Monday, June 22, 2015

Gold farmer - WoWWiki - Your guide to the World of Warcraft

Gold farmers, not to be confused with regular "farmers" or "grinders", are players who stay online for extremely long hours and farm mobs for the purpose of selling the in-game money they accumulate for real-world money. The description Chinese gold farmer is often used, as many of these players are Chinese (though recent magazine articles have placed the majority blame on Indonesia).[citation needed] This was strongly suggested when gold selling websites ran out of gold during the Chinese New Year,customized bobbleheads, their employees presumably having gone on vacation.

Gold farmers then take this money and attempt to sell it to other people through several web sites and auctions in exchange for real-world money. This is against the Terms of Service as Blizzard considers all gold and items in game to be its property. Such gold farmers are frequently banned from the game. However, completely getting rid of them is nearly impossible, because they can just buy a new copy of the game and create a new account. The recent addition of the "report spam" feature helps player to report farmers who advertise in-game. Some players have also taken on a policy of griefing gold farmers.

Gold farmers are commonly considered "greedy", and will frequently be labeled as a loot ninja,personalized bobblehead, or act plain antisocial. Often they do not speak the native server language, or have only memorized a select few sentences, thus making it harder to effectively communicate with them in game.

The problem has become so great that some sites which hold user-made interface enhancements have begun listing add-ons specifically designed to catch such whispers, filter them out from being displayed to the player, make a GM ticket and send it automatically.

Contents[show] Automated Gold Farming Edit

An unaffiliated group (manaview) stirred controversy in development of a certain addon known as The Tycoon Gold Addon to facilitate the process of farming for gold. This upheld much controversy, but was resolved as the addon was tweaked to support terms of agreement.

Gold farming in America Edit

Recent attempts at cost-effective gold farming have begun in America. A number of US-based gold suppliers for World of Warcraft have formed a vast network of college and professional gamers, such as Forsaken Farmers. In their spare time, these gamers farm gold and power level customer accounts. In turn, they receive such benefits as free time cards,customized bobbleheads, accounts, gold, power leveling services and even cash. These gamers are instructed to follow all in-game rules and refrain from using gold farming techniques such as bots, macros and hacks which are frowned upon in the gaming world. American-based gold farmers are far less common than ones located in Asia, simply because of the abundance of cheap labor in Asia.

Gold farming in China Edit

According to estimates, around 100,000 people in China are employed as gold farmers, as of December 2005.[citation needed] This represents about 0.4% of all online gamers in China. Chinese gold farmers typically work twelve hour shifts, and sometimes up to eighteen hour shifts. Wages depend heavily on location and the size of the gold farming company. One gold farming operation in Chongqing in central China with 23 gold farmers was reported to pay its employees the equivalent of about 120 U.S. dollars per month, while workers at a larger gold farm in Fuzhou earn the equivalent of about 250 U.S. dollars per month. The rising prevalence of gold farming has led to the creation of gold farm brokerages.

Because of reports indicating many gold farmers are located in China they are sometimes referred to as "Chinese farmers" or "China farmers".

There are "gold farmers" (sometimes known as Tyrexs) or "gold farms" in other countries as well such as the Philippines, Indonesia and Mexico. However, they do not approach the scope and scale of the Chinese farm industry. China's abundant labor, availability of high-speed Internet connections and cheap computers have made it a powerhouse in collecting virtual assets for online games, fueling the market among the 30 million or so online gamers worldwide.

Economic effectsEdit

An issue unrelated to the legal and social issues of the gold farmer is their effect on game economies. Blizzard Entertainment and some players suggest that by introducing new gold into the system, farmers are causing inflation. However, a WoW server is not a closed system, gold farming is not a monopoly industry and farmers make a good deal of their gold off the sale of items. As such, they are competing against players and each other within the economy of a given gameserver, driving prices down and thus inflation is actually staved off -- the Wal-Mart effect, if you will.

Even non-gold buying players quickly come to rely on the prices set by the commoditization of items farming helps to create. And gold farmers themselves invest heavily in a game's economy -- buying gear that helps them farm better, such as bags and potions. Recent crackdowns on gold farming accounts have resulted in a 2 to 4x increase in the prices of enchanting materials, boosted the prevalence of premium-priced epics, and stalled the market for other high level trade goods and services, leaving the profitability of tried-and-true schemes in question. This leads some to the conclusion that while gold farming is indeed disreputable, it also has a positive effect -- a stable, competitive in-game market.

An alternative viewEdit

The other view is that in fact, gold farming does cause inflation. It has been seen throughout history,customize bobblehead, that the decrease in value of a currency, naturally drives up the prices of the goods it is used to purchase. It can be said that gold farming is a self-sustaining industry that fuels its own corruption. By inflating the economy and driving up the prices of items,custom bobble head,Met Office WOW Home, more in-game gold is required to purchase them. Rather than farm this gold for themselves, players are as such more likely to purchase it and simply save themselves the trouble. This is a circular problem and does nothing more than feed itself. The perceived 'lower price' of items can be viewed as nothing more than a myth, not backed up by any sound evidence, with basic economics stating that inflation is a real problem in any economy, including that of World of Warcraft.

The fact that an out of game economy drives down inflation is not a "myth"; it's a studied phenomenon (though most heavily around Second Life) that is evident anytime there's a crackdown on gold farmers. Prices go up. Either way,Dirt bag News, Video and Gossip - Jezebel, the readiness of gold in BC thanks to daily quests and other game mechanics has largely reduced the gold farming industry while at the same time creating a robust economy. [citation needed]

Gold farming can be viewed as particularly harmful to new players, who, unlike those who began to play on day one, have to deal with the fact that items are far more expensive,personalized bobbleheads, sometimes obscenely so, whereas the money received from quests and the vendoring of rewards is a lot lower. The sale of lower level items such as linen cloth and basic ore which are often the basis of a low-level character's economic growth, have bottomed out due to the fact that most players are now Level 60 and have no use for these items, or are playing twink-alts with an artificially high sum of gold which new players do not possess.

Note: Many of these twink-alts will have an artificially high sum of gold,customize bobblehead, leading to higher prices in AH. That means the new players will be able to sell things for more gold than before,custom bobbleheads, easing them into the system better. However, you must note that this relies often on the sheer luck of the player. Many players may not receive a BoE blue for a very long time, and some may not even see a BoE epic in their life-time of play. Such 'twink' items are therefore not a reliable basis for the economic-growth of a low-level player. The fact that end-game items are more dependent on how able you are to raid than how much gold you have also eases the problem of gold inflation. There are also plenty of money sinks at 60 (mainly repair costs), and many end-gamers will be using much of their bought gold solely on these money sinks,custom bobbleheads, which also drives down inflation. However, while World of Warcraft is most certainly well-designed in this respect,,, it still does not completely eliminate the problem. Basic economics dictate that inflation in this situation is guaranteed and while money-sinks do help to limit it somewhat, they do not stop it. Merging both economic argumentsEdit

Both of the arguments seen above can actually be merged together. Gold farming increases both the volume of gold in the game (which increases demand for higher items, and is inflationary) and the volume of items in the game (increases supply of higher items, is deflationary.) As such, the impact of gold farming could theoretically go one way or the other. One facet that has not been considered properly is that gold farmers make a significant amount (if not most) of the money to be sold by selling the items they find. This will result in increased supply for some items, and therefore the deflation that has been argued above. On the other hand, markets where there is no excess supply will result in inflation.

The key point that is being missed is that non-competitive deflation (which occurs due to market domination) is not necessarily a good thing. All sellers must devalue their items in order to sell them, placing sellers who are not gold-farmers at a disadvantage, decreasing their income/wealth. Economic theory also dictates that the total amount of money involved is lower than it should be, decreasing the efficacy of the auction house cut system that helps fight money supply inflation (that can potentially impact on other sections of the game).

This comes to the most significant economic problem with gold farming; non-gold purchasers are artificially poor not only because they do not buy gold, but because their sales are undervalued. The distribution of income between players is altered, such that theoretically there is a potential decrease in the wealth of the "middle" and "upper-middle class" players in the game. While it could be argued that because all of the major items are deflated the issue is trivial, people typically wish to buy items of higher value than what they are selling, and more items are therefore required for the same purchase. In other words, the sellers and buyers in the markets the gold-farmer are involved in are the most susceptible of losing financially.

In the end gold farming results in benefiting and disadvantaging different player groups. Players who do not play much (and are hardly involved the market discussed), or gold buyers, or those who are already very wealthy will suffer no negative impact from item deflation, and can only gain from gold-farming. Players who sell items directly competing with the gold farmers (which would also consist of a significant portion of the buyer market) are worse off. Note: These statements are true with the presumption that the market is not perfectly competitive; the gold sellers effectively control the price of the market because they dominate the number of sellers present.

But perhaps most importantly for most players, the changed wealth distribution between players of similar caliber and similar game-time result in them having very different equipment, which many would consider an unfair advantage.

Blizzard on RMT Microtransactions Edit

Some gold farmers have feared that someday you could use real money to buy gold in-game with a method sanctioned by Blizzard, some times called "micro-transactions." At a Game Developers Conference 2008, Rob Pardo gave a strong indication, Blizzard would not ever go this route with World of Warcraft.

Excerpt from   WoW Insider GDC08: Live from Rob Pardo talks about Blizzard's approach to MMOs: Q: Have you considered micro-transactions in WoW? A: We chose to go with the subscription-based model instead of that approach. We've taken the approach that we want players to feel like it's a level playing field once they're in WoW. Outside resources don't play into it -- no gold buying, etc. We take a hard line stance against it. What you get out of microtransactions is kind of the same thing and I think our player base would feel betrayed by it. I think that's something else you have to decide on up-front instead of implementing later. Q: But it might make it easier for the casuals to catch up.... A: They aren't going to be the ones spending the money.


Research on gold farming Edit Ge Jin Edit

China is in fact dominant in this industry and Jin Ge, a 30-year-old Shanghai native has done a documentary on "gold farms" in China as part of his doctoral research at the University of California, San Diego. [1]

He is one of the many researchers who has invested his time in investigating how farm owners manage their production and distribution of virtual commodities across the border between the virtual and the real as well as the border between nations. His main aim in his research was also to delve into the background and lives of these workers "I also tried to find out what this job, combining work and play, means to Chinese gold farmers and how it feels like to live at this peculiar intersection of the virtual and the real."

Ge Jin's research is also documented in his periodical online news articles which can be found at Consumer Studies Research Network.

Cory Doctorow Edit

Cory Doctorow has done research on gold farming in the process of writing a novel (For The Win). Discussion of his research appeared on WoW Insider [2].

Controversies Edit Forums, 2006 Edit Selling In-Game Content for Money - 1/12/05 | 2006-08-16 23:34 | Eyonix It has come to our attention that certain individuals are selling Blizzard's in-game property for cash on auction sites such as eBay and on personal websites. The World of Warcraft Terms of Use clearly states that all of the content in World of Warcraft is the property of Blizzard, and Blizzard does not allow "in-game" items to be sold for real money. Accordingly, Blizzard Entertainment will take any and all actions necessary to stop this behavior. Not only do we believe that it is illegal, but it also has the potential to damage the game economy and overall experience for the many thousands of others who play World of Warcraft for fun. In order to promote a fun and fair environment for all our customers, we are actively investigating those individuals who engage in this inappropriate activity and reserve the right to take legal action against these individuals to protect World of Warcraft for all those who "play by the rules." If you are found to be selling in-game property (such as coins, items, or characters), for real money, you will lose your characters and accounts, and Blizzard Entertainment reserves its right to pursue legal action against you as well.

We also want to remind potential buyers in the game to please refrain from buying in-game property with real money. We understand the temptation to purchase better items, but Blizzard, and not the seller, does own all in-game property. In addition, we feel that characters can find ample equipment and money within the game through their own adventuring and questing. Please understand that if you do purchase in-game property from sellers on eBay and personal sites,personalized bobblehead, we may temporarily suspend your account,Camera Shoulder Bags - Think Tank Photo, and at the very least,., delete the offending items.

Thank you for understanding our position,custom bobbleheads. Blizzard Entertainment is committed to maintaining the atmosphere of fair play and fun in World of Warcraft,custom bobblehead.

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Forums, 2009 Edit

On January 22nd, 2009, a gold seller banner-ad appeared on the official World of Warcraft forums, which offered gold "As Low As $3/1000 WoW Gold <5 Minutes Delivery US/EU On Sale" [sic] [3]. The advertisement was quickly removed, followed by the swift deletion of most forum threads discussing the subject. Bornakk, a community manager for World of Warcraft, made an official statement regarding the advertisement shortly after, and reinforced Blizzard's long-held stance against the practice of buying and selling gold.[4]

Re: what's up with the new Ads on this site? | 2009-01-22 22:09 | Bornakk Recently, there was a temporary error with our forum advertisements that caused a gold-selling ad to be displayed. At this time, we have resolved this error. Our stance, which is fully explained in the statement below, remains firmly against the buying or selling of gold, and we may take action against accounts that are involved in these activities. http://www.worldofwarcraft.com/info/basics/antigold.html

View original post View archive post

Launch of Battle.net Security, 2010 Edit

On January 2010, Blizzard Entertainment,custom bobblehead, publisher of the game, stepped up its offensive on account security scams with the launch of a new website. The new Battle.net account security website expects to highlight the importance of vigilance and common sense when it comes to subscribers' accounts.

"These pages are part of a larger effort to provide you with the knowledge and tools necessary to identify and report threats to your account’s safety, to spotlight ways in which we work to fulfill our security commitment, and to act as a helpful resource in case someone manages to steal account information from you.

Gold sellers and leveling services are responsible for the vast majority of all account thefts, and they are the number-one source of World of Warcraft-related phishing attempts, spyware, and even credit card theft. Players who buy gold actively support spam, hacks, and keyloggers, and by doing so diminish the gameplay experience for everyone else."

References Edit See also Edit External links Edit GlobalPost.com Diablo III: How to game a virtual economy and make a living playing video games by Jeb Boone, December 15, 2011 06:37 Guardian.co.uk China used prisoners in lucrative internet gaming work Danny Vincent, Wednesday 25 May 2011 19.49 BST

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World of Warcraft Archives - Stratics

Welcome everyone,customized bobbleheads, I’m making this article specifically for two reasons. The first of the two is because a lot of people I speak with make comments such as “Man I can’t believe how much tanking has changed” and its inevitably returned with “Has it really changed that much?” The second person is who this article is for,personalized bobblehead, as after that conversation progresses even further, its obvious a LOT of people don’t have clarity on this topic.

The second of the two reasons, is because I’m frankly getting sick of people complain about tanking changes on the WoD beta. You guys simply don’t understand the change,custom bobblehead, which is fine, and I’m sure this one article won’t change that,Guide - Gold Capped, but at least its off my mind. So let’s begin.

Classic -

First thing to recognize about classic is that there were three specs that could even tank for any reason whatsoever. Protection Warrior, Protection Paladin, and Feral Druid. The issue however,customize bobblehead, is that only Protection Warrior had a taunt, so as a Paladin you could only ever tank something that would never need to be taunted (ie nothing.) Feral had a different issue,personalized bobbleheads, that being a lack of agility gear that was relevant. Pretty much all leather gear had weapon specialization on it, or things of that nature (the stat that eventually became expertise.)

Model:
In general, the model can be summed up by one word – Threat.

You can tell that Blizzard wanted there to be more to it then that already, by giving them an ability like Shield Block, but it was simply too infrequent and not enough in a pseudo triage healing model. Shield Wall was also a 1 hour CD originally, but became 30 minutes at some point through out classic!

For five mans, your job was to lead the group, mark for CC, and threat what you could. You CC mobs mostly because its impossible to keep threat on them, but in classic it was also very dangerous to tank many, because dodge, block, and parry (combat table coverage) are not what they are today. It was very very common to take unmitigated swings.

Burning Crusade -

In TBC,Best Gems for 5.4 Mists of Pandaria of World of Warcraft - WoW Popular - Filter by Gems, they gave Paladins and druids real taunts, and real gear options to tank from level 70 normals all the way through sunwell. Each tank had its ups and downs, but many people still considered a warrior to be the only option for a raid tank, because the others still lacked definite cds and debuffs.
Its at this point that people first start recognizing the important of Thunderclap, Demo Shout, Disarm, and Shield Block.

Model: Even more surely a threat based model, especially outside of raids.

In classic, there was very little to worry about in the way of 4-6 mob packs that weren’t just AOE trash, but TBC introduced this type of pull in a lot of its 5 mans. Historically, people remember these as a true challenge, but it lied at the heart of the tanking model, not the mechanical design. The tank simply could NOT get threat on them all unless they were a paladin with high spell power.

Towards the end of TBC we start seeing the new model surface, likely by accident.

Wrath of the Lich King -

Wrath saw the introduction (finally) of rotational defensive CDs. Divine Protection was the biggest one; the spell changed from a weaker hard bubble to a 2 minute 20 percent damage reduction and we never looked back,,.

Shield Block, shield wall, and last stand all became useable in rotation, and the birth of Combat Table Coverage caps (CTC) was born. With defensive stats readily selectable from gear options, the game had come a LONG way, maybe not even intentionally.

Model: 50 percent threat,,, 50 percent survival.

Honestly, I struggle to believe they wanted this to go this direction this quickly, but once people saw how easy Wrath five mans were, there was no turning back. But once again, you need to understand WHY this was the case. We went from 5-7 mob packs in TBC that simply COULD not be pulled without some dedicated CC. It literally was not possible to threat them all. In wrath,custom bobblehead, these 5-7 mob packs were just more heavy damage then a 3-4 mob pack. Every tank had a viable AOE, and with the introduction of DKs,custom bobbleheads, we see the first real overpowered AoE to join a tank arsenal since Paladins got sorted out in Howling Blast. Frost DK tanks simply had no concerns with threat, and thus the model was shattered.

A warrior still had to battle, but Thunderclap’s threat was dramatically increased,custom bobblehead, so if you just charged in, tclapped, and then tabbed and cleaved, you would have no concerns either. The dawn of the new age has begun!

Cataclysm -

I consider this the dim hours for Tanking. They were crossed up between what happened with the abandoned threat model, and what was emerging as an overpowered reduction model, giving way to the submodel of DPS. Cataclysm five mans were considered among the toughest, but entirely because of the incoming damage being overwhelming. CC was used to prevent a tank death, but as they settled into this model tanks started to realize that if they simply just went ham AOE,THE 21ST WOW (WORLD OF WOMENS CINEMA) FILM FESTIVAL, they could do more dps then the actual players…

Model: 10 percent threat, 70 percent Survival, 20 percent DPS.

Long story short, the availability of stats like Critical strike on Plate gear since the advent of the specialization perks make warrior tanks (and others) really consider ditching conventional tanking ideas and become another DPS. If they used their rotational CDs properly,custom bobbleheads, the stats on their gear became nearly irrelevant, however a full ctc capped paladin would essentially need no healing, so it was up to the raid on which direction they wanted to go. Regardless, this solidified the death of threat tanking, and would usher in the brilliance that we see in Pandaria.

Mists of Pandaria –

This is how tanking should have always been. Threat was a fun mechanic,., but felt clunky. You are the tank! Keeping yourself alive should be what its all about.

Model: Active Mitigation Survival and Vengeance DPS.

With the advent of Challenge Modes, we see this model in its purest form. Every tank has an AOE stun, and between 3-5 rotational CDs with Active Mitigation tied in. A tank who can keep his active mitigation up simply can not be killed, and this allows the spec and class to be pushed to its most extreme limits. When you pull the entire room of Scholomance and see 1.5 million DPS as a protection paladin with 960k vengeance and 300k ticking hots from your own spell, you know you have broken the video game.

The active mitigation is amazing, and so is the defensive benefit of Vengeance, but the dps aspect is simply cheesy, and was far too abused in raid encounters where a tank would be the top dps by a mile. Lesson learned,personalized bobble heads, let’s move on. RIP vengeance

Warlords of Draenor -

With 6.0 comes Resolve, the child of the deceased Vengeance. It is essentially the same thing, but it only effects your self preservation, and doesn’t last nearly as long. Its very akin to the DK blood shield concept, but now for all tanks.

Model: Active Mitigation 100 percent.

At least that’s how its shaping up. It has yet to be claimed how it will transpire, but the way I see it, its all about you now. There is no super hero complex where a tank with 1.5m attack power can trump 5 dps, and there is no need for silly gear choices. All secondary stats, even critical strike,customized bobbleheads, give some offensive and defensive benefit, while Bonus Armor and the tertiary stats seem to be your main difference between sets.

The point of complaint is the reduction of Shield Wall type CDs from 12 seconds to 8 and a general nerf to active mitigation, but this seems neccessary to me. 12 seconds is a long time, despite it being a 3 minute CD, and hopefully wont hinder the model too much in the long run.

Metro’s Summary and Favorites -

In brief, it has come full circle. From a pure threat model to a pure survival model. It took 10 years, but I feel both have their merits. What did NOT strike me as fun was the in between years. Especially in Cataclysm, tanking just made no sense. It was basically frowned on to do something other then try to be the top DPS, and even in the one “challenging” 5 man heroics,personalized bobblehead, a fury warrior was a more capable tank then a protection warrior.

My preference is the two extremes without question. Tanking MoP Challenge Modes is the most fun I’ve had in the game, and tanking Classic five mans (and TBC five mans to some degree) is just one notch lower. The threat model was simpler but still engaging. The MoP model is far more complex,Michael Kors Michael Kors, but far more rewarding when you can negate the panic.

Even with the ability pruning in WoD, there is very little lost in the way of tanking. Looking forward to a new season of CMs and the culmination of 10 years of tanking work. Can’t wait!

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