WOW guide by lordsbundy

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									Most of these have been confirmed to be good, but in order to prevent overcrowding in
areas I will try to list several different places, all of which should be pretty decent. More
often than not, the areas will only hold one or two people maximum as far as spawn rates
go - any more than that and you have too many people and too little mobs to support
them. Unfortunately, because of this, you might end up somewhere that isn't quite as
good as you might've hoped, and if that's the case, I apologize in advance.

The levels are approximate, you may or may not have to supplement grinding for one or
two levels in order to move onto the next zones early on, although most of the later parts
deal mostly with areas to grind in. Also, when a level is listed next to a grind area, that
means this is the level at which you can more than likely *start* grinding the mobs. You
can probably *stop* grinding them about 4-5 levels past where the start level is. In fact,
it's probably recommended that you do stop 4 levels past them.

Also, keep in mind that this is mostly for Alliance players, as it's the only faction I've
played and thus have no experience with Horde lands. You'll also note the lack of
Kalimdor lands up until Feralas/Tanaris. While I'm not saying Ashenvale, Stonetalon
Mountains, Thousand Needles or Desolace are bad places, I honestly have no experience
with them either, and these areas that I do list are typically sufficient to take you up in
levels.

Please note that the level listed beside a place, if there is one, is the level recommended to
*begin* the place. Each place should typically be able to last you for 4-5 levels (with the
exception of quest areas), whether you have the patience to stay at that one place for that
long is another thing.

Thanks to everyone that has contributed and added to the list!

Level 1-12:
- Newbie Zone :: You may have to leave at level 11.

Level 12-20:
- Westfall [Sentinel Hill, Westfall Lighthouse]
- Loch Modan [Thelsamar, Farstrider's Lodge, Stonewrought Dam]
- Darkshore [Auberdine]
- Elite Area: Mo'grosh mound (Loch Modan)
- Instance: Deadmines

Complete the easiest quests in the first area that you go to (Night Elves should visit
Darkshore first, Dwarves/Gnomes should visit Loch Modan first, Humans should visit
Westfall first.) Move onto the next zone, and do the same, but this time you can complete
more of the zone. Leave the most difficult, unless you can get a group for them - don't
waste too much time on it, though. Move onto the last zone and complete all, or nearly all
of the quests available in that zone. By this time, you should be about level 17-18. Go
back to the first zone, and complete the rest of the quests there.
Typically, my "first zone" is Westfall, in which case you can go back when you are done
with both Loch Modan and Darkshore, and finish the Van Cleef line of quests and be at a
good level to run the instance.

Level 20-22:
- Redridge Mountains [Lakeshire, Tower of Azora in Elwynn]

Again, do the easy quests in Redridge, which should take you up to level 21 or 22. Skip
the more difficult quests unless you have a group for them. I'd skip the entire Stonewatch
Keep area of quests just simply because that entire area itself is crap.

Level 22-30:
- Redridge Mountains [Lakeshire, Tower of Azora in Elwynn]
- Duskwood [Darkshire, Sven's Camp, Abercrombie]
- Wetlands [Menethil Harbor, Greenwarden, N. Loch Modan (The Algaz Gauntlet)]
- Ashenvale [Astranaar ?]
- Stonetalon Mountains [?]
- Elite Area: Dun Modr (Wetlands)
- Instance: The Stockades
- Instance: Shadowfang Keep
- Instance: Blackfathom Deeps
- Happy Loot: Naraxis' Fang (Duskwood)
- Happy Loot: Tiny Crimson Whelpling (Wetlands)
- Grind Area [26]: Dragonmaw Encampment (Wetlands)
- Grind Area [26]: Whelgar's Excavation Site (Wetlands)
- Grind Area [28]: Rotting Orchard (Duskwood)
- Grind Area [28]: Raven Hill Cemetary (Duskwood)
- Grind Area [29]: Vul'Gol Ogre Mound (Duskwood)

Preparation: Purchase Bronze Tube.

Start at either Duskwood or Wetlands. This is where "quest stacking" can come in really
handy if you want to be efficient. There are many, many quests that send you to the same
areas, and if you get all of the quests at once, you can knock all of them out without
having to run back and forth. Considering Wetlands and Duskwood are fairly bad for
having their towns on one side of the map and the quest mobs/areas on the other side, this
saves a lot of time. A lot of these are parts of quest chains, so honestly it's hard to know if
you don't have prior knowledge or do a lot of quest research beforehand - so don't worry
about it too much, but try to be as efficient as you can. Once you finish one of the two
new areas, you should be about level 25 and can go finish the harder parts of Redridge,
and then finish the last zone.

Note for Stockades : There are 6 quests you can obtain for this instance. Lakeshire,
Darkshire, Wetlands, Van Cleef note continuation (Bazil Thredd), and two from
Stormwind.
Level 31-37:
- Stranglethorn Vale [Rebel Camp, Nesingwary's Expedition, Booty Bay]
- Hillsbrad Foothills [Southshore]
- Arathi Highlands [Refuge Pointe]
- Desolace [32]
- Thousand Needles [31]
- Instance: Gnomeregan
- Happy Loot: Howling Blade (Skhowl, Alterac Mountains)
- Happy Loot: Toxic Revenger (Gnomeregan)
- Happy Loot: Tiny Emerald Whelpling (Swamp of Sorrows)
- Grind Area [31]: Kurzen Encampment [!NOTE!] (Stranglethorn Vale) -- [Test needed]
- Grind Area [33]: Stranglethorn Raptors (Stranglethorn Vale)
- Grind Area [33]: Growless Cave (Alterac Mountains)
- Grind Area [34]: Gallow's Corner (Crushridge Ogres - Altarac Mountains)
- Grind Area [36]: Venture Co. Base Camp (Lake Nazferiti - Stranglethorn Vale)

Preparation: Purchase all 15 pages of The Green Hills of Stranglethorn, 4 Bloodstone
Ore.

Start at Stranglethorn Vale. Quest stacking here is also godly, since you don't want to
have to run all the way to the northern end of the zone, do one or two quests and turn
them back in at Booty Bay. Rebel Camp's quests are largely independent of the rest,
though, so you can do those first. Then, head to Booty Bay, where you can pick up two
main quests for the northern area: Investigate the Camp and the start of the Excelsior
chain, both of which takes you to Nesingwary's Expedition, where you obtain all of the
nice happy quests there.

Hillsbrad is only good starting at about level 33, at which point you can actually *do* all
of the quests that you could obtain at level 30... Arathi only has one or two quests that
you can actually do right now, but it's listed anyways.

Kurzen Cave has been fixed, which perhaps means that Jungle Fighters and
Headshrinkers have as well, so someone test that out please.

Level 37-43:
- Stranglethorn Vale [Booty Bay, Nesingwary's Expedition, Rebel Camp]
- Arathi Mountains [Refuge Pointe, Faldir's Cove]
- Badlands [Various camps around the zone]
- Desolace [37]
- Elite Area: Stromgarde
- Elite Area: Mosh'ogg Mound
- Instance: Scarlet Monastery
- Instance: Uldaman
- Instance: Razorfen Downs
- Happy Loot: Tiny Black Whelpling (Badlands)
- Grind Area [37]: Lashtail Raptors (Stranglethorn Vale)
- Grind Area [37]: Water Elementals (Stranglethorn Vale)
- Grind Area [37]: Theramore Coast (Dustwallow Marsh) - Turtle Scales & Leathers
- Grind Area [39]: The spider cave north of Brackenwall (Swamp of Sorrows)
- Grind Area [39]: Rock Elementals (Badlands)
- Grind Area [39]: Elder Crag Coyotes (Badlands)
- Grind Area [41]: Scalding Whelps (Badlands)
- Grind Area [41]: Agmond's End (Badlands)
- Grind Area [41]: Ziata'jai Ruins (Venture Co. Stuff, Stranglethorn Vale)
- Grind Area [43]: Naga Explorers (Stranglethorn Vale)

Preparation: Purchase 9 Blue Pearls, 1 Frost Oil, 1 Gyrochronatom, 4 Buzzard Wings, 1
Elixir of Water Breathing.

37 is where you obtain your next batch of quests from Stranglethorn Vale. Arathi
Highlands has fairly decent quests in Faldir's Cove, or if you're feeling group-friendly,
knock out the ones in Stromgarde. Badlands has a lot of nice quests, but you have to
actually find them. This is where supplementing experience by grinding becomes more
efficient at times, and at 42-43 you should be closing the last of your Stranglethorn
quests, and be finished with Badlands and Arathi both, as well.

Scarlet Monastery. Black Menace or Sword of Serenity. Nothing more needs to be said -
except where to obtain the quest: Desolace.

Level 43-46:
- Feralas [Feathermoon Stronghold]
- Tanaris [Gadgetzan, Steamwheedle Port]
- Instance: Zul'Farrak
- Grind Area [43]: Wastewander Bandits (Tanaris)
- Grind Area [44]: Isle of Dread (Feralas - Inside Cave; South of Feathermoon
Stronghold)
- Grind Area [45]: Feral Scar Vale (Feralas)
- Happy Loot: 14slot bag! Cortello's Riddle quest, starts in one of the ships in
Stranglethorn Vale for the end of the Bloodsail Buccaneers line of quests.

Fairly self explanatory, I guess. Not much going on here, really.

Level 46-50:
- Tanaris [Gadgetzan, Steamwheedle Port]
- The Hinterlands [Aerie Peak]
- Instance: Zul'Farrak
- Instance: Maraudon [49]
- Instance: Temple of Atal'Hakkar [50]
- Grind Area [47]: Undead in Western Ashzara (Azshara)
- Grind Area [47]: Dunemaul Compound (Tanaris)
- Grind Area [47]: Elementals/Golems around The Cauldron + N of it (Searing Gorge) -
Elemental Leatherworking Supplies
At this point, you more than likely have a bunch of quests saved up for The Hinterlands -
including but not limited to, the quest to gather Wildkin Feathers (from Rutheran
Village), the quest to obtain a snapshot of Gammerita, the quest to obtain Violet Trajan,
the last part of Cortello's Riddle, etc. Feel free to knock them all out at once.

Level 50-55:
- Searing Gorge [Kalaran Windblade]
- Blasted Lands [Blood Elf camp]
- Un'Goro Crater [Marshal's Refuge]
- Felwood [Emerald Sanctuary]
- Burning Steppes [Morgan's Vigil]
- Instance: Temple of Atal'Hakkar
- Grind Area [49]: The Overlook Cliffs (The Hinterlands) - Turtle Scales & Rugged
Leathers
- Grind Area [50]: Deadwood Village (Felwood)
- Grind Area [51]: Ruins of Eldarath (Azshara)
- Grind Area [52]: Dreadmaul Rock (Firegut Ogres - Burning Steppes)
- Grind Area [52]: Legash Encampment, Thalassian Base Camp, Ursolan (Azshara)
- Grind Area [52]: Jaedenar (Felwood)
- Grind Area [52]: Sorrow Hill (Western Plaguelands)
- Grind Area [54]: Temple of Arkkoran (Azshara)
- Grind Area [55]: Jadefire Run, Felpaw Village (Felwood)

The quests in Blasted Lands all stack on top of each other. Five in total, one for each stat;
they give 4700 experience per turn-in, along with always the chance of obtaining a
Draenethyst Sphere for Kumi'sha the Collector with every mob you kill. Un'Goro Crater
has the biggest collection of quests out of all of these zones.

Level 55-60:
- Winterspring [Everlook, Starfall Village]
- Western Plaguelands [Chillwind Point]
- Eastern Plaguelands [Light's Hope Chapel]
- Instance: Blackrock Depths
- Instance: Blackrock Spire [60]
- Instance: Stratholme [60]
- Instance: Scholomance [60]
- Grind Area [55]: Felstone Field, Dalson's Tears, The Writhing Haunt, Gahrron's
Withering (Western Plaguelands)
- Grind Area [56]: Northridge Lumber Camp (Western Plaguelands)
- Grind Area [56]: Corin's Crossing (Eastern Plaguelands)
- Grind Area [56]: The Pillar of Ash (Burning Steppes)
- Grind Area [56]: Winterfall Village (Winterspring)
- Grind Area [57]: Blackrock Stronghold (Burning Steppes) [NOTE]
- Grind Area [57]: Ice Thistle Hills (Wintespring) - Rugged Leathers
Notes: Blackrock Stronghold is probably the best place to grind for a rogue; however,
you do have to get used to how the roamers work. You'll probably die a few times along
the way while learning them. Also, this might likely be another area where they're
increasing the armor on the mobs, but two of the four kinds of orcs that spawn are
casters, anyway. Ice Thistle Hills is not the best place to grind for experience, but it's
probably one of the better places to get a nice quiet grind going and also leave with a few
backpacks full of Rugged Leather.

Okay -- So this isn't really a "complete" grind area list, because honestly, you only have
to sit down and grind at one or two places for a few levels before you can move onto the
next tier of zones, and that's typically what I did. Just sit down and grind at one place,
don't move around everywhere and you'll be out of there in a few hours or days. I've tried
my best to list the best quest areas and zones as well for those that would rather try to
quest and not grind their way through the game, too, but that's also somewhat incomplete,
especially at later stages since I don't have much knowledge of the various new quests
they implemented in Winterspring and the Plaguelands.
Alliance

1-15 Elwynn Forest (1-10)
Dun Morogh (1-10)
Teldrassil (1-10)

15-20 Loch Modan (10-20)
Westfall (10-20)
Redridge Mountains (15-25)
Darkshore (10-20)

20-25 Redridge Mountains (15-25)
Ashenvale (18-30)
Wetlands (20-30)

25-30 Duskwood (18-30)
Ashenvale (18-30)
Wetlands (20-30)

30-35 Arathi Highlands (30-40)
Desolace (30-40)
Thousand Needles (30+)
Stranglethorn Vale (30-45)
Hillsbrad Foothills (20-30)

35-40 Arathi Highlands (30-40)
Desolace (30-40)
Badlands (35-45)
Stranglethorn Vale (30-45)

40-45 Feralas (40-50)
Tanaris Desert (40-50)
Badlands /The Hinterlands (40-50)
Stranglethorn Vale/Searing Gorge (43-50)

45-50 Feralas (40-50)
Tanaris Desert (40-50)
The Hinterlands (40-50)
Searing Gorge (43-50)
Azshara (45-55)
The Blasted Lands (45-55)
Felwood (48-55)

50-55 Un'Goro Crater (48-55)
Burning Steppes (50-55)
W. Plaguelands (51-55)
The Blasted Lands (45-55)
Felwood (48-55)

55-60 E. Plaguelands (53-60)
Burning Steppes (50-55)
W. Plaguelands (51-55)
Winterspring (55-60)

Horde
1-15 Tirisfal Glades (1-10)
Durotar (1-10)
Mulgore (1-10)

10-20 Silverpine Forest (10-20)
The Barrens (10-25)
Stonetalon Mountains (15-27)

20-25 The Barrens (10-25)
Hillsbrad Foothills (20-30)
Stonetalon Mountains
Ashenvale Forest (18-30)

25-30 Thousand Needles (25-35)
Hillsbrad Foothills (20-30)
Stonetalon Mountains
Stranglethorn Vale (30-45)
Ashenvale Forest (18-30)

30-35 Arathi Highlands (30-40)
Desolace (30-40)
Thousand Needles (30+)
Stranglethorn Vale (30-45)

35-40 Arathi Highlands (30-40)
Desolace (30-40)
Badlands (35-45)
Stranglethorn Vale (30-45)
Swamp of Sorrows (35-45)
Dustwallow Marsh (35-45)

40-45 Feralas (40-50)
Tanaris Desert (40-50)
Badlands/The Hinterlands (40-50)
Stranglethorn Vale/Searing Gorge (43-50)
Swamp of Sorrows (35-45)
Dustwallow Marsh (35-45)

45-50 Feralas (40-50)
Tanaris Desert (40-50)
The Hinterlands (40-50)
Searing Gorge (43-50)
Azshara (45-55)
The Blasted Lands (45-55)
Felwood (48-55)

50-55 The Blasted Lands (45-55)
Felwood (48-55)
Un'Goro Crater (48-55)
Burning Steppes (50-55)
W. Plaguelands (51-55)

55-60 Burning Steppes (50-55)
W. Plaguelands (51-55)
E. Plaguelands (53-60)
Winterspring (55-60)
This is my experience from all the leveling guides. I saw bugs and mistaken areas to
level.

1-15 = Questing - Try get to Honored reputation
15-20 = Harpies in The Nothern Barrens (Dry Hills)
15-20 = Silverpine the farms
20-25= Hillsbrad the farmers
25-31 = Thousand Needles kill the people in Dark Cloud Pinnacle
31-35 = Darrow Hill the Ice Yetis with great money too'
35-38 = Desolace the Kodo graveyard
38-40 = Stranglethorn the Murlocks or the Raptors Don't go near Nessingwary
40-45 = The Woodpaws in Feralas
45-50 = Azhara the ruins close to Valamok
50-54 = Western Plaguelands the Diseased Bears and the Spiders
54-56 = The cauldron farms in Western Plaguelands
56-60 = Western Plaguelands the mother ****ng Alliance NPC's like the scarlet people


So from level 50-60 It may take a while ... So quest some instances such as Temple and
mara..

So if u play 8 hours a day just grinding and questing and know what to do.. You will be
just fine!

And with mages = in Ice Yetis u will be good at making money since AoE style.
When you start off as a level 1 in any area that you are in make sure that you do every single
quest possible in your "newb area"... If you pick human you will start in northshire abby. Talk to all
the people with the yellow question mark above thier head. The newb mobs you will kill are
behind your starting area. After you finish those head to goldshire it should be on the map. Now
the idea of getting every single quest that you can at the time, is that some are collection quests
wich you do while you are on the main quests. If you get a delivery to storm wind dont do it untill
you finish the others. The lost guard quest and the elite trogg Hogger is where you should hit
around level 8-10 or so.. This should be about the end of quests for this area. Keep reading for
the rest.

Dwarf or Gnome you start in the same area. Basic run down pick up all the quests you can the
newb mobs are back to the SouthWest just follow the road do everysingle one of these untill the
only ones you have left are the delivery quests. Then go up to khranos and do those ones. When
you finish Khranos head up the road to Steelgrill depot your quest log will give you directions.
There is also Brewnwall village wich you should do. Do everysingle one of these quests. You will
need at least a 3 man group for the wendigos, frostmane hold, vegash.

Now if you were a human and you finished Elyyn Forest, you need to travel to Iron Forge. Take
the gryphon to out of Stormwind city to there. Start on the quests in khranos.

If you started dwarf or gnome go to iron forge and take the gryphon to stormwind. Now do the
quests in elwyyn..

Basically your leveling in the other races starting lands now the mobs your killing should be a little
lower level than you so that you can cut right through them.

After you have done both of these. You will head to westfall or Loch modan. Do the lower level
quests in these, DO NOT attempt the high level ones yet. As your trying to do quests that are
around 1-3 levels below you right now for increased xp gain.

After you finish the tunnel rat ears and some trogs in Loch Modan go to West Fall and do some
defias from sentinal hill. Also when you kill the harvest watchers there keep 5 flasks of oil, 5hops,
and 5 okra as these are for other quests that you will get to later on.

Once the quests start getting hard in the loch go to westfall untill they get hard and then go back
the loch when the westfall ones get hard vice/versa depending on where you are at the time.

If you do go to redrige you can do a couple there at level 16-18 or so. Dragon whelps after you do
a delivery to goldshire. Also kill some trogs there. The delivery quests make sure that you do
these as 90% of the time they lead to other quests.

Well i hope this can help some people if you have questions just ask..

Also see www.thottbot.com for quest locations.
If you are night elf and want to get to the human or dwarf lands take a boat from darkshore to
menethial harbor and you arrive in the wetlands. Make sure you stay on the road, and nothing
should kill you. Run up to loch modan through the dun algaz gates.
Druid Guide, 1-10

Druids are a very interesting class. A class that makes it difficult to write a guide
for. Blizzard says that one of their strengths is “Multiple play style options.”, and
they weren’t kidding. The slight problem is, these play options aren’t as apparent
until later on in the game. Once access to Shapeshifting opens up, the window to
a whole new world can be seen.

This guide will hopefully help you from levels 1 to 10. I will stop there because of
the drastic difference in game play once the Bear Form Shapeshift is unlocked.

I’m not going to go through the ins and outs of every quest for every race that
can be a Druid, instead I’ll outline a general play style that you can possibly
adopt, adapt, do whatever you feel fit. The quests from levels 1 to 10 are usually
quite self explanatory and easy to complete without much trouble anyway.

Getting Started

When you first enter the game as a Druid, you should have the abilities : Wrath,
and Healing Touch. Wrath will be a good source of damage for you, and of
course Healing Touch will heal you when needed. These will be your bread and
butter. In a nut shell, just use wrath to pull, and at low levels, you can either
continue to cast wrath while the monster is beating you, or switch to melee to
conserve mana.

You can also learn your first Mark of the Wild rank for a slight fee. This buff is
very, very nice. The first rank will only increase your armor, but it lasts for 30
minutes. It’s also an instant cast, so if it wears out during a fight, you can
immediately rebuff yourself without being interrupted.

Level 4

It wont be until level 4 when you can shift your playing a bit. This is when
Rejuvenation and Moonfire become available. Rejuvenation is a health
regeneration (regen) spell, and Moonfire is a small Damage over Time (DoT)
spell. There is one very important thing to know about these two new spells.
Their casting time is instant. This means that in no way shape or form can you be
interrupted from casting these two spells.

Now, you can pull with wrath, blast the monster until it reaches you, then once it
does, cast regen on yourself and the DoT on the monster. If you’re unfamiliar
with casting a friendly spell while in combat, all you have to do is this : Have the
monster targeted and enter melee combat. When you use the regen spell, your
cursor will have a slight blue glow to it to signify a spell about to be cast. You can
then click on your portrait, or any other friendly, and the spell will cast.
Rejuvenation is great because it’s instant, you wont sit there wasting time being
interrupted and such, the spell just goes off.

Moonfire tends to be a ‘use it as you need it’ spell at this level, it is also an instant
spell, but it can be fairly draining on the mana if used excessively. When you use
Moonfire on a target, they will take an initial hit of larger damage, then slowly
“tick” with additional hits of damage a few rounds after the first cast. If you’re in
melee combat with the monster, you’ll have them targeted, and on the top where
their portrait is (next to your own, where it lists their health and level), you’ll see
the Moonfire icon on the creature. Once this disappears, your Moonfire will cease
doing damage each tick, and you can cast it again if you wish. If you cast two
Moonfires on the creature at once, the DoT effect will not stack. Instead, the DoT
timer is reset, and it will do the ticks just as if you had cast a new Moonfire on the
target, overwriting the old one. This is why it’s more efficient to wait until the first
has worn out completely, then recasting.

One other thing that Rejuvenation is useful for, is running away. Since the cast is
instant, you can be running away from a monster, and cast the spell while still
moving. This way you’re constantly gaining health while fleeing.

If chasing after something significantly faster than you, Moonfire is very useful.
You can cast this while running, and is very helpful for doing an injured creature
in as it tries to flee.

Level 6

At level 6, you’ll be able to train Thorns, and Rank 2 Wrath. Since we already
know what Wrath does, I’ll give a brief analysis on Thorns. This spell is another
instant spell, but it only lasts for 10 minutes. Of all the buffs you have, you’ll find
yourself casting this in combat more often than your others, due to the short
duration. If you’ve ever played Diablo or Warcraft 3, you know what Thorns does.
Whenever a melee attack strikes a character with the Thorns effect active, they
receive damage. In this case, it is 3 damage for every hit against the caster. It
may not seem like a lot, but it does boost your damage significantly, especially if
you are meleeing a lot at this level.

Level 8

At level 8, we get our second rank of Healing Touch, and a new spell : Entangling
Roots. This spell, if successful, will “root” (hold) a monster in place for
approximately 12 seconds, dealing damage every tick to a maximum of 20
damage. There are two ways to use this, one is the caster approach, another is
the escape route.

The caster route is starting a fight by casting Entangling Roots, then blasting the
monster with Wrath, and Moonfire until it’s either dead, or the roots wear off. The
escape route, is using this spell only when you’re jumped and either can’t fight, or
don’t want to. Casting this spell, (provided it’s not resisted) allows for a nice
getaway while the creature is stuck there.

Entangling Roots should not be used in conjunction with melee, I’ve noticed that
when a rooted monster is attacked in melee combat, the roots break free almost
immediately.

It should be no time until you’re level 10, and once you turn level 10, the world
changes.
SUMMARY:

   * Druids are not built for 1 vs 1 PvP. Highly versatile in PvE, but a support class for PvP.
Druids get an awesome buff called mark of the wild, which is highly desired by players.
   * The druid is a combo class, being able to tank, heal, and stealth. It is also, I believe, the least
played class. A druid's strength is in his versatility. He gets part of every world: nukes, heals,
melee damage, stealth. None of them is on par at a pure level to other character classes, but this
versatility gives the druid more of something than other classes have: options. Because of this,
playing a druid just might be the most fun of all the classes.
   * The Druid suffers from pure damage output, especially in PvP, so to counter this, I
recommend the druid train in 2-H maces as a primary weapon of choice.
   * The feral talent line at this point in the game just doesn't cut it for PvP, since forms cannot
heal/nuke/or use weapons. The best talent build is a restoration/balance build, as both of these
are very complimentary.

RACE:

The best races for Druid's are the Tauren (my favorite), and Elves. The Tauren get a warstomp
ability in addition to +10 nature resistance and an extra 5% health, something that the night elf
doesn't get. The night elf has more agility than the Tauren increasing the critical hit chance and
utilizing cat form better. But so many players choose Night Elves, the Tauren Druid would be my
personal preference :)

Druid Weapon Choice
The Druids greatest strength is also their greatest weakness: versatility. In PvE this translates to
a great solo ability. In PvP this translates to difficult times, since versatility on the PvP battlefield
takes too much time, and by the time a druid attempts to shapeshift a couple times, he's already
dead. (In PvP, 2 seconds of battle time can be cruicial.)

The druid is an excellent healer, but not so good at dealing damage, so for this reason, I
recommend 2 handed maces as the weapon of choice. 2H weaps deal more damage, and high
damage dealing should be a goal for the druid. At the moment, druids cannot use Axe weapons,
and staves just dont cut it in the damage department as 2H maces. It's hammer time!
PVP and Talent Builds:
A druid who intends on doing a lot of PvP should be wary of dumping heavy talents into Feral.
The problem is that utility is given up when a Druid enters his differing forms as opposed to
staying in caster and using the forms as a fail safe. When a druid goes into a bear or cat form, he
can't heal, can't cast moonfire other big damage spells or emergency spells, unless he reverts
back into caster form, and then back in order to utilize his Feral talents. While this may work in
PvE, it is another story in PvP. Druids have some good PvP abilities, and need to be able to use
their utility spells such as root, hibernate, heal with regrowth, moonfire or starfire. Staying in
animal form restricts the druid's ability to utility. While animal form is a fabulous druidic ability,
dumping talent points into Feral may not be the best PvP course to take.
It is my opinion that the Druid should focus on restoration and balance for talent, and utilize
animal forms in emergencies, rather than a default primary. Now, some druids may debate me
here since the animal form is what makes a druid unique. Keep in mind that I am not claiming
animal form as worthless, it is not that at all! The druid who spec's a talent build in restoration
and balance will still have his animal form abilities, he just wont have all his talents dumped in
them. THe PvP druid, I believe, is better spent on balance/restore than ferral. Additionally, the
balance and restore talent lines are very complementary and work extremely well together.

Tactics:

Being so versatile, the tactical options for the Druid are vast. I will offer some great strategies you
can use. But keep in mind, there are many more beyond what I recommend.
The druid is not a pure tank, nor a pure healer. Its pretty obvious that he is a great solo'er, able
to do both, but what about how should a druid play in a group? In my experience, the best druids
will play the following baseline tactic in groups, making them most valuable:

The druid will fall back, behind the tanks, and with the casters. When the mob is pulled, the druid
shoots or heals party members as needed. He reserves his bear/cat forms for emergency crowd
control. When the mob rushes the back-end (casters), the Druid bear forms, pulling the aggro off
the casters. Playing this tactic adds great cohesion to a group, since the casters don't have to
worry about fleeing and dispersing the party, and you will find that this situation comes up
numerous times. Your group will certainly find that you are a valuable asset to their team. Stay
back and cast, and only use forms when a creature breaks the front line, rather than being in the
front line yourself.

The druid gets the spell Faerie Fire, which is a great anti-rogue spell, breaking vanish, something
Rogues have on a hotkey. This is highly useful in PvP, as well as the rooting ability of a druid.

Attributes:
Obviously, since a druid is so versatile, all the attributes become valuable. Here is my take on
what precedence to give various attributes (overall, I like spirit the best)

Bear form : Str/Stam

Cat form : Agility

Group healer : Intelligence

Soloing in Caster form : Primary Spirit, secondary Intelligence

Professions:

Once again, I recommend ALchemy/Herbalism for the Druid. This comes in more than handy as
a Druid gets the additions of potion buffs to his own. First Aid might not sound useful, since the
druid has heals, but trust me it is! Being able to have 3 sources of healing (spells, alchemy, and
bandages) only gives you that much more longevity in the HP department, something Druids lack
(esp. night elves) . Tip: cast Hibernate on nearby aggros when collecting herbs. This helps in
gathering such herbs as Kingsblood and Briarthrons in the Barrens.


Additional Help:

A great walkthru for the Trial of the Sea Lion quest can be found here:
http://www.wowguru.com/87.html
Level 10

This is a nice Milestone level. You are able to learn : Mark of the Wild (Rank 2),
Rejuvenation (R2), Moonfire (R2), and the long awaited Bear Form Shapeshift.
On top of this, you will gain access to Bear Form exclusive abilities. Demoralizing
Roar, Maul, and Growl.

We already are familiar with Moonfire and Rejuvenation, so there’s no need to re-
address those. R2 of these abilities is just a stronger version of the one before.
Mark of the Wild, however, is slightly different. If you’ll recall, R1 of this buff was
a boost to armor. Now, on top of the boost in armor being increased significantly,
you’ll also get a +2 bonus to all attributes. This buff only gets better as we go on.

Now, Shapeshifting. There is a lot to cover about this, so I’m going to try and go
over this as efficiently as I can. First, the Shapeshift spell itself. You may have
noticed that when you learned this ability, a second row of hotkeys appeared
above the standard 1-0,+,- row. This is where your shapeshifting skills are stored.
If you’d like, you can go in to your key settings and bind a key to the setting
labeled shapeshifting form 1. I used Ctrl-1, but I did not feel the need for quick
access to this spell until later on in my teens. The choice is yours, of course.

Once you have this all sorted out, it’s time to shapeshift. On shift, you gain a
significant boost to armor, health, and attack. You also lose your mana bar, and
gain a rage meter. The health and attack boost are easy, and are a set amount.
The boost to armor however is a percentage of the armor you are wearing. The
better the armor you have, the larger the boost you get. This is when it becomes
really nice to have good armor as a Druid, since when you shift in to bear form,
you get a huge benefit from it.

As of right now, your weapon does not account for any difference in your attack
power while in Bear Form.

I mentioned the Rage meter. If you’ve played a Warrior, you probably don’t need
any explanation of this, and can skip this paragraph. The Rage meter increases
every time you hit, and every time you get hit. Obviously, you gain more rage if
you hit, but you do gain a little bit when you’re on the receiving end of a blow. A
critical hit will grant you a significant boost in Rage. When you are out of combat,
your rage meter slowly drains down to zero. This is to signify your ‘calming down’
after a fight.

Some intricacies of the shift itself : Bear Form is an instant cast spell. The mana
cost for it will scale higher as you level up, and is a decent amount. Usually the
price is just under a third of your total mana. The health bonus is given to your
max hp, and your current hp. Meaning, if you’re in Druid form and have 1/200
health, and the boost is (hypothetically) 100, you will have 101/300 health after
the shift. When you shift out of bear form, the exact same happens. If you were
at 101/300, you’d now have 1/200. You can not die from shifting out of bear form,
your health will at minimum be set to 1.
While in bear form, you continue to regenerate mana, even though you do not
have a mana bar. If you shift out of bear form, you lose all of your currently built
up Rage.

You can not cast spells, or interact with NPCs while in Bear Form, but if you cast
buffs on yourself (Mark of the Wild, Thorns), they will remain on you as you shift.

Let’s move on to the new Bear Form exclusive abilities. First, setting hotkeys for
them. When you shift in to Bear Form, you’ll notice your first hotkey bar goes
blank. This hotkey listing will appear when you shift, so you won’t have to set up
a completely separate list to use your shifted abilities. Your Bear Form abilities
will be listed under, you guessed it, Abilities, not spells. Set up your bar
accordingly, and get ready to move on.

You should now have : Demoralizing Roar, Maul, and Growl. Demoralizing Roars
usefulness is more apparent when soloing warrior type creatures near your level,
or above. When used, this takes a small amount of rage, and debuffs monsters
immediately near by you. This debuff reduces melee damage of the effected
targets. The range of the spell is a radius around the bear, and is very short. If
you’re planning on using this, it’s probably best to save it for when you get
multiple pulls simultaneously. In 1v1 situations, try to fire off a Roar as soon as
possible if fighting a melee centric class type monster. This will ensure that the
debuff stays on for the greatest amount of hits. After all, what good is an attack
debuff if you’ve already let the creature attack you for the entire fight.

Maul is your basic damage dealing ability as a bear right now. Like all of the bear
abilities you have right now, it costs Rage. What Maul does, is it adds bonus
damage to your next melee attack. If you’re fighting in bear form a lot, this is your
most used ability at this level.

Growl is your taunt. Meaning it will anger the monster in to attacking you. It uses
a small bit of Rage, and is completely worthless in solo fighting. There’s no
reason to use this unless you’re trying to get a monster off another person. It is
an instant cast spell, with the standard recast timer of about 1 second. You can
fire off about 3 Growls to a single Maul for the same Rage cost, and if your
groups life depends on you getting the monsters attention, this is what you use.

Druid fighting splits here

With access to Bear Form, you’re now able to either play the role of a tank, or
that of a caster/healer. If you’re looking for the path of the caster/healer, refer to
my previous guide at level 8, nothing has changed in that department.

However, if you’re looking to play the role of a tank, here is what I’d recommend.
Before shifting, cast your buffs (Mark of the Wild, Thorns) on yourself. These help
a lot, and never underestimate Thorns. During a fight, melee until you’ve
obtained enough Rage to use Maul, then fire off this ability as often as you can. It
usually takes two or three hits to get enough built up for Maul.

After one or two fights, your health is probably going to be a bit low. Shifting back
to Druid form is free, and while you were a bear your mana has been
regenerating, so you’re most likely at full. Heal yourself up, then shift back. This
is a nice way to have very little downtime, while (excuse the pun) mauling your
enemies to death.

Level 12

There’s not much new at this level. You’ll get Regrowth, and Enrage. Regrowth is
like a hyper expensive, and hyper effective version of Rejuvenation. It should not
be used to substitute Rejuvenation, but in different situations. The health it heals
is about equal to your next Healing Touch (R3), but the mana cost is drastic, so
you’re probably safer off just using your current Healing Touch, or Rejuvenation.

Enrage is a Bear Form ability that will built up your rage bar slowly, as if you were
in combat. The down side to this, is that your armor is severely penalized. It’s a
nice ability to have if you’re not taking the blows in a group, as it allows you to fire
off more abilities with the extra Rage. You can use this ability to maintain rage
while out of combat. If you’re just running around in bear form in search of quest
monsters, and are in no real danger of getting jumped (we really don’t want that
due to the armor decrease Enrage instills), you can easily get your meter up to
100 for the next big fight. Be sure that the icon for Enrage has faded before you
start your combat though, so you have your full armor bonus.

Level 14

New abilities here include : Bash, Healing Touch (R3), Cure Poison, Wrath (R3),
and Thorns (R2). Bash and Cure Poison are the newcomers, and with Thorns
and Wrath just having increased damage, we shouldn’t have to cover those. The
Rank 3 Healing Touch is a very big heal. So big, that it tends to border on the line
of inefficient. You may enjoy being able to heal a huge amount of health at this
level, but it also takes a very heavy toll on your mana. If you’re using the warrior
style of play I outlined in the level 10 section, this spell is a nice one shot for
when you unshift and reshift, as it will bring you from no health to full in one shot
some of the time. For group usage, R2 of Healing Touch tends to work better, if
nothing else, for mana conservation.

Bash is another Bear Form ability. This is on a one minute timer, and costs Rage
to activate. However, unlike Maul, this ability is a “spell” that does not require the
next round of combat to come. When you use Bash, the target is stunned for a
short time, usually enough for you to get one or two hits in while it sits there,
unable to attack. As I said earlier, it has a one minute timer, so you can’t use it
over and over again. It’s nice to Bash running opponents as they flee, then finish
them off. Or, if you’re in dire need of those extra free hits.

Level 16

Moonfire (R3), Swipe, Aquatic Form, and Rejuvenation (R3) are the abilities that
will greet you as you visit your trainer at level 16. Same old story with Moonfire
and Rejuvenation, they’re simply upgrades to the previous versions.

Swipe is a Bear Form exclusive. This attack will attack 3 nearby enemies, doing
mediocre damage. Sticking to maul may be a better usage of Rage, and won’t
disrupt any crowd control your group has in place.

Aquatic Form will turn you in to a berserk walrus type creature. You won’t get any
special stat boosts or combat bonuses like you did with the bear, but this form
allows you to swim faster than normal, and breathe underwater. It can only be
used while swimming, and will dispel itself if you walk on land. If you want to fight
underwater, you can shift in to bear form, and usually finish a fight before you’re
out of breath. Then, when you shift to a seal, your breath is restored, and you’re
able to breathe underwater again.

Another thing this is good for, is running away. It requires that you know your
surroundings though. If you’re ever fighting near a body of water, try to keep this
in mind if you have to run. If a fight starts to go sour, run to the water, shift in to
walrus mode, and hightail it out of there. Refer to the guide about bear form, and
don’t forget that when you shift out of bear form, you lose your health bonus. So,
try to run early if you can, if you have around 200 health or less when you start to
run, when you shift out you will most likely have 1 health, and that usually spells
death.

Level 18

Only one “new” ability here. The upgrades you’ll get are to : Maul, Regrowth, and
Entangling Roots. Our new toy is Faerie Fire. This is an extremely useful spell for
both group and solo play. This spell will significantly lower the armor of the target,
as well as make them unable to stealth or turn invisible (usually not an issue in
Player vs Environment play, but something to keep in mind). A useful tactic is to
pull with this, then shift in to bear form to do your beating. This spell is also an
instant cast, and is fairly easy on the mana.

If you’re using this spell in a group, it’s usually good to save it only for creatures
that take a while to die, and also if you have a very melee (read physical, archers
included) centric group. Faerie Fire does not reduce magic defense, so if you’re
in a group with the majority being casters and whatnot, it might be a safer bet to
save the mana for healing or damage of your own.
Level 20 will bring the new Shapeshift : Cat Form, and look for a new guide on
that soon.
Race played = Tauren

Level obtained = 15

Armor = cloth, leather

Weapon of choice = Staff until lvl 10, then Mace/Offhand,(at levels 15-20 you will find items
that you may hold in your off hand that have stat adds like "branches" and "orbs" and other
items. So it may be advisable to go Mace at level 10 to get that weapon skill raised.

Leveling Difficulty = Easy

NOTE: the cost to buy each skill is listed next to its name. The Druid Leveling 1-15



So you are already to play the Druid class. The first thing you want to do is open your inventory
and right click on the scroll, or other object that will open the quest window on the left side of
the screen and give you your first quest, accept the quest and if you look on your minimap you
should see a little yellow dot this dot represents the NPC that you talk too to complete your first
quest.(You may have to walk a little ways, but just starting off the quest NPC is usually very
close to your starting location) For future reference anytime you see a little yellow dot on your
minimap this is the location of an NPC that you have completed a quest for. When you get to
level 5 you may take a trade skill, which may also show you little yellow dots on the minimap,
these will either represent a "mine node" (if you have the skill "mining")that can be mined or a
"herb plant"(if you have the skill "herbalism") that can be harvested.



Leveling 1-4



This will go by extremely quickly and in most cases will take roughly 30 to 45 minutes. Get any
and all quests from any NPC that has a yellow explanation point above its head. The spells you
will have at lvl 1-4 are:




Mark of the Wild Level 1(10 copper)

Cost = 20 Mana ----- Casting time = Instant ----- Range = 30 yards

Raises your armor by 25, can also be casted on friendly targets.

Spell lasts 30 minutes.




Wrath Level 1(free)

Cost = 20 Mana ----- Casting time = 1.5 secs. ----- Range = 30 yards

Hits the target for 13-16 Nature Damage.
Healing Touch Level 1(free)

Cost = 30 Mana ----- Casting time = 1.5 secs. ----- Range = 40 yards

Heals yourself or a friendly Target for 40 to 55.




The druid class is very dangerous if played right, not only can the Druid heal itself as well as
others, it can also cast offensive spells, as well as root its victims in place and still keep casting,
there are talents that even cause anyone who attacks the druid to become instantly rooted! Did
I forget to mention that if you are lucky enough to get close to a Druid that it can Shapeshift
into a bear? - Now you have to fight a tank that just got a large increase to its attack power and
hit point pool! In my opinion the only class that should be able to solo a well experienced Druid,
is a Hunter with an awesome pet AND if the hunter can get the jump on the druid. All of that
being said you will have no problems at all getting this class to 15 in a hurry. The beginning
skills are simply perfect, the Mark of the Wild will give you some added armor and for the first
few levels simply make sure you are buffed with mark of the wild and close to casting
range,(you are in casting range when the hotbar slot that your wrath spell is located on has a
little number that is red, when that number turns white you are in range.) And start chain
casting wrath until the mobs closes to melee range and whack on it a few time and its dead. If
you took enough damage to warrant a heal simply select yourself and click on the healing touch
spell. When targeting a mob make sure that you right click it, this puts you into combat mode
so if it does get into melee range you will automatically start whacking on it if you are not
already casting a spell. If at anytime I mention a skill that you do not have on your hotbar
simply open up the abilities menu and left click the spell then drag it onto your hotbar.(Make
sure you bought the skill or spell if it is not a free one, or you will not find a picture of it
anywhere) At the lower levels you will only experience the "melee" type mob's, later on you will
face mobs that once you cast a spell on them they will start casting spells on you! A little trick
on casting spells... some spells when you get higher level have a "cooldown" time so you cannot
keep casting over and over again, however at the lower levels wait until you see the green bar
hit the end of the line and click again, do not wait for the bar to fill and disappear, click it as
soon as the bar is filled this gives you about a .1 - .2 seconds of advantage over other players
that simply wait until the bar disappears. By now you should be getting to level 4.




Leveling from 4-6



At level 4 you may buy the following skills:




MoonFire Level 1(50 copper)

Cost = 25 Mana ----- Casting time = Instant ----- Range = 30 yards.
Does 8-10 Arcane damage to the target and then DOT's the target for an additional 12 damage
over the course of 9 seconds.




Rejuvenation Level 1(50 copper)

Cost = 25 Mana ----- Casting time Instant ----- Range = 40 yards

Heals yourself or a friendly target for 32 points over 12 seconds.




Here we have 2 new, very useful skills, Moonfire which is a DOT spell and Rejuvenation. Notice
that the rejuvenation spell is an Instant cast spell which means you can cast this while running
away from a bad combat situation. At this time your combat should look something like this:
(make sure you have mark of the wild on) Moonfire, Wrath, wrath, wrath, melee. If you are in
the middle of combat and you know you can beat the mob you are just running a little low on
hit points simply cast rejuvenation and keep on swinging this will be healing you while you are
in the middle of combat. Also since you have the power to heal yourself you do not need to keep
any food you find you can simply sell it or give it to a non-healer class friend, you will need
drinks though so if you find them keep them unless you have too many in your backpack
already. Continue on to level 6, at level 6 you will most likely leave the "noob" town and make
your way to another town to get new quests and higher level mobs. Up to now when you see a
mob it was most likely yellow which means that these will not attack you if you get too close,
however if see a mob that is red then this mob will attack you if you get to close, this is
commonly called "agro". Do not forget to always cast that Moonfire spell first, however I know a
few players that said that they chain casted Wrath until the mob got within melee range and
then used the Instant Moonfire, you may want to try this to see if it works for you.




Leveling 6-8



At level 6 you may buy the following spells:




Thorns Level 1(1 silver 50 copper)
Cost = 35 Mana ----- Casting time = Instant - Range = 30 yards.

This spell surrounds the caster in thorns as well as any friendly target that the casters casts the
spell on. The thorns do 3 Nature damage to attackers when they hit.

Spell lasts 10 min..




Wrath Level 2(1 silver 50 copper)

Cost = 35 Mana ----- Casting time = 1.7 secs ----- Range = 30 yards.

Deals 25 to 29 Nature damage to selected target.




Now at level 6 we get an upgrade to our Wrath spell as well as another buff spell "Thorns", now
anytime you enter combat you should have "Mark of the Wild" and "Thorns" on, if these are on
you will see them in the upper right hand corner of the screen. Although Thorns does not do a
great deal of damage it does hit every time(Unless resisted) By now you should be pretty
familiar with the quest system as well as knowing what level mobs you can handle. Playing as a
druid you can probably handle mobs 1 -2 levels above your level if you need too. Also if you are
going to take any trade skills get them now, even if you have to take some time to walk to your
nearest capitol,(which is pretty close to you now) You can get your 2 main tradeskills at lvl 5.




Leveling 8-10



At level 8 you may buy the following spells:




Entangling Roots Level 1(2 silver)

Cost = 50 Mana ----- Casting time = 1.5 secs. ----- Range = 30 yards.

Roots the target in place and causes 20 nature damage over 12 sec. This Spell can only be cast
outside.




Healing Touch Level 2(2 silver)
Cost = 60 Mana ----- Casting time = 2 secs. ----- Range = 40 yards

Heals yourself or a friendly target for 88-112



At level 8, the spell "Entangling Roots" really opens up some options for the Druid. You can
simply cast "Entangling Roots" on the mob and mana dump using wrath after casting Moonfire,
If you do this in most cases the mob will never even make it to you to start melee. Using that
method though, will require a steady supply of drinks as this will burn your mana after 2 or 3
pulls. The spell Healing Touch level 2 is really not needed at this time unless you are going to be
in a group, if you are solo simply keep using the Healing Touch level 1 or rejuvenation. If things
do get out of hand during a pull you can always use Entangling Roots as an emergency get
away spell simply cast it to root the mob and run away. As a side note you can continue to cast
offensive spells at a mob after it is rooted, the mob will not break free right away(in most
cases). By now you should have visited your capitol or have a quest that leads you to your
capitol for your race. As a side note you cannot sell conjured food or water, yes I already tried...
At level 10-11 you will most likely leave the level 5-10 "area" and be sent on a quest to visit a
new location, this is also the level at which you may be introduced to your first "elite" quest.
Elite quests are not meant to be done solo and no you cannot solo an "elite" mob that is your
same level in most cases. I believe Bliz did this to encourage "grouping" after level 10 if you so
desire. You can easily tell an "elite" mob from a normal mob by the word "elite" in the mobs
name or the wreath around the mobs pic when you left click it. You can safely left click a mob to
get info however if you right click it then you enter combat mode with that mob.



Leveling 10-12



At level 10 you may buy the following spells:




Moonfire Level 2(3 silver)

Cost = 50 Mana ----- Casting time = Instant ----- Range = 30 yards.

Damages the enemy target for 13-17 then DOT's it for 32 damage over 12 seconds.




Mark of the Wild Level 2(3 silver)

Cost = 50 Mana ----- Casting time = Instant ----- Range = 30 yards

Increases the casters or a friendly targets armor by 65.

Spell lasts 30 minutes.




Rejuvenation Level 2(3 silver)

Cost = 40 Mana ----- Casting time = Instant ----- Range = 40 yards

Heals the caster or another friendly target for 56 damage over 12 seconds.
Bear Form(10 copper)

Cost = 52 Mana ----- Casting time = Instant ----- Cooldown = 1.5 secs

The caster takes the form of a bear, increasing health by 20, attack power by 30, increases
armor by 65% of the items being worn. This Shapeshift also breaks all roots, snares, and freeze
effects. The caster gains the use of the bear skills and cannot be polymorphed while in the form
of a bear.



Demoralizing Roar(3 silver)

Cost = 10 Rage ----- Casting time = Instant ----- Must be in a bear form

The bear roars, decreasing all enemies close to the caster attack power by 30.

Spell lasts 30 secs.




Maul Level 1(10 copper)

Cost = 15 Rage ----- Activation time = Next melee attack ----- must be in a bear form.

Raises the druids attack damage by 18.




Growl Level 1(3 silver)

Cost = 5 Rage ----- Casting time = Instant ----- must be in a bear form.

This skill increases the threat to the druid.



The Druid at level 10 gets a ton of new skills, as well as it's first shapeshifiting ability. The Mark
of the Wild and Moonfire spells, as well as Rejuvenation are all upgrades to previous spells. At
10 the druid can Shapeshift into a bear, although to be honest it is not necessary yet at these
low levels. At 10, I switched from a staff to a Mace so that I might use an item in my offhand to
increase my stats, as the druid is not really a melee peep in druid form anyway. I still went
about hunting mobs using: Entangling roots, wrath, wrath, wrath, and Moonfire if the target
broke the root, there were a few time when things seem to "hit the fan" so I shapeshifted into
bear form and it saved me every time. Just keep in mind you cannot cast in bear form. As far as
the skills go "Growl is only needed if you are a member of a party and you need to take over the
agro, Demoralizing Roar should really only be used if fighting more then 1 mob at a time. When
in bear form I simply did Maul, Maul, Maul, sounds easy now but the closer to 15 I got I actually
had to do a little thinking in a few of my combats, so don't get too overconfident when in bear
form, also make sure you always keep 52 mana available to Shapeshift, if you mana burn you
will get stuck in druid form wearing leather armor...(I always had a mana potion ready in case I
really needed it. Just drink the potion and Shapeshift as soon as possible. By now you should
understand the basics of playing a Druid, and at the capitol city you should also find your "bank"
as this has numerous "slots" to store your items, before storing items see if you can "stack"
them by dragging one item over the top of another items of the same type. Stackable items
include: potions, food, water, crafting materials, and crafting supplies. Also depending on which
type of server you are playing on PvP or PvE you may start to see enemies from the other
"realm." From level 10-20 the basics of the game and the mobs start to take you out of the
"noobness" and into the full game, expect to fight "caster" mobs, "bow and arrow" mobs and
mobs that will give you poison, stuns, or other negative status effects. You may also want to
open your "social" window and flag yourself as "looking for a group" if that is a style of play that
you desire.(You also may choose to pick a talent here, see the bottom of this post for a link to a
list of the talents available.)



Leveling 12-14



At level 12 you may buy the following skills:



Regrowth Level 1

Cost = 120 Mana ----- Casting time = 2 secs. ----- Range = 40 yards.

This is the Druids big heal spell, heals for 84-98 right away and HOT's(Heal Over Time) for
another 98 over 21 secs.




Enrage Level 1

Costs = 0 ----- Casting time = Instant ----- cooldown = 20 secs. ----- Range = 30 yards -----
Must be in a bear form.

Gives the Bear 20 rage over 10 seconds, during this time the bear is considered in "in combat"
and its armor is decreased 75%.



The Regrowth spell is a huge mana sink but also is the druids biggest heal spell, as I soloed allot
I only used this spell once and it was an extreme overkill. The enrage skill should never be used
in combat but casted about 5 seconds before entering melee, however to be quite honest I
never even needed this skill to solo mob my level and 2 levels above me. Congrats as it seems
you are now ready to leave the noob zones and finally "make your Mark" on the world(pun
intended) If you are a Druid then you have to be a Tauren, you should be making your way
towards the crossroads(that's a town), here you will start to find that you are not in the lobie
noob zones anymore. The majority of the mobs are aggressive(red con) and if you pull them
and they have buddies nearby they will come also. You will also find mobs that "call" other mobs
if they get hurt and are close to death, so if there are other mobs close by that are of the same
type do not be surprised if they agro you when you have the mob you are working on almost
dead. The best way to see this is to mouse over your chat window, go to the tab that says
"combat" left click and hold and drag it to the right side of your screen to separate it from the
chat window, now you can review all the damage and other combat related actions taken by you
and the mob you were in combat with, as well as seeing any new chat messages in the chat
window. At this level you really need to be paying full attention to your surroundings. In the
barrens you really need to watch what you are doing and stay away from the "dinosaur looking"
lizards south of the crossroads as they are melee and casters, and will zap you with lightning
damage. Needless to say, now is a good time to get in a group. Also at the crossroads I am
99.9% sure you will experience your first PvP encounter...



Leveling 14-15:



At level 14 you may buy the following spells:
Wrath Level 3

Cost = 55 Mana ----- Casting time = 2 secs ----- range = 30 yards.

This is an upgraded wrath spell that will hit for 44 to 52 nature damage.




Cure Poison

Cost = 40 Mana ----- Casting time = Instant ----- Range = 30 yards

Cures 1 poison status effect from the target.



Healing Touch Level 3

Cost = 120 Mana ----- Casting time = 2.5 secs ----- Range = 40 yards

Heals the caster or a friendly target for 195 - 243.




Thorns Level 2:

Cost = 60 Mana ----- Casting time = Instant ----- Range = 30 yards.

This is an upgraded Thorns spell dealing 6 damage to all attackers.

Spell lasts 10 min..



Bash Level 1

Cost = 10 Rage ----- Casting time = Instant ----- Cooldown = 1 minute ----- Rage = melee -----
Must be in a bear form.

Stuns the target for 2 secs.



Except for "Bash" and "Cure Poison" all the spells you get at this level are upgrades. Cure Poison
is self explanatory, Bash works decently in bear form, however it is hardly needed except for
emergencies and then it only stuns for 2 secs and has a nasty cooldown on it. Keep your buffs
up and as you are most likely in the barrens watch out for the alliance peeps passing through, I
heard Night Elf meat is really tender and tastes good to a bear... Pretty soon you will be heading
to your second set of "elite quests", so hopefully by now you have met quite a few players and
already have some friends you can do the quests with. As you do your quests remember that
the top most quest in your quest list under an area is the easiest one to complete, so in most
cases you should do these quests first.
Grinding Guide 35-60

Intro
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
----------------------------

Preparing
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.


----------------------------
Grinding

34-37
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.

36-38
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.
37-39
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.

36-46
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.

40-43
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.

40-46
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.




42-45
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.


44-46
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.

45-48
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.

46-48
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 :(

47-49
I've heard good things about the Dunemaul ogres in Tanaris, though I don't have
much experience with the area.


47-49
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.

49-52
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.

52-54
The Ogres in the Burning Steppes are pretty good. Same thing as with other ogres.

53-58
More ghosts! This time in Winterspring, on the frozen lake. I <3 these guys.

53-58
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

57-60
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
Levels 1 to 10, Hunter without a Pet.

The first thing many people didn't notice is that you start out with a Gun already on your
character. Just hit 'C'. To load your gun with ammo, open your character tab and ammo pouch,
and drag the stack of bullets into the little field that is next to your gun (this is new, you can
control which type of ammo the gun will use with that). Your gun is now locked and loaded, you're
ready to shoot at things.

Now the only thing to do is questing, just go through all the quests in your area until you finally
come across one that sends you to a new area – this happens all the way through level 10. And
even though this doesn't have anything to do with Hunters – a lot of newbies asked where they
find Felix' Box: Just read the quest, do it every time, with every quest. Blizzard has put the delay
for accepting the quests until the text scrolled in for a reason!

You should be sent off Anvilmar to Kharanos some time, where you just continue to do your
quests. At the entrance of Kharanos you will also find a Gunsmith, and just across the street on a
little hill you will find the Hunter Trainer. These two, and any food vendor around will be the only
NPC's you need (well, and also the Inn Keeper, you will need him twice for quests that require
you to buy alcoholic beverages).

Here is a basic tactical suggestion:
First use Hunters Mark when you acquired the skill, it increases the damage you do with ranged
weapons (for everyone who attacks the monster). Then shoot the monster with any of your
special shots first, it will automatically switch to auto-shoot. Let the bullets fly until the monster is
too close to you, and go melee by starting a melee attack. Any melee skill will cause you to
holster your gun and whip out your melee weapon.

Skill combination I primarily used throughout the levels:
Start off with Serpent String (causing 20 Nature damage over 15 seconds), or Arcane Shot later
on (instant shot causing 13 arcane damage).
Leave Auto Shot on until the monster closes in, then switch to melee by using Raptor Strike.
Eventually, when the monster starts running towards you, use Concussive Shot (slowing the
monster for 2 seconds) when available.

While going from 1 to 10 you should also choose the type of weapon you want to use, and you
should train the skill for that weapon type by using it in combat. You can learn 2 Handed Axes for
15 and 2 Handed Swords for 30 Skillpoints. You will have 15 skillpoints very fast, so if you want to
go 2 Handed Axes, train it when you've got 15 together and get yourself a 2 Handed Axe to fight
with. If you're going for Dual Wield (which you are able to obtain at level 20 from your trainer)
then you should use at least one of the weapon types you are going to use later on. I would
recommend using a Dagger for the start, as you get a good one to start with from a quest around
Dun Morogh (forgot where). You can then go One/Main-Hand Sword+Dagger later on.

Once you've reached level 10 (you should still be in the vicinity of Kharanos – there are enough
quests to get you to level 10), you can acquire your very own Pet.

Level 10+, taming your very own beast!

I started out by just looking around Kharanos for a beast that I like, I tamed anything from Boars
and Bears to Leopards, but I didn't like any of them. I finally stumbled across Timber then, a
named Wolf near Brewnall Village (I'm afraid everyone is going to take him now, but oh well). He
is level 10, which was ideal, because you can not tame a beast that is higher than you. Your Pet
also can't surpass your own level, so don't be confused if your Pet suddenly gains no XP.

You should learn all the Pet skills at level 10, those include:
Beast Taming, Beast Training, Call Pet, Dismiss Pet, Revive Pet and Feed Pet.
Then you should go and pick your Pet. Available around the area as mentioned are Boars, Bears,
Wolves and Leopards for example. Once you picked a Pet you should stick to it for a while. If you
like Spiders you could also go to Thelsamar and tame one of those around there. If you like
Boars, you could do the same, and take a Mountain Boar which is level 10 already. Noone has
figured out the whole thing, how you learn new abilities for your Pet, and so on yet - but that
doesn't belong in a Beginners Guide anyway. If you're not too impressed with the standard beasts
around your level in your area, you should try to scout a little and maybe find a named one, liked I
used Timber. A good choice might also be Mangeclaw at one of the outposts (level 11 bear).

The process of taming is pretty straight forward. You target the beast you want to tame, and use
your Beast Taming skill. You will see hearts floating all around you and the beast, and a progress
bar. Once this progress bar is empty, you will know if it was a success or not. You should attempt
this at full health, because the beast will attack you if you try to tame it.

Now that you have your Pet, the first thing you should do is train Growl (using your Beast Training
skill). Your Pet has to have 10 training points for that, so just fight with it a little until you get a
message that your Pet has gained loyalty.

But of course, in order for your Pet to gain loyalty, it must be happy. So before you go about to
fight, you should feed your beloved creature. Unhappy Pets will only do 67% damage, and will
loose loyalty over time, happy Pets will do 150% damage and gain loyalty over time and content
Pets (around half of their happiness bar) will do 100% damage but also gain loyalty. You can
check the status and stats of your Pet in your character window ( C ) in the Pet tab.

The choice of food for your Pet is pretty easy, as of now I think that every animal will at least eat
flesh of some sort, either found off other animals or bought from a store. People also reported
that feline beasts (cats) will also eat fish, I don't know if this applies to other types of Pets aswell.
A way to find out on what diet your Pet is are the Stable Masters. When you enter the stable
menu you will see a little icon at your Pet that will show your Pets diet when you hover over it.

When your Pet is fed, happy, and went to the second level of loyalty (Unruly) you can train Growl.
Go into your Spell book & Abilities (I) and hit the Pet tab then. Drag the Growl skill to your Pet's
hotbar, and activate it (it should be automatically enabled).

Your Pet can now taunt enemies, and it should be easier for it to keep a high enough aggression
level so the foes don't let off your Pet and attack you.

Another thing that sets your Pet apart from Warlock pets for example, is the ability to name it. To
rename your Pet, target it, right click on its portrait and select Rename. But(!) you can only name
it once, which is also why you will get a confirmation dialogue. So choose wisely! If you named
your Pet wrong right after you tamed it, just abandon it, tame it again, and pick the right name.

To abandon your Pet - which you will also have to do if you want to tame a new one, dismissing
doesn't do the trick - also target it, right click on its portrait, and select Abandon.

And that's it. You're now a proud Hunter, owning your first Pet, and are ready to Rock'n'Roll.
Just try out combat involving your Pet as much as you can and get a grip for it.

Things to keep in mind:

Your Pet might run off when you leave it unhappy for too long, I can not confirm this yet though. I
have let my wolf at unhappy for quite some time to test it, but he didn't drop in loyalty too fast. So
don't be too afraid of your Pet becoming unhappy.

If you dismiss your Pet, it's happiness level will still drop. I don't know if it looses loyalty while
dismissed though.

If your Pet dies, you don't need to go back to it's corpse to revive it. You can just revive it where
you are, and it will come as if you called it – just with low health. It will also loose all happiness if it
dies.

Oh and just a little tip: If you don't find enough flesh to feed your Pet with, the Inn Keeper at
Ironforge's entrance sells food that you can feed your Pet.

This should be enough for a good start, remains to be seen how the Hunter works in the long run.
And since this question is literally being asked every few minutes in General around Kharanos:

The Hunter Trainer is on a little hill at the south entry of Kharanos, next to the blacksmith, across
the street from the vendor tents.
 TIP   SUMMARY:

  * Hunters can own in group PvP due to their 41 yard maximum range, longer than any other
character.
  * Solo PvP is a bit trickier for the Hunter, but with good micromanagement, it is definitely do-
able.
  * Hunters have perhaps the best ability to solo in this game in PvE, due to their tanking pets.
  * Dump survival, go straight for Marksman talent line, and put the rest into Beast Mastery

"A dog is a man's best friend". For the hunter in WoW you could say "a pet is a hunter's best
friend". If you play a hunter in WoW, your entire life in the game will be around your pets. Forget
about the idea of soloing alone pet-free, if you want to do that, don't choose a hunter. Now,
having said all this, the hunter, with his pet, IS (I think) the best solo'er in the game. Why do I
believe this? Because the hunters on most of the servers were the first one's to reach the higher
levels (40+). The ability for the hunter to tank with his pet, assist with his gun, and still be able to
fight melee when the need arises, makes him a true solo artist.

Starting Race
My personal favorites for the hunter: Dwarf due to the gun bonus and treasure tracking, make an
obvious choice for the Alliance. For the Hoarde, hands down go with Orc for the 25% resistance
to stun (a favorite PvP tactic), Axe bonus and pet bonus. One might question "why not a Night
Elf due to the agility bonus?" My answer: go for the stamina and gun bonuses of the dwarf, your
agility as a hunter will skyrocket in the long term. A NE has precious few hit points, and just
doesn't cut it IMHO.

Attributes
The primary attribute of the hunter is Agility. Spirit and Int are worthless, and dead last in the
attribute priority list for the hunter, so toss em out (one exception is that Spirit may have SOME
value in regenerating a hunter's manna pool, but most abilities cost little manna). Stamina is very
useful, and comes in second, with strength coming in third.

Talents
There is a reason why you chose a hunter right? So you can have a tanking pet and stay back
and shoot. With this in mind, it seems to be a waste to dump talent points into survival. Might as
well choose a Rogue. The Hunter's strength is in his ability to hit from long range. He is like the
"legolas" of LOTR for Warcraft. I believe that you should maximize a hunter's ability to hit hard
and deadly from afar. With this, dump your points into Marksmanship. I wouldn't even bother
spending a point into survival. Marksmanship would be the first line I would invest in, with the
goal of Trueshot aura, ranged weapon specialization, and mortal shot all maxed out. Your
leftover points should be spent on Beast Mastery. Let your pet tank. Dont waste talent points in
Survival or you are defeating the strength of the hunter.

Starting Out

The hunter, in general, has no problem leveling due to his ability to tank with his pet. At the
beginning, it may be a bit more difficult since you will have to wait until level 10 to get your "pet
quest". So for the first 10 levels, you will be limited. "Aspect of the monkey" should be active at
all times since this will be your only available aspect. ( Hawk comes at level 10, and Cheetah at
level 20.) For the first few levels, your bread and butter shot will be Serpent Sting, as it drains
your enemy of HP. (A DOT). You will need to hit them with this early, and then duel it out in
melee. Soon you will get concussive shot around level 5 or so, which slows your enemy down.
Here, you should mark your opponent, fire off a concussive, hit them with Serpent Sting, and by
the time he reaches you, finish him off with Melee. This will basically be your pattern up to level
10, at which you will get your pet and finally the real hunting can begin!

Managing Pets
Important things to remember: When you abandon or name your pet, its a one time deal. You
cannot get back a pet that has been abandoned, and you can never rename a pet once you've
name it.

 Loyalty & Happiness

Happiness determines how much damage your pet does. There are three levels: Unhappy,
Content, and Happy. At unhappy he will do only 75% of possible damage, at Content damage
will be normal, and happy = 125% damage. When your pet dies happy, he will come back as
content. If he dies as content, he comes back unhappy.

Loyalty determines how close the pet will serve you. At the lowest level, a pet will leave you.
Loyalty grows with happiness. Keeping your pet happy will ensure that his loyalty to you grows to
its highest level.

 Feeding

The hunter needs cooking to be successful with pets. Cooked food will always generate longer
happiness with pets, and getting meat means killing beasts rather than humanoids all the time.
For this reason, I recommend the Hunter build up the cooking skill.

Weapon:

Forget maces. Forget swords. For the Hunter, I like the dual-wielding abilities. Axes are good
for this, as are fist weapons (claws). Claws are lightning fast and dual wielding them is a great
weapon choice. This would be my preference. However, dual wielding doesn't come until level
20.

Professions:

The 'roleplaying' choice would be skinning/leatherworking but I dont like this at all. I am a PvP'er
and this means Alchemy/Herbalism is the obvious choice as potions can enhance your abilities
and life while in combat. Cooking is an essential secondary profession simply due to the pet
management. First Aid is another recommendation as it again provides more sources of HP, and
that is always a good thing. Longevity means less deaths whether in PvE or PvP


SOLO PVP

Solo PVP requires micromanagement in order to succeed in WoW. BUT the good news is that
yes, a Hunter can succeed. Let me describe the primary weakness first and then I'll tell you how
to strategically overcome it:

PvP Weakness: The Hunter is crap in melee. Better than spell casters, yes, but not much else.
In melee range vs. a Rogue, Warrior, Paladin, Shaman, Druid, he is gonna get whacked every
time. When a Hunter is killed in PvP, his pet vanishes, so a hunters pet to other players in PvP is
like a gnat. They will IGNORE the pet completely and simply go for you. When another player
rushes you, and gets inside of your ranged weapon minimum limit, you are very weak and
exposed, as you cannot use your gun or bow in close range. In any solo PvP encounter, prepare
to be rushed. To counter this, you need to do everything you can to keep the gap between you
and the other player. Slow them down, or even better, freeze em. Drop a freeze trap. Hit them
with scorp sting and arcane shot and when they try to hit you, the freeze trap will kick in. This will
buy you some time to either kite them and send in the pet, or retreat to max distance and start
hammering away at their skull.
GROUP PVP

two words: HUNTERS OWN

In fact, they own so bad, its not even funny and I would not be surprised if Blizzard gimped them
in the future. Let me describe to you what typically happens on a PvP server.

Hoarde lines up on one side, Alliance on the other. IN between the 2 masses is 'no mans land',
about 35 yards which is the maximum casting range for everyone. As each side builds up, no
one is brave enough to run in the middle since umpteen mages are waiting to nail them. No
player in the game...zip...notta...can cast beyond 35 yards. So there is this wide open space
between each front line. But the hunter....the hunter can hit from 41 yards out with Hawk Eye
talent build. So the hunters sit on each side and simply snipe off the spellcasters to their hearts
content, sniping for 1500+ damage in a single critical shot. This happens over and over again.
Hunters just plain dominate in PvP. And it is fun, so much fun to do this, you wouldn't believe it.
I'm honestly thinking about switching my main character to hunter simply because of the group
PvP ownage.
Race played = Troll Level obtained = 20 Armor = cloth, leather(use leather when you have a
choice) at level 40 may use Chain.(With training) Weapon of choice = Dagger -----
Dagger/Dagger at lvl 20.(Hunter gets Dual Wield @20 - due to the lack of Offhand axes, it is
suggested to go Dagger) Leveling Difficulty = Medium until level 10 then very easy as Hunter
gets a pet at 10. NOTE: the cost to buy each skill is listed next to its name. The Hunter Leveling
1-15 The Hunter class plays at a medium difficulty level until level 10 at which point it may
chose to find a pet. After the hunter gets a pet, it is by far the easiest class to play and level.(If
done correctly) So you are already to play the Hunter class. The first thing you want to do is
open your inventory and right click on the scroll, or other object that will open the quest window
on the left side of the screen and give you your first quest, accept the quest and if you look on
your minimap you should see a little yellow dot this dot represents the NPC that you talk too to
complete your first quest.(You may have to walk a little ways, but just starting off the quest
NPC is usually very close to your starting location) For future reference anytime you see a little
yellow dot on your minimap this is the location of an NPC that you have completed a quest for.
When you get to level 5 you may take a trade skill, which may also show you little yellow dots
on the minimap, these will either represent a "mine node" (if you have the skill "mining")that
can be mined or a "herb plant"(if you have the skill "herbalism") that can be harvested. Leveling
1-4 This will go by very quickly and in most cases will take roughly 30 to 45 minutes. Get any
and all quests from any NPC that has a yellow explanation point above its head. The spells you
will have at lvl 1-4 are: Raptor Strike Level 1(2 silver) Cost = 25 Mana ----- Activation time =
Next melee attack ----- Cooldown = 6 secs. ----- Must have melee wep equipped A melee attack
that raises damage by 11. Serpent Sting Level 1(50 copper) Cost = 15 Mana ----- Activation
time = Instant ----- Range = 8 -35 yards ----- Must have Ranged wep equipped. Shoots target,
causing 20 Nature damage over 15 secs. You may only have 1 Sting per Hunter on any one
target.(DOT Damage Over Time) The Hunter class is always best at ranged combat, only using
his/her melee weps as a last resort. At these lower levels it is very important to make sure that
you only start an attack at the maximum range possible. A skill that the Hunter receives here is
the skill "Autoshot" which is a simple skill that keeps firing arrows at a target once you initiate
ranged combat. Approach a "mob" and as you approach you will see that the numbered box on
the skill "Serpent Sting" turns white, when this turns white it lets you know that you are now in
range to use that skill, click the "Serpent Sting" skill and you will see the ranged combat begin,
your character should keep shooting arrows,(or bullets if you are equipped with a gun) until the
mob closes within 8 yards of you, at this point click the skill "Raptor Strike" and and you will see
your character animate into a melee attack, it is important to note that you CANNOT keep
shooting a mob with a ranged wep once it closes to within melee range of you. Also if any of the
skills mentioned here are not already on your hotbar you will have to open your "abilities
window" and left click the skill to drag it down to your hotbar. (At the lower levels you will only
experience the "melee" type mob's later on you will face mobs that once you cast a spell on
them they will start casting spells on you!) In most cases you will be able to get off 3-4 shots
before the mob actually gets close enough to hit you. If the mob is in melee with you and you
try to shoot it it will fail telling you that the mob is too close for ranged combat. At the lower
levels after the mob gets within melee range just whack him with your weapon a few times and
he should die. If you have already played other character type classes in WOW there is one very
important thing to remember, as a hunter if a mob runs from you DO NOT chase it, simply let it
move more then 8 yards away and shoot it :) By now you should be getting to level 4. Leveling
4-6 At level 4 you will be able to buy the following skills: Aspect of the Monkey(50 copper) Cost
= 20 Mana ----- Casting time = Instant ----- Self Buff only The hunter gains the dodging skill of
a monkey, increasing by 8% the chance to dodge. You may only have 1 Aspect active at a time,
later on you will get additional choices. Arcane Shot Level 1(1 silver) Cost = 25 Mana -----
Casting time = Instant ----- Cooldown = 6 secs ----- Range = 8-35 yards ----- Must have
ranged wep equipped Instantly hits the target for 13 Arcane damage. The skill "Aspect of the
Monkey" is a "buff" that adds to your chance to dodge, you should ALWAYS have this skill active
until you get "Aspect of the Hawk" at level 10. You also have a new skill here "Arcane Shot"
Now when you pull you would pull with Serpent Sting and then immediately click on Arcane
shot,(there is a delay between all skills of about .5 of a sec so u may have to wait a tad)
Because there is a cooldown of 6 secs on your Arcane Shot you will most likely not be able to
use that skill again until the next mob you engage or the current mob you are in combat with
runs away. DO NOT spam use the skill Serpent Sting as this is a DOT and will not stack, if you
do this it will simply cause you to mana dump,(yes I did this as a noob and felt really stupid
after I figured that it does not stack) thereby increasing your down time before you can engage
another mob. One of the "undesirable traits of a Hunter is that in order to lower your
downtime(downtime is the time it takes you to rest between engaging mobs) you must use food
and drink if you want to level in the shortest amount of time. So unless you are vastly
overstocked never throw away or sell food or drink, how do you throw away an item? - Left click
it(don't right click an item or you will "use it") and drag it over the playing screen left click
again, a little box will appear asking if you really wish to destroy this item... Continue on to level
6, at level 6 you will most likely leave the "noob" town and make your way to another town to
get new quests and higher level mobs. Up to now when you see a mob it was most likely yellow
which means that these will not attack you if you get too close, however if see a mob that is red
then this mob will attack you if you get to close, this is commonly called "agro". Leveling 6-8 At
level 6 you will be able to buy the following skill(s): Hunter's Mark Level 1(1 silver) Cost = 15
Mana ----- Activation time = Instant ----- Range = 100 yards Places a red downwards pointing
arrow over the target.(referred to as the "Hunters Mark" in game) this increases the ranged
attack power of ALL attackers by 20. Also the target can always be seen by the hunter even if
the target turns invisible or stealth's.(Not sure if this works against a Rogue using the advanced
skill of "Vanish") The target will also remain Visible on the Hunters minimap for 10 min..(Unless
it dies) Track Beasts Cost = ? ----- Casting time = Instant ----- Range = appears on the
minimap.(NOTE: SEE PARAGRAPH BELOW) Track Humanoids Cost = ? ----- Casting time =
Instant ----- Range = appears on the minimap.(NOTE: SEE PARAGRAPH BELOW) Track Undead
Cost = ? ----- Casting time = Instant ----- Range = appears on the minimap.(NOTE: SEE
PARAGRAPH BELOW) The skill "Hunters Mark" should always be cast first, and should be casted
as soon as you decide on a target, this has an effective range of 100 yards so why not cast it
from far away and let your mana regen while you move closer to engage the target? So, now
combat would be: Hunters Mark, Serpent Sting, Arcane Shot, Raptor Strike(when in melee) and
whack with melee wep until dead, remember don't chase the mob if it runs just shoot it. About
the 3 tracking skills listed above, I am not exactly sure when you get them, I do remember that
at level 20 I had all 3 of them. I was going to try to find out the info from websites and such but
after looking at 4 different ones they all had different levels listed!(these skills were probably
moved around allot in the beta tests) So instead of giving you possibly wrong info, I will simply
tell you that when you go to a trainer look at the skills that are listed as "unavailable" and you
can see exactly at what level you get these skills. You probably will not be able to see this on
the trainer in the noob zone as he is only lvl 5 and can only train you up to level 5 skills, but any
trainer above level 20,(you can see you trainers level when you mouse over him/her or left click
on one) will be able to show you. The skill "Track Humanoids" does work in PvP, however when
you have more then 30-40 targets on your minimap it tends to lag a little, and YOU WILL have
30-40 targets on your minimap at one time when engaged in PvP. It is still a nice skill though,
see that little red dot on your minimap away from the main "zerg" in PvP, yep that's a straggler
cast Hunters Mark on him and sic your pet on him, when you get close enough use concussion
shot to slow him down and.... wait a minute I am sorry this is not the PvP article! and you are
only level 6, you do not have concussion shot or a pet yet!(sorry, PvP tends to get me in an
uproar) Anyway back to the leveling, if you are going to take any trade skills get them now,
even if you have to take some time to walk to your nearest capitol,(which is pretty close to you
now, regardless which race you have chosen) You can get your 2 main tradeskills at lvl 5.
Leveling 8-10 At level 8 you may buy the following skills: Parry(2 silver) Cost = 0 ----- Must
have melee wep equipped to use this passive skill. Parry is a passive skill(a passive skill is one
that you do not do anything at all to use it its just there and will "activate" itself when the time
is right) that gives you a chance to use your wep to "block" an incoming attack, you can find the
exact % chance to "Parry" by opening your abilities window, then click on the "general" tab and
look at the skill named "Parry" Raptor Strike Level 2(2 silver) Cost = 25 Mana ----- Activation
time = next melee attack ----- Cooldown = 6 secs ----- Must have melee wep equipped. A
melee attack that raises damage by 11. Concussive Shot Level 1(2 silver) Cost = 25 Mana -----
Casting time = Instant ----- Range = 8 -35 yards ----- Cooldown = 10 secs. ----- Must have
ranged wep equipped. Slows the targets movement speed to 50% of normal for 3
seconds.(NOTE: this causes a high amount of threat) The skill Parry is self explanatory, Raptor
Strike is an upgrade of a previous skill, which leaves Concussion Shot, this now changes your
combat style yet again. What Concussion shot does, is it slows your target, by doing this it gives
you more time to shoot it, which in the end means higher damage output before the mob can
close to melee range with you.(This is another skill that is extremely useful in PvP) Now the
combat should look something like this: Hunters Mark,(let mana regen after using this skill - it
only takes a second or 2 and does not cause the mob to agro to you) Concussion Shot, Serpent
Sting, Arcane Shot, (mob closes to melee range) Raptor Strike,and whack on it until dead.(Keep
using the Raptor Strike skill after it cools down) Huh? You wants some hints? You can use
Concussion Shot and Arcane shot while running! - these are insta skills which have no activation
time.(Did I mention how useful the Hunter is in PvP?) By now you should have visited your
capitol or have a quest that leads you to your capitol for your race. As a side note you cannot
sell conjured food or water, yes I already tried... At level 10-11 you will most likely leave the
level 5-10 "area" and be sent on a quest to visit a new location, this is also the level at which
you may be introduced to your first "elite" quest. Elite quests are not meant to be done solo and
no you cannot solo an "elite" mob that is your same level in most cases. I believe Bliz did this to
encourage "grouping" after level 10 if you so desire. You can easily tell an "elite" mob from a
normal mob by the word "elite" in the mobs name or the wreath around the mobs pic when you
left click it. You can safely left click a mob to get info however if you right click it then you enter
combat mode with that mob. In My opinion the Hunter is by FAR the easiest class to solo with,
as long as you get the right pet type, see the next paragraph... Leveling 10-12 At level 10 you
may buy the following skills: Revive Pet(3 silver) Cost = 369 Mana ----- Casting time = 10 secs.
After your pet dies this is the skill you use to bring it back to life. After you pet is rezzed feed
him because he is going to be mad.(No that's not a joke) Aspect of the Hawk Level 1(3 silver)
Cost = 20 Mana ----- Casting time = Instant The Hunter gains the ranged skill of a Hawk,
raising Ranged Attack Power by 20. You may only have 1 Aspect active at a time, later on you
will get additional choices. Feed Pet(3 silver) Cost = 0 ----- Casting time = 0 ----- Range = 10
yards ----- Must select food to feed your pet. This skill allows you to feed your pet. Click the skill
"feed pet", then open your inventory and left click on a food item that you pet eats.(Do not click
on a food item in your hotbar as this will cause you to eat it, you must "check" your pets details
to see what type of food it likes(this is done by right clicking on your pets pic and choosing "pet
Details" from the drop down menu. If you keep your pet "happy"(that means well fed) he will
deal 125% of normal damage. If you try to feed your pet something it does not like it will not
eat it, if you try to feed your pet a food item that is below his level he will gain less happiness
then if you fed him food at his level. Beats Training(quest reward) Cost = 0 ----- this skill
cannot be "bought" it is a quest reward. As you gain levels and your pet does he will get
"training points" if your pet has enough"training points" and he is of high enough level you may
teach him a new skill. New skills can be "bought" from a "pet trainer" or "acquired" from pets
with different skills. Serpent Sting Level 2(3 silver) Cost = 30 Mana ----- Casting time = Instant
----- Range = 8-35 yards ----- Must have ranged wep equipped. Shoots target, causing 40
Nature damage over 15 secs. You may only have 1 Sting per Hunter on any one target.(DOT
Damage Over Time) Call Pet(quest reward? or 3 silver) Cost = 0 ----- Casting time = Instant ---
-- This is the skill you use if your pet is not with you and he is not dead. If you make your pet
really mad by not feeding him then he may leave your "control" and may even attack you! BAD
PET! O.K. This is what you were waiting on right? For starters as soon as you hit level 10, go to
your trainer. Your trainer will send you on (if I remember correctly) 3 quests, 1 at a time. These
quests will give you 2 of your pet skills, the others must be bought from a trainer. Do the
trainer quests BEFORE going after a pet you want to keep. After you complete his quests
"Abandon" your current pet.(Abandon means get rid of it forever, when you do this give it the
"stay" command and move away from it, because as soon as you "Abandon it" it will attack you.
- do not confuse "Abandon" with "Dismiss" - Dismiss simply means that you are telling your pet
to "go away" and come back again when you use the "Call Pet" skill, yes when you call him he
will be mad because you dismissed him, so have the correct food ready and waiting) You can
also "store" your pet at a "stables" location although it will cost you a small amount of coin to
"buy" a slot. Now about your pet, everyone will have a different opinion on what type of pet to
get, I went with a "tank" class.(My pet was a "Raptor" strictly meat eater only, very high hit
points, very high armor. A raptor is the small dinosaur looking things running around the
barrens on 2 legs, not to be confused with thunder lizards.) A secret little spot for exactly level
10 raptors? Walk out of the south entrance of Orgrimar turn to the east as if you were going to
catch a ride on the airships stationed there. Keep walking past the "airport" and start looking
around that is where you will find level 9-10 raptors. O.K. you spotted your "pet to be" left click
it and then use the "Tame Pet" ability, you will see little red hearts above the mobs head as you
get him to fall in love with you... the pet will run up and start whacking on you!!! DO NOT MOVE
or stop casting you must sit there and keep channeling the spell until it completes, at that point
the mob is your pet. I have never had this "Tame Pet" ability fail, but I came close to dieng
quite a few times. The raptor pet comes with the ability "growl level 2" make sure you set this
to "auto cast" - On your little pet hotbar you will see the "growl" ability(or if you have a different
pet you may have different abilities) if there is a little white square and its all lit up and going
around the edges that means it is in the "auto-cast" mode, if you do not see this, then left or
right click the ability and it will "turn on" Keep your pet well fed, as long as your pet is
"happy"(his little face icon will be green) then he will do 125% of normal damage. When feeding
your pet watch the combat window, when I was feeding my pet food at his level it was raising
happiness at 35 points per tick, when I fed him food below his level it was only raising his
happiness at 17 points per tick. KEEP plenty of food in you inventory at all times, my pet ate
about 10-15 portions an hour, but I worked him really hard and he died a few times LOL. This
level you also get Serpent Sting 2, which is an upgrade from the previous skill of the same
name and a new skill "Aspect of the Hawk" this new skill should ALWAYS be active unless you
are finding yourself in allot of melee If you do it right you will have you pet holding the agro
about 80-95% of the time and and be killing mobs your level about as fast as a hot knife goes
through warm butter - enjoy it... By now you should understand the basics of playing a Hunter
and be well on your way in the art of mastering your pet, at the capitol city you should also find
your "bank" as this has numerous "slots" to store your items, before storing items see if you can
"stack" them by dragging one item over the top of another items of the same type. Stackable
items include: potions, food, water, crafting materials, and crafting supplies. Also depending on
which type of server you are playing on PvP or PvE you may start to see enemies from the other
"realm." From level 10-20 the basics of the game and the mobs start to take you out of the
"noobness" and into the full game, expect to fight "caster" mobs, "bow and arrow" mobs and
mobs that will give you poison, stuns, or other negative status effects. You may also want to
open your "social" window and flag yourself as "looking for a group" if that is a style of play that
you desire.(You also may choose to pick a talent here, see the bottom of this post for a link to a
list of the talents available.) Leveling 12-14 At level 12 you may buy the following Skills: Mend
Pet Level 1(8 silver) Cost = 50 Mana ----- Casting time = Instant ----- Range = 20 yards -----
This is a channeling spell.(You must stay still and keep channeling this spell until it is done to
get the full effect.) Funnels health to your pet from your Mana gives your pet 20 health every
second for 5 seconds.(As long as you stay channeling) Wing Clip Level 1(8 silver) Cost = 40
Mana ----- Casting time = Instant - Range = Melee ----- Must have melee wep equipped.
Causes 5 damage and slows the targets movement speed to 50% of normal. Ability lasts 10
secs. Arcane shot Level 2(8 silver) Cost = 35 Mana ----- Casting time = Instant ----- Cooldown
= 6 secs ----- Range = 8 -35 yards ----- Must have ranged wep equipped. Instantly hits the
target for 21 Arcane damage. The "Mend Pet" ability can be used anytime including in the
middle of combat.(It does cause a high amount of threat though be prepared for your pet to
lose the agro even with the growl ability) Arcane shot is an upgrade for a skill, Wing clip really is
not needed as long as you have your pet alive, there is an easy talent skill to get that increases
your pets outdoor speed by 30% and it only costs 1 point once you get to that spot in the tree.
By the time you hit this level you should be seeing your pets "Loyalty" hitting level 3-5, the
highest I have ever seen my pets loyalty level was 6 and I was level 20 and he was level 19. At
this point in your leveling you should move on to a higher area, you should be at the
crossroads(that's a town). Here you will start to find that you are not in the lobie noob zones
anymore. The majority of the mobs are aggressive(red con) and if you pull them and they have
buddies nearby they will come also. You will also find mobs that "call" other mobs if they get
hurt and are close to death, so if there are other mobs close by that are of the same type do not
be surprised if they agro you when you have the mob you are working on almost dead. The best
way to see this is to mouse over your chat window, go to the tab that says "combat" left click
and hold and drag it to the right side of your screen to separate it from the chat window, now
you can review all the damage and other combat related actions taken by you and the mob you
were in combat with, as well as seeing any new chat messages in the chat window. At this level
you really need to be paying full attention to your surroundings. Stay away from the "dinosaur
looking" lizards south of the crossroads as they are melee and casters, and will zap you with
lightning damage. Needless to say, now is a good time to get in a group. Also at the crossroads
I am 99.9% sure you will experience your first PvP encounter... If you would rather not jump
into PvP just yet then instead of going to the Crossroads(which will always be heavy in PvP) go
to the "airport" a little east of Orgrimar and catch the "south" airship this will take you to the
"airport" right outside of the Undercity.(Where all the Undead peeps are at) its a free trip so
why not? Leveling 14-15 At level 14 you may buy the following skills: Scare Beast Level 1(12
silver) Cost = 35 Mana ----- casting time = 1.5 secs ----- Cooldown = 30 secs ----- Range = 10
yards. Scares the currently targeted mob, cause it to run away for up to 10 secs. You may only
fear 1 mob at a time and any damage caused will bring the mob back to its normal self and
back to whacking on you. Eyes of the Beats(12 silver) Cost = 20 Mana ----- Casting time = 3
secs ----- Range - 50000 yards This ability allows you to see through your pets eyes for 60 secs,
as well as control him. Eagle Eye(12 silver) Cost = 25 mana ----- Casting time = Instant -----
Range = 50,000 yards This ability is only useable outdoors and brings up a green targeting
reticule, which you can move with your mouse, when you left click your view will zoom into the
area where you put the reticule. The skills "Eye of the Beats" and "Eagle eye" are in my opinion
eye candy only, although the "eagle Eye" skill may have a little PvP usage in it. Scare Beast, is
an "emergency" spell and with a timer of 30 secs, you should only use it as such. At this point
as a Hunter you should be having no problems at all completing quest at or slightly above your
level, your pet,(if a tank class) should easily be able to handle 2 at a time with your full time
ranged attack skills. A few times my pet had to take on 3 at one time, yes he died but all 3 died
as well and I was only down to half hits. Pretty soon you will be heading to your second set of
"elite quests", so hopefully by now you have met quite a few players and already have some
friends you can do the quests with. As you do your quests remember that the top most quest in
your quest list under an area is the easiest one to complete, so in most cases you should do
these quests first.
For anyone who has played closed beta, you know all too well that the amount of people playing
priests is fairly low. Even worse, the amount of people who know how to properly play their
priest is even lower. I’ve tried my best to experiment and try different strategies to approaching
the primary role of a priest, the main healer. Of course, some of you may want to be a rebel, go
against the grain and use the priest as a primary damage dealer. I will go ahead and try to
explain strategies to that regard as well, as I have experimented with the PvP priest. This guide
will be written with the knowledge of the state of the priest during closed beta, so I will try and
research any new changes. I’ve been taking a break until release so I can keep the game fresh
for me.



When you first start out as a priest, you’ll find yourself with only a few spells, namely Power
Word: Fortitude (the priest’s stamina buff), Smite (your holy magic based nuke), and Lesser
Healing (if you need me to explain what this is, please choose another class!). You will also
notice that they are marked as “Rank 1”. As you level, you will gain higher “ranks” of these
spells which are, of course, more powerful versions of what you already have. In addition to
these spells, you start out with a weapon proficiency in 1-handed maces. Although priests start
out with only the 1-handed mace skill, you are able to learn how to use daggers and staves
through a NPC trainer found in the main cities. Some of you may be wondering which weapon
skill is the best. My initial answer to you is that most times, except when you are soloing or
fighting easy encounters, you won’t be melee’ing very much. Although many people like to go
against the mold, the priests are meant to be a group’s primary healer. So, most times you will
find yourself standing back and healing, but this will mostly take place when you start grouping
later down the road in your teens. With that said, there are many different weapons with stats
and passive/active effects that can help the priest. In early levels, I’ve found that staves with
enhancements to intellect and spirit are very prominent. When you start fighting in the Scarlet
Monastery, there is a very nice dagger which can add a high amount of intellect. A higher level
instance of the Monastery has the chance of dropping a mace which adds to your overall healing
power. My advice would be to train all weapon skills and switch to whichever weapon you find to
be your best option when it drops.



It is not as apparent when you first start out, but priests are a great solo class by virtue of the
spell Power Word: Shield. The first rank of this shield is gained at level 6. The rank 1 version of
Power Word: Shield absorbs up to 44 damage, while the rank 10 version obtained at level 60
absorbs up to 942 damage. This is the single best spell in the game, in my opinion, but it does
fade relatively quickly, in about 30 seconds, so it is usually best cast right before you or the
tank is about to engage a mob. Without the use of talents, there is a 30 second waiting period
before you can cast it on the same person again, but we’ll get into talents a bit later. Another
great use for Power Word: Shield is to give you more time to heal the person if they are losing
health very quickly. It is an instant cast spell, so it can save lives in the right situations. For
example, if you begin your heal and your tank is losing health very quickly, you can cancel the
heal, then essentially give him an instant 942 hp, and then start casting a quick heal. As far as
soloing goes, I usually lead off with a Power Word: Shield on myself, and then pull the intended
mob or NPC. This shield coupled with your Power Word: Fortitude effectively increase your
health pool. The most important aspect of the shield, though, is that you can continue casting
heals and nukes uninterrupted, as if you were not getting hit at all.



At level 4, you receive the 1st rank of Shadow Word: Pain. This spell is a “damage over time” or
“dot” for you rpg newbies. It is an instant cast spell, which you will find beneficial when chasing
a mob, or person, down. The 1st rank will do 30 damage over 18 seconds, while the highest
rank does 852 damage over 18 seconds. It can help wittle down those mobs while you choose
to melee or are grouped. This does stack with other priests’ Shadow Word: Pain, so during a
raid encounter, stacking these would prove to be very beneficial. Since it is essentially doing
damage for you over time, you do not have to constantly re-cast it, thus allowing you to
regenerate your mana if need be. A sample soloing situation would look like:



Holy Word: Shield self ? Smite ? Smite ? Shadow Word: Pain ? melee
I’ve found the above example to be relatively efficient early on in the game. Of course, you’ll
have to fine tune the casts according to your mana, but generally you smite the mob/NPC to
half health, use pain word, then melee to begin regenerating your mana. By the time you finish
the fight, or by the time you find the next mob, you should have regenerated much of your
mana, thus limiting down time. Later on down the road, at level 10, you’ll gain a quick nuke
called Mind Blast which you can add to the mix. Though you should be using your mana
efficiently, it is always good to have a supply of food and drink on you just in case. I usually just
find a mage and ask politely if he/she wouldn’t mind summoning me food and/or drink.



For grouping, the spells you will be using most often will be your healing line of spells, which
include: Renew, Flash Heal, Lesser Healing, Healing, and Greater Healing. Renew is much like a
healing version of Shadow Word: Pain. It heals the target player over time for a certain amount
of health. At rank 1, the amount of health healed is 45 hp over 15 seconds; while at rank 9 it
heals 810 hp over 15 seconds. In many cases, this is an extremely efficient method of healing
the person. It costs little mana, and allows you to rest in between heals in order to regenerate
the lost mana. If there is any spell that I keep on a tank while we are grouped, it is renew.
Depending on the tank’s gear, renew is often good enough to keep him/her healed throughout
the fight. You may need to throw a small heal in now and again during those moments the mob
goes crazy and deals loads of damage, but for the most part, renew is probably the most
efficient healing spell. A sample healing situation might look like:



Renew ? Shadow Word: Pain mob/NPC ? wait 15 seconds ? Renew ? Lesser Healing (or Flash
Heal when you get it to top off the tank’s health bar)



Your healing strategies will differ with each fight. At higher levels, you will have Flash Heal,
Renew, Prayer of Healing, and Greater Healing in your arsenal. Prayer of Healing is a group
healing spell. It is nice in certain situations where a mob may be performing area effect (AE)
attacks on the group, but this spell shouldn’t be used all too often due to the high mana cost. I
often use it to top off the group if everyone has taken damage after a fight, and then quickly
consume a drink to regain mana. During general encounters with a group, I find that greater
healing is your best bet. It is a very big heal with the highest rank healing upwards of 2396 to
2674 hp, but the downside is that it has a relatively long casting time. It takes 4 seconds to
cast, so timing is crucial when using greater healing as your main method of healing. I can’t tell
you the correct time to start using greater healing. It depends on the rank of healing or greater
healing that you have, and the rate at which your tank is losing HP. In most cases, starting
greater healing when the tank reaches half health, or a bit above half health, is enough to heal
him/her back to full when greater healing lands. But again, you need to tailor the timing
according to your healing rank and the encounter itself. Some mobs deal damage faster, some
don’t deal too much burst damage. If your tank is not losing health quickly, then a simple renew
would be fine.



Boss encounters are quite different than the normal encounter. You’ll find that the tank will
most likely lose health at too quick a rate for you to time greater heal to land and for renew to
do much good. For those cases, keeping renew on the tank and then spamming flash heal as
needed would prove to be a great healing strategy. You may burn through your mana quickly
with this method, though. Being a priest is very meticulous. It takes a form of precision that
most other classes will not recognize.



As far as gear goes, the main stats a priest will be focusing on are primarily intellect and spirit,
with stamina not too far behind. Intellect will increase your overall mana pool, while spirit
increases your overall mana regeneration rate per tick (a tick is about 2 seconds). Some priests
like to go full intellect, while others go full spirit. I aim for a balance of the two, but having full
intellect gear as backup will help during high end boss encounters. You cannot begin to
regenerate mana until 5 seconds after your spell has been cast, so during those encounters
where you will be healing non-stop, a huge mana pool would prove very useful. Although you
are not meant to be a tank, having extra stamina is always a plus as a priest as you will catch a
lot of agro through the hate generated by your healing spells. When you seem to catch agro and
the tank hasn’t pulled the mob off of you, your Fade spell is a saving grace. Fade lasts 10
seconds and lowers the hate a mob has towards you. If fade doesn’t seem to work to get the
mob off of you, then you have Power Word: Shield to help you take some extra damage while
the tank tries to taunt off of you.



They have changed talents a bit since I’ve played, but I will do my best to describe sample trees
that may prove useful for whichever type of priest you want to play: PvP, PvE, solo. The
discipline tree remains the same, so I will start off with a sample talent build in discipline. The
single most useful talent in the discipline specialization line is Inner Focus. When activated, it
reduces the mana cost of your next spell by 100%, and also increases the chance for you to get
a critical spell. Having a spell with a free mana cost is extremely valuable during those
situations where you run out of mana and just need that one extra heal (i.e. an extra greater
heal free of cost).



Here is the minimal build for discipline for a primary healer:

Discipline Mastery

Unbreakable Will Rank 5

Improved Power Word: Shield Rank 3

Improved Power Word: Fortitiude Rank 2

Mental Agility Rank 5

Mental Strength Rank 5

Inner Focus Rank 1



Discipline Total: 21



Although Unbreakable Will never seemed to be all that powerful, you do need to invest in it or
Silent Resolve. Unbreakable Will increases your chance to resist stun, fear and silence, so I find
it to be a better investment than a talent that reduced threat generated by your damage spells
when you are primarily healing.



Improved Power Words are a great benefit, especially the Shield version. The investment into
gaining rank 3 in Improved Power Word: Shield will reduce the time you must wait before you
can cast Power Word: Shield on the same person by 15 seconds.



Mental Agility reduces the mana cost of instant cast spells by 10%, while Mental Strength
increases your overall mana by 10%.



And then, of course, Inner Focus which reduces your next spell’s mana cost to 0.



The Holy tree has shifted around a bit, and they have also removed the most useful spell of the
Holy line, Combat Resurrection. It was a quick casting resurrection spell that resurrected the
target with no sickness and most of their health and mana. The Holy tree wasn’t very
impressive to begin with, but for someone who will be looking to be primarily a healer, it’s the
best option to increase your mana efficiency.
But, anyway, here is a sample holy build for the primary healer:

Holy Mastery

Improved Renew Rank 5

Holy Specialization Rank 5

Spiritual Healing Rank 5

Subtlety Rank 4

Improved Healing Rank 5

Spirit of Redemption Rank 1

Master Healer Rank 5



Holy Total: 30



Improved Renew, at rank 5, will increase the amount healed by Renew by 15%, thus allowing it
to heal more HP per tick.



Holy Specialization is mostly a throw-in talent. It increases the chance to gain a critical effect by
your holy spells by 5%, which isn’t all that much. It’s not a very important skill, but something
nice.



Spiritual Healing increases the amount healed by all your healing spells by 10% at the highest
rank.



Subtlety will reduce the threat generated by your heals by 16% at rank 4. I chose to forego
rank 5 in order to invest 1 point into Spirit of Redemption. Ultimately, the 4% difference
between rank 4 and 5 is negligible, and you won’t notice much of a difference agro-wise. Spirit
of Redemption is new to me as a talent. It was not in the game when I played, but it seems like
a nice saving throw to a group, pending you have an extra class that can resurrect in the mix. I
see a lot of utility in it as far as boss and raid encounters go.



Improved Healing and Master Healer are probably self-explanatory. Improved Healing will
increase the amount that Lesser Heal, Heal, and Greater Heals will actually heal for by 15% at
rank 5. Master Healer will reduce the casting time of your Heal and Greater Heals by 0.5
seconds. It may seem small, but anything that will shorten the duration of your 4 second
Greater Heal cast is nice to have.



Holy Nova is a fun spell to have, but it isn’t a necessary talent to me. As far as the holy tree
ultimate, it actually is somewhat disappointing. If you choose to use Holy Nova, you’ll have to
give up Inner Focus in the discipline tree.



Here is a recap of a healer’s build:
Holy Mastery

Improved Renew Rank 5

Holy Specialization Rank 5

Spiritual Healing Rank 5

Subtlety Rank 4



Improved Healing Rank 5

Spirit of Redemption Rank 1

Master Healer Rank 5



Holy Total: 30

Discipline Mastery

Unbreakable Will Rank 5

Improved Power Word: Shield Rank 3

Improved Power Word: Fortitiude Rank 2

Mental Agility Rank 5

Mental Strength Rank 5

Inner Focus Rank 1



Discipline Total: 21



As far as soloing and PvE goes, many people like to have Spirit Tap in the Shadow tree. At rank
5, spirit tap increases your mana regeneration by 100% during periods of non-casting, and by
50% during times you are casting spells provided that you get the killing blow on a mob that
gives you experience. This is a very valuable tool while soloing and has its usefulness during
general PvE encounters. If you want to gain Spirit Tap with your healer’s build, then I would
probably give up the 5 points into Master Healer and put them into Spirit Tap.



For those who primarily would like to PvP, here is a build that I’ve found to be a consistent
damage dealer:

Shadow Mastery

Blackout Rank 5

Improved Shadow Word: Pain Rank 2

Shadow Focus Rank 5

Improved Psychic Scream Rank 2

Improved Mind Blast Rank 3
Mind Flay Rank 1

Shadow Reach Rank 3

Silence Rank 1

Shadow Weaving Rank 5

Vampiric Embrace Rank 1

Darkness Rank 5

Shadowform Rank 1



Shadow Total: 34

Discipline Mastery

Unbreakable Will Rank 5

Improved Power Word: Shield Rank 3

Improved Power Word: Fortitiude Rank 2

Mental Agility Rank 5

Improved Mana Burn Rank 2



Discipline Total: 17



As far as PvP builds go, I find this one of the strongest. The shadow mastery tree of the Priest is
probably our best designed talent tree as far as utility goes. It can totally change the game of
the priest and make them an efficient damage dealer.



Blackout provides the priest with a 10% chance to stun their target for 3 seconds with any
shadow spell you cast on the target. Although it is only a 10% chance, I have found that goes
off quite a bit.



Shadow Focus reduces the target’s chance to resist your shadow spells by 10%. Some may
argue the utility of Shadow Focus, but I find that it really does help during PvP if someone has
high resists towards shadow.



Psychic Scream is one of your best shadow spells. It is an instant cast area effect fear. It comes
in handy during both solo and group PvP, as well as solo PvE, situations. If someone gets the
jump on you, you can fire off a psychic scream and fear kite them. It makes encounters so
much easier.



Mind Flay is the bread and butter of the shadow mastery tree. Coupling mind flay with Power
Word: Shield makes you a very dangerous damage dealer. It is a channeled spell which does a
certain amount of damage per tick depending on which rank you are trained in. You can buy
higher level ranks of Mind Flay at the Priest trainers. Along with the consistent damage that
mind flay deals, it has the added effect of slowing the target’s movement speed down by 50%.
An example encounter may look like:
Power Word: Shield self ? Psychic Scream ? Shadow Word: Pain target ? Mind Flay ? Mind Flay ?
Mind Blast



While your target is busy running away from your psychic scream, you can DoT him and slow
his movement back to you. Shadow Reach can help you in this regard as it increases the range
of your shadow spells. For added measure, you can throw Vampiric Brace on the target. This will
heal you for 20% of any shadow damage you deal to the target.



Shadow Weaving and Darkness both have the effect of increasing your shadow damage against
a target. Shadow Weaving makes the person or mob vulnerable to shadow spells, thus lowering
their resists by a bit and increasing your shadow damage.



Shadowform is, by far, the best talent ultimate of all the trees. It has the upside of increasing
your shadow damage by 15%, while also reducing any physical damage dealt to you by 15%.
The downside of being in shadowform is that you can only cast shadow and discipline based
spells. This rules out the use of Smite and any of your heals while you are in shadowform. You
can deactivate it quickly to gain the use of your heals again, but that is your call. Vampiric
embrace is sort of your “replacement heal”.



Silence and Mana Burn are there to help you deal with casting classes. Silence stops the target
from casting for 5 seconds, so the timing of its usage is pretty important. Improved Mana Burn
will allow you to deplete your enemy’s mana even quicker due to reduced casting time.



The shadow/discipline build mentioned is mainly for PvP, but can also be used in solo PvE
combat. You may choose to invest into Spirit Tap for soloing. I’ll let you decide which talent(s)
to give up in order to gain Spirit Tap. Other than that, the previously mentioned build is good
for either PvP or soloing in PvE (or for being a damage dealer in a group if that’s your thing).



Well, I think that’s it for now. I’ve rambled on for a few pages and I’m sure some of you got
tired of reading halfway through. For those who have read all of it, I hope that what I’ve said
has helped you gain a bit more insight into the class. Please feel free to post and correct
anything I may have said that you feel is wrong. I’m writing this based on the knowledge gained
from closed beta, and from what I’ve read, much has been changed around for the priest class.



Thanks again for reading and I hope you enjoy playing a priest!
Basic Guide to Frost version 2.0

I. Introduction

I am making this post because I look out over the forums and I see a lot of questions
regarding a frost mage and what he can and can't do. I have been a frost mage a long
time, earlier in fact than I should have been. I have also tried every frost build
commercially vendored. In addition I have also tried fire and arcane out. Wonderful trees
both.

II. Dealing damage with Frost:

Contrary to popular belief frost can do a heck of a lot of damage with a total build. Single
or multiple targets PvE and PvP frost can do comparable damage to fire. However fire
can do the damage with less work and from a safer distance. Moreover fire can do it with
less investment, which brings us to the very important first law of a frost mage.

FROST TIP NUMBER UNO: You do not go frost before you are 45'th level, better yet
don't go frost till 55. The longer you can hold out the better. Why? Because fire is less
reliant on its own talents to produce results. Frost needs every point you put in.

Damage Cont.. The damage you do with frost comes from the 2.5 second frost bolts that
have a 15% frost bite proc, the shatter points you got, the ice shards you got for the 200%
crits, the 6% damage bonus from the piercing ice and that frost channeling that makes
you last 15% longer. Also in this package is the 35% cone of cold bonus, which if you
climb this high is an absolute must for both PvE and especially PvP. However, without
everything and the kitchen sink frost does less damage, in fact every point you pull
lowers you damage and efficiency across the board. Note this and remember that. The
less vital points to pull are the channeling, the piercing ice and nothing, every point after
that comes out of your pocket.

Summary: To deal good damage with frost you need the following talents
-Improved Frost Bolt 5/5: This is the core of your damage, the frost bolt, by reducing its
cast time you improve the spell in terms of flat DPS, in terms of interrupt ability and in
terms of utility. This is a must for every frost build that hopes to damage with frost.
-Ice Shards: Doubles your critical damage, how much better can you get. With this you
can put up great big E-peen numbers and really make a difference in your damage output.
-Improved Cone of Cold: This makes cone of cold viable as a source of damage. Before
this talent the skill is very much dead weight in terms of damage per mana. After this
talent it is still a hog but a beefy razorback kill you sort of hog as opposed to the fat sow
it was before.
-Shatter: If you plan on soloing ever or PvP then this is an awesome talent. While it is
worthless in raids and certain instance situations it is still the only way that frost can
compete with fire in terms of burst.
-Piercing Ice: A gimme talent that is only to be used when all other options are exausted.
Not a huge boost in terms of damage it is still worth the points invested. Used in the
larger frost builds.
-Frost Bite: This one shows up under both damage and control for good reason. It can be
both. PvP it is a control talent. However PvE it is a damage talent that speeds up killing
of generic mobs amazingly and can allow you to solo caster elites with a great degree of
success. It is basically a 10% bonus critical talent PvE. It has PvP merits as well.
-Artic Reach: Get this, period, its range, range is god.
-Frost Channeling: A better talent than Piercing ice for the points invested, it has roughly
double the effect as with frost one must get away from the notion that all the damage has
to be in one blow. This allows you to keep on chugging. Take it before piercing ice
unless there is a pressing reason not to.

II. Control:

Control is very ice. Get it, ice instead of nice? Anyway frost has a control half to its
talents. This half of frost can in fact be developed almost without the damage half, and in
fact a very good build can be made doing just this. However if you choose to tackle the
damage aspect of frost you have to also take a look at control. If you are going ice/arcane
you can afford to neglect some of this as built in frost already has decent control. The
critical control talents are as such...........artic reach................. Moving on to frost tip
number 2

FROST TIP NUMERO DOS: Control talents are completely based off of the spec you
are running in some specs artic reach is it in other specs its just the beginning. I will
address this further in the talent builds section.

Summary: The control talents are a wacky bunch here is the basic lowdown on each one.
-Artic Reach: Get this, its range, range is the devil.
-Winters Chill: A decent 3 points that usually come near the end of a build. Some people
love it others are iffy.
-Improved Frost Nova: Why not is the word of the day. It will make a difference and it is
the gateway to the shatter effect. Any primary frost build should have this.
-Improved Blizzard: Absolutely necessary if blizzard is to have any use. Without this
blizzard is an inferior flame strike, with this blizzard is a snaring monster. Max this talent
unless you have a specific reason to hate yourself.
-Permafrost: For almost every frost build more than 1 point in this talent is a waste. The
one point that is spent makes it such that the blizzard snare can very rarely be escaped.
Under normal circumstances, resisting one of the waves allows you to escape the snare.
With a 2.5 sec duration escape is impossible before the next wave.
-Frostbite: As a PvP control talent this is a godsend. A snared player even for 4 seconds is
great. Since it proc’s off of every blizzard wave and almost everyone in the blizzard is
stuck there this roots a lot of people. PvE this talent is a liability more often than not as it
breaks up packs when AoE’ing. Take it as you see fit, though it does belong in any heavy
duty frost build.


III.Defense: Ice block, Frost barrier. In short ice block is better than frost barrier. Ice
block is essential. The minute you put one point in that blue tab you better work your way
up to that or the baby Jesus will choke to death on his own vomit. In-group PvP or PvE or
just in general this skill is god. In fact the truth is I made up the defense category just so I
can rant about how good this is. This is what ice block does. It freezes you in place
granting total immunity to everything for 10 seconds. In addition it clears you of all
negative status effects save res sickness and the mark of frost antizerg debuff of Azuregos
the raid ice dragon. This means that in one button push you can wipe all a priest/warlocks
debuffs, give yourself 10 seconds to have timers reset, give you priest 10 seconds to heal
you, drop all aggro in any PvE situation. Ignore the fact that ragnaros himself wants you
dead. Remove a physical debuff like hamstring or sunder armor or save you weak mage
but in group PvP because if that angry cow with a mace insists on beating you for the
duration of the spell you are at a definitive advantage because while all the immunes are
popping up for him, his decidedly un immune keister is getting baked. Frost barrier, if
your there get it if not don't its just that simple. IF you are going for 31+ points in frost
then it’s a no brainer and its really handy. If you are debating 30/31 points in frost then
it’s your choice totally. Which way you swing is an entirely personal preference.

Summary
-Iceblock: The god talent. Get this or die.
-Ice Barrier: If you are there get it if not don’t bother.
-Coldsnap: Included for sake of completeness, get it there is no reason not to as all frost
builds worth their salt climb to iceblock.

IV. Talent Builds that work:

Not to be a jackass to all those people who have working talent builds that aren't in my
list but I think that some builds are better than others. And this is something that deserves
addressing.

46/5 Frost arcane: This build is a very cool customer...haha...I crack me up.... that said
this is a very skill intensive build that is formed by simply taking everything in frost save
improved frost ward then grabbing improved arcane missiles. Its advantages are that it is
the best bar non in terms of damage per mana, and you are very reliable. Your blizzard, if
used with skill and care can bring an entire group to its knees and by golly your damage
isn't half bad either. Of course this is a difficult build to master, without IAE you are left
swinging in the wind if you don't take care, and for PvE mixed mob pulls can spell the
end of you without proper support. That being said a build like this does best to neglect
HP and load up on nothing but Int items. If you are playing correctly the enemy should
never touch you, and without the second mana bar of arcane you need a higher top end.
That being said, you will in PvE last longer and do more than any other mage. What is
best not mentioned to these guys is their lack of really solid instant option in PvP and
their inability to win one on one. Without support they die.

Frost Talents
Arctic Reach Rank 2, Improved Frost Nova Rank 2, Improved Cone of Cold Rank 3,
Improved Blizzard Rank 3, Piercing Ice Rank 3, Shatter Rank 5, Improved Frostbolt
Rank 5, Ice Shards Rank 5, Frost Channeling Rank 3, Cold Snap Rank 1, Ice Barrier
Rank 1, Permafrost Rank 4, Frostbite Rank 5, Ice Block Rank, Winter's Chill Rank 3

Arcane Talents
Improved Arcane Missiles Rank 5


40/11 Frost arcane: A slightly less hardcore version that still is down with the whole frost
thing. A usual sacrifice is piercing ice and frost channeling to get clear casting and
evocation. While it does less damage this build can be considered the most efficient raid
build out their. With it you are the energizer bunny of mages in places where you are
expected to produce once in a while but not all the time. This build allows spamming
blizzard (every wave now has a chance to proc clear casting) far more than the 46/5 build
even though you frost bolt spam will be shorter. It also has a way to recover from mana
burn or provide an emergency boost through evocation. Plus this has the added advantage
of exploiting the clear casting system with rank 1 frost bolts.

Frost Talents
Arctic Reach Rank 2, Improved Frost Nova Rank 2, Improved Cone of Cold Rank 3,
Improved Blizzard Rank 3, Shatter Rank 5, Improved Frostbolt Rank 5, Ice Shards Rank
5, Cold Snap Rank 1, Ice Barrier Rank 1, Frostbite Rank 5, Ice Block Rank 1, Winter's
Chill Rank 3, 4 flex points that can go into channeling/piercing ice with the extra going to
permafrost

Arcane
Imp. Arcane Missiles rank 5, Arcane Concentration rank 5, Evocation rank 1

33/18 frost/arcane: The standard PvE/PvP build for the man not that interested in
sacrificing everything for frost. he picks up damage and the utility of instant arcane
explosions. A good instance build and a solid choice for those not sure of their own skills.
Unlike the build before blizzard need not be the end all of damage and you still have the
devastating FN+FB+CoC combo for single target damage well into 2K+ land, with the
barest of luck. Your counter spell silences and overall life is good. This is a great instance
PvP endgame build and I most strongly recommend it to those without a definite vision
of what they want to do end game. With this build you are welcome in all places and can
function well enough to enjoy yourself wherever you go. Core talents: Imp CoC,
frostbite, shatter, ice shards, improved frost nova. Note that dropping 1 point into
permafrost for the improved blizzard is a good idea.

Frost
Arctic Reach Rank 2, Improved Frost Nova Rank 2, Improved Cone of Cold Rank 3,
Improved Blizzard Rank 3, Shatter Rank 5, Improved Frostbolt Rank 5, Ice Shards Rank
5, Cold Snap Rank 1, Ice Barrier Rank 1, Frostbite Rank 5, Ice Block Rank 1,

Arcane
Imp. Arcane Missiles rank 5, Arcane Concentration rank 5, Evocation rank 1, Imp.
Arcane Explosion Rank 5, Imp. Counterspell Rank 2

30/21 frost arcane: This build is the more aggressive cousin of the 33/18. Sacrificing a
few points out of frost bite for PoM. I like this one and it is the one I settled on after
about 6 respecs. It retains the high damage to groups that frost is famous for and give it
the PoM trick. A fireball, a frost bolt, a sheep a flame strike, versatility is good and it
allows you to serve in a multitude of manners. You have the best AoE in the game and all
it cost you was an ice barrier and 2 points from frostbite. It improves you in CTF and also
gives you good in PvE. This build can be built two ways, one with Frost bite one without.
Unfortunately there is no way to tell which way you should go, you have to see if frost
bite fits your style. Both builds have imp FB, Imp CoC, Artic reach, coldsnap, imp
blizzard, ice block, shatter, ice shards all maxed. The variable 3 points go to either frost
bite or winters chill. Some people get channeling but the truth is this is an aggressive
build so why not be aggressive.

Frost
Arctic Reach Rank 2, Improved Frost Nova Rank 2, Improved Cone of Cold Rank 3,
Improved Blizzard Rank 3, Shatter Rank 5, Improved Frostbolt Rank 5, Ice Shards Rank
5, Cold Snap Rank 1, Ice Block Rank 1, 3 flex points that either go into frostbite or
winters chill, your choice.

Arcane
Imp. Arcane Missiles rank 5, Arcane Concentration rank 5, Evocation rank 1, Imp.
Arcane Explosion Rank 5, Imp. Counterspell Rank 2, Presense of Mind Rank 1, 2 flex
points that can go into mana shield or dampen magic, your choice.

30/21 Fire/frost: This is the final oddball. IT IS THE ONLY BUILD I SUGGEST THAT
HAS LESS THAN 30 POINTS IN FROST. Why you ask, because this build focuses
entirely on frost for control. Remember me mentioning that a while ago? Well this is it.
This is also the only build that get permafrost to the top, why because the idea is to nuke
the opponent into the ground while reapplying the frost snare as far apart as possible.
This is also the most inefficient frost build and the least PvE friendly. This is a PvP build,
great in battlegrounds as you fire potency turns people into human candles, while your
frost makes sure the ice cream doesn't melt. Its like a birthday where you get to have you
cake. Of course the ramification is that in PvE you are a second stringer. If your good you
can make it work... but if not you suck. The AoE you have is limited to the tricky,
blizzard flame strike, blast wave nova...... repeat combo. You can make it work but if you
screw up you have no panic button and unlike a full frost you don't get to plan things out
as well. Still that being said you are still great as long as you can rest every fight. The real
toll this build takes is it robs you of longevity. Which those who raid/AoE regularly will
tell you is life. Unlike others you will find you butt rooted after every fight.

Frost
Arctic Reach Rank 2, Improved Frost Nova Rank 1, Improved Blizzard Rank 3,
Improved Frostbolt Rank 5, Cold Snap Rank 1, Permafrost Rank 5, Ice Block Rank 1,
Winter's Chill Rank 3
Fire
Ignite Rank 5, Critical Mass Rank 3, Improved Flamestrike Rank 3, Fire Power Rank 4,
Flame Throwing Rank 2, Blast Wave Rank 1, Improved Fireball Rank 5, Impact Rank 5,
Incinerate Rank 2
Note that the fire build can be modified as you like it, fire can be changed to personal
preference without much fear. I like this one

29/22 Arcane/Frost: This build is the only build I have not tried out personally but it
comes well recommended. The purpose is to maximize the efficiency of a mage in a raid
situation where large portions of the mages talents are rendered worthless. Mashangi
guarantees me, and I believe him, going on what I know that this build is unsurpassed in
its ability to perform in the molten core and other raids.

Frost Tree:
5/5 Improved Frostbolt
5/5 +crit damage talent
3/3 6% more damage talent
(Sorry, doing this off top of my head, dont remember the names of the talents)
1/1 Cold Snap
2/3 Improved Blizzard (1 point because I needed another to get to the lower tier in the
tree, another because I had 1 extra point leftover in the end)
3/3 Frost Channeling
2/2 Arctic Reach
1/1 Ice Block

Arcane:
5/5 Improved Arcane Missiles
5/5 Clearcasting
1/1 Evocation
5/5 Improved Arcane Explosion
5/5 Arcane Meditation (15% mana regen in combat)
4/4 +8% mana talent (Cant remember the name)
1/1 PRessence of Mind
3/3 Arcane Instability


V. PVP tips and tricks

For frost PvP is very different than for a fire/arcane mage, different classes are now
dangerous and some classes that were initally feared are no longer. For PvP I would
recommend using Either the 30/21 arcane/frost build, the francis to the forum trolls, or
the 33/18 frost/arcane build. The latter is at a bit of a disadvantage on the alliance side
due to purge cleaning ice barrier, but most of the time in real pvp priests don't have time
to dispell so horde should think more about this. Unfortunately shamans are rampant so
alliance is a bit....well moving on. Also here in the PvP section is 30/21 Fire/frost, but it
behaves like a fire build so I will leave it be for a bit.

General Tips
1. Burst damage and you: To get burst damage against a target the best way is the
FN+FB+CoC combo, if you have a little damage gear this crits for a little over 2K
damage often enough, and can be relied on to produce 1.5 K. Throw in a fire blast and
your looking like a fire mage. The problem is that A) you have to get close, which in a
big battle is unpleasent, and B) they have to stand still for the 2.5 sec frost bolt. The
solution to both of these problems, and the end to many cocky shamans and fire mages, is
counterspell right after the nova. Counterspell is not on the universal cooldown so the
effect is instantaneous, meaning they are snared and silenced for 4 seconds guarunteed
(no resists, duh). You then Wind up the combo and let fly. If you are playing the 30/21 a
PoM fireball is the next step. the 3K damage this should do with a bare minimum of
effort can kill. Arcane explosion to death, since scorch is not so good.

2. Never forget fire: Fire rocks period, yoou should never allow the fire tree to grow
rusty, fireblast, fire ball and scorch are core skills. Scorch is the least usefulll as your
frost bolt is swift but never allow fireblast to be off cooldown for long periods of time.
Fireballs are very much better as an opener against a sheeped spell caster. Level one
fireballs are a must against rogues, either before or after the frost bolt. I do after but
honestly I think before is better, that way he can't vanish if he is mashing the button, plus
remeber that sheep disorients a player more often than not and it takes a second to get his
bearing durng which he is snared. Oops Well I will say the same thing in the rogue
section.

3. Group PvP: Stay back, lob snares at people who hate being snared and watch the
damage rack up. If someone decides to make you his love slave then run around FN, coc
and IAE, throwing fireblsts over your shoulder. Iceblock if its clear your gonna die and
shout for help. Leave the ice block up for the duration, you can be healed through it.

4. Movement: Alot of people back up, this is dumb, you can run sideways at full speed
and still target and enemy behind you. This is true for pve too, run sideways once you FN
then nuke once a ways away.

Against Classes
Rogues: Welcome to sweet revenge. Rogues are you little choir boys now. True that the
greatest rogue in the world will kill you as so many have complained but
99.99999999999 percent of the time this is an auto win. I have lost once to a rogue on my
server and that was because I was farming satyrs and had 150 hp and 3 mana, (I came
back and killed her 4 times, not once did she hurt me). If you are 33/18 it takes a bit more
skill than 30/21 but is equally doable. First the battle has two stages. Pre poly, and post
poly. The first thing is to poly them once thats done its rote. First Put up a mana shield,
and if you have it an ice barrier. This absorbs the first blow, which if they are smart is an
ambush (big damage no stun), blink, poly morph. If they vanish run and spam level one
arcane explosion, if you catch them FN, once blink timer is up again your good for
another round. If you are dealing with an especially tricky rogue, he might blind you
when you frost nova him the second time. If he does this Ice block through it and poly
morph him. remeber that polymorph has no facing requirements, their gouge (sleep
breaks on damage, no blink, you must be facing them), does, so, polymorph with you
back turned once the blink goes off. If the rogue is an absolute go and you are running
30/21 PoM poly him, god is now a sheep waiting to be slaughtered. Once sheeped, level
one fireball, frost bolt, repeat until he is dead. Remeber you have to be at 30 yard range
for the fireball. If you have PoM Wind up the fireball then PoM the frostbolt. If he get
close CoC, fireblast, FN. He is a fish in a barrel. Bottom line, you should not lose this
fight, and unless he is a god and you are a tard you should win.

Warlocks: Run, or if forced to fight in a manner that isn't cheesy, cause he might spit on
you afterwards. My prefered method of meeting the end well is, chain frost bolts to start.
Counterspell anything that makes his hand glow black. trinket out of fear one, ice block
out of fear two, let fear three end naturally. Chaining as much damage as you can to him
as fast as you can is the rule. Unload everything in the begining. IF he has soul link (his
health goes down half as quick) this is over run now, he can't catch you. Remove his
curses as he lays them. Make sure its not a level one decoy curse, but only if you have
time. If you ambush him odds are better, especially if he is fighting a mob.

Druids: That tiny chance that you had with a warlock is gone. If you can nuke him to half
hitpoints, FN+silence+FB+CoC when he returns to caster form. IF you can do this before
he instant heals to full you might win. If you can counter a healing spell you might win. I
don't want to waste too much time talking about them as we really are screwed anyway
you put it. If you ambush them, mount up and run.

Priests: Arcane missiles if he mindflays (blue beam), frost bolt if he doesn't. Move
quickly, dropping his dots/fear with iceblock. When he heals himself sheep him, once he
is done. Be conservative trying to force him to heal. Bandage when he is sheeped, evoc as
needed. If he drops below 50% use the combo to finish him. In this case 30/21 has an
advantage as a PoM fireball is a trick most preists don't expect from a frost mage. You
might very well die once the fight is over but don't let that stop you. This is a tough but
winnable fight. Remeber that if a priest runs towards you he wants to fear you. Open your
sheeps with a fireball. One last point. If a priest is at 3/4 and is healing counter the heal
and kill him. You have 10 seconds so just nuke like hell. If you ambush them sheep them,
then nuke.

Hunters: Armor up, mana shield and ice barrier. Charge the hunter, blinking about 10 feet
in front of him. You appear behind him, frost nova and sheep his pet. This counters the
trap and takes the pet out of comabt for the next 50 seconds. He will most likely
concussive shot you to disrupt the poly, ice block out and poly anyway. If you are
desparate, i.e he succeds in stopping your poly, and you are 30/21 you can PoM poly his
pet. The key to this battle once the pet is taken care of is not to stand on top of him, but to
circle around using CoC to keep him close. IF he feigns death IAE to damage him and
bring him back into combat, describe a circle around him to avoid any traps. The key is
constant damage. Always hurt him so IAE till he dies, fire blast, CoC and FN. If you
ambush him sheep him pet level one bolt on him to put him in combat and run towards
him blinking to close ground.

Warriors: Warriors have three shots to kill you, and you have three shots to die. First
things first, assuming that you are both mutually aware and he charges or he gets the
drop. Remeber that the charge stun is 1 second. Don't blink. Frost Nova and run, then
sheep him. If you are both mutually aware and you have time run into his range and FN,
then sheep. If he breaks the nova and then intercepts this is time two to kill you, blink
now and sheep him. You can PoM if your scared. Remeber have your shields up. Once
sheeped, run out quick if he intercepted, run in just inside FN range if he didn't. FN, CoC
FB combo and then run sideways. Here is shot three to kill you, the hamstring. If he gets
a finger on you and hamstrings you block, if the timers are not up wait them out then go
back to it. If he has a million hitpoints work on it, cycling blinks and FN and coc's to
keep him away. Intercept is on a relatively long cooldown and if it takes that long to kill
him your in trouble. If you ambush, Frost Bolt spam till he dies.

Other mages: I don't give out secrets to beating me.... but really its a huge huge things
with a million permutations of what can and can't happen. Thye bottom line is Block out
of the sheep right when he launches hi opener. Don't get snared against and ice mage.
Use the FN silence thing and remeber that your cold snap resets the ward timers, which
you want to always have up. Sheep th other guy right off the bat if fire, wait fort his
sheep if frost. You don't want to have arcane countered cause the frost mage will nova
you and then FB+CoC.

Paladins: For those of you out there who know these guys they are a joke. Here is a fun
fact. Countering a paladin shuts down all his spells from ever school. Ain' that nifty.
They have a resistance aura that matches you style so luck can do you in but the basic
strategy is sheep them. I like to FN sheep and it removes any chance they will hit me.
Once sheeped then back up and lob frost bolts. Even if he chain cleanses, which he will,
the snare is reapplied the moment aftewards. Also remeber that if he has blessing of
freedom run till its on cooldown. A good strat is run sideways throwing fireblasts over
your shoulder till he is at half, counter his heal and kill. If he bubbles to heal then
banadage evocate, mana gem and keep running. If he heals at 80% stop attacking while
he heals, kill his mana pool.

Shamans: Shamans are a class I have never dueled. however I know what it means to face
them on the battle field and I have played them. IN the end it comes down to who gets the
first move. IF its you you win, if its them they win. Polymorph. Back up to max range,
nuke, counter a heal, if he instant heals, PoM the polymorph or counter him, polymorph.
Use the nova counter combo to kill him. Since the nature of totems is that they really
can't be removed without hurting your gameplan, remeber that arcane explosion isn't
absorbed by grounding totems so can be used to hurt him. Run away, toss fireblasts. Pray.
This is a very difficult battle made easier by loads and loads of damage gear. My Frost
bolts do 700 damage, the two I can get on hjim before he is in shocking range can be half
of his life. I then nova counter, FB+CoC (pray for 2.5K) , PoM fireball for 900, fireblast,
before if he is good after if he is dumb. This killl most shamans dead.
Capture the Flag

Tips:
1. 30/21 is stronger in CTF. PoM rocks. PoM sheep the runner, PoM a fireball on the
priest, whatever you like

2. Level one blizzard spammed on the flag prevents rogues. With a decent mana pool you
are looking at maybe 3 minutes of coverage, before you mana is low enough that you
can't defend the flag well.

3. If you are defending the runner, cycle, nova, sheep, CoC as you run next to him. This
can get you out of the base to where the druid, you are running a druid, can morph and
run for real. Don't forget to silence incoming priests and mages who are looking to sheep,
fear nova coc the runner.

4. Mages are probably better on offense than defense. Blizzarding the flag room stops the
enemy defenders but for you it might miss the sprinting rogue. But the truth is you can
find a good use anywhere. \

5. If you arrive late to a battle, stay on the edge and immobilize the warrior, he is 99% of
the time chasing something squishy stomping on the Mortal strike button. If the
opponents teamwork is good and heals are going, kill the priest but never forget that a
paladin that is smart is far more deadly that a priest. Make sure he is not healing. Do a
video search on the mage forum for Jamaz. Watch that and look out for that type. Also
kill druids, they can heal and deserve to die.

Alterac Valley:
I will update this as I actually have yet to try it. AV is busted right now on boulder fist
and the que is a couple of days long.


FAQ's that Don't fit in the rest of my little tirade

The Mob Keeps Warping, that’s not fair
-They aren't, stop complaining, it just looks like they are. The mob is right where it
should be, its model is standing in front of you but notice it doesn't attack until the mob,
would have gotten there. Also note that if say… frostbite proc's the mob 'warps' to where
it should be.

Do snares stack?
-No, only one snare can be active on a target at a time, the snare that slows the target the
most is the priority, which can create problems when a short powerful snare like the one
attached to improved blizzard hits a target. It removes the snare you have on them and
then it vanishes shortly afterwards. Attempting to apply a less powerful snare on target
already more powerfully snared fails. However Ice/frost armor snares don't operate on the
same scale as they also slow attack speed. So you can have the ice armor snare on a target
and any other frost snare, its just the movement reduction doesn't stack.

Why doesn't Curse of the Elements work with frost?
Why does my Frost Bolt never have partial resists?
Why Do mobs start running towards me before they are snared by Blizzard?
-The answer to all three things lie in the way in which the chill and damage effects frost
interacts with a target. For all frost abilities save blizzard the chill (slowing effect) is the
primary, meaning it is applied first, this is why sometimes a Mob is knocked back by the
frost bolt and then the damage appears. The server rechecks the mobs position then
checks damage. Thus when a mob checks resistance against frost effects it checks
whether or not the chill effect is resisted. Since this is a yes/no question either the entire
frost effect goes through or none of it, this is a very bad thing. This means frost can't get
double damage from the negative resists applied by curse of the elements. However you
do get less resists overall when using curse of the elements. However since most mobs
don't have much to begin with you get nothing. Blizzard is the exact opposite, the damage
is primary and the snare comes second. Thus the mobs are moving in reaction to the
damage, then the snare is checked, this is also bad. However curse of the elements does
increase blizzard damage. I tested this on the core hound packs in the MC (I am pretty
sure but this is suspect)

I popped Out of Ice Block To early, why?
I got counter spelled and couldn't Ice block. Why?
I silenced him and he Ice blocked out of it, how?
I put up Ice block and died, why?
-Pressing the Ice block Button again causes it to stop, it’s a very useful trick for clearing
status effects then getting back into the game. The way ice block works is it can be
activated through all status effects, anything that shows up underneath the buff line, and it
clears them. However counter spells work by putting a timer on all your skills in that line.
This is like having ice block on cool down, you can't use it. Silences are a debuff that
stop spell casting, thus can be blocked through. NOTE: You can't cold snap through
status effects that prevent casting, thus if you get stunned or silence you can't reset an off
timer ice block. Also note that depending on latency ice block might go up on your
screen but by the time the message reaches the server another action is que'd up on you,
so you die anyway. However if lag is good, you can block a projectile like pyro blast if
you are quick.

I have a good Build that’s not on your list, what do you say to that?
-Huzzah for you. I don't really care and unless it’s a major oversight on my part I am not
going to include it. The builds I have are the ones that work the best for everyone and
there is no point in putting your personal build in here, it might be just right for you but if
this is to be a general guide I can't include every talent permutation without destroying
the impact of the ones I have.

Why does Improved Frost Ward Exist?
-To trick people into wasting talent points. Its not a very good trick.
 TIP SUMMARY:

   * Mage 1on1 PvP as it stands right now, is not good for the mage. At least compared to
traditional power mages had in past MMORPG's. The mage community is currently asking for
improvements.
   * Mage in group PvP is essential. The mage deals out powerful nukes. If you are going to
group PvP w/o a mage, you will probably die. Mages can deal out massive damage in Group
PvP - the most of any class, raking in honor kill after honor kill.
   * PvE: Do not take on monsters more than 2 levels above you, as they will resist your spells.
This is the worst possible thing for a mage.
   * Be prepared for these two words: down time. You will burn manna faster than gasoline in a
fire. The water you make, at higher levels, will not be enough and you will have to sit down
frequently to wait for manna recharges.

Basics:
The Mage is the stock and barrel of PvP. This is a very popular class, as always in any
MMORPG. In WoW, the mage is weak like a pudgy marshmallow, but extremely powerful. In
tight areas, like Dungeons and caves, it is tough to solo a mage, but in the open fields, a mage
can easily solo critters 3 levels higher or more. In a group, the mage can unleash amazing
power, steamrolling through the baddies with ease. In PvP, the mage can decimate his foes...as
long as he doesn't get into mele. The good mage knows how to frost his enemies, slowing them
down, and preventing them from ever getting into melee range.

Attributes: The mage's primary attributes are intellect and spirit. Both of these are key in getting
critical hits with spells and total Mana (INT), and speed of Manna regeneration (SP). Agility and
strength are useless for the mage. Stamina is definately useful, as the weak mage needs all the
extra HP he can get. .

Race: I like the Gnome mage as the clear choice for the eastern kingdoms due to the bonus in
INT and SP. A Night Elf mage doesn't make sense to me. Your #1 gripe in this game will be
manna-regen down times. So for this reason, it is a no-brainer. Take a gome. For the Hoarde,
the best choice is undead. A huge boost in Spirit, which is very useful for mages

Strategy:

Mages are tougher in tight spaces. You will find most of your troubles levelling in this game from
the cave-related quests. For this reason, it is a good idea to group up for cave missions and
quickly plow through them (you will be extremely useful in a group for this). In the open,
however, you are at your best. Easily you can kill anything 2 levels above you. A word of caution
however: don't try higher than 2 levels, as generally these monsters will resist your spells.
Having spells resisted is the worst thing for a mage, as it renders you as helpless as a furry
bunny.

Your key tactic: Get as much distance between yourself and your enemy as your spells will
allow. Then FROST to hold them or slow them down. Use FIRE, then FROST again. With this,
by the time they even get to you, they will be almost dead. Blink works wonders when you get it.
It allows you to remove yourself from a melee situation. Definitely worth having on a hot key. A
great tactic in PvP- if your victim is on the run, Polymorph him. Then calmly unleash your fireball
and fireblast, while your friends finish the job.

In Group PvP...run in...AOE nuke...then blink out. As people die, you will get honor kills.

The Worst Part of being a Mage:

Down time, down time, down time! Manna = life. Without manna, you are useless. You will burn
through your manna faster than any other character. In between fights, you will have to 'sit down'
and wait for a recharge. At higher levels, this problem becomes worse. Currently, the water that
mages can conjure doesn't regenerate nearly as much manna as mages can get. So, with this, it
is a good idea to get a good wand during the course of the game, and use wands to finish off
mobs when you can. It is boring having to wait for a recharge all the time, but if you are going to
play a mage, get used to it.

PVP TIPS:

The greatest spells in a mage's arsenal for PvP: Polymorph, Blink, Nova, Fireblast, Fireball.

Right now, mages are not the greatest in 1v1 PvP. Many characters have a "strength" that is
tailored to counter a mage. Hunters cannot be rooted, Shamans can interrupt you and heal
themselves, Paladins have their bubble. Its going to take tactics to beat other players 1v1. But
this doesn't mean it can't be done. Fight the hunter outside of melee range and inside of gun
range. Blink out of Rogue stuns. Use poly warriors then hit them with your poly+AP+PoM
combo. Most mages playing right now will agree that PvP doesn't 'tilt' in their favor. Mages need
less 'manna' downtime, hopefully this will be something Blizzard fixes. In group PvP, it is entirely
a new story. You will decimate the opposition with AOE spells. In Group PvP, the side that
doesn't have a mage is going to lose. As a side note, a great thing about being a mage will be
your ability to portal, if trained, to other regions, saving great time running around from place to
place.


Your basic role is to dump on the nukes on the pulls that have been laid before you. Give the
group tank a few seconds to take agro before piling it on, and you should never be attacked when
getting solo pulls.

Frost Bolt
Key spell used to slow down a target. Use this to prevent a target from coming into mele range,
or to stop him from running.

Arcane Missile
Save for groups. This is a great spell in groups, but in solo, it is slow and can be interrupted.

Polymorph
A crowd control spell. Also a key ingredient in PvP to buy you time to restart a combo. If you are
in a group, pulling a mob that looks to overpower, poly the strongest monster in a mob, and
keeping him there until your group fends off the weaker ones.

Frost Nova
You will use this like eating candy. It roots in place all enemies in a given radius. This buys you
precious time to decide to flee the scene, or go for a kill. Great in both groups and solo. Hot key
this one.

PROFESSIONS

Again, toss out skinning, leatherworking (obviously useless for a mage), mining, smiting. Really,
the obvious choice for me is Herbalist/Alchemy. If you want to make cash, then
enchanting/tailoring might be an option (you can disenchant your own items with tailoring,
allowing you to profit off the magical items you find, rather than destroying them to disenchant).
Alright, let’s get started now on raising your mage. Choose a race, Intellect and Spirit being
something highly wanted, Gnome has the best of those on the alliance side. Go make your
character and come back for your short, but effective lessons.



Now that you have finished making your character it’s time to learn how to navigate the game.
Arrow keys move you, auto run is Numlock, and space bar is your jump button. To your top left
is your picture with your life and mana bars extending outward from it.



On your far upper right you will see a map, this is very useful for navigating the world. As you
travel grey arrows will appear on the map, those point to near by cities, left-click on the arrows
to see the city names. An orange arrow points to your corpse when you die and a light yellow
arrow points to your team mates should you be teamed but not close to each other. When you
team mates are close they will be show as small dots with a yellow ring around them.



On the bottom left you will see three icons, the first is attack, the next is Fireball and the third is
Frost Armor. The icon corresponds to the numbers 1-10 and – and +. Pressing one will draw
your staff and pressing two will cause you to cast Fireball when you have a target.



Next on your right you will see another set of icons, these consist of game settings, quest log
and character information, take a peek around. Done poking around? Cool, to your further right
you will see an icon on the far bottom right, which is your backpack, right click to open it. In
here you will see some heal items and a stone called a hearthstone.



Now the hearthstone is super nifty, just talk to your local Inn keeper and tell him you want to
rest. Doing this makes it so that when you right-click the stone you are teleported straight to
the last Inn you rested at. This is really nice when you want to return from a quest quickly or
just want to skip on the long run from the middle of no where. You can only use it once per hour
though so use wisely. There are also four other slots next to the backpack for further bags that
you can find or buy later on.



Look around at the people near you, you should see a guy around you with an exclamation point
above his head, talk to him, he has a quest for you.



Anyone you see with exclamation points above their heads has quests for you. After you
complete the quest an orange question mark will appear over the NPC’s head showing that they
are ready to give you a reward. Now, get your first quest and head out to start killing.



After you complete a quest or two you should been two or three and get a quest to see your
trainer, lets go seem him. If you don’t have the quest look around for someone offering a quest,
it should be there. After you have reached your trainer take a look at your skills, pretty straight
forward. Here is some of what you should see.



• Conjure Water- This skill allows you to make water out of thin air. The water, when drunk, will
restore mana to you, a very nice skill.

• Frost bolt- When you start a battle with this skill make sure you are at max distance from the
monster, the number next to your attack icon will turn red when you are too far away. It does
nice damage and causes the target to move slower for a short time allowing you to pelt it with
more spells.
• Fireball- You should be aware of what this does, but there are higher ranks for more damage.
You want to level this for sure.

• Polymorph- This could easily become your best skill for running away. Cast this on your
enemy and he is transformed into a sheep for twenty seconds, plenty of time to run away!
Attacking him will cancel the spell.

• Conjure Food- This allows you to make some food appear which you can eat to regenerate
health. Man I wish I could conjure some McDonald’s right now….

• Frost Nova- This is a great spell, does some damage but also freezes target to the spot, giving
you time to back up and cast some more spells.

• Dampen Magic- When you cast this on a party member they take less magic damage, very
nice against spell casters.



Well, now you have seen some of the nice spells but there are many more, all of which are
pretty easy to understand. At higher level you will gain a couple of nice teleport spells and other
nifty tricks, problem is that it costs a lot of cash to get all the skills at that level. You had best
save young mage.



Now, to kill effectively it’s best to open with Frost bolt from a distance then pelt the monster
with Fireball, should be able to cast it twice before it reaches you. Next if the monster has low
life, finish him with Fireball or Fire blast. If he has a lot cast Frost Nova and back off and repeat
the cycle.



When you reach level ten you will open up talents which you will want to use. Now be careful, if
you are still in open beta then you can reset them, it has been said that after launch you can’t
so remember that when launch hits. Your talent points will be best spent on your fire and cold
spells since you will be using them to kill mostly. Extend your freeze time and add a stun to the
fire, you will find these both wise investments. After that sink into reducing cast time and
increasing damage.



Well, there isn’t much more for me to say aside from remind you to stay on top of your quests
and remember that intellect and spirit items are good for the mana increase, crit increase, and
regain rate. When you get about 10 or so Westfall becomes the best place for alliance, can
really say for horde as I haven’t played there yet.



Best of luck
Just thought I'd share a quick way to get from 42-49 in about 1.5-2 hours.



Requirements - WoWarp, a buddy, flamestrike, blizzard.



Okay heres what you do, goto the LEFT locked door in Scarlet Monestary, wowarp forward, and
slightly left into the church, w/ commander morgain. Float just above the alter behind him,
make sure you're Z'd up near the ceiling, agro him w/ wand/lvl 1 fireball. This will agro about
30+ mobs, they all come and circle morgan, perfectly, just the right size for your flamestrike.

Flamestrike/Blizzard, the majority will run, stop casting.. sit, wait for them to come back, do not
worry about the healers, they will come back and form the circle again, repeat untill oom, use
gem/evocation. At lvl 42-43 this should give you about 5-6 bars per pull. Use save point to zone
back to instance portal. Zone out, have a buddy (can be anywhere) give you group leader,
disban themselves, and then invite you. (instance will respawn) rinse repeat. Grats on 49.



Hope this helps some mages out there. If anyone knows of some simular instances w/ high
clustered mobs, 46+ or that act in a simular way, please post Smile I want lvl 60 :/
Race played = Undead

Level obtained = 20

Armor = cloth only

Weapon of choice = Staff until lvl 10, then Dagger/Offhand, Wand (at levels 15-20 you will find
items that you may hold in your off hand that have stat adds like "branches" and "orbs" and
other items. So it may be advisable to go dagger at level 10 to get that weapon skill raised.
Wands, I believe are broke as of the Open Beta, but I still equipped one for the stat adds :)

Leveling Difficulty = Easy

NOTE: the cost to buy each skill is listed next to its name.

The Mage Leveling 1-15



O.K. So you are already to play the Mage class. The first thing you want to do is open your
inventory and right click on the scroll, or other object that will open the quest window on the left
side of the screen and give you your first quest, accept the quest and if you look on your
minimap you should see a little yellow dot this dot represents the NPC that you talk too to
complete your first quest.(You may have to walk a little ways, but just starting off the quest
NPC is usually very close to your starting location) For future reference anytime you see a little
yellow dot on your minimap this is the location of an NPC that you have completed a quest for.
When you get to level 5 you may take a trade skill, which may also show you little yellow dots
on the minimap, these will either represent a "mine node" (if you have the skill "mining")that
can be mined or a "herb plant"(if you have the skill "herbalism") that can be harvested.



Leveling 1-4



This will go by extremely quickly and in most cases will take roughly 30 to 45 minutes. Get any
and all quests from any NPC that has a yellow explanation point above its head. The spells you
will have at lvl 1-4 are:



Frost Armor Level 1(free)

Cost = 60 Mana ----- Casting time = instant

Increases armor by 20. If hit while active enemy may have their movement slowed to 50% and
attacks slowed by 20%.

Spell lasts 30 minutes.



Fireball Level 1(free)

Cost = 30 Mana ----- Casting time = 1.5 secs ----- Range = 30 yards

Creates a Fireball, causes 14 to 22 fire damage and an additional 2 damage over 4 seconds.




Arcane Intellect Level 1(10 copper)

Cost = 60 Mana ----- Casting time = Instant ----- Range = 30 yards
Raises the target's INT by 3

Spell lasts for 30 minutes.



Frost Armor should always be "on" as this raises your armor class, Arcane Intellect should also
always be "on" as this raises your INT, thereby increasing your spell damage. Fireball is the
spell that you will "pull" with.



Approach a "mob" and as you approach you will see that the numbered box that your fireball
spell is in will turn from red to white, this means that the mob is in range for your spell. If the
spell "Fireball" is not on your hotbar you will have to open your "abilities" page and left click to
drag the icon to a place on your hotbar so that you may use it. O.K. so the mob is in range,
what I do is right click the mob, this puts you into "combat mode" if the mob is in range you will
swing at the mob with whatever weapon you have equipped, but hopefully the mob is still a
little distance away so that you may cast fireball to damage it.



Once you do this the mob will come to you to do battle.(At the lower levels you will only
experience the "melee" type mob's later on you will face mobs that once you cast a spell on
them they will start casting spells on you!) Once you cast fireball you will see the "timing bar"
start to fill when the bar is fully filled the spell will be casted, IMMEDIATELY click the spell again
so that you may start another fireball spell. In most cases you will be able to get off 2-3 spells
before the mob actually gets close enough to hit you. If the mob is in melee with you and you
try to cast a spell the mob may hit you, if that happens your bar will "jump back" and the spell
will attempt to continue casting.



At the lower levels after the mob gets within melee range just whack him with your weapon a
few times and he should die. A little trick on casting spells... some spells when you get higher
level have a "cooldown" time so you cannot keep casting over and over again, however at the
lower levels wait until you see the green bar hit the end of the line and click again, do not wait
for the bar to fill and disappear, click it as soon as the bar is filled this gives you about a .1 - .2
seconds of advantage over other players that simply wait until the bar disappears. By now you
should be getting to level 4.



Leveling 4-6



At level 4 you can buy the following skills:



Conjure water Level 1(50 copper)

Cost = 60 Mana ----- Casting time = 3 secs

Makes 2 bottles of water, This will be put in the caster's inventory. Conjured items disappear if
logged out for more than 15 minutes. This Item can be traded but not sold. Also at higher levels
this same spell will create more then just 2 drinks.



Frostbolt Level 1(50 copper)

Cost = 25 Mana ----- Casting time = 1.5 secs ----- Range = 30 yards

Creates a bolt of Frost, causing 18 to 20 frost damage and slows movement speed for 5
seconds.
O.K. things change now, the conjure water spell allows you to create your own water. As a Mage
you should NEVER buy a "drink" or "food" from a vendor as you can create your own free of
charge.(You get "create food" at lvl 6) Now do not pull with your fireball spell anymore. Now
place your "Frostbolt" icon where your fireball icon used to be and move your fireball icon 1
space to the right.



Now approach a mob, when you see the number on the hotbar change from red to white for
your Frostbolt spell cast Frostbolt at the mob, as soon as the bar is filled, cast fireball, and keep
casting fireball until the mob is within melee range, then whack him with your weapon. Continue
on to level 6, at level 6 you will most likely leave the "noob" town and make your way to
another town to get new quests and higher level mobs. Up to now when you see a mob it was
most likely yellow which means that these will not attack you if you get too close, however if
see a mob that is red then this mob will attack you if you get to close, this is commonly called
"agro".



Leveling 6-8

At level 6 you may buy the following skills:



Conjure Food Level 1(1 silver)

Cost = 60 Mana ----- Casting time = 3 secs

Makes 2 muffins. This will be put in the casters inventory. Conjured items disappear if logged
out for more than 15 minutes. This item can be traded but not sold.



Fireblast Level 1(1 silver)

Cost = 40 Mana ----- Casting time = instant ----- Cooldown = 8 secs ---- Range = 20 yards

Burns target with fire for 25 to 33 fire damage.



Fireball Level 2(1 silver)

Cost = 45 Mana ----- Casting time = 2 secs ----- Range = 35 yards

Creates a Fireball, causes 31 to 45 fire damage and an additional 3 damage over 6 seconds.



Again things change a little, replace the spell "Fireball Level 1" on your hotbar with "Fireball
Level 2" and add the spell "Fireblast Level 1" to the hotbar space right of your spell "Fireball
Level 2". Now when you approach a mob, cast your Frostbolt, then 1 or 2 Fireballs and when the
mob is in melee range, click on Fireblast. Fireblast is an "instant cast" spell, there is no "spell
bar" to fill up, when you click it, it is cast instantly.



By now you should be pretty familiar with the quest system as well as knowing what level mobs
you can handle. It has been my playing experience that you should only kill mobs your level or
1-2 levels higher as anything else is going to cause a "mana dump" and a possible death, and
you will find that the exp is not worth it at all, after you figure in the risk and the downtime
needed to recover from the mana dumping. Also if you are going to take any trade skills get
them now, even if you have to take some time to walk to your nearest capitol,(which is pretty
close to you now, regardless which race you have chosen) You can get your 2 main tradeskills
at lvl 5.



Leveling 8-10

At Level 8 you may buy the following skills:



Arcane Missiles Level 1(2 silver)

Cost = 85 Mana ----- Casting time = Instant ----- Range = 30 yards.

Slings Arcane Missiles, causing 24 damage per second for 3 seconds.(Must channel this spell)



Polymorph Level 1(2 silver)

Cost = 60 Mana ----- Casting time = 1.5 secs - Range = 30 yards.

Mutates target into a sheep, making it walk around aimlessly for up to 20 seconds. While
walking, the sheep cannot attack or cast spells, but will regain health very quickly. Any damage
will cancel the mutation and turn the target back into its original form. Only one target can be
mutated at a time. Can only be casted on Beasts, Dragons, Giants, Humanoids, and Critters.



Frostbolt Level 2(2 silver)

Cost = 35 Mana ----- Casting time = 1.8 secs - Range = 30 yards.

Creates a Bolt of Frost, causing 31 to 35 frost damage and slows movement speed for 6
seconds.



O.K. At level 8 you want to replace your Frostbolt Level 1 with Frostbolt Level 2, I would also
put "Arcane Missiles" on my hotbar to the right of Fireblast, and put "Polymorph" on my hotbar
all the way to the right as this is your "emergency" spell. If at any time(and this will happen)
you find yourself in a losing battle or you got more then 1 mob when you pulled, you can cast
Polymorph on a Beast, Dragon, Giant, Humanoid, or a Critter.



This will turn the mob into a sheep, do not cast a spell or whack on the sheep as this will cancel
the spell, while the mob is in sheep form they will regenerate health at a very high rate so when
it comes out of sheep form, count on it having a full health bar. This spell DOES work in PvP and
is very funny... Arcane missiles is a little misleading, as although this is an "instant" cast spell it
is a "channeling" spell so you must stand there while the green bar fills and the spell does
damage if you want the full effect. By now you should have visited your capitol or have a quest
that leads you to your capitol for your race.



As a side note you cannot sell conjured food or water, yes I already tried... At level 10-11 you
will most likely leave the level 5-10 "area" and be sent on a quest to visit a new location, this is
also the level at which you may be introduced to your first "elite" quest. Elite quests are not
meant to be done solo and no you cannot solo an "elite" mob that is your same level in most
cases. I believe Bliz did this to encourage "grouping" after level 10 if you so desire. You can
easily tell an "elite" mob from a normal mob by the word "elite" in the mobs name or the wreath
around the mobs pic when you left click it. You can safely left click a mob to get info however if
you right click it then you enter combat mode with that mob.
Leveling 10-12



At level 10 you may buy the following skills:



Frost Armor Level 2(4 silver)

Cost = 125 Mana ----- Casting time = Instant

Increases armor by 40. If hit while active enemy may have their movement slowed to 50% and
attacks slowed by 20%.

Spell lasts 30 minutes.



Frost Nova Level 1(4 silver)

Cost = 55 Mana --- Casting time = Instant - Cooldown = 15 secs.

Hits enemies close to the caster for 19 to 21 cold damage and freezes them in place for up to 10
seconds.



Conjure Water Level 2(4 silver)

Cost = 105 Mana ----- Casting time = 3 secs.

Makes 2 bottles of fresh water, This will be put in the caster's inventory. Conjured items
disappear if logged out for more than 15 minutes. This Item can be traded but not sold. Also at
higher levels this same spell will create more then just 2 drinks.



At level 10 you want to replace Frost Armor 1 with Frost Armor 2 and replace Conjure Water 1
with Conjure water 2. You also get a new spell Frost Nova, this spell is another "emergency"
spell as it is an instant cast spell and basically freezes or roots a mob in its location, you may
continue to cast damage dealing spells at the mob, but this also increase the chances that the
mob will break free early.



By now you should understand the basics of playing a Mage, and at the capitol city you should
also find your "bank" as this has numerous "slots" to store your items, before storing items see
if you can "stack" them by dragging one item over the top of another items of the same type.
Stackable items include: potions, food, water, crafting materials, and crafting supplies. Also
depending on which type of server you are playing on PvP or PvE you may start to see enemies
from the other "realm." From level 10-20 the basics of the game and the mobs start to take you
out of the "noobness" and into the full game, expect to fight "caster" mobs, "bow and arrow"
mobs and mobs that will give you poison, stuns, or other negative status effects. You may also
want to open your "social" window and flag yourself as "looking for a group" if that is a style of
play that you desire.(You also may choose to pick a talent here, see the bottom of this post for
a link to a list of the talents available.)



Leveling 12-14



At level 12 you may buy the following skills:
Dampen Magic Level 1(6 silver)

Cost = 80 Mana ----- Casting time = Instant = Range = 30 yards.

Reduces magic damage against the targeted party member by 10 and reduces the healing of
healing spells by 20.

Spell last 3 minutes.



Conjure Food Level 2(6 silver)

Cost = 105 Mana ----- Casting time = 3 secs.

Makes 2 loaves of bread. This will be put in the casters inventory. Conjured items disappear if
logged out for more than 15 minutes. This item can be traded but not sold.



Fireball Level 3(6 silver)

Cost = 65 Mana ----- Casting time = 2.5 secs - Range = 40 yards.

Creates a Fireball, causes 53 to 73 fire damage and an additional 6 damage over 6 seconds.



At level 12, replace Conjure food 1 with Conjured food 2 and Fireball 2 with Fireball 3. You
receive the new spell "Dampen Magic", this spell is very powerful if used correctly, and if used
incorrectly will get you or(if you are in a group) one of you group members killed. This lowers
the amount of magic damage that you take from an enemy, it DOES NOT lower the amount of
melee damage that you take. It also lowers healing spells that are used on you, so if a healing
spell was supposed to heal you for 60, it would only heal you for 40 if you have this buff on. If
you are not fighting caster type mobs then this is a total waste of mana.



Ahhh so you are here now, if you are on the horde side and you are a Tauren, Orc or troll you
should be at the crossroads(that's a town), if you are Undead then you should be at the
sepulcher. Here you will start to find that you are not in the lobie noob zones anymore. The
majority of the mobs are aggressive(red con) and if you pull them and they have buddies
nearby they will come also. You will also find mobs that "call" other mobs if they get hurt and
are close to death, so if there are other mobs close by that are of the same type do not be
surprised if they agro you when you have the mob you are working on almost dead. The best
way to see this is to mouse over your chat window, go to the tab that says "combat" left click
and hold and drag it to the right side of your screen to separate it from the chat window, now
you can review all the damage and other combat related actions taken by you and the mob you
were in combat with, as well as seeing any new chat messages in the chat window.



At this level you really need to be paying full attention to your surroundings. If you are Undead
and hanging around the sepulcher. Doing quests you may run into a unique mob named "son of
aragul" this mob will agro you from far away, and will kill you in one to 2 hits, if you see him
run, do not investigate unless you need a free trip to the graveyard... If you are Orc, troll or
Tauren stay away from the "dinosaur looking" lizards south of the crossroads as they are melee
and casters, and will zap you with lightning damage. Needless to say, now is a good time to get
in a group.



Also at the crossroads I am 99.9% sure you will experience your first PvP encounter... If you
are Undead and want to go to the crossroads simply go to the "airport" a little north of the
Undercity, look up and you might see one of the airships flying in to dock. Climb the stairs to
the tower and take the "west" airship this will take you right outside of Orgrimar the Orc main
city, after you get off the city id to the west about a 1 minute run. The trip in Open Beta was
free, as you just walk onto the airship. Do not take the "east" airship as this takes you down
close to Booty Bay and trust me you are not ready for that yet...



Leveling 14-15



At level 14 you may buy the following skills:



Arcane Explosion Level 1(9 silver)

Cost = 75 Mana ----- Casting time = 1.5 secs

Creates an explosion around the caster, causing 32 to 36 damage to all targets within 10 yards.



Arcane Intellect Level 2(9 silver)

Cost = 185 Mana ----- Casting time = Instant ----- Range = 30 yards.

Raises the targets INT 8.

Spell lasts for 30 minutes.



FireBlast Level 2(9 silver)

Cost = 80 Mana ----- Casting time = Instant ----- Cooldown = 8 secs ----- Range = 20 yards.

Burns the target with fire for 64 to 80 fire damage.



FrostBolt Level 3(9 silver)

Cost = 50 Mana ----- Casting time = 2.2 secs ----- Range = 30 yards.

Creates Bolt of Frost, causing 51 to 57 frost damage and slows movement speed for 6 seconds.



At level 14 you should already know to replace your weaker versions of spells with the newer
and stronger ones you just bought. The new spell "Arcane Explosion" is a PBAOE(Point Blank
Area OF Effect) spell, basically meaning that when you cast this(its an instant cast) every
enemy within 10 yards of you will be hit by it instantly.



This is kind of an emergency spell as the "mana to damage" rate is really not that great, this is
really mostly used in groups at this low level and only then when you can afford to mana dump.
Pretty soon you will be heading to your second set of "elite quests", so hopefully by now you
have met quite a few players and already have some friends you can do the quests with. As you
do your quests remember that the top most quest in your quest list under an area is the easiest
one to complete, so in most cases you should do these quests first. Your general combat at this
level should go something like this: Frostbolt, fireball, fireball, Fireblast, whack whack, Fireblast
and its dead. Whack is a term I use for "melee attack". If you followed that series of actions and
the mob is not dead then hit that "frost Nova" button and back away from the mob and use a
Frostbolt or fireball and Fireblast it again, if you are not out of mana by then...
Must Haves

You won't go far in PvE or PvP without these talents:

Arcane Talents (18 points)

# Improved Arcane Missiles - 5/5 points
Gives you a 100% chance to avoid interruption caused by damage while channeling Arcane
Missiles.

# Arcane Concentration - 5/5 points
Gives you a 10% chance of entering a Clearcasting state after any damage spell hits a target.
The Clearcasting state reduces the mana cost of your next damage spell by 100%.

# Evocation - 1/1 point
While channeling this spell, your mana regeneration is active and increased by 1500%. Lasts 8
seconds.

# Improved Arcane Explosion - 5/5 points
Reduces the casting time of your Arcane Explosion by 1.5 seconds.

# Improved Counterspell - 2/2 points
Gives your Counterspell a 100% chance to silence the target for 4 seconds.


Improved Arcane Missiles is the best choice for an initial five point investment in arcane, which is
necessary to unlock the better parts of the tree. Arcane Missiles is best used off a clearcast or for
chasing runners in PvP, since if you start the cast while they are in range, missiles will follow
them for the duration of the five second cast time as long as they stay within 50 yards or so. I call
'em homing missiles.

Arcane Concentration provides you with a 10% chance of getting a clearcast of a damage spell.
Very useful in both PvP and PvE. In PvE I tend to Scorch (a 1.5s cast time mana efficent direct
damage spell) until I get a clearcast and then I will hit Arcane Missiles. In PvP, if you get a
clearcast you can usually !@!#& it out for a Blizzard, saving 1400 mana and getting 1216 damage
for free (or more if you're frost).

Evocation is still worth it, though with its recently nerfed 10 minute timer (it used to be 5 back in
stress test 1 days...) it is only really useful for emergencies. At level 60 it gives you back around
50-80% of your mana depending on how heavily you've invested in Spirit.

Improved Arcane Explosion is a must have for both PvP and PvE. This makes the spell instant
cast, allowing you to cast it while moving and also never have to suffer with casting time delays
from getting hit. You won't get groups in BRD and above without this spell. It's also great for
taking out clumped groups of players in PvP.

Improved Counterspell is a PvP must have. Four seconds of silence is priceless, in addition to
locking out an entire school of magic for 10 seconds. You can also use it offensively, before an
enemy even starts casting, so that you block any instant spells. Note: Paladins can still divine
shield through silence, so don't waste it on that.

Now that we've gotten the Must Haves out of the way, let's turn the various viable PvP and PvE
builds available for mages. We'll first consider endgame builds and we'll look at a PvE build and
progression at the end.
31 Arcane/20 Fire

The classic mage. Damage, damage, damage. Solo versatility and power. My personal choice.


Arcane Talents (31 points)

# Improved Arcane Missiles - 5/5 points
Gives you a 100% chance to avoid interruption caused by damage while channeling Arcane
Missiles.

# Arcane Focus - 2/5 points
Reduces the chance that the opponent can resist your arcane spells by 4%.

# Arcane Concentration - 5/5 points
Gives you a 10% chance of entering a Clearcasting state after any damage spell hits a target.
The Clearcasting state reduces the mana cost of your next damage spell by 100%.

# Evocation - 1/1 point
While channeling this spell, your mana regeneration is active and increased by 1500%. Lasts 8
seconds.

# Improved Arcane Explosion - 5/5 points
Reduces the casting time of your Arcane Explosion by 1.5 seconds.

# Improved Counterspell - 2/2 points
Gives your Counterspell a 100% chance to silence the target for 4 seconds.

# Improved Mana Shield - 2/2 points
Increases the damage absorbed by your Mana Shield by 75%.

# Presence of Mind - 1/1 point
When activated, your next Mage spell with a casting time less than 10 seconds becomes an
instant cast spell.

# Arcane Mind - 4/4 points
Increases your maximum Mana by 8%.

# Arcane Instability - 3/3 points
Increases your spell damage and critical strike chance by 3%.

# Arcane Power - 1/1 point
When activated, your spells deal 35% more damage while costing 35% more mana to cast. This
effect lasts 15 seconds.



Frost Talents (0 points)

# None


Fire Talents (20 points)

# Improved Fireball - 5/5 points
Reduces the casting time of your Fireball by 0.5 seconds.
# Impact - 5/5 points
Gives your fire spells a 10% chance to stun the taget for 2 seconds.

# Ignite - 5/5 points
Your critical strikes from fire damage spells cause the target to burn for an additional 40% of your
spell's damage over 4 seconds.

# Flame Throwing - 2/2 points
Increases the range of your fire spells by 6 yards.

# Incinerate - 2/2 points
Increases the critical strike chance of your Fire Blast and Scorch spells by 4%.

# Pyroblast - 1/1 point
Hurls an immense fiery boulder that causes 148 to 195 fire damage and an additional 56 damage
over 12 seconds.


Arcane Focus is just where I chose to dump points to get to 20 to unlock deeper parts of the tree.
It's somewhat useful but not vital, in my experience.

Improved Mana Shield can be a life safer and can be the death of you at other times. Use with
care, since it's a careful line between staying alive and running out of mana. I like Improved Mana
Shield and a +int/sta equipment build for PvP, which lets me use mana shield for emergencies.
It's much easier for mages to get back mana than hp (gems, evocation) so it is worth it to trade off
mana for hp sometimes. That said, Mana Shield upgraded with talents absorbs 998 melee
damage at the cost of 1996 mana... so be aware your mana pool will take a hit. I don't run around
with mana shield on all the time, saving it for emergencies (usually when melee catches me by
surprise). The talent itself isn't that great, but it is a good place to drop 2 points to unlock deeper
parts of the tree and has more utility than just going to 4/5 in Arcane Focus.

Presence of Mind is on a three minute timer, meaning that once every three minutes any spell
with less than 10 seconds casting time is instant (i.e. no instant teleports Razz). This wonderful
for PvP and is a must have for Arcane/Fire mix PvP builds. It isn't that useful in PvE.

Arcane Mind is 8% more mana. Can't go wrong with more mana, and it is worth the points... 8%
more of a 6000 mana pool is 480 mana.

Arcane Instability is 3% more damage and 3% greater chance to crit on all damage spells. A
wonderful talent, since it affects all your damage spells and not just one line. The 3% chance to
crit is pretty big, since 100 int = 1% chance to crit.

Arcane Power is 35% more damage for 35% more mana for 15 seconds. Limited utility in PvE
(mostly useful when AEing stuff that needs to die asap) but this ability is wonderful in Solo PvP.
You can also use it effectively with instant AE vs. clusters of enemies... it's a great talent,
probably the best top tier talent out of all the trees for PvP.

--

Improved Fireball is 0.5 seconds off a 3.5 second spell, giving you 3.0 second fireballs and
increasing your damge per second. It's a great investment at low levels and is probably the best
first place to allocate talent points for Arcane/Fire builds. I am ambiguous on its utility in PvP
since I tend to rely on instants and AoE in PvP, but its utility at low levels in PvE cannot be
understated.
Impact is a 10% chance to proc a 2 second stun off of any fire damage spell. Insignificant you
say? No, not at all. Two seconds is huge in PvP, and stuns interrupt casting... It's not so great in
PvE but is a must-have for Arc/Fire mages in PvP.

Ignite is 40% more damage to your crits, but since your crits are already 50% more damage than
a regular hit, Ignite in essence gives you 110% damage crits. Well-worth it.

Pyroblast has two uses. One, vs. a sheeped target when you can afford the 6 second wind-up
time. Two, combined with PoM to nail enemies for instant damage. PvE wise it's a slightly more
mana efficent opener, but the spell is a shade of its former self. Not a must-have, but a good
place to drop a point.

Incinerate is a relatively new... 4% more crits on Fire Blast is great for PvP and 4% more crits on
Scorch is handy for instancing in PvE. Fire Blast's enhanced crit rate makes this worth it in PvP,
in my opinion.

Flame Throwing is more range. More range is good. 41 yds on Fireball and Pyroblast. Get it if you
go Arc/Fire.


30 Fire/21 Arcane
Perhaps the most viable Fire mage. Choosing 10% more damage all the time at the cost of 8%
more mana and Arcane Power's 35% more damage some of the time. More reliant on Fire,
however, and thus more vulnerable to those dastardly Fire Protection Potions.


Arcane Talents (21 points)

# Improved Arcane Missiles - 5/5 points
Gives you a 100% chance to avoid interruption caused by damage while channeling Arcane
Missiles.

# Arcane Concentration - 5/5 points
Gives you a 10% chance of entering a Clearcasting state after any damage spell hits a target.
The Clearcasting state reduces the mana cost of your next damage spell by 100%.

# Evocation - 1/1 point
While channeling this spell, your mana regeneration is active and increased by 1500%. Lasts 8
seconds.

# Improved Arcane Explosion - 5/5 points
Reduces the casting time of your Arcane Explosion by 1.5 seconds.

# Improved Counterspell - 2/2 points
Gives your Counterspell a 100% chance to silence the target for 4 seconds.

# Improved Mana Shield - 2/2 points
Increases the damage absorbed by your Mana Shield by 75%.

# Presence of Mind - 1/1 point
When activated, your next Mage spell with a casting time less than 10 seconds becomes an
instant cast spell.



Frost Talents (0 points)
# None


Fire Talents (30 points)

# Improved Fireball - 5/5 points
Reduces the casting time of your Fireball by 0.5 seconds.

# Impact - 5/5 points
Gives your fire spells a 10% chance to stun the taget for 2 seconds.

# Ignite - 5/5 points
Your critical strikes from fire damage spells cause the target to burn for an additional 40% of your
spell's damage over 4 seconds.

# Flame Throwing - 2/2 points
Increases the range of your fire spells by 6 yards.

# Pyroblast - 1/1 point
Hurls an immense fiery boulder that causes 148 to 195 fire damage and an additional 56 damage
over 12 seconds.

# Improved Flamestrike - 3/3 points
Increases the critical strike chance of your Flamestrike spell by 15%.

# Blast Wave - 1/1 point
A wave of flame radiates outward from the caster, damaging all enemies caught within the blast
for 160 to 192 fire damage, and dazing them for 6 seconds.

# Critical Mass - 3/3 points
Increases the critical strike chance of your fire spells by 6%.

# Fire Power - 5/5 points
Increases the damage done by your fire spells by 10%.


21 points in Arcane following the same pattern as in Arcane/Fire...

Only difference in the Fire tree is no more Incinerate (since you're getting Critical Mass anyway,
and that gives you 4% more damage with 5/5 Fire Power).

Improved Flamestrike is a prerequisite to Blast Wave... but handy for AoEing... or for
PoM+Flamestrike.

Blast Wave is a very mana efficient, high damage, AoE fire spell. It also has a 6 second Daze
component to it (somewhat buggy last time I tested it, but I've since had mobs use it on me and
had it work). Great in Combos or stacked with multiple Fire/Arcane Mages to take out zergs. Blast
Wave, PoM+Flamestrike, AE spam and the enemy is a world of hurt... Imagine that with 3 or 4
mages... Zergkiller?

Critical Mass is more crits. More crits are good.

Fire Power is 10% more damage all the time. Great in PvE, good in PvP too. Whether it's as good
as Arcane Power and 8% more mana is up to you... and also whether the aforementioned fire
protection potions are prevalent on your server.
Combustion (5 minute timer, next fire spell is guaranteed crit) is passed up in favor of PoM... if
you were focused on PvE, I would recommend Combustion instead of PoM, but for PvP being
able to instant cast spells is worth far more than a guaranteed crit, in my opinion.

33 Frost/18 Arcane
The 'full' frost mage. Trading up damage and instant casts for control... Excellent in group PvP
with a good supporting group. Fares poorly solo vs. casters/ranged, whilst completely destroying
melee. Just as powerful as Arc/Fire, but in a completely different way with a very different
playstyle.


Arcane Talents (18 points)

# Improved Arcane Missiles - 5/5 points
Gives you a 100% chance to avoid interruption caused by damage while channeling Arcane
Missiles.

# Arcane Concentration - 5/5 points
Gives you a 10% chance of entering a Clearcasting state after any damage spell hits a target.
The Clearcasting state reduces the mana cost of your next damage spell by 100%.

# Evocation - 1/1 point
While channeling this spell, your mana regeneration is active and increased by 1500%. Lasts 8
seconds.

# Improved Arcane Explosion - 5/5 points
Reduces the casting time of your Arcane Explosion by 1.5 seconds.

# Improved Counterspell - 2/2 points
Gives your Counterspell a 100% chance to silence the target for 4 seconds.



Frost Talents (33 points)

# Improved Frostbolt - 5/5 points
Reduces the casting time of your Frostbolt spell by 0.5 seconds.

# Improved Frost Nova - 2/2 points
Reduces the cooldown of your Frost Nova spell by ?.

# Ice Shards - 5/5 points
Increases the critical strike damage bonus of your Frost spells by 100%.

# Improved Blizzard - 3/3 points
Adds a chill effect to your Blizzard spell. This effect lowers the target's movement speed to 25%
of normal. Lasts 8.50 seconds.

# Cold Snap - 1/1 point
When activated, this spell finishes the cooldown on all of your cold spells.

# Shatter - 5/5 points
Increases the critical strike chance of your frost spells against frozen targets by 50%.

# Frost Channeling - 3/3 points
Reduces the mana cost of your frost spells by 15%.

# Arctic Reach - 2/2 points
Increases the range of your Frostbolt spell and the radius of your Frost Nova and Cone of Cold
spells by 20%.

# Ice Block - 1/1 point
You become encased in a block of ice, protecting you from all physical attacks and spells for 10
seconds, but during that time you cannot attack, move, or cast spells.

# Frostbite - 5/5 points
Gives your chill effects a 15% chance to freeze the target for 5 seconds.

# Ice Barrier - 1/1 point
Instantly shields you, absorbing 455 damage. Lasts 1 minute. While the shield holds, spells will
not be interrupted.



Fire Talents (0 points)

# None


18 in Arcane as detailed in the Must Haves section.

Improved Frostbolt grants you a 2.5s cast time, increasing dps and making it easier to snare
targets. Far better than Permafrost, since you'll be casting Frostbolt all day long (get used to it,
ice has lesser single target spell diversity than fire) and there's no need for a longer snare
because you'll be continually reapplying the snare with Frostbolt.

Ice Shards gives you 100% frost crits, instead of merely 50%. Well-worth it, considering how
other frost talents come into play. Frost is a tree that builds upon itself, as will be seen.

Improved Frost Nova is slightly more useful than it once was, but is only gotten because it is a
prereq to Shatter.

Shatter raises your chance to crit on Frozen targets by 50%. Well worth it and central to solo
Frost Mage damage output. As for groups, frozen has a way of not lasting that long when other
people are doing damage to the same target.

Improved Blizzard is a frost must-have. It lowers target speed to 25% of normal _and_ does
damage and can proc Frostbite to hold them in place even longer. Excellent zerg control. Blizzard
is a huge radius AoE as well. Unfortunately I've never seen Blizzard crit, I've /bugged it, however.

Cold Snap lets you reset your cold spell cooldowns instantly. Good for when you need to reapply
Ice Barrier or need to drop another Nova.

Frost Channeling is another Frost must-have. It makes the line so much more efficent. I'd pick
this over 6% more damage (Piercing Ice) any day of the week.

Ice Block is your oh crap spell. Use it to become immune to everything except for a dispel for 10
seconds. Great for getting assist trains off you in PvP or when you draw too much aggro in PvE.
Otherwise... it isn't that great. And yes, it can be dispelled.

Frostbite is a key talent in Frost line, giving all your ice spells (including the Chilled proc from your
Ice Armor) a 15% chance to proc Frozen for 5 seconds. Excellent vs. melee. Also... consider this
with shatter and you begin to see the stacking power of Frost. However, once again, Frostbite
has a tendency to break prematurely when other people are hitting that same target.

Ice Barrier is a power word:shield for mages. Strange timer though, 1 minute duration, 2 minute
cooldown. Also can be dispelled, making it somewhat bleh. However, it absorbs all damage,
including magic... helps keep Frost Mages alive.

Arctic Reach is vital, because Frostbolt has a base range of 30 yd. With this talent you reach 36
yd, which is a little more tolerable (especially if you're used to playing fire).


28 Arcane/23 Frost
A variant of Frost/Arcane, lessening dependence on Frost and opening up some of the goodies of
Arcane. Shedding Frost Nova/Shatter (limited utility in groups since things are rarely frozen long)
in exchange for Arcane Instability, Presence of Mind and Arcane Mind. This is my personal
choice if I choose to go Frost.


Arcane Talents (28 points)

# Improved Arcane Missiles - 5/5 points
Gives you a 100% chance to avoid interruption caused by damage while channeling Arcane
Missiles.

# Arcane Concentration - 5/5 points
Gives you a 10% chance of entering a Clearcasting state after any damage spell hits a target.
The Clearcasting state reduces the mana cost of your next damage spell by 100%.

# Evocation - 1/1 point
While channeling this spell, your mana regeneration is active and increased by 1500%. Lasts 8
seconds.

# Improved Arcane Explosion - 5/5 points
Reduces the casting time of your Arcane Explosion by 1.5 seconds.

# Improved Counterspell - 2/2 points
Gives your Counterspell a 100% chance to silence the target for 4 seconds.

# Improved Mana Shield - 2/2 points
Increases the damage absorbed by your Mana Shield by 75%.

# Presence of Mind - 1/1 point
When activated, your next Mage spell with a casting time less than 10 seconds becomes an
instant cast spell.

# Arcane Mind - 4/4 points
Increases your maximum Mana by 8%.

# Arcane Instability - 3/3 points
Increases your spell damage and critical strike chance by 3%.

Frost Talents (23 points)

# Improved Frostbolt - 5/5 points
Reduces the casting time of your Frostbolt spell by 0.5 seconds.
# Ice Shards - 5/5 points
Increases the critical strike damage bonus of your Frost spells by 100%.

# Improved Blizzard - 3/3 points
Adds a chill effect to your Blizzard spell. This effect lowers the target's movement speed to ? of
normal. Lasts 8.50 seconds.

# Piercing Ice - 3/3 points
Increases the damage done by your frost spells by 6%.

# Cold Snap - 1/1 point
When activated, this spell finishes the cooldown on all of your cold spells.

# Arctic Reach - 2/2 points
Increases the range of your Frostbolt spell and the radius of your Frost Nova and Cone of Cold
spells by 20%.

# Frost Channeling - 3/3 points
Reduces the mana cost of your frost spells by 15%.

# Ice Block - 1/1 point
You become encased in a block of ice, protecting you from all physical attacks and spells for 10
seconds, but during that time you cannot attack, move, or cast spells.


Piercing Ice is a good place to drop three points for 6% more damage to frost. Frostbolt will still
be your primary damage spell so you might as well make it more powerful Smile

PvE Talent Progression, Levels 10-50
End-game PvP builds are great for level 60s, but of limited utility for a level 10 mage, freshly
talented, whose main focus is getting levels. In that regard, I present what I believe to be an
excellent PvE talent progression. Remember, you can respec your talents for merely 1 gold (the
first time, 5(n-1) gold for 1<n<10 after which it is always 50g to switch), making levelling up with
one set of talents and then switching at high levels very practical.

Fire is simply better dps and Frost's mana efficency doesn't kick in until high levels (even then, it
still kills slower than Frost on net, based on my testing). Thus Fire is best for PvE. Arcane's
Presence of Mind and Arcane Power are of limited utility in PvE, making deep focus in Fire a key
to a successful mage.

Without further ado, a Mage PvE Talent progression for levels 10-50, listed in order:

Levels 10-14: Improved Fireball the best dps increase you can get at this level, since your Rank 3
Fireball has a base 2.5s casting time, this lets you get them off at 2.0s each.

Levels 15-16: Flame Throwing is nice because range is convenient and lets you get in more
fireballs when fighting mobs. Also, Ignite can be put off since your Intellect (and thus crit rate) is
still pathetically low.

Levels 17-21: Ignite is a raw damage increase for when you crit.

Levels 22-26: Improved Arcane Missiles because it's time to build Arcane to get Instant Arcane
Explosion for use in instances.

Levels 27-31: Arcane Concentration to get clearcasts.
Level 32: Evocation for mana regen once every 10 minutes... at this level it's going to be around
100% of your mana pool, which is very nice. Be warned, it starts fading away from there around
level 40ish and at level 60 you can expect about 50% of your mana pool back from Evoc.

Level 33-37: Improved Arcane Explosion is very good for the instances you'll be doing at around
this level and up -- Gnomeregan, Razorfen Downs, Uldaman, Temple and on up really appreciate
it.

Level 38-39: Incinerate to make Scorch more useful in Instances, since you'll now be able to
scorch for a clearcast to fire Arcane Missiles on.

Level 40: Pyroblast because it's the best place to drop a point in Fire and you might as well get it.
It's really not that great... though it is slightly more mana efficent than Fireball but I haven't done
tests to see whether that justifes the extra three seconds it takes to cast it as an opener vs. a
mob.

Level 41-45: Improved Scorch because Scorch is very much an PvE Instance spell and this talent
makes it all that much more mana efficient. Impact won't really do that much for you in instances
and Blast Wave isn't worth the points in Flamestrike for its PvE utility.

Level 46-48: Critical Mass for more critical strikes... damage increase.

At this point you can either respec to a partial implementation of your final PvP spec and/or
continue in Fire, dropping two points somewhere (Impact perhaps has the most utility) and
building Fire Power for 10% more damage and Combustion for guaranteed criticals (handy with
Flamestrike and Pyroblast).

Other Talents
And the other talents that I didn't mention in the process of my discussion above...

Arcane Subtlety allows you to reduce threat from offensive arcane spells by 20/30/40%. Not that
great, since most of the time I've found myself to use arcane as a supplement in instancing
(either Scorch or Frostbolt for clearcasted Arcane Missiles, or spam AEing, or fireball/fireblast for
DPS) and thus this talent isn't that great. The only time I found myself using pure arcane was
while AEing... and there's not much that the tank can do in the current aggro system to prevent
you from getting aggro from most of the mobs when you AE, and a 40% threat reduction isn't
going to make a difference there. This is a PvE only talent.

Wand Specialization is next to useless, since the only time I ever use wands is killing a mob that
has a sliver of life left in PvE, or for killing totems. Wands are also a pain to use as source of dps
because there's no autoshoot, you have to mash the button over and over again...

Improved Dampen Magic isn't worth the talent points considering the limited utility of the spell
itself. I only use Dampen Magic when soloing vs. caster mobs or players, and even then it doesn't
make that much of a difference. Since it reduces healing by twice as much as it reduces magical
damage intake, I would never use it in a group. Not worth talent points to make a rarely used spell
slightly better.

Arcane Meditation might be useful if it was 15% of your Mana regeneration while casting per
talent point. But it's 15% for five talent points, which is too small to be noticeable... there are
better places to drop 5 talent points in Arcane (e.g. get 8% more mana with Arcane Mind and get
PoM).

Improved Fire Blast has its uses... but I don't think the talent point cost is worth it. Fire Blast is a
great instacast spell that I use a lot of PvP but the talent will only reduce it by 1.5s (to a 6.5s
cooldown :-/) which isn't worth five talent points in my opinion. You can conceivably drop a point
or two in Improved Fire Blast if you wish, but even a point in Pyroblast has more utility than 0.5
seconds less cooldown. For PvE soloing, it's not that mana efficient though it is good to drop in
between fireballs to up DPS. Maybe a point in this talent is worth it (0.5s for a point), but no more
than that really.

Burning Soul is a great talent for people new to mages in PvE. It lets you cast your fire spell
without spell casting time set backs while you're taking damage (65% of the time) which is nice
for PvE. For PvP there are too many outright spell interrupts to make Burning Soul worth it. It's
handy for PvE but not vital and if you learn to nova properly you can often kill mobs without
getting hit at all. I weaned myself off this talent -- if I need to do damage output while getting hit in
PvE with my nova and cone of cold timers down I'll use arcane missiles, which are 100%
uninterruptable instead of just 65%.

Improved Fire Ward isn't worth it. I use Fire Ward in PvE vs. fire mobs and in PvP I try to have it
up as often as possible to absorb any incoming damage from fire casters. The talent doesn't let it
absorb more, it merely reflects part of the damage back to the original caster. Not really worth it,
the applications are too few. I can't think of a situation where reflecting 35% of 300 absorption
back on a caster would contribute to their downfall.

Combustion is a fine PvE talent. The timer is a bit longish, at five minutes, but it's handy for
fighting tough mobs. It doesn't really stack that well with the rest of the fire tree since the fire tree
increases your chance to crit, making combustion less necessary since you already have a higher
chance to crit. That said, a Combusted Blast Wave is a very good thing... I just can't justify giving
up PoM in Arcane to get Combustion for any fire build.

Permafrost has little point. If you're frost, you're going to be mostly casting frostbolt. Since you'll
be casting frostbolt over and over again, you'll be continually reapplying the snare. Why then,
would you want a talent that makes the snare last longer? It already lasts 9 seconds or so initially
at level 60... more than enough time for you to get off another 2.5s cast time frostbolt to reapply
the snare. I don't see the point of this talent.

Winter's Chill is too little for too much. Three talent points for a 10% extra movement speed
reduction is overkill. Maybe this could be useful if you wanted a really nasty Blizzard snare (it
would be a 15% speed snare or a 17.5% speed snare, depending on how Winter's Chill is
calculated -- I believe it is a flat 10% extra speed decrease however, but haven't tested) but I'd
rather just get Piercing Ice and do 6% more damage. 10% extra snare isn't going to let you slip in
a fifth frostbolt before the mob gets to you either, so it isn't worth it there. Also with Shatter, you'd
want to nova the mob after the third frostbolt so you can get a 50% chance to crit off the frozen... I
would recommend against Winter's Chill.

Improved Frost Ward is a nice improvement to a spell almost never used. Very few mobs use
frost magic... there aren't many frost mages out there... I never find myself casting Frost Ward.
50% of the damage of the max level Frost Ward would be 150 damage... meaning 150 extra
mana, not even enough for a frostbolt. This talent isn't even worth a point's investment.

Improved Cone of Cold is 35% more damage on Cone of Cold for 3 talent points. I'm not a fan of
Cone of Cold because it's an instant cone spell -- which, because it is an AoE of a sort (cone
effect) has a high mana cost, making it inefficent for solo mobs. I only really use Cone of Cold for
its 50% snare when fighting melee or to snare mobs when I'm AoEing them. I don't turn to Cone
of Cold for AoE damage, preferring arcane explosion instead. However, the talent isn't bad and if
you find yourself using and liking Cone of Cold it could be worth investing in it.
SUMMARY:

   * Get to Level 2 ASAP.
   * Talk to all NPC's in your area and get every quest you can
   * Start doing your quests. Completing one quest may trigger another.
   * You don't need to group at all right now. You will most likely be hindered.
   * At level 4, run around to every NPC again to ensure no one has a quest that you haven't
taken, and speak to your trainer

Get to Level 2
Immediately, before you do anything, before you even take a quest, and while you are learning
the controls, get to level 2. Run out and start killing the level 2 creatures right around you. Once
you hit level 2, now its time to explore all the NPC's in your region, taking every single quest you
can get your hands on!

You will be repeating this behavior at level 4.
Quest givers have exclamation marks over their heads. Go talk to the quest giver by right-clicking
on them. Go around to every NPC with a "!" above their head and see what they want you to do.

Find your class trainer at level 4
He/she is located in the town/area near where your character started in the land.

Start doing your quests.
Completing a quest may trigger another. This is great. Do as many as you can. Group up!

Health
You can eat some food to regain your health faster. Click on the food icon in the action panel
across the bottom left of your screen and your character will sit down to eat.

You regain health faster when sitting down.

Selecting Aggressive Monsters
A target with a red selection circle will attack if you get too close.

Leveling Up
You can learn a new talent in the talent interface. The talent interface is brought up by hitting the
"n" key.

Autoloot
Use Shift-Right Click on a corpse or chest to autoloot it. This will NOT autoloot bind-on-acquire
items.

Getting Your First Bag
You can put the bag in the empty bag spaces in the lower right part of your screen next to the
backpack, and then right-click on the bag to open it.

Talking to Other Players Near You
Hit the enter button, type your message, then hit enter again. Players that are near you will see
your message.

Sending a Player a Private Message
Type "/w playername message" such as "/w nebu hi!"

Responding to private messages from other players
You can respond to that player by hitting the "R" key to reply, and then you can type your
message, or by hitting "Enter" and typing /w (or /tell) <theirname> and then the message. You
can scroll across players names that have recently whispered to you by pressing the Tab key.

Getting New Abilities or Spells
You can move the ability to your action bar by opening the abilities panel with the button in the
bottom center of the screen and then clicking and dragging the ability to your action bar. You can
also use a spell or ability from the abilities page by clicking on it.

Spells are located on the spells tab. Hit "P" to open your spellbook.

Conclusion
That should get you going. Continue to find and complete quests. Follow the NPC's instructions
and consult your quest log for help. Feel free to ask other players for help if you get stuck.
SUMMARY:

  * Install Cosmos, a free and legal interface found here: http://www.cosmosui.org/
  * Choose a server, the closer to you, the faster. Test the server a bit before you comit
  * Create a character, and be wary of your character name, making sure it adheres to the
naming policy . If a GM changes a name, it goes as a mark on your permanent record.
  * Consider your RACE and the Attribute Mods it brings to your desired class.
  * When you enter the game, take some time to learn the interface and the controls.

Install Cosmos

Cosmos is a superior interface to the built-in game interface. I very highly recommend you install
this right from the start. http://www.cosmosui.org/ is a free and fully legal interface that gives you
many more options than the regular game. You dont have to install it, of course, but it greatly
enhances the interface, and makes power-gaming so much easier.

Server Selection:

The first thing you will have to do is decide which server you will play on. This is an important
decision, as there is no way to move your character once you comit to it. Of course, you can
always create a new character on another server. Choose a server that is close to you
(minimizes lag) and one whom you have friends on. You may want to run around a bit in the
game to "test" the connection before you comit.

Creating Your Character
The fun part! Here you must decide your race, sex, and allegiance. Who do you want to play?
Hoarde and Alliance players will always be in opposittion, so keep this in mind! Hoarde = "bad
guys", Alliance = "good guys". Hoarde and Alliance cannot group with or trade with each other.
Customize your character to whatever you so desire.


                 Then decide on a name, but be warned! Game masters were actively changing
player names during the Beta that did not abide by the naming policy (they changed one of my
names simply because it was not relevant and that wasn't even a bad word!). If you have your
named changed, it goes on your permanent record as an offense! And you do not want this. So
please, read that link above, and use an acceptable name.

Choose a Race! See the matrix below.
Base Stats
        Strength     Agility Stamina               Intellect         Spirit   Total
Dwarf 22        16   23       19     19            99
Gnome 15        23   19       23     20            100
Human 20        20   20       20     20            100
Night Elf       17   25       19     20            20        101
Orc     23      17   22       17     23            102
Tauren 25       15   22       15     22            99
Troll   21      22   21       16     21            101
Undead          19   18       21     18            25        101


TIP! Don't simply choose a race that gives you a boost in your primary stat. You may want to
choose the race that gives you a secondary stat boost. This could be good since you will have
numerous amounts of equpiment to boost your main stat. Here is a chance to give yourself a
secondary stat boost. Example: I prefer the dwarf priest. He gets a great Stamina boost for
more HP. Over time, the dwarf priest will aquire spirit and INT items to boost his primary stats,
but wont be wearing much secondary stat gear. So that initial stamina boost will always be there,
and is always useful since it complements him where he is weak (extra HP).

Entering the Game

The first thing you must do when starting for the first time is to simply learn the interface and the
controls! Hopefully, you've installed Cosmos and its up and working. From here, spend some
time (but not too long, ha!) learning the controls and getting acquainted with things. Make sure
you understand things like

Resting, Death, Combat

if you do not, go over the basics on the WOW website:
http://www.worldofwarcraft.com/info/basics/
 TIP SUMMARY:

  * Paladin's are excellent PvP'ers in close quarters, however, your biggest problem: you are
easy to run from. You have no range. This makes it difficult for a Paladin to be effective in solo
PvP unless his opponent is pretty much standing there (in which case you will own). In Group
PvP, however, he is better.
  * Due to this, you must choose a talent build: maximum DPS, or Holy Shock to overcome your
main PvP weakness.
  * I believe that getting Holy Shock is the best build for a Paladin, even though this goes against
most of the Paladin community right now. I'm a PvP'er, and this is the best way to go, IMHO.
  * You are an excellent PvE solo'er. Solo when you can. Since you both tank and heal, groups
may sometimes expect you to do it all, and this only wastes your time, and gets you killed more.

Basics:
Paladins are tanker-healers. They can only be alliance. You cannot be a Paladin and play for
the Hoarde. A paladin is a master at hand to hand combat, and a wielder of light. He can buff
and heal, as well as fight.

Also, a Paladin is the only class that gets a special mount (war horse). Mounts cost 100 gold, so
this is a lot of money the Paladin saves!However, his main weakness is that he has no range.
This means that if an opponent (most specifically in PvP) decides to run, the Paladin can do little
to stop him. This can get frustrating if the Paladin is winning the fight, only to lose his 'human'
prey because he bolted. The effective PvP Paladin needs a way to pound a guy who decides to
flee the fight. And he has one way to do so: its called Holy Shock. But to get Holy Shock,
requires that the Paladin dump most of his Talent points into the "Holy" line. Many Paladins think
this is a bad thing, as they go for the Retribution line. I think that the Holy line isn't bad at all, as a
matter of fact, if you are going to play a Paladin, it is my recommendation! Having said that, I will
give you both my recommendation, and the 'popular' recommendation.

Talent Distribution:

Here is the currently 'popular' paladin build (but not the one I'd recommend for PvP).

Holy Talents (11 points)

Spiritual Focus - 5/5 points
Illumination - 2/5 points
Divine Favor - 1/1 points
Improved Holy Light - 3/3 points

Protection Talents (9 points)
Improved Devotion Aura - 5/5 points
Toughness - 4/5 points

Retribution Talents (31 points)
Benediction - 5/5 points
Two-Handed Weapon Specialization - 5/5 points
Improved Seal of the Crusader - 5/5 points
Seal of Command - 1/1 points
Vengeance - 5/5 points
Consecration - 1/1 points
Improved Retribution Aura - 3/5 points
Conviction - 5/5 points
Blessing of Kings - 1/1 points

Here is my recomendation. This build will overcome the range weakness for the Paladin, giving
him the ability to smite a fleeing opponent. Holy Shock is a key for the Paladin in PvP. Even
though most Paladins disagree, (they do not PvP much) there are several experienced PvP
paladins who agree with me completely. Besides, you can always pay 1 gold and re-adjust your
talents later. Having said that, I would put my 33 of my talents into Holy. The rest of the talents I
would put into Retribution.

Holy Talents (33 points)
Spiritual Focus - 5/5 points
Illumination - 5/5 points
Divine Favor - 1/1 points
Improved Blessing of Wisdom - 5/5 points
Improved Seal of Righteousness - 5/5 points
Sanctify Aura 1/1
Divine Wisdom 5/5
Divine Strength - 5/5 points
Holy Shock 1/1

KEY FOR THE PALADIN: A good Paladin understands his skills and limitations and has to call
on each one depending upon the when the situation calls for it. 2-H will give you higher DPS
overall, but having more than one set of weaponry is a great way to keep yourself versatile. You
are an awesome PvE solo player. Don't waste your time in a group when you can do it solo. The
paladin is fully capable of tanking and healing both. This means that when you are in a group,
other players may expect you to not only tank, but heal. This not only bogs you down, but gets
you killed more often. So, only group up when it suits you, otherwise, get out there and level
yourself solo.

PROFESSION:

Mining/Engineering is my recommendation. Why? Because this profession gives the Paladin
explosives, which increase his range power. Giving the Paladin range power is a tremendous
boost to his performance as a powerful opponent in PvP. If not this, then go for
Alchemy/Herbalism for a variety of potions. I am not keen with this simply because a paladin
already has many buff/heal abilities, so the explosives with Engineering appeal to me more here.
Another option is enchanting. But I wouldn't waste my time with smithing.
You have chosen to become one of the most holy warriors, the Paladin. You will heal, you will
tank, and you will be one of the most useful support classes. Only one problem, you are limited!
You can only be human or dwarf and there isn’t a whole lot of difference between the two stat
wise. Its best you choose by reading the race bonuses displayed under the race description at
creation.



All made up and ready to thump? Super, then let’s get you started with the basic navigation and
movement of the game. In the upper right hand corner of the screen you will see a map. This
map displays you current location and you travel many different arrows will appear on the map.
Grey arrows point to near cities, light yellow point to team mates and orange point to you body
when you die.



When you are in a team and your team mate is close that are displayed on the map as a grey
dot with a golden ring around it. Later on when you complete quests the NPC’s that will hand
you your reward are displayed as golden dots.



Now, time for movement. The arrow keys move you around as does clicking both left and right
mouse buttons and holding. Numlock is auto run and space bar, as in most games is jump. On
the bottom left you will see three icons all with red number next to them. The number represent
the numbers above your letter keys on your keyboard from 1-0 and – and +. Press one and you
attack, press two and you cast Seal of Righteousness and press three and you cast Holy Light.



Ok, to your right of the hot key, the ones we just talked about, you will see another row of
icons. These are just the basic character information, world map, quest box, game settings and
all that good stuff. Later on, when you reach level ten this is where your talent button will
appear.



To the further right you will see a backpack icon, right-click on it to open it and you will find two
types of food, one to heal mana and the other to heal life. There is also a white stone with a
blue swirl on it. This is your hearthstone, this is a great tool. When you reach a new town talk to
the Inn keep and tell him or her that you want to rest. The stone, when you right click on it will
now teleport you back to that Inn. This is a very handy tool for returning from quests or when
you need to sell goods.



On the top left we have your health and mana bars and I’m sure you understand those. Run out
of health, you die, run out of mana you can’t cast. Now, let’s get your first quest.



If you look around you should see a man standing with an exclamation point over his head. This
means he has something he wants you to do, talk to him and get his quest. As you go through
the game you will do lots of quests, some are for little reward but large experience and visa
versa.



After you complete the quest an orange question mark will appear over the head of the man you
received the quest from. Talk to the man again and he will reward you with and item and some
experience. When you are done talking to him he should have a new quest for you as should
other NPCs around you. This will happen a lot, so watch for new quests everywhere. Now go out
and kill some stuff, do your first quest and get your hands dirty.



Once you have gained some levels and done a quest or two you should receive a quest from one
of the first people that gave you a quest. It will tell you that someone somewhere is requesting
you come and speak to them, this guy will be your trainer so lets go pay him a visit.



When you reach your trainer, which shouldn’t be hard, the directions in the quests are very
accurate so far, you should talk to him about training. When you open the training box you will
only see about six skills, that’s alright, there will be other trainers later, he is just going to train
you up to level six. Here is some of what you should see and some of what you can expect later
on:



• Seal of Righteousness- This spell is easy to understand, it just increases your damage for a
short amount of time. Judgment- 20 holy damage.

• Holy Light- Another one easy on the mind, it heals you.

• Blessing of Might- This spell also increases your damage for a short time.

• Judgment- This skill allows you to release the power of you’re your seals, each seal has a
different Judgment effect, look through each one after gaining judgment to see what they do.

• Divine Protection- This is very useful, it makes you invulnerable basically and gives you the
chance to cast a heal, usually twice before it wears off. You can also run if you want, ya chicken
=P

• Purify- Just removes one poison and disease effect from target.

• Seal of Crusader- Another damage bump but Judgment is different from Righteousness.
Judgment- It increases the holy damage taken by the target for a short time.

• Parry- Very nice, gives you the chance to parry an attack, get and level it.

• Hammer of Justice- Another nice skill since you can use it in conjunction with Divine
Protection, a little more about that later. It stuns target for short time.

• Blessing of Protection- Target is immune from all physical attacks for short time.

• Devotion Aura- Give additional armor to each party member.

• Lay on Hands- Very very nice skill. This will heal a party member for the amount of health you
have total but will drain your mana completely, use wisely.



That is a good run down of most of the spells but you will see as you go the other spells are
easy to understand.



When you reach level ten you will gain talents, the icon will be near quest log. The talents you
will want to focus on are Holy talents and Protection as you will tank and heal so make sure you
raise the ones that add to healing skills and armor. -Note open beta you could reset, it has been
rumored that after launch you won't be able to reset them so choose wisely or not at all untill
you know if you are playing launch.



Now, to kill tactics. The best thing to do is run then Aura and Seal of your choice and use
hammer of justice to open up the battle. This will stun your target for the first moments of
battle. Pound the crap out of it and if you need to heal, should the monster be stronger then
you thought, bust out Divine Protection and heal twice, stun and heal again if needed. Repeat
this cycle as you go. If you need to run, and then stun the monster, cast Divine Protection and
run, casting lay on hands as you get low on life and then repeating Divine Protection and so on.
Now you know the basics, go out and kill and enjoy yourself Holy Warrior. I wish you best of
luck and remember to check back for new skills and keep on the quests to get money and
experience. The more armor the better.




Best of luck,
SUMMARY:

   * Take as many quests as possible and at the same time, try not to do quests one at a time.
When entering a new area, find all the quests from NPC's first, before you start killing things.
   * A complementary group of 2 or 3 (such as tank + healer) is sometimes far better than
solo'ing. Especially when a quest calls for "kill X amount of something". Use groups when they
suit you. Leave a group when it bogs you down.
   * Play a Multi-Zone game. When you hit level 10 or so, its time to run to the nearest "other"
starting area and do the quests there. You will do them fast, and get exp for all the kills (as long
as they are colored green to you) Doing a load of quests 3-5 levels beneath you really racks up
EXP fast.
   * Green quests are your friends! These are quests that are 2-3 levels beneath you. When I
get a bunch of yellow colored quests, sometimes I'll just 'level grind' 2-3 levels, then power
through the quests solo. It basically comes to this: If you are getting killed more than once doing
a single quest, you are wasting time- its better to grind a level and do it later.
   * Dont be afraid to dump quests It's so tempting....you just don't want to let go of that quest
that's been in your books for several days. It requires you to run around the world - see this
person, see that person...will take you 3 hours. Or that quest you forgot to do way back in
Elwynn Forest, and now you're all the way in the Wetlands. DUMP IT. There are thousands of
quests in this game. Wasting 4 hours just to 'finish' that green or gray quest is not worth it.
Abandon that quest, and replace it with others.
   * Level Grinding still works! This is killing monsters that are GREEN to you. Why Green?
Because you kill them fast and with very little down time. You can basically steamroll through
dozens of con-green enemies in minutes! Spend an hour or two doing this (boring ya) and you'll
see what a difference in EXP it makes! Small EXP gains over a long period time really add up.
   * Decide if you are going for power or wealth (or both) before you decide on your profession.
Ask yourself, "will mastering this profession take too much extra time and hinder my primary
goal?". Take professions that do not hinder you.

After playing Warcraft since beta, and logging in hundreds of hours over numerous characters
ever since, I can tell you from my experience that the fastest way to level up and make cash is to
take as many quests as possible, and follow some basic principles. If you are a newbie and
haven't even started the game yet, take a look at these tips, and then read the starter strategy
page.

NUMBER ONE PRINCIPLE IN POWER LEVELLING: DOWN-TIME is your enemy! Down time is
defined as either sitting around waiting for manna, waiting for health, or running to and from the
graves. How do you minimize down time? By killing that which is WEAKER than you and thus
the numerous smaller XP gains will rack up faster than the slower, bulky XP gains. Read on for
more.

POINT ONE: QUESTS ARE BETTER THAN NOT!
This has been a big debate in this game. Some people just want to kill and grind without
bothering to do quests. But I disagree. I believe that quests are an important component of
powerlevelling as they give additional EXP, money, and items. BigDwarf starts the game in Dun
Morogh, near an icy field full of lvl 1-3 wolves and such. He immediately runs to the field and
starts hammering wolves. He gets to level 3 fast enough, in about 40 minutes, after killing
dozens of wolves. He then starts talking to the NPC's nearby that have Yellow "!" (exclamation
marks) on top of their heads (a yellow ! means the NPC has a quest for you)

So BigDwarf talks to an NPC who gives him a quest to kill 15 wolves, and when he does he gets
extra exp and extra copper. The problem is, of course, that now BigDwarf has to go back to the
fields and kill wolves again. Had BigDwarf taken the quest at the start, he would have greatly
increased the efficiency of his character gains and would have the quest completed! Grinding is
always good, but the benefits of questing is that you get additional exp for finishing a quest, and
cash or valued items.
POINT TWO: MULTIPLE QUESTS ARE BETTER THAN ONE AT A TIME

Learn this lesson now, or waste numerous hours to learn it the hard way. In fact, this is certainly
what I would call a key to the game. This principle becomes more profound the more you
advance in levels. Numerous times I found myself accepting a quest to kill "10 of X monster" that
I had already killed 20 of! Its so tempting to do this:

talk to NPC --> Get Quest --> Do Quest --> Return

Trust me! Once you get out of the first newbie stage and are past level 5, this approach will slow
you down. You want to gain maximum levels, at maximum speed! The right approach, therefore
looks like this:

Talk to all NPC's in the greater vacinity --> Get All The Quests you can muster. Collect quests
like candy. Accept them from NPC's, accept them from other players (when you are in a group,
players can 'share' quests). Quest A may say "Kill 10 of monster X", and Quest B may say "Kill
10 of monster Y". You will find that as you kill monster X, you have to plow your way through
several monster Y's. In essence, you are completing two quests simultaneously. Doing multiple
quests at once is the only way to fly.

POINT THREE: MULTI-ZONING

 I play maybe 2 hours at most on any given night. Given the small amount of time I have been
able to play my main WoW char, I am doing extremely well, far better and way more efficient than
most others for the amount of time I have played. A few days ago, I was in Elwynn Forest with a
newbie char doing the missions there. Nearly everyone was human. I was the only dwarf I saw
all night. Why? Because all the dwarves were up in Dun Morogh, their own starting region.
Because I was already level 9 when I hit Elwynn Forest, I breezed through all the missions there,
rapidly gaining EXP. At level 9 in Dun Morogh, I left the region because the remaining quests
there were either at my level (9), or were a few levels above me. Trying to do quests that are
higher levels than you can take many trips to the graveyard, and is not very efficient. I didn't feel
like running around trying to find a team, so I left the region and headed for Elwynn Forest. I
quickly did the primary missions in Elwynn Forest, jumped to Westfall and did several quests
there, until the only quests left were orange and red ones. Rather than wasting time doing an
orange quest (a quest 2-3 levels higher than me), I simply returned to Dun Morogh at level 14,
and finished up all those level 9-12 quests. I cant tell you how fast you can level by doing quests
2-3 levels beneath you (green ones), rather than 2-3 levels above you! Every 6 levels or so, you
should be leaving your current zone, and taking the quests in the neighboring zone. But make
sure you dont wait too long! If you wait until level 20 as a human to go do the Dwarf Quests in
Dun Morogh, you wont get hardly any exp for them because everything you kill will be a gray. A
powerleveller is someone who maximizes quest EXP. Killing things 2-3 levels beneath you gives
smaller amounts of EXP per kill, BUT you can rack it up so much faster. It was awesome last
night as a level 17 priest being able to tank my way through a level 13 cave solo while everyone
else was grouping up. They may have wondered, "what is this guy doing here? He isn't getting
any exp for this." Wrong! A level 17 gets about 40 EXP per kill on level 13 critters. And I was
killing them en-masse, plowing through my quests, and then getting 900-1000 EXP per quest. It
really adds up! So....dont just sit around in your racial zones, but make sure you hop to the
nearest "other" zone and take those quests too. You will fly through the levels. If all the quests
in your quest log are yellow or orange, consider 'grinding' up 1-2 levels until they become green.
Then, not only will you breeze through the quests, but you will have higher levels. And the goal is
level 60....right?

POINT FOUR: BOTTING

This is where it can get hairy. I love botting. I believe in it. You see, I dont have time to play all
that much. Some people spend 24/7 on this game and get to level 60. I pay as much as they do,
yet because I have so much else going on in life, I don't get the chance to sit and play all the
time. So I bot. I wrote the Realm Bot just for this purpose. Also, the WoW helper is a great utility
that speeds up repetitive combat actions. The Bot is for when you are AFK, and the helper is for
while you are actually playing. You don't have to use them, of course, because you run the risk
of being banned, but I do it anyway. What you do is up to you :)

POINT FIVE: SOLOING VS GROUPING

Believe me, I know all about power-gaming. Its a solo endeavor. I have played numerous online
games, and have wrote third party macros for UO, SWG, DAOC (and now this game). But there
is a cold hard truth you must understand here and now: WoW is a group-oriented game. There
are numerous....numerous quests that you just wont be able to solo, or if you do, you will spend
10x as much time on them than if you were in a group of 2 or 3. A few classes, such as Rogue,
Shaman and Paladin are generally better at soloing than most, but even they will need to team up
for many quests, and most of the 'elite' quests. The fastest way to power-level this game is to
find two or three other players, get in a group, and steamroll through multiple quests. Note: You
do NOT need to find permanent "buddies". You can form or join a group and simply 'use' them to
solve a mission, then be on your way! This is what I do.

Example:

I have a quest to kill Monster X. He is guarded by 10 hard monsters, It could take hours to solo
this. So I simply announce to the region by typing

/1 Is anyone doing the MonsterX quest?

 typing "/1" will broadcast to the regional channel. The other way I do it is simply go to the
location of monsterX (providing the server is populated enough), and either invite people or send
a /tell message to them (typing /tell <name> will instant message someone). There is always
someone nice enough to let you join, or someone who will hook up with you.

The point is, GET IN A GROUP and you will see the EXP gains as well as the quests fly. Having
said that, I must mention that if you group, make sure the group is coordinated and not just some
fly-by-night group of inefficient morons. If the people in your group are not serious about getting
the job done, leave. You will fare better solo any day than you would in a chaotic group. And if
you can't find a group, just 'skip' that quest and go to the next one, and return later when you can.
Solo when you can, but don't push it and waste 3 hours trying to solo a mission you could do in
20 minutes if you were in a group.

How to SOLO nearly Everything:

So you just don't go for that team crap eh? No problem. If you are bent on soloing the entire
levelling process, your secret will be to always try and stay a few levels ahead of the areas you
are in. For example, most players enter a region such as Duskwood that is level 21-30 when
they reach level 24-25. You will enter this level at 28 or 29. Everything at level 22-26 or will be
green to you... still worth EXP but EASY to kill. You will take all the quests and plow through
them solo. The only exceptions may be the elite quests which might still require you to team.
And if you enter an area and everything is yellow, then you should 'level grind' until its mostly
green. Level grind means going back to an easier area and killing a ton of either greens or
yellows (so long as you can kill a yellow w/o much down time). The main strategy while
powerlevelling is to MINIMIZE down time. You want to be killing constantly w/o needed much
rest in between.

CHEAP WAYS TO MAKE MONEY:
Ok, I'm going to be honest. When I play, I don't always play for 'honor.' Sometimes, I'm a nice
guy and help others. Other times, I just want to acquire wealth at the expense of everyone else.
Here are some dirty tricks you can use to get money. Be warned, these may piss other people
off!

Chest Camping

Ya, it does work. Make sure you do this in active player areas. Also: Rogues can do this better
than others since they can stealth. Why Crowded areas? Because it minimizes your chance of
getting killed during respawns. Find a place, like a cave, where a mob boss resides, along with a
good chest. A lot of other players will be coming to kill him regularly for quests. The chest will
respawn every few minutes, and you will be there to get the contents before anyone else. In-
between respawns, make sure you kill nearby baddies to keep your EXP going up.

Weaker Mob Boss Camping.

A nasty trick. Wait until you a few levels or so higher than a particular mob boss and his hoardes
(so that killing him is pretty much a done deal, and you still get good exp for it). Many bosses
have the best magic items on them. You can not only kill him and loot him repeatedly, but your
EXP will go up. Nearby players will not like you at all, since you will be taking their 'kills' but hey!
This is a free 'country'. ha! There are also some mob-bosses that take a long time (as in a big
journey) just to get to.

Such as VanCleef. You have to travel miles of caverns killing dozens of things just to get to him.
Well, once you reach him, he's only got a couple guardians with him. Kill him and his guards, get
his great magic items, and instead of leaving, just wait around for the respawns. If you stay, you
wont have to kill any monsters just to reach him.

Party Boot

If you do this, be warned! This is the dirtiest of them all. Its so pathetically 'grief-oriented' that it
may not work anymore. haven't tested it in the live server, but this is like getting kicked in the
....you know what. Start a group to go kill a really tough mob Boss. (the elite bosses).

These guys have some pretty good items. Just as you are killing the mob boss, BOOT everyone
from your group. That way, when you loot the mob boss, you wont have to 'roll' for anything and
you'll be able to nab it all up yourself. Be forewarned, they will not like you if you do this. But
hey, it makes you some extra $$.

GREAT EXP GRINDING TECHNIQUE:
Elite monsters that are GREEN to you deliver awesome XP and are usually quite killable. For
example: Lets say I'm level 21. That level 17 Elite can be worth more than 240 XP per kill, and
because i'm 4 levels higher, I can take it everytime. Great way to rack up XP quick. (and elites
drop great items)

PROFESSIONS: Money or Power?

If you are out to make a lot of cash, and are not as concerned about power, then you can put
more time into professions and look to make money on the auction market. If you do not want to
put time into professions for the purposes of making cash, then take professions that help you in
combat only.

Here is what I recommend for profs to those who want to be power-oriented:

  * First Aid (everyone)
  * Cooking (Rogue only)
  * Alchemy (everyone)
  * Engineering (Paladin, Rogue)

I have to be honest here. Blacksmithing, Skinning, Leatherworking are garbage. Unless they fix
these, don't bother. You can get much better gear just from questing. Take something that helps
you: FIRST AID I recommend for everyone- even a priest or paladin! (The priest who is a master
in first aid, will be very difficult to kill, as he will have 1000's of potential HP's).

Engineering: Great if you want to deal explosives at other players, which can 'stun' them.
Profitable since few players take it up, and selling explosives will generate some good income.

Tailoring: Crap, unless you choose enchanting (see next)

Enchanting: Probably the most profitable. Harder to gain mastery in and takes more time. If you
want to just powergame to the higher levels, this may be too much of a 'time waster' for you. If
you take enchanting, it may be wise to also take tailoring. Tailoring allows you to create magical
items that you can then 'disenchant'. Tailoring and Enchanting are very complimentary.

Alchemy: Recommended. Having potions that buff stats and heal on the ready is always a great
plus. Not very profitable, however.

Cooking: Profitable mainly for one drink: Thistle Tea, which Rogues will demand highly. If you
are a Rogue, I recommend this for sure! If you want to make some $$ selling Thistle Tea, you
can take it, otherwise, dump it.
TIP SUMMARY:

   * If you are going to play a Horde Priest, go for the Undead race. If you are Alliance, go for the
Dwarf priest due to the special abilities they get. Only the dwarf gets FEAR WARD, an anti-fear
spell, extremely useful in PvP
   * Decide if you want to be a traditional "healing and group-oriented" priest, or a formidable
opponent who can hold his own. If the the former, Holy will be your main talent line. If the latter,
Shadow or Discipline is your main line. I recommend DISCIPLINE- don't listen to what most
priests say about Shadow being the only PvP line. (my main is a priest and not even 1 point in
Shadow, and I smoke)
   * NO matter what you choose, you should most definitely, and as soon as you can, get a 3/3
on Improved Power Word: Shield for your talent points. This spell is so essential for a priest's
survival.
   * Shield + Mind Blast (or Smite) + Pain + Renew is your main combo for PvE
   * Use the One-Handed + Wand (bug?). What this means is that you can double-deal a one-
handed weapon and wand hit simultaneously by waiting until just before you begin a mace-swing,
and then using a wand. You will hit with the mace and the wand at the same time! This really
enhances your melee power

Basics:
 Preists in WOW are not simply your typical non-combatant. They are power-players, fully
capable of holding their own in 1 on 1 PvE and PvP (depending on who you are against). Yes,
they are weaker in general, but have some powerful capabilities at their disposal if played right. A
priest has the best buffs in the game, and the most powerful heals- a valuable asset in any group.
But a priest also has some very powerful spells designed to kill an opponent as well. A Priest is
always, of course, a very important part of a group. If you have a desire to be highly 'valued' in a
group, be a priest. You will see that people will go out of their way to protect you.

Best Race: First of all, play a dwarf if you are Alliance. You get a Stamina boost and more
importantly, a Fear Ward and Desperate Prayer spells later on in the game. Desperate Prayer
costs zero manna, and heals you up to 1500 HP instantly! Fear ward will make you completely
immune to another preist or warlocks FEAR spell, highly used in PvP. You can guess how handy
these could come in a tight squeeze.

Talent Points for the PRIEST: Most PVP priests put their talent points into Shadow. I
recommend Discipline + Shadow.
I like Discipline, it makes the priest an awesome dueler. As a priest I can routinely kill in duels
every other class. Yes, *every* class- shamans, pallys, rogues. Not that I'm 100% on them, as
many battles are close, but there is no case where any class will have an easy kill on me. I can
beat them all, else lose by a hair.

Discipline gives you better Shield capability- the most important battle spell for the priest. It gives
you a shortened cast time for Manna Burn- an awesome PvP spell that sucks the manna out of
your opponent. And if you are a Dwarf, you get anti-fear and desperate prayer. For Horde, make
sure you are Undead. (ALWAYS use Manna Burn when dueling any kind of caster). Discipline
gives you excellent bonuses to Critical Hit and a 45% boost to your inner fire and a 30% boost to
your Stamina Buff. That 20 point stamina buff becomes a 26 point buff, giving you 60 more HP -
constantly.
Inner Focus, Force of Will, Focused Casting, and Improved Manna Burn are superb in PvP. Not
to mention PvE. When inner focus is activated, an additional 25% of a critical hit for your spells
(even healing spells can critically heal). That just plain smokes! For this reason alone, I would
dump putting everything in the shadow and go for the Discipline line.

The shadow line is important for 3 abilities: Silence, Increased Shadow Range, and Mind Flay.
In PVP, it is rare that you will be one on one. These abilities are extremely useful. Mind Flay is
critical in PvP to slow down an enemy that is trying to flee (it cuts their speed to 50%). Silence is
perhaps the #1 most useful PvP spell for the priest, as it instantly stops your enemy from casting
(interrupting them in a spell if they are casting one). Mages that like to charge into groups
spamming their AOE are silenced, making them helpless and vulnerable, and in 5 seconds, that
is usually enough for your team members to thrash them. Increased Shadow range (shadow
reach) is also important, as it gives you extra distance on MindBlast: your #1 offensive spell.
Very helpful in any situation.

Shadow Line:

Nothing wrong with this line, of course, as it is quite popular with the current population of priests.
The primary ones being Darkness + Shadowform + Shadoweaving giving the priests shadow
spells 40% damage increase. Silence + Improved psychic scream are also very useful in PvP.
The shadow line gives the priest powerful damage capability, including the Shadoweave which
drops your enemy's shadow resistance

Pain, shield and renew are instant cast. Therefore always start your attack with a slow casting
spell.
 The Power Word Shield spell is the priests Armor. Since a priest cannot wear anything but cloth,
you will use this spell like you breathe air. If you are not using this spell continuously in battle,
you are not playing a priest very well. Because this spell is so utterly critical, it is highly important
that you go straight for "Improved Power Word Shield" talents in your discipline first, before
anything else. This just makes a huge difference in combat, and getting you up to the higher
levels. Smite is garbage. Shadow is much better (mind blast).

Later on, you will get Mind Control and psychic scream, two very powerful spells. Mind Control is
excellent in PvP, and so is Mind Rot in group PvP (which drains manna)

Holy Line:

This line is for those who want to play the traditional 'healer' priest. The idea of being the most
powerful healer in the game is more important than being an effective killer or dueler. If you want
to be the traditional "healing" and "group-oriented" priest, then put your points in Holy and max it
out.

Attributes: The priest's primary attributes are Spirit and Int. Spirit being the most important,
IMHO. Agility is ok, Stamina is good, strength is needless.

Weapon:

I recommend you choose mace or daggers for your weapon- one handed over two handed.
There are some great items you can carry in your off hand that add to your spirit, which is the
most useful attribute for the priest. Not to mention you can take advantage of the one-handed
weapon + wand bug. While in combat, if you have a wand equipped in your off-hand and are
engaged in mele combat, you can double your damage by hitting with your wand and your mace
simultanously. Normally, when you "use" a wand, it resets the timer on your one-handed swing.
But not if you time it right. Wait until your character is just about to swing with his melee weapon
(you see his arm fly back). At this very moment, use your wand, and you will get a double punch!
A great trick!

The Priest Tank:

TO tank with the priest, make sure you have 3/3 in Power Word Shield talents. The 15 second
cooldown is essential over the 30 second. This will allow you to do much more tanking than you
could otherwise.

Power Word Fortitude should be up every minute you play! Inner Fire should always be on prior
to combat, and other buffs as appropriate (like Fear Ward of Shadow Resistance)

COMBAT:

  * Bring up your shield (ensure inner fire is on)
  * Target Enemy
  * Smite (or Mind Blast)
  * As he runs to you, hit him with Shadow Word Pain
  * Engage in melee. Use your wand + 1H weapon simultaneously (as described ealier) The
moment your shield goes down, fire it up again. At this time, his pain will run out, so re-cast Pain
on him. When his health is down to 15%, hit him with Mind Blast to insta-kill and ensure he
doesn't run away.

PVP Combat

Vs. a Shaman, Mage, Priest, Druid (sometimes Pally),
These are spellcasters. As such, we want to drain their manna to zip. (especially shamans and
mages). Your inner fire and power word fortitude should be ON. If you have fear ward, it should
be ON. (plus all other buffs)

  * Bring up your shield (this is always first)
  * SHadow Word Pain
  * Psychic Scream (they will run in terror)
  * while they are running away, hit them with Manna Burn twice. Fire your wand constantly.
  * When they come back, Manna Burn again.
  * If your shield drops, recast. Shaman will be about out of manna by now, and wont be able to
purge you.
  * When their Shadow Pain stops, fire them again. Cast Renew on yourself to restore any
damage they are doing.
  * If you are getting hurt, FEAR THEM AGAIN
  * Use BANDAGES while they are running in terror (save your manna) and start spamming
Mind Blast if they are nearing death, or Manna Burn if they still have manna left. Spam your
wand while they are running around in fear.

Vs. Rogue, Warrior, Pally, anyone in Melee

   * Bring up your shield (this is always first)
   * SHadow Word Pain
   * Psychic Scream (they will run in terror)
   * while they are running away, hit them with Smite or mindblast. Spam your wand at them.
Sometimes you can kill them simply while they run in fear.
   * When they come back, melee them until your sheild drops. Shield up again, then Renew.
With your shield up, they wont be able to do anything to you.
   * When their Shadow Pain stops, fire them again.
   * If you are getting hurt, FEAR THEM AGAIN
   * Use BANDAGES while they are running in terror (save your manna) and start spamming
Mind Blast if they are nearing death or Smite.
   * If the Rogue goes into stealth, ensure your shield is up, spin around and move around in
circles, making it harder for him to try and backstab.

Vs. Hunter or Warlock

  * Bring up your shield (this is always first)
  * SHadow Word Pain
  * Ignore pet. Go right for the warlock or hunter
  * Psychic Scream (they will run in terror)
  * while they are running away, hit them with Smite. Spam your wand at them.
  * When they come back, melee them until your sheild drops. Shield up again, then Renew.
With your shield up, they wont be able to do anything to you.
  * When their Shadow Pain stops, fire them again.
  * If you are getting hurt, FEAR THEM AGAIN
  * Use BANDAGES while they are running in terror (save your manna) and start spamming
Mind Blast if they are nearing death or Smite.
  * If it is a warlock, you may want to Use Manna Burn depending on the situation.

If you are a dwarf Priest, dont forget about your Desperate Prayer spell for an instant heal.

While in combat, dont forget to drink a manna potion if your manna starts running low. Drinking it
at the BEGINNING of combat after your first couple spells will usually ensure you can drink a
second potion towards the end (they have a cooldown time). That way, you get 2 potions to drink
instead of one.
Additional Tips: You are the best healer in the game. Even a priest that specializes in Shadow is
still a very valuable commodity in groups. You will have the easiest time joining a group. EXP
can fly literally as a couple warriors just tank like mad while you sit back and heal them. Since
they have no need for recovery time, they can kill one mob after another non-stop with you in the
group. You will rush through your early levels. Solo'ing is harder, yet very possible with the
priest. Remember your shield/renew/pain/and mindlbast spells, along with your wand/mace will
be the keys to your solo'ing success.

Professions: Once again, Herbalism+Alchemy & First Aid are excellent for the priest. Having first
aid works wonders since you can save precious manna. WHen you cast your FEAR spell
(psychic scream), you have a nice amount of time to use your bandages, saving manna for the
fight. Alchemy gives you even more buffs and HP. Something a priest can always use.
Feeling all religious? Great, cause here is your new job fresh from the job assignment center,
Priest!



First off, select your race, this is crucial because each race gets their own special spells later on.
The racial spells are as follows:



1. Hex of Weakness at level ten and is only open to the Trolls. This is a basic damage reduction
spell, cast it on the target, its damage drops a small amount for a short time.

2. Touch of Weakness at level ten and only open to the Undead. When cast the next attack of
the priest will cause extra shadow damage and reduce the damage of the monster by a small
amount for a short time.

3. Starshards at level ten and is only open to Night Elf. This is a short Damage Over Time (DOT)
spell causing great damage over a few seconds.

4. Desperate Prayer at level ten and only the Dwarf or Human may have. This instantly heals
the character for a set amount of life, very nice in times of need.

5. Feedback at level twenty and is only open to the Humans. What this does is enchant your
weapon so that it zaps mana out of your target and for every point of mana taken this way the
target suffers that amount of damage.

6. Shadowguard at level twenty and is a Troll only spell. Thorns! Ok, so it’s not thorns from
Diablo II, but close. What this does is returns a set amount of shadow damage whenever the
target is hit but it is limited to ever few seconds and only three times.

7. Elune's Grace at level twenty and is a Night Elf only spell. This nifty spell when cast reduces
damage taken from ranged enemies.

8. Devouring Plague at level twenty and is an Undead only spell. An awesome spell, this is a
DOT that heals you. After casting it upon the target will suffer damage and you will in turn be
healed for the amount it takes.

9. Fear Ward at level twenty and is Dwarf only spell. This is pretty basic, slap it on and the
priest cannot be feared for a short time.




Also the higher intellect you have the more mana and more often you crit with magic spells not
to mention the more you can heal. Spirit is also nice because it increases your regeneration rate
of health and mana.



You can be Human, Night Elf, Dwarf, Undead or Troll but know this, you pick one and the rest of
the characters on that server have to be of the same side. After you have gone through the
creation of your character you will view a short movie for your race and be loaded at the
training grounds, lets get started learning the game.



It’s time to learn how to navigate the game. Arrow keys move you as does clicking down both
mouse buttons and the wheel will zoom you from your character. Auto run is Numlock, and
space bar is your jump button, one of my favorites. To your top left is your picture with your life
and mana bars extending outward from it.
On your far upper right you will see a map, this is very useful for navigating the world. As you
travel grey arrows will appear on the map, those point to near by cities, left-click on the arrows
to see the city names. An orange arrow points to your corpse when you die and a light yellow
arrow points to your team mates should you be teamed but not close to each other. When you
team mates are close they will be show as small dots with a yellow ring around them.



On the bottom left you will see three icons, the first is attack, the next is Smite and the third is
Lesser Heal. The icon corresponds to the numbers 1-10 and – and +. Pressing one will draw
your staff and pressing two will cause you to cast Smite when you have a target.



Next on your right you will see another set of icons, these consist of game settings, quest log
and character information, take a peek around. Done poking around? Cool, to your further right
you will see an icon on the far bottom right, which is your backpack, right click to open it. In
here you will see some heal items and a stone called a hearthstone.



Now the hearthstone is super nifty, just talk to your local Inn keeper and tell him you want to
rest. Doing this makes it so that when you right-click the stone you are teleported straight to
the last Inn you rested at. This is really nice when you want to return from a quest quickly or
just want to skip on the long run from the middle of no where. You can only use it once per hour
though so use wisely. There are also four other slots next to the backpack for further bags that
you can find or buy later on.



Look around at the people near you, you should see a guy around you with an exclamation point
above his head, talk to him, he has a quest for you.



Anyone you see with exclamation points above their heads has quests for you. After you
complete the quest an orange question mark will appear over the NPC’s head showing that they
are ready to give you a reward. Now, get your first quest and head out to start killing.



After you complete a quest or two you should be two or three and get a quest to see your
trainer, let’s go seem him. If you don’t have the quest look around the starting area for
someone offering a quest, it should be there. After you have reached your trainer take a look at
your skills, pretty straight forward. Here is some of what you should see.



• Smite- You’ve been using this, you should know, just bashes your target beyond recognition.

• Power Word: Fortitude- This increase the targets stamina for a short time, very nice for that
extra bit of life.

• Shadow Word: Pain- A nice DOT- you will want this.

• Lesser Heal- It heals target.

• Power Word: Shield- Nice spell, it basically absorbs a set amount of damage, in a sense
increasing the priest life. It is also nifty because spell casting cannot be interrupted while this
spell is active. It only lasts a short time so make your moves quickly.

• Renew- This is what we call a HOT or Heal Over Time. Cast it on your target, they get healed
for so much over a set amount of time. Very useful is cast just before battle.

• Mind Blast- Causes a nice amount of damage with high minimum and maximum. Down side is
it makes the monster really really pissed off at you.
• Inner Fire- Nice skill that increases the priest’s damage and armor for short time.

• Psychic Scream- Nice spell to use when you need two enemies off your back, cast it and two
nearby enemies will flee. Very nice for when you need to run.

• Mind Flay- This is an awesome skill. This is a DOT but also is slows your target by 50%, very
nice to use when you want to pound a target from a distance and keep it there.



Well, there we have your skills, the descriptions in game are pretty straight forward. When you
reach level ten you will open up talents which you will want to use. Now be careful, if you are
still in open beta then you can reset them, it has been said that after launch you can’t so
remember that when launch hits. Your talent points will be best spent on Holy and Discipline
since you will be healing most of the time.



Well, there isn’t much more for me to say aside from remind you to stay on top of your quests
and remember that intellect and spirit items are good for the mana increase, crit increase, and
regain rate. When you get about 10 or so Westfall becomes the best place for alliance, can
really say for horde as I haven’t played there yet. Remember, you are the pillar of your team,
you keep it together with your heals, be strong and keep onto of your heals.




Good Luck Holy One,
Race played = Undead

Level obtained = 20

Armor = cloth only

Weapon of choice = Mace/offhand, Wand (at levels 15-20 You will find items that You may hold
in your off hand that have stat adds like "branches" and "orbs" and other items. Wands, I
believe are broke as of the Open Beta, but I still equipped one for the stat adds :)

Leveling Difficulty = Medium - Hard(leveling gets allot easier after You get the "inner fire" skill,
You can buy the inner fire skill at level 12)

Note: The cost to buy each skill is listed next to its name.

The Priest Leveling 1-15




The Priest Leveling 1-10

So You are ready to play the Priest class, this will definitely be a challenge until You get the
"inner fire" skill. The first thing You want to do is open your inventory and right click on the
scroll, or other object that will open the quest window on the left side of the screen and give
You your first quest, accept the quest and if You look on your minimap You should see a little
yellow dot this dot represents the NPC that You talk too to complete your first quest.(You may
have to walk a little ways, but just starting off the quest NPC is usually very close to your
starting location) For future reference anytime You see a little yellow dot on your minimap this
is the location of an NPC that You have completed a quest for. When You get to level 5 You may
take a trade skill, which may also show You little yellow dots on the minimap, these will either
represent a "mine node" (if You have the skill "mining")that can be mined or a "herb plant"(if
You have the skill "herbalism") that can be harvested.



Leveling 1-4



The Priest You will find is a little more difficult to level solo then other classes, although this is
not evident early on You will find that at later level it gets to be more of a Challenge. Get any
and all quests from any NPC that has a yellow explanation point above its head. The spells you
will have at lvl 1-4 are:



Lesser Heal Level 1(free)

Cost = 35 Mana ----- Casting time = 1.5 secs ----- Range = 40 yards.

Heals targeted ally or self for 43 to 53.



Holy Smite Level 1(free)

Cost = 25 Mana ----- Casting time = 1.5 secs ----- Range = 30 yards.

Causes target to take Holy damage of 13 to 17.
Power Word Fortitude Level 1(10 copper)



Cost = 60 Mana ----- Casting time = Instant - Range = 30 yards.

Raises Stamina of the target by 3, increasing their hit points.

Spell lasts 30 min.



Power Word Fortitude should always be "on" as this raises your hit points, this spell can also be
cast on group members or other friendly targets. Holy Smite is the spell that you will use to
damage your enemies with at these opening levels. Lesser Heal will be your spell you use to
lower the down time between pulls, and sometimes right in the middle of combat. Gradually get
closer to a mob and watch for the number on your hotbar to go from red to white on your smite
skill, when this happens the mob is in range of your Holy Smite spell, right click the target to
enter combat mode and click on your Holy Smite spell to cast it. After the spell hits the mob it
will approach you to do damage. If you can try to cast as many Holy Smite spells at the target
until it gets close enough to whack on then whack on it with your melee weapon.(At the lower
levels you will only experience the "melee" type mob's later on you will face mobs that once you
cast a spell on them they will start casting spells on you!) In a typical combat at this level, when
you cast the Holy Smite spell you will see the "timing bar" start to fill when the bar is fully filled
the spell will be casted, IMMEDIATELY click the spell again so that you may start another Holy
Smite spell. In most cases you will be able to get off 2-3 spells before the mob actually gets
close enough to hit you. If the mob is in melee with you and you try to cast a spell the mob may
hit you, if that happens your bar will "jump back" and the spell will attempt to continue casting.
A little trick on casting spells... some spells when you get higher level have a "cooldown" time
so you cannot keep casting over and over again, however at the lower levels wait until you see
the green bar hit the end of the line and click again, do not wait for the bar to fill and disappear,
click it as soon as the bar is filled this gives you about a .1 - .2 seconds of advantage over other
players that simply wait until the bar disappears. By now you should be getting to level 4.



Leveling 4-6



At level 4 you can buy the following skills:



Lesser Heal Level 2(50 copper)

Cost = 50 Mana ----- Casting time = 2 secs - Range = 40 yards.

Heals targeted ally or self for 71 to 85.



Shadow Word Pain Level 1(50 copper)

Cost = 25 Mana ----- Casting time = Instant ----- Range = 30 yards.

A DOT(Damage Over Time) spell that causes 30 damage over 18 seconds.



O.K. things change now, because you now have Shadow Word Pain which is a DOT(Damage
Over Time) spell. The Lesser Heal Rank 1 icon on your hotbar should now be replaced with
Lesser Heal Rank 2. You should also open your abilities window and left click on the "Shadow
Word Pain" icon to drag it to your hotbar, place this 1 space to the right of your Holy Smite
spell. As a Priest you should NEVER buy "food" from a vendor as you can Heal yourself with your
healing spells, however you may need to buy "drinks" which will replace your mana allot faster
then if you did not drink anything at all.(So remember never throw away drinks or sell them,
unless they are too low for your level) Now cast(and keep casting) your Holy Smite spell and
when the mob gets within melee range click on the Shadow Word Pain icon, this is an instant
spell, so as soon as you click this it is considered "casted", then whack on the mob till it dies.
Continue on to level 6, at level 6 you will most likely leave the "noob" town and make your way
to another town to get new quests and higher level mobs. Up to now when you see a mob it was
most likely yellow which means that these will not attack you if you get too close, however if
see a mob that is red then this mob will attack you if you get to close, this is commonly called
"agro"



Leveling 6-8



At level 6 you may buy the following skills:



Holy Smite Level 2(1 silver)

Cost = 35 Mana ----- Casting time = 2 secs ----- Range = 30 yards.

Causes target to take Holy damage of 24 to 28.



Power Word Shield Level 1(1 silver)

Cost = 45 Mana ----- Casting time = Instant ----- Range = 40 yards ----- Cooldown = 4 secs.



This spell shields your target, for 44 damage, and lasts for 30 seconds. The shield will break
after 30 secs or the shield takes 44 damage whichever occurs first. During the time that you are
shielded, you may cast spells without being interrupted. You may not be shielded again for 30
secs.



Again things change a little, replace the spell "Holy Smite 1" on your hotbar with "Holy Smite 2"
and add the spell "Power Word Shield" to the hotbar space far right of your spell "Holy Smite 2".
Now when you approach a mob, cast your Holy Smite 2 spell 2-3 times and when the mob is in
melee range, click on Power word Shield. Power Word Shield is an "instant cast" spell, there is
no "spell bar" to fill up, when you click it, it is cast instantly. Power Word Shield will keep you
shielded from all damage until the time runs out or the shield breaks.(Power Word Shield at
Rank 1 breaks after 44 damage) Be advised that you cannot shield yourself again for 30
seconds EVEN if the shield breaks after taking the 44 damage. By now you should be pretty
familiar with the quest system as well as knowing what level mobs you can handle. It has been
my playing experience with the Priest that you should only kill mobs your level or 1 level higher
as anything else is going to cause a "mana dump" and a possible death, and you will find that
the exp is not worth it at all, after you figure in the risk and the downtime needed to recover
from the mana dumping. You can heal yourself in the middle of combat with your heal spell but
every time you take a hit it will knock the spell bar backwards and the spell will try to continue
casting. Also if you are going to take any trade skills get them now, even if you have to take
some time to walk to your nearest capitol,(which is pretty close to you now, regardless which
race you have chosen) You can get your 2 main tradeskills at lvl 5.



Leveling 8-10
At Level 8 you may buy the following skills:



Renew Level 1(2 silver)

Cost = 35 Mana ----- Casting time = Instant - Range = 40 yards.

Heals the target or self for 45 damage over 15 seconds.(This is an HOT spell - Heal Over Time)



Fade Level 1(2 silver)

Cost = 40 Mana ----- Ca sting time = Instant ----- Cooldown = 30 secs.

This spell attempts to lower the caster's threat level on enemies by a small amount for 10
seconds.



Finally!!! You get a spell that you can heal yourself with in the middle of combat without it being
interrupted. At level 8 you get an instant HOT(Heal Over Time) spell, notice it does have a 30
second timer on it so you can insta cast this in the middle of combat but you cannot cast it
again for 30 seconds. By now you should have visited your capitol or have a quest that leads
you to your capitol for your race. At level 10-11 you will most likely leave the level 5-10 "area"
and be sent on a quest to visit a new location, this is also the level at which you may be
introduced to your first "elite" quest. Elite quests are not meant to be done solo and no you
cannot solo an "elite" mob that is your same level in most cases. I believe Bliz did this to
encourage "grouping" after level 10 if you so desire. You can easily tell an "elite" mob from a
normal mob by the word "elite" in the mobs name or the wreath around the mobs pic when you
left click it. You can safely left click a mob to get info however if you right click it then you enter
combat mode with that mob. Are you paying attention? Here is a little trick for you to double
heal yourself and double shield yourself in the middle of combat! When you start to pull a mob
that you know is going to deal some damage try this: cast Power Word shield, count to 5
slowly(about 5 secs) pull the mob with Holy Smite, cast Holy Smite again then, Power Word
Pain, by this time the mob is whacking on you,(and you should be melee whacking on the mob)
as soon as the shield breaks insta cast renew, the 30 second timer on your Power Word Shield
should be up soon, cast it again, and if the mob is not dead by the time the second shield
breaks insta cast renew again :) Until you get the spell "inner fire" at lvl 12 you will have to use
this combo allot. As far as fade goes that is really a group spell you use to get agro off of you
after you get it by healing someone. This may sound stupid but a few times when I had to run
from combat I casted fade but the mob was still chasing me and whacking on me, I know... who
else was it suppose to attack? If you do have to run from combat remember you CAN insta cast
renew on yourself every 15 secs while running as long as you have the mana to do so, you can
insta cast it sooner then 15 secs but it does not stack so you would be wasting your mana.(You
also may choose to pick a talent here, see the bottom of this post for a link to a list of the
talents available.)




Leveling 10-12



At level 10 You may buy the following skills:



Lesser Heal Level 3(3 silver)

Cost = Mana ----- Casting time = 2.5 secs. ----- Range = 40 yards.

Heals your target or self for 135 to 157.
Resurrection Level 1(3 silver)

Cost = 150 Mana ----- Casting time = 10 secs. ----- Range = 40 yards.

Resurrects a dead player with 15% of their health and mana.



Mind Blast Level 1(3 silver)

Cost = 50 Mana ----- Casting time = Instant ----- Cooldown = 8 secs ----- Range = 30 yards.

Slams target with shadow damage for 39 to 43. (Note: this spell causes a high amount of
threat)



Shadow Word Pain Level 2(3 silver)

Cost = 50 mana ----- Casting time = Instant ----- Range = 30 yards.

A DOT spell that causes 66 damage over 18 seconds.



At level 10 You get 4 skills this should help out greatly but not as much as inner fire which You
get at 12. You may want to replace Lesser Heal Level 2 with Lesser Heal Level 3, but I did not
do this as I was not taking that much damage and did not want to spend the extra mana casting
a Level 3 spell when I really only needed the Level 2 spell, however if You are in a group use the
Level 3 spell as most other classes have more hit points then You The resurrection spell must be
cast on another dead player as You cannot cast this on yourself when You are dead.(That may
sound silly but there are classes that can rez themselves :) The Shadow Word Pain Level 2
should replace the Shadow Word Pain Level 1 on your hotbar and You want to add the spell
"MindBlast" on your hotbar in the space to the right of your spell Shadow Word Pain Level 2.
Now when You pull You want to pull with your Shadow Word Pain spell, get 1 or 2 Holy Smite
spells off and then hit the Mindblast when the mob enters melee with You, after 8 seconds You
can insta cast the Minblast again and continue whacking on the mob to kill it. I know You are
kind of happy that You got your rez spell now its time for some drive-by rezzing, well... When
You rez someone do not stand there waiting to get a warm thank You for doing it, of course if
You rez them then they will most likely thank You but if You cast rez on someone that is afk, or
not in the game, then You are going to be waiting for that "thank You" for a long time. My
advice is if You rez someone not in your party or when You are solo, just keep moving along and
doing your business as they know who rezzed them and will send You a thank You tell if they
exist. I have rezzed many bodies that were just laying there on the ground but alas they either
refused or were not in-game, I would guess that The actual peeps I brought back to life was
less then 20% of the people I casted rez on, it takes allot. of mana and time, Bliz should
remove the bodies if they are not in game. By now You should understand the basics of playing
a Priest, and at the capitol city You should also find your "bank" as this has numerous "slots" to
store your items, before storing items see if You can "stack" them by dragging one item over
the top of another items of the same type. Stackable items include: potions, food, water,
crafting materials, and crafting supplies. Also depending on which type of server You are playing
on PvP or PvE You may start to see enemies from the other "realm." From level 10-20 the
basics of the game and the mobs start to take You out of the "noobness" and into the full game,
expect to fight "caster" mobs, "bow and arrow" mobs and mobs that will give You poison, stuns,
or other negative status effects. You may also want to open your "social" window and flag
yourself as "looking for a group" if that is a style of play that You desire.



Leveling 12-14



At Level 12 You may buy the following skills:
Power Word Fortitude Level 2(8 silver)

Cost = 155 Mana ----- Casting time = Instant ----- Range = 30 yards.

Raises Stamina of the target by 8 Increasing their hit points.

Spell lasts 30 minutes.



.



Power Word Shield Level 2(8 silver)

Cost = 75 Mana ----- Casting time = Instant ----- Range = 40 yards ----- Cooldown = 4 secs.

This spell shields your target, for 88 Damage and lasts for 30 secs. The shield will break after 30
secs or the shield takes 88 damage whichever occurs first. During the time that You are
shielded, You may cast spells without being interrupted. You may not be shielded again for 30
secs.




Inner Fire Level 1(8 silver)

Cost = 20 Mana ----- Casting time = Instant

This spell Increases the caster attack power by 20 and armor by 210.

Spell lasts 3 minutes




Finally Inner fire! Up until now it has been more difficult to level up solo compared to other
classes, but with inner fire that all changes. Make sure You remove You older Power Word Shield
and Power Word Fortitude spells and replace them with the new ones as these are much more
stronger, notice the Level 1 Power Word shield only shielded for 44 damage this new one shields
for 88. Always before pulling or entering combat cast inner fire as this spell makes combat a
whole lot easier. Also note that the cost of inner fire is extremely small, only 20 mana. If You
are on the horde side and You are a Tauren, Orc or troll You should be at the crossroads(that's a
town), if You are Undead then You should be at the sepulcher. Here You will start to find that
You are not in the lobie noob zones anymore. The majority of the mobs are aggressive(red con)
and if You pull them and they have buddies nearby they will come also. You will also find mobs
that "call" other mobs if they get hurt and are close to death, so if there are other mobs close
by that are of the same type do not be surprised if they agro You when You have the mob You
are working on almost dead. The best way to see this is to mouse over your chat window, go to
the tab that says "combat" left click and hold and drag it to the right side of your screen to
separate it from the chat window, now You can review all the damage and other combat related
actions taken by You and the mob You were in combat with, as well as seeing any new chat
messages in the chat window. At this level You really need to be paying full attention to your
surroundings. If You are Undead and hanging around the sepulcher. Doing quests You may run
into a unique mob named "son of aragul" this mob will agro You from far away, and will kill You
in one to 2 hits, if You see him run, do not investigate unless You need a free trip to the
graveyard... If You are Orc, troll or Tauren stay away from the "dinosaur looking" lizards south
of the crossroads as they are melee and casters, and will zap You with lightning damage.
Needless to say, now is a good time to get in a group. Also at the crossroads I am 99.9% sure
You will experience your first PvP encounter... If You are Undead and want to go to the
crossroads simply go to the "airport" a little north of the Undercity, look up and You might see
one of the airships flying in to dock. Climb the stairs to the tower and take the "west" airship
this will take You right outside of Orgrimar the Orc main city, after You get off the city id to the
west about a 1 minute run. The trip in Open Beta was free, as You just walk onto the airship. Do
not take the "east" airship as this takes You down close to Booty Bay and trust me You are not
ready for that yet...



Leveling 14-15



At Level 14 You may buy the following skills:



Holy Smite Level 3(9 silver)

Cost = 65 Mana ----- Casting time = 2 secs ----- Range = 30 yards.

Causes target to take Holy damage of 54 to 62



Cure Disease(There is no Level to this spell)(9 silver)

Cost = 60 Mana ----- Casting time = Instant ----- Range = 30 yards.

Removes 1 disease status from a friendly target or self.




Renew Level 2(9 silver)

Requires: None 55 Mana

Instant cast

40 yard range

Heals the target or self for 85 damage over 15 secs. (This is a HOT spell - Heal Over Time)




Psychic Scream Level 1(9 silver)

Cost = 100 Mana ----- Casting time = Instant ----- Cooldown = 30 secs.

The caster screams causing up to 2 targets close to the caster to run away in fear for up to 8
secs.
At level 14 You should already know to replace your weaker versions of spells with the newer
and stronger ones You just bought. You have 2 new spells here "Cure Disease" and "pyschic
Scream". Cure Disease I have not found a use for at this level, so I am sure You will need it
later on, I have been poisoned but this does not seem to work on that status effect. Psychic
Scream is an "emergency" spell, Insta casted but big mana cost (100) sometimes though this
will get resisted so be prepared. The Priest at this level is pretty versatile solo, You should
always cast inner fire before combat but depending on which mob You are fighting and how
hard it is You may not need to cast Power Word Shield or Renew in the middle of combat, but
for mobs at your level You will probably need to cast one of them. As a general note on playing
this heavy healing class, do not be surprised if a group 3-4 levels above You, asks You if You
would like to be in their group, as heavy healing classes are not in great abundance in
MMORPG's, and from what I saw in Open Beta WOW will not be an exception. You should by all
means jump at these opportunities as they present themselves as they will yield far superior
exp points compared to what You would be getting if You were soloing. As far as what to do if
You see someone getting whacked on and You know they are going to die unless You heal them,
well that is your choice, if they ask by all means give them a heal but if they don't ask and You
heal them, do not be surprised if You get yelled at, yes You healing them did not cause them to
lose any exp or anything but in other MMORPG's that WOULD have cost them to lose it, hey we
are all noobs when we first start playing a new game right?
Priest Tip Level 1 - 40

  I just got my rogue to lvl 60 and i decided to make a priest. (Very high demand on
  my server). And when i got to lvl 35 i looked at my time spent ( /played) it was
  only 3 days. So i thought i would share this with you.

  *1 - 10 Starting area (ex. Darnassus, Elywnn)
  *10 - 18 Westfall (Grinding - questing) Deadmines once for loot
  18 -20 Wetlands (Grinding - few quests)
  20 - 25 Duskwood (Darkened Bank)
  25 - 30 Duskwood (Raven Hill skeletons)
  30 - 35 STV Hunter Camp Nesingway / SouthShore Coast and Yeti's near
  BG(alterac Valley)
  35 - 40 STV Kurzen Cave

  i found that most of the above are fast-easy to kill, plus they dont do alot of
  damage. Im sure alot of people already use this or somthing similar. But its just
  another way to get up those beging lvl's fast.
Race played = Troll

Level obtained = 20

Armor = cloth, leather(use leather when you have a choice)

Weapon of choice = Dagger until lvl 10, then Duel Wield Daggers

Leveling Difficulty = Medium

NOTE: the cost to buy each skill is listed next to its name. The Rouge Leveling 1-15




So you heed the calling of playing the Rogue class. For you DAOC vets this rogue is quite a bit
different from the ones used in that MMORPG. The first thing you want to do is open your
inventory and right click on the scroll, or other object that will open the quest window on the left
side of the screen and give you your first quest, accept the quest and if you look on your
minimap you should see a little yellow dot this dot represents the NPC that you talk too to
complete your first quest.(You may have to walk a little ways, but just starting off the quest
NPC is usually very close to your starting location) For future reference anytime you see a little
yellow dot on your minimap this is the location of an NPC that you have completed a quest for.
When you get to level 5 you may take a trade skill, which may also show you little yellow dots
on the minimap, these will either represent a "mine node" (if you have the skill "mining")that
can be mined or a "herb plant"(if you have the skill "herbalism") that can be harvested. Some
notes of interest on playing as a Rouge: You have an "energy bar" this starts at a value of "100
energy" when you use a "combat move" this reduces your energy by the amount mentioned in
the skill description, if you do not have enough energy to perform the "combat move" then you
will not be able to execute that "combat move", however you will always be able to do your
normal combat melee swings. Certain combat moves "award combo points" the most combo
points you may save up is 5, when doing a "finishing move" this uses all of your combo points
to execute the finishing combat move, obviously the more points you have saved up the more
powerful the finishing combat move will be. If you switch targets in mid-combat you will LOSE
all the combo points saved up. There is an assassination talent that will permanently raise your
cap of 100 energy to a cap of 110 energy.(This might not sound like a big deal now, but trust
me it is) Energy is replenished automatically in mid combat at a half decent pace. As a Rouge
you should NEVER buy anything to drink, and sell all the drinkable items you find.(Unless the
drinkable item has a status effect(s) that your Rogue desires) Rouges do not need drinks as
they have no mana...



Leveling 1-4



The skills available to you from 1-4 are:



Eviscerate Level 1(free)

Cost = 35 Energy ----- Range = Melee ----- Must have melee wep equipped

Finishing Move

Finishing move that causes damage per combo point:

1 point: 8-12 damage.

2 points: 14-18 damage.

3 points: 20-24 damage.
4 points: 26-30 damage.

5 points: 32-36 damage.



Stealth Level 1(10 copper)

Cost = 0 ----- Casting time = Instant ----- Cooldown = 10 secs.

Stealth's the Rouge, reduces movement speed to 50% of normal, lasts until canceled by clicking
on the "Stealth button" or Rouge attacks.(With the use of talents, a few skills will instantly
restealth the rogue after using specific combat moves)



Sinister Strike Level 1(free)

Cost = 45 Energy ----- Range = melee ----- Must have melee wep equipped.

A melee attack that adds 3 damage points to your normal weapon damage. Awards 1 combo
point.



The rogue class does not use any magic and has no "buffs"(but will be able to use poisons at
higher levels) The Rogue is kind of like a warrior in the aspect of it being a pure melee
class.(The Rouge and Warrior are the only 2 classes in WOW that are melee only, although both
the Rogue and Warrior can used ranged weps such as bows, guns, and throwing knives, these
items are for pulling only and will result in VERY small damage to the target) A little know fact
about Rogues is that you may start using thrown weps at level 1, although they are too
expensive to buy at level 1, they should be bought as soon as possible as you don't want to run
up to an aggressive mob in the middle of other aggressive mobs and "body pull" it, instead you
would wait for one of the mobs to wander away from the rest and chuck a knife at him. As a
personal note you may use bows and guns as a Rouge(with training) but to me this is silly as
the damage you would cause would be meaningless, although you may want one later for the
eye candy of carrying one around or for some other amusing reason. I am strictly a "play for
blood" peep, another words you give me a dress and high heels and if they are better then the
equipment I am wearing I will wear them, to me it only matters who is laying dead on the
ground, and if it means I wear a dress for teh win then so be it. Also knives fit into your ranged
attack ammo slot very nicely even if you are carrying 200 of them :)

For combat at these low levels simply target a mob by left clicking it and click on your weapon
in the far left slot of your hotbar, or if you want to do things the easy way just right click a mob
to enter combat mode with it. For these levels you would use the combat move "Sinister Strike",
Keep using this move as often as you have enough energy for, if you look at the top of your
screen you will see "combo" points being built up on your target when you get the mob to about
30-40% of its hit points wait until you have enough energy then click on the "Eviscerate" skill to
finish the mob off. If the Eviscerate skill is not on your hotbar open up your abilities window and
left click it, and drag it to your hotbar. By the way stealth is not free as you must pay your
trainer 10 copper to obtain that skill. You may watch your hotbar and can tell when you are in
range of one of your skills when the color of the number in your hotbar turns from red to white,
although melee range is pretty obvious as the mob will be right in front of you, when you get
your first set of throwing knives this will help you out greatly by letting you know you are in
range to throw a knife. Also, later on when you start to face "caster" mobs or "bow mobs"
remember they will easily out-damage and kill you before your daggers kill them, so for
"casters" and "bow peeps" you must close the distance to melee before beginning combat.(That
is what stealth and backstab are for:)



Leveling 4-6



At level 4 you may buy the following skills:
Backstab Level 1(50 copper)

Cost = 60 Energy - Range = melee - Must have Dagger in main hand equipped.

Backstab the target, hitting for 150% weapon damage plus 15. Must be behind the
target.(DOES NOT require Stealth) Awards 1 combo point.



Pick Pocket Level 1(50 copper)

Cost = 0 ----- Range = melee

Attempt to steal from the target, must be stealthed.



Now we have a new skill here "Backstab" In my opinion you should still body pull or pull with a
thrown knife as a mob is never going to let you walk right up to it and backstab it, yes you can
stealth and do this, but at this low of a level it is far better to wait until you get "Gouge" at level
6 to use this effectively. As far as pick pocket goes I only used this once or twice as I would
rather spend my time leveling here so I can steal from the much higher level mobs that have
much more loot to take :) Continue on to level 6, at level 6 you will most likely leave the "noob"
town and make your way to another town to get new quests and higher level mobs. Up to now
when you see a mob it was most likely yellow which means that these will not attack you if you
get too close, however if see a mob that is red then this mob will attack you if you get to close,
this is commonly called "agro". At this level it is probably a good idea to keep an eye open for a
second dagger because at level 10 you will get the skill "Duel Wield" so always keep 1 extra
melee dagger in your inventory. When choosing what wep to keep and which wep to sell always
judge a wep by its D.P.S.(Damage Per Second), however keep in mind that you do not want a
dagger that is "slow" although I have not seen a "slow" dagger from lvls1-20. Another thing
about pick pocket, no you cannot use it to steal from player characters and the "pool" that you
steal from is separate form the "pool" that the mob drops when it is killed, so feel free to pick
pocket and a mob and then kill it and get even more loot.



Leveling 6-8



At level 6 you may buy the following skills:



Gouge Level 1(1 silver)

Cost = 45 Energy ----- Cooldown = 10 secs. ----- Range = melee ----- Must have melee wep
equipped.

Deals 10 damage to the target, stuns the target for 4 seconds and exits you from combat mode.
Target must be facing you. If the target takes any damage, it will be pulled out of the "stunned
status" Awards 1 combo point.




Sinister Strike Level 2(1 silver)

Cost = 45 Energy ----- Range = Melee ----- Must have melee wep equipped.

A melee attack that adds 6 damage points to your normal weapon damage. Awards 1 combo
point.
The Gouge skill and how it works: You may use this skill anytime you are face to face with a
mob(cannot do it from the back or side) and you have enough energy to use it. After it hits you
will see the little "stunned effect" above the mobs head, also notice that you are not attacking
the mob as this would pull it out of the stunned state. As soon as it is stunned, walk straight
through the mob and turn around and click on the backstab skill, after you do this, normal
melee combat will continue. You can use this skill as a "run away" skill simply Gouge it and run,
you have 4 seconds before the mob will chase you. Also notice that this skill does not say "stuns
the target for UP TO 4 secs", anotherwords the stunned mob will not become unstunned in less
then 4 secs unless damage is caused to the mob. The only problem with this skill is, there are
plenty of times I whacked on a mob maybe using a Sinister Strike or 2 and then Gouged it,
walked straight through it, turned around and waited... I did not have enough energy to execute
the backstab, the 4 secs ran out and the mob started whacking on me again. Notice that the
Gouge skill has a 10 sec cooldown this is so you do not endlessly gouge the target, waiting for
your energy to build up, remember earlier I said how important that extra 10 energy is, that the
talent grants you if you take it? At this level a typical combat would be: Gouge, walk behind,
turn around and backstab, Sinister strike, wait for gouge timer to cooldown, gouge, walk
behind, turn around and backstab, eviscerate for the kill(if the mob is still alive at this point you
are in trouble...) If your dagger is not at your level or the mob is a level or 2 above you, pull it
with a thrown knife.(I can usually throw 2 knives at a mob before it can get close enough to me
that I must melee it, although to accomplish this you must pull at the max range of your thrown
knives) By now you should be pretty familiar with the quest system as well as knowing what
level mobs you can handle. It has been my playing experience that you should only kill mobs
your level or 1-2 levels higher as anything else is going to cause a you either allot of down time
or a possible death, and you will find that the exp is not worth it at all, after you figure in the
risk and the downtime needed to recover from the health lost. Also if you are going to take any
trade skills get them now, even if you have to take some time to walk to your nearest
capitol,(which is pretty close to you now, regardless which race you have chosen) You can get
your 2 main tradeskills at lvl 5.



Leveling 8-10




At level 8 you may buy the following skills:




Eviscerate Level 2(2 silver)

Cost = 35 Energy ----- Range = melee ----- Must have melee wep equipped.

Finishing Move

Finishing move that causes damage per combo point:

1 point: 16-24 damage.

2 points: 29-37 damage.

3 points: 42-50 damage.

4 points: 53-63 damage.

5 points: 68-76 damage.
Evasion Level 1(2 silver)

Cost = 0 ----- Cooldown = 5 min.

Increases dodge chance by 50%, lasts 15 secs.




The new skill here "Evasion Level 1" is an emergency skill that dramatically raises your dodge
chance for 15 seconds. Level 9 will be your most difficult level yet as you get your "Duel Wield"
skill at 10, although not actually doubling your damage it does help greatly. By now you should
have visited your capitol or have a quest that leads you to your capitol for your race. As a side
note you cannot sell conjured food or water, yes I already tried... At level 10-11 you will most
likely leave the level 5-10 "area" and be sent on a quest to visit a new location, this is also the
level at which you may be introduced to your first "elite" quest. Elite quests are not meant to be
done solo and no you cannot solo an "elite" mob that is your same level in most cases. I believe
Bliz did this to encourage "grouping" after level 10 if you so desire. You can easily tell an "elite"
mob from a normal mob by the word "elite" in the mobs name or the wreath around the mobs
pic when you left click it. You can safely left click a mob to get info however if you right click it
then you enter combat mode with that mob.




Leveling 10-12



At level 10 you may buy the following skills:




Sprint Level 1(3 silver)

Cost = 0 ----- Cooldown = 5 min.

Raises movement speed for 15 seconds.



Sap Level 1(3 silver)

Cost = 65 Energy ----- Range = melee - Must have melee wep equipped ----- Must be
Stealthed.

Stuns the target for 25 seconds. Only works on Humanoids that are not in combat. If target
takes any damage it will come out of the stunned status. You may only "Sap" 1 target at a time.



Slice And Dice Level 1(3 silver)

Cost = 25 Energy
Finishing Move

Finishing move, Raises melee attack speed by 20%. Time "hastened" depends on amount of
combo points used.

1 point: 9 seconds

2 points: 12 seconds

3 points: 15 seconds

4 points: 18 seconds

5 points: 21 seconds




Duel Wield(3 silver)

Cost = 0 ----- This is a passive skill

Allows the Rouge to equip 2 weapons(see my descript below)




At level 10 its a whole new ball game for the Rouge class. The new Sprint skill lets you quickly
run away when things turn ugly, in Open Beta though, I did notice that if you use the sprint skill
and have a stun or slow effect put on you, the effect overrides the Sprint ability, I disagree with
this, but I am not a Bliz Dev. The Dual Wield skill allows you to wield a "1 handed wep" in your
main hand and an "Off hand " wep in your off hand, you CANNOT wield a "main hand" wep in
your off hand, even if it is a "1 Handed" wep.(The item will say in the descript if it is a "Main
Hand" or "Off Hand" wep, if for some reason it does not, simply try to put it in your off hand, if
it wont go, then it is not an "Off Hand" wep. The Dual Wield skill DOES NOT give you full
damage from the wep in your off hand, however it does give you considerable additional
damage. The Slice and Dice skill increases your combat speed(not running or movement speed),
I did use this once or twice but my playing style prefers the Eviscerate as a far better skill to
spend my built up combo points on. And I saved the best for last... the Sap skill, although this
has limited uses in PvE,(are you really going to come upon 2 mobs and Sap one while you
combat the other knowing that in 25 seconds you will be forced to fight the second mob with
less hit points and energy? - I solo mostly, so in a group, I guess this skill would be invaluable)
but in PvP this skill is deadly, no it does not cause any damage, but how would you like it if you
got hit with Sap, which is basically giving you a "time-out" in the corner, while your friends and
buddies are getting whacked on? The only thing worse then dieing in PvP is to be forced to sit
there and watch your friends dieing, while you are helpless.(In PvP always Sap or kill the Priest
first, but of course you already knew this...) By now you should understand the basics of playing
a Rouge, and at the capitol city you should also find your "bank" as this has numerous "slots" to
store your items, before storing items see if you can "stack" them by dragging one item over
the top of another items of the same type. Stackable items include: potions, food, water,
crafting materials, and crafting supplies. Also depending on which type of server you are playing
on PvP or PvE you may start to see enemies from the other "realm." From level 10-20 the basics
of the game and the mobs start to take you out of the "noobness" and into the full game,
expect to fight "caster" mobs, "bow and arrow" mobs and mobs that will give you poison, stuns,
or other negative status effects. You may also want to open your "social" window and flag
yourself as "looking for a group" if that is a style of play that you desire.(You also may choose
to pick a talent here, see the bottom of this post for a link to a list of the talents available.)



Leveling 12-14



At level 12 you may buy the following skills:




Backstab Level 2(8 silver)

Cost = 60 Energy ----- Range = melee ----- Must have a Dagger in main hand equipped.

Backstab the target, hitting for 150% weapon damage plus 30. Must be behind the
target.(DOES NOT require Stealth) Awards 1 combo point.




Kick Level 1(8 silver)

Cost = 25 Energy ----- Cooldown = 10 secs ----- Range = melee ----- NOTE: this is an INSTANT
ability.

Kick for 15 damage and interrupt a spell being cast for 6 secs.




I forgot to mention this earlier but unlike the "caster" skills, the Rogue does not have to replace
most skills as this is done automatically since the said skills always cost the same amount of
energy to use. The new "Kick" skill is totally awesome against casters, whenever you are
fighting casters NEVER(regardless of the circumstances) let your energy fall below 25.(Unless
Kick is in a cooldown mode, which kind of ruins NEVER I guess) In Open Beta you would not
believe how many times I almost had the mob dead and !WHAM! it casts heal on itself... Kick
will interrupt ANY spell currently being cast. So you are here now, if you are on the horde side
and you are a Tauren, Orc or troll you should be at the crossroads(that's a town), if you are
Undead then you should be at the sepulcher. Here you will start to find that you are not in the
lobie noob zones anymore. The majority of the mobs are aggressive(red con) and if you pull
them and they have buddies nearby they will come also. You will also find mobs that "call" other
mobs if they get hurt and are close to death, so if there are other mobs close by that are of the
same type do not be surprised if they agro you when you have the mob you are working on
almost dead. The best way to see this is to mouse over your chat window, go to the tab that
says "combat" left click and hold and drag it to the right side of your screen to separate it from
the chat window, now you can review all the damage and other combat related actions taken by
you and the mob you were in combat with, as well as seeing any new chat messages in the chat
window. At this level you really need to be paying full attention to your surroundings. If you are
Undead and hanging around the sepulcher. Doing quests you may run into a unique mob named
"son of aragul" this mob will agro you from far away, and will kill you in one to 2 hits, if you see
him run, do not investigate unless you need a free trip to the graveyard... If you are Orc, troll or
Tauren stay away from the "dinosaur looking" lizards south of the crossroads as they are melee
and casters, and will zap you with lightning damage. Needless to say, now is a good time to get
in a group. Also at the crossroads I am 99.9% sure you will experience your first PvP
encounter... If you are Undead and want to go to the crossroads simply go to the "airport" a
little north of the Undercity, look up and you might see one of the airships flying in to dock.
Climb the stairs to the tower and take the "west" airship this will take you right outside of
Orgrimar the Orc main city, after you get off the city id to the west about a 1 minute run. The
trip in Open Beta was free, as you just walk onto the airship. Do not take the "east" airship as
this takes you down close to Booty Bay and trust me you are not ready for that yet...



Leveling 14-15



At level 14 you may buy the following skills:



Expose Armor Level 1(12 silver)

Cost = 25 Energy ----- Range = melee ----- Must have melee wep equipped.

Finishing Move.

Finishing move that removes a chunk of armor from the target for 30 secs. Removes more
armor for each point built up.

1 Point : 25 Armor

2 points: 50 Armor

3 points: 75 Armor

4 points: 100 Armor

5 points: 125 Armor




Garrote Level 1(12 silver)

Cost = 50 Energy ----- Range = melee ----- Must be Stealthed ----- Must be behind target.

Garrotes the target for 108 damage over 18 secs.(DOT Damage Over Time) Adds 1 combo
point.




Sinister Strike Level 3(12 silver)

Cost = 45 Energy ----- Range = melee ----- Must have Melee wep equipped.

A melee attack that adds 10 damage points to your normal wep damage. Award 1 combo point.




Up until now you will notice that I have always said, "Must have melee wep equipped" and "Must
have Dagger equipped" This is because a Rogue may use other weps to Dual Wield such as
swords, you may notice that the skill "Backstab" says "Must have Dagger equipped" This was,
as I understand it, subject to change as in the Open Beta I do not remember the actual skill
saying this, however this was still the "official" description from Bliz.(maybe this was changed in
the last 2 patches in the last week of the Open Beta) So when you first get the skill "Backstab"
check the actual in game descript, and if it does not say "Must have Dagger equipped" then you
can use this skill with other weps, such as swords. At level 18 you will be able to buy a skill
called "Ambush" which does 250% wep damage plus 50 and awards a combo point!!! I am
100% sure that you must have Daggers equipped for this skill, as well as being stealthed and
behind a target mob. Pretty soon you will be heading to your second set of "elite quests", so
hopefully by now you have met quite a few players and already have some friends you can do
the quests with. As you do your quests remember that the top most quest in your quest list
under an area is the easiest one to complete, so in most cases you should do these quests first.
As a general side note, the "Rogue" class is a difficult one to play and you may be better off
playing a less difficult character class before attempting to master this end game awesome PvP
class...
Contents
I. General - These are basic questions, and questions which did not fit into the other categories
II. Training - This answers questions about where you can train weapons and abilities.
III. Mechanics - This covers questions about the "number crunching" behind the rogue
IV. Talent Builds - This section covers general talent questions, and questions about creating
talent builds
V. Specific Talents - Here's where questions regarding specific talents are answered
VI. Equipment - This covers what you should consider for your equipment, and how you can find
out where to get it
VII. Poisons - This covers all your poison questions
VIII. Lockpicking and Pickpocketing - All the questions about theivery
IX. Glossary - If you see a word or abbreviation you aren't familiar with, chances are it is here

Q: What is the best (Horde/Alliance) race for a rogue?

A: The differences between starting stats are minor, at best. The amount of health and stats you
gain per level is based solely on your class, so by the time you get to level 60, the difference in
stats is basically nonexistant.

As for racial traits, they are not designed to make a clear-cut best or worst race for a class.
Generally, I recommend picking a race not based on the racial traits, but based on which race
you want to play the most. While it is true that certain traits are not useful for the rogue (such as
axe specialization or added intelligence), the ones which can be useful will rarely turn the tide of a
battle. The traits are merely bonuses; they do not make or break your play.

With that being said, it still is a hot topic of debate, and I'm sure you'll find many posts on it
arguing one way or another.

Q: What is the best weapon for a rogue?

A: This depends on what abilities you want to use. Backstab and Ambush can only be used when
you have a dagger equipped in your main hand. However, if you plan on using Sinister Strike all
the time, and not Backstab, you are better off using a sword or mace, since those weapon types
will generally do more damage with SS.

Q: Is it possible to be a viable ranged weapon rogue?

A: No. The only use you have for a ranged weapon generally is pulling enemies, or for the stat
boost it may provide. You cannot, however, do any reasonable damage with a ranged weapon.
The only class which can do so is a hunter.

Q: Is it possible to be a viable fist weapon rogue?

A: No, not really. Fist Weapons basically have all of the disadvantages of a dagger, without the
advantages of one. Not to mention, there are so few fist weapons in the game currently (less than
10 blue/green fist weapons). If you happen to get one with a good DPS, though, there's no harm
in putting it on your off-hand.

Q: What are good profession combinations for a rogue?

A: There's quite a few combinations to look at...

Engineering/Mining - Engineering has some nifty gadgets you can make, like the Gnomish Net
Gun and Catseye Goggles, which can be quite useful, especially in PvP. Also, as a rogue you
often can survive party wipes, and with Goblin Jumper Cables you have 25-50% chance of saving
the wipe. Mining is basically essential as a support skill. A drawback here is that you won't really
be able to make anything that will sell to other players, beyond explosives and mechanical
squirrels. Most of the gadgets require some skill in engineering.

Blacksmithing/Mining - This can be very profitable, but the problem is you won't really be able to
make that many items that are useful for a rogue. There are only a handful of daggers and other
one-hand weapons you could use, and all the armor would not be equippable.

Alchemy/Herbalism - Herbalism is nice, since two rogue items require herbs (Thistle Tea and
Blind Powder). Also, Alchemists can make some nice potions, and some pretty good money at
the same time (especially from transmuting).

Leatherworking/Skinning - Prior to this patch, there was very marginal use for leatherworking at
the endgame, since there were no patterns past 250 skill. There are now some, and seeing some
of the patterns (like Stormshroud Pants) has made me consider keeping it for release. It will
remain to be seen, though, how many nice patterns there really are out there. One other thing to
consider is that leatherworkers don't really have anything they make that will sell to non-leather
users. Armor Kits are nice, but at higher levels people will usually want enchantments instead.

Some Combination of Mining, Herbalism, and Skinning - This can be a good way to make money,
as there is always a market for people who want to buy materials. If you go this route, it is
probably best to get Mining OR Herbalism, and then throw in Skinning. You can only actively be
"finding" one type of resource, and you'll be killing lots of animals anyways, so why not skin
them?

Enchanting + Gathering Skill - Enchanting can be a decent way to make money, and doesn't
require a gathering skill in the strict sense, as you get your mats from disenchanting blue/green
items. This may seem like an "odd" set of skills for a Rogue in the RP sense, but it's still a useful
skill to have. A variation on this would be to get Tailoring, so you have a constant supply of
greens for disenchanting. Enchanting/Tailoring is not really a rogue combination, though Smile.

Q: What secondary skills should I learn?

A: You should learn them all, since you can. Cooking is good to get up to at least 60 skill, so you
can make Thistle Tea. First Aid is very nice for reducing downtime, and for popping on during a
stun or gouge on the enemy. And finally, fishing can be a good way to kick back (or get meat for
cooking).

Q: Where do all my abilities on the toolbar go when I stealth?

A: When you go into stealth, it automatically changes to a special "stealth" toolbar. You will have
to drag and drop the abilities you want to use there from your spellbook (press P).

Q: What weapons can a Rogue use, and how do I train them?

A: Rogues start out only knowing how to use daggers and throwing knives. However, you can
train one-hand swords, one-hand maces, fist weapons, crossbows, bows, and guns. You can
train these weapons with a weapon master trainer in a major city. The cost is 10s per weapon
style you want to learn. Once you are in a major city, to find the weapon master, simply ask one
of the guards. However, each trainer only has certain weapons they can train.

Alliance:
Darnassus - Bow
Stormwind - Sword, Crossbow
Ironforge - Gun, Mace, Fist

Horde:
Orgrimmar - Bow, Fist
Undercity - Sword, Crossbow
Thunderbluff - Gun, Mace

Q: I've heard that Night Elves can't use guns, and X race can't use Y. What gives?

A: There was a time in the Closed Beta where there were also racial restrictions on weapons, one
of which was that Night Elves could not use guns.

However, it was changed so that the weapon restrictions are only per-class. Your race no longer
has any bearing on which weapons you can and cannot use.

Q: Can I train two-hand weapons?

A: No, you cannot.

Q: Can I use a shield?

A: No.

Q: Can I train mail or plate armor?

A: No. I would imagine it is difficult to be agile in mail or plate Smile.

Q: Can I dual wield weapons? Should I?

A: Yes, you can dual wield weapons. You learn the ability from your rogue trainer, at level 10.
And yes, you should dual wield weapons (for more details, check the dual wield question in the
“mechanics” category).

Q: Are there any restrictions as to which weapon combinations I can dual wield?

A: In terms of type of weapon (eg., 2 maces, 1 sword/1 mace, 1 dagger/1 sword, etc.) there are
no restrictions. You can use whatever combination you want to, as long as you are trained in the
weapon types.

However, there is one restriction. Weapons which are listed as "Main Hand" can only be used in
your main hand, and cannot be equipped in your off-hand. Likewise, weapons listed as "Off-
Hand" can only be equipped in your off-hand. Weapons which are listed as "One Hand" can be
used in either hand.

Q: Is there any way to disable dual wield once I've learned it?

A: The only way to disable it is to equip something which is not a weapon in your off-hand. This
can be a fish, flower, torch, or any non-weapon item that can go there. There is some debate over
whether or not this will actually disable the dual wield penalty, but it is nothing which has been
extensively tested, as far as I know.

Q: How do I train poisons?

A: At level 20, Alliance characters train poisons with a quest from the SI-7 operatives in the
Stormwind Barracks. Horde characters can get this quest by speaking with the rogue trainer in
the Cleft of Shadows in Orgrimmar. For more information about poisons, look at section VI of this
FAQ.

Q: Why is my dodge/crit chance going down as I level?
A: It is actually not going down as you level. The tooltip which shows your dodge/crit percent
(press P and look at your attack/dodge abilities) shows your chance to crit versus an enemy that
is your level. This chance to crit is solely based on your agility, talents, and +crit gear.

So, suppose you are level 1, and have a 15% chance to crit listed. This means that you have
enough agility to crit 15% of the time versus level 1 enemies. When you level up to level 2, let's
suppose it says your crit chance is 14.5%. Your crit chance versus level 1 enemies is still 15% (in
fact, it is a little bit higher because your agility went up when you leveled). However, you only
have enough agility to crit level 2 enemies 14.5% of the time.

The reason for this is basically that as you level, your agility goes up, and you also have better
equipment which will raise it, as well. For the first few levels, though, your crit chance will spiral
down as there really isn't much +agility gear you can get.

Q: How does my strength/agility add to my attack power?

A: Your strength and agility both add directly to your attack power.

Q: How much agility do you need to add 1% to your crit or dodge chance?

A: This is based on your level. At level 60, it is roughly 30 agility for each 1% crit. I'm not certain
about dodge chance, though it does require less agility per percent.

Q: Why is my Eviscerate not doing the damage as stated on the tooltip?

A: The tooltip damage does not take into account the armor of the enemy. Since most enemies
have armor, your non-crit damage will rarely be as high as the tooltip states.

Q: Why does my Backstab/Ambush do less damage than the "+ X" damage on the tooltip?

A: Same answer as above.

Q: Why would I ever want to use Backstab instead of Ambush? Ambush does more damage!

A: The key difference here is that Ambush can only be used while in stealth, whereas Backstab
has no such restriction.

Q: What is the dual-wield penalty?

A: The dual-wield penalty is that your base chance to miss for each weapon, on normal attacks, is
24%. Furthermore, your off-hand weapon gets only half of the damage boost from attack power
(though there is a talent you can learn to up the off-hand damage). If you don’t dual-wield, your
base chance to miss on a normal attack is 5%. Your base miss chance on special attacks is
always 5%, the dual-wield penalty does not apply to them.

However, in spite of this it is recommended you train dual-wield and use it, as your damage per
second (DPS) will be higher in the long run. Furthermore, it gives you another equippable
weapon, which means you can have more stat boosts on your character.

Q: How does the stealth check work? Are there any differences in PvP?

A: The details of this are not entirely known. However, a few things are known. Whether or not
you are detected by an enemy is based on the following factors: your subtlety skill, the level of
your enemy, whether you are in the 180 degree arc in front of the enemy, and how close you are
to the enemy. Your base subtlety is 5x your current level. So, at level 60 you have 300 subtlety.
Once you are within a certain radius of the enemy (based on your subtlety skill versus their level),
and within the 180 degree arc in front of them, periodic stealth rolls are performed. If you lose the
roll, you are detected and dropped out of stealth.

When you are behind the enemy, you will never be dropped out of stealth. However, if your level
is substantially lower than the enemy, they will almost always turn around to face you.

The only difference I am aware of in PvP is that stealth checks may be performed with greater
frequency. Also, I do not know how stealth detection items really factor in, but I would imagine the
roll is your subtlety vs. (enemy level x 5 + stealth detection).

Q: What does the Master of Deception talent do?

A: It adds 3 points to your subtlety skill per point spent in the talent. So, at 5/5, you are effectively
considered 3 levels higher for stealth checks.

Q: How does Shadowmeld affect stealth?

A: Though the exact numbers are not known, Shadowmeld does have a noticable affect on
stealth. Karath performed some tests during the Beta, but unfortunately that thread is no longer
accessible. According to his findings, it appears that Shadowmeld passively adds the equivalent
of one Master of Deception point (so roughly +3 to Subtlety), when you are in stealth. The actual
ability Shadowmeld should not be used, though, as you are harder to detect while in stealth
mode.

Q: Why is Sinister Strike more effective with a sword/mace, instead of a dagger, when the DPS is
almost the same?

A: This is because your Sinister Strike damage is not based on the DPS of the weapon, but rather
its damage range. This is the case for all special attacks. Since swords and maces of the same
DPS of a dagger generally have a much slower speed, their damage range is quite higher. This is
also why say, the Barman Shanker, is a better main-hand dagger than daggers which have a
DPS 4-5 points higher than it.

Q: How do weapon procs ("Chance on Hit") work?

A: They are not a fixed percent chance, but rather can happen once every certain duration. The
reason for this is otherwise, faster weapons would proc much more often than slower ones.

Note that this does not apply to poisons. Poisons are, in fact, fixed percent chances on each hit.
This means that faster weapons will have their poisons go off more often than slower ones.

Q: What are talents? What is a talent build?

A: Starting at level 10, you gain one talent point per level. Talents are the way you can customize
you rogue, and is what separates one rogue from the other. While most talents are passive
bonuses, several are new abilities entirely. The way you allocate these points is very similar to a
Diablo 2-esque skill tree, in which there are dependencies are prerequisites. The three rogue
“branches” are Combat, Assassination, and Subtlety.

Once you hit level 10, you can bring up your talent window (press N, by default).

A talent build is the way you choose to allocate your talent points points. You can’t get all the
talents, so the build is which talents you pick.
Q: How many talent points do I get in total?

A: 51. One point each level from level 10 to 60.

Q: Can I reset my talents if I decide I don't like them?

A: Yes, you can "respec" your talents, if you so desire. To do this, you can talk to any rogue
trainer. However, respecing is not free, and the cost goes up every time you respec. The first time
is 1 gold, then 5, 10, 15, and in increments of 5 up. At 50 gold, the cost stays the same each
subsequent respec.

Generally, I would suggest sticking with your talent build for at least several levels, to fully
evaluate it before changing.

Q: Are there any "talent builders" online that I can play with to see how I can allocate my points?

A: Yes, there's at least a couple of good ones out there.

WoW Vault Talent Calculator:
http://wowvault.ign.com/View.php?view=Talents.View&category_select_id=7

Thottbot Talent Builder: http://www.thottbot.com/?ti=Rogue

Q: What is the best talent build setup for (PvE/PvP)?

A: There is no one “best” talent setup...the exciting thing about playing a rogue is that there are
several different builds and playstyles that all can be quite effective whether you PvP or PvE, solo
or group.

Q: What do people mean when they say "31/8/12", "30/21", etc.?

A: This is the breakdown of how their talents are allocated in the various trees. For instance, a
31/8/12 Dagger build means they have 31 in Assassination, 8 in Combat, and 12 in Subtlety. The
exact talents selected between one person and another will vary a bit, though certain key talents
will be in common.

Q: Can I use one build to get to 60, and then switch to a more PvP build once I'm there?

A: You could do that if you wanted to, but I don't recommend it. In my opinion, most good builds
are effective in both PvE and PvP. You don't have to switch from one to another.

The other reason I don't recommend it is that the only way you're going to be good at PvP is if
you have good equipment. You won't have good equipment if you are using some wild build
which is 5% more effective in PvP, but awful in PvE. At level 60, there still is a lot of good
equipment out there to get. Not to mention that new group and raid instances will be added in
patches and expansions.

Q: What are some things I should consider when making a build?

A: One thing you should always ask yourself is "where is my sustained DPS going to come
from?" Sometimes, I see builds designed by people who have ideas for great opening combos.
But once their opening moves are over, they have nothing left in their build that will help maintain
a solid DPS over time. Burst DPS as a rogue is definitely important, however, without sustained
DPS you are greatly limiting the types of battles in which you are successful.

Another common mistake is not picking up "signature" talents, even if you have enough for it in
that tree. An example of this would be having 22 points in Subtlety, but not having Preparation. A
more extreme example would be having 34 points in Combat, but having neither Blade Flurry nor
Adrenaline Rush.

Also, don't be afraid to change your build. What you thought you wanted to do at level 10 may not
be what you decide you want to do at level 50. Having flexbility and not locking yourself into one
mindset is important. At the same time, don't be persuaded you into drastically changing your
build, unless it is seriously flawed. If you are going for an Assassination Dagger build, don't let
someone convince you to change to a Heavy Combat build. If you want to go for Assassination,
then go for it. It is possible to make viable builds that heavily invest into any of the three trees.

Q: There's so many talents! What are some builds like?

A: Part of the fun of playing a Rogue is figuring out your style, and tweaking your build exactly to
it. However, to help give some direction, I will list a few common build designs I've seen, and
describe the style as well as key talents. I'll also list talents which are good inclusions for that
talent build. You can't get all of them, but hopefully it will give you a good idea in terms of a
direction. This is by no means a comprehensive list of all the viable talent builds, but hopefully
these few will help spark some ideas.

Assassination Dagger Build
Breakdown: 31(30) Assassination, 8 Combat, 12(13) Subtlety
Key Talents: Malice, Lethality, Cold Blood, Seal Fate, Imp. Backstab, Opportunity
Good Inclusions: Imp. Gouge, Imp. Sinister Strike, Ruthlessness, Relentless Strikes, Imp. Kidney
Shot, Vigor, Imp. Ambush, Master of Deception, Camouflage
Description: This is a heavy-hitting dagger build that relies on high crit chances on Backstabs and
Ambushes, coupled with increased damage (Lethality and Opportunity), and good combo point
generation through Seal Fate. The DPS for dagger builds excel more in group situations, but it's
still no slouch when by yourself. Also, because of the nature of crits, the damage on this build can
be spiky, depending on whether you get good rolls or bad. This is my personal favorite, and the
one I use.

Assassination/Combat Dagger Build
Breakdown: 30(31) Assassination, 21(20) Combat
Key Talents: Malice, Lethality, Cold Blood, Seal Fate, Imp. Backstab, Dagger Specialization
Good Inclusions: Imp. Gouge, Imp. Sinister Strike, Ruthlessness, Relentless Strikes, Imp. Kidney
Shot, Vigor, Blade Flurry, Lightning Reflexes, Deflection, Riposte, Precision
Description: This is similar to the Assassination Dagger Build, except it drops Subtlety entirely,
and instead gets the Dagger Specialization for more chance to crit. It also picks up a few other
Combat talents to help survive when outnumbered or overmatched.

Assassination/Subtlety Split Dagger Build
Breakdown: 21(22) Assassination, 22(21) Subtlety, 8 Combat
Key Talents: Imp. Backstab, Cold Blood, Preparation
Good Inclusions: Imp. Gouge, Imp. Sinister Strike, Ruthlessness, Relentless Strikes, Opportunity,
Imp. Ambush, Intiative, Camouflage, Imp. Sap
Description: This is another Backstab dagger build, but instead of getting the CP generation boost
of Seal Fate, it opts to get Preparation. Generally the decision to get Preparation is more of a PvP
one.

Heavy Combat Sword/Mace Build
Breakdown: 31+ Combat, rest in a combination of Assassination/Subtlety
Key Talents: Imp. Sinister Strike, Mace or Sword Spec, Blade Flurry, Adrenaline Rush
Good Inclusions: Lightning Reflexes, Precision, Deflection, Dual Wield Spec, Aggression, Malice,
Lethality, Ruthlessness, Relentless Strikes, Master of Deception, Camouflage
Description: This build tends to have much more "even" damage than an Assassination build.
Your individual hits are not as high as an Assassination dagger build, but the DPS still can be
roughly the same. A distinct advantage of this build is that Sinister Strike does not require you to
be behind an enemy, so you can spam it all the time. Also, because of the lower energy cost of
Sinister Strike, you can generate Combo Points at a fairly effective rate.

Subtlety/DoT Build
Breakdown: 31+ Subtlety, rest in a combination of Combat/Assassination
Key Talents: Premeditation, Preparation, Hemmorhage, Imp. Rupture, Opportunity
Good Inclusions: Master of Deception, Camouflage, Imp. Sap, Imp. Cheap Shot, Ghostly Strike,
Setup, Imp. Slice and Dice, Imp. Garrote, Imp. Sinister Strike
Description: This is probably the least common of the builds listed. It involves using Garrote,
Rupture, and Hemmorhage to literally bleed your target to death. This can work well if played
properly, but is a difficult style to figure, and in some cases lags a little behind a build which
concentrates more on Assassination or Combat. Also, Setup is not really that great of a combo
point generator.

Q: What does the Master of Deception do?

A: It adds 3 points to your subtlety skill per point spent in the talent. So, at 5/5, you are effectively
considered 3 levels higher for stealth checks.

Q: Is Imp. Sap required to be viable in high-end instances?

A: No. There are no talents we have that are absolute requirements for you to be an effective
Rogue in high-end instances. While yes, Imp. Sap is a nice talent, you still are desired as DPS in
a group if you don't have it. Plus, not having the talent does not mean you can't sap in an
instance...it is very possible to work out a system with your group so you can sap pull without
dying. If the talent fits into your build, then by all means pick it up. But, you don't need to make
your build around it.

Q: Is the Camouflage 15% added onto your stealth speed, or just 15% faster?

A: It is 15% faster. So, level 60 stealth is 70% of normal speed, with no points in Camouflage. At
5/5 Camouflage, your stealth is roughly 80% of normal speed...not 85%. The reason for this is
otherwise, at level 15 you would have stealth which is as fast as soemone who is level 59.

Q: Does Precision affect special attacks?

A: Honestly, I don't know. It hasn't been proven one way or another. If you want to run some
tests, go out there and tell me what happens! Smile

Q: Are the crit/dodge/parry percents from talents added, or multiplied on?

A: They are added. So, say you have a 15% chance to crit. If you get Malice 5/5, you now have a
20% chance to crit. This also means that the 100% crit increase from Cold Blood gives you a
guaranteed crit.

Q: Does Hemmorhage stack? How does it work exactly?

A: No, it does not stack. If it did, it would be insanely powerful Smile. As for how it works,
bascially think of it as a temporary weapon damage enchantment.

Q: Is Cold Blood a "guaranteed" crit?

A: Yes.
Q: Can your special attack miss when you have Cold Blood active?

A: Yes, it can. In that case the Cold Blood will still get used up Sad.

Q: When you have Blade Flurry up, will your Sinister Strikes hit another target?

A: Yes.

Q: Do Initiative and Seal Fate stack? Meaning, is it possible to get a 3 combo point Ambush?

A: Yes.

Q: What stats should I concentrate on raising through my equipment?

A: As a rogue, your most important stat is agility. Agility affects yout chance to crit and your
chance to dodge. It also adds directly to your Attack Power and Armor Class.

As for your second most important stat, there are two schools of thought. The first is that your
Stamina should be considered second, as each point in Stamina gives you 10 health points. The
idea here is that more health means you will survive longer.

The other school of thought is that Strength is the second most important stat. Strength directly
adds to your Attack Power. The idea here is that more Strength means you will kill faster.

Personally, I follow the Stamina school, but there are some compelling arguments from the
Strength school.

As for Spirit and Intelligence, you can basically ignore them entirely.

Q: Where can I get (insert item)?

There are a lot of items in the game, the best way to find where to get them is to ask a fellow
player who has it, or to run a search on http://www.thottbot.com, which is a fairly large and
accurate database of items, questions, professions, etc. Some folks may feel going on the
aforementioned site is a spoiler, so use it at your own discretion.

Q: What daggers can I get from quests?

Though the number of good questable daggers are limited, there are a couple of very nice ones.

Alliance players in their mid-30s can get the Black Menace for completing the Scarlet Monestary
quest, which requires you to kill 4 of the bosses there. Horde players in their late 40s can get the
Hunt Tracker Blade from a quest in Badlands.

Both Horde and Alliance players can quest for the Lifeforce Dirk (early 50s, requires you to go to
the Temple of Atal'Hakkar), and Darrowspike (60, requires you to go to Scholomance).

For a complete list of questable daggers, look at this search:
http://www.thottbot.com/index.cgi?f=w;skill=Dagger;name=;from=Q;minl=;maxl=;mind=;maxd=;mi
ns=;maxs=;spellboost=;sort=dps;sort2=name

Q: What is your dream item?

A: I figured I'd have at least one "fun" question Wink.

I have two dream items. The first is this epic (purple) dagger:
Deathstriker
55 - 101 Damage, Speed 1.70
(45.6 DPS)
Chance on hit: All attacks are guaranteed to land, and will be critical strikes for the next 3
seconds.

As if the DPS and damage range wasn't good enough, the proc is just amazing. This is a rare
drop from Rend Blackhand in the upper part of the Blackrock Spire instance. But killing him many,
many times would definitely be worth it if you got it Razz.

My other dream item is an epic leather chest armor:

Breastplate of Bloodthirst
190 Armor
+13 Strength
+20 Stamina
Equip: Improves your chance to get a critical strike by 2%.
Equip: Improves your chance to dodge an attack by 1%.

Yes, it's something to drool over Smile. It is extremely costly and difficult to get...but if you can
acquire the components, it's definitely worth it.

"It is said that only one Breastplate of Bloodthirst has ever been created and that it was made for
the legendary assassin, Garona. Whether this world will ever see another is doubtful."

Q: How do I train poisons?

A: At level 20, Alliance characters train poisons with a quest from the SI-7 operatives in the
Stormwind Barracks. Horde characters can get this quest by speaking with the rogue trainer in
the Cleft of Shadows in Orgrimmar. Note that in order to complete the quest, you need to have
around 85-90 skill in lockpicking. I would suggest getting it up to 100 before giving the quest a
whirl.

Q: Where do I get poison reagents?

A: Almost all of them can be purchased from a Poisons Vendor or "Shady Dealer." However, for
blinding powder (which is not really a poison, but requires poison skill to make), you will need the
herb fadeleaf.

Q: What are fadeleaf and swiftthistle, and where do I get them?

A: These are both herbs. If you have herbalism, you can gather them in the world. Gathering
fadeleaf requires 160 skill in herbalism, and swiftthisle can be acquired from Mageroyal and
Briarthorn, which require 50 and 70 herbalism, respectively.

If you don't have herbalism, you will have to get them from another player. Although, there are
some enemies which will randomly drop herbs, but not with enough frequency to really make it a
legitimate way to gather them. Note that swiftthistle is used for Thistle Tea, which is an energy
drink, not a poison.

Q: What do the various poisons do?

A: Instant Poison - Chance on hit that you deal a certain amount of damage instantly.

Crippling Poison - Chance on hit that you reduce your targets movement speed by X amount.
Deadly Poison - Chance on hit that you land a DoT(Damage over time) poison on your target.
The effect can be stacked up to 5 times.

Mind-Numbing Poison - Chance on hit to poison the target increasing its spell casting timer.

Wounding Poison - Chance on hit to reduces all healing effects on target by X amount.

Q: What poisons should I use in PvE/PvP?

A: For solo PvE, I generally like to put Instant Poison on both daggers, as it can provide a
noticable boost to your damage (roughly 15% of the total damage you deal to an enemy). When I
am in instances, I will generally put Crippling Poison on both daggers, as enemies running away
can lead to instant death for you and your group. Sometimes, if I am confident enough in my
group being able to catch runners, I will put Crippling on one and Instant on the other.

For PvP, crippling poison is probably the most popular, as it can be a very useful snare.
Depending on your weapons, you may be able to get away with putting it only on one, and putting
either Instant or Mind-Numbing on the other, depending on the enemy.

I generally do not overwrite poisons I've already applied on a dagger, as the high-level posions
can cost over one gold per stack of 10.

Q: Where do I get the Lockpicking quest?

A: Once you train the ability Lockpicking at level 16, you can get the quest. Alliance characters
will first talk to the SI-7 operatives in the Stormwind Barracks before going to Lakeshire. Horde
players can get their quest in the Cleft of Shadows in Orgrimmar. For both of these quests, near
the chest you need to pick there are practice chests which respawn quickly.

Q: Where do I get the "Thieves' Tools" required for lockpicking?

A: Your local "Shady Dealer" should have them in stock.

Q: Do the Thieves' Tools ever get used up?

A: No. You can pick locks with em for the life of your character Smile.

Q: What are things I can lockpick to gain skill?

A: You can pick practice locks from Engineers, lockboxes, junkboxes, certain chests, and doors in
and around certain instances. Note that currently there appears to be a bug where you will never
skillup from picking a lockbox in the "will not be traded" slot of the trade box.

Q: What targets can I pickpocket?

A: Almost all targets which are classifed by the game as "Humanoid" can be pickpocketed. Some
Undead and Dragonkin targets can be pickpocketed, as well, and it is likely there are some
exceptions. If the target is invalid, you will be told that the target has no pockets to pick.

Q: What kind of items can I get from pickpocketing?

A: Usually, you'll just get coins, though junkboxes, food, and potions are fairly common, also.
Sometimes, you'll get items which can only be pickpocketed, such as junk pocket watches, or the
"How to Eat Man" cookbook. And if you're lucky, you might even get a gemstone or jewelry.
Q: Does pickpocketing an enemy take stuff that you would normally loot from the enemy when it
is killed?

A: No. The pickpocket loot table is separate from the regular loot table.

Q: Do you have any tips for getting into position for pickpocketing?

A: The most important thing is to approach the target from behind. This will become much easier
once you get the Distract ability.

Q: Can a pickpocket fail?

A: Yes, there is a chance that the pickpocket will be resisted. This chance is based on your level
vs. the level of the enemy. If a pickpocket is resisted, the enemy will aggro you.

Q: Can I pickpocket other players?

A: No.

IX. Glossary
Here's a quick breakdown of various terms used in this FAQ, and their definitions.

CP - Combo Point
Crit - Critical Hit. These are attacks that do roughly 2x more damage than normal ones
DoT - Damage over Time. These are things like bleeds, which do their damage over a duration
DPS - Damage per Second. For a weapon, this is the average damage of your weapon, divided
by the speed. For a characer talking about their overall DPS, this is how much damage they can
deal.
Proc - Process. These are listed on weapons as a "Chance on Hit"
PvE - Player versus Enemy
PvP - Player versus Player
Spec - Specialization
SS - Sinister Strike
SUMMARY:

   * Agility is your primary attribute. Stamina is second.
   * Your main philosophy in combat should be: STUN and CRIT. Wherever you can maximize
these %chances, the better you will fare overall.
   * Maximizing your CRIT chance means faster weapons. Dont just go with the highest DPS, but
look at the actual speed of the weapon. The more times you hit, the more frequent your chance
to crit (and with maces stun).
   * In PVP, always open up with cheap shot, to stun your opponent.
   * Poisons are essential to the Rogue. crippling poison and mind-numbing poison for PVP
especially.
   * Choose 'Engineering' (to make explosives), Herbalism/Cooking (to make Thistle tea, the
wonder drink for the Rogue), or First Aid as your secondary skill. Leatherworking/Skinning is
garbage. You will regret it if you do.
   * Combat is your best talent distribution, as it maximizes your chances to Crit and Stun, which
in turn maximize your ability to finish off an opponent and complement your variety of deadly
moves.

Basics: The Rogue in WoW is the most robust Rogue class I have ever seen in a MMORPG.
Usually Rogues in most games are kind of weak and are basically 'petty thieves.' Not here.
Rogues are a force to be reckoned with. Do you like the idea of sneaking around invisible
through a large hoarde of powerful monsters? Did you enjoy all the moves in 'Mortal Kombat?' If
so, the Rogue may be for you. There are so many ways to play him. I will give you my insights
into what makes a powerful PvP-ready Rogue.

Attributes: The Rogue's primary attribute is Agility, as this is integral in stealth, the rogue's
primary ability. Spirit, Stamina, and Strength are also useful. Intellect is garbage.

Rogue Philosophy: STUN and CRITICAL HITS. This is what a rogue is all about for PvP.
Maximizing these two chances above all others is my recommendation for having the most
powerful Rogue. Do you want a rogue that can whack mages? I guess I've always gained more
pleasure from killing a mage in PvP than any other class. First of all, the bread and butter for a
Rogue is to maximize critical chance strkes. A Rogue will not be lugging around huge, slow
weapons. Your primary philosophy:

A 5% chance of a critical strike on a weapon that hits once per second has DOUBLE the chance
of making a crit hit versus a weapon that hits once every two seconds. attack fast, use quick
weapons.

Think about this! Imagine a Rogue dual-wielding two fast weapon daggers. He swings and hits
constantly, and the criticals just start flying off his hands! A spellcaster will have a difficult time
casting a spell while being rapidly pummeled. A warrior cannot retaliate when stunned. So with
this, my goal for the rogue is the Combat Tree, specifically blade flurry, dual wield, precision.

To maximize your chance for critical hits and stuns, get QUICK weapons (not simply the highest
DPS, but highest speed)

Talent Distribution: Max out: Blade Flurry, Daggers, precision, backstab, deflection, and
improved sinister strike. This build below is custom tailored to give the Rogue maximum Crit hits
and maximum damage on those. Note: I put 5/5 into daggers, but you could also choose to do
Fist Weapons in lieu of. Both are excellent, the choice is yours (I wouldn't bother with maces or
swords. Go for daggers or fist)
The important ones here-

  * 2/2 Improved Kick (stopping spellcasters from casting spells)
  * 5/5 Dual Wield (makes you a human meat grinder)
  * 5/5 Daggers or Fist (more crits)
  * 1/1 Blade Furry (more crits)
  * Improved Backstab (more crits)

Those are the important ones for a total of 14 points. However, to get them you need to spend 29
points. So you can put the other 15 points into whatever you choose is best for you. Riposte
may be a better option than the improved sprint (shown above) because it can leave a warrior or
pally you are fighting completely weaponless. Now, on to Assasination.
 The first thing you should do at level 10 is get 5/5 from Malice from the assasination tree (do this
first).
This gives you a +5% to critical hit. VERY handy in the long run.

What does the Assasination portion of our talent build do? For one, it is a perfect complement to
our combat build.

   * 3/3 Improved Eviscerate, one of your standard moves you will use all the time
   * 5/5 Malice. Very important. This adds yet another 5% chance to crit.
   * 5/5 Leathality. Since you will be a critical hit machine, increase the damage done even
further
   * 1/1 Relentless Strike - great option to keep your energy up
   * 1/1 Cold Blood - the goal! This will give you 100% chance to get a critical when active.

Note on Dodge- dont bother with it! Why? Because warriors have a nifty little ability called
"Overpower" that gives them a huge attack bonus when their swing is dodged. So, the more you
dodge a warrior, the worse it will be for you. Don't waste points in dodge for PvP (its good for
PvE). Those 5 points are better spent elsewhere.

Using Stealth
While stealthing, go quickly. Don't stand around looking both ways, being overly cautious. Just
move in on your target and zap it. This is like 'battle' for the warrior. Stealth is the air the rogue
breathes, as it is your primary ability. Stealth is activated while you are not in combat and
remains until you are revealed, or begin combat, or do another action such as eating or a
secondary skill. The primary goal of stealth, of course, is to "sneak" up on your target and strike
them, doing immense amounts of damage. To master this technique, you need to use stealth in
conjunction with distract. Distracting your opponent makes you less likely to be detected.
COMBOS:

The Rogue has a 100 point energy bar that is used with every special attack This prevents a
rogue from spamming his special moves non-stop. So this means you must think, and be
strategic in what combos to use and in what order. Each special attack can only be used once
per second at a minimum.

Backstab/Ambush- A bread and butter move that gives a rogue an extra combo point. Heavy
damage dealt. Yet something to keep in mind about ambush/backstab: it uses a lot of energy, so
you will need to rely on mele combat for a bit before you can regain. This is why I am a believer
in the fast attacking, dual-wield maximum crit chance philosophy of a rogue (see Talent
Distribution above).

GOUGE: THE ENERGY POWER BAR
One reason why I really recommend putting early talent points into 3/3 Gouge is because once
you gouge your opponent, you have a nice little break time. Your enemy will stand there, totally
paralyzed for about 5 seconds. During this time, your energy will climb back up, you can run
around the back of your target and backstab, you can apply a bandage w/o an interruption, or
heck you can just enjoy the sunshine. Gouge is awesome for getting your energy back- kind of
like eating a powerbar after going to the gym. Gouge your opponent and WAIT. Your energy will
come right back.

POISONS:

Poison adds great power to the Rogue's combat ability. Reagents for poison are acquired at
poison vendors and shady dealers. First, know the different types of poison:

  * Instant Poison - Has a chance to inflict a set amount of damage instantly
  * Deadly Poison - Has a chance to inflict a DoT (damage over time)
  * Mind-Numbing Poison - If it hits, the target will be much slower casting spells.
  * Crippling Poison - If hits, your targets speed will be reduced.
  * Wounding Poison - If hits, target's healing effects will be reduced.

Note about poisons: They can be costly, so be wise in their use. In PVE, instant poison is
probably the most effective since you simply want to remove a mindless target. In PvP, more on
poisons below.

THE ROGUE IN PVP

  * Always open with Cheap Shot, stunning your opponent. You get an early advantage
  * If you can stealth up on your opponent and ambush + cheapshot, its even better.

Vs. Hunters & Warlocks:

When fighting a any player that has a pet, you must completely IGNORE the pet and go right for
the player. The Hunter is very poor in Melee range, and you must close the gap on him by
sprinting. The hunter will kill you every time if you let him kite outside of melee. Once you have
the hunter in Melee range, there is little he can do to survive. Use your melee-lock abilities:
cheapshot, crippling poison, blind, and kidney shot. For the warlock it is similar. Ignore his pet,
and get him into melee. If you have a dual-wielding critical shot talent spec as mentioned on the
previous pages, you will grind them into meat in no time, and they will have no ability to run. The
warlock will use fear on you so be prepared to hit your Vanish button and go back to him.

Vs Other Rogues:
Against another Rogue, you want to take em out with Sinister Strike. The factor will be who gets
the first cheap shot on. Hopefully it will be you. Open with cheap shot, 2 Sinsiter Strikes, & a
kidney shot, and you should have the clear advanatage

 Vs Mages, Druids, Priests
Using your stun abilities, keep them from casting. All casters have instant spells, but their most
powerful spells are time-based spells. Because you will be dual wielding, it will be very difficult
for them to get off these spells, as you will be interrupting like mad.

Cheap Shot, Sinister Strike X 2, Eviscerate, Vanish, and repeat.

Sounds easy, and it is. This is very effective. Another combo for them:

Cheap Shot, Sinister Strike X 2, Kidney Shot, melee, Eviscerate, Vanish. , Ambush. Drink your
tea when energy is low.

Use crippling poison to prevent them from fleeing.

Vs Shaman
This gets tough, as a well played Shaman is very difficult for a Rogue, but here is your best
chance. Your goal is to keep the Shaman from casting spells, that is priority!

Cheap Shot + 2 Sinister Strikes. By this time, he will be coming out of stun, hit him with a Kidney
Shot, and now you have another 6-8 seconds. Pulverize him for a few seconds and hope for
some criticals. If you have talent points in Riposte, try to disarm your opponent. Now, Gouge for
another stun, and 4 more seconds of time bought. At this point you can vanish and try it all over
again, and hopefully you just had about 30 seconds of combat with a stunned Shaman, or if it
failed, flee the scene if it didn't work.

Vs Warriors & Pallys

For warriors, be very careful of Dodge! Hopefully you didn't put any points into dodge. Warriors
can overpower you everytime you dodge an attack, and this could spell certain death.

  * Cheap Shot,
  * Sinister Strike X 2,
  * Kidney Shot
  * Drink Thistle Tea
  * Sinister Strike x 2
  * Eviscerate

The pally will now toss on his immune bubble and heal himself. Now we repeat again. Land
some more Sinister Strikes, Kidney Shot, Drink Tea, Kick, Blind, Vanish, Cheap Shot, SS,
Eviscerate.

Gouge is comes in very handy allowing you to spam a backstab on a target like this:
Ambush, Gouge, move behind target, Backstab, Gouge, move behind target, Backstab,
Eviscerate. In this combo, you deal a double backstab, leaving your opponent standing there not
knowing what hit him.
 LOCKPICKING:
Whether Hoarde or Alliance, Lockpicking is a nice supplement to the Rogue class. It wont cost
you a thing in profession points as it comes 'natural' with the class at level 16 (see your trainer).
Lockboxes are found throughout the game and some really great loot is found in high level
lockboxes. Is it essential? No. It could be considered a waste of time. If you are going for a
power-levelling game, why dump a bunch of time into it? But hey! Just in case, I'll explain where
to go. To gain lockpicking skill requires you spend time practicing. Here are your locations:

ALLIANCE:
Skill Level < 100
Redridge Mountains: Alther's Mill. There are a bunch of them by the mill house, outside.

Skill Level > 100
Klaven Mortwake's tower in Westfall and you will find a box there that can be lockpicked. Kill him
and pick the box. Also there are some doors- the gate to Seering Gorge in Loch modan, the
Gnomeregan workshop door and the armory and cathedral doors to the scarlet monastery by the
Undercity. Careful of Hoarde

Hoarde:
Skill Level < 125
The Pirate ship in the Barrens, south of ratchet. There are a bunch of Lock boxes on the first
level down. As your skill raises past 100, go to the bottom level and continue picking the box
there.

Skill Level > 125
The Gnomeregan workshop door and the armory and cathedral doors to the scarlet monastery by
the Undercity. Careful of Alliance


SECONDARY SKILLS:

Don't even bother with leatherworking or skinning. The Leather you can obtain from game quests
is better than what you will make. You can get remedial cash for skinning, but its a waste of
time and skill points. Alchemy is great, allowing you to make useful potions, but you can buy
those if you have money. Thistle Tea is a wondrous drink for the Rogue as it restores all your
energy instantly (5 min cooldown time). Engineering allows you to make explosives, handy in
PvP. Yet again, you can buy these as well.. First aid is terrific since it can give you heals in
battle. I recommend one of these three for the Rogue, but you will have to decide:

Engineering - for explosives

Cooking/Herbalism: For making thistle tea (the wonder drink for Rogues)

Herbalism/Alchemy: for buffing and healing potions

First Aid: to heal and reduce combat recovery time
TIIP SUMMARY:

   * Shamans are one of the better 'dueler' and 1 vs 1 PvP classes. They are extremely versatile.
   * Even though the enhancement talent line is crap in PvP, it is extremely useful for levelling.
Therefore, it is good to start out by putting your talents into Enhancement and once you reach
higher levels, re-spec them into the Elemental and Restoration.
   * Unless WoW changes things, Lighting Mastery and Chain lightning are not worth the cost of
talent points.
   * Shock and Awe! The bread and butter for the Shaman in PvP is Purge and Earth Shock.
Purge will remove a buff from an opponent, and shock will disrupt a spell, and prevent any spell
from that same circle to be cast for two seconds. A long time in PvP.
   * Ghost Wolf is your get out of jail card. It will increase your speed by 40% allowing you to flee
most situations that are grave...like when your outnumbered in PvP!
   * a shaman is excellent in large scale PvP, with earthbinds and heal totems. The Shaman
makes a great healer when a priest is not available.

Basics:
 Shamans are for the Hoarde only and are available only to Orcs, Trolls, or Taruen. Shaman's
are more of a 'jack of all trades' class. They are not like mages nor are they like a warrior, but a
combination of both. Shamans can shapeshift like Druids, they can heal like a priest, and can
fight like warriors, but all three of these abilities are a bit weaker than that of the Druids, priests,
and warriors. When choosing the race to play, the differences are minor, so just pick the one you
like the best. Shamans begin with the ability to wear leather and cloth armor. Only at level 40,
they can wear mail.


PVP NOTE Because a Shaman is so versatile, I believe they are one of the better 1 vs 1 PvP
classes. A great Dueler! A good shaman is capable of taking down any other class in 1 on 1
combat.

Whereas a Rogue is great vs. a mage, but weaker vs. a warrior, a Shaman is good vs. all. That
doesn't mean that you will be owning anyone, it means that you will be able to put up a good fight
no matter who you face (assuming you play your Shaman well and are of similar levels). In my
experience, using a 2-H weapon is better in PvP and PvE overall.

The Totem
This is the unique identifier of the Shaman. Totems represent "spells" and appear as objects
that are 'dropped' on the ground. There are 4 kinds of totems: Fire, Water, Earth, and Air. To
obtain a totem, you have to complete a quest. Once you obtain it, you will never need to
recharge it or get another one. Having one "unlocks" the totem spells for that particular totem.

  * FIRE: damage spells. primarily offense.
  * WATER: healing and regeneration spells
  * EARTH: combat buffs and resistances
  * AIR: magic absorption, agility enhancements

The most powerful strength of the Shaman's spells is Elemental Combat. The Instant-cast shock
spells are the most useful in PvP, and quite useful in any group PvE setting, btw.

KEY SPELLS FOR SHAMAN IN PVP:

Earth shock has the wonderful effect of disrupting your opponents spell (if he is casting one) and
preventing him from casting any spell in that same line for another two seconds. This is a long
time in PvP! This is just low down nasty against any spellcaster.
 PURGE. This works amazing wonders in PvP, as it negates a buff. Consider a priest, for
example. He has no armor, except for his shield spell. Casting Purge on him will remove it,
making him as vulnerable as a naked worm.

Lightning Shield: Have this one on the hotkey. This is most critical in PvE.

Ghost Wolf: Increases your speed by 40% (if you invest your talent points), enabling you to flee
if your opponent is killing you. Its always good to have an "out"!

The bread and butter for a Shaman PvP is SHOCK and PURGE.


Talent Distribution Enhancement is not recommended for PvP. BUT it is a great way to level
your character. I believe that the secret of the Shaman is to go with an Enhancement build for
the purposes of leveling. Your 'down' times will be minimized with this build. With enhancement,
you do more damage, and can heal with first aid bandages. Then, once you are higher in level,
re-spec' your talents to a restoration/elemental build for PvP. Here is the optimum PvP build for a
Shaman. You will find that the best PvP Shaman players use this exact build, with only slight
modifications.

Elemental Combat (22 points)
Concussion Rank 5/5
Convection Rank 5/5
Elemental Focus Rank 1/1
Call of Thunder Rank 5/5
Reverberation Rank 5 /5
Elemental Fury Rank 1/1

Enhancement Talents (7 points)
Ancestral Knowledge Rank 5/5
Ghost Wolf 2/2

Restoration Talents (22 points)
Tidal Focus Rank 5/5
Totemic Focus Rank 5/5
Improved Lesser Healing Wave Rank 5/5
Combat Endurance Rank 1/1
Tidal Mastery Rank 5/5
Nature's Swiftness Rank 1/1


Chain lightning is not worth it. Too high manna, too low damage. Your points are better spent
elsewhere than this. It is a seldom used spell in PvP. Lightning mastery is the same. Costs too
many talent points for what you get from it.

Elemental Fury is your big ticket for PvP! It guarantees a critical hit, something that has a high
prize in PvP. A guaranteed critical spell hit for the Shaman is like having a Rogue finishing move
:)

Natures Swiftness is a very important PvP talent. When you fight classes such as priests and
warlocks, you will really appreciate it. It allows you to get off a full healing spell that cannot be
disrupted or stopped with silence. This is very very handy in PvP!

Solo
A Shaman is very good at playing solo. Probably one of the better solo players in the game. One
popular technique to use when PvE: casting a couple lightnings on the mob, use your lightning
shield can often leave a mob greatly weakened before it even reaches you. Open up with Melee,
while your totems are layed out around you, with your lightning shield on. Now Flame Shock, and
as your shocks refreshes the mob will be running or already close to it, at which point you can
cast a frost shock to stop it dead in it's tracks and finish it off.


Professions:
Once again, as with all classes, I recommend maxing out First Aid skill. Whether you are a
healer class or not, First Aid will always be a source of additional HP's. Having first aid simply
gives the Shaman more emergency HP access and this is always useful in PvP OR PvE.
Alchemy/Herbalism is my recommended profession. The potions generated from Alchemy can
be used while in combat and to me are more useful than anything else (except possibly the
explosives you get from Engineering).
Race played = Orc

Level obtained = 15

Armor = cloth, leather, can wear mail at 40 with training.

Weapon of choice = Mace/Shield until 10 then Ax/Shield(I switch to Ax at 10 to get that extra
5% Orc damage bonus for using axes.)

Leveling Difficulty = Medium (hard in PvP)

NOTE: the cost to buy each skill is listed next to its name.



The Shaman Leveling 1-15




The Shaman, Bliz describes this class as a Jack of all trades and master of none, we will see
about that... The Shaman will definitely be a challenge for those of you who take him into high
level PvP, as his skills are extremely spread around, not really being able to do any one thing
like an expert. At the lobie levels this is not apparent at all until you start to hit 10+, think of
the Shaman as a pala... Oh?!? almost said the "p" word, being a Horde peep that is against my
religion. The biggest single problem you will face will also be your greatest asset... Totems Yes
they are awesome if used correctly, but even if used correctly will you be able to convince an
alliance member to step inside your Shamanitstic totemic circle of doom? ummm no... In PvE
where the mobs have the intelligence of a high school senior on prom night, they will simply run
right up to you, never stopping once to see the 4 totems you have sitting on the ground. So if
you dare to enter the world of the Shaman do not expect to get massive kills in PvP as the
opposing side will simply nuke you from range or totally ignore you, its not like you can just pick
your totems up and start chasing them, no the Air totems do not have the fly ability enabled.
Am I bashing the Shaman? Oh no, quite the opposite, the shaman will be the greatest challenge
of all to play in PvP. That is why 90% of peeps play MMORPG's, for the challenge of being the
best there is, and letting everyone else know it. Necessity is the mother of invention and if it is
humanly possible to find a way to rack up the kills with a Shaman in PvP, then it will be done.
O.K. lets get you to 15 before I start a Shaman ritual or something... The first thing you want to
do is open your inventory and right click on the scroll, or other object that will open the quest
window on the left side of the screen and give you your first quest, accept the quest and if you
look on your minimap you should see a little yellow dot this dot represents the NPC that you talk
too to complete your first quest.(You may have to walk a little ways, but just starting off the
quest NPC is usually very close to your starting location) For future reference anytime you see a
little yellow dot on your minimap this is the location of an NPC that you have completed a quest
for. When you get to level 5 you may take a trade skill, which may also show you little yellow
dots on the minimap, these will either represent a "mine node" (if you have the skill
"mining")that can be mined or a "herb plant"(if you have the skill "herbalism") that can be
harvested.



Leveling 1-4



You will have (or may buy) these skills at lvl 1-4
Lightning Bolt Level 1

Cost = 35 Mana ----- Casting time = 1.5 secs. ----- Range = 30 yards.

A lightning bolt that hits your target for 26-30 damage.




Healing Wave Level 1

Cost = 35 Mana ----- Casting time = 1.5 secs. ----- Range = 40 yards.

Heals yourself or a friendly target for 39 to 49.




RockBiter Weapon

Cost = 30 Mana ----- Casting time = Instant.

Buffs the Shamans wep by increasing the attack power by 26.

Spell lasts 5 minutes.




Stoneskin Totem

Cost = 35 Mana ----- Casting time = Instant ----- Must have the tool "Earth Totem"

Instant cast

Tools: Earth Totem

Summons a Stoneskin Totem with 5 health at the feet of the caster. The totem protects party
members within 10 yards, reducing physical damage taken by 3. Lasts 45 seconds.




For your fist few levels The "Lightning Bolt" spell will be your main pulling spell, Healing wave is
here as well in case you need to heal between pulls.(Notice the really fast 1.5 sec cast rate)
RockBiter is a wep buff that you should always have on when about to begin melee, the
stoneskin Totem is awarded to you after completing a quest, this is your first totem so make
sure you get some good use out of it. Since Totems are insta cast spells, you really do not need
to cast these before combat, simply cast one when you receive your first melee hit. Later on
when you can drop 4 different totems you will have to do a little more advanced planning.
Approach a "mob" and as you approach you will see that the numbered box that your Lightning
Bolt spell is in turn from red to white, this means that the mob is in range for your spell. If the
spell "Lightning Bolt" is not on your hotbar you will have to open your "abilities" page and left
click to drag the icon to a place on your hotbar so that you may use it. So the mob is in range,
what I do is right click the mob, this puts you into "combat mode" if the mob is in range you will
swing at the mob with whatever weapon you have equipped, but hopefully the mob is still a
little distance away so that you may cast Lightning Bolt to damage it. Once you do this, the mob
will come to you to do battle.(At the lower levels you will only experience the "melee" type
mob's later on you will face mobs that once you cast a spell on them they will start casting
spells on you!) Once you cast Lightning Bolt you will see the "timing bar" start to fill when the
bar is fully filled the spell will be casted, IMMEDIATELY click the spell again so that you may
start another Lightning Bolt spell. In most cases you will be able to get off 2-3 spells before the
mob actually gets close enough to hit you. If the mob is in melee with you and you try to cast a
spell the mob may hit you, if that happens your bar will "jump back" and the spell will attempt
to continue casting. At the lower levels after the mob gets within melee range just whack him
with your weapon a few times and he should die. A little trick on casting spells... some spells
when you get higher level have a "cooldown" time so you cannot keep casting over and over
again, however at the lower levels wait until you see the green bar hit the end of the line and
click again, do not wait for the bar to fill and disappear, click it as soon as the bar is filled this
gives you about a .1 - .2 seconds of advantage over other players that simply wait until the bar
disappears. By now you should be getting to level 4.




Leveling 4-6



At level 4 you may buy these spells:




Earth Shock Level 1

Cost = 30 Mana ----- Casting time = Instant ----- Range = 20 yards ----- Cooldown = 6 secs.

This is an Insta cast spell that not only causes damage of 17-19 Nature damage, but also
disrupts any spell being cast for 2 seconds.




This spell is very useful later on when facing casters, right now you just want to use this as an
insta damage spell. As a Shaman since you can heal your self you really have no need for food,
but keep all the drinks you find to replace your man to decrease downtime between pulls.
Continue on to level 6, at level 6 you will most likely leave the "noob" town and make your way
to another town to get new quests and higher level mobs. Up to now when you see a mob it was
most likely yellow which means that these will not attack you if you get too close, however if
see a mob that is red then this mob will attack you if you get to close, this is commonly called
"agro".



Leveling 6-8



At level 6 you may buy the following spells:




EarthBind Totem Level 1

Cost = 40 Mana ----- Casting time = Instant ----- Tolls required = Earth Totem
Creates an Earthbound Totem that slows enemies with 10 yards. Totem has 5 hit points.




Molten Blast Level 1

Cost = 30 Mana ----- Casting time = 1.8 secs ----- Range = 30 yards.

Flames the target for 18-26 damage




Healing Wave Level 2

Cost = 50 Mana ----- Casting time = 2 secs. ----- Range = 40 yards

Heals the caster or another friendly target for 64-78




The earthbound totem is really not needed at this level as you can just cast lightning bolt if a
mob tries to run away. The molten blast spell is about the same power as the lightning bolt spell
but has a little longer casting time. Healing wave 2 is an upgrade to your earlier Healing wave 1
spell. Still do as many quests as you can and always have the rockbiter buff on your weapon. By
now you should be pretty familiar with the quest system as well as knowing what level mobs
you can handle. It has been my playing experience that you should only kill mobs your level or
1-2 levels higher as anything else is going to cause a "mana dump" and a possible death, and
you will find that the exp is not worth it at all, after you figure in the risk and the downtime
needed to recover from the mana dumping. Also if you are going to take any trade skills get
them now, even if you have to take some time to walk to your nearest capitol,(which is pretty
close to you now, regardless which race you have chosen) You can get your 2 main tradeskills
at lvl 5.




Leveling 8-10



At level 8 you may buy the following spells:




Lighting Shield Level 1

Cost = 45 Mana ----- Casting time = Instant
This shields the caster with 3 balls of lightning, when the casters is hit in melee or by a ranged
enemy they will be hit with of the lightning balls for 13 damage. Each hit that an attacker takes,
takes away 1 lightning ball, the lightning balls will not discharge all at once and will only fire
every few seconds.

Spell lasts 10 min. or until all 3 lightning balls are used up.




Lightning Bolt Level 2

Cost = 35 Mana ----- Casting time = 2 secs. ----- Range = 30 yards.

This is an upgrade from your Lightning Bolt level 1 spell and hits for 26-30 damage.




Earth Shock

Cost = 50 Mana ----- Casting time = Instant ----- Range = 20 yards ----- Cooldown = 6 secs.

This is an upgrade to your earth shock spell causing 33-35 lightning damage and interrupting
spell casting for 2 secs.




StoneClaw Totem Level 1

Cost = 20 Mana ----- Casting time = Instant ----- Cooldown = 30 secs. ----- Tools required =
Earth Totem.

Creates a totem with 50 health for 15 secs, that tries to taunt creatures into attacking it.




RockBiter Weapon Level 2

Cost = 55 Mana ----- Casting time = Instant.

Upgraded weapon buff increasing the attack power by 53

Spell lasts 5 minutes




A good idea is too cast lightning shield and rockbiter 2 right after one another, if you are soloing
then the Stoneclaw will simply attempt to pull the agro from you, I have found that the vast
majority of the time this did not work well. At this level I was still using the Stoneskin totem and
casting Lightning Bolt to pull and kept casting it until mob closed to melee then hit an
earthshock for the insta damage and then melee the rest of it. By now you should have visited
your capitol or have a quest that leads you to your capitol for your race. As a side note you
cannot sell conjured food or water, yes I already tried... At level 10-11 you will most likely leave
the level 5-10 "area" and be sent on a quest to visit a new location, this is also the level at
which you may be introduced to your first "elite" quest. Elite quests are not meant to be done
solo and no you cannot solo an "elite" mob that is your same level in most cases. I believe Bliz
did this to encourage "grouping" after level 10 if you so desire. You can easily tell an "elite" mob
from a normal mob by the word "elite" in the mobs name or the wreath around the mobs pic
when you left click it. You can safely left click a mob to get info however if you right click it then
you enter combat mode with that mob.




Leveling 10-12



At level 10 you may buy the following spells:




Strength of Earth Totem

Cost = 30 Mana ----- casting time = Instant ----- required tools = Earth Totem

Creates an Earth Totem that increase the strength of all party members as well as the caster by
10, totem has 5 hit points and works within a radius of 20 yards.

Spell lasts 45 secs.




Flametongue Weapon

Cost = 60 Mana ----- Casting time = Instant

Buffs the casters weapon with 4-12 fire damage per hit, actual buff damage is based upon
speed of the weapon.

Spell lasts 5 minutes




Flame shock Level 1

Cost = 55 Mana ----- Casting time = Instant ----- Range = 20 yards ----- Cooldown = 6 secs.

Insta cast spell that hits for 21 and then DOT's for an additional 24 damage over 12 secs.




Searing Totem Level 1

Cost = 30 Mana ----- Casting time = Instant ----- tools required = Fire Totem.
Creates a Totem that attacks a single enemy within 20 yards for 4-6 fire damage every 2 secs.
Lasts 30 seconds. Totem has 5 hit points.




Here the Shaman can quest for a fire totem at level 11, once obtained the Shaman can now
have 2 totems running at the same time a fire totem and an earth totem. Another bonus is
another insta shock spell so now you have earth shock insta AND the Flame shock Intsa.(Use
the Flame shock insta first as this is a DOT) You also can now buff your weapon with
Flametongue instead of RockBiter, Flametongue overall is the better buff. By now you should
understand the basics of playing a Mage, and at the capitol city you should also find your "bank"
as this has numerous "slots" to store your items, before storing items see if you can "stack"
them by dragging one item over the top of another items of the same type. Stackable items
include: potions, food, water, crafting materials, and crafting supplies. Also depending on which
type of server you are playing on PvP or PvE you may start to see enemies from the other
"realm." From level 10-20 the basics of the game and the mobs start to take you out of the
"noobness" and into the full game, expect to fight "caster" mobs, "bow and arrow" mobs and
mobs that will give you poison, stuns, or other negative status effects. You may also want to
open your "social" window and flag yourself as "looking for a group" if that is a style of play that
you desire.(You also may choose to pick a talent here, see the bottom of this post for a link to a
list of the talents available.) Although the shaman, at this point does not have emergency "get
away" spell if things turn bad, drop an EarthBind totem and run it usually works well.



Leveling 12-14



At level 12 you may buy the following spells:




Rebirth

Cost = 140 Mana ----- Casting time = 10 secs ----- Range = 30 yards.

This is a rez spell that restores a dead friendly target to life, make sure after the rez that you
heal the target right away as the target will only have 1% health.



Purge Level 1

Cost = 45 Mana ----- Casting time = Instant ----- Range = 30 yards

Remove 1 positive benefit effect from an enemy target.(Not to be confused with the DAOC
realm ability "purge" LOL)




Healing Wave Level 3

Cost = 90 Mana ----- Casting time = 2.5 secs. ----- Range = 40 yards.

Heals the caster or a friendly target for 129-155.
Fire Nova Totem Level 1

Cost = 115 Mana ----- Casting time = Instant ----- Tools required = Fire Totem.----- Cooldown
= 15 secs.

Creates a fire totem that will hit all enemies within 10 yards for 48-56 damage in 4 secs. Totem
has 5 hit points.




Here we have a new interesting selection of new skills here, the Fire Nova Totem is kind of like a
time bomb, after you place it it will "detonate" in 4 seconds, there is a talent that will lower this
time down to 2 seconds, only bad thing here is the 15 second cooldown on it. Rebirth is a rez
spell that only gives the target 1% of health and purge, to me just does not seem like a good
skill in PvE. Healing wave is the upgrade from level 2. Well now it seems like it is time for you to
move along to mobs that are a little harder, start out in search of a town called the crossroads.
Here you will start to find that you are not in the lobie noob zones anymore. The majority of the
mobs are aggressive(red con) and if you pull them and they have buddies nearby they will come
also. You will also find mobs that "call" other mobs if they get hurt and are close to death, so if
there are other mobs close by that are of the same type do not be surprised if they agro you
when you have the mob you are working on almost dead. The best way to see this is to mouse
over your chat window, go to the tab that says "combat" left click and hold and drag it to the
right side of your screen to separate it from the chat window, now you can review all the
damage and other combat related actions taken by you and the mob you were in combat with,
as well as seeing any new chat messages in the chat window. At this level you really need to be
paying full attention to your surroundings. Stay away from the "dinosaur looking" lizards south
of the crossroads as they are melee and casters, and will zap you with lightning damage.
Needless to say, now is a good time to get in a group. Also at the crossroads I am 99.9% sure
you will experience your first PvP encounter...



Leveling 14-15



At level 14 you may buy the following spells:



Lightning Bolt Level 3

Cost = 55 Mana ----- Casting time = 2.5 secs. ----- Range = 30 yards.

Hurls lightning Bolt for 45-53 damage.



Earth Shock Level 3

Cost = 85 Mana ----- Casting time = Instant ----- Range = 20 yards ----- Cooldown = 6 secs.

Socks the target hitting for 60-64 damage and interrupting the spell being cast for 2 secs.




Stoneskin Totem Level 2

Cost = 75 Mana ----- Casting time = Instant ----- tools required = Earth Totem
Creates Totem with 5 hit points, reducing physical damage to all party members within 20
yards.

Spell lasts 1 minute.



Molten Blast Level 2

Cost = 45 Mana ----- Casting time = 2 secs. ----- Range = 30 yards.

Blasts the target for 32-44 fire damage.



Lightning Bolt is an Upgrade as well as the other 3 spells you get at this level. Something very
important to remember about totems: you cannot "cast" a totem unless you have the actual
totem somewhere in your inventory. By the time you hit the 14-15 range you will have figured
out by now that the Shaman at these levels are really melee's using totems as "buff" If you can
see Shaman in this way I believe it will make your leveling allot easier. Pretty soon you will be
heading to your second set of "elite quests", so hopefully by now you have met quite a few
players and already have some friends you can do the quests with. As you do your quests
remember that the top most quest in your quest list under an area is the easiest one to
complete, so in most cases you should do these quests first.
Useful Warlock links:
http://thottbot.com/?c=Warlock
Loads of factual, (almost) always up-to-date info
http://wowvault.ign.com/View.php?view=Talents.View&category_select_id=10
Test talent builds before putting points in things ingame.
http://wow.allakhazam.com/db/spelllist.html?class=Warlock
List of all Warlock spells in a very user-friendly format
http://www.wowmb.net
General Warlock site. Another Warlock forum there.


Ideas for talents:
http://mash.users.whitehat.dk/warlockpvp.txt

Please contact me if you want a talent template hosted and added to this list.


Q: Does Warlock require any reagents for their incantations?
A: Warlocks use Soul Shards for many spells. Soul Shards are gained by casting Drain Soul on
monsters as they die. If the monster yields experience, you gain a Shard. Soulshards are used to
for the following spells:
Create Healthstone
Create Soulstone (2 Shards)
Create Firestone
Create Spellstone
Enslave Demon
Ritual of Summoning
Shadowburn
Soulburn
Summon Voidwalker
Summon Succubus
Summon Felhunter

Q : What are curses and how do they work?
A: Curses are debuffs that warlocks can cast upon their enemies. All curses are instant cast
spells and can be resisted with shadow resistance. A warlock can cast different curses on
multiple targets, but they are restricted to one curse per target. If a warlock tries to cast a different
curse on a target he already cursed, the new curse will overwrite the old one. Unlike DOTs,
curses of the same type do not stack. Multiple warlocks cannot cast the same curse on the same
target (i.e. two Curses of Agony). It is possible for multiple warlocks to cast different curses on the
same target (i.e. Curse of Weakness and Curse of Agony).

Curse of Agony - Damage over time curse.

Curse of Doom - Deals 3200 damage to its target after 60 seconds. If this damage kills the target
there is a chance that a doomguard will appear.

Curse of Elements - Reduces the target's fire and frost resistance.

Curse of Exhaustion - Slows the target's movement speed.

Curse of Recklessness - Lowers the target's armor and slightly increases its attack power. Makes
the target immune to fear as well, both all fear-spells and the automatic running off with 15%
health, very useful in dungeons.

Curse of Shadows - Lowers the target's arcane and shadow resistance.
Curse of Tongues - Increases the casting time of the target's spells.

Curse of Weakness - Decreases the amount of damage the target deals in combat.

Q: When and how do Warlocks get the different pets?
A: Imp @ 1 - quest
Voidwalker @ 10 - quest
Succubus @ 20 - quest
Felhunter @ 30 - quest
Infernal @ 50 - drop (lower Blackrock Spire)
Doomguard @ 60 - drop or from Curse of Doom

Q: What classes duo well with the Warlock?
A: Generally, you'll want to play with hybrid healers (Shammies, Paladins and Druids), as their
fight pattern resembles the Warlock's the most. A mage on the other hand, fights in an entirely
different rhythm and usually doesn't do well with Warlock.


Q: What armors can Warlocks wear?
A: Warlocks can only wear Cloth armor.


Q: What weapons can Warlocks use?
A: We start out with Daggers, and can learn Staves and One-Handed Swords at trainers.


Q: How are Soul Shards stored?
A: They are stored in your backpack at a rate of one per slot. They do not stack.


Q: Can I gain Soul Shards from other players (PCs)?
A: No, currently you can only get Shards from monsters.


Q: Could you explain how the infernal summon currently works?
A: Currently, once you've found the Grimoire in Blackrock Spire, you can cast an Infernal once
every 30 minutes, at the cost of one reagent, an Inferno Stone. The Infernal is under your control
for 15 seconds, and then it breaks lose. You are able to use Enslave Demon to keep it after this.


Q: Where do Warlocks receive Demon books? What do these books do? What are some things
to keep in mind about these books and their usage?
A: Pet trainers sell these books. When you're at the appropriate level, using the book while the
pet is out will teach him the skill. One-time usage. The pet learns the spell permanently. The book
is consumed.


Q: Exactly how much PvE do you have to do to get the shards required for, say, an hour of PvP?
A night?
A: Once you get rolling on easy mobs, it takes you about 30-40 minutes to get 10 minutes worth
of shards.


Q: Do wands need ammunition? How do I use it?
A: You do not need ammunition. Open up your spell book and go to the general tab. You should
see an action icon there that says shoot. That is the icon you want to click to fire your wand Smile


Q: What professions are actually useful to a Warlock?
A: Subjective answers:
Well, a lot of people (especially the pvp'ers) will tell you Mining/Engineering simply because it has
a lot of GOOD stuff with Engineering requirements and you can buy everything else off other
players, basically.
If you're extremely wealthy (not gonna happen this patch, I know), Enchanting + Engineering is
probably the best, but Mining + Engineering works too.
As Soni said, Engineering is just gold in PvP because of the Net-o-Matic projector. Also the 34
stamina / 26stam/16 int cloth headpiece kicks ass.


Q: What is the Warlock damage dealing style / speciality?
A: DoT(Damage over time) stacking with contributed skills/damage from different pets.


Q: Will I need to learn horse back riding to ride the Felsteed?
A: You do not need to learn anything to ride the felsteed. The only requirement for obtaining the
felsteed is the completion of a simple quest that becomes available at level 40. Currently the
quest involves talking to a few NPC's, but the quest text hints that this might change in the future.

Q: Can you use Curse of Doom on a player in PVP?
A: No, 3200 damage in one blow is ALOT in PvP

Q: How do I use soulstones?
A: First you cast "Create Soulstone (your rank of choice), this will take 2 soul shards and create a
Soulstone in your inventory. Then, you right-click on the soulstone you just made and target
yourself or a party member. It'll do a short cast and then the person who was targetted will get the
soulstone buff.

Q: How long does the Soulstone buff last/is there a cooldown?
A: The buff lasts 30 mins or until the person dies and gets rez'd by it, whichever comes first.
There's a 30 minute cooldown regardless of how long the player has the buff, so you can only
have one person safe at a time.

Q: Is there such thing as a Melee build for a warlock? If it even exists what would it look like? and
would it be effective at all?
A: No, Warlocks have no melee-skills, and the Firestone we can make is very, very bad.

Q: What spells are affected by +shadow dmg items?
A:
Corruption
Death Coil
Drain Life
Drain Soul
Shadow Bolt
Shadowburn
Siphon Life

Q: Since we can summon a mount, can we also get the standard mounts for our races if we
choose to?
A. Yes, you can still buy the standard mounts.

Q: Where and at what level can horde warlocks train in Staves?
A: Horde warlocks can train in staves at Thunder Bluff.
No level restriction, but it costs 10 silver.
This guide is a basic guide to the warlock. It should get you started and give you a general idea
of how to operate the game and play the class.



Now, as far as race goes there isn't any real difference besides the amount of mana and life you
start out with so chose any race you wish. I think undead look awesome but they are on the low
end of the mana chain only starting out with One-hundred and ten. If you want to be a short
Gnome then you are going to start with a whopping two-hundred! Either way you go they are
pretty close to the same.



Now, go, create, dress up, and for gods sake get a nice hair cut! Done creating your character?
Watched the story movie thing? Super, let’s get you on the road to becoming that warlock of
doom everyone is always talking about. First off get familiar with moving around in the world,
arrow keys make you move or you can click down both mouse buttons and hold. You can look
all about by holding the right mouse button down and rolling your mouse around, you get the
picture. If you are looking for an auto run, the push numlock, this will be handy for when you
want to eat and run away from a monster at the same time.



Next look around for some guy with an exclamation point above his head, you are going to see
a lot of those. These fellows can give you quests, which we want lots of, so talk to everyone of
these you see, they are all about. Some of the missions will appear later and some of the
exclamation points will be a stone gray color, meaning they will have a mission for you soon,
like next level or so. You will find missions everywhere, in homes, Inn's, caves, Mountain
passes, so keep your eyes pealed.



Missions are a very fast way to level in World of Warcraft, probably better at lower levels then
higher, but I haven't reached the top yet. So after gathering your missions take a look at the
bottom of your screen. Here you will see all sorts of buttons and what not, don't be afraid, they
are only here to help. First look to the far bottom left of your screen. Here you will see a
weapon icon, a dagger for you but the same goes for every class, a hammer for Paladins, sword
for Warrior and so on.



This is pretty basic, just press 1 on your number row and you perform the skill, same goes for
the rest of the icons on the left all the way up to 0. This is pretty basic and standard for most
MMORPG's. Now on the right of the hot keys, those being the 1-10 buttons on the bottom of the
left had screen, you will see another row of buttons, these are in game help and other things
like quest log and character info. Try each one out and remember what they do. The character
info, Quest key and Map button will probably be your most used buttons so make note of them.
To the right of these lay some empty slots and a backpack icon. Right click the back pack to
open it up and check out what you have, some healing gear, maybe some ammo not a whole lot
at the moment, but that's alright, you'll get stuff fast. The one key thing in your pack though is
the Hearthstone, this, when used, will return you to whatever Inn you last rested at, very nice
for saving yourself a long run after finishing a Quest.



Now, as you go along you will get little bags to stick in the empty slots next to your backpack,
these are great finds and not hard to get made if you know what kind of creatures to kill. But
enough about the games little things, you want to bash some heads in, break some bones, sear
some flesh right? Great, because I want you to, head out of your little starting area and look to
the left or right for some creatures to kill.



The targeting system is basic, just press tab while close to a monster and you will select it,
unfortunately its range is super limited and it might just be easier to left click on the said target.
So, select something, look to the bottom left, make sure your icons number are white, as that
means you are within range to attack and then start casting! Now you are going to see a bar
appear as you cast, when this bar fills you will cast the spell, if you move it will cancel, if you
get hit it will lose some of its percentage complete. As soon as the spell is cast you can cast it
again, roll out those shadow bolts and drop your first creature!



That was easy wasn't it? Now, check out your life and mana bar on the top left, you will see you
lost some life, most likely and a lot of mana. Don't worry about it, press 3 and you will cast
demon skin which will increase your regain rate and your armor so you take less damage. You
will notice that health and mana return quickly, this is rather nice but may change as it makes
leveling a bit easy as you never seem to need to sit and heal, at least not if you are a warlock.



Now, as far as loot goes you will see the monster you have killed is glowing, no, that is not its
soul going to heaven and neither is it made of gold but it does mean you can loot it. Simply put
your mouse of the corpse and right click and loot up. I advise at lower levels that you only grab
things that stack which is anything other then armor it seems. Reason for this is you can carry
lots of them and the low armor doesn't sell for as much as a stack of them, but do pick up some
armor and try to equip it, for a warlock you can only wear cloth pretty much, and a flimsy chain
mail cloak, just check them out as you go.



Now kill your way to happiness, as you do the quests you will move farther and farther out from
your home town, make sure to learn your skills and doing your pet quest, which can be done a
level 1 if you are human warlock, level 4 or so for gnome. As you reach a new town talk to the
Inn keeper and tell him you want to rest so that you can return there using your stone any time
you want.



Now, for skills, here is what we have and what you should get as you go on.




• Shadow Bolt- This is your basic Direct Damage spell. You already have this at level one when
you start the game and will want to continue to level it up as you go.

• Immolate- This is A Damage Over Time or DOT as they are called. This is a very nice spell to
use to open you battle up with since it does its damage over time.-level this up as you go.

• Corruption- This is another nice DOT and once you get it you should use this before Immolate
as it takes longer to cast. This would be another nice one to level up.

• Life Tap- This spell converts some of your life into mana, as it is you may not be concerned
really with mana at the moment, but as you go along keep this spell in mind, there are times
where I wish I had more, but more life is also nice.

• Curse of Weakness- This at first level Isn't a great spell, it reduces the damage of the monster
for 2 minutes by 3, that's not amazing or anything because it's not really a lot of damage to be
concerned about and you will have the monster dead in ten seconds or less anyway. However,
at higher levels and for longer battles this spell will be great to help you, or your pet live that
extra few seconds.

• Fear- Causes the enemy to run away for a short time. Very nice spell for taking on groups of
two or three, but it can also get you into trouble because the monster you feared can bring back
friends. Use wisely.

• Curse of Agony- Another nice DOT and is best used after the first two since you need the extra
space between you and the monster to get the other spells off unhindered. You can only have
one curse active on a monster at a time though, so curse of weakness needs to take a back seat
sometimes.

• Drain soul- This spell you can get at level ten and is a good spell to a point. It is a DOT, but a
DOT that keeps you casting until the end of its duration, this spell is best used only if you need
the Soul Shard the monster will yield at death as an effect of this spell. Soul Shards are used to
summon your pets after the Imp pet and can be used to create healthstones which heal you for
100 instantly. Very nice to have!

• Create Healthstone- This spell will change one Soul shard into a healthstone, sounds
awesome, and it is, to an extent. The down side is you can only have one healthstone at a time
because they are unique. So, it’s a nice spell to have so you can have that extra 100 point heal
when you need it, so get it, they may change the amount you can have after launch.

• Health Funnel- This spell would be best used in a group. It allows you to heal your pet but in
return you are losing life yourself, so you don't want to use it on pets that can't hold aggro or
tank. It's still a nice spell to have around.



As you get higher you will attain new DOTs and life transfer spells, but everything else is basic,
you should be able to get an understanding of the spell by reading its description and decide if
you want it or not. When you hit level ten you will get talents, these will boost your current skill
powers even more, look for the talents box just after the character info Icon, it's that new red
one.



And one last thing, the best way as a warlock to solo is to send you pet in first, which you can
make attack by selecting a creature and pressing Ctrl+1, and then, while it starts to attack open
with your DOT's and pull aggro from your pet with your shadow bolt spell. Make sure to buy the
upgrades for your pets. One more thing about quests they are always where they say they are,
so far, the directions given are great, just ask someone if you aren't sure. To speak into Gen
Channel type /1 and then what you wish to say and to party select someone and right click on
there picture. To speak to party type /p and there you go! Enjoy the game and check back here
for more guides and in-depth coverage later on.



Good luck
Race played = Orc

Level obtained = 15

Armor = cloth only

Weapon of choice = dagger/offhand, Wand (at levels 15-20 you will find items that you may
hold in your off hand that have stat adds like "branches" and "orbs" and other items. So it may
be advisable to go dagger at level 10 to get that weapon skill raised. Wands, I believe are broke
as of the Open Beta, but I still equipped one for the stat adds :)

Leveling Difficulty = Medium - Hard

NOTE: the cost to buy each skill is listed next to its name.




The Warlock Leveling 1-15




Forget everything you were ever told about the warlock class... This is not a warlock... It is a
Vampire with a pet, life leech, mana drain, drain soul... I would describe the Warlock as a glass
cannon but that simply would not fit as the glass part is correct but the cannon part is not. The
Warlock class has the lowest amount of hitpoints I have seen out of all 8 classes, and the
damage that the Warlock deals is mainly through numerous massive DOT's, this is not an easy
class to play and will it shine at higher levels? I have no Idea, as it is just my job to get you to
15.



The first thing you want to do is open your inventory and right click on the scroll, or other object
that will open the quest window on the left side of the screen and give you your first quest,
accept the quest and if you look on your minimap you should see a little yellow dot this dot
represents the NPC that you talk too to complete your first quest.(You may have to walk a little
ways, but just starting off the quest NPC is usually very close to your starting location) For
future reference anytime you see a little yellow dot on your minimap this is the location of an
NPC that you have completed a quest for. When you get to level 5 you may take a trade skill,
which may also show you little yellow dots on the minimap, these will either represent a "mine
node" (if you have the skill "mining")that can be mined or a "herb plant"(if you have the skill
"herbalism") that can be harvested.



Leveling 1-4



At level 1-4 you already have(or may acquire) the following skills:




Shadow Bolt Level 1(free)

Cost = 25 Mana ----- Casting time = 1.7 secs. ----- Range = 30 yards.
Shoots a Shadow Bolt at the targeted enemy, hitting for 13-18 damage.




Demon Skin Level 1(free)

Cost = 50 Mana ----- Casting time = Instant

Increases armor by 20 and health regeneration.

Spell lasts 30 minutes.




Immolate Level 1(10 copper)

Cost = 25 Mana ----- Casting time = 2 secs. ----- Range = 30 yards

Torches the target for 13 to 14 damage and then DOT's for 14 damage over 21 seconds.




Summon Imp(quest)

Cost = 189 Mana ----- Casting time = 10 secs

Summons an Imp.




Firebolt - Pet spell(free)

Tools need = skill summon Imp




O.K. first things first, you should have demon skin casted on you 100% of the time you are
online, until you quest for your first pet, the Imp, use this combo to pull: Immolate,
Shadowbolt, Shadowbolt.(Just pray you do not have to melee too long) After you get the quest
for you Imp and complete it, things get a little easier. The Imp should be viewed for what he is
an "ugly Mage" he is a caster with very low hit points and refuses to enter melee. The easiest
way to manage this at low levels is to tell the Imp to attack a target, WAIT until you here the
"whoosh" of his fireball then start casting any DOT you have followed by constant chain casting
of Shadowbolt, yes you will get agro a few times when this happens either melee the mob or
run around in circles letting your pet nuke it to death.(daunt run straight away from your pet
though) A little trick on casting spells... some spells when you get higher level have a
"cooldown" time so you cannot keep casting over and over again, however at the lower levels
wait until you see the green bar hit the end of the line and click again, do not wait for the bar to
fill and disappear, click it as soon as the bar is filled this gives you about a .1 - .2 seconds of
advantage over other players that simply wait until the bar disappears. By now you should be
getting to level 4. Also remember that you can tell exactly when you are barely in range to cast
a spell... Look at your hotbar at the spell you want to cast, gradually get closer to your target,
When you are close enough the little number in the hotbar slot that your spell is in will turn
white, this lets you know you can start casting, because you are now in range.



Leveling 4-6



At level 4 you may buy the following spells:



Curse of Weakness Level 1(80 copper)

Cost = 30 Mana ----- Range = 30 yards

This spell gimps the target lowering the damage caused by the target by 3. You may only have
1 curse per target active.

Spell lasts 2 min.




Corruption Level 1(copper)

Cost = 35 Mana ----- Casting time = 2 secs. ----- Range = 30 yards

DOT's the target for 45 damage over 36 secs.




Blood pact - Pet Spell(1 silver 30 copper)

Tolls required = Summon Imp

This is a pet spell here, buy it when you can(you need to be lvl 5) and when your pet uses it
your stamina will increase by 3 as long as he is alive.(Your pet auto casts this spell)



At this point a typical combat will go: pet attack, as soon as pet casts, do immolate, corruption,
shadow bolt, shadow bolt. You do have your demon skin buff active right? You will find that until
you get your tank pet at lvl 10 "voidwalker," that it is all a game of agro management, the
perfect way is to bounce the mob between you and your pet until it dies. Continue on to level 6,
at level 6 you will most likely leave the "noob" town and make your way to another town to get
new quests and higher level mobs. Up to now when you see a mob it was most likely yellow
which means that these will not attack you if you get too close, however if see a mob that is red
then this mob will attack you if you get to close, this is commonly called "agro". At this point as
far as food and water is concerned, you have so few hit points so food is not really needed just
keep a steady supply of drinks available for when you mana burn, this will decrease down time.



Leveling 6-8

At level 6 you may buy the following spells:



Life Tap Level 1(2 silver)
Cost = 27 health ----- Casting time Instant

Takes away 27 life and gives you 27 Mana




Shadowbolt Level 2(2 silver)

Cost = 40 Mana ----- Casting time = 2.2 secs ----- Range = 30 yards

Fires a Shadow Bolt at the enemy, hitting for 26-33 damage.



You should be a little more used to your pet by now, so you should understand what he can
do(cast spells and die) and what he cannot do.(Tank) The Life Tap spell wont help you much
now as you really should not be using this as you still do not have enough health. If you
absolutely feel you must use this skill to level faster then cast it, BUT ONLY when you have
100% hit points, hit points at these lobie levels generate pretty fast even when walking around.
I am sure you know that the shadow bolt spell you get here is an upgrade for shadow bolt level
1. By now you should be pretty familiar with the quest system as well as knowing what level
mobs you can handle. It has been my playing experience that you should only kill mobs your
level or 1-2 levels higher as anything else is going to cause a "mana dump" and a possible
death, and you will find that the exp is not worth it at all, after you figure in the risk and the
downtime needed to recover from the mana dumping. Also if you are going to take any trade
skills get them now, even if you have to take some time to walk to your nearest capitol,(which
is pretty close to you now, regardless which race you have chosen) You can get your 2 main
tradeskills at lvl 5.



Leveling 8-10



At level 8 you may buy the following skills:




Curse of Agony Level 1(3 silver 50 copper)

Cost = 25 Mana ----- Casting time = 1.5 secs. ----- Range = 30 yards

DOT that hits for 60 damage over 60 seconds. You may only have 1 curse on any 1 target at
any 1 time.




Fear Level 1(3 silver 50 copper)

Cost = 35 Mana ----- Casting time = 1.5 secs. ----- Range = 20 yards.

Causes the target to be afraid forcing it to run away for up to 10 sec. You may only fear 1
Target at a time.
Firebolt Pet Spell(3 silver 50 copper)

Cost = Pet Mana 20 Mana ----- Casting time = 2 secs. ----- Range = 30 yards.

Hits target for 14-17 damage.(This is a pet spell that your pet auto casts all you have to do is
buy it and give it to your pet)



Curse of Agony should replace the curse of weakness as you main curse spell, fear is an
emergency spell in case the situation turns bad.(If the situation does turn bad and you fear a
target make sure your pet is not still casting on it!) By now you should have visited your capitol
or have a quest that leads you to your capitol for your race. As a side note you cannot sell
conjured food or water, yes I already tried... At level 10-11 you will most likely leave the level
5-10 "area" and be sent on a quest to visit a new location, this is also the level at which you
may be introduced to your first "elite" quest. Elite quests are not meant to be done solo and no
you cannot solo an "elite" mob that is your same level in most cases. I believe Bliz did this to
encourage "grouping" after level 10 if you so desire. You can easily tell an "elite" mob from a
normal mob by the word "elite" in the mobs name or the wreath around the mobs pic when you
left click it. You can safely left click a mob to get info however if you right click it then you enter
combat mode with that mob.



Leveling 10-12

At level 10 you may buy the following skills:



Demon Skin Level 2(7 silver 50 copper)

Cost = 120 Mana ----- Casting time = Instant

Increases the casters armor by 40 and health regeneration.

Spell lasts 30 minutes.



Immolate Level 2(7 silver 50 copper)

Cost = 50 Mana ----- Casting time = Instant ----- Range = 30 yards

Torches the enemy target for 25 damage and then DOT's for an 42 damage over 21 seconds.



Create Minor Healthstone(7 silver 50 copper)

Cost = 95 Mana ----- Casting time = 3 secs. ----- Items required = Soul Shard

Creates a Healthstone that can be used to restore 100 health. These items will disappear if
logged out more the 15 minutes.



Drain Soul Level 1(7 silver 50 copper)

Cost = 55 Mana ----- Casting time = Instant ----- range = 30 yards

Drains the soul of the target, dealing 50 damage over 15 seconds. If the target dies while this
spell is active then the caster will gain a Soul Shard.
Summon Voidwalker(quest)

Cost = 252 Mana ----- Casting time = Instant ----- Item required = Soul Shard

Summons a void walker to be a pet to the warlock.



Torment - Pet Spell(free)

Taunts the creature into attacking the void walker.



O.K. Allot of new spells here at 10.(As with most classes) Demon skin and immolate are both
upgrades to previous spells. The health stone is kind of like an extra health potion, as a test I
drank a health potion while wounded and then within 2 seconds used a health stone and
everything worked just fine. The drain soul spell, the damage is not great but you need to be
channeling this spell on a mob when it dies to get a Soul Shard. The Soul Shards can be used
for a variety of things, for example to create(summon) a void walker you need a soul shard in
your inventory, to create a health stone you need a soul shard in your inventory. The bad news
is that Soul Shards DO NOT stack that's right better have a lot of big bags, or do what I do and
only carry 3, if I get more then 3 I just destroy them. The pet spell torment is a pet auto cast
spell, if this is working you should see a little box on your pet hotbar kind of glowing white if
you see this then all is well, if you do not see this then you need to click on the spell in your
pets hotbar to get it to turn on. By now you should understand the basics of playing a Warlock,
and at the capitol city you should also find your "bank" as this has numerous "slots" to store
your items, before storing items see if you can "stack" them by dragging one item over the top
of another items of the same type. Stackable items include: potions, food, water, crafting
materials, and crafting supplies. Also depending on which type of server you are playing on PvP
or PvE you may start to see enemies from the other "realm." From level 10 -20 the basics of the
game and the mobs start to take you out of the "noobness" and into the full game, expect to
fight "caster" mobs, "bow and arrow" mobs and mobs that will give you poison, stuns, or other
negative status effects. You may also want to open your "social" window and flag yourself as
"looking for a group" if that is a style of play that you desire.(You also may choose to pick a
talent here, see the bottom of this post for a link to a list of the talents available.)




Leveling 12-14



At level 12 you may buy the following spells:




Health Funnel Level 1(10 silver)

Cost = 9 health and 5 health per second ----- Casting time = Instant ----- Range = 20 yards.

Channels 13 health to the casters pet every second for 10 seconds as long as the spell is
channeled.




Shadow Bolt Level 3(10 silver)

Cost = 65 Mana ----- Casting time = 2.8 secs. ----- Range = 30 yards
Fires a Shadow bolt at the targeted enemy, causing 48-56 damage.




Here you get your first Health funnel, never use this on an imp as by now you should have a
voidwalker. As far as using health funnel to heal your pet in mid combat just remember this:
The action that you are doing is seen by the server as a "heal spell" and yes do it a little too
much and you just got the agro, and you are low on health... As I have said before the key to
the Warlock is managing the agro between you and your pet, however a voidwalker is a "tank"
class, so let him have the agro he can deal with it allot better then you. The ShadowBolt 3 here
is an upgrade on a previous spell, and it should take its place. So you are here now, if you are
on the horde side and you are an Orc you should be at the crossroads(that's a town), if you are
Undead then you should be at the sepulcher. Here you will start to find that you are not in the
lobie noob zones anymore. The majority of the mobs are aggressive(red con) and if you pull
them and they have buddies nearby they will come also. You will also find mobs that "call" other
mobs if they get hurt and are close to death, so if there are other mobs close by that are of the
same type do not be surprised if they agro you when you have the mob you are working on
almost dead. The best way to see this is to mouse over your chat window, go to the tab that
says "combat" left click and hold and drag it to the right side of your screen to separate it from
the chat window, now you can review all the damage and other combat related actions taken by
you and the mob you were in combat with, as well as seeing any new chat messages in the chat
window. At this level you really need to be paying full attention to your surroundings. If you are
Undead and hanging around the sepulcher. Doing quests you may run into a unique mob named
"son of aragul" this mob will agro you from far away, and will kill you in one to 2 hits, if you see
him run, do not investigate unless you need a free trip to the graveyard... If you are an Orc,
stay away from the "dinosaur looking" lizards south of the crossroads as they are melee and
casters, and will zap you with lightning damage. Needless to say, now is a good time to get in a
group. Also at the crossroads I am 99.9% sure you will experience your first PvP encounter... If
you are Undead and want to go to the crossroads simply go to the "airport" a little north of the
Undercity, look up and you might see one of the airships flying in to dock. Climb the stairs to
the tower and take the "west" airship this will take you right outside of Orgrimar the Orc main
city, after you get off the city id to the west about a 1 minute run. The trip in Open Beta was
free, as you just walk onto the airship. Do not take the "east" airship as this takes you down
close to Booty Bay and trust me you are not ready for that yet...



Leveling 14-15



At level 14 you may buy the following spells:

Curse of Recklessness Level 1(10 silver)

Cost = 40 Mana ----- Casting time = 1 sec. -----range = 30 yards.

Curses the target, increasing attack power by 20 and reducing armor by 45. While cursed the
enemy cannot be feared and will not flee. You may only have 1 curse active on a target at a
time.

Spell lasts 2 min.



Curse of Weakness Level 2(10 silver)

Damage caused by the target is reduced by 7 for 2 minutes. Only one curse per Warlock can be
active on any one target.
Drain Life Level 1(9 silver)

Cost = 55 Mana ----- Casting time = Instant ----- Range = 20 yards.

Transfers 10 health every second from the target to the caster. Lasts 5 seconds.



Corruption Level 2(9 silver)

Cost = 65 Mana ----- Casting time = 2 secs ----- Range = 30 yards.

DOT's the target, causing 100 damage over 40 seconds.



Fire Shield - Pet spell(15 silver)

Cost = Imp 60 Mana ----- Casting time = Instant ----- Range = 30 yards.

This is a pet auto cast spell and only need s to be bought for the imp.(If you want it)

Gives the target a shield of fire. Every melee damaging hit against the target causes 5 fire
damage to the attacker.



Blood Pact Pet Spell Level 2(30 silver)

Cost = 0 ----- Casting speed = Instant - Range = 20 yards.

Raises party members' Stamina by 7.




Here again is another ton of new skills for you and you pet. The 2 Curses, one of weakness and
one of Recklessness I would not use as you have that good ole Curse of Agony. Corruption is an
upgrade and here you get you first Drain, Drain Life, yeah its Kind of weak but you still have to
love it.(You will get much better drains later on) Fire shield and Blood Pact are both Imp Pet
spells, and if you afford them I would buy them both from the pet trainer, I know you wont be
running around allot with your imp, but what happens when that void walker dies and you have
no Soul Shards stored up? opps.... Fire Shield, is very useful as well. Pretty soon you will be
heading to your second set of "elite quests", so hopefully by now you have met quite a few
players and already have some friends you can do the quests with. As you do your quests
remember that the top most quest in your quest list under an area is the easiest one to
complete, so in most cases you should do these quests first.
SUMMARY:

  * Stamina is your primary Attribute.
  * You are the master of DoT spells (damage over time), having the ability to stack multiple
DoT's on a single opponent.
  * In PvP, you have the dreaded 'FEAR' spell, loathed by all players.
  * Skip the Demonology Talent spec. Your best PvP line is Affliction with enough points in
Destruction to get Shadowburn.
  * Manna Drain mages, pallys, priests, shamans. Get improved Manna Drain in Affliction as this
spell is extremely useful in PvP.
  * Fear and DoT other classes, using your pet to distract.
  * You have a superb ability to tank in PvE as a great solo player. Your minion pets are
excellent tanks.
  * Choose a 1-H weapon and a wand in your off hand. Dump staves.

Basics: The warlock class like the hunter has the benefit of a "pet" (demon) he can use to tank
mobs. But instead of supplementing with arrows or bullets, he uses spells. Warlocks get the
following pets:

  * Imp at level 1.
  * Voidwalker at level 10
  * Succubus at level 20
  * Felhunter at level 30.
  * Infernal at level 50
  * Doomguard at 60

Warlocks are fabulous tanks, able to take on mobs solo. Utilizing their 'pet minions' well, a
Warlock will find that, just like the hunter, he can get more XP alone than in a group. The
Warlock's primary damage output is via the DoT (damage over time). A Warlock, in PvP needs to
be able to survive the initial onslaught. In the long-term, the warlock is perhaps the most powerful
PvP'er. The more time a player gives a warlock in a PvP duel, the stronger the warlock becomes.

Attributes: Stamina is supreme for the Warlock. Here are the reasons why: 1) Agility grants an
enhanced chance to critically hit in mele, and has nothing to do with your spells chance to crit, so
dont even think it.
2) Intelligence increases the chance to get critical hits with spells, BUT DoT's (Damage over Time
spells) DO NOT crit ever (exception: Immolate can crit with its initial blast). And since your
primary source of damage is DoT spells, it just doesn't make sense to put high investment into
INT. Strength is of no use. Only Spirit would seem to have good use here as it increases your
manna regen rate. But consider also that a warlock has the ability to convert Health into Manna,
so it makes yet even more sense to buff up that Stamina.

Weapons: Warlocks should go for a one-handed weapon, stick with daggers, so that you can
equip with a wand in your off hand. Right now, wands in the off hand do as much damage as
they would in the main hand. Utilizing this method gives simulates 'dual - wielding'

Talent Build

9/10 warlocks agree: Demonology is crap. No PvP'er puts points into it. Perhaps Blizzard will
ramp it up eventually, but as of now 12/2004, its crap. Demonic Embrace? Bah, forget about it.
Why spend precious talent points to drop a stat in order to raise another one? Just don't like it.
My recommendations:

Manna Burn is just so useful in PvP- especially while FEAR is on. Improved Corruption to instant
cast is also mandatory. Don't think about not getting it. My recommendation for PvP:
Improved Drain Life - 3/5 points
Increases the Health drained by your Drain Life spell by 6%.

Fel Concentration - 5/5 points
Gives you a 70% chance to avoid interruption caused by damage while channelling the Drain
Life, Drain Mana, or Drain Soul spell.

Amplify Curse - 1/1 point
Increases the effect of your next Curse of Weakness or Curse of Agony by 50%, or your next
Curse of Exhaustion by 20%.

Improved Drain Mana - 2/2 points
Causes the Mana drained by your Drain Mana spell to damage the opponent.

Nightfall - 2/2 points
Gives your Corruption and Drain Life spells a 3% chance to cause you to enter a Shadow Trance
state after damaging the opponent. The Shadow Trance state reduces the casting time of your
next Shadow Bolt spell by 100%.
Grim Reach - 2/2 points
Increases the range of your Affliction spells by 20%.

Siphon Life - 1/1 point
Transfers 13 health from the target to the caster every 3 seconds. Lasts 30 seconds.

Curse of Exhaustion - 1/1 point
Reduces the target's speed to 90% of normal for 12 seconds. Only one Curse per Warlock can
be active on any one target.

Improved Curse of Exhaustion - 4/4 points
Increases the speed reduction of your Curse of Exhaustion by 20%.

Shadow Mastery - 5/5 points
Increases the damage dealt or life drained by your Shadow spells by 10%.

In this line, the warlock gets extra range with Grim Reach (highly useful in PvP, esp when you lay
down a fear. While they run, you can continue to pound them- also very useful vs. melee class).
Of course Improved Manna burn rocks, and Curse of Exhaustion has numerous uses. Fel
Concentration is extremely useful in PvP as it allows you to remain undisturbed while channelling.
Destruction Talents (11 points)

Cataclysm - 5/5 points
Reduces the Mana cost of your Destruction spells by 5%.

Bane - 5/5 points
Reduces the casting time of your Shadow Bolt and Immolate spells by 0.5 seconds.

Shadowburn - 1/1 point
Instantly blasts the target with 87 to 99 Shadow damage. Requires 1 Soul Shard. If the target dies
from Shadowburn, and yields experience, the caster gains a Soul Shard.

I really like Shadow Burn, it is instant direct damage. This is the perfect spell to use as a
'finishing move'. A spell that takes 2 seconds to cast followed by an immediate insta-cast
shadowburn can make all the difference in wiping out that weakened target before it can raise a
heal.

MINION QUESTS
Voidwalker Quest:

Human: Visit Remen Marcot in the Lions Pride Inn basement in Elwynn Forest.

Gnome: Speak to Lago Blackwrench in Ironforge. He's in the Forlorn Cavern area.

Undead: Speak with Ageron Kargal in Brill at the Gallow's End Tavern

Orc: Speak to Ophek in Razor Hill in Durotar (south of Orgrimmar).

Succubus Quest

Human & Gnome: Obtained from Gakin the Darkbinder who's inside The Slaughtered Lamb in
Stormwind City. Far west end of the Mage Quarter. You will have to go to the Barrens to
complete it. Fastest way is through the Wetlands. Take the boat to Aberdeen, then head south
into Ashenvale. Stick to the road when you can, and go through the southern path and into the
barrens.




Orc: Obtained from Gakin the Darkbinder who's inside The Slaughtered Lamb in Stormwind
City. Again, just like the human and gnome, you will be journeying to The Barrens, but this time
stopping at the crossroads. You can simply fly there, or if you haven't been there just take the
west road out of Durotar. Gazrog is standing in front of the inn in the middle of town. From
Gazrog, you will go to the Stonetalon mountains- head west from the crossroads and turn left
when the path branches up into the mountains. Speak to Ken'zigla. Finally, go to Dogran just
north of Camp Taurajo

Undead: Speak to Carendin Halgar in the Undercity Magic Quarter- he's near some slime. From
there, go to the temple and speak to Godrick Farsan. Now, its south to the Silverpine Forest to
speak with Dalin. He's wandering around in front of the SW wall of the area map.




And then finally, its off to the Wetlands. At the north edge, kill Comar Villard
Warlock Method PvE: Best way to begin combat:

Immolate first - chance at a crit hit and a nice DoT.
send in pet
Agony
Corruption
Life tap
siphon life
drain life

Always have fear and seduce on call. Fear especially is your absolute hallmark spell, both for
PvE and PvP. If you are taking a load of damage, use Death Coil and Healthstone, don't worry
about the down time, you don't use them often, and that is what they are there for,


Warlock Method PvP:

Vs Warlock & Priest:

Both of these classes have a fear spell, and will be surely prepared to use it on you. Cast Fear
as soon as you can. Generally, I believe that getting in the first Fear on the other will have a clear
advantage. Throw up your DOTS and use your pet. Once their health drops to about 40%, get
them into a mez with seduce. Keep draining their manna. Hopefully you spent points in
Improved Manna Drain, so that while you suck out their manna, you also cause damage. A priest
is worthless w/o manna.

Vs Mages, Shamans, & Druids

Again, use your fear against these guys. Especially with mages, make sure you land your DoT's,
as they are unable to heal themselves well. The Mage can beat you in the short term with raw
damage output, which is why it is imperative you get a Fear in against the mage. He will be
distracted by your pet, making it a bit harder for him to cast. Toss in a Seduce and end with Soul
Fire + Shadowburn (if you have it). Remember that mages without manna are like naked babies-
weak and helpless. Smack mages and Shamans with Manna Burn as much as you can. The
Shaman who tries to beat you with this casting ability will be hard pressed when he finds his
manna gone. If he melee's you, seduce and/or fear. Increase range and DoT him.
Vs. Hunters:

For the warlock, there are two critical priorities when facing a hunter:

First is to rush him and get just outside melee range, but too close for his bow or gun. Then,
remove his pet from the picture. Normally, players should ignore pets when attacking a pet-
owner, but not in this case. The warlock will usually lose vs the hunter unless the pet is removed.
Seduce the hunter (if you have a succubus, which you should at least have if you are in PvP),
and kill the pet while the hunter is seduced. Once the pet is removed, it should be downhill. You
could also fear the pet, toss out a CoA, Corruption and repeat your SP until he is defeated.
Hunters have poor healing ability. Use your DoTs on them and mez/fears strategically.

Vs Rogues:

Understand that the Rogue has a get out of jail card: Vanish. Unless you tactically fight the
Rogue with this in mind, there is little chance you will defeat him, at most he will simply flee. The
Rogue's Vanish ability can be stripped if you keep DoT's on him. Any DoT will break Vanish, so it
is imperative that at all times you keep the Rogue under a DoT. With this in mind, your best
offense vs. a Rogue is to utilize your pet as his armor will most likely be leather, and dont forget
your FEAR. Remember to use first aid while someone is running in fear if your health is critically
low.

vs Warriors & Pallys-

Niether class really has any range. Get your DoT's on them. Fear them when they are close.
Send in your pet while they are feared. Move out to a good range, beyond melee (kite them).
Seduce is broken by a DoT, but often times it is just enough time to get your fear off. Remember
that once your enemies are down to about 40%, toss in your finishing spells. With a pally, he will
have a lay of hands, and do a full heal. When he does, fear him again. DoT him again. While
feared, set up your kite game- get some distance and send in pet. Drain his manna when you
can. Keep this method until he drops down and finish him with Soul Fire

Secondary Skills: Once again, Herbalism+Alchemy & First Aid are excellent for the warlock.
Having first aid works wonders since you can save precious manna. WHen you cast your FEAR
spell, you have a nice amount of time to use your bandages, saving manna for the fight. Alchemy
gives you even more buffs and HP. Something a warlock can always use. First Aid is also very
handy for taking care of your minion pets.
 TIP SUMMARY:

   * Battle Stance, Arms Talent tree is your line!
   * Go for 2-H weapon specialization. You want highest damage, not necessarily the fastest
DPS. High damage 2-H makes best use of your abilities!
   * A super fast light weapon (SPEED, not DPS) as a secondary is great against spell casters in
PvP to prevent spell casting.
   * Mortal Strike ability is your goal.
   * Unless you care about money, dont bother with smithing or mining. Long term, they don't
mean a whole lot. Alchemy or especially first aid is much more useful. A warrior has no fast way
to heal, so taking up a healing skill is a great way to save precious time after combat. You heal
quick, rather than waiting around for HP to go back up before the next fight. Over time, this
makes a HUGE difference in the amount of time you save.
   * If you are a warrior who likes being in a party and not fond of PvP, go for Defensive line.
Otherwise, its Arms all the way.
   * The key to a warrior is his equipment. Try and acquire items that have level requirements 2-3
levels above you when you come accross them and purchase them so you'll be ready to use
them rather than wasting time looking for them.

Basics:
Warriors are grunts of World of Warcraft, they are the "horsepower", the engine that drives the
whole system. Warriors are master mele attackers and the tanks of a group, dealing the most
damage of any class. A warrior can take on an enemy 3 levels higher than himself.

Not only are they great tanks for a party, but fully capable of soloing. Warriors have a great aggro
ability that draws enemies to themselves in order to protect weaker members of the group. For
example, if a monster is attacking a priest, and the priest is in a critical state, the warrior can
"draw" the monster to himself. In PvP, however, this ability becomes far less meaningful,
obviously, since another player can decide who to attack. Yet this does not negate the power of
the warrior. You just cant go wrong with the warrior class.

KEY FOR THE WARRIOR: Use the most powerful 2-H weapon in most cases. Go for higher
damage, rather than speed. Do not look at DPS as much as DAMAGE, as many warrior abilities
compute the percent of damage a weapon does. When up against a spellcaster in PvP, go for a
super-fast weapon to disrupt spell casting. Again, DPS is irrelevant, what you care about is
simply speed to disrupt spells.

Attributes: The warrior's primary attribute is strength. Spirit, Int = garbage. Rage is basically the
warrior's "manna". The maximum rage a warrior may have is 100, regardless of his level,
attributs, or items.

Talent Distribution: If you have any desire to PvP, I recommend the Arms Tree. Don't even
bother with the defense tree unless you simply want to be the best group PvE tank around. Here
is what you want:

You WANT Mortal Strike for sure!

 I recommend for PvP: in Arms...max out everything but thunderclap (skip it). Overpower is
optional. Some warriors love it, others don't bother. Choose a weapon (I advise Axe or Polearm
since they give the crits) and max it, leave the other weapons empty. Max out Cruelty and
UNbridled Wraith in Fury line, which are great in PvP, and enjoy the remaining points as you see
fit.

Warrior Fundamentals: The Stances

Combat for the warrior occurs during a stance. The warriors abilities are stance-oriented, that is,
they can only be done while in a certain stance (except for a few abilities that can be used in all
warrior stances) When a warrior attacks, he is "in" one of these stances. Deciding what stance
to use and when, is a key component to strategizing the warrior's play. I'll give you my advice on
them below:

There are 3 stances for the warrior:

Battle Stance, which is the primary combat stance- equal balance of offense and defense.

Defensive Stance- maximizes defense, lessens offense. Used for tanking and when
preservation becomes more important than a quick kill.

Berserker Stance- forget defense. We gotta kill this thing NOW! In this stance you are 10%
faster and take 20% more damage. Is that a good trade off? I dont think so.

Battle stance is THE stance for the warrior. This is the most common stance warriors use in PvP.
It makes best use of your 2-H weapons, and most of the warriors abilities are in this stance.

TIPS REGARDING SOME ABILITIES AND PVP RECOMENDS:

Charge - (Battle Stance) One that you will use over and over again. It stuns the target for a
second or two and gives you rage.. You should always start your battle with a Charge, as it is like
getting the ball first in a football game. Advantage: You.

Hamstring - (Battle Stance) Hamstring slows down an enemy, preventing escape. A key PvP
ability. When your opponent tries to run away, this will ensure his rapid death.

Intimidating Shout - (All Stances) This is an AOE ability for the warrior that causes fear in all
enemies within its radius for about 10 seconds. Will cause your death if you are soloing and
near a mob. In PvP, it is a great ability if you are in a group facing an enemy group of other
players.

Rend - (Battle Stance) Damage over time ability, causes a bleed. Excellent in PvP verses
Rogues since it prevents them from using stealth. A primary ability, worthy of your main stance
panel, IMHO.

Mortal Strike - One of the most powerful of all hits in the game. This is the ultimate goal for a
warrior's talent repertoire. 220% weapon damage and reduces healing effectiveness on the
target by 50%. You can see why its important to have a high-dealing slow weapon, than a low
dealing fast weapon. 220% is much better on the heavy weapon, than the light one!

Tatical mastery. This is a very useful ability, most especially in PvP. You can switch stances
without losing all your rage. This allows you to "mix and match" abilities, and would give you the
ability to disarm a PvP opponent in battle. Another example: The primary attack of a priest in
PvP, for example, is fear. If you are in bezerker mode, you will be immune to it. You could
charge the priest, then go into bezerk mode, being immune to fear. I highly recommend this for
any PvP warrior.


Pummel Excellent PVP ability that disrupts spell casters (you NEED this!)

Disarm: High recommend! To use this properly you should get the tactical mastery talent filled.

PVP COMBO: Here is your combo for PVP: Charge + Hamstring + Mortal Strike. Yuu will really
have the advantage if you can pull these off.
Professions

Herbalism/Alchemy are more useful to the Warrior long term than blacksmithing mining. Sure
you can make weapons, but does that really matter when you are at level 40 and already have
the weapons you want? no! At this point, you want to have powerful potions at your disposal.
First Aid is also a great one, as it allows you to heal yourself. If you are out for money, then go
for smithing/mining.
Feeling a little angry? Hot rage flowing through your veins after a trogg killed and ate your dog
Fluffy? Yeah, me too, you picked the right class, warrior, let’s kick some arse!



Ok, not just yet, first pick a race, any race, it doesn’t matter, they can all be warriors, some
better then others, Humans on alliance get some nice bonuses for weapon skills and Tauren on
the horde for a boost to life. Really, any race can kill, it all comes down to life, as each race
differs, you are a mainly tank class, problem is you don’t have self heals so it’s best to have a
lot of life.



Now, go create a vicious killing machine and come back for some lessons before we send you
out to slaughter. Back? Great, let’s get you familiar with movement and your GUI. To move you
just use the arrow keys, click and hold both mouse buttons at once, numlock for auto run and
space bar, as always, is jump.



So, you can move, that’s cool, but you still need to know how to navigate. In the upper right-
hand corner of your screen is your map, this is pretty simple to understand. When you travel
around grey arrows will appear, these are pointing to the nearest towns. There are other arrows
as well, like say you die, then you get an orange arrow on your map pointing to your body and a
light yellow arrow represents team mates. Also, when you team, your team mate will appear as
small dots with yellow rings around them on your map so they are easy to find.



Map learned, cool, still have buttons and backpacks. Let’s do buttons first, on the bottom left
are icons with little numbers next to them. Those numbers coincide with the number row above
all your letter keys. Press one, you attack normally, press two you use heroic strike. Simple as
pie…well, pie is a little more complicated, but you understand.



Now, when you begin a battle you can’t use heroic strike instantly, that’s because, if you look to
your upper left, you have no rage. The empty bar next to your picture is you rage bar, you need
to fill that, to do that you just attack a monster and get hit, hit it, or block a hit.



In short rage is just like mana is to a mage or combo points to a rogue. You have to build rage
up to use skills but don’t worry, you get a skill later that gives you rage without fighting, sure
you take damage, but it’s worth it.



So now you know how warriors slaughter and I bet you are itching to get out and draw blood in
the name of Fluffy, but you can’t, not yet. I need to give you the run down about bags and
quests and the little icons to the right of the attack bar, talents, plus there are still stances to go
over.



Time for the next set of icons! To your right you will see the next set of icons, these consist of
game settings, quest log and character information, take a peek around. To your further right
you will see an icon on the far bottom right, which is your backpack, right click to open it. In
here you will see some heal items and a stone called a hearthstone.



Now the hearthstone is super nifty, just talk to your local Inn keeper and tell him you want to
rest. Doing this makes it so that when you right-click the stone you are teleported straight to
the last Inn you rested at. This is really nice when you want to return from a quest quickly or
just want to skip on the long run from the middle of no where. You can only use it once per hour
though so use wisely. There are also four other slots next to the backpack for further bags that
you can find or buy later on.



Look around at the people near you, you should see a guy around you with an exclamation point
above his head, talk to him, he has a quest for you.



Anyone you see with exclamation points above their heads has quests for you. After you
complete the quest an orange question mark will appear over the NPC’s head showing that they
are ready to give you a reward. Now, get your first quest and go draw blood in the name of
Fluffy!



After you complete a quest or two you should been two or three and get a quest to see your
trainer, lets go seem him. If you don’t have the quest look around for someone offering a quest,
it should be there. After you have reached your trainer take a look at your skills, pretty straight
forward. Here is some of what you should see.



• Battle Shout- Very nice skill, it increases yours and your party’s attack power for a short time.
Level this up for sure.

• Charge- This is just what it says, you charge your target to start the battle, very nice since it
stuns the target as well.

• Thunder Clap- This skill is great against multiple monsters because it slows attack speed of
the monsters.

• Heroic Strike- You’ve been using it, you know, just damage.

• Parry- Get this, very nice when you parry away an enemies attack.

• Hamstring- This is great for running away from a single target. It does low damage but slows
the target for a short time, enough to get away.

• Blood rage- This is the skill that you use when not in a battle to give you rage so that you
might open combat with a special skill. It damages you but gives you rage points.

• Rend- This is just a DOT that does some decent damage.

• Shield Bash- Great for using against those pesky mages, does little damage but stops spell
casting and prevents another spell from that class to be cast for a short time.

• Overpower- Useful only if your target blocks and you have to be watching for it but it does
weapon damage plus a set amount on top of that.

• Demoralizing Shout- An awesome skill reducing the attack power of enemies for a short time,
very nice.



There you can see a good list of the basic skills, there are others but you will understand them
when you read them. Now let’s touch some on talents, one of the finer things you get at level
ten aside from a pretty number.



Talents are special skills that you get from ten on, and every one of these skills can be reset, in
open beta. Once the game launches be careful where you put your talents, this beta will give
you a chance to learn.
What you want to focus on as a warrior is defensive talents Parry under the Arms talents and
Shield block under Protection. You are the one who will take the most damage, its best to be
able to reduce the damage as much as you can and avoid it if at all possible. Just remember, a
tank can’t do its job if it doesn’t have its armor, that would be like a human stopping a bullet
with his naked chest, it just doesn’t work all that well.




So, now down to some fine tuning, we have one more thing to learn about, that is stances.



There are three types of stances: Battle Stance, Defensive Stance and Berserker Stance. You
start of with Battle Stance, this it the little icon above the rest of your hot keys. As your
progress through the game you will attain the other two stances from quests. Be careful when
in battle that you don’t switch stances unless intentionally because it will cause you to lose all
your rage. Each stance gives you bonuses and allows you to use different skills. Let’s describe
each one in detail-



• Battle Stance- This Stance is best used when you are soloing because it gives you more high
damage moves and opens up a lot of health and damage altering skills. Skills opened by Battle
Stance –

1. Charge

2. Overpower

3. Thunderclap

4. Mocking Blow



• Defensive Stance- Use this when you are tanking since it boosts your armor rating and allows
you to take less damage when you will be taking the brunt of it. Skills opened by Defensive
Stance-

1. Shield block

2. Revenge

3. Disarm

4. Taunt



• Berserker Stance- This is just when you go insane because Fluffy is dead and you can’t take it
anymore! You will deal more damage but also take more, really best when you have someone
else tanking so you don’t take huge amounts of damage and die. Skills opened by Berserker
Stance-

1. Whirl Wind

2. Recklessness

3. Cleave

4. Berserker Rage



Now that you see how each stance works and where to use them and understand how rage and
your skills work you are more then ready to slaughter in the name of Fluffy. Just remember that
while you are strong, can take on multiple enemies and gut them like a pig doesn’t mean you
are immortal.



Healers like Priests, Druids, and Paladins are your closest friends. Team with them to do harder
quests and to level faster by taking on harder monsters. Remember to keep doing the quests to
get nice gear, money and great experience rewards, and don’t forget to keep your armor up to
date. Iron Forge Auction house is a great place to get armor and weapons, make sure to visit
there if you are alliance. With power like yours, you’ll make Fluffy proud!



Have fun gutting,
Race played = Tauren

Level obtained = 20

Armor = cloth, leather, mail, (use mail if you have a choice) at level 40 you may use plate (with
training)

Weapon of choice = Ax/Shield

Leveling Difficulty = Medium

NOTE: the cost to buy each skill is listed next to its name. The Warrior Leveling 1-15



The Warrior is a very "Item Dependent" class, you need to keep your armor and your weapons
very close to your level or risk being "gimped". If you are a player that likes to be in a group
then, your items will be even more important as the group will expect you to take and HOLD
agro. In the MMORPG Shadowbane a good tank was just about impossible to solo with any
class, in DAOC, a S/S(S/S = Sword/Shield) tank could hold his own in PvP but really did not
shine in any particular form. In WOW it is really going to be your choice, do you want to deal
massive damage up front and in a mob's face? If so then go 2 handed putting full talent points
in "arms" and "fury", want to play the shy defensive type? Then go 1 hand/Shield putting most
of your points in the "protection" talent tree. As the end of Open Beta approached there was a
LARGE number of debates going on about the Warrior class as allot of peeps simply felt that the
warrior could not stand on its own as it it was built, regardless of the skills it used or the talents
it took. The Warrior I played went Ax/Shield and although I had no problems soloing to level 15,
I did start to see some weaknesses in the level 15-20 range, the problem was not damage
output but rather being able to take damage, I am very used to a "block" with a shield being a
"block", however in WOW a "block" with a shield simply reduces the damage taken it does not
erase it completely. Anyway I am not complaining about the Warrior class as that is not what I
am here to do, I just mention it now because you might want to wait a few weeks, before
playing this class as I am sure if Bliz sees the Warrior population being very tiny they will make
some changes to get more people to play this class. nerf...( I don't know what to nerf maybe
ALL the mobs - lol) The first thing you want to do is open your inventory and right click on the
scroll, or other object that will open the quest window on the left side of the screen and give
you your first quest, accept the quest and if you look on your minimap you should see a little
yellow dot this dot represents the NPC that you talk too to complete your first quest.(You may
have to walk a little ways, but just starting off the quest NPC is usually very close to your
starting location) For future reference anytime you see a little yellow dot on your minimap this
is the location of an NPC that you have completed a quest for. When you get to level 5 you may
take a trade skill, which may also show you little yellow dots on the minimap, these will either
represent a "mine node" (if you have the skill "mining")that can be mined or a "herb plant"(if
you have the skill "herbalism") that can be harvested.



Leveling 1-4




From level 1-4 you will have the following skills available:




Heroic Strike Level 1(free/quest)

Cost = 15 Rage ----- Activation = Next melee attack ----- Must have melee wep equipped.
(Stance? SEE PARAGRAPH BELOW)

A Melee attack that raises melee damage by 10.
Battle Stance(free)

Cost = 0 ----- Activation time = Instant ----- Wipes out 100% of rage(there is a talent that will
allow you to keep some rage while changing stances.

This "stance" is the normal stance at the lower levels and generates rage when you get hit and
when you cause damage.




Battle Shout Level 1(10 copper)

Cost = 20 Rage ----- Activation time = Instant

This ability raises the groups attack power by 19.(It will raise yours as well if solo)

Ability last 2 min..(This time can also be increased with the use of talents)




A caster in WOW starts out with health and mana, a Rouge starts out with health and 100
energy, a Warrior starts out with health and an empty "rage" bar. As the warrior hits a mob the
rage bar will start to fill,(it has been my experience that the more damage the mob takes from
your hit the more rage you receive) and you will also gain a very small amount of rage when
you are hit. You can think of "rage" as a casters mana bar but it starts on empty, as it fills you
have enough "rage" to use skills such as Heroic Strike. At this level you only have 1 "stance" so
you will in that stance all the time that you are online. A typical combat until you get more skills
is simply to close to melee range with a mob and click on the skill Heroic Strike anytime that
you have enough rage to do so. The skill Battle Shout, should only be used if you know that
within the next 2 minutes you will be in another melee combat. If you find that any skills are
mentioned here or later in this article then simply open up your abilities window and left click on
the skill then drag it to your hotbar and left click it again. To start combat simply right click a
mob and move into melee range. At the lower levels you will only experience the "melee" type
mob's, later on you will face mobs that once you attack them they may start casting a spell on
you. As you noticed above there is a message to "see paragraph below" this is in reference to
numerous changes Bliz has made in the days(and with the last patch within hours) to the
warrior class as of the close of Open Beta. Although this guide is only to get you to level 15, so
for the most part you have nothing to worry about for now. But later on you will need to check
with your trainer and see what skills require what stances, this will be very important to check
BEFORE you start throwing points into talents. Remember, talent points are a "bonus" to your
combat abilities, and you are not forced to place them when you start getting them at level 10,
it is far better to save them for a few levels until you get clarification on topics such as required
stances and such, then to place the talent points and have to pay 10 gold to get them
untrained... From now until level 4 simply get within melee range and just whack him with your
weapon a few times and he should die. By now you should be getting to level 4.



Leveling 4-6



At level 4 you may buy these skills:
Rend Level 1(50 copper)

Cost = 10 Rage ----- Activation time = Instant ----- range = melee ----- Must have melee wep
equipped

Bleeds the target for 15 damage over 9 seconds.(a Minor DOT)




Charge Level 1(50 copper)

Cost = 0 ----- Range = 10-25 yards ----- Cooldown = 15 secs.

Charges at an enemy, stunning it for 2 secs and generating 9 rage, cannot be used while "in
combat".




Pummel Level 1(1 silver)

Cost = 10 Rage ----- Activation time = Instant ----- Range = melee ----- Cooldown = 10 secs.

Slams the target for 4 damage and interrupts the spell being cast for 5 secs.

NOTE: I will mention this skill here, but one of the last things I heard in the Closing of the Open
Beta was that this skill was removed, check with your trainer as soon as you can in game. This
is a "caster killer" skill witch interrupts spell casting, if you are equipped with a shield there is a
skill called "Shield Bash" that you get at level 12 that does the same thing, interrupts spell
casting.



Now you are a little better off, your new combat drill will be: Charge, Rend, Heroic Strike,
Heroic Strike, Rend, Heroic Strike.(Don't forget Battle Shout if you are going to be "chain
pulling"(chain pulling is when you engage another mob within seconds of finishing the first mob
you were fighting, at low levels this is fine, but do not try to do this at higher levels with mobs
that are your same level if you are solo.) A Warrior does not have mana so it does not need to
keep "drinkable" items in his inventory so either sell them or give them to a caster friend,
however to lessen downtime between pulls always have a supply of food on hand, at later levels
you will find drinks that give you stat adds these you may want to consume instead of selling
them or giving them away. Another thing to keep in mind is that you Charge skill can be
activated quite a distance away from your target so start getting closer to your target as you
watch the slot that your Charge skill is in, when the number in the slot box turns from red to
white you are close enough to activate this skill. Continue on to level 6, at level 6 you will most
likely leave the "noob" town and make your way to another town to get new quests and higher
level mobs. Up to now when you see a mob it was most likely yellow which means that these
will not attack you if you get too close, however if see a mob that is red then this mob will
attack you if you get to close, this is commonly called "agro".



Leveling 6-8
At level 6 you may buy the following skill(s):



Thunderclap Level 1(1 silver)

Cost = 20 Rage ----- Activation time = Instant ----- Cooldown = 4 secs.

This is a PBAEO Thunder attack that will slow your enemies attack speed by 10% and do 7
Nature damage to them, this will last 10 seconds and will affect up to 4 targets.




I did not find the Thunderclap spell very useful, so I really did not use it, continue to complete
all the quests you can and keep obtaining the best armor and weps you can without directly
buying them from a merchant, for example: When doing a quest that offers you armor pieces as
a reward always take the armor piece that will "add" the most armor value to your character,
this is not always the highest piece offered. If you have a choice of a "50 armor chest piece" and
a "30 armor pair of boots" and you are wearing a "45 armor chest piece" and a "5 armor pair of
boots" take the new boots! By now you should be pretty familiar with the quest system as well
as knowing what level mobs you can handle. It has been my playing experience that you should
only kill mobs your level or 1-2 levels higher as anything else is going to cause too much down
time and too much food consumed or a possible death, and you will find that the exp is not
worth it at all, after you figure in the risk and the downtime needed to recover from the lost
health. Also if you are going to take any trade skills get them now, even if you have to take
some time to walk to your nearest capitol,(which is pretty close to you now, regardless which
race you have chosen) You can get your 2 main tradeskills at lvl 5.




Leveling 8-10



At level 8 you may buy the following skills:



Hamstring Level 1(2 silver)

Cost = 10 Rage ----- Range = melee ----- Must have melee Wep equipped

Hits the enemies legs for weapon damage + 5 additional damage, also slows the enemies
movement by 60% for 15 secs.




Heroic Strike Level 2(2 silver)

Costs = 15 Rage ----- Activation = Next melee attack - Must have melee wep equipped.
A melee attack that raises damage by 18.




Parry(2 silver)

Costs = 0 ----- This is a passive skill, to see your actual Parry chance open your abilities window
and click on the general tab then look at the skill named Parry.



Here you receive the skill Hamstring, because of my playing style I really did not use this,
because at level 10 I trained in throwing knives, so if the mob ran away I would just chuck a
knife or 2 at him and he would come running back.(If he did not run into hi friends and bring
additional agro, lol) The Parry skill is useful even if you want to go 2 handed as this ability
would also give your 2 handed wep a chance to parry. The next rank of Heroic Strike is here to
help boost your damage output as well. It should be noted however that you could use
Hamstring as an "emergency" skill, simply activate it and if it hits run as the mob would be too
slow to keep whacking on you. By now you should have visited your capitol or have a quest that
leads you to your capitol for your race. At level 10-11 you will most likely leave the level 5-10
"area" and be sent on a quest to visit a new location, this is also the level at which you may be
introduced to your first "elite" quest. Elite quests are not meant to be done solo and no you
cannot solo an "elite" mob that is your same level in most cases. I believe Bliz did this to
encourage "grouping" after level 10 if you so desire. You can easily tell an "elite" mob from a
normal mob by the word "elite" in the mobs name or the wreath around the mobs pic when you
left click it. You can safely left click a mob to get info however if you right click it then you enter
combat mode with that mob.




Leveling 10-12



At level 10 you may buy the following skills:




Punishing Blow Level 1(3 silver)

Cost = 10 Rage ----- Cooldown = 2 minutes ----- Must have melee wep equipped.

A brutal attack that raises damage by 7 and causes allot of threat to yourself, lasts for 6 secs.




Defensive Stance(quest reward)

Cost = 0 ----- Activation time = Instant -----Wipes out 100% of rage(there is a talent that will
allow you to keep some rage while changing stances)

This is the Next stance you get after Battle Stance, you still generate rage when you hit and
when your receive a hit but this Stance raises your Defense by 10 and allows some Stance
restricted moves that you will obtain later
Blood Rage Level 1(3 silver)

Cost = 0 -----Cooldown = 20 secs -----requires defensive stance(I believe this requirement was
changed recently check with your trainer)

This ability will generate 20 rage over 10 secs, BUT will take a chunk of health from you
instantly, the warrior is also considered "in combat" so you cannot charge if you use this.




Taunt Level 1(silver)

Cost = 5 Rage ----- Activation time = Instant ----- Must be in Defensive Stance for this ability

Teases the target to attack you, increasing threat.




Punishing Blow I did not use as I was always solo, so there was simply nothing more I could do
to make the mob attack me besides whacking him upside the head wit my ax, this is a "group"
skill to try and get the agro off a healer or other caster. Defensive stance is the stance that I
used most as this seemed to work the best for me, as I have stated earlier I never had a
problem with damage output just being able to take damage even with the above average hit
points. Blood Rage is really 2 sided, as it does give you the 20 rage but the health you lose is
instant and it seemed to be about 10% of my hits, so as far as I am concerned this is really a
toss up, if you use this in a tight battle I hope you have a big heal potions on your hotbar...
Taunt, this is another skill I did not use since I was solo, however I have heard numerous
problems with this, mainly as the warrior not being able to hold enough agro regardless if using
it or not, not to cause a fuss but WOW is really new, which means we are all noobs playing it,
and in my experience in past MMORPG's I have seen many clerics spam casting large heals in
battle, and then screaming when they get agro and cant figure out why and simply blame it on
the tank that is supposed to be holding the agro, I am not saying this is the case in WOW, but I
am sure this has happened here more then anyone will admit, after all it is a new game. By now
you should understand the basics of playing a

Warrior, and at the capitol city you should also find your "bank" as this has numerous "slots" to
store your items, before storing items see if you can "stack" them by dragging one item over
the top of another items of the same type. Stackable items include: potions, food, water,
crafting materials, and crafting supplies. Also depending on which type of server you are playing
on PvP or PvE you may start to see enemies from the other "realm." From level 10-20 the basics
of the game and the mobs start to take you out of the "noobness" and into the full game,
expect to fight "caster" mobs, "bow and arrow" mobs and mobs that will give you poison, stuns,
or other negative status effects. You may also want to open your "social" window and flag
yourself as "looking for a group" if that is a style of play that you desire.(You also may choose
to pick a talent here, see the bottom of this post for a link to a list of the talents available.)




Leveling 12-14
At level 12 you may buy the following skills:




Overpower Level 1(8 silver)

Cost = 5 Rage ----- Activation time = Instant ----- Range = melee ----- Cooldown = 5 secs -----
Must have melee wep equipped ---- Must be in Battle Stance.

This skill cannot be blocked, parried, or dodged, however you may only use it after your target
dodges your attack, cause wep damage + 5.




Shield Bash Level 1(8 silver)

Cost = 10 Rage ----- Activation time = Instant ----- Range = melee ----- Cooldown = 10 secs --
--- Must have Shield equipped ----- Must be in defensive stance

Slams the target for 6 damage with your shield, cancels the spell being cast for 8 seconds.




Battle Shout Level 2(8 silver)

Cost = 20 Rage ----- Activation time = Instant

The next level in your battle shouts increasing your attack power by 35 as well as your groups
attack power.

Skill lasts 2 minutes.




Overpower is a very useful skill IF you have your eyes glued to the hotbar to see when it lights
up so you can use it. Shield Bash is the skill I mentioned earlier that is a necessity to use
against caster class mobs, and battle shout now deserves a little more attention as the attack
power increase will now be noticeable in the damage you do. I would set up a typical combat
here but I have no idea how your are going to spec your character... Maybe you are going to go
Dual Wield @ lvl 20, maybe you are using 2 handed weps by now, I believe the most important
thing to remember is simply remembering to keep your armor and wep up to the closest you
can to your level without wasting coin at the vendors, check the auctions,(located in Orgrimar
for the Horde) I guess regardless how you play your warrior some fundamentals would be to
STAY AWAY from casters, yeah you can run in and charge one, but what happens if you agro
another caster close by? You will be getting nuked from a distance and if you run you will be
getting nuked by the one you agroed and the one that you were fighting. At level 10 I went and
bought the "thrown" skill for 10 silver and if I ever had to pull a caster mob for a quest I would
throw a knife at it then run away, the caster mob would run after me and when it got far
enough away for the other casters mobs I turned around and ran straight at it, I could not
charge it since I was already flagged for combat but I was able to close and use my shield bash
every chance I could, this worked out rather well for me. Another mob you want to stay away
from if you can is a bow mob as these again have ranged attacks and you will face the same
problem as if you were facing a caster class, and a caster that can heal itself is double trouble to
a Warrior. For now it is probably best if you move on, if you are on the horde side and you are a
Tauren, Orc or troll you should be at the crossroads(that's a town), if you are Undead then you
should be at the sepulcher. Here you will start to find that you are not in the lobie noob zones
anymore. The majority of the mobs are aggressive(red con) and if you pull them and they have
buddies nearby they will come also. You will also find mobs that "call" other mobs if they get
hurt and are close to death, so if there are other mobs close by that are of the same type do not
be surprised if they agro you when you have the mob you are working on almost dead. The best
way to see this is to mouse over your chat window, go to the tab that says "combat" left click
and hold and drag it to the right side of your screen to separate it from the chat window, now
you can review all the damage and other combat related actions taken by you and the mob you
were in combat with, as well as seeing any new chat messages in the chat window. At this level
you really need to be paying full attention to your surroundings. If you are Undead and hanging
around the sepulcher. Doing quests you may run into a unique mob named "son of aragul" this
mob will agro you from far away, and will kill you in one to 2 hits, if you see him run, do not
investigate unless you need a free trip to the graveyard... If you are Orc, troll or Tauren stay
away from the "dinosaur looking" lizards south of the crossroads as they are melee and casters,
and will zap you with lightning damage. Needless to say, now is a good time to get in a group.
Also at the crossroads I am 99.9% sure you will experience your first PvP encounter... If you
are Undead and want to go to the crossroads simply go to the "airport" a little north of the
Undercity, look up and you might see one of the airships flying in to dock. Climb the stairs to
the tower and take the "west" airship this will take you right outside of Orgrimar the Orc main
city, after you get off the city id to the west about a 1 minute run. The trip in Open Beta was
free, as you just walk onto the airship. Do not take the "east" airship as this takes you down
close to Booty Bay and trust me you are not ready for that yet...




Leveling 14-15



At level 14 you may buy the following skills:




Revenge Level 1(12 silver)

Cost = 5 Rage ----- Activation time = Instant ----- Range = melee - Cooldown = 5 secs -----
Must be in Defensive Stance

This skill Instantly strikes back at an opponent for 12-14 damage, however it can only be
activated after you block, dodge or parry.




Shield Block(12 silver)

Cost = 10 Rage ----- Activation time = Instant ----- Cooldown = 5 secs. -----Must have shield
equipped ----- Must be in defensive Stance.

Raises your chance to block by 75% for 5 seconds, but will only block 1 attack.




Demoralizing Shout Level 1(12 silver)
Cost = 10 Rage ----- Activation time = Instant ----- Cooldown = 5 secs.

Lowers nearby enemies attack power by 30

Ability lasts 30 seconds.




Revenge I did not use as again this is a skill that you must constantly"baby-sit" to see if you can
use it, Shield block works really well as it only has a 5 sec cooldown and it costs very little to
use. Demoralizing shout is another very good skill to use when you are fighting more then 1
mob at a time. From here to level 20 it seemed to get harder and harder to take on mobs my
own level or 1 level above me as, I was just taking too much damage I did the best I could to
keep my items at my level and even crafted a few items for myself that added about 70 more
armor. It just seemed that I was always 2-3 steps behind where I should be as far as taking
damage was concerned. Pretty soon you will be heading to your second set of "elite quests", so
hopefully by now you have met quite a few players and already have some friends you can do
the quests with. As you do your quests remember that the top most quest in your quest list
under an area is the easiest one to complete, so in most cases you should do these quests first.
I used this on a quest where I had to collect bear pelts and the bears were a level above me and
I wanted to do the quest instead of grind out the xp to the next level.



Warriors in WoW rely on their rage bar to execute special moves. The rage bar is filled when
you either take damage or hit something else and cause damage (the latter being the best at
generating rage)



If you need to fight something that is your level or a level or 2 above you it is very hard to
generate rage to fill even a quarter of your bar in the battle because you usually miss a lot or
the hits aren't for very much compared to the mobs total health.



Now for the "tip". The "critters" around the world, not the monsters (such as the deer, rabbits,
etc.) have very low health and are all over the place. If you kill one it's usually one or two hits
and your rage bar will fill up about half way, if theres another one standing there you can do it
again and have a full rage bar from 2 HITS! Now you just run up to the harder mob and execute
all the special moves you want!



Note: This will only work when the critters are close to the mob you want to dispatch because
the rage bar slowly drains.



While this is not truly an exploit it is something that not all people may have realised and allows
you to fight mobs a level or 2 above you for a special circumstance (like a quest).

								
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