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Reputation: Cenarion Expedition

If you’ve taken any time in the last week or so to see the Hand Me Down posts that I put out there you’ve probably seen me mention the change to the Enchant Cloak – Stealth enchant. As someone who likes to make twinks for PvP and who uses gear like those I mention in the HMD posts, this change was significant enough to send me out for a reputation grind.

The faction in question is the Cenarion Expedition, located primarily in Zangarmarsh. The first thing I did was check with both of my enchanters to see if either of them had any reputation to go off of because I knew I would end up doing it on both of them (one of each faction), and I wanted to do it on the closer one first. After that I took a stroll around the internet to find out what I could, and then I asked for advice on Twitter.

I managed to hit Exalted with my Human Mage last night and hope to get my Blood Elf Paladin through it before Cataclysm launches.

General Tips
There are a few things you should look at doing before you start on this rep grind. The first is that there are four items that you can turn in with repeatable quests for reputation. The first can only be used until you’re Honored, and the other three can be used up to Exalted.

There are two things you can do early on to help maximize your reputation gain. First, don’t do any quests for the faction until you’re at least honored. There are some quests you get from the small camp in western Hellfire Peninsula as well as some in northern Terrokar Forrest (there are green moths around there), and a small few in other zones in Outlands as well. There are also a few quests in mid-eastern Borean Tundra in Northrend.

If you’ve already done some, or even all of those quests then it’s not too big of a deal, you just can’t maximize your rep gains.

The second thing you can do to maximize your reputation is to farm, or buy, the Unidentified Plant Parts before you get started. This is the first repeatable reputation item; the one that can only be used until Honored.

If you’re building your rep with a high level character then it’s likely easier for you to just buy all that you need from the AH so that you can skip farming the lowest of the Coilfang Reservoir instances. If you can’t buy enough, or farm enough via Herbalism or killing mobs around Zangarmarsh, then you probably want to go ahead and farm the Underbog and Slave Pens instances both for the reputation from killing the mobs inside as well as their chance to drop the Unidentified Plant parts.

But the more plant parts you can turn in, the more chances you have for another repeatable rep turning that’s only available from tuning in those parts. Once you get to Honored you can’t turn them in anymore so you’ll loose the opportunity to find them.

Another thing you can do to prepare before hand is to keep an eye out on the Auction House for Coilfang Armaments. These are used in a repeatable quest that gives 75 Rep for each turn in. You’ll find roughly 15-20 of them on a full clear of the Steamvault instance, and it’s one of the easier ways to get to Exalted. I found them on the AH from 8g-22g, with most of them being around 15g (until people noticed I was buying them and then tripled the cost).

Neutral to Honored
If you’re going for the fast route, then turning in your Unidentified Plant Parts is the first order of business. The initial quest, Plants of Zangarmarsh, requires 10 of the plant parts in order to make it repeatable, so go ahead and do it for 250 Rep. You can then turn in 10 more plant parts at a time with the repeatable version of the quest, Identify Plant Parts, which also rewards 250 Rep each time and rewards you with a Package of Identified Plants.

The Package of Identified Plants is where you can find the Uncatalogued Species. It’s a rare drop from the package, but it also starts a repeatable quest chain that lets you turn in Uncatalogued Species for 500 Rep each. These can be used all the way to Exalted, so you want to hang onto them until you’re at least Honored. You’ll also get plenty of trash items from the package as well as a few that act like regular food and some that are buff foods. They aren’t bad if you’re doing it at level, but otherwise it’s all just vendor trash.

If you want to farm the Unidentified Plant Parts then you can either do so farming the Underbog and Slave Pens instances to get them from mob drops while also increasing your rep from killing the Nagas inside, or if you’re an Herbalist you can farm the Bog Lords (and other mobs that look just like them) in south-west and north-east Zangarmarsh or in the cave in south-east Zangarmarsh which will allow you to farm their corpses for additional chances for the plant parts while also giving you reputation with Sporeggar (not all of the mobs like this give Sporeggar rep, but the majority of them do).

I recently started a Death Knight on the server that I started with first and leveled him with Herbalism and Inscription. While making my rounds in Zangarmarsh farming herbs I also killed the Bog Lords and similar mobs so that I could farm the corpses for additional herbs. The actual herbs I milled for his inks, but the Unidentified Plant Parts were sent to my Paladin for his rep and the trash of course was vendored making it both worthwhile and profitable all at the same time.

If you’re out of plant parts and still haven’t reached Honored then you can either farm Slave Pens and Underbog, killing the Nagas for reputation, or you can go ahead and do some of the quests that you haven’t done yet.

Honored to Revered
Once you reach honored most of the mobs in Slave Pens and Underbog no longer give any reputation and you can no longer turn in the Unidentified Plant Parts. From here on it’s all quests, the three remaining repeatable item turn-ins, and the Steamvault instance.

I did the Outlands quests and Steamvault runs to get from Honored to revered and saved my Northrend quests for the next stretch. It doesn’t matter which order you do them in though as all of the remaining options are available from Honored to Exalted.

If you managed to find some of the Uncatalogued Species from turning in your plant parts then this is where you turn them in. They give 500 Rep a piece, which is the single-highest boost you’ll see from here on. Turn them all in and then start your quests and dungeon runs.

The most efficient rep grind from here on is to run the Steamvault instance which requires level 67+ to enter. It’s not a raid, but it does have a heroic version if you choose to run it over the normal. The normal version of the instance gives about 1500 Rep for a full clear. The Naga mobs inside also have a chance to drop Coilfang Armaments and an item that starts a quest called
Orders from Lady Vashj. The quest sends you back to the camp in Zangarmarsh where you’re rewarded with 500 Rep for turning it in, and doing so opens up the repeatable quest to turn in the Coilfang Armaments for 75 Rep each.

From here on the most efficient method of getting the rep is to run Steamvault to get rep from the kills and then turning in all of the armaments that you find as well. You can continue on with the normal version all the way to Exalted, which is what I suggest if you’re doing this solo. If you have a few friends that are doing it with you then you can also purchase the Reservoir Key once you’ve reached Honored which will allow you to run the heroic version. You get more rep per kill on heroic, but you’ll most likely get more rep per hour just running the normal version over and over.

There’s one other repeatable quest I haven’t mentioned yet, and it’s called Can’t Get Ear-nough…. It requires you to turn in 15 Nesingwary Lackey Ears which you’ll find in Borean Tundra. There are several other quests you can pick up from the same spot that also reward you with reputation so be sure you’ve done all of those as well.

There are two places in particular that I found especially good for farming the ears. First is a little ways north and slightly west of where you pick up the quest; there’s a quest mob called the Minion of Kaw. These little suckers have a near-instant respawn time and they’re all located very close to each other. They don’t have the best drop rate, but their respawn makes them a very nice target to farm the ears.

The other mob I suggest is found directly south of the quest giver, across the plains where the stealthed guys are attacking the elks, there’s a little coastal area full of Northsea Thugs. These mobs have a similar respawn rate to the Minions of Kaw, but are a little more spread out. However, both the north and south end of their spawning zone have triggers to spawn more mobs once you’ve killed all of the mobs in the area. So the more you kill them, the more you force them to spawn. If you find that all of them are dead where you’re at, just go to the other end and you’ll find more of them. In many cases you’ll kill one and cause three more to spawn right where you’re at and killing those will spawn yet more of them.

Revered to Exalted
Once you’ve reached Revered it’s time to pull out all of the stops and finish up everything you can. If you have any quests left that you haven’t done yet you want to make sure you do those now. You’ll also want to continue trading in Coilfang Armaments and chain Steamvaults runs when you have the time. Basically you’re going to keep on doing what you’ve been doing, just make sure you finish up any quests that you’ve skipped along the way.

Once all of the quests are done it’s time to chain Steamvault runs until the very end. If you finish a run and have just a small amount of rep left to get then you can either return to the camp to turn in your Armaments to finish it off, or you can do what I did and just queue for another run and then sell all of your armaments on the AH to get back some of the gold you might have spent buying them yourself.

My Thoughts
Having completed it on one of the two toons that I’ve doing it on, I have to say that this rep grind really wasn’t all that bad. It wasn’t especially hard and it really didn’t take me that long overall, either. I did purchase quite a few armaments along the way which probably saved me about a dozen runs through Steamvaults.

The toon I’ve completed it with had skipped almost all of the CE quests during his leveling, so being able to do his quests after he hit Revered really helped that final stretch fly by quickly. The toon that’s still working on it had done almost all of his quests while he was leveling, so the Northrend quests are all he has left to help him along. He’s spent almost twice as much gold on Armaments and he’s still 9 runs away from being Exalted (not counting the armaments he gets during those runs).

I don’t think I’ll have any trouble getting the second toon to Exalted before Cataclysm comes out next week, though it is does take quite a bit longer to run Steamvault on my green-geared Ret Paladin than it did my ICC-geared Frost Mage. Of course, the Frost Mage can do 70-80k damage in 3 seconds where the Paladin takes about 5 minutes to do that.

So I now have my Cloak – Stealth enchant on one of the two servers that I spend the most time on and am closing in fast on the second. There are also several other recipes that you can get for other professions. I went ahead and bought all of the Alchemy recipes since my Mage also happens to be an alchemist, but I seriously doubt that I’ll ever make a single item from them. They’re available and I’ve got the gold, so I might as well add them to my collection, right?

There’s also a hippogryph mount that you can get when you become exalted. It costs 2,000g if you’re neutral, and 1,600g if you’re Exalted, but you can’t buy the thing until you’re exalted anyway so it costs 1,600g. I don’t like the look of the mount so I haven’t bought it yet and don’t really plan to either. I’m still considering it to a very small degree, but chances are very slim.

I’ve got hundreds of spears, and dozens of strings of ears. But of the druids I steer clear, for my ears can’t stand to hear, the millions of exultant cheers.

 
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Posted by on December 2, 2010 in Guide, Professions, Reputation, World of Warcraft

 

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Final Edition: Prot Paladin AoE Grinding (Part 1 of 2)

The last installment of the Protection Paladin AoE Grinding Guides has waited quite a while for the final piece of the puzzle. It has been asked for several times by my readers and while I took the request seriously I’ve certainly failed to deliver on that promise. At least until now. Well, sort of.

I am going to start off with some updates from the previous guides as recent patches have changed the way some things work. After the updates we’ll get into the juicy part and start talking about the portion we’ve left uncovered so far; AoE Grinding in Northrend.

As you read, keep in mind that the whole point of this post is tell you how to AoE Grind. This isn’t a tanking guide to tell you how to tank Heroics and Raids. Even once we reach level 80 and I begin discussing that, I’m still focusing the information here on AoE Grinding whether it be for mat farming, reputation farming, gold farming, elite mob solo thrill seeking, or showing off your greatness to those around you.

Part 1 here is going to cover the technical side of things, what you need to do with your character. Part 2 is going to cover specific areas for you to grind in. I’m splitting this post into two because I’ve had this portion written for weeks now, waiting only for me to get together a full list of specific locations across all of the zones in Northrend for you to grind. Rather that keeping you in the dark even longer, I’m just going to give you what I have right now and then write another post for the rest of it at a later date.

Update: Glyphs
In the AoE Grinding: Glyph Edition post I gave you what I felt at the time to be the best glyphs for helping you while you leveled. Since that time though, we’ve had some changes that definitely impact those choices.

I will break down the glyphs by level here, listing Majors first, then Minors, and each of those sections will have glyphs listed in the order that I would recommend them. Also, take note as you read this section that these glyphs I recommend primarily for the sake of solo leveling, not necessarily for raiding.

Level 15 1 Major: 1 Minor
Major Glyphs Minor Glyphs
Glyph of Consecration Glyph of Lay on Hands
Glyph of Judgement Glyph of Blessing of Wisdom
Glyph of Divinity Glyph of Blessing of Might
Glyph of Exorcism



If you like using Exorcism to pull at low levels then you might want to go ahead and use it’s glyph over Consecration. With Exorcism now having a cast time where before it did not, I’m not sure how much I would use the spell while leveling up, and so I’m not sure I could justify devoting a slot to a spell I use once per encounter instead of one such as the Glyph of Consecrate which will be used constantly.

Level 30 2 Major: 1 Minor
Major Glyphs Minor Glyphs
Glyph of Consecration Glyph of Lay on Hands
Glyph of Judgement Glyph of the Wise
Glyph of Divinity
Glyph of Exorcism



By this point the only Blessing you should be casting on yourself is Blessing of Sanctuary, so the glyphs for Might/Wisdom are now worthless. You probably aren’t going to have to recast Seal of Wisdom (SoW) very often, but just in case you find yourself cycling through SoW/SoL during combat, this is the best way to save your mana through the use of your Minor glyphs.

Level 50 2 Major: 2 Minor
Major Glyphs Minor Glyphs
Glyph of Hammer of the Righteous Glyph of Lay on Hands
Glyph of Consecration Glyph of the Wise
Glyph of Holy Wrath Glyph of Sense Undead
Glyph of Judgement
Glyph of Exorcism



I’m slipping Glyph of Sense Undead into the mix here because during your run through Eastern/Western Plaguelands you’re finally going to start fighting enough undead that having this increase in your damage is going to start paying off. Using this glyph prior to level 50 is going to be a bit of a waste in most cases, but where you level is what decides that. At the same time it’s usefulness takes another dip when you get to Outlands, but surprise surprise it picks back up in Northrend.

If you don’t like the idea of buying and replacing glyphs, then go for GotW over GoSU until you hit Northrend.

Level 70 2 Major: 3 Minor
Major Glyphs Minor Glyphs
Glyph of Hammer of the Righteous Glyph of Lay on Hands
Glyph of Divine Plea Glyph of Sense Undead
Glyph of Consecration Glyph of the Wise
Glyph of Holy Wrath



Divine Plea is going to help keep your mana topped off while using the glyph will help keep your health topped off. Once you hit level 71 I suggest you finally replace GoC with GoDP. You are also going to finally have enough attack spells on your action bar that you will find using the 969 rotation is the smoothest way for you to grind, so having an extra 2 seconds on Consecration is going to throw you off instead of helping you out as it did before, so I suggest dropping it for Holy Wrath instead. While the 969 rotation is used to describe the preferred rotation for tanking, it’s use applies the same to grinding.

As for minor glyphs, I suggest you stick with those three until Blizzard introduces some more minor glyphs to us, but only LoH and SU have any real importance, and SU only when you actually activate the ability associated with it and with the assumption that there are Undead for you to fight in the area.

Level 80 3 Major: 3 Minor
Major Glyphs Minor Glyphs
Glyph of Hammer of the Righteous Glyph of Lay on Hands
Glyph of Divine Plea Glyph of Sense Undead
Glyph of Shield of Righteousness Glyph of the Wise
Glyph of Holy Wrath



HotR and DP are your two primary glyphs that you don’t want to give up at this point. SoR and HW are interchangeable here though based on where you are going to grind. If you want to grind undead mobs then you’re better off with HW, otherwise you’ll get more use out of SoR.

I want to emphasize once again that these glyphs are for leveling and grinding, specifically here at level 80. If you want to tank dungeons and heroics then you’re going to have a different setup on your major glyphs when you hit 80 so that you can maximize your threat generation.

Update: Talent Points
There hasn’t been a whole lot of change in the talent department, but to give you a single glimpse at how you should spend your points, here you have it.

Level 10-30
Divine Strength 5/5: Increases your total Strength by 15%.
Anticipation 5/5: Increases your chance to dodge by 5%.
Improved Righteous Fury 3/3: While Righteous Fury is active, all damage taken is reduced by 6%.
Toughness 2/5: Increases your armor value from items by 4% and reduces the duration of all movement slowing effects by 12%.
Improved Devotion Aura 3/3: Increases the armor bonus of your Devotion Aura by 50% and increases the amount healed on any target affected by any of your Auras by 6%.
Toughness (+2) 4/5: Increases your armor value from items by 8% and reduces the duration of all movement slowing effects by 24%.
Blessing of Sanctuary 1/1: Place a Blessing on a friendly target, reducing damage taken from all sources by 3% for 10 min. and increasing strength and stamina by 10%. When the target blogs, parries, or dodges a melee attack the target will gain 2% of maximum displayed mana.

Level 31-60
Toughness (+1) 5/5: Increases your armor value from items by 10% and reduces the duration of all movement slowing effects by 30%.
Reckoning 3/5: Gives you a 6% chance after being hit by any damaging attack tht the next 4 weapon swings within 8 sec will generate an additional attack.
Sacred Duty 2/2: Increases your total Stamina by 8%, reduces the cooldown of your Divine Shield and Divine Protection spells by 60 seconds.
One-Handed Weapon Specialization 3/3 Increases all damage you deal when a one-handed melee weapon is equipped by 10%.
Holy Shield 1/1: Increases chance to block by 30% for 1-0 sec and deals 274 Holy damage for each attack blocked while active. Each blog expends a charge. 8 charges.
Ardent Defender 3/3: Damage that takes you below 35% health is reduced by 20%. In addition, attacks which would otherwise kill you cause you to be healed by up to 30% of your maximum health. This healing effect cannot occur more than once every 2 min.
Reckoning (+1) 4/5: Gives you an 8% chance after being hit by any damaging attack tht the next 4 weapon swings within 8 sec will generate an additional attack.
Redoubt 3/3: Increases your block value by 30% and damaging melee and ranged attacks against you have a 10% chance to increase your chance to block by 30%. Lasts 10 sec or 5 blocks.
Combat Expertise 2/3: Increases your expertise by 4, total Stamina and chance to critically hit by 4%.
Avenger’s Shield 1/1: Hurls a holy shield at the enemy, dealing Holy damage, Dazing them and then jumping to additional nearby enemies. Affects 3 total targets. Lasts 10 sec.
Touched by the Light 3/3: Increases your spell power by an amount equal to 60% of your Strength and increases the amount healed by your critical heals by 30%.
Guarded by the Light 1/2: Reduces spell damage taken by 3% and gives you 50% chance to refresh the duration of your Divine Plea when you hit an enemy. In addition, your Divine Plea spell is 50% less likely to be dispelled.
Shield of the Templar 3/3: Reduces all damage taken by 3% and grants your Avenger’s Shield a 100% chance to silence your targets by 3 sec.
Combat Expertise (+1) 3/3: Increases your expertise by 6, total Stamina and chance to critically hit by 6%.
Guarded by the Light (+1) 2/2: Reduces spell damage taken by 6% and gives you 100% chance to refresh the duration of your Divine Plea when you hit an enemy. In addition, your Divine Plea spell is 100% less likely to be dispelled.
Hammer of the Righteous 1/1: Hammer the current target and up to 2 additional nearby targets, causing 4 times your main hand damage per second as Holy damage.

Level 61-80
Deflection 5/5: Increases your Parry chance by 5%. (Retribution Tree)
Improved Judgements 1/2: Decreases the cooldown of your Judgement spells by 1 sec. (Retribution Tree)
Benediction 4/5: Reduces the mana cost of all instant cast spells by 8%. (Retribution Tree)
Vindication 2/2: Gives the Paladin’s damaging attacks a chance to reduce the target’s attack power by 46 for 10 sec. (Retribution Tree)
Pursuit of Justice 2/2: Reduces the duration of all Disarm effects by 50% and increases movement and mounted movement speed by 15%. This does not stack with other movement speed increasing effects. (Retribution Tree)
Crusade 3/3: Increases all damage caused by 3% and all damage caused against Humanoids, Demons, Undead and Elementals by an additional 3%. (Retribution Tree)
Reckoning (+1) 5/5: Gives you a 8% chance after being hit by any damaging attack tht the next 4 weapon swings within 8 sec will generate an additional attack.
Benediction (+1) 5/5: Reduces the mana cost of all instant cast spells by 10%. (Retribution Tree)

Update: Pulling Mobs for AoE
At level 16 you get your first taunt that you will also be using to pull mobs, called Hand of Reckoning. It will taunt a target for you, though it can miss, and if the target is not already targeting you then it will deal Holy damage to them as well. This should be your primary method of pulling mobs throughout the game in order to take advantage of the damage that it deals (1 + half of your Attack Power) to mobs that aren’t already targeting you. You can use this spell to pull additional mobs to you after you’ve already started your AoE grinding, but be sure to use it on mobs that do not already have you targeted so that it will deal damage to them.

At level 20 you get a spell that can be used to pull, called Exorcism. You will generally deal more damage with Exorcism than you will with Hand of Reckoning, but it does have a cast time and using it does remove your ability to damage mobs with HoR if they target you from your Exorcism cast. It’s a ranged spell with a 1.5 second cast, so it’s fairly easy implement its use for pulling as long as you don’t try to cast it during combat which removes all of your avoidance.

The best way I have found to use both Exorcism and HoR in a single pull is to cast HoR on the first target followed by Exorcism either on the same target or an additional target. Personally I would target a second mob for the Exo cast so that I had two mobs that had already taken damage before I start my AoE rotation, but you can do it either way.

At level 50 (assuming you’ve spent your talents as I suggested above) you get your big pull spell which is Avenger’s Shield which will hit up to three targets and dazing them in the process. If you spend talent points in Shield of the Templar as mentioned above, then you also silence those enemies when you hit them which will help you in pulling caster mobs which are usually the bane of your Paladin existence.

Both Avenger’s Shield (AS) and Hand of Reckoning (HoR) can be used while in combat without sacrificing your ability to dodge, parry, and block enemy attacks. HoR needs to be cast on mobs that are not already targeting you to be of any use, but AS can be cast on any mob that is within range and still be beneficial. You can either use it to help kill the mobs you are already fighting, or to pull additional mobs to you.

If you wish to use all three of your pulling spells in a single pull then the best way to do it is to cast HoR on the first mob followed by Avenger’s Shield on either the same mob or one close to it, and then take advantage of the Dazing property of AS to cast Exorcism on another target. If you can use each of the three spells on different mobs then you can get the best results for killing the group quickly. If you have three groups of mobs, or one or two groups along with a pathing mob or two then you’ll have the best setup you can get. It’s alright to cast Exo when you’ve only got one or two mobs on you and they aren’t hitting you hard, but any more than that and you’ll be better off sticking to just HoR and AS.

New Spells: 68-80
Alright, enough with the updates; it’s time to move on to something new. First up on that list is our new spells that open up after level 68.

Avenging Wrath (Level 70) Increases all damage and healing caused by 20% for 20 sec. Cannot be used within 30 sec of being the target of Divine Shield, Divine Protection, or Hand of Protection.

Divine Plea (Level 71) You gain 25% of your total mana over 15 sec, but the amount healed by your Flash of Light, Holy Light, and Holy Shock spells is reduced by 50%.

Shield of Righteousness (Level 75) Slam the target with your shield, causing Holy damage based on your block value plus an additional 390.

Sacred Shield (Level 80) Each time the target takes damage they gain a Sacred Shield, absorbing 500 damage and increasing the paladin’s chance to critically hit with Flash of Light by 50% for up to 6 sec. They cannot gain this effect more than once every 6 sec. Lasts 30 sec. This spell cannot be on more than one target at any one time.

Avenging Wrath is what is often referred to as our “Angel Wings” because that’s the animation put up when you use it; a couple of wings that pop up behind the paladin. It’s a 20% damage increase for 20 seconds that also cuts your healing spells in half while it’s active. If you’re just grinding then you might as well use this whenever it’s not on cooldown just to help you clear the mobs faster. The cooldown is only 3 minutes, which is pretty standard for a cooldown buff.

Divine Plea becomes one of the most welcome additions to your arsenal, providing you with a near constant resupply of your mana while in combat (25% of your mana over it’s duration). It has a 1 minute cooldown and a 15 second duration, but if you’ve spent talent points in Guarded by the Light then you will refresh it’s duration every time you make an attack. “Attack” in this case refers to a melee attack, not a spell. So Judgement of Light will not reset your cooldown, but a melee attack will. This spell should be on you at all times. Use it right before a pull, shortly after a pull, or whenever you are not in combat and need to get some mana back.

Shield of Rightousness is a strong single target attack spell that fits nicely into your rotation. Use it to take down the mobs that you’re fighting even faster, but as a single target spell it’s not as important as other attack options if you find yourself low on mana unless you have only one mob to fight.

Sacred Shield is our reward for reaching the current (as of 3.3) level cap of 80. It’s generally considered more of a healer’s spell than a tank’s, but since we’re soloing here and it does have a useful effect we’ll count it as another tool regardless. It absorbs 500 damage by default, and the amount is increased by our spell power. As I write this my own paladin is only level 78 so I have no personal experience using this spell. As I ponder it though, I don’t think that I would include it in my default grinding rotation, simply because I don’t take much damage right now as it is. It certainly still has it’s place as a damage absorbing spell, but with so many other options available to us for healing and damage prevention I’m not sure that it will matter. Perhaps one of my readers can enlighten us though. (I know Cassinni’s out there somewhere.)

Grinding Locations: Northrend
Once you reach level 68 you have two options open to you. You can either stay in Outlands where your best AoE Grinding will likely be found near the entrance to the Black Temple raid entrance, or you can head on to Northrend. You will have an easier time handling the mobs near black temple, but you will get better rewards overall if you just head straight to Northrend.

If you reach Northrend at 68 then either of the starting zones in Northrend will suffice, otherwise you will do better in Dragonblight though you may have have some gear issues if you’ve skipped questing in Borean Tundra or Howling Fjord.

I will get into further detail on where to go and which mobs in particular you should be grinding on in Part 2.

 
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Posted by on January 25, 2010 in Guide, Leveling, Paladin

 

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Paladin Tanking: Level 80

As you are sure to have noticed if you have been following my paladin posts, it has been a while since I was last able to expand on that series of posts. There are quite a few reasons why, but I’ll leave the drama out of here.

While I have every intention of finishing up my own series there (Lexington is level 78 now, btw), I do not want to leave anybody hanging more than I have to. So for right now I am going to link you to another friend of mine from Twitter, @dhollinger, who just posted an excellent article on tanking at level 80.

If you need further advice on how to tank with your Paladin, then I strongly urge you to take a look at this post:

Tankadin 101 with Professor Poetry

 
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Posted by on October 22, 2009 in Guide, Paladin

 

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