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  1. Introduction When it comes to tanking you have one job and that is reducing the amount of damage your party/raid is receiving as a whole. In order to accomplish this you need to do 2 things. #1 - Get hit for less damage than anyone else in the group #2 - Hold agro so that you are the one being hit In order to succeed in either of these areas, 95% of the work is in preparation before your raid/dungeon group. In order to mitigate as much damage as possible you need to get the best gear available to you, enchant your gear and get consumables. Many players think that holding agro just means having the highest threat and that it comes down to skill. This is a falicy. Pushing the right buttons is not hard and you can even make macro's to use the right abilities so all you have to do is mash 1 or 2 buttons. In order to be a truly great tank you need to first understand threat mechanics inside and out. After that you need to understand how each of your abilities causes threat. Without this knowledge you may be amazing at tanking a single boss but fail horribly as soon as you have to tank multiple mobs or deal with boss mechanics that leave you with low rage. Knowing how the game works and how your abilities work allows you to adapt to any situation. In some cases you will need to take shield slam out of your rotation so you can use it to remove a buff on a boss/mob or stop using shield block because you don't need the crush immunity in that situation but you really need more rage. This guide is broken into 2 parts (Mitigation and Threat) with a short note on HP. There are plenty of good talent specs all over the internet and these forums so I won't bother covering that. The intention of this guide is to cover all of the game mechanics related to a prot warrior in detail. Mitigation When a boss attacks you many different things can happen. The boss could miss, you could dodge, parry or block. The boss could crit you for increased damage or hit you with a crushing blow (also increased damage but not as much as a crit). Crushing Blow When a mob is higher level than you it has a chance to land a crushing blow that deals 50% increased damage. This is like a modifier on their normal attacks and a crushing blow can't be a critical hit, it is one or the other. Raid bosses (level ??) have a 15% chance to hit with a crushing blow. Critical Hit When a mob is the same level as you and your defense skill is at it's maximum for your level, it has a 5% chance to land a critical hit. For each point of difference between your defense skill and a mobs weapon skill, the mob has a 0.04% increased chance to land a critical hit on you (if their weapon skill is higher than your defense skill) or a 0.04% reduced chance to land a critical hit on you (if their weapon skill is lower than your defense skill). Mobs have a weapon skill equal to 5 * level. So a level 60 mob has a weapon skill of 300 and a level 63 mob has a weapon skill of 315. Raid bosses are counted as level 63 so they have a 5.6% chance to land a critical hit on a level 60 warrior with 300/300 defense skill. (315 - 300) * 0.04 + 5 = 5.6% At 440 defense skill you have 125 higher defense than raid boss weapon skill which is a 5% reduction in their chance to crit, which reduces their chance to 0%. This is what everyone calls the "Defense Cap" but in reality it is the "Crit reduction cap" because the defense skill continues to give you dodge, parry, block and reduces the bosses chance to hit you when you go beyond 440. Miss Miss works exactly the same as critical hits except the opposite. Defense increases the mobs chance to miss you instead of decreasing it and as a result there is no attainable limit. A Miss is very similar to a dodge or parry in that you take no damage from the bosses attack. Together these three outcomes are called "Avoidance" because it completely avoids the attack instead of reducing the damage of the attack like armor and block. The difference between Miss and the other types of avoidance is that a mob can still miss you while you are stunned or otherwise incapacitated. The Dodge, Parry and Block outcomes are covered later in the guide. In order to determine the outcome of a mobs attack, the game constructs an attack table with 10,000 rows and fills it up with each possibility. If you have a 2% chance to dodge, then 2% of those 10,000 rows will say "Dodge", if you have a 20% chance to block, then 20% of those 10,000 rows will say "Block". Hit is added last and it fills the remaining rows. Sometimes when you add up the percentages for all possible outcomes, the total is above 100%. In this case, each possible outcome has a priority. The highest priority outcomes are added to the table first and when the table is already full the remaining lower-priority outcomes are simply dropped. This is what it means when players say that you can push crushing blows off the attack table. For example, At first the attack table for the boss looks like this: Miss 6% Parry 8% Dodge 8% Block 8% Crit 5% Crushing Blow 15% Hit 35% Total = 100% Now we use shield block which increases our chance to block by 75%, our attack table now looks like this: Miss 6% Parry 8% Dodge 8% Block 78% Total = 100% Notice that the block chance is only 78% instead of 83%, that is because some of our block is being pushed off the table. This mechanic also means that it is impossible to block a crushing blow or dodge a critical hit. A single random value is generated between 1 and 10,000 and the corresponding row is pulled from the table. As a result, it is not possible to combine outcomes. The outcomes that I already described are really properties that exist on the mob that you are fighting. The remaining stats are stats that exist on your character and they can be enhanced with gear and consumables. When it comes to block there are 2 stats, Block Value and Block Chance. Block Value This is the amount of damage that attacks are reduced by when you block. If you have a block value of 50 and a mob hits you for 100 on a normal hit, then when you block the attack it will only hit for 50. This stat is determined by adding up the "block value" on all of your items. Some shields have a block value in white text and then a second block value in green. This is because the block on a shield is determined by it's item level. Some shields have increased block value as a bonus stat, this is what shows up in green. Stength also adds a little bit to your block value but it is a very small amount. Block Chance This is the chance that a block will occur and is affected by Defence, a shield enchant, the shield block ability and a few pieces of set gear. You can only block attacks against mobs that are in front of you and you can not block while stunned or incapacitated. You can't block spells. Dodge Pretty obvious, gives a 1% chances to not be hit. You can only dodge attacks from mobs that are in front of you (NPC's and pet's are able to dodge attacks from behind, but players can NOT) and you can't dodge while stunned or incapacitated. Parry Same as dodge plus reduces the time until your next auto attack by a little bit which makes it slightly better than dodge. If you have a straight choice of 1 dodge or 1 parry you might as well go parry but the difference is small. You can only parry attacks from mobs that are in front of you. You can't parry while stunned or incapacitated. Defense Each point of defense increases your dodge, parry, block and enemy miss chance by 0.04%. It also reduces the chance for enemies to crit you by 0.04%. 8 defense increases your avoidance by 0.96% so it is almost the same as 1 dodge or parry even when you are at the "Defense Cap" of 440. Defense continues to reduce your chance to be crit or hit while you are stunned or incapacitated; however, you are still unable to block, dodge or parry. Strength Each point of strength increases your shield block value by ~0.05 (the formula is Block value = <total block value from gear> + [(Strength / 20) - 1]). Agility Each point of agility increases armor by 2 and your dodge chance by %0.05. Stamina 10 HP per stamina Armor Each point of armor increases your physical damage reduction. As your armor goes up each point increases the percentage of damage reduction by a smaller amount; however, each point of armor increases the amount of time you will live (without being healed) by the same amount. For example, You have 0 armor and 10,000 HP. A certain mob hits you for 1000 damage every 1 seconds, so you will live for 10 seconds. (10,000 / 1,000) = 10 Adding 2000 armor increases your damage reduction from 0% to 25%. You are now hit for 750 damage and will live for 13 seconds. An increase of 3 seconds. Adding another 2000 armor only increase your damage reduction to 37.5%, not 50%. You are now hit for 625 damage and will live for 16 seconds. An increase of 3 seconds. Note: These are random made-up values to illustrate the point, actual values are much different but have the same effect. Armor provides it's full effect even when you are stunned or incapacitated. Mitigation Abilities Shield Block Increases your chance to block attacks by 75% for 5 seconds (1 charge), this will push crushing blow off of the attack table. You should have Shield Block up 100% of the time when fight raid bosses or any hard hitting trash mobs. When tanking a large number of mobs that don't hit that hard, shield block is pretty much useless as the charges are quickly consumed. It is very bad if you are tanking a boss and a small mob is hitting you at the same time. The small mob will consume your shield block charges allowing the boss to land crushing blows. Examples include welps on onyxia or Broodlord. Shield block can also be used to force a block and allow revenge to be used. Sometimes this is useful when attempting to retain second on the threat list. You can stand in cleave range with shield block up in order to activate revenge. The improved shield block talent goes up to 3/3 but you only need 1 point to gain a second charge, the extra duration is useless as bosses have a 2.5s attack speed (and should be slowed further by debuffs, see below). Thunderclap This ability lowers a bosses attack speed and is by far the biggest damage reducing debuff that can be on a boss. The instinct is to say that you should have this up on every boss 100% of the time but there are many cases when this is not true. If a boss does not hit that hard and your healers are bored, you should not be using thunderclap. If the boss attacks more often, then you can be hit more for increased rage (and by extension, threat). Note: The MT should not be wasting global cool downs to use this ability, it should be kept up by off-tanks or DPS warriors. Demoralizing Shout This ability can have a big effect on some bosses and should be up most of the time. Since it reduces boss damage instead of slowing down their attack speed you shouldn't see too big of a rage increase when it is left off. Putting anything more than 3 points into Improved Demo Shout has no effect on bosses as their attack power is reduced to 0 after 3 points; however, if warlocks in your raid are using Curse of Recklessness to reduce armor then you should have a warrior with 5/5 imp demo shout for harder bosses. Note: The MT should not be wasting global cool downs to use this ability, it should be kept up by off-tanks or DPS warriors. Last Stand You get this ability from talents and every prot warrior should have it. This ability can be used when you are low on health (to keep you alive temporarily until healers can catch up) or to increase your maximum health when you know a big hit will be coming soon (adds exploding on death during Garr for example). Ideally your healers will have addons that show the duration of your Last Stand and can start casting their spells so they land shortly after it ends. Note: When the ability ends your maximum health is first reset, then you lose the bonus health. You can be reduced to a minimum of 1HP when this runs out so be careful when you use it and warn your healers after using it. Disarm Many warriors rarely use this ability. When you first hit 60 and start tanking dungeons it makes a world of difference. You should disarm anything that hits hard as often as possible. Some mobs also lose their special attacks when disarmed like the rogues in UBRS, they can't gouge when disarmed. When you get into raiding most bosses are immune to disarm but it can still be useful when tanking a large number of trash mobs or hard hitting trash mobs in BWL. Shield Wall This is your ultimate "oh shit" button but much like last stand, you can use it pre-emptively when you know a big hit is incoming. It is on a long cooldown so be careful when you use it. Always warn your healers when you use shield wall so they know to expect you to suddenly start taking a large amount of damage again. Ideally your healers will have addons that show the duration of your shield wall and can start casting their spells so they land shortly after it ends. As for Improved Shield wall, if you are the MT then chances are you won't need an increased duration on shield wall so I don't recommend the talent; however, if you are the 2nd or 3rd tank and offten step up when a tank goes down, then the increased duration can be a huge help as you probably aren't in the right gear to be tanking a boss. If your guild is currently in progression and having difficulties on some bosses, then improved shield wall might be a good idea even for the main tank. Berserker Rage Berserker rage increases the amount of rage you receive when hit and makes you immune to fear. This ability requires berserker stance but nobody says you have to stay in berserker stance after using it. As a prot warrior you absolutely must have at least 2/5 tactical master. This allows you to retain 10 rage when you switch to berserker stance, use berserker rage and then immediately switch back to defensive stance. You can also switch to use intercept. This is what we call "stance dancing". Health (HP) When you are tanking mitigation is more important than health. Most players think of their health as a full container and you want to keep it full. Instead, think of the health as an empty container that holds damage. The more health you have, the bigger that container is. It doesn't matter how much damage is in that container, as long as the container isn't over flowing. Healers remove damage from your health container. With this mind set, it should be clear that your health is just a buffer. More health just gives you a bigger buffer so your healers have more time to heal you after taking damage. Being at 30% HP is not a bad thing but being at 30% for 5 seconds is. If you are getting as low as 30% HP all the time but you never die, you really don't need more health. If you are at 30% for 5 seconds, you don't need more health or mitigation, you need healers that aren't sleeping. Why am I telling you this? Well, you need to watch what is happening while you play and make smart choices about gear and consumables that you use. For Example, If you are using a flask of the titans (increases health by 1,200) but you never go below 1,200 HP for the duration of the flask, that flask was kind of a waste. This might not mean that you shouldn't be using the flask. Maybe you could swap some of your gear with high stamina for gear that has higher mitigation (armor, defense, dodge, parry, etc.) but lower stamina. The point is, do not go overboard on health. You need enough to survive any bursts of damage that you will be hit with but after you reach that point, any more health is a waste and you should be gearing for more mitigation. If you have really good healers with you, then you don't need as much health. If your healers still have terrible gear and don't use many consumables, you might need a high health pool. There are some fights where a boss can hit so hard in a very short time frame (1-2 seconds) that you actually want to swap out some low-stamina/high-mitigation gear for higher stamina gear. Threat When it comes to how threat works there are tons of class specific modifiers that change things. In order to keep things simple let's just start with the basics and ignore all of the modifiers and exceptions. The Basics Every PvE mob in the game has a hidden threat table that keeps track of every player's "Threat". In general, every time a player does 1 damage, 1 threat is added to their total on the mobs threat table. The mob will "agro" which ever player has the most threat on it; however, when a second player increases their threat above the mobs current target, it will not switch targets immediately. Mobs wait until a player has 10% higher threat than their current target before switching agro to the new player. If the new player is standing further than 10 yards away (I can't remember the exact value, someone help me out here), the mob will wait until the player has 30% higher threat than the current target. Example: Threat Modifiers In reality, very few attacks actually cause threat on a 1:1 ratio with their damage. Most Melee DPS classes have a hidden threat modifier of 80%, that means that for every 10 damage they cause, they only generate 8 threat on the creatures attack table. Warriors in defensive stance and druids in bear form have a threat modifier of 130%, that means that for every 10 damage they cause, they generate 13 threat on the target. Many classes also have talents that reduce or increase the threat caused by their attacks and abilities. Warriors and Druids can gain a second threat modifier of 115% which stacks multiplicatively with their stance modifier. That means the threat caused is calculated with the following formula [Damage] * 1.3 * 1.15 = [Threat]. There are also player buffs that add threat modifiers like Salvation (30% decrease) and Tranquil Air Totem (20% decrease). Abilities with Bonus Threat In addition to threat modifiers, some classes have abilities that cause bonus threat. Most of these abilities have a note in their tooltip that says something like "this ability causes a high amount of threat". There are two types of bonus threat from abilities, the most common is a flat threat modifier. This means that there is a static amount of threat added to the attack when you use that ability. So the final threat caused by the ability is [damage + bonus threat] * [modifer1] * [modifier2] ... The second type of bonus threat is a multiplier. Instead of adding a flat amount of threat to the ability, it instead multiplies the threat caused. Instead of causing 1 threat for each damage, the ability causes 2 threat for each damage. This type of ability is not very common at all, some examples are Maul (druid), Mind Blast (priest). There are also a few abilities that function the same as the flat threat modifiers but they subtract threat instead of adding it. One example of this is Feint (rogue). Healing and Buff threat When it comes to healing or buffing other players things get a bit more complicated. Healing other players causes 1 threat for every 2 health healed (note: overhealing causes no threat). Each buff has a flat amount of threat that it causes and some have a flat amount of threat caused per player that is buffed. If you are in a group of 5 players and currently fighting 3 different mobs, which mob should have your threat added to it's table when you cast a healing spell on another player? The answer is, you add threat to all 3 mobs. Any threat caused by healing or buffing other players is divided among all of the mobs within a certain radius. I don't know the exact radius but it is big enough that we can effectively say that the threat is divided among all of the mobs that are currently in combat with your group. For example, Threat from Power Gain Aside from damage, abilities with bonus threat and healing there is one last way to add threat to mobs. Any time your character gains mana or rage it causes a small amount of threat on all mobs in combat, just like healing threat. This does not apply to normal mana regeneration due to spirit or "x mana per 5 seconds" gear. It applies to things like mana potions, rage potions and drinking/eating. Generally speaking, if the power gain shows up in the combat log, it probably generated a tiny bit of threat. Initially I did not include this section in the guide because it deals with such a minuscule amount of threat. You will never have to worry about someone pulling agro off of you with power gain threat nor will you ever use it as a tool to hold agro. That said, in any situation where there are multiple mobs in combat and you have 0 threat on any of them, power gain threat is suddenly a big deal. If you pull 5 mobs while a caster is sitting in the back drinking, any mob that you have 0 threat on will immediately head straight for the caster. Taunt abilities If a mob is currently attacking you and you use taunt, the ability does nothing. If a mob is attacking someone else and you use taunt, your threat is first set to the SAME as the mobs current target. The mob is then forced to switch agro to you. AoE taunt abilities do not work in the same way, Challenging Shout (warrior) and Challenging Roar (druid). These abilities force every mob in range to attack you for the duration but it does not change your threat. Many raid bosses are immune to taunt. Special Boss Mechanics There are some boss abilities that also effect threat but outside of raiding they are very rare. These abilities come in various forms, the most common are abilities that reduce the threat of anyone hit by either a set amount or percentage (usually 50%). As a general rule of thumb, any knock-back ability will also reduce threat by 50%. Some bosses will have a threat wipe where their threat table is either completely cleared after using an ability or the threat of their primary target is reset to 0. Infinite rage and low rage, two different types of tanking Note: This section is based on MOST vanilla servers, on servers using the 'correct' rage generation formulas (and I only put that in quotes because I haven't dug into verifying it myself yet) you will only have infinite rage on Vael in BWL due to special boss mechanics. For servers with lower rage generation, you can't ignore the threat per rage numbers except for on Vaelastrasz. When tanking a raid boss you will often gain rage far faster than you can use it. This is due to the boss hitting you quite hard. This is the situation most people are talking about when giving advice on how to generate the maximum amount of threat. If you have infinite rage then ignore the rage cost of your abilities and simply use those that generate the most threat. Unfortunately, you won't be in this situation all the time. Sometimes you have to generate the most threat that you can but with limited rage. The most common situations are tanking 5man dungeons in MC or BWL gear (you simply don't get hit hard enough to generate rage) or when off-tanking a boss in BWL. In the previous section I mentioned that some bosses will reduce your threat during the fight. There are also some abilities that will stun your character and the boss will ignore you for the duration. This means that on many fights you need 2 tanks so that when the first tank has their threat reduced or is stunned, the boss will attack the second tank instead of the DPS. It is difficult to be the off tank in this situation because you only generate rage from your auto attacks and have a lot less to work with. For these situations, you really want to use abilities that generate the most threat PER RAGE instead of simply the most threat overall.
  2. Intro Warlocks are mainly brought to raids for its damage output and the class is arguably the most competitive dps class in late 1.12 content. On top of that they bring a ton of utility to the raid; Soulstones, Curses, Blood Pact and top AoE abilities. I raided every instance in Vanilla wow in a hardcore setting for a long time and decided to share what I learnt so far. This guide is meant for players who are new to the Warlock class and wants to understand the different playstyles and talent builds the class has to offer in PvE. The guide includes a list of pre-raid BiS gear as well as potential upgrades in raids and discussions/explanations on which stats to prioritize and why. At the end of the post there is also a guide for how to tank the Twin Emperors in AQ40. Overview Race choice Talents and Playstyles Raid Consumables Warlock Stats A note on Trinkets and Cooldowns in general Preraid BiS Gear Enchants Items to look out for from Molten Core and Onyxia Itemization in Blackwing Lair and beyond Tanking Twin Emperors 1. Race choice Before I get into talent specs and gear choice I'd like to quickly talk about Race choice. The playable Warlock Races are Human, Gnome, Undead and Orc where Gnome is the only Race with a racial that benefits Warlocks in PvE. "Expansive Mind" gives you 5% increased intellect which ends up being ~1% extra damage in a normal raid setting. The big differences between the races are mainly PvP-based; Stun resist (Orc), Wotf (Undead), Escape Artist (Gnome) and Perception (Human). Since this is a PvE guide I won't waste your time discussing them but simply state that the Race you choose to play has minimal impact on your performance in a Raid. 2. Talents and Playstyles Talent build 1: Shadow Mastery + Ruin (SM/Ruin, 30/0/21) (The Curse of Exhaustion skill is only useful on Kel'Thuzad and Curse of Agony and Amplify Curse are very situational as you start raiding so you are free to move those talents around. The rest is pretty much mandatory, though). The spec above is very good for starting out when you're a newly dinged level 60 player. It uses Imp as a pet which brings extra stamina for your party, and it boosts the damage/hit chance of your damage over time abilities which are good in 5-man and 10-man instances. Immolate, Corruption and Curse of Agony are all spells that increases your damage dealt compared to just Shadow Bolting as long as the mob doesn't die long before the dot runs out. The only reason we spec into Siphon Life is to reach the "Shadow Mastery"-talent, it's a very inefficient spell overall so don't use it just because you spent a talent point on it. In World of Warcraft there are a limited amount of debuff slots on bosses which means that there is a limited amount of dots you can put on a raid boss before they start to overwrite/delete each other. DoTs are overall good to use to increase your damage, but when you are raiding with 39 other people who has to share a certain amount of debuff slots the raid has to prioritize the important debuffs and there are usually more important ones than the average Warlock DoT. Warlocks in TBC are usually referred to as "Shadow Bolt-bots" since spamming only Shadow Bolt can be the most effective way to do damage, but the reason Warlocks in 1.12 doesn't use many DoTs is because there just aren't enough debuff slots for them. The spec above is very useful while playing in smaller groups where there are room for Curse of Agony, Corruption and Immolate, but in larger raids there is a more effective talent build: Talent build 2: Demonic Sacrifice + Ruin (DS/Ruin, 7/21/23) ("Improved Voidwalker", "Improved Succubus" and "Fel Stamina" in the Demonology tree are filler talents that aren't important for the overall build) As a DS/Ruin Warlock you sacrifice your Succubus with the spell "Demonic Sacrifice" to gain a 15% increased Shadow damage buff. In many 40-man raids you are not allowed to use many DoTs on bosses and that's where this talent spec excels. 15% increased damage from "Demonic Sacrifice" beats 10% increased damage from "Shadow Mastery" making this a more effective damage output build when only using Shadow Bolt. In raids, however, there are need for both these talent specs: DS/Ruin doesn't use an Imp so you need at least one SM/Ruin specced Warlock to provide Blood Pact for the tank group. Depending on the raid (and depending on if the debuff slot limit is 8 or 16) there might still be room for Warlock debuffs. Which ones are going to be used is something you and your guild members has to discuss. Curse of Recklessness (CoR), Curse of Shadows (CoS) and Curse of Elements (CoE) are all mandatory to the point where you usually have three Warlocks individually dedicated to these spells to make sure they are always up on important targets. If there is still room for more debuffs on the boss then DoTs like Corruption and Curse of Agony could be used in moderation. In later instances like AQ40 or Naxxramas where Mages are fire-specced it's very important that there is debuff room for Ignite. Ignite is a huge dps boost for Mages and no Warlock DoTs that run the risk of overwriting Ignite should not be used. In instances where Mages are frost-specced (MC/BWL) people are usually more liberal with who can use what DoTs but later on there is a very strict amount of Warlock DoTs that is allowed to be used. In my old guild we used CoR, CoS and CoE and allowed three Warlocks to use Corruption. If we added a fourth player to use Corruption we risked Ignite being overwritten. Before you start raiding the spec I'd recommend is the SM/Ruin spec. In 40-man-raids there is a limit to how many SM/Ruin Warlocks that is optimal to use, so which one to play is something you have to discuss with your Class Leader. There are no other good talent builds for Warlocks to use in PvE. A 30/21/0 talent build lacks "Improved Shadow Bolt", "Bane" and "Ruin" which are all very important talents. And since there is no spammable fire spells in 1.12 you can't spec full Destruction either. Regardless of what talents you choose, the most efficient spell rotation is always to mash Shadow Bolt (and use DoTs if you are allowed to). Even if you would spend all your talent points in the Destruction tree you would still lose dps using Immolate/Conflagrate compared to just Shadow Bolt spamming, so there is no reason to spec into any other spells. The only possible PvE build that's not SM/Ruin or DS/Ruin would be MD/Ruin (0/30/21) with a Succubus, but that's also a sub-optimal build. I also want to talk about the spell "Shadowburn" which shares the same characteristics as a Shadow Bolt except for that it's shorter range, instant cast, has a cooldown and uses a Soul Shard. Normally while leveling you'd only use this spell as a finisher as you don't get the Soul Shard back unless the enemy dies from it, but in raids you can increase your overall damage by using it every cooldown despite losing a Shard every time you do so. You should make sure to fill your Shard bag while fighting trash so you have the ability to spam Shadowburn on bosses. One important thing to notice which isn't very apparent, however, is that Shadowburn doesn't benefit as much from your +Spell Power stat as Shadow Bolt does (3/7 instead of 6/7). So if you are low geared you will see Shadowburn doing about the same damage as Shadow Bolt, but the better geared you get the more effective Shadow Bolt will become while Shadowburn will lag behind. It's always a damage-increase though considering it only takes 1,5sec of your time, and it's especially useful if you need to move around as Instant-cast spells don't require you to stand still. Make sure to hand out Healthstones to people who need them and put some effort into Soulstoning healers or other important people. And as an SM/Ruin Warlock focus on positioning your Imp correctly so the tank gets the Blood Pact buff, that's (one of the) main reasons you are in the raid in the first place. 3. Raid Consumables Elixir of Shadow Power Greater Arcane Elixir Brilliant Wizard Oil (Not in the game until ZG is out) Limited Invulnerability Potion (LIP) (Use if you pull aggro, very important potion) Fire/Frost/Shadow/Arcane/Nature Protection Potions (Depending on Instance) Doing it right^ 4. Warlock Stats The three important stats for Warlocks are +Hit%, +Crit% and +Spell damage (this includes +Shadow damage as we almost always use Shadow spells). Intellect increases your Maximum Mana (and to some extent increases your Crit chance) but Warlocks aren't very mana-dependent because of Lifetap so it's not a very important stat overall. Usually Warlocks doesn't have problems with their HP Pool either (like Mages do) so Stamina isn't very important either. There is also a stat called "Decreases the magical resistances of your spell targets by XX", but in PvE that's mostly a useless stat. Curse of Shadows reduces the Shadow Resistances of the target by 75 and since no boss in the game has more than 75 Shadow Resistance there is no reason to get items that reduces the targets Resistances. So when you compare items for PvE you should almost exclusively look at the +Hit%, +Crit% and +Spell damage. The traditional base stats is of much less importance and should very rarely impact which item you choose over another. So how much is each of the important stats worth in comparison to each other? A Warlock starts off with an 83% chance to Hit with a spell. The maximum amount of Hit is 99% (the last percent is always going to be a miss) so the Hit Cap is 16% (99% - 83% = 16%), any more Hit than that is wasted. If you Crit you deal twice the amount of damage you normally would (assuming you talented into "Ruin"). However, according to Darkrasp in another thread you cannot Crit a missed spell. So if you are at 90% Hit chance then 10% of your Crits are going to be wasted on a missed spell. This means that an item with the stat +1% Hit Chance increases your overall damage with slightly more than 1% (depending on your current Hit chance) while an item with the stat +1% Crit chance increases your overall damage with slightly less than 1% (also depending on your Hit chance). So +Hit% is always better than the same amount of +Crit% then? No. Crit is actually a better stat for Warlocks than Hit because of the "Improved Shadow Bolt" talent in the Destruction talent tree. If your Shadow Bolt Crits a target it doesn't only do extra damage, it also increases the damage done by the next four direct Shadow damage spells made against it by 20% each. So while you feel good about Critting a spell you are only about halfways through the real value of that Crit. For example, if the next four Shadow Bolts done to the target are hits, that means that you didn't only do your Shadow Bolt damage times 2, but 2,8 (2 + 0,20 + 0,20 + 0,20 + 0,20) which is a lot of extra damage. The Improved Shadow Bolt debuff is dependant on not getting a Crit right after another (the new Improved Shadow Bolt debuff overwrites the old one) and because there are other debuffs that might overwrite it you can't calculate the exact value of Crit. In a Raid setting I'd say that +1% Crit is 1.5 times as good as +1% Hit, but it could be anywhere from ~0.75 to 2 times as good. And note that the other Warlocks in the raid shares the same Improved Shadow Bolt debuff, so if you Crit the boss you probably won't benefit from the debuff because the other Warlocks already used up the charges. But you will obviously benefit from their Crits, so it evens out. For personal DPS in raid you could argue that +Hit% is slightly better than +Crit% but for the overall raid +Crit% is a much more important stat. But how much Spell Power is 1% Hit worth? It all depends on your stats. Shadow Bolt gains damage from 6/7 of your existing Spell Power, meaning that if you have an item giving you 7 Spell Power your Shadow Bolt will on average do 6 Damage more. So if you for example have 90% Hit Chance and enough Spell Power to do on average 1000 damage per non-crit Shadow Bolt your average Shadow Bolt cast does 1000 x 0,90 = 900 damage (excluding Crit as it's not relevant for the comparison). Improving your Hit Chance by 1% will bring you to 91% Hit Chance which would lead to the average Shadow Bolt cast doing 910 damage, a 10 damage difference. To reach that amount of damage from Spell Power you'd need 10/0,90 divided by 6/7 which equals ~13 Spell Power. In this situation 13 Spell Power increases your damage as much as +1% Hit Chance. When you start out playing your Shadow Bolts won't do 1000 damage meaning that it's more reasonable to value +1% Hit less than at 13 Spell Power. Maybe it's worth 8 Spell power, or 10. When you are Raiding Naxxramas in Tier 3 it might be worth as much as 30 Spell power. An easy way to calculate this is to look at your average non-crit Shadow Bolt damage and divide that number by 100 and add ~25%, and that's how much Spell Power any +1% Hit is worth. And if you use Corruption or Curse of Agony in raids (which are DoTs and doesn't benefit from +Hit% or +Crit%) then you might only add ~15% instead. Use your own judgement. It's also important to note that when you miss a spell it says "Resist". If your target would have resisted your spell with actual Shadow Resistance it also says "Resist". So you can't know for sure if they resisted because you lacked Hit% or Resistance Penetration, but in most PvE situations it's most likely just a "miss". I'd also like to mention that there is no "needed" Hit Chance for raiding. You shouldn't value "having a certain amount of Hit", you should simply go for the highest average damage stat. If that means that you won't have any +Hit% from gear at all then so be it. Be smart. 5. A note on Trinkets and Cooldowns in general On-use-Trinkets are often times very underrated compared to the ones passively giving stats. The reason for this is that it's very comfortable to calculate Trinket damage in a vacuum. For example: The MC Trinket "Talisman of Ephemeral Power" gives you an extra 175 Spell power for 15 seconds, and has a 1,5 minute cooldown. One way to calculate the overall worth of this item is to see that this trinket is active 1/6th of the time and gives 175 Spell Power so all you have to do to understand the usefulness of this Trinket is to divide 175 by 6. 175/6 = 29 Spell Power. So it's as good as the Trinket "Briarwood Reed" then, since it also gives 29 Spell Power? That's not a realistic way to calculate the value of an On-Use Trinket. There are two main reasons for this: 1. The trinket will most likely be on cooldown even after the fight ends. If we take the MC Trinket I mentioned above as an example again, any time the fight is not exactly (N * 90s) you will get more DPS out of the trinket than you "should". For example, if the fight is 2 minutes long you get to use the trinket twice over a 120 second period. 120/30 = 1/4. 1/4 multiplied by 175 is 43,75. That makes the Trinket a clear upgrade from the Briarwood Reed 29 Spell Power Trinket. And if the fight is only 15 seconds long the Trinket gave you 175 Spell Power flat over the entire fight. Any cooldown left on your Trinket when the fight is over is a DPS increase. 2. When you fight a boss you don't cast Shadow Bolt the entire time. You move around, you hide, you Life Tap or alt tab to check out some girl on Instagram. Assuming you are a decent player you only use the Trinket when you know the next 15 or 20 seconds will be spent Shadowbolting the boss so when you later have to run to the other side of the room your Trinket is ticking down. If you play an encounter like the Four Horsemen where you dps a boss maybe half of the time then your on-use Trinkets becomes twice as effective since you use them twice as much per second that you are actually dpsing. This way, your trinket becomes more effective the smarter you use it. Don't treat Active Trinket-effects as if they were in a vacuum. There are very few times you shouldn't have an on-use-Trinket equipped assuming you looted Talisman of Ephemeral Power or the Zul'Gurub trinket Zandalarian Hero Charm. 6. Preraid BiS Gear Preraid BiS stands for the "Best in Slot" items which are available pre-Raid (from quests or non-raid-instances). Some items like the Bloodvine Set isn't available until Zul'Gurub is out which makes it tricky to make a definitive list of items to farm before entering your first raid. I'll try to give you alternatives and maybe update the guide when later instances are out: Head: Spellweaver's Turban (General Drakkisath, UBRS) Alternatives: Crimson Felt Hat (Magistrate Barthilas, Stratholme) or Deathmist Mask (T0,5, Dungeon set quest chain) Neck: Diana's Pearl Necklace (Cannon Master Willey, Stratholme Living) Alternatives: Dark Advisor's Pendant (Vectus, Scholomance) or Arcane Crystal Pendant (Winterspring Quest) Shoulders: Felcloth Shoulders (Tailoring BoE, Recipe is too random to farm) Alternative: Burial Shawl (Several bosses in Scholomance) Back: Amplifying Cloak (Magister Kalendris, Dire Maul West) Alternatives: Stormpike Sage's Cloak/Frostwolf Advisor's Cloak (Alterac Valley Reward) or Spritecaster Cape (Houndmaster Grebmar, BRD) Chest: Bloodvine Vest (Tailoring BoE, Pattern is Zul'Gurub Reputation Reward) assuming Zul'Gurub is out, otherwise Robe of the Void (Tailoring BoP, Pattern drops from Darkmaster Gandling, Scholomance) or Robe of Winter Night (Tailoring BoE, Pattern drops from Winterspring Elites). Wrist: Rockfury Bracers (Extremely long quest in Silithus which also requires Revered reputation with Cenarion Circle, also requires Patch 1.8, not recommended) Alternatives: Any version of Dryad's Wrist Bindings depending on your Warsong Gulch Reputation, Sublime Wristguards (Guard Slip'kik, Guard Mol'dar, Dire Maul North) or in worst case scenario Deathmist Bracers (T0,5, Dungeon set quest chain) Hands: Felcloth Gloves (Tailoring BoE, Recipe is too rare to farm) Alternative: Deathmist Wraps (T0,5, Dungeon set quest chain) Waist: Ban'thok Sash (Blackrock Depths Arena drop) Alternatives: Frostwolf Cloth Belt/Stormpike Cloth Girdle (Alterac Valley Reputation Reward), Tier 0,5 Belt (T0 Belt + Dungeon Set Quest), Thuzadin Sash (Nerub'Enkan, Stratholme) or Dustfeather Sash (Solakar Flamewreath, UBRS) Legs: Bloodvine Leggings (Tailoring BoE, Pattern is Zul'Gurub Reputation Reward) assuming Zul'Gurub is out, otherwise Flarecore Leggings (Tailoring BoE, Recipe requires Revered Reputation with Thorium Brotherhood), Leggings of Torment (Lord Valthalak, UBRS, part of T0,5 quest chain) or Skyshroud Leggings (Highlord Omokk, LBRS) Feet: Bloodvine Boots (Tailoring BoE, Pattern is Zul'Gurub Reputation Reward) assuming Zul'Gurub is out, otherwise Maleki's Footwraps (Maleki the Pallid, Stratholme) or Omnicast Boots (Golem Lord Argelmach, BRD) Rings: Rune Band of Wizardry (Lord Valthalak, UBRS, part of T0,5 quest chain) and Don Mauricio's Band of Dominion (Darkmaster Gandling, Scholomance) Alternatives: Underworld Band (BoE world drop), Maiden's Circle (Non-unique BoE world drop) or Songstone of Ironforge/Eye of Orgrimmar (BRD Quest) Trinkets: Briarwood Reed (Jed Runewatcher, Rare spawn in UBRS), Eye of the Beast (UBRS quest), Royal Seal of Eldre'Thalas (Dire Maul "drop") and/or Draconic Infused Emblem (General Drakkisath, UBRS) Wand: Skul's Ghastly Touch (Skul, Stratholme, if you can catch him), Bonecreeper Stylus (Darkmaster Gandling, Scholomance), Ritssyn's Wand of Bad Mojo (Baron Rivendare, Stratholme) or any green random attribute wand with a lot of +Shadow damage 2h Weapons: Lord Valthalak's Staff of Command (Lord Valthalak, UBRS, Part of T0,5 quest chain) or Soul Harvester (Warlock quest in Felwood) Main hand weapons: The Lost Kris of Zedd (Random drop in Silithus/AQ20) assuming AQ is out, otherwise Sageblade (Blacksmithing BoE, Recipe drops in raid instances) Offhand weapons: Scepter of Interminable Focus (Sothos and Jarien, Stratholme Living, part of T0,5 quest chain) or Tome of Shadow Force/Therazane's Touch (Alterac Valley Exalted Reward) Some of the R7/R8/R10 and R12/R13 PvP pieces are better than the gear mentioned above, in case you feel like ranking. And if you find another alternative then go for it, just look for +Spell Power or +Shadow Damage items and you'll probably find something that works well. The Bloodvine set is good and it's even better if you have 300 Tailoring which unlocks the +2% Crit set bonus. It scales well with gear and you might use one, two or all three set-pieces as late as in Naxxramas. 7. Enchants Head and Legs: +8 Spell Power until you can get the ZG Idol (+18 Spell Power / +10 Stamina) Shoulders: The only two Shoulder enchants that exists are the Zul'Gurub Exalted Enchant (+18 Spell Power) and the Sapphiron Enchant (+15 Spell Power and +1% Crit). Cloak: Subtlety as soon as AQ is out Chest: +100 Mana / +4 Stats (+Stats is better in high gear, +Mana is better in low gear) Bracers: +7 Intellect or +9 Stamina Gloves: +20 Shadow Power as soon as AQ is out Boots: Minor Speed (8% speed increase) Weapon Enchant: +30 Spell Power 8. Items to look out for from Molten Core and Onyxia Choker of the Fire Lord from Ragnaros won't be replaced until Twin Emperors in AQ40. Mana Igniting Cord from Golemagg, Magmadar, Garr and Baron Geddon won't be replaced until C'Thun or Naxxramas. Sash of Whispered Secrets from Flamewaker mobs is also an upgrade. If Bloodvine Leggings aren't obtainable yet then Nemesis Leggings might be an upgrade for you. Azuresong Mageblade dropping from Golemagg. And Talisman of Ephemeral Power, the most important item of them all, drops from Golemagg, Magmadar, Garr and Baron Geddon and is a great trinket which won't be replaced until the end of Naxxramas. The Tier 1 pieces aren't anything to look forward to, they have lots of stats but not the important ones. Molten Core isn't known for it's great caster gear, but there will be more to get in BWL or the 20-man Raids. Other than the Onyxia Scale Cloak the only half useful drop Onyxia has to offer is the Tier 2 Headpiece Nemesis Skullcap which only shines if you use it for setbonuses. 9. Itemization in Blackwing Lair and beyond When you've come this far you should think for yourself what loot you want and don't want. I won't list every upgrade in every instance but I'll give some pointers: The Tier 2 setpieces are not bad but rarely the best items around, especially not as soon as ZG is out. That said, they can still be decent pickups and the set bonuses can justify using a few pieces. The 3/8 bonus can mitigate the lack of important stats on the individual pieces, and if you have crap tanks and like to collect sets why not go full 8/8. Bracers of Arcane Accuracy from Broodlord Lashlayer are on par with Rockfury Bracers (less +sp but more Int) and will be used for a long time. Also, Nefarian drops Neltharion's Tear which is the best trinket (or in some scenarios #2) in the game meaning you will use it forever. The Nefarian staff and headpiece are very good items, and the Ebony Flame Gloves from Ebonroc is a big upgrade. None of the off-set BWL belts (neither Firemaw's Clutch nor Angelista's Grasp) are as good as Mana Igniting Cord from MC or the T2 Belt. Zul'Gurub (20-man) is a great instance for catching up if you are late to the party. The instance itself doesn't have the best boss drops ever, however, the rep rewards from the Zandalar Tribe faction are godlike. Not far from when ZG is released you will see Bloodvine Vest, Bloodvine Boots and Bloodvine Leggings on the auction house, get them ASAP. If you are exalted with Zandalar Tribe you also get the Spell Power shoulder enchant which is BiS until Sapphiron. And the Idol Enchants, which drops from Jin'do the Hexxer and Bloodlord Mandokir are superb. If you haven't looted Talisman of Ephemeral Power yet then make sure you get the Spell Power Trinket from Heart of Hakkar (drops every time from the last boss). Turning the heart in buffs every nearby player with a +15% all stats buff for 2 hours so tell your guild to show up before you do so. Hakkar also drops the third best cloak in the game: Cloak of Consumption. The Ruins of Ahn'Qiraj (20-man) is also a great comeback instance with a few important drops. The last boss drops Staff of the Ruins as well as the second best pants in-game Leggings of the Black Blizzard which aren't replaced until Naxxramas. The set pieces of AQ20 are good but since it takes so long to farm the rep it's arguably not worth it unless you were going to grind Rockfury Bracers anyway. The set ring, however, only requires Honored reputation and scales extremely well with gear (It's possibly the #2 ring in the game if your gear is good enough). The Class books Grimoire of Shadow Bolt X, Grimoire of Immolate VIII, and Grimoire of Corruption VII are key pickups but will most likely also appear on the AH. And of course, make sure to enchant your gloves with +20 Shadow Power as soon as AQ is out. The Temple of Ahn'Qiraj brings a lot of new gear to the table, however the Tier 2.5 set isn't better than the pieces you have from earlier with exception of the Shoulderpads. Sharpened Silithid Femur and Royal Scepter of Vek'lor dropping from Fankriss/Vek'lor is a strong combo or if you prefer staffs then Blessed Qiraji Acolyte Staff dropping from multiple bosses in the form of Imperial Qiraji Regalia is an upgrade. BiS Gloves and BiS Belt in the game drops from C'Thun. Beware though, if you are going for the (very good) threat-reduction set bonus from Naxxramas you will replace both the gloves and the belt for Tier 3 items. Ring of the Fallen God (Eye of C'Thun) is one of the best rings in the game. With the exception of a Finger and Trinket slot you will eventually fill the rest of your Character Pane with only Naxxramas items. My recommendation is to get Leggings of Polarity and one of the three good bracers that exists (Rockfury Bracers, Bracers of Arcane Accuracy or the best ones The Soul Harvester's Bindings), skip Tier 3 Bracers, Legs and Ring (which are only good for PvP) and go for the Tier 3 6/9 set bonus which is extremely useful. Or if you looted the C'Thun Gloves and Belt I mentioned earlier then 4/9 T3 (Only Tier 3 Head, Shoulders, Chest and Boots) is an alternative (and then you might find Eye of Diminution useful). And if you don't get to collect Splinters of Atiesh then aim for Wraith Blade and Sapphiron's Left Eye or another great staff Brimstone Staff. Best Ring in the game drops from the Four Horsemen. Sapphiron provides the Sapphiron enchant (replacing your ZG shoulder enchant), he also drops the best cloak, best offhand and the best on-use-Trinket in the game: The Restrained Essence of Sapphiron. Kel'Thuzad loot consists of the best Wand, the best Neck and a great passive anti-Undead Trinket to use on static Undead bosses like Patchwerk and others. 10. Tanking Twin Emperors There is a specific encounter in The Temple of Ahn'Qiraj called the Twin Emperors. The bossfight consists of two bosses; Emperor Vek'lor and Emperor Vek'nilash. Vek'Nilash is immune to all spell damage and Vek'lor is immune to all melee damage which means that a "normal" tank cannot tank Vek'lor, you have to have a spellcaster doing it. Vek'lor casts Shadow Bolts on its target so a lot of Shadow Resistance is needed for the caster tank, and since Warlocks has an easy time resisting Shadow damage and causing threat it's the best class choice for that role. The one tricky part with this encounter is that the two bosses cannot be close to each other during the fight since they heal very quickly if they are within a certain distance of each other. The second tricky part is that they switch positions every 30 seconds. Vek'lor teleports to Vek'nilash's position and the other way around. This means that you need to have a Warrior tank and a Warlock tank on each side (so 4 tanks in total, two of them Warlocks). Before I explain the fight in detail I'll go through the gear needed for it. The Shadow resistance cap is 315 and it's highly recommended to reach it for this boss as all the damage done by the spellcasting boss is by Shadow Bolts. With the help of Mark of the Wild, Prayer of Shadow Protection and Demon armor you already have ~100 Shadow resistance so you need up to 215 Shadow Resistance from gear. Optional: You can also respec into MD/Ruin (0/30/21) and summon a Felhunter which passively gives you +60 to all resistances. Below I listed the best Twin tanking gear. If you get them all you will probably end up with more SR than 315 which isn't needed, so prioritize the ones you can get and use your best damage gear for the other slots as damage is obviously also important for keeping threat. Head: Nemesis Skullcap, Neck: Eidolon Talisman, Shoulderpads: Tier 1 or Argent Shoulders, Back: Juno's Shadow or preferably Cloak of Untold Secrets dropping from Fankriss. Chest: Garb of Royal Ascension (AQ40 trash drop), Bracers: Funeral Cuffs, Gloves: Rank 7 or Rank 12 PvP gloves are extremely useful and highly recommended to use. Belt: Runed Stygian Belt or Tier 2, Legs: Runed Stygian Leggings, Boots: Runed Stygian Boots, Rings: Anything with +Shadow Resistance, search the AH as good as you can. Jasper Link rings are usually useful. Trinkets: Any on-use Spell Power Trinket will be very effective this fight so the Zul'Gurub or the MC on-use Trinkets are recommended. On the other Trinket slot you should fit Ultra-Flash Shadow Reflector (Engineer only) or Ward of the Elements (from the Onyxia attunement quest). Wand: Serpentine Skuller Weapons: The best weapon(s) you have. Bring any +Stamina consumables you can and pre-pop a Greater Frost Protection Potion (against the blizzards). If you are the one pulling the boss then just run up to Vek'lor, pop Shadow Ward, cast Corruption and spam Searing Pain until the bosses switch positions. Avoid Blizzards as best you can, they do a lot of damage so if you get targeted by one don't just keep casting. After that keep track of the timers. Every 30 seconds the caster and the melee boss switches sides, so you have to be ready to pick up the caster boss (if he'll be on your side) as soon as the teleport happens. Right before the switch stand as close to the melee boss as you can (right below him). Instantly after the switch you Shadowburn the boss and start to run away from him while dotting him with Corruption and/or Curse of Agony. When you are ~25 yards away from the boss you start spamming Searing Pain on the boss to create as much threat as possible. Keep spamming and make sure you avoid any blizzards. Do this until your 30 seconds of fame is over and the melee boss appears on your side instead. Now take your time to Life Tap to full mana and use Shadow Ward until the next teleport, and then do the same thing again. Repeat until the boss is dead. Remember that if the bosses are awkwardly positioned it is not your job to move them. Since the caster boss has a long range spellcast it's very hard to move the boss to where you want it and it's usually much better to just keep aggro until the switch happens and let the Warrior tank move the boss to where it should be standing. Practice makes perfect, this is a boss fight that's hard to explain on paper so you have to do it yourself a couple times to actually understand what's going on. But I hope I gave you enough information about the encounter to make you ready to try it. If you are still unsure on some aspects of the fight just ask me in the thread and I'll explain it better for you.
  3. Preface Thoughts, possible choices, decisions. The natural progression when deciding in which manner you want to play this game, that although old still have a special charm in it. Allow me to take you onto a journey that you will soon forget or dismiss: Why you should consider, or be pleased about, the decision of joining our ranks within the rogue class. My nickname is Soyoen, I have close to exclusively been playing as a rogue since the closed beta back in 2004 with a few breaks in between - this is my way to understand the rogue class in the original version of World of Warcraft. Table of content 1. The Rogue 1.1 Choosing the race 1.2 Road to the level cap 1.3 The class at the level cap 1.4 Preparing for your first raid 1.4.1 Consumables for your first raid 1.4.2 Enchants 1.4.3 Addons 1.4.4 Keybindings 1.5 What can a rogue roughly expect to do in a set of boss battles 1.5.1 Molten Core: Gehennas 1.5.2 Molten Core: Ragnaros 1.5.3 Blackwing Lair: Vaelastrasz the Corrupt 1.5.4 Blackwing Lair: Chromaggus 1.5.5 Zul'Gurub: High priestess Mar'li 1.5.6 Zul'Gurub: Jin'do the Hexxer 1.5.7 The Temple of Ahn'qiraj: Princess Huhuran 1.5.8 The Temple of Ahn'qiraj: C'thun 1.6 Special consumables 2. The important basic mechanics 2.1 Getting rid of misses on yellow attacks 2.2 Rotations & cycles 2.2.1 Rotations 2.2.2 Cycles 2.3 Cooldown management 3. The important advanced mechanics 3.1 Weapon skill 3.1.1 What is it? 3.1.2 Why do I need to have knowledge about it? 3.2 Proc chance & Proc per minute 3.2.1 What is it? 3.2.2 Why is it important to have knowledge about? 3.2.3 Actual PPM 4. Min-maxing insights 4.1 Extra attacks and swing timers 4.1.1 How do they work? 4.1.2 Why is this important to know? 4.2 The task of damage dealers 5. RogueDPS Reborn spreadsheet The Rogue 1.1 Choosing the race Something as trivial as making the choice of what race you wish to play can have substantial effect on your ability to compete in the end game content as a rogue. This is especially apparent if you are looking to play on Alliance as Human rogues stand out from the rest due to weapon skill, but more on that later. The rogue class calculates critical strike chance from a general understanding in terms of [Total Agility/29* + other critical effect gains], in reality though the agility required per 1% of critical strike should approach 28,979343 instead of 29. The difference in terms of DPS is very minor and can instead be seen as a fun fact retrieved from old ct profiles. The difference between the base attributes of the different races has a minor impact on the DPS in the end game content: What really matters is instead racial abilities such as “Will of the Forsaken” and “Blood Fury” amongst others. With that said I need to stress again that the biggest difference between races is present to Alliance players. To ease things up for you I have constructed a list with each of the races below for respective faction, in falling order from best to worst in terms of PvE performance: Alliance: Human > Night Elf > Dwarf/Gnome Horde: Orc > Troll > Undead 1.2 Road to the level cap The leveling experience as a rogue differ from the majority of the other classes, due to the stealth ability that enables you to skip through packs of non player characters (NPCs). You will quickly learn to mash that sinister strike or backstab button, and realize just how easy crowd control can ruin your day. As you approach level 24, I would recommend a talent distribution like the one that can be found in the link below. The road afterwards would either be invested towards relentless strikes in the assassination tree, weapon expertise in the combat tree or opportunity and beyond in the subtlety tree. http://db.vanillagaming.org/?talent#fMZMIV Backstab will be one of your most valuable abilities early on in the game as you can sidestep "through" NPCs, and as the NPC is always facing you, eventual delay will make you able to backstab the NPC if you quickly repeat the sidestep. On some server projects this is a lot harder to pull off but when you get a hang of it, in terms of spamming your backstab button, your leveling pace will pick up momentum. Key talents for leveling speed are Remorseless Attacks, Ruthlessness, Relentless Strikes, Improved Sinister Strike, Precision, Improved Backstab, Riposte, Blade Flurry, Weapon Expertise, Master of Deception, Opportunity, Ghostly Strike, Serrated Blades, Preparation and Dirty Deeds. Obviously some of these will be more suited for a more hostile environment whilst others focus more on a strict PvE environment. Notable leveling dungeons that feature good gear for rogues to ease up the leveling phase are: Ragefire Chasm, The Deadmines, Blackfanthom Depths, Gnomeregan, Scarlet Monastery, Razorfen Downs, Maraudon, and Blackrock Depths. 1.3 The class at the level cap When you have finally reached the level cap a new chapter begins in this version of World of Warcraft; the gathering of your preraid best in slot items. As time progresses and more items and quest chains are unlocked, it becomes easier to obtain great items to put you right into the social mess of raiding. Great rogues are always in demand but hard to find, and in this version of World of Warcraft rogues have one of the more action packed roles. In Dungeons up to 10 men you can expect to aid your group with crowd control and out of combat pack control with abilities such as sap, gouge, blind, and distract. When progressing up to 20 man raids you will still make use of the same abilities on certain packs, but it becomes more of a wipe recovery and/or avoidance maneuver - with that said if you manage to pull out key distracts and/or likewise that enables your raid group to survive a potential wipe then you have created good value for the team. In 40 man raids your job is more one dimensional; Maximum damage per second (DPS) at all times WITHOUT screwing up kicks, rotations, positioning, and likewise. As Ghostcrawler once said: "the class is ultimately very mathy", and makes for a perfect fit for eventual players who want to tryhard and pull out some extra chunks of DPS. The rogue class is easy to learn, hard to master and one of the most rewarding classes in a PVE environment - especially if you are playing Horde with access to windfury totems. 1.4 Preparing for your first raid 1.4.1 Consumables for your first raid Looking away from obtaining your best in slot preraid gear you will need to prepare a few other things in order to ease up your ability to perform. Mongoose potions, Juju power, and winterfall firewater are all great ways of boosting your DPS. However for your very first raid it shouldn't be the focal point as protection potions and likewise may provide greater aid to your raidgroup by easing up the job of the healers. If money is low and you can only sustain defensive potions I recommend looking at DPS boosting potions one tier below mongoose potions. 1.4.2 Enchants Something you most definitely should have on your gear when entering your first raid are enchants, and more specifically the weapon enchants in terms of crusader on your main hand weapon slot combined with either crusader or agility on the offhand. This is due to crusader providing so much more as a single enchant then most other ingame at the main hand weapon slot and is thus very worthwhile to acquire, especially if you team up with another rogue/druid in order to farm Archivist Galford for righteous orbs. Aside from this, all enchants that provide agility would do good before your first raid BUT crusader on the main hand should have priority. 1.4.3 Addons There will be a set of required addons to use for your first raid, usually your guild has their own KTM threat meter and a few other addons they require you to use. I however will give you what you really need to hit the ground running, the list below will provide you with good possibilities of creating a very functional and clean raiding UI. Some of the addons may requires ACE2, prat is also a very useful addon but not completely in my taste. BearCastBar: Swing timers combined with a new Cast bar. Superb for Windfury users. BigWigs: Boss addon that is commonly used to track certain abilities, combine with NECB. NECB: Addon that tracks enemies and has a built in boss addon, combine with BigWigs. Bongos: Easy to use for setting up your bars. Buffalo: Tracking buffs and debuffs, easy to use and nice looking. Chronometer: Every rogues favorite CD/SND tracker. Classic Snowfall: Instant button pushes. CustomNamePlates: Improve the ingame nameplates to actually look good. EnergyWatch_V2: Combine with LUNA. KTM Threat meter: To keep track of the threat on intensive fights. LunaUnitFrames: The best unit frames addon in vanilla. Recap: To keep track of your shit for casual theorycrafting. SimpleMinimap: Improving the visuals on the minimap. Stunwatch: Keeping track of stuns and likewise in dungeons & 20mans. SWStats: Your favorite raiding addon. Tinytip: UI Improvement. XLoot: Improves loot window. 1.4.4 Keybindings The following abilities and consumables are recommended to be easy accessible when you start raiding: Sinister strike, Slice'n'dice, Eviscerate, Backstab, Kick, Evasion, Sprint, Vanish, Adrenaline rush, Blade flurry, Distract, Feint, Thistle tea, Greater X protection potion, Free action potion, Instant poison, and Bandages. My recommendation is that you make a priority list for yourself of what you value the most as everyone has a different way of playing, and then doing the binds in whichever order suits your needs. I've highlighted some abilities in the list above that are actually crucial in vanilla content. 1.5 What can a rogue roughly expect to do in a set of boss battles 1.5.1 Molten Core: Gehennas The boss fight against Gehennas is a easy fight to learn and hard to get right due to its duration. At the maximum level you will use a free action potion before the first aoe stuns come out from the two adds, while pulling out a perfect rotation to cleave the adds down in combination with the boss. In speedruns it can be common to pull the next pack before the boss is dead, so minimizing the damage taken from rain of fire is crucial to your raid groups speed. 1.5.2 Molten Core: Ragnaros In the last fight within the Molten Core you face of against Ragnaros, the key to perform well on this fight is to time eventual knockbacks. On some servers this is a harder thing to achieve, without the movement speed buff from the boots enchant it should take approx 3.3-3.6sec to run clear from the aoe blast. If the DPS in your raid group doesn't cut it and the sons of flame make an appearence it is your job together with a tank to deal with the non controlled sons. 1.5.3 Blackwing Lair: Vaelastrasz the Corrupt This is the best fight in the game for any and every rogue, unless your tanks doesn't do enough threat per second - in which case it kinda blows. "Infinite" amount of energy will make backstab the go to build on this encounter, and if you are usually using swords I recommend using the build posted in the link below. On this fight you are guaranteed threat issues and will especially if Horde, utilize feint to reduce your threat in the beginning 20-25s of the fight. Remember: Even if vanish doesn't clear your threat on KTM or likewise, it is still cleared. http://db.vanillagaming.org/?talent#f0efoxZMIV0bVzxfo 1.5.4 Blackwing Lair: Chromaggus One of the longer fights pre AQ and Naxxramas, on this fight you need to perfect the rotations you are using whilst utilizing both grenades and likewise to maximize your damage during the nature and fire weaknesses. To this you also need to make sure you gain the best possible uptime between the breaths without risking eating one, in short it's a game of uptimes. 1.5.5 Zul'Gurub: High priestess Mar'li Aside from the obvious of providing a good chunk of DPS, you will need to provide kick assistance on the drain life ability whilst making sure that no adds grow to large. In contrast to the bat boss within the same raid, kicking isn't as important here but it will speed up your raid speed by a bit if your raid DPS is low. 1.5.6 Zul'Gurub: Jin'do the Hexxer Against Jin'do the Hexxer your main job is to kill the totems, totems, and totems. Whenever the totems stop dying you will shortly experience a wipe so your job is crucial on this encounter. Looking further into the encounter you can ease up the skeletons spawning with Stratholme Holy Water to ease up the job for other players within your raid group. 1.5.7 The Temple of Ahn'qiraj: Princess Huhuran Welcome to AQ40, you will now stack tons of nature resistance in order to "soak" the aoe damage Huhuran spits out every now and then. Make sure to bring extra protection potions as you'll need them for lateron in the raid. 1.5.8 The Temple of Ahn'qiraj: C'thun At C'thun your role is to kill your assigned eye tentacle whenever it spawns whilst keeping your distance to the players around you. To ease up the work of healers and likewise you will drink a green liquid goo every 2 minutes (Greater Nature protection potion). 1.6 Special consumables There are several consumables that will help boost your ability to perform well in raids, top tier rogues love to keep thistle tea on a constant cooldown whilst having a stocks of both free action potions and restorative potions. Engineering items such as grenades (Dark Iron BomB / Thorium Grenade / Dense dynamite) and Goblin Sapper Charge make for good use throughout raids. We can of course not forget the special JuJu items such as Flurry that can give a decent boost on longer encounters. The important basic mechanics 2.1 Getting rid of misses on yellow attacks Something that you can't avoid is the unavoidable dodge chance every boss have which sits on 5,6% and can scale a bit more due to the difference between your weapon skill and the defence skill of the boss. What can be taken care of though is the chance to miss on yellow attacks. Acquiring between [8-9] in hit including talents will make sure that you never miss a yellow attack, of course weapon skill does have an impact on the amount of hit required. 2.2 Rotations & cycles 2.2.1 Rotations Slice'n'dice - SND, Eviscerate - E Sword/Mace/Fist common rotation: 3 SND - 5 SND - 5 EVIS Dagger common rotation: 5 SND Rogues have for a very long time held themselves to a few rotations of which can be found in the small list above this sentence. Rotations is a very real tool in order to increase your DPS without obtaining better gear, and sadly the two rotations above haven't evolved in a very long time and there's not enough space to evolve the dagger rotation (boy have I done the math). The sword rotation has however gotten a slap in the face and been extended with todays release of the RogueDPS Reborn spreadsheet, be sure to check it out at the bottom for more details on the cycles DPS. Sinister strike #1: 3snd-5snd-5evis-4snd-5evis-3snd-5snd-5evis - REPEAT Sinister strike #2: 3snd-5snd-5evis-5snd-4evis - REPEAT 2.2.2 Cycles DPS cycles used by different specs and rotations has been widely debated over the years in the rogue vanilla community. From what I've seen there have been several individuals over the years stating that the dagger spec theoretically have the best possible DPS output. It is true that the dagger cycle rotations have higher DPS output, however this is often put at rest by the sword specialization contribution. The only tier so far that daggers actually beat swords is AQ40, with the reasoning being of the superb weapon skill gain from Death's sting. That said, daggers is not a bad talent spec - it just lacks non lackluster itemization options until AQ40. Had there been better itemization and talent build options for dagger rogues in this version of World of Warcraft, I doubt there would be any sword/mace rogues on Alliance - Horde however would still take windfury to bed all nights of the week. 2.3 Cooldown management Managing your cooldowns throughout raids and dungeons will be crucial for your performance, my only advice to how to improve this is to plan your raids ahead. Think about at what packs you want/can use cooldowns and when you need to save them for later usages. Zul'Gurub is a very good example when it comes to how valuable cooldowns can be to have at the ready due to the constant fear of asspulls. The important advanced mechanics 3.1 Weapon skill 3.1.1 What is it? I've mentioned weapon skill several times in the topic and I have yet gone into detail to what it really is and why you need to have some basic knowledge of it. To make this as easy explainable as possible: You are a fourth grader (max level) in the South Park elementary school and PC Principal (level 63) is the boss you need to take down. Now obviously there are some physical differences between you and Mr. PC Principal, and those differences affect your chance to have a successful punch at the boss. Aside from that; since Mr. PC Principal has awesome physique 40% of your blows doesn't quite hurt him as much as they should if you were hitting, say, Kyle. 3.1.2 Why do I need to have knowledge about it? Those 40% blows are called glancing blows in World of Warcraft and have a reduced damage output when attacking NPCs with a higher defense skill than you have weapon skill. You can reduce the damage reduction by collecting items or talents that increase your weapon skill, or if we connect it to Mr. PC Principal by sending in a Horde of pregnant Mexicans. The weapon skill system is substantial to your DPS, but luckily rogues get +5 on pretty much every weapon skill by talents which ease up everything by a ton. This makes it so that instead of your glancing blows hitting Mr. PC Principal for ~65% of your original weapon damage, they now hit him for ~85% with ~15% left to "collect" by amassing weapon skill into your favor. The formula with the most reliable data source behind it for vanilla was compiled with thousands of hits by Athan et al. With that said there are other formulas available that give players artificial advantages over the environment – yet there is no real data that supports the majority of these assumptions. 3.2 Proc chance & Proc per minute 3.2.1 What is it? Many items in this version of World of Warcraft have certain chance to do a special event in terms of a damage spell, extra attack, attack speed bonus, or likewise. Sword specialization is a good example of a static proc chance, the same applies for hand of justice. There are other items however that doesn't list a certain proc chance like Vis'kag the Bloodletter, or Ironfoe. These items are calculated using a proc per minute (PPM) type of system which uses the following calculation: (PPM) / (60/Weapon speed) = Proc chance. 3.2.2 Why is it important to have knowledge about? Because things aren't as obvious as they sometimes seem to be, PPM type of systems doesn't work well enough in this version of World of Warcraft to control how many times an item can proc for someone playing the rogue class. The reason for this is that a majority of our attacks are instant attacks that work to artificially boost our PPM rate by providing more attacks than thought of. This brings me into the next topic. 3.2.3 Actual PPM Actual PPM is how many procs you gain under a minute after you've been using attack speed altering effects, alot of instant attacks whilst getting a few windfury/sword specialization/hand of justice procs. Ebon Hand, as example, has a PPM set at 2,0869 (assuming Blizzard values), with the actual PPM rising to almost the double in the main hand. I need to state clearly that PPM and actual PPM are two different entities of gaining understanding around the rogue class, hence why I included it here to give you something to think about. Min-maxing insights 4.1 Extra attacks and swing timers 4.1.1 How do they work? To answer this we need to differentiate between procs from main hand attacks, offhand attacks and instant attacks. Main hand attacks that proc an extra attack will not have any impact on the swing timer, period. Offhand attacks that proc an extra attack will have the extra attack performed by the main hand whilst resetting the main hand swing timer. Instant attacks that proc an extra attack will see the attack performed from the main hand and reset the main hand swing timer, patch indications of this can be found from 2.1.1 and 2.1.2 but obviously there are other earlier sources available as well. In the picture below you will find an example of the alleged proc sequence of extra attacks: 4.1.2 Why is this important to know? The value of extra attacks will be greatly reduced if you do not play your part and play this knowledge to your advantage. If you conduct an instant attack late into the main hand swing timer and acquire a proc, you will lose much of the benefit of that free extra attack as the main hand swing timer will reset. If you instead time your instant attacks to the moment after your swing timer resets you will gain much more benefit from said extra attacks. It is therefore of vital importance when min-maxing to know when your swing timers will reset, when you can expect a proc to occur, and how you can act to make sure this information benefits you the most. This is especially true to Horde players and windfury users as they are subject to more extra attacks, many of which that for a short moment of time will increase the AP of the character – oh how I do love the vanilla design sometimes. 4.2 The task of damage dealers In essence the role of any damage dealer is to save time for the entire raid and if you do happen to die at regular pulls when no one else is dying, you are very quickly becoming less valuable for the raid to maintain. Being a damage dealer is in the general case not as appreciated as being a great tank or a superb healer: Because how can any individual understand, experience and acknowledge that you alone can save the raid 2-5 seconds per minute depending on your performance? The effect of your hard work becomes easier to materialize when you compare a group that performs poorly to a group that performs well: You do not need to only improve yourself, but others around you as well. In the end a raid can have great tanks and superb healers, but they will still remain in Molten Core for over two hours if their damage dealers are not. The opposite is surely true as well: A raid can have great damage dealers but poor tanks and healers, so they will remain in Molten Core for quite some time. RogueDPS Reborn spreadsheet I have for the majority of my time within the vanilla rogue community maintained my own sheets that I based around attribute input to make things a bit easier to get a grip on. In the beginning of 2015 I thought about releasing my sheets but decided that the user experience with some of them would simply be horrible. I went on and made a new sheet from the ground up taking the best bits from my previous sheets and one entry from the classical RogueDPS sheet that I cleaned up and modified to make it easier to overlook (Energy analysis tool by Kalman). Since the release of the spreadsheet I've seen over 6000 unique downloads from mediafire alone and I have continued to improve the spreadsheet ever since. That is until the final edit release 2016-05-16 which will remain so unless a serious issue is reported. It is my pleasure to introduce to you RogueDPS Reborn, which can be found in any of the links below, may it serve you well when arguing over wellfare epics Mediafire: http://www.mediafire.com/download/yfrdb4a34sxius3/RogueDPS_Reborn_by_Soyoen.xlsx Dropbox: https://www.dropbox.com/sh/efwxz2qg1lo8jp3/AACHDH4YO4o91Plwdzb6eIDYa?dl=0 Ending words If there is something that I want you to take with you from what I've posted above, or on your coming journey as a rogue then it is this the following; Be happy that you decided to roll a rogue, respect the rotations, any race works for a rogue who got the will, and don't make a meme out of my weapon skill explanation! Finally for this crestfall "release" I've revamped parts of the guide and added a new chapter in terms of min-maxing insights, I remain excited for the future of this project and look forward to discussions of mechanics as the project move closer to closed/open beta and eventual release. P.S: I miss a "justify" option for the text. All the best champs Soyoen
  4. Many people use the "VanillaGuide" addon which contains Brian Kopp's guide. In that guide you should collect Beached Sea Creature and Beached Sea Turtle quests. Reason why I had wrote this guide it's because the Brian's guide is bit incorrect. For example, if you accept 2 Beached Sea Creature quests you get only one Creature's bones(I don't know how it worked in blizz-vanilla, but in all private servers what I played it was so), then you can finish only one of them. 12-17 Section. First run. Accept Beached Sea Turtle(looks like a creature) at (41.9, 31.5). Accept Beached Sea Turtle at (37.1, 62.2). Accept Beached Sea Creature at (36.0, 70.9). Turn it in. Second run. Accept Beached Sea Turtle at (44.2, 20.6). Accept Beached Sea Turtle(looks like a creature) at (32.7, 80.8). Accept Beached Sea Creature(looks like a turtle) at (31.2, 85.6). Turn it in Notice: steps 2 and 3 are hard, if you are not hunter/warlock, find a party. Third run. Accept Beached Sea Creature(looks like a turtle) at (53.1, 18.1). Turn it in. 21-24 Section. Accept Beached Sea Turtle at (31.7, 83.7). Accept Beached Sea Creature at (31.3, 87.4). Turn it in.
  5. I thought it might be nice to have these guides in one place in case people request them. The correct vanilla versions can be a bit hard to locate. Not sure if it's worth pinning, but we can at least have them available for search. I personally won't use a guide when the server goes live, but plan to use one on beta as it allows you to progress quickly so that we can get through more content and encounter more bugs. It also takes you through a great deal of content and which will expose more bugs. Both of these should be accurate to Vanilla. I've only seen a couple of quests in either guide that did not match Nost/Kronos and even with those it could be the fault of the servers. Joana/Mancow's Leveling guide for Horde http://xoma-rnd.narod.ru/1-60-horde-leveling-guide-v1.06.htm This guide was created for vanilla but was later updated with a few quests from BC. These quests can be ignored, as you won't find them on our server. (Let me know if you see any others and I will edit the post) 26-28 Ashenvale Destroy the Legion Diabolical Plans Never Again! 29-30 Thousand Needles A Different Approach A Dip in the Moonwell 34-36 Stranglethorn Vale Bloodscalp Insight An Unusual Patron 41-42 Swamp of Sorros Little Morsels Dustwallow Marsh The quests from the crashed zeppelin and Mudsprocket. Jame's Alliance leveling Guide http://wow-pro.com/node/600/revisions/600/view The horde leveling guide assumes you start in the Durotar and is a full 1-60 guide with minimal grinding. The Alliance leveling guide starts at 30, as it assumes that you'll be able to figure out the first 30 on your own since there are plenty of zones for leveling early on. "Some people say that Grinding is always faster than questing, this is true in theory when you don't know which quests to take and which to avoid, and what is the best order to do them. With this guide, questing will be very efficient and much better than pure grinding." -Jame Enjoy!
  6. Mage Leveling Compendium Introduction Creating your character Stats explanation Leveling Builds Spells weights Leveling Zones and Spots Usefull Tips Introduction First of all, let me thank the dev team for such a wonderful work they are doing for us, I'm really appreciate this. While I was browsing other class threads, I was wondering why mages have no leveling information here at all, compared to others. Well, together, my intellectual brothers and sisters I believe we can make some experience sharing and makes this thing be completed, so any criticism, comments and additions are very welcome. Quickly about mage class, just fo newbies - we are using our mana to cast spells, we can wear only cloth amor, as weapons - staffs, one handed swords and daggers, shooting with wands. We have 3 main schools of magic - arcane, fire and frost. Well, it's almostly all for now, let's go further on our topics. Creating your character First we should speak about races in depths. Alliance have 2 choices: 1. Human Well, first, but not least, females here have a great look and animations of casting, you know You have Diplomacy which provides Reputation gains increased by 10%. , that can outbid everything other traits for some kind of people Also this race have Perception - 3 mins cooldown that Dramatically increases stealth detection for 20 sec. Maybe usefull in PvP for detecting rogues or druids aiming to gank you while leveling, not bad, but most of time worthless while leveling. Sword Specialization and Mace Specialization meaningless for us, because we never use our meele weapons for damage dealing ( only for lulz ), only for stats. And last racial trait is The Human Spirit Spirit increased by 5%. spirit increases mana and health regeneration rates, which have their advantage for human priests as they leveling with Spirit Tap and some kind of spirit gear but absolutly meaningless for human mages. Shines mostly of females and 10% rep increses 2. Gnome You will never see your epic gear on these little bastards In spite of this, they have some decent traits for mage : Expansive Mind Intelligence increased by 5%. Since Intellect is our primary stat - that's just decent. Arcane Resistance Arcane Resistance increased by 10. Well, worthless for leveling, but slightly increases your chance to be hit by arcane spells, and even Polymorphed by another mage, may save you in some sort of PvP encounters, as an another your trait Escape Artist Escape the effects of any immobilization or movement speed reduction effect. Also you have Engeneering Specialization Engineering skill increased by 15. which is great for PvP-oriented mages, since they defenitely wish to have that profession, due to it's profit. Great race for both PvP and PvE anyways. Horde also have 2 choices: 1. Undead Great look and animation both male and female. Also have some strong traits - Cannibalize When activated, regenerates 7% of total health every 2 sec for 10 sec. Only works on Humanoid or Undead corpses within 5 yds. Any movement, action, or damage taken while Cannibalizing will cancel the effect. 30% health over 10 secs. Combined with bandage will fullfill our needs at health restoration after combat, when you dont want to sit for eat and drink. Not bad, I'll say. Shadow Resistance Shadow Resistance increased by 10. Same as gnome, but can help you while PvP with warlocks and priests. Also I found mobs casting shadow school more often while leveling, rather arcane, so it's also helps slightly in PvE. Underwater Breathing Underwater breath lasts 300% longer than normal. Rise and shine, we have 4 mins for underwater encounters, compared to 1 min for other races, shines at few locations while leveling, do not underestimate it! Last but not least - Will of the Forsaken Provides immunity to Charm, Fear and Sleep while active. May also be used while already afflicted by Charm, Fear or Sleep. Lasts 5 sec. Hell, our bread and butter! 2 mins cooldown against mobs who fear or charm, against warlocks, priests, warriors. Shines both PvE and PvP, but mostly PvP ofc. 2. Troll Well, here we have nice tusks and following traits - Beast Slaying Damage dealt versus Beasts increased by 5%. Not bad, we will have some amount of beasts on our way to 60 and after Regeneration Health regeneration rate increased by 10%. 10% of total Health regeneration may continue during combat. Well, not bad to regeneartion our health, but since we have not much spirit (why even should we) and we have free food - not shiny at all trait. Berserking Increases your attack and casting speed by 10% to 30%. At full health the speed increase is 10% with a greatly effect up to 30% if you are badly hurt when you activate Berserker. Lasts 10 sec. Well, really nice trait with a 3 mins cooldown, allowing us to burst our target especially we have small health (seems to be 50% or less health to get that 30% casting speed bonus, but not tested! really apreciate if someone have more determinate values). Bow Specialization and Throwing Specialization is meaningless for us since we are mages. Best race for PvE as mage on Horde side. Stats Explanation 1. Strength. Increases attack power with melee weapons. Wothless for mage! 2. Agility. Increases attack power with arnged weapons. Improves chance to score a critical hit with all weapons. Increases armor and chance to dodge attacks. Well, we actually uses our ranged weapon - wands, and it's affected by agility, but it's profit really pity, due to primary mage stat, because you should only use your wand when OOM, not when grinding (hello wand-leveling priests ). 3. Stamina. Increases health points. Simply as it says! Just boosts your health points, nothing more! 4. Intellect. Increases mana points and chance to score a critical hit with spells. Increases the rate at which weapon skills improve. Our primary stat, in addition to obvious things like mana pool, spell crit, also provides us a faster skill leveling with wands and also our melee weapon (lol what ). 5. Spirit. Increases health and mana regeneration rates. Sounds good, but on practice - almost worthless. 6. Armor. Decrease the amount of damage taken from physical attacks. The amount of reduction is influenced be the level of the attacker. Well, we have really small amount of armor, due to we have some spells to increase it. Later on it. 7. Spell damage\School spell damage - secondary stat sometimes you may meet on gear. Very usefull, when you know what you doing, and worthless if you dont ( You think you do, but you don't joke there ). Later on it. An item that increases Damage done by Spells and Effects by 21 will not add 21 damage to all spells you cast. You have to look up the Spell-coefficient for our spells to see how much of your spelldamage will benefit the various spells. The theorycraft addon will actually show this while in-game, but for the sake of examples here are a few: 81.4% Frostbolt 100% Fireball 42.8% Fireblast 42.8% Scorch 14.3% Arcane Explosion So with the example of 21 spell damage increase, you only see the full 21 damage on fireballs. Every arcane explosion will do 3 more damage to each target affected (which adds up ofcourse since it may affect many targets at once). 8. Spell hit chance - another secondary stat, you will almost never meet this on equipment while leveling, and since it's leveling and not raiding guide - what the heck is this thing doing there? As a caster you will -always- have 1% chance to miss with your spells. But also the level difference between you and your target adds further chances to miss. Difference in levels between you and your target (EP = Elemental precision talent in frost tree): Same level = 4% chance to miss. 3% chance to Hit is needed for cap. With EP 1\3 = 2% chance to miss, with EP 2\3 = 1% chance to miss 1 level = 5% chance to miss. 4% chance to Hit is needed for cap. With EP 1\3 = 3% chance to miss, with EP 2\3 = 1% chance to miss 2 levels = 6% chance to miss. 5% chance to Hit is needed for cap. With EP 1\3 = 4% chance to miss, with EP 2\3 = 2% chance to miss, with EP 3\3 = 1% chance to miss 3 levels = 17% chance to miss. 16% chance to Hit is needed for cap. With EP 1\3 = 15% chance to miss, with EP 2\3 = 13% chance to miss, with EP 3\3 = 11% chance to miss Imho, optimal for leveling is go 2\3 EP, you will have only 1% difference chance to miss compared to 3\3, but this is a talent point that can be spent somewhere else. 9. Spell crit chance - another secondary stat, you will almost never meet this on equipment while leveling, but you sometime can get it from talents, which is really nice in some sort of builds. Stat Priority for AoE-oriented leveling builds : Intellect -> Stamina -> Spell damage\School spell damage -> Spirit - > Agility -> Strenght(just for lulz) Stat Priority for Single Target leveling builds : Spell damage\School spell damage -> Intellect -> Stamina -> Spirit -> Agility -> Strenght(just for lulz) Leveling Builds There is 2 school based builds (fire or frost based) since arcane tree provides more utility, than damage-oriented talents and 2 gameplay specific builds (AoE-oriented and Single Target oriented) which depends on personal preferences. So what tree should we choose? Well, it's all depends on your playstyle, but let me make a quick research: So, whatever talent tree you choose, you will spam Fireball or Frostbolt most of time, if going through quests\single target oriented builds. This is a raw untalented comparison of these two abilities: DPM - is damage per mana point - this is very important characteristic while leveling, way more importat than DPS of current spell, since it's showing us how much casts you can do before going OOM and what profit you will have from it. As you can see fireball is slightly above frostbolt, but it's damage also includes small, 5 to 10%, dot part. While leveling you dont wanna see 3,6,8sec dot go away, you just spamming fireball. Second characteristic here - DPMPS - damage per mana point per second - yeah, it's DPS per mana point in other words. Frostbolt is slightly above here, due to 0.5sec less cast time, than fireball. Also, notice that frostbolt have that 40% (50% with 3\3permafrost) speed reduction, that means melee mobs will reach you slower, rather if you were casting Fireball, giving you may be a one or even two free casts above fireball. Summarizing all above, I suggest a Frost tree as a single target spamable way to go. But, again, all is up to your playstyle! FROST AOE GRINDING BUILDS 1. The Deep in Frost-We-Trust build Level 20 http://db.vanillagaming.org/?talent#oZZMhMhz Let's seek on talent's we have : Level 30 http://db.vanillagaming.org/?talent#oZZMhMusfz Level 40 http://db.vanillagaming.org/?talent#oZZMhMGsftho 30-33 Improved Cone of Cold 3 points. Just busts the damage of CoC by 35%. In this build you must use this ones after 2-3 Blizzards to kill mobs, since we have 3\3 Imp Blizz our CoC will not overwrite snare of Imp Blizz. Be aware! 34 2\3 Piercing Ice. Just a filler. 35-39 5\5 Shatter. Combine with our Improved CoC and nova. Not bad at all to crit diying mobs. 40 Ice barrier. Gives us a survivability and kind of debuff protection) PvP-realm version of this Build Level 40 http://db.vanillagaming.org/?talent#oZZMIMhRftho Explanation: We just have 2\3 Blizzard there to make our CoC overwrite snare debuff on target. Also we have much points in Ice Shards. 2. Fire Shatter Combo Build Level 40 http://db.vanillagaming.org/?talent#oZZVhMGoftho Frost Single Target build Well, this build is both great for PvP and single target PvE encounters, especially on a fresh servers, because we have, finally, hated in AoE builds - Frostbite! Frostbite gives our chill effects chance of 15% to Freez the target for 5sec, which combine in death-crits with Shatter and Ice Shards. For this build you should always trying to abuse that +frost spell damage with some sort of equip like ...of Frozen Wrath, Azure Silk, etc. The reason is that your frostbolt will have 81.4% of bonus spell damage as it is single target spell. Level 20 http://db.vanillagaming.org/?talent#oZZcfh Level 30 http://db.vanillagaming.org/?talent#oZZciG000t 21-22 Ice Shards 5\5 22-24 Improved Frost Nova 2\2 - unlock to Shatter 24-29 Shatter 5\5 - Greatly improvement to our crit chance. Works perfect with nova and frostbite proc. 30 Iceblock - Just for suvival moments Level 40 http://db.vanillagaming.org/?talent#oZZViGoobtho 31-32 Arctic Reach - nice and usefull 32-34 Improved Frostbolt 5\5 - Makes our FB(rank1) 1 sec cast, and our current FB rank - 2.5 sec cast. 35-37 Improved CoC - actually situationable, I just prefer it for PvP realms. CoC is not that mana efficient, so you wanna use it jsut in some sort of extreme situations. 38 Cold Snap - decent utility. Reason it's late is because it has a big CD and you should use it only in extreme situations. 39 Permafrost 1\3 - Just a little snare improvement and a filler 40 Ice barrier - Obvious Level 50 http://db.vanillagaming.org/?talent#of0cZZViGoRbtho 41-42 Improved Blizzard 2\3 - Just for rank 1 Blizz in PvP situations ( since every Blizz tick can proc Frostbite) Rest talents just go in Arcane tree, or for your choice. I really recommend go to Arcane Concentration and Arcane Meditation talents, since we have no Frost Channeling. Level 60 http://db.vanillagaming.org/?talent#of0qcocZZViGoRbtho -------------------------------- Update section -------------------------------- 12.01.16 Added update section, just to let you know when I'm adding something new 12.02.16 Added bonus spell damage and spell hit chance information. Added explanation of frost single target spec. LATER ON COMPENDIUM: Frost 40 to 60 talents, Frost Single Target build, Fire builds, etc Spells weights Leveling Zones and Spots Usefull Tips I'm just started to fill this(It's a great amount of job, though - trying to stick all together), but fill free to comment\share you expirience on leveling here (epecially on fire build, i'm not to invovled in it)! To be continued =)
  7. i. Table of Contents Intro Playing Resto Addons & Keybinding Talents Stat Priority Gear & Enchanting Consumables 1. Intro. First off, I'm no expert on Druid healing. Most of the following info is taken from reading up from other guides, piecing together other peoples opinions, fishing for old Elitist Jerks posts, and generally making a nuisance of myself to the few raiding Druids I still know from Kronos 1. I wasn't originally planning on typing one of these up, but the couple of resto's I've been prodding to do it haven't really had any interest, so I've done it myself. I'm mainly a hybrid player, and I'll be focusing on Feral come release, but I'll keep this updated and help out any newbie resto Druids as and when I can. If you've got questions about anything, or want to criticise my points or builds, please feel free to do so in this thread. I am by no means perfect and I would be a liar if I told you I tried out every spec in the guide is and know everything about Resto healing. I haven't actively played the spec beyond using the 0/30/21 feral hybrid spec when first gearing my feral on Nostalrius PvE, and using the Moonglow spec during Ranking. Play style wise that feral build (when healing) and pure restoration play similarly, but I won't pretend to be something I'm not and say I'm an expert at Druid heals. While many people will (correctly) point out that Priests are the strongest healers in Vanilla, I think Druids still maintain their spot as an integral part of a raid healing team. You wont find a guild without at least a couple of resto druids. Their Hots provide essential Tank and Raid healing and their dispells are great for any magic/disease heavy encounter, and set up correctly they are extremely mana efficient healers. Besides, every caster dps is going to try and become your very good friend on the off chance you have an innervate going spare come farm night. I'll bring it up again later in the preraid gear section, but you should always choose Forest's Embrace when handing in the Sunken Temple Druid quest (lvl 50 - A Better Ingredient). That goes for ferals as well really, there are better (or just as good) alternatives for leather +stam/strength/agilty leather chest pieces, but the healer chest is preraid BiS until Robes of the Exalted are added to Baron Rivendare (Don't think they are available at release? Answers on a postcard! Correct me if I'm wrong). This is obviously only applicable when the guys add the class quests, which I'm not sure if they're being held back with patch content or not. Something to ask @Asura at the next [email protected] If you're lucky enough to find a guild that will let you play feral DPS on every boss and never need to gather any healing/tank gear however, take Grizzled Pelt, you uncommonly lucky swine you. 2. Playing Resto. Playing a resto Druid can be somewhat out of the ordinary, especially if you are used to later expansions and rolling HoTs. It was something I had to adjust to, coming to Vanilla Druid healing from WotLK Druid healing. I'm not going to bother posting the most common bugs and their workarounds here, since Crestfall is using a new, non mangos core I'm hoping many existing issues from Feenix/Kronos/Rebirth/<Insert Server Here> will be fixed by the time we finish beta. I know if I get into the closed beta I'll be spending a good 3-4 hours a day just on Druid abilities and talents until everything is fixed or they remove my ability to make bug reports. 1. Healing Touch The single most important heal you have in Vanilla. Get out of the mindset of rollong HoT's all raid long. We use three ranks of this spell using the usual downranking tricks to maintain mana efficiency. We only use rank 10 (max until 11, which comes from a book drop in Ahn'Qiraj) with Nature's Swiftness in case of emergency situations. Using it otherwise is slow and mana consuming. Don't be tempted to use it without NS. In a dungeon it is enough to keep people alive, not topped, and in a raid someone will race you to healing the injured up more quickly, resulting in you losing time and mana efficiency to overhealing. Rank 4 is your main dungeon and raid tank healing rank. It is mana efficient and heals a nice amount, and is also just 0.5 sec longer to cast than rank 3. Rank 3 is your main raid healing rank. With the 0.5 second reduced cast time from the Improved Healing Touch talent, it effectively becomes our version of a 2 second lesser heal. As a special note, I've seen it recommended to keep Rank 2 bound for phase 1 of Razorgore's adds. They don't hit particularly hard, and you'll be wanting lots of small fast heals spread across the raid while keeping your corner tanks HoT's stacked, Rank is rediculously mana efficient as well once you have 3/Tier2 set bonus. You'll effectively be healing for no mana loss. 2. Rejuvenation There will be people who like to down rank Rejuv, using different ranks on the fly as they compute how to keep their dungeon tank at exactly 100% depending on what they are fighting from one Rejuv. Personally, I like to play a bit more chill. Use max Rank Rejuv, keep it rolling on your tank, worry about mana efficiency later. Two important notes with Rejuvenation; Don't clip your HoT's. Get a timer add on. Don't pre-HoT your tank before he pulls a group/boss. Later on when you are approaching pre-raid BiS gear, most dungeon trash mobs won't even be able to hit more than your eventual Rejuv ticks on the tank. In raids I wouldn't use it unless you are geared or there are not enough Druids to keep Rejuv up on the important targets, some other geared Druid will just overwrite your heal, which is waste of time and mana for you. Remember, our HoT's do not stack in Vanilla, the higher rank HoT will overwrite the lower, and I believe the over-writing mechanic includes +healing as well, so if you have two Druids using Rejuv, one heals for 1000 and one heals for 1001, the 1001 Rejuv will always overwrite the first. 3. Regrowth Once again some might disagree with me, but I don't downrank this either. It's just not a spell used often enough to merit the extra keybinds. Regrowth is much like Healing Touch rank 10, in that we will mostly use it in emergency situations. It is a quicker cast than Healing Touch, so if the tank is getting wasted, a Nature's Swiftness + HT r10/r11 + Regrowth r9 combo will definitely heal them up (5 man), and you also get the extra applied HoT to the tank this way. Not really mana efficient, but will probably be enough to stop you from wiping. Raiding wise, this combo will never likely land, due to other healers popping their 'oh shit' macros and heal bombing the tank. Similar to rank 2 HT used on Razoregore Phase 1 in BWL, Regrowth can have situational application during the Vael fight. Mana efficiency really doesn't matter on a fight with infinite Mana, so you can drop max rank Regrowth bombs on literally everyone in the raid forever. You'll have to watch your threat for the first few seconds, especially if your tank hits a miss streak, but generally after the first 5 seconds are up you can spam to your hearts content. 4. Nature's Swiftness 21 point talent, it is one of your most important spells both in PvE and PvP. Your next Nature spell cast becomes instant, remember that includes Wrath, so if you are up shit creek in PvP you could get a max rank Wrath off instantly, it might just save your life (maybe). Like I mentioned above, in PvE NS is really only used with HT r10/r11 in emergency tank healing. Don't be encouraged to use it on cooldown if you don't need it unless you're a filthy healing meter whore. In dungeons you'll have to keep in mind that not only are you most likely the sole person able to heal, but that some bosses can really screw with you/the tank and you might need it for a certain ability. Mind Control at Balnazzar comes into mind, really frustrating when he blows all your cooldowns before you can use them for any real use. 5. Faerie Fire Not a bad thing to use in dungeons if you don't need to worry about mana efficiency. You don't need to worry about the 8/16 debuff limit, it will stack with sunder, helps your tank build extra threat and your physical dps do more damage. Don't bother casting it if you have a feral in the group obviously. 6. Cat/Bear/Travel Form Your shapeshifting forms are especially useful in fights where you are slowed. Azuregos for example, shift into form to clear the slow and then shift back to humanoid (Elvenoid?) form. 7. Tranquility Mana intensive, threat hungry and extremely situational. It's one extra thing to to use if shit really hits the fan though. The earliest you'll probably use this would be BWL trash packs with the Goblins that throw the nasty little grenades, throw Tranq down on your melee team and receive much squishy Rogue love in /w. 8. Swiftmend Restorations 31 point talent. It instantly consumes a currently rolling Rejuvenation or Regrowth effect and deals either 12 seconds (Rejuv) or 18 seconds (Regrowth) worth of healing to the target. 15 second CD. Two ways to use this, you either use it immedately after someone takes damage before reapplying the HoT, using it as a simple instant cast downranked HT, or you allow your target to get low on health with a HoT ticking, using it a second or so before your HoT is about to expire. This second way is obviously more dangerous (a crit or crushing blow might nuke your target) but is very mana efficient, since you essentially double the healing from the one HoT effect. 9. Innervate Returns mana to a target (can be used on yourself). Effectively turns you into a mana battery for one ally every 6 minutes. Returns 400% mana to your target as well as allowing them to regenerate 100% mana during combat for 20 seconds. DPS will fight all over themselves to get it, but in most situations your Raid Leader or Healing Officer will call out who is to get your Innervate. Depends on how your raid sets up. I recommend you use the following macro in order to easily call out who has it, especially useful in dungeons or PUG raids where you might not be on VOIP, or in tryhard guilds where VOIP is restricted to RL and officers. /y Innervate on %T ! /cast Innervate 10. Rebirth Our only Resurrection. Can be used in combat, which is one of the most important raid utility abilities in the game. Easily comparable to raid utility spells like Heroism and Misdirect that were added in later expansions, it's that powerful. Can single handedly save a boss attempt or a wipe. Unfortunately on a 30 minute CD, so it means in a 5 man dungeon people are generally running back. Bring Paladin/Priest/Shaman DPS if you can to save you from having to wait around. Alternatively don't let anyone die, which is a novel idea to be honest. 11. Mark (Gift) of the Wild Increases armour, stats and resistances on your target. Mandatory buff. Gift buffs the entire group of your target and requires Wild Thornroot to be cast. Mark lasts 30 minutes and Gift lasts one hour. 3. Addons & Keybinding. Depending on how comfortable you are with setting up addons, you have choices for how you set up your healing. In the old days the classic combo was Clique and Grid, nowadays I think most people use Luna Frames, which has the inbuilt functionality from both add ons as well as replacing the awful looking default unit frames. TNE fivesec is an excellent addon that gives you a small bar that shows when the 5 seconds are up allowing you to next get a 'tick' of mana regeneration. If you are able to, using this addon to ensure you get a 'tick' in between each heal will ensure the highest possible mana efficiency. Of course, the times you can (or want to) leave 5 second between casting heals are few and far between. It can really help in PvP though. Some people will recommend using healbot or a similar addon, but that is essentially cheating. There's not much point in playing the game if you are going to let add ons do it for you. The only exception I'll make to this is Decursive, simply because you're going to spend so much time in Vanilla spamming that decurse button. A note on keybinding, if you use Luna/Clique to set up your heals, you don't actually need them on your bar at all. This lets you have a neat and minimalist UI without having to hide bars or anything else. 4. Talents There are 3 main talent choices as a Resto druid, all of them have some customisation. 1. 0/30/21 Feral - Resto hybrid This is the build I mentioned in my opening. Able to tank/heal/dps 5 man dungeons with no respecs, it's the ultimate newbie gold saving machine, and works just fine if your Druid is a max level alt you want to use during your off time. It doesn't excell at anything, but anyone who has spent an hour looking for a tank/healer will love you nonetheless. Healing wise it isn't complicated, mana regen, reduced HT cost, you basically drop HT on anything that's damaged and heal a bit like a Paladin, as a stationary heal dispenser. 2. 7/0/44 Full Resto This is the classic or basic 'newbie' healing spec. You HoT the tank with Rejuv and Regrowth, drop Rejuv on the melee team, and Swiftmend the tank between downranking HT. Closest to later expansion Druid healing, but it requires a certain amount of gear, because it is mana intensive to keep your HoTs rolling all the time. 3. 24/0/27 Nature's Grace - Moonglow build This spec uses the Natures Grace and Moonglow talents to provide faster, more mana efficient heals. You essentially turn into a Paladin similar to the feral build above. Forget about HoTs, other than Rejuv on a tank you are dropping hasted HT on everything you can. It's a more mana efficient build than Swiftmend, you proc Natures Grace from a down ranked HT and use it to cast a quicker, higher rank HT. The 3 points in Natural Shapeshifter is again for quick shifting out of status effects. You can also expect to be the dedicated tank Thorns buffer. This build is generally regarded as the 'advanced' Druid healing build. Not because it is harder to play, but because it requires a higher gear level to get the most out of it. Until you are sitting on at least 30% crit, you'll probably get more out of the Swiftmend spec. 5. Stat Priority +Healing Gearing a druid is relatively simple. We have excellent coefficients, Max rank HT will recieve the full 100% of your +Healing, while our HoT effects recieve 43% of our +healing (HoT effects are set at a cast time coefficient of 1.5 seconds). It is important to note the -.5 seconds cast time from Improved Healing Touch and Nature's Grace do not effect our coefficients, you'll get the full benefit of the native cast time of the spell, even if it's a fully boosted HT at -1 second. Intellect Intellect is an interesting stat, in that not only does it give more mana, but every 60 points of Intellect increase our critical hit chance by 1%. You will need to balance your Int around the content you are currently doing. Every point of mana left over at the end of the fight is essentially 'wasted' potential healing. On the opposite end of the spectrum, if you're using your consumables properly and run out of mana before the boss is dead, you don't have enough Intellect (or your DPS sucks, blame the DPS, probably safer ). There is no hard and fast rule or 'perfect mana' to aim for. Spirit Spirit is usually a junk stat. However, all three of the above linked specs use the +15% mana regeneration talent 'Reflection'. This means, even while in combat and restricted by the '5 second rule' I mentioned above in the addon section, you will still be regenerating 15% of your natural spirit regen. With the 3 piece set bonus from our Tier 2 set, this can be buffed to a full 30% mana regen in combat. Spirit is great, but don't prioritise it above your other stats. Critical Spell Hit Depending on your build, spell crit is either fantastic or awful. Heal over Time effects cannot crit in 1.12.1, so it will only effect Healing Touch and the initial hit from Regrowth. Depending on your build, you either really want it (Nature's Grace) or you don't care if it's on your gear or not (anything else). Mana per 5 Mana per 5 gives you a permanant boost to your passive regen, regardless of whether you are in combat or not. It is always a better stat than passive Spirit, unless an item has a ridiculous stat difference due to ilvl. 6. Gear & Enchanting Enchanting wise, there is only one list. However, due to when many of the enchants are added to the game and the fact Crestfall is a proper progressive project, some will not be available from day 1. Weapon - 55 Healing (+20 spirit if you use a spirit staff between combat for native regen) Head & Legs: Animist's Caress Shoulder: Zandalarian Enchant Chest: +100 mana or +4 stats. Bracers: +24 Healing Gloves: +30 Healing Feet: Movement Speed The pre-raid BiS list for this project hasn't been super easy to work out, since we're using reverted gear. However, I think the following will be pre-raid BiS at release. This is the part of the guide I'm least confident on, so if you spot a cock up please mention it. Head: Cassandra's Grace - World Drop Neck: Tooth of Gnarr - UBRS Shoulder: Living Shoulders - Crafted Back: Crystalline Threaded Cape - World Drop Chest: Forest's Embrace - lvl 50 Quest - Waiting for confirmation on when level 50 class quests will be implemented. Wrists: Bleak Howler Armguards - LBRS Hands: Hands of the Exalted Herald - BRD Waist: Sash of Mercy - World Drop. Incredibly rare, go for Crystallized Girdle. Legs: Senior Designer's Pantaloons - BRD Feet: Dragonriders Boots - UBRS Rings: Songstone of Ironforge - UBRS and Fordring's Seal - Quest - In Dreams Trinkets: Briarwood Reed - UBRS and Second Wind - BRD Idols: Idol of Rejuvenation - LBRS Weapon 2 hander: Staff of Jordan - World Drop Weapon 1 hander: Hammer of Grace - BRD Weapon off hand: Spirit of Aquementas - Quest from Un'goro - It's Dangerous to go Alone. A note on weapons, 1 hand + off hand usually gets you more stats unless you have a really fantastic 2 hander, this is especially true once AV is open. Hammer of Grace + Tome of Divine Right give; +57 Healing 5 int 4 stam 4mp5 vs Redemption; +66 Healing 12 spirit Even in pre-raid BiS where we don't have any particularly great off hands until AV, the difference is miniscule. +40hp, +50mana, +4mp5 will generally beat out +9 healing and 12 spirit. Dire Maul Upgrades Insigtful Hood - DM North Cloak of the Cosmos - DM West Hide of the Wild - Crafted (DM recipe) Bracers of Prosperity - DM North Whipvine Cord - DM East Padre's Trousers - DM West Royal Seal of Eldre'Thalas - DM Class Book Quest - Replaces Second Wind in pre-raid BiS. Boots of the Full Moon - DM North Alterac Valley Upgrades Lei of the Lifegiver - Exalted rep 7. Consumables Consumables and buff usage separate the top raiders from the middle of the pack. As a druid, prepare to grind shitloads of them to perform at your maximum potential. At a minimum, you will need; Major Mana Potion x60 Major Rejuvenation Potion x5 Mageblood Potion x40 (After 1.7.0) Elixir of the Sages x40 if not using; Flask of Wisdom x2 Crystal Force x36 (6 turn ins in Ungoro) Nightfin Soup x40 20 Ironwood Seed (one stack for combat Resurrection) 100 Wild Thornroot for Gift of the Wild rank 2. Lesser Mana Oil x8 charges minimum (advance to Brilliant Oil at 1.7.0) Turns out that Sagefish and Nightfin stacking is a Mangos bug, and should not work on Crestfall. Nightfin Soup is the clearly superior choice.
  8. A Grizzly Situation - Feral Druid 1.12.1 (PvE, tanking and DPS) i. Contents Intro. Tips, Tricks, Addons and Info for new Ferals. Stats, Race and Effective Health. Gearing your Feral, release, DM and AV. Builds. Consumables. Thanks and Raid Logs. 1. Intro This will pawsibly be the greatest guide I've ever written. Please Bear with me, as it has some serious length (said the archbishop) and you'll need to read the entire thing to get a solid overview of the class. Some people might kitten on to the amount of bad puns in this guide, and think they detract from the document. However with a cattitude like that they're probably in the wrong place. Prepare yourselves, I will koala-fy you to play this class the right way. Phew, with that out of my system, let us move on. Most people who want to play feral will hear that you're only there to buff crit on the Rogues and Warriors, provide Innervate for the healers, your DPS sucks and you can't tank anything that isn't a 5 man dungeon. Not true, especially in the early part of gearing. Step one. Identify who your main 'competitors' are. Everyone compares us to Rogues (both wear leather, both do dps), without factoring in the differences between the classes, gearing, and the extra utility we bring to a raid. Rogues certainly can't tank the amount of encounters we can for example, especially in a clutch environment. So many people seem to focus around having the exact, perfectly reliable 40 people needed with perfect class representation for each encounter. Doesn't happen, and no guild running content with less than 40 players will turn down a dedicated and effective player. The other 'Hybrids' of Vanilla are; Warriors Priests Paladins Shamans Comparing what we bring to a raid compared to what the DPS specs of those classes bring, we have; Wipe Protection – So called 'Battle Rez' Raid Buffs – Mark of the Wild, Thorns, Leader of the Pack, Innervate Dispelling – Dispel Curse. You will be decursing every raid, most bosses. Off Tanking and DPS from one spec, tanking/dps and healing from one spec with 0/30/20 +1 build. While other Hybrids can bring some of these, none of them can bring all of them in one set of gear and one spec. In relation to the other classes, presuming equal levels of gear, we sit; Less DPS than a Fury Warrior. Equal DPS to an Arms Warrior, Elemental Shaman or Shadow Priest. More DPS than a Ret Paladin. Substantially more DPS than an Enhancement Shaman. This is a basic table, that depends highly on the gearing situation. For example, when first entering MC in a raid in blues/greens, a well itemised Druid can do significantly more dps than some pures. However, as other classes push ahead with Tier drops and especially weapon drops, we will start to fall behind. It is not unusual to find a Druid doing the same DPS as other hybrids but being 6-8 ilvls behind, this is due to the fact that until AQ40 comes, there simply aren't that many truly top tier Druid drops. We scale excellently, but between early game blues and end game (AQ/Naxx) epics there aren't that many drops for us. Druids are probably the best hybrids in the game, and there are 4 builds that you can take into PvE as a Feral and do reasonable with. However, it is important to note that to be an effective feral, you need to be able to swap between tank, dps and sometimes healer within the same dungeon. You cannot expect to just heal or just tank, if you set yourself up to do just one thing, you will struggle to find groups or a guild. A good feral is a boon to any guild, a bad feral who is blinded into just one role is a wasted spot. This is especially true in 1.12.1, since we get the 1.2.0 (65%-180% armour on bear form, 125% to 360% from Dire Bear form.), 1.4.0 (Shapeshifting removes Polymorph) and 1.6.0 (Shapeshifting removes Slows) to our Bear spec. Many detractors from early wow remember Bears trying to tank before these buffs, 1.2.0 was a significant boost to our survivability. 2. Tips, Tricks, Addons and Info for new Ferals. Hands down probably the best Addon for a Druid is RogueFocus. Ignore the name, it works for Druids as well. Gives you a small movable bar that shows your current combo points, current energy, and most importantly, a tick timer similar to Energy Watch, all in one package. The energy ticker is the critical part, as it allows you to check when to shapeshift for maximising Feral DPS. You wait til you are 0 Energy, then shift out of form and back into form before the next 'tick' of energy, this will give you 40 energy from Furor, 20 from Wolfshead Helm, and then 20 from the tick as you shift, giving you 80 energy from 0 in 2 seconds. We should all thank @Roadblock for backporting it and posting the link on his Github account. Chance on Hit: Enchants (eg Crusader) and Weapons (shooting shadow bolts, chance to cause bleed, etc.) that state "Chance on Hit to X" do not work when shape shifted. Equip: Items that state "Equip: Chance on Hit" that are not on a weapon do work when shape shifted. This includes things like Hand of Justice. Weapon Base Damage: Weapon damage has no effect on your damage in feral form. Weapon Enchants: Weapon enchants such as +Agility/Strength do apply when in feral form. Many people will be used to +damage enchants also working, with each point of damage being equal to ~14 AP. This means a max rolled 'of the Quality' weapon with +7 weapon damage is worth around 98 AP, or 40.8 Strength. However, this is a common Mangos bug that will not apply here. Weapon on use: Weapons with "on use" effects such as the Manual Crowd Pummeler do work. Weapon Skills: We do not need to level weapon skills when in Feral form, we are always considered to be max skill for our level. A level 60 Druid with 1 point of staff skill in Kitty form is presumed to have 300 weapon skill when usings claws. Armour: The armour 'cap' is 75% damage reduction. The tooltip can show more, but effectively any armour beyond that point is wasted, unless a boss has a sunder mechanic. 21,855 armour in Bear form gets you to the 75% cap. [SOURCE] Armour kits/enchants: Armour kits and armour enchants that give + armour do not scale multiplicative with the bonus armour in Bear form, instead they are additive. For example, if you have a cloak with 169 Armour like this, enchant it with +70 Armour, we would get, 169 + (169 * 1.8) + 70 = 543.2. This is further affected by Thick Hide (see below). Armour (Thick Hide): Thick Hide is a 5 point talent that adds 2% armour bonus per point. This is multiplicative, not additive. What this means is that at 5/5 points, you will receive the full extra 10% modifier for your total armour. In 1.12.1 in Bear Form the armour formula is X + (X * 1.8) + N, where X = armour value of an item and N = Armour enchant/kit. With Thick Hide this becomes (X + (X * 1.8) * 1.10) + N. To use the above example of the Elementium Threaded Cloak, this would become; (169 + (169 * 1.8) * 1.10) + 70 = 590.52 Armour. Threat: Bear Druids have the same threat modifiers as Warriors: 130% for Bear Form and Defensive Stance, or 149.5% if you have 5/5 Defiance or 5/5 Feral Instinct. Unlike Warriors however, our base tanking abilities do not have an additive threat component like Warriors, instead, they are multiplicative. Each point of damage done by Maul or Swipe does an additional 0.75 threat, before we take into account the form modifiers. For example, if a Maul does 200 damage, it does 200 * 1.75 = 350 threat, or 350*1.3 * 1.15 for a total of 523 threat when including Bear Form and 5/5 Feral Instinct. Threat: Since we do not have an additive threat component like Warriors, we do reduced threat against high armour enemies, and increased threat against low armour enemies. Crits greatly increase our threat. 3. Stats, Race and 'Effective Health' (level 60) Stamina: 1 Stamina = 10 health. Strength: 1 Strength = 2 Attack Power. 14 Attack Power = 1 DPS. Agility: 20 Agility = 1% Critical Strike Chance Intellect: 1 Intellect = 15 Mana. For DPS; Hit (to 9%) > Strength > AP > Crit/Agility For Tanking; Agility > Armour > Dodge/Stamina > Crit Tauren/Nelf are about on par when it comes to tanking, Taurens have more natural strength and HP, Nelfs have more natural Agility and the racial dodge, it evens out, and there isn't one 'pure race' to go. Feral DPS the Tauren has the minor advantage due to the bonus Strength, but it works out as just a few dps difference at 60. Effective Health is a term that cropped up during TBC and was especially relevant during the Stam stacking days of WotLK. It can still be 'reverse-applied' to Vanilla however, in simple terms, it is Health / (100-[the amount of % reduced by armor or DR (Damage Reduction)]) = Physical EHP. This gives you a basic idea of how much total damage an enemy needs to do in order to kill you outright, and will allow you to decide on upgrades in the late game when balancing Armour vs Stamina. Note; we do not lose out on Rage from dodges, so unlike Warriors we do not need to worry about Rage Starvation due to Dodge/Agility, we cannot parry. Stacking pure EH is a fine way to gear a Druid tank, especially for beginners. We calculate the (100-DR) using a decimal place scale, that means 100 is represented by 1, and your percentage is what you take away. 50% Damage reduction would therefore be 1 - 0.5 = 0.5. An example of EH; 5000hp, 50% Armour Damage Reduction, would become; 5000/((1-.5=)0.5)=10,000 This can be as complicated as can be without changing the way it works, for example; 7232hp and a 54.7 DR would be 7232/((1-.547=).453)=15,964.67 EH. You can then re-run the numbers increasing health/Armour and see which gives you the higher EH, letting you choose your upgrades more effectively. 4. Gearing your Feral, (release, DM and AV) The hard part about gearing a Druid in vanilla is how our itemisation works, we have awesome, excellent scaling, but awful gear options. Most Druid players gear like a Rogue, play like a Rogue, then wonder why their DPS is awful, hence perpetuating the 'lol druid feral dps is awful' stereotype. We only gain 1 AP per point of Agility. WE ONLY GAIN 1 AP PER POINT OF AGILITY. Similar to Shamans, we get all of our AP from Strength and +AP items. While a certain amount of Agility is desirable for crit (and Agi is usually on any piece of leather with strength on any way) we want to try and ensure a 2:1 ratio of Strength to Agility for DPS. The second mistake most inexperienced Druids make is swapping their weapon out for higher base damage. Weapon damage has no effect on Druid DPS, they are quite literally just stat sticks, nothing more, nothing less. A level 40 2hander with 20 Str will be of higher benefit to you for DPS than a lvl 60 epic with no Str but a higher damage range. WE ARE NOT ROGUES, DO NOT SPEND ALL YOUR DKP ON A WEAPON DROP. This section shows how to gear your feral on Crestfall, with the 'usual' pre-raid BiS list, tuned for how the guys are going to set up the staggered release of content. So, step one, what is the release scheduleprobably going to look like? Release (1.1.2): 8 debuff slot limit. Release with Maraudon available.(1.3.0) - Dire Maul & associated quests released., Kazzak and Azuregos released.(1.5.0) - Release Alterac Valley BG.(1.6.0) - BWL released.(1.7.0) - ZG released. 16 debuff slot limit implemented. (1.8.0) - Dragons of Nightmare and Silithus revamp.War Effort Completed (1.9.0) - AQ 20 & 40 released.(1.10.0) - Tier 0.5 quest line activated.(1.11.0) - Naxxramas released. This means, the initial push for Server Firsts and most peoples first Onyxia/MC raid clears will come before the release of Dire Maul and well before AV epics are available. This means most BiS pre-raid lists for existing Pservers are useless, since many current Pservers release either; a) with an incorrect patch sequence making them a funserver (ala Kronos) or b) are projects like Feenix that have high rates or instant cap mechanics to allow people into raiding quickly. Many such 'raid servers' release with ZG available from the start, meaning the usual BiS list from many existing servers of UBRS -> ZG -> 40m Raids is not only perverse (ZG should come after BWL) but also redundant for this realm. It will also drastically change many classes BiS lists, for example, it is not unusual for a caster to acquire full Bloodvine before being able to join a 40 man raid on many such 'raid servers'. Disclaimer: I'm not on the team, or affiliated with Crestfall. Release is subject to change, and while @Darkrasp has been very open to a proper release schedule, things might obviously change when the team settles down and thrashes out what they are going to do about patch content. This is a PvE guide, I will therefore discount any and all PvP gear except for the AV REP gear, since that doesn't require the PvP grind the rest of Vanilla PvP gear does. While each person will require their own stat weighting and analysis of how stats affect them, I've gone with the following basic rule of thumb to make for an easily comparable list. Bear: Armour > Stam > Agi > Hit/Dodge > Crit > Str Hit% - 9% to never miss an attack. Agility - 1 Agi = 2 Armour & 1 AP, ~20 Agi = 1% Dodge & 1% Crit. Stamina - 1 Stam = 10 HP, 12 HP with 5/5 Heart of the Wild (HotW) DR% = Armour / (Armour + 400 + 85 * (Attacker Level + 4.5 * (Attacker Level - 59))) Dodge% = 0.9% + (Agi / 20) + Miscellaneous Contributions + (Attacker's Attack Skill * 0.04) Kitty: Hit > Str > Agility > Crit > AP Hit% - 9% to never miss an attack. Agility - 1 Agi = 1AP, ~20 Agi = 1% Crit. Attack Power - ~14 AP = 1 DPS. Strength - 1 Str = 2 AP, 2.4 AP with 5/5 HotW. Notable Early Game Sets, Green Items and quest choices. The biggest choice in the early gearing stage for a feral druid to make is, Mark or Tyranny or Blackhands Breath? They are mutually exclusive quest rewards, and both are BiS for a long time (Tyranny is BiS full stop). The Stormshroud set is a reasonable early late game tanking set for Druids, depending on the price you can get it for and whether or not you want to grind the mats yourself. The energy regen is obviously useless, but the individual items have relatively decent armour and dodge. It really depends how much effort they are to get compared to the individual pieces in the list below, all of which will be superior than the Stormshroud items. Stormshroud has more value if you multi-role or hybridise more often, since you can use it for both tanking and dps. It's a good solo set for a feral druid alt. The Shadowcraft Rogue set is another very solid set. While technically designed for Rogues (and we cannot upgrade it to the fantastic T0.5) the set bonuses all work for us (energy proc obviously useless when tanking). If you are able to get a couple of pieces the 200 bonus armour is very nice while you are building out the rest of your set. 6 pieces of this set as a Kitty is a perfectly viable way to gear as your are building out your main DPS set. As @Aquane pointed out below, there are some Green items that with good rolls can outdo some of the starter gear on this list, similar to Mages BiS cloak in MC being the green cloak with +20 frost damage on it. Things to look out for include; Green "of the Tiger" boots with more Str/Agi than Sandstalker Ankleguards. Green "of the Tiger" prismatic rings with both Str/Agi on them. Release, Bear Helm - Bone Ring Helm - Rattlegore, Scholomance Neck - Talisman of Evasion - Warmaster Voone, LBRS while waiting to get Amulet of the Darkmoon - 1200 Darkmoon Faire tickets. Shoulder - Technically, Golden Mantle of the Dawn is BiS. However, it requires a high AD rep grind and relatively expensive mats for what it is, and is only marginally better than Atal'ai Spaulders (Stamina Variant) - ST Troll Miniboss. For starting Druids, the Stormshroud Shoulders (crafted) are viable if you are building towards a set bonus (2 or 4, 3 is only for cats). Due to the difficulty of farming Atal'ai Spaulders (drop %, not difficulty of the instance), Wyrmtongue Shoulders - Balnazzar, Stratholme Living is a more realistic easily farmable alternative. Back - Stoneshield Cloak is technically BiS, but it is a world drop. A more targettable drop is something like Shadow Prowler's Cloak - Drakkisath, UBRS. Chest - Technically Breastplate of Bloodthirst is BiS, but it requires a Pristine Hide. The craftable Warbear Harness is a much more easily targettable pre-raid item. Bracers - Malefic Bracers - Trash, Scholomance. Hands - Slaghide Gauntlets of the Monkey - Urok Doomhowl, LBRS are not replaced until AQ40, non-negotiable BiS. Waist - Frostbite Girdle - Ras Frostwhisper, Scholomance. Legs - Shadowcraft Pants - Baron Rivendare, Stratholme. Feet - Ash Covered Boots - Archivist Galford, Stratholme. Rings - Ring of Protection (quest) and Naglering - Golem Lord Argelmach, BRD. Trinkets - Mark of Tyranny (quest) and Smoking Heart of the Mountain (enchanting 265). Idol - Idol of Brutality- Magistrate Barthilas, Stratholme. Weapon - Warden Staff is the undisputed king, but it is also a very rare world drop and expensive to get. Twig of the World Tree is a more realistic first weapon, it's another world drop, but substantially more common and cheaper. It is perfectly acceptable to use a more DPS orientated weapon until DM releases and you can farm Unyielding Maul. Fist of Omokk - Highlord Omokk, LBRS is a good starting place. Release, Kitty Helm - If Powershifting - Wolfshead Helm - Crafted If NOT powershifting - Eye of Rend - Rend, UBRS Neck - Mark of Fordring - In Dreams, Fordring Questline, EPL. while waiting to get Amulet of the Darkmoon - 1200 Darkmoon Faire tickets. Shoulder - Truestrike Shoulders - Overseer Emberguard, UBRS. Back - Cape of the Black Baron - Baron Rivendare, Strat Chest - Cadaverous Armour - Mini Bosses, Scholomance. Bracers - Shadowcraft Bracer's - Sholo/Strat Trash. Hands - Devilsaur Gauntlets (crafted) are BiS if you are completing the 2 set bonus, if not then Gargoyle Slashers - Kirtonos, Scholomance. Waist - Cloudrunner Girdle - Quartermaster Zilgris, LBRS. Legs - Devilsaur Leggings (crafted)if you are running the 2 set bonus, otherwise Shadowcraft Pants - Baron Rivendare, Stratholme. Feet - Sandstalker Ankleguards - Zerrilis, ZF. are technically BiS, but are a pain to farm since they are a rare drop from a rare spawn. Swiftfoot Treads are a more likely starting point, since they come from a quest. Rings - Blackstone Ring - Princess, Maraudon. and Myrmidon's Signet (world drop). Trinkets - Blackhand's Breath (quest) and Hand of Justice - Emperor, BRD. Heart of Wyrmthalak - Wyrmthalak, LBRS can be worthwhile if you are still waiting for a drop and fighting mobs weak to fire damage. Horde Only: Rune of the Guard Captain (quest). Idol - Idol of Ferocity - Lord Roccor, BRD. Weapon - Fist of Omokk - Highlord Omokk, LBRS. Raid Upgrades and Patch Releases This next section is revised from the original guide, taking into account @Dawnstorms request for the initial raid upgrade path and drops that are 'feral-centric' drops. This means raid drops where a feral gets more from the item than a warrior for tanking items, or items where the feral gets more from the item than a DPS would. If they are equal for all classes, they will not be on the list, as you don't have claim to a 'class specific upgrade' if it is as useful for you as it is for anyone else. Mainly, that comes down to what Armour Class the item is and how much Strength/Armour it has on it. In the case of ZG, if you have the MC/BWL drops, there is very little 'druid specific' or 'druid orientated' drops that you could justify taking before another class. Any items not on the list you will be competing against other DPS for. 1.3.0 Dire Maul, Bear Upgrades Replace Talisman of Evasion with Evil Eye Pendant - Immol'thar, DM West. Replace Stoneshield Cloak with Cloak of Warding. Replace Warden Staff with Unyielding Maul - Tribute, DM North. Warden Staff remains BiS. 1.3.0 Dire Maul, Kitty Upgrades Replace Wristguards of Renown with Bracers of the Eclipse - Prince Tortheldrin, DM West. Replace Myrmidons Signet with Tarnished Elven Ring - Tribute, DM North due to difficulty of farming Myrmidons, Myrmidons is technically the superior ring however. Replace Heart of Wyrmthalak with Counterattack Lodestone - Tribute, DM North. Replace Fist of Omokk with Bonecrusher (quest). 1.5.0 AV, Bear Upgrades None. 1.5.0 AV, Kitty Upgrades Replace Magma Forged Band with Don Julio's Band. The Unstoppable Force is inferior to Bonecrusher, and harder to get. Onyxia Drops, Bear Upgrades Eskhandar's Collar Onyxia Drops, Kitty Upgrades None. MC Drops, Bear Upgrades Fireguard Shoulders Dragon's Blood Cape Heavy Dark Iron Ring - Average upgrade for Warriors, third BiS ring in the game for a Druid tank. Lave Belt (crafted from MC drops) - Better than Taut Dragonhide Belt from BWL for a Druid Tank. MC Drops, Kitty Upgrades Wristguards of Stability Aged Core Leather Gloves - If your Rogues are all running Combat Swords then this is a solid upgrade for a Kitty, but ONLY if no Rogues need it. 1.6.0 BWL Drops, Bear Upgrades Taut Dragonhide Shoulders Malfurion's Blessed Bulwark Taut Dragonhide Belt 1.6.0 BWL Drops, Kitty Upgrades Cloak of Draconic Might Malfurion's Blessed Bulwark Taut Dragonhide Belt Circle of Applied Force Draconic Maul 1.7.0 ZG Drops, Bear Upgrades None. 1.7.0 ZG Drops, Kitty Upgrades Shadow Panther Hide Gloves Belt of Preserved Heads (quest) 5. BUILDS There are 5 main builds and one variant build that we can use in PvE content. They are; Feral DPS. Feral Tank. Feral Hybrid. Feral/Resto Hybrid. The 'Pure Hybrid' 11/35/5 +0 - Not quite as able to powershift due to lacking Natural Shapeshifter, but still able to tank every instance, every raid, and DPS effectively. The more tanky version of the Tank/DPS hybrid spec listed below at #4. This is my preferred spec of choice. Feral Pure DPS 14/32/5 +0 - Based around Powershifting, this mean you dps to 0 energy, shift to caster, shift back to cat for the 40 bonus energy, and then continue dpsing. It has high mana requirements, and is not an easy spec to play. Feral Pure Tank 0/35/11 +5 - The pure tank build. Insect Swarm gives you some extra survivability and more ranged threat, you'll typically Swarm an add (30yrd range) shift (10 rage), Enrage, Faerie Fire an add, Charge the main target, and you are then able to start the Swipe/Maul spam. No other tank has a Bears innate threat generation, especially since we gain rage from hitting, instead of being hit, this means we can wear our very best gear in a 5 man dungeon without having to worry about being Rage Starved like a well geared warrior tank. A note on Thick Hide; It's an amazing talent in early game, when you are struggling for every point of Armour you can get and diminishing returns haven't kicked in yet. However, after you reach the magic 10k AC soft cap (it's not actually a cap, but it's when DR really starts kicking in) you start to get less and less effective health per point of armour. If 100 armour gives you a 5% survivability increase when you have 4k AC, 100 Armour after 10k will give you a 1% increase. Numbers pulled from my ass for illustrative purposes. The 5 extra points can be sunk into Thick Hide, or you could put 3 in Thick Hide and 2 in IMotW. At lower gear levels, the 5 in Thick Hide will give the greatest bang for your buck. Feral Hybrid Tank/DPS 14/31/6 - This hybrid feral spec does a bit of both tanking and dps, but neither as good as the pure builds. It will however allow you to freely swap between dps/tank for 5 mans with a single set of gear and be effective enough at either to do all non raid activities. If you tank more than you dps, drop the 3 points from Natural Shapeshifter into Thick Hide. Feral/Resto Hybrid 0/30/20 +1 - This is the true 'variant' build, able to dps, tank or heal depending on what your group needs and if you have the bag space to carry around 2 sets of gear. You wont be effective as a pure specced tank/healer/dps druid, but you will be able to do all non raid activities without respeccing, it's an effective solo spec and cheap to run, so you could use it effectively on an alt. The bonus point goes either in Leader of the Pack or Nature's Swiftness, depending on what you do most often. If you take LotP, drop the points from Improved Healing Touch and go with something like this. http://db.vanillagaming.org/?talent#0Ztx0scrdtxVckf The 'Beginner' Feral build 11/40/0 - This is a true beginners build, it cuts out powershifting entirely, and allows you to tank and dps from one spec and one set of gear. Not as effective at dps as either the above builds, but it does allow for someone learning the class to have a basic build able to raid, until you find the niche your guild needs you to fill. This build is perfectly able to DPS and Tank 10/20 man raids and all 5 man instances, and is the perfect 'casual' build for people who wont be doing end game raiding on a large scale. 6. CONSUMABLES You can choose any of the consumables from the below list, keeping in mind that they do not all stack with each other; Elixir of the Mongoose & Elixir of Giants if not flasking. Mageblood Potion. Demonic/Dark Rune. Major Mana Potion. Winterfall Firewater. Juju Power. Juju Might > Elixir of the Giants. R.O.I.D.S. Ground Scorpok Assay. Elemental Sharpening Stone. Flask of Distilled Wisdom for powershifting, Flask of Titans for tanking. My minimum preference, is Flask of Distilled Wisdom, Juju Power, Juju Might, Major Mana Potion (2 per boss). 7. Thanks and raid log evidence. Edit: An expansion for DPS numbers. Taking the very top dps of the four whack-a-mole bosses in BWL (the Drake Pinatas and Broodlord) for each class and calculating the % of damage they do. I'm using numbers from Kronos, since a; they're readily available and b; that's the big Vanilla server at the moment. Bear in mind the section at the start discussing bugs on Kronos at the moment, Paladins are definitely at a disadvantage there currently. The highest DPS will be considered '100%', with each class calculated as a percentage of that, rounding decimals down to the nearest whole point. This gives a percentage of maximum possible dps that class is doing, which will show you all the Hybrids within 10% or so of each other in terms of total dps. I'll then do one final calculation; dividing the total dps of each class by its ilvl to give it a 'per ilvl dps rating'. This is especially useful for Paladins in this area, as their 'BiS item list' is quite significantly under ilvl of most of classes in T2. One final note on this, the top feral druid on Kronos is a guy called Tf. He regularly does 100+ more dps than other druids on nearly every boss with ~5-6 less average ilvl. The guy is just that good, and it throws some of the list out of whack. Broodlord Lashlayer (adds) (Tank Swapping, Trap evading, Fire Aura, Threat Management, 3rd boss BWL) Druid: 668 ilvl 62 53.48% 10.77 Hunter: 1016 ilvl 71 81.34% 14.30 Mage: 1007 ilvl 71 80.62% 14.18 Paladin: 700 ilvl 66 56.04% 10.60 Priest: 702 ilvl 67 56.20% 10.47 Rogue: 1249 ilvl 75 100% 16.65 Shaman: 707 ilvl 66 56.60% 10.71 Warlock: 900 ilvl 70 72.05% 12.85 Warrior: 1209 ilvl 68 96.79 17.77 Firemaw (Fire Aura, Stacking Fire Debuff, LoS mechanics, 4th boss BWL) Druid: 762 ilvl 62 53.36% 12.29 Hunter: 838 ilvl 73 58.68% 11.47 Mage: 892 ilvl 73 62.46% 12.21 Paladin: 602 ilvl 66 42.15% 9.12 Priest: 647 ilvl 68 45.30% 9.51 Rogue: 1067 ilvl 73 74.71% 14.61 Shaman: 681 ilvl 67 47.68% 10.16 Warlock: 929 ilvl 72 65.05% 12.90 Warrior: 1428 ilvl 70 100% 20.40 Ebonroc (Self healing drake, 5th boss BWL) Druid: 741 ilvl 62 53.00% 11.95 Hunter: 960 ilvl 74 68.66% 12.97 Mage: 1011 ilvl 71 72.31% 14.23 Paladin: 644 ilvl 68 46.06% 9.47 Priest: 685 ilvl 68 48.99% 10.07 Rogue: 1177 ilvl 71 84.19% 16.57 Shaman: 635 ilvl 67 45.42% 9.47 Warlock: 982 ilvl 66 70.24 14.87 Warrior: 1398 ilvl 71 100% 19.69 Flamegor (Enrage Fire Aura, 6th boss BWL) Druid: 711 ilvl 62 47.24% 11.46 Hunter: 901 ilvl 74 59.86% 12.17 Mage: 849 ilvl 68 56.41% 12.48 Paladin: 551 ilvl 68 36.61% 8.10 Priest: 680 ilvl 67 45.18% 10.14 Rogue: 1146 ilvl 74 76.14% 15.48 Shaman: 605 ilvl 69 40.19% 8.76 Warlock: 920 ilvl 73 61.12 12.60 Warrior: 1505 ilvl 71 100% 21.19 My thanks for reading the guide, I'd be Lion if I said it didn't take a long time to write, but I Purrservered, and while some of my puns were quite Pawful, I think in the end it was pretty Clawsome. I'm Feline pretty Clawver now to be honest, I think I have a Tailent for this. I'll wrap this up before it becomes unBearable.
  9. This thread is the inevitable 'help me improve X' thread. Hopefully people will use it and not just spam the forums with thread after thread of 'help me do deeps'. If you don't want your post reported for spam, read one of the following guides; Boomkin Guide by @Yacopok. Restoration Guide by myself. Feral Guide by myself. Read those. Get at least pre-raid Best in Slot (BiS) because otherwise advice will be 'Get pre-raid BiS and read the relevant spec guide. Once you have appropriate gear and an understanding of the guide, raiders in the Druid community can start answering questions about Druid minutia, advanced rotations and advanced gearing choices here. I'm hoping to find a well regarded ranking PvPer to help answer more PvP orientated questions. Ask away.
  10. Thanks to awesome Webarchive.org we can still have the pleasure of reading this 2006 guide from Geld about all aspects of the Paladin in vanilla. Its a long one. Enjoy! Summarized Table of Content quoted here: Rest found here: web/20061110225817/http://forums.worldofwarcraft.com/thread.html?topicId=11931828&sid=1 I especially like this part of the guide. Etiquette in a Group: Playing a Hybrid Class A Paladin’s Role The paladin’s roll in a group has always been a difficult one to define, for both the paladin and his group. For instance, a paladin can act as a very viable tank in the five-man content before level 60, but many argue that at level 60 they become less and less viable. A paladin’s DPS is frequently argued to be the lowest in the game, making it unviable for raids, but people will also frequently argue that our heals are too small to have any serious effect on the raid. Don’t let yourself get belittled, rise above this. A paladin can easily be the longest-lasting healer in the game. A paladin is the lowest maintenance DPS supplement in the game (since we wear plate and no healer needs to show serious concern for us). A paladin is a very viable AoE tank, and can off tank and even main tank many endgame instances, based on gear, spec, and open mindedness of their group. In fact, a paladin can work at constantly morphing to fill the current needs of the raid every second. It’s even possible to achieve many of these goals all at once. If someone tries to tell you that you are playing in a poor fashion, take a second to reflect. Have you been using the full range and scope of your class? Could you be doing something better? Is something you’re doing detrimental? Just think about what you’re doing and make sure that you’re doing the best you can. On the other hand, if you have been called into a group to fill a single roll (supplying a blessing, cleansing, healing, tanking, DPS, whatever it is), fill that role or leave the group. Just because you are a hybrid class does not mean you always get to do whatever you want. More often than not, a paladin is brought into the group with the group expecting it to act as a healer, and you should always be prepared for this eventuality. Remember that a paladin’s gear has more effect than a paladin’s spec when it comes to filling a role, so either use a very balanced set of gear, or bring several sets for multiple purposes. ------- And of course the PvP one on one guides: Welcome to the duel grounds at the gates of Ironforge. One on one encounters on a totally level playing field are rare in this game, but when they happen, ask yourself: how do I win? Druid A druid has, effectively, 2 methods of defeating a paladin. They can either be feral or restoration build. Balance druids exist, and you’ll probably have to fight one some day, but this is an extremely mana inefficient playstyle, so it should be possible to just heal through their damage then defeat them once they are out of mana without much effort. A feral build druid will try to ambush you and kill you before you can save yourself. This is just shy of impossible. A cat form druid has minimal defense and deals very little damage against a plate wearing class. The real threat is a restoration built druid, and the only serious threat to the paladin is if he makes a mana-consumptive mistake. A restoration druid will attempt to outlast the paladin by using bear form and healing, waiting until the paladin goes out of mana. Against a druid, it’s wise to increase your mana regen as high as you can by using Blessing of Wisdom and placing Judgment of Wisdom on the druid, then just slowly wear down on it. Don’t use any major, mana-consumptive finishing moves on the druid until the druid’s mana has been fully drained via heals or you are certain you can finish him off before he reacts. Always cleanse off the Moonfire debuff, since it deals more damage then the instant portion of the spell, and do the same for any Entangling Roots or Insect Swarms. Stay melee with the druid at all times and you’ll out survive it and win. Use your most efficient spells possible to keep your health high enough that they can’t combo you to death. Rogue Against an equally geared rogue, a paladin usually has nothing to fear.. Consecrate (Rank 1) and Retribution Aura are both highly effective, particularly against dagger rogues. Sit through the stunlock sequence and fire off hammer of justice. Take this opportunity to heal once (if your health deficit is low enough) and proceed to beat down on the rogue. The rogue can and will run from you, and will likely restealth, so be prepared to activate consecrate again at any time. [If you look at the builds I posted earlier, nearly all of them contained the spell Consecration. It is an intrinsic part of the paladin class, along with Spiritual Focus.] The rogue should crumble after the first or second hammer of justice, just remember to spam rank 1 Consecrate and to keep the rogue in combat as often as possible. It will restealth, but the moment it does you can take the opportunity to heal to as full as possible, using Flash of Light to conserve mana. If you find yourself in need of a heal while getting attacked, you may be in trouble. All it takes is one kick while you’re healing to totally disable you for more then enough time to finish you off. You can use Divine Shield or Blessing of Protection to heal, if this is the case, but remember that the spell Blind can hit you and disable you through Blessing of Protection. Stoneform helps a lot here, if you’re a dwarf. Priest This is a rough fight. Defeating a priest, particularly a shadow priest, as a paladin is an extremely difficult task, and as such there is no certain strategy for coming out on top. Instead, I will tell you what to expect during the course of the fight. 1) Periodic Dispel Magics on you. Your combat system (a Seal and a Blessing) will go away completely at the touch of a key to the priest, so if you have Seal of Command, use rank 1 (which is cheap) and open with Blessing of Wisdom on, but don’t go overboard about resealing it. 2) Mana burn. The priest will burn your mana away, leaving you helpless. Once your mana is gone, the fight is basically over, they can damn-near wand you to death. 3) Lots of dots and debuffs. Particularly against a shadow priest, you can expect to get hit by Shadow Word: Pain and Shadow Weaving constantly, and when you cleanse yourself it’s not certain to hit the more powerful debuff, Shadow Word: Pain and instead remove Shadow Weaving. 4) Fear. Once an opportunity, the priest is going to fear you and start beating down on you (after healing to full). A few strategies for dealing with this fight are: Shadow Resistance Aura, self-mana burning (spending most of, if not all, of your own mana as damage/healing BEFORE the priest manages to drain it all), Seal of Justice to interrupt casting, a prayer to the gods, and a good warrior buddy ambushing the priest out of no where. I have yet to defeat a competent 60 priest in a duel. Hunter You wear plate, you are unshakeable (due to Blessing of Freedom and Cleanse), so the hunter won’t deal unduly huge sums of damage do you and won’t be able to keep you at a range for long. Get in melee range, keep Viper Sting cleansed or purified, and run straight for the guy. You’ll hit his traps, but this is almost inevitable. You can bubble out of a trap if you feel it necessary, but for the most part it isn’t. Once you’re melee, do your best to stay there. Consecrate when you see him feign death and he might not drop out of combat and retrap you. Really good hunters can stay at a range from you for a considerable amount of time, and possibly even defeat you by staying far away, but it’s a hard fight for them. Shaman Although the shaman does have purge, it isn’t nearly as difficult a fight as a priest. The shaman’s mana pool tends to be much smaller, its regen smaller still, and the price of purge and all of the Shaman’s other spells are quite high, so you can safely reseal and maybe even rebless knowing that he’s going to go out of mana before you do. In fact, this is the best way to win, wait for his mana to drain away completely then beat him down. Shaman are the least efficient class in the game, mana wise, while paladins are the most mana efficient, and they are helpless without their mana. Kill the totems with either a melee hit or a rank one Seal’s Judgment. Killing them all never hurts. Remember that, if you try to heal, the shaman will more often than not use Earth Shock on you and interrupt you. You can try to fake them out by starting a heal and immediately canceling, and if you get hit by Frost Shock or (lol) Flame Shock you have a window of 6 seconds to heal uninterrupted. It frightens me how many times a shaman has cast Flame or Frost Shock on me. Earth Shock’s spell lockdown timer is very short, so for each time he successfully interrupts you, you should be able to pull off one large heal. Warrior Warriors are one of the easier classes for a paladin to kill. We want to stay melee, so hamstring is meaningless to us. We wear plate, reducing the damage the warrior deals by 40%-60%, and our damage is largely holy, which ignores armor. The fight against a warrior is slow and steady. Heal high (so that you never risk getting executed or combo’d) and be prepared to bubble if your health gets too low and Mortal Strike is on you, ruining your heals. Remember that the warrior has Pummel and Shield Bash to interrupt your casting, so be very careful about healing when melee. The interrupt costs rage, so if you see their rage bar is empty, go for it. Mage If you can survive their opening burst damage sequence of a mage, you can beat the mage. Just keep your health high and flying with Flash of Light and watch amusedly as their mana bar empties out on you. Counterspell is a threat to you, but if they don’t hit you with it as you cast, you can just bubble out of it. If you get spell locked, the fight is over, because the mage will have 10 solid seconds to do whatever he wants to you. The longer this fight takes, the more likely you are to win. Once the mage runs out of mana, the fight is over, but it’s not going to be easy for you. Paladin Do not fight another paladin if you are in a Battleground queue, it will take too long. But if you have to, the winner is the paladin who’s mana lasts longer. Seal of Wisdom, Blessing of Wisdom, efficient heals and efficient damage, just be careful not to be wasteful. I don’t want to even think about these fights, I’ve seen them take 15 or more mintues. Warlock The second hardest fight for a paladin. Between Fear and Seduce, the warlock will get free reign over beating on you when it wants to, and if it has a Felhunter out you can expect to lose your blessings and get spell locked every time you try to cast. Similar to a priest, there is no very reliable method for downing a warlock, but if you can treat them as a mage and heal through the damage you can come out on top. If it starts relying on Life Tap to get mana back, you can kill it without resistance, but getting the fight to this point is very difficult. Expect to be feared often enough to make you want to throw your mouse through the wall. Cleanse the dots and keep melee with him if you can, and if you see s Succubus or Imp, you should cast Exorcise on it and finish it off with melee, as it will remove reasonable amount of the warlock’s fighting power Link again: web/20061110225817/http://forums.worldofwarcraft.com/thread.html?topicId=11931828&sid=1 Cheers!
  11. ---Triface's Guide to Threat and Tanking in Vanilla--- **Disclaimer: This guide was not written by me. I've only done some formatting. All credit goes to the Reddit user Triface for writing this guide! You can find his original comment here. I'm submitting it to the Crestfall Forums for the sake of posterity.** Defensive Stance The stance you are in affects how much threat you deal: Battle Stance and Berserker Stance both give your threat a x0.8 multiplier, meaning that if you do something that causes 100 raw threat it will only cause 80 threat in these stances. Defensive Stance on the other hand has a x1.3 multiplier, so that 100 threat is now 130. While there are some benefits to using the other stances, they are usually specific to only a few situations and to some more advanced techniques which you would mainly need when raiding. In general you want to ignore the other stances as they will only complicate things for little benefit (the main exception to this rule is using Mocking Blow which I will go into a bit more detail about later). The Pull As a tank you should always be the one to pull, the reasons for this are twofold: The mobs attack you first which makes them easy to group together and the damage that they do will be giving you rage right away. In order to pull aggro from someone you need to cause 10-30% (10% in melee, 30% ranged) more threat than the person at the top of the mob's hate list. If you are the first to pull then you are instantly at the top of the hate list and everyone else needs to do at least 10% more threat than you to gain aggro. It's always best to pull with your ranged weapon if possible, this way you can always pull to a safe position and minimise the risk of other packs of mobs getting aggroed by accident. After pulling, the first thing you want to do is to activate Bloodrage - gaining rage causes threat at a rate of 5 threat per 1 rage so you are instantly putting out threat before the mobs have even reached you and you have some rage to start using your skills right away. Rotations So you have pulled the pack of mobs and activated Bloodrage. Nine times out of ten the next step is to Shield Block - this means that you will almost certainly block the first hit which will enable you to use your most powerful threat-generating ability: Revenge. Revenge is both the most efficient threat ability that you have (even including the cost of Shield Block) and the highest threat-generating ability in your arsenal outside of Shield Slam. You should use Revenge on the main target on cooldown, using Shield Block to proc it when necessary. Next is Sunder Armor: this is your bread and butter threat spam skill. You generally want to put one or two Sunder Armor on the main target after Revenge just to put you ahead of the DPS. Heroic Strike shouldn't be used at all unless you are generating rage faster than you are able to spend it with Sunder Armor, which won't be often in 5-mans. At this point, you need to start thinking about generating threat on the adds. Contrary to popular belief, Thunderclap is actually a poor choice for AoE threat in vanilla; Battle Shout is almost always the better option. In vanilla, Battle Shout does 55 threat per person buffed (so 275 threat in a 5-man party) split between all the mobs which can be compared to the 130 split threat plus the damage caused per mob with Thunderclap. When you add in the multipliers for being in Battle Stance (x0.8 threat) or Defensive Stance (x1.3 threat) that changes to 375 threat total for Battle Shout vs. 104 + (damage x0.8) threat for Thunderclap. Another thing to take into consideration is that Thunderclap costs 20 rage compared to Battle Shout's 10 rage, meaning that you can get two shouts to one clap. In addition to this, since Battle Shout is a buff it causes no damage so it doesn't break CC and has full threat at any range from the mobs since it is affecting your allies rather than the mobs directly, while Thunderclap's damage can break CC and only causes threat to the mobs hit by the skill. A Battle Shout or two will build up some initial threat on all mobs, giving you some time to start cycling through the adds; solidifying your threat with Sunder Armor. Your average rotation will look something like this: Pull ---> Bloodrage ---> Shield Block ---> Revenge main target ---> Sunder Armor main target x1-2 ---> Battle Shout x1-2 ---> Sunder Armor adds one at a time, switching to Revenge main target whenever it's up, with extra Sunder Armor on the main target as needed. There will be deviations depending on the situation of course; for example if you need to gather up caster mobs with Shield Bash, but this is the general order you want to go with. Managing Your Group The hardest part of tanking is generally trying to stop your group from doing stupid shit . From the high damage DPS with no concept of threat management or crowd control mechanics to the healers who think that they need to keep everyone at 100% at all times, no matter how well you play you will lose aggro to these people and it will always be your fault. Always. Taunt is your go-to skill for these situations: it works by giving you threat equal to the highest person on the monster's hate list (so if you have aggro already it does nothing in that regard) and forces the monster to attack you for a time. During that time you need to build your threat up quickly so that the mob doesn't just switch back after the Taunt ends. The temptation is to Taunt as soon as you lose aggro but say a DPS gets aggro, takes some hits and you taunt it back, then your healer throws a big heal on the DPS and gains aggro instead; the cooldown on Taunt will seem like an eternity at that point! You should generally save Taunt for when your healer gets aggro since a dead DPS is a slower fight but a dead healer is a wipe. If you think the healer is safe you can Taunt but sometimes it is better to let a DPS take a couple of hits to help them remember that they need to manage their threat as much as you need to manage yours . You also have Mocking Blow available in Battle Stance if your Taunt wasn't enough or was resisted. Challenging Shout, the AoE taunt, is another option if things are looking really grim. Binding both of these abilities to a key is very useful and putting Mocking Blow in the same position on your Battle Stance action bar as Taunt is on your Defensive Stance action bar lets muscle memory aid you when switching to Battle Stance. Using Tarket Markers to mark targets (skull icon etc.) can help greatly in keeping the group on the right target and keeping CC from being broken, so where possible you want to do this or at least try and get the group leader to do it. Additionally, another great piece of advice is getting a threat meter addon as this can give you pre-warning of losing aggro and makes you aware of those in the group with poor aggro management. There are a lot of other little points as well but I think this has gotten pretty huge already so I will leave it at that. I hope this helps you! TL;DR (Almost) Always be in Defensive Stance. Always be the one to pull. Pull from range to a safe spot. Skill order after pulling is generally Bloodrage ---> Shield Block ---> Revenge main target ---> Sunder Armor main target x1-2 ---> Battle Shout x1-2 ---> cycle through adds using a Sunder Armor on each while using Revenge on main target whenever you can plus the odd Sunder Armor. Try and save Taunt for pulling aggro from your healer. Try and manage your group by calling targets. Get a threat meter addon.
  12. Hey all! I try to toss this thread up on each server I make my home on for any who need it. Being a very detail oriented person, in anticipation of game/server releases, I always use a spreadsheet to keep track of my plans and other important information. I have put together a character planning spreadsheet that many always ask me to share, so I have uploaded it for use. Below you will find a template, as well as my personal copy as an example. Template Spreadsheet: https://docs.google.com/spreadsheets/d/1RGfIoKMbqNaEoWa2LdU5FunXEQYPZXgH1A6fGNPu9Uo/edit?usp=sharing Example Spreadsheet: https://docs.google.com/spreadsheets/d/1BteC4EbOK-xDDjE5FBzvl4hveeMMXkOakGO-hAEsy6s/edit?usp=sharing Instructions: First Option. Copy to a new Google Docs spreadsheet. 1. Log into your Google Account and open the desired spreadsheet link. 2. In the "File" dropdown, select "Make a Copy". 3. Give it a name and hit OK. Second Option. Download the spreadsheet to your computer. If you don't wish to use Google docs for whatever reason, you can also download a local copy. 1. In the "File" dropdown, select "Download as". 2. Choose desired file type and download to your computer.
  13. Step #1: Set up your fishing addons and understand exactly what you will be fishing for. Download and unzip the 1.12.1 compatible version of FishingBuddy. Amongst many other things, this addon allows you to cast your rod by simply right clicking on any water deep enough to fish in (only when you have a rod equipped obviously), mutes world sound and increases the volume of the 'splash' when you have a catch (if toggled in the options), tracks your catches, time spent fishing and a whole host of useful titbits for fishers. I've included the addon as an attachment to this guide. So, fishing is well partnered with cooking, and is one of the better ways of making money. Most people find it boring, and never get it much beyond level ~100 (if they bother with it at all) and you can easily make good gold by farming raid consumables like Sagefish for Sagefish Delight or Deviate Fish for people either gaming the Garr encounter or generally looking for an outfit. Deviates sell slightly better Alliance side than Horde side, simply due to the fact that it's more of a pain to get to Wailing Caverns for them than it is for Horde. Prices range depending on the server, but you're looking at 5g Alliance and 3g Horde currently on K2 for a stack of 20. We're going to presume the following; You're fishing specifically to level your skills, not just for fun. You bought the Fishing Book and Cooking Skill books while leveling. You have several stacks of Lures and the +5 (10) fishing pole to get started with. You've saved your meat from leveling, or already have some points in cooking from leveling. This guide will tell you the best places to go to get the most 'bang for your buck'. You can technically get level 300 fishing without leaving the starter zone except for your training, since it levels off how much stuff you catch, not the difficulty of stuff that you catch. It is important that you level cooking in conjunction with leveling, because if you rely just on fishing to level it you will require many, many, many more catches to reach 300 cooking. It is also important to understand the difference between salt water and fresh water fish. At level 1, you can learn both the Brilliant Smallfish recipe and the Slitherskin Mackerel. Smallfish are freshwater fish, and can only be caught from lakes and river. Mackerel are saltwater fish, and can only be caught from the Sea in areas level 1-10. This guide almost exclusively focuses on Fresh Water fish. Note: Find Fish and the Weather-Beaten Journal were added in TBC patch 2.3, don't waste time fishing pools looking for it. Well worth reading this thread before you start as well, for the discussion on various poles and where to get them. Step #2: Learn Cooking and Fishing from the apprentice trainers, and head to your first location. Alliance: 1-75 - Crystal Lake in Elwynn Forest. Horde: 1-75 - Bloodhoof Village Lake in Mulgore. You will get roughly 70-75% Brilliant Smallfish, and 25-30% Longjaw Mud Snapper. It should not take more than 75-90 casts to reach level 75, depending on how unlucky you get during the early levels with fish getting away. Cook everything you catch. If we presume each cast takes the full 30 seconds to catch something & loot it, and you have a 100% catch rate, it will take 37 minutes and 30 seconds to complete this stage. You will not need a lure for this stage. It took me 75 catches to go from 0-75. If we presume each cast takes the full 30 seconds to catch something & loot it, and you have a 100% catch rate, it will take around minutes to go from 0-75. Roughly 1 skill every 1.01 catches. Cooking Recipes; Brilliant Smallfish (1), Slitherskin Mackerel (1), Longjaw Mud Snapper (50), Rainbow Fin Albacore (50). Step #3: Learn Journeyman Fishing and Cooking. Alliance: 75-110 - Loch Modan. Horde: 75-110 - Orgrimmar Pond. Once you reach skill 100, it is recommended that you start to use a lure. You will catch roughly 50% Longjaw Mud Snapper in this section. Most guides advise you to go to Stormwind Canals. However, on some servers (Kronos for example) the canals of SW are not able to be fished at all due to Mangos bugs. The reason you are advised to go to SW is that it has a slightly higher drop rate of Bristle Whisker Catfish, which are mainly used for this stage of cooking. However, if you go to Loch Modan, you can also get the Loch Frenzy Delight recipe. Loch Frenzies are 'attached' to other fish when you catch them, netting you 2 fish per cast. If you are lucky and get plenty of Frenzies, this can be the most efficient places in the entire game to level cooking and fishing when compared for time per cast. You can also find Floating Wreckage and Sagefish Schools around the Loch that you cannot find in SW. The Sagefish are particularly useful, especially if you are a mana user and are going to be doing isntances. If you can't use them yourself, pass them to your healer and make your leveling life that little bit easier. Between level 75 and level 100 you are no longer guaranteed one skill point per catch, and you will being to creep towards averaging 2 catches per point. Between level 100 and 175, you are no longer guaranteed skill points at all, and you will begin to see skill points fluctuating between two and five catches. This trend remains the same until level 300, with the average creeping up to around 20 catches per skill as you approach 300. It took me 56 catches to go from 75 to 110 in Loch Modan, with 16 'bonus' Loch Frenzies. If we presume each cast takes the full 30 seconds to catch something & loot it, and you have a 100% catch rate, it will take around 28 minutes to go from 75-110. Roughly 1 skill point from every 1.6 catches. Cooking Recipes; Loch Frenzy (50), Smoked Sagefish (80), Bristle Whisker Catfish (100). Step #4: Learning Expert Fishing & Cooking. Both Factions: 110-150 - The Tarren Mill/Southshore River. Use the book "Expert Fishing - The Bass and You" as soon as you are able to (125). This can be bought in Booty Bay (Stranglethorn Vale) from Old Man Heming. Use the book "Expert Cookbook" as soon as you are able to (125). It can be bought from either Shandrina in Ashenvale (Alliance) or from Wulan in Desolcae (Horde). Here you will be mainly catching Bristle Whisker Catfish (50-60%), as well as getting Sagefish from the schools dotted along the river. It is worth doing Soothing Turtle Bisque at the same time, each faction has its own version of this quest. It took me 92 catches to go from 110-150. If we presume each cast takes the full 30 seconds to catch something & loot it, and you have a 100% catch rate, it will take around 46 minutes to go from 110-150. Roughly 1 skill every 2.3 catches. In this step and beyond, you will begin to see world PvP if you are playing on the appropriate server. Be wary, fishing players are a prime target to gank. Cooking Recipes; You will continue to level up with Bristle Whisker Catfish (100) here. For this part of leveling cooking, you have many more recipes that are for generic meat drops than for fishing. Step #5: Getting ready for Cooking & Fishing quests. Alliance: 150-180 - The lakes/moat of Stromguard Keep in Arathi Highlands. Alliance: 180-225 - Lake Nazferiti in Stranglethorn Vale. Horde: 150-175 - The pier in Shadowprey Village in Desolace. Horde: 175-225 - Swamp of Sorrows. For this part of leveling cooking, you have many more recipes that are for generic meat drops than for fishing. 150-175 on purely Catfish can take a lot of fish. You will be getting Mithril Head Trout between 50-60% of the time. Cooking Recipes; Sagefish Delight (175), Mithril Head Trout (175), Rockscale Cod (175). It took me 176 catches to go from 150-180. If we presume each cast takes the full 30 seconds to catch something & loot it, and you have a 100% catch rate, it will take around 88 minutes to go from 150-180. Roughly 1 skill every 5.8 catches. This is the next part of the 'break point' with catches explained earlier. While you will occasionally be getting points every 2/3 casts, we are now starting to approach the real true grind. You will have had some skill points between 150-175 reach the 10-15 casts per point stage, 179-180 took me 17 catches. From 175-225, you can expect the average to continue trending upwards. It took me 358 catches to go from 180-225. If we presume each cast takes the full 30 seconds to catch something & loot it, and you have a 100% catch rate, it will take around 179 minutes (~3 hours) to go from 180-225. Roughly 1 skill every 11.9 catches. As I said in the previous paragraph, you can see how the average catch-skill ratio has continued to increase. If you are Alliance and fishing Lake Nazferiti, make sure to check north and south of the lake for Greater Sagefish schools and Floating Wreckage. The Wreckage in this area tends to drop Iron Bound Trunks, while regularly gives Bolts of Silk and Mageweave cloth. This part also saw the longest chain of catches between skill ups, with it taking 27 catches to go from 203-204. As I did all the writing for this guide on Kronos 2, this is where I will stop giving time guidelines. I was playing a level 29 alliance PvP twink, and had no desire to go past 225 on a character I am not playing long term. It took me 757 catches, roughly 378.5 minutes (6.5 hours) to do 1-225, including writing this guide in the background. Step #6: Cooking and Fishing quests for Artisan level crafting. Nat Pagel Quest To learn fishing skill past 225, you need to visit the head man himself, Nat Pagel. He sits on a small island west of Theramore, and gives the quest Nat Pagle, Angler Extreme. This requires you to; Fish a Ferelas Ahi, caught to the west of Camp Mojache, under the bridge by the Ogres. Fish Misty Reed Mahi Mahi, from the east coast of the Swamp of Sorrows. Fish a Sar'theris Striker, from the Sar'theris Strand in Desolace. (Same place Rogues go to level up lockpicking, watch out on a PvP server!) Fish a Savage Coast Blue Sailfin, from the Savage Coast in north west Stranglethorn Vale. Return all four fish to Nat to learn Artisan Fishing. Clamlette Surprise Quest Clamlette Surprise is a quest given by Dirge Quikcleave, in the Tanaris Inn. It requires you to bring him; 12 Giant Egg's (dropped by the Roc's in Tanaris). 10 Zesty Clam Meat (looted from the clams dropped by Turtles, Giants and Crawlers in Tanaris). 20 Alterac Swiss cheese. There is no where to but it nearby, it's recommended you bring it with you before coming to get the quest, otherwise you have lots of running/flying back to a capital city. Turning in those three items will teach you Artisan Cooking. Step #7: The "Grind" strikes back. Alliance 225-250 - The pier at Steamwheedle Port in Tanaris. Horde: 225-250 - The Coast around Raventusk Village in the Hinterlands. Cooking Recipes; Spotted Yellowtail (225), Grilled Squid (240), Hot Smoked Bass (240). Step #8: Nearly Over! Both: 250-275 - Bloodvenom Falls in Felwood. Cooking Recipes; Poached Sunscale Salmon (250), Nightfin Soup (250) Step #9: Finished. Both: 275-300 - Azshara, Winterspring, Eastern Plaguelands. Pick your poison, this is the longest and most grindiest part of skilling up fishing. World PvP is about equal in all zones, so it's literally just a case of finding somewhere out of the way and sticking to it! Cooking Recipes; Baked Salmon (275), Lobster Stew (275), Mightfish Steak (275). FishingBuddy_v0.8.8e.zip