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How to Transmogrify

How to Transmogrify

Transmogrification Rules
Transmogrification - How to Build a Set

Firstly, transmogrification and void storage are not related to one another. Quite a few players seem to have somehow gotten the idea that any items you wish to use for transmogrification need to be contained within your void storage space. Not only is this not true, it's counterproductive. In order to transmogrify an item, you must have both the item whose appearance you want to use, and the item whose appearance you want to alter in your bags/equipped, respectively. If you place an item you want to transmogrify in your void storage, you have merely wasted your deposit fee.

The interface itself is straight-forward. Upon speaking to the etheral transmogrifier (located in Orgrimmar's Drag and outside of Stormwind's Cathedral District; city guards can give precise directions) a window will open showing your character and several equipment slots. The image of your character is a preview of what your gear will look like after the transmogrification process, and the equipment slots are where you will place the items you want to use the appearances of. You can only alter the appearance of your currently equipped gear, though, so make sure that you are wearing the gear whose appearance you want to change before talking to the etheral.

Once the window is open, simply drag and drop the items whose appearances you want to use into the corresponding equipment slots. This means that, yes, you must actually possess the item whose appearance you want to use. Continue until you are satisfied with the result, and then confirm your selections. You will be charged a small amount of gold based on the vendor value of the item whose appearance you are altering (this thankfully means that transmogrification for low level characters is quite cheap, excluding certain heirlooms). Be warned, items used for transmogrification will be made soulbound, untradeable, and non-refundable by finalizing the process.

If you change your mind, the process can be reverted for free by going back to the transmogrifier with the offending item equipped, and clicking on the item's box in the transmogrification window. Alternatively, it can simply be transmogrified again into another item.

Simple, eh? However, there are some restrictions to keep in mind when heading down to your neighborhood transmogrifier.

  • You must meet all requirements to normally equip an item before you can use its appearance for transmogrification. This includes level, class, reputation, and profession skill requirements.
  • Armor and weapon types must match. Plate armor can only take on the appearance of another piece of plate armor, mail armor can only take on the appearance of other mail armor, two-handed swords can only take the appearance of another two-handed sword, and so forth. The sole exception to this rule is that bows, crossbows, and guns may be freely transmogrified across types with one another. This is to maintain a degree of visual distinction among classes and specs.
  • One-handed weapons cannot take on the appearance of main hand or off-hand restricted items. This is because some main and off-hand weapons have models that are designed specifically for one hand or the other, mainly fist weapons. However, main and off-hand weapons are allowed to use the appearances of one-handed weapons.
  • Legendary items are not permitted to be transmogrified to or from. This is to maintain the uniqueness of these rare items.
  • Only items with stats beyond weapon damage or armor are eligible for transmogrification. This excludes grey and white quality items, but also green and better quality items without stats like stamina, agility, or haste.
  • Certain items are excluded from transmogrification on the basis of being inappropriate for combat, usually due to silliness. This is to maintain a degree of dignity in the aesthetic of the game. These items are not marked in any way, but you will receive an error message when attempting to transmogrify them.
  • Level 60 PvP gear is currently not eligible for transmogrification in order to preserve the status of the gear. Players with Feats of Strength from the old PvP ranking system may purchase identical gear from vendors in Area 52, Netherstorm, which are eligible for transmogrification. A more permanent solution is in the works.
  • Heirlooms may have their appearances changed through transmogrification, but cannot be used for their appearances, and will lose their transmogrified appearances when sent through the mail. However, there is currently a bug which fails to wipe the altered appearance from mailed heirlooms in some cases.
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A Guide to Gear at End Game Once You Hit Level85

Honor, Conquest, Justice, and Valor

By now, you should have noticed that as you've been participating in Battlegrounds and Dungeons, you've been accumulating something called Honor Points and Justice Points. Honor and Justice are currencies that allow players to purchase powerful gear and special rewards from vendors in major cities. There are four of these currencies in total, and you have may up to 4000 of each currency at one time (except for Valor, which has no total cap):

  • Honor - Honor is earned by participating in Battlegrounds and other PvP events, and can be used to purchase superior PvP gear to the crafted sets (more on this later).
  • Conquest - You can think of Conquest as upgraded Honor, since that's basically what it is, and it can be used to purchase extremely powerful PvP gear. You earn Conquest points by participating in Rated Battlegrounds and Arena matches. There is a weekly cap of 1000 Conquest (you cannot earn more than 1000 Conquest points in a given week).
  • Justice - Justice is to PvE what Honor is to PvP; you earn Justice points by doing Dungeons, Heroic Dungeons, and low-tier raids, and use it to purchase upgraded gear from what you can earn simply running dungeons and low-tier raids (again, more on this later).
  • Valor - Justice's older and wiser brother, Valor points are earned by participating in current-tier raids and are used to purchase power items that complement the current tier set. There is a weekly cap of 1000 Valor (you cannot earn more than 1000 Valor in a given week).

The Stormwind Honor and Conquest Quartermasters are located in the Champion's Hall in Old Town; the Stormwind Justice and Valor Quartermasters are located in the Command Center in Old Town. The Ogrimmar Honor and Conquest Quartermasters are located in the Hall of Legends in the Valley of Strength; the Ogrimmar Justice and Valor Quartermasters are located in the upper rear part of Grommash Hold in the Valley of Strength.

The Quartermasters also allow players to convert a currency to a like currency of the opposing type (Honor to Justice and vice versa, Conquest to Valor and vice versa). Justice and Honor convert at a rate of 250 Justice to 375 Honor (1.5), both ways. Valor and Conquest convert at a rate of 250 Valor to 250 Conquest (1.0). Point conversions can be transacted at any Trade Goods vendor (JP) or Legacy vendor (Honor) (note that you will have to speak to the opposite vendor of the currency you wish to purchase; for instance, if you wish to convert Justice to Honor, you will need to purchase Honor from the Justice Trade Goods vendor).

It should be noted that Valor to Conquest can only be converted one way: you cannot currently convert Conquest to Valor.

PvP (Player vs. Player)

The PvP gearing progression is fairly simple: crafted PvP sets, Honor gear, and Conquest gear. This progression is as follows:

  • Tailors, Leatherworkers, and Blacksmiths can craft the Bloodthirsty 358 PvP sets.
  • While acquiring these sets (and immediately after having done so), you'll be doing random Battlegrounds to earn Honor points to purchase the Ruthless 390 gear (if you have already accumulated a substantial amount of Honor upon reaching level cap, you can go ahead and begin purchasing the Ruthless gear straight away). Your first random Battleground win each day will also reward you 100 Conquest points, and each subsequent win will net you an extra 50 CP.
  • While farming the Ruthless gear, you should also be working toward your weekly cap of 1000 Conquest, in order to purchase the Cataclsymic 403 gear. It's recommended that you find an arena team (or two or three) and join Rated Battlegrounds whenever you can in order to speed up this process.

Once you have a decent amount of Ruthless gear and a few Cataclysmic pieces, it's time to start focusing on Rated Battlegrounds and ranked Arena matches for the rest of your Cataclysmic gear and that ever-elusive #1 spot on the ladder!

PvE (Player vs. Environment)

For those of you interested in end game PvE (read: raids), your path to gearing up will look slightly different. For starters, your concern will be Justice and Valor, and not Honor and Conquest.

When you first reach level cap, if you've been regularly running dungeons through the 80s, you should have a decent amount of Justice already accumulated. Now would be an excellent time to begin purchasing the 378 gear from the Justice Vendor. You should also be sporting a current iLevel of somewhere between 315 and 325. Purchase what upgrades you can, and go right back to running dungeons. It should be noted that while your ultimate goal is to become current-tier raid-ready (iLevel 372), you should still acquire any gear that is an upgrade for you. Every little piece helps, and will make the process easier. From there, the progression is as follows:

Note: if you need a break from running dungeons, you can always farm the faction reputation 359 gear. It won't give you any extra Justice or Valor points, but upgrades are upgrades. In addition, the head enchants from the various factions will be necessary once you start raiding, and the Therazane shoulder enchants, which are also necessary for raiding, are the only shoulder enchants in the game! You can always equip a faction's tabard for easy reputation farming in dungeons if instances are more appealing to you than hundreds of quests and dozens of dailies.

  • Once you reach an iLevel of 329, you'll be eligible to run Heroic Dungeons. As soon as you are eligible for Heroic Dungeons, you should begin running them as a matter of course, as the first seven of these you run every week will net you 150 Valor points (this means that you can reach the Valor cap each week simply from running Heroics!).
  • Once your reach an iLevel of 346, you'll be eligible to queue for Zandalari Heroic Dungeons (Zul'Aman and Zul'Gurub). These dungeons drop gear of 353 iLevel.
  • Also upon reaching an iLevel of 346, you'll be high enough to attempt the Tier 11 raids for Valor rewards and 359 gear. This is recommended, as these raids have received significant nerfs and are an easy source of Valor points every week.
  • Upon reaching an iLevel of 359, you will be able to add the Tier 12 raid, the Firelands, to your weekly to-do list, which drops 378 gear in addition to Valor rewards.
  • When you reach an iLevel of 365, you will be eligible to queue for the new Hour of Twilight Heroics, which drop 378 gear and detail the story leading up to the new raid, Dragon Soul.
  • Eventually, you will have accumulated enough Justice and Valor to have reached an iLevel of 372, at which point you will become eligible for the Raid Finder, a new feature added in 4.3 that allows players to queue for an instanced, slightly easier version of the current Tier 13 Raid, Dragon Soul. There are two parts of Dragon Soul available to players through the Raid Finder, and each drops iLevel 390 gear and 250 Valor points once per week.

Once you've gained some experience and some fancy new gear from the LFR (Looking for Raid, or Raid Finder) version of Dragon Soul, you'll be ready to move on to Dragon Soul regular and hard modes like every other current-tier raider :)

Currency Rewards and Sources


Honor is earned from unrated Battlegrounds, unranked Arena matches, honorable kills, and controlling Wintergrasp.


Conquest is earned from Rated Battlegrounds, Ranked Arena matches, and controlling Tol Barad.

  • Random Battleground Win (first win each day): 100 CP
  • Random Battleground Win (after the first): 50 CP



  • Random Regular Dungeon: 140 JP (7x per week)
  • Heroic Dungeon Boss: 70 JP


PvE Raids:

  • Dragon Soul 10-man Boss (Reg. and Heroic): 100 VP
  • Dragon Soul 25-man Boss (Reg. and Heroic): 100 VP
  • Dragon Soul 25-man (LFR): 250 VP (2x per week, once per wing)
  • Firelands 10 Boss (Reg. and Heroic): 50 VP
  • Firelands 25 Boss (Reg. and Heroic): 50 VP
  • Tier 11 Raid 10-man Boss (Reg. and Heroic): 35 VP
  • Tier 11 Raid 25-man Boss (Reg. and Heroic): 45 VP

Baradin Hold:

  • 10-man Alizabal: 100 VP
  • 25-man Alizabal: 100 VP
  • 10-man Occu'thar: 50 VP
  • 25-man Occu'thar: 50 VP
  • 10-man Argaloth: 35 VP
  • 25-man Argaloth: 45 VP

Hagara the Stormbinder Heroic Mode Exploit

Hagara the Stormbinder Heroic Mode Exploit, Another one...huh?

During the Ice Phase:

- Use Divine Shield
- Run into the bubble protecting Hagara
- Take no damage
- Stay Inside
- Divine Shield expires
- Still stay inside and take no damage
- Proceed to attack the pillars while staying safe

Here are the relevent mechanics (on hard mode).

Being in the bubble causes you to take 15% of your health per tick.
Ice walls still chase you around the circle
She puts a debuff on random raid members that slows their movement speed (up to "you're rooted" after 10 seconds).
dispelling the debuff puts a frost patch on the ground - anybody going in to the frost patch is slowed (think al'akir phase 1)
If dispelled in the area you run the frost patches will be a soft enrage: they never disappear and eventually everyone will be slowed full time and get killed by the ice walls.

Our hard mode strategy consists of standing near the bubble in a big group attacking one totem - we run into the bubble when an ice wall comes past and the back out when it's gone -- you take 30-45% of your HP from bubble debuff but you can stay on the totem nearly full time. It evolved from an earlier strategy of running around in a circle and ducking into the bubble to have your debuff dispelled (dispelling in the bubble meant it was far away from where people were running so nobody would get snared) so that the outer ring was always clear and we could run around more-or-less forever. Eventually we noticed the mechanics being discussed in this exploit (and others).

What this exploit allows is for your entire raid to move into the bubble and stay there for the remainder of the phase: no damage, no ice walls to dodge: just stand still and burn down the totems (plus have all your melee in range of the boss for the 15 second burn phase that follows). It's not limited to DKs/Paladins: mages, priests, warriors, shaman: every class can exploit it. You can put your whole raid in the bubble and completely negate the phase. Normally you'd leave your melee classes outside of the bubble just so they can attack the totems but having 15+ people under it means way less frost patches out where people are running which means it's way harder to die.

Any heroic capable guild will discover this naturally over the course of a few wipes: you trigger the exploit accidentally using a normal "optimal" strategy and then you realize you can intentionally use it to great effect. All they need to do is make the area inside bubble re-apply the debuff every 5-10 seconds and it goes away. I'm sure they'll do it sooner rather than later (probably during today's reset).

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Transmogrification Rules

Transmogrification Rules

Originally Posted by Takralus

Since we announced the transmogrification feature coming to World of Warcraft with patch 4.3, we have monitored thousands of follow-up comments, questions and suggestions from players all over the world.

What follows is our current list of rules for transmogrification. This is a set of rules that we expect to change over time, and is not intended to be 100% comprehensive, but we hope that it can be referenced to answer most questions that players currently have about what they can and cannot expect to be able to do with transmogrification.

The character must be able to equip both items.

Only uncommon (green), rare (blue) or epic (purple) items may be transmogrified. (exceptions: a select few of these items will be prevented from being used to transmogrify if they are inappropriate)

Items must share the same armor type (examples: plate for plate, cloth for cloth)

Weapons must be the same weapon type (exceptions: Guns, Crossbows, or Bows)

Guns, Crossbows, and Bows can be used to transmogrify Guns, Crossbows, or Bows.

Main hand weapons can only be used to transmogrify Main hand weapons.

Off-hand weapons can only be used to transmogrify Off-hand weapons.

One handed weapons can be used to transmogrify a Main hand or Off-hand weapon.

Using an item for transmogrify makes it soulbound.

Using an item for transmogrify makes it non-refundable.

Using an item for transmogrify makes it non-tradable.

Heirlooms and Account Bound items can be transmogrified.

Heirlooms and Account Bound items can be used to transmogrify.

Legendary items cannot be transmogrified.

Legendary items cannot be used to transmogrify.

Fishing Poles cannot be transmogrified.

Fishing Poles cannot be used to transmogrify.

Mailing an item strips its transmogrification.

Placing an item in Void Storage strips its transmogrification.

Vendoring an item strips its transmogrification.

The displayed enchant will be that of the currently equipped item.

There may be individual items that are excluded from being transmogrified on the basis that they were originally added to the game as absurdities. (examples: a weapon that looks like a fish, or a chest piece that is invisible)

Originally Posted by Takralus

I would be interested in knowing if we are able to transmo Wands?
As I have for example one of those, which I think is really cute, and I am looking forward to use it. But I have never read anything that we are able to transmo our (nasty..) looking wands?

As it currently stands, wands are eligible for Transmogrification just like the other weapons :)

Can you use one dagger model to transmogrify the two you have equipped?

Yes, so long as it meets all the other requirements listed above.


Patch 4.3 Hotfixes, December 12

Patch 4.3 Hotfixes, December 12

Originally Posted by Blizzard

Hour of Twilight

  • Archbishop Benedictus

    • Thrall should no longer despawn when no players are near him after the gauntlet has been completed.

Throne of the Four Winds

  • Al'Akir

    • Wind Burst should no longer knock players back too far.

Dragon Soul

  • Morchok

    • Earthen Soldiers, Ancient Water Lords and Earthen Destroyers now move faster.
    • Morchok's Resonating Crystals should now always target the closest players when they explode.
  • Yor'sahj the Unsleeping
    • Damage done by Forgotten Ones, Void Bolt AOE, and Searing Blood has been reduced on 25-person, Heroic difficulty.
    • Yor'sahj's health has been reduced by 10% on 25-person, Heroic difficulty.
  • Hagara the Stormbinder
    • Hagara’s Frost Shield can no longer be broken by Shattering Throw to avoid her Frozen Tempest phase.

  • Warlord Zon'ozz
    • Disrupting Shadows no longer deals AoE damage or knockbacks when the duration is reduced with Mage Armor on Heroic raid difficulties.
  • Warmaster Blackhorn
    • Shockwave can now be broken by trinkets and other effects that cancel stuns.
    • Blackhorn's Vengeance now accrues at a rate of 1% per 2% of missiong HP on Raid Finder difficulty.
    • After Warmaster Blackhorn is killed, the deck fire on upper decks is no longer present on Heroic difficulty.
    • Warmaster Blackhorn, the Twilight Elite Slayers, and the Twilight Elite Dreadblades are no longer able to attack players while mounted.
  • Spine of Deathwing
    • Blood Corruption: Earth will no longer morph into Blood Corruption: Death when dispelled.
    • Blood Corruption: Earth now applies two stacks of Blood of Neltharion when it expires on 25-player heroic difficulty.
    • The health pools for Burning Tendon, Corrupted Blood, Corruption, and Hideous Amalgamation have been reduced by 6 to 11% for 25-person raids on both normal and Heroic difficulty.
    • Hideous Amalgamations with the Superheated buff no longer pulse their AE damage after being thrown from Deathwing's back.
  • Madness of Deathwing
    • Damage done by Elementium Blast, Corrupted Blood, and Blistering Heat have been lowered on Raid Finder difficulty.
    • This encounter should now complete when all players die after Deathwing has been defeated.


  • Darkmoon Zeppelin should no longer be converted to a Horde Balloon during an Alliance to Horde faction change.


  • Pounce should now apply its Bleed to targets beyond its normal range when used with the Glyph of Pounce.
  • The Mass Regeneration effect from the Druid Tier 13 bonus now heals 25% of the healing received by the Druid from Frenzied Regeneration, down from 50%. The tooltip will be updated in a later patch


  • Holy Radiance should now stack properly with Holy Radiance, with all valid targets nearby being properly healed.


  • Bladestorm will now properly apply its immunities to spell effects that are in flight when Bladestorm is activated.


Giving Gifts in Game

Giving Gifts in Game

Originally Posted by Nethaera
The Feast of Winter Veil is coming soon and as many of us may be working on gift buying lists outside of the game, many work on lists for in game too.

Do you take time to give gifts to guild mates, friends, significant others, etc? What types of gifts do you tend to like to give? If you've gotten any gifts, what were they?


Spine of Deathwing Heroic 25 Changes aka NERFS

Spine of Deathwing Heroic 25 Changes aka NERFS

  • Burning Tendons health reduced to 39 million, down from 42 million.
  • Hideous Amalgamation health reduced to 30.5 million, down from 34.5 million.
  • Corrupted Blood health reduced to 900k.
  • Corruption health reduced to 2.5 million.
  • Fall damage from canceling parachute removed.

There are the first nerfs to dragon soul ... I am sure we will see couple more of these in the coming weeks ....!

deathwing heroic

LFR Should Have a 10Man Option

Looking For Raid Should Have a 10Man Raiding Option

Im not here to bash or hate on the new LFR raiding option I am simply giving my two cents on how a 10 man option would improve it drastically.

Im sure most of us have experienced the plethora of problems with getting loot on 25 man LFR , people needing loot they actually don't need , certain people getting two tier tokens after needing on both and to top it all off that dreaded role bonus. I must admit LFR is great fun and a amazing feature for casuals to get geared through , but it starts to become a waste of time and a hassle when you complete both LFR sections on all your alts and you get no loot , and for the people who have poor computer specs and cant run 25 man raids smoothly i can imagine its a bad experience since 4 months ago i couldn't even run the game properly before i decided to build my own gaming rig.

Adding a 10 man option would improve LFR so much , it would help 10 man guilds do alt raids in there spare time without having to explain tactics to pugs , people could gear their alts properly and have more of a chance and getting tier tokens , it would give casuals a chance to explore a different perspective of raiding instead of just doing 25 man all the time and it would obviously help the people who have lag while doing 25 man.

I would love to hear peoples opinions on this i can already guess most would agree since i have heard people complaining constantly :D . Feel free to share your opinions if you can also copy this post over to the US forums and hopefully we can grab blizzards attention.

p.s It is much easier to get 10 random pugs to do something than getting 25 random pugs to do something .

Originally Posted by Takralus
Having the LFR group size set at 25 allows for a more forgiving experience should errors be made by individual players — after all, we believe Raid Finder groups should be a fun way to experience raid content without feeling too punishing to new or inexperienced raiders.

In regards to the loot issues you mention, such as people winning the same item twice, we're working on a solution for this.


Frost Death Knight PvE Glyphs Patch 4.3

Frost Death Knight PvE Glyphs Patch 4.3

Prime Glyphs

Glyph of Obliterate - Increases the damage of your Obliterate ability by 20%.
Glyph of Howling Blast - Your Howling Blast ability now infects your targets with Frost Fever.
Glyph of Frost Strike - Reduces the cost of your Frost Strike by 8 Runic Power.

Major Glyphs

Glyph of Pestilence - Increases the radius of your Pestilence effect by 5 yards.
Glyph of Death Grip - Increases the range of your Death Grip ability by 5 yards.
Glyph of Anti-Magic Shell - Increases the duration of your Anti-Magic Shell by 2 sec.

Minor Glyphs

Glyph of Death's Embrace - Your Death Coil refunds 20 Runic Power when used to heal an allied minion.
Glyph of Resilient Grip - When your Death Grip ability fails because its target is immune, its cooldown is reset.
Glyph of Death Gate - Reduces the cast time of your Death Gate spell by 60%.

wow 4 3 4 frost DK glyphs

Marksmanship Hunter PvE Glyphs Patch 4.3

Marksmanship Hunter PvE Glyphs Patch 4.3

Prime Glyphs

Glyph of Steady Shot - Increases the damage dealt by Steady Shot by 10%.
Glyph of Chimera Shot - Reduces the cooldown of Chimera Shot by 1 sec.
Glyph of Arcane Shot - Your Arcane Shot deals 12% more damage.

Major Glyphs

Glyph of Raptor Strike - Reduces damage taken by 20% for 5 sec after using Raptor Strike.
Glyph of Misdirection - When you use Misdirection on your pet, the cooldown on your Misdirection is reset.
Glyph of Trap Launcher - Reduces the Focus cost of Trap Launcher by 10.

Minor Glyphs

Glyph of Feign Death - Reduces the cooldown of your Feign Death spell by 5 sec.
Glyph of Aspect of the Pack - Increases the range of your Aspect of the Pack ability by 15 yards.
Glyph of Revive Pet - Reduces the pushback suffered from damaging attacks while casting Revive Pet by 100%.

hunter pve glyphs
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