Sunday, February 28, 2010


We did another ICC run under the auction format that was much more financially successful than the first, so I wanted to lay out the results in another post.

Again, it was just a clear through Saurfang but unlike last week, we had trash drops and trinkets drop this time. This more than doubled the total from last week's 37k. The grand total was 80,750g.

Pre-Marrowgar Trash
Stiffened Corpse Shoulderpads - 6,800 (I purchased this and flipped it for 11,250 in less than 6 hours)


Lady Deathwhisper

Gunship Battle

Deathbringer Saurfang
Deathbringer's Will - 17,000 (I purchased this for use)

Total - 80,750 or 3230g per person

Tuesday, February 23, 2010


After reading about the success of GDKP runs on other, higher population realms, I brought it to my server to see if it was viable. For those unfamiliar, it's a live auction raid where all drops are bid on and the total gold is divided evenly to the raid at the end.

We've run three ToC25 raids and an ICC25 so far. None of the runs had high-value items drop like trinkets or Bryntroll. That being said, the overall response was highly positive. I've received countless mails and whispers of thanks for previous runs and interest in future ones.

A quick lesson learned from the first ToC25 was skill/gear balancing. I took a core of about 10 people from my guild on a mix of alts and mains and the rest was open to trade chat applicants. Despite requiring vent and giving explanations pre-fight, it resulted in a three hour raid that should have only taken one. There were several wipes and even successful attempts took a very long time: 14-minute Beasts, 13-minute Faction Champs.

I started vetting applicants after that experience and the three runs since have been wipe free and painless. WoW-Heroes has a nice new pulldown category on everyones profile called Raid Statistics. It gives you a complete breakdown of their boss kills for every raid situation in WotLK. Immediately you can identify a player's experience and knowledge of what they're asking to attend. If they're on an alt, just ask for their main and look it up as well.

Another important component is balancing the class and armor types in the raid. You'll want a healthy mix of geared and undergeared players in each role (tank, healer, ranged, melee) and armor type to ensure that as many items as possible have value. This will result in more competitive bids and not minimum prices for every item that drops.

It's not necessary to have only experienced players. However, having a 30-40% core that are in charge of the key roles (2 tanks, 1 tank healer, 2 raid healers, 1-2 ranged, 1-2 melee) will save on headaches and time drastically. Since anyone can win an item regardless of their current role in the raid, there will still be melee wanting the tank gear, casters wanting healing gear and druids and paladins wanting everything.

It's important with this loot format to be upfront with the rules early and often to avoid confusion. There is a GDKP addon called Goldraidmanager that will help you run the raid a bit more seamlessly. However, I find it clunky and a very poor user interface. I only use one feature of the add-on which is an auto advertiser. I can set my text, channel to post in and interval of minutes between posts. This allows me to announce a raid in the hours before, so I can take applicants questions and not focus on a trade macro.

I have the rules in a 4-macro set that I raid warning when the group is forming and have other assistants take questions on how the process works. When everyone is in vent, we go over it again in person just to be sure. It's important to have everyone on the same page before they get saved to the instance. I even do a practice auction on one of my pieces of gear I link so they can see the process in action.

All bids should be in raid chat and we take the first correct bid as the official bid for that amount. If 5 people open the bidding at 150g for a ToC25 item, then only the first person has that bid. Everyone else was late and must increase their bid if they wish to bid again.

Keep public track of the total gold after each boss and invite others to keep track as well. At the end of the run, I have them form a single-file line and come open trade with me for their share. After the trade, they are removed from the raid to avoid any chance at double-dipping.

The first ToC25 run resulted in about 1250g per person.

The second ToC25 finished with 572g per person.

The third ToC25 earned 634g per person.

The first run included a nice number of BoEs and patterns which brought the total up significantly compared to the 2nd and 3rd. Depending on your server, ToC is still quite profitable. Juggernaut's Vitality, Death's Choice, Reign of the Dead and Solace of the Fallen are still highly sought after trinkets, even for those in ICC gear.

Additionally, the instance is ripe with pattern drops and BoEs that will increase your run's total gold. There are two cloaks, two rings and a neck that are still in the 6-8k range on my server.

The ICC25 run resulted in 37,300g or 1492g per person, with many items in the 5k range including Tier tokens, a BoE Ikfirus's Sack of Wonder and Nibelung. I handed out the gold split after Saurfang and we went on to kill the Valk mini-boss for a final Frost Emblem.

There is potential for massive totals from the Citadel wing of ICC25 and hopefully we'll see some of those drops this week. I know some are willing to drop as much on a trinket as the entire first run combined.

For this instance, the balance of geared/ungeared isn't an issue since it's current content and almost everyone will want something from the bosses. There were only two items that went for below 1500g and it was because they were fairly spec-specific.

I've stayed away from VoA25 as a GDKP format. I'm not writing it off entirely, but since everything that drops is either class specific or PvP gear, the pool of bidders on any given item will be at best two to three people. I will be attempting one this week as a trial run, assuming we can actually win WG on an off night for our guild.

When you factor in the time spent, even the low net runs of ~600 gold isn't bad for 1.5 hours of time considering you were raiding instead of just playing the AH. My gold/hour is much higher on the AH but this provides an avenue of raiding I wouldn't otherwise have access to on my alts. It's also strengthening our guild's alt base to ICC25 readiness levels.

Wednesday, February 10, 2010

Layered Profit

There are a few popular Chain Crafting routes that many goblins take. You start with a base mat like an Ore, Herb, Eternal or Leather and end up with a finalized product 3 to 6 steps later using multiple professions.

The post popular of these is the Saronite Shuffle. The only other materials needed are Eternals to craft disenchantables and Metas. To experienced goblins, this flowchart is a practiced and proven method of profit. A problem arises though for those that just copy the process and don't understand the reasons behind it. Goblins know the markets of each step and can constantly evaluate their effectiveness.

Beginners though, will blindly follow the list assuming it works for their sever, timing or base mat costs. Chain Crafting doesn't always finish with the highest profit step.

Saronite Ore

Prospected Smelted

Rare Gems Uncommon Gems Titanium Bars

Cuts Metas JC Rings


Enchant Scrolls

Quite often, the middle steps have the highest profit margin. Additionally, each step's product has it's own supply and demand and requires different amounts of each to fill the needs of your server. If you become familiar with the demand for each step's product, you can better estimate how much Saronite Ore you need to complete them all without flooding any markets.

A Titanium Bar requires 16 Saronite Ore and Rare Gems have a 20% proc rate from prospecting. The Uncommon Gems are a given with each prospect and you have an even chance at all 6 of the colors.

Let's use another Chain Craft as an example with the most popular gold-making profession, Inscription.

Adder's Tongue

Azure Pigment Icy Pigment

Ink of the Sea Snowfall Ink

All Other Inks Vellum Off Hand Runescroll Darkmoon


Most goblins use up all the mats to mass produce Glyphs for bulk sales. There are many other venues for profit though and each should be utilized. Very few people save pigments to sell. It's even worth it to keep an eye on lower herbs to mill for pigments as leveling toons can't always find the herbs themselves.

All Inks are available in Dalaran from the Scribe shop at a turn in rate of 1 Ink of the Sea for 1 of any other type. I have a Quick Auctions group set up for Pigments and one for Inks. Ten of each Ink(except IoTS) are listed on 48-hour cycles with a fallback of 8g and a threshold of 2g. There are rarely competitors though and they sell out to Inscription levelers. Azure pigments and others that I can mill for low costs are in another group for a fallback of 3g and threshold of 1.5g.

Snowfall Inks sell constantly in a QA group for 25g fallback and 10g threshold. Save some of the Icy Pigments used to create Snowfall and sell those as well. I consistently get 50% more profit for the pigments that turn into the inks than than the inks themselves.

The important concept to remember is the base value of the Herb you choose to mill. Each step should result in a profit, otherwise not only did you lose money, but you wasted time crafting a step to do so. Instead of crafting all those glyphs that don't sell because there's an undercutting war going on, why not put your mats into earlier steps in the chain?

You're now turning over your base mats at a faster rate and you're making profit by supplying the goblins battling each other with exceedingly low glyph thresholds. It's like the old saying - focus on the journey, not the destination.

Monday, February 8, 2010


Everyone's seen them. The beggars that whisper you, yell or beg in trade chat for a few gold. They need something and aren't willing to earn it.

The most recent one asked if he 'could have some gold.' This time I didn't explode his chat window with a /r macro filled with explanations of EPGP 50 times. This time I was feeling playful. I said "Sure, if I can have some too."

For some reason, he agreed and opened a trade window and put I put in 136,000g while he entered 3g. He quickly clicked accept and I re-entered zero gold and clicked accept. He accepted again anyway... too eager to play it safe and look closely.

It was highly rewarding to take 3g from one of the beggars. It only got sweeter when he realized he didn't get anything back in return.

Sunday, February 7, 2010

Love Is In The Air

One of the initial quests for the holiday event involves obtaining a bracelet for your Faction leader. To do this, you need the quest item (Lovely Charm Collector's Kit) in your inventory while killing mobs to collect Lovely Charms. Ten charms create one Lovely Charm Bracelet.

The bracelets are a tradable, sellable item and more importantly... they're readily farmable. Normally I wouldn't recommend farming anything. But depending on the going rate of this quest item on your sever, it can be worth it. The trick comes in where to farm.

Our weekly raid quest was XT in Ulduar and we found by default that after a very quick approach to Flame Leviathon that we had close to 100 charms from killing Iron Dwarves with our vehicles. On my server, the 10 bracelets they turned into sold for 340g. For 2 minutes of firing at dwarves... that respawn.

You can easily go into Ulduar 10 or 25 with a two-person team and get a Demolisher vehicle. Load up and start the slaughter. Just remember to not destroy the Dwarf towers or you'll have to go deeper and deeper for more trash. If you're feeling confident, have your Demo driver exit the vehicle in a central location and go get a Motorcycle. He can round up all the trash and bring it back for your Air Missile attacks for large bursts of quest items.