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Ultimate Warcraft Guide

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Archive for May, 2008


  

This is the method the power levelers have used since closed beta and I finally got one of them to give it up. It is by no means the way to go if you want to maximize your experience in the game as this method will bypass almost all the content in the game and essentially ignore many of the fun, unique aspects of WoW. This is not recommended for new players and is meant for players who already have experienced the content and just want to level up an alt to play with their level 60 friends (ie. your level 60 instance group needs a priest and there are no priests to be had). As a benchmark to how successful you are with this, download cosmos and use the clock feature to measure your xp/hour. At level 50 you should be getting about 40,000+/hour.

1-20: Newbie lands, stick to the friendly zones (not contested). Just grind. The quests are a waste of time up to level 20 if you are focusing on maxing out xp per hour.

20-26: Wetlands quests and raptors/slime/orcs for grinding. Redridge mountain Lakeshire quests.

26-30: Duskwood quests and undead for grinding. Hillsbrad critter roamers for grinding.

30-35: Did these all in a day on Daggerspines in Hillsbrad right next to Southshore along the coast. Huge spawn, very fast respawn rate, easy mobs to kill. Purgation isle (island in the very far Southwest water area of Hillsbrad) also a nice secluded place you can grind on undead.

36-40: Hillsbrad southshore quests. Desolace quests and kodo grinding for 36-38, then Undead Ravagers in the southeast for 38-40. Cresting exiles at the circle of outer binding in Arathi also for 37-41; extremely easy mobs with a fast respawn. Alterac ogres from 35-40 for grinding. Drywhisker kobolds in Arathi east of Hammerfall for 36-39 for grinding.

41-45: Hinterlands trolls, owl beasts, and wolves for grinding and quests. Badlands ogres, gnolls, and quests.

45-48: Tanaris quests and pirates on the eastern paninsula for grinding. Stranglethorn vale quests (only if you need rewards imo). Badlands greater elementals for grinding.

48-52: Felwood deadwood gnolls for grinding and quests from the sanctuary in the south. Blasted lands dreadmauls for grinding. Un'goro crater (best started at 50) for primarily quests and grinding off the plants and tar elementals. Azshara undead highbornes and thunderhead hyppogriffs for grinding.

52-55: Azshara blood elves for grinding. Burning steppes dreadmaul rock ogre caves firegut ogres (very low AC) for grinding. Felwood irontree woods and cave for grinding (great spot). Western plaguelands questing for argent dawn and grinding on undead throughout the various camps.

55-58: Eastern plaguelands quests from the sanctuary, grinding on undead at the ruined towns. Winterspring grinding at winterfall village or Lake Kel'Theril undead highbornes (my personal favorite camp). Blackrock Stronghold in Burning Steppes for grinding.

58-60: 'The' yeti cave in Winterspring, due Southeast of Everlook (very nice place). Grosh Gok compound ogres in Deadwind pass (great spot, no one knows about it). Eastern plaguelands Fungal Vale undead grinding and argent dawn token farming. Moonowls in northeast winterspring for grinding.

Lvl 1-7 - Newbie Area
Lvl 8-10 - Stonefireld/Maclure Farms: Boars (Goldshire)
Lvl 11-14 - Stone Cairn Lake : Prowlers & Bears (Goldshire)
Lvl 15-23 - Crabs on Longshore (Westfall)

Guide to a 60 Rogue (Warcraft items)

Guide to a Rogue
————————
[1] Introduction

[2] Rogues Loot List

[3] Builds

[4] Sites *UPDATED**FIXED*

[5] Abilities

[6] Gathering Prof.

More Chapters will come in time.
====================
[1] Introduction

This guide is only for Rogues, you cannot mix it with any other class, this is a guide for both Alliance and Horde Rogues. Over the time WoW has been around people have been asking these questions : ' WTH is a Good buidle for a Rogue? ', ' Rogues are boring me out y? '. This guide is created to answer these questions. Do not flame my guide, just give me requests our what ever you want, except flames. Well hope you enjoy this wicked guide.

- Lethal
—————————————
[2] Rogues Loot List

It embarrasing enough when a Rogues tries to roll on Druid pieces when he/she doesn't know its a druid only item and rolls on it based on stats, so heres a nice loot list by a friend of mine :
http://www.geocities.com/nebk316/RLL/Rogue_Loot_List_v1.html

Heres another loot list I found on Google :
http://fragstat.com/wow/instancedrops.html
—————————————-
[3] Builds

The main thing people get wrong as Rouges are the builds; they either copy someone elses * its not that bad, but still * or randomly select points. First time Rogue especially have htis problem, well heres some thing to fix this.

My Rogue Build :

ASSASSINATION: 21pts
—————————-
# Improved Eviscerate - 3/3 points
Increases the damage done by your Eviscerate ability by 15%.

# Malice - 5/5 points
Increases your critical strike chance by 5%.

# Murder - 2/2 points
Increases your chance to hit while using your Sap, Ambush, Garrote, or Cheap Shot abilities by 5%.

# Lethality - 5/5 points
Increases the critical strike damage bonus of your Sinister Strike, Gouge, Backstab, Ghostly Strike, and Hemorrhage abilities by 30%.

# Vile Poisons - 2/5 points
Increases the damage dealt by your poisons by 6%.

# Improved Instant Poison - 3/5 points
Increases the chance to apply Instant Poison to your target by 6%.

# Cold Blood - 1/1 point
When activated, increases the critical strike chance of your next Sinister Strike, Backstab, Ambush, or Eviscerate by 100%.

COMBAT: 5pts
—————–
# Improved Sinister Strike - 2/2 points
Reduces the Energy cost of your Sinister Strike ability by 5 Energy.

# Lightning Reflexes - 3/5 points
Increases your Dodge chance by 3%.

SUBTLETY: 25pts
——————–
# Master of Deception - 5/5 points
Reduces the chance enemies have to detect you while in Stealth mode. More effective than Master of Deception (Rank 4)

# Camouflage - 5/5 points
Increases your speed while stealthed by 15%.

# Elusiveness - 5/5 points
Reduces the cooldown of your Evasion, Vanish, and Blind abilities by 1.3 minutes.

# Opportunity - 5/5 points
Increases the damage dealt when striking from behind with your Backstab, Garrote, or Ambush abilities by 20%.

# Improved Ambush - 2/3 points
Increases the critical strike chance of your Ambush ability by 30%.

# Improved Sap - 1/3 point
Gives you a 30% chance to return to stealth mode after using your Sap ability.

# Preparation - 1/1 point
When activated, this ability immediately finishes the cooldown on your other Rogue abilities.

# Improved Distract - 1/2 point
Increases the radius of your Distract ability by 3 yards.

===========================
How to use this build: ^ the one above

First is to always open up with a cheap shot or ambush ( I use ambush ) then start pounding away with SS then when at 3 - 5 Pts ( Depends on your HP and Targets HP ) use Evi, then repeat. If you reach 50% HP its best you use Vanish then Cheap Shot, then SS till target has max Pts on him/her then if Evi isnt rdy by now use Prep then Cold Blood to hopefully finish the target. Using this build requires the true rogue or a sneeking player if your non of tht by all means don't use this build lol, you'll just get Murdered like a Decked out Rogue vs the Holy Priest.
——————————————–
Here was My DoT * Damage over Time * Build:

ASSASSINATION: 25pts
—————————-
# Improved Eviscerate - 3/3 points
Increases the damage done by your Eviscerate ability by 15%.

# Malice - 5/5 points
Increases your critical strike chance by 5%.

# Ruthlessness - 3/3 points
Gives your finishing moves a 60% chance to add a combo point to your target.

# Murder - 2/2 points
Increases your chance to hit while using your Sap, Ambush, Garrote, or Cheap Shot abilities by 5%.

# Lethality - 3/5 points
Increases the critical strike damage bonus of your Sinister Strike, Gouge, Backstab, Ghostly Strike, and Hemorrhage abilities by 18%.

# Vile Poisons - 2/5 points
Increases the damage dealt by your poisons by 6%.

# Improved Instant Poison - 2/5 points
Increases the chance to apply Instant Poison to your target by 4%.

# Cold Blood - 1/1 point
When activated, increases the critical strike chance of your next Sinister Strike, Backstab, Ambush, or Eviscerate by 100%.

# Improved Kidney Shot - 2/3 points
Reduces the cooldown of your Kidney Shot ability by 4 seconds.

# Improved Deadly Poison - 2/5 points
Increases the chance to apply Deadly Poison to your target by 6%.

COMBAT: 0 Pts
——————
SUBTLETY: 25 Pts
———————
# Master of Deception - 5/5 points
Reduces the chance enemies have to detect you while in Stealth mode. More effective than Master of Deception (Rank 4)

# Elusiveness - 5/5 points
Reduces the cooldown of your Evasion, Vanish, and Blind abilities by 1.3 minutes.

# Opportunity - 5/5 points
Increases the damage dealt when striking from behind with your Backstab, Garrote, or Ambush abilities by 20%.

# Improved Garrote - 2/2 points
Increases the duration of your Garrote ability by 6 seconds, but reduces the damage by 10%.

# Improved Rupture - 3/3 points
Increases the damage of dealt by your Rupture ability by 30%.

# Improved Distract - 2/2 points
Increases the radius of your Distract ability by 5 yards.

# Preparation - 1/1 point
When activated, this ability immediately finishes the cooldown on your other Rogue abilities.

# Improved Cheap Shot - 2/2 points
Reduces the Energy cost of your Cheap Shot ability by 20.

# Hemorrhage - 1/1 point
An instant strike that damages the opponent and causes the target to hermorrhage, increasing any Physical damage dealt to the target by up to 3. Lasts 30 charges or 15 seconds. Awards 1 combo point.

Level 46: 5 damage increase
Level 58: 7 damage increase
==========================
How to use this build: ^ the one above

Do NOT use SS, because it is a waste of energy in this build, use Hemorrhage to open up atks, its required hat you use either Rupture or Evi, the battle conditions will tell you wat to do, if you open up with Garrote its best you use Evi when at 3-5 Pts on the Enemy, but if you use Cheap Shot ( NO Ambush ) its best you use Rupture then start hacking/slashing away with Hemorr and Evi. Also in this build since you do less Instant/Burst Dmg its best you use Swords, no Maces because since the patch up Blizzard has reduced the ammount of Dmg Maces do with Rogues. Using Swords with Strength and Agilty are the key ( No Stamina, your gear can do that ) because you want to hit hard while doing DoT.
—————————————-
A Place to test your builds :
http://wowvault.ign.com/View.php?view=Talents.View&category_select_id=7
* BTW they have this for Every Class in the Game! *
=========================
[4] Sites

A place to Test Rogue builds * and other classes *:
http://wowvault.ign.com/View.php?view=Talents.View&category_select_id=7p

A nice site about Items/Quests for Rogues:
http://fragstat.com/wow/instancedrops.html

Rogues Weapons Chart:
http://shadowpanther.net/wow.htm

Lock Picking Guide:
http://forums.worldofwarcraft.com/thread.aspx?fn=wow-rogue&t=20276&p=1&tmp=1#post20276

Builds:
http://forums.worldofwarcraft.com/thread.aspx?FN=wow-rogue&T=723123&P=1

Loot:
http://www.wow-loot.com/rogue.htm

There will be more sites added in the Future, so keep this alive Very Happy.
=================
[5] Abilitys

Its good to know you surrounding right?, well thats the same with with your Rogue abilitys, best to know what your using eh? Heres a Niffty little site with this info, Ill post my own as soon as I colaborate it.

http://wow.allakhazam.com/db/spelllist.html?class=Rogue

I hope you like this.
=================
[6] Professions

+ Mining

This is a grreat money maker for a Rogue and I highly recommend it at low lvls so you can save up for a mount, if you do this for farming mats its best you pair it w/ Skinning, Blacksmithing is practicly useless with Rogues because Rogues don't use Mail or Plate, and the weapons that are made arn't benifical for a Rogue.

+ Herbalism

A good partner with Alchemy, though not much of a money maker by itself w/ Alchemy its a money maker AND it can benifit the Rogue as well.

+ Skinning

This is a very good money making Profession, mixed with Mining, you'll be the god of making money when it comes to Professions, Leatherworking is good for lvls 5 - 40, but at higher lvls it becomes a pain and becomes useless to a Rogue. Skinning is good for Farming w/ Mining.

40-41: Stranglethorn Vale. The last few quests you have there, and grinding some mobs there should do the trick.



41-44: Feralas. This place is great! So much to skin, and very nice
grind places. I havent seen a lot of people leveling in the area, so
you have alot of room for yourself, and less interruptions! Just finish
your quests here one at a time according to the level requirement. None
of them are very hard, as long as they are not elite. There is also an
escort quest in the area which can be kinda hard to solo. It's easy to
grind the gnolls and grimtotems(tauren) in the area north of the horde
camp. Theya re lvl 40-42.

Instance: Razorfen downs. this place is for something like 38-42.
I never really did the place because the items arent worth the amount
of time spend. All 40-43 items are very weak, at least for plate and
mail. But do this instance if you want.

instance: Uldaman. level 40-44. This place is where the horrors of
evil dwells. I must admit that I hate the place. It has some very nice
items, but the instance can be very hard with a random pickup group,
and you can easily wipe. If you know some decent people, that you can
communicate well with, do this place. It has a very cool boss and nice
drops. I did one run there with a pickup group. Then I stopped because
I couldnt affort the time.

Happy grinding loot that i got: Epic level 37 leather gloves. Sold them for 40g.



44-47: This is done in Tanaris. Great place, but a lot of allies
around here so be careful. Finish the quests with those wastewander
bandits. They are the easiests. After that you head east of Gadgetzan
to the coast and take the quests there. These quests involves killing
pirates to the south. Do these quests and stay there grinding untill
47.

Instance: Zul'Farrak. level 44-48. A very cool instance, with some
very useful item drops and nice quest rewards. I recommend you to do
this place no matter what.
Happy grinding loot: 2x khoo's point (rare polearm). Found both at the pirates.



47-52: Hinterlands. Yes this place is good. There will be a lot of
quests for you to do here. Follow your quests and that should at least
take you to 48-49. Once you have all quests except the elite quests
done, you can choose to grind the Turtles on the beach, or you can
choose to finish your elite quests with a group. The elite quests are
not in an instance. Just a big outdoor place with elite mobs. They can
be kinda hard if your group isn't balanced. Only good thing for these
quests are the XP and quest rewards.
Grind turtles all the way to 52 (yes I mean it). All turtles can
be skinned, and they drop Clams. Clams usually have clam meat in them,
but sometimes carry blackpearls and iridicent pearls. And if you are
very lucky you will get GOlden pearls as well. Which should happen a
few times during that grinding. Golden pearls are worth about 20-25g on
the AH! That is alot of income if you add it to all the gold you get
from skinning/picking up everything on the turtles.

Happy grind loot: About 5 golden pearls. (100g right in the pocket).



52-58: Azshara. This place is the best grinding place in the whole
game! Beats everything you have seen so far. The thing is that you want
to grind the Satyrs at 62.26 (north part of azshara). And if that place
is full, grind the bloodelves just a little south of there. At the
satyrs you earn more than 30k xp/hour! That is alot faster than any
instance/quests. Keep grinding them untill you are level 58. Satyrs
drop: a lot of random green items/recipes. Also a lot of runecloth and
felcloth, and demonic runes. Felcloth is 20s each, for vendor price. Ah
gives about 80s each. Runecloth is about 3-4g pr. stack. Demonic runes
are useful in MC etc. If you are a caster. For a melee they are nice
vendor trash.

Instance: Sunken temple. 49-54. Some nice drops here, but not
worth the effort. Perhaps if you have a class quest to this place, then
do it. I play warrior and i didn't do it.

Happy grind loot: Epic dagger, Shadowblade. Worth about 100g. 2 16slot bags. Rare ring. Three of warlords. Eight of portals.

Even if the satyrs wont drop any epix/16slots/rares for you. YOu
will still have a very steady income there. You earn more here than you
do at the turtles. This is also the place to grind for your epic mount.



58-60. Quests in Western plaguelands and eastern plaguelands.
Because you are level 58 now you will have no trouble with the quests,
and can solo them all, as long as they are not elite. Remember to equip
your argent dawn trinket to get your reputation up while you farm the
scourge undead. Once you finish your quests there is only one spot i
recommend: Grinding Scarlet lumberjacks in the northern part of Western
plaguelands.
Alot of people likes to get access to winterspring which could be
useful, for leveling and questing. Or just to have the possibility to
go to the area. You do that by completing quests for timbermaw hold in
Felwood. Leveling in these places are a bit slow, and they are crowded
by alliance.

Instance: Blackrock depths 55+. Necessarry to get your Molten Core prequest.

Instance: Lower Blackrock Spire. Usually people go to this around
58+. You need this place for the Upper blackrock spire key and for the
Onyxia Prequest.

Instance: Stratholme. 58+, 56+ for healer. There are 2 parts of
stratholme. Living/scarlet. Also known as Lstrat. And then undead
stratholme also known as Dstrat. These 2 instances are great.
Especially if you just raid them for the items. A 10man group can
finish this in around 1-1 hour. Alot of good items this place. I
recommend you to do this place untill you have the items you need.

Instance: Scholomance. 58+, 56+ for healer. Scholomance is also an
easy instance to farm with a raid group. Gives good drops. The drops
are of same quality as Stratholme. Always remember your argent dawn
trinket on when you farm these instances.

Instance: Upper Blackrock Spire. 58+. This place requires the key
from LBRS. You need to complete it for the onyxia prequest. Lot's of
nice drops. Alot of people like to do what is called a rend run. Which
takes about 30-40 minutes 10man. For the whole instance you should have
around 15man.

Levels 1-20

I highly advise against grouping with anyone until

you're well into your teens. At this point of the

game, very few people know how to use their classes

and skills properly and honestly, you're going to die

a lot because of it. That being said, there are a few

times you will want to group to get chain quests out

of the way, Defense of the Lands in Loch Modan is one

example.

For Alliance members, I suggest heading to Loch Modan

or Westfall in the teens, then head to Redridge until

you're level 20. Yes, if you're a night elf, you need

to travel far but there are no non-night elves in Teldrassil

or Darkshore and you're missing out on grouping with

Mages, Warlocks and Paladins.

For the Horde, The Barrens are where it's at. You don't

need to group much at all here but you can head into

the Wailing Caverns instance for some decent experience.

More than likly, you'll be level 20 in less than a week.

If you start on a Friday night and play through the entire

weekend you can hit 20 by Sunday if you know what you're doing.

Grouped with a healer you'll tear through everything with ease

and no downtime.

Levels 21-40

————

At this point you will have a good grasp of what you can and

can't do as a Rouge. You will acquire the last of your Rouge

skills and get to try out different combinations. You will also

get to actually see some use from your talents as you'll be deep

enough into the trees to access some of the stronger talents.

As an Alliance you're looking at Duskwood and the Wetlands for 20

through 30, Stranglethron Vale(STV) for nearly all of your 30's.

The quests in STV require groups and give some excellent Rouge items.

As Horde, you're more than likely still in the Barrens for a few levels.

Head out to Stontalon Mountains and 1000 Needles for the rest of your 20's,

IN THAT ORDER. For the 30's, I also suggest STV through Gromgol as there are

some very nice quests to complete for some good gear.

Near the end of your 30's, I highly suggest heading to the Scarlet Monastery(SM)

as there is a quest that will give you either a good dagger (Black Menace) or sword

(Blade of Harmony). The Tigerbane also drops here. There's nothing wrong with simply

doing SM until you hit 40.

Before you hit SM, hit Gnomeregan and get to the end to kill Thermaplugg to complete

the quest to get Triprunner Dungarees. You'll keep these pants well into your 40's. You

can also pick up the Toxic Revenger.

I won't go into super big details for these levels as they are fast to get through, 20-30

will be a week's worth and 30-40 about the same. Playing 4 hours a night you should easily

get at least 1 level per session if not more. Just do as many quests as you can.

Levels 41-60

————

This is when the Rouge truly stands out. There is a very little difference between Horde and

Alliance either as they usually each have their own outpost in most zones. I won't go into

too much detail here because this is the Groups section and you really will be grouped for the end

of the 50's.

You should head to the Badlands for the early 40's and knock off Uldaman by level 45. Head

off to Feralas to complete some easy quests then up to Mauradon. Make sure you collect as

many quests as you can for this instance and go through it multiple times. There is some very

good Rouge loot here so kill all named opponents a few times.

After you've done your run of Mauradon, head to Tanaris and knock off Zul'Farrak. There are

about 9 quests for this zone alone and you can probably do 7 of them in 1 run that lasts 2 hours.

It's best done at level 48+ and you will have a great chance to practice your Distract Pulls here.

Later on, you can head to the Sunken Temple to run off a few quests, which is by now an easy instance.

From 50-55 there's not much going on group wise but you can head to Ungoro Crater and both the East and

the West Plaguelands. From 55 on up, it's Blackrock Deeps, Black Rock Spire, Strathholme and then Scholomance,

in that order of difficulty.

You will often find groups availble for BRD while in a major city. You will find the best gear in these instances.

From 50 on up, never turn down an opportunity to go and from 55 on make an effort to go.


SOLOING EXPERIENCE LEVELS 1-60

——————————

LEVELS 1-20

———–

Levels 1-10, stay in your home zone. There are tons of quests to do and you are

close to town when you die. Don't leave until you're level 10 as there's simply

an abundance of things to kill up to that poing and grinding is great. At level 10,

go to the main city and the rouge trainer. They will give you a quest to get the Blade of Cunning.

Do this quest now, as the dagger is quite effective. You can also start using different

weapons at this point by training in certain cities. If you have mining or skinning, start it

now. You will see your first gold by level 8 if you do either profession by selling on the

Auction House in Ironforge/Ogrimmar. You can get to level 10 inside 1 day.

From 11-20, it's pretty much the same thing. Hrode are in the Barrens and Silverpine Forest,

doing quests while the Alliance is in Loch Modan and Westfall. Again, the professions can make

a good buck here, so keep at it. Near the end of the 20's you will be able to do your first instance.

I suggest you do it simply for the chace to get better gear.

There's always a chance some stuff will drop by doing the instance but odds are the reward for killing

the end boss is what you really want. Getting to 20 can take a few days if you quest a lot. If you simply

grind, you can finish all of this in 2 days.

You can get to level 20 in a weekend if you don't mess around.

LEVELS 20-30

————

Get your Poison quest done now. Alliance, it's easy to solo. Horde, get some friends. Make Instant Poison

and see the difference in your damage output.

Alliance, you will be hunting in Redridge Mountains and Duskwood. The undead in Raven Cemetary are quite

good to kill as they are humanoid and easy prey. Can always move on to the Nightbanes (SE corner) in the

later 20's. Finishing off the Ogres (West of the road to STV) is easy in the high 20's. All humanoid with

a few casters thrown in. If you're in Stormwind, do the Stockades a few times. There are half a dozen quests

to kill all the named in there and the experience is really good from 25-29. The instance is so small it will

take about 30 minutes per run.

Horde can do Stonetalon on the Goblins and Kobolds. Then move onto 1000 Needles and killing Centaurs. You

can also head to HIllsbrad HIlls (on a non-PVP server. PvP servers, this is a zone you will be killed non-

stop) and kill some Farmers and Gnolls.

Not much instance wise, nor gear wise. I suggest just grinding for 2 levels and going back to town only to

train and dump your items on the Auction House. Also, look for upgrades to your weapons. There's a fair

ammount of leather gear available at these levels as well.

LEVELS 30-40

————

First, go to the Auction House and buy all the pages to the Green Hills of Stranglethorn quest. Once you have

them all, heave to STV and the Hunter's Camp to turn it all in for some great experience (10k if memory serves)

and decent enough reward.

STV is really where it's at for the 30's. There is just simply an abundance of quests here that all stack and give

good Rouge rewards. The animal mastery series is really good and you can knock off the first 2-3 quests in each

series alone. The bosses at the end require a group but the rewards are well worth it. Head to Booty Bay and get some

more quests there.

Grind-wise, there's the NE Kurzen Compound that has relatively easy opponents from 30-33. After that, head to Venture Co.

Basecamp and kill goblins. They are casters, so really easy kills if you can catch them before they start casting on you.

They are good from 33-36. After that, head to the middle of the zone and the East side of the road. There are trolls here

to kill that don't have a damage shield. If you were hunting rolls in the low 30's, you would notice some are Shamen and

that damage shield would just destroy you. The higher level ones don't use it for some reason… They can get you to level 40.

They drop Flasks of Mojo that sells well in the Auction House.

In the late 30's you can head to the Alterac Mountains and kill the Ogres. They have really low hit points and armor and therefore

die with ease. There are a few quests you can knock off in Hillsbrad that bring you here as well. If you're a skinner, the Yetis are

great. They are humanoids that you can skin.

NOTE: STV has a Rouge trainer, so you don't have to go back to the main town to train. You might want to leave STV at 35 and come back

near 38. It will make things easier for questing.

Gnomeregan has a very beautiful pear of leather pants for killing Thermaplugg. You'll be using them until you can get an upgrade in Mauradon.

Doing Scarlet Monastery(SM) and killing the bosses gives you either a good sword or dagger. Hell, just doing SM runs is a good way to get some

new gear as the drops rates are quite high and the areas pretty small. The experience is decent enough buy you're here maily for the gear.

LEVELS 40-50

————

If there was a 'Hell Level' this enitre block would be it. It just seems hard to find any good

gear for this area and it hinders your experience gain. There are a lot of quests you can polish

off here and some easy collection ones as well.

Badlands Have a fair amount of collection quests to do and the Ogres in the SW corner offer good cash.

Also, the first Sturdy Junkboxes will drop here. You can do all of the quests solo except for Tremors

of Earth. Do this quest with at least 3 other people, it gives you the Blazewind Breastplate which will be

your BP until the 50's. Just doing quests, you can shoot through 42.

Head to Feralas and do a few quests there. There are some gnolls to kill in the South area as well as some

ogres West of that. Get the simple quests done and then head to Tanaris, where the real gains are. Yetis are

decent enough. I would not stay too long though, as mobs wander a lot ehre and you get adds frequently.

Kill the Wastewater Bandits. They have really low hit points for melee types and

occasionally drop water stachels. There's a quest in Gadgetzan (The main town in

Taris) where 5 of these give ~300xp adn the quest is repeatable. Kill these guys

until you're 45. They spawn all over the East side of the zone and have chests

that pop with them. There are some 'Rouge' bandits that are in stealth but you

should be ok if you pay attention to your combat indicator (Where you level is

indicated, it turns to a X of swords when in combat). Very easy to kill, have a

chance to drop Scorpid patterns, Mageweave out the wazoo! (Great for first-aid

and 1 stack sells for 1g in AH) and decent drops.

Once you hit 45 or 46, head to Hinderlands. You probably have a fair chunk of

quests for this zone anyways. Head to Aerie Peak and start the quests available.

At 45 you should be able to complete every quest here. Make sure you start the

Saving Sharpbeak quest line, as well as the Ancient Egg quest, both requiring

groups to complete. The Saving Sharpbeak quest gives the Gryphon Rider's Stormhammer

a great weapon to have.

Grinding though, there is no better place in all of the game. From 45 to 50 you head

to the Altar of Zul and kill Soothsayers (10 of them). They are casters with really

low hitpoints and long cast times. They occasionally drop Wildvinem, which you should

keep as it sells for nearly 1gp each. They usually drop Troll Necklaces which when turned

in, in groups of 5 gives 390xp. With 4 empty 12 slot bags, I kept one solely for Troll

Necklaces that stack up to 20. They have a good chance of dropping items as well,

including the rare pop of a named troll. The biggest hurdles here are 3 roaming wolves.

When they attack you, just Vanish. It isn't worth the time killing them until 49 as they

spawn quickly. In an hour you'll have memorized the wolves movement pattern and where

the SOothsayers are. You will likely finish levels 45-50 faster than you did 43-44.

Dunemaul Compound in Tanaris isn't too bad either as the ogres have a better chance of

having Junkboxes on them. They do hit hard however. I qould only consider this if the

trolls are camped.

Ghosts in Azshara are reportedly silver mines and there are a lot of casters. They tend to

be camped by higher levels though.

Instance wise, do Uldaman for the quests once you hit 43. There's not much item wise and the

creatures spawn so close the experience isn't too good. Do Zul'Farrak for some decent leather

loots (Scorpashi items). There are about 9 quests that deal with this area, including the

Ancient Egg and Saving Sharpbeak quests. Razorfen Downs are pretty good here too, with decent

gear but it's a low 40s zone. Mauradon should only be done near the end of the 40s as the bosses

can be really hard and the 'orange' side of the zone is deadly to anyone under 50. In fact, if

you can, avoid the 'orange' side of the zone completely. It causes a very Large amount of lag,

everything seems to posion you or have a damage shield.

LEVELS 50-60

————

The 50's are really all about the last push so you can do Blackrock instance runs. You also get the

final super powerful skills. Eviscerate now does at base damage what you were hitting for in criticals

in the 40s.

At 50, head to Ungoro as it has a ton of collection quests availible. It is entirely a beast zone.

However, there is no cash that drops but there is still a chance of items dropping. Doing all the quests

from Marshall's Refuge (that are non-elite) can get you 2 levels in a day. It really is ridiculous the

amount of experience you can gain from this zone with now effort. Bring a Mithril Casing, you need it

for a certain quest.

The Blasted Lands have 5 quests that stack fro a temporary stat buff to each stat. Personally, the quests

that need stuff from Basilisks and Vultures are not worth the effort as the drops are way too slow. They

are also repeatable for the experience. The ogres are also decent experience and start to drop Heavy

Junkboxes. Level 51-53 is a good spot on these. Again, they can hit hard compared to other humanoids.

Felwood has some good kills at Jaedenar that give fraction to the Timbermaw fraction. At

this point you should have your set weapons until you do high level instances, so put

Demonslay on both. This gives a chance to stun and 100 damage hit on all demons, which

Felwood is full of. With the enchantment it's incredible the amout of kills you can rack

up. Decent for the lower 50s. Actually some people stay here longer with Demonslay because

the kills become almost trivial, killing non-stop with out the need to heal.

Azshara is also a good area to run through at this point with dual Demonslay weapons.

The West side of the zone has some satyrs to kill which are pretty easy to keep clear,

though they tend to have imp minions. The northern part of the sone has more Satyrs

near level 51 if you find the West Camp Slow.

The mid 50s allow you to move to Winterspring. In the SW corner, there's a Dwarf lady

who gives a decent cloak for just walking from one end of the zone to the other. The

town also has a fair chunk of quests to complete, which aren't too bad. The really good

spot though is Lak Kel'Therill. It has more ghosts which are easy kills until about level

58.

The Plaguelands are the final area to hunt in. The West from 52-55 and the East from 55 to

60. They are just full of undead to kill. Mainly though, you're here for the Argent Dawn

faction, which can only be gained when you're under level 60. Might as well get it done before

that final level up. If you're looking for more deomons to kill, the East has a lot of hounds

but that's pretty much it.

The end of your travels will be in Blackrock Stronghold. Getting the basics of the spawn will

kill you a few times but once you get the hang of it, the experience is golden. Half of it

is casters, which are perfect for killing. you will more than likely hit 60 here.

Instances next. you want to finish everything off in Mauradon before 55. The Trash Blade

(from killing the princess) is an excellent sword, only being beat by a rare world drop

or killing the end boss of Blackrock Spire. Finish up any quests left for the SUnken Temple

as well, there are a few that give some decent rewards. There are quests for this instance all over

the world, so don't be surprised when you find a new one.

Blackrock Depths and Blackrock Spire are where you will spend your upper 50s. The drops here are

ridiculously good and require you to have a skilled group. Mess up just a little bit and you wipe.

You will want to finish the 50s so bad that you're more than likely to just plow through in a week.

Building a Successful Leveling Warlock

Many people who play the Warlock in the beginning think that the
most successful way to level is to put your DOTS (Damage Over Time Spell) on the target then fear and shadow bolt to death. Not only is this dangerous, but it is also very mana consuming and you will experience more downtime than you would using a common drain-tanking build. That is what we will be focusing on in this guide.

Note about Drain Tanking:
Few realize that Drain-Tanking is
nearly useless before level 30, due to the weakness of the lower
versions of the Drain Life spell. So for the first 19 levels just use the method of placing your DOTS on the target and shadow bolting to death.

Talents:
1-9: Do your lowbie quests. Should take 2-3 hours.

10-14: 5/5 Improved Corruption
15: 1/5 Demonic Embrace
16-18:
3/3 Improved Imp (For the instances you should be running right now)

19: 2/5 Demonic Embrace
20-22: Improved VW
23-25: 5/5
Demonic Embrace
26: 1/1 Fel Domination
27-29: 3/5 Fel Stamina


Level 29 Spec
Using the method during this stage

10-29: Stack all your DoTs on a mob, send in the VW, stack all
your DoTs on a second mob, and then wand the second mob to death.
Repeat until low health, and then bandage/Consume Shadows. Each level should take about an hour, moving towards an hour and a half as you get closer to 30. If they are taking longer, figure out what the problem is (mobs too far apart, mobs have too much life, too much downtime) and move to an area that solves it.


Respec #1 (Level 30)
30: Respec to:
Affliction Tree
5/5
Improved Corruption
5/5 Improved Drain Life
2/2 Improved Life
Tap
5/5 Fel Concentration
2/2 Nightfall
2/2 Grim Reach

31: 1/1 Siphon life
32-34: 3/5 Suppression
35-39: 5/5
Shadow Mastery
40: 1/1 Dark Pact
41-45: 5/5 Demonic Embrace

46-49: 4/5 Fel Intellect

Using the method during this stage

30-49: Drain Tank: Load the mob up on DoTs, send in the Succubus,
cast Drain Life while the mob beats on you, rinse and repeat. At
40-49 keep using this method but instead of Life Tapping, use Dark Pact. A good rule of thumb is, DP only if your pet is over 50% mana, because if they run out it will slow your fighting time down. The easiest way to do this is to turn off all autocast abilities on your Succubus, and remember to DPing during the fight (rather than after) as a good time-saver because your DoTs will help keep up the DPS.


Respec #2 (Level 50)
50: Respec to:
Afliction Tree
5/5 Improved Corruption
2/2 Improved Lifetap
3/5 Improved Drain Life
5/5 Fel Concentration
2/2 Grim Reach
2/2 Nightfall

1/1 Amplify Curse


Demonology Tree
5/5 Demonic Embrace
3/3 Improved Imp
3/3 Improved VW
3/3 Improved Succubus
1/1 Fel Domination
2/2 Master Summoner
3/5 Unholy Power
1/1 Demonic Sacrifice

51: 1/1 Siphon Life
52: 1/1 Curse of Exaustion
53-55: 3/4 Improved Curse of Exaustion
56-60: 5/5 Shadow Mastery

Using the method during this stage

50-59: The Drain Tanking gets even better now. By Demonic
Sacrificing your pet, you are able to regen even more life per fight, keeping up with increasing monster damage, while still 'Tapping up to full mana whenever you want because of the passive regen.

60: You are now specced SM/DS, which is generally accepted to be
best grinding spec. Do whatever killing you need to do, grind
factions etc., and then respec to your high-level build of choice.

How to level:
Grind and quest at the same time. Either look
for multiple quests that involve killing the same mobs, or look for multiple quests in the same areas. The more quests you can get done before running back to turn in, the faster your leveling will go. Also, remember to set your hearth to new places frequently. Every time you plan to level in a new place for more than an hour, set your hearth there, as the time saved by teleporting back to the nearest down instead of running is incredible.

Equipment Choice:
During early levels it is best to focus on
+sta, and at around 35 or so to switch to +shadow or +dmg. If you are specced into affliction and are draintanking, +dmg will be vastly superior to +sta. You kill the mobs much faster for the same mana, and heal yourself that much faster.

Up until about level 40 you should stack +sta and 'of the
Eagle' gear. At 30, start looking for Shadoweave gear, and
around 40 switch into it. Full Shadoweave can be made by tailors, and will give a bonus of +114 shadow damage, along with some Int and Sta, and can be equipped at level 44.

In general, while using Dark Pact we stack as much +damage gear as possible, and while using Demonic Sacrifice, we stack as much +sta gear as possible, while keeping a minimum of +100 dmg.

We also go against using a staff, a good dagger/sword and an
offhand in my opinion is way better than a staff. Think about it,
with a staff you get some nice stats, occasionally an effect. With a dagger/sword and an offhand, you get stats on the weapon and sometimes an effect, AND on the offhand you can get ADDITIONAL stats AND another effect. Far superior.

Guide for Class - Race Pairing

Index:
===================
[1] Races and Classes
[2] Race, Class Strengths
[3] Race Pros and Cons
[4] Best Race/Class to Twink
[5] Fastest Race/Class to Level
—————————–

[1] Races and Classes

Horde

Troll = Rogue, Warrior, Priest, Shaman, Hunter 6/9
Blood Elf = Rogue, Priest, Hunter, Mage, Warlock, Paladin 6/9
Orc = Rogue, Warrior, Shaman, Hunter, Warlock 5/9
Undead = Warrior, Priest, Warlock, Mage, Rogue 5/9
Tauren = Warrior, Druid, Shaman, Hunter 4/9

Alliance

Human = Rogue, Warrior, Priest, Mage, Warlock, Paladin 6/9
Draeni = Warrior, Hunter, Priest, Mage, Paladin, Shaman 6/9
Night Elf = Rogue, Warrior, Priest, Hunter, Druid 5/9
Dwarf = Rogue, Warrior, Priest, Hunter, Paladin 5/9
Gnome = Rogue, Warrior, Mage, Warlock 4/9
——————————
[2] Race, Class Strengths

Troll
Because of the added Agility and Berserking that the Troll has; Troll is best played as a Melee class. Troll as a warrior provides an excellent Fury/Arms warrior, here s a spec:

http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=4678 PvP/Grinding
http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=4724 Fury Shield

The Troll as a Rogue is also a great bet, because of Berserking and Agility:

http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=83 PvP Build
http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=7345 PvE Build

Also, Troll is an excellent Hunter class; because of the Agility bonus:

http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=3935 PvP Build
http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=2075 Pet Build
http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=8639 Raid Build

Blood Elf
The most we can say about Blood Elf, is that since they have AoE silence; they will dominate all life in Azeroth if paired with a Melee class. Here s some specs for Warrior :

http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=4771 Tanking Build 20man +
http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=7680 Protection Build
http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=5126 Arms/Protection
http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=4724 Fury Shield

Blood Elfs make good Roges because of their AoE silence and mana tap which adds 10 energy per-use :

http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=83 PvP Build
http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=7410 Combat/Assass Build
http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=7345 PvE Build

Since BE is the only Paladin on Horde side; you have no choice:

http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=6141 Healer/Tanking
http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=6103 Full Support * Priest with Plate *
http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=3797 Two Handed Monster

Orc
We think Orc is the hybrid race; with high stun resist and excellent rage regeneration, Orc plays out for both Melee and Magic, here are some specs for a Shaman:

http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=6359 PvP Build *High stun resist*
http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=5454 Restoration Build

As an Orc Warrior, players should go with Arms/Protection because of higher starting Strength and stun resist the Orc Warrior is a more efficient one:

http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=4771 Tanking Build 20man +
http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=7680 Protection Build
http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=5126 Arms/Protection

Undead
Undead is an excellent Magic class; because of higher starting Intellect than any race in the hordish arsenal can put up, heres specs for Mages:

http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=7234 PvE/Raiding Frost Build
http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=5738 PvP Fire/Frost Build

Undead for Warlocks are also extremely potent because of the Will of the Forsaken and higher starting Intellect, any kind of Lock is fine:

http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=5290 Nuke/DOT Build
http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=3790 Destro Build
http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=351 Demonology/Affliction Build

Tauren
It s a shame that we don t see many Tauren Druids around, but we should; Tauren is more of a hybrid class like the Orc, but isn t really geared toward anything particular of its four classes, so like the Tauren we recommend Druid for Tauren as with Warrior. Here s some Druid specs:

http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=3074 Restoration Build
http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=6807 Tanking/Resto Build
http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=6667 PvP Build
http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=7328 Moonkin Build

Tauren also rolls old school with a warrior because of high starting strength it s a good pair for a hybrid class, we would recommend a Protection spec with T. Warriors:

http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=7680 Protection Build
http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=4771 Tanking Build 20man +
============================

Human
Were to place Humans; they really don t have any strengths, they are the Alliances only hybrid race, so Anything goes for them; casters will find it easier because Alliance can use Perception and they have bonus Spirit, so caster are the way to go, but Melee is ok too.

Draeni - * We haven t hit level 30 yet *
We love this race; spent hours in BC beta playing as these guys and we can safely say go Melee. They are like Orcs for the Alliance, they have an AoE at level 1 that get more powerful every 15 levels, not sure about the final version. Rolling Melee with Draeni is a wise choice or being a Shaman is good too. We may do Draeni stuff as soon as we hit LvL 30 with one.

Night Elf
Since Night Elf has Shadowmeld and Quickness, its best to play a fragile class such as priest or you can roll hybrid with a druid. Night Elf s make OK Rogues, but that will come up later with the Gnomes as recommendation because Night Elf s have less starting Agility than the Gnomes do. Here are some specs for Priests:

http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=7568 Shadow/Disc Build
http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=4520 Holy Build
http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=8622 Holy Build 2

If you re planning to roll Druid; NE is the only Alliance race that can:

http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=3074 Restoration Build
http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=6807 Tanking/Resto Build
http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=6667 PvP Build
http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=7328 Moonkin Build

Dwarf
Dwarfs are a Melee class; but they have Priests, we say do whatever you want when it comes to Dwarf. With Priests they are the same as others, but dwarf has Stoneform; which means it is resistant to what other race are vulnerable too, plus it increases armor by 10%; great for cloth wearers. Rogues need to concentrate on building Strength before Agility *that come third to Stamina*; because it s good to make advantage of the dwarfs good starting Strength and Stamina. Here s build for Priests:

http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=4520 Holy Build
http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=7568 Shadow/Disc Build
http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=8622 Holy Build 2

Dwarf paladins are awesome because of Stone Form and its starting strength :

http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=6141
Healer/Tanking
http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=6103
Full Support * Priest with Plate *
http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=3797
Two Handed Monster


Dwarf Rogues should spec in either Combat/Assassination or PvP builds:

http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=83 PvP Build
http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=7410 Combat/Assass Build
http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=5966 Sword/Mace Build

Dwarf Warriors should spec Fury; because they can hit hard with their high strength and score major critical strikes; they can also roll Protection:

http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=4678 PvP/Grinding
http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=4724 Fury Shield
http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=7680 Protection Build
http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=4771 Tanking Build 20man +

Gnome
Gnomes have the highest in starting Agility and Intellect for the Alliance Arsenal; so naturally they should play either a Rogue or Mage, Warlock. As a Rogue they should concentrate more on Agility than Strength, working on AGL then STM then STR. Mages should work on INT and STM and SPRT as with the Warlock. Here s some build for Rogues :

http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=83 Dagger Build
http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=7345 PvE Build
http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=1423 Sword Build

Gnome mages are great because they have higher starting INT and have Escape Artist:

http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=7234 PvE/Raiding Frost Build
http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=5738 PvP Fire/Frost Build
http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=6289 Arcane Build

For Warlocks it s a good idea for gnomes to run with a Destro build:

http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=5290 Nuke/DOT Build
http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=3790 Destro Build
==============================
[3] Race Pros and Cons

Horde Pros

Troll = Berserking, Regeneration, High starting Agility
Blood Elf = Arcane Torrent, Mana Tap, Resist +5
Orc = Blood Fury, Hardiness, High starting Strength
Undead = Will of the Forsaken, Cannibalize, High starting Intellect
Tauren = War Stomp, Endurance, High starting HP

Horde Cons

Troll = Inferior to Undead when it comes to Mana classes
Blood Elf = Another Melee race? Lets hope not
Orc = No real specialty when it comes to classes
Undead = Melee classes suck
Tauren = Only gives HP+ ?
————————————

Alliance Pros

Human = Perception, Diplomacy, Human Spirit
Draeni = Everything about them
Night Elf = Shadowmeld, Quickness
Dwarf = Stoneform, High starting Strength and HP
Gnome = Escape Artist, Arcane Resist, Highest starting Agility

Alliance Cons

Human = An overall weak race
Draeni = Lets hope this race isn t to overpowered
Night Elf = Low HP; mostly a Magic Class
Dwarf = Lacks the stats to backup some of its class choices
Gnome = Low HP, and they are small

============================
[4] Best Race/Class to Twink

These are the Race/Class combos that we ve found easiest to Twink with:

Horde

Troll = Rogue, Hunter
Blood Elf = Rogue, Paladin
Orc = Rogue, Warrior
Undead = Mage, Warlock
Tauren = Shaman, Druid

Alliance

Human = Mage, Priest *Shadow*
Draeni = Warrior, Shaman, Mage
Night Elf = Rogue, Priest *Shadow*
Dwarf = Rogue, Warrior, Hunter
Gnome = Rogue
===========================
[5] Fastest Race/Class to Level

Here s the record setting class/race combos for leveling to level 60 soon to be 70:

Horde

Troll = Hunter
Blood Elf = Not yet recorded, we re guessing it ll be a Rogue
Orc = Warrior
Undead = Warlock and Mage both set in 5 days of play time
Tauren = Shaman


Alliance

Human = Warlock
Draeni = Not yet recorded, we re guessing it ll be Shaman or Hunter
Night Elf = Shadow Priest
Dwarf = Hunter
Gnome = Rogue

Completing A Dead Man's Plea (aka Baron 45 Minute Run)
We've managed this run several times, each time with a different group setup, and we've put together the following tips to help you trek through it.

Guidelines
Have a well-balanced group with people you know. Sometimes this isn't possible, so at least make sure you are with people who listen and react. Communication is extremely important and if people look as if they go afk or can't keep from chatting around instead of hitting mobs, don't make an attempt with them. This sounds harsh, but many people we grouped with didn't realize this run was different from a normal Baron run. They were going at normal pace and looking around instead of pulling, being stuck in combat mode and asking the group 'ready???' before every pull, to then finish a chat sentence they were sending to a buddy in guild chat before actually pulling. Then at the end they wondered why the run failed.
Try to stick to people that you consider skilled. Skilled people is a vague term, but with skilled we mean the following things:
1.Being always present at any moment of the run, immediately ready to react
2.Being able to LISTEN
3.Being conscious of their environment
It is hard sometimes to get hold of such people, but it is worth the effort, the more your party members correspond to the above mentioned features, the less tries it will take you. Just a briefing before going into the dungeon can already awaken these abilities in a lot of players, so it's always worth a try. If you find a good player, put him on your friends list and so on… you will finally end up with a group able to do this.

Group Makeup
Despite what a lot of people think you don't need a cookie cutter group to manage this, but of course the less skilled your group is, the more you depend on the perfect class combination. What you should have in any case however is this
1.Warrior (Can be Offensive or Defensive specced, doesn't matter, make sure offensive Warriors have a shield and a one hand weapon on them for tanking the Baron at the end)
2.Priest (Ideally have a priest to heal the group, priests can shackle undead on top, simply very useful)
3.A good AoE class (ideally take a Mage with you, you can AoE a ton of things in this side of the dungeon, much more than many people assume… just need a good healer. This is also important for skellys at Baron later)
4.DPS.
5.DPS (can be substituted with a support class like pally if need be, paladins are actually not bad at all for Stratholme if they are smart and use their AoEs against undead on AoE pulls)
Keep in mind that you can take two AoE classes for example, like Warlock and Mage and you can pretty much AoE 40% of Stratholme Undead Side, you just need a good healer who CHAIN heals the ONE person who gets aggro from AoEing.
Brief people exactly before the run and make sure that everyone must makes an effort. Just tell them to NOT chat around, NOT go afk, ALWAYS pay attention, concentrate, etc
If you want, tell everyone to get potions, at least mana and health ones. The more the better of course, especially if your priest tends to get low mana fast, so having support from potions is always good. Stuff like Mongoose Elixir or Flask of Supreme Power etc… are really optional, despite what many people think this is not vital.
Have the Mage summon enough drink and water BEFORE entering, since asking for stuff inside the dungeon doesn't usually work.
Once you zone into Stratholme Undead by the Service Gate make sure everyone is present and ready to follow. If someone wants to do the Medallion of Faith quest tell them to not do it, as this quest seems to make it impossible to do the 45 minute run thing, it just bugs out the quest at the end, we don't know if this got fixed yet.
Clear past the three groups of undead and zombies that block the way to the first gate, you CAN AoE these and you should, just have your Mage go inside with a Power Word Shield, spam Arcane Explosion and have the priest chain heal the Mage with spam flash heals (and only the Mage btw). If there is other AoE classes they should use AoE too of course.
Don't open the gate yet, opening and going through it will give you the Baron 'Ultimatum' buff. If you didn't do this already tell your group to strictly keep to the following rules:

General Guide
1.No afk.
2.No unnecessary chat or chat with friends outside group, FULL FOCUS.
3.They must be prepared for CONSTANT PULLING, even while casters sometimes drink to regain mana, melee classes should continue pulling. The whole 45 minute thing really only becomes possible if you constantly pull, long mana breaks are really a big no-no.
4.You'll skip a lot of mobs. In fact, a LOT of stuff can be skipped to speed things up, and get to the Baron. Take a look at the map for an idea. Make sure everyone pays attention and that your puller knows the optimal pulling path. Seriously, it's frustrating to do your best to skip a group and one person runs straight into it because he didn't pay attention…make sure this doesn't happen, we can't stress this enough.
5.If things go crazy (multiple mobs), consider AoE with constant healing on the Mage (or the one AoE class that has aggro). If you have several AoE classes, make sure to heal properly.
6.Max DPS. Every dps helps, even the Priest wanding or dotting when he has nothing to do, using dmg shields and trinkets… Play every trumph card you have.
7.Have people always ready to sheep or shackle or better even pull with these spells, less damage saves mana. Counterspell casters that don't want to come, make sure your Priest is at a GOOD distance when you fight the banshee type of mobs as these silence. Also don't and really don't fight bats close to other mobs, pull them back a LARGE chunk, getting feared into adds is like the death cause of 60% of the groups in this dungeon.
8.If it's possible, don't loot. You can loot boss mobs if you want but just skip loot on trash, it will make you go much faster, even though it is painful, we know… but this run requires some sacrifice. Decide BEFORE you enter who is the Disenchanter and who hence will take blue loot from bosses that noone wants to then ROLL FOR IT AFTER THE RUN. We saw many groups discussing about loot and rolling around for DEs after each boss mob on Baron Runs… - we know loot is often the subject where people get touchy but it can't be helped, it's pretty clear why time wasting on loot is not an option for the 45 minute run on Baron.
9.Be fast, constantly pull, skip what you can, max out your DPS, don't waste any time in any form… These are the most important points.
10.When you enter with your group and once you get the ultimatum buff from Baron, go as fast as possible and follow the map… you only have to get to Baron and engage him within these 45 minutes. If you need help on how to kill Baron refer to our Stratholme Guide, which we'll be posting in the next week or so.

Guide to Rogue-ing Successfully

So you think you can be a rogue?
The first thing to know about a rogue is why they exist. The most important reason is crowd control, and of course, DPS. Rogues can dole out some massive DPS, especially with new rogue talents brought about by the expansion such as Mutilate. At MMOEdge, we will be speccing Mutilate (currently 41/0/10) when we reach 60 because of its grinding/PvE utility and potential for damage, and its more recently discovered ability to dominate in PvP. We can't tell you exactly what or how to build your rogue, but we can inform you of certain builds and their proficiencies, as well as how to play a rogue.

Basics
First, we'll cover the basics of being a rogue even before even discussing race choices so you will know whether you truly want to be a rogue or not. Being a rogue, your most valuable tool is and always will be stealth. Not Sinister Strike, not Backstab, and certainly not Expose Armor (expose armor is not actually a candidate for most valuable, it is an example of the worst of a rogue's skills). The simple truth of being invisible is that, as long as you're invisible, you are essentially invincible. You can still take AoE damage and any damage including DoTs but if nobody has seen you yet, they cannot harm you (with the exception of AoE which will affect you if you are within the range of the character that conjures it). Hunters will only lay a trap after they have seen you (this excludes a hunter who has placed a freezing trap anywhere near a flag or base to protect it). The second most valuable tool a rogue can use is his/her stuns. A stun, by definition, is to deprive of consciousness or strength by or as if by a blow, fall, etc. This means that a stun will knock your opponent 'unconscious' for a short period of time. Some stuns last longer than others. To wit, Gouge lasts 4 sec and 5.5 sec with the Improved Gouge talent; whereas Sap lasts 10 sec on players and 30+ sec on NPCs. Similarly, stuns work differently too. For example, cheap shot and kidney shot can stun a player and still allow that player to take damage, but when a player is stunned with gouge, blind, or sap, any damage applied to that target will break the stun. Using stuns and stealth, a rogue is a potent assassin on and off the battlefield.

Being a rogue is not all sneaking through the night stalking your prey. Rogues do die and not all of them die in the spectacular take-everyone-with-you way they might have tried for. Rogues will also die more often if they are not careful, because rogues can wear only leather armor, which is just a small step up from cloth armor. Finally, rogues can be kited like most other characters so it is of the utmost to keep on your guard more than anyone else you may be facing.

Talent Builds
There are a few talent builds out there for a rogue and all of them have their unique uses on the battlefield. The best for PvE is probably Combat; although, Mutilate has shown quite a bit of promise in this area. The Combat build is oriented to sustainable damage with minor bursts in between (eviscerate). The Combat build is centered around Adrenaline Rush and looks something like 20/31/0. There is also the Preparation build which involves whole stun locks and insane burst damage. It is known as 21/8/22. And finally the Seal Fate build which also involves stun locking is 31/8/12. We recommend daggers for the burst damage specs and swords for the combat one. The Mutilate build is unique so far because of its high concentration of talent points in the assassination tree. It is known as 41/0/10. We recommend dual-wielding high-max-damage daggers for this build.

Paladin Leveling Guide (World Warcraft)

Paladin Info & General Guide

Intro
As you probably know, the Paladin is an Alliance-only class. As a human or dwarf, you have the option to be a Paladin. At first, the Paladin can seem as a warrior, but with healing. That's pretty far from the truth, as the Warrior is a tank and pretty good damage dealer in solo if specced right, while the Paladin is far more a hybrid.
Although the Paladin isn't best at any one thing, it's a great hybrid (and second best at taking a lot of damage [can use plate and shield]).
As a Paladin and hybrid, you can't fight, and you kill slowly, but you can make yourself invulnerable, stun, heal yourself and others, prevent enemies from fleeing, making them replenish your hp and mana (:O) and a lot more.
So, when soloing, you will be almost invulnerable.
That sounds tempting and overpowered, but considering the perhaps lowest dps in the game, it sure evens out (Paladins get low xp-rates as they kill slowly).

How to Play a Paladin
When soloing, we suggest using a two-handed weapon with nice damage output and heal yourself when necessary. Try to choose the right seals, judgments and buffs (Paladins have most buffs in the game).
While we're on the subject of buffs: everyone wants them. When soloing, use Blessing of Might or Blessing of Kings (if protection specced). These will help your damage output. Casters will always want Blessing of Salvation or Wisdom (More mana or less aggro) I always give the priest Salvation, as a healer wipe means a party wipe. Rouges should have Blessing of Might and the tank should have Blessing of Kings or Blessing of Might (preferably Blessing of Kings).

Paladins also have some interesting auras. Use the armor one, if there are a lot of pally's, and try to use the concentration aura as well.
As for seals and judgments, in instances the Judgment of Justice (no fleeing) is a must. You can have it on many mobs at a time, and it usually lasts the whole fight, meaning no fleeing and adds at all!
We usually use anti-flee. If you are fighting non-fleeing enemies, use the Judgment of the Crusader to increase your SoC damage.
We usually use the Seal of Command, at about 15% of your hits, you almost get double damage To get it, you'll need the Retribution talent tree, which you should have some points in anyway until higher lvls. If you get low on mana, use seal of wisdom, which gives you a fast mana regen rate when in combat. The Seal of the Crusader (increased attack speed) is only good when fighting casters, mostly in PvP. The Seal of Righteousness gives some extra holy damage, but we never use it. It CAN be good for offtanking though, as you get more aggro combined with Righteous Fury.

Talents
The Paladin talent tree is divided into Holy, Protection and Retribution talent trees. The holy tree is mostly used by high lvl players, as you'll want to max damage with the retribution tree when leveling. The holy tree gives extra int and str (which are recommended), better healing, less mana output and the only ranged attack The negative is that you lose the damage output or extra defense from the other trees.

The Protection tree makes the Paladin a better tank, giving better shield skills, better aggro gaining and such. You can build this tree up to Blessing of Kings, which is arguably the most useful buff you have. (Depends on where you use it: Healers and casters shouldn't have it on, as mana and reduced aggro is more important.) When getting the BoK, you can improve shield skills (only if you want to offtank alot) or get 10% more amour, who applies when you use 2h too.

The Retribution tree is bent on maxing your damage output. You get the Seal of Command, who ROCKS when soloing You also get 5% more crits in melee, 6% more 2h damage, 8% faster running and riding, better BoM, Repentence (stunning for 8sec) and such. This is the tree we recommend if you want to solo and lvl fast. Respec later if you want to.
You don't always have to max out trees, if you like a decent mix. BoK is good everywhere, so is extra armour. The SoC is a must for soloers, and so is the danmage. The int and str increase is sure nice from the Holy ree. When lvl 60, think about respeccing to a pure holy pala or something, depending on your play style. (Holy is probably what you are needed for by your guild, and OFC Blessing of Kings)

PvP
In PvP, Paladins are usually underestimated.
As a Paladin, you wont nuke em dead in 2 seconds, but you wont be nuked dead in 2 seconds by others either. What you have to be careful of is hunters that use concussive shot and mages that freeze and chill you. This is dangerous, as you can't shoot! Always use a 2h weapon in PvP, and with the shields and heals, Paladins are one of the classes that lasts longest in PvP. As a Paladin, we have managed to kill 3 equal lvled players ALONE in PvP by killing one, stunning, healing, shield, heal, kill, and so on. Try, you'll at least not waste too much time dying

In Instances:
In instances, Paladins should not be tanks (You don't keep aggro well)
And not heal until high lvls, as a Paladin who wants to lvl wont have holy talents (at least not very many). In addition, a normal Paladin below lvl 60 usually wont have all too high int. meaning low mana.
What IS good about the Paladin in instances is the very diverse and powerful buffs and auras, and the fact that you are a hybrid, as mentioned earlier. If the tank loses aggro of a mob or a patrol comes from behind: no problem! The casters are safe, as a plate-wearing part-time tank can hold em off until the warrior gets em! The Paladin can heal long enough for the healer to get some more mana (hopefully) And if your healing aggros the mobs? Invulnerable bubble Blessing of Salvation Plate amour There are many good ways to solve it With this, Paladins are very useful, even if they aren't damage dealers, super tanks or superhealers. As long as you dont think you are any of them, you`ll be fine. When not needed, just slam your 2h weapon in the side of some mob until the healer or tank can't manage their role. That is the time when people finds that Paladins aren't so useless as they thought just because they are hybrids.

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