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Chapter 1: Factions-Races-Classes

 

When you are first creating your character, you need to first make the choice of your faction, race and class. All 3 of these attributes will affect how you play the game, whether in war or socially.

 

Factions

In the World of Warcraft, there are but two factions: The Horde and the Alliance. Neither side is considered good or bad, so don't let that affect your decision. Each faction consists of 5 races. The Horde has Orcs, Trolls, Undead, Blood Elves and Tauren. The Alliance has Humans, Gnomes, Dwarves, Night Elves and Draenei. These races and their classes will be explained soon. Remember that if you are flagged for PvP, any member of the opposite faction can kill you. The same goes for NPCs, but they can attack you even you aren't flagged.

When you are a faction, either Horde or Alliance, you are unable to talk, mail, or in any other way communicate with the other side. The only means of communicating is by the use of emotes and killing. Make sure that if your friends play WoW, you pick the same faction as them if you want to talk to them. Also note that if you have alts in different factions, you can't mail items or money to them, so be careful.

Races

Once you pick your faction, it is time to decide what race you will be. Each race has its own special ability, look and classes. The latter is the most important attribute of each race, but the looks and ability isn't as important.

 

ALLIANCE

 

Draenei

The newest addition to the Alliance, the draenei get a small increase to their Jewelcrafting skill, if they decide to get the skill. They also get the Inspiring or Heroic Presence aura, which will increase spell or melee hit chance, depending on the Draenei's class. They get a +10 Shadow Resistance, and their usable ability, Gift of the Naaru, can heal themselves or anyone else. Helpful for classes who can't heal.

Gnomes

Short little buggers, Gnomes can use Escape Artist to break themselves out of a Root or Snare effect. They get a 15 point boost to their Engineering skill, along with a 5% increase of their Intelligence(The max amount of Mana) and a +10 Arcane Resistance. Can be deadly in PvP because they're so damn hard to click on, unless you use Tab to target them.

Humans

These guys get a small increase in their Swords and Maces skills.(1 hand and 2 hand) Their Spirit(How fast you regenerate Health and Mana) and the reputation they earn is increased by 10%. When Humans activate Perception, it is much easier for them to see Stealthed enemies.

Dwarves

Dwarves, the short and stocky race of the Alliance, get a 5 point increase in their Guns skills, along with a Frost Resistance increase of 10. They may also Find Treasure, showing chests on the minimap. When Stoneform is activated, immunity to Bleed, Poison and Disease effect is given to the Dwarf for a few seconds.

Night Elves

These Elves are so quick, they get a 1% increase to their Dodge ability. When Night Elves die, instead of turning into the ghost form of themselves, they turn into wisps, which are 25% faster than normal ghosts. Makes going back to your corpse easier. Nature resistance is increased by 10, and when Night Elves use Shadow meld, they stealth, much like a Rogue, but if they move or attack, Shadowmeld is broken. Can be used to keep enemies from seeing you.

 

HORDE

 

Trolls

Hey mon, Trolls get a 5 point boost in their Bows and Throwing weapons skills. They also get a 5% damage increase against Beasts, plus a 10% health regeneration bonus. When they activate Berserking, they attack 10-30% faster. depending on how hard they are hit. The more damage the Troll takes, the faster he/she will attack.

Blood Elves

The newest addition to the Horde, Blood Elves are quite unique.Their Enchanting skill is increased by 10, along with a +5 increase in all their resistances. When they use Mana Tap, it reduces the enemies Mana, then charges you with energy, which can stack 3 times. They can then use Arcane Torrent, silencing enemies for 2 seconds and with every Mana Tap charged on the Blood Elf, they gain Mana, the amount depending on the Blood Elves' level.

Orcs

Orcs get a 5 point increase to their Axes skills, along with a 15% resistance to stun and knockout effects, but its not that great, seeing as how its a 15% of the resistance you already have. Orc Warlocks and Hunters get a Pet damage increase by 5%. When Orcs activate Blood Fury, their Attack Power is increased by about 4 times the level, but healing effects are reduced by 50%.

Undead

Braaaaaainnsssss.....Undead are quite possibly the race that get's the most beneficial abilities. Underwater breathing is increased by 300%, plus a +10 Shadow Resistance. When an Undead decides to Cannabalize a dead Humanoid or Undead, they regenerate 7% of their health every 2 seconds for 10 second. Will of the Forsaken can be activated to grant immunity to Sleep, Fear and Charm effects, which can be activated while Feared or Sleeped.

Tauren

Big. Bulky. Cows. A Tauren's max health is increased by 5%, along with a 15 point skill bonus to Herbalism and a +10 Nature Resistance. When they use War Stomp, up to 5 enemies nearby can be stunned for 2 seconds. The enemies must be within 8 yards of the stomping Tauren.

 

Classes

Classes are what really define how you will play the game. They will determine how frequently you will be needed in a group, how you will survive when battling, how you will be dealing your damage, etc. Each race has a set amount of classes it can be, some more than others. In parties, depending on your class you will be back firing from a distance or right next to the boss getting blood on your armor. Make sure you pick a class you will have fun with.

 

Warrior

Warriors are commonly referred to as Tanks because of their ability to take and give a lot of damage. Warriors are very to easy to learn how to play, mostly because they have one way of attacking, and that is melee. Your life as a Warrior will consist of you attacking the enemy head on, hoping that the healer won't screw up. Warriors have Stances, and most of the Warrior's abilities requires for them to be in a certain stance, such as to use Taunt, you need to be in Defensive Stance. Warriors are excellent at keeping the enemy attacking them, which is another reason they are in demand for parties. Hey, someone's gotta take that damage. Warriors have high amounts of Stamina (Health) and defense, making them hard to kill. Warriors lack the ability to do much damage from afar, and healing is impossible for them unless they use First Aid.

Priests

A Tank's best friend in a party. Priests are by far the best healing class in the game. The Priest will be back healing everybody and shielding them from damage while the Tank just stands their slashing and stabbing at the enemy. Priests are very fragile, though. Their armor consists of Cloth and...wait, just cloth. They have horrible melee, but that's not what Priests are for. But, if a Priest spends their talent points right, they can be deadly in the ways of Shadow damage, but that doesn't mean they aren't good healers if they are Shadow specced. Priests are usually in the highest demand for parties. Priests have low health and defense, so make sure you keep the enemies off of them. Priests, like all other healing classes, get the ability to resurrect other players if they die, an essential ability in tough dungeons.

Hunters

In my opinion, my favorite class. Hunters get pets, traps, ranged attacks, aspects, tracking, and more. Hunters are gods at Ranged Weapons compared to other classes. They are designed to stay back firing bullets or arrows at the enemy. Master at Damage per Second, Hunters can easily dish out lots of damage in short periods of time. When a Hunter reaches level 10, they can tame pets, which can act as Tanks for them when they solo, making the Hunter one of the easier classes to level. Also, Hunters can lay various traps, damaging or slowing, even disabling enemies. Hunters get a line of buffs called Aspects, which increases a certain attribute. Take Aspect of the Monkey. when you use, your dodge ability is increased by 8%. Aspects stay on until you die, take it off or you switch Aspects. Hunters also get tracking abilities, showing NPCs and enemies of the current type you tracking on the minimap. Extremely useful for finding the monsters you need to kill for that quest. Many don't think the Hunter is very important, but I disagree. They just need to be careful of their pets in dungeons and such. Hunters are useless in the 'dead zone'. This is the area where they are too far to use melee, but too close to fire Ranged Weapons.

Mages

One of the coolest classes, Mages get a variety of spells to use. They are primarily damage dealers, what with the dozens of Fire and Frost spells they get. Sometimes in parties they will need to sheep, or in other words use Polymorph an enemy to keep them from attacking. Great at crowd control. Frost Nova freeze all enemies in a certain range right in their tracks, enabling the Mage to run. They can conjure up food and water, so they will never to buy any. When Mages reach a certain level, they can create portals to capital cities, which is very convenient. Mages are fragile with their cloth armor and bad melee, so they stay back with the Priest in the party.

Paladins

Think of a half of a Warrior and half of a Priest together, and you get a Paladin. Paladins are a hybrid Tank and Healer. They have decent aggro managing abilities, along with good healing abilities. Excellent at surviving, as they can make themselves invulnerable for a few seconds while they heal themselves, making them extremely hard to kill if you can't drain their Mana. Paladins get a line of Auras and Blessings. Auras are much like Aspects, as they stay there until you die or switch them. Auras affect everyone in your party if they are close enough. Blessings are just buffs you cast on anyone you feel like, and they usually have to do with raising your stats. Paladins are like Warriors with their ability to wear plate armor and take a lot of damage, and just like Priests with their ability to heal, buff and resurrect, but a Paladin is neither a full Warrior or Priest. Did I mention, FREE MOUNT?! Yes, at level 40 and 60, the Paladin gets a quest to get their own mount, but they are hard, which makes up for them being free.

Druids

If you thought Paladins could be used for different classes, you haven't seen a Druid. Druids are a nature based class, with many qualities. in their regular form, they are decent healers along with some damaging spells and hindering effect spells. Notice how I said in regular form. Druids are able to shapeshift into different animal forms, some used for battling while others are used for travel. In Bear form, Druids are Tanks, with it's high health and armor. Cat form is just like a Rogue, with it's ability to stealth and deal high damage. Aquatic form turns them into some seal/walrus combination, increasing swim speed and allowing underwater breathing. Travel form turns the Druid into a cat, increasing run speed by 40%, an alternative to a mount. Finally, there is the much sought after Flight form, turning the Druid into a bird, allowing flight. This can only be used in Outland. Druids are a great class to have in a party if you need a back-up. Druids in regular form can wear leather and have a bit of defense, so they can last longer than a Mage, but not much. Fun class in general.

Rogues

Sneaky devils, quite annoying in PvP. Their claim to fame is Stealth, where they can walk around without being seen (hopefully). In Stealth, they sneak up behind unsuspecting foes to attack with a flurry of different attacks. Excellent at dealing damage, but they have to be careful. Too much aggro could result in the needing of repair for that leather armor. Rogues can pick locks, opening doors and lockboxes. At a certain level they can brew poison for their weapons, giving them a buff that might cause more damage, slow the enemy etc. Rogues can Dual Wield at 10, which is earlier than most. Rogues can Sap Humanoids at level 10, incapacitating them for a while, which proves extremely helpful later in the game. They can also pickpocket enemies in stealth, provided they have pockets.

Shamen

Most call this class overpowered, and for good reason. The Shaman is another hybrid. Shamen have good healing abilities, along with very good damage spells. Their line of Shock spells does great damage, along with other effects in there. Shamen get the ability to breath underwater, turn into a Ghost Wolf for a speed increase, and...walk on water. What else could a Shaman need? How about Totems? Totems are the distinguishing characteristic os the Shaman. Every 10 levels, the Shaman learns a new Totem, and thy are Earth, Fire, Water and Air, each with its own abilities. Earth totems mainly hinder the opponent and buff you and your party. Fire totems mainly do damage, while Water heals and regenerates everyone's Mana. Air totems have a variety of effects. Easy class to do about anything. They can learn to wield mail armor, making them hard to kill. Easy class to find a party with.

Warlock

A very interesting class. Warlocks are best at doing Damage Over Time spells, so even if you kill a Warlock, it's very possible to die from the DoTs left on you. They can drain souls, creating soul shards. These are used for various things, such as summoning your pets (which are imps, voidwalkers, succubi, felstalkers and felguards), create soulstones, which will resurrect dead players, and much more. They can also drain Health and Mana for the Warlock's own use. Warlocks can also summon missing party members, which is very useful, but the Warlock must get help from 2 other people. Hard to start out with, but fun after you get higher leveled. They, like the Paladin, get a free mount, so that's a plus too.

 

So that's it for this chapter. Now you know what you need to know about the races and classes of the World of Warcraft.

 

Chapter 2: Chatspeak

 

It's important you know what all the lingo that comes out of a lazy player's keyboard means. Chatspeak is a mean of communication which abbreviates common phrases or words for a means for faster chat. It's helpful that you start using Chatspeak before you start running dungeons. you don't to die because you spent 5 minutes typing, "Hey, could so-and-so, the Priest, please heal me? This mob is attacking me, and I am almost dead, so if you could heal me, I would appreciate it." That's a bit too much. some of the more common chatspeak is:

 

lol: Laugh Out Loud (What you say when someone says something funny

 

brb/bbl: Be Right Back/Be Back Later

 

g2g: Got to Go (Not to be confused with gtg, Good to Go)

 

lfg/lfm: Looking for Group/Looking for More

 

wtb/wts/wtt: Wanting to Buy/Sell/Trade

 

omg: Oh My Gosh/God

 

wtf: What the Freak/(Well, you know...)

 

pst: Please Send Tell, means to respond by ways of whisper/tell

 

Chatspeak is actually a very easy language to understand once you think about it. Of course, it's not all about convenience. In the World of Warcraft, there is a crapload of terms used to describe events happening, certain places, or just plain things.

 

AoE: Area of Effect, a spell that affects everything in a designated area

 

Buff: A beneficial increase/decrease in something of yours. ie: Battle Shout increases your attack power by a certain amount for 2 minutes (ofcourse playing in private game servers the buff duration can be changed).

 

Debuff: The opposite of a buff. ie: a Disease, Poison etc

 

Inc: Incoming, to warn about...

 

Adds: Enemies that joined the battle unexpectantly

 

Oom: Out or low on Mana

 

Aggro: Basically, aggro is what you do when you cause a monster who isn't attacking anyone to attack you. Achieved when you walk into...

 

Aggro Radius: The area in which an enemy aggroes. The lower the level you are, the bigger the radius will be for you for a higher level monster, and vice versa.

 

Exp: Experience, the thing you need to level

 

Lvl: Level

 

DoT: Damage Over Time, a spell that does just that.

 

DPS: Damage Per Second, the amount of damage dealt out in a second

 

PVP: Player vs. Player

 

PVE: Player vs. Enviroment

 

Gank: In PVP, when you kill an enemy player while they are already being attacked. Can also mean you killed them without them expecting it. Not the nicest thing to do, but it's fair.

 

Grinding: Commonly done by people who are too lazy to quest, grinding is staying in one area killing monsters for experience.

 

Kiting: Keeping a distance away from the enemy while causing damage to it. Usually easier for Mages and Hunters, as they can slow the enemy while using ranged combat and magic.

 

Mob/Creep/Monster: All the same thing, a computer controlled enemy

 

NPC: Non Player Character, basically a computer controlled character who isn't a monster.

 

Pat: A patrol

 

Nerf: To significantly bring down, stat or spellwise such as "The Crusader enchant has been nerfed to X amount of damage"

 

newb: A person who is new to the game

 

n00b: Not to be confused with newb, a n00b is a person who knows how to play, but annoys or makes other people mad. Many versions, all ending in 00b. (j00b ch00b, fr00b) Loses its meaning when used so often.

 

Proc: When somethings activates, like on an item.

 

Pulling: In dungeons, a person who can attack from a range can "pull" enemies to the party.

 

Rez/Res: Resurrect

 

Tap: When a player not in your party damages a monster, that monster is tapped by that player. Only that player gets experience and loot from the kill.

 

Threat: Somewhat like aggro, threat is basically how much the monster hates you. Whoever has the most threat will be attacked, and keep attacking until a new threat target rises.

 

Twink: A low level character who is made more powerful from stronger armor and weapons given by their main character or guildmates.

 

Main: The character you play most often, usually the highest level.

 

Alt: An alternate character on the same account, usually weaker than the main.

 

Vendor Trash: Items in grey that are useless are considered vendor trash because they only thing to do with them is sell them to vendors.

 

Zerg: Attack a place with lots of players.

 

A short chapter. Just remember not to make up your own chatspeak, no one will understand you.

 

Sorry for double post the guide is too big.

Posted

Chapter 3: Dungeons and Parties

 

Tired of doing quests yet? Because there is an alternative. No, not grinding. It is.....wait for it....Running dungeons!

*****A quick tip: Another word for dungeon is instance.

First, it helps if you know what a dungeon/instance is. A dungeon is an area, usually quite big, filled with elite monsters and enemies. Elites are much more powerful and are harder to take down, so it is essential you have a party or raid, depending on what kind of dungeon. When you enter an instance, you may notice there is no one else here but who's in your party. When you enter an dungeon, you are actually going into something like a copy. Every party gets their own copy, so they have everything in it to themselves.

I mentioned that a party is essential. The only time you might be able to solo something is when you are about 30-40 levels higher than the average level of the mobs in the dungeon. Maybe you are on an alt, and one of your guildmates are going to run you through the instance. This is okay if you want loot, money and a few quests done easily, but try to complete the instance with an actual party. High levels running you through rob you of gaining instance experience. What I mean by this is, think of it like a test. You can cheat off the smart kid, or you can study and actually try, you will learn something from it. The same applies to dungeons. If you go your whole World of Warcraft life with high levels running you through dungeons, once you get to raids like Onyxia's Lair and Zul'Gurub, you will get kicked out for attacking Onyxia or Hakkar while everyone was eating. Now that my lecture's done, here is an explanation of what classes should be in your party:

 

Your Party

 

--Tank: It's important you have someone to be taking the damage. Warriors are most commonly used because they have the highest amounts of health, they can wield shields and plate armor, and they generally have high amounts of defense. Tanks also have abilities which raises their threat, keeping the enemy attacking them. They don't have any healing spells whatsoever, so tanks rely on Healers to keep them alive, while the entire party is hammering damage onto the target. Note that there doesn't have to be one tank. The primary tank will be the main tank, while the secondary tank can be backup.

 

--Healer: Opposite of the tank, the healer is the last person you want taking damage. Healers are any class who can heal. (Priests are the absolute best, but others include Shamen, Druids, and Paladins if they spend their talent points in Holy) A healer's main healing target is the tank, because they will be taking the most damage, but the healer is able to heal everyone in the party. Healers are usually fragile, so it's important for them not to take damage. Paladins are the exception, but usually they are used for just single target healing, limiting how many people will live. Because they can resurrect, Warlocks usually cast their Soulstones on them, so if the party wipes, the Healer can use the Soustone to resurrect themselves, then resurrect the rest of the party.

 

--Crowd Control(CC): Crowd control refers to keeping a mob of enemies under control. Go figure. Sometimes, things don't go exactly as planned, whether it's a bad pull, or summoned adds. Either way, it's up to the CCer to keep your party from being overrun. Examples of Crowd Control include:

**Fear: The selected target runs away in fear for a set amount of time. They cannot attack, but they can call for help.

**Sap: The Rogue saps the target, incapacitating it for a pretty well amount of time, but only works on Humanoids.

*Polymorph: Turns the target into a sheep or pig, depending on which kind, for a period of time.

Be careful, as many CC spells/abilities will be negated by any damage taken. Make sure the party knows which target will be CCed before starting an attack. Classes that can CC include Mages, Rogues, Druids and Warlocks.

 

-Damage Per Second(DPS): DPSers are typically classes that deal out the most damage in a short period of time. Examples are Hunters, Rogues, Warlocks and Mages.These are essential to any party, mostly because they are the main source of damage. DPS classes should watch their threat. A lot of damage comes with a lot of hate, and if you piss the monster off, you better watch out. If a Hunter or Rogue gets aggro, they can Feign Death or Feint, respectively. It's just bad luck for the Mage or Warlock. All they can do is wait until someone pulls the aggro from them.

 

-Hybrids: Like the filler to your tooth. Not that it hurts, but it can fill in any missing parts of your party. Hybrids can generally play the parts of multiple roles. Druids can be Rogues (Cat form), Tanks (Bear form), Casters or Healers (Normal form). Shamen can be a partial Caster, a Healer or a DPS. Paladins can be a Tank or a Healer. Normally, Hybrids aren't used to be a specific role in the party, but if they spend their talents right and get the right equipment, it's possible for a Druid to be a primary Tank, or a Shaman to be the main Healer.

 

-Casters: Not much to say about Casters, mostly because they....cast. Casters include Mages, Priests and Warlocks. Druids and Shamen can be partial Casters, as explained above. Casters are generally weak, so they stay back, hoping that their high damage causing spells won't aggro the enemy. If it is unfortunate that you gain aggro, scream to the tank to take the aggro, because you won't last long with that cloth or leather armor. Casters usually have high damage spells, along with some class special abilities which makes some Casters more useful than others.

 

Now, it's important that you know about the good things and bad things to do in a party. Otherwise known as Etiquette.

 

Party Etiquette

First, let's go over communication. It's important that EVERYONE in the party communicates with each other, otherwise the whole concept of groups is pointless. Remember that you are playing with humans, not NPCs. Orcs have feelings too...

 

Anyways...

When you join a party for a dungeon, make sure you get across the things you need to do, whether it's to kill the last boss, or free a prisoner. People aren't psychic, so make it clear what you are there for. Also, know your role in the party. Priests aren't made to tank. Luckily, there are many people out there on their alts who knows theirs, and even other people's roles in the party.

When you're in the instance, listen to each other. Be modest. Don't try to be a leader if you have no idea what to do. Usually the leader is the person with the most experience or the highest level. The leader (The person with a crown on their portrait) gets to decide Loot Type, Instance Difficulty and the ability to reset the instance.

Loot type is basically how the loot is distributed. Loot types are:

 

-Group Loot: The default, and most likely best loot type around. Parties members take turns looting corpses. If an item better than the threshold* pops up, people roll for it.**

-Round Robin: Much like Group Loot, only when an item thats better than the threshold comes up, whoever's turn it is to loot that corpse gets to loot that item as well without having to roll for it.

-Master Looter: The ML is assigned by the leader. When an item better than the threshold is dropped, the ML gets to loot it. When they loot it, they will see a list of party members that he can assign the item to.

-Free for All: Any party member can loot anything from any corpse.

-Need Before Greed: Basically, everyone rolls for any item they can use. This is accomplished by typing /roll # in the chatbox. This number is usually 100.

 

*The loot threshold is the type of item that you start to roll at. For example, if the threshold is at rare, then you roll for any item rare or higher, but not for uncommons.

**When an item that's better than the threshold is dropped, a box will come up when it's looted. It will show the item and stats, along with a die, coin and and X. The die is Need, and is usually only clicked when you can use that item and it is an upgrade to what you have. The coin is Greed, and is generally used when you don't Need it, but you could still use it for the money. The X is pass, if you feel no Need (or Greed) for it.

 

Since we have discussed Rolling, I should warn you about Ninja Looters. Ninjas are people who roll Need on Rare/Epic items when they have no Need for it, and they continually do this on on purpose. Ninjas usually get kicked out of groups, and even guilds if they Ninja loot. Some of the most nefarious Ninjas develop a reputation throughout the entire server. If you are the victim of a Ninja, make sure to warn your guildmates and friends about them.

 

So what are the dungeons in the world anyway? Haha, you are in luck. Here I have constructed a list of the dungeons in the World of Warcraft (In order of level):

Azeroth Dungeons

 

Level Dungeon Area

 

13-22 Ragefire Chasm Orgrimmar

15-28 The Deadmines Westfall

15-28 Wailing Caverns The Barrens

18-32 Shadowfang Keep Silverpine Forest

20-35 Blackfathom Deeps Ashenvale

22-30 The Stockades Stormwind City

24-40 Gnomeregan Dun Morogh

24-40 Razorfen Kraul The Barrens

29-45 Scarlet Monastery Tirisfal Glades

33-47 Razorfen Downs The Barrens

35-52 Uldaman Badlands

40-58 Maraudon Desolace

43-54 Zul'Farrak Tanaris

44-60 Sunken Temple Swamp of Sorrows

48-60 Blackrock Depths Searing Gorge, Burning Steppes*

52-61 Blackrock Spire Searing Gorge, Burning Steppes*

54-61 Dire Maul Feralas

56-61 Stratholme Eastern Plaguelands

56-61 Scholomance Eastern Plaguelands

 

*Both of these are located in Blackrock Mountain, accessible by Searing Gorge or Burning Steppes

 

Alright, so those are the different dungeons for PARTIES. Now we have to go through the dungeons meant for RAIDS. (These are all level 60+ raids):

 

Dungeon Area

Blackwing Lair Blackrock Spire

Molten Core Blackrock Depths

Onyxia's Lair Dustwallow Marsh

Naxxramas Eastern Plaguelands

Ruins/Temple of Ahn'Qiraj Silithus

Zul'Gurub Stranglethorn Vale

 

Since the arrival of the Burning Crusade, more dungeons and raids have been added. Since I'm nice, I'll add those as well:

 

Level Dungeon Area

60-62 Hellfire Ramparts Hellfire Citadel (Hellfire Peninsula)

61-63 Blood Furnace Hellfire Citadel

62-64 The Slave Pens Coilfang Reservoir(Zangarmarsh)

63-65 The Underbog Coilfang Reservoir

64-66 Mana Tombs Auchindoun(Terrokkar Forest)

65-67 Auchenai Crypts Auchindoun

66-68 Escape from Durnholde Caverns of Time(Tanaris)

69-72 Opening of the Dark Portal Caverns of Time

69-72 The Mechanar Tempest Keep

70-72 Shattered Halls Hellfire Citadel

70-72 The Steam Vaults Coilfang Reservoir

70-72 Shadow Labyrinth Auchindoun

70-72 The Botanica Tempest Keep

70-72 The Arcatraz Tempest Keep

70-72 Karazhan Deadwind Pass (This is a 10 man raid dungeon)

 

and the raids:

 

Dungeon Area

Magtheridon's Lair Hellfire Citadel

Serpentshrine Cavern Coilfang Reservoir

Gruul's Lair Blade's Edge Mountains

Tempest Keep Netherstorm

Battle for Mount Hyjal Caverns of Time

The Eye Tempest Keep

The Black Temple Shadowmoon Valley

 

Phew, that was tiring. Now, for many of the raid dungeons, you will need to be "attuned". To become attuned (Able to access) to a dungeon, you must complete the attunement quest to that dungeon. These can be one part, or 10 parts.

 

Raids

 

Raids are what you will most likely be doing in your later WoW life. All raid dungeons have one thing in common: A boss that you can't kill with a 5-man party. You will have to be much more responsible in a raid because there's a lot more people to keep track of. You will need to make sure you know your role, which you should by now. Since raids are full of people, it will take a while before everyone gets there, so you'll have to be patient. There's a lot of downtime before the raid enters the dungeon due to the distribution of food and water, the leader going over the rules, plans and things like that. Make sure you listen, because even one person can ruin the entire raid and you will all end up dead. It's important that everyone is ready before you take on a boss of a big group of enemies. I've been on raids, and it's hell if that happens. Priests are still drinking for Mana, and by the time they get up, the Tanks and Rogues are dead, and the Mages and Hunters aren't too far behind. Like I said before, communication is the key to a good party.

 

So in conclusion for this chapter, watch what's happening, know your role, and communicate. Did I mention to communicate?

 

Sub Chapter A: Character

 

The reason this is a sub chapter is because there's not a lot of information here, some of it might even be useless, but nonetheless, it will be helpful for those of you not familiar with this game.

 

First, know what the stats are and mean. There are 5 stats: Strength, Agility, Stamina, Spirit, and Intelligence. Here's a handy-dandy list about each stat:

 

---Strength: The more Strength you have, the more attack power you have with ranged and melee weapons. It also determines how much damage you block with a shield, if you can wield one.

Classes that benefit: Warriors, Paladins, Shamen, Rogues, a bit to Hunters

 

---Agility: Increase ranged weapon damage and your armor. Also, more Agility gives you a better chance to dodge and land critical hits.* It also increases melee attack power, but only to Rogues, Hunters and Druids in Cat form.

Classes that benefit: Basically all classes, but Hunters, Rogues and Cat formed Druids get an extra increase to attack power.

 

*Critical hits are hits that do much more damage than normal hits. You will get them often or rarely, depending on your Agility.

 

---Stamina: Determines how much Health you have. Also determines pet health.

Classes that benefit: All

 

---Spirit: Determines your Health regeneration (Out of combat) and Mana regeneration (When not casting)

Classes that benefit: All (Warriors and Rogues don't get Mana regeneration though, of course.)

 

---Intellect: The more you have, the more Mana you can hold. Also increases critical hit chance with spells and the rate at which you learn weapon skills. If you are a Hunter or Warlock, also determines your pet's Mana.

Classes that benefit: All mana users, but the weapon skill learning rate increase benefits all.

 

So now you know what the stats are, and what stats you want to raise for your class. Oh, you don't know what stats you want to raise?

 

Well, if you are a primary mana user(Mage, Priest, Warlock, etc.) Do not plan to get as much Strength as possible, as you won't be up close and fighting with your stick, you will be casting. (Or in a Hunter's case, shooting.) You want Intellect, Spirit and Stamina. Hunters will want Agility though, because it increase attack power with ranged and melee weapons.

 

Vice versa for Warriors and Rogues. You won't be using any spells, so Mana is quite useless for you. The other stats though, you will want to raise.

 

Shamen and Paladins are tough, as they can melee and cast. My suggestion is, if you plan be stepping back and healing/casting, try to get more Intellect, and if you prefer close combat, go for Strength and Agility.

 

So that's all fine, but how exactly do you raise stats? Every time you level up, all your stats will be raised by one. Plus, any green or better equipment* will have at least one + x y. X is the number that the stat will be raised, and y is the stat. For instance, a green chest armor piece could have +4 Stamina, +2 Intellect and +1 Spirit. When you equip that armor, those respective stats will be raised

 

*Green or better equipment refers to the color of the name of the item.

 

Item Rarity

 

Grey name: Useless, called vendor trash as its only real use s being sold

White: Common; Has some kind of use, can be auctioned

Green: Uncommon; many enemies drop these, always have some kind of stat boost, can be auctioned

Blue: Rare; Hard to get, rarely (Hence the name) drops off enemies; Usually very powerful, has stat boosts, can be auctioned

Purple: Epic; extremely hard to get, most likely to drop off monsters in dungeons, very very powerful,can be auctioned

Orange: Legendary/Artifact; Don't hope that you get these, very few per server, some have to be crafted

 

Note: Green or better items can only be auctioned if their are not soulbound. If the item says Bind on Pickup, then when you loot it, it will be soubound. Bind on Equip items bind when you equip them.

Another note: Greens or better aren't limited to equipment, there are many other kinds of items that aren't armor that are Green or better.

 

See? That was short. Thanks for reading this sub chapter, you have now wasted 7 minutes of your life reading this.

 

 

Than again im sorry for double post, the thread is too big..

 

 

ALL CREDITS FOR THIS AMAZING GUIDE GO TO BLADE

 

will be updated with more things, stay tuned.

Posted

niceeeeee HaCkz0r is right this should be sticky. i post it to clan forum if you dont have anything against?

 

Just give credits to Blade, he made a WONDERFUL job.

  • 1 month later...

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