trade it, and 2. You can obtain it from ANY crafted gear, whether or not you crafted it, or even have a crafting profession. Also, the amount of Obliterum received from each item varies, based on how valuable the crafted item is.

So how can YOU make gold in World of Warcraft Legion, using the Obliterum Forge? There are a couple options. First, you can make gear, and sell it on the auction house. Other players can scrap it for the Obliterum they need. Second, you can craft the gear and scrap it yourself, and then sell the Obliterum. Third, you can buy gear and scrap it, and then sell the Obliterum.

Of course, to use these methods to make gold in WoW Legion, you will need to be able to do some math. For method 1, do the materials cost less than the crafted gear with enough margin to profit? For method 2, do the materials cost less than the Obliterum yield itself? For method 3, does the crafted item cost less than the overall Obliterum yield?

These three methods can be complex, especially when comparing prices across all crafted gear. So it’s important to do your analysis, or even better, have a WoW Gold Addon do it for you.

Overall, this should be a good start for Making Gold in World of Warcraft. However, without knowing the prices of all your crafting materials, you’re simply grinding, and that is one of the slowest ways to make gold, and one of the best ways to lost gold at the auction house. There are gold guides available, but the best way to know is.

Druid Changes In World Of Warcraft Legion

There are some exciting changes that have come in for druids of all specs in World of Warcraft Legion. As with each expansion, there’s some review to see what works and what doesn’t. Legion, however, aims to completely gut some specs in order to more align with lore and class identity. All classes and specs in World of Warcraft have been revamped to one degree or another, but the Druid is really getting some interesting treatment and of course holds a special place in my heart. We’ll go through each of the 4 specs and discuss what stays the same, and what is changing: Feral, Guardian, Balance, and Restoration.

Feral Druid changes – Feral is likely the least impacted by the changes in regards to functionality. In early expansion, Feral Druids have all the same abilities, and still retain a primary focus on bleeds and high critical strike chance. However most of the changes seem to come through talents. For example, Jagged Wounds shortens the time of your bleed effects, but maintains their damage, essentially increasing their damage by 33%but also causing you to have to reapply them more frequently. This can lead to some interesting rotational changes, and we will have to see how this plays out in endgame with having to reapply your bleeds more frequently., Another change to Feral Druids in Legion is that Savage Roar is now a talent, that competes with two other powerful DPS abilities, Incarnation: King of the Jungle, and Soul of the Forest.

Guardian Druid changes – Guardians are becoming less avoidance tanks, and more in your face beasts that shrug off strong attacks due to their thick hide, high armor and health. Their defensive abilities reflect this as well. New abilities include Ironfur, increasing your armor by 100% for 6 seconds so you can use it when you have a large spike damage incoming. Mark of Ursol reduces magic damage by 30%, and frenzied regeneration heals you for damage taken in the last 6 seconds as a 6 second HOT. So there are two preventative mitigation abilities and one reactive. The only new offensive ability is Moonfire, which while it isn’t really new, can now be used in bear form, and applies a strong DoT. This will be useful for initial pulls, and will effectively make us DoT tanks. With the talent Galactic Guardian, you can keep this up on multiple targets with minimal effort.

My final thought is on use of rage. The three defensive abilities named above consume a good amount of rage, but the only rage-generating ability noted is Mangle. Maul is still there, so you’ll really just use it as a rage dump if you’re about to cap off. As of yet, I haven’t experienced any issues with rage generation. I have noticed, however, that there has been a big shift away from self-healing with a major nerf to Frenzied Regeneration, and more emphasis on reducing incoming damage. Other than that, I am very excited to see the detailed Guardian Druid changes in Legion.

Balance Druid Changes – Balance druids have the most significant change with the removal of the Eclipse mechanic. Thank Elune for this blessing, because that’s why I dropped Balance! Now, it actually is pretty appealing, and this is how I’ve decided to level my druid in WoW Legion. Instead, we have Astral Power as a resource that we build up through direct cast spells. Starfire and Wrath have been replaced with Lunar Strike and Solar Wrath respectively. They’re both exactly the same in functionality, but can be improved with artifact traits. Starsurge and Starfall will consume the Astral Energy that you build up. Starsurge functions pretty much the same, but Starfall is now targeted and also boosts your Moonfire and Sunfire damage. Moonfire and Sunfire are now separate individual spells, and function much the same as they did before. Druids will still remain a DoT class, but will now have much better control over the resources available.

Restoration Druid Changes – Resto druids are receiving minimal changes. We still have the same core abilities of regrowth, rejuvenation, healing touch, lifebloom, wild growth, efflorescence (formerly wild mushroom), etc. However the biggest change for Resto Druids in World of Warcraft Legion comes in the form of our mastery. Instead of trying to maintain a buff on ourselves, casting an obligatory, often useless direct heal just to keep up Harmony, our HoT’s essentially buff our targets, increasing the amount of healing we do to that target by a percentage for each HoT on the target. That percentage is based on how much mastery you have.

My big concern, is that Harmony snapshots your healing spells. Meaning that your HoT’s don’t really reach their maximum effectiveness unless you already have all of your HoT’s layered. What this means, is that if I stack Regrowth, Rejuvenation, Rejuv-Germination, and Lifebloom, Regrowth is not powered up at all, and the remaining are powered up at 2, 3, and 4 layers of Harmony respectively. I really hope they do away with this, as the current scenario kind of punishes us if we let a HoT fall off. Otherwise we will be stacking each spell at least twice to get the maximum effect, or and this just wastes our mana and global cooldowns to get the best effect. Specifically, if you want to maintain 4 HoT’s on the tank at all times, that takes up 6 seconds of GCD’s every HoT cycle. If you have to prioritize other raid members, you risk losing one of those HoT’s and losing overall effectiveness. Though this is sure to make HoT stacking interesting.

So this is just a brief intro to the Druid Changes in Legion, based on Blizzard’s class preview. There are some fun and interesting changes in the works for Druids in World of Warcraft. We will be updating our WoW Druid Leveling Guide with more Legion information including Artifacts and Talents as World of Warcraft patch 7.0 approaches. Stay tuned and more information is on the way.

Why Gamblers Are Tempted to Risk More While Gambling

Introduction

Despite being on the losing spree, the people might gamble more with the hope that they will win the next game. Even the sweet memories of the past victories force the people to play more. A recent study has revealed this trend. The authors of this study have published the outcome of this study in the Journal of Experimental Psychology. In this article, we would be looking at the interesting findings brought out by this interesting study.

Recent Study

The study found that people chose to go in for further plays when the scientists reminded or primed them of past winning outcomes. It has found that people were over 15% more likely to play more by selecting the risky option. The research team from the University for Warwick in Britain believe that memories of the people play a crucial role in making certain decisions. When the team interviewed people who are in the habit of gambling, they found that subtle cues about the past victories play a significant role in propelling them forward to gamble more. This is clearer in people who go for gambling in local casinos. The gamblers even place millions of dollars in cash on the table for the final showdown in some poker tournaments with the hope that they would win in the next game.

Hypothesis
The researchers had come with the hypothesis that memory of winning outcomes in the past forced the people go for more gambling in casinos and risk lots of money on the table. The results of the study more or less confirm the roles these cues play in forcing the people to play more, risking their money. In order to cross check the hypothesis, the researchers manipulated the memory of the participants for past winning outcomes with simple risky choice tasks. The researchers achieved this by asking the participants to select one of the two doors as part of a computer test.

Testing Technique

The authors of the study gave the participants the choice of four coloured doors to select from. Three of the doors always led to guaranteed outcomes (0, 40 or 80). On the other hand, the fourth door led to a risky 50/50 outcome that carried 20 or 60 points. Later in the study, the team members reminded the participants about their past winning or losing outcome based on the points that they got, depending upon the door they opened. When the team members told the participants about the points they had got, they tended to go towards the risky door more often.