10 Zul’Farrak Runs : Loot Tally

Zul’Farrak has a massive loot table which makes it both a very rewarding and frustrating run, with every major tmog set from vanilla, and a whole bunch of garbage no one wants, it makes targeting any single item, such as glorious legplates near impossible.

Zul’Farrak has a very good flow, and you can clear the instance in roughly 2 mega pulls, with such a huge among of humanoid mobs you will find your bag filling up roughly every 3 runs, while raw gold isn’t that high, the drop rate for blues and greens is one of the highest of any vanilla dungeon.

10 Blackrock Depths Runs: Loot Tally

While this run doesn’t have the best raw gold, the abundance of Runecloth and tmogs make it’s very valuable, while Runecloth isn’t worth a lot, I sold the entire stock for roughly 250g within seconds, boosting the effective gold per hour to around 990g.

I loved the ability to bull 100+ mobs, and managed my entire route in a single pull, not only did this save time, but it looks incredible, seeling rows of items scrolling past in loot appraiser.

10 Stratholme Runs: Loot Tally

This run is a simple affair once you memorise the route, I found it was possible to kill 6 of the bosses/mini-bosses without too much backtracking, and many areas allowed massive pulls, I found the drops to be overall higher per pull than any vanilla instance done to date, with 38 green tmogs and 1500ish craft materials.

I encountered no RP delays, and a wide array of humanoid/undead mobs are great for those farming Mageweave Cloth.

10 Uldaman Runs: Loot Tally

This run is a simple affair once you memorise the route, I found it was possible to kill 5 of the bosses without backtracking, and many areas allowed large pulls, overall its one of the best raw gold per hour played to be found in vanilla wow instances.

I encountered no RP delays, and a wide array of humanoid mobs are great for those farming silk.

10 Scholomance Runs : Loot Tally

This run is pretty straightforward with an abundance of soulbound rare items, each being worth 3-8 gold on average, the run route itself is very straightforward and mostly consists of following the dungeon flow, to date its the second-highest raw gold per house played at roughly 1052g per hour /played.

I also had two very nice drops, and 33 low-value greens, overall I feel its a dungeon worth farming once a week.

10 Dire Maul (North) Runs : Loot Tally

While there is an abundance of mobs, and the raw gold is better than the West or East wings, I found this run a bit of a drag, while we had a few low-value greens drop, I feel that the Dire Maul (West) provided far better tmog drops, and at a more consistent rate.

I have uploaded a video that shows the route I take, feel free to experiment with pulls.

I found that making four medium-large pulls per run offered the best time when coupled with bear tartare and class bassed speed buffs. (3.5 mins).

10 Dire Maul (East) Runs : Loot Tally

I personally found that dire Maul West was a faster farm, and while both wings share a loot table and drop a steady supply of herbs and low value greens, the run in the west wing was 30-45 seconds faster per run, and while the raw gold was lower (100g vs 138g) I felt the rate that blues dropped was far higher in the West Wing.

I focused farming the first room (up and downstairs) which gives a steady supply of elites and trash mobs.

10 Dire Maul (West) Runs : Loot Tally

While there is an abundance of mobs, and the raw gold is better than the West or East wings, I found this run a bit of a drag, while we had a few low-value greens drop, I feel that the Dire Maul (West) provided far better tmog drops, and at a more consistent rate.

I have uploaded a video that shows the route I take, feel free to experiment with pulls.

I found that making four medium-large pulls per run offered the best time when coupled with bear tartare and class bassed speed buffs. (3.5 mins).

10 Maraudon Runs : Loot Tally

Maraudon feels like a waste of time, with no rare or exciting Tmog drops, a relatively poor raw gold rate and no plans or patterns coupled with its relatively long run time, it leaves you feeling like you could have made so much gold elsewhere.

Maraudon has one redeeming value is the large amount of herbs that drop, roughly 250 in my 10 runs, netting you about 1k gold once they sell, using the price averages from EU/NA servers.

While I cannot recommend this run, its certainly straightforward, and requires no porting out, simply run entrance/exit/reset/reenter/repeat until lockout, I encountered no RP, and mob density is fairly high, sadly not all mobs drop anything (not even trash), so some packsĀ  and to be honest entire runs feel worthless.

10 Molten Core Trash Runs : Loot Tally

This runs main worth is as a miner, you get roughly 12 pierces of dark iron ore per run, while not massively in demand it normally sells within a day and for over 45G per ore, netting you a tidy sum, without being a miner your only raw gold income is grey trash giving this one of the lowest gold per run averages of 3.8g per 4 minute run.

Its a decent run with plenty of elites to farm, that being said roughly 90% of them wont even drop trash, making large stretches of the farm feel entirely pointless.

The majority of epic drops from Molten Core is belts, often worth barely above vendor value and below disenchant value.

One bright spot is blood of the mountain, a rare crafting regent that is worth upper xxx on most servers, i received 5 from 10 runs.

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