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General Rogue Info and Formulas

April 17th, 2008 by GoldWiki

General Rogue Info and Formulas

As I’m a grouchy person and tired of constant post on Ap vs hit vs crit. I’m just going to post a long explained list of the formulas etc as they are known and to some extent explain the rationale behind a lot of the advice and choices ppl make concerning them. The stats are worked out to a lvl 70 so you can retrograde them to lvl 60 easily if you want. This will be as all encompassing as i can manage and i hope it will be of some use. If anyone can see any gaping gaps in subject or glaring errors in calculations etc please post and ill alter them as I’m totally aware im not fantastically good at keeping errors out.

It does draw shamelssly on other posts by people etc from various sites most of whom i ca’nt remember so ill just credit the main sites and hope this will cover any issues of plageurism. The main sites are Dark Dominion, Elitist-Jerks, Wowwiki, Curse, WoWhead, Tentonhammer, old forums threads and ofc many chats and testing with the lovely Rogues in my guild.


Basic Information

Stats At lvl 70

40.4* Agi = 1% Crit = 22.1 Crit rating vs a lvl 70 enemy with 350 defensive skill
( 1 Agi = 0.025*% crit )

22.8* Agi = 1% Dodge =18.9 Dodge rating versus a lvl 70 enemy with 350 weapon skill
( 1 Agi = 0.0438*% Dodge )

1 Agi = 1 Attack Power
1 Agi = 2 Armour
1 Str = 1 Attack Power
1 weapon skill = 3.9 weapon skill rating
Parry Rating: 31.5 rating grants 1% parry
Haste Rating: 10.58* rating grants 1% haste (this is tested and true in patch 2.07)
Hit Rating 15.8 hit rating 1% hit


Attacks and there Formulas

Instant attacks, AP calculation

Instant attacks use a fixed "speed" for AP calculation, instead of your weapon speed.

Meaning that for instant attacks, such as Sinister Strike:
Damage = Weapon Damage + SS Bonus + ( (AP/14) * Fixed Speed )
instead of:
Damage = Weapon Damage + SS Bonus + ( (AP/14) * Weapon Speed )

Daggers : 1.7 Sec
1H Swords / Maces / Axes / Fist weapons : 2.4 Sec
2H Swords / Maces / Axes / Polearms : 3.3 Sec

Attack power calculation vs damage

14 AP = 1 dps

Actual damage added = Weapon speed * DPS
(slower weapon = more damage added from AP)

Example : 504 AP = (504/14) = +36 DPS
If weapon speed = 3 Sec, then Damage added = 3*36 = 108 (both min and max)
If weapon speed = 1.4 Sec, then Damage added = 1.4*36 = 50.4 (both min and max)

Hemorhage Formula

It should be noted with Hemo that you get more personal dmg from using slow weapons from it as its one of the few un-normalised instant attack. As its done by ‘x’ wepaon speed as opposed to normalised using fast weapons on this really is an excercise in futility and to be discouraged. This isnt personal opinion its just the obvious conclusion after looking at the formula for it.

Hemorrhage: Weapon Damage + (AP / 14) * Weapon Speed
Hemorrhage Critical: Hemorrhage Formula * (2 + Lethality Rank * 0.06)

Finisher Ap contributions

Garrote - 18% of your AP
Damage = (AP * 0.18) + [fixed ammount]

Eviscerate - 15% of your AP
Damage = (AP * 0.15) + [fixed ammount]

Rupture - 24% of your AP (dependant on combo points present)
Damage = (AP * 0.24) + [fixed ammount]


Crit Capping and Attack Tables

Crit Cap - For the sake of this we will be looking at it from a raiding PoV which is that mobs are nominally classed as 3 lvls higher than you. Suprise attacks removes dodge from the tables but as it is a build specific talent it wont be dealt with here.

With no +skill/+hit gear on, attacks made by a dual wielder against a level 73 mob will have the following table attacking from the front:

Result Chance
Miss 24.6%
Dodge 5.6%
Parry 5.6%
Block 5.6%
Glancing Blow 40.0%
Combined hit + crit 18.6%

Attacking from the back prevents block and parry, giving 29.8% combined hit + crit. (Attacks from the back can still be dodged.)

If the same character attacks the same mob from the front with a 2-handed weapon, it is not as bad, although obviously we wont be doing this its still a useful example to help understand how the process works:

Result Chance
Miss 5.6%
Dodge 5.6%
Parry 5.6%
Block 5.6%
Glancing Blow 40.0%
Combined hit + crit 37.6%

This is a 37.6% + your +hit crit cap from the front, 48.8% from the back.

All these crit caps can be increased by increasing your +skill (0.14% increase per point from the front, .08% from the back) and by +hit (1% increase per point).

Summary

If your not hitting from behind your losing a possible 11.2%% of your crit chance being effective. If you dont have any points in weapon skill your losing effective crit chance on attaacks as in this case your crit will be lowest priority and moved off the tabling system. Attacking from behind really is win, as it gives you 11.2% more effective crit to play with and raid buffed most are over 40% so its pretty nice dmg boost to be able to use all of it.


Hit vs Crit vs AP

The base miss chance when DW is 24% after 8% hit is worth the same as +crit/AP so its then down to personal prefernce and play style.

The minimum ammount of +hit that you need at 70 is 5% (79 rating) in PvP and 8% (125.6 rating) in PvE. This is the absolute mimimum as it guarantees as much as possible that you wont miss your special attacks although there is the unconfirmed 99.9% cap which could elicit occasional misses.The Table below shows to an extent what i mean, the Rogue has 30% crit but only 19.4% effective due to the high missrate and glancing blows eating away at the crit. Whilst we cant allevaite galncing blows with +hit we can gain more effective crit. Essentially +hit removes +miss from the table allowing more room for swings to be rolled as crits. This makes the first 5/8% worth both hit and crit and therefore extremley valuable.

Result Chance "Die Roll"
Miss 24.40% 0.01 - 24.40
Dodge 5.40% 24.41 - 29.80
Parry 5.40% 29.81 - 35.20
Block 5.40% 35.21 - 40.60
Glancing Blow 40.00% 40.61 - 80.60
Critical 19.40% 80.61 - 100.00
Crushing Blow 0% —
ordinary hit 0% —

 

What this is meaning is that before any other consideration get yourself 5/8% hit , then work up your crit and ap i prefer to get 8% hit > 25% crit and then build ap in around it after. As largely the ap is cheaper budgetarily on items as it doesnt scale, meaning its much easier to get items with it on as they’re less rare. Snap up the crit items and then build in the AP when you get chance.


Thats basically all the useful formulas/general info that I could think of, hope this helpful and stops some of the myriad of posts that go up asking for conversion to ratings etc.

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Raid Boss Rogue Strategy

April 13th, 2008 by GoldWiki

Raid Boss Rogue Strategy Guide

Karazhan

  • Attumen the Huntsman
    -Simple fight, just dps race. Make sure you aint overagro.
    -Cloak of Shadow can remove his curse. Do so whenever the curse is at you.
    -Attumen not effect by bleeding. (Cant rupture)
  • Moroes
    -Get adds fast. In case you dont have enough tank, pop evasion, with one assigned healer you can offtank one of them for certain period.
    -CloS cant remove garrote so ask healer to heal you.
    -Moroe not effect by bleeding. (Cant rupture)
  • Maiden
    -Ask mage to Dampen Magic you, it help a lot.
    -Ask priest for lightwell so you can get out and heal instantly no need to bandage.
    -Get away from maintank if you see his hp is too low. (To prevent chain hits)
    -CloS whenever possible to mitegrate damage.
    -You can do best dps here if there is healer to heal you. (Chain heal from shammy work like wonder)
  • Opera: Big Bad Wolf
    -Prepare to run if you’re red riding hood!
    -You can sprint during the red riding hood.
    -You can vanish out of the red riding hood. (confirm?)
    -Can be rupture/poison.
  • Opera: Romulo Julianne
    -Main job is to interupt juliane healing. (Eternal …)
    -Can be rupture/poison. so wound poison help in case misinterupt her heal.
  • Opera: Crone
    -Nothing in particular but a dps race.
    -Watch your thread, just dont overagro. It’s simple fight.
  • Curator
    -Make sure tanker tank him not too far from range so you can run to add easily.
    -Save sprint for the last add before evocation (he will evocation,2x damage, when he’s low mana) so you can get back to curator faster.
    -Immune to bleeding/poison. (No rupture here)
    -Get add fast but dont blow your cooldown on it. Save em when curator evocation.
    -CloS whenever possible to mitegrate some damages from add.
    -If your guild need arcane absorber, rogue is a perfect class. But it isnt necessary.
  • Shade of Aran
    -Make sure you kick Frost Bolt/Fire Bolt all the time kick is availiable. (No need to kick arcane since aran waste mana already when start casting arcane)
    -Deadly poison, rupture on him all the time to maximize damage.
    -CloS can remove slow debuff during arcane explosion.
    -Sprint can remove slow debuff as well.
    -Dont move or turn during flamewreath!, get in melee spot all the time to prevent unnecessary moving.
    -You wont get hit by blizzard.
    -Save CloS to use when Aran targetting you, or when you figure out that water elemental shooting at you.
    -Frost protection potion help during water elemental phase.
    -Use pots/HS immediately after Aran pyroblast. (If you have only one interuptor he will mostly go oom and do pyroblast)
  • Illhoof
    -Kill demon chain fast (Use "/target demon chain "macro)
    -Apply wound poison 5 stacks before he sacrifice help loads.
    -If you’re combat, your bladefurry can help killing add around illhoof fast.
    -CloS out of fire debuff from big elite imp if you get it. (But most likely not)
    -Stack rupture on him all the time too since he’s not immune to bleeding.
  • Netherspite
    -You can take green beam all phase or even blue beam. (Depend on raid leader to assign you or not)
    -If you’re beam taker, Dont use CloS or you cant take beam and get beam debuff.
    -CloS help during banish phase/portal phase. Use it whenever possible in portal phase. Use it when u’re about to get him by netherbreath during banish phase. (If you stand at his front you will get hit)
    -You can attack during banish phase. BUT dont attack him at his front, or you will get cleaves and die in a second. Some says dont attack at all in banish phase for safe side. Up to you.
  • Prince
    -Nothing but dps race.
    -Keep rupture/deadly at him all the time to max dps.
    -If you get emfeeble (1hp) run back to the group.
    -CloS can use to prevent shadow nova damage/knockback.
    -If your CloS is cooldown, and prince is casting shadownova, face your back on the wall so you will not knockback too far.
    -Use sprint as soon as u get knockback by shadownova to get urself in spot for maximum dps as soon as possible.
    -Use evasion in last phase if you’re getting hit by those flying axes.
    -CloS can prevent those fire AoE from fire elementals, but dont risk ^^.
  • Nightbane
    -Dps him at his side.
    -Dont ever go near his front or you will get hit by fire AoE.
    -Dont ever go near his tail either or you will get tail sweep.
    -Move out from Charing Earth fire AoE.
    -CloS can remove those fire debuff/dot if you get it.
    -Help party dpsing skeletons / stun during flying phase.
    -You can bladefurry all skeletons but be sure that you have evasion ready to blow. (or healer ready to heal you)
    -Stop dpsing 10sec before he land, vanish if you have to prevent agroing nightbane while he landing.
    -Basicly dps race.

Gruul’s Lair

  • Highking Maulgar
    -First you will start at Blindeye the priest. Interupt his healing at all cost. Wound poison will help in case your raid misinterupt him but deadly is the best bet. Just kill him fast.
    -Kigger has some knockback AoE, but not that hurt.
    -Dont even think to dps Krosh Firemage, just sit back and watch or start dpsing highking.
    -Watch out whirlwind from highking. Downloading bossmod help, just move away from him when whirlwind cooldown is about to finish.
    -All mobs here can be rupture/poison so keep them up all the time!
  • Gruul
    -CloS can remove slow debuff from Ground Slam. Save your CloS for this!, Very helpful. Once you get a hang of this you will never die during ground slam!
    -Spread out from your fellow melee dpser and tank.
    -Rupture/Deadly Poison him all the time.
    -Move away if you are in Cavein.
    -Dont overagro the second tank in agro list or you will get hit by hurtfulstrike.

Magtheridon’s Lair

  • Magtheridon
    -During Chaneller phase, you should pay close attention to interupt Dark Mending. Dont let them heal or you will most likely wipe the raid. (Deadly poison here since they shouldnt allow to heal at all!)
    -After that it’s just tank and spank. Hit magtheridon from the back (he has no tail sweep). Go near the cube and be ready to click when he’s about to cast (boss mod helps!) if you’re assigned.
    -Keep urself heal up around 32%, cause at 30% you will get hit 6k.
    -Avoid Cavein all period of fight, and things should be fine.

Serpentshrine Cavern

  • Hydross the Unstable
    - Right after MT goes in everyone DPS Hydross as hard as they can without pulling aggro. Nuke totally. This is the only phase where you can fight him without having to worry about adds. Pop CDs. Good to have shaman in group for Heroism/bloodlust. (And windfury ofc ;> )
    - When tank changes him into the poison position, STOP DPS. When he changes position he will change forms(cleansed-poisoned) and he resets aggro completely. Now that he have changed form he will spawn 4 adds. 2 Will be banished by warlocks, 2 will be tanked. Kill the 2 that’s getting tanked fast (they are stunable) . Once those 2 are dead you go on Hydross again and DPS him hard. When the 2 banished ones releases, the offtanks should pull them close to Hydross and then you pop blade flurry to dps Hydross and the adds at the same time. If blade flurry is not ready you just go on the adds until they are dead then move back to Hydross. MT will soon move him back into cleansed form. When he does that STOP DPS.
    - When Hydross enters his cleansed form a he will spawn 4 adds again. Same here. 2 Banished, 2 tanked. Exactly same as before.
    -
    Continue doing this and get him down before the enrage timer..

    Extra notes:
    -Try to stand spread out, he will do water tomb thingy.
    -Poisons are useless here, he’s immune. Try to get some sharpening stones.
    -You can use cloak of shadows to remove the debuff in poison form.

  • Lurker Below
    - Position yourself as far back from the MT as possible, you can dps from side / back, but when the sprout comes, you want to be exactly behind him
    - On sprout move in the right direction dps-ing him on the way (you can jump in the water to avoid sprout as well but you’re losing some dps time)
    - Be careful with your aggro, or you may die fast (less harmful to raid) or start the sprout in the wrong place (not on the MT) and screw your raid completely. His aggro doesn’t reset because of submerge.
    - Avoid whirls - back off a few secs before it comes, then run in and go on nuking
    - On submerge - dps melee ads after the tank gets them, number of them depends on the tactic your guild uses (we keep 2 sheeped), usually you should have time to help on ranged ads on the platform if needed, after the melee one is down.
    - Rinse and repeat until he’s dead
  • Morogrim Tidewalker
    -
    One of the most boring fights for the rogue, pretty straightforward, but there are some things you should be aware of
    dps the boss away from the murlock path (so your blade flurry won’t get any on your back)
    - Try to save your healing pots / healthstones for watery graves, so you can get back into fight quickly
    - Watch your hp, if you’re not healed after earthquakes, take care of it yourself
    - When watery graves are no more, hug the wall and dps him (this should get you out of the way of wandering bubbles)
  • Fanthom Lord Karathress
    - 1st of all, make a macro:
    /target spitfire totem
    - Whenever the shaman drops the totem, drop whatever you’re doing and go nuke it asap
    - Ads should go down fast, so do your best
    - We kill them in the hunter - shaman - priest order
    - After the 2 ads are down (hunter and shaman), make sure the pet also dies, then proceed to the priest
    - Watch her heals, help to interrupt if needed (there should be a person assigned to that earlier though)
    - Watch your health, she can get you in trouble, use Clos everytime you’re low on hp and run out and bandage
    - Try to save all your healing consumables for the boss, you can’t expect much healing on him
    - When the priest is down, go all out on boss (trinkets, cooldowns etc), try to stay alive as long as possible, Clos helps a lot here if is used well
  • Leotheras the Blind
    - You can ignore the ads before the fight, it may get unlucky and you get mind blasted, no reason for risking, you won’t die but its just stupid to lose lots of hp before the fight begins :)
    -
    General tip for the fight - stay spread
    - He starts in human phase, give tank a few secs then start nuking, I usually don’t bother with s&d at this phase, the whirlwinds just come too fast to use it, just ss / evis or whatever you do, DO NOT put any dot on him
    - Watch the timer for whirlwind, about 5 sec before it starts run out and get some distance (standing near the place where the boss is before the pull usually works for me)
    - If you get WW debuff on you, you’re probably toast, unless some nice healer saves your behind :)
    - After ww give the tank a few sec and nuke again
    - Try to get as much cp stacked on him as possible before the demon phase, when he turns into demon pop up Clos (just in case, to avoid the fire thingy), position yourself behind him, wait for tank to grab some aggro, use your saved combo points for s&d and go all out - this is the time when you deal the most dmg to the boss, so use it. If you get the inner demon, you should get rid of it very quickly
    - Rinse and repeat until 15%
    - When he splits, demon should be tanked away and pose no threat to you, but whirlwinds will be a pain. since its a race with time at this stage, try to stay alive and do whatever dmg you can. Popping AR and evasion is also a good idea, use everything you have to nuke him down as fast as possible
  • Lady Vashj
    Phase 1
    - Dps her as every other boss, don’t worry if she roots you (you may use vanish or imp sprint if you want, it doesn’t change much though), DO NOT use Clos on the roots in any case
    - Be very aware of the static charges if you get one use Clos on it asap and go on dps-ing, if you get it again - curse your bad luck, run away from other raid members and accept the healing
    Phase 2
    - This part of the fight is all about control
    - If you’re on the tainted elemental duty, watch the timer on tainted, help your group out with killing elementals, when you spot a tainted elemental kill it ASAP (it despawns quickly, so be fast) and throw the core to the assigned person on your side
    - Avoid getting into the strider, watch your surroundings, no1 should die in this phase, so if some1 does, be happy its not you (taking a blame for a wipe is not what you want)
    - If you’re on the naga, just dps them down as fast as possible, remember to stay behind them, they have a nasty cleave
    - Save your healing consumables for phase 3, you’ll need it
    Phase 3
    - Its basically the same as phase 1 with the addition of spore bats, which put a sort of "enrage timer" on the fight. DPS the boss, be aware of the static charges (ppl tend to forget about it), be fast with getting out of the green stuff on the ground, do everything to stay alive
    Go all out on the boss, vanish if needed to drop aggro, you want her dead as fast as possible
    - When she dies, pray for the loot :)

Tempest Keep: The Eye

  • Void Reaver
    - Ok for the start - ppl call him "Loot Reaver" for a reason, since this guy is basically free loot
    - Unfortunately the fight is one of the "legendary" anti-melee encounters, just in theory, but a lot of raid leaders just starting 25man raiding will whine and cry about that, so there’s your chance to prove them that they’re wrong :)
    - There are some things you have to be aware of:
    1st - pounding. does dmg to everyone in melee range every 12 secs for 5 sec (iirc), its approximately 1.2k per tick. there are 2 ways to deal with it. 1st one is just take it the hard way, and get healers assigned to melee dps, its actually the best method to nuke him down fast, but for many guilds attempting him for the first time this may not be an option. 2nd way is to stay just on max of his melee range (which is quite huge) and when pounding comes, just take a step back
    also make good use of Clos, if you’re doing the step-back way, its good to give you the chance to blow your cooldowns without losing half of their duration by running out. if you just stay in, its a good support if you’re low on health and want to give your healers some time
    2nd - arcane orbs. if you’re always in and taking pounding, you have nothing to worry about (unless you get very unlucky), if you run out, there’s a slight chance that it targets you - if that occurs, just run a few yards away from it, its not going to chase you, it will just come to the place where you stood while targetted and explode
    - Watch your aggro and be careful not to overnuke, use vanish whenever needed
    - If you do the encounter with staying in for the whole duration, you should shine on dps meters (top 5 should be guaranteed)
    - He drops t5 shoulders (which are really medicore imo) and a nice class trinket
  • Al’ar
    - A fun encounter, but you have to be aware of what’s going on all the time in phase 2
    - Phase 1 is very simple, you don’t even touch the boss, instead you kill the adds he spawns, one by one, they should be tanked in the corner. you have to remember that ads explode when they die, dealing significant damage and throwing you back for a huge distance. you can either make a Clos rotation with other rogues, and save combo points for when the add is at 10-8%, then pop up clos and nuke it down, or just all run out and finish it off from distance
    - Phase 2 - you dps the boss. he will start from the ground, then occasionally fly up and turn into a meteor and hit the ground again, then rise up from the flames, spread out during this ability. after he reappears, he will summon two phoenix adds (same as in phase 1) which should be tanked near the wall. another thing he does is flame patch, and this one is very nasty - he casts a fiery "ring" on the ground (its an instant cast), everyone within the area of the ring will take massive fire damage, you have to be very fast and run out, or you’ll die. the room is big enough to move freely, but you have to be aware of the flame patches, they’re your main enemy. also, you want to kill him relatively fast, or you will get too many ads (unless your guild uses the tactic with killing the adds, mine didn’t, we just offtanked them and killed them after the boss was dead). use your dps cooldowns whenever they’re ready, use clos for flame patch if you suddenly get in trouble.
  • High Astromancer Solarian
    - A very dpsintensive encounter, one of my favourite, its relatively easy though
    - Since Blizzard announced that her abilities will be totally reworked, these tips may not be valid soon, but for now they shoud be ok
    - She will be tanked where she stands, in the middle of the room. nuke her down, do whatever you can, this is a dps race. you have to nuke her into void form as fast as possible (that is - take her down to 20%), the longer the fight takes, the harder it gets
    - Things that bother you are: arcane missles (massive arcane damage, she targets one person and nukes him, you can Clos out of it, but you have to be very fast) and wrath of the astromancer - a dot on one person, which stays for 8 secs, deals 600 dmg every 2 sec and then skip to another nearby player when the duration ends - we had 2 warriors with stacked AR gear standing away from the rest of the raid, when you get it, run to them and "give" them the debuff, then go back dps-ing (you can’t clos out of it)
    - She has 3 phases
    Phase 1 is humanoid form, abilities described above
    Phase 2 - she teleports to the middle of the room, then after 10 seconds she disappears and opens 3 teleports (beams of white light). mobs will spawn from that teleports, 1st melee ones, these are tanked by using demo shout, then 2 priest adds and solarian will come out. your job in this phase is to interrupt the priests - they will try to heal the boss (they also cast smite, ignore it). priests are also stunnable, do everything you can to not let them heal the boss. DO NOT run to the beams straight away, wait for the adds to be gathered for aoe or you may end up with some of them chasing you. you will have enough time to wait for all the adds to be gathered and then move to the beams. after the priests are down, go back on the boss
    Phase 3 - she turns into a giant voidwalker. nothing fancy, just tank and spank, if you got her to this phase, you already killed her, she just doesn’t realise it yet :-)
  • Kael’thas Sunstrider
    - This is the one of the best encounters I’ve seen in the game so far, its very challenging and complicated, but its also a lot of fun. If you got that far, be ready for serious amount of wipes, the learning process is very long and painful, but also very rewarding
    - Because of the complexivity of the fight I will not go into full details, and just leave some general tips for our role during the fight
    - This fight is all about control, you have your roles to fulfil, so does everyone else in the raid, the key to winning is perfect execution
    Phase 1
    -
    You fight 4 Kael’s advisors, they come 1 by 1. The key is to kill them in designated parts of the room, since they all come back in phase 3, and if killed randomly, they may cause a lot of trouble
    1st is Thaladred - works like Buru in AQ20, sets his gaze on 1 person and follows him. Do not melee him under any circumstances, if he gazes at you, you’re done. Let the ranged get him down, try to plan ahead where you move if he’d put the gaze on you
    2nd is Sanguinar - nothing special , just tank and spank
    3rd is Capernian - Stay away from her! Find yourself a nice and cozy spot on the other side of the room, so you won’t get any stupid ideas like throwing knives at her, and wait for ranged to get her down
    4th and last is Telonicus - pretty much tank and spank as well, but with a little twist, he will cast a debuff (remote toy) on random players, it works just like on Chromaggus in BWL, stunning you every few seconds, you can use clos to remove the debuff. he also casts bombs which deal significant damage, so just wait for the tank to get him into final tanking position, then nuke him down.
    - Phase 1 doesn’t have a timer, you can take it easy and position the adds around the room. when the last add is down, phase 2 starts
    Phase 2
    - Kael will summon weapons which you need to nuke down, you will also use them later on during the encounter. These weapons are - staff, dagger, sword, shield, bow, mace and axe. Bow will be killed by ranged, axe should be offtanked far away because of the cleaves, rest should be gathered in the middle of the room and aoe’d. One rogue will get a mace duty - interrupt heals. All weapons are stunnable
    - Blow all your dps cooldowns to get weapons down asap, use blade flurry + AR to help with aoe
    - Things to look for - staff: casts frostbolts, you should interrupt that to help the tank get it faster into the aoe zone; mace: heals (as above), sword can be stunned since it does nasty stuff to the tank, but most of the time you’ll just nuke it down asap. Shield: deals dmg to everyone not behind it, so you really want to position yourself (its about 1k per tick). You want to dps as much weapons down as possible, if you end up with shield and axe up on phase 3, you’re good. remember to pick up the sword and the dagger (weapons despawn 1 min after killed, so don’t miss them)
    Sword will give you a haste and run speed increase effect (chance on hit, very high procrate), dagger puts a debuff on the target, it increases magical dmg taken by 5% (stacks up to 5 times) and also frees players from Mind Control, I’ll describe the use of it later
    Phase 3
    - In this phase all 4 adds will get up at once, the raid has to control them and kill them one by one as fast as possible. after you finish off the shield, go dps Thelonicus, be aware that Thaladred may put the gaze on you. one of the rogues should run after Thaladred and shiv him with the dagger to keep the debuff up. its convenient to kill Thaladred 1st, then all raid should go on Thelonicus (he drops really fast), if you have time - go dps Sanguinar, about 15 sec before phase 4 starts move to Kael and get read.
    Phase 4
    - Finally you fight Kael himself. the raid should finish off 2 remaining adds and the axe, a hunter should kite the phoenixes around the room, ranged should dps the eggs the phoenix leaves - all these are none of your concern though, you’ll have some other things to worry about.
    one rogue should be on Mind Control duty, whenever some1 close to you gets mind controlled, use the dagger (shiv) to free him, do not use other abilities or you might nuke down a raid member (unless you have a really good explanation to do so…:D )
    at least 2 rogues should stay on Kael full time and interrupt his fireballs, make a kicking rotation, a macro really helps here
    every minute he will put a shock barrier, it lasts 10 sec, and has about 80k "hp", while its up, you cannot interrupt the spells Kael is casting - he will cast Pyroblasts, dealing massive dmg to the tank, each cast takes 4 sec, he will cast 3 of them, we used the tactic to ignore the 1st 2 pyros and interrupt the 3rd - if you don’t interrupt the 3rd pyro, its a wipe, so be sure to do it
    keep in mind that Kael is immune to taunt, so until all ads are killed by the raid, just interrupt his spells and auto - attack, giving the tank lots of time to build aggro for an all-out nuking later on
    - He also occasionally casts arcane blast - a 2k aoe spell, nothing to worry about, if the buff from the staff is applied correctly you will avoind the disorient effect, if not, you’ll probably wipe
    he also casts a "fiery zone" on the ground, the place where he casts it is random, but he may cast it where you stand, if that happends run out ASAP or you’ll die instantly
    - When all the adds are down, go all out on the boss to get him to 50% asap, keep in mind that you still have to interrupt his spells
    Phase 5
    - When you get him to 50%, phase 5 will start. if you have most of the raid alive up to this stage, its pretty much a kill. he stops casting pyroblasts (still casts the shield though, just ignore it) he still casts fireballs which you need to interrupt. he also stops mind controlling people. about every 1-1.5 minute he will cast gravity lapse - you will "swim" in the air for 30 sec, stay away from the boss during that time (he does heavy damage to ppl close to him) and close to the ground, but do not land or you’ll get thrown into the air. Do not go too high, or you will take fall dmg when gravity lapse ends. after about 2-3 lapses he should be dead, and you’ll be one step closer to Black Temple. Gratz :)

 

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Which is the best race for Rogue?

April 9th, 2008 by GoldWiki

Choosing the Race for your Rogue

Alliance

  • Dwarves

The stoic dwarves of Ironforge are an ancient race of robust humanoids who live beneath the snow-capped mountains of Khaz Modan. The Dwarves have always been fast allies with the Humans, and they revel in the prospects of battle and storytelling alike. In past ages, the Dwarves rarely left the safety of their mountain fortresses.
However, whenever the call to battle sounded, they rose up to defend their friends and allies with unmatched courage and valor. Due to a recent discovery that uncovered fragments of their ancient origins, the Dwarves have undergone a remarkable transformation. The discovery convinced the Dwarves that the mighty Titans created them from stone when the world was young. They feel that their destiny is now to search the world over for more signs and proof of their enchanted heritage and to rediscover the Titans’ hidden legacies. To this end, the Dwarves have sent out their Prospectors to all ends of the world in the hopes of discovering new insight into their shrouded past.
These journeys led to Dwarven excavation sites all over the known world, some of which serve as outposts and some of which serve as potential hunting grounds for enemies of the Dwarven race.

Start Location: Dun Morogh
Home City: Ironforge
Racial Mount: Rams

Starting Stats:
23 Strength, 19 Agility, 24 Stamina, 19 Intellect, 19 Spirit, 40 Armor, 85 Health

Racials:

  • Stoneform - active
    While active, grants immunity to Bleed, Poison, and Disease effects. In addition, Armor increases by 10%.
    Lasts 8 sec. - 3 min cooldown

This racial for a rogue can be very, very nice. It basically lets you remove bleed effects and poisons at your own whim, including enemy rogue Blind while blinded. This allows you to remove things such as Rupture, Deep Wounds and Rend in order to restealth without worrying about being brought out by the DoT damage. Also helps clear Devouring Plauge.

  • Gun Specialization - passive
    Dwarves get +5 to Gun Skill

    This is pretty much an irrelevant racial for you as a Rogue.

  • Frost Resistance - passive
    All Dwarves get +10 Frost Resistance

    Not a huge deal, since 10 Resistance isn’t much, however its a microscopical advantage against Hunters traps and Mages.

  • Treasure Finding - passive
    Activate to see treasure chests on mini map - lasts until canceled - no cooldown

    Finding treasure! Its a cute thing to have indeed, but nothing to base your race choice on.

 

  • Gnomes

The eccentric, often brilliant Gnomes are one of the most peculiar races of the world. With their obsession for developing radical new technologies and constructing marvels of mind-bending engineering, it’s a wonder that any Gnomes have survived to propagate the species.
Thriving within the wondrous techno-city of Gnomeregan, the Gnomes shared the resources of the forested Dun Morogh Peaks with their Dwarven cousins. Though the dwarves of Ironforge also have a propensity for technology and engineering, it is the gnomes who provide the critical, visionary designs for most of the dwarves’ weapons and steam vehicles.
The Gnomes served the Alliance well during the Second War, but strangely, they refused to send any personnel to aid their allies during the Burning Legion’s recent invasion. Though their designs helped turn the tide against the Legion, the Dwarves and Humans were shocked by the Gnomes’ decision to withhold their courageous troops and pilots.
When the war ended, the Alliance discovered the reason for the Gnomes’ sudden withdrawal. Apparently, an ancient, barbaric menace had risen from the bowels of the earth and invaded Gnomeregan. Knowing that their allies’ priority was defeating the Burning Legion, the Gnomes decided to make their stand alone. Though they fought valiantly to save their beloved city, Gnomeregan was irrevocably lost.
Nearly half of the Gnomish race was wiped out during the fall of Gnomeregan. The ragged Gnomes that survived fled to the safety of the Dwarves’ stronghold of Ironforge. Committed once again to the Alliance’s cause, the Gnomes spend their time devising strategies and weapons that will help them retake their ravaged city and build a brighter future for their people.

Start Location: Dun Morogh
Home City: Ironforge
Racial Mount: Mechanostrider

Starting Stats:
16 Strength, 26 Agility, 20 Stamina, 24 Intellect, 20 Spirit, 54 Armor, 45 Health

Racials:

  • Escape Artist - active
    Activate to break out of a Root or Snare effect - Instant
    cast - 1 min cooldown

    This racial is a powerhouse. It removes, among other things, Hamstring, Crippling poison, Wingclip, Frost Nova and Frostbolt slowing effect. For a rogue, this racial is very strong, meaning that you can save your vanish/clos/impsprint for a later time instead of using it on a slow.

  • Expansive Mind - passive
    Increase Intelligence by 5%

    For a rogue, this is pretty much an irrelevant racial.

  • Arcane Resistance - passive
    All Gnomes get +10 Arcane Resistance

    Microscopical chance of resisting that dreadful Sheep! Very ignoreable racial.

  • Technologist - passive
    15 skill bonus to Engineering

    Well if you are an engineer, you stay 15 points ahead. Nothing special here either.

 

  • Humans

The Humans of Stormwind are a resilient breed, having survived an invasion by the savage Orcs during the First War. During the Second War, the armies of Stormwind rallied with the Alliance to reclaim their homeland of Azeroth. After the success of the Second War, Stormwind was rebuilt and Human civilization began to flourish once again throughout the southlands. With the recent invasion of the Burning Legion - which left the northern kingdom of Lordaeron in ruins - Stormwind now stands as the last bastion of human civilization. Following the heroic examples of the legendary Sir Lothar and King Llane, the defenders of Stormwind are considered to be among the fiercest warriors in the land. They stand resolute in their charge to maintain the honor and might of humanity in an ever-darkening world.

Start Location: Elwynn Forest
Home City: Stormwind
Racial Mount: Horses

Starting Stats:
21 Strength, 23 Agility, 21 Stamina, 20 Intellect, 21 Spirit, 48 Armor, 55 Health

Racials:

  • Perception - active
    Activate to dramatically increase stealth detection - Lasts 20 sec - 3 min cooldown

    This is a nice talent for when you enter locations where you suspect stealthers would be, like for instance around nodes in Battlegrounds, or in Arenas. And as a rogue, you remain stealthed while using it, making you detect them, but staying undetected yourself.

  • The Human Spirit - passive
    Increase Spirit by 5%

    Not a big deal for a rogue, it does help the health regen a tiny bit. Nothing noticeable.

  • Diplomacy - passive
    10% bonus to faction point gain

    This is a great racial no matter your class selection. Reputation gain is quite important in this game, as it leads to great rewards most of the time. Definately a worthy racial.

  • Sword Specialization - passive
    Humans get +5 to Sword skill
  • Mace Specialization - passive
    Humans get +5 to Mace skill

    Both of these used to be very strong, until Weapon Skill was changed. Nowadays this racial, while being a small boost in PvE, isn’t as strong as it once was.

 

  • Night Elves

The reclusive Night Elves were the first race to awaken in the World of Warcraft. These shadowy, immortal beings were the first to study magic and let it loose throughout the world nearly ten thousand years before Warcraft I. The Night Elves’ reckless use of magic drew the Burning Legion into the world and led to a catastrophic war between the two titanic races. The Night Elves barely managed to banish the Legion from the world, but their wondrous homeland was shattered and drowned by the sea.
Until recently, the Night Elves closed themselves off from the rest of the world and remained hidden atop their holy mountain of Hyjal for many thousands of years. The Legion’s invasion brought the Night Elves out of their long period of slumber. They now have renewed interest in shaping the world, and for the first time are allying themselves with other races to insure the continued survival of Azeroth.
As a race, Night Elves are typically honorable and just, but they are very distrusting of the ‘lesser races’ of the world. They are nocturnal by nature and their shadowy powers often elicit the same distrust that they have for their mortal neighbors.

Start Location: Teldrassil
Home City: Darnassus
Racial Mount: Nightsabers

Starting Stats:
18 Strength, 28 Agility, 20 Stamina, 20 Intellect, 20 Spirit, 58 Armor, 45 Health

Racials:

  • Shadowmeld - active
    Activate while immobile and out of combat to enter stealth mode - lasts until canceled - no cooldown

    For a rogue, this actually double as a passive +1 Stealth level racial. To put this into perspective for you, 1 talent point in Master of Deception equals 3 points of Stealth, while this racial grants you 5 points of Stealth. In addition, Shadowmeld can be used in its active form to stealth prematurely while waiting for your Stealth cooldown.

  • Quickness - passive
    Dodge chance increased by 1%

    Very insignificant racial, but nice none the less. Dodge is always a nice thing to have.

  • Wisp Spirit - passive
    Become a wisp when dead with movement speed increase of 50% (25% faster than normal ghost)

    Very very soothing when youre wiping on a boss in an instance alot and have to corpserun, and while PvPing to get a headstart over others for resurrecting.

  • Nature Resistance - passive
    All Night Elves get +10 Nature Resistance

    As all the other Resistance talents, the protection it grants at lvl 70 is minimal.

 

Horde

  • Blood Elves

For nearly seven thousand years, the high elves cultivated a shining magical kingdom deep within the forests of northern Lordaeron. But five years ago, the undead Scourge invaded Quel’Thalas and drove the elves to the brink of extinction. Led by the evil death knight Arthas, the Scourge destroyed the mystical Sunwell, thereby severing the elves from the source of their arcane power. Though the scars of that conflict are evident, the remaining elves have banded together and retaken much of their homeland. Calling themselves "blood elves", these grim survivors are committed to regaining the vast powers they once commanded.
Inspired by the leadership of their beloved prince, Kael’thas Sunstrider, the blood elves now seek out new sources of arcane magic and the means of defending their land against the undying horrors of the Scourge.

Start Location: Eversong Forest
Home City: Silvermoon City
Racial Mount: Hawkstrider

Starting Stats:
18 Strength, 25 Agility, 19 Stamina, 24 Intellect, 19 Spirit, 54 Armor, 100 Health

Racials:

Arcane Affinity - passive
Enchanting skill increased by 10.

Obviously only beneficial if you are an enchanter.

  • Arcane Torrent - active - (Hunters/Paladins/Mages/Priests/Warlocks only)
    Silences all enemies within 8 yards for 2 sec. In addition, you gain 5 + 1/Level Mana restored per Mana Tap charge currently affecting you - Instant - 2 min cooldown.

    This obviously does not apply to you as a rogue.

  • Arcane Torrent - active - (Rogue only)
    Silences all enemies within 8 yards for 2 sec. In addition, you gain 10 Energy for each Mana Tap charge currently affecting you - Instant - 2 min cooldown.

    This is, as it says, an instant AOE silence effect. Used properly this can be VERY powerful. There is no Deathcoil if the Warlock is silenced. Very nice racial, especially if you take the time to Mana Tap for the energyboost it grants you.

  • Magic Resistance - passive
    All resistances increased by 5.

    I can only repeat myself here: resist racials have no real impact due to the small boost they give.

  • Mana Tap - active
    Reduces target’s mana by 51 and charges you with Arcane energy for 10 min. This effect stacks up to 3 times. Amount of mana reduced is 50 + 1/Level - 30 yd range - Instant - 30 sec cooldown.

    Obviously a nice way to stack for the energygain given once you release the Mana Taps during Arcane Torrent.

 

  • Orcs

The savage, green-skinned Orcs are one of the most prolific races of Azeroth. They are commonly believed to be brutal and mindless, possessing no humanity or empathy for other races. Born on the hellish world of Draenor, the Orcs were brought into the kingdom of Stormwind through the dimensional gateway known as the Dark Portal and manipulated into waging war on the Humans.
Although few are aware of their history, the Orcs once cultivated a noble, Shamanistic society on the world of Draenor. Tragically, the proud Orc clans were corrupted by the Burning Legion and used as pawns in the Legion’s invasion of Azeroth. The Orcs managed to rebel, however, and they were ultimately able to help turn the tide against their demon masters.
Led by the young Warchief, Thrall, the Orcs have reclaimed their strength and honor. Now, the Orcs stand ready to fight not for the sake of conquest, but for their right to survive in their adopted world.

Start Location: Durotar
Home City: Orgrimmar
Racial Mount: Wolves

Starting Stats:
24 Strength, 20 Agility, 23 Stamina, 17 Intellect, 23 Spirit, 42 Armor, 75 Health

Racials:

  • Blood Fury - active
    This one… is nice. It basically lets you powerup your attacks without needing a trinket for it. For a rogue, this is a very nice racial indeed.
  • Hardiness - passive
    25% resistance to stun and knockout effects.

    Now this is yet another great racial. 25% chance to resist stun effects makes other rogues cry in their sleep, makes Paladins find their happy place, and makes you feel like making love explosion in pants. Very cute racial, this is, especially if you combine it with the talent Nerves of Steel in the Combat tree, boosting the resist by yet another 10%.

  • Command - passive
    Pet melee damage increased by 5%.

    Well as a rogue, you don’t have a pet. Useless for you.

  • Axe Specialization - passive
    Orcs get +5 to Axe skill.

    Since rogues can’t use axes, this is also an ignorable racial.

 

  • Trolls

The vicious Jungle Trolls, who populate the numerous islands of the South Seas, are renowned for their cruelty and dark mysticism. Barbarous and superstitious, the wily Trolls carry a seething hatred for all other races.
One tribe, however, was forced to overcome its prejudices when it encountered the Orc Warchief, Thrall, and his mighty Horde. The Trolls of the Darkspear tribe, long since exiled from their ancestral lands in Stranglethorn Vale, were nearly destroyed by a band of aquatic Murlocs, but Thrall and the Horde managed to save them. In return the grateful Trolls swore an oath of eternal allegiance to the Horde.
Led by the cunning Shadow Hunter, Vol’jin, the Darkspear Trolls now make their home in Durotar along with their Orcish allies. Their village, named after their fallen tribal elder, Sen’jin, lies along the eastern coast of the harsh, rocky land. The Darkspear tribe also occupies tracks within the nearby jungles of the Echo Isles.
As part of the Horde, the Trolls have extended their loyalty to the mighty Tauren, but they have little trust for the manipulative Forsaken, whom they believe will visit only misery and strife upon their allies.

Start Location: Durotar
Home City: Orgrimmar
Racial Mount: Raptors

Starting Stats:
22 Strength, 25 Agility, 22 Stamina, 16 Intellect, 21 Spirit, 49 Armor, 52 Health

Racials:

  • Berserking - active
    Increases your attack speed by 10% to 30%. At full health the speed increase is 10% with a greater effect up to 30% if you are badly hurt when you activate Berserking. Lasts 10 sec.

    This is a cool racialfor a rogue, as it basically ups your DPS by quite a bit. While strongest for PvE, it has its undeniable use in PvP as well.

  • Regeneration - passive
    10% health regen bonus, 10% active in combat

    Regenerating health in combat can be a lifesaver, allthough mostly insignificant, in longer fights, regenerating could prove to be valuable.

  • Beast Slaying - passive
    5% damage bonus to Beasts

    Well… the cool thing about this is that you get a 5% damage bonus to Druids in beastforms :P . Other than that, its fairly insignificant.

  • Throwing Weapon Specialization - passive
    +5 to Throwing Weapon skill

    Very little use for this racial, as it grants nothing in PvP and ridicolously little in PvE unless you Deadly Throw a LOT .

  • Bow Specialization - passive
    +5 to Bow Weapon Skills

    Same as the previous skill, fairly useless.

  • Undead

Having broken free from the tyrannical rule of the Lich King, a renegade group of undead seek to retain their own free will while destroying all those who oppose them. Known as the Forsaken, this group is dedicated to serving its leader, the banshee queen Sylvanas Windrunner. These dark warriors have established a secret stronghold beneath the ruins of Lordaeron’s former capital city. Situated deep beneath the cursed Tirisfal Glades, the labyrinthine Undercity is a sprawling bastion of evil. Within its shadowy confines, Sylvanas’ royal apothecaries scramble to develop a devastating new plague - one which will not only eradicate their hated Scourge rivals, but the rest of humanity as well.
To further their dark aims, the Forsaken have entered into an alliance of convenience with the primitive, brutish races of the Horde. Holding no real loyalty for their newfound comrades, the Forsaken have duped them into fighting against their common enemy - the Lich King. Only time will tell how these disciples of doom will fare in their mission of vengeance.

Start Location: Tirisfal Glades
Home City: Undercity
Racial Mount: Skeletal Horse

Starting Stats:
20 Strength, 21 Agility, 22 Stamina, 18 Intellect, 25 Spirit, 44 Armor, 65 Health

  • Will of the Forsaken - active
    Activate to become immune to Fear, Sleep, and Charm effects. Can also be used while already afflicted by Fear or Sleep - lasts 5 sec - 2 min cooldown

    This racial is very strong, en par with Escape Artist for a Rogue. This basically lets you pre-emptively discard an enemy fear/charm if you know its coming. Lets say a Warlock tries to break your lockdown with a Seduce, and you see it coming. If you use Will of the Forsaken before it lands, you can carry out your lockdown sequence uninterrupted. As it also works during the Fear/Sleep/Charm, meaning you can also use it much like the PvP trinket by breaking the effect while under it.

  • Cannibalize - active
    Activate to regenerate 7% of total health every 2 sec. by consuming Humanoid or Undead corpses within 5 yds - lasts 10 sec - 2 min cooldown

    This talent is awesome. If your bandage is on cooldown and there is a corpse nearby (skeleton or fleshy), you can Cannibalize it for health. Very nice racial for PvP and solo PvE grinding, allthough slightly situational for both purposes. This talent benefits from the Quick Recovery talent in Assassination.

  • Underwater Breathing - passive
    Underwater breath lasts 300% longer than normal

    This is… not exactly a groundbreaking racial, but its not totally useless either. Its handy for certain situations, and definately beats racials such as Gun Specialization.

  • Shadow Resistance - passive
    All Undead get +10 Shadow Resistance

    Again, resistance racials have an ignoreable impact on the game.

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Warrior Leveling Talent Builds

March 3rd, 2008 by GoldWiki

Warrior Leveling Talent Builds

 

Glad that you decided to roll a warrior. Warrior class doesn’t suit everyone, because the first 40 levels are a little bit boring, you have to respec your talents often and we need very good gear, to be very good in something.
I’ve decided that this is a good thing, because a well geared warrior will by pass some classes in soloing for example with strong gear because all warrior’s damage in mana free, warrior’s have high armor and warriors can interupt spell casting. Caster classes have to balance their spell casting in order to stop themselves from using all their mana quickly while a warrior can keep on pushing forward, until bandaging. (Affiliction warlock? Yeah i know..)

GET STATS IN THIS ORDER: Strenght > Stamina > Agility. Easy, simple, and fun. Most of your damage comes from auto attack so strenght is the most important stat. Don’t be left on too low health either. Agility weights more with Deep arms build which i will talk a lot more soon, because your crits make your targets to bleed as well.

10-20:

Quests: Your defensive stance quest begings from the warrior trainer at once when you are level 10. You must complete it, and it’s not a long quest or even hard.

Talents: Depends on what is your style. 3 different types of specs i am using in this guide are: Deep arms, Dual Wied fury and 2-handed fury. With both deep arms and 2-handed fury look for yourself a fast 2-handed weapon. With DW, the weapon speed doesn’t matter much, but slow main-hander is better for whirlwind for example.
For start you will use what you got. You won’t learn DW until level 20, and DW isn’t a very good choise before you get it improve with talents. So stick with 2-handers for now.
DEEP ARMS: (You will repsec at level 40 for Mortal strike, so more crit is better for now)
http://www.wowhead.com/?talent=LGZV
FURY (recommended):
http://www.wowhead.com/?talent=LZVV
(Unbridled wrath can proc on heroic strikes and cleaves as well, making it the best of t2)

TIP: Collect intellect gear while you are questing, because you will face sitsuations when you’ll have to level your weapon skill. Intellect helps in this task, a lot. And if you have to level 2-handed mace skill for example, check AH for a faster 2-handed mace. If you have a one-handed weapon to level, use dual wield. Always spam hamstring.

20-30:

Talents:

Just a few words for those now.. Since this guide has been written long before 2.3 changed some parts of the talent trees some info here might sound a little bit odd. Speaking of level 10-60 levels in here: Arms is for those who don’t know nothing about anything, and that think it’s the best tree to pick.. They are wrong! 2-handed fury, with a very fast 2-hander is a lot better, but i do understand arms warriors because they maybe want to do some PvP every now and then. Deathwish and Mortal strike are in there.

What makes 2-handed fury so wonderful it’s the fact that your attacks usually also hit the target and you can have a stronger spec earlier on, before DW fury passes 2-handed fury at some point deep in the tree. But if you do spec DW now, you also have to fight against mobs 2-3 levels lower than you to make most attacks hit the target.

Deep Arms:

http://www.wowhead.com/?talent=LAMZV

Improved charge is a filler, so you can put those points elsewhere if you want… I know that some low level warriors like rend, the downside is that you must use talents to buff it up, and even then rend damage stays too low. Avoid like plague! If you are a "cleaver grinder" imp. thunder clap is much better.

DW Fury:

http://www.wowhead.com/?talent=LZVVzmx

Another alternative for Commanding presence is imp. Cleave. You can live without Piercing Howl too, but it gives a lot for only one talent point. Can be used as an escape tool for instance.

2-handed Fury:
http://www.wowhead.com/?talent=LZVVzm0x

The idea on this 2-handed fury is, that you save points when you don’t have to take imp. dual wield. Besides you don’t need as much hit rating either.

30-40:

Time for berserker stance quest! Pick it up from the trainer and go to isles west of The Barrens. The quest is easy if you bring a potion and good bandages along. Renember to use your retallion. I won’t spoil the fun, by telling more details.

http://wow.allakhazam.com/db/quest.html?wquest=1792

Here are 3 of the most famous weapons in our warrior community. This is going to take some time if you decide to solo. The trolls you have to kill are around 30-39 levelled in Stranglethorn Vale. The elementals you have to kill are around level 37-39. Liferoots can be bought from AH. When you have these, go back to Alterac and speak with the troll again. Now you have to face a level 40 elite mob, which can be killed by 2 people or you can ask some high levelled player. They will help for sure.
Pick the mace if, you you have followed my Deep arms talent spec. Axe, if you haven’t and you are poleaxe specced. Sword, if you are 2-handed fury. I chose the mace. Most people take the axe.

Talents:

Deep-arms:
http://www.wowhead.com/?talent=LAM0dAroZV

DW-fury:
http://www.wowhead.com/?talent=LZVVzmxxoV

2-handed-fury:
http://www.wowhead.com/?talent=LZVVdm0goV

40-50:

Quests: Well there isn’t any, which is nice for a change.

Talents:

Arms respec this:
http://www.wowhead.com/?talent=LVMcdAioz0dZVM

DW-Fury should look like this:
http://www.wowhead.com/?talent=LZVVzmxxoVuV

2-handed Fury looks like this:
http://www.wowhead.com/?talent=LZVVzV0gkquV

Around some level 50 or so you should drop 2-handed fury and spec either arms or DW_fury because those specs have more crit.

50-Outland:

What level do I have to be to enter the Outlands and when should I go there?

You need to be level 58 to enter the Outlands and should (IMO) go there pretty much as soon as possible. If you find mobs too difficult at 58, get to 60 in Azeroth before moving on.

How hard are the BC mobs?

The mobs you’ll encounter in the first zone, Hellfire Peninsula, are as hard as any lvl 60 mob in Azeroth. I’ve heard of people stacking up on healing potions - you won’t need that. But you should try to bring some food/bandages since you’ll see some downtime.

Thunderclap and demo shout are very useful here - a good idea would be to get imp. thunderclap if you’re arms-specced.

As you level up, you’ll start fighting mobs with more hp, armor and dps. Some of them also have pretty nasty special abilities, so always have a finger on the pummel/shield bash key. Well, maybe not always, but you get the idea.

How long will my current items last?

I’d say the magic number is level 65. At that point you might start seeing blue items of quality equal to or better than rank 14 weapons and similar gear. The rank 12-13 gear will last quite a while, mostly because it has high stamina which is a good thing, what with most upgrades in BC being stamina-related and all.

Some of your gear (tier 3 in particular) will last a bit into level 70 but you will obtain some very nice tank gear prior to that (legs with 60+ stamina, for instance). AQ-gear will last quite a long time as well - tier 2 less so, then tier 1 and least of all level 60 blue and green items. Scroll down a bit and you can see the kind of gear you can expect to get at lvl 60-62.

Can I grind XP or do I have to quest?

You can indeed grind XP but there are many reasons not to, especially if you’re a fresh 60. I will cover these a bit later. In short, there are three ways of getting XP:

Grinding
Questing
Instance grinding

How much XP do I need and how much do I get?

Assuming you have rested XP - you will start with no rested XP in BC but will aquire it normally from there on - you get roughly 1000 XP per mob (of equal level to yours) and 8000-12000 XP for most quests. To get a level up you will need several hundred thousand XP; I needed 680k from 64 to 65 and 710k from 65 to 66.

Grinding?

Grinding is a valid alternative to questing as long as you have rested XP, but I would really not recommend *only* grinding since you’ll lose out on a lot of items (and eventually, gold) this way. It gets boring fast and will not be very easy during the first week after release.

Is instance grinding OK?

Instance grinding is pretty rewarding, especially if you have rested XP. Even if you don’t, you get a good amount of XP per run. This will be one of the more popular ways of levelling up, especially for those with instance builds (prot, holy, resto etc), but also because the "beginner" zones will be overcrowded during the first few weeks, so questing might be a bit rough at times.

I will not list all the items you can get in instances but rest assured, there are a few nice things in the first two instances, Ramparts and Blood Furnace (plus all the instances in the other zones, obviously).

From what I’ve seen, most instances should take 1h 30 min to complete, longer if it’s your first run, shorter if it’s a farm run with a good group. This makes instance grinding an even better choice for many people.

How should I spec for fastest grinding/questing?

In my experience, a full DW fury build worked best. Even if you don’t have good DW weapons you will get a very nice pair once you become honored with Thrallmar/Honor Hold.

For that, I would recommend a build like this:

http://www.wowhead.com/?talent=pZVVzVgxRiuVoc (0/48/3)

TM is not a must but I like it, so don’t get it if you want to spend points else where.

How should I spec if I want to do quests/instances/grinding?

I would suggest a DW build build with full deflection, like this:

http://www.wowhead.com/?talent=TVZVVuVMxoiuVo (5/44/0)

Put the remaining 2 pts where you want.

How should I spec if I want to be a decent tank but still be able to do well solo?

You can get either a 31/5/15 or 5/31/15 build, depending on whether you prefer arms or fury:

http://www.wowhead.com/?talent=pVZVVzVRxoVzZcEzo (5/31/15)
http://www.wowhead.com/?talent=pVMjdhbog0zZVZcEzo (31/5/15)

You can obviously change some talents, such as moving a few points from cruelty to second wind and defiance etc, but that’s up to you.

How should I spec if I want a good tank build?

I’d personally get something like this if you aim for high mitigation but also want some threat:

http://www.wowhead.com/?talent=TVZZ0EpoIMzcest (5/0/46)
http://www.wowhead.com/?talent=TVZVZ0EpoIMz0esu (5/5/41)

You can still tank instances without a tank spec, this is just for those who like prot and want to spec that way.

How should I spec if I want a good arms build?

Personally I’m considering speccing this, since I don’t like endless rage and consider piercing howl a must:

http://www.wowhead.com/?talent=LVMsdAbog0dbZE0zZc (31/11/3)

http://www.wowhead.com/?talent=LVMsdAbog0dioVZc (41/5/3)

Second build is for those who want endless rage.

Arms is VERY MUCH viable in BC, both for instances and grinding (and PvP, obviously). So if you’re arms now, there’s no need to go DW fury in BC. Just saying that if you want the fastest possible grinding, then you may want to consider DW fury.

 

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Warlock Leveling Talent Builds

March 3rd, 2008 by GoldWiki

Warlock Leveling Talent Builds

 

Level Grinding

1. Affliction Grinding to 60 Build (41/0/10)
http://www.wowhead.com/?talent=AVMrVRfkqtboZxx

This is the best grinding build up to level 60. Put all 41 of your first points in Affliction, then decide what to do from there. Make sure you get Dark Pact as soon as possible; this talent is what makes drain tanking truly effective. Finally, make sure you have a significant amount of +dmg gear before you put any points into Empowered Corruption. The last ten points after getting Unstable Affliction are debatable; some would prefer to put them in Suppression and/or Demonic Embrace. Getting Bane like in the build shown will greatly improve single target DPS in instances, and at 61 you can get Shadowburn, which is nifty. Suppression will help you take on higher level mobs better and will improve the overall DPS of your DoT’s. Demonic Embrace will give you a good amount of health.

During the grind, Affliction is chosen over Demonology and Destruction for many reasons. First of all, there are the strengths of Affliction. Affliction uses instant casts and channeled spells that are given protection with Fel Concentration. This reduces the amount of time wasted attempting to cast on an enemy beating on you and also makes it so you are not reliant on pet mana/agro to grind. The DoT’s are very mana efficient, and with +dmg gear, Drain Life is extremely powerful. On top of this, you have Life Tap and Dark Pact to keep your health/mana pools consistently high; you shouldn’t have any downtime. Also, Affliction does well against multiple opponents.

Destruction isn’t taken because it has a lot of downtime and does not deal with multiple mobs as well as Affliction does. It kills single targets faster and is probably better for instancing, but soloing is a pain. Demonology isn’t taken at the early levels because it lacks DPS talents lower in the tree. Demonology’s powerful DPS talents aren’t found until you are deep inside the tree, and even then they are not worth getting until you have some points left over for Affliction.

After 60, you can work your way downDestruction from the shown tree to become a UA/Destructive Reach build, or you can place points into Demonology for more health and Demonic Aegis. It really doesn’t matter, though I prefer UA/Destruction Reach builds because they are extremely versatile and do well for both grinding and instancing.

 

2. Felguard Grinding Build (20/41/0)
http://www.wowhead.com/?talent=IVMbZ0gczIizceszxx0z

A Felguard pure-grinding build. I would not recommend this build until the mid-60’s (or 60 at the very least), because the investment of points in Demonology causes you to miss vital talents like Improved Corruption or Bane until higher levels. The Felguard build is an alternative to a heavy Affliction build for grinding. Both are very effective, and neither have significant downtimes in normal grinding. Affliction is more efficient at dealing with multiple mobs, but Demonology grinds down single targets better - this makes it very good for easy zones like Nagrand.

There are many variations of this build, and it completely depends on what you plan to do during your grind. The build shown has most of the vital talents in Demonology. Some would debate the use of 3/3 in Mana Feed, but I believe that it helps to have that third point to maximize grinding efficiency. A Felguard who can’t spam Cleave as much as possible is a lower DPS Felguard. Demonic Tactics could be valuable, as crit Felguard Cleaves with Demonic Frenzy stacks can deal nice damage.

The build shown has a balance of DoTing and nuking power. The strength, in my opinion, of Demonology for grinding is that you are capable of choosing between an efficient or a quick kill. An efficient kill would send the Felguard to the mob, DoT with CoA/Corruption, and then Life Tap -> Drain Life until the mob is dead. A burst kill would send the Felguard to the mob, maybe throw up DoT’s, and nuke the mob down. Thanks to the Felguard’s tanking ability, you can alternate between these methods of killing.

The main hassle of the Felguard is the rate at which is health drops at higher levels and his mana-sucking abilities. These flaws can be mitigated by Health Funneling during combat with your target DoT’ed and by takiing points in Mana Feed and using Life Tap -> Drain Life instead of a wand.

One final note - I take Improved Drain Soul in this build. Casting a Shadow Bolt and using Drain Soul on the mob as the bolt is traveling towards the target is a very effective way to improve killing speed, as you’ll usually get more than the mana you spent back from Improved Drain Soul. I consider it important for grinding with the Felguard.

 

 

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