Ragefire Chasm

This instance is located inside Orgrimmar, in the Cleft of Shadow, and is intended to be suitable for levels 13-15. The Alliance don’t have an equivalent instance, and can’t share this one, as it can be rather difficult to access.

Thunder Bluff, on Elder Rise: Rahauro – Testing an Enemy’s Strength
Rahauro – Searching for the Lost Satchel
Varimathras, the Undercity – The Power to Destroy
Neeru Fireblade – Slaying the Beast

Bosses

Jergosh the Invoker – drops Chanting Blade (BoP)
Bazzalan
Oggleflint
Taragaman the Hungerer – drops Cursed Felblade (BoP)

All are 16 elite, no blue drops. A normal run through gave me 13 greens, plus three recipes – which seems high for the type of instance (compare with the Stockades, for example). Oh, and 7 stacks of linen.

Posted in General | Leave a comment

Solo Priest Levelling Guide

Copied from US forums sticky:

Hello, my name is Covello (http://img413.imageshack.us/img413/7717/nakedpriest15fn.jpg).

While leveling my Priest to 60, I tried out multiple specs and strategies, and found the best possible way to grind to 60 in regards to both speed of kills, amount of downtime, and exp/h in general. After experimenting a little, I gave my friend a spec to help him level his Troll Priest to 60. After 35 levels, it’s going extremely well; he loves it. He had played a Shaman and 2 Mages to 60 and aided leveling a Warlock and Druid to 60, yet still you’ll hear from him, “I @@!!ing love Spirit Tap”. I tried grinding myself, and it works extremely well. We have zero downtime and are able to easily break 20k/h as low as level 35.

The Gear

You will be Wanding a lot… a lot. It’s important to wand to allow your mana to regen. Stock up on Spirit gear. Buy some stuff at the AH for cheap. Get massive Spirit gear! It’ll make grinding so easy. Collect all Cloth gear from SFK. Run SM like a bot in your 40s. Don’t waste money on Staff of Jordan; you can get Zum’Rah’s Hexing Cane (http://www.thottbot.com/index.cgi?i=38853) a few levels later by running ZF a few times and it’s a better staff. Always get the highest possible DPS wand for your level.
Look up “cloth armor 20-40″ at the AH. There are tons of great Spirit items that’ll help you a ton if you’re willing to spend a few 10g’s.
There isn’t much +spirit gear that has +damage on it, and Spirit is your primary stat. Avoid ‘Shadoweave’ gear in your 40s… the +damage isn’t worth the Spirit loss. Darkness and Shadowform offer all the +Damage you need.

Remember, Spirit > Damage > Intellect = Stamina, just don’t gimp your life too much, especially on a PvP server.

The Talents

10-14: 5/5 Spirit Tap
15-19: 5/5 Wand Spec (I’m serious.)
20-21: 2/2 Imp SW:P
22-24: 3/5 Shadow Focus
25: Mind Flay (This skill SUCKS before lvl36 anyway)
26-27: 5/5 Shadow Focus (HIGHLY recommended over Blackout)
28-29: 2/2 Imp Psychic Scream (Filler)
30-32: 3/3 Shadow Reach
33-37: 5/5 Shadow Weaving (Best available, not a grinding talent)
38: Silence
39: VE
40: Respec to http://www.wowhead.com/talent/?rZZxMgzctot
41-45: 5/5 Wand Spec
46-47: 2/2 Healing Focus
48-60: It doesn’t really matter. At this point you could actually respec to Discipline. (http://www.wowhead.com/talent/?bVMrsVcoZf0xZx) Actually, with Spirit Tap, Divine Spirit, and Mental Strength, you could actually do BETTER in those last 10 levels. Work up to Force of Will, Power Infusion, and then Holy Specialization.

The Pulls

Wanding will be a MAJOR part of your grinding. Be sure you have the highest possible DPS wand for your level. I always Wanded at 40%. This gave me time to passively regen mana and then when Spirit Tap procced, I was already outside the FSR and regaining to 100%.

Just pull with Mind Blast, immediately SWP while strafing away (don’t back up, it’s slower… the mob should just be hitting Mind Flay range as the global cooldown ends), then Mind Flay three times, it should reach you midway through the 3rd Mind Flay. Begin wanding. You shouldn’t ever need to use VE or Renew. If you do, the mobs are probably too strong. Move to a lower area. Green-level mobs are your friends. They’re ideal for Shadow grinding. If your life is still getting too low, don’t shift out, just Bandage and/or Cannibalize. That reminds me, LEVEL FIRST AID. Anyone without First Aid is an idiot. Anyone without First Aid IS AN IDIOT!
If you have ANY downtime whatsoever, you either were PvPing in between pulls or you’re doing something wrong. There’s not much damage gear available at your level, and the ‘Shadoweave’ gear sucks because of the lack of Spirit.

If you respec to Discipline, pull with Holy Fire, then Smite, then Mind Blast. SWP should be after one of those 3 spells, depending on how fast the mobs you’re grinding die. Some that die really fast I don’t dot at all (Power Infusion up, anyone?). Some that last a while I dot right after Holy Fire, and occasionally I will dot after Mind Blast.

Leveling a Priest completely SUCKS before 40… then after that it’s a blast. I loved 45-60.
Good luck.

SIDE NOTE: The peak of a Shadow Priest’s PvPing is in his 40s. Hands down the best times I had on my Priest was fighting off 2 gankers with a mob in my face in Lost Rigger Cove, or learning how to beat Druids and Paladins way back in STV. In the high 40s, a Priest has all the Shadow talents he needs to be effective.
All the other classes that rely on their 21/30 or 31/20 specs won’t have the complete build they need to be effective. More importantly, no one is decked out in T2 gear with an axe in your face. Everyone has equal gear, and you don’t need to switch to a raiding spec to get gear to keep up and gimp your PvP. If you’re on a PvP server, Enjoy the 40s. Take it slow. You won’t regret it.

The Zones

1-20: Starting Zone -> Barrens (h8@Silverpine). If you’re Alliance, I guess go to Westfall instead. Never been to Darkshore but I hear it sucks. I leveled a Paladin on the Honor Contest 1.10 PTR and Westfall was a great zone. Lots of good quests. You shouldn’t ever need to grind before 20. If you’re out of quests, do WC or VC. Never done VC as Horde, but there’s decent cloth loot there I think.

20-40: Primarily instance a lot. As a healer, you will have no problem being as low as 1-2 levels below the minimum for an instance. Just know how to heal. Don’t get a 60 to run you through. It’s good healing practice. Healing instances is a great break from DPSing mobs for an hour, and I don’t care what you say, Healing is so much easier than topping the DPS meters. Keep grinding to a minimum. Grind Quests are your friend. You can’t instance ALL the time, though, so try different zones, such as:

Southern Barrens – Bael Modan (get the quest along the road) and Quillboars north of RFK
Hillsbrad Foothills – The ganking isn’t that bad and the quests here are awesome. Grind Mudpaw Gnolls in southeast after you’re out of quests.
1,000 Needles – Good questing here. They removed the Mark of Shame, so feel free to do that chain if you have all the Flight Paths for it.
Shimmering Flats – Finish the quests, grind the bugs afterwards.
Arathi Highlands – Fun PvP zone, very few gankers outside your level range. Quest.
Stranglethorn Vale – Some people hated it, I enjoyed the questing here. Tons of quests.
Badlands – Rock Elementals. Not many quests.

40-50:

Badlands – Finish off the low 40s with the Rock Elementals in Badlands, move onto Tanaris.
Tanaris – Lost Rigger Cove has a lot of quests and GREAT grinding. No 60s ever come here, but both mid-40 factions do. Good luck.
Tanaris – Thistleshrub Valley, I loved grinding these things. The level 49s died so easily. Easy pulls, constant pace, awesome herb loot (occasional BoE epic), great area.
Keep doing instances. Uldaman sucks, though, I didn’t bother ever clearing that more than once or twice. I ran ZF a lot, and Maraudon as I got higher leveled.

50-60: This is where it gets “Eh.” Not many good instances for exp (great loot though, in the high 50s you should be running DM daily), and constant mind-numbing grinding is the only way to get through it. The key to grinding at 50 is to make money while you do it. The more money you make in the 50s, the less you’ll need to farm as a raider.

Avoid WPL on a PvP server. Too much of a PvP zone for 60s. I tried grinding in Felstone Field, but a pathetic Human Warrior named Bigbomb camps there all day every day with nothing better to do. Yeah, I felt like calling him out publicly for everyone on Bleeding Hollow, in case this ever gets stickied.
Move onto Un’Goro Crater. First clear out all the quests there (fun stuff), then grind a few levels in Fire Plume Ridge. There will be china farmers here, but they shouldn’t give you much trouble (especially Alliance). Most suck at playing their class anyway. This place has the highest Essence of Fire (http://www.thottbot.com/index.cgi?i=10062) drop rate in the game, other than MC.
Next up: Felwood. I skipped all the quests, you might want to do ‘em. Farm Jadefire Run for a few levels. Easy experience, and the loot is awesome. Tons of Runecloth, Felcloth, and Demonic Runes. Start with the ones in the south until you’re higher, then move up to the North.
In the upper 50s, you’ve got a few options. Next up should probably be Silithus. The quests here are easy and they’re not in highly PvP-centered parts. Grind the Rock Elementals up north, they have a good Essence of Earth (http://www.thottbot.com/index.cgi?i=7534) drop rate.
Eastern Plaguelands! With the addition of Naxx in the next patch, I don’t know how packed this place will become with 60s, but right now it’s just too big, high level, and out of the way to be a great PvP zone like BRM and WPL. There are SO many quests here. Group up with a friend and get em done, you’ll get a lot of exp.
Finally, if you’re lucky, you can finish off your last 2 levels in a few hours. How? Burning Steppes. I had a T2 Mage tap level me on all the Elite Dragonkin here. I would get ~600 exp per kill and it wouldn’t take any longer than normal. Tap leveling is when you damage a mob (Pets don’t count, FYI) then have someone out of your party help you kill it, granting you almost full experience. Power leveling is great here.

You can see a video example of it here: http://files.filefront.com/Priest_Grindingwmv/;5423872;;/fileinfo.html
And the character’s gear profile: [Coming soon]

Helpful Links
Beginner’s Guide To Healing

http://forums.worldofwarcraft.com/thread.html?topicId=12733826&postId=125328013&sid=1#0

(Basic tips any Priest should know about instancing.)

Guide – How I Leveled My Shadow Priest To 60

http://www.calloffate.com/forum/forum_posts.asp?TID=37911&PN=3

(Level-by-level zone-by-zone mob-by-mob guide on the best spots to grind. Useful info.)

GeneriKB’s Guide To Making Money v2
(Waiting on repost)
(Make money while you grind. Read it. Do it. Do it right.)

Tarana’s Guide To All The Nagging Questions

http://forums.worldofwarcraft.com/thread.html?topicId=12052926&sid=1&pageNo=1

(This will answer a lot of your questions about Priests. More importantly, see Post #2 in that thread, entitled “Huzzah’s Guide To Not Posting Your Inane Crap”. It was a beautiful guide that was a little too offensive to get stickied, but we finally managed to get it in one.)

Good luck! http://img428.imageshack.us/img428/6369/covellohitting606ct.jpg

Covello

Posted in Talents | Leave a comment

WoW Newbie Quest Guide – Night Elf, Teldrassil

This is intended to be a short guide to running the night elf newbie area most efficiently. It is always best to run available quests on top of grinding kills for experience; this should show available combinations of quests that involve killing the same mobs wherever possible. I will point out any possible gaps in experience levels between quests, and also any parts of the sequence that require groups rather than soloing. Look up quests on Allakhazam or Thottbot for details. Also a good guide for Darkshore and Teldrassil on Allakhazam.

Aldrassil

You start in front of: Conservator Ilthalaine – the Balance of Nature. A little way to the north is: Melithar Staghelm – the Woodland Protector. Take these two quests, find Tarnindrella for her quest, and kill grells, nightsabres, boars to the south/SW.

By this time you will be level 3; return to the tree to sell, then go to: Conservator Ilthalaine – Etched Sigil; this is a class specific quest that will vary. Go train your level 2 skills and spells. Before you leave him, pick up: Conservator Ilthalaine – Balance of Nature – mangy nightsabres, thistle boars. SW of the tree at the bottom of the ramp is: Gilshalan Windwalker – Webwood Venom. To the east is Dirania Silvershine – Friend in Need. Head to the north to kill, then return, sell, collect your rewards and get your level 4 training out of the way. Next is: Gilshalan Windwalker – Webwood Egg. Go back to the north, this time into the cave, and return when completed. Gilshalan Windwalker – Speak with Tenaron. He is at the top of the tree above the druid and hunter trainers. Tenaron – Crown of the Earth. By this time, you will be part way through 5; 1 – 2 hours required so far. This sends you out of Aldrassil to your next hunting areas. By the exit, collect the quest: Porthannius – Dolanaar Delivery.

Dolanaar

In Dolanaar you have the chance to train first aid/herbalism/alchemy/cooking. Other professions are further afield. If you choose cooking, collect small eggs from the owls, and small spider legs from the webwoods.

On the way in to Dolanaar: Zenn Foulhoof – Zenn’s Bidding. In the village head to the inn and collect your hearthstone from the innkeeper (upstairs). Also collect: Athridas Bearmantle – A Troubling Breeze; Zarrin – Recipe of the Kaldorei; Corithras Moonrage – Crown of the Earth, and upstairs in the tree building across from the inn: Tallonkai Swiftroot – Emerald Dreamcatcher. Hunt to the east, towards Swiftbreeze village. The first building upstairs will solve one quest (and collect: Gaerolas Talvethir – Gnarlpine Corruption), then a cupboard in the building to the SE will solve another. Go back and collect your rewards and and follow on quests. By this point you should be 6, so train.

In the inn, this will be available: Sentinel Kyra Starsong – Seek Redemption; also collect: Tallonkai Swiftroot – Ferocitas the Dreameater. Go back to the village, but move north; on the way look for the smoking pine cones at the base of trees for fell cones. Ferocitas is in a tent there. Back to the village, collect rewards (the drop from Ferocitas is a container, and the item you are retrieving is inside it). Also, if you haven’t already, pick up: Syral Bladeleaf – Denalan’s Earth. Run S/SW to the east end of the lake.

Lake Al’Ameth

Denalan – Timberling Sprouts/Timberling Seeds. Kill timberlings, and open the containers for the other quest. Danalan – Relian Greenspyre. After a total 3-4 hours, you should be level 8, so back to Dolanaar to train.

You may choose to collect: Tallonkai Swiftroot – Twisted Hatred. This involves the Fell Cave, to the north of Dolanaar. Most of the mobs in the cave are casters, so you are likely to take a lot of damage if you don’t have a pet. The named mob you have to kill is level 8.

Also in Dolanaar collect: Corithras Moonrage – Crown of the Earth; Athridas Bearmantle – Relics of Wakening, and on the way west along the path: Moon Priestess Amara – the Road to Darnassus. Kill ambushers S/SW of where you met Amara. Further SW is Ban’ethil Barrow Den for the relics; you may want a group for this, but if several people are in the cave, you can probably reach all four chests solo easily enough. Mobs are 8 and 9 deep in. In there you should meet: Oben Rageclaw – The Sleeping Druid. At this point there is a small exp gap, and you have a choice how to close it: you can do the relics quest just mentioned, which is a little tough solo at 8, but ok in a group; move on to Oracle Glade, which has exactly the same problem at that level; or grind exp on kills without quests for half a level. The level 10 upgrades make these same tasks relatively easy solo. More comments on this below.

This will take you back to Dolanaar: Athridas – Ursal the Mauler; levl 12 mob (used to be an elite, I think). Head to Gnarlpine Hold in the far SW, and Ursal is in the far SW camp, up in the hills. There are two ways to reach Ursal: one is the frontal assault, killing your way through dozens of level 10 furbolg; the other is to take the path behind a tree to the north of his camp, and come out behind him. The latter way, you will have probably three to kill before Ursal. While you are there, fill the vial for Corithras, and west of there at a glowing tree (it looks like it is enclosed in a red/pink fountain, like the moonwells), get: Glowing Fruit. From there, return to Dolanaar and Lake Al’Ameth for Denalan: Corithras Moonrage – Crown of the Earth. This involves Oracle Glade in the NW, but we have some more quests to collect before we can go there. I was half way through 9 at this point, having skipped only Ursal.

Head west to:

Darnassus

On the way, there is a house north of the road with skinner and leatherworker trainers. You can get a skinning knife in Darnassus, in the first building north of the entry guards. A fishing trainer and vendors are also here, as is enchanting, tailoring – not sure about blacksmithing or mining.

Head to the NW sector. Now we complete an old quest, and collect a new quest: Rellian Greenspyre – Tumors. We also need to go to the far south for: Priestess A’moora – Tears of the Moon.

Before starting the next section, I wanted to be 10 and complete my class quest. So I had to spend half a level grinding, killing nightsabers for skinning, and spiders and owls for cooking. Aim to get at least skinning to 50 so that you can train the next level. The experience gap at this point is quite significant. Once you hit 10, you can start to use better arrows, so use this gap to run down the old poor arrows. I hadn’t looted any bags at all, extras can be bought for 5s (for 6 slots) in the first trader building south of the entry, if you don’t know a tailor.

Hunter Class Quest

The class quest for hunters involves taming three beasts – a webwood lurker, which are found around Dolanaar, a nightsaber stalker from south of the lake, and a strigid screecher, from close to Darnassus. Then run back to Darnassus for training with Jocaste. To get the necessary pet skills, you need to buy Growl (2 is all you need) from the pet trainer in Dolanaar, and you can learn Claw 2 from strigid hunters (on path towards Oracle Glade), and Bite 2 from webwood silkspinners (near Oracle Glade) or giant webwood spiders (but they are significantly higher level). Buying a stack of meat in Darnussus to help boost your pets loyalty would be a good move. Completing the quest gives over 50% of a level. Played time to this point was 6 hours.

Druid Class Quest

Any druid trainer in Teldrassil will send you to Darnassus, to Mathrengyl Bearwalker, one of the trainers in the druid tree. This guy will give you the Moonglade port spell, and tell you to talk to Dendrite Starblaze who then sends you to the Great Bear Spirit. Dendrite is in the house closest to the port in. The spirit is in the glade NW of the western road out of the village. You can return to your first contact, in the extreme NE of the village, using the port spell. The only way back to Darnassus is by flight path. The gryphon master is in the SW of the village.

Your next step is to go to Darkshore, through the portal west of the middle of the lake in Darnassus. Take the gryphon to Darkshore. From there, leave Auberdine by the road south, and fork left. The cave you want is due east of Auberdine, so use the map to check, and it is very close to the road. The moonkin there are 11 to 13, so this will be a problem if you don’t have a group, or if there is no one keeping the camp clear. Only one moonkin blocks the entrance, but several wander close by. The cave is empty, apart from the moonkin stone. Click your Cenarion Moondust, and Lunaclaw will pop outside, in the middle of the clearing. He is level 12. Root him and use your instacast damage over time spell to soften him up before getting into melee range. So far there has always been a higher group clearing the camp, so I don’t know what will happen with adds. When he is dead (you don’t have to kill him, anyone can and probably will), talk to the spirit that pops, then return to Darnassus to complete the quest. Any problems and you should abandon the quest and return to Darnassus for another try.

Oracle Glade

Leave Darnassus and head north, to the NW sector of the zone. Watch out for aggressive level 9 harpy casters, and most mobs here will be 8-10. Collect tumors from timberlings along Wellspring River, and look out for Blackmoss the Fetid. At the moonwell, fill a vial and collect: Sentinel Arynia Cloudsbreak – The Enchanted Glade. To the west are the harpies, as well as a glowing tree as in the SW: The Shimmering Frond. WNW of the well is Mist, for an escort quest. There are several chests to loot around the harpies. When you are done, go to the far north for Lady Sathrah. Mobs here are 10-11. She spawns in two places, at the head of the river, and can be on either side of it.

By this point you should be well into 11. Unfortunately, my hunter got caught by the bug of losing the Beast Training skills, and had to wait a couple of days to get petitions answered. If you have taken fishing, skinning, cooking and leatherwork, all should be at 50 or over.

Return to Darnassus to collect, then Denalan to collect, and get the final quest: Oakenscowl, a level 9 elite. He is at the far SW of the lake, in a mini-cave, close to the shore. Denalan will also send you to Darnassus for the head druid, Fandral Staghelm, at the top of the tree next to the hunter tree. Staghelm will send you to the Grove of the Ancients, in Auberdine, in Darkshore.

Rut’theran Village

When you are done here, head to Darnassus. Quest from the merchant close to the entry, Mydrannul – Nessa Shadowsong (in Rut’theran Village); then to the portal leading to Rut’theran Village in the west of Darnassus. There is a quest for the gryphon path in Rut’theran Village: Vesprystus – Flight to Auberdine.

Total played time: 12 hours, and level 12, close to 13. Play time was slightly skewed by the need to kill time on-line waiting for a GM. I’d guess at 10-11 hours as more realistic. If you wish, you can leave for Darkshore at level 10, rather than stay for the final quests, which can take some time to complete. In any case, move to Darkshore no later than 12. It will be most effective to get your first skill ups in skinning and cooking while still in Teldrassil, as using drops from Darkshore may need higher skill levels.

Professions

Cookery: Dolanaar, at the camp fire east of the inn.
First Aid: Dolanaar, north of the inn.
Fishing: Darnassus.
Herbalism, Alchemy: Dolanaar, east of the inn.
Tailoring: Darnassus.
Skinning, Leatherwork: on the road to Darnassus just past the bridge, before the turn to Oracle Glade.
Mining, Blacksmithing, Engineering: none here; try Auberdine.
Enchanting: at the Oracle Glade, or in Darnassus.

Posted in General | Leave a comment

Druid Feral/Levelling Talents

From US forums, sticky by Jaegor:

Guide for Feral/Leveling spec post-1.8 (v. 2.2)

As of July 25, 2006 (Patch 1.11.2) this guide is up to date, relevant, and (to the best of my knowledge) accurate for those interested in the Feral tree. My account lapses at the end of July, at which time I will no longer be updating this guide. Lissanna has offered to repost it on the new forums, with my blessing.

-Jaegor, 60 Feral Druid, Dark Iron, Panda Attack

Updated 5/25/06 How to rebind your Shapeshift Keys
Updated 4/27/06 for links and Druid Speeds
Updated 1/3/06 for Improved Shred debate
Updated 12/22/05 to confirm Druid formulas and Savage Fury info.
Updated 12/20/05 to include Junto’s Pure Grinding Build upfront, as well as some minor talent reassessments.
Updated: 12/13/05 now includes additional equipping information as well as various druid formulas

This guide is applicable for those interested in the 14/32/5, 0/30/21, 0/20/31, or any of the many variations thereof. It is specifically geared towards balancing build construction between PvE and PvP needs, without the need for respeccing. It will also present the most effective builds at the upper levels of the lower BGs. Balance druids should look elsewhere, check out Stians posts for his results with the moonkin build. This guide was made to address the major changes in the druid talent trees in patch 1.8.

The first thing to understand is that feral is the most efficient tree for grinding. Manaless damage means less downtime for drinking or healing, which means more time for exp. Speccing as a primary healer for instance runs may net you more xp/hr, but that is not what this guide is for.

Sections:
1. Starting out: Initial point placement.
2. Branching out: Finding your desired spec
3. Talent Builds
4. Low level BG advice
5. Q&A

Starting out:
So you just hit level 10 and got your bear form and first talent point. Congratulations! But where to place that first talent point for maximum benefit?

Feral tree: Ferocity (-5 rage/energy for Maul/Swipe/Claw/Rake)
10-14 5/5 Ferocity
By lowering the cost for your primary attack, you just increased your DPS by a significant amount. At this level, there are no talents to use Furor with, IMotW is a waste (see Q&A), and remember, Feral is more efficient that Balance.

15-16 2/2 Brutal Impact (+1s stun for Bash and Pounce)
What? Why? Because you will now have a 3s stun instead of the normal 2s. This should be enough to allow you to get an emergency Bash-> Regrowth or Root off, or save that silly clothies life by stunning the mob for an extra second. This becomes markedly better with higher ranks of Bash.

17-19 3/5 Feral Instinct (+stealth in catform and +9% threat generation in bear form oint)
But I dont even have catform yet!?! But you will, and you will spend a lot of time in it. The first rule for rogues and kitties is not to be seen. Each level of FI adds roughly 0.6 a level of stealth. Thus, with three ranks of FI, you will stealth as if you were 2 levels higher than you are. Nelfs Shadowmeld grants them a passive bonus to stealth as if they add an additional point in FI. Bears will also enjoy the +9% threat generation bonus. \

This leaves you as 0/10/0 for the 10-19 WSG. Please see the PvP section for tactics there.

20! Yay for catform!
Your next points will immediately go into:

20-21 2/2 Feline Swiftness (+30% to run speed while outdoors or while prowling)
This is the reason you put your first ten points into Feral. Increased runspeed means decreased travel time -> higher exp gain. It also allows you to outrun those youre chasing or being chased by. As an additional bonus, only the fastest mobs you run past will be able to get more than one shot on you as you run by. (Known bug: If at anytime you go indoors you will lose the FS bonus and will not regain it when going outside. You must reshift again once outside for the bonus to return.)

22 1/1 Feral Charge (Charge an enemy 8-25 yds away, interrupting the spell they were casting and immobilizing them for 4s)
One of the best talents available to druids. This should be a keystone of any druid build as it allows many different options when paired with 5/5 Furor. You can engage an enemy from a distance, stop a runner/flag carrier, interrupt a spellcaster, or use it as an escape tool (target a mob/critter/player 8-25yds distant and charge).

As stated, Feral Charge is best when it can be used right away so . . . .

23-27 5/5 Furor (100% chance to generate 10 rage/40 energy when shifting)
The 10 rage is invaluable for bear form (see Feral Charge) and makes building combo points with cat that much easier. Instant Claw/Rake or wait a tic for a shred.

2. Branching Out

At this point you are level 28 and 0/13/5. Here is the first main division between builds. If you are planning an x/x/31 build, it would be advisable to spend the next 16 pts in Resto for Natures Swiftness. If you are considering a build with any points in Balance (14/32/5 or 1/29/21, etc) the next point should be spent in Natures Grasp. For a mere 1 pt, the return is excellent. This would leave you at either 1/14/5 or 0/13/6 for the 20-29 BGs.

I would suggest that anyone going for ~30 pts in Feral should spend their next 16 pts there simply to get HotW filled out as early as possible. 0/30/21 druids might spend those 16 points in Resto for Natures Swiftness as well. It really becomes a matter of choice and depends a lot on what your preferred method of leveling is. Again, Feral provides the most efficient leveling, while Balance will eventually give you additional tools (Natural Weapons/Natural Shapeshifter), and Resto will give you a panic button (Natures Swiftness)

Key Talents in:

Balance:
Natures Grasp/Imp. Natures Grasp (100% chance to insta root your attacker)
Excellent points spent. Useful to get away from rogues, warriors, and hunter pets (NG pet, shift bear and charge hunter)

Natural Weapons (+10% physical damage in forms)
This applies to all of your white damage, and will raise your special damage as well.

Natural Shapeshifter (-30% mana cost for shifting)
Excellent for a feral druid with a small mana pool, even with HotW.

Feral:
Sharpened Claws (+6% crit)
Significant damage increase. Crits are where its at.

Predatory Strikes (+150%xLevel AP)
More AP is always good. Remember, Hit Small = Crit Small. Plus, it is necessary for . . .

HotW (+20% int in caster, sta in bear, and str in cat)
Possibly the best talent druids get. Note that this will actually get better as your equipment improves, thus why it is so nice to get early.

Savage Fury (+20% damage to Maul/Swipe/Claw/Rake)
Increases the total damage on your common specials. Could be replaced by Improved Shred based on playstyle.

Feral Faerie Fire (Instant armor debuff for 40s, target cannot stealth/turn invisible)
Its free. F-R-E-E. Thats right it doesnt cost rage/energy. It generates hate for PvE, it annoys rogues PvP, and generally makes things easier to kill. With only 6s cool down it can be spammed to maintain aggro on one target.

Resto:
Natures Focus (70% chance not to be interrupted while casting)
Good choice for PvP/PvE at early levels, but Barkskin can act as a good substitute after the mid-40s.

Improved Healing Touch (-0.5s cast on HT)
Good for our slow as molasses heals, and necessary for . . .

Natures Swiftness (Your next nature spell is instant cast)
Right up there with HotW for best talent druids get. If you are putting 21+ into the resto tree, this is the milestone.

Insect Swarm (DoT and 2% chance to hit)
DoT, damage mitigation, and it stacks with moonfire. Very nice.

Innervate (+400% mana regeneration for 20s)
Somewhere up there with Natures Swiftness and HotW, this is often considered by the uninformed to be the only worthwhile talent available to druids. Yes, it is very good. Yes, if you are putting 31+ into resto you will be getting this talent. Yes, you will be able to make priests jump around like dogs begging for a treat with this. No it is NOT necessary for endgame healing.

3. Talent Builds

14/32/5 (Cat Spec)

http://www.wowhead.com/talent/?MzLVhoZxGMsfbdtV

Strict DPS build. Good for PvP/PvE endgame.

14/32/5* (Bear Spec)

http://www.wowhead.com/talent/?zzLVhoZxGLscMdtV

Can be adapted for more points in Thick Hide or Imp. Enrage. Generally good for a MT spec. May consider dropping Nat Shift for Imp Thorns for additional damage. May also consider Imp Enrage.
MT spec: http://www.wowhead.com/talent/?MzLV0oZxxxscMdtV0b
Full FI/TH and Imp Enrage. No Nat shifter, no bash (mobs are immune).

0/30/21 (Hybrid spec)

http://www.wowhead.com/talent/?MZxGMscddxVE0oLo

Natures Swiftness is key. Geared more for Cat. Can be adapted for IMotW, Reflection, or Thick Hide. Also good for PvP.

*/*/31 (Innervate/Feral Spec)

http://www.wowhead.com/talent/?MzLZxMgoZxEdoxq0o

My best guess, designed for survivability. This spec is not really Feral, but you will probably still start with your primary points in Feral. Just substitute 3/5 TH for 3/5 FI in the talent progression and fill it out later. 5/5 IMotW for 5/5 Furor, and immediately after 2/2 Imp Enrage for a poor man’s Furor. Feel free to post better ideas, because Im sure there are better specs out there.

My current build:

http://www.wowhead.com/talent/?MzLV0oZxgMscrdtV0o

I like tanking, and like doing it in level 60 instances (no where near geared for Raids yet). My previous spec had a bit of difficulty holding aggro, so I dropped Natural Shifter for 2 more points in Feral Instinct and 1 pt in Imp Enrage.

The following is a Pure Grinding Build, orignally posted by Junto later in this thread, designed to maximize XP gain, with little regard for PvP utility. Many common talents are missing, because they are not needed for a pure grinding build. You would have to respec out of this once you reach a level where you wish to PvP.

Q u o t e:

I disagree with the OP.

Ideal spec for grinding should maximize damage and minimize downtime.

Points should be spent this way:

[5]Ferocity
[5]Thick Hide (I chose feral instinct, but this is a better choice for minimizing damage).
[2]Feline Swiftness
[3]Sharpened Claws
[3]Predatory Strikes (rip isn’t worth it when the enemies die to quickly for the dot to justify the energy cost; the combo point talent isn’t worth it until you pick up ferocious bite)
[2]Blood Frenzy (you’re nearing 32)
[1]Faerie Fire (for pulling without needing to shift)
[2]Savage Fury (lil’ bit of extra dps)
[2]Improved Shred
[5]Heart of the Wild
[1]Leader of the Pack

Balance:
[1] Nature’s Grasp
[4] Improved Nature’s Grasp (even I mess up sometimes :P)
[5] Natural Weapons

Back to Feral:
[5] Feral Instinct

Last five points are personal choice. You’re in the home stretch and are probably getting ready to respect to a group oriented build for instances.

If you’re grinding, you should only have to shift out for a heal every 3-5 mobs. Furor is not good for grinding, though it’s a good PVP talent.

Fight green and low yellow mobs depending on how efficiently you’re doing at your particular level.

Use an XP/hour counter.

At levels 25-30, questing more than halves my druid’s XP/hour. Not worth it.

Try to xp grind on mobs with things you can AH. Cloth is good and will help you finance your STR gear.

Max out on STR gear and get STR enchants where you can. You don’t need mana, you don’t need health (just be careful about adds, also bring +STA food), or anything else. Drop into Cat and kill, kill, kill.

4. Low level BGs

10-19 WSG
You can play! Have fun! Just remember that you are still primarily a caster. You dont have cat form, and your bear damage stinks. (I had trouble meleeing a mage in bear form) I suggest tossing heals liberally, followed by roots, hibernating druids/hunter pets, and tapping people (ONCE!) with MF/FF. Remember to hold enough mana to shift bear.

20-29 BGs
You will probably never see an AV at this level. 10-19 advice still applies, but remember you have increased survivability at this level with bear, as well as additional DPS in catform. I find its best to stay hidden as long as possible in cat while the battle develops, then shred some backside or tossing some heals/roots. Watch your mana pool because it isnt the greatest. Always leave enough to shift for escapes.

Try to use your forms to their advantages. Dont stay in one forever. Utilize catspeed for mobility, as the only ones on the battlefield that are faster than you are Shamans in ghost wolf form. You have Feral charge to close the distance.

Moonfire spam: DONT!*

*unless it will leave the target dead and allow your team an advantage. (eg. Spamming the turtling flag carrier down in WSG to allow your team to cap the flag.)

5. Q&A
Q: Why not put your first five points in Imp MotW?
A: Because despite the 1.35xMotW is a minimal gain at that level for the points invested.

MotW (Rank 2) base
65 AC, 2 to all stats

IMotW (Rank 2) (available at level 14)
88AC (+23), 3 to all stats (+1)

+23 AC, and +1 stats is simply not worth 5 talent points compared to the other options available.

MotW (Rank 10) base
285 AC, 12 stats, 20 resist

IMotW (Rank 10) (available at L60)
385 AC (+100), 16 stats (+4), 27 resists (+7)

The only time this is worth the 5 talent points is if you are a) DEEP in the resto tree, b) heavily involved in PvE raiding. In PvP the buff will get purged/cleansed or your target will die. For druids that are primarily feral/pvp, 5/5 Furor will be much more valuable for its effectiveness with cat/bear.

Q: What about 1 point in Improved Shred???
A:
Example: assume full starting energy and 5/5 Ferocity
Energy used total(tics required)
——Regular —–1/2—- 2/2
Shred –60——–54 —– 48
Shred –120(1)— 108(1)– 96(0)
Rake —155(3)— 143(3)– 131(2)
Rip —-190(5)– 178(4)– 166(4)

EDIT: Ok, that formatting blows. Looked fine when I wrote it out.

Essentially, the energy returns over time start to equalize. However, the initial attack sequence of Shred>Shred has no benefit from 1/2 Imp Shred.

If you were to substitute Claw (40 energy) for Rake, it would look even worse for 1/2 Imp Shred because the cost for an additional attack after the Claw would require the same number of ticks for energy as unimproved shred.

Basically Improved Shred is one of those talents that needs to have 2/2 to have an effect.

Q: Why didnt you include Omen of Clarity/Leader of the Pack as a key talent?
A: Because I (emphasis on I) dont consider it to be. For the most part those are gimme talents that are taken for the relatively high return on investment (1pt). I personally am still on the fence about OOC, due to reports about its low proc rate. LotP is nice, but there may be other, more fitting talents out there. I believe HotW is Ferals best talent, not LotP.

Q: Why not spec x/x/x instead?
A: The guides posted above are merely guides to give you an idea of what some people consider cookie cutter specs, but the best spec will always be the one that fits YOUR playing style the best. Feel free to adapt them as needed.

Q: What about Talent:X?
A: Feel free to post questions about why x over y. I will try to respond, and if there are enough questions, I will include a review on all talents as part of the guide. Keep in mind that this guide is geared for a balance between PvE/PvP, and the order I chose talents reflects that.

Q: Why didnt you post your build?
A: Because Im level 25! :D Yes thats right, and this is my first character EVAR! I dont even know what my endgame spec is! (I do know it through 28, if you dont, then you should re-read the guide)

Q: OMFG! N00B! U R n0t 60! STFU/GTFO!
A: Very succinctly put. However, Ive been lurking on the boards for quite sometime now, reading informative threads, and watching the posted videos. I believe my guide to be the most efficient there is. I also happen to think its a lot of fun. Feel free to disagree with anything Ive written.

Q: Sir, you are both a gentleman and a scholar! How can I help inform others?
A: Bump the guide, post responses, or link this post to those with questions.

Q: What kind of cake do you like?
A: Chocolate with vanilla icing.

Appendix from the Guide for Young Feral Druids.

Personally, I would put 11-14 points into balance right after getting feline swiftness. OOC is a very good tool for healing, dps, and tanking alike – and the extra 10% damage will be welcome. Id just shove those points in between feline swiftness and furor Bovie
—————-
I know it’s getting out of the “young” range, but this is definitely worth mentioning…

Once you hit level 30, hop right on over the the AH and pick up the Green Whelp Armor chestpiece. There is *nothing* that works better for soloing/tanking for a good number of levels to come. For those of you unfarmiliar with this armor, every time a melee mob hits you (normal and special attacks), there is a 5% chance that the mob will fall asleep for 30 seconds. Just make sure if you’ve picked up multiple mobs, get rid of your thorns (as they tend to break the sleep affect instantly). ^_^

Edit: Also great for PvP. Nothing’s funnier than watching the rogue that was beating on you take a quick cat nap. Heal up, throw farie fire on him (pretty sure this won’t break sleep), give him a hug, go cat/stealth and either leave or turn Mr. Rogue into your new cat toy. – Illiyana

Savage Fury is a higher priority than Imp Shred since it effects a variety of our abilities instead of just one. You could probably easily put off Imp Shred until the end. It’s a great talent for a specific skill but lacks the overall utility of a lot of the others. In fact, you may pass on Imp Shred altogether. If you find you’re tanking a lot more than playing in cat then those 2 points may be better spent in a talent that more directly impacts bear form. (Thick Hide or Primal Fury, if you don’t already have it, for example.) – Aerodineth

1. As a young feral druid you must keep the cower skill in your toolbar, especially if you invest any points feral instinct. Coming from experience of off DPSing in cat form pre-1.8 to now, I’ve had to rediscover cower the hard way. Learn to use your cower, a well timed cower can be the difference between life and death.

2. Gear well! For casting/healing for instances grab all the eagle/owl gear you can but also make a nice set of bear/tiger/monkey for your feral rampage.

3. Learning to play a 11-14/30-33/5 build takes time, you must know when to heal and when to run. Spec’ing for a feral/resto build might not be a bad choice – then respec post lvl 40. You’ll be doing a lot in cat form then once you get dire bear becomes a valuable tool in your arsenal. Nothing saved me more (pre 1.8) than Natures Grasp and Nature’s swiftness. Both are arguably “crutch” skills – you can play without but they are worth looking into. But a talent like Nature’s Focus is very valuable, I don’t have it but I often bash-heal or use bark skin (which really doesn’t do a lot in PvP). ;)

And if you spec feral go at least 30 points and get Heart of the Wild. Easily one of the druids best talents!

Savage Fury > Imp. Shred (Shred is nice, especially PvE or PvP once you get in the habit of staying behind an opponent)

Equipping for PvP:

Druids are heavily reliant on their gear to be able to perform whatever role theyve chosen. Whether you are Feral, Balance, or Restoration, you will be significantly less effective compared to a well-geared druid if you do not carefully select your equipment. Most high level Druids carry at the very least two equipment sets on them at all times (Feral and Healing) with some carrying as high as seven (with some cross over items). To make it easier to manage your gear, look for the Wardrobe add-on which will let you easily select your desired equipment.

Feral PvE:
Primarily STR/STA/AGI/INT. STR has a direct effect on your Attack Power, while stamina keeps you alive longer. In all forms, AGI will give you more crit% (1% = 20AGI), as well as a AC and Dodge bonus. Do not completely neglect your INT stat, so that you have mana available for emergency heals (for yourself or others).

Healing PvE:
Yes, even as a Feral Druid, you will be called on to heal perhaps more often than you would like. Primary stats INT/STA/SPI. You should still try to maintain a reasonable HP/Mana balance because a dead healer does no one any good. Do not be afraid to throw a couple of cloth pieces in if the stat increase is worthwhile. Also, do not be afraid do drop to bear form if needed. You will still get the higher stamina and AC bonus, allowing you to hold out longer than you would as a caster.

Feral PvP
STA/INT/STR/AGI. Stamina is by far the most important stat in PvP since it will keep you alive. INT is also important, though it may not be second, I want you to remember it. A balance of HP/Mana is required to maintain flexibility, as well as be able to shift in and out of snares. STR/AGI apply just as in PvE.

Healing PvP
Similar to healing PvE, but you might want to throw on a few more STA pieces, just to keep your HP up. It would be wise to stay away from cloth as well, because the INT increase probably wont make up for the loss in STA and AC.

The following are important formulas:

1 str = 2AP
With HotW (in cat form) 1 str = 2.4 AP
1 AGI = 1 AP cat form only
14 AP = 1dps

20 AGI = 1% melee crit
20AGI = 1% dodge
1AGI = 2AC

1 STA = 10 HP (w/ HotW bear = 12)
1 INT = 15 Mana (w/ HotW = 18)

Spirit mana regen = spirit/5 +15
Spell crit 59.5 int = 1%
(spell crit confirmed by Tseric in the following mage forum post: http://forums.worldofwarcraft.com/thread.aspx?fn=wow-mage&t=559324&s=blizzard&tmp=1#blizzard)

Other info

Dire Bear and Moonkin armor is calculated as 460% of items (agi bonus, armor kits, and enchants are not included in this calculation) This can be raised to 506% with 5/5 Thick Hidea

Weapon procs listed “on hit” (eg. Crusader/Fiery)do NOT proc in forms (moonkin aside). Trinkets/armor that are listed as “on hit” DO proc in forms (Maelstrom, Elementals decks).
+Atk speed enchants DO work in forms.

When looking for Feral weapons, go for those with the best stats, not necessarily the best DPS, because weapon DPS matters SQUAT when in forms. You aren’t using the weapon itself, but you still get the stat bonuses.

Best Enchants:
Tanking Weapon – +25 Agi
DPS Weapon – +25 Agi
Healing – +heal
Casting – INT
Regen – spirit for mana regen

In the event you are poor like me, the Iron Counterweight (+3% attack speed) DOES work for druids in forms, and is a good alternative on weapon that doesn’t deserve an end game enchant.

Best PvE Raid setup for healers = 3 weapons
Start – high int with +int enchant
Heal through your bonus int
Swap – high heal with +heal enchant
Heal til you need to regen
Swap – high spi with +spi enchant
switch back to +heal

Druid Speed( what stacks with what)
www.forgoodnotevil.com/druid/speed.html

How to rebind your Shapeshifting Keys
Your shapeshifting keys are default bound to ctrl-F1 through ctrl-F4. Not the most comfortable position for most people.

To rebind them in the default Interface:
Esc
Keybindings
Special Action Buttons 1-4

Bind them as you will.

Posted in Talents | Leave a comment

The Swamp of Sorrows (Alliance)

Come here if you have been to Desolace and have reach Uthek the Wise – Ongeku, and on the way stop off in Boooty Bay to collect Krazek – Dream Dust in the Swamp and Duskwallow Marsh, for Morgan Stern – …And Bugs. Initial entry will probably be by road from Darkshire, in Duskwood. You need to take the road east out of town, and run through Deadwind Pass. Before leaving Darkshire, you should probably make a note of the location for: Watchmaster Sorigal – Supplies for Nethergarde; this is for Blasted Lands, but matches up with a delivery quest from Watcher Biggs. It is a timed quest (and takes up an inventory slot), so come back here when you are ready for it. It also has a level 40 minimum requirement.

Most quests seem to be for Fallow Sanctuary, in the NE. Watch out for a Scattered Crate in the swamp, which starts a quest, The Lost Supplies, to deliver to Nethergarde Keep, which is where you want to go to pick up a flight path.

When you enter, turn north to find The Harborage, and collect: Magtoor – Draenethyst Crystals. Next, find Watcher Biggs, between Splinterspear Junction and the turning into the Blasted Lands, and take: Watcher Biggs – Encroaching Wildlife. Work on this while moving to the lake to the west of Biggs, for the whelps and their dream dust. The wildlife are 35-37, and the whelps 34-36; the dreaming whelps can cast a long duration stun, so be careful. Go back to Biggs and accept: Watcher Biggs – The Lost Caravan.

Now for the Fallow Sanctuary, which is in the north, east of centre. Watch out for horde scouts on the road, level 37-38. Kill Lost Ones, and collect draenethyst crystals. To the east of the village is a wagon, and on it is the supplies chest for Biggs. While you are in the village, kill Ongeku, a normal level 37; I found him at the campfire close to the supplies wagon.

Wandering the swamp north of Stonard you may also meet a small group of draenids, with Noboru the Cudgel. Killing him will give you the quest Noboru the Cudgel, to hand in at the Harborage. Noboru is level 39.

You should deliver the supplies from the crate to Nethergarde Keep; Watcher Biggs – Deliver the Shipment; it is easiest to fly back to Duskwood for the other delivery quest, if you are already 40+. Blasted Lands is a higher level area, so, as soon as you enter, turn into the mine for a short cut – the mine is called the Garrison Armory. Out of the mine enter the Keep, where there is a vendor for sales and repairs.

Biggs also has: Watcher Biggs – Driftwood. This involves getting to the coast in the east, and clicking on wood on the beach. To get there, it is best to enter from the Fallow Sanctuary, avoiding all the elites to the south. On the beach there are some crocolisks and murlocs. The named murloc at one of the camps is for the Searing Gorge outhouse quest. Combine this with the …And Bugs quest mentioned above, to kill the 40/41 crabs.

When you are finished, you need to return to Booty Bay to see Krazek, who sends you on to Thousand Needles, and go back to Desolace for the turn in to Uthek.

Remaining quests:

Galen Goodward – Galen’s Escape 38 (camp at 47,39)

Posted in General | Leave a comment

Dustwallow Marsh (Alliance)

You get here by boat or griffon to Theramore Isle. Presumably you were here at an earlier level to register the flight path, and to complete the quest from Menethil Harbor, Wetlands: Red Eye Jack – Fiora Longears. This set of quests can be completed quite quickly, but will only give under a level at 39.

Bring 3 soothing spices for Jarl; you can buy them in Theramore if you forget.

In Stormwind, in the Mages Quarter, visit the Blue Recluse Tavern for: Angus Stern – Morgan Stern; and Connor Rivers – James Hyal. Then go to Menethil Harbor for the next step: Vincent Hyal – James Hyal.

The Shady Rest Inn

The first stage will be to follow the road and the signposts to the borders of the Barrens. On the way visit Jarl, who is to the north of the road roughly half way between the two guard towers. Give him the three soothing spices for: Swamp Eye Jarl – Soothing Spices, and collect: Swamp Eye Jarl – Jarl Needs Eyes. Next to his house is a clickable patch of Loose Dirt, take: The Orc Report. Continue on to the Barrens border, there you will find the ruins of the Shady Rest Inn. Click the shield on the chimney piece, the hoofprints in front of the inn, and the tiny badge on one of the loose floorboards. Quests: Suspicious Hoofprints, The Black Shield and Lieutenant Paval Reethe. Take a detour along the road north from the inn; at the end is Mudcrush Durtfeet – Hungry!

Go back to Theramore; a Theramore Lieutenant will take one quest, and the rest go to Captain Vimes in the Foothold Citadel in the NE of the town. After a little running around the town, you will end up with just one more quest: Captain Garran Vimes – The Deserters.

Return in the direction of Shady Rest Inn, but instead of taking the fork to the Barrens, continue south. You will soon find Lost Point, another guard tower. Inside is Balos Jacken, level 38, who you will need to fight and defeat to be given a quest to return again to Vimes.

At some point while traveling back and forth to the inn, go west, north of Brackenwall Village, to the zone wall and kill some darkmist spiders for Jarl, level 35-37. Each kill will drop between one and three eyes, so it doesn’t take as long as it sounds to collect the 40 required.

Near Theramore

Back in Theramore, collect: Morgan Stern – Mudrock Soup and Bugs. Just go up the north shore to collect these; either type of turtle can drop the tongues, levels 36-38. If there are too many people all trying for this quest, go to the islands offshore for the murlocs heads, as you will find turtles on the islands as well. Watch out for the coral sharks, level 43-45 elite. The next quest from Morgan will send you to the Swamp of Sorrows.

The Missing Diplomat

You may well have done this quest series at an earlier stage, or at least part of it; but this is the first point at which you can complete the series. It starts in Stormwind, in the cathedral, with Thomas the altar boy: Thomas – The Missing Diplomat. He sends you to Bishop DeLavey (next to him), who sends you to Jorgen, who is fishing right by the gates of Stormwind, on the griffon side. From there, you have to find Watcher Backus in Darkshire, Duskwood. This is the first point where you need to fight anything. He wants you to bring back the Defias Docket, which is in a chest in Addle’s Stead. You will need to fight up to three defias enchanters/night blades to reach it.

Then it is time to go back to Stormwind, to the cheese shop for Elling Trias. He sends you to the square in the middle of the Old Town, for Dashel Stonefist. Dashel is level 26, and has some friends to help him when you have to fight.

The next stage is to go to Menethil in the Wetlands to meet Mikhail in the inn. He wants you to speak to Slim Tapoke, which you need to do quickly before he runs out. Tapoke is level 34, and will summon a friend of the same level. Mikhail will eventually send you to (at last) Theramore Isle for Commander Samaul. You then speak to Archmage Tervosh, who sends you to find Private Hendel. Hendel is at the small camp just past the second guard tower out from Theramore. He is level 35, and the two guards there will assist him when you fight.

That’s the end of the series.

There are some later quests that send you here, which require you to find a crashed zeppelin. It is on the mainland, directly west from Theramore Isle, and best reached by leaving the main road at the last (second) guard tent, and following the line of hills. Beasts here are around level 40, and included some stealthed spiders. One quest for here is the outhouse quest from Searing Gorge; the other is from Razzeric in Thousand Needles. You can run over the hills to swim back, saving a little time.

Nat Pagle, for the fishing quest, is on an island close to the mainland shore, south west of Theramore. He is best reached by swimming from Theramore.

Swamp Eye Jarl – Jarl Needs a Blade 35 (smithing, avoid)
Guard Byron – They Call Him Smiling Jim 35
Stinky Ignatz – Stinky’s Escape 37
Archmage Tervosh – Shadowshard Fragments 42 (Maraudon in Desolace)
A Soggy Scroll (SoS) – Cortello’s Riddle 43
Nat Pagle – Nat Pagle, Angler Extreme 45
Nissa Firestone – Alliance Trauma 45
Doctor Gustav VanHowzen – Triage 45
Grimnur Stonebrand (IF) – I Got Nothin’ Left! 45

Posted in General | Leave a comment

WoW Newbie Guides

For general advice, please see Allakhazam, their starting guides are excellent. An alternative source of information is Thottbot, which has similar information, organised in a different way. The best map site, so far, is: Kaldorei.

I have made the assumption that a new player already knows how to control WoW, and is familiar with MMORPGs in general. Also that they will be using these guides mostly to solo, as it the times when they need to choose what to do next that a guide is most useful. If grouping, you will generally be with others who will want to dictate where you go. Also I have assumed that you will be trying to get experience from quests wherever possible, and only grinding (that’s killing things to get experience) when absolutely necessary to fill over a tough spot. I’ll indicate these places when I find them.

When choosing quests, it helps to know which quests are best taken together, which ones require groups, and where to go, both to collect the quest, and to complete it. When one quest leads into another, I won’t always give details of the following quests, but I will try to guide you where to go to complete them.

These guides aren’t specific to any given class, although I will try to point out in the starting zones where the class quests are given, and may include some information about how to complete them.

One final point: I play strictly PvE, so the finer points of good/bad for PvP servers are being ignored – because I am ignorant of them. So, for instance, if Ashenvale is a major focus for PvP on your server, I am not aware of that, and can’t comment on it.

Alliance

Dun Morogh – dwarf and gnome, 1-10
Elwynn Forest – human, 1-11/12
Teldrassil – night elf, 1-10

Darkshore – night elf, 10-20
Westfall – human, 10-18?
Redridge Mountains – human, 14-18, 20-25?
Loch Modan – gnome/dwarf, 10-20

Ashenvale – night elf, 20+
Stonetalon Mountains – night elf, 20-28
Duskwood – human, 20-32+
Wetlands – gnome/dwarf, 20-30

Thousand Needles – 30-35
Stranglethorn Vale – 32+
Desolace – 32-39
Badlands – 35-43

Feralas – 44-49

Horde

Mulgore – tauren, 1-12
Tirisfal Glades – undead, 1-12
Durotar – orc/troll, 1-12

The Barrens – tauren/orc/troll, 12-20+
Silverpine Forest – undead, 10-??
Stonetalon Mountains 16-25

Various Zones – Incomplete

Un’Goro Crater 50-56
Felwood 48-55
Azahara 47-48, 53+
Searing Gorge 47-50
Blasted Lands 48-50, then 55+
Swamp of Sorrows 35-39
Tanaris 40-49
Dustwallow Marsh 35-39
The Hinterlands 43-50
Arathi Highlands 31-40
Hillsbrad Foothills 30-38

Other

  • Instances – a short overview of the quests for each of the low level instances, with some commentary.
  • FAQs – a collection of FAQs and guides, all links to the US and EU Wow forums.
  • Journeys, making the trip from Darnassus to Ironforge and Stormwind City.
  • Hunter pet abilities, which pets to tame to acquire a full set of starting abilities: growl, bite, claw and cower.
  • Allakhazam to make a plan for items you know you will get from specific quests.

    Containers

    The biggest bane of a newbies life is having to go back and sell, or destroy items they have collected, perhaps trade skill items you’d rather save until you have managed to reach a trainer. Most large cities have bag vendors, and they sell a six slot small brown bag for 5 silver. You may be able to buy an equivalent bag in the local Auction House for less, if you can reach there (night elves and taurens can’t easily); the going rate for linen bags seems to be around 3-5s, but that will no doubt vary considerably by server.

    Tailoring gives you your first chance to actually make your own bags, but that can take some time. For a linen bag, they require 3 bolts of linen cloth and three coarse thread per bag (which is a six slot bag). Skill required to learn the recipe is 45. The next bag up is a woolen bag, skill level 80, 8 slots. A small silk pack is 10 slot, and requires 150 skill.

    Small (colour) Pouch: drop rate on newbie mobs is around 0.1% or less (a lot less); named mobs have a slightly higher drop rate, maybe up to 0.3%. It is possible that Horde newbie areas have a slightly higher drop rate than Alliance ones, but that is just from eyeballing some data. In theory, they can be fished in any newbie zone lake (as opposed to city zone) – but I have never seen any.

    Class Quests

    All races and classes are given a simple quest from the nearest quest giver to their spawn point, which varies by class. It puts an item in their backpack to read, and sends them to find their class trainer for the starting area. It doesn’t give a great deal of experience, so it is usually best to just wait until you have cleared the initial one or two quests, then take it up. The quest will only be available when you hit level 2.

    At later levels, all classes get further class specific quests. Most classes get a quest at level 10; although paladins get theirs at level 12, and shamans their second quest at level 5. After that, quests come at varied levels – warlocks at 20, 30 and 40; druids at 14 and 16, etc. These quests are very important: hunters get their beast taming ability only through this quest, warlocks get their minions all through class quests, shamans get their totems, druids get their shapeshifting abilities, rogues get a decent dagger and warriors a good sword/axe; paladins get their resurrection spell.

    The general form of these quests is that a local trainer gives you a quest to visit a trainer in your big city, who then gives you a couple of run around quests before the big event, which is usually specific to the reward you will receive (or to your class abilities in some way).

    Depending on the specific class, some quests can easily be completed at the level they are available to be taken, and others may have to wait a few levels, or even wait for a group.

    Professions

    You can have two professions out of enchanting, tailoring, skinning, mining, engineering, leatherworking and blacksmithing; but you can take all three of cooking, first aid and fishing. Fishing is an excellent way to make money at low levels, and also a cheap way to skill up cooking. Fishing vendors often sell recipes to use the local fish, which are effectively free and easy to get.

    Skinning, fishing, mining and blacksmithing all need a tool in your possession; you can buy these tools from the appropriate vendors, which are usually very close to the trainers. In addition, smelting (mining), blacksmithing and cooking require you to be close to a stationary object – a forge, anvil and a camp fire. You can create your own camp fires, but in practice willl hardly ever wish to, as they are very common.

    Generally speaking, all classes should train all three of fishing, cooking and first aid. Cloth wearing classes will want tailoring and will usually take enchanting with it; leather wearers skinning and leatherworking; mail wearers mining and blacksmithing. Mining and engineering is a good combination that isn’t directed at armor, and herbalism and alchemy is another non-armor combination. If you already have a source of armor, take one of these.

    If you want to use professions to make money in the auction houses, you can take any two out of herbalism, skinning and mining. The low levels (journeyman) of any profession are best worked through in your starting zones, as you won’t be able to apply your skills to the resources found in higher level zones.

    Profession levels are:

    Apprentice: can be trained at level 1 (or 5?) and skill 0, lets you skill up to 75
    Journeyman: can be trained at level 10 and skill 50, lets you skill up to 150
    Expert: can be trained at level 20 and skill 125, lets you skill up to 225
    Artisan: can be trained at level 35/40 (primary/secondary) and skill 200, lets you skill up to 300

    For secondary skills (Cooking, Fishing and First aid), Apprentice and Journeyman can be bought from trainers, Expert is learnt from books that you can buy, and Artisan is obtained from quests.

    Quests versus Grinding versus Instances

    There are three main strategies for gaining experience, each with different benefits.

    Quests give you experience, item rewards and cash. They also encourage you to visit certain areas and kill specific mobs. These may also be good for grinding at different points. Quests can be used to introduce you to game features, or give an indication of good spots for various levels. Quests are particularly rich in the lower levels of the game, up to about 20. After 20, there are more and more gaps between quests.

    Starting at around level 20, most questing areas have quests that send you into instances. Instances have all elite mobs (all instances, as far as I am aware), with much better item drops than non-instance enemies or quest rewards for the same level. They also require a group. From about 40 upwards, instances are the main way that many people choose to gain experience. An instance is designed around a group, or a raid.

    See below for grinding.

    As for strategies for combining these: I prefer to mainly quest, with some grinding when I am confident of a grind area, and not sure where the next and most appropriate quest is coming from. Some interesting quests involve a lot of running around and don’t give very high experience for the amount of time they take; other low experience quests involve professions.

    Quests also give diminishing rewards when done above their level, but can take a long time to do when done below their level. I find it most effective to do quests one or two levels late (from the late teens onwards, at least), when they are easy to do, but don’t lose much experience from this approach. Some quests, of course, are easy to do at the right level, and it helps to know which one is which.

    Switching areas can help a lot to ensure that you always have plenty of quests available. This means that you will keep your reputation high across all groups. You will also be doing most quests at or above the level suggested for them, and as soon as you start to run dry on easy quests in one area, switch to the next. Just skip anything that is too tough, or takes too long to set up, or just seems like it is going to be boring.

    Grinding

    This is when you get experience from killing alone, and not from questing. There is much overlap between grinding and questing; the ideal (in my opinion) is to get most of your experience from a couple of quests in the same general area, with the experience gained from killing to complete the quests. This isn’t really any different from grinding in an area, and taking a couple of quests to give a boost.

    It seems to be practical (at least up to about level 40, and very probably higher) to kill mobs in the general range +/-2 levels of your own. When grinding, you’ll want to try for fast kills around your level or one lower if at all possible, in an area where adds are rare, but you don’t have to go far to start a new fight. Static camps of several mobs generally aren’t possible to pull without adds, and lots of wanderers in a tight area aren’t much better.

Posted in General | Leave a comment

Paladin Talent Builds (1.9)

Taken from US forums, post by Killian, post 1.9.

Some of you may have remembered a very old post I had done called the Codex of Paladin Builds. Well I have decided to make a second attempt based on 1.9 likely builds. Remember these are only valid if the current changes on PTR are moved to Production. If changes are made I’ll have to rewrite this.

One thing I’ve learned from all the respec’s that I’ve done is that unlike some classes there is no ‘best build’ for Paladins. Paladin’s ‘best build’ is dependent on the role you want to perform. What is it you are trying to do with your character. A paladin can be so many things. Tank, Healer, Support, PvPer, and soloer. That’s why this list is so long and why it’s not 100% complete. There are mild varations you could do that may work better for your group. These are most of the core builds though.

Another thing to keep in mind … you are always going to be end-game Support. This is an ALWAYS thing. What I mean by this is that if you Raid end-game instances OR you PvP end-game you will never be primarily a tank, you will never be primarily a DPSer, you will primarily be support. It does not preclude you from doing any of the above, you can tank, you can DPS, but you will never Tank as well as a Warrior or a Druid and you will Never DPS as well as any of the other classes can (assuming the other classes are spec’d and geared for DPS). It is a limitation of our class.

FINALLY, do NOT be afraid to make variations on any of these builds. If you like Improved Blessing of Might in your build over Benediction then by all means pick it up! Play what makes you happy!

EDIT: Also add your own builds if they are a complete departure of any of the themes listed!


Build 1: The Mixed Bag

This build is a mixed bag of fun stuff from all three tree’s. It mixes solid defense, solid offense, with spot healing to make a build that can fill in almost any role. If you want to be able to tank in the mid levels and still have decent damage this is a possible build for you. End-game wise you are so mixed across so many trees that you may have some challenge getting all you want from this build. You still can! With the mixture of Reckoning, hard to interrupt heals, and of course Seal of Command you can twack folks plenty good. It is geared towards 2-Handers and as such I chose Imp. Devotion Aura over Redoubt (*shiver* yes I hate Improved Devotion Aura). If you don’t use SCT, or you plan on using a shield then shift the points to Redoubt for utility reasons.

Holy Talents (13 points)

  • Divine Strength – rank 1/5
    Increases total strength by 2%

  • Divine Intellect – rank 5/5
    Increases total intellect by 10%

  • Spiritual Focus – rank 4/5
    Gives your Flash of Light and Holy Light spells a 56% chance to not lose casting time when you take damage.

  • Consecration – rank 1/1
    Consecrates the land beneath the Paladin, doing 64 Holy damage over 8 sec to enemies who enter the area.

  • Unyielding Faith – rank 2/2
    Increases your chance to resist Fear and Disorient effects by an additional 10%.

Protection Talents – 26 points

  • Redoubt – rank 5/5
    Increases your chance to block attacks with your shield by 30% after being the victim of a critical strike. Lasts 10 sec or 5 blocks.

  • Precision – rank 3/3
    Increases your chance to hit with melee weapons by 3%.

  • Guardian’s Favor – rank 2/2
    Reduces the cooldown of your Blessing of Protection by 120 sec and increases the duration of your Blessing of Freedom 6 sec.

  • Blessing of Kings – rank 1/1
    Places a Blessing on the friendly target, increasing total stats by 10% for 5 min. Players may only have one Blessing on them per Paladin at any one time.

  • Improved Righteous Fury – rank 1/3
    Increases the amount of threat generated by your Righteous Fury spell by 16%.

  • Shield Specialization – rank 3/3
    Increases the amount of damage absorbed by your shield by 30%.

  • Improved Hammer of Justice – rank 3/3
    Decreases the cooldown of your Hammer of Justice spell by 15 sec.

  • Improved Concentration Aura – rank 3/3
    Increases the effect of your Concentration Aura by an additional 15% and gives all group members affected by the aura an additional 15% chance to resist Silence and Interrupt effects.

  • Reckoning – rank 5/5
    Gives you a 100% chance to gain an extra attack after being the victim of a critical strike.

Retribution Talents – 12 points

  • Benediction – rank 5/5
    Reduces the Mana cost of your Judgement and Seal spells by 15%.

  • Deflection – rank 5/5
    Increases your Parry chance by 5%.

  • Conviction – rank 1/5
    Increases your chance to get a critical strike with melee weapons by 1%.

  • Seal of Command – rank 1/1
    Gives the Paladin a chance to deal additional Holy damage equal to 70% of the damage of the attack. Only one Seal can be active on the Paladin at any one time. Lasts 30 sec.
    Unleashing this Seal’s energy will judge an enemy, instantly causing 68 to 74 Holy damage, 137 to 147 if the target is stunned (at Rank 1).

Build 2: The Retnoob

McHammer made the term famous and I use it as a term of endearmeant. I tested this build heavily on test and found it VERY enjoyable. Thanks to the move of Repentence to Retribution it also makes it a VERY good PvP build if you are skilled enough to take advantage of the Seal/Judgement system. I can’t stress to you how important it is to take advantage of Judgement of Command, ESPECIALLY IF YOU HAVE A LARGE MANA POOL. We’ve begged for a way to get some burst damage at the expense of mana and you now have it. If you are in a fight that you KNOW you have plenty of mana use JoComm to it’s full advantage especially if you have multiple stuns ready to go. The crit rate is based on your melee attack and it’s unresistable (that’s the promise of all judgments and I have yet to see it resisted in my testing). As of right now this is my 2nd favorite build and is probably one of the 2 best for the soloer’s out there.

Holy Talents (18 points)

  • Divine Strength – rank 5/5
    Increases total strength by 10%

  • Divine Intellect – rank 5/5
    Increases total intellect by 10%

  • Spiritual Focus – rank 5/5
    Gives your Flash of Light and Holy Light spells a 70% chance to not lose casting time when you take damage.

  • Consecration – rank 1/1
    Consecrates the land beneath the Paladin, doing 64 Holy damage over 8 sec to enemies who enter the area.

  • Unyielding Faith – rank 2/2
    Increases your chance to resist Fear and Disorient effects by an additional 10%.

Protection Talents – 0 points

Retribution Talents – 33 points

  • Benediction – rank 5/5
    Reduces the Mana cost of your Judgement and Seal spells by 15%.

  • Improved Judgement – rank 2/2
    Decreases the cooldown of your Judgement spell by 2 sec.

  • Deflection – rank 5/5
    Increases your Parry chance by 5%.

  • Vindication – rank 3/3
    Gives the Paladin’s damaging melee attacks a chance to reduce the target’s Strength and Agility by 15% for 10 sec.

  • Conviction – rank 5/5
    Increases your chance to get a critical strike with melee weapons by 5%.

  • Seal of Command – rank 1/1
    Gives the Paladin a chance to deal additional Holy damage equal to 70% of the damage of the attack. Only one Seal can be active on the Paladin at any one time. Lasts 30 sec.
    Unleashing this Seal’s energy will judge an enemy, instantly causing 68 to 74 Holy damage, 137 to 147 if the target is stunned (at Rank 1).

  • Eye for an Eye – rank 2/2
    All spell criticals against you cause 30% of the damage taken to the caster as well. The damage caused by Eye for an Eye will not exceed 50% of the Paladin’s total health.

  • Two-Handed Weapon Specialization – rank 3/3
    Increases the damage you deal with two-handed melee weapons by 6%.

  • Sanctity Aura – rank 1/1
    Increases Holy damage done by party members within 30 yards by 10%. Players may only have one Aura on them per Paladin at any one time.

  • Vengeance – rank 5/5
    Gives you a 15% bonus to Physical and Holy damage you deal for 8 sec after dealing a critical strike from a swing, spell or ability.

  • Repentence – rank 1/1
    Puts the enemy target in a state of meditation for up to 6 sec. Any damage caused will awaken the target. Only works against Humanoids.

Build 3: The Tankadin

So you think you want to tank huh? You got a dedicated healer and don’t need to conserve your mana? You want aggro and you want it now? Fine here’s your build! Now remember aggro generation is completely transformed in 1.9 for Paladins. We no longer use Seal of Fury we use Righteous Fury. It generates less hate then it used to so you’ll need to up that holy output! You are Sword and Board get used to it … you are a Tank!

Holy Talents (18 points)

  • Divine Strength – rank 5/5
    Increases total strength by 10%

  • Divine Intellect – rank 5/5
    Increases total intellect by 10%

  • Improved Seal of Righteousness – rank 5/5
    Increases the damage done by your Seal of Righteousness by 15%.

  • Consecration – rank 1/1
    Consecrates the land beneath the Paladin, doing 64 Holy damage over 8 sec to enemies who enter the area.

  • Unyielding Faith – rank 2/2
    Increases your chance to resist Fear and Disorient effects by an additional 10%.

Protection Talents – 33 points

  • Redoubt – rank 5/5
    Increases your chance to block attacks with your shield by 30% after being the victim of a critical strike. Lasts 10 sec or 5 blocks.

  • Precision – rank 3/3
    Increases your chance to hit with melee weapons by 3%.

  • Guardian’s Favor – rank 2/2
    Reduces the cooldown of your Blessing of Protection by 120 sec and increases the duration of your Blessing of Freedom 6 sec.

  • Blessing of Kings – rank 1/1
    Places a Blessing on the friendly target, increasing total stats by 10% for 5 min. Players may only have one Blessing on them per Paladin at any one time.

  • Improved Righteous Fury – rank 3/3
    Increases the amount of threat generated by your Righteous Fury spell by 50%.

  • Shield Specialization – rank 1/3
    Increases the amount of damage absorbed by your shield by 10%.

  • Improved Hammer of Justice – rank 3/3
    Decreases the cooldown of your Hammer of Justice spell by 15 sec.

  • Improved Concentration Aura – rank 3/3
    Increases the effect of your Concentration Aura by an additional 15% and gives all group members affected by the aura an additional 15% chance to resist Silence and Interrupt effects.

  • Blessing of Sanctuary – rank 1/1
    Places a Blessing on the friendly target, reducing damage dealt from all sources by up to 7 for 5 min. In addition, when the target blocks a melee attack the attacker will take 14 Holy damage. Players may only have one Blessing on them per Paladin at any one time.

  • Reckoning – rank 5/5
    Gives you a 100% chance to gain an extra attack after being the victim of a critical strike.

  • One-Handed Weapon Specialization – rank 5/5
    Increases the damage you deal with one-handed melee weapons by 10%.

  • Holy Shield – rank 1/1
    Increases chance to block by 30% for 10 sec and deals 50 Holy damage for each attack blocked while active. Each block expends a charge. 4 charges.

Retribution Talents – 0 points


Build 4: The Shockadin

By far one of the most transformed builds in 1.9. I hated the Shockadins (for those of you who remember my old comments) but now I’m a believer. I readily hit controllable 189 DPS against level 50 humanoid elites with this build. Mana loss is negligable thanks to the way Judgement of Wisdom now procs. Burst damage is very good with great control. I really can’t come up with a downside to this build. It heals and it kills.

If you are wondering this is THE build I will go with. For general PvE fights I simply ensure I have BoM and Righteous Fury up with a good 2-Hander (I have Earthshaker which is great for this build I’m sure you TUF users will even like it more). I Judge Wisdom, Holy Shock, and then toss up Seal of Command. If my Stun and my Judgement are up you can bet I’m gonna stun and drop a Judgement of Command followed by a renew on Seal of Command. If it’s a long time before my stun to be recharged and my Earthshaker is unlikely to proc any time soon then I’ll Judge Command again without compunction. Gotta love that Holy Damage ;) PvP is a much more complex process which depends on the foes you are fighting and who you are teamed with. I’ll not cover the subject here. I’m sure there will be many discourses and pissing contests coming down the road to tell us all how to PvP ;) … some will be good an others … well you know.

Holy Talents (33 points)

  • Divine Strength – rank 5/5
    Increases total strength by 10%

  • Divine Intellect – rank 5/5
    Increases total intellect by 10%

  • Spiritual Focus – rank 5/5
    Gives your Flash of Light and Holy Light spells a 70% chance to not lose casting time when you take damage.

  • Healing Light – 3/3
    Increases the amount healed by your Holy Light and Flash of Light spells by 12%.

  • Consecration – rank 1/1
    Consecrates the land beneath the Paladin, doing 64 Holy damage over 8 sec to enemies who enter the area.

  • Unyielding Faith – rank 2/2
    Increases your chance to resist Fear and Disorient effects by an additional 10%.

  • Illumination – rank 5/5
    After getting a critical effect from your Flash of Light or Holy Light spell, gives you a 100% chance to gain Mana equal to the base cost of your spell.

  • Divine Favor – rank 1/1
    When activated, gives your next Flash of Light or Holy Light spell a 100% critical effect chance.

  • Holy Power – rank 5/5
    Increases the critical effect chance of your Holy spells by 5%.

  • Holy Shock – rank 1/1
    Blasts the target with Holy energy, causing 204 to 220 Holy damage to an enemy, or 204 to 220 healing to an ally.

Protection Talents – 0 points

Retribution Talents – 18 points

  • Benediction – rank 5/5
    Reduces the Mana cost of your Judgement and Seal spells by 15%.

  • Deflection – rank 5/5
    Increases your Parry chance by 5%.

  • Conviction – rank 5/5
    Increases your chance to get a critical strike with melee weapons by 5%.

  • Seal of Command – rank 1/1
    Gives the Paladin a chance to deal additional Holy damage equal to 70% of the damage of the attack. Only one Seal can be active on the Paladin at any one time. Lasts 30 sec.
    Unleashing this Seal’s energy will judge an enemy, instantly causing 68 to 74 Holy damage, 137 to 147 if the target is stunned (at Rank 1).

  • Eye for an Eye – rank 2/2
    All spell criticals against you cause 30% of the damage taken to the caster as well. The damage caused by Eye for an Eye will not exceed 50% of the Paladin’s total health.

Build 5: The Reckonbomber

Made famous by McHammer there are several variations of the ol’ Reckonbomber with 1.9 those have changed dramtically. The point of this build is to put the fear of God into your foes in PvP. It’s the build that says "attack me at your own risk … I may have a Reckon Bomb to stick up your unloving buttocks!" Your goal is to store up 5 full attacks and unleash them … preferably on an unsuspecting cloth wearer that you can hit for well over 2K points in a single go. I highly recommend the usage of an SCT mod (McHammer’s is probably the easiest) to let you know when you have stored attacks.

So fire it up and have at the:

Holy Talents – 0 points

Protection Talents – 28 points

  • Redoubt – rank 5/5
    Increases your chance to block attacks with your shield by 30% after being the victim of a critical strike. Lasts 10 sec or 5 blocks.

  • Precision – rank 3/3
    Increases your chance to hit with melee weapons by 3%.

  • Guardian’s Favor – rank 2/2
    Reduces the cooldown of your Blessing of Protection by 120 sec and increases the duration of your Blessing of Freedom 6 sec.

  • Blessing of Kings – rank 1/1
    Places a Blessing on the friendly target, increasing total stats by 10% for 5 min. Players may only have one Blessing on them per Paladin at any one time.

  • Anticipation – rank 5/5
    Increases your Defense skill by 10.(Can be swapped with 5/5 in Toughness depending on which will maximize your gears protective value.)

  • Improved Hammer of Justice – rank 3/3
    Decreases the cooldown of your Hammer of Justice spell by 15 sec.

  • Improved Concentration Aura – rank 3/3
    Increases the effect of your Concentration Aura by an additional 15% and gives all group members affected by the aura an additional 15% chance to resist Silence and Interrupt effects.

  • Reckoning – rank 5/5
    Gives you a 100% chance to gain an extra attack after being the victim of a critical strike.

  • Blessing of Sanctuary – rank 1/1
    Places a Blessing on the friendly target, reducing damage dealt from all sources by up to 7 for 5 min. In addition, when the target blocks a melee attack the attacker will take 14 Holy damage. Players may only have one Blessing on them per Paladin at any one time.

Retribution Talents – 23 points

  • Benediction – rank 5/5
    Reduces the Mana cost of your Judgement and Seal spells by 15%.

  • Improved Judgement – rank 2/2
    Decreases the cooldown of your Judgement spell by 2 sec.

  • Deflection – rank 5/5
    Increases your Parry chance by 5%.

  • Conviction – rank 5/5
    Increases your chance to get a critical strike with melee weapons by 5%.

  • Seal of Command – rank 1/1
    Gives the Paladin a chance to deal additional Holy damage equal to 70% of the damage of the attack. Only one Seal can be active on the Paladin at any one time. Lasts 30 sec.
    Unleashing this Seal’s energy will judge an enemy, instantly causing 68 to 74 Holy damage, 137 to 147 if the target is stunned (at Rank 1).

  • Eye for an Eye – rank 2/2
    All spell criticals against you cause 30% of the damage taken to the caster as well. The damage caused by Eye for an Eye will not exceed 50% of the Paladin’s total health.

  • Two-Handed Weapon Specialization – rank 3/3
    Increases the damage you deal with two-handed melee weapons by 6%.

Build 6: The Combat Nurse (aka The Waaaambulance)

You just want to heal. You don’t care about anything else … just heal and buff. Somebody comes at it you and you don’t care because you’re buddies will smack them retarded. Fine here you go ;)

I think you’ll get the idea behind this build. Heal, buff, cleanse, and shield. Keep your party alive while not taking it in the tooshie at the same time.

Holy Talents (31 points)

  • Divine Strength – rank 1/5
    Increases total strength by 2%

  • Divine Intellect – rank 5/5
    Increases total intellect by 10%

  • Spiritual Focus – rank 4/5
    Gives your Flash of Light and Holy Light spells a 56% chance to not lose casting time when you take damage.

  • Healing Light – 3/3
    Increases the amount healed by your Holy Light and Flash of Light spells by 12%.

  • Consecration – rank 1/1
    Consecrates the land beneath the Paladin, doing 64 Holy damage over 8 sec to enemies who enter the area.

  • Improved Lay on Hands – rank 2/2
    Gives the target of your Lay on Hands spell a 30% bonus to their armor value from items for 2 min. In addition, the cooldown for your Lay on Hands spell is reduced by 20 min.

  • Unyielding Faith – rank 2/2
    Increases your chance to resist Fear and Disorient effects by an additional 10%.

  • Illumination – rank 5/5
    After getting a critical effect from your Flash of Light or Holy Light spell, gives you a 100% chance to gain Mana equal to the base cost of your spell.

  • Improved Blessing of Wisdom – rank 1/2
    Increases the effect of your Blessing of Wisdom spell by 10%.

  • Divine Favor – rank 1/1
    When activated, gives your next Flash of Light or Holy Light spell a 100% critical effect chance.

  • Holy Power – rank 5/5
    Increases the critical effect chance of your Holy spells by 5%.

  • Holy Shock – rank 1/1
    Blasts the target with Holy energy, causing 204 to 220 Holy damage to an enemy, or 204 to 220 healing to an ally.

Protection Talents – 20 points

  • Redoubt – rank 5/5
    Increases your chance to block attacks with your shield by 30% after being the victim of a critical strike. Lasts 10 sec or 5 blocks.

  • Precision – rank 3/3
    Increases your chance to hit with melee weapons by 3%.

  • Guardian’s Favor – rank 2/2
    Reduces the cooldown of your Blessing of Protection by 120 sec and increases the duration of your Blessing of Freedom 6 sec.

  • Blessing of Kings – rank 1/1
    Places a Blessing on the friendly target, increasing total stats by 10% for 5 min. Players may only have one Blessing on them per Paladin at any one time.

  • Anticipation – rank 1/5
    Increases your Defense skill by 2.(Can be swapped with 1/5 in Toughness depending on which will maximize your gears protective value.)

  • Shield Specialization – rank 3/3
    Increases the amount of damage absorbed by your shield by 30%.

  • Improved Hammer of Justice – rank 2/3
    Decreases the cooldown of your Hammer of Justice spell by 10 sec.

  • Improved Concentration Aura – rank 3/3
    Increases the effect of your Concentration Aura by an additional 15% and gives all group members affected by the aura an additional 15% chance to resist Silence and Interrupt effects.

Retribution Talents – 0 points


Build 7: The Stunadin

The concept of this build makes me chuckle. It’s goal is simple. Keep your enemy stunned non-stop. Piss them the hell off! You can take all kinds of advantage of your Seal of Command! You’ll need to make sure you are an Engineer, have a TUF or an Earthshaker, and keep plenty of gold around to pay for your addiction to grenades.

Holy Talents – 0 points

Protection Talents – 20 points

  • Improved Devotion Aura – rank 5/5
    Increases the armor bonus of your Devotion Aura by 25%.

  • Precision – rank 3/3
    Increases your chance to hit with melee weapons by 3%.

  • Guardian’s Favor – rank 2/2
    Reduces the cooldown of your Blessing of Protection by 120 sec and increases the duration of your Blessing of Freedom 6 sec.

  • Toughness – rank 4/5
    Increases your armor value from items by 8%.

  • Blessing of Kings – rank 1/1
    Places a Blessing on the friendly target, increasing total stats by 10% for 5 min. Players may only have one Blessing on them per Paladin at any one time.

  • Improved Hammer of Justice – rank 3/3
    Decreases the cooldown of your Hammer of Justice spell by 15 sec.

  • Improved Concentration Aura – rank 2/3
    Increases the effect of your Concentration Aura by an additional 10% and gives all group members affected by the aura an additional 10% chance to resist Silence and Interrupt effects.

Retribution Talents – 31 points

  • Benediction – rank 5/5
    Reduces the Mana cost of your Judgement and Seal spells by 15%.

  • Improved Judgement – rank 2/2
    Decreases the cooldown of your Judgement spell by 2 sec.

  • Improved Seal of the Crusader – rank 1/3
    Increases the Attack Power bonus of your Seal of the Crusader and the Holy damage increase of your Judgement of the Crusader by 5%.

  • Deflection – rank 5/5
    Increases your Parry chance by 5%.

  • Conviction – rank 5/5
    Increases your chance to get a critical strike with melee weapons by 5%.

  • Seal of Command – rank 1/1
    Gives the Paladin a chance to deal additional Holy damage equal to 70% of the damage of the attack. Only one Seal can be active on the Paladin at any one time. Lasts 30 sec.
    Unleashing this Seal’s energy will judge an enemy, instantly causing 68 to 74 Holy damage, 137 to 147 if the target is stunned (at Rank 1).

  • Eye for an Eye – rank 2/2
    All spell criticals against you cause 30% of the damage taken to the caster as well. The damage caused by Eye for an Eye will not exceed 50% of the Paladin’s total health.

  • Two-Handed Weapon Specialization – rank 3/3
    Increases the damage you deal with two-handed melee weapons by 6%.

  • Sanctity Aura – rank 1/1
    Increases Holy damage done by party members within 30 yards by 10%. Players may only have one Aura on them per Paladin at any one time.

  • Vengeance – rank 5/5
    Gives you a 15% bonus to Physical and Holy damage you deal for 8 sec after dealing a critical strike from a swing, spell or ability.

  • Repentence – rank 1/1
    Puts the enemy target in a state of meditation for up to 6 sec. Any damage caused will awaken the target. Only works against Humanoids.

Build 8: Holy Thorns

Originally concieved by Jaxon I made a variation of it. The idea behind the build is to cause damage by taking damage. You’ll want to get items like the Force Reactive Disk and Essence of Pure Flame. Get your Thorium Shield Spike and carry around a Druid willing to drop thorns on you. What kind of damage per hit are you talking about? Well it’s over 261 points per hit without including Blessing of Sanctuary if you have FRD and EPF and everything procs. That’s not shabby ;) The big thing to remember about this build is that it’s pretty gear dependent. Just the build alone won’t pump out enough damage to make to make it worth it. Get the extra’s and if you run with a Druid then yeah it’s on like Donkey Kong!

Holy Talents – 0 points

Protection Talents – 31 points

  • Redoubt – rank 5/5
    Increases your chance to block attacks with your shield by 30% after being the victim of a critical strike. Lasts 10 sec or 5 blocks.

  • Precision – rank 3/3
    Increases your chance to hit with melee weapons by 3%.

  • Guardian’s Favor – rank 2/2
    Reduces the cooldown of your Blessing of Protection by 120 sec and increases the duration of your Blessing of Freedom 6 sec.

  • Blessing of Kings – rank 1/1
    Places a Blessing on the friendly target, increasing total stats by 10% for 5 min. Players may only have one Blessing on them per Paladin at any one time.

  • Improved Righteous Fury – rank 3/3
    Increases the amount of threat generated by your Righteous Fury spell by 50%.

  • Shield Specialization – rank 3/3
    Increases the amount of damage absorbed by your shield by 30%.

  • Improved Hammer of Justice – rank 3/3
    Decreases the cooldown of your Hammer of Justice spell by 15 sec.

  • Improved Concentration Aura – rank 3/3
    Increases the effect of your Concentration Aura by an additional 15% and gives all group members affected by the aura an additional 15% chance to resist Silence and Interrupt effects.

  • Blessing of Sanctuary – rank 1/1
    Places a Blessing on the friendly target, reducing damage dealt from all sources by up to 7 for 5 min. In addition, when the target blocks a melee attack the attacker will take 14 Holy damage. Players may only have one Blessing on them per Paladin at any one time.

  • Reckoning – rank 5/5
    Gives you a 100% chance to gain an extra attack after being the victim of a critical strike.

  • One-Handed Weapon Specialization – rank 1/5
    Increases the damage you deal with one-handed melee weapons by 2%.

  • Holy Shield – rank 1/1
    Increases chance to block by 30% for 10 sec and deals 50 Holy damage for each attack blocked while active. Each block expends a charge. 4 charges.

Retribution Talents – 20 points

  • Benediction – rank 5/5
    Reduces the Mana cost of your Judgement and Seal spells by 15%.

  • Improved Judgement – rank 2/2
    Decreases the cooldown of your Judgement spell by 2 sec.

  • Improved Seal of the Crusader – rank 1/3
    Increases the Attack Power bonus of your Seal of the Crusader and the Holy damage increase of your Judgement of the Crusader by 5%.

  • Conviction – rank 5/5
    Increases your chance to get a critical strike with melee weapons by 5%.

  • Seal of Command – rank 1/1
    Gives the Paladin a chance to deal additional Holy damage equal to 70% of the damage of the attack. Only one Seal can be active on the Paladin at any one time. Lasts 30 sec.
    Unleashing this Seal’s energy will judge an enemy, instantly causing 68 to 74 Holy damage, 137 to 147 if the target is stunned (at Rank 1).

  • Eye for an Eye – rank 2/2
    All spell criticals against you cause 30% of the damage taken to the caster as well. The damage caused by Eye for an Eye will not exceed 50% of the Paladin’s total health.

  • Improved Retribution Aura – Rank 2/2
    Increases the damage done by your Retribution Aura by 50%
Posted in Talents | Leave a comment

Priest Talents

From forums:

“How to get to 60 fast?

Well start with Spirit tap, and then go over at Unbreakable will and then build up Improved Power word: Shield.

Spirit tap: 5/5
Unbreakble will: 5/5
Improved Power word: Shield: 5/5

After that build further on the Shadowtree, get the talents Mindflay, improved shadowword pain and improved Mind Blast first. The best mob to grind is the one with low hp. Thats usually Clothuser humanoids, but I’ve also met creeps living at the sea that have low hp (the Shattered strand Azhara).

In level 40 you respecc to Shadow Form, and then you should speed up the grinding.

And have a nice wand at your hand the whole time :)”

Posted in Talents | Leave a comment

Rogue Combat Build

Copied from EU forum:

“Combat builds are the fastest for levelling because you will solo a lot and it’s the one that kills the mobs fast with little input and damaged recieved, as it doesn’t need to worry about positioning or stun timers. When you level, I reccomend you follow the following:

1st 2 points always go into Improved Sinister Strike

next 5 go into Malice

Now you have some choice, I’d fill up combat first and go in this order:

3 Improved Gouge
5 Deflection
1 Riposte
5 Precision
5 DW Spec
1 Blade Flurry
5 In a spec of your choice (Sword or Mace usually)
3 Aggression
1 Adreneline Rush

Then move into Assassination and fill up, then respec at 60.”

And another:

Link to Talent Builder.

This is 20/31/0:

Assasination

Improved Eviscerate rank 3/3
Malice rank 5/5
Ruthlessness rank 3/3
Improved Slice and Dice rank 3/3
Relentless Strikes rank 1/1
Lethality rank 5/5

Combat

Improved Gouge rank 3/3
Improved Sinister Strike rank 2/2
Deflection rank 5/5
Precision rank 5/5
Riposte rank 1/1
Dual Wield Specialization rank 5/5
Blade Flurry rank 1/1
Sword Specialization rank 5/5
Aggression rank 3/3
Adrenaline Rush rank 1/1

An option might be to drop Imp Slice and Dice for either Imp Evasion, or Master of Deception.

Posted in Talents | Leave a comment