Druids are the keepers of the world. Locked in slumber for generations, they awoke to meet the threat of the Burning Legion during its recent invasion. After Archimonde's defeat, the Druids chose to remain in the waking world and help to rebuild their shattered lands. The Legion's attack left a terrible scar on the natural order, and the Druids seek to heal it.
The Druid gives players several play style options. The Druid in normal form is a caster that can fight with spells or via melee combat. In Bear Form the Druid becomes a Warrior with Rage. While in Cat form the Druid becomes a Rogue with Energy and stealth. The Druid can also transform into two other special animal forms. The Druid can also take on the role of a Priest, casting spells to heal itself and fellow characters. A Druid is not as versatile in their abilities as a Priest is, lacking the spells Holy Word: Shield and Resurrection, but is otherwise a very capable healer.
# Druid Spell and Ability List
# Allowable Equipment: Cloth, Leather
# Allowable Weapons: Staves, Maces (with training), Daggers (with training), Two-handed Mace(with training), Unarmed Weapons (with training)
# Multiple play style options
# Transform into cool-looking animals that impress other players and add a lot of character, flavor, and humor to the world
# Several weapon options
# Fast travel via aquatic and travel forms
# The most powerful buff of all the classes
# Weaknesses: Restricted to Cloth and Leather Armor only
# Forms are not as versatile as their counterpart classes, but might be considered as powerful
# Can't use items or Druid spells while in the various animal forms
# Per Patch 1.6: Shapeshifting will now counteract the slowing effects of frost-based spells (Frostbolt, Frost Shock, Cone of Cold, etc.).
# Feral Charge - Targets that are immune to immobilizing effects will no longer be affected by Feral Charge's immobilizing effect. The interrupt will still affect the target.
# Shadowmeld (Night Elf Racial) - Now reports the correct error message when attempted in shapeshift form.
# Druid shapeshift form buttons are no longer dimmed while under the effects of Polymorph.
# Fixed a bug in aquatic form which sometimes prevented the Druid from returning to caster form upon exiting lava.
Azeroth is home to a wide variety of beasts. From the new world of Lordaeron to the old world of Kalimdor, all manner of creatures can be found. Some are friendly, some are ferocious and aggressive - yet they all have one thing in common. Each creature shares a special connection with Hunters. Hunters track, tame and slay all manner of animals and beasts found in the wilds. Whether they rely on bows or firearms, Hunters consider their weapons and pets to be their only true friends.
Hunters are great for pulling monsters as they are able to set traps that hinder monsters that the Hunters pull to attack. Hunters are also able to use various beast-related special abilities, take on bestial traits that allow them to do things that they could not do normally, use a wide variety of ranged attacks complimented by a few melee abilities, and the ability to control and tame beasts.
Hunters are closely related to their pets and must remember to always keep their pet's happiness in mind. When using a pet, Hunters will notice an icon in the top left corner of their screen that depicts their pet's level of happiness. The more Hunters use their pets, the lower their pet's level of happiness will become. Hunters should always remember to feed their pets to raise their pet's level of happiness or worry about their pet abandoning them or even attacking the Hunter! Hunters are also the only class able to name their pets.
# Hunter Spell and Ability List
# Allowable Equipment: Cloth, Leather, Mail (at level 40, with training)
# Allowable Weapons: Axes, Daggers, Guns or Bows, Crossbows (with training), Fist Weapons (with training), Spears (with training), Staves (with training), Swords (with training), Thrown (with training), Two-Handed Axes (with training), Two-Handed Swords (with training)
# Can tame and control various beasts
# Can travel very fast using Aspect of Cheetah and share it with Aspect of the Pack
# Has special abilities vs. beasts
# Can use various beast special abilities
# Good at chasing monsters or players that run away
# Can initially only wear leather armor, making it less able to absorb damage than the Paladin and Warrior
# Can't wear plate armor
# The Hunter has very few melee abilities, and is more effective at ranged combat
The Mages of Warcraft once centered their powers within the mageocracy of Dalaran. After that kingdom's destruction by the Burning Legion, however, the arcane arts spread to the far corners of the world.
The Mage is a very important and helpful party member. One of the Mage's most powerful abilities is Polymorph, which allows it to control the number of monsters currently attacking the party. The mage is also able to use a teleportation spell, allowing it to travel through the land more quickly. Mages can even summon in food and drink to help everyone recover faster from battle.
# Mage Spell and Ability List
# Allowable Equipment: Cloth
# Allowable Weapons: Staves, Wands, Daggers (with training), Swords (with training)
# Can Summon Food and Drink
# Powerful Area of Effect Damage Spells
# Can Teleport around
# Has difficulty fighting monsters that resist spells
# Very fragile and easily killed in certain situations
# Can only wear cloth armor
I know.Paladin Fans Are Too More.But I'm Not
Upholders of the Holy Light and defenders of the Alliance, the Paladins can be found from the northern forests of the Tirisfal Glades, fighting back the advance of the Forsaken, to the southern reaches of the Blasted Lands, ceaselessly upholding their vigil against demonic forces from beyond the Dark Portal. Wielding their mighty hammers and the strength of the Light, these holy warriors command forces in battle, all the while throwing themselves to where the fighting is the thickest.
The Paladin is a mix of a melee fighter and a secondary spell caster. The Paladin is ideal for groups due to the Paladin's healing, Seals, and other abilities. Paladins can have one active aura per Paladin in the party on each party member and use specific Seals for specific players. Paladins are pretty hard to kill, thanks to their assortment of defensive abilities. The Paladin can also heal with Holy Light, unlike other combat classes. The Paladin is an Undead specific fighter as well, with several abilities designed to be used against the Undead. (Note: Only Alliance have paladins.)
# Paladin Spell and Ability List
# Allowable Equipment: Mail, Leather, Cloth, Shields, and Plate (with training at level 40)
# Allowable Weapons: One- and Two-handed Maces, One- and Two-handed Swords (with training), Two-handed Axes
# Can wear the heaviest of armors
# A melee fighter that can also heal
# Can resurrect other players
# Auras can benefit the Paladin and party members
# Can summon a custom armored Warhorse mount
# Doesn't have as many combat options and strengths as the Warrior
# Cannot equip as many weapon types as the Warrior
# Very gear dependant class
Priests lead the many faiths spread throughout the disparate lands of the world of Azeroth. In Kalimdor, Night Elf Priestesses revere the moon goddess Elune, while Dwarven priests in Khaz Modan deliver the message of the Light to their people. In the ruins of Lordaeron, the undead priests of the Forsaken, their faith twisted and tainted by their tortured existences, spread a dark interpretation of the Holy Light. Regardless of their faith, however, all Priests share in their ability to manipulate the minds of those who turn to them for spiritual guidance.
# Priest Spell and Ability List
# Allowable Equipment: Cloth
# Allowable Weapons: One-Handed Maces, Daggers, Staves, Wands
# Most powerful Healing class
# Can resurrect other players
# Has powerful buffs
# Can Charm humanoid monsters
# Other players love playing with Priests
# Can only wear cloth armor
# Very fragile and easily killed in certain situations
At home in the shadows and skilled at disappearing from sight, the Rogues of Azeroth are most comfortable when acting in the background. Twisting events to their favor, striking only when advantage is greatest: this is where a Rogue excels. With their cunning tricks, physical abilities, and mastery of concealment and disguise, Rogues have no trouble finding employment as thieves, cutthroats, spies, and assassins.
The Rogue is a very involved and fun class to play. Your effectiveness depends on how well you learn to use the Rogue. There is a lot to take in, but players can master the Rogue with knowledge and experience. Here are a few sample skills available to Rogues.
# Rogue Spell and Ability List
# Allowable Equipment: Cloth, Leather
# Allowable Weapons: Daggers, Thrown (with training), Swords (with training), Bows (with training), Crossbows (with training)
# Stealth abilities allow the Rogue to reach places more easily than most classes
# Strong lock picking abilities/access as opposed to other classes
# Sprint ability allows the Rogue to more easily escape battle and get a free short burst of speed in traveling
# More susceptible to damage than Paladins/Warriors because Rogues can only wear cloth or leather armor
Shamans are the spiritual leaders of their tribes and clans. They communicate with spirits, have visions of the future, and guide their people through the darkest of times. Many mistake their wisdom and serenity for a pacifist nature. When challenged, though, shamans have a range of powers available for dealing with threats to the natural order.
The Shaman is a secondary Healing class (to the Priest) with a fun assortment of spells and options. The Shaman is especially liked by party members for its Healing and beneficial totems. The Shaman has up to four types of totems: Air, Earth, Fire, and Water. An important part of playing the Shaman is figuring out which totem is best to use in each situation.
The Shaman is similar to a Paladin without as much armor. Shaman is Horde only.
# Shaman Spell and Ability List
# Allowable Equipment: Cloth, Leather, Shields, Mail (with training)
# Allowable Weapons: One-Handed Maces, Staves, One-Handed Axes (with training), Daggers (with training)
# Can heal themselves and other players
# Can resurrect other players
# Can get Wolf Form early on allowing them to travel very fast
# Can recall back to their home location with Astral Recall
# Receive a spell for breathing under water
# Can only wear leather armor initally making them less able to absorb damage than the Paladin and Warrior
Warlocks were mages that delved too deeply into the roots of demonic power. Consumed by a lust for dark knowledge, they've tapped into chaotic magics from beyond the world. The Burning Legion now feeds them their powers, allowing them to channel destructive energies and call upon the powerful emissaries of their demon masters.
The Warlock is a more involved class to play. Warlocks have pets, many different spell combos, and a reagent component requirement for some of their spells. This means that playing a Warlock takes a bit more learning than some of the more straightforward classes. The Warlock has a lot of very cool and fun abilities including Eye of Killrogg, Fear, Pets, and more. The Warlock is a very fun class to play once you figure things out.
# Warlock Spell and Ability List
# Allowable equipment: Cloth
# Allowable weapons: Daggers, Wands, Staves (with training), Swords (with training)
# Can use pets for fun and to attract enemy aggression
# Can hand out Soulstones that allow self-resurrection
# Can create healing potions in the form of Healthstones
# Can summon other players using Ritual of Summoning
# Can breathe underwater using Unending Breath
# Can summon its own Felsteed horse rather than buying one for a lot of gold
# Can use Eye of Killrogg to scout
# Can take control of a Demon for a short amount of time
# Can heal itself using Drain Life
# Can solo very well by using a pet to act as a group of two characters complementing each others' skills
# Weaknesses: Can only wear cloth armor
# Very fragile and easily killed in certain situations
# Soul Shards take up inventory space
Warriors are the melee-centered class. These characters are tough as nails and masters of weaponry and tactics. The special abilities of the Warrior are naturally combat-oriented. The Warrior is the ultimate toe-to-toe fighter with the most options available to him. Unlike other Warriors you might have played in other games, the Warrior of World of Warcraft has many different options and abilities to use during combat.
# Team up with healers (Priest, Shaman, Druid) to keep you alive.
# Pick one or two of the two-handed weapon types to use. It costs points to train in each type, so focus on just a few.
# Manage your Rage! If you are fighting a caster save some for a timely shield bash/kick to stop them from blasting you or healing themselves. That one extra use of Heroic Strike may have caused some extra damage but if the monster heals it's like starting all over.
# Try and plan your Talents ahead of time. If you want to make a fierce close in fighter with many hit points, you should stick with the stamina and prowess Talents. If you want to be an offensive powerhouse, you should stick with the Strength and Weapon Specialization Talents.
# Protect your group mates. A Priest or a Mage isn't meant to take the brunt of an enemy's attack. Use the Taunt ability to focus the attacks on yourself.
# Warrior Spell and Ability List
# Allowable equipment: Cloth, Leather, Mail, Plate, Shields
# Allowable weapons: One- and Two-Handed Axes, Maces, Swords, Thrown, Daggers, Polearms
# Able to equip all armor and almost all weapons
# Takes the most damage before becoming incapacitated
# Great close range melee skills
# Lots of equipment options
# Slaughter monsters
# No healing abilities, relies on food or other players to heal
# Very gear dependent class
The stoic dwarves of Ironforge are an ancient race of robust humanoids who live beneath the snow-capped mountains of Khaz Modan. The Dwarves have always been fast allies with the Humans, and they revel in the prospects of battle and storytelling alike. In past ages, the Dwarves rarely left the safety of their mountain fortresses. However, whenever the call to battle sounded, they rose up to defend their friends and allies with unmatched courage and valor. Due to a recent discovery that uncovered fragments of their ancient origins, the Dwarves have undergone a remarkable transformation. The discovery convinced the Dwarves that the mighty Titans created them from stone when the world was young. They feel that their destiny is now to search the world over for more signs and proof of their enchanted heritage and to rediscover the Titans' hidden legacies. To this end, the Dwarves have sent out their Prospectors to all ends of the world in the hopes of discovering new insight into their shrouded past. These journeys led to Dwarven excavation sites all over the known world, some of which serve as outposts and some of which serve as potential hunting grounds for enemies of the Dwarven race.
(Note: female bikini color is brown)
# Start Location: Anvilmar in Dun Morogh
# Home City: City of Ironforge
# Classes: Hunter, Paladin, Priest, Rogue, Warrior
# Faction: The Alliance
# Stoneform: Activate to gain immunity to poison, disease, and bleed
Per Patch 1.6: Stoneform (Dwarf Racial) can now be used to cancel self-inflicted poison effects.
# Gun Specialization: Increase Gun Skill
# Frost Resistance: Increase Cold Resistance
# Treasure Finding: Activate to see treasure chests on mini map - lasts until canceled - no cooldown
The eccentric, often-brilliant Gnomes are one of the most peculiar races of the world. With their obsession for developing radical new technologies and constructing marvels of mind-bending engineering, it's a wonder that any Gnomes have survived to proliferate.
Thriving within the wondrous techno-city of Gnomeregan, the Gnomes shared the resources of the forested Dun Morogh Peaks with their Dwarven cousins. Though the dwarves of Ironforge also have a propensity for technology and engineering - it is the gnomes who provide the critical, visionary designs for most of the Dwarves' weapons and steam vehicles.
The Gnomes served the Alliance well during the Second War, but strangely, they refused to send any personnel to aid their allies during the Burning Legion's recent invasion. Though their designs helped turn the tide against the Legion, the Dwarves and Humans were shocked by the Gnomes' decision to withhold their courageous troops and pilots.
When the war ended, the Alliance discovered the reason for the Gnomes' sudden withdrawal. Apparently, an ancient, barbaric menace had risen from the bowels of the earth and invaded Gnomeregan. Knowing that their allies' priority was defeating the Burning Legion, the Gnomes decided to make their stand alone. Though they fought valiantly to save their beloved city, Gnomeregan was irrevocably lost.
Nearly half of the Gnomish race was wiped out during the fall of Gnomeregan. The ragged Gnomes that survived fled to the safety of the Dwarves' stronghold of Ironforge. Committed once again to the Alliance's cause, the Gnomes spend their time devising strategies and weapons that will help them retake their ravaged city and build a brighter future for their people.
(Note: female bikini color is green.)
# Start Location: Anvilmar in Dun Morogh
# Home City: City of Ironforge
# Classes: Mage, Rogue, Warlock, Warrior
# Faction: The Alliance
# Escape Artist: Activate to break out of a Root or Snare effect
# Expansive Mind: Increase Intelligence
# Arcane Resistance: Increase Arcane Resistance
# Engineering Specialist: Increase skill bonus to Engineering
The Humans of Stormwind are a resilient breed, having survived an invasion by the savage Orcs during the First War. During the Second War, the armies of Stormwind rallied with the Alliance to reclaim their homeland of Azeroth. After the success of the Second War, Stormwind was rebuilt and Human civilization began to flourish once again throughout the southlands. With the recent invasion of the Burning Legion - which left the northern kingdom of Lordaeron in ruins - Stormwind now stands as the last bastion of human civilization. Following the heroic examples of the legendary Sir Lothar and King Llane, the defenders of Stormwind are considered to be among the fiercest warriors in the land. They stand resolute in their charge to maintain the honor and might of humanity in an ever-darkening world.
(Note: female bikini is brown and male shorts are gold)
# Start Location: Northshire Abbey in Elwynn Forest
# Home City: Stormwind City
# Classes: Mage, Paladin, Priest, Rogue, Warlock, Warrior
# Faction: The Alliance
# Perception: Activate to increase stealth detection radius
# The Human Spirit: Increase Spirit
# Diplomacy: Bonus to faction point gain
# Sword Specialization: Increase Sword skill
Race: Night Elf
The reclusive Night Elves were the first race to awaken in the World of Warcraft. These shadowy, immortal beings were the first to study magic and let it loose throughout the world nearly ten thousand years before Warcraft I. The Night Elves' reckless use of magic drew the Burning Legion into the world and led to a catastrophic war between the two titanic races. The Night Elves barely managed to banish the Legion from the world, but their wondrous homeland was shattered and drowned by the sea. Until recently, the Night Elves closed themselves off from the rest of the world and remained hidden atop their holy mountain of Hyjal for many thousands of years. The Legion's invasion brought the Night Elves out of their long period of slumber. They now have renewed interest in shaping the world, and for the first time are allying themselves with other races to insure the continued survival of Azeroth. As a race, Night Elves are typically honorable and just, but they are very distrusting of the 'lesser races' of the world. They are nocturnal by nature and their shadowy powers often elicit the same distrust that they have for their mortal neighbors.
(Note: Female bikini color is brown.)
# Start Location: Aldrassil in Teldrassil
# Home City: Darnassus
# Classes: Druid, Hunter, Priest, Rogue, Warrior
# Faction: The Alliance
# Shadowmeld: Activate while immobile and out of combat to enter stealth mode
# Quickness: Dodge chance increased
# Wisp Spirit: Become a wisp when dead with movement speed increase
# Nature Resistance: Increase Nature Resistance
The savage, green-skinned Orcs are one of the most prolific races of Azeroth. They are commonly believed to be brutal and mindless, possessing no humanity or empathy for other races. Born on the hellish world of Draenor, the Orcs were brought into the kingdom of Stormwind through the dimensional gateway known as the Dark Portal and forced to wage war on the Humans. Although few are aware of their history, the Orcs once cultivated a noble, Shamanistic society on the world of Draenor. Tragically, the proud Orc clans were corrupted by the Burning Legion and used as pawns in the Legion's invasion of Azeroth. The Orcs managed to rebel, however, and they were ultimately able to help turn the tide against their demon masters. Led by the young Warchief, Thrall, the Orcs have reclaimed their strength and honor. Now, the Orcs stand ready to fight not for the sake of conquest, but for their right to survive in their adopted world.
(Note: Female bikini color is brown.)
# Start Location: The Den in Durotar
# Home City: Orgrimmar
# Classes: Hunter, Rogue, Shaman, Warlock, Warrior
# Faction: The Horde
# Blood Fury: Activate to increase Strength
# Hardiness: Increase resistance to stun & knockout effects
# Command: Pet melee damage increased
# Axe Specialization: Increase to Axe skill
The Tauren are huge, bestial creatures who live in the grassy, open barrens of central Kalimdor. They live to serve nature and maintain the balance between the wild things of the land and the restless spirit of the elements. Despite their enormous size and brute strength, the remarkably peaceful Tauren cultivate a quiet, tribal society. However, when roused by conflict, Tauren are implacable enemies who will use every ounce of their strength to smash their enemies under hoof. Under the leadership of their ancient chief, Cairne Bloodhoof, the Tauren allied themselves with the Orcs during the invasion of the Burning Legion. The two races have remained steadfast allies ever since. Like the Orcs, the Tauren struggle to retain their sense of tradition and noble identity.
(Note: female bikini color is green.)
# Start Location: Camp Narache in Mulgore
# Home City: Thunder Bluff
# Classes: Druid, Hunter, Shaman, Warrior
# Faction: The Horde
# War Stomp: Activate to stun opponents
# Endurance: Max Health increased
# Cultivation: Increase skill bonus to Herbalism
# Nature Resistance: Increase Nature Resistance
The vicious Jungle Trolls, who populate the numerous islands of the South Seas, are renowned for their cruelty and dark mysticism. Barbarous and superstitious, the wily Trolls carry a seething hatred for all other races. One tribe, however, was forced to overcome its prejudices when it encountered the Orc Warchief, Thrall, and his mighty Horde. The Trolls of the Darkspear tribe, long since exiled from their ancestral lands in Stranglethorn Vale, were nearly destroyed by a band of aquatic Murlocs, but Thrall and the Horde managed to save them. In return the grateful Trolls swore an oath of eternal allegiance to the Horde. Led by the cunning Shadow Hunter, Vol'jin, the Darkspear Trolls now make their home in Durotar along with their Orcish allies. Their village, named after their fallen tribal elder, Sen'jin, lies along the eastern coast of the harsh, rocky land. The Darkspear tribe also occupies tracks within the nearby jungles of the Echo Isles. As part of the Horde, the Trolls have extended their loyalty to the mighty Tauren, but they have little trust for the manipulative Forsaken, whom they believe will visit only misery and strife upon their allies.
(Note: female bikini color is brown.)
# Start Location: The Den in Durotar
# Home City: Orgrimmar
# Classes: Hunter, Priest, Rogue, Shaman, Warrior
# Faction: The Horde
# Berserking: Activate when "Wounded" to increase melee & spellcasting speed
# Regeneration: Increase health regen bonus
# Beast Slaying: Increase damage bonus to Beasts
# Throwing Weapon Specialization: Increase Throwing Weapon skill.
Having broken free from the tyrannical rule of the Lich King, a renegade group of undead seek to retain their own free will while destroying all those who oppose them. Known as the Forsaken, this group is dedicated to serving their leader, the banshee queen Sylvanas Windrunner. These dark warriors have established a secret stronghold beneath the ruins of Lordaeron's former capital city. Situated deep beneath the cursed Tirisfal Glades, the labyrinthine Undercity is a sprawling bastion of evil. Within its shadowy confines, Sylvanas' royal apothecaries scramble to develop a devastating new plague - one which will not only eradicate their hated Scourge rivals, but the rest of humanity as well. To further their dark aims, the Forsaken have entered into an alliance of convenience with the primitive, brutish races of the Horde. Holding no real loyalty for their newfound comrades, the Forsaken have duped them into fighting against their common enemy - the Lich King. Only time will tell how these disciples of doom will fare in their mission of vengeance.
# Start Location: Deathknell in Tirisfal Glades
# Home City: The Undercity
# Classes: Warrior, Warlock, Mage, Rogue, Priest
# Faction: The Horde
# Will of the Forsaken: Activate to become immune to fear, sleep, and charm effects
Per Patch 1.6: Will of the Forsaken (Undead Racial) - duration of the lasting immunity effect decreased to 5 seconds.
# Cannibalize: Increase health regeneration while consuming a corpse
Per Patch 1.6: Cannibalize (Undead Racial) - Regeneration increased to 35% of a character's total health over 10 seconds.
# Underwater Breathing: Underwater breath increased
# Shadow Resistance: Increase Shadow Resistance
ZONE LIST AND HOW USING
* Ahn'Qiraj (Instance)
* Alcaz Island
* Alterac Mountains
* Alterac Valley (Battleground)
* Arathi Basin (Battleground)
* Arathi Highlands
* Blackfathom Deeps (Instance)
* Blackrock Depths (Instance)
* Blackrock Mountain
* Blackrock Spire (Instance)
* Blackwing Lair (Raid)
* Blasted Lands
* Burning Steppes
* Caverns of Time (Instance)
* Champions' Hall
* City of Ironforge (City)
* Darkmoon Faire
* Darnassus (City)
* Deadwind Pass
* Deeprun Tram (City)
* Dire Maul (Instance)
* Dun Morogh
* Dustwallow Marsh
* Eastern Plaguelands
* Elwynn Forest
* Gnomeregan (Instance)
* Hall of Legends
* Hillsbrad Foothills
* Loch Modan
* Maraudon (Instance)
* Onyxia's Lair (Raid)
* Orgrimmar (City)
* Ragefire Chasm (Instance)
* Razorfen Downs (Instance)
* Razorfen Kraul (Instance)
* Redridge Mountains
* Ruins of Ahn'Qiraj
* Scarlet Monastery (Instance)
* Scholomance (Instance)
* Searing Gorge
* Shadowfang Keep (Instance)
* Silverpine Forest
* Stonetalon Mountains
* Stormwind City (City)
* Stormwind Stockade (Instance)
* Stranglethorn Vale
* Stratholme (Instance)
* Swamp of Sorrows
* The Barrens
* The Deadmines (Instance)
* The Great Sea
* The Hinterlands
* The Molten Core (Instance)
* The Temple of Atal'Hakkar (Instance)
* The Undercity (City)
* The Wailing Caverns (Instance)
* Thousand Needles
* Thunder Bluff (Instance)
* Tirisfal Glades
* Uldaman (Instance)
* Un'Goro Crater
* Warsong Gulch (Battleground)
* Western Plaguelands
* Zul'Farrak (Instance)
* Zul'Gurub (Raid)
i know it isn't spam. he wrote it in 3 hours. (i learnt by msn.)
World of Warcraft Zone Level Chart
First "Making the Band"
50 Cent is a warrior, Tori Amos is a paladin, Jimi Hendrix is a mage, Tommy Lee is a priest and J Lo is a warlock. Not only do they make sweet music, but they’d also make a great instance group.
After spending a Saturday night in WoW-land, I went to church the next morning. I really didn’t pay too much attention to what the pastor was saying as I was still fuming over the crappy pickup group I was with the night before. Then the church band started playing and I had a revelation: putting together a good WoW group is a lot like putting together a good rock band. If you think about it, each party member is like an instrument in a rock band. And if all the instruments play well, you have a good band. Bad instruments = crappy band. There are 3 main functions that a person can perform in a group: tanking, DPS and healing. Tanking requires getting and keeping aggro, so I liken that to singing. DPS is about causing damage, so liken that to instruments that damage your ear drums. And healing is like keeping a beat and being the backbone of a party. So here is my metaphor for what instrument each class plays:
Warrior = Lead vocals. The main job of the warrior is to tank. A good tank grabs all of the aggro and keeps the attention of the mobs away from the other party members. The lead singer is the one person in the band who draws the most attention when on stage. Cameras are always on them and the most famous rock stars are usually the lead singers. Not many people come to a concert to watch the drummer or the bassist; they pay their hard-earned money to see the lead singer. Famous warriors: Gwen Stefani, Mariah Carey, 50 Cent.
Paladin = Piano/Vocals. When I think of a paladin, I think of a big hulking mass that grabs the attention of the mobs. When I think of a piano in a rock band, I think of a big hulking mass on stage that grabs the attention of the fans. In the few rock bands that use a piano, the pianist is also the lead singer, just like sometimes the paladin is the main tank of the group. In some songs, pianos are used to keep a beat, just like in some instances, paladins are asked to heal. Famous paladins: Tori Amos, Ben Folds, Elton John.
Priest = Drums. Drummers are the lifeline of the group. They keep the beat and control the pace of the music. Priests are arguably the most important member of the group. Their healing skills (or lack thereof) control the pace of how fast groups can go in an instance. The tank wouldn’t dare pull if the priest was oom. Most rock bands need to have a drummer, just like most groups need a priest. Famous priests: Tommy Lee, Lars Ulrich, Keith Moon.
Mage = Electric Guitar. Much like how a mage spams out DPS and AOE on mobs, the electric guitar wails out guitar riffs on the audience. Like the mage, the electric guitar is the loudest instrument on stage and thus creates a lot of attention. No instrument can cause more damage to your ear drums than the mage/electric guitar. Famous mages: Jimi Hendrix, Eddie Van Halen, Santana.
Rogue = Bass Guitar. Most people don’t even notice the bassist when he’s on stage. But that’s exactly how the rogue works, under the radar. Bassists use stealth; they don’t want to draw attention to themselves but they do make a big difference. Listen to a band play with the bassist. Now take the bassist out and hear how the song sounds different. Group with a rogue. Then take the rogue out and you’ll notice a big difference, especially with the DPS. Famous rogues: Bootsy Collins, Sid Vicious, Les Claypool
Hunter = Acoustic Guitar/Vocals. A mage is to electric guitar as a hunter is to acoustic guitar. In a group setting, the hunter is primarily a DPS. Like the electric and bass guitar the hunter is a stringed instrument. Of course, the acoustic guitar will never be as loud as the electric guitar but the acoustic guitar has one huge benefit over their electric cousin: the ability to solo. The singing ability is like a hunter’s pet. The pet can off-tank or be used for soloing. Famous hunters: Dave Matthews, Jewel, Jack Johnson.
Druid = Keyboards/Synthesizer. The druid is versatile. He can heal, tank, and DPS to a lesser degree. The druid and paladin play similar instruments; they both tank, heal and DPS to a lesser degree. But druids are more healer and less tank, thus the keyboard can create electronic beats similar to a drummer. That’s why many druids are recruited to be the healer for the group. Famous keyboardists: Chemical Brothers, Trent Reznor, Vince Clarke.
Shaman = Turntables. Turntables and DJs are more prevalent in hip-hop music and usually have a more “bad boy” image about them. Shaman are horde “bad boys” that are similar to druids in that they are a jack of all trades and master of none. DJs can create beats (heal), scratch records (DPS), and play records (totems). Famous shaman: Jam Master Jay, DJ Lethal, Mix Master Mike
Warlocks = backup dancers. They don’t tank, they don’t heal and they don’t DPS. Thus, they don’t play an instrument. With the exception of certain instances, the warlock is the least sought after class. Do you need a warlock in your party? No. But they’re pretty cool to have and they’re certainly not worthless. Soulstones, curses and off-tanking pets are just a few of the things a warlock can do in a party situation. Where are a warlock outshines all other classes is their ability to solo. Dancing is an art form all on its own and when they’re on stage at a concert they’re pretty cool to watch. Famous warlocks: J Lo, Paula Abdul, NSync (ok they also sing, but they’re better dancers than they are singers).
Much like in WoW, I have yet to think of a group/song that contains a piano and a turntable.
Second "Advice for Effective Grouping for Non-Tanks"
Advice for effective grouping for non tanks.
#1 when you find mobs let the tanks TANK, do not immediately launch a fireball or shadow bolt into the mobs. Let the tanks grab aggro and have at least 8 seconds to build aggro before you start with the fireworks. I can�t count how many times I have been in a party (as a warrior) and as soon as we see mobs the mage starts a fireball, and my warrior is left chasing a mob trying to get it off the squishy.
#2 when you draw aggro, RUN TOWARD THE TANK! You probably can�t get away from the mob very easily but you probably CAN get away from the tank, and you DON�T want to get away from the tank.
#3 if your healing, HEAL don�t use mana for anything except heals. I know I want to do a little damage when I am playing my priest and I often have to tell myself �it�s not your job to kill the mob�
#4 put away your pets! Only bring them out for boss encounters. I�ve seen many a rogue pet run away and bring back half the dungeon. And worse I�m not certain why this happens, that�s why pets scare me in instances.
#5. Good DPS classes don�t just unload, they manage their hate by slowing down a little. That�s time to use your wands, unload 2 to 4 nukes and then start using your wand.
#6 Even if your not the tank, its your job to protect the rezzers, if a priest is getting hit you can ignore #5 and just unload with everything on the mob that is hitting the priest.
#7 /assist, learn how to use it, learn to love it and make a macro out of it.
#8 Keep an eye out for runners.
And For Tanks.
#1 two handed weapons and dual wielding are great but carry a shield. Sometimes you just need to be able to take hits and you�ll make the healers mana last longer.
#2 carry heal potions and know how to make and use a bandage. If you can find other things to heal you keep them around.
#3 Sunder (and Rend if possible) everything in sight and hamstring mobs that can run away. Throw in a thunder clap if you can.
#4 Pallys, try and save your stun for runners or when a mob goes after a squishy.
Second "An End-game Warriors' Guide"
Recently a lot of the newer warriors in my guild have been asking me for input on their talent specs, abilities, and general info about what goes into being a level 60 warrior with endgame aspirations. Other warriors have asked me what I suggested for the most damage output. I figured I would just go ahead and write a guide for them and anyone else who is leveling a warrior and wants to know what to shoot for.
I will start with talents�
For a warrior, talent spec is as important as good gear. What you really have to ask yourself is, �What do I want to do?�. Do you want to be a Main Tank in high end instances? Do you want to be a total DPS warrior with a focus on Damage (PvP warrior for example)? Or� do you want to be a well rounded warrior who can tank well, but not excellent, and do damage well, but wont excel in DPS like another warrior with a more aggressive spec might.
Let�s look at the �New� Main tank spec of choice that I have used before. This Spec is really good for the �beginner� main tank�
Arms � 11 points
Tactical Mastery 5/5
Anger Management 1/1
Fury � 5 points
Protection � 35
Shield Specialization 5/5
Toughness � 5/5
Improved Shield Block 1/3
Improved Bloodrage 2/2
Last Stand 1/1
Improved Taunt 2/2
Improved Sunder Armor 3/3
Concussion Blow 1/1
One-handed Weapon Specialization 5/5
Shield Slam 1/1
At a certain point most tanks won�t really �need� defiance but when combined with One-handed spec it can make tanking for beginners much easier. Combine that with the fact that most of the other talents in the protection tree aren�t really that great for a tank anyway and doesn�t look like such a waste of points. Later on, when you are more comfortable with yourself, you can take those other 5 points and invest them elsewhere such as in more arms talents. Improved Heroic Strike is a good choice for this as Heroic Strike is a great tanking ability as it is. There is a caveat to defiance though. As you progress into high-end Places such as BWL, the extra 5 points in defiance seem more worth keeping, as many of those enemies have agro wipe abilities and are immune to taunt. Something to keep in mind.
A few points in Anticipation, while not necessary, will definitely help you now that the +def items on all items has been nerfed.
Obviously one of the keys to good tanking is having rage, and in this regard, your arms talents are some of your most important tanking talents. In MC, rage is never really a problem as you are always being hit for 500-1000 damage. However, in lower End instances you may sometimes have trouble with agro control early in fights due to lack of rage. The solution to this is Tactical Mastery and Anger Management.
With Tactical Mastery you retain rage points when you switch stances. This makes it possible to start a fight off in battle stance and charge at your enemy, then you can switch to defensive stance quickly and you get to start out with 15-25 rage to play with. This will help you immensely in grabbing initial agro and makes certain classes (such as stun-lock rogues) less of a problem in holding agro. Anger Management speaks for itself in this regard. When do tanking warriors often times have the most amount of rage? After a fight of course and Anger Management helps you conserve this for use on the next battle.
Arms � 31 points
Improved Rend 3/3
Tactical Mastery 5/5
Improved Charge 1/2
Improved Overpower 2/2
Deep Wounds 3/3
Axe Specialization 5/5
Sweeping Strikes 1/1
Improved Hamstring 3/3
Mortal Strike 1/1
Fury � 20 points
Unbridled Wrath 5/5
Improved Battle Shout 5/5
This build is the classic 31/20 Crit/Mortal Strike/Enrage build. It is perfect for PvP and Solo Grinding. Get your hands on an Arcanite Reaper and you will be a force to be reckoned with using this build.
The best reason to invest points in fury is for Enrage. Enrage can turn an unlucky Crit landed on you into MASSIVE damage output that could end a fight/duel very quickly.
With the increase in the debuff limit, this build is now a great choice for the raiding DPS warrior. Deep Wounds is a great talent to have for increasing your DPS, and it is required for Impale which I consider to be one of our most important talents in the arms tree.
�Rounded� Arms Spec:
Arms � 31 points
Improved Rend 3/3
Tactical Mastery 5/5
Improved Charge 1/2
Improved Overpower 2/2
Deep Wounds 3/3
Axe Specialization 5/5
Sweeping Strikes 1/1
Improved Hamstring 3/3
Mortal Strike 1/1
Fury � 5 points
Protection � 15 points
Shield Specialization 5/5
Improved Shield Block 1/3
Improved Bloodrage 2/2
Last stand 1/1
+ 1 Wildcard point
This spec is becoming quite common amongst my warrior friends as it is probably the best bang for your buck talent wise if you really want to be well rounded. It allows you to still retain Axe Spec and Mortal Strike to be viable for PvP or solo grinding, but it gives you enough talents in Protection to not gimp yourself too bad for tanking. I personally use this spec and I main tank BWL. I do however notice a huge difference in PvP with this spec over Arms/Fury. The loss of enrage really does reduce our overall effectiveness in PvP, but with this spec you are still quite viable.
Fury �DPS� Spec:
Arms � 14 points
Tactical Mastery 4/5
Improved Overpower 2/2
Fury � 37 points
Unbridled Wrath 5/5
Piercing Howl 5/5
Imp Battle Shout 5/5
Dual Wield Specialization 5/5
Death Wish 1/1
Improved Intercept 2/2
Improved Berserker Rage 2/2
Fury is a real funny tree. There is no �cookie cutter� Fury build as far as I am concerned because there are a lot of very different yet very viable paths you can take. This is the spec that I chose and I really dig it. I admit that I didn�t play with it for too long (got myself an Untamed Blade and had to go back to 31/20 ), but in the time I spent with it I really really liked it. One of the cool things about Fury specs is talents like Flurry. Flurry grants you a 30% increased attack speed for your next three swings after dealing a critical strike. When you get up to around 25-30% crit rate and you get some good weapons, you will find yourself in perma-flurry and that extra 30% speed will put out some sick damage. Another good talent in here is Deathwish. Deathwish is somewhat dangerous as it gives you immunity to fear and boosts your damage, but makes your more susceptible to incoming damage. Use with caution, but it is great for a big damage boost in a pinch. Depending on what you do more (PvE or PvP) you may want to consider a slight deviation from the above spec. What I might change for a PvE-centered warrior is taking 2 points out of Tactical Mastery and putting them into improved execute. If you are playing PvE execute is a great talent that will land you very high up on the damage charts. The less base rage it costs to use, the larger your hits and crits will be with it. Also, the loss of points in tactical mastery is not game-breaking as with a dual wield spec you will gain lots of rage very fast.
The last thing to keep in mind is that when wielding two weapons a warriors miss rate goes WAY up. At times this might make the game �Feel� wrong. It might feel like you miss every other hit and it can be frustrating. I was 31/20 or 31/5/15 for the entire time I have been 60 (~60 days /played @ 60) so it was a big adjustment for me to get used to it, but, over time, I saw some really impressive numbers. A good way to counter the insane miss rate is to stock up on +hit items. They are not terribly common in the game before level 50 or so, but as you approach max level there are just TONS of +hit options available to you.
There are a few talents that are important not matter which spec you choose.
The first of which is Cruelty. Warriors live and die by crits. You could get your warrior up to 1100 attack power unbuffed, but if you had a 10% crit chance it wouldn�t do you any good against a warrior with 675 attack power unbuffed with a 32% crit chance. Crits are always good and no matter which spec you choose, it behooves you to invest 5 points in this.
The next is Tactical Mastery. The ability to quickly switch between stances and carry rage over will save you and your parties life someday. Without this talent you will be forced to waste valuable seconds to generate rage for your abilities and I think we can all attest that in both PvP and PvE a few seconds is sometimes the difference between a dominating victory and a long run.
Another talent that is worth a close look is Deflection. This talent increases your Parry percentage by 5 when fully specced out and its benefit is fairly self-explanatory. The less you get hit, the better off you are. Not to mention that when you parry it enables you to use Revenge, which is probably one of our best abilities for holding agro.
Some goals for End-Game tanking warriors:
How much Armor should I have to tank MC? How much HP should I have? What is a good How much Def should I have?
These are all questions that I have heard asked and as far as I am concerned it�s really all about balance. 475 Def isn�t going to help you much if your AC w/ a shield is only 6k and your HP is 3800. Basically all warriors should try to shoot for having as much balance as possible in their gear and believe me it can get tricky.
I usually tell warriors that for tanking they should shoot for 7.5k AC, 4.7k HP, and 335 Def unbuffed before they hit up Molten Core. These numbers can be obtained relatively easily with pre-MC gear. Also, you should shoot to get your Parry, Dodge, and Block as High as you can, but try not to sacrifice too much defense or AC in pursuit of it.
Here is a short list of easily obtainable gear that will get you close to this goal:
Golem Skull Helm - http://wow.allakhazam.com/db/item.html?witem=11746
Enchanted Thorium Helm - http://wow.allakhazam.com/db/item.html?witem=12620
Stockade Pauldrons - http://wow.allakhazam.com/db/item.html?witem=14552
Enchanted Thorium Leggings - http://wow.allakhazam.com/db/item.html?witem=12619
Ornate Adamantium BP - http://wow.allakhazam.com/db/item.html?witem=15413
Stonegrip Gauntlets - http://wow.allakhazam.com/db/item.html?witem=13072
Force Imbued Gauntlets - http://wow.allakhazam.com/db/item.html?witem=18383
Grimy Metal Boots - http://wow.allakhazam.com/db/item.html?witem=18521
Ring of Protection - http://wow.allakhazam.com/db/item.html?witem=15855
Stalwart Clutch - http://wow.allakhazam.com/item.html?witem=12115
Band of Flesh - http://wow.allakhazam.com/db/item.html?witem=13373
Royal Seal of Eldre�Thalas - http://wow.allakhazam.com/db/item.html?witem=18466
Counterattack Lodestone - http://wow.allakhazam.com/db/item.html?witem=18537
Cloak of Warding - http://wow.allakhazam.com/db/item.html?witem=18413
Redoubt Cloak - http://wow.allakhazam.com/db/item.html?witem=18495
Parry and Dodge or Defense?
When you tank UBRS the thing that will get you killed more often than not is when you get mobbed by 3 or 4 enemies that each hit relatively quickly for 100-200 dmg per swing. This fast damage will basically whittle you down before you can get enough heals to survive. When you get to places like Molten Core and BWL you will notice that it isn�t taking lots of quick small hits that kills tanks, it is damage spikes from crits and crushing blows. Crushing blows are basically large critical hits that only AI mobs have and these are the things that will kill a tank whom isn�t properly prepared. This is where +parry, + dodge, and a high AC comes in handy. The higher your higher your parry and dodge is, the more you will outright avoid attacks. I used to swear by stacking myself tons of +def items, but after the rather vicious nerf to +def items, it is more valuable than ever to have lots of dodge and parry.
However, a high defense skill is still something you want to strive for. If you have 20% dodge and parry and ZERO extra defense you will find yourself avoiding a lot of attacks but still taking large spike damage from enemy crits when you don�t avoid it. Def skill decreases the enemies chance to crit you, so it is still extremely valuable to a tanking warrior.
Some goals for DPS warriors:
Weapons, weapons, and weapons. The cornerstone of any DPS warriors� gear and spec choice is his weapon choice. Fury warriors aren�t as restricted with their choice of weapons as Arms warriors are. A fury warrior can very easily go with a slow or fast mainhand or vise versa or both slow and both fast. Go with what you like if you go the fury road. Arms/MS warriors on the other hand, will want to get the hardest hitting 2hander that they can find such as an Arcanite Reaper. The main goal of an MS arms warrior is to get the highest top-end damage they can on their weapon, and this usually goes hand in hand with a slow speed. Before 1.8 the weapon speed directly affected the attack power bonus applied to our instant attacks (MS, Whirlwind). Now however, when calculating the attack power bonus all 2handers use a speed of 3.3. It works something like this:
Base Weapon Damage+[ (attack power/14)*3.3] = New Base Damage
So, for example�
Arcanite Reaper user w/ 800 Attack power
256 (top end) Weapon Damage
256 + [(800/14) * 3.3] = ~445 top end damage per hit
You can use this forumula with any weapon to figure out what the top end damage will end up being.
The only constant that applies to nearly all DPS specs is that we live and die by crits and attack power. Personally, I have always shot for an unbuffed attack power of roughly 750-800 with at least a 27 or 28% crit chance (in berserk stance). Some will argue that maxing out crit to 32 or 33% is the most important thing, and some will argue that having a larger base attack power is the key to success. My line of thinking is somewhere in between. I believe that they key to have a good balance. I wont bother to make a list of recommended gear, because frankly it would take me all night to list it all as there is no �standard uber DPS gear set�. I will leave your DPS gear choices to you, all I will recommend is that you expirament� Try some new things out. Try to farm a gear set that focuses on attack power. Then try and farm a set that focuses on a high crit chance. See which one you like better, or better yet go back and see if you can mix and match to get a really good balance of �the best of both worlds�.
Defense is a good offense?
I will admit that I don�t PvP much being the hardcore PvE junkie that I am, but when I do, I have noticed that I live a LOT longer when I am wearing some pieces of my Might set than when I am wearing my straight up DPS set. It is debatable how much affect AC has in PvP, but I can say with full confidence that a high def, dodge, and parry skill WILL help you live longer. Def in PvP seems to work the same as in PvE in that it helps to reduce the chance for an enemy to land a critical strike. I have noticed a marked difference in my survivability wearing full DPS gear with a 300 def, 8 dodge, and 10 parry vs. when I wear a few of my Might pieces and def items and can pull a ~330 def 15 dodge, and 18 parrty skill. With the proper mixing and matching of gear I can generally speaking still retain a 27% crit chance with 4900 life with the above boosts in dodge/parry/defense.
"KilleRDeviL's guide to getting a Priest"
Elunia�s guide to getting a Priest
So you�ve got/want a priest in your group
Priests are often frustrated that other classes do not appreciate how to work with them, and its very much in your interest to know how to work well with your priest so that your groups are more successful, wipe less often and you finish more quests and level faster. You may be reading this as a non-priest because someone you have grouped with suggested you do so, please take this stuff on board and you will enjoy the game more when grouping with a priest.
I have put together my thoughts on the things you need to bear in mind when grouping with a priest.
How hate or aggro works in wow
In Wow each mob you are fighting will attack whichever character with which it has the most hate or aggro. Different members of the group build hate through three main methods.
1) By pulling the mob. This can be done by taking an offensive action against the mob such as a ranged attack or by entering its aggro circle. The aggro circle is an invisible circle around each mob that when a player enters it will attack. The aggro circle is based on level, so for example a lvl 10 character will enter the aggro circle of a lvl 15 mob at a far greater distance then a lvl 15 character, while a level 25 character would have to be virtually stood on top of a lvl 15 mob to trigger an attack.
2) By doing damage to a mob, once a mob is pulled it will attack the puller, however it can switch and attack another character if that character deals sufficient damage to it. So say a mage pulls a mob from a room towards his group that mob will run to attack the mage, however the tank in the group can built hate by taunting and doing damage, the mob will then switch and attack instead the tank. However the mage may continue to do damage and it entirely possible the mob will turn again and attack the mage.
3) When a mob that is aware of you sees you healing.
This is why a priest shudders when someone says �All on one mob!�
Now this is important if you have a priest in your group. Say your group pulls 3 mobs, those 3 will attack who ever they have the most aggro with. So lets say these 3 mobs come running over, mob1, mob2 and mob3. If your party attacks only mob1 the priest is put in a difficult position, and they can do one of two things. Because they only wear cloth armour they can not afford to be attacked by drawing aggro, so if your group is attacking only one of three here are their two options.
a) They can deal damage only to mob1, this is on the theory that the faster you kill one mob the less damage the overall group can dish out. However if the priest doesn�t heal then someone may well die, usually the tank first, then the rest of the group may follow quickly. This will usually result in the priest getting screamed at to heal and being called a nOOb.
b) They can do a priest job and heal, however since the group is attacking only mob1 as soon as mob2 and mob3 see�s the priest heal they will instantly attack as no one else has built up any hate with these two mobs. Since the priest can wear only cloth they will die quickly and as the tank won�t be getting healed he will also die and the rest of the group. This will usually result in the priest getting called a nOOb.
The conclusions is that in wow you should insure that you build up sufficient hate with all mobs if you want to be healed, if you see your priest being attack immediately turn and attack the mob which is hitting on the priest so that it turns to fight you again. Always keep one eye on your priest and never say all on one mob.
Sheeping is the exception
A good mage will keep a mob sheeped, this is sort of an exception to the above rule, however many mages fail to realise just how powerful this spell is, so mages, check it out.
Healing spells work on line of sight
Your priest can heal you but only if he can see you. If you have taken damage a decent priest will always know and do everything they can to heal you, however if you run wildly around from room to room then the priests healing spells will continually fail because you keep running out of his line of sight. If you want to be healed stay still in front of the priest.
Healing cost mana
A priest can only heal if he has enough mana to do so, so keep an eye on their mana bar and listen for OOM (out of mana) shouts. If your priest shouts OOM during a fight if you immediately go and enter another fight straight after you can expect little or no healing.
Let the priest kill
Many priests have an ability called Spirit tap. If your priest asks always when possible allow them to kill a mob on very low health, not always possible I know, but if a mob is running away with just a sliver of health left toward the back of your group where the priest is anyway let the priest kill it. The spirit tap ability allows the priest to almost double their mana regeneration for 15 seconds. This means that the priest will have more mana to heal with sooner.
Healing and damage.
Priest can deal damage and they can also heal, however they can�t do both at the same time, I doubt your priest is stood at the back of your group is doing nothing, more likely he is renewing you and therefore is not in a position to be wanding the mob as well.
Why isn�t my priest healing me with big heals.
For this priest and many others our favourite healing spell is called renew, this spell does not just replace a huge chuck of health at once, but instead it repairs damage to you over time. So every 3 seconds you will get x hp repaired. The reason we like this so much is because it�s a) mana efficient when we spend talent points on it and b) it does cause aggro like a regular healing spell except the aggro it causes is spread over the duration. As such this allows the tanks to gain their own aggro up with the mobs and avoids the priest getting hit on.
Small vs big heals
Sometimes however the opposite will happen, and you be fighting while your health gets lower and lower and the priest is still wanding away. For a priest how to heal is very much taste and philosophy. Some take the little and often approach but others prefer to use a big heal like greater heal when your health is low. So don�t start calling for help when your health goes below 50%, the priest may be waiting for the right time to cast a big heal on you. However if your playing with this sort of priest make sure you manage that aggro. A big heal may take 4 seconds to cast but every time a caster gets hit it partly resets their cast time. If they get hit often enough they may never actually finish their cast time. If you can�t manage aggro, they can�t heal you.
A lot of tanks hate getting shielded as they believe it stops them gaining rage, however this is not true, testing posted on the US forums has shown that shields do not have a significant if any effect on rage generation.
Also and more legitimately a warrior dislikes shields as they believe it draws a lot of aggro to the priest for them to get off. Partially true, a shield generates only half the amont of aggro that a heal does for the same HP�s, a shield is very useful when used right. If the priest cast shield before a fight has begun it draws no aggro, and reduces damage taken by at tank at first, usually by the time a priest is called on to start dishing out heals he has regenerated that mana spent.
Furthermore its instant cast, if a tanks health is really low an instant shield, an instant renew then a few seconds to brew up a nice big heal can be mana costly and gain hate, but it could also save the tank when in a tight spot.
Do not spam �Heal� or �Low on Health�
A priest, is watching your health at least as closely as you are, constantly asking for heals when going under 30-40% health is like saying your priest is incompetent and an insult to us.
I appreciate that this is an automatic function on cosmos, but please turn it off, otherwise every time you get into a fight your priest will start spamming �Fight� and �Hit the mob� over and over again.
My priest forget to heal me and I died
A common misconception, priests don�t forget to heal you, they let you die. Sometimes they simply can not heal enough of the party if a pull goes bad. In this case a priest first concern is to prevent a wipe of the group, and this largely means healing the main tank, other party members may have to be sacrificed and rezed later.
wtf I�m a main tank and the priest let me die while he healed the coward druid
As I mentioned above the priest first concern is to prevent a wipe of the group. Sometimes its obvious that you simply are not going to win whatever nightmare fight you have got yourself into. At which point a priest may very legitimately run and hide until the mobs leave and return and rez the group, however in some cases the priest has already attracted aggro and knows he will never get away. At which point he may see another class which can rez running away, so a clever priest will do everything he can to insure they get away. My brother plays a druid, so I know if it all goes down and he gets away he can return and rez me then I can rez everyone else, strangely priest do have some spells which draw massive aggro so in that case I will use them and heal my brother so that he can escape and shadow meld until the danger has gone.
Why is my priest #@%$!ing about loot
Everyone is entitled to take what they will use. However what you WILL actually use yourself is not the same as what you CAN use. If you really intend to wear something do say, but if your just going to vendor an item then the priest is just as entitled to roll on it as you are. A priest can only wear cloth so most items dropped he cannot use, however he still has to buy spells to heal you with and these cost money.
Since my priest is here to heal he needs no buffs right?
A priest needs buffs just as much as you do, when grouping I always ask party members not to worry about giving me attack buffs but armour buffs and mental buffs like Arcane Intellect are sorely needed. Mages this also applies to your water.
If you can, heal. Say you�re a pally or druid remember that when the @#!t really hits the fan the priest is going to be intent on keeping the main tank alive, sometimes he can be chain casting to do just that. He may not have time to do anything else. So if you can heal yourself in a tight spot.
Make sure you put that soulstone on your priest rather then yourself, because your priest can then rez everyone else.
Remember that we can not see your pets health like we can see the groups health bars, we have to manually target your pet to see its health, and guys remember when the fight gets hairy we have a lot on our plate, however there�s no harm in asking �can you heal my pet� every now and again, because we may just have not had time to check it.
There is nothing worse then getting through an instant getting most of the way there then dying, only to discover that the two pallys you have with you haven�t bothered to do the quest to get resurrection. Do the quest, pretty please.
I am a priest how do I learn more?
Read the forums, ask for and listen to advice from other priest and definitely check out this post from the US every good priest should know Remedy�s work backwards.
You may believe that none of this matter�s however bear in mind that while you can get away with it now at higher levels having a priest in your group can really make a difference, even at lower levels if you offend a priest enough he or she will never group with you again. I�m lvl 26 right now, and usually with 2 minutes of logging on I will receive 2 or 3 tells from players asking me to join their groups because I have healed well for them before, those players who have looked after me I will do my up most for, however those that I have grouped with and completely break every above rule I will remember. Please guys, we are a supporting class and we choose this role because we enjoy helping, so help us help you.
"Grinding Guide (35-60)"
No matter how you slice it, grinding is the fastest way to level in WoW. Maybe not the most fun, but it is much faster than questing.
Now, I'd say the best time to start grinding wouldn't be right off - You can get to 35 very easily questing, but after that, it's more of a pain in the as.
There are various good places to grind, so there is some overlapping.
Unfortunately, this applies mostly to damage dealers of the melee variety. Mages and Warlocks may be able to use them, but I don't have as much experience with them.
Warning: Alot of these areas are densely packed with mobs, so you are likely to get adds when you first begin clearing. However, the denser they are, that means the more spawns in the shortest distance - Exactly what you want when grinding.
Levels might be off by the order of 1 or 2, as your grinding ability might be different than that of the classes I have played. I apologize if they are, but I'm fairly sure these spots are mostly accurate.
Grinding areas will only support one person. Any more, and it will be alot slower for EXP. If someone is at the spot you planned on using, try somewhere else. I've tried to provide a good spread of places to try at different levels, but if you can't find one, you might just have to try later
If you're a melee class, I cannot stress the fact that first aid and food are godsends, and will reduce your downtime greatly. Love them. They are VERY useful.
You might also want to spend some money on +stat potions that last for an hour, as well as +hp regen. You're going to mostly be grinding on mobs that have good drops, so you'll have more to spend.
Venture Co. Meteorologists at Lake N. in Stranglethorn Vale
I love these guys. I mentioned them in the gold guide, and I really do love them. They have good drops, and they die fast. Hunters can sometimes even take two on at a time, as they like to stay at range and use their lightning bolt attack. Sic a pet on one, and take out the other yourself. They don't always stay at range, however, so your milage may vary.
The Naga on the islands in Desolace have low armor, and there are casters in the mix. Be wary of the wandering sea giants, though. One will walk across the island every now and then, and they'll kill you if they sees you.
The Murlocs by Grom'Gol in STV are excellent grinding. They have, as per usual, low defense, and take alot of damage. Some casters mixed in the fray as well.
In the Badlands, there are ALOT of rock elementals. They range from about 37 to 42 or so, if I remember correctly. They're sort of close to the Horde base, so Alliance might be weary of the area. They die fast, and they have some pretty good vendor drops. Higher level ones spawn by the Ogres camp, and have a chance of spwaning Rumbler, a named rock elemental. There's also a few quests right by the lower ones, so some extra EXP is fun.
The Scalding Whelps in the Badlands are fun to grind. They're basicly casters, low def and HP, high damage. They also have a chance of dropping a a Tiny Black Whelpling, which can go for 20-50 gold on some servers in the AH, and are pretty cool pets regardless.
The Wastewander humans in Tanaris are great grinding for a large level range. They start off at level 40 and 41, and ramp up to 44 or so, and then you can move to the pirates, which range from 44-45 (Or is it 46?). Chests spawns are all over the place too, so you can get some phat lewt. My gold guide has more in depth information on their location.
The Naga in Stranglethorn Vale are pretty easy to kill, though there aren't any caster mobs mixed in. I personally don't like this one, but it is viable.
There are some more Naga on an island in Feralas, south of Feathermoon Stronghold or whatever. I've never been there personally, but I've heard good things about it. A named naga spawns at the top of one of the caves, 24 hour spawn.
Also in Feralas, there are some Yeti in the Feral Scare Vale. The normal ones are about level 45, and they ramp up to level 48 or so. Pretty good grinding, but the range of movement is sorta large.
The ghosts in Azshara are great. I love them. I can't stress how awesome they are. They drop insane mageweave and silver, and are absolutely excellent to kill. The Litchlings are casters, and die even faster than the Apprentices, which go down FAST. I absolutely love these. However, on my server, several 57+ gold farmers also camp them fairly actively
I've heard good things about the Dunemaul ogres in Tanaris, though I don't have much experience with the area.
I like elementals, and here are some more . In the Searing Gorge Cauldron, and a little bit North of it, there are plenty to grind.
Deadwood Village in Felwood is decent grinding, and you can also use it to raise your Timbermaw faction. Not much I can say about it.
The Ogres in the Burning Steppes are pretty good. Same thing as with other ogres.
More ghosts! This time in Winterspring, on the frozen lake. I <3 these guys.
Running around in the Plaguelands killing undead. Raising Argent Dawn faction is a pain, so you might want to go ahead and do slightly slower grinding at the gain of being able to raise your faction at the same time. It's also possible to go to 60 doing this, but it's mind numbingly boring... But for some, the faction is worth it. You cannot gain faction from killing monsters when you are level 60, so if you plan on grinding them for the faction, you may really want to do this until 60
If you're a rogue, Blackrock Stronghold is the place to be. You will die a few times getting down a beat, but once you have the timing going well, you'll be dominating the area. Half the mobs there are casters, and the other half still have low armor compaired to most mobs of this level
"Guide for Your Class in an Instance"
Brought to you by the loving members of the
Warrior - Written by Imios
Priest - Written by Imios
Rogue - Written by Vataro
Warlock - Written by Dedaroth
Hunter - Written by Lathais and Jarsua, Edited by Imios and Omusa.
Mage - Written by Imios
Druid - Written by Jord
Shaman - Written by Imios
The main tank is the person who keeps aggro on most of the mobs.
How to tank.
A tank is the party member that controls aggro on the mobs you are currently fighting, they are built to take very little damage and keep mobs very angry at them. The tank is often the puller of the group and should always be ahead of everyone else, cept a rogue, but they are wierd.
When you pull first make sure you have a ranged weapon, Walking towards the monsters is not an effective means of pulling. When you pull you want to pull the least amount of monsters, to do this you have to learn the link range of monsters, which the only advice I can give to you on this is do it alot and you will learn.
After pulling your immediate concern should be getting as much threat as you can. Thunder clap and Demoralizing shout should be your first action, this will gather enough threat on the mobs that you are not directly attack so they won't run off if someone heals you, after this you should sunder armor, tab, sunder armor, etc. Do this until you have 1 sunder on all enemies and you are back on the original target. Sunder him to full.
Shield block is a nice ability to use if you are done sundering the mob, shield block basically gives you a free block in the next five seconds, This ability is not that important unless you have improved shield block or you have your shield spiked.
If you have extra rage you can throw in a Whirlwind, Whirlwind attacks 4 enemies for weapon damage, this will also keep the hate up on your character.
If for some reason you lose a mob to another player, be it from to much healing or someone attacking the wrong mob, this is where your quick thinking needs to come it. If the mob is going after a squishy (cloth wearer) then taunt it, sunder it and go back to your main target. If it is going after a leather wearer (Rogue, Druid) you just need to taunt and sunder it and tell them to assist you after switching to the main target.
If it is going after your hunter, then don't touch it, Hunters have about 35 million ways to get rid of hate, but pay attention to it. If it goes to the shaman then taunt, sunder and tell them to assist you.
IF THERE IS AN OFF TANK:
Often times there is an off tank, be it a Voidwalker(VW) another warrior or shaman, these people usually only tank 1 maybe 2 mobs, you do not touch these mobs, they are just being tanked to wait for you when you are done with your mobs.
The main healer is the one in charge of keeping the other 4 in your immediate party alive. You do this with Greater heal, Flash heal, Renew and Power Word: Shield
There are a few rules I would like to give Priests.
1. if there is a magic Debuff on any member, DISPELL it, dispell is a cheap instant cast[IC] spell that can get rid of 1 to 2 magic debuffs or buffs.
2. Do not shield the warrior except in emergency situations. Shielding the warrior before the battle can be very useful, it will generate no aggro and you could regen the mana before you have to heal again.
3. It is generally not a good idea to use Psychic Scream in instances unless you have the area around the fight clear of mobs.
When in a group, your main priority should be to keep the main tank alive, If the main tank dies then more often than not your party will wipe, and that is bad.
Make sure you let the Main tank (MT) gather some threat before you start healing anyone. Mobs don't like people healing the people that they are trying to kill, just make sure that they are pretty pissed at the MT.
Always keep renew on your main tank, as it gives you almost no threat and heals the tank about the same as a flash heal. If the battle is going generally well, you can rely on Greater heal to keep the tank alive, but if and when you get more adds, you might have to switch to flash heal to keep the tank alive.
If the monster decides that you are next on the feed to self list, then you should just fade, if that doesn't get rid of aggro then add a PW:S to your self, I don't recommend healing your self unless necessary, Run towards your MT, your warrior will gallantly save you from your measly one mob. and you have to still keep him alive with his 3 mobs that are still trying to eat him.
If the monster decides to attack someone else then you should slap a renew and a flash heal on them(and a PW:S if they are squishy), the main tank should do the rest.
DPS(Damage Per Second):
When a rogue is invited to a group, it is usually because of the high damage we can put out. Things to keep in mind:
1) It can be very easy to pull aggro off a mediocre tank. Part of compensating for this is gauging the skill of your tank after a few fights, but there are steps you can take initially:
-Don't expend all your energy at once. Moves like SS and Eviscerate which deal large amounts of damage are what cause you to pull hate. By holding back just a little, and keeping your energy around 30-50, you will be dealing less damage, but will cause fewer problems;
-Use feint frequently. Feint is different from Fade (a Priest ability). It permanently sheds aggro. This is very useful, and you should use it at every opportunity (another reason not to expend all your energy).
2) You are not a tank. You wear leather armor. Post-40, tanks wear plate. That is a big difference. You aren't quite as squishy as Mages or Priests, but you can't take very many more hits. If at any time you forced to fight multiple things at once, fight what the tank is fighting. An assist macro works very well for this. Just open up a new macro, and type in /assist [Name of Tank]. Put it on a hotbar somewhere, and use it whenever a fight starts or a mob dies. Healers don't like rogues who make them use all their mana. Plus, with everyone attacking one mob, that mob will die quicker, reducing the number of things hitting the tank. However, with this in mind, sometimes the tank needs some extra help. If you see a mob go for one of the casters, go all out on it and pull it off the caster. You may not be able to last for a long time, but you can and will last longer than they will. Make sure you let the tank know that you have it so he can try to get it off you asap.
Many times, a rogue's stealth and ability to use ranged weapons makes him/her an excellent puller. These skills will be put to the test many times throughout an instance, so it helps to know what to do, on a normal basis, and also in an emergency. Please note that the improved stealth capabilities of Master of Deception (Stealth talent tree, tier 1) are a must-have in my opinion. Also, for increased pulling capabilities, continue into the stealth tree to get Improved Sap, one of our best skills for pulling that makes things go much easier with multiple mobs to fight. When you get Imp. Sap, you have a high chance to return to stealth after using it, which allows you to sap, then return to a range to pull (or letting the tank pull), reducing the number of mobs that will be attacking you first.
So, how to do it:
Sap (2+ mob groups)
Go into stealth. Walk up to the mob you wish to sap. I prefer to sap caster types, as they usually stand back from battle and make things harder for the tank. Note that while in stealth, things can only detect you 180 degrees in front of them. Stay at their backs whenever you can. After you hit sap, immediately run towards the tank, who should then quickly take the mobs off of you. Note that sap can miss/be resisted. The best thing to do in this situation is not to panic, but be aware that you may have more problems then originally planned.
Using ranged weapons is good to pull any number of mobs, and can be a better alternative if there is only a slight risk of links, as opposed to using sap to incapacitate one but probably aggro multiple more. Bows or guns don't really matter, they are basically the same, I just used bows because I thought they were cooler. Throwing knives also work, but I also used bows for stat bonuses, and arrows are cheaper and deal more damage. So, to pull with a ranged weapon, target the mob closest to you, and fire. Then run behind the tank, who should then pull them off of you, very similar to your other pulling methods.
As with any other class, running up and aggroing mobs to pull is about the worst thing I can think of to do. It is just stupid. Also be aware that hunters will always be better ranged pullers than you. It's not a big deal, learn to respect them for their abilities.
- If you don't have a warlock using Curse of Recklessness, then use Crippling Poison on one of your blades to slow runners. This can save groups a lot of headaches.
- Stuns are good for saving healers. If a mob aggroes a healer, build up a CP or two and Kidney Shot. The stun seems to generate a lot of threat, and can give your tank enough time to get to the mob and taunt it off of the caster. If they're still on the healer and you can't pull them off, drop your Salvation blessing (right-click on the buff icon) and start pumping out as much damage as you can. Once the mob peels off of the healer, hit evasion, and you have 15 seconds to tank them, during which time you can either drop the mob, or pray that your tank gets over there. Once the tank gets there and has time to build a little aggro, vanish or feint to throw aggro onto him.
Making group life easier
All classes have roles in a group. The warrior is the tank, the priest/driud is the healer, mage/rogue is DPS, hunters are pullers or DPS, and shamans are DPS or healers. Warlocks do not really fit in any of these categories although they can function as DPS, they are really just support. And the vagueness may be why alot of groups don't understand warlocks. So how do warlocks support? They use their tools.
Stones : Curses : Pets : Misc
Getting the party stoned
First off, your healer (exception of druids) should be Soul Stoned(SS) at all times. Shaman if no ankh and you have no priest. Next are your healthstones. Everyone in the party should have one. Encourage their use and keep plenty of shards to keep up with their use. You're not there for DPS, so don't worry about draining soul on all the mobs till you're full of shards. If you're doing any AoE, its handy to be carrying a spellstone. While it does also add to your % crit chance, its really handy for hellfire as well. Between that and a priest's shield and a void's sacrifice, you can pull them off sometimes with no damage to yourself.
My pox on you
Curses are the single most efficient way to aid in the party. Properly used can shift a battle. Watch for what your party needs. If they are dealing damage slowly - throw a curse of elements(CoE0 or Curse of shadow(CoS). Only use shadow if your mage is using arcane. The mage will be doing more damage than you and will benefit more from the curse. Otherwise shamans, mages and you benefit from elements. Be sure to talk with the mage beforehand about the CoE, many times mages are able to border the Threat level and having CoE will push them over that lvl.
CoS is most often the way to go in this case.
If the mobs are trying to escape, land a curse of recklessness to stop them from bringing back their friends.
Curse of Doom is quite effective against mezzed mobs and regular mobs if you have another warlock applying CoS
Party's best friend
Use them wisely as they are great "situational" tools.
Imp - default pet, blood pact - stamina to all.
Also, if you are dark pact specced, the imp is your mana battery on passive
Imios Edit: this pet will be the most common pet you will use for instances.
Void - offtank for squishies and sacrifice for yourself.
Succubus - added DPS or seducing in humanoid dungeons
Felhunter - devour magic to remove bad things from you and good things from them. Nice to take off "shields" on mobs that do damage to everyone attacking. And spell lock - no spell for you mages!
A few tricks left
So what else does a warlock have to do?
Damage - use your DoT unless asked not to due to debuff limit. Always keep a curse on though. Throw shadowbolts. Don't run out of mana - use dark pact / life tap to keep up if you get low. Let the priest know not to worry too much about your life unless you get below 50% or so. Drain life as needed. Don't drain mana unless you know you will be able to let it go for the duration or it just wastes mana. If the priest is being attacked and no one is helping searing pain is the fastest way to get a mob on you. Do not try to help a priest with undead. Chances are your searing pain will just hit after his shackle finally is not resisted and break it. That's bad as I have learned
AoE - as stated above, use a spellstone when you hellfire if you can. Also use Rain of Fire in group type AoE at first as to not completely grab all the aggro at first, then hellfire after two rains.
Being a warlock is a fun class to play in a group. Communication with your party is the key to make sure you know what out of your arsenel to use. Also to know when people need stones. A well played warlock can make an ok group really excel and an excellent group top-notch.
Ranged DPS, Crowd Control (CC)
Alot of people believe hunters are non-essential for a group, but they are wrong. Hunters can pull some of the highest DPS while gaining minimal aggro, They can CC most any mob.
If you are the puller:
Lay a Freezing Trap to Mez a mob, Cast Hunters Mark on the mob for the main tank to target, this is alot more than just adding ranged attack for you, this lets the less competent people in the party to target the mob the MT is attacking.
Never pull with Aimed Shot, in fact I can't think of a time when you should use aimed shot. Just pull with a sting. Make sure the one with the Hunters Mark is not the one to hit the Freezing Trap.
Since you are Ranged DPS you also have a wider veiw of the battlefield than most of the classes, so it is also your job to watch for sentries and close mobs, If someone aggros sentries or other mobs, you need to pull them off of them and run them to the MT.
Being at range and away from the nasty little monsters with teeth gives you a change to use bandages when ever you want. This will save the casters mana and keep the group going smoothly
Pets, Pets are nice in 5 man instance, pets are bad in instances where mobs fear. I do not recommend using pets in instances past BRD unless you are better than Jesus playing a shaman at micro-managing.
If you are using a pet, you should be using it for CC, tank the caster mobs, since those usually like to pick at the tank from far away, this can help the group greatly.
Stings, most of you are aware that hunters have stings, Stings are nice, but make sure you using one that would benifit the party. I would recommend using Scorpid Sting, this sting will allow your party to hit the mob for more, and also lessen the damage taken by the tank.
You can also sting the extra mobs on the MT with Serpent Sting this will deal a decent amount of damage while generating very little threat.
If you manage to get aggro from the MT, then you can Feign Death(FD) to reduce all the threat and return the mob to the MT, also try and macro it so that it says in party/raid chat that you are doing that so you don't give the priest a heart attack.
If you pull aggro from a squishy character, do not FD, Hamsting the Mob and run towards the MT. The tank will pull the mob off you to save your sorry butt.
End Game Hunters get a nifty Spell called Tranquilizing shot, This is where hunters become a necessity for MC. This shot makes really pissed mobs(Berserked) become less pissed and less likely to ruin your furniture.
Ranged DPS/Humanoid CC
Mages are seen as the top of the ranged DPS totem pole, and this is mostly correct, mages can dish out some insane damage while with talents not gaining to much threat. They are also used in taking care of large groups of non-elites.
Crowd Control - Mages love Polymorphing Stuff, little sheep. Polymorph is able to mez a humanoid or beast for a decent amount of time, this is very useful for reducing the amount of mobs you fight.
One thing to remember, you are in a group, you are not soloing, so you are not trying to do as much damage as possible.
Ranged DPS - First thing you should do is find out how much damage you can do without getting threat, if you are partying with a warrior you party with alot you usually know this. Once you find this out you can get a feel for what spells to use and how often. Aslo, remember to target the mob the MT is tanking, you can do this by targeting the tank and pressing the "F" key, this will swicth to the mob the tank is targeting.
Frostbolt: This is probably one of the better spells to use in a group. It does good damage and is slows down the enemy, so that if someone gets hate then it will take longer for the mob to get to the enemy. Also Note that most often Fire specced Mages will use Scorch and Arcane Missiles.
If frostbolt doesn't get you hate, you can throw in some of your more powerful spells in there, Fireball is a good spell that deals a decent amount of damage. You can throw in some of your fancy ICs if you want.
Arcane Missle Is the damaging spell you will be using in groups with 10 or more people, the reason is that Arcane missle adds no debuffs to the precious 8 debuff limit, and you will still be doing decent damage.
If you manage to get hate, which I am sure you will when you test the tanking abilities, make sure you get right next to the tank, DO NOT RUN AROUND. the tank does not have a ranged taunt, so get next to him.
Also times that you are going to AoE some mobs, make sure you bring them to the tank, and make use you can get a shield from the priest.
Lastly, Mages can make food and water that they can give to the group. This will get your groups appreciation and also lessen the down time between fights.
Healer/Tank/Support - As a Druid, your role in a party will always be different, depending on the makeup of the party and the demands of the instance
In order to be able to optimize yourself for any situation, a Druid should always carry AT LEAST 2 full sets of gear. One set for feral and one set for casting. Feral gear should include Strength/Attack Power+ and Stamina +, which casting gear should consist of Intellect, Stamina and a healthy dose of Spirit never hurts. There very few items that will give both melee and caster stats, so be prepared to have one of your bags full of gear at all times.
One thing to note - There are so many possible ways to play a Druid - so many different talent builds and so many effective ways to use your abilities in any form. I dare not assert that this guide outlines the *only* or *best* way to play a Druid. What I am sharing here is some insight that I have gained from my own experiences, and I welcome feedback.
If the party is lacking a Warrior, Druids in Bear form make fine tanks. Before you can be ready to tank properly for a party, however, you need to equip yourself with your melee gear.
For a tutorial on Tanking, see the Warrior section above.
To tank as a Druid, you have three main tools. First and foremost is Growl. Growl has a ten second cooldown, but it will convince a mob to attack you for at least five seconds. The only downside to Growl is that it only hits one mob, and has a 10-second cooldown. The next important tool is Demoralizing Roar. Demoralizing Roar not only angers mobs into attacking you, but it significantly reduces their attack power, decreasing the amount of damage you take. Finally, Druids have a damaging ability called Swipe that hits up to three nearby targets for a small-to-moderate amount of damage. Swipe is useful to keep the attention of all nearby mobs.
Bear Form offers all sorts of other abilities, which can be used effectively based on the situation. Frenzied Regeneration, which heals you over time, can be useful, for example, if the healer runs out of Mana, but it uses up all of your Rage, which can make holding aggro more difficult.
Notes on Talents - There are a few Talents that will offer significant help with tanking. The first is Ferocity, which lowers the Rage cost of Maul (your bread and butter DD ability in Bear Form) and also lowers the Energy cost of Claw (your bread and butter DD ability in Cat Form). Next up the tree is Sharpened Claws, which increases your chance to crit in both Bear and Cat forms. Putting these ten points into Feral can significantly aid you in tanking for a party as well as soloing.
Probably the most common role for a Druid in a party is the main healer. Healing as a Druid can be a demanding task that will require your constant attention. You don't have Power Word Shield to save your tank if you slack off
CONTINUE.not give more characters a post.
A good set of Intellect gear is absolutely essential for a Druid who wishes to be an effective main healer. If you run out of Mana, your party is as good as dead.
One important thing to consider is the efficiency of your various healing spells. It works out that the slower the cast time, the more efficient the healing. The following is based on the highest rank of each spell, and does not factor in any boosts from talents:
Rejuvination - (Instant Cast) 756 HP / 335 Mana = 2.26 HP/Mana
Regrowth - (2 sec cast) 2185 HP / 880 Mana = 2.4 HP/Mana
Healing Touch - (3.5 sec cast) 2060 HP / 790 Mana = 2.6 HP/Mana
The advantage of using Regrowth and Rejuvination instead of Healing Touch is that if the main tank has both and the situation is under control, you can stop casting for 15-20 seconds and regen some MP (this would be when a healthy amount of Spirit comes in handy).
One important thing to note - when you are the main healer, you would be ill-advised to use your damage spells. There are cases when it's okay - generally when things are going easy and you are confident that you won't run out of mana. In difficult situations, spending Mana on damage spells could end up causing your party to whipe.
Notes on Talents - The Restoration Tree is full of talents which will aid with healing. One that is particularly useful is Nature's Swiftness, which causes the next nature spell (which includes ALL of your healing spells) to be instant. NS can be very useful when the proverbial droppings hit the fan. The ability to instantly cure your main tank with your mot powerful Healing Touch spell can save the party from an otherwise certain whipe. NS is also very useful in solo PvE and PvP, and I would say it's probably worth putting 21 points into Restoration regardless of where you put your other points.
Druids are generally not the best tanks, not the best healers and certainly not the best damage dealers. As a class, our strength lies in our flexibility.
In some party instances and most raid instances, there will be a Warrior as a main tank and a Resto/Divine Priest as main healer. In this case, there are many useful ways that you can spend your time and effort:
Off-tank - Main healers, Rogues and Mages (and others) do not like having a powerful Elite mob beating the crap out of them. A quick switch to Bear Form and you are very capable of holding the mob's attention until the Main Tank can come take over. Just throw a regrowth on yourself and Growl at the target and you'll be fine until help gets there.
Off-healer - Even if you're not the Main Healer, you should still monitor the Main Tank and help out when necessary. A little bit of help form you can (1) divide up aggro so that the mob will ignore the healer and (2) help the Main Healer keep their MP up.
Debuffer, Status Curer and DD
Faerie Fire might not seem like an incredibly powerful spell, but if 2-3 or more melees are whacking away at a target and you help them hit that target 3-5% harder, you are helping deal a good deal of damage, and the MP cost of Faerie Fire is minimal.
Remove Curse is very helpful in certain instances where mobs cast a lot of curses. Mages can also remove curses, but allowing Mages to save their MP for their primary duty (damage) is always beneficial. Cure Poison and Abolish Poison are also very helpful.
While Damage is not a Druid's strong point, if you don't have anything else to do at any given time, it never hurts to add to the damage. Make sure you don't blow all of your MP on DD, though. Cat Form can be very helpful, as it allows you to deal ongoing damage for a one-time hit to your MP. Moonfire is also useful, and hitting multiple targets with it will add up to significant DPS. Just make sure you don't do too much damage, or you'll quickly become an off-tank
Innervate - Innervate is the final talent of the Restoration Tree. In end-game instances, it is usually assumed that Druids will have this ability. It is on a six minute timer, and it lets you increase MP regeneration for you or one of your allies by 4x (or regular full regen if they are casting). The typical use for this ability is to help the main healer in boss fights to make sure they don't run out of mana, but there are many other possibilities for the effective use of this spell.
Shamans are alot like Druids where they can fill more than one spot in a group, As a healer they have Lesser Healing wave, Healing wave and Mana spring totem.
Shamans can also self resurrect every 60 mins(or 40 with talents) with a reagent(Ankh of life) you can purchase these at any reagent vender, talk to your local guard if you don't know where these are. Shamans can also resurrect other people.
Shamans most often fall in these groups before MC/Onyxia. Here they can lay down stuff like Windfury Totem, which gives melees a chance at having an additional attack, Strength of Earth Totem to increase the strength of the party members.
Shamans can enchant their weapon, Windfury is probably the most common, this will give you up to a 20% chance to get 2 additional attacks. Rockbiter is also used if you need to keep hate.
Shocks: You will often hear about 2 shocks, frost and earth.
Frost Shock will often be your main damage by spell, it deals a decent amount of damage, slows the target and is only on a 6 second timer. Earth shock deals a decent amount of damage, interrupts spells, gathers hate and is on a 6 second timer.
Grounding totem. This is mainly used in pvp, but every now and then, if im in a group fighting a mob with a single target debuff, or a single target blast, ill plunk it down. It will absorb the debuff and survive, or absorb the nuke and die, but either way, thats one less thing that will hit my group mates.
Earthbind. Once again, mainly for pvp but in instances like live side strath, it comes in handy to keep the runners from escaping in the confusion and getting help.
Stoneskin/healing stream. I dont really use any of these. Only time I break out stoneskin is when im one of the add tank healers in the golemagg fight. I figure, every little bit of extra mitigation helps, so why not.
Mana stream. This is my bread and butter. I almost always have it down. Its extra mana regen
Mana tide. This is my 31 point talent in restoration, its 940 mana or so over 12 seconds to everyone in the group. Its great for the long fights, and to speed up mana regen a bit.
Agi. I use this totem mainly when im grouped with hunters and rogues, and even then, only if they insist.
windfury. Warriors LOVE me for this totem, so I drop it whenever I can. Its not bad for rogues either, an extra normal hit may not be ideal, but its better than nothing.��
Sentry/windwall. Total crap, I have never once used either.
Other weapon buff totems. Dont use these either, windfury is superior imo.
Strength of earth. When im not using another earth totem I drop this. Its an extra 61 strength and adds on a good chunk of damage to melee.
Tremor. Only use it in pvp and against mobs that fear
Searing totem. When I feel like spending the mana on extra battlespam I will use it, but its mostly for solo use.
Magma totem. Nice to add extra aoe damage as it pulses an aoe nuke for 80 some odd damage a shot. Mana intensive though
Fire nova. I dont use it personally. I never got the talents that make it a decent totem and it produces enough agro that mobs will usually kill it before it goes off.
Resist totems. I use them as needed, but usually only on raids, as an extra 60 fire/cold resist isnt all that impressive for instances, and id rather be using mana stream.
"KilleRDeviL's Guide to Building Good PUG's"
Par's Guide to Building Good PUG's
If you're reading this then more likely than not you are far enough along in your WoW-career that you've had plenty of bad experiences with Pickup Groups doing instances and whatnot. You may already be all set and happy in your big raiding-guild, but if you ever want to level up some alts or hit up a new server this Guide might still give you a few ideas on how to make building a good PUG smoother and above all, faster.
There's plenty of ways to build a decent PUG. It takes a little more to build a good PUG in a short amount of time during a time of day or week that not a whole lot of ppl are online and ingame. A properly built PuG will not wipe very often, assuming ppl play reasonably well and group relations don't deteriorate into blame-games and /ignore-fests. It will also go much faster through the instances so you can get back to quest-grinding/PvP or doing another run, increasing your overall gaming efficiency.
1. DECIDE your role in the group.
2. ANNOUNCE & ADVERTISE
3. CHAR LVL ISSUES.
4. /WHO WHATEVER.
5. GROUP MAKE-UP.
Good, balanced, powerful and 'safe' PuG = reasonably fast, very efficient, probable-success instance run. Haphazard group-building = slow run with wipes
probable, leading to ppl getting pissy, which inevitably leads to drama. I enjoy drama as much as the next guy, but all the same I'd rather take a quick, efficient run so I can go to bed earlier and get some sleep before I have to go to work in the morning.
1. DECIDE what your role in the group should be, or at least what you WANT it to be.
Not much of an issue for Mages, Hunters, Warlocks and Rogues and Holy Priests, though Hunter and Lock pets have been known to out-perform a bad tank in plenty of lowbie instances and even some higher ones. Priests will of course be expected to main-heal, though some just love relinquishing that duty to a good Resto-druid or a Paladin/non-Resto druid that really knows what he's doing and has the appropriate extra gearset.
Skip this section if you play a single-role class that's so specialized that you really can't do much else, or if you simply HATE playing anything other
than one way of a multi-faceted class. I generally play Druids, and most of the time prefer not to be the main healer unless I happen to be Resto-specced atm, which means I'll either tank, offtank and/or dps while always being ready to save the group with a combat-rez/Barkskin + Tranquility or to grab aggro
from some mad dps-machine or healing/tanking gone bad. Ppl will generally expect you to be able to utilize all the different strong pts of your class, so it pays to learn how to do everything in instance-runs or elite open-world quest runs in the 40-55 lvl range where you have most of your endgame class skills but may not have the experience of playing the single-pt failure role in a group, i.e. playing healer in a group with no other healing class, or MT in a 'squishy' group or whatnot.
2. ANNOUNCE to your guild that you'd like help. ADVERTISE in a major city while deciding what player-levels would be reasonable to expect would want
to come along.
XX [Class] LFG [instance]
Why start this way? - B/c someone may already have a group that's heading out and just needs one more spot filled by something that your class can do, even
though you may not be dying to fill that role in a group composed of what they have going. I generally capitalize the fully written-out name of the instance
I'm running to make it more noticeable and put it in a macro for easy access. If you spam this too often in a short period of time you'll piss ppl off and be
treated accordingly. Piss off too many people and it may come back to haunt you later on. Play nice and you'll find it easier to get groups the further you
In addition, depending on how long your server's been around a lot of ppl may have alts that need specific instances.
Usually announcing in this way will get you a few responses, but sometimes only one or two, or none, if you're lfg Farawayinstancewithcrappydrops. Having a lot of shareable quests can also make a difference once you start talking with ppl, since WoW-players are notoriously lazy
If you already have the shortcut key to a specific instance (Scepter of Celebras, Mallet of Zul'Farrak, etc.), then announce that in your LFG message, and if you're specifically lf only one side of an instance, then it'd be nice to include that too. If someone who wants to do a full run finds out later that you're only doing a few select bosses, they might up and leave, though announcing in this way does make it harder to fill the group with exactly what you want.
Have whoever joins you advertise in their guild-chat. You never know, occasionally someone will bring along a 60 to help. This means it won't be as exciting, and you won't get as much xp, but the quickness with which it'll get you to the end-boss loot table more than makes up for it in the eyes of most players. And after you've leveled three chars or so through the same old instance runs it does become somewhat of a drudgery. Just get through it as fast and as efficiently and safely as possible, then.
Some servers also have specific server/faction-wide LFG channels, though these tend to become polluted with random trash-talk/chitchat after a while, same
with IRC channels and whatnot.
3. INSTANCE RECOMMENDED LEVELS.
Ragefire Chasm 14-16
The Deadmines 17-26
Wailing Caverns 18-22
The Stockade 24-32
Blackfathom Deeps 24-32
Shadowfang Keep 24-26
Scarlet Monastery 34-45
Razorfen Kraul 29-35
Razorfen Downs 37-46
Sunken Temple 50-55
The above were taken from the in-game meeting stones, but it's been a while and I'm on vacation after having quit the game, so one or two may be wrong. (Yes, WoW withdrawal syndrome is a pain.)
If you have yet to do every instance in the game up to your level I suggest you take the time, pref as you level up, since there's some cool events here and there, and you'll learn a few things playing with imperfect group setups and bad healers/bad tanks or aggro-magnet dps machines along the way. You getting better at taking care of a situation where another player's dropped the ball means that you'll be more experienced at dealing with unexpected things happening to your supersmooth endgame guild group down the road.
I used to just spam 'lfg' and 'lfm' messages in Orgrimmar or Ironforge and then take whoever answered as long as the group didn't have to have a healer or
tank to fill the last one or two spots. Lately I've gotten a lot more picky about who I bring along, an easy way to do just that is outlined below.
When putting together a group it's of major importance not just what classes you fill with, but the level of the people that come along. Bring along a 60 guildie friend and you can get away with a lot more things that may have wiped a more level-appropriate group, and things will go faster as well of course, but now your xp-gain will go down a little.
More realistically, say that you have all the regular spots (the trinity: Healer, Tank, AoE) filled already and someone wants to come along that's slightly low for the instance. If you have a group member that's slightly high this may be workable, but if the group average is already in the low range, than be careful of just who you fill with. Taking the first guy to answer your announcment may be honest and impartial, but that can come at a cost to the speed and ease with which you blow through to the drops and the bosses or the quests that you want completed.
This fact can lead to some problems, and possibly drama. If the only ppl to respond to your announcment are kinda low for the instance, then you'd either have to be darn sure that they are very skilled/knowledgeable players, or you'll have to make up the level-deficit in some other ways.
PuG going into Uldaman:
44 Resto-druid who's main-healed before but it's his
43 Mage that no-one's worked with before, and no-one
is sure if he actually speaks English.
45 Hunter, leveling his third char to 60.
41 Warrior, says he's got 'Maad tanking skelz' but
no-one's seen him with a shield or ranged weapon.
39 Rogue messages you saying she's on her third Ulda
run and wants in.
The Rogue may or may not be good, may have had real good groups in Ulda before where she didn't really have to work too hard, and the tanking and healing in
this group, both single-pt failures, is already questionable, so if there's a reasonable chance of getting a better offtank or some better dps, another
secondary healer, a 45+ anything, or a Priest that can let the Druid go offtank (Bear), go main tank (Bear with very good skills and equipment), or dps (Cat with decent skills and good equipment) is probably a better
bet than that 39 Rogue. It's not the Rogue's skills that's the issue, it's what's already in the group that's dictating what you need to fill with,
especially assuming you want to do the end boss Archaedas, who's notoriously good at wiping even good guild-groups if they don't have the right plan and
execute it well.
When in doubt, talk to the rest of your group mbrs and figure out what they're willing to accept as far as filler goes. While you're discussing this someone's
guild might decide to help out with a higher-lvl coming out.
Having a few ppl together in Vent or Teamspeak can also add some surety and efficiency to a group, and it's always nice to have several ppl from the same
guild in the group, since they can be assumed to know each other's habits better, and if someone screws up or dc's, they'd be the ppl to turn to in order to figure out what's going on. Otoh, having the group ldr in the same guild as half the group can be a bad bad thing for the rest of the group, ince Master Loot getting turned on right before a boss-kill will always be a threat.
Basically, higher-lvl ppl in relation to the mobs and bosses in the instance, more player experience, better player skill, and a group makeup that'll not include any single-pt failures (i.e. there's always a backup for the healer and tank if they get whacked or dc in the middle of a fight), will allow you to scrimp on one or two things, like bringing a relative lowbie along, or having a tank without a ranged weapon or shield, or a mana-inefficient healer, or ppl who only know how to complain other than playing their class in one specific way all the time.
4. /WHO WHATEVER
The single most useful tool in putting together exactly the kind of group that you want is the /who feature. Once you've narrowed down what kind of class
and level you're looking for, send them a nice, polite /tell (don't just talk in ONLY acronyms) asking if they're interested in filling a spot in your group.
Pay attention to their current location and if there's a reasonable chance that they can hearth toward your group, or if you can summon or simply wait for them to catch the zepp or boat. Hunters and Rogues kinda get the shaft with this alot since there's usually so many of them that no-one will go out of their way to find one for a group. Exception being Feral Druids who want
ppl to appreciate their Leader of the Pack Aura, possibly.
/WHO PRIEST - the main healing class in the game is mighty sick of getting tells all the time from ppl they don't know asking them to main-heal an instance. Some of them will not respond at all, and some will not respond to ppl just saying 'ST?' even though you may think that'd be the easiest way to communicate that you're looking for them to fill a healing spot in a Sunken Temple group. 'Interested in a Sunken Temple run - all bosses?' might work better, but adding '- have 54 Protection Warrior' will ensure you get as
good of a chance of a response as possible. Adding ' - got good Tanking Druid' may not work as well, though some priests don't mind depending on the rest of the group.
/WHO BADLANDS 40-50 - gives you the ppl that might be interested in quickly filling a spot that just opened up in an Uldaman group. /WHO ROGUE 40-50 - gives you the rogues currently on in the game that might be interested in stealthing to your group that just finally made it to the end boss in Uldaman after 5 wipes due to the guy that you just kicked.
a. Decide what you need, or if you just need someone close who can quickly join you. Having a lock that doesn't mind doing the taxi thing helps here.
b. /WHO whatever class or zone you'd prefer, and add a XX-YY level-range restriction so you don't max out the /who window at 49 hits.
c. Type out a decent, polite tell that adds a 'hook' - something that'll quickly let your prospective group mbr know that your group is serious, be it that you have someone that's kinda high for the instance, or you have a good healer/tank team. The first tell should be sent to someone who's probably so high lvl that he's not gonna want to join you. You never know, some ppl like to be nice when they're bored, but better leave off cold-calling lvl 60s until you get to BRD at least.
d. Before you send the tell, highlight the text using Ctrl + Alt + Shift + Arrowkey. Hit Ctrl + C to copy the text. Send the tell.
e. Right click the next name in your list, starting from the highest-lvl ppl in the range that you've determined you have a decent chance at getting to join
your group. Hit /whisper.
f. Ctrl + V to paste your text, then send it.
g. Repeat ad nauseaum for whatever class you were looking for, until you get to the level that you'd rather not go below for filling this role in the
h. Do the /WHO thing again for whatever class that'd you'd like to fill the same role, though you'd prefer the class you just finished with. Now just concentrate on the higher level-range, since most likely you won't get as much use out of a paladin or druid as main healer, though it is certainly possible if they are Good, Skilled and have the right Gear/Spec.
There's a mod called WHO FAVORITES that will make the above process a lot simpler by simply saving a list of the /who searches you do most often. You can find this mod at:
Download and install it to save yourself the hassle of having to type out your most often used /who searches every time you build a group or want to find out if there's an AV game on or whatever. It's basically just a rip of the old AH Favorites mod.
The reason for sending out all these tells is simple: You are at least 4 times more likely to get a response from someone that you just send a PM to, as opposed to just announcing in the LFG channel that you need help. Ppl rarely pay attention to what's said in /4 or /5, but when the PM comes up they're almost guaranteed to at least read your message. Same human psychology tactic used by the ppl that spam tells for gold-buying websites. [Speaking of which, Blizz could easily hotfix that problem but they choose not to.]
A quick way to find out what level, guild and location a player is that you've just gotten a tell from is to Shift-click his or her name. Use this on ppl that
respond to you advertising for group mbrs.
If someone you're talking to asks you the makeup of your group, the quickest way I've found to tell them is to type the lvl and first three letters of the
class, ie. 'got 41dru 42pri 40war'. You may also want to include this in LFG advertisements, but that tends to be slow and you have to change it as your group fills.
A problem that often occurs in filling a group is that none of the appropriate-level players of a given class that are on atm want to go, they're already sick and tired of that instance or have all they need from it, and the xp just isn't worth the trouble to them. Pure-healers like most Priests in particular are apt to start doing any given instance at a slightly lower lvl, since they're mostly far away from any mobs that they won't proximity-pull due to their lower lvl. As a last resort when filling a particular spot, open up
the lvl-range your looking at, and send tells to ppl who might not ordinarily be interested in this instance, or who might be slightly too low for it.
An advantage to using this game mechanic is also that you can perform these kinds of specific searches while taking an FP toward the instance, or even while doing the /follow thing behind another group-mbr while on your way there (I got so addicted to that command that I made a macro button for it - helps immensely on corpse-runs).
With certain instances, like WC for Alliance, it can at times be almost impossible to find enough ppl to fill a group. Try looking in the immediate vicinity of the instance, since players are much more likely to join for something that they're close to than for something far away.
5. GROUP MAKE-UP.
The Trinity of the Tank/Healer/AoE still rules most instances, though you can certainly get away with somewild things if you have the skills, communications,
levels or gear to do it. BFD has been mage-bombed by 4 mages and a priest, all < lvl 30. Groups with multiple Hunters, Rogues, Locks, Warriors are not uncommon. I've done ZF with 4 Druids and a shammy, and my second time ever main-healing an instance we had two shammys tanking, their experience made up for my n00bness.
Now that Blizz has finally started to get a grip on the class balance issues it's come to light that several classes can start to fill different roles in a
group, which has put a crack in the armor of the Trinity. I watched a warrior tell an equal-level Druid 'You go Bear, I'll dps'. Might not have been the
smartest move in the world due to that particular Druid's lack of tanking skill, but since the instance was already within easy reach of the group's level and balance it made little difference.
Several classes now also have reasonably good AoE spells, which has cut into what was once strictly Mage-territory. Just be careful not to launch them
until the tank has had a chance to grab some aggro, or you'll find the mobs running out of the dual Volley/Hurricane you just set up.
CC, a.k.a. 'mez' is something that has remained more consistently restricted for the few classes that can use it well. Most common are the Mage's Polymorph, the Rogue's Sap and Improved Sap, and the Hunter's various traps, though Druids can root outdoors, Locks can Banish and Priests can Shackle. Take this into account, since some CC spells are only useable in instances where there are predominantly Humanoid mobs etc.
Blizzard's changes in the class-balance game has made it a lot easier to put together a decent-looking group with a good chance of success, but the Meeting Stones system still sucks, and for the time being, announcing in /guildchat, advertising in the major cities alt. zone just outside the instance (sometimes, for some instances near heavily populated zones), and doing the
/who thing will remain the best way to put together a group of 5 ppl who are all willing and able to commit to spending a few hours on a dungeon-crawl just to get a shot at a few blues and get some quests done.
"Warrior How-to: Fight multiple mobs (for cash and experience)"
Well, I�ve been playing the game for a day and I�m already writing a how-to. To my own defense: this game plays similarly enough to other more-pigs that -- once past the UI differences � stratagems can be ported with relative ease. I�ve leveled my character up to 14 using the strategy I�m about to outline, and it has served me really well up to this point.
Note This general tactic works well for fighting one tough monster, but it really shines when fighting many not-so-tough monsters. This might be obvious information to a lot of you, but I think it might aid newbies.
First, let�s go over the reasons you�d want to learn how to battle multiple enemies at the same time:
Survival: It happens: you go to grab one enemy and he brings a buddy, or you�re fighting some poor helpless monster and his big brother spawns on top of you. It doesn�t seem like (from what I�ve seen) that people know how to kill multiple mobs, and I see a lot of running and dying as the result.
Greed: The more things you kill the more money you�ll make, and killing multiple enemies at a time is faster than trying to hunt them one on one (especially when they link together and it�s hard to just fight one).
Leveling: Of course, you�re not going to fight multiple monsters that match your level (you can do two of your level, but you need a little luck). It�s better to fight multiple monsters that are 2-3 levels below you, and rake in the cash as you level.
Vanity: Face it, you look like a badass when you take on three-four monsters and put them away.
Fun: Fighting three foes is a lot more fun than slaughtering one.
It seems like Blizzard setup the warrior to single handedly run population control. Honestly, when you step back look at the abilities the warrior gets, it�s like they�re saying to us: �please go clear out our dungeons, we know you have nothing better to do.� Here�s what�s important to being a good killing machine:
Gear: You always need the best gear. If there is better gear available for purchase or quest, you should be working to get it. As a warrior: the ease of your experience relies heavily on your equipment.
Rend: The key words are �damage over time.� WoW is a rare game to give their warrior class a DOT ability, and it�s amazing that they hand it out so early. I upgrade Rend every chance I get, because it�s an incredible damage dealer when you�re working on multiple enemies. Currently: my rend does 9 damage every 3 seconds, multiply that by 3 monsters and that�s 9 damage per second. Before level 15 it�s very hard to get your hands on a weapon that even approaches that level of damage. It costs very little fury, and it takes almost no time to reset.
Thunder Clap: This is an �Area of Effect� ability, and another big hint from Blizzard that they want you to slaughter mobs by the handful. It deals 8 instant damage points to up to 4 nearby enemies, but its big use is in its ability to slow your enemy�s attack. You need to kill 2 - 4 enemies before they kill you, and in order to do that you need to slow them down. Enter Thunder Clap � thank you Blizzard!
First Aid: If you want to fight group after group of monsters: first aid is a very good way to quickly heal yourself between m�l�es. When you start to kill droves of monsters: focus on the humanoid monsters that drop linens. Convert every linen you get into a bandage, and you�re going to build the skill quickly (I�m level 80 after a day of play).
Hot Keys: Place all your important abilities (including bandages and potions) on quick-use bar, then memorize what the numbers do (instead of looking and clicking).
Rage: Rage is the Warrior's way of doing big damage, and nothing builds rage faster than getting hit by multiple mobs. A match made in heaven.
So now that we have all that out of the way, here are the steps for making all this work together:
1. Bribe a caster into giving you an armor buff and thorns, or use a scroll of protection (you can still do well without buffs, but the help is very nice when you can get it). Also make sure you always have your battle shout going.
2. Find a group of monsters you want to take on, start small and work you way up as you get the hang of things.
3. The first thing you should do is Rend every single one of your foes. If you�re fighting monsters that are aggressive you just need to show them you�re there. If they don�t add, then run around and Rend them to piss them off.
4. You should now have 2-4 monsters beating on you, and they should all have Rend. Once you get enough furry, use Thunder Clap to slow them down.
5. Work on one monster at a time (normally the first monster you cast Rend on), use your extra Fury points to special attack a lot.
6. When your target starts to lose Rend, Tab through your foes and Rend them all again. The same thing goes with Thunder Clap, but you don�t need to change targets.
You�ll be surprised how quickly you enemies will fall, by the time you get to fighting the last foe he may be already dead or close to death.
Like I said before start small and work your way up to harder and harder groups of guys. Focus on killing humanoids too (for the linens and cash). You�ll get the hang of it, and you�ll see how your warrior can be a very powerful (and rich) force. You can also imagine how being good at fighting multiple enemies will help later when you start to group.
Owww Goddddd My Hands Are Deading
Excellent post! Compilation of different guides provides excellent information to someone wanting to start a new char but are not sure how they might grind their levels, fit in with future instance groups, etc.
Wonderful Post.Very Thanks.I starting wow new so i need more information about wow,ty but i need more more.items,dungeons,zones.
Hoc can i lvl up speedy???i need this information too.
Burning Legion TlGa.
Horde Orc Shaman.
Thanks a lot.
Great job for the information
World of Warcraft is little too expencive for me..
Too bad I can`t play it.. ahh.. I wish so much that I am able to play it..
Why does it have to be so expencive ??
i played this game when opened you must play more time for experience about wow
Some additional resources:
Both are very nice sites as game resources though they are owned by gold farmers which isn't all that cool. Some may not want to view these types of sites as they may be deemed "spoilers" as they give away a lot of information about how to do things.
A few other notables
The general forums is a place for all kinds of information - while much of what goes on is trolling you can find class/support/realm forums here that are pretty good.
There are many other pretty cool sites out there that can be found once in game situation come up. Many people like grinding guides but grinding in my opinion makes the game a little dull.
Hope this helps
bloody hell! u must love World of Warcraft lol, im starting to play it at the moment and im sure all of that will come in handy
This article is copied from allakhazam.com.
I've just found some parts of the text written exactly as they are written in the site mentioned above.
Have a nice day.