Posted on 2008 under Classes |
14
Oct
The Patch has landed.
1.2 gigs of data, wow. Not so bad if you’ve been playing regularly, the background downloaded already has it. If you’ve taken a break for awhile, well…
From the new splash screen when you log in to the modified talents and trees to the new Inscription skill, there are a lot of changes here. Check out the Latest Patch Notes for details. Also keep in mind that the patch has probably broken at least some of your addons. I referred to that previously and linked to an addon update list.
So what I’ve put together here is a collection of posts regarding the new talents and builds. I did this previously (Level 80 WoW Talents And Builds) and this new post links to new and, hopefully, updated info.
Dual Talent Builds and What’s Not in This Patch:
Dual Talent Specs – At last — “…And my personal favorite: Dual Talent Specs. This new feature should be added to the game in one of the content patches following the release of Wotlk. Hopefully in Patch 3.1.” What does that mean? It means you’ll be able to save 2 different Talent Specs for your characters, and that you’ll be able to switch between the two as much as you want, any time you want, besides while in combat or in arenas.
Breaking News: Patch 3.0.2 will not contain all major class changes – There were spells and abilities missing, talents not enumerated, and generally the notes looked as if they were lifted from a version of the game done a few weeks ago. Apparently this was intentional. Ghostcrawler made a post moments …
Class Talent Discussions:
Hunters: BigRedKitty: 3.0.2 Hunter talent trees – The major purpose of this column is to give you, the WoW Insider reader, a point of reference. You know our writing, you know our play-style. You should know our limitations and the areas at which we’re not too shabby. …
Warlocks: Patch 3.0.2 primer for Warlocks – In fact, out of all the 11-point talents, Soul Link is the only one that should give us any pause for thought. Considering that for about a month, we can only allocate up to 10 points in another tree if we choose to get a 51-point …
Mages: Mage WotLK Talents & Developer Q & A - She has done a great job already working with many of classes and now she’s finally making it to the mage class, particularly the information regarding the new spell frostfire bolt. Initially I really didn’t understand the purpose of …
Priests: Spiritual Guidance: Patch 3.0.2 – Holy and Disc Priest talent review – This post will cover all of the new Holy and Discipline talents that will be accessible when the patch becomes live. Not only that, I’ve offered up some suggestions on different builds to remain raid viable (at least to the rare few …
Shaman: Going Resto in Three-point-Oh – New Talent: Cleanse Spirit (Requires 5 points in purification and 30 points in Restoration) – 1 point – Cleanse the spirit of a friendly target, removing 1 poison effect, 1 disease effect, and 1 curse effect. Shaman get an all-in-one …
Warriors: The Care and Feeding of Warriors: The Door Swings Open Pt 1 – Honestly, the difficulty here is not in finding good protection talents you can spec into, it’s in picking which ones to talk to you about now. Some of these talents (like Gag Order) only get really good once you have abilities you …
Ferals: 3.0.2 for Feral Druids – In a few hours, when the servers come back up, patch 3.0.2 is going to hit, and WoW will change drastically. Every tree is get revamped to a greater or lesser extent, and extended up to 51-point talents. The Feral tree changes, …
Rogues: Four Seasons of TBC, Rogue 3.0 Specs – However, without prep which mutilate doesn’t get until WOTLK, the spec is severely lacking in outs and terrible at catching mages, one of the most dominant classes in 3.0. For offensive comps, perhaps a prep spec is still worth …
Paladin: Prot Paladin Talent Build – Block hurts them afterall. We’ll see. Lastly no Holy, nothing in the Ret tree beyond the above, and as the levels tick toward 80, they’ll all get spent in the Prot tree. Tagged: build, Paladin, pally, prot, talent.
Tankadin Preparing Your Tankadin for Patch 3.0: Part 3: Changed Tools – 10/8 – Part 3: Changes to Existing Talents and Spells 10/9 – Part 4: New Talents, and suggested Trees 10/10 – Part 5: The New Threat Rotation or 96969 10/11 – Part 6: Threat Stats for Protection Paladins and Tank Gear Reitemization …
That should be enough to chew on for now. Feel free to comment or, if you like the post, use the share buttons below.
PS: Wrath is bringing a lot of changes and Northrend is a pretty good sized place with a lot going on. Take a good look at the Killer Guides’ Wrath of the Lich King guide – It will make your trek to 80 much easier and much more lucrative.
Tags:
Mage,
Hunter,
Rogue,
Priest,
Warlock,
Paladin,
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Druid,
wow talents,
Shaman,
Gold
Posted on 2008 under wrath of the lich king |
21
Sep
The Wrath is coming. Time to hide.
Of course, one of the big changes in the Wrath of the Lich King expansion is the changes to all the various talent trees. As you probably know, Blizzard isn’t just adding a few new talents or increasing the level cap to 80. No no no, there’s a little more to it than that – they’re making large changes to existing talents and shuffling around their exact position in the talent trees.
So what I’ve put together here is a collection of posts, from various places, that discuss the level 80 talents and changes. Some of these also offer build suggestions, both from raiding and PvP points of view. In addition, If you want to play around with talent builds for your own characters you’ll find the level 80 WoW talent calculator here.
Of course, the changes aren’t 100% finished, all of this is still in beta test, and Blizzard has been known to make big last minute changes. We can count on more changes along with the usual collection of nerfs and maybe some buffs. Still, it’s a place to start thinking about how you might spec your characters when you upgrade to Wrath.
Update 10/14: The 3.0 patch has arrived and here’s an update post on what’s happening with the WoW Talents and Builds.
’nuff said, here ya go!
WotLK: Build 8962 – 4 Extra Points for Frost – When the WotLK expansion hits, as I level up, I will start filling in the Arcane tree until I get Focus Magic. When I hit 80 and start raiding again, the talent build that I will most likely be using is this: 80 PvE/PvP Frost.
WotLK Paladins May Have “Shocking†Potential – All of the above said, the following, were I to PvP as a Shockadin at level 80, would be my talent build without question:. Allow me a couple caveats with the above build: …
Tanked! Revaluing Feral Combat Talents in Beta Build 8926 – The pictured talent build is essentially what I’d like to be using at 80. All PH NYI (place holder, not yet implemented) talents are now “live†on beta, and it’s pertinent to note that the talent “Mother Bear†has been renamed to the …
Want to hit level 80 fast? Looking for ways to familiarize yourself with Northrend without wasting valuable playtime running around in circles? Check out the Killer Guides’ Wrath guide and get ready to go before the expansion hits.
Shock and Awe: The Art of Dual Shockadins in WotLK – Both of these assumptions are based off of items I found in the WotLK database at WoWhead situated around an item level of 200 (the item level which seems to be the base for epics at level 80). In addition to these two assumptions, …
Why 3.0 will change Arena entirely – Much like when Blizzard imeplemented the WoW 2.0 41-point talent trees into the game shortly before TBC, and much of the dissaray it caused, the WoW 3.0 talents are almost entirely based around players being level 80 and consequently …
Truckload ‘o Changes – At level 80, this 80 spellpower. Much higher than it was before. I believe it is still weaker than Flametongue Totem and doesn’t stack with it. Twin Disciplines – The tooltip was fixed to read: Increases your spell power on instant …
8926 DK changes, Blue Posts, and Site News – They may be fun in that you get a lot for your money, but they work against the design goal of being able to build a customized talent tree for your character. They also make spec parity or class balance a lot harder when there are …
A look at our Bear Tanking future in Wrath – Clearly (I hope) a class that could do rogue-level dps and warrior-level tanking with the same talent build is the kind of thing that makes other players a little miffed. But we’re reevaluating a lot of old (and some admittedly tired) …
[Druid] The 3.0 patch – cat build edition – That’s about .66% dps per talent point, which just isn’t that good. This may not make the cut at level 80; it’s still lower per point than master shapeshifter. Rend and Tear barely makes the cut. Assuming that you’re only hitting …
WotLK Hunter Pets – Major Changes – Pets will still have to level to some degree, but it will be a lot more transparent than it is now. A level 1 beast trained by a level 80 hunter will hop to level 70 instantly. That way the pet isn’t completely useless while you try
Edit: Big Red Kitty says – Beta Talent Builds, Just Say No – “OK, see? The hunter class is going to be totally mixed up. Anything and everything people have said, including us, is kaput and moot.”
Edit: By the way, don’t forget to grab your free Death Knight Starter Area Leveling Guide.
Tags:
lich king expansion,
hunter pets,
PvP,
Druid,
Hunter,
Warrior,
wow talents,
Paladin,
Rogue,
new talents,
Priest
Posted on 2008 under WoW Mechanics |
18
Jun
Agility is the most wanted stat for Rogues and Hunters, but a few other classes have some degree of use for agility as well. So what does a point of Agility get you, if you’re Rogue? Here are some numbers, taken from WoWwiki.
At all levels, 1pt of Agility (for Rogues, Warriors, and Hunters) = 1 Ranged Attack Power (AP)
At all levels, 1pt of Agility (for Rogues, Cat Druids, and Hunters (not Warriors)) = 1 Melee Attack Power (AP)
Other classes get no benefit to their Attack Power from Agility.
At all levels, for anyone, 1 point of Agility = 2 armor points
It also adds to crit rating and defense, but in a variable amount.
At level 70, Rogues and Hunters need 40 agility to gain 1% crit chance, Warriors need 33, and everyone else needs 25.
For their Dodge chance, druids need 14.7, rogues need 20, most everyone else needs 25, and hunters need 26.5.
Gear and Agility
For comparing different items of gear there is the Agility Equivalent Points (AEP) system. This attempts to take any of the value any particular piece of gear might have and give it a value in AEP. As I understand this, you can now campare item A (with X Ag and whatever other goodies) with item B (having Y agility and whatever bonuses.) So each point of Agility, Stamina, Armor, Hit Rating, Attack Power, etc. will all have AEPs.
Of course, how many AEP each item is worth will vary depending on whether you’re leveling, grinding, PvPing, or Raiding. For example, Resiliance gets a fairly high rating in PvP, but very little for raiding.
Talent builds will change the values as will exactly how you play your characters.
Here’s an example set of values, for PvE (Raids,) from the Pawn Addon Forum where it’s discussed in more detail:
Agility 1
Stamina 0.5
CritRating 1
HitRating 1
Ap 0.5
Strength 0.5
RedSocket 8
YellowSocket 8
BlueSocket 8
For PvP one might use these values:
Agility 1
Stamina 1
Resilience 1
CritRating 1
HitRating 1
Ap 0.5
Strength 0.5
RedSocket 8
YellowSocket 8
BlueSocket 8
Note the increase in the value of Stam for PvP and the addition of resiliance.
Here’s an example: If we take the Gladiator’s Leather Helm, one the the PvP items, we can take it’s numbers and get an AEP value: 34 (Ag) + 53 (Stm) + 8 (Red Socket) + 13 (Crit) + 23 (res) + 18 (1/2 AP) = 149.
You’ll have to come up with a value for armor, the meta socket, and the set bonuses, but it’s a start.
The Elitist Jerks forum has a long discussion on how it all works, oriented towards Hunters, but generally useful for those of you who are more into the exact calculations.
So if you’re looking at nice items from raiding, PvP, or crafting you can use this system to compare them and make a reasonable estimate of which is best.
More on AEP:
Rogues: AEP (MAEP) and you! – Around May of 2005, Ming started a thread on the Rogue forums where he was devising an Agility comparison system for comparing gear using the formula 10 Agility = 10 Stamina = 20 Strength = 20 Attack Power = 1% Crit. …
Tags:
Warrior,
PvP,
Hunter,
Rogue,
Druid
Posted on 2008 under Miscellaneous |
5
Jun
Alliance Druid
Power Over Poison Quest Chain Walkthrough
This quest chain is for all druids – Horde and Alliance, but this page is for the Alliance version of the quest. If you’re Horde then you will want to go here: Horde Druid Power Over Poison Quest.
This series of quests is a requirement to obtain the ability to cure poison. You will start in Darnassus and finish in the Moonglade with your new power.
The Alliance Druid Power Over Poison quest chain has five parts:
1- Lessons Anew,
2- The Principal Source,
3- Gathering the Cure,
4- Curing the Sick, and
-5 Power Over Poison.
*** NOTE: Most quests will be much easier if you have a map Addon (allowed by Blizzard) that has map coordinates.
I will give you directions in case you do not have map addons, but this Druid Power Over Poison quest chain walk through also includes the map coordinates in parenthesis like this: (x,y)
Visit this link for more information, including how to get free WoW Addons such as Map Notes.
To make your Druid into a lean, mean, pwning machine you need to check out this killer Druid guide.
WARNING FOR PvP SERVERS: This quest is for all druids- Horde and Alliance- and Moonglade is contested territory for those of you who are on PvP servers.
The biggest problem druids have with this part of the quest series seems to be that those on PvP servers are attacked by higher level druids of the opposing faction. Kind of makes you feel like the warlock imp pet says, “can’t we all just get along!” Oh well, I’m sure we are all very impressed with those high level druids who are able to kill much lower level druids, aren’t we now?
Stick as close to the guards as you can while in Moonglade; the guards will attack anyone who starts a fight in Moonglade. Otherwise keep your eyes open.
Quest 1 – Lessons Anew
Start – Mathrengyl Bearwalker, Darnassus (35,8)
Finish – Dendrite Starblaze, Moonglade (56,30)
Your Task: Travel to Moonglade and speak with Dendrite Starblaze in the village of Nighthaven. Piece of cake.
To start this four-quest chain you need to talk to
Mathrengyl Bearwalker in the Cenarion Enclave in north-western Darnassus, on the second floor of the tower in
Fandral Staghelm’s tree. (35,8) and get the quest “
Lessons Anew.”
You might want to set your hearthstone for Darnassus as you will be returning here at the end of this five quest chain, and that is by far the easiest way to travel.
Dialogue Mathrengyl Bearwalker:
“You’re now ready to learn about poison and the power we as druids have over it, <name>. Cenarius has blessed us with the ability to purge even the most foul of poisons with but a mere incantation.
This gift is not to be taken lightly… and to ensure you learn this lesson, you’ll work to address the effects of poisonings as a layman would.
“Travel to Moonglade and speak with Dendrite Starblaze; he awaits your arrival to begin your lesson.”
To complete the quest you must speak with Dendrite Starblaze in the village of Nighthaven, Moonglade.
You can teleport there using the Teleport Moonglade spell that is permanently in your spell book. (When you did the bear form quest you went to the same place.)
The Teleport Moonglade spell will place you right in front of the building in which you will find Dendrite Starblaze. Go inside and up to the second floor. (56,30)
Talk to Dendrite Starblaze. You will earn 80-100 XP.
Dendrite Starblaze will give you the next quest: “The Principal Source.”
Quest 2 – The Principal Source
Start: Dendrite Starblaze, Moonglade (56,30)
Finish: Alanndarian Nightsong in Auberdine, Darkshore (38,41)
Your Task: Draw a sample of water from the mouth of the cave by the Cliffspring Falls, and then deliver it to Alanndarian Nightsong in Auberdine, Darkshore.
NOTE: Some level 14 druids solo this quest with no problems, while others find this quest to be a bit much to handle alone. Consider bringing along a friend level 14 or higher (a warrior or hunter might be good) to watch your back and help with the respawns. Another option is to wait until you are higher level and do it then. (You will be returning to this general area at level 16 when you do the first part of the third quest in the Sea Lion Form quest chain, so that may be a good time to revisit this one.)
Dialogue
Dendrite Starblaze:
“The Cliffspring Falls in Darkshore serves as the principal source of drinking water for the region, and now I suspect it is the principal source of the poison that is harming the local fauna – deer specifically. Use this sampler to draw some water from the mouth of the cave; be careful, as dangerous naga now reside in a cave by the falls.
“Once filled, deliver it to Alanndarian Nightsong in Auberdine. She is the one that requested our aid, and you will work with her to address this malady.”
Once you receive the Cliffspring Falls Sampler vial from Dendrite Starblaze drag it onto your toolbar so that it will be easy to use.
If you have the fly point for Auberdine in Darkshore, visit the griffon master in Moonglade and fly to Auberdine.
If you do not have this yet, take the free ride to Darnassus from the griffon master in Moonglade or hearth back. In Darnassus go behind the bank (30,41) and enter the pink pavillion that tranports you to Rut’theran Village in Teldrassil. Take the path to the sea and turn right and go down the pier to take the free boat ride across the Veiled Sea to Auberdine in Darkshore.
The mouth of the cave at the Cliffspring Falls is easy to locate. If you use coordinates it is at (55,33.) From Auberdine travel north along the coast road until you get to the bridge over the Cliffspring River. Cross the bridge to the north side of the river, turn right (east,) and follow the river east to the cliffs.
Click here for a full sized map of the Cliffspring Falls.
You may run into some bears and nightsabers in this area. You will encounter a Stormscale Wave Rider (naga) on the path to the cave. Use a combination of Roots, Wrath, and Bear form to take it out. Bring your mana back up to full.
There wil be a level 17 caster (Stormscale Siren) on the opposite bank of the river, which may pose a challenge.
Click on the picture for a larger view.
Mob Avoidance Technique:
You might be able to avoid drawing the aggro of the level 17 Stormscale Siren caster, as well as the level 15 Stormscale baddie just inside the cave, if you sneak up along the far edge of the path to the far left side of the cave opening, and then carefully approach the cave entrance, clicking on the vial on your toolbar until it allows you to fill it. Leave carefully, staying out of the line of sight of the caster.
If this doesn’t work and the caster goes after you, try pulling the caster with Wrath, and then change to Bear form to kill it.
As I mentioned, there will be another naga inside the cave just past the waterfall. Look out for this one when you go to fill the vial.
As soon as you have the vial filled you need to get out of there! The naga respawn very rapidly.
Bring the filled vial to Alanndarian Nightsong in Auberdine, Darkshore. (38,41) You’ll find her inside a building just north of the inn.

Dialogue Alanndarian Nightsong:
“You’re the one that the Cenarion Circle in Moonglade sent? That’s wonderful! We’ve quite the crisis our hands here regarding the poor deer, and we’re happy for all the help we can get.
“Do you have the sample of water that Dendrite Starblaze said you’d have? He notified me that you’d draw one so we could work on a cure together…
By Elune, this water is disgusting! No wonder the deer are sick.
“Something is polluting the water, and in turn corrupting Darkshore’s entire water table. Sick deer have been seen all over area, and not just by the river. While this water is most likely a primary source of the sickness spreading, there’s something else at work here.
“This water, believe it or not, will help us formulate a cure. While I research this water, I have need of some items to formulate a cure…”
You will earn 750 XP.
Alanndarian Nightsong will give you the next quest “Gathering the Cure.”
Quest 3 – Gathering the Cure
Start: Alanndarian Nightsong in Auberdine, Darkshore (38,41)
Finish: Alanndarian Nightsong in Auberdine, Darkshore (38,41)
Your Task: collect 5 Earthroot and 12 Lunar Funguses and bring them to Alanndarian Nightsong
Dialogue Alanndarian Nightsong:
“The water will serve as the base of the curative salve I’ll make for the deer. For curative properties, I need some earthroot. Herbalists know how to find it, so if we’re unlucky and you aren’t one then you’ll need to find one to help us out.
“Finally for potency, I need some lunar fungus. Finding lunar fungal blooms is easy enough; they’re all over the place in caves just to the east of here. Moonkin reside in the caves and they’re irritable as of late, so be careful.”
A Lunar Fungus Among Us!
Go to the Moonkin Caves to the east of Auberdine. As Alanndarian Nightsong says “finding the lunar fungal blooms is easy enough;” the only problem is the moonkin.
There are five moonkin caves fairly close together just east of Auberdine. See the area circled on the map. Coordinates for caves are: (42,45) (42,51) (43,45) (43,48) (46,45)
There are a fair number of Moonkin about those caves. See the screenshot. There were more moonkin than this shows. You will have to draw them and kill them one at a time as necessary in order to clear a path to the cave. There will probably be another inside each cave.
Once you kill the Moonkin inside the cave look around; the mushrooms are small and spotted and should sparkle or glow. (They used to be difficult to see, but the most recent patch corrected that.) Mouse over them and when the cursor tip changes, right click the mushroom. A status bar will appear, and when it fills you’ll receive either 1 or 2 Lunar Funguses. The funguses respawn fairly quickly. You should have no problem collecting all you need from the five available caves.

Save the Earthroot!
Any druid can collect the 12 lunar funguses from the Moonkin caves, but the earthroot is different. Even though earthroot is a quest item here, in order to collect the earthroot you must have the herbalism profession. But, there are alternatives: you can kill certain mobs that drop earthroot, or you can buy earthroot from select vendors or on the Auction House.
If you do have herbalism as one of your professions you can find earthroot all around in Elwyn Forest, in the forests in Teldrassil, around the Gol’Bolar Quarry area south-east of Ironforge in Dun Morogh, etc.
Killing mobs that drop earthroot may take a while. Timberlings (lvl 5-11) and Nightsaber Stalkers (lvl 7-8) drop them in Teldrassil.
If you decide to buy the earthroot, your best bet may be the herb, alchemy, or florist vendors. These vendors have a limited supply, but the supply respawns, so do not despair if the vendor’s inventory is low or non-existent when you visit. Just wait a while or check back.
If you just can’t wait, go check out the Auction House, but be aware that you may have to pay a premium price there, and it may not always be available there, either.
From Auberdine you can take a free boat ride to Darnassus to check the AH. If you have a human alt in Stormwind he can visit the vendors or AH and mail your druid the earthroot.
You can find vendors in Stormwind at these locations who sell earthroot (last time I checked) for 76 to 80 coppers each:
-Florist Gump (gotta love it!) inside the Fragrant Flowers shop (65,60)
-Eldraeith, Herbalism Supplies vendor and
- Maria Lumere, Alchemy Supplies vendor, both inside the Alchemy Needs shop at (47,80) in the Mage Quarter

Click here for the large map with locations of Earthroot Vendors in Stormwind
If you bump into Antonio Perelli, the “Traveling Salesman” who wanders the main road from Redridge through Elwynn Forest and down to Westfall, you can also purchase earthroot from him.
Here’s florist Bernard Gump. Run, florist, run!

Return to Alanndarian Nightsong with the items you have collected.
Dialogue Alanndarian Nightsong:
“Have you got the reagents I need to make the salve? The deer aren’t getting any better on their own, so we better hurry to help them out!
This is good, <name>, so much so that it should be enough to make some ample doses of the salve – at least enough to start to make a difference.
“Making a cure for poisons can be quite difficult at times because each one often requires a very specific antidote to counteract it. Imagine being able to cure a poison at will without having to worry about the exact ingredients of what the antidote must be!
“Now, let me get to work on this!”
Alanndarian Nightsong will reward you with 75-750 XP and give you the next quest “
Curing the Sick.”

Quest 4 – Curing the Sick
Start: Alanndarian Nightsong in Auberdine, Darkshore (38,41)
Finish – Dendrite Starblaze, Moonglade (56,30)
Your Task: Use the Curative Animal Salve on 10 Sickly Deer in Darkshore.
Dialogue
Alanndarian Nightsong:
“Use the Curative Animal Salve on 10 Sickly Deer that are located throughout Darkshore; doing so should cure them. Sickly Deer have been reported starting south of the Cliffspring River to the north of Auberdine and extending all the way into southern Darkshore where the edge of Ashenvale begins.
“The amount of salve made out of the reagents you brought me is good enough for ten doses, <name>. While I work with the village to try and make some more salve, I’d like for you to help us get a head start. All around Darkshore are sickly deer; use the salve on them and cure their malaise.
“Dendrite Starblaze in Moonglade will want to talk to you when you’re done, I’m sure. Please extend Auberdine’s thanks to the Cenarion Circle there… and let me say thanks to you directly for the help you’ve given!”
Alanndarian Nightsong will give you the 10 doses of
Curative Animal Salve. Drag these onto your tool bar for ease of use.
Your mission is to find 10 Sickly Deer that are located throughout Darkshore and use the “Curative Animal Salve” them. Check out these coords: (41,38) (38,36) (42,40) (43,41) for the deer.

You can’t miss the Sickly Deer; they are the bright green deer with green skulls floating around them in a cloud. See the screenshot.
You may encounter the occasional bugged deer that will cause you to waste salve. If you should run out of salve before you have cured 10 sickly deer, you can abandon the quest, return to Alanndarian Nightsong in Darkshore, and start all over again.
Cure two deer for the price of one salve!
Here’s a tip that may speed up your quest and help you to avoid running out of salve due to bugged deer. You may have noticed that those sickly deer always try to run away. Well, when you find a sickly deer hit it with rank 1 entangling roots and then apply the salve to cure it.
You should get credit for curing it, and then you will get credit again when it dies from the roots! That’s two deer credit for one deer and a good deal. (This little glitch was still working as of May 2008.)
When you have cured all 10 deer visit Dendrite Starblaze in Moonglade using your Teleport Moonglade spell.
Dialogue
Dendrite Starblaze:
“Have you completed what was asked of you by Alanndarian Nightsong of Auberdine? Your work is not complete unless it is.
” You have done well in tending to the sickly deer of Darkshore; they are unwitting victims of a greater taint and corruption that is spreading all throughout the land. There are those in Darnassus who choose to recognize this threat… and there are those who ignore the growing signs. I hope you will not be one to put blinders on about what facts stare you in the face, <name>.
“Regardless, you’ve proven your worth as a friend of nature and the Circle – take this as a symbol of such.”

Dendrite Starblaze will reward you with 75-750 XP and the Veildust Medicine Bag.
The Veildust Medicine Bag:
- It is held In the off-hand.
- It gives these bonuses:
- +1 Intellect;
- +1 Spirit
- It is special and only for those of us who are Druids.
- It restores 50 mana every 3 seconds for 15 seconds.
- It has a cooldown of 30 minutes.
- The item is Level 15.
- Binds when picked up.
Dendrite Starblaze will give you the next quest “Power Over Poison.”

Quest 5 – Power Over Poison
Start – Dendrite Starblaze, Moonglade (56,30)
Finish – Mathrengyl Bearwalker, Darnassus (35,8)
Your Task: Return to Mathrengyl Bearwalker
Dialogue
Dendrite Starblaze:
“You’ve learned what it means to cure poison without the benefit of spiritual aid. Remember what others must endure in fighting poisonous afflictions as you soon embrace your newfound power over poison.
“You should now return to Mathrengyl Bearwalker in Darnassus, <name>. He, no doubt, has a very important spell to teach you now that the student understands the lesson given unto him.
“Farewell, young druid. We shall speak again.”
Well, this is about as easy as it gets. Aren’t you glad that you set your hearthstone for Darnassus?
Hearth back and return to Mathrengyl Bearwalker in the Cenarion Enclave in north-western Darnassus, on the second floor of the tower of Fandral Staghelm’s tree. (35,8)
If you didn’t set your hearthstone for Darnassus you will have to visit the griffon master in Moonglade and get a ride back to Darnassus. (Look out for PvPers if you are on a PvP server.)
When you talk with Mathrengyl Bearwalker he will reward you with 975 XP, and he will train you in the Cure Poison spell. This is an instant cast spell good up to a 40 yard range, and it cures 1 poison effect on the target.
There you have the whole Alliance Druid Power Over Poison Quest Chain.
Click this link for the Horde Version.
For the ultimate Druid guide, covering leveling, gold, raids, PvP, gear, and more check this out.
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