The priest is perhaps the best healing class in the game with a surprisingly strong damage potential as well (should the player choose to enhance this aspect of the class). Their ability to heal and buff allies, avoid aggro, dispelbuffs on enemies, dispel debuffs on their allies, and resurrect fallen comrades makes them an important member of any group, whether it's PvP or PvE.
Friday, April 24, 2009
Class: Priest
Class: Mage
Weapons, Gear, and Armor
When first created, a mage is only able to wield staves and wands; one can later learn how to use daggers and one-handed swords from weapon masters in Stormwind, Darnassus and the Exodar for the Alliance, Undercity and Silvermoon for the Horde. Wands go in the ranged slot and have the autoshoot ability, and do not require any form of ammunition. A mage can only wear cloth armor.
Magi typically should seek items that have spell power to help maximize damage. Intellect is a major stat that players should attempt to gear for, since mana is required for all spells. Spell hit and Spell crit are useful as players move towards the endgame. Spirit is also useful in endgame raiding, but situationally; typically it's more useful for Arcane magi as it scales with intellect, giving more mana regen per point of spirit the higher the player's intellect is. Combine the unusually high amount of intellectan Arcane mage is likely to have, and the 80% of mana regen an Arcane mage can have (through talents, mage armor and glyphs). This will help greatly in endgame raiding for mana management. A reasonable amount of Stamina is also advised.
Thursday, April 23, 2009
Class: Paladin
Weapons and armour
From the start, paladins can wear cloth, leather, or mail armor, and can train to wear plate armor at level 40. They may use a shield. They can summon their own Warhorse at level 30. They can quest for an epic Charger at level 60. They can use the following melee weapons:
Paladins cannot dual wield. They also cannot use ranged weapons. In lieu of a ranged weapon slot, paladins receive a Libram (relic)slot. For ranged damage, a paladin has several limited options. Due to cooldowns, these are more useful for pulling than actual damage.
- With Patch 3.0.8, paladins received 30 yard taunt that does minor holy damage, named Hand of Reckoning. Retribution paladins used to have no way to pull targets from 30 yards before this spell was introduced, with the exception of Exorcism on undead or demon targets.
- With Patch 3.1.0, Exorcism is no longer limited to undead or demon targets.
- Spending Talent Points in the Holy tree to acquire the spell Holy Shock.
- Spending talent points in the Protection tree to acquire Avenger's Shield .
- Using Hammer of Wrath on an enemy with less than 20% of their health left.
- Using Exorcism on undead or demons.
- Using Judgement in combination with a seal (see below) allows for a limited range attack. Spending Talent Points in the Holy Tree will greatly improve the range of Judgement.
Class: Rouge

ROGUE
The primary Rogue class advantage is their ability to stealth, preventing other players from seeing them unless the Rogue is very close and in a 180 degree arc in front of them or much lower level.
The primary Rogue attribute is agility. For PvP Rogues, stamina is needed for staying alive. For a rogue, agility is always preferable to strength. A rogue uses no mana, so intelligence and spirit are nearly useless. Spirit also contributes to health restoration, but even with spirit, you won't want to rely on just normal healing. Whichever method you use, food, bandages, potions, or a healer makes having a lot of spirit unnecessary.
WEAPONS
Although rogues excel at melee combat, they may only learn to use four types of melee weapons: daggers, fist weapons, one-handed maces and one-handed swords. For ranged weapons, rogues may learn to use bows, crossbows, guns and throwing weapons.
ABILITIES
Stealth
Many rogue abilities require stealth, and others require being behind the target, which is often achievable (while solo) only in stealth. Other rogue abilities, notably Sprint and Distract, interact well with stealth, although some actions, like lockpicking, will break stealth.
Stealth opens up a range of tactics and roles for rogues. Groups often rely on a rogue's stealth ability to scout dungeons, and to useSap for added crowd control. In PvP, stealth combined with burst damage gives an element of surprise that can be especially effective against cloth-wearers.
Stealth can be improved through talents, items, and enchantments, both to decrease the chance of being detected, and to increase movement speed.
Dual wield
A rogue can learn to dual wield at level 10. Dual wielding is a trade-off with an increased chance to miss with each weapon and reduced damage on the off-hand, but it is a good ability for a rogue. A rogue cannot use a two-handed weapon (which have bigger stat buffs), cannot carry a shield, and has few good offhand choices (offhand items tend to all have caster stats). A second wielded weapon is the only way to reliably get two hands worth of rogue stat buffs.
Roughly, with no tweaking, dual wield grants .81 + (.5 x .81) = 1.215 damage.
The first tier rogue talent, Dual Wield Specialization removes the off-hand damage penalty in increments of 10%.
With Dual Wield Specialization maxed, dual wield grants 2 x .81 = 1.62 damage.
Real results, with a weapon chosen for good benefits, will be better.
Bottom line is, in spite of the to-hit penalty, as a rogue you will want to dual wield.
Poisons
The Alliance's poison quest can be obtained at level 20 in Westfall from Agent Kearnen called [24] Klaven's Tower; if you drop by S1:7 in Stormwind, Master Mathias will send you to Kearnen when the time is right by giving you the [20] Mathias and the Defias quest.
The Horde's version is in Orgrimmar from Shenthul called [20] Deep Cover; which sends you to The Barrens to talk to Taskmaster Fizzule for a quest called [24] Mission: Possible But Not Probable.
The poisons skills allows the Rogue to use poisons, which can then be applied to their weapons. Poisons generally either cause damage to the target (either instantly or as damage over time) or cause other effects (slowing the target, removing the effectiveness of healing on the target, etc.). The ability to use each type of poison and level of the type of poison is a separate rogue skill. Different weapons can have different poisons applied, and faster weapons cause the poison to proc more often.
Poisons are a temporary weapon buff, and as such do not stack with other enhancements such as sharpening stones or buffs from shaman totems.
All poisons have a timer, which formerly lasted 30 minutes but as of patch 2.3 was raised to 60 minutes. As of patch 2.1.0 a Rogue's poisons no longer have multiple charges; each now has one charge and stacks up to 20 units. The poison timer is displayed on the weapons properties when you mouse over the weapon. As of patch 1.10 applying poison will not break stealth or shadowmeld; previously to this, applying poisons would break these states. As of Patch 2.0.1, poisons remain on weapons through zoning between continents or into instances.
A variety of talents in the Assassination skill tree enhance the use of poisons. Wearing three or more pieces of the Bloodfang Armor set increases the chance to apply poisons by 5%.
Prior to the 3.0.2 patch and Wrath of the Lich King, the Poisons skill, the ability to brew poisons from ingredients, was a secondary skill, similar to Cooking or First Aid, but available only to Rogues. As of the 3.0.2 patch and Wrath of the Lich King, the Poisons skill is no longer available in the game. Poisons may still be used by rogues, but are no longer brewed. Poisons can now be purchased from any Poison Vendor or Shady Dealer. Different ranks of Mind-numbing Poison have also been removed as of this patch.
Stuns, incapacitates, and/or disorients
Stuns a target for 4 seconds and awards 2 combo points for use on a finishing move. This is a very useful opener that requiresstealth and usually allows the Rogue to get 1 or 2 instant attacks off in addition to auto-attacks before an opponent can recover.
Kidney shot is an excellent finishing move which stuns for up to 6 seconds depending on skill rank and number of combo points. It can keep a PvP opponent stunned long enough for you to kill them (especially if you master stun-locking). But in PvE it's also a great ability to help keep your group mates alive or to interrupt a spell being cast.
Gouge is not a stun, but is a very important skill that incapacitates your target. This is used frequently to stall an opponent allowing you time to regenerate energy and get behind your opponent to allow a backstab. Since it is considered an incapacitating effect, any damage caused afterwards breaks the gouge. This ability turns off auto-attack when used. Also, speccing in Improved Gouge will add .5 seconds per point up to a maximum of 1.5 seconds to your gouge. This adds just enough time for you to gouge someone and get out of combat to restealth.
Disorients an opponent for 10 seconds, making them unable to act. More than enough time to bandage and restealth in pvp. Any damage will remove the blind effect.
- Sap.
Sap is one of the most underused rogue abilities. This move must be performed while stealthed and your opponent cannot be in combat. However sapping will allow you 10 seconds of freedom. Feel free to use this to bandage AND return back to stealth. Please note that sap and gouge do share the same diminishing return timer.