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T A B L E O F C O N T E N T S
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I. Information [Intro1]
II. Warlock Class [Class1]
III. Affliction Talent Tree [Tree1]
IV. Demonology Talent Tree [Tree2]
V. Destruction Talent Tree [Tree3]
VI. Credits And Special Thanks [Spctnks1]
VII. Legal Information and Closing [Linfo1]

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I. Information [Intro1]
================================================================

I decided to make this guide a few days ago, back when I noticed that
that there aren’t any talent guides on the Burning Crusade board.
with that in mind, and the fact that I main a Warlock this guide was
born. Readers expect a few more guides to come out, I plan to do many
more talent guides for this game over the course of the next few
weeks.

More than likely, I will have to update this guide whenever a new patch
or whatever comes out. This is mostly due to the fact that blizzard will
change the talent tree(s) at any given time whenever they see fit, so
to keep this guide recent patchly updates are needed :P.

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II. Warlock Class [Class1]
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Now I know what you’re all thinking… Warlocks are so (o x 100) OP’ed
(Over-powered) but this is far from the truth. I won’t lie and say that
warlocks are UP’ed (Under-Powered) but we aren’t the best either.
Roughly, about 1/3 of the current classes can utterly destroy us,
these classes being: MS Warriors, Rogues, and BM hunters.

Warlocks mainly dominate other main spellcasters, Druids and Shamans.
However a Warlock’s main strength is the impressive CC (Crowd Control) that
we have access to, or the massive damage over time that we can potentially
pull off.

This being said, you’ll find that the most impressive damage can be done
by either the Affliction or Demonology spec. Before I get bashed, while
destro (Destruction) CAN pull off high criticals, I feel that it changes
a Warlock into a “Mage wannabe” which isn’t cool at all. Plus,
while Destruction allows A warlock to do quick burst damage, you’ll find
that Destro Warlocks lack survivability and tend to have a lot more down
time than Affliction or Demonology Warlocks.

It is for that reason that I recommend that a person that is new to the
Warlock class go Demonology or Affliction first, as Destruction tends to be
a spec for someone who is more experienced.

when you’re playing a Warlock a key point to remember is for you to look
for specific bonuses when choosing gear. Always look for: Stamina,
Intellect, and +Spell Damage in that order specifically. Adding Stamina
is always important for a Warlock due to the fact that the Warlock has
many “convert health into mana” abilities.

Stamina = +10 points of health
Intellect = +15 points of mana

Below when I list the talent trees, I will also list 1-5 stars by the
name of the talents. One star means that the talent is utterly worthless,
while 5 stars means the talent is highly valuable.

Some key terms to remember are:

(DoTs) DoTs stand for “Damage Over Time Spells” which are a Warlock’s key
form of doing damage.

(Drain Tanking) When a Warlock uses the Drain Life spell to gain back
life from their enemy while their enemy hits on them. The object is to
stack DoTs on their enemy then repeatedly use “Drain Life” to heal back
health quicker than the enemy can make you lose it. Since Drain Life heals
more health per DoT on the enemy, it is neccesary to stack as many DoTs
as possible.

(OP’ed) Over-powered

(UP’ed) Under-powered

(Spec’ed) Talent specialization

(Mobs) Monsters, or enemies inside of the game.

(Grind) Killing multiple mobs as quick as possible to gain massive exp,
gold, or items.

(SS) Soul Shard

(Proc’ing) When a random effect from an ability or talent occurs.

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III. Affliction Talent Tree [Tree1]
================================================================

(Suppression) ***

Rank 1/5: Reduces the chance for enemies to resist your affliction spells
by 2%.
(1 talent point invested)

Rank 2/5: Reduces the chance for enemies to resist your affliction spells
by 4%.
(2 talent points invested)

Rank 3/5: Reduces the chance for enemies to resist your affliction spells
by 6%.
(3 talent points invested)

Rank 4/5: Reduces the chance for enemies to resist your affliction spells
by 8%
(4 talent points invested)

Rank 5/5: Reduces the chance for enemies to resist your affliction spells
by 10%
(5 talent points invested)

“Personal Opinion”: Don’t invest into this unless you have extra talent
points lying around, which is almost never.

(Improved Corruption) *****

Rank 1/5: Reduces the casting time of your Corruption spell by 0.4 sec.
(1 talent point invested)

Rank 2/5: Reduces the casting time of your Corruption spell by 0.8 sec.
(2 talent points invested)

Rank 3/5: Reduces the casting time of your Corruption spell by 1.2 sec.
(3 talent points invested)

Rank 4/5: Reduces the casting time of your Corruption spell by 1.6 sec.
(4 talent points invested)

Rank 5/5: Reduces the casting time of your Corruption spell by 2.0 sec.
(5 talent points invested)

“Personal Opinion”: This is one of the most valuable talents that you
can spec into. This makes your Corruption DoT (damage over time) spell
an instant cast so you can cast it while moving without it interrupting.
You’ll definitely need this as an instant cast spell if you intend to
grind in the future.

(Improved Curse Of Weakness) *
~Requires 5 points in Affliction Talents~

Rank 1/2: Increases the effect of your Curse of Weakness by 10%
(1 talent point invested)

Rank 2/2: Increases the effect of your Curse of Weakness by 20%
(2 talent points invested)

“Personal Opinion”: This is not worth it at all. Even when you’re fighting
a foe who has a lot of attack power, it’s usually better to apply a real
curse (Curse of Agony) to do tons of good damage, rather than simply
reducing their damage by a small amount.

(Improved Drain Soul) *****
~Requires 5 points in Affliction Talents~

Rank 1/2: Returns 7% of your maximum mana if the target is killed by you
when you drain it’s soul. In addition, your Affliction spells generate
5% less threat.
(1 talent point invested)

Rank 2/2: Returns 15% of your maximum mana if the target is killed by you
when you drain it’s soul. In addition, your Affliction spells generate 10%
less threat.
(2 talent points invested)

“Personal Opinion”: This is another valuable talent that no Warlock can
be without. This talent basically allows you to return a good sum of
mana back into your mana pool, which enables you to keep on spellcasting
without having to sit down and drink. Definitely a talent that you’ll
want to spec into.

(Improved Life Tap) ****
~Requires 5 points in Affliction Talents~

Rank 1/2: Increases the amount of Mana awarded by your Life Tap spell by
10%
(1 talent point invested)

Rank 2/2: Increases the amount of Mana awarded by your Life Tap spell by
20%
(2 talent points invested)

“Personal Opinion”: Not so important if you decide to spec into full
Affliction, because the “Dark Pact” spell is arguably better in every
way. However if you plan to totally eliminate your down time, then
you should grab this.

(Soul Siphon) *****
~Requires 5 points in Affliction Talents~

Rank 1/2: Increases the amount of health drained by your Drain Life spell
by an additional 2% for each Affliction effect on the target, up to a
maximum of 24% additional effect.
(1 talent point invested)

Rank 2/2: Increases the amount of health drained by your Drain Life spell
by an additional 4% for each Affliction effect on the target, up to a
maximum of 60% additional effect.
(2 talent points invested)

“Personal Opinion”: Grab this if you want to be a drain tanker.

(Improved Curse of Agony) *****
~Requires 10 points in Affliction Talents~

Rank 1/2: Increases the damage done by your Curse of Agony spell by 5%
(1 talent point invested)

Rank 2/2: Increases the damage done by your Curse of Agony spell by 10%.
(2 talent points invested)

“Personal Opinion”: Grab this just for the extra damage it brings. Note
that you can potentially raise the damage of your Curse Of Agony and
all of your others spells by stacking +Spell Damage bonuses, but
you don’t get too many good +spell damage bonuses without running instances.

(Fel Concentration) ****
~Requires 10 points in Affliction Talents~

Rank 1/5: Gives you a 14% chance to avoid interruption caused by damage
while channeling your Drain Life, Drain Mana, or Drain Soul spells.
(1 talent point invested)

Rank 2/5: Gives you a 28% chance to avoid interruption caused by damage
while channeling your Drain Life, Drain Mana, or Drain Soul spells.
(2 talent points invested)

Rank 3/5: Gives you a 42% chance to avoid interruption caused by damage
while channeling your Drain Life, Drain Mana, or Drain Soul spells.
(3 talent points invested)

Rank 4/5: Gives you a 56% chance to avoid interruption caused by damage
while channeling your Drain Life, Drain Mana, or Drain Soul spells.
(4 talent points invested)

Rank 5/5: Gives you a 70% chance to avoid interruption caused by damage
while channeling your Drain Life, Drain Mana, or Drain Soul spells.
(5 talent points invested)

“Personal Opinion”: This is so-so, it’s good if you don’t want those
important spells to break before they are supposed to be over with.
However, you may not want to put the full 5/5 points inside of this talent
because more than likely 3-4 points should suffice. Getting 56% will ensure
that these spells won’t break more than 3/8 of the time.

(Amplify Curse) ***
~Requires 10 points in Affliction Talents~

Rank 1/1: Learn the “Amplify Curse” spell.

Amplify Curse:

Increases the effect of your next Curse of Doom, or
Curse of Agony spells by 50%, or your Curse of Exhaustion spell by 20%.
Instant cast, 3 minute cooldown, Lasts 30 seconds.

“Personal Opinion”: I never get this spell, because usually it doesn’t
make enough difference to matter much. You’ll only see use of this spell
on bosses, because random regular mobs are easy enough to take out.
A cooldown of 3 minutes ensures that you won’t be using this as often as
you would like to, this spell would be more useful if the cooldown was
about 75% less. But seeing as how the cooldown is long, you won’t be
using it, due to you forgetting that you have it available.

(Grim Reach) *****
~Requires 15 points in Affliction Talents~

Rank 1/2: Increases the range of your Affliction spells by 10%
(1 talent point invested)

Rank 2/2: Increases the range of your Affliction spells by 20%
(2 talent points invested)

“Personal Opinion”: This is definitely a talent that you would want to
spec into. Giving your Affliction spells +20% more range, means you’ll
be able to hit targets who are farther away.

(Nightfall) *****
~Requires 15 points in Affliction Talents~

Rank 1/2: Gives your Corruption and Drain Life spells a 2% chance to
cause you to enter a “Shadow Trance” state after damaging the opponent.
The Shadow Trance state reduces the casting time of your next Shadow bolt
spell by 100%
(1 talent point invested)

Rank 2/2: Gives your Corruption and Drain Life spells a 4% chance to cause
you to enter a “Shadow Trance” state after damaging the opponent.
The Shadow Trance state reduces the casting time of your next shadow bolt
spell by 100%
(2 talent points invested)

“Personal Opinion”: I can’t begin to tell you how useful this talent is
and no doubt that you’ll be seeing a lot of proc’ing from this talent.
No casting time for a shadow bolt equals extra quick damage, which is
certainly welcome.

(Empowered Corruption) ****
~Requires 15 points in Affliction Talents~

Rank 1/3: Your Corruption spell gains an additional 12% of your
bonus spell damage effects.
(1 talent point invested)

Rank 2/3: Your Corruption spells gains an additional 24% of your
bonus spell damage effects.
(2 talent points invested)

Rank 3/3: Your Corruption spell gains an additional 36% of your
bonus spell damage effects
(3 talent points invested)

“Personal Opinion”: You won’t notice much from this talent until level 65
or so, mostly because you gain most of your +spell damage boosts from
higher level equipment. That being the case, I wouldn’t spec into this
until you’re level 70 so that you can really see a big difference in
damage.

(Shadow Embrace) ***
~Requires 20 points in Affliction Talents~

Rank 1/5: Your Corruption, Curse of Agony, Siphon Life, and Seed of
Corruption spells also casts the “Shadow Embrace” effect onto the enemy
which reduces physical damage caused by 1%
(1 talent point invested)

Rank 2/5: Your Corruption, Curse of Agony, Siphon Life, and Seed of
Corruption spells also casts the “Shadow Embrace” effect onto the enemy
which reduces physical damage caused by 2%
(2 talent points invested)

Rank 3/5: Your Corruption, Curse of Agony, Siphon Life, and Seed of
Corruption spells also casts the “Shadow Embrace” effect onto the enemy
which reduces physical damage caused by 3%
(3 talent points invested)

Rank 4/5: Your Corruption, Curse of Agony, Siphon Life, and Seed of
Corruption spells also casts the “Shadow Embrace” effect onto the enemy
which reduces physical damage caused by 4%
(4 talent points invested)

Rank 5/5: Your Corruption, Curse of Agony, Siphon Life, and Seed of
Corruption spells also casts the “Shadow Embrace” effect onto the enemy
which reduces physical damage caused by 5%
(5 talent points invested)

“Personal Opinion”: This ability is okay I guess, but it’s situational.
It’s only good against melee characters for starters and you must fully
spec into it to reduce the damage of the enemy by a “decent” amount.
The saving grace of this talent, is that the “Shadow Embrace” effect
causes Drain Life to heal you more, because it’s counted as an Affliction
effect.

(Siphon Life) *****
~Requires 20 points in Affliction Talents~

Rank 1/1: Learn the “Siphon Life” spell.

Siphon Life:

Transefers X amount of health from the target to the caster every 3 seconds.
Lasts 30 seconds, Instant, 30 yard range, X amount of mana, rank 1 spell.

“Personal Opinion”: This is one of the best DoTs that you will get,
and for good reason. This spell gives you health back WHILE you’re
destroying your enemy slowly. Tied into the fact that this and Drain
Life stack, also knowing that Drain Life gives you more health since
this is counted as an Affliction effect… you’ll enjoy this.

(Curse of Exhaustion) **
~Requires 20 points in Affliction Talents~
~Requires 1 point in Amplify Curse~

Rank 1/1: Learn the “Curse of Exhaustion” spell.

Curse of Exhaustion:

Reduces the target’s speed by 30%, only one curse per Warlock can be
applied on any one target.
Lasts 12 seconds, 30 yard range, 123 mana, rank 1 spell.

“Personal Opinion”: Not the best talent, because it requires you to learn
another talent first. It’s a form of CC but compared to a Warlock’s main
CC, Fear, it’s obviously second-rate. Take this if you plan to PVP, because
only in PVP is it highly valuable.

(Shadow Mastery) *****
~Requires 25 points in Affliction Talents~
~Requires 1 point in Siphon Life~

Rank 1/5: Increases the damage dealt or life drained by your shadow
spells by 2%
(1 talent point invested)

Rank 2/5: Increases the damage dealt or life drained by your shadow
spells by 4%
(2 talent points invested)

Rank 3/5: Increases the damage dealt or life drained by your shadow
spells by 6%
(3 talent points invested)

Rank 4/5: Increases the damage dealt or life drained by your shadow
spells by 8%
(4 talent points invested)

Rank 5/5: Increases the damage dealt or life drained by your shadow
spells by 10%
(5 talent points invested)

“Personal Opinion”: Extra damage and extra health drained from an enemy
is always good, so don’t pass this up at all.

(Contagion) *****
~Requires 30 points in Affliction Talents~

Rank 1/5: Increases the damage of your Curse of Agony, Corruption, and
Seed of Corruption spells by 1% and reduces the chance your Affliction
spells will be dispelled by an additional 6%
(2 talent points invested)

Rank 2/5: Increases the damage of your Curse of Agony, Corruption, and
Seed of Corruption spells by 1% and reduces the chance your Affliction
spells will be dispelled by an additional 12%
(2 talent points invested)

Rank 3/5: Increases the damage of your Curse of Agony, Corruption, and
Seed of Corruption spells by 1% and reduces the chance your Affliction
spells will be dispelled by an additional 18%
(3 talent points invested)

Rank 4/5: Increases the damage of your Curse of Agony, Corruption, and
Seed of Corruption spells by 1% and reduces the chance your Affliction
spells will be dispelled by an additional 24%
(4 talent points invested)

Rank 5/5: Increases the damage of your Curse of Agony, Corruption, and
Seed of Corruption spells by 1% and reduces the chance your Affliction
spells will be dispelled by an additional 30%
(5 talent points invested)

“Personal Opinion”: This is most definitely necessary and a very good
talent to invest into. A good 45% of the classes have dispelling abilities
and the extra damage is good.

(Dark Pact) *****
~Requires 30 points in Affliction Talents~

Rank 1/1: Learn the “Dark Pact” spell.

Dark Pact:

Drains X of your current pet’s Mana, returning 100% of the mana you
stole from them to you.
30 yard range, instant cast, rank 1.

“Personal Opinion”: If you don’t get this talent, then I feel sorry for
you. This talent is highly necessary for grinding and it allows you to
grind tons of mobs without having to sit down and drink.

(Improved Howl Of Terror) **
~Requires 35 points in Affliction Talents~

Rank 1/2: Reduces the casting time of your Howl Of Terror spell by
0.8 seconds.
(1 talent point invested)

Rank 2/2: Reduces the casting time of your Howl of Terror spell by
1.5 seconds.
(2 talent points invested)

“Personal Opinion”: Not really needed, only if you plan to pvp a lot,
as mobs generally don’t strike hard enough to cause too much interruption.
If you’re going to be a PvP fiend, then you should generally get this
unless you got Curse of Exhaustion earlier, if you didn’t get CoE then
get this without a doubt.

(Malediction) *
~Requires 35 points in Affliction Talents~

Rank 1/2: Increases the damage bonus effect of your Curse of Shadows,
and Curse of Elements spells by an additional 1%
(1 talent point invested)

Rank 2/3: Increases the damage bonus effect of your Curse of Shadows,
and Curse of Elements spells by an additional 2%
(2 talent points invested)

Rank 3/3: Increases the damage bonus effect of your Curse of Shadows,
and Curse of Elements spells by an additional 3%
(3 talent points invested)

“Personal Opinion”: Honestly.. when are you ever going to need that
extra 3% of damage? You would be better off with Curse of Agony than this,
Curse of Agony will potentially do way more damage than that extra 3%
will net you.

(Unstable Affliction) ****
~Requires 40 points in Affliction Talents~
~Requires 5 points in Contagion~

Rank 1/1: Learn the “Unstable Affliction” spell.

Unstable Affliction:

Shadow energy slowly destroys the target, causing X amount of damage over
18 seconds. In addition, if the Unstable Affliction is dispelled it will
cause X amount of damage to the dispeller and silence them for 5 seconds.
30 yard range, X amount of mana, 1.5 second cast, rank 1.

“Personal Opinion”: Yay another DoT spell!…. if only it were instant
like the rest, sadly it’s not. But this spell still is very useful, if you
don’t waste your time casting this on Melee characters and just focus
on the casters. If a caster dispels this, then they are pretty much a
goner for those five seconds.

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IV. Demonology Talent Tree [Tree2]
================================================================

(Improved Healthstone) ***

Rank 1/2: Increases the amount of health restored by your Healthstones
by 10%
(1 talent point invested)

Rank 2/2: Increases the amount of health restored by your Healthstones
by 20%
(2 talent points invested)

“Personal Opinion”: I’d say putting one point into this should suffice,
sure putting in both points is worth it, but there’s usually something
else that you’re better off putting those valuable talent points into.

(Improved Imp) ****

Rank 1/3: Increases the effect of your Imp’s Firebolt, Fire Shield,
and Blood Pact spells by 10%
(1 talent point invested)

Rank 2/3: Increases the effect of your Imp’s Firebolt, Fire Shield,
and Blood Pact spells by 20%
(2 talent points invested)

Rank 3/3: Increases the effect of your Imp’s Firebolt, Fire Shield,
and Blood Pact spells by 30%
(3 talent points invested)

“Personal Opinion”: No matter what spec you’re going for, this is always
welcomed. The imp’s extra dps, Stamina, and Fire shield are good enough
to always get the job done. Not to mention that the Imp has the fastest
mana regen rate of all of your pets, and since it doesn’t cost a soulshard
this makes the Imp the best pet to be used for Dark Pacting.

(Demonic Embrace) ****

Rank 1/5: Increases your total Stamina by 3%, but reduces your total
Spirit by 1%
(1 talent point invested)

Rank 2/5: Increases your total Stamina by 6%, but reduces your total
Spirit by 2%
(2 talent points invested)

Rank 3/5: Increases your total Stamina by 9%, but reduces your total
Spirit by 3%
(3 talent points invested)

Rank 4/5: Increases your total Stamina by 12%, but reduces your total
Spirit by 4%
(2 talent points invested)

Rank 5/5: Increases your total Stamina by 15%, but reduces your total
Spirit by 5%
(3 talent points invested)

“Personal Opinion”: Well seeing as how Spirit is near useless for a
Warlock, and Stamina is very important to a Warlock, this should be
a no brainer right? The reduction in Spirit is small and you’ll barely
notice it, however you’re guaranteed to notice 15% extra health for your
Stamina points.

(Improved Health Funnel) ***
~Requires 5 points in Demonology Talents~

Rank 1/2: Increases the amount of health transferred by your Health Funnel
spell by 10% and reduces the health cost by 10%
(1 talent point invested)

Rank 2/2: Increases the amount of health transferred by your Health Funnel
spell by 20% and reduces the health cost by 20%
(2 talent points invested)

“Personal Opinion”: Unless you plan to let your pet do most of the work,
I would generally suggest you put your talent points into something better.
However if you want your pet to tank higher leveled mobs, this talent might
be a bit viable.

(Improved Voidwalker) **
~Requires 5 points in Demonology Talents~

Rank 1/3: Increases the effectiveness of your Voidwalker’s Torment,
Consume Shadows, Sacrifice, and Suffering spells by 10%
(1 talent point invested)

Rank 2/3: Increases the effectiveness of your Voidwalker’s Torment,
Consume Shadows, Sacrifice, and Suffering spells by 20%
(2 talent points invested)

Rank 3/3: Increases the effectiveness of your Voidwalker’s Torment,
Consume Shadows, Sacrifice, and Suffering spells by 30%
(3 talent points invested)

“Personal Opinion”: While this is very valuable early on, the use of this
particular talent slowly diminishes over time. Voidwalkers are used quite
a bit early on, but when you get the Felguard you’ll find that the
Voidwalker isn’t too good or needed as much as before.

(Fel Intellect) ****
~Requires 5 points in Demonology Talents~

Rank 1/3: Increases the Intellect of your Imp, Voidwalker, Succubus,
Felhunter, and Felguard by 5% and increases your maximum Mana by 1%
(1 talent point invested)

Rank 2/3: Increases the Intellect of your Imp, Voidwalker, Succubus,
Felhunter, and Felguard by 10% and increases your maximum Mana by 2%
(2 talent points invested)

Rank 3/3: Increases the Intellect of your Imp, Voidwalker, Succubus,
Felhunter, and Felguard by 15% and increases your maximum Mana by 3%
(3 talent points invested)

“Personal Opinion”: Put it this way, with more mana your pets can get in
more attacks and use their abilities more. The extra mana won’t hurt you
either.

(Improved Succubus) ***
~Requires 10 points in Demonology Talents~

Rank 1/3: Increases the effect of your Succubus’ Lash of Pain and
Soothing Kiss spells by 10%, and increases the duration of your
Succubus’ Seduction and Lesser Invisibility by 10%.
(1 talent point invested)

Rank 2/3: Increases the effect of your Succubus’ Lash of Pain and
Soothing Kiss spells by 20%, and increases the duration of your
Succubus’ Seduction and Lesser Invisibility by 20%.
(2 talent points invested)

Rank 3/3: Increases the effect of your Succubus’ Lash of Pain and
Soothing Kiss spells by 30%, and increases the duration of your
Succubus’ Seduction and Lesser Invisibility by 30%.
(3 talent points invested)

“Personal Opinion”: This talent is worth it, I recommend putting at
least one or two points into this as the extra seduce time will come
in handy when you’re running instances. The only time that this wouldn’t
be a useful talent to keep is when you get the Felguard.

(Fel Domination) ****
~Requires 10 points in Demonology Talents~
~Requires 5 points in Contagion~

Rank 1/1: Learn the “Fel Domination” spell.

Fel Domination:

Your next Imp, Voidwalker, Succubus, Felhunter, or Felguard Summon spell
has it’s casting time reduced by 5.5 seconds and it’s Mana cost reduced
by 50%
Instant cast, Lasts 15 seconds, 15 minute cooldown.

“Personal Opinion”: Take this, without a second thought. This is highly
useful because even when your pet dies, you can summon a second one in
a quick second. If you take this, you must definitely take
Master Summoner.

(Fel Stamina) *****
~Requires 10 points in Demonology Talents~

Rank 1/3: Increases the Stamina of your Imp, Voidwalker, Succubus,
Felhunter, and Felguard by 5% and increases your maximum health by 1%
(1 talent point invested)

Rank 2/3: Increases the Stamina of your Imp, Voidwalker, Succubus,
Felhunter, and Felguard by 10% and increases your maximum health by 2%
(2 talent points invested)

Rank 3/3: Increases the Stamina of your Imp, Voidwalker, Succubus,
Felhunter, and Felguard by 15% and increases your maximum health by 3%
(3 talent points invested)

“Personal Opinion”: Take this, extra health equals more survivability.

(Demonic Aegis) *****
~Requires 10 points in Demonology Talents~

Rank 1/3: Increases the effectiveness of your Demon Armor, and Fel Armor
by 10%
(1 talent point invested)

Rank 2/3: Increases the effectiveness of your Demon Armor, and Fel Armor
by 20%
(2 talent points invested)

Rank 3/3: Increases the effectiveness of your Demon Armor, and Fel Armor
by 30%
(3 talent points invested)

“Personal Opinion”: This is one of the few talents that makes other talent
trees jealous. While Demon Armor is useless once you get Fel Armor,
Fel Armor’s +spell damage and additional healing effect is increased
majorly by this.

(Master Summoner) *****
~Requires 15 points in Demonology Talents~
~Requires 1 point in Fel Domination~

Rank 1/2: Reduces the casting time of your Imp, Voidwalker, Succubus,
Felhunter, and Felguard Summoning spells by 2 seconds and the Mana cost
by 20%
(1 talent point invested)

Rank 2/2: Reduces the casting time of your Imp, Voidwalker, Succubus,
Felhunter, and Felguard Summoning spells by 4 seconds and the Mana cost
by 40%
(2 talent points invested)

“Personal Opinion”: Honestly, who wouldn’t take this? Who doesn’t
want quicker summoned pets? This talent is godly.

(Unholy Power) ****
~Requires 15 points in Demonology Talents~

Rank 1/5: Increases the damage done by your Voidwalker, Succubus,
Felhunter, and Felguard’s Melee attacks and your Imp’s Firebolt
by 4%
(1 talent point invested)

Rank 2/5: Increases the damage done by your Voidwalker, Succubus,
Felhunter, and Felguard’s Melee attacks and your Imp’s Firebolt
by 8%
(2 talent points invested)

Rank 3/5: Increases the damage done by your Voidwalker, Succubus,
Felhunter, and Felguard’s Melee attacks and your Imp’s Firebolt
by 12%
(3 talent points invested)

Rank 4/5: Increases the damage done by your Voidwalker, Succubus,
Felhunter, and Felguard’s Melee attacks and your Imp’s Firebolt
by 16%
(2 talent points invested)

Rank 5/5: Increases the damage done by your Voidwalker, Succubus,
Felhunter, and Felguard’s Melee attacks and your Imp’s Firebolt
by 20%
(3 talent points invested)

“Personal Opinion”: Saying this talent is “fairly useful” would be a
very drastic under-statement. This talent helps out majorly with pet
based DPS and will definitely help you take out enemies faster. You’ll
see a big difference with your Imp and Succubus’ damage if you went
with improved Imp and Succubus’ as well as this.

(Improved Enslave Demon) **
~Requires 20 points in Demonology Talents~

Rank 1/2: Reduces the Attack Speed and Casting Speed penalty of your
Enslave Demon spell by 5% and reduces the chance that they will resist
your Enslave Demon spell by 5%
(1 talent point invested)

Rank 2/2: Reduces the Attack Speed and Casting Speed penalty of your
Enslave Demon spell by 10% and reduces the chance that they will resist
your Enslave Demon spell by 10%
(2 talent points invested)

“Personal Opinion”: If I were you, I wouldn’t touch this. Sure, the bonus
is a “bit” (a tiny bit) nice, but this is “Demonology” spec, meaning
you’re going to be relying on the pets you get naturally to do damage.
There are talents in this tree to boost your own natural pets, so why
waste time on pets you only get for like 5-10 minutes? Felguard is
arguably better than any pet you can enslave anyway. Infernal is the only
good enslavable pet, but you won’t have him till roughly 60ish and
the penalty from Enslave Demon won’t really hurt him.

(Demonic Sacrifice) ***
~Requires 20 points in Demonology Talents~

Rank 1/1: Learn the “Demonic Sacrifice” spell.

Demonic Sacrifice: When activated, sacrifices your summoned demon to grant
you an effect that lasts 30 minutes. The effect is canceled if any Demon
is summoned. Below are the effects gained from which pet you sacrifice:

Imp: Increases your Fire damage by 15%

Voidwalker: Restores 2% of your total Health every 4 seconds.

Succubus: Increases your Shadow damage by 15%

Felhunter: Restores 3% of your total Mana every 4 seconds.

Felguard: Increases your Shadow damage by 10% and restores
2% of your total mana every 4 seconds.

“Personal Opinion”: I don’t know if this is a good enough talent to
warrant wasting a talent point in. The only GOOD reason to take this
is because “Soul Link” is right below it, thus you HAVE to get this talent
to get Soul Link. Is it a good spell to learn? No. Is it necessary to
learn? yes.

(Master Conjuror) *
~Requires 20 points in Demonology Talents~

Rank 1/2: Increases the bonus Fire damage from your Firestones and the
Firestone effect by 15% and increases the spell critical strike rating
bonus of your Spellstone by 15%
(1 talent point invested)

Rank 2/2: Increases the bonus Fire damage from your Firestones and the
Firestone effect by 30% and increases the spell critical strike rating
bonus of your Spellstone by 30%
(2 talent points invested)

“Personal Opinion”: Seriously, don’t touch this.

(Mana Feed) **
~Requires 25 points in Demonology Talents~

Rank 1/3: When you gain mana from Drain Mana or Life Tap spells, your
pet gains 33% of the mana you gain
(1 talent point invested)

Rank 2/3: When you gain mana from Drain Mana or Life Tap spells, your
pet gains 66% of the mana you gain
(2 talent points invested)

Rank 3/3: When you gain mana from Drain Mana or Life Tap spells, your
pet gains 100% of the mana you gain
(3 talent points invested)

“Personal Opinion”: Well seeing as how you don’t have Dark Pact, this
spell really isn’t too necessary. However I only see extreme use for this
if you plan on going 50/50 in Affliction and Demonology to get both this
and Dark Pact.

(Master Demonologist) *****
~Requires 25 points in Demonology Talents~
~Requires 5 points in Unholy Power~

Rank 1/5: Grants both the Warlock and the summoned demon an effect
as long as that demon is active. The effects are below:

Imp: Reduces threat caused by 4%

Voidwalker: Reduces physical damage taken by 2%

Succubus: Increases all damage caused by 2%

Felhunter: Increases all resistances by 0.2 per level

Felguard: Increases all damage caused by 1% and all resistances by
0.1 per level.
(1 talent point invested)

Rank 2/5: Grants both the Warlock and the summoned demon an effect
as long as that demon is active. The effects are below:

Imp: Reduces threat caused by 8%

Voidwalker: Reduces physical damage taken by 4%

Succubus: Increases all damage caused by 4%

Felhunter: Increases all resistances by 0.4 per level

Felguard: Increases all damage caused by 2% and all resistances by
0.2 per level.
(2 talent points invested)

Rank 3/5: Grants both the Warlock and the summoned demon an effect
as long as that demon is active. The effects are below:

Imp: Reduces threat caused by 12%

Voidwalker: Reduces physical damage taken by 6%

Succubus: Increases all damage caused by 6%

Felhunter: Increases all resistances by 0.6 per level

Felguard: Increases all damage caused by 3% and all resistances by
0.3 per level.
(3 talent points invested)

Rank 4/5: Grants both the Warlock and the summoned demon an effect
as long as that demon is active. The effects are below:

Imp: Reduces threat caused by 16%

Voidwalker: Reduces physical damage taken by 8%

Succubus: Increases all damage caused by 8%

Felhunter: Increases all resistances by 0.8 per level

Felguard: Increases all damage caused by 4% and all resistances by
0.4 per level.
(4 talent points invested)

Rank 5/5: Grants both the Warlock and the summoned demon an effect
as long as that demon is active. The effects are below:

Imp: Reduces threat caused by 20%

Voidwalker: Reduces physical damage taken by 10%

Succubus: Increases all damage caused by 10%

Felhunter: Increases all resistances by 1 per level

Felguard: Increases all damage caused by 5% and all resistances by
0.5 per level.
(5 talent points invested)

“Personal Opinion”: Highly worth it. Increases the importance of your
pets by two fold, and makes a talent like “Demonic Sacrifice” worthless.

(Demonic Resilience) ***
~Requires 30 points in Demonology Talents~

Rank 1/3: Reduces the chance you’ll be critically hit by melee and spells
by 1% and reduces all damage your summoned demon takes by 5%
(1 talent point invested)

Rank 2/3: Reduces the chance you’ll be critically hit by melee and spells
by 2% and reduces all damage your summoned demon takes by 10%
(2 talent points invested)

Rank 3/3: Reduces the chance you’ll be critically hit by melee and spells
by 3% and reduces all damage your summoned demon takes by 15%
(3 talent points invested)

“Personal Opinion”: This is actually a pretty good talent to have if you
want your pet to last awhile. The bonus that you get from this, while
minor, still amounts to something.

(Soul Link) *****
~Requires 30 points in Demonology Talents~
~Requires 1 point in Demonic Sacrifice~

Rank 1/1: Learn the “Soul Link” spell.

Soul Link: When active, 20% of all damage taken by the caster is taken
by your Imp, Voidwalker, Succubus, Felhunter, Felguard, or enslaved demon
instead. That damage cannot be prevented. In addition, both the demon and
the master will inflict 5% more damage. Lasts as long as the demon is
active and controlled.
100 Yard range, instant cast, 16% of your base mana, rank 1.

“Personal Opinion”: The best talent learned spell of the demonology tree
by far. Definitely get this, or you’re simply crazy.

(Demonic Knowledge) *****
~Requires 30 points in Demonology Talents~

Rank 1/3: Increases your Spell Damage by an amount equal to 5% of the
total of your active demon’s Stamina plus Intellect.
(1 talent point invested)

Rank 2/3: Increases your Spell Damage by an amount equal to 10% of the
total of your active demon’s Stamina plus Intellect.
(2 talent points invested)

Rank 3/3: Increases your Spell Damage by an amount equal to 15% of the
total of your active demon’s Stamina plus Intellect.
(3 talent points invested)

“Personal Opinion”: Extra spell damage means extra damage, right? That’s
proof right there that this is a most worthy talent to invest in.

(Demonic Tactics) ***
~Requires 35 points in Demonology Talents~

Rank 1/5: Increases Melee and Spell Critical strike chance for you and
your summoned demon by 1%
(1 talent point invested)

Rank 2/5: Increases Melee and Spell Critical strike chance for you and
your summoned demon by 2%
(2 talent points invested)

Rank 3/5: Increases Melee and Spell Critical strike chance for you and
your summoned demon by 3%
(3 talent points invested)

Rank 4/5: Increases Melee and Spell Critical strike chance for you and
your summoned demon by 4%
(2 talent points invested)

Rank 5/5: Increases Melee and Spell Critical strike chance for you and
your summoned demon by 5%
(3 talent points invested)

“Personal Opinion”: I personally don’t see anything too good about this
talent, I find it a waste of talent points myself. But everyone has
their own opinions on things, so what I find useless others might find
useful.

(Summon Felguard) *****
~Requires 40 points in Demonology Talents~

Rank 1/1: Learn the “Summon Felguard” spell.

Summon Felguard: Summons a Felguard under the command of the Warlock.
10 second cast, requires a soulshard, 1538 mana, rank 1.

“Personal Opinion”: One of the best pets available, certainly better than
any other melee pet. Arguably the Imp is the only pet you are going
to have use for after aquiring this.

================================================================
V. Destruction Talent Tree [Tree3]
================================================================

(Improved Shadow Bolt) ***

Rank 1/5: Your Shadow Bolt critical strikes increase Shadow damage dealt
to the target by 4% until 4 non-periodic damage sources are applied.
Effect lasts a maximum of 12 seconds.
(1 talent point invested)

Rank 2/5: Your Shadow Bolt critical strikes increase Shadow damage dealt
to the target by 8% until 4 non-periodic damage sources are applied.
Effect lasts a maximum of 12 seconds.
(2 talent points invested)

Rank 3/5: Your Shadow Bolt critical strikes increase Shadow damage dealt
to the target by 12% until 4 non-periodic damage sources are applied.
Effect lasts a maximum of 12 seconds.
(3 talent points invested)

Rank 4/5: Your Shadow Bolt critical strikes increase Shadow damage dealt
to the target by 16% until 4 non-periodic damage sources are applied.
Effect lasts a maximum of 12 seconds.
(4 talent points invested)

Rank 5/5: Your Shadow Bolt critical strikes increase Shadow damage dealt
to the target by 20% until 4 non-periodic damage sources are applied.
Effect lasts a maximum of 12 seconds.
(5 talent points invested)

“Personal Opinion”: This is a fun talent, but over-all I’d say that
putting 5 points in Cataclysm is better. I suggest you wait till
later on when you can stack tons of +Spell Critical before spec’ing in
this talent.

(Cataclysm) *****

Rank 1/5: Reduces the Mana cost of your Destruction spells by 1%
(1 talent point invested)

Rank 2/5: Reduces the Mana cost of your Destruction spells by 2%
(2 talent points invested)

Rank 3/5: Reduces the Mana cost of your Destruction spells by 3%
(3 talent points invested)

Rank 4/5: Reduces the Mana cost of your Destruction spells by 4%
(4 talent points invested)

Rank 5/5: Reduces the Mana cost of your Destruction spells by 5%
(5 talent points invested)

“Personal Opinion”: One of my favorite destruction talents and for good
reason. Destruction is the “Mana-burn” spec of a Warlock, thus this
particular talent comes in handy. This reduces the cost of over 55% of
your total spells. Not bad, eh?

(Bane) ****
~Requires 5 points in Destruction Talents~

Rank 1/5: Reduces the casting time of your Shadow Bolt and Immolate spells
by 0.1 sec, and your Soul Fire spell by 0.4 sec.
(1 talent point invested)

Rank 2/5: Reduces the casting time of your Shadow Bolt and Immolate spells
by 0.2 sec, and your Soul Fire spell by 0.8 sec.
(2 talent points invested)

Rank 3/5: Reduces the casting time of your Shadow Bolt and Immolate spells
by 0.3 sec, and your Soul Fire spell by 1.2 sec.
(3 talent points invested)

Rank 4/5: Reduces the casting time of your Shadow Bolt and Immolate spells
by 0.4 sec, and your Soul Fire spell by 1.6 sec.
(4 talent points invested)

Rank 5/5: Reduces the casting time of your Shadow Bolt and Immolate spells
by 0.5 sec, and your Soul Fire spell by 2.0 sec.
(5 talent points invested)

“Personal Opinion”: I’d have to say that when I first took a glance at
Soul Fire (I’m full Affliction spec mind you) I thought that it sucked
very much. This talent actually makes Soul Fire a lot more useable.
I recommend this talent if you are keen to snipe people with Shadow Bolts
and Soul Fires that do tons of damage.

(Aftermath) ***
~Requires 5 points in Destruction Talents~

Rank 1/5: Gives your Destruction spells a 2% chance to daze the target
for 5 seconds.
(1 talent point invested)

Rank 2/5: Gives your Destruction spells a 4% chance to daze the target
for 5 seconds.
(2 talent points invested)

Rank 3/5: Gives your Destruction spells a 6% chance to daze the target
for 5 seconds.
(3 talent points invested)

Rank 4/5: Gives your Destruction spells a 8% chance to daze the target
for 5 seconds.
(4 talent points invested)

Rank 5/5: Gives your Destruction spells a 10% chance to daze the target
for 5 seconds.
(5 talent points invested)

“Personal Opinion”: At max talent points invested, this talent gives you
a 10% chance to cause a “daze” effect for 5 seconds. That means in roughly
1 out of 10 spells that you cast (destruction spells) you’ll daze your
target. Whether or not a 10% chance is good enough, is in the eye of the
beholder.

(Improved Firebolt) ****
~Requires 10 points in Destruction Talents~

Rank 1/2: Reduces the casting time of your Imp’s Firebolt spell by 0.25
sec.
(1 talent point invested)

Rank 2/2: Reduces the casting time of your Imp’s Firebolt spell by 0.5
sec.
(2 talent points invested)

“Personal Opinion”: I always take this when I’m going Destro because
I always tend to have the Imp out with me, because the Imp is a fire
creature and Destruction Warlocks use Fire a lot… makes sense right?
Else wise, quicker casting time on the Imp’s Firebolt spell equals more
“pew-pew” action.

(Improved Lash Of Pain) *
~Requires 10 points in Destruction Talents~

Rank 1/2: Reduces the cooldown of your Succubus’ Lash of Pain spell by
3 seconds.
(1 talent point invested)

Rank 2/2: Reduces the cooldown of your Succubus’ Lash of Pain spell by
6 seconds.
(2 talent points invested)

“Personal Opinion”: This just reduces the cooldown… it would be better
if it actually made the attack stronger, but seeing as how it doesn’t
it’s a tad too mediocre to spec into.

(Devastation) ****
~Requires 10 points in Destruction Talents~

Rank 1/5: Increases the critical strike chance of your Destruction spells
by 1%
(1 talent point invested)

Rank 2/5: Increases the critical strike chance of your Destruction spells
by 2%
(2 talent points invested)

Rank 3/5: Increases the critical strike chance of your Destruction spells
by 3%
(3 talent points invested)

Rank 4/5: Increases the critical strike chance of your Destruction spells
by 4%
(4 talent points invested)

Rank 5/5: Increases the critical strike chance of your Destruction spells
by 5%
(5 talent points invested)

“Personal Opinion”: Obviously this talent is useful to spec into, because
Destruction spec is all about stacking +Spell critical strike to dominate
your enemies with Criticals. Every little bit counts, and +5% is more than
you think.

(Shadowburn) *****
~Requires 10 points in Destruction Talents~

Rank 1/1: Learn the “Shadowburn” spell.

Shadowburn: Instantly blasts the target for X amount of damage to
Y amount of damage. If the target dies within 5 seconds of Shadowburn,
and yields experience or honor, the caster gains a Soul Shard.
Instant cast, Uses A Soulshard, 15 second cooldown, 20 yard range, rank 1.

“Personal Opinion”: I like this spell, and I don’t know why. It has a
chance to give you back your Reagent if you predict the right casting time.
You shouldn’t ever be spamming this spell every chance you get unless you
have a sufficient amount of Soul Shards, or you know for a fact that you’ll
get your Soul Shard back.

(Intensity) **
~Requires 15 points in Destruction Talents~

Rank 1/2: Gives you a 35% chance to resist interruption caused by damage
while casting or channeling any Destruction spell.
(1 talent point invested)

Rank 2/2: Gives you a 70% chance to resist interruption caused by damage
while casting or channeling any Destruction spell.
(2 talent points invested)

“Personal Opinion”: This is like the extremely poor guy’s version of
“Fel Concentration” from the Affliction talent tree. I will advise you
to definitely put at least one point into this, but I wouldn’t put both
points into this unless you’re sure that you’re going to be using Hellfire
and Rain of Fire a lot.

(Destructive Reach) ****
~Requires 15 points in Destruction Talents~

Rank 1/2: Increases the range of your Destruction spells by 10% and
reduces the threat caused by your Destruction spells by 5%
(1 talent point invested)

Rank 2/2: Increases the range of your Destruction spells by 20% and
reduces the threat caused by your Destruction spells by 10%
(2 talent points invested)

“Personal Opinion”: If only “Grim Reach” (from the Affliction talent
tree) did as much as this talent does. Longer Destruction spell range
with an additional threat reduction? That’s a godsend. This should and
will help out tremendously in raids and dungeon runs.

(Improved Searing Pain) *
~Requires 15 points in Destruction Talents~

Rank 1/3: Increases the critical strike chance of your Searing Pain spell
by 4%
(1 talent point invested)

Rank 2/3: Increases the critical strike chance of your Searing Pain spell
by 7%
(2 talent points invested)

Rank 3/3: Increases the critical strike chance of your Searing Pain spell
by 10%
(3 talent points invested)

“Personal Opinion”: Honestly, who ever uses Searing Pain? Lets ignore the
fact that it does about 35% less damage than Shadow Bolt, but you can’t
ignore that it causes about double the normal threat, that a regular old
Shadow Bolt would cause. Higher threat and lower damage mean a bad spell
indeed.

(Pyroclasm) ***
~Requires 20 points in Destruction Talents~
~Requires 2 points in Intensity~

Rank 1/2: Gives your Rain of Fire, Hellfire, and Soul Fire spells a 13%
chance to stun the target for 3 seconds.
(1 talent point invested)

Rank 2/2: Gives your Rain of Fire, Hellfire, and Soul Fire spells a 26%
chance to stun the target for 3 seconds.
(2 talent points invested)

“Personal Opinion”: I tend to go for this, only because of the chance
that Soul Fire and Rain of Fire will randomly stun someone. It’s rather
easy to snipe someone with a Soul Fire (especially if put talent points
into the valuable Bane talent) and if you’re good at hiding. Rain of Fire
is sort of unreliable but I find that if you use the “Howl of Terror” spell
before you channel your Rain of Fire, you’ll more than likely hit the
enemies on the way back to you. Pray that one gets stunned.

(Improved Immolate) *****
~Requires 20 points in Destruction Talents~

Rank 1/5: Increases the initial damage of your Immolate spell by 5%
(1 talent point invested)

Rank 2/5: Increases the initial damage of your Immolate spell by 10%
(2 talent points invested)

Rank 3/5: Increases the initial damage of your Immolate spell by 15%
(3 talent points invested)

Rank 4/5: Increases the initial damage of your Immolate spell by 20%
(4 talent points invested)

Rank 5/5: Increases the initial damage of your Immolate spell by 25%
(5 talent points invested)

“Personal Opinion”: I shouldn’t have to tell you that this is a very
good talent to spec into, the stars tell it all.

(Ruin) *****
~Requires 20 points in Destruction Talents~
~Requires 5 points in Devastation~

Rank 1/1: Increases the critical strike damage bonus of your Destruction
spells by 100%
(1 talent point invested)

“Personal Opinion”: This talent is so full of win that I can hardly
describe it with words. Get this to notice an extreme change in damage
when you score a spell critical.

(Nether Protection) ** / ****
~Requires 25 points in Destruction Talents~

Rank 1/3: After being hit with a Shadow or Fire spell, you have a 10%
chance to become immune to Shadow and Fire spells for 4 sec
(1 talent point invested)

Rank 2/3: After being hit with a Shadow or Fire spell, you have a 20%
chance to become immune to Shadow and Fire spells for 4 sec
(2 talent points invested)

Rank 3/3: After being hit with a Shadow or Fire spell, you have a 30%
chance to become immune to Shadow and Fire spells for 4 sec
(3 talent points invested)

“Personal Opinion”: Notice how this talent got my first ever double
rating. This is mostly because this is a situationally reliant talent.
This talent is useful in PvP mostly; when you’re against Shadow Priests,
Fire Mages, and other Warlocks. In PvE you won’t find too much use for
this unless you’re in certain dungeons. So take that as you will.

(Emberstorm) ****
~Requires 25 points in Destruction Talents~

Rank 1/5: Increases the damage done by your Fire spells by 2%
(1 talent point invested)

Rank 2/5: Increases the damage done by your Fire spells by 4%
(2 talent points invested)

Rank 3/5: Increases the damage done by your Fire spells by 6%
(3 talent points invested)

Rank 4/5: Increases the damage done by your Fire spells by 8%
(4 talent points invested)

Rank 5/5: Increases the damage done by your Fire spells by 10%
(5 talent points invested)

“Personal Opinion”: Get this, no explanation needed.

(Backlash) ****
~Requires 30 points in Destruction Talents~

Rank 1/3: Increases your critical strike chance with spells by an
additional 1% and gives you an 8% chance when hit by a physical attack
to reduce the cast time of your next Shadow Bolt or Incinerate spell by
100%. This effect lasts 8 seconds, and cannot occur more than once every
8 seconds.
(1 talent point invested)

Rank 2/3: Increases your critical strike chance with spells by an
additional 2% and gives you an 16% chance when hit by a physical attack
to reduce the cast time of your next Shadow Bolt or Incinerate spell by
100%. This effect lasts 8 seconds, and cannot occur more than once every
8 seconds.
(2 talent points invested)

Rank 3/3: Increases your critical strike chance with spells by an
additional 3% and gives you an 25% chance when hit by a physical attack
to reduce the cast time of your next Shadow Bolt or Incinerate spell by
100%. This effect lasts 8 seconds, and cannot occur more than once every
8 seconds.
(3 talent points invested)

“Personal Opinion”: Highly useful in PvE as well as PvP. This talent
pretty much ensure that if you’re hit, 1/4 of the time you’ll be able
to counter with an instant Shadow Bolt.

(Conflagrate) ****
~Requires 30 points in Destruction Talents~
~Requires 5 points in Improved Immolate~

Rank 1/1: Learn the “Conflagrate” spell.

Conflagrate: Ignites a target that is already afflicted by Immolate,
dealing X amount of Fire damage to Y amount of Fire damage and
consuming the Immolate spell.
10 second cooldown, Instant cast, 30 yard range.

“Personal Opinion”: It’s rather fun to stack up damage by doing the
standard combo of: Immolate –> Incinerate –> Conflagrate.

(Soul Leech) ****
~Requires 30 points in Destruction Talents~

Rank 1/3: Gives your Shadow Bolt, Shadowburn, Soul Fire, Incinerate,
Searing Pain, and Conflagrate spells a 10% chance to return health
equal to 20% of the damage caused.
(1 talent point invested)

Rank 2/3: Gives your Shadow Bolt, Shadowburn, Soul Fire, Incinerate,
Searing Pain, and Conflagrate spells a 20% chance to return health
equal to 20% of the damage caused.
(2 talent points invested)

Rank 3/3: Gives your Shadow Bolt, Shadowburn, Soul Fire, Incinerate,
Searing Pain, and Conflagrate spells a 30% chance to return health
equal to 20% of the damage caused.
(3 talent points invested)

“Personal Opinion”: Very useful for grinding or PvP, highly increases
your chance of survivability.

(Shadow And Flame) ****
~Requires 35 points in Destruction Talents~

Rank 1/5: Your Shadow Bolt and Incinerate spells gain an additional
4% of your bonus spell damage effects.
(1 talent point invested)

Rank 2/5: Your Shadow Bolt and Incinerate spells gain an additional
8% of your bonus spell damage effects.
(2 talent points invested)

Rank 3/5: Your Shadow Bolt and Incinerate spells gain an additional
12% of your bonus spell damage effects.
(3 talent points invested)

Rank 4/5: Your Shadow Bolt and Incinerate spells gain an additional
16% of your bonus spell damage effects.
(4 talent points invested)

Rank 5/5: Your Shadow Bolt and Incinerate spells gain an additional
20% of your bonus spell damage effects.
(5 talent points invested)

“Personal Opinion”: This is simply amazing, without a doubt. You see,
this increases the regular damage of your Shadow Bolt and Incinerate
spells thus obviously increasing their critical spell damage as well.
Keeping this in mind, I wouldn’t hesitate to invest all five points into
this talent.

(Shadowfury) *****
~Requires 40 points in Destruction Talents~
~Requires 5 points in Shadow and Flame~

Rank 1/1: Learn the “Shadowfury” spell.

Shadowfury: Shadowfury is unleashed, causing X amount of Shadow damage to
Y amount of Shadow damage and stunning all enemies within 8 yards for
2 seconds.
20 second cooldown, 0.5 second cast, 30 yard range, rank 1.

“Personal Opinion”: One word describes this spell, and that word is
awesome. Try pairing this spell with Howl of Terror to reap the full
benefits of it’s 2 second stun effect.

Before I get into my special thanks I highly recommend that potential
level 70 Warlocks either get a 31/30 build, or an SL/SL build. The
31/30 build goes down to Dark Pact in the Affliction line, to Master
Demonologist in the Demonology line. SL/SL build is a cookie cutter
build that will give you an easier time. For an SL/SL build, you go
down to Siphon Life in the Affliction line and down to Soul Link in the
Demonologist line.

Filed under: Games | Tags: , | vrskidsv | August 18, 2009 Comments (0)

——————————————————————————-

[Current Patch Version -- v1.12.1]

October 2nd, 2006
Version 1.00 — The basic “completed” form of the guide.

——————————————————————————-

Table Of Contents:

(1) Introduction — Welcome to Azeroth!
(2) About Shamans…
(3) Choosing Your Racial Identity
(3a) Orcs
(3b) Tauren
(3c) Trolls
(4) Choosing Your Talent Specialization
(4a) Elemental
(4b) Enhancement
(4c) Restoration
(4d) Sample / Model ‘Talent Builds’
(5) Ready For Some Training?
(5a) Level 1 ( - 3 ? )
(5b) Level 4
(5c) Level 6
(5d) Level 8
(5e) Level 10
(5f) Level 12
(5g) Level 14
(5h) Level 16
(5i) Level 18
(5j) Level 20
(5k) Level 22
(5l) Level 24
(5m) Level 26
(5n) Level 28
(5o) Level 30
(5p) Level 32
(5q) Level 34
(5r) Level 36
(5s) Level 38
(5t) Level 40
(5u) Level 42
(5v) Level 44
(5w) Level 46
(5x) Level 48
(5y) Level 50
(5z) Level 52
(5aa) Level 54
(5bb) Level 56
(5cc) Level 58
(5dd) Level 60
(6) Shamanistic Equipment
(6a) Dungeon Set 1 — Elements
(6b) Dungeon Set 2 — Five Thunders
(6c) Tier 1 Raid Set — Earthfury
(6d) Tier 2 Raid Set — Ten Storms
(6e) Tier 3 Raid Set — Earthshatter
(6f) PvP — Rare
(6g) PvP — Epic
(7) F.A.Q.s
(8) Contact Me

——————————————————————————-

(1) Introduction — Welcome to Azeroth!

——————————————————————————-

Howdy! And welcome to my Shaman guide! Before going any further, allow me to
state that, in no manner, do I consider myself an expert on the Shaman class.
The thing I find most entertaining about World of Warcraft is that, no matter
how much you feel you know about the game, there’s always something new to
explore or discover. Just goes with the saying: “You learn something new every
day!”

With that taken care of, a short personal introduction. My name’s Aaron Larson,
as made evident in the copyright title. As of this moment, I’m a 19 year old
college student, majoring in Music with a concentration in Vocal Performance.
So in all fairness, the time I put into this guide should be spent on studying
and rehearsing and practicing and, well, all that jazz! But let’s just keep
this between us, and not mention it to my professors, eh? Thanks a bunch!

As for my ‘WoW’ history and experience… I first played the game on a friend’s
account, over a year ago. I tried out a Human Warlock — and didn’t really get
what I was doing [at all]. Zoom about eight months later, and I finally ‘return
to Azeroth’ as a Tauren Shaman. Over the time that I’ve spent working on this
toon, I tried out a Human Paladin… wasn’t really my style, too defensive…
tried out a Night Elf Rogue… as offensive as it is, there were no real magic
capabilities… and most recently, I attempted an Undead Mage, and all that
insane power was definitely a blast (no pun intended), but the lack of any real
offensive strategy left me hanging. Not to mention, an absence in self-healing
spells, too. No kidding!

So after all this time, I’ve returned to the Tauren Shaman… now, I’ve yet to
try all the classes, and it may be a difficult struggle in deciding once I work
on an Undead Warlock I can’t wait to get going, but at this specific moment,
Shaman has been my favorite class to play thus far. That said, throughout the
guide, I’ll be careful to separate or note my own personal bias in the words.

To anyone even remotely interesting in finding me online…

Character Name — Kasim
Server Name — Twisting Nether (RPPVP)
Description — Tauren Male Shaman

FOR THE HORDE!

——————————————————————————-

(2) About Shamans…

——————————————————————————-

First, let’s start with the basic information about the Shaman class. This is
an excerpt from the World of Warcraft Game Manual that came with your copy of
the game (or at least, I hope it did!)…

(World of Warcraft Game Manual, Pg. 82)
“Shamans are the spiritual advisors of the Horde. The shaman is a versatile and
flexible class that fulfills many roles in an adventuring party. While other
classes are pure fighters or spellcasters, the shaman enjoys a happy medium in
between. The shaman is an effective spellcaster, but can also fight extremely
well with mace and staff.”

That said, it should be noted early on that Shaman (at this time) happens to be
a Horde-exclusive class. Much like Paladin (at this time) turns out to be an
Alliance-exclusive class.

Now, when you consider the versatility and flexibility of the Shaman class, you
may also realize an immediate downfall with a simple fact: that Shaman are, in
fact, a ‘jack of all trades’. They don’t particularly excel or fall behind in
a specific territory; they are simply in the middle of them all. This plays a
small issue when forming groups…

* If a group is seeking a pure healer, a Priest may be chosen over a Shaman.

* If a group is seeking strong ‘DPS’, a Rogue may be chosen over a Shaman.

* If a group is seeking high burst damage, a Mage may be chosen over a Shaman.

* If a group is seeking a main tank, a Warrior may be chosen over a Shaman.

… the bottom line, basically, is that if a group needs one specific or
individual role filled, there are other classes designed for such tasks, and
can perform at greater rates.

This considered, if at any time a group is in need of any combination of the
above, a Shaman is more likely to find a home amongst the crowd. With that
‘jack of all trades’ mentality does come the convenience of having a “2-in-1″
or even a “3-in-1,” depending on what is needed.

Of course, there are many other factors to consider. For example, are you
attempting a standard ‘5-man dungeon,’ or will you be entering a ‘raid dungeon’
of 10-, 20-, or even 40-man stature? While some guilds may call for a specific
limitation on your character originality (a major desire for Restoration
spec’d Shamans, off the top of my head), there will always be a place for
Shamans. This will, of course, depend on the opposition your group is about to
face. Better safe than sorry?

This all said, I recommend to everyone, avoid in limiting your resources!
Any time you need additional materials or information to refer to, I strongly
recommend a visit to the ‘WoW’ community site!

http://www.worldofwarcraft.com

… now let’s get a touch more specific…

——————————————————————————-

(3) Choosing Your Racial Identity

——————————————————————————-

While the faction of choice should be relatively clear by now, you still have
to decide under which banner you will gain your honor, reputation, and pride!

(Note: The -gender- of your race does -not- affect the character in any way,
shape, manner, or form, aside from appearance; both genders are equal.)

There are three races to choose from: Orc, Tauren, and Troll. (This leaves out
Undead, in case this isn’t clear.) When choosing your race, there’s always the
easiest way to decide, and that’s the look or feel. Do you like how your toon
looks? Do you feel ‘right’ or ‘wrong’ about deciding on one race over another?
For the basic or more casual player, I recommend starting off with whichever
you simply enjoy looking at most — chances are, you’ll be staring at your
choice several hours from now.

When it comes to strategically mapping out your long term progress in the game,
the racial deciding factor still includes personal preference. However, there
are a number of differences to consider. Here is a brief list of factors to
consider when making the final call…

* Which talent tree or specialization are you going to follow?

* Which racial traits benefit you most as a Shaman?

* Which racial traits benefit you [least] as a Shaman?

… without going into a long list, we will look at and contemplate each
specific possibility. At this point, let’s start with a brief explanation of
the three different talent trees or specializations. And believe it or not,
this consideration starts off with your actual stats themselves, versus your
talent choices (or where you put your talent points)…

* For Elemental spec’d, your primary attributes are:
[] Stamina, Intellect, Spirit

* For Enhancement spec’d, your primary attributes are:
[] Strength, Agility, Stamina

* For Restoration spec’d, your primary attributes are:
[] Stamina, Intellect, Spirit

… now, this is rather limiting, and in reality, each stat can be just as
important as the next. However, we will begin dealing with specifics as we get
through each respective race.

###############
(3a) Orcs
###############

As an Orc, your starting stats are as follows:

|——|——|——|——|——|——|——–|——|
| Str. | Agi. | Sta. | Int. | Spi. | Arm. | Health | Mana |
| | | | | | | | |
| 24 | 17 | 23 | 18 | 25 | 48 | 77 | 73 |
|——|——|——|——|——|——|——–|——|

When it comes to primary attributes, the order of greatest to least is:
[] Spirit
[] Strength
[] Stamina
[] Intellect
[] Agility

With Spirit being your highest attribute, and Agility being your lowest, at
first glance, an Enhancement spec appears less effective. However, this can
immediately be altered with gear — so this is a very small factor to consider,
if one you bother to look at, at all. Not to mention, if you follow the route
of an Enhancement spec, the Spirit attribute becomes “less important,” thus
effectively placing both Strength and Stamina at the top of the list.

And now, let’s look at the Orc racial traits…

###############

* “May enrage, increasing damage but diminishing ability to be healed.”
——-
[] In game, this translates to:
——-
Blood Fury (Racial) — Instant cast / 2 min cooldown
* Increases base melee attack power by 25% for 15 sec and reduces healing
effects on you by 50% for 25 sec.
——-
[] Opinion: There are two different ways you can look at this. The first, it
increases attack power — excellent for Enhancement, still pretty good for
Elemental and even Restoration. The second, it halves your own healing,
for a longer time than the ‘attack bonus’, which can have a negative
impact, in case your enemy hasn’t fallen by the time you need your next
heal. This second point also goes half-and-half with a Restoration build:
Your main focus is healing, so your heals are extra powerful, in the first
place… yet at the same time, they are still halved, and both your spell
and melee capabilities are not as specialized as they would’ve been in
another tree, possibly calling for additional time healing and / or new
defensive strategies. Up and down, for the most part.

###############

* “Resistant to stun effects.”
——-
[] In game, this translates to:
——-
Hardiness (Racial Passive)
* Chance to resist Stun effects increased by an additional 25%.
——-
[] Opinion: An increased resistance to Stun effects benefits every class,
regardless of actual style or capabilities. That said, while this is a
plus for any Shaman, the more common Stun scenarios will occur in melee
range (not all, but more commonly). A Shaman with Enhancement spec gets
that lil’ extra edge, since they are consistently at risk here. Still, any
Shaman could use this racial trait.

###############

* “Damage done by pets increased.”
——-
[] In game, this translates to:
——-
Command (Racial Passive)
* Damage dealt by Hunter and Warlock pets increased by 5%.
——-
[] Opinion: All you need to read, really, is “Hunter and Warlock pets.” For
the simple fact that Shamans do not have pets, they receive no benefit
from the racial trait. Definitely not helpful to a Shaman, and a waste.

###############

* “Skill with Axes increased.”
——-
[] In game, this translates to:
——-
Axe Specialization (Racial Passive)
* Skill with Axes and Two-Handed Axes increased by 5.
——-
[] Opinion: As this deals with your weapon, it only benefits you in the case
that you are using either an Axe or a Two-Handed Axe. This has a balance
to it, in that you can’t use a Two-Handed Axe as a Shaman unless you spend
at least 11 talent points down the Enhancement talent tree, anyway, so you
will already be working on improving your weapon skills. The other end of
the balance, however, is if you’re not going to invest points in that
tree, you’re going towards either Elemental or Restoration — both are
which, not as concerned about the weapon you use, as much as the stat
bonuses or increases you receive from the weapon. And then, it only works
on a single weapon. Not a deciding factor unless you’re going melee.

###############

Personally speaking (with my own opinion / bias), I feel a better class choice
for an Orc would be either a Hunter or Warlock. “Command” becomes a huge
deciding factor, in it either being completely useful or completely useless.
As a Hunter, the Orcs can also send their pets to ‘fight battles for them’,
so the usage of “Blood Fury” is not as negative, so long as their damage is
lessened. (On the flip side, “Blood Fury” is relatively useless for a Warlock.)

These factors still considered, the offensive capabilities of an Orc Shaman are
indeed great. Though they could possibly benefit a Warrior just a bit more,
considering they are all melee and no magic (or healing spells). The issue of
“Blood Fury” is only a matter if you’re going to use it; if not, Enhancement
is less primary, and Restoration is more effective. (At the same time, if you
skip using this racial trait, you are essentially creating another useless
spot on your toon.)

###############
(3b) Tauren
###############

As an Tauren, your starting stats are as follows:

|——|——|——|——|——|——|——–|——|
| Str. | Agi. | Sta. | Int. | Spi. | Arm. | Health | Mana |
| | | | | | | | |
| 26 | 15 | 23 | 16 | 24 | 44 | 81 | 71 |
|——|——|——|——|——|——|——–|——|

When it comes to primary attributes, the order of greatest to least is:
[] Strength
[] Spirit
[] Stamina
[] Intellect
[] Agility

With Strength being your highest attribute, and Agility being your lowest, at
first glance, either an Elemental or Restoration spec appears less effective.
At the same time, with Agility being at the bottom, an Enhancement spec may
receive a slight blow to its ego. However, this can all be altered with gear –
so this is a very small factor to consider, if one you bother to look at, at
all. Not to mention, if you follow the route of an Enhancement spec, the Spirit
attribute becomes “less important,” thus effectively placing two of the major
attributes for Enhancement — Strength and Stamina — at the top of
the list.

And now, let’s look at the Tauren racial traits…

###############

* “May stomp, stunning nearby opponents.”
——-
[] In game, this translates to:
——-
War Stomp (Racial) — 0.5 sec cast / 2 min cooldown
* Stuns up to 5 enemies within 8 yds. for 2 sec.
——-
[] Opinion: Almost immediately, you will find this to be your best friend.
In the long run, popping this off and stunning any number of enemies for
two seconds can go a long way. Two points into Improved Ghost Wolf makes
it (’Ghost Wolf’) a 1 sec cast — War Stomp + Ghost Wolf. Lesser Healing
Wave, at any rank, is a 1.5 sec cast — War Stomp + Lesser Healing Wave.
Or if you’re trying to get off another spell, yet your instant casts are
still in cooldown, even a Lightning Bolt at Rank 8 can be brought down to
a 2 sec cast (via 5 points into the Elemental tree talent ‘Lightning
Mastery’) — War Stomp + Lightning Bolt. There are a number of different
possibilities, and this racial trait combined with core Shaman abilities,
makes this a ridiculously useful ability. Not at all something to just
gloss over.

###############

* “Maximum health increased.”
——-
[] In game, this translates to:
——-
Endurance (Racial Passive)
* Total Health increased by 5%.
——-
[] Opinion: More health is always a wonderful thing, regardless of class.
And since you can also heal as a Shaman, and eventually equip Mail armor,
the more health you have will simply make you even harder to kill. What
can seem so little as +4.05 Health at the start of the game, can decide
whether the next spell that targets you is a killing blow or not. Huge
bonus for all classes, Shamans being no exception.

###############

* “Herbalism skill increased.”
——-
[] In game, this translates to:
——-
Cultivation (Racial Passive)
* Herbalism skill increased by 15.
——-
[] Opinion: This racial trait only affects your Herbalism skill. Note that
this only matters if you are taking Herbalism as a primary profession in
the first place. If not, this is completely useless. If so, this benefits
in picking some herbs a little earlier than normal; though in the grand
scheme, this doesn’t play much a role once you hit 300 with your skill.
Not an important factor.

###############

* “Resistant to Nature damage.”
——-
[] In game, this translates to:
——-
Nature Resistance (Racial Passive)
* Nature Resistance increased by 10.
——-
[] Opinion: I suppose this is only half effective, in terms of what it does.
Against Druids or other Shamans, it still leaves you at a Poor defense
rating for some spells — still, it’s better than nothing. While not a
complete waste, it’s only a minor factor. (That said, I’m unsure as to
whether reflected spells consider or ignore the Nature Resistance in
damage calculations.)

###############

Personally speaking (with my own opinion / bias), I feel the best race choice
for a Shaman is in fact Tauren. With the exception of “Cultivation” (and maybe
“Nature Resistance”), the lack of situational occurrences allow for a solution
in most any situation. Whether it’s running a flag in Warsong Gulch, or fleeing
from a Rogue that got a little too close for comfort, the abilities work out
almost perfectly.

Everything considered, however, it’s important to note the high capabilities of
a Tauren Warrior. While definitely similar in design, combining a Warrior’s
innate abilities with the Tauren racial traits make for an extremely deadly
unit. (’Charge’ alone, for instance.) This mentioned, I wouldn’t recommend a
Tauren Hunter, as Orcs appear to have racials more attuned to that class.

###############
(3c) Trolls
###############

As an Troll, your starting stats are as follows:

|——|——|——|——|——|——|——–|——|
| Str. | Agi. | Sta. | Int. | Spi. | Arm. | Health | Mana |
| | | | | | | | |
| 22 | 22 | 22 | 17 | 23 | 58 | 67 | 72 |
|——|——|——|——|——|——|——–|——|

When it comes to primary attributes, the order of greatest to least is:
[] Spirit
[] Strength / Agility / Stamina
[] Intellect

With Spirit being your highest attribute, and Intellect being your lowest, at
first glance, no single spec appears more or less effective than the other.
However, note how the most important attributes to an Enhancement spec are all
equal, and only a single point under Spirit. The low count in Intellect can
immediately be altered with gear — so this is a very small factor to consider,
if one you bother to look at, at all. Still, it seems clear a focus on a more
melee based style of toon is in order for this race.

And now, let’s look at the Troll racial traits…

###############

* “Berserk, increasing attack and casting speed.”
——-
[] In game, this translates to:
——-
Berserking (Racial) — 3 Mana + Instant cast / 3 min cooldown
* Increases your casting and attack speed by 10% to 30%. At full health
the increase is 10% with a greater effect up to 30% if you are badly
hurt when you activate Berserking. Lasts 10 sec.
——-
[] Opinion: There isn’t any negative or down side to this ability; can be
used well any talent tree specialization. For Elemental, this allows for
faster Lightning Bolts; for Enhancement, this allows for faster attacks,
possibly increased rate at ‘weapon bonus procs’; for Restoration, if you
are in need of healing, the speed at which your healing spell goes off
will be faster, the more in need of it you are. This is, in a sense, as
good as the Tauren’s Racial “War Stomp,” except for the major factor that
this doesn’t affect enemies. Meaning, even if your spells cast at a 30%
increased rate, a consistent barrage of attacks may still interrupt your
chance of successful casting. Not to mention, depending on your talents,
your spells may already have reduced casting times, and would benefit more
from having surrounding opposition stunned versus just more speed.

###############

* “Regeneration increased.”
——-
[] In game, this translates to:
——-
Regeneration (Racial Passive)
* Health regeneration rate increased by 10%. 10% of total Health
regeneration may continue during combat.
——-
[] Opinion: Depending on how you look at it, this is half beneficial and
half unnecessary. If it increased your -Mana- regeneration rate, then we’d
be in business. However, as a Shaman, you have healing capabilities. The
‘in combat’ clause sounds nice on paper, but when damage being dealt is
negating any basic health recovery, you’ll most likely be turning back to
your healing spells, either way. That said, it also reads like it works
with the high Spirit attribute; however, your greater concern as a Shaman
will be in your Mana efficiency — something this doesn’t help at all.

###############

* “Damage increased versus beasts.”
——-
[] In game, this translates to:
——-
Beast Slaying (Racial Passive)
* Damage dealt versus Beasts increased by 5%.
——-
[] Opinion: This is very situational, and only effective against Beasts. The
up to this, is having some sort of advantage over a specific type of
enemy — at the same time, it is [just] a single type. Minor plus, but not
a huge deal for Shamans.

###############

* “Throwing and Bow Weapon skills increased.”
——-
[] In game, this translates to:
——-
Throwing Specialization (Racial Passive)
* Skill with Throwing Weapons increased by 5.
Bow Specialization (Racial Passive)
+ Skill with Bow Weapons increased by 5.
——-
[] Opinion: While it certainly looks nice, that if you create a Troll, the
single description splits up into two separate racial traits. So what’s
the problem? Shamans can use neither Throwing Weapons or Bow Weapons. As
such, this (or these) racial traits are completely useless to a Shaman.

###############

Personally speaking (with my own opinion / bias), I feel a better class choice
for an Orc would be either a Hunter or Rogue. “Berserking” is definitely nice
in a spell scenario, but imagine the insanity of a Hunter or Rogue with haste.
Emphasis can be placed on the Rogue, considering how quick your standard Rogue
already is (not considering “Dagger spec’ced”).

The main problem with the racial traits is the emphasis on situational
factors. The increased weapon skills are useless, in the first place.
“Regeneration” is slightly misplaced, if anything, and “Beast Slaying” is nice
against only a specific group; when it comes down to farming certain instances,
you may not notice it or even bother to try to.

——————————————————————————-

(4) Choosing Your Talent Specialization

——————————————————————————-

Before even attempting to force yourself to understand the ugly talent design
I’m gonna try to use, I highly recommend either referring to the in-game talent
sheet, or using a Talent Calculator online somewhere. For instance, from the
‘WoW’ Community Site…

http://www.worldofwarcraft.com/info/classes/shaman/talents.html

… which should make it a lot easier to understand; or even, if you like, feel
free to skip past the talent design and read the ‘opinions’! Though the route
is up to you. For now, a brief explanation of how they will look.

[] Example #1

|——-| |——-| |——-| |——-|
| A / 3 | | B / 5 | | C / 2 | | D / 1 |
|——-| |——-| |——-| |——-|

* Each individual talent will appear with both a letter and a number.
* The letter is simply for reference to the talent description below.
* The number is how many points can be invested in a specific talent.

|——-| |——-|
| E / 1 | >>>>> | F / 5 |
|——-| |——-|
V
V
V
|——-|
| G / 1 |
|——-|

* The ‘>’ and ‘V’ are arrows demonstrating specific paths. Some talents call
for prerequisites to be met; in the above scenario, you can’t learn -G-
without first learning -F-… and you can’t learn -F- without first
learning -E-… so on and so forth.
* Each level of descent, regardless of a path or not, is considered the next
“Tier”. (The very top is Tier 1, the next one down is Tier 2, below that
is Tier 3, etc.)
* The following Tier cannot be reached until a minimum count of 5 talent
points has been invested per Tier level desired. For example, to reach
Tier 4, a minimum of 15 points are needed: 5 for Tier 1, 5 for Tier 2, and
5 for Tier 3. (Note that you do -not- have to spend 5 points in -each-
Tier; where you spend isn’t important in reaching the next Tier, just that
you actually -invest- them somewhere.)

[] End Example

… that all said, I will once again include the link to the official talent
calculator from ‘WorldofWarcraft.com’! …

http://www.worldofwarcraft.com/info/classes/shaman/talents.html

… it will be -much- easier to read, I can almost completely assure you. But
with the explanation out of the way, let’s jump into the mess, eh?

(Note: I plan to include my own personal opinion for each talent in the near
future. In the end, though, it’s important to decide on its overall benefit to
you versus whatever I say. I will attempt to look at more sides than just one,
or just my own, as well. This said, if you completely neglect some abilities,
then regardless of how awesome they are, the points will be wasted. Y’know?)

###############
(4a) Elemental
###############

|——-| |——-|
| A / 5 | | B / 5 |
|——-| |——-|

|——-| |——-| |——-|
| C / 2 | | D / 3 | | E / 3 |
|——-| |——-| |——-|

|——-| |——-| |——-|
| F / 1 | | G / 5 | | H / 5 |
|——-| |——-| |——-|
V
V
V
|——-| |——-| V |——-|
| I / 2 | | J / 3 | V | K / 3 |
|——-| |——-| V |——-|
V
V
V
|——-| |——-| V
| L / 2 | | M / 1 | V
|——-| |——-| V
V V
V V
V V
V |——-|
V | N / 5 |
V |——-|
V
V
V
|——-|
| O / 1 |
|——-|

* Elemental Shaman Talents

####### [] Tier 1 #######

|——-| * Convection
| A / 5 | Reduces the mana cost of your Shock, Lightning Bolt and Chain
|——-| Lightning spells by ___%.
[] ___ 2% ___ (Rank 1 / 5)
[] ___ 4% ___ (Rank 2 / 5)
[] ___ 6% ___ (Rank 3 / 5)
[] ___ 8% ___ (Rank 4 / 5)
[] __ 10% ___ (Rank 5 / 5)
* Opinion

|——-| * Concussion
| B / 5 | Increases the damage done by your Lightning Bolt, Chain
|——-| Lightning and Shock spells by ___%.
[] ___ 1% ___ (Rank 1 / 5)
[] ___ 2% ___ (Rank 2 / 5)
[] ___ 3% ___ (Rank 3 / 5)
[] ___ 4% ___ (Rank 4 / 5)
[] ___ 5% ___ (Rank 5 / 5)
* Opinion

####### [] Tier 2 #######

|——-| * Earth’s Grasp
| C / 2 | Increases the health of your Stoneclaw Totem by ___% and the
|——-| radius of your Earthbind Totem by ___%.
[] ___ 25% ___ / ___ 10% ___ (Rank 1 / 2)
[] ___ 50% ___ / ___ 20% ___ (Rank 2 / 2)
* Opinion

|——-| * Elemental Warding
| D / 3 | Reduces damage taken from Fire, Frost and Nature effects by
|——-| ___%.
[] ___ 4% ___ (Rank 1 / 3)
[] ___ 7% ___ (Rank 2 / 3)
[] __ 10% ___ (Rank 3 / 3)
* Opinion

|——-| * Call of Flame
| E / 3 | Increases the damage done by your Fire Totems by ___%.
|——-| [] ___ 5% ___ (Rank 1 / 3)
[] __ 10% ___ (Rank 2 / 3)
[] __ 15% ___ (Rank 3 / 3)
* Opinion

####### [] Tier 3 #######

|——-| * Elemental Focus
| F / 1 | Gives you a 10% chance to enter a Clearcasting state after
|——-| casting any Fire, Frost, or Nature damage spell. The
Clearcasting state reduces the mana cost of your next damage
spell by 100%.
[] ___ (Rank 1 / 1)
* Opinion

|——-| * Reverberation
| G / 5 | Reduces the cooldown of your Shock spells by ___ sec.
|——-| [] ___ 0.2 sec ___ (Rank 1 / 5)
[] ___ 0.4 sec ___ (Rank 2 / 5)
[] ___ 0.6 sec ___ (Rank 3 / 5)
[] ___ 0.8 sec ___ (Rank 4 / 5)
[] ___ 1.0 sec ___ (Rank 5 / 5)
* Opinion

|——-| * Call of Thunder
| H / 5 | Increases the critical strike chance of your Lightning Bolt and
|——-| Chain Lightning spells by ___%.
[] ___ 1% ___ (Rank 1 / 5)
[] ___ 2% ___ (Rank 2 / 5)
[] ___ 3% ___ (Rank 3 / 5)
[] ___ 4% ___ (Rank 4 / 5)
[] ___ 6% ___ (Rank 5 / 5)
* Opinion

####### [] Tier 4 #######

|——-| * Improved Fire Nova Totem
| I / 2 | Reduces the delay before your Fire Nova Totem activates by ___
|——-| sec. and decreases the threat generated by your Magma Totem by
___%.
[] ___ 1 sec. ___ / ___ 25% ___ (Rank 1 / 2)
[] ___ 2 sec. ___ / ___ 50% ___ (Rank 2 / 2)
* Opinion

|——-| * Eye of the Storm
| J / 3 | Gives you a ___% chance to gain the Focused Casting effect that
|——-| lasts for 6 sec after being the victim of a melee or ranged
critical strike. The Focused Casting effect prevents you from
losing casting time when taking damage.
[] ___ 33% ___ (Rank 1 / 3)
[] ___ 66% ___ (Rank 2 / 3)
[] __ 100% ___ (Rank 3 / 3)
* Opinion

|——-| * Elemental Devastation
| K / 3 | Your offensive spell crits will increase your chance to get a
|——-| critical strike with melee attacks by ___% for 10 sec.
[] ___ 3% ___ (Rank 1 / 3)
[] ___ 6% ___ (Rank 2 / 3)
[] ___ 9% ___ (Rank 3 / 3)
* Opinion

####### [] Tier 5 #######

|——-| * Storm Reach
| L / 2 | Increases the range of your Lightning Bolt and Chain Lightning
|——-| spells by ___ yards.
[] ___ 3 yards ___ (Rank 1 / 2)
[] ___ 6 yards ___ (Rank 2 / 2)
* Opinion

|——-| * Elemental Fury
| M / 1 | Increases the critical strike damage bonus of your Searing,
|——-| Magma, and Fire Nova Totems and your Fire, Frost, and Nature
spells by 100%.
[] ___ (Rank 1 / 1)
* Opinion

####### [] Tier 6 #######

|——-| * Lightning Mastery
| N / 5 | Reduces the cast time of your Lightning Bolt and Chain Lightning
|——-| spells by ___ sec.
[] ___ 0.2 sec ___ (Rank 1 / 5)
[] ___ 0.4 sec ___ (Rank 2 / 5)
[] ___ 0.6 sec ___ (Rank 3 / 5)
[] ___ 0.8 sec ___ (Rank 4 / 5)
[] ___ 1.0 sec ___ (Rank 5 / 5)
* Opinion

####### [] Tier 7 #######

|——-| * Elemental Mastery
| O / 1 | (Instant) — (3 min cooldown)
|——-| When activated, this spell gives your next Fire, Frost, or
Nature damage spell a 100% critical strike chance and reduces
the mana cost by 100%.
[] ___ (Rank 1 / 1)
* Opinion

###############
(4b) Enhancement
###############

|——-| |——-|
| A / 5 | | B / 5 |
|——-| |——-|

|——-| |——-| |——-| |——-|
| C / 2 | | D / 5 | | E / 2 | | F / 3 |
|——-| |——-| |——-| |——-|
V
V
V
|——-| V |——-| |——-|
| G / 2 | V | H / 1 | | I / 5 |
|——-| V |——-| |——-|
V
V
V
|——-| |——-|
| J / 5 | | K / 5 |
|——-| |——-|

|——-| |——-| |——-|
| L / 2 | | M / 3 | | N / 1 |
|——-| |——-| |——-|
V
V
V
V |——-|
V | O / 5 |
V |——-|
V
V
V
|——-|
| P / 1 |
|——-|

* Enhancement Shaman Talents

############### [] Tier 1 ###############

|——-| * Ancestral Knowledge
| A / 5 | Increases your maximum Mana by ___%.
|——-| [] ___ 1% ___ (Rank 1 / 5)
[] ___ 2% ___ (Rank 2 / 5)
[] ___ 3% ___ (Rank 3 / 5)
[] ___ 4% ___ (Rank 4 / 5)
[] ___ 5% ___ (Rank 5 / 5)
* Opinion

|——-| * Shield Specialization
| B / 5 | Increases your chance to block attacks with a shield by ___% and
|——-| increases the amount blocked by ___%.
[] ___ 1% ___ / ___ 5% ___ (Rank 1 / 5)
[] ___ 2% ___ / __ 10% ___ (Rank 2 / 5)
[] ___ 3% ___ / __ 15% ___ (Rank 3 / 5)
[] ___ 4% ___ / __ 20% ___ (Rank 4 / 5)
[] ___ 5% ___ / __ 25% ___ (Rank 5 / 5)
* Opinion

############### [] Tier 2 ###############

|——-| * Guardian Totems
| C / 2 | Increases the amount of damage reduced by your Stoneskin Totem
|——-| and Windwall Totem by ___% and reduces the cooldown of your
Grounding Totem by ___ sec.
[] __ 10% ___ / ___ 1 sec. ___ (Rank 1 / 2)
[] __ 20% ___ / ___ 2 sec. ___ (Rank 2 / 2)
* Opinion

|——-| * Thundering Strikes
| D / 5 | Improves your chance to get a critical strike with your weapon
|——-| attacks by ___%.
[] ___ 1% ___ (Rank 1 / 5)
[] ___ 2% ___ (Rank 2 / 5)
[] ___ 3% ___ (Rank 3 / 5)
[] ___ 4% ___ (Rank 4 / 5)
[] ___ 5% ___ (Rank 5 / 5)
* Opinion

|——-| * Improved Ghost Wolf
| E / 2 | Reduces the cast time of your Ghost Wolf spell by ___ sec.
|——-| [] ___ 1 sec. ___ (Rank 1 / 2)
[] ___ 2 sec. ___ (Rank 2 / 2)
* Opinion

|——-| * Improved Lightning Shield
| F / 3 | Increases the damage done by your Lightning Shield orbs by ___%.
|——-| [] ___ 5% ___ (Rank 1 / 3)
[] __ 10% ___ (Rank 2 / 3)
[] __ 15% ___ (Rank 3 / 3)
* Opinion

############### [] Tier 3 ###############

|——-| * Enhancing Totems
| G / 2 | Increases the effect of your Strength of Earth and Grace of Air
|——-| Totems by ___%.
[] ___ 8% ___ (Rank 1 / 2)
[] __ 15% ___ (Rank 2 / 2)
* Opinion

|——-| * Two-Handed Axes and Maces
| H / 1 | Allows you to use Two-Handed Axes and Two-Handed Maces.
|——-| [] ___ (Rank 1 / 1)
* Opinion

|——-| * Anticipation
| I / 5 | Increases your chance to dodge by an additional ___%.
|——-| [] ___ 1% ___ (Rank 1 / 5)
[] ___ 2% ___ (Rank 2 / 5)
[] ___ 3% ___ (Rank 3 / 5)
[] ___ 4% ___ (Rank 4 / 5)
[] ___ 5% ___ (Rank 5 / 5)
* Opinion

############### [] Tier 4 ###############

|——-| * Flurry
| J / 5 | Increases your attack speed by ___% for your next 3 swings after
|——-| dealing a critical strike.
[] __ 10% ___ (Rank 1 / 5)
[] __ 15% ___ (Rank 2 / 5)
[] __ 20% ___ (Rank 3 / 5)
[] __ 25% ___ (Rank 4 / 5)
[] __ 30% ___ (Rank 5 / 5)
* Opinion

|——-| * Toughness
| K / 5 | Increases your armor value from items by ___%.
|——-| [] ___ 2% ___ (Rank 1 / 5)
[] ___ 4% ___ (Rank 2 / 5)
[] ___ 6% ___ (Rank 3 / 5)
[] ___ 8% ___ (Rank 4 / 5)
[] __ 10% ___ (Rank 5 / 5)
* Opinion

############### [] Tier 5 ###############

|——-| * Improved Weapon Totems
| L / 2 | Increases the melee attack power bonus of your Windfury Totem by
|——-| ___% and increases the damage caused by your Flametongue Totem
by ___%.
[] __ 15% ___ / ___ 6% ___ (Rank 1 / 2)
[] __ 30% ___ / __ 12% ___ (Rank 2 / 2)
* Opinion

|——-| * Elemental Weapons
| M / 3 | Increases the melee attack power bonus of your Rockbiter Weapon
|——-| by ___%, your Windfury Weapon effect by ___% and increases the
damage caused by your Flametongue Weapon and Frostbrand Weapon
by ___%.
[] ___ 7% ___ / __ 13% ___ / ___ 5% ___ (Rank 1 / 3)
[] __ 14% ___ / __ 27% ___ / __ 10% ___ (Rank 2 / 3)
[] __ 20% ___ / __ 40% ___ / __ 15% ___ (Rank 3 / 3)
* Opinion

|——-| * Parry
| N / 1 | Gives a chance to parry enemy melee attacks.
|——-| [] ___ (Rank 1 / 1)
* Opinion

############### [] Tier 6 ###############

|——-| * Weapon Mastery
| O / 5 | Increases the damage you deal with all weapons by ___%.
|——-| [] ___ 2% ___ (Rank 1 / 5)
[] ___ 4% ___ (Rank 2 / 5)
[] ___ 6% ___ (Rank 3 / 5)
[] ___ 8% ___ (Rank 4 / 5)
[] __ 10% ___ (Rank 5 / 5)
* Opinion

############### [] Tier 7 ###############

|——-| * Stormstrike
| P / 1 | (204 Mana / Instant cast) — (9 yd range / 20 sec cooldown)
|——-| Gives you an extra attack. In addition, the next 2 sources of
Nature damage dealt to the target are increased by 20%. Lasts
12 sec.
[] ___ (Rank 1 / 1)
* Opinion

###############
(4c) Restoration
###############

|——-| |——-|
| A / 5 | | B / 5 |
|——-| |——-|

|——-| |——-| |——-|
| C / 2 | | D / 3 | | E / 5 |
|——-| |——-| |——-|

|——-| |——-| |——-| |——-|
| F / 3 | | G / 5 | | H / 1 | | I / 3 |
|——-| |——-| |——-| |——-|

|——-| |——-|
| J / 5 | | K / 5 |
|——-| |——-|
V
V
V
|——-| V |——-|
| L / 3 | V | M / 1 |
|——-| V |——-|
V
V
V
V |——-|
V | N / 5 |
V |——-|
V
V
V
|——-|
| O / 1 |
|——-|

* Restoration Shaman Talents

############### [] Tier 1 ###############

|——-| * Improved Healing Wave
| A / 5 | Reduces the casting time of your Healing Wave spell by ___ sec.
|——-| [] ___ 0.1 ___ (Rank 1 / 5)
[] ___ 0.2 ___ (Rank 2 / 5)
[] ___ 0.3 ___ (Rank 3 / 5)
[] ___ 0.4 ___ (Rank 4 / 5)
[] ___ 0.5 ___ (Rank 5 / 5)
* Opinion

|——-| * Tidal Focus
| B / 5 | Reduces the Mana cost of your healing spells by ___%.
|——-| [] ___ 1% ___ (Rank 1 / 5)
[] ___ 2% ___ (Rank 2 / 5)
[] ___ 3% ___ (Rank 3 / 5)
[] ___ 4% ___ (Rank 4 / 5)
[] ___ 5% ___ (Rank 5 / 5)
* Opinion

############### [] Tier 2 ###############

|——-| * Improved Reincarnation
| C / 2 | Reduces the cooldown of your Reincarnation spell by ___ min and
|——-| increases the amount of health and mana you reincarnate with by
an additional ___%.
[] __ 10 min ___ / ___ 10% ___ (Rank 1 / 2)
[] __ 20 min ___ / ___ 20% ___ (Rank 2 / 2)
* Opinion

|——-| * Ancestral Healing
| D / 3 | Increases your target’s armor value by ___% for 15 sec after
|——-| getting a critical effect from one of your healing spells.
[] ___ 8% ___ (Rank 1 / 3)
[] __ 16% ___ (Rank 2 / 3)
[] __ 25% ___ (Rank 3 / 3)
* Opinion

|——-| * Totemic Focus
| E / 5 | Reduces the mana cost of your totems by ___%.
|——-| [] ___ 5% ___ (Rank 1 / 5)
[] __ 10% ___ (Rank 2 / 5)
[] __ 15% ___ (Rank 3 / 5)
[] __ 20% ___ (Rank 4 / 5)
[] __ 25% ___ (Rank 5 / 5)
* Opinion

############### [] Tier 3 ###############

|——-| * Nature’s Guidance
| F / 3 | Increases your chance to hit with melee attacks and spells by
|——-| ___%.
[] ___ 1% ___ (Rank 1 / 3)
[] ___ 2% ___ (Rank 2 / 3)
[] ___ 3% ___ (Rank 3 / 3)
* Opinion

|——-| * Healing Focus
| G / 5 | Gives you a ___% chance to avoid interruption caused by damage
|——-| while casting any healing spell.
[] __ 14% ___ (Rank 1 / 5)
[] __ 28% ___ (Rank 2 / 5)
[] __ 42% ___ (Rank 3 / 5)
[] __ 56% ___ (Rank 4 / 5)
[] __ 70% ___ (Rank 5 / 5)
* Opinion

|——-| * Totemic Mastery
| H / 1 | The radius of your totems that affect friendly targets is
|——-| increased to 30 yd.
[] ___ (Rank 1 / 1)
* Opinion

|——-| * Healing Grace
| I / 3 | Reduces the threat generated by your healing spells by ___%.
|——-| [] ___ 5% ___ (Rank 1 / 3)
[] __ 10% ___ (Rank 2 / 3)
[] __ 15% ___ (Rank 3 / 3)
* Opinion

############### [] Tier 4 ###############

|——-| * Restorative Totems
| J / 5 | Increases the effect of your Mana Spring and Healing Stream
|——-| Totems by ___%.
[] ___ 5% ___ (Rank 1 / 5)
[] __ 10% ___ (Rank 2 / 5)
[] __ 15% ___ (Rank 3 / 5)
[] __ 20% ___ (Rank 4 / 5)
[] __ 25% ___ (Rank 5 / 5)
* Opinion

|——-| * Tidal Mastery
| K / 5 | Increases the critical effect chance of your healing and
|——-| lightning spells by ___%.
[] ___ 1% ___ (Rank 1 / 5)
[] ___ 2% ___ (Rank 2 / 5)
[] ___ 3% ___ (Rank 3 / 5)
[] ___ 4% ___ (Rank 4 / 5)
[] ___ 5% ___ (Rank 5 / 5)
* Opinion

############### [] Tier 5 ###############

|——-| * Healing Way
| L / 3 | Your Healing Wave spells have a ___% chance to increase the
|——-| effect of subsequent Healing Wave spells on that target by 6%
for 15 sec. This effect will stack up to 3 times.
[] __ 33% ___ (Rank 1 / 3)
[] __ 66% ___ (Rank 2 / 3)
[] _ 100% ___ (Rank 3 / 3)
* Opinion

|——-| * Nature’s Swiftness
| M / 1 | (Instant) — (3 min cooldown)
|——-| When activated, your next Nature spell with a casting time less
then 10 sec becomes an instant cast spell.
[] ___ (Rank 1 / 1)
* Opinion

############### [] Tier 6 ###############

|——-| * Purification
| N / 5 | Increases the effectiveness of your healing spells by ___%.
|——-| [] ___ 2% ___ (Rank 1 / 5)
[] ___ 4% ___ (Rank 2 / 5)
[] ___ 6% ___ (Rank 3 / 5)
[] ___ 8% ___ (Rank 4 / 5)
[] __ 10% ___ (Rank 5 / 5)
* Opinion

############### [] Tier 7 ###############

|——-| * Mana Tide Totem
| O / 1 | (20 Mana / Instant cast) — (5 min cooldown)
|——-| ___ Tools: Water Totem ___
Summons a Mana Tide Totem with 5 health at the feet of the
caster for 12 sec that restores 170 mana every 3 seconds to
group members within 20 yards.
[] ___ (Rank 1 / 1)
* Opinion

###############
(4d) Sample / Model ‘Talent Builds’
###############

These are a few sample templates that can be followed when choosing what to
invest your talent points into. Of course, you’re not required to follow these
point-by-point, so feel free to go against the grain and pick up some different
abilities. However, these are basically general ideas, going in to the world
of talent specialization. (This said, feel free to submit your own to me!)

###############
[] My “Kasim” Build v1.0 (Initial Spec)
* Enhancement / Restoration — 0 / 30 / 21

[] Elemental Talents
___ Tier 1 ___
* …

[] Enhancement Talents
___ Tier 1 ___
* Ancestral Knowledge (Rank 5 / 5)
___ Tier 2 ___
* Thundering Strikes (Rank 5 / 5)
* Improved Ghost Wolf (Rank 2 / 2)
* Improved Lightning Shield (Rank 3 / 3)
___ Tier 3 ___
* Two-Handed Axes and Maces (Rank 1 / 1)
___ Tier 4 ___
* Flurry (Rank 5 / 5)
___ Tier 5 ___
* Elemental Weapons (Rank 3 / 3)
* Parry (Rank 1 / 1)
___ Tier 6 ___
* Weapon Mastery (Rank 5 / 5)

[] Restoration Talents
___ Tier 1 ___
* Tidal Focus (Rank 5 / 5)
___ Tier 2 ___
* Totemic Focus (Rank 5 / 5)
___ Tier 3 ___
* Nature’s Guidance (Rank 3 / 3)
* Healing Focus (Rank 1 / 5)
* Totemic Mastery (Rank 1 / 1)
___ Tier 4 ___
* Tidal Mastery (Rank 5 / 5)
___ Tier 5 ___
* Nature’s Swiftness (Rank 1 / 1)

###############
[] My “Kasim” Build v2.0 (Tentative Re-spec)
* Elemental / Restoration — 30 / 0 / 21

[] Elemental Talents
___ Tier 1 ___
* Convection (Rank 5 / 5)
* Concussion (Rank 5 / 5)
___ Tier 2 ___
* …
___ Tier 3 ___
* Elemental Focus (Rank 1 / 1)
* Reverberation (Rank 5 / 5)
* Call of Thunder (Rank 5 / 5)
___ Tier 4 ___
* Eye of the Storm (Rank 1 / 3)
___ Tier 5 ___
* Storm Reach (Rank 2 / 2)
* Elemental Fury (Rank 1 / 1)
___ Tier 6 ___
* Lightning Mastery (Rank 5 / 5)

[] Enhancement Talents
___ Tier 1 ___
* …

[] Restoration Talents
___ Tier 1 ___
* Tidal Focus (Rank 5 / 5)
___ Tier 2 ___
* Totemic Focus (Rank 5 / 5)
___ Tier 3 ___
* Nature’s Guidance (Rank 3 / 3)
* Healing Focus (Rank 1 / 5)
* Totemic Mastery (Rank 1 / 1)
___ Tier 4 ___
* Tidal Mastery (Rank 5 / 5)
___ Tier 5 ___
* Nature’s Swiftness (Rank 1 / 1)

###############
[] My “Kasim” |negative| Build v-1.0 (Discarded Re-spec)
* Elemental / Enhancement — 30 / 21 / 0

[] Elemental Talents
___ Tier 1 ___
* Convection (Rank 5 / 5)
* Concussion (Rank 5 / 5)
___ Tier 2 ___
* …
___ Tier 3 ___
* Elemental Focus (Rank 1 / 1)
* Reverberation (Rank 5 / 5)
* Call of Thunder (Rank 5 / 5)
___ Tier 4 ___
* Eye of the Storm (Rank 1 / 3)
___ Tier 5 ___
* Storm Reach (Rank 2 / 2)
* Elemental Fury (Rank 1 / 1)
___ Tier 6 ___
* Lightning Mastery (Rank 5 / 5)

[] Enhancement Talents
___ Tier 1 ___
* Ancestral Knowledge (Rank 5 / 5)
___ Tier 2 ___
* Thundering Strikes (Rank 5 / 5)
* Improved Ghost Wolf (Rank 2 / 2)
* Improved Lightning Shield (Rank 3 / 3)
___ Tier 3 ___
* Two-Handed Axes and Maces (Rank 1 / 1)
___ Tier 4 ___
* Flurry (Rank 5 / 5)

[] Restoration Talents
___ Tier 1 ___
* …

——————————————————————————-

(5) Ready For Some Training?

——————————————————————————-

To keep it short and sweet, you are definitely going to want to upgrade your
abilities with every chance you get. That said, with the exception of Levels 2
and 3, new spells or abilities will become available with every other level.
(For example, Level 4, 6, 8, 10, 12…)

As for where you can learn new Shaman abilities, you will want to find a Shaman
Trainer in either the Orc capital of Orgrimmar, or the Tauren capital of
Thunder Bluff. Most upgrades cannot be purchased without having obtained the
previous ranking. Then again, why wouldn’t you already have it, anyway? There’s
nothing to lose and everything to gain, so be sure you save up for your next
visit to a trainer.

Now, specific abilities correspond to an individual type of combat. The three
categories are Elemental Combat, Enhancement, and Restoration. To say the
least, they correspond for the most part to each respective talent tree. That
said, nothing is stopping you from learning every Shaman ability, as this is
separate from your actual talent point investments. Buy ‘em out!

Starting note — there is one ability, immediately available to learn once you
start your new toon. While it is readily available, feel free to wait until
Level 4 to purchase it, along with the rest of your abilities. Either way, you
start with a couple spells (included below), so you should be perfectly fine
until then, and even beyond, for the most part.

(Those starting abilities are included below for organization / clarification.)

Now, the costs are standard prices without discounts. This said, there are two
separate 10% discounts you can obtain in the game. One 10% discount can be
obtained by reaching the Honored status in reputation with a specific faction.
After, anything purchased from a member of that faction will have 10% marked
off. (This said, the only factions this will help you with in terms of Shaman
training, will be Orgrimmar and Thunder Bluff.)

The second 10% discount can be obtained by reaching the Sergeant status in
terms of Honor and / or Battlegrounds. These include Warsong Gulch, Arathi
Basin, and Alterac Valley (though there are other methods of gaining Honor).
Once you have hit the Rank of Sergeant, any item you purchase anywhere in
Azeroth will have 10% marked off.

That all said, these discounts -do- in fact stack to a total of 20% off. With
the faction reputation, you will permanently keep that 10% off unless you
manage to lose reputation within your faction (and to be honest, I haven’t
personally found any way to do this). With the Honor, your Rank can fluctuate
if you’re not consistently participating in Battlegrounds. At any time your
Rank drops below Sergeant, you will lose the 10% discount instantly. (Anything
purchased thus far will not suddenly charge you that 10%, fortunately.)

Something serious to consider, once the abilities start costing you gold!

###############
(5a) Level 1 ( - 3 ? )
###############

[] Lightning Bolt (Rank 1) — *YOU START WITH THIS*
[] Category: Elemental Combat
[] 15 Mana / 1.5 sec cast — (30 yd range)
* Casts a bolt of lightning at the target for 13 to 15 Nature damage.

[] Rockbiter Weapon (Rank 1) — Cost: 10 copper
[] Category: Enhancement
[] 15 Mana / Instant cast
* Imbue the Shaman’s weapon, increasing melee attack power by 29 and
allowing melee attacks to cause additional threat when using that weapon.
Lasts for 5 minutes.

[] Healing Wave (Rank 1) — *YOU START WITH THIS*
[] Category: Restoration
[] 25 Mana / 1.5 sec cast — (40 yd range)
* Heals a friendly target for 34 to 44.

###############
(5b) Level 4
###############

[] Earth Shock (Rank 1) — Cost: 1 silver
[] Category: Elemental Combat
[] 30 Mana / Instant cast — (20 yd range / 6 sec cooldown)
* Instantly shocks the target with concussive force, causing 17 to 19 Nature
damage. It also interrupts spellcasting and prevents any spell in that
school from being cast for 2 sec. Causes a high amount of threat.

###############
(5c) Level 6
###############

[] Earthbind Totem — Cost: 1 silver
[] Category: Elemental Combat
[] ???? mana / Instant cast — (15 sec cooldown)
___ Tools: Earth Totem ___
* Summons an Earthbind Totem with 5 health at the feet of the caster for 45
sec that slows the movement speed of the enemies within 10 yards.
???? The mana cost is not specific; it is roughly 4% of your maximum mana.
(This calculation has not been proven, nor has it been tested to check
whether or not increasing your maximum mana and / or decreasing your spell
costs affects the overall mana cost in any manner.)

[] Healing Wave (Rank 2) — Cost: 1 silver
[] Category: Restoration
[] 45 Mana / 2 sec cast — (40 yd range)
___ Requires: Healing Wave (Rank 1) ___
* Heals a friendly target for 64 to 78.

###############
(5d) Level 8
###############

[] Earth Shock (Rank 2) — Cost: 1 silver
[] Category: Elemental Combat
[] 50 Mana / Instant cast — (20 yd range / 6 sec cooldown)
___ Requires: Earth Shock (Rank 1) ___
* Instantly shocks the target with concussive force, causing 32 to 34 Nature
damage. It also interrupts spellcasting and prevents any spell in that
school from being cast for 2 sec. Causes a high amount of threat.

[] Lightning Bolt (Rank 2) — Cost: 1 silver
[] Category: Elemental Combat
[] 30 Mana / 2 sec cast — (30 yd range)
___ Requires: Lightning Bolt (Rank 1) ___
* Casts a bolt of lightning at the target for 26 to 30 Nature damage.

[] Stoneclaw Totem (Rank 1) — Cost: 1 silver
[] Category: Elemental Combat
[] 15 Mana / Instant cast — (30 sec cooldown)
___ Tools: Earth Totem ___
* Summons a Stoneclaw Totem with 50 health at the feet of the caster for 15
sec that taunts creatures within 8 yards to attack it.

[] Lightning Shield (Rank 1) — Cost: 1 silver
[] Category: Enhancement
[] 45 Mana / Instant cast
* The caster is surrounded by 3 balls of lightning. When a spell, melee or
ranged attack hits the caster, the attacker will be struck for 13 Nature
damage. This expends one lightning ball. Only one ball will fire every few
seconds. Lasts 10 min.

[] Rockbiter Weapon (Rank 2) — Cost: 1 silver
[] Category: Enhancement
[] 25 Mana / Instant cast
___ Requires: Rockbiter Weapon (Rank 1) ___
* Imbue the Shaman’s weapon, increasing melee attack power by 58 and
allowing melee attacks to cause additional threat when using that weapon.
Lasts for 5 minutes.

###############
(5e) Level 10
###############

[] Flame Shock (Rank 1) — Cost: 4 silver
[] Category: Elemental Combat
[] 55 Mana / Instant cast — (20 yd range / 6 sec cooldown)
* Instantly sears the target with fire, causing 21 Fire damage immediately
and 28 Fire damage over 12 sec.

[] Flametongue Weapon (Rank 1) — Cost: 4 silver
[] Category: Enhancement
[] 30 Mana / Instant cast
* Imbue the Shaman’s weapon with fire. Each hit causes 4.2 for 13.0
additional Fire damage, based on the speed of the weapon. Slower weapons
cause more fire damage per swing. Lasts for 5 minutes.

[] Strength of Earth Totem (Rank 1) — Cost: 4 silver
[] Category: Enhancement
[] 25 Mana / Instant cast
___ Tools: Earth Totem ___
* Summons a Strength of Earth Totem with 5 health at the feet of the caster.
The totem increases the strength of party members within 20 yards by 10.
Lasts 2 min.

###############
(5f) Level 12
###############

[] Fire Nova Totem (Rank 1) — Cost: 8 silver
[] Category: Elemental Combat
[] 95 Mana / Instant cast — (15 sec cooldown)
___ Tools: Fire Totem ___
* Summons a Fire Nova Totem that has 5 health and lasts 5 sec. Unless it is
destroyed within 4 sec., the totem inflicts 48 to 56 fire damage to
enemies within 10 yd.

[] Purge (Rank 1) — Cost: 8 silver
[] Category: Elemental Combat
[] ???? Mana / Instant cast — (30 yd range)
* Purges the enemy target, removing 1 magic effect.
???? The mana cost is not specific; it is roughly 7% of your maximum mana.
(This calculation has not been proven, nor has it been tested to check
whether or not increasing your maximum mana and / or decreasing your spell
costs affects the overall mana cost in any manner.)

[] Ancestral Spirit (Rank 1) — Cost: 8 silver
[] Category: Restoration
[] ???? Mana / 10 sec cast — (30 yd range)
* Returns the spirit to the body, restoring a dead target to life with 65
health and 120 mana. Cannot be cast when in combat.
???? The mana cost is not specific; it is roughly 70% of your maximum mana.
(This calculation has not been proven, nor has it been tested to check
whether or not increasing your maximum mana and / or decreasing your spell
costs affects the overall mana cost in any manner.)

[] Healing Wave (Rank 3) — Cost: 8 silver
[] Category: Restoration
[] 80 Mana / 2.5 sec cast — (40 yd range)
___ Requires: Healing Wave (Rank 2) ___
* Heals a friendly target for 129 to 155.

###############
(5g) Level 14
###############

[] Earth Shock (Rank 3) — Cost: 9 silver
[] Category: Elemental Combat
[] 85 Mana / Instant cast — (20 yd range / 6 sec cooldown)
___ Requires: Earth Shock (Rank 2) ___
* Instantly shocks the target with concussive force, causing 60 to 64 Nature
damage. It also interrupts spellcasting and prevents any spell in that
school from being cast for 2 sec. Causes a high amount of threat.

[] Lightning Bolt (Rank 3) — Cost: 9 silver
[] Category: Elemental Combat
[] 45 Mana / 2.5 sec cast — (30 yd range)
___ Requires: Lightning Bolt (Rank 2) ___
* Casts a bolt of lightning at the target for 45 to 53 Nature damage.

[] Stoneskin Totem (Rank 2) — Cost: 9 silver
[] Category: Enhancement
[] 60 Mana / Instant cast
___ Requires: Stoneskin Totem (Rank 1) ___
___ Tools: Earth Totem ___
* Summons a Stoneskin Totem with 5 health at the feet of the caster. The
totem protects party members within 20 yards, reducing melee damage taken
by 7. Lasts 2 min.

###############
(5h) Level 16
###############

[] Lightning Shield (Rank 2) — Cost: 18 silver
[] Category: Enhancement
[] 80 Mana / Instant cast
___ Requires: Lightning Shield (Rank 1) ___
* The caster is surrounded by 3 balls of lightning. When a spell, melee or
ranged attack hits the caster, the attacker will be struck for 29 Nature
damage. This expends one lightning ball. Only one ball will fire every few
seconds. Lasts 10 min.

[] Rockbiter Weapon (Rank 3) — Cost: 18 silver
[] Category: Enhancement
[] 50 Mana / Instant cast
___ Requires: Rockbiter Weapon (Rank 2) ___
* Imbue the Shaman’s weapon, increasing melee attack power by 88 and
allowing melee attacks to cause additional threat when using that weapon.
Lasts for 5 minutes.

[] Cure Poison — Cost: 18 silver
[] Category: Restoration
[] ???? Mana / Instant cast — (30 yd range)
* Cures 1 poison effect on the target.
???? The mana cost is not specific; it is roughly 6% of your maximum mana.
(This calculation has not been proven, nor has it been tested to check
whether or not increasing your maximum mana and / or decreasing your spell
costs affects the overall mana cost in any manner.)

###############
(5i) Level 18
###############

[] Flame Shock (Rank 2) — Cost: 20 silver
[] Category: Elemental Combat
[] 95 Mana / Instant cast — (20 yd range / 6 sec cooldown)
___ Requires: Flame Shock (Rank 1) ___
* Instantly sears the target with fire, causing 45 Fire damage immediately
and 48 Fire damage over 12 sec.

[] Stoneclaw Totem (Rank 2) — Cost: 20 silver
[] Category: Elemental Combat
[] 30 Mana / Instant cast — (30 sec cooldown)
___ Requires: Stoneclaw Totem (Rank 1) ___
* Summons a Stoneclaw Totem with 150 health at the feet of the caster for 15
sec that taunts creatures within 8 yards to attack it.

[] Flametongue Weapon (Rank 2) — Cost: 20 silver
[] Category: Enhancement
[] 55 Mana / Instant cast
___ Requires: Flametongue Weapon (Rank 1) ___
* Imbue the Shaman’s weapon with fire. Each hit causes 6.2 to 19.2
additional Fire damage, based on the speed of the weapon. Slower weapons
cause more fire damage per swing. Lasts for 5 minutes.

[] Healing Wave (Rank 4) — Cost: 20 silver
[] Category: Restoration
[] 155 Mana / 3 sec cast — (40 yd range)
___ Requires: Healing Wave (Rank 3) ___
* Heals a friendly target for 268 to 316.

[] Tremor Totem — Cost: 20 silver
[] Category: Restoration
[] 60 Mana / Instant cast
___ Tools: Earth Totem ___
* Summons a Tremor Totem with 5 health at the feet of the caster that shakes
the ground around it, removing Fear, Charm and Sleep effects from party
members within 30 yards. Lasts 2 min.

###############
(5j) Level 20
###############

[] Frost Shock (Rank 1) — Cost: 22 silver
[] Category: Elemental Combat
[] 115 Mana / Instant cast — (20 yd range / 6 sec cooldown)
* Instantly shocks the target with frost, causing 89 to 95 Frost damage and
slowing movement speed by 50%. Lasts 8 sec.

[] Lightning Bolt (Rank 4) — Cost: 22 silver
[] Category: Elemental Combat
[] 75 Mana / 3 sec cast — (30 yd range)
___ Requires: Lightning Bolt (Rank 3) ___
* Casts a bolt of lightning at the target for 83 to 95 Nature damage.

[] Searing Totem (Rank 2) — Cost: 22 silver
[] Category: Elemental Combat
[] 45 Mana / Instant cast
___ Requires: Searing Totem (Rank 1) ___
___ Tools: Fire Totem ___
* Summons a Searing Totem with 5 health at your feet for 35 sec that
repeatedly attacks an enemy within 20.0 yards for 13 to 17 Fire damage.

[] Frostbrand Weapon (Rank 1) — Cost: 22 silver
[] Category: Enhancement
[] 60 Mana / Instant cast
* Imbue the Shaman’s weapon with frost. Each hit has a chance of causing 35
additional Frost damage and slowing the target’s movement speed by 25% for
8 sec. Lasts for 5 minutes.

[] Ghost Wolf — Cost: 22 silver
[] Category: Enhancement
[] 100 Mana / 3 sec cast
* Turns the Shaman into a Ghost Wolf, increasing speed by 40%. Only useable
outdoors.

[] Lesser Healing Wave (Rank 1) — Cost: 22 silver
[] Category: Restoration
[] 105 Mana / 1.5 sec cast — (40 yd range)
* Heals a friendly target for 162 to 186.

###############
(5k) Level 22
###############

[] Fire Nova Totem (Rank 2) — Cost: 30 silver
[] Category: Elemental Combat
[] 170 Mana / Instant cast — (15 sec cooldown)
___ Requires: Fire Nova Totem (Rank 1) ___
___ Tools: Fire Totem ___
* Summons a Fire Nova Totem that has 5 health and lasts 5 sec. Unless it is
destroyed within 4 sec., the totem inflicts 102 to 116 fire damage to
enemies within 10 yd.

[] Water Breathing — Cost: 30 silver
[] Category: Enhancement
[] 50 Mana / Instant cast — (30 yd range)
___ Reagents: Shiny Fish Scales ___
* Allows the target to breathe underwater for 10 min.

[] Cure Disease — Cost: 30 silver
[] Category: Restoration
[] ???? Mana / Instant cast — (30 yd range)
* Cures 1 disease on the target.
???? The mana cost is not specific; it is roughly 6% of your maximum mana.
(This calculation has not been proven, nor has it been tested to check
whether or not increasing your maximum mana and / or decreasing your spell
costs affects the overall mana cost in any manner.)

[] Poison Cleansing Totem — Cost: 30 silver
[] Category: Restoration
[] ???? Mana / Instant cast
___ Tools: Water Totem ___
* Summons a Poison Cleansing Totem with 5 health at the feet of the caster
that attempts to remove 1 poison effect from party members within 20 yards
every 5 seconds. Lasts 2 min.
???? The mana cost is not specific; it is roughly 7% of your maximum mana.
(This calculation has not been proven, nor has it been tested to check
whether or not increasing your maximum mana and / or decreasing your spell
costs affects the overall mana cost in any manner.)

###############
(5l) Level 24
###############

[] Earth Shock (Rank 4) — Cost: 35 silver
[] Category: Elemental Combat
[] 145 Mana / Instant cast — (20 yd range / 6 sec cooldown)
___ Requires: Earth Shock (Rank 3) ___
* Instantly shocks the target with concussive force, causing 119 to 127
Nature damage. It also interrupts spellcasting and prevents any spell in
that school from being cast for 2 sec. Causes a high amount of threat.

[] Frost Resistance Totem (Rank 1) — Cost: 35 silver
[] Category: Enhancement
[] 75 Mana / Instant cast
___ Tools: Fire Totem ___
* Summons a Frost Resistance Totem with 5 health at the feet of the caster
for 2 min. The totem increases party members’ frost resistance by 30, if
within 20 yards.

[] Lightning Shield (Rank 3) — Cost: 35 silver
[] Category: Enhancement
[] 125 Mana / Instant cast
___ Requires: Lightning Shield (Rank 2) ___
* The caster is surrounded by 3 balls of lightning. When a spell, melee or
ranged attack hits the caster, the attacker will be struck for 51 Nature
damage. This expends one lightning ball. Only one ball will fire every few
seconds. Lasts 10 min.

[] Rockbiter Weapon (Rank 4) — Cost: 35 silver
[] Category: Enhancement
[] 75 Mana / Instant cast
___ Requires: Rockbiter Weapon (Rank 3) ___
* Imbue the Shaman’s weapon, increasing melee attack power by 129 and
allowing melee attacks to cause additional threat when using that weapon.
Lasts for 5 minutes.

[] Stoneskin Totem (Rank 3) — Cost: 35 silver
[] Category: Enhancement
[] 90 Mana / Instant cast
___ Requires: Stoneskin Totem (Rank 2) ___
___ Tools: Earth Totem ___
* Summons a Stoneskin Totem with 5 health at the feet of the caster. The
totem protects party members within 20 yards, reducing melee damage taken
by 11. Lasts 2 min.

[] Strength of Earth Totem (Rank 2) — Cost: 35 silver
[] Category: Enhancement
[] 65 Mana / Instant cast
___ Requires: Strength of Earth Totem (Rank 1) ___
___ Tools: Earth Totem ___
* Summons a Strength of Earth Totem with 5 health at the feet of the caster.
The totem increases the strength of party members within 20 yards by 20.
Lasts 2 min.

[] Ancestral Spirit (Rank 2) — Cost: 35 silver
[] Category: Restoration
[] ???? Mana / 10 sec cast — (30 yd range)
___ Requires: Ancestral Spirit (Rank 1) ___
* Returns the spirit to the body, restoring a dead target to life with 150
health and 260 mana. Cannot be cast when in combat.
???? The mana cost is not specific; it is roughly 70% of your maximum mana.
(This calculation has not been proven, nor has it been tested to check
whether or not increasing your maximum mana and / or decreasing your spell
costs affects the overall mana cost in any manner.)

[] Healing Wave (Rank 5) — Cost: 35 silver
[] Category: Restoration
[] 200 Mana / 3 sec cast — (40 yd range)
___ Requires: Healing Wave (Rank 4) ___
* Heals a friendly target for 376 to 440.

###############
(5m) Level 26
###############

[] Lightning Bolt (Rank 5) — Cost: 40 silver
[] Category: Elemental Combat
[] 105 Mana / 3 sec cast — (30 yd range)
___ Requires: Lightning Bolt (Rank 4) ___
* Casts a bolt of lightning at the target for 125 to 143 Nature damage.

[] Magma Totem (Rank 1) — Cost: 40 silver
[] Category: Elemental Combat
[] 230 Mana / Instant cast
___ Tools: Fire Totem ___
* Summons a Magma Totem with 5 health at the feet of the caster for 20 sec
that causes 22 Fire damage to creatures within 8 yards every 2 seconds.

[] Far Sight — Cost: 40 silver
[] Category: Enhancement
[] 80 Mana / 2 sec cast — (50000 yd range)
* Changes the caster’s viewpoint to the targeted location. Lasts 1 min. Only
useable outdoors.

[] Flametongue Weapon (Rank 3) — Cost: 40 silver
[] Category: Enhancement
[] 80 Mana / Instant cast
___ Requires: Flametongue Weapon (Rank 2) ___
* Imbue the Shaman’s weapon with fire. Each hit causes 9.3 to 28.6
additional Fire damage, based on the speed of the weapon. Slower weapons
cause more fire damage per swing. Lasts for 5 minutes.

[] Mana Spring Totem (Rank 1) — Cost: 40 silver
[] Category: Restoration
[] 40 Mana / Instant cast
___ Tools: Water Totem ___
* Summons a Mana Spring Totem with 5 health at the feet of the caster for 1
min that restores 4 mana every 2 seconds to group members within 20 yards.

###############
(5n) Level 28
###############

[] Flame Shock (Rank 3) — Cost: 60 silver
[] Category: Elemental Combat
[] 160 Mana / Instant cast — (20 yd range / 6 sec cooldown)
___ Requires: Flame Shock (Rank 2) ___
* Instantly sears the target with fire, causing 86 Fire damage immediately
and 96 Fire damage over 12 sec.

[] Stoneclaw Totem (Rank 3) — Cost: 60 silver
[] Category: Elemental Combat
[] 55 Mana / Instant cast — (30 sec cooldown)
___ Requires: Stoneclaw Totem (Rank 2) ___
___ Tools: Earth Totem ___
* Summons a Stoneclaw Totem with 220 health at the feet of the caster for 15
sec that taunts creatures within 8 yards to attack it.

[] Fire Resistance Totem (Rank 1) — Cost: 60 silver
[] Category: Enhancement
[] 75 Mana / Instant cast
___ Tools: Water Totem ___
* Summons a Fire Resistance Totem with 5 health at the feet of the caster
for 2 min that increases the fire resistance of party members within 20
yards by 30.

[] Flametongue Totem (Rank 1) — Cost: 60 silver
[] Category: Enhancement
[] 90 Mana / Instant cast
___ Tools: Fire Totem ___
* Summons a Flametongue Totem with 5 health at the feet of the caster. The
totem enchants all party members’ main hand weapons with fire if they are
within 20 yards. Each hit causes 6.4 to 19.6 additional Fire damage, based
on the speed of the weapon. Slower weapons cause more fire damage per
swing. Lasts 2 min.

[] Frostbrand Weapon (Rank 2) — Cost: 60 silver
[] Category: Enhancement
[] 85 Mana / Instant cast
___ Requires: Frostbrand Weapon (Rank 1) ___
* Imbue the Shaman’s weapon with frost. Each hit has a chance of causing 53
additional Frost damage and slowing the target’s movement speed by 25% for
8 sec. Lasts for 5 minutes.

[] Water Walking — Cost: 60 silver
[] Category: Enhancement
[] 95 Mana / Instant cast — (30 yd range)
___ Reagents: Fish Oil ___
* Allows the friendly target to walk across water for 10 min. Any damage
will cancel the effect.

[] Lesser Healing Wave (Rank 2) — Cost: 60 silver
[] Category: Restoration
[] 145 Mana / 1.5 sec cast — (40 yd range)
___ Requires: Lesser Healing Wave (Rank 1) ___
* Heals a friendly target for 247 to 281.

###############
(5o) Level 30
###############

[] Searing Totem (Rank 3) — Cost: 70 silver
[] Category: Elemental Combat
[] 75 Mana / Instant cast
___ Requires: Searing Totem (Rank 2) ___
___ Tools: Fire Totem ___
* Summons a Searing Totem with 5 health at your feet for 40 sec that
repeatedly attacks an enemy within 20.0 yards for 19 to 25 Fire damage.

[] Astral Recall — Cost: 70 silver
[] Category: Enhancement
[] 150 Mana / 10 sec cast — (15 min cooldown)
* Yanks the caster through the twisting nether back to their home location.
Speak to an Innkeeper in a different place to change your home location.

[] Grounding Totem — Cost: 70 silver
[] Category: Enhancement
[] ???? Mana / Instant cast — (15 sec cooldown)
___ Tools: Air Totem ___
* Summons a Grounding Totem with 5 health at the feet of the caster that
will redirect one harmful spell cast on a nearby party member to itself
every 10 seconds. Will not redirect area of effect spells. Lasts 45 sec.
???? The mana cost is not specific; it is roughly 4% of your maximum mana.
(This calculation has not been proven, nor has it been tested to check
whether or not increasing your maximum mana and / or decreasing your spell
costs affects the overall mana cost in any manner.)

[] Nature Resistance Totem (Rank 1) — Cost: 70 silver
[] Category: Enhancement
[] 75 Mana / Instant cast
___ Tools: Air Totem ___
* Summons a Nature Resistance Totem with 5 health at the feet of the caster
for 2 min that increases the nature resistance of party members within 20
yards by 30.

[] Windfury Weapon (Rank 1) — Cost: 70 silver
[] Category: Enhancement
[] 90 Mana / Instant cast
* Imbue the Shaman’s weapon with wind. Each hit has a 20% chance of granting
you 2 extra attacks with 46 extra melee attack power. Lasts for 5 minutes.

[] Healing Stream Totem (Rank 2) — Cost: 70 silver
[] Category: Restoration
[] 50 Mana / Instant cast
___ Requires: Healing Stream Totem (Rank 1) ___
___ Tools: Water Totem ___
* Summons a Healing Stream Totem with 5 health at the feet of the caster for
1 min that heals group members within 20 yards for 8 every 2 seconds.

[] Reincarnation — Cost: 70 silver
[] Category: Restoration
___ Reagents: Ankh ___
* Allows you to resurrect yourself upon death with 20% health and mana.

###############
(5p) Level 32
###############

[] Chain Lightning (Rank 1) — Cost: 80 silver
[] Category: Elemental Combat
[] 280 Mana / 2.5 sec cast — (30 yd range / 6 sec cooldown)
* Hurls a lightning bolt at the enemy, dealing 191 to 217 Nature damage and
then jumping to additional nearby enemies. Each jump reduces the damage by
30%. Affects 3 total targets.

[] Fire Nova Totem (Rank 3) — Cost: 80 silver
[] Category: Elemental Combat
[] 280 Mana / Instant cast — (15 sec cooldown)
___ Requires: Fire Nova Totem (Rank 2) ___
___ Tools: Fire Totem ___
* Summons a Fire Nova Totem that has 5 health and lasts 5 sec. Unless it is
destroyed within 4 sec., the totem inflicts 184 to 208 fire damage to
enemies within 10 yd.

[] Lightning Bolt (Rank 6) — Cost: 80 silver
[] Category: Elemental Combat
[] 135 Mana / 3 sec cast — (30 yd range)
___ Requires: Lightning Bolt (Rank 5) ___
* Casts a bolt of lightning at the target for 172 to 194 Nature damage.

[] Purge (Rank 2) — Cost: 80 silver
[] Category: Elemental Combat
[] ???? Mana / Instant cast — (30 yd range)
___ Requires: Purge (Rank 1) ___
* Purges the enemy target, removing 2 beneficial magic effects.
???? The mana cost is not specific; it is roughly 7% of your maximum mana.
(This calculation has not been proven, nor has it been tested to check
whether or not increasing your maximum mana and / or decreasing your spell
costs affects the overall mana cost in any manner.)

[] Lightning Shield (Rank 4) — Cost: 80 silver
[] Category: Enhancement
[] 180 Mana / Instant cast
___ Requires: Lightning Shield (Rank 3) ___
* The caster is surrounded by 3 balls of lightning. When a spell, melee or
ranged attack hits the caster, the attacker will be struck for 80 Nature
damage. This expends one lightning ball. Only one ball will fire every few
seconds. Lasts 10 min.

[] Windfury Totem (Rank 1) — Cost: 80 silver
[] Category: Enhancement
[] 115 Mana / Instant cast
___ Tools: Air Totem ___
* Summons a Windfury Totem with 5 health at the feet of the caster. The
totem enchants all party members main-hand weapons with wind, if they are
within 20 yards. Each hit has a 20% chance of granting the attacker 1
extra attack with 122 extra melee attack power. Lasts 2 min.

[] Healing Wave (Rank 6) — Cost: 80 silver
[] Category: Restoration
[] 265 Mana / 3 sec cast — (40 yd range)
___ Requires: Healing Wave (Rank 5) ___
* Heals a friendly target for 536 to 622.

###############
(5q) Level 34
###############

[] Frost Shock (Rank 2) — Cost: 90 silver
[] Category: Elemental Combat
[] 225 Mana / Instant cast — (20 yd range / 6 sec cooldown)
___ Requires: Frost Shock (Rank 1) ___
* Instantly shocks the target with frost, causing 206 to 220 Frost damage
and slowing movement speed by 50%. Lasts 8 sec.

[] Rockbiter Weapon (Rank 5) — Cost: 90 silver
[] Category: Enhancement
[] 100 Mana / Instant cast
___ Requires: Rockbiter Weapon (Rank 4) ___
* Imbue the Shaman’s weapon, increasing melee attack power by 211 and
allowing melee attacks to cause additional threat when using that weapon.
Lasts for 5 minutes.

[] Sentry Totem — Cost: 90 silver
[] Category: Enhancement
[] 65 Mana / Instant cast
___ Tools: Air Totem ___
* Summons an immobile Sentry Totem with 100 health at your feet for 5 min
that allows vision of nearby area and warns of enemies that attack it.
Right-Click on buff to switch back and forth between totem sight and
shaman sight.

[] Stoneskin Totem (Rank 4) — Cost: 90 silver
[] Category: Enhancement
[] 115 Mana / Instant cast
___ Requires: Stoneskin Totem (Rank 3) ___
___ Tools: Earth Totem ___
* Summons a Stoneskin Totem with 5 health at the feet of the caster. The
totem protects party members within 20 yards, reducing melee damage taken
by 16. Lasts 2 min.

###############
(5r) Level 36
###############

[] Earth Shock (Rank 5) — Cost: 1 gold
[] Category: Elemental Combat
[] 240 Mana / Instant cast — (20 yd range / 6 sec cooldown)
___ Requires: Earth Shock (Rank 4) ___
* Instantly shocks the target with concussive force, causing 225 to 239
Nature damage. It also interrupts spellcasting and prevents any spell in
that school from being cast for 2 sec. Causes a high amount of threat.

[] Magma Totem (Rank 2) — Cost: 1 gold
[] Category: Elemental Combat
[] 360 Mana / Instant cast
___ Requires: Magma Totem (Rank 1) ___
___ Tools: Fire Totem ___
* Summons a Magma Totem with 5 health at the feet of the caster for 20 sec
that causes 37 Fire damage to creatures within 8 yards every 2 seconds.

[] Flametongue Weapon (Rank 4) — Cost: 1 gold
[] Category: Enhancement
[] 105 Mana / Instant cast
___ Requires: Flametongue Weapon (Rank 3) ___
* Imbue the Shaman’s weapon with fire. Each hit causes 14.9 to 45.8
additional Fire damage, based on the speed of the weapon. Slower weapons
cause more fire damage per swing. Lasts for 5 minutes.

[] Windwall Totem (Rank 1) — Cost: 1 gold
[] Category: Enhancement
[] 115 Mana / Instant cast
___ Tools: Air Totem ___
* Summons a Windwall Totem with 5 health at the feet of the caster. The
totem protects party members within 20 yards, reducing ranged damage taken
by 32. Lasts 2 min.

[] Ancestral Spirit (Rank 3) — Cost: 1 gold
[] Category: Restoration
[] ???? Mana / 10 sec cast — (30 yd range)
___ Requires: Ancestral Spirit (Rank 2) ___
* Returns the spirit to the body, restoring a dead target to life with 250
health and 420 mana. Cannot be cast when in combat.
???? The mana cost is not specific; it is roughly 70% of your maximum mana.
(This calculation has not been proven, nor has it been tested to check
whether or not increasing your maximum mana and / or decreasing your spell
costs affects the overall mana cost in any manner.)

[] Lesser Healing Wave (Rank 3) — Cost: 1 gold
[] Category: Restoration
[] 185 Mana / 1.5 sec cast — (40 yd range)
___ Requires: Lesser Healing Wave (Rank 2) ___
* Heals a friendly target for 337 to 381.

[] Mana Spring Totem (Rank 2) — Cost: 1 gold
[] Category: Restoration
[] 60 Mana / Instant cast
___ Requires: Mana Spring Totem (Rank 1) ___
___ Tools: Water Totem ___
* Summons a Mana Spring Totem with 5 health at the feet of the caster for 1
min that restores 6 mana every 2 seconds to group members within 20 yards.

###############
(5s) Level 38
###############

[] Lightning Bolt (Rank 7) — Cost: 1 gold 10 silver
[] Category: Elemental Combat
[] 165 Mana / 3 sec cast — (30 yd range)
___ Requires: Lightning Bolt (Rank 6) ___
* Casts a bolt of lightning at the target for 227 to 255 Nature damage.

[] Stoneclaw Totem (Rank 4) — Cost: 1 gold 10 silver
[] Category: Elemental Combat
[] 75 Mana / Instant cast — (30 sec cooldown)
___ Requires: Stoneclaw Totem (Rank 3) ___
___ Tools: Earth Totem ___
* Summons a Stoneclaw Totem with 280 health at the feet of the caster for 15
sec that taunts creatures within 8 yards to attack it.

[] Flametongue Totem (Rank 2) — Cost: 1 gold 10 silver
[] Category: Enhancement
[] 140 Mana / Instant cast
___ Requires: Flametongue Totem (Rank 1) ___
___ Tools: Fire Totem ___
* Summons a Flametongue Totem with 5 health at the feet of the caster. The
totem enchants all party members’ main-hand weapons with fire if they are
within 20 yards. Each hit causes 9.1 to 27.9 additional Fire damage, based
on the speed of the weapon. Slower weapons cause more fire damage per
swing. Lasts 2 min.

[] Frost Resistance Totem (Rank 2) — Cost: 1 gold 10 silver
[] Category: Enhancement
[] 120 Mana / Instant cast
___ Requires: Frost Resistance Totem (Rank 1) ___
___ Tools: Fire Totem ___
* Summons a Frost Resistance Totem with 5 health at the feet of the caster
for 2 min. The totem increases party members’ frost resistance by 45, if
within 20 yards.

[] Frostbrand Weapon (Rank 3) — Cost: 1 gold 10 silver
[] Category: Enhancement
[] 110 Mana / Instant cast
___ Requires: Frostbrand Weapon (Rank 2) ___
* Imbue the Shaman’s weapon with frost. Each hit has a chance of causing 84
additional Frost damage and slowing the target’s movement speed by 25% for
8 sec. Lasts for 5 minutes.

[] Strength of Earth Totem (Rank 3) — Cost: 1 gold 10 silver
[] Category: Enhancement
[] 125 Mana / Instant cast
___ Requires: Strength of Earth Totem (Rank 2) ___
___ Tools: Earth Totem ___
* Summons a Strength of Earth Totem with 5 health at the feet of the caster.
The totem increases the strength of party members within 20 yards by 36.
Lasts 2 min.

[] Disease Cleaning Totem — Cost: 1 gold 10 silver
[] Category: Restoration
[] ???? Mana / Instant cast
___ Tools: Water Totem ___
* Summons a Disease Cleansing Totem with 5 health at the feet of the caster
that attempts to remove 1 disease effect from party members within 20
yards every 5 seconds. Lasts 2 min.
???? The mana cost is not specific; it is roughly 7% of your maximum mana.
(This calculation has not been proven, nor has it been tested to check
whether or not increasing your maximum mana and / or decreasing your spell
costs affects the overall mana cost in any manner.)

###############
(5t) Level 40
###############

[] Chain Lightning (Rank 2) — Cost: 1 gold 20 silver
[] Category: Elemental Combat
[] 380 Mana / 2.5 sec cast — (30 yd range / 6 sec cooldown)
___ Requires: Chain Lightning (Rank 1) ___
* Hurls a lightning bolt at the enemy, dealing 277 to 311 Nature damage and
then jumping to additional nearby enemies. Each jump reduces the damage by
30%. Affects 3 total targets.

[] Flame Shock (Rank 4) — Cost: 1 gold 20 silver
[] Category: Elemental Combat
[] 250 Mana / Instant cast — (20 yd range / 6 sec cooldown)
___ Requires: Flame Shock (Rank 3) ___
* Instantly sears the target with fire, causing 152 Fire damage immediately
and 168 Fire damage over 12 sec.

[] Searing Totem (Rank 4) — Cost: 1 gold 20 silver
[] Category: Elemental Combat
[] 110 Mana / Instant cast
___ Requires: Searing Totem (Rank 3) ___
___ Tools: Fire Totem ___
* Summons a Searing Totem with 5 health at your feet for 45 sec that
repeatedly attacks an enemy within 20.0 yards for 26 to 34 Fire damage.

[] Lightning Shield (Rank 5) — Cost: 1 gold 20 silver
[] Category: Enhancement
[] 240 Mana / Instant cast
___ Requires: Lightning Shield (Rank 4) ___
* The caster is surrounded by 3 balls of lightning. When a spell, melee or
ranged attack hits the caster, the attacker will be struck for 114 Nature
damage. This expends one lightning ball. Only one ball will fire every few
seconds. Lasts 10 min.

[] Windfury Weapon (Rank 2) — Cost: 1 gold 20 silver
[] Category: Enhancement
[] 115 Mana / Instant cast
___ Requires: Windfury Weapon (Rank 1) ___
* Imbue the Shaman’s weapon with wind. Each hit has a 20% chance of granting
you 2 extra attacks with 119 extra melee attack power. Lasts for 5
minutes.

[] Mail — Cost: 1 gold 20 silver
[] Category: Mail
* Grants Mail armor proficiency.
???? In-game states “Requires Mail,” but this skill basically allows you to
equip armor of the Mail type; an upgrade in armor versus your spellbook.

[] Chain Heal (Rank 1) — Cost: 1 gold 20 silver
[] Category: Restoration
[] 260 Mana / 2.5 sec cast — (40 yd range)
* Heals the friendly target for 320 to 368, then jumps to heal additional
nearby targets. If cast on a party member, the heal will only jump to
other party members. Each jump is 50% as effective as the previous target.
Heals 3 total targets.

[] Healing Stream Totem (Rank 3) — Cost: 1 gold 20 silver
[] Category: Restoration
[] 60 Mana / Instant cast
___ Requires: Healing Stream Totem (Rank 2) ___
___ Tools: Water Totem ___
* Summons a Healing Stream Totem with 5 health at the feet of the caster for
1 min that heals group members within 20 yards for 10 every 2 seconds.

[] Healing Wave (Rank 7) — Cost: 1 gold 20 silver
[] Category: Restoration
[] 340 Mana / 3 sec cast — (40 yd range)
___ Requires: Healing Wave (Rank 6) ___
* Heals a friendly target for 740 to 854.

###############
(5u) Level 42
###############

[] Fire Nova Totem (Rank 4) — Cost: 1 gold 60 silver
[] Category: Elemental Combat
[] 395 Mana / Instant cast — (15 sec cooldown)
___ Requires: Fire Nova Totem (Rank 3) ___
___ Tools: Fire Totem ___
* Summons a Fire Nova Totem that has 5 health and lasts 5 sec. Unless it is
destroyed within 4 sec., the totem inflicts 281 to 317 fire damage to
enemies within 10 yd.

[] Fire Resistance Totem (Rank 2) — Cost: 1 gold 60 silver
[] Category: Enhancement
[] 120 Mana / Instant cast
___ Requires: Fire Resistance Totem (Rank 1) ___
___ Tools: Water Totem ___
* Summons a Fire Resistance Totem with 5 health at the feet of the caster
for 2 min that increases the fire resistance of party members within 20
yards by 45.

[] Grace of Air Totem (Rank 1) — Cost: 1 gold 60 silver
[] Category: Enhancement
[] 155 Mana / Instant cast
___ Tools: Air Totem ___
* Summons a Grace of Air Totem with 5 health at the feet of the caster. The
totem increases the agility of party members within 20 yards by 43. Lasts
2 min.

[] Windfury Totem (Rank 2) — Cost: 1 gold 60 silver
[] Category: Enhancement
[] 175 Mana / Instant cast
___ Requires: Windfury Totem (Rank 1) ___
___ Tools: Air Totem ___
* Summons a Windfury Totem with 5 health at the feet of the caster. The
totem enchants all party members main-hand weapons with wind, if they are
within 20 yards. Each hit has a 20% chance of granting the attacker 1
extra attack with 229 extra melee attack power. Lasts 2 min.

###############
(5v) Level 44
###############

[] Lightning Bolt (Rank 8) — Cost: 1 gold 80 silver
[] Category: Elemental Combat
[] 195 Mana / 3 sec cast — (30 yd range)
___ Requires: Lightning Bolt (Rank 7) ___
* Casts a bolt of lightning at the target for 282 to 316 Nature damage.

[] Nature Resistance Totem (Rank 2) — Cost: 1 gold 80 silver
[] Category: Enhancement
[] 120 Mana / Instant cast
___ Requires: Nature Resistance Totem (1) ___
___ Tools: Air Totem ___
* Summons a Nature Resistance Totem with 5 health at the feet of the caster
for 2 min that increases the nature resistance of party members within 20
yards by 45.

[] Rockbiter Weapon (Rank 6) — Cost: 1 gold 80 silver
[] Category: Enhancement
[] 125 Mana / Instant cast
___ Requires: Rockbiter Weapon (Rank 5) ___
* Imbue the Shaman’s weapon, increasing melee attack power by 393 and
allowing melee attacks to cause additional threat when using that weapon.
Lasts for 5 minutes.

[] Stoneskin Totem (Rank 5) — Cost: 1 gold 80 silver
[] Category: Enhancement
[] 160 Mana / Instant cast
___ Requires: Stoneskin Totem (Rank 4) ___
___ Tools: Earth Totem ___
* Summons a Stoneskin Totem with 5 health at the feet of the caster. The
totem protects party members within 20 yards, reducing melee damage taken
by 22. Lasts 2 min.

[] Lesser Healing Wave (Rank 4) — Cost: 1 gold 80 silver
[] Category: Restoration
[] 235 Mana / 1.5 sec cast — (40 yd range)
___ Requires: Lesser Healing Wave (Rank 3) ___
* Heals a friendly target for 458 to 514.

###############
(5w) Level 46
###############

[] Frost Shock (Rank 3) — Cost: 2 gold
[] Category: Elemental Combat
[] 325 Mana / Instant cast — (20 yd range / 6 sec cooldown)
___ Requires: Frost Shock (Rank 2) ___
* Instantly shocks the target with frost, causing 333 to 353 Frost damage
and slowing movement down by 50%. Lasts 8 sec.

[] Magma Totem (Rank 3) — Cost: 2 gold
[] Category: Elemental Combat
[] 500 Mana / Instant cast
___ Requires: Magma Totem (Rank 2) ___
___ Tools: Fire Totem ___
* Summons a Magma Totem with 5 health at the feet of the caster for 20 sec
that causes 54 Fire damage to creatures within 8 yards every 2 seconds.

[] Flametongue Weapon (Rank 5) — Cost: 2 gold
[] Category: Enhancement
[] 130 Mana / Instant cast
___ Requires: Flametongue Weapon (Rank 4) ___
* Imbue the Shaman’s weapon with fire. Each hit causes 24.4 to 75.0
additional Fire damage, based on the speed of the weapon. Slower weapons
cause more fire damage per swing. Lasts for 5 minutes.

[] Windwall Totem (Rank 2) — Cost: 2 gold
[] Category: Enhancement
[] 170 Mana / Instant cast
___ Requires: Windwall Totem (Rank 1) ___
___ Tools: Air Totem ___
* Summons a Windwall Totem with 5 health at the feet of the caster. The
totem protects party members within 20 yards, reducing ranged damage taken
by 50. Lasts 2 min.

[] Chain Heal (Rank 2) — Cost: 2 gold
[] Category: Restoration
[] 315 Mana / 2.5 sec cast — (40 yd range)
___ Requires: Chain Heal (Rank 1) ___
* Heals the friendly target for 405 to 465, then jumps to heal additional
nearby targets. If cast on a party member, the heal will only jump to
other party members. Each jump is 50% as effective as the previous target.
Heals 3 total targets.

[] Mana Spring Totem (Rank 3) — Cost: 2 gold
[] Category: Restoration
[] 80 Mana / Instant cast
___ Requires: Mana Spring Totem (Rank 2) ___
___ Tools: Water Totem ___
* Summons a Mana Spring Totem with 5 health at the feet of the caster for 1
min that restores 8 mana every 2 seconds to group members within 20 yards.

###############
(5x) Level 48
###############

[] Chain Lightning (Rank 3) — Cost: 2 gold 20 silver
[] Category: Elemental Combat
[] 490 Mana / Instant cast — (30 yd range / 6 sec cooldown)
___ Requires: Chain Lightning (Rank 2) ___
* Hurls a lightning bolt at the enemy, dealing 378 to 424 Nature damage and
then jumping to additional nearby enemies. Each jump reduces the damage by
30%. Affects 3 total targets.

[] Earth Shock (Rank 6) — Cost: 2 gold 20 silver
[] Category: Elemental Combat
[] 345 Mana / Instant cast — (20 yd range / 6 sec cooldown)
___ Requires: Earth Shock (Rank 5) ___
* Instantly shocks the target with concussive force, causing 359 to 381
Nature damage. It also interrupts spellcasting and prevents any spell in
that school from being cast for 2 sec. Causes a high amount of threat.

[] Stoneclaw Totem (Rank 5) — Cost: 2 gold 20 silver
[] Category: Elemental Combat
[] 105 Mana / Instant cast — (30 sec cooldown)
___ Requires: Stoneclaw Totem (Rank 4) ___
___ Tools: Earth Totem ___
* Summons a Stoneclaw Totem with 390 health at the feet of the caster for 15
sec that taunts creatures within 8 yards to attack it.

[] Flametongue Totem (Rank 3) — Cost: 2 gold 20 silver
[] Category: Enhancement
[] 200 Mana / Instant cast
___ Requires: Flametongue Totem (Rank 2) ___
___ Tools: Fire Totem ___
* Summons a Flametongue Totem with 5 health at the feet of the caster. The
totem enchants all party members’ main-hand weapons with fire if they are
within 20 yards. Each hit causes 12.3 to 37.9 additional Fire damage,
based on the speed of the weapon. Slower weapons cause more fire damage
per swing. Lasts 2 min.

[] Frostbrand Weapon (Rank 4) — Cost: 2 gold 20 silver
[] Category: Enhancement
[] 135 Mana / Instant cast
___ Frostbrand Weapon (Rank 3) ___
* Imbue the Shaman’s weapon with frost. Each hit has a chance of causing 134
additional Frost damage and slowing the target’s movement speed by 25% for
8 sec. Lasts for 5 minutes.

[] Lightning Shield (Rank 6) — Cost: 2 gold 20 silver
[] Category: Enhancement
[] 305 Mana / Instant cast
___ Lightning Shield (Rank 5) ___
* The caster is surrounded by 3 balls of lightning. When a spell, melee or
ranged attack hits the caster, the attacker will be struck for 154 Nature
damage. This expends one lightning ball. Only one ball will fire every few
seconds. Lasts 10 min.

[] Ancestral Spirit (Rank 4) — Cost: 2 gold 20 silver
[] Category: Restoration
[] ???? Mana / 10 sec cast — (30 yd range)
___ Requires: Ancestral Spirit (Rank 3) ___
* Returns the spirit to the body, restoring a dead target to life with 400
health and 600 mana. Cannot be cast when in combat.
???? The mana cost is not specific; it is roughly 70% of your maximum mana.
(This calculation has not been proven, nor has it been tested to check
whether or not increasing your maximum mana and / or decreasing your spell
costs affects the overall mana cost in any manner.)

[] Healing Wave (Rank 8) — Cost: 2 gold 20 silver
[] Category: Restoration
[] 440 Mana / 3 sec cast — (40 yd range)
___ Requires: Healing Wave (Rank 7) ___
* Heals a friendly target for 1017 to 1167.

[] Mana Tide Totem (Rank 2) — Cost: 11 silver
[] Category: Restoration
[] 40 Mana / Instant cast — (5 min cooldown)
___ Requires: Mana Tide Totem (Rank 1) ___
___ Tools: Water Totem ___
* Summons a Mana Tide Totem with 5 health at the feet of the caster for 12
sec that restores 230 mana every 3 seconds to group members within 20
yards.
???? Mana Tide Totem (Rank 1) can only be obtained by spending a minimum of 31
talent points into a Restoration spec; in the final Tier.

###############
(5y) Level 50
###############

[] Lightning Bolt (Rank 9) — Cost: 2 gold 40 silver
[] Category: Elemental Combat
[] 230 Mana / 3 sec cast — (30 yd range)
___ Requires: Lightning Bolt (Rank 8) ___
* Casts a bolt of lightning at the target for 347 to 389 Nature damage.

[] Searing Totem (Rank 5) — Cost: 2 gold 40 silver
[] Category: Elemental Combat
[] 145 Mana / Instant cast
___ Requires: Searing Totem (Rank 4) ___
___ Tools: Fire Totem ___
* Summons a Searing Totem with 5 health at your feet for 50 sec that
repeatedly attacks an enemy within 20.0 yards for 33 to 45 Fire damage.

[] Windfury Weapon (Rank 3) — Cost: 2 gold 40 silver
[] Category: Enhancement
[] 140 Mana / Instant cast
___ Requires: Windfury Weapon (Rank 2) ___
* Imbue the Shaman’s weapon with wind. Each hit has a 20% chance of granting
you 2 extra attacks with 249 extra melee attack power. Lasts for 5
minutes.

[] Healing Stream Totem (Rank 4) — Cost: 2 gold 40 silver
[] Category: Restoration
[] 70 Mana / Instant cast
___ Requires: Healing Stream Totem (Rank 3) ___
___ Tools: Water Totem ___
* Summons a Healing Stream Totem with 5 health at the feet of the caster for
1 min that heals group members within 20 yards for 12 every 2 seconds.

[] Tranquil Air Totem — Cost: 2 gold 40 silver
[] Category: Restoration
[] ???? Mana / Instant cast
___ Tools: Air Totem ___
* Summons a Tranquil Air Totem with 5 health at the feet of the caster. The
totem reduces the threat caused by all party members within 20 yards by
20%. Lasts 2 min.
???? The mana cost is not specific; it is roughly 6% of your maximum mana.
(This calculation has not been proven, nor has it been tested to check
whether or not increasing your maximum mana and / or decreasing your spell
costs affects the overall mana cost in any manner.)

###############
(5z) Level 52
###############

[] Fire Nova Totem (Rank 5) — Cost: 2 gold 70 silver
[] Category: Elemental Combat
[] 520 Mana / Instant cast — (15 sec cooldown)
___ Requires: Fire Nova Totem (Rank 4) ___
___ Tools: Fire Totem ___
* Summons a Fire Nova Totem that has 5 health and lasts 5 sec. Unless it is
destroyed within 4 sec., the totem inflicts 396 to 442 fire damage to
enemies within 10 yd.

[] Flame Shock (Rank 5) — Cost: 2 gold 70 silver
[] Category: Elemental Combat
[] 345 Mana / Instant cast — (20 yd range / 6 sec cooldown)
___ Requires: Flame Shock (Rank 4) ___
* Instantly sears the target with fire, causing 230 Fire damage immediately
and 256 Fire damage over 12 sec.

[] Strength of Earth Totem (Rank 4) — Cost: 2 gold 70 silver
[] Category: Enhancement
[] 225 Mana / Instant cast
___ Requires: Strength of Earth Totem (Rank 3) ___
___ Tools: Earth Totem ___
* Summons a Strength of Earth Totem with 5 health at the feet of the caster.
The totem increases the strength of party members within 20 yards by 61.
Lasts 2 min.

[] Windfury Totem (Rank 3) — Cost: 2 gold 70 silver
[] Category: Enhancement
[] 250 Mana / Instant cast
___ Requires: Windfury Totem (Rank 2) ___
___ Tools: Air Totem ___
* Summons a Windfury Totem with 5 health at the feet of the caster. The
totem enchants all party members main-hand weapons with wind, if they are
within 20 yards. Each hit has a 20% chance of granting the attacker 1
extra attack with 315 extra melee attack power. Lasts 2 min.

[] Lesser Healing Wave (Rank 5) — Cost: 2 gold 70 silver
[] Category: Restoration
[] 305 Mana / 1.5 sec cast — (40 yd range)
___ Requires: Lesser Healing Wave (Rank 4) ___
* Heals a friendly target for 631 to 705.

###############
(5aa) Level 54
###############

[] Frost Resistance Totem (Rank 3) — Cost: 2 gold 90 silver
[] Category: Enhancement
[] 180 Mana / Instant cast
___ Requires: Frost Resistance Totem (Rank 2) ___
___ Tools: Fire Totem ___
* Summons a Frost Resistance Totem with 5 health at the feet of the caster
for 2 min. The totem increases party members’ frost resistance by 60, if
within 20 yards.

[] Rockbiter Weapon (Rank 7) — Cost: 2 gold 90 silver
[] Category: Enhancement
[] 150 Mana / Instant cast
___ Requires: Rockbiter Weapon (Rank 6) ___
* Imbue the Shaman’s weapon, increasing melee attack power by 554 and
allowing melee attacks to cause additional threat when using that weapon.
Lasts for 5 minutes.

[] Stoneskin Totem (Rank 6) — Cost: 2 gold 90 silver
[] Category: Enhancement
[] 210 Mana / Instant cast
___ Requires: Stoneskin Totem (Rank 5) ___
___ Tools: Earth Totem ___
* Summons a Stoneskin Totem with 5 health at the feet of the caster. The
totem protects party members within 20 yards, reducing melee damage taken
by 30. Lasts 2 min.

[] Chain Heal (Rank 3) — Cost: 2 gold 90 silver
[] Category: Restoration
[] 405 Mana / 2.5 sec cast — (40 yd range)
___ Requires: Chain Heal (Rank 2) ___
* Heals the friendly target for 551 to 629, then jumps to heal additional
nearby targets. If cast on a party member, the heal will only jump to
other party members. Each jump is 50% as effective as the previous target.
Heals 3 total targets.

###############
(5bb) Level 56
###############

[] Chain Lightning (Rank 4) — Cost: 3 gold
[] Category: Elemental Combat
[] 605 Mana / 2.5 cast — (30 yd range / 6 sec cooldown)
___ Requires: Chain Lightning (Rank 3) ___
* Hurls a lightning bolt at the enemy, dealing 493 to 551 Nature damage and
then jumping to additional nearby enemies. Each jump reduces the damage by
30%. Affects 3 total targets.

[] Lightning Bolt (Rank 10) — Cost: 3 gold
[] Category: Elemental Combat
[] 265 Mana / 3 sec cast — (30 yd range)
___ Requires: Lightning Bolt (Rank 9) ___
* Casts a bolt of lightning at the target for 419 to 467 Nature damage.

[] Magma Totem (Rank 4) — Cost: 3 gold
[] Category: Elemental Combat
[] 650 Mana / Instant cast
___ Requires: Magma Totem (Rank 3) ___
___ Tools: Fire Totem ___
* Summons a Magma Totem with 5 health at the feet of the caster for 20 sec
that causes 75 Fire damage to creatures within 8 yards every 2 seconds.

[] Flametongue Weapon (Rank 6) — Cost: 3 gold
[] Category: Enhancement
[] 155 Mana / Instant cast
___ Requires: Flametongue Weapon (Rank 5) ___
* Imbue the Shaman’s weapon with fire. Each hit causes 32.4 to 99.9
additional Fire damage, based on the speed of the weapon. Slower weapons
cause more fire damage per swing. Lasts for 5 minutes.

[] Grace of Air Totem (Rank 2) — Cost: 3 gold
[] Category: Enhancement
[] 250 Mana / Instant cast
___ Requires: Grace of Air Totem (Rank 1) ___
___ Tools: Air Totem ___
* Summons a Grace of Air Totem with 5 health at the feet of the caster. The
totem increases the agility of party members within 20 yards by 67. Lasts
2 min.

[] Lightning Shield (Rank 7) — Cost: 3 gold
[] Category: Enhancement
[] 370 Mana / Instant cast
___ Requires: Lightning Shield (Rank 6) ___
* The caster is surrounded by 3 balls of lightning. When a spell, melee or
ranged attack hits the caster, the attacker will be struck for 198 Nature
damage. This expends one lightning ball. Only one ball will fire every few
seconds. Lasts 10 min.

[] Windwall Totem (Rank 3) — Cost: 3 gold
[] Category: Enhancement
[] 225 Mana / Instant cast
___ Requires: Windwall Totem (Rank 2) ___
___ Tools: Air Totem ___
* Summons a Windwall Totem with 5 health at the feet of the caster. The
totem protects party members within 20 yards, reducing ranged damage taken
by 64. Lasts 2 min.

[] Healing Wave (Rank 9) — Cost: 3 gold
[] Category: Restoration
[] 560 Mana / 3 sec cast — (40 yd range)
___ Requires: Healing Wave (Rank 8) ___
* Heals a friendly target for 1367 to 1561.

[] Mana Spring Totem (Rank 4) — Cost: 3 gold
[] Category: Restoration
[] 100 Mana / Instant cast
___ Requires: Mana Spring Totem (Rank 3) ___
___ Tools: Water Totem ___
* Summons a Mana Spring Totem with 5 health at the feet of the caster for 1
min that restores 10 mana every 2 seconds to group members within 20
yards.

###############
(5cc) Level 58
###############

[] Frost Shock (Rank 4) — Cost: 3 gold 20 silver
[] Category: Elemental Combat
[] 430 Mana / Instant cast — (20 yd range / 6 sec cooldown)
___ Requires: Frost Shock (Rank 3) ___
* Instantly shocks the target with frost, causing 486 to 514 Frost damage
and slowing movement speed by 50%. Lasts 8 sec.

[] Stoneclaw Totem (Rank 6) — Cost: 3 gold 20 silver
[] Category: Elemental Combat
[] 140 Mana / Instant cast — (30 sec cooldown)
___ Requires: Stoneclaw Totem (Rank 5) ___
___ Tools: Earth Totem ___
* Summons a Stoneclaw Totem with 480 health at the feet of the caster for 15
sec that taunts creatures within 8 yards to attack it.

[] Fire Resistance Totem (Rank 3) — Cost: 3 gold 20 silver
[] Category: Enhancement
[] 180 Mana / Instant cast
___ Requires: Fire Resistance Totem (Rank 2) ___
___ Tools: Water Totem ___
* Summons a Fire Resistance Totem with 5 health at the feet of the caster
for 2 min that increases the fire resistance of party members within 20
yards by 60.

[] Flametongue Totem (Rank 4) — Cost: 3 gold 20 silver
[] Category: Enhancement
[] 275 Mana / Instant cast
___ Requires: Flametongue Totem (Rank 3) ___
___ Tools: Fire Totem ___
* Summons a Flametongue Totem with 5 health at the feet of the caster. The
totem enchants all party members’ main-hand weapons with fire if they are
within 20 yards. Each hit causes 15.8 to 48.7 additional Fire damage,
based on the speed of the weapon. Slower weapons cause more fire damage
per swing. Lasts 2 min.

[] Frostbrand Weapon (Rank 5) — Cost: 3 gold 20 silver
[] Category: Enhancement
[] 160 Mana / Instant cast
___ Requires: Frostbrand Weapon (Rank 4) ___
* Imbue the Shaman’s weapon with frost. Each hit has a chance of causing 175
additional Frost damage and slowing the target’s movement speed by 25% for
8 sec. Lasts for 5 minutes.

[] Mana Tide Totem (Rank 3) — Cost: 16 silver
[] Category: Restoration
[] 60 Mana / Instant cast — (5 min cooldown)
___ Requires: Mana Tide Totem (Rank 2) ___
___ Tools: Water Totem ___
* Summons a Mana Tide Totem with 5 health at the feet of the caster for 12
sec that restores 290 mana every 3 seconds to group members within 20
yards.
???? Mana Tide Totem (Rank 1) can only be obtained by spending a minimum of 31
talent points into a Restoration spec; in the final Tier.

###############
(5dd) Level 60
###############

[] Earth Shock (Rank 7) — Cost: 3 gold 40 silver
[] Category: Elemental Combat
[] 450 Mana / Instant cast — (20 yd range / 6 sec cooldown)
___ Requires: Earth Shock (Rank 6) ___
* Instantly shocks the target with concussive force, causing 517 to 545
Nature damage. It also interrupts spellcasting and prevents any spell in
that school from being cast for 2 sec. Causes a high amount of threat.

[] Searing Totem (Rank 6) — Cost: 3 gold 40 silver
[] Category: Elemental Combat
[] 170 Mana / Instant cast
___ Requires: Searing Totem (Rank 5) ___
___ Tools: Fire Totem ___
* Summons a Searing Totem with 5 health at your feet for 55 sec that
repeatedly attacks an enemy within 20.0 yards for 40 to 54 Fire damage.

[] Nature Resistance Totem (Rank 3) — Cost: 3 gold 40 silver
[] Category: Enhancement
[] 180 Mana / Instant cast
___ Requires: Nature Resistance Totem (Rank 2) ___
___ Tools: Air Totem ___
* Summons a Nature Resistance Totem with 5 health at the feet of the caster
for 2 min that increases the nature resistance of party members within 20
yards by 60.

[] Windfury Weapon (Rank 4) — Cost: 3 gold 40 silver
[] Category: Enhancement
[] 165 Mana / Instant cast
___ Requires: Windfury Weapon (Rank 3) ___
* Imbue the Shaman’s weapon with wind. Each hit has a 20% chance of granting
you 2 extra attacks with 333 extra melee attack power. Lasts for 5
minutes.

[] Ancestral Spirit (Rank 5) — Cost: 3 gold 40 silver
[] Category: Restoration
[] ???? Mana / 10 sec cast — (30 yd range)
___ Requires: Ancestral Spirit (Rank 4) ___
* Returns the spirit to the body, restoring a dead target to life with 600
health and 800 mana. Cannot be cast when in combat.
???? The mana cost is not specific; it is roughly 70% of your maximum mana.
(This calculation has not been proven, nor has it been tested to check
whether or not increasing your maximum mana and / or decreasing your spell
costs affects the overall mana cost in any manner.)

[] Healing Stream Totem (Rank 5) — Cost: 3 gold 40 silver
[] Category: Restoration
[] 80 Mana / Instant cast
___ Requires: Healing Stream Totem (Rank 4) ___
___ Tools: Water Totem ___
* Summons a Healing Stream Totem with 5 health at the feet of the caster for
1 min that heals group members within 20 yards for 14 every 2 seconds.

[] Lesser Healing Wave (Rank 6) — Cost: 3 gold 40 silver
[] Category: Restoration
[] 380 Mana / 1.5 sec cast — (40 yd range)
___ Requires: Lesser Healing Wave (Rank 5) ___
* Heals a friendly target for 832 to 928.

——————————————————————————-

(6) Shamanistic Equipment

——————————————————————————-

The basic concept I’ll present here is that you only have two hands (or paws,
or claws, or whichever). This said, you are either going to equip a main hand
or one hand weapon along with a shield, or a two-handed weapon. As a Shaman,
you start out with the capability of using One-Handed Maces and Staves.
However, you can expand your weapon arsenal by training in new weapon skills at
each respective weapon master. (This said, the weapon master in Thunder Bluff
has nothing for you to train in, normally.)

You can learn One-Handed Axes, Daggers, and Fist Weapons from the weapon master
in Orgrimmar, named Sayoc, at 10 silver a piece. (The Troll next to him,
Hanashi, will only teach you One-Handed Axes. Seems pointless to me.) Also, you
can learn Daggers from the weapon master in Undercity, named Archibald. On both
accounts, if you invest enough talent points into Enhancement, you can enable
training in both Two-Handed Axes and Two-Handed Maces. Sayoc in Orgrimmar can
train Two-Handed Axes, and Ansekhwa in Thunder Bluff can train Two-Handed
Maces, respectively. 10 silver each as well.

Now below are listings of the major, high end ‘Lv 60′ armors you will get as
you progress towards more end game content. Some can be more beneficial than
others, depending on your playstyle or more importantly, your talent build. You
can always mix and match, though you get bonuses for wearing more of each set.

###############
(6a) Dungeon Set 1 — Elements
###############

|———–|——-|——|——|——|——|——|———–|———-|
| Equipment | Armor | Str. | Agi. | Sta. | Int. | Spi. | Lvl. Req. | Binds On |
|———–|——-|——|——|——|——|——|———–|———-|
| Head | 297 | +7 | | +13 | +23 | +12 | Req. Lv57 | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|
| Shoulders | 266 | +6 | | +14 | +15 | +6 | Req. Lv55 | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|
| Chest | 370 | | | +13 | +20 | +20 | Req. Lv58 | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|
| Wrist | 148 | | | +7 | +10 | +10 | Req. Lv52 | Equip |
|———–|——-|——|——|——|——|——|———–|———-|
| Hands | 218 | +9 | | +4 | +10 | +16 | Req. Lv54 | Equip |
|———–|——-|——|——|——|——|——|———–|———-|
| Waist | 193 | +9 | | +6 | +17 | +7 | Req. Lv53 | Equip |
|———–|——-|——|——|——|——|——|———–|———-|
| Legs | 315 | +12 | +6 | +7 | +15 | +20 | Req. Lv56 | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|
| Feet | 240 | | +9 | | | +17 | Req. Lv54 | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|

[] Additional Stats
* (NONE) * — …

[] Equip Bonuses
* (NONE) * — …

[] Set Bonuses
* (2) * — +200 Armor.
* (4) * — Increases damage and healing done by spells and effects by up
to 23.
* (6) * — Chance on spell cast to increase your damage and healing done
by up to 95 for 10 sec.
* (8) * — +8 All Resistances.

###############
(6b) Dungeon Set 2 — Five Thunders
###############

|———–|——-|——|——|——|——|——|———–|———-|
| Equipment | Armor | Str. | Agi. | Sta. | Int. | Spi. | Lvl. Req. | Binds On |
|———–|——-|——|——|——|——|——|———–|———-|
| Head | 314 | | | +22 | +21 | +12 | None | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|
| Shoulders | 286 | +10 | | +11 | +11 | +10 | None | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|
| Chest | 387 | +12 | | +17 | +17 | +16 | None | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|
| Wrist | 167 | | | +10 | +9 | +9 | None | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|
| Hands | 223 | +9 | | +12 | +14 | | None | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|
| Waist | 214 | +10 | | +11 | +11 | | None | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|
| Legs | 339 | +10 | | +17 | +17 | +16 | None | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|
| Feet | 266 | +12 | | +13 | +12 | +10 | None | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|

[] Additional Stats
* (NONE) * — …

[] Equip Bonuses
* Head * — Increases damage and healing done by magical spells and
effects by up to 14.
— Improves your chance to get a critical strike with spells by
1%.
* Shoulders * — Increases damage and healing done by magical spells and
effects by up to 12.
* Chest * — Improves your chance to get a critical strike with spells by
1%.
— Increases damage and healing done by magical spells and
effects by up to 14.
* Wrist * — Increases damage and healing done by magical spells and
effects by up to 8.
* Hands * — Restores 4 mana per 5 sec.
— Increases damage and healing done by magical spells and
effects by up to 12.
* Waist * — Restores 4 mana per 5 sec.
— Increases damage and healing done by magical spells and
effects by up to 12.
* Legs * — Increases damage and healing done by magical spells and
effects by up to 11.
* Feet * — Increases damage and healing done by magical spells and
effects by up to 12.
— Restores 4 mana per 5 sec.

[] Set Bonuses
* (2) * — +8 All Resistances.
* (4) * — Chance on spell cast to increase your damage and healing done
by up to 95 for 10 sec.
* (6) * — Increases damage and healing done by spells and effects by up
to 23.
* (8) * — +200 Armor.

###############
(6c) Tier 1 Raid Set — Earthfury
###############

|———–|——-|——|——|——|——|——|———–|———-|
| Equipment | Armor | Str. | Agi. | Sta. | Int. | Spi. | Lvl. Req. | Binds On |
|———–|——-|——|——|——|——|——|———–|———-|
| Head | 343 | | | +24 | +23 | +13 | Req. Lv60 | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|
| Shoulders | 317 | | | +17 | +18 | +10 | Req. Lv60 | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|
| Chest | 422 | | | +17 | +27 | +13 | Req. Lv60 | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|
| Wrist | 185 | | | +10 | +17 | +11 | Req. Lv60 | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|
| Hands | 264 | | | +14 | +13 | +15 | Req. Lv60 | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|
| Waist | 237 | | | +12 | +21 | +7 | Req. Lv60 | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|
| Legs | 369 | | | +18 | +19 | +21 | Req. Lv60 | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|
| Feet | 290 | | | +15 | +10 | +22 | Req. Lv60 | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|

[] Additional Stats
* Head * — +10 Fire Resistance.
* Shoulders * — +7 Shadow Resistance.
* Chest * — +10 Fire Resistance.
* Hands * — +7 Fire Resistance.
* Waist * — +7 Fire Resistance.
* Legs * — +10 Shadow Resistance.
* Feet * — +7 Shadow Resistance.

[] Equip Bonuses
* Head * — Restores 6 mana per 5 sec.
— Increases healing done by magical spells and effects by up to
22.
* Shoulders * — Restores 4 mana per 5 sec.
— Increases healing done by magical spells and effects by
up to 18.
* Chest * — Improves your chance to get a critical strike with spells by
1%.
— Increases healing done by magical spells and effects by up
to 22.
* Wrist * — Increases damage and healing done by magical spells and
effects by up to 6.
* Hands * — Improves your chance to get a critical strike with spells by
1%.
— Increases damage and healing done by magical spells and
effects by up to 9.
* Waist * — Restores 4 mana per 5 sec.
— Increases healing done by magical spells and effects by up
to 18.
* Legs * — Restores 6 mana per 5 sec.
— Increases damage and healing done by magical spells and
effects by up to 12.
* Feet * — Increases healing done by magical spells and effects by up to
18.

[] Set Bonuses
* (3) * — The radius of your totems that affect friendly targets is
increased by 10 yd. Does not stack with Totemic Mastery.
* (5) * — After casting your Healing Wave or Lesser Healing Wave spell,
gives you a 25% chance to gain Mana equal to 35% of the base
cost of the spell.
* (8) * — Your Healing Wave will now jump to additional nearby targets.
Each jump reduces the effectiveness of the heal by 80%, and
the spell will jump to up to two additional targets.

###############
(6d) Tier 2 Raid Set — Ten Storms
###############

|———–|——-|——|——|——|——|——|———–|———-|
| Equipment | Armor | Str. | Agi. | Sta. | Int. | Spi. | Lvl. Req. | Binds On |
|———–|——-|——|——|——|——|——|———–|———-|
| Head | 392 | | | +20 | +24 | +12 | Req. Lv60 | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|
| Shoulders | 362 | | | +23 | +17 | +8 | Req. Lv60 | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|
| Chest | 482 | | | +17 | +31 | +16 | Req. Lv60 | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|
| Wrist | 211 | | | +13 | +16 | +9 | Req. Lv60 | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|
| Hands | 301 | | | +15 | +17 | +13 | Req. Lv60 | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|
| Waist | 271 | | | +13 | +18 | +11 | Req. Lv60 | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|
| Legs | 422 | | | +16 | +18 | +20 | Req. Lv60 | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|
| Feet | 332 | | | +17 | +16 | +16 | Req. Lv60 | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|

[] Additional Stats
* Head * — +10 Frost Resistance.
— +10 Shadow Resistance.
* Shoulders * — +10 Fire Resistance.
* Chest * — +10 Fire Resistance.
— +10 Nature Resistance.
* Hands * — +10 Shadow Resistance.
* Waist * — +10 Shadow Resistance.
* Legs * — +10 Arcane Resistance.
— +10 Fire Resistance.
* Feet * — +10 Fire Resistance.

[] Equip Bonuses
* Head * — Improves your chance to get a critical strike with spells by
1%.
— Increases damage and healing done by magical spells and
effects by up to 9.
— Increases healing done by spells and effects by up to 18.
* Shoulders * — Improves your chance to get a critical strike with
spells by 1%.
* Chest * — Increases damage and healing done by magical spells and
effects by up to 23.
* Wrist * — Restores 6 mana per 5 sec.
* Hands * — Restores 6 mana per 5 sec.
— Increases damage and healing done by magical spells and
effects by up to 8.
— Increases healing done by spells and effects by up to 15.
* Waist * — Improves your chance to get a critical strike with spells by
1%.
— Increases healing done by magical spells and effects by up
to 26.
* Legs * — Improves your chance to get a critical strike with spells by
1%.
— Increases damage and healing done by magical spells and
effects by up to 29.
* Feet * — Increases damage and healing done by magical spells and
effects by up to 20.

[] Set Bonuses
* (3) * — Increases the amount healed by Chain Heal to targets beyond
the first by 30%.
* (5) * — Improves your chance to get a critical strike with Nature
spells by 3%.
* (8) * — When you cast a Healing Wave or Lesser Healing Wave, there is
a 25% chance the target also receives a free Lightning Shield
that causes 50 Nature damage to attacker on hit.

###############
(6e) Tier 3 Raid Set — Earthshatter
###############

|———–|——-|——|——|——|——|——|———–|———-|
| Equipment | Armor | Str. | Agi. | Sta. | Int. | Spi. | Lvl. Req. | Binds On |
|———–|——-|——|——|——|——|——|———–|———-|
| Head | 449 | | | +26 | +30 | | Req. Lv60 | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|
| Shoulders | 306 | | | +24 | +19 | | Req. Lv60 | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|
| Chest | 576 | | | +26 | +32 | | Req. Lv60 | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|
| Wrist | 242 | | | +17 | +18 | | Req. Lv60 | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|
| Hands | 346 | | | +21 | +28 | | Req. Lv60 | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|
| Waist | 311 | | | +18 | +25 | | Req. Lv60 | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|
| Legs | 484 | | | +28 | +30 | | Req. Lv60 | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|
| Feet | 372 | | | +20 | +25 | | Req. Lv60 | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|
| Finger | | | | +16 | +16 | | Req. Lv60 | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|

[] Additional Stats
* (NONE) * — …

[] Equip Bonuses
* Head * — Restores 8 mana per 5 sec.
— Increases healing done by spells and effects by up to 68.
* Shoulders * — Increases healing done by spells and effects by up to
42.
— Restores 6 mana per 5 sec.
* Chest * — Increases healing done by spells and effects by up to 59.
— Restores 12 mana per 5 sec.
* Wrist * — Increases healing done by spells and effects by up to 33.
— Restores 4 mana per 5 sec.
* Hands * — Restores 6 mana per 5 sec.
— Increases healing done by spells and effects by up to 35.
* Waist * — Restores 7 mana per 5 sec.
— Increases healing done by spells and effects by up to 42.
* Legs * — Restores 9 mana per 5 sec.
— Increases healing done by spells and effects by up to 59.
* Feet * — Restores 6 mana per 5 sec.
— Increases healing done by spells and effects by up to 37.
* Finger * — Increases healing done by spells and effects by up to 37.
— Restores 6 mana per 5 sec.

[] Set Bonuses
* (2) * — Reduces the mana cost of your totem spells by 12%.
* (4) * — Increases the mana gained from your Mana Spring totems by 25%.
* (6) * — Your Healing Wave and Lesser Healing Wave spells have a chance
to imbue your target with Totemic Power.
* (8) * — Your Lightning Shield spell also grants you 15 mana per 5 sec.
while active.

###############
(6f) PvP — Rare
###############

|———–|——-|——|——|——|——|——|———–|———-|
| Equipment | Armor | Str. | Agi. | Sta. | Int. | Spi. | Lvl. Req. | Binds On |
|———–|——-|——|——|——|——|——|———–|———-|
| Head | 337 | +6 | | +24 | +16 | | Req. Lv60 | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|
| Shoulders | 311 | +5 | | +16 | +10 | | Req. Lv60 | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|
| Chest | 398 | +17 | | +18 | +18 | | Req. Lv60 | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|
| Hands | 242 | | | +15 | +9 | | Req. Lv60 | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|
| Legs | 348 | | | +18 | +17 | | Req. Lv60 | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|
| Feet | 266 | +13 | | +14 | +12 | | Req. Lv60 | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|

[] Additional Stats
* (NONE) * — …

[] Equip Bonuses
* Head * — Improves your chance to get a critical strike by 1%.
— Improves your chance to get a critical strike with spells by
1%.
* Shoulders * — Increases damage and healing done by magical spells and
effects by up to 15.
— Improves your chance to get a critical strike with
spells by 1%.
* Chest * — Improves your chance to get a critical strike by 1%.
* Hands * — Increases damage and healing done by magical spells and
effects by up to 13.
— Improves your chance to get a critical strike with spells by
1%.
* Legs * — Increases damage and healing done by magical spells and
effects by up to 21.
— Improves your chance to get a critical strike with spells by
1%.
* Feet * — Increases the speed of your Ghost Wolf ability by 15%.

[] Set Bonuses
* (2) * — +40 Attack Power.
* (4) * — Improves your chance to get a critical strike with all Shock
spells by 2%.
* (6) * — +20 Stamina.

###############
(6g) PvP — Epic
###############

|———–|——-|——|——|——|——|——|———–|———-|
| Equipment | Armor | Str. | Agi. | Sta. | Int. | Spi. | Lvl. Req. | Binds On |
|———–|——-|——|——|——|——|——|———–|———-|
| Head | 382 | +11 | | +35 | +19 | | Req. Lv60 | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|
| Shoulders | 353 | +17 | +9 | +18 | +18 | | Req. Lv60 | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|
| Chest | 470 | +9 | | +35 | +20 | | Req. Lv60 | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|
| Hands | 353 | +17 | | +18 | +17 | | Req. Lv60 | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|
| Legs | 396 | | | +23 | +23 | | Req. Lv60 | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|
| Feet | 311 | | | +18 | +17 | | Req. Lv60 | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|

[] Additional Stats
* (NONE) * — …

[] Equip Bonuses
* Head * — Improves your chance to get a critical strike by 1%.
— Improves your chance to get a critical strike with spells by
1%.
— Increase damage and healing done by magical spells and
effects by up to 9.
* Shoulders * — Increases damage and healing done by magical spells and
effects by up to 16.
* Chest * — Improves your chance to get a critical strike by 1%.
— Improves your chance to get a critical strike with spells by
1%.
— Increase damage and healing done by magical spells and
effects by up to 9.
* Hands * — Improves your chance to get a critical strike by 1%.
* Legs * — Increases damage and healing done by magical spells and
effects by up to 27.
— Improves your chance to get a critical strike with spells by
1%.
— Improves your chance to get a critical strike by 1%.
* Feet * — Restores 5 mana per 5 sec.
— Increases damage and healing done by magical spells by up to
20.
— Increases the speed of your Ghost Wolf ability by 15%.

[] Set Bonuses
* (2) * — +20 Stamina.
* (4) * — Improves your chance to get a critical strike with all Shock
spells by 2%.
* (6) * — +40 Attack Power.

——————————————————————————-

(7) F.A.Q.s

——————————————————————————-

… and the problem with this section is that, well, having just sent it out,
I haven’t really received any questions, let alone been asked any frequently
enough to list here. Erm, so feel free to ask away? ^^;;

——————————————————————————-

Filed under: Games | Tags: , | vrskidsv | Comments (0)

|World of WarCraft Item/Set Item Stat FAQ|
~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.

A World Awaits…

Enter the World of WarCraft

This FAQ was started on Monday, July 18th, 2005.

This FAQ was written by Mike Zielinski. My E-Mail address is
globalops21@yahoo.com. E-Mail any questions or comments you may
have on the brilliance that is World of WarCraft. Also any
requests for a certain item that may not be contained within the
FAQ should also be E-Mailed to me.

Keep in mind that there is a VAST amount of items contained
with World of WarCraft and to make navigation of this FAQ easier,
I recommend using the Ctrl-F shortcut. Hitting this button
combination will bring up a window prompting you to type in a
keyword. Doing so will browse the entire document bringing up
the word you typed in and its location in the FAQ.

If any of you have any submissions you would like to make (you
have an item’s stats that I don’t have in the FAQ) feel free to
E-Mail them to me and I’ll update accordingly, with proper credit
to you of course.

One last thing, I have a 60 Mage (Human, Male) on Sargeras, a
51 Priest (Troll, Female) on Illidan, a 40 Rogue (Undead, Female)
on Frostmane. I also have some lower level characters: 22 Druid
(Night Elf, Female), a 20 Warrior (Night Elf Female) both on
Sargeras and a 6 Hunter (Orc, Male) on Illidan. Their names:

60 Mage on Sargeras - Faceless
51 Priest on Illidan - Awake
40 Rogue on Frostmane - Orkhid
22 Druid on Sargeras - Serrenity
20 Warrior on Sargeras - Spirall
6 Hunter on Illidan - Badmagick

Feel free to add me to your Friends List or whatnot, and don’t
be afraid to whisper me. More than likely, I’ll be looking to
party if we’re similar in level. Also, if you have ANY questions
whatsoever, don’t hesitate to message me them in-game and I’ll
answer them to the best of my ability. I’m playing with my
Priest (Awake on Illidan) the most right now, so if you’re on
Illidan, don’t hesitate to message me and tell me you’ve read my
FAQ or something.

–>Version 1.0 (July 18th, 2005): I have completed the
Introduction, and Stat Explanations portions of the FAQ. I have
also started the Epic Set Item Stats/Set Bonuses section; I
completed the Druid’s Cenarion and Stormrage Raiment sets as well
as their set bonuses. I have started on the Hunter Giantstalker
set.

Version 1.1 (July 19th, 2005): I completed the Hunter Giantstalker
set as well as 3/4s of the Hunter Dragonstalker set.

Version 1.2 (July 21st, 2005): I completed the Hunter
Dragonstalker set as well as the Mage Arcanist set, the Mage
Netherwind set and the Paladin Lawbringer set.

Table of Contents:
~.~.~.~.~.~.~.~.~.

I. Introduction
II. Stat Explanations
III. Epic Set Item Stats/Set Bonuses (Tier 1 and 2)
IV. Rare Set Item Stats/Set Bonuses
V. Rare Armor (Cloth, Leather, Mail, Plate) Item Stats
VI. Rare Weapon (Swords, Daggers, Axes, Maces, Staves etc.) Item
Stats
VII. Uncommon Armor (Cloth, Leather, Mail, Plate) Item Stats
VIII.Uncommon Weapon (Swords, Daggers, Axes, Maces, etc.) Item
Stats
IX. Trinket (Epic, Rare, Uncommon) Stats
X. Credits

I. Introduction:
~.~.~.~.~.~.~.~.

This FAQ, for the most part, is intended as a guide to what
exactly most (hopefully all eventually) items’ (Epic, Rare, and
Uncommon) stats are. Every item in the game contains stats;
these stats, and what they mean are explained in the section
below. Some items contain more and better stats than others.
Epics and Rares generally tend to have much better stats than an
Uncommon item (+ “X” more Intellect or + “X” amount more Fire
Resistance for example) Some items have special bonuses as well
such as increased healing and effects done by “X” amount.
All of these stats will be outlined in this FAQ; the Epic
Set Items will be listed first alphabetically as well as by what
type of item it is (armor or a weapon) as they are the most
popular; regular, non-set epic items will be listed after that
followed by rare sets and regular rare items. After those will
be Uncommon armor, and weapon stats as well. It sounds
confusing, but once you dive into the FAQ, it will all make
sense. Also included next to the stats of an item will be its
vendor price. This number represents the amount of copper,
silver or gold you will receive upon selling it to a vendor; the
vendor price, or how much the vendor will sell it back to you
for, will also be displayed.

II. Stats Explanation:
~.~.~.~.~.~.~.~.~.~.~.

There are six main stats an item can have to go along with
it (there are + to Resistances, but those are generally only
found on Epic items). These six main stats are:

-Strength
-Agility
-Stamina
-Intellect
-Spirit
-Armor

To go along with these six main stats items possess, the
different + to Resistance stats should also be noted. Many epic
items (some rare ones as well) have a certain amount of
Resistance bonus to them. These help the character to take a
reduced amount of damage from that particular resistance
(Resistances also help the character to dodge certain types of
magic attacks). The five main Resistances are:

-Arcane
-Fire
-Nature
-Frost
-Shadow

–> Strength - Increases your attack power with melee weapons.

Classes that put Strength to the best use:

Warriors and Paladins put Strength to the best use as
it increases their attack power with melee weapons (with them
being mostly melee, this helps a great deal). Strength can also
benefit Shaman, Hunters as well as Feral specced Druids. Shamans
are a combination spell/melee class and with added Strength,
their weapon attacks do more damage. Hunters who do not rely on
ranged as their main damage output, could use a bit of Strength
to add more damage to their weapon attacks. Druids who are Feral
specced could use a lot of strength as they are mostly there for
additional damage (Bear Form specifically).

–> Agility - Increases your attack power with melee weapons.
Improves your chance to score a critical hit with all weapons.
Increases your armor and your chance to dodge attacks.

Classes that put Agility to the best use:

Rogues, Hunters, Warriors and Paladins could benefit
from a high agility bonus. Rogues need a lot of agility because
of their absolute dependency on melee weapons and the improved
chance to score a critical hit with all weapons. Most Hunters
used ranged attacks and high agility means some massive damage
with a good gun equipped. Warriors and Paladins don’t really
need to crit a lot as they are mostly there for tanking so high
agility isn’t essential. Casters have absolutely no need for
agility as their main purpose is to cast spells not get up close
and melee.

–> Stamina - Increases your health points.

Classes that put Stamina to the best use:

Every single class in World of WarCraft should try and
acquire items that add as much Stamina as possible while trying
to retain what type of character build they are aiming for.
Tanks (Warriors, and sometimes Paladins/Shaman) should have an
especially high Stamina stat as they tend to need the most HP
(Hit Points). Casters (Mages, Warlocks and Priests) need as much
Stamina as possible as well because of their ability to only wear
Cloth items (this makes them very fragile). When casters do take
aggro, it is essential for them to survive the attack and the
best way to do so is to have as many Stamina stat points as
possible. Druids, Hunters, and Rogues need Stamina as well, but
it is not imperative for them because of their relative
“inability” to draw aggro in a party.

–> Intellect - Increases your mana points and your chance to
score a critical hit with spells. Increases the rate at which
you improve weapon skills.

Classes that put Intellect to the best use:

Every caster in the game should have as much Intellect
as physically possible. Mages, Warlocks and Priests are
absolutely dependent on their mana pool. A Priest with no mana
equals the party wiping without a backup healer. Druids/Shaman
should also have plenty of Intellect as they are mainly used as
backup healers (or even main healers at times) in the endgame.
Warriors and Rogues don’t even have mana, so Intellect is
completely worthless to them. Hunters and Paladins use mana, but
not nearly as much a caster; Intellect for these two classes is
not important. In my opinion, Priests and Mages need more
Intellect than say a Warlock, because of their more active role
in a party.

–>Spirit - Increases your health and mana regeneration rates.

Classes that put Spirit to the best use:

Again, like Intellect, casters are mostly dependent on
Spirit. While not as important as Stamina or Intellect, Spirit
can definitely change the tide of battle providing the player has
enough of it. Among casters, Spirit makes the biggest difference
to a Priest as they are constantly healing throughout battle, and
with a high enough Spirit stat, their mana constantly recharges
at a faster rate. Spirit is also very useful for Druids as they
are mostly used as backup healers in the endgame and a steady
flow of mana recharging is immensely beneficial. Hunters,
Paladins, and Shaman don’t necessarily need to rely too heavily
on mana, so Spirit should almost be considered an afterthought
for them. Warriors and Rogues aren’t very dependent on Spirit
either as they have no mana to use and their health is constantly
being replenished by the healer in the group (or at least their
health should be).

–> Armor - Decreases the amount of damage you take from
physical attacks. The amount of reduction is influenced by the
level of your attack.

Classes that put Armor to the best use:

Warriors, Paladins and Shaman should be most dependent
on Armor as they are usually a tank if not the main tank in
endgame parties. Warriors and Paladins can also wear Plate
armor, so Armor for them should not be a problem. Shaman can
only wear Mail, but with a high Armor shield, they should be
fine. Hunters, Rogues and Druids aren’t entirely dependent on
Armor, so it should not be their main focus. All casters in the
game can only wear Cloth, so Armor should not be a factor in
their overall character build whatsoever.

III. Epic Set Item Stats/Set Bonuses (Tier 1 and 2)
~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.

This section will start off the bulk of what this FAQ is all
about. Below I will list each and every Epic Set Item as well as
their stat bonuses upon completing the entire set. It is
important to remember that there are two Epic Sets for each
character class. They are generally referred to as Tier 1 and
Tier 2. Tier 2 sets tend to have a tinier bit better stats than
Tier 1. The list will be in alphabetical by the class names.
The Set pieces will be listed in the order of: Head, Shoulder,
Chest, Wrist, Hand, Waist, Leg, and Feet. Let’s now whisk away
to the brilliant itemization Blizzard has created for its
masterpiece that is World of WarCraft.

~.~.~.~.~.~.~.~
|Druid Tier 1:|
~.~.~.~.~.~.~.~

~.~.~.~.~.~.~.~.~
–> Cenarion Raiment:
~.~.~.~.~.~.~.~.~

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-Cenarion Helm:

Binds when picked up.

Head Armor Type: Leather
163 Armor

+26 Stamina
+28 Intellect
+13 Spirit
+10 Fire Resistance

Classes: Druid
Requires: Level 60

Equip: Increases damage and healing done by magical spells and
effects by up to 12.

Sell to vendor for 3g (gold) 49s (silver) and 46c (copper)
Buy from vendor for 17g 47s 46c
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-Cenarion Spaulders:

Binds when picked up.

Shoulder Armor Type: Leather
150 Armor

+13 Stamina
+20 Intellect
+10 Spirit
+7 Shadow Resistance

Classes Druid
Requires: Level 60

Equip: Restores 4 mana every 5 seconds.
Equip: Increases healing done by spells and effects by up to 18.

Sell to vendor for 3g 18s 59c
Buy from vendor for 15g 92s 98c
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-

-=-=-=-=-=-=-=-=-=-=-=-
-Cenarion Vestments:

Binds when picked up.

Chest Armor Type: Leather
200 Armor

+23 Stamina
+24 Intellect
+16 Spirit
+10 Fire Resistance

Classes: Druid
Requires: Level 60

Equip: Restores 3 mana every 5 sec.
Equip: Increases healing done by spells and effects by up to 22.

Sell to vendor for 4g 64s 39c
Buy from vendor for 23g 21s 95c
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-

-=-=-=-=-=-=-=-=-=-=-
-Cenarion Bracers:

Binds when picked up.

Wrist Armor Type: Leather
88 Armor

+13 Stamina
+14 Intellect
+13 Spirit

Classes: Druid
Requires Level: 60

Equip: Increases damage and healing done by magical spells and
effects by up to 6.

Sell to vendor for 2g 29s 72c
Buy from vendor for 11g 48s 64c
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-

-=-=-=-=-=-=-=-=-=-=
-Cenarion Gloves:

Binds when picked up.

Hands Armor Type: Leather
125 Armor

+17 Stamina
+18 Intellect
+15 Spirit
+7 Fire Resistance

Classes: Druid
Requires Level: 60

Equip: Increases healing done by spells and effects by up to 18.

Sell to vendor for 2g 30s 55c
Buy from vendor for 11g 52s 75c
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-

-=-=-=-=-=-=-=-=-=
-Cenarion Belt:

Binds when equipped.

Waist Armor Type: Leather
113 Armor

+10 Stamina
+22 Intellect
+10 Spirit
+7 Fire Resistance

Classes: Druid
Requires Level: 60

Equip: Restores 4 mana every 5 sec.
Equip: Increases damage and healing done by magical spells and
effects by up to 9.

Sell to vendor for 2g 22s 21c
Buy from vendor for 11g 11s 9c
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-

-=-=-=-=-=-=-=-=-=-=-
-Cenarion Leggings

Binds when picked up.

Legs Armor Type: Leather
175 Armor

+18 Stamina
+19 Intellect
+20 Spirit
+10 Shadow Resistance

Classes: Druid
Requires Level: 60

Equip: Improves your chance to get a critical strike with spells
by 1%.
Equip: Restores 4 mana every 5 sec.
Equip: Increases healing done by spells and effects by up to 22.

Sell to vendor for 4g 23s 15c
Buy from vendor for 21g 15s 75c
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-

-=-=-=-=-=-=-=-=-=
-Cenarion Boots

Binds when picked up.

Feet Armor Type: Leather
138 Armor

+16 Stamina
+13 Intellect
+15 Spirit
+7 Shadow Resistance

Classes: Druid
Requires Level: 60

Equip: Restores 3 mana every 5 sec.
Equip: Increases healing done by spells and effects by up to 18.

Sell to vendor for 3g 43s 39c
Buy from vendor for 17g 16s 97c
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-

~.~.~.~.~.~.~.~.~.~.~
Cenarion Set Bonuses:
~.~.~.~.~.~.~.~.~.~.~

-3 pieces of the set:

Damage dealt by Thorns increased by 4.

-5 pieces of the set:

Improves your chance to get a critical strike with Nature
spells by 2%.

-8 pieces of the set:

Reduces the cooldown of your Tranquility spell by 5 min.

~.~.~.~.~.~.~.~
|Druid Tier 2:|
~.~.~.~.~.~.~.~

~.~.~.~.~.~.~.~.~.
–> Stormrage Raiment:
~.~.~.~.~.~.~.~.~.

-=-=-=-=-=-=-=-=-=-=
-Stormrage Cover:

Binds when picked up.

Head Armor Type: Leather
183 Armor

+20 Stamina
+31 Intellect
+12 Spirit
+10 Frost Resistance
+10 Shadow Resistance

Classes: Druid
Requires Level: 60

Equip: Restores 6 mana every 5 sec.
Equip: Increases healing done by spells and effects by up to 29.

Sell to vendor for 5g 41s 11c
Buy from vendor for 27g 5s 55c
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-

-=-=-=-=-=-=-=-=-=-=-=-=
-Stormrage Pauldrons:

Binds when picked up.

Shoulder Armor Type: Leather
169 Armor

+23 Intellect
+12 Spirit
+15 Stamina
+10 Fire Resistance

Classes: Druid
Requires Level: 60

Equip: Increases healing done by spells and effects by up to 29.

Sell to vendor for 5g 45s 7c
Buy from vendor for 27g 25s 37c
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-

-=-=-=-=-=-=-=-=-=-=-=-=-
-Stormrage Chestguard:

Binds when picked up.

Chest Armor Type: Leather
225 Armor

+23 Intellect
+32 Spirit
+16 Spirit
+8 Strength
+5 Fire Resistance
+7 Nature Resistance
+6 Frost Resistance

Classes: Druid
Requires Level: 60

Equip: Increases damage done by Arcane spells and effects by up
to 7.
Equip: Increases damage done by Nature spells and effects by up
to 7.
Equip: Increases healing and done by spells and effects by up to
11.

Sell to vendor for 7g 13s 51
Buy from vendor for 35g 67s 51c
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-

-=-=-=-=-=-=-=-=-=-=-=
-Stormrage Bracers:

Binds when picked up.

Wrist Armor Type: Leather
98 Armor

+11 Stamina
+15 Intellect
+12 Spirit

Classes: Druid
Requires Level: 60

Equip: Increases healing done by spells and effects by up to 33.

Sell to vendor for 3g 66s 6c
Buy from vendor for 18g 30s 30c
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-

-=-=-=-=-=-=-=-=-=-=-=-=-
-Stormrage Handguards:

Binds when picked up.

Hands Armor Type: Leather
140 Armor

+13 Intellect
+25 Spirit
+8 Stamina
+8 Strength

Classes: Druid
Requires Level: 60

Equip: Increases damage done by Nature spells and effects by up
to 7.
Equip: Increases healing done by spells and effects by up to 33.

Sell to vendor for 3g 59s 40c
Buy from vendor for 17g 97s 0c
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-

-=-=-=-=-=-=-=-=-=-
-Stormrage Belt:

Binds when picked up.

Waist Armor Type: Leather
126 Armor

+25 Intellect
+12 Spirit
+13 Stamina
+10 Shadow Resistance

Classes: Druid
Requires Level: 60

Equip: Increases healing done by spells and effects by up to 26.

Sell to vendor for 3g 64s 72c
Buy form vendor for 18g 23s 61c
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-

-=-=-=-=-=-=-=-=-=-=-=-=
-Stormrage Legguards:

Binds when picked up.

Legs Armor Type: Leather
197 Armor

+26 Intellect
+23 Spirit
+17 Stamina
+10 Fire Resistance
+10 Arcane Resistance

Classes: Druid
Requires Level: 60

Equip: Increases healing done by spells and effects by up to 48.

Sell to vendor for 7g 24s 51c
Buy from vendor for 36g 20s 79c
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-

-=-=-=-=-=-=-=-=-=-=
-Stormrage Boots:

Binds when picked up.

Feet Armor Type: Leather
154 Armor

+17 Intellect
+11 Spirit
+15 Stamina
+10 Fire Resistance

Classes: Druid
Requires Level: 60

Equip: Improves your chance to get a critical strike with spells
by 1%.
Equip: Increases healing done by spells and effects by up to 26.

Sell to vendor for 5g 37s 9c
Buy from vendor for 26g 85s 46c
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-

~.~.~.~.~.~.~.~.~.~.~.
Stormrage Set Bonuses:
~.~.~.~.~.~.~.~.~.~.~.

-3 pieces of the set:

Reduces the mana cost of your shapeshifting spells by 150.

-5 pieces of the set:

Reduces the casting time of your Regrowth spell by .2 sec.

-8 pieces of the set:

Increases the duration of your Rejuvenation spell by 3 sec.

~.~.~.~.~.~.~.~.
|Hunter Tier 1:|
~.~.~.~.~.~.~.~.

~.~.~.~.~.~.~.~.~.~
–> Giantstalker Armor:
~.~.~.~.~.~.~.~.~.~

-=-=-=–=-=-=-=-=-=-=-=-=-
-Giantstalker’s Helmet:

Binds when picked up.

Head Armor Type: Mail
343 Armor

+23 Agility
+15 Intellect
+8 Spirit
+23 Stamina
+10 Fire Resistance

Classes: Hunter
Requires Level: 60

Equip: Improves your chance to get a critical strike by 1%.

Sell to vendor for 4g 7s 59c
Buy from vendor for 20g 37s 96c
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-

-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-Giantstalker’s Epaulets:

Binds when picked up.

Shoulder Armor Type: Mail
317 Armor

+24 Agility
+14 Stamina
+5 Intellect
+9 Spirit
+7 Shadow Resistance

Classes: Hunter
Requires Level: 60

Equip: Improves your chance to hit by 1%.

Sell to vendor for 4g 12s 37c
Buy from vendor for 20g 61s 87c
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-Giantstalker’s Breastplate:

Binds when picked up.

Chest Armor Type: Mail
422 Armor

+26 Agility
+23 Stamina
+11 Intellect
+10 Fire Resistance

Classes: Hunter
Requires Level: 60

Equip: Improves your chance to get a critical strike by 1%.

Sell to vendor for 5g 41s 48c
Buy from vendor for 27g 7s 42c
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-

-=-=-=-=-=-=-=-=-=-=-=-=-=-
-Giantstalker’s Bracers:

Binds when equipped.

Wrist Armor Type: Mail
185 Armor

+20 Agility
+11 Stamina
+6 Intellect
+5 Spirit

Classes: Hunter
Requires Level: 60

Sell to vendor for 2g 75s 64c
Buy from vendor for 13g 78s 24c
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-

-=-=-=-=-=-=-=-=-=-=-=-=-=
-Giantstalker’s Gloves:

Binds when picked up.

Hands Armor Type: Mail
264 Armor

+18 Agility
+12 Stamina
+7 Fire Resistance

Classes: Hunter
Requires Level: 60

Equip: Improves your chance to hit by 2%.

Sell to vendor for 2g 77s 62c
Buy from vendor for 13g 88s 10c
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-

-=-=-=-=-=-=-=-=-=-=-=-=
-Giantstalker’s Belt:

Binds when equipped.

Waist Armor Type: Mail
237 Armor

+18 Agility
+16 Stamina
+9 Intellect
+4 Spirit
+7 Fire Resistance

Classes: Hunter
Requires Level: 60

Equip: Improves your chance to get a critical strike by 1%.

Sell to vendor for 2g 76s 63c
Buy from vendor for 13g 83s 17c
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-

-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-Giantstalker’s Leggings:

Binds when picked up.

Legs Armor Type: Mail
369 Armor

+32 Agility
+15 Stamina
+6 Intellect
+8 Spirit
+10 Shadow Resistance

Classes: Hunter
Requires Level: 60

Equip: Improves your chance to get a critical strike by 1%.

Sell to vendor for 5g 45s 43c
Buy from vendor for 27g 27s 15c
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-

-=-=-=-=-=-=-=-=-=-=-=-=-
-Giantstalker’s Boots:

Binds when picked up.

Feet Armor Type: Mail
290 Armor

+28 Agility
+14 Stamina
+6 Spirit
+7 Shadow Resistance

Classes: Hunter
Requires Level: 60

Sell to vendor for 4g 13s 82c
Buy from vendor for 20g 69s 11c
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-

~.~.~.~.~.~.~.~.~.~.~.~.~
Giantstalker Set Bonuses:
~.~.~.~.~.~.~.~.~.~.~.~.~

-3 pieces of the set:

Increases the rang of your Mend Pet spell by 50%.

-5 pieces of the set:

Increases your pet’s life by 150 and all spell resistances by
100.

-8 pieces of the set:

Increases the damage of Multi-Shot and Volley by 15%.

~.~.~.~.~.~.~.~.
|Hunter Tier 2:|
~.~.~.~.~.~.~.~.

~.~.~.~.~.~.~.~.~.~.
–> Dragonstalker Armor:
~.~.~.~.~.~.~.~.~.~.

-=-=-=-=-=-=-=-=-=-=-=-=
-Dragonstalker’s Helm:

Bids when picked up.

Head Armor Type: Mail
392 Armor

+27 Agility
+26 Stamina
+16 Intellect
+8 Spirit
+10 Frost Resistance
+10 Shadow Resistance

Classes: Hunter
Requires Level: 60

Equip: Improves your chance to get a critical strike by 1%.

Sell to vendor for 6g 46s 63c
Buy from vendor for 32g 33s 63c
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-Dragonstalker’s Spaulders:

Binds when picked up.

Shoulder Armor Type: Mail
362 Armor

+23 Agility
+14 Intellect
+8 Spirit
+15 Stamina
+10 Fire Resistance

Classes: Hunter
Requires Level: 60

Sell to vendor for ???
Buy from vendor for ???
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-Dragonstalker’s Chestguard:

Binds when picked up.

Chest Armor Type: Mail
482 Armor

+34 Agility
+14 Intellect
+6 Spirit
+17 Stamina
+10 Fire Resistance
+10 Nature Resistance

Classes: Hunter
Requires Level: 60

Equip: Improves your chance to get a critical strike by 1%.

Sell to vendor for 8g 94s 96c
Buy from vendor for 44g 74s 82c
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-

-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-Dragonstalker’s Bracers:

Binds when picked up.

Wrist Armor Type: Mail
211 Armor

+23 Agility
+6 Intellect
+6 Spirit
+13 Stamina

Classes: Hunter
Requires Level: 60

Sell to vendor for 4g 24s 81c
Buy from vendor for 21g 24s 5c
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-Dragonstalker’s Gauntlets:

Binds when picked up.

Hands Armor Type: Mail
301 Armor

+20 Agility
+13 Intellect
+6 Spirit
+17 Stamina
+10 Shadow Resistance

Classes: Hunter
Requires Level: 60

Equip: Improves your chance to get a critical strike by 1%.

Sell to vendor for 4g 32s 75c
Buy from vendor for 21g 63s 79c
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-

-=-=-=-=-=-=-=–=-=-=-=-=
-Dragonstalker’s Belt:

Binds when picked up.

Waist Armor Type: Mail
271 Armor

+20 Agility
+13 Intellect
+11 Spirit
+15 Stamina
+10 Shadow Resistance

Classes: Hunter
Requires Level: 60

Equip: Improves your chance to get a critical strike by 1%.

Sell to vendor for 4g 26s 37c
Buy from vendor for 21g 31s 87c
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-

-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-Dragonstalker’s Legguards:

Binds when picked up.

Legs Armor Type: Mail
422 Armor

+31 Agility
+10 Intellect
+11 Spirit
+17 Stamina
+10 Fire Resistance
+10 Arcane Resistance

Classes: Hunter
Requires Level: 60

Equip: Improves your chance to hit by 2%.

Sell to vendor for 8g 59s 17c
Buy from vendor for 42g 95s 88c
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-Giantstalker’s Breastplate:

Binds when picked up.

Chest Armor Type: Mail
482 Armor

+34 Agility
+14 Intellect
+6 Spirit
+17 Stamina
+10 Fire Resistance
+10 Nature Resistance

Classes: Hunter
Requires Level: 60

Equip: Improves your chance to get a critical strike by 1%.

Sell to vendor for 8g 94s 96c
Buy from vendor for 44g 74s 82c
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-

~.~.~.~.~.~.~.~.~.~.~.~.~.
Dragonstalker Set Bonuses:
~.~.~.~.~.~.~.~.~.~.~.~.~.

-3 pieces of the set:

Increases the Ranged Attack Power bonus of your Aspect of the
Hawk by 20%.

-5 pieces of the set:

Increases your pet’s life by 200 and all spell resistances by
130.

-8 pieces of the set:

You have a chance whenever you deal ranged damage to apply an
Expose Weakness effect to the target. Expose Weakness increases
the Ranged Attack Power of all attackers against that target by
450 for 7 seconds.

~.~.~.~.~.~.~.
|Mage Tier 1:|
~.~.~.~.~.~.~.

~.~.~.~.~.~.~.~.~
–> Arcanist Regalia:
~.~.~.~.~.~.~.~.~

-=-=-=-=-=-=-=-=-=-
-Arcanist Crown:

Binds when picked up.

Head Armor Type: Cloth
83 Armor

+35 Intellect
+8 Spirit
+14 Stamina
+10 Fire Resistance

Classes: Mage
Requires Level: 60

Equip: Increases damage and healing done by magical spells and
effects by up to 15.

Sell to vendor for 2g 73s 59c
Buy from vendor for 13g 67s 97c
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-

-=-=-=-=-=-=-=-=-=-=
-Arcanist Mantle:

Binds when picked up.

Shoulder Armor Type: Cloth
76 Armor

+24 Intellect
+5 Spirit
+10 Stamina
+7 Shadow Resistance

Classes: Mage
Requires Level: 60

Equip: Restores 4 mana every 5 sec.
Equip: Increases damage done by Frost spells and effects by up to
11.

Sell to vendor for 2g 55s 91c
Buy from vendor for 12g 79s 58c
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-

-=-=-=-=-=-=-=-=-=-
-Arcanist Robes:

Binds when picked up.

Chest Armor Type: Cloth
102 Armor

+33 Intellect
+14 Spirit
+19 Stamina
+10 Fire Resistance

Classes: Mage
Requires Level: 60

Equip: Increases damage and healing done by magical spells and
effects by up to 16.

Sell to vendor for 3g 42s 53c
Buy from vendor for 17g 12s 69c
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-

-=-=-=-=-=-=-=-=-=-=-=
-Arcanist Bindings:

Binds when equipped.

Wrist Armor Type: Cloth
44 Armor

+20 Intellect
+8 Spirit
+6 Stamina
+7 Fire Resistance
+4 Frost Resistance
+4 Arcane Resistance

Classes: Mage
Requires Level: 60

Equip: Increases damage and healing done by magical spells and
effects by up to 6.
Equip: Restores 2 mana every 5 sec.

Sell to vendor for 1g 71s 92c
Buy from vendor for 8g 59s 63c
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-

-=-=-=-=-=-=-=-=-=-=
-Arcanist Gloves:

Binds when picked up.

Hands Armor Type: Cloth
63 Armor

+18 Intellect
+10 Spirit
+17 Stamina
+7 Fire Resistance

Classes: Mage
Requires Level: 60

Equip: Restores 4 mana every 5 sec.

Sell to vendor for 1g 73s 22c
Buy from vendor for 8g 66s 12c
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-

-=-=-=-=-=-=-=-=-=
-Arcanist Belt:

Binds when equipped.

Waist Armor Type: Cloth
57 Armor

+26 Intellect
+10 Spirit
+10 Stamina
+7 Fire Resistance

Classes: Mage
Requires Level: 60

Equip: Increases damage and healing done by magical spells and
effects by up to 9.

Sell to vendor for 1g 73s 88c
Buy from vendor for 8g 69s 41c
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-

-=-=-=-=-=-=-=-=-=-=-=
-Arcanist Leggings:

Binds when picked up.

Legs Armor Type: Cloth
89 Armor

+24 Intellect
+13 Spirit
+23 Stamina
+10 Shadow Resistance

Classes: Mage
Requires Level: 60

Equip: Improves your chance to get a critical strike with spells
by 1%.
Equip: Increases damage done by Frost spells and effects by up to
14.

Sell to vendor for 3g 39s 90c
Buy from vendor for 16g 99s 53c
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-

-=-=-=-=-=-=-=-=-=-
-Arcanist Boots:

Binds when picked up.

Feet Armor Type: Cloth
70 Armor

+15 Intellect
+14 Spirit
+13 Stamina
+10 Shadow Resistance

Classes: Mage
Requires Level: 60

Equip: Improves your chance to get a critical strike with spells
by 1%.
Equip: Increases damage done by Frost spells and effects by up to
11.

Sell to vendor for 2g 58s 85c
Buy from vendor for 12g 94s 25c
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-

~.~.~.~.~.~.~.~.~.~.~
Arcanist Set Bonuses:
~.~.~.~.~.~.~.~.~.~.~

-3 pieces of the set:

Damage absorbed by Fire Ward and Frost Ward is increased by
10%.

-5 pieces of the set:

Increases the duration of your Polymorph by 15 sec.

-8 pieces of the set:

Decreases the threat generated by your spells by -15%.

Filed under: Games | Tags: , , | vrskidsv | Comments (0)

WWWWW WWWWW WWWWW WWWWW
WW WW WW WW
WW WW WW WW
WW WW WW OOOOOOO WW WW WW
WW WWWW WW O O WW WWWW WW
WW WW WW WW O O WW WW WW WW
WW WW WW WW O O WW WW WW WW
WWW WWW OOOOOOO WWW WWW

World of Warcraft Zul’Gurub Guide

+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
PC Version
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+

===============================================================================

+——————-+
| Table of Contents |
+——————-+

I. - How to Contact Me
II. - Version History
III. - Copyright Info. and Legal Information
IV. - Purpose/What This Guide Will Cover
V. - Zul’Gurub Instance
A) Trash Mobs
B) High Priestess Jeklik
C) High Priest Venoxis
D) High Priestess Mar’li
E) High Priest Thekal
F) High Priestess Arlokk
G) Bloodlord Mandokir
H) Jin’do the Hexxer
I) Hakkar
J) Edge of Madness
VI. - Credits

===============================================================================

+——————————–+
| Section I. - How to Contact Me |
+——————————–+

Name - Josh Eaton
E-mail - jjeatonusa1@netscape.net
AIM - Charys Joshy

===============================================================================

+——————————-+
| Section II. - Version History |
+——————————-+

Version 0.00 - (July 07, 2006) - Started.
Version 1.00 - (July 09, 2006) - Finished version 1.
Version 1.10 - (July 14, 2006) - Added third Arlokk strat.
Version 1.15 - (Sept 11, 2006) - Altered the Copyright Info to state policy
regarding posting this on your guild forums.

===============================================================================

+————————————————+
| Section III. - Copyright Info. and Legal Info. |
+————————————————+

Alright. Here’s how it works. This guide will first be publicized on GameFAQs.
It is Copyright 2006 to me, Joshua J. Eaton. You, the reader, may use it for
whatever you want, but only here on GameFAQs.

You may NOT take it and place it on your own gaming website, nor may you print
it and give it out to anyone. At present, the only gaming/codes/FAQs website
that this guide is only allowed to be posted on is: www.gameFAQs.com . DO NOT
my personal consent. If you see this guide on any other website other than the
said one above, please contact me about it. Furthermore, my consent to post my
guide on another GAMING website other than the said one will NOT be given at
the current time, so please do not E-mail me to ask.

HOWEVER… if you wish to take this guide and post it on your guild’s forums
for you and ONLY YOUR GUILD’S USE, you may. Again, this guide may not be posted
on any gaming website other than GameFAQs, but you may post it on your guild’s
forums to help progress and/or for quicker access. I only ask that, if you do
this, you please do not alter the actual guide (you don’t have to post all this
legal crap and the purpose, etc, just don’t alter what you do post). Thank you.

===============================================================================

+————————————————–+
| Section IV. - Purpose/What This Guide Will Cover |
+————————————————–+

This guide for the PC game World of Warcraft will cover the high-level instance
known as Zul’Gurub, or ZG for short. It will take you through the instance boss
by boss, give you the best strategy for that boss, and ensure that your group
obliterates this place. This guide will also briefly cover some of the harder
trash mobs in the instance and the most effective ways to kill them. Loot won’t
be covered here, but every possible thing that can drop from the bosses can be
found at thottbot.com or at wow.allakhazam.com simply by typing in the boss’s
name. Enjoy the guide, I hope it helps you and your guild beat this place with
ease.

===============================================================================

+———————————+
| Section V. - Zul’Gurub Instance |
+———————————+

First a foremost, a bit of information about Zul’Gurub. This is a 20-man in-
stance raid designed to gear players up past your average UBRS or Stratholme
group. The vast majority of items found in ZG (Zul’Gurub) are not as good as
items that you’ll find dropping off of trash and bosses in Molten Core and are
nowhere near the quality of Blackwing Lair. For guilds who have the two latter
instances mentioned on farm status, ZG is most likely a joke to them and this
guide isn’t needed. ZG starting guilds though, ZG can be as challenging as try-
ing to 3-man Stratholme or 5-man UBRS.

Zul’Gurub has a plethora of bosses and since patch 1.11, even more loot and
even better quest rewards! The vast majority of quests involving Zul’Gurub are
found at Yojamba Isle located off the Stranglethorn Vale coast. It is the very
tiny island in the very north-west of the zone. Coordinates for those who use
them are approximately (15,16).

Now… do you remember way back when you did the Sunken Temple instance and ab-
solutely everyone wanted to kill Hakkar? Well, if you notice, that’s not the
real Hakkar. It’s merely his avatar. Zul’Gurub is controlled by the real Blood
God, the real Hakkar. In order to kill him, you have to kill five High Priests
within Zul’Gurub. There are a couple more bosses located inside Zul’Gurub with
very, very nice loot, but in order to do Hakkar, the five High Priests listed
below must be killed first or else Hakkar will have some VERY overpowered
skills that pretty much make him impossible.

A. - Trash Mobs
——————-

Before I move on to some of the bosses in ZG, I’m going to tell you a bit about
some of the more difficult trash mobs and how you can most effectively handle
them. So let’s begin a little with those now.

Blooddrinkers
————-
These mobs are single trolls wielding two-hand weapons and are dressed in all
red armor. You attack them like you would any regular enemy, but there’s a
small catch. Around 40% health, they like to do a little AoE (area of effect)
move that, like their name implies, drinks your blood. It hits for about 250
damage, but it hits everyone, so the Blooddrinker basically heals to full HP.
To prevent this, simply have your rogues stun the hell out of it when it gets
to about 50% life. A couple syncronized 3-5 point Kidney Shots should do it.

Bat Riders
———-
These are found before “the bat boss”, Jeklik. There are several pulls that
have a Gurubashi Bat Rider in them and 5-6 smaller regular bat enemies around
them. Your tank is suppose to grab the Bat Rider and tank it away from the raid
while your mages and warlocks AoE the hell out of the smaller bats. The Bat
Rider can then be damaged down like any other enemy, HOWEVER, at about 40%, it
will say in your chat that it’s eyes glow with fire or something as it goes
crazy. As of that point, you have about three seconds to get everyone away from
the Bat Rider before it explodes, killing itself, and doing about 5000 damage
to anyone near it. So really… don’t be near it at that time.

Raptor Packs
————
A few places within the instance have small packs of raptors (five to seven)
that can’t be separated from one another. There are two ways to handle these
packs. One way is to have enough mages and druids to put them to sleep and kill
them one at a time. The other way is to have enough mages and warlocks to AoE
them to death. The second way is much, much faster, but you will need a lot of
healing on those AoE’ers. The druids could also throw in a Hurricane for each
raptor pack since it’s on a short cooldown.

Gurubashi Beserker
——————
These are the huge, hunched over blue/purple hairless gorilla mobs that patrol
around the instance. They have a lot of HP, randomly AoE knockback people, and
run to new targets very fast. At low health, they Beserk. They take more damage
but also do more, so the idea is to down them fast. You should only ever have
one Beserker on your raid at a time, so it’s fairly easy to handle them as long
as no one pulls too much aggro. For newer guilds, I’d advise letting your tank
have about five seconds alone on these before other people attack.

Warlock Imp Packs
—————–
When your guild gets near the Madness side of ZG or decides to actually go in
it, you’ll encounter several of these mobs. They are basically very high-damage
output imps, but they come in groups of three. They’re easy to handle if you
have at least two warlocks to enslave one each while the raid kills another.
The catch to these imps, however, is that when they die, a red portal opens up
and three voidwalkers come through. They have no special abilities, so just
kill them before releasing and killing another imp.

Jin’do Troll Packs
——————
Near the boss, Jin’do the Hexxer, are several pulls of about ten Undead Trolls.
Because they are Undead, you can’t sap them or sheep them. I mention these for
two reasons. One, they put a debuff on you that increases damage taken by up to
500. It’s a curse and needs to be taken off of the mages and warlocks who are
AoE’ing the group of trolls immediately. The second reason I mention them is
because in a few of the pulls, there are female Gnome warlocks who do A LOT of
damage with their Shadowbolts and also can summon several infernals. These
gnomes are humanoids though, and therefore can be sapped and sheeped. Have fun.

Okay, that just about covers the difficult trash mobs of the instance, so let’s
move on to the real fun: the bosses!

B. - High Priestess Jeklik
——————————

Jeklik is one of the harder bosses here in Zul’Gurub because of all the little
painful things she can do. Once her entire room is cleared (all the bat rider
pulls and such) and your whole raid is fully buffed, take note of one thing.
Face her cave that she is standing in, then turn around and look back in the
direction that you came. Note that you walked under a very large “arch” or so
to speak and that on the left and right each are very big weeds. This part is
important to note because if the person with Jeklik’s current aggro pulls her
past this point, Hakkar (last boss of the instance) will see it as a trap, heal
Jeklik to full health, and she will reset herself back into the cave. This can
be beneficial if your group is going to wipe, but it can be disasterous if you
have her at 1% and pull her over that line.

Anyway, how to beat this big bat… she has two phases. Phase 1 begins the very
second your tank runs up to her cave and pulls her with his ranged weapon. He
should run back to the center of the room with her following and tank her there
in bat form, phase 1. During this phase, Jeklik can charge people who have high
aggro and has a 10-yard AoE that hits for about 1000 damage and silences every-
one it hits for about eight seconds. Basically… no caster should be near her.
Another point to make during this phase is that she summons a group of bats
from her cave that charge down to the group. Your offtanks needto blow their
Challenging Shouts on these so that the mages, warlocks, and druids can AoE
them. This small summoning happens only about 3-4 times and only in phase 1.
(My guild only has it happen once, but that’s because we have a lot more damage
output than beginning guilds.)

At exactly 50% health, Jeklik will change from bat form into human form. Her
armor is now significantly less and her health will go down faster. During this
phase, you need to now note two different things. One, at 30%, she summons
bomb-bats. They can’t be attacked or anything, but they fly over everyone heads
way above and drop bombs on random people. You should move immediately out of
the smouldering fire that remains on the ground after the bomb hits. It hurts.
The second thing to note in this phase is that she can heal. Her heal has a
long casting time and is easy to take care of, but don’t get careless. Rogues
need to kick her when this heal starts and mages need to Counterspell. The heal
is very easy to see, her hands glow a very, very bright yellowish-white color.
This phase continues all the way down to 0% health when she’s dead. If you keep
in mind the things I mentioned, it’s a piece of cake. Enjoy the loot.

C. - High Priest Venoxis
—————————-

This boss is a very simple one. The pull is complicated, but cake if it’s done
correctly. Venoxis stands in the middle up the stairs. On each of his sides, he
has two regular blue snake adds. They can’t be separated, but they can be con-
trolled. The snakes can be slept by druids and polymorphed by mages. This is
done and the snakes are killed one at a time while the main tank grabs Venoxis
and drags him behind the huge fire in this room so everyone is out of range of
his chain spell. Once the adds are killed, the real fight begins. Take careful
note that if you leave this room, you will reset the boss, just like with Jek-
lik.

Your tank should have sufficient aggro on Venoxis by now for full damage to
open up. Damage to Venoxis must be done at only two ranges: melee and max. Hun-
ters, mages, warlocks, shaman, priests, druids, and paladins have to be at
least 30 yards from Venoxis while the rogues and warriors have to be right next
to him. He has a holy damage spell that works like Chain Lightning from a Sha-
man, but it gets stronger as it goes. If casters are nearby, they’ll literally
be one-shotted if hit last. So they stand far away. One tiny thing you need to
note though: in this human form, Venoxis has a Renew spell he places on himself
that can be seen if a mage keeps Detect Magic on him. Priests need to dispel
this.

At exactly 50% health, phase 2 begins. Venoxis changes into snake form and his
armor increases slightly, as does his attack power. He can’t heal anymore, so
don’t worry about that. What you DO need to worry about is the poison clouds
that he drops on the ground that tick damage for a whole hell of a lot. Your
main tank has to move Venoxis out of this cloud that he periodically drops and
the melee attackers have to be cleansed of that poison. Take note also of the
tiny snakes he sends away to the casters. They have 1 health, but hit for about
200 damage. Just AoE nuke them once.

At 20%, Venoxis will enrage. His attack speed and output damage will go way up
and heals will have to be spammed on the maintank as well as poison cures be-
cause he will still be dropping the clouds now and then. Otherwise, the fight
is pretty simple. Enjoy the loot.

D. - High Priestess Mar’li
——————————

Now here’s an easy boss. Just keep something in mind: Like the other bosses,
if you run far enough away, Mar’li will reset completely. The point that this
happens is the ramp that you came up into her room from. Don’t go down it or
you will screw the raid. Something else to note: Do not stand on top of any of
the eggs/rocks in this room. If you do, and you pull aggro, you will Evade-
glitch her and she’ll heal to full health. Now with warnings out of the way,
let’s get down to business.

Your maintank charges in and grabs the boss, Mar’li, while the raid kills the
speaker right in front of her. Now Mar’li has two forms, like all of the five
priests do. Her’s is spider form and she goes into it randomly. Mar’li also has
a poisonbolt volley (hits lots of people) that she does, so poison curing and
cleansing has to be at it’s best. You will need an offtank for this fight as
well, a good one. Occasionally, Mar’li will root everyone around her to the
spot with a spider web and will run off to the rest of the raid to kill people.
The offtank’s job is to grab her when she does this and take her back to where
the maintank was tanking her.

Pay attention to the smaller eggs around Mar’li’s standing place. Every now and
then, they will break open and a few spiders will attack the raid. When this
happens, those spiders are priority. They constantly grow in size and get
stronger until killed, so kill them as quickly as possible and then go back to
killing Mar’li. At low health, in humanoid-form, Mar’li may stop everything and
attempt to heal just like Jeklik. Her hands will glow a bright yellowish-white
and it must be stopped by rogues and mages. Other than the above, this boss is
beyond easy. Enjoy. =)

E. - High Priest Thekal
—————————

The “tiger boss”… now here’s a complicated fight if you ever saw one. Okay,
once Thekal’s entire room is cleared of the trash mobs and such, you’ll face
him and get ready for the pull. It is absolutely neccessary that your raid have
three tanks (one main, two off) for this fight. You will also need at least two
rogues and a mage helps immensely. You’ll notice that to Thekal’s left is ano-
ther troll named Zath and to the right is another named Lor’khan. I’ll tell you
right now: Zath is a rogue and Lor’khan is a shaman.

Now the trick to this fight is knowing when to stop damaging one target and to
start on another, then making sure all three of them die within ten seconds of
each other. If this does not happen, your raid will wipe. If you have ever been
to Molten Core and up to the first and second boss, you know how Corehound
Packs work… this is the same. If one of them dies too soon or too late, they
will self-res and res the others as well at full health and you’re screwed. So
just take note now that they have to die within ten seconds of each other for
phase 2 to start.

The pull is just like any other, just wing it. However, a warrior must grab
Thekal, one must grab Zath, and another must get Lor’khan and separate them all
about five or ten feet. The two little tigers that come with the pull can easi-
ly be taken care of. Have your mage sheep one, kill the other, kill the sheeped
and get ready to DPS down Zath only. Now someone in your raid is going to need
a health-percent mod because it’s neccessary to know when to slow down and when
to stop DPS on Zath: 15%. Once Zath only has 15% health, no one at all should
attack him. The warrior who was tanking him needs to stop autoattacking and
just Revenge when it comes up to hold aggro sufficiently. Now and then, Zath
will Gouge the warrior and run off into the raid to attack people. This is what
you have a rogue on Zath for: to Kidney Shot. Zath is immune to Gouge and Blind
so your rogue will have to get a few combo points on him in order to do this
Kidney Shot when the warrior gets Gouge’d, but that’s okay, it’s very little
damage for 1-2 combo points.

After Zath is down to 15%, the entire raid except that offtank and rogue (and
the tank on Lor’khan) needs to attack Thekal. You will DPS him down now, slow-
ly but surely to exactly 10% before stopping. He has to extra abilities like
Zath’s Gouge or anything, so you should be okay. Just make sure that you stop
damaging him at 10% and your raid moves on to Lor’khan. The tank who was on
Thekal is going to need a large amount of aggro still on him, so make him con-
tinue to auto-attack and at least Sunder Armor now and then.

Now the raid moves to Lor’khan, the shaman. Now like shaman, Lor’khan heals.
This is why he’s last to be DPS’d and not Thekal, as to make handling his heals
easier. This is why you have another rogue and mage: to Kick and Counterspell.
If one of Lor’khan’s heals get off, your fight just got a whole hell of a lot
harder. It looks just like Mar’li and Jeklik’s heals: bright yellow hands and
long cast time, so don’t let it happen. Anyway… your whole raid is going to
now DPS Lor’khan down to 5%, while stopping his self heals at the same time (he
won’t heal Thekal or Zath). Once Lor’khan is at 5%, your tanks on the three of
them need to bring them all very close together, right next to each other and
everyone who can AoE has to. Remember, it is important that they all die within
ten seconds of each other, so make sure it happens so that phase 2 can begin.

Once phase 2 starts, Thekal will resurrect after yelling “Shi’bala, fill me
with your rage!” and will be in tiger form. NO ONE in the raid except the main
tank should attack him at this point. Your tank needs to grab him and place his
own back against a wall. Thekal has a very large AoE knockback ability in this
form and your tank can pretty much avoid having to constantly run around if his
back is to a wall so he goes nowhere. While your tank picks up Thekal and does
this, the rest of the raid is going to attack the two little tigers that spawn.
They are easily killed, but spawn several times during phase 2, so watch out
and kill them as they come. Once the tigers are dead, your raid can damage and
eventually kill Thekal. Just watch out for his charge thing and his large AoE
knockback. Anyone who has Heals Over Time needs to have them on the tank incase
they get knocked back during a heal. Otherwise, phase 2 is a piece of cake.
Enjoy the loot!

F. - High Priestess Arlokk
——————————

Yet another pretty complicated fight. You won’t even see Arlokk until you sum-
mon her. You’ll know you’re in the right room when you’re at the very bottom of
the temple and a large golden gong is against one wall. Rightclicking that gong
will lock everybody in the room and summon Arlokk. Now about this fight: Arlokk
has two forms, humanoid and panther. During panther form, only the main tank
should be near her. She has a very powerful cleave that will three-shot rogues
and make healing difficult on other warriors. In humanoid form, feel free to go
all out. Arlokk has no healing spells whatsoever.

The catch of the fight? Arlokk constantly is summon little panthers and LOTS of
them from each pen. If they are not handled somehow, your raid will wipe. There
are 3 ways to control these panthers most effectively: One, you can designate
three people to each pen (a DPS-warrior, a druid, and a shaman/paladin) to han-
dle the panthers are they spawn. How? Your Shaman/Paladin has to AoE with a
totem or consecration to at least grab aggro on the panthers as they spawn.
Lightning Shield (shaman) or Retribution Aura (paladin) needs to be on so that
the shaman/paladin can still damage all the panthers. The druid is going to be
healing the shaman/pally and innervating them when needed. The warrior is to
help kill the panthers quickly.

What’s the second method to dealing with the panthers? Well, once Arlokk is in
humanoid form, the only reason she will ever go to panther form is to quite
literally Vanish. She will be Vanished for at least a minute and there is NO
way to bring her out of it. When she comes out of stealth on her own, she will
most-likely open up with an Ambush-cleave, so it’s important to spread out. Now
the second way to deal with the panthers here is to simply wait for her to Van-
ish before going AoE crazy on them all until she comes back. When she DOES come
back, she will be in panther form and will need to be picked up by the tank
again. Melee DPS’ers need to bow/gun in this form and keep spawning panthers
off the casters and healers until she goes into humanoid form. Then you DPS her
like no tomorrow. The fight goes on like this until she’s dead. There’s no
healing from her whatsoever, so that’s nice. You’ll want to make the fight fast
though if you’re using the second panther control method… your mana-users and
AoE’ers won’t like constantly being low on mana and drinking pots.

The third method of dealing with pathers is to basically have a warrior stand
at the entrance to the pen. When panthers spawn, he needs to pick them up with
a single Sunder and then should be spamming Demoralizing Shout and Piercing
Howl. Each Demoralizing Shout causes the same aggro as about 1/4 of a Sunder,
so spamming it is enough to keep aggro after a single Sunder. A paladin/shaman
will also need to be in the pen to keep this warrior up. The panthers do very
little damage, so one healer should suffice. =) Enjoy the loot!

G. - Bloodlord Mandokir
—————————

Now here’s a FUN fight! Bloodlord isn’t one of the five priests that must be
killed in order to fight Hakkar, but he sure as hell has equal or better loot
and is located very, very close to Mar’li, the spider boss and may as well be
killed on your way to or back from her. Bloodlord is a difficult fight to mas-
ter because of his hard-to-control aggro, but some of the loot is definitely
worth it (one of the best tanking swords, a bow that will have your non-MC hun-
ters drooling, and much more, including a dark-green epic raptor mount!)

Now here’s how Bloodlord works. Once you kill the speaker at the bottom of his
stairs, Bloodlord yells something about feeding your souls to Hakkar and runs
down the ramp on his raptor mount, dismounts, and the fight begins. You are go-
ing to need at least two tanks for this fight. You will need one for the pet
raptor and one for Bloodlord. Make sure that the tank who will be on Bloodlord
has his Shield Wall ready to go if you choose to kill the raptor rather than
offtank it for the entire fight. Now something to know about Bloodlord: every
time someone dies, he literally gets stronger. If too many people die, he will
level-up and gains a ton of health and hits very, very hard. He also grows in
size. Once he’s about twice the size of a human, it’s pretty much impossible to
win.

Good news though! When the fight begins, spirits spawn all around the room and
will constantly res people if they die so that they will have as many shots at
Bloodlord as possible! Another very, very important thing to note this fight is
that Bloodlord will be yelling things. He will be yelling in chat that he is
watching someone. When he yells this, a debuff will go on the person that he is
watching and if they continue to attack him, heal, do ANYTHING in the time that
he is watching, he will ignore all aggro, charge them, and quite literally kill
them in one hit. It is very important to, if you get watched, to stop every-
thing you are doing, press the Escape key to de-target him, and to just wait
for the debuff to run out. Then you can resume whatever you want.

Bloodlord has a ton of health and the fight will be difficult the first few
times, but it’s fun all the same. Your raid should also take note of the dam-
aging Cleave-type move that Bloodlord does every now and then. You cannot aff-
ord to have people dying, so the extra melee attackers who are on him must both
bandage themselves and receive a bit of healing. Occassionally, Bloodlord will
wipe almost all aggro and will charge at someone and attack. Your tank will
need to be on his feet in picking him right back up as to avoid raid deaths and
Bloodlord getting stronger. Furthermore, you don’t want a clothie to get charg-
ed, cleaved, and have two people die, so it’s nice if you spread out a lot.

If you choose to offtank Ohgan (the raptor) the whole fight, the tank on him is
going to need A LOT of healing due to the fact that Ohgan has an armor-reducing
move that will screw the tank a lot. What I believe is a better way to win this
fight is to have two tanks on Bloodlord while you kill Ohgan. Doing this sends
Bloodlord into a rage and he hits much faster, much harder. The two tanks on
him should generate as much aggro as possible and blow their Shield Walls to
reduce the damage they take until his rage is over and the fight can progress
normally. It’s a hard fight to master, but trust me, the loot is well worth it.
Enjoy.

H. - Jin’do the Hexxer
————————–

It is highly unlikely that a guild new to ZG or a pickup group is going to kill
Jin’do. Not only does the fight require tons of skill and coordination, but it
also requires a bit of luck. Don’t let anyone tell you otherwise, either. If
none of your DPS or DoT’ers get cursed, the shades can’t go down. If he lays
too many healing totems instead of mind-control ones, it’s harder. If the main
tank gets hit with the mind-control, it’s harder. If the main tank is ported to
the skeletons, it’s harder. All luck.

Anyway, once Jin’do’s room is clear, you can get ready for the pull. Jin’do is
very easily tanked and only requires one, so have your best ready. The hard
part about Jin’do is the coordination and the priority. He has several differ-
ent skills. One: he ports a random player to the skeleton pit in the corner and
they all attack that player. In this case, a mage has to run in and throw a few
Arcane Explosions to take them out (really low health). Two: Jin’do throws down
two different kinds of totems, healing and mind-control. Your best DPS have to
kill these totems as quickly as possible. The MC one isn’t that bad, but it
still sucks. The healing one heals Jin’do for 10,000 health every 3 seconds, so
take it out fast.

Jin’do’s third skill is a curse that he places on several random players at a
time. This curse is GOOD. Anyone in the raid who can de-curse must NOT de-curse
at all this entire fight. Ever. For every person that gets cursed, one Shade
gets spawned. The Shades are immune to AoE attacks and can’t be damaged unless
you can see them. This curse does nothing else but allow you to see them and do
damage to them. The best way to deal with the Shades is to hope to have your
Warlocks and Priests get cursed so they can DoT as many Shades as possible. The
Shades don’t have much health (about 1000, I’d say), but they are the number
one priority this fight because even if you can’t see them, they see everyone
and attack everyone.

Priority in this fight is as follows: Shades (if cursed), Healing Totems, Mind-
Control Totems, Jin’do. It is a very long fight and very hard to master, espec-
ially if you get unlucky. Before Blackwing Lair, Jin’do is actually harder than
any boss in the game for his level and raid size. The Shades must be dealt with
first, then Healing Totems, then Mind-Control totems. My guild doesn’t bother
draining Jin’do’s mana and neither should yours. Your priests are better off
healing and DoT’ing Shades and so are the warlocks.

I suggest placing your best, highest damaging rogue solely on Jin’do to ignore
priority with the main tank. Have every other hunter and rogue on totems unless
there are none. Tell your rogues even if they are on Jin’do with combo points,
it doesn’t matter. The Shades and totems MUST be dealt with as quickly as poss-
ible. If they don’t want to waste combo points, tell them to use Slice and Dice
as they run to the Shades/Totems. Remember the skeleton pit also. If you are
using Ventrilo or TeamSpeak, the person being teleported to the pit can tell
the raid because it will seem to them like a huge lag spike before they appear
in the pit, so have your mage ready.

One last thing… besides the names or using your V key to see names, you can
tell the difference between the totems pretty easily. Remember that the Healing
ones must be taken down first because they heal for so much. They are a more
orange color and glow. The Mind-Control totems are much more green and will al-
most immediately have a large green beam coming from the top of them and going
to one of your raid members. It’s a slow and steady fight. With a tad bit of
luck and the right coordination and priority-following, you can down him. His
loot is beyond incredible. Your paladins and shaman will drool over Jin’do’s
Hexxer and damage dealing casters will absolutely love Jin’do’s Judgement and
the Bag of Whammies. Jin’do is the caster-loot version of the melee-loot Blood-
lord Mandokir. Enjoy the loot!

I. - Hakkar
—————

Provided you actually make it past all the bull**** on the way up the temple to
Hakkar, well… you’re here now, feel good! Hakkar is one hell of a fight. It’s
a simple strategy, but it’s very long and difficult to execute it. Hakkar is
fought way up on the platform that he stands on all day whispering the players
in your raid with stupid threats. You will need two well-geared tanks for this
fight and two hunters rather than one makes all the difference. You will also
need at least one or two mages.

Now… do you remember how you weren’t allowed to cure curses on Jin’do? Well
Hakkar is the exact same, but you’re not allowed to cure the poison you get
from the Sons of Hakkar that you kill. EVER. If you cure that poison, you are
healing Hakkar, period. How? The poison does what it says: it poisons your
blood. Every 1.5 minutes, Hakkar uses a move that drains the entire raid’s
blood in an attempt to heal himself. When this occurs, the entire raid (except
the main tank) MUST have the poison so that they harm Hakkar, not heal him. If
you do not have the poison or cure the poison, you are ****ing up and deserve
to be kicked from the raid. =)

Anyway, your main tank runs in and grabs Hakkar, followed by the offtank. No
one else should attack for about ten seconds. It’s important that the two tanks
generate a lot of base aggro on Hakkar due to the blood-sapping stun and the
length of the fight. It is also very important for the mages to watch the two
tanks. The sole purpose of the offtank is to pick up Hakkar when he mind-
controls the main tank. When this occurs, your mages must all polymorph the
tank who got MC’d. I, and my guild’s mage leader, strongly advise not using
your highest rank polymorph as it may last two long. Use rank 1, or 2 at the
most. You just want to prevent the tank from tearing the raid apart from the
MC, not keep him sheeped so long that the offtank gets MC’d and no one can grab
Hakkar.

It is also imperitive that the two tanks on Hakkar burn their AoE fears the
second the fight starts. It is NOT fun having the whole raid get feared by a
Mind-Controlled warrior who could have prevented it in a single button push.
Now, about the blood drink thing… Hakkar performs this every 1.5 minutes. The
purpose of the two hunters is to run down the stairs on either side and pull up
to the raid a Son of Hakkar. The raid has to kill the Son of Hakkar and stand
in it’s poison that it drops for at least one second in order to get poisoned.
The offtank must do this as well. The maintank should NOT move at all, he has
to keep Hakkar stationary. When Hakkar performs his blood-drink, everyone hit
will be stunned for a few seconds. Not everyone will be hit though. I’d suggest
throwing as many Heals Over Time on the main tank before the sap takes place so
he heals during it.

After this, your hunters should wait 30-45 seconds before going and getting the
Son of Hakkar on the other side. Your raid kills it and the process repeats.
The last thing you must note about Hakkar is the AoE poison he puts off. It
touches anyone withing five yards of the target that he selects and ticks for,
I believe, 200 damage every two seconds. Because a lot of the time, your
raid will have the Son of Hakkar poison, this poison shouldn’t be cured. Just
throw your raid a Heal Over Time spell now and then. They can bandage when not
poisoned. More on how this aura-poison works: Hakkar will give it to a random
target. Everyone who is within five yards of that guy will also get the poison
as well. To best avoid it, just have everyone who is DPS’ing Hakkar spread out
around him. He has a large melee radius, so the melee can easily do this.

It’s a very slow and steady fight and it takes some getting used to. The only
catch to him is that it must be finished and he must be dead within ten minutes
or else he enrages and will pretty much start one-shotting everyone. Don’t
worry about this though, it’s highly unlikely that it will happen. Just DPS him
down, spread out around him if you’re melee (all ranged should be by the stairs
where Sons are killed), pull Sons every 40 seconds, get poisoned, don’t cure
poisons, and sheep the Mind-Controlled tank. Enjoy the loot, there’s some VERY
sexy stuff, and congratulations on owning Zul’Gurub! =)

J. - Edge of Madness
————————

What? More? Yes, there’s a bit more to ZG for you. Remember the imp packs I
talked about in the A. section of this guide? Over near them is a path into a
very dark side of Zul’Gurub. Depending on the week and instance you’re in, one
of four bosses can be summoned. In order to do so, an Alchemist must make the
potion that extinguishes the fire. A 300 Alchemist can learn how to make the
potion by reading the large tablets on the walls behind the fire. The materials
needs for the potion are:

1x Blood of Heros
1x Massive Mojo
6x Powerful Mojo
1x Black Lotus

Anyway, once the flame is put out, your raid should back way, way up while the
boss gets summoned. It is a random boss and you won’t know which one it is un-
til you summon it, so wait before charging in. Below are the simple strategies
for each boss.

———–
Gri’lek
———–
This boss is very simple. Every 30 seconds, he enrages and grows about ten
times the size you see him when he’s summoned. You can’t miss it. When this
happens, his movement speed decreases A LOT, but his attack power multiplies by
some insane number and his regular hits are for about 15,000. So while he’s en-
raged, just kite him around. When he’s not, just beat the crap out of him. It’s
a very simple fight. Enjoy the blue loots. =)

————-
Wushoolay
————-
Another easy boss. He has a lightning storm spell just like a Druid’s Hurricane
but on a much lower cooldown. The tank has to face him away from the raid so
that not a lot of people get hit by his Chain Lightning. The tank also has to
just move Wushoolay away from the Hurricane he does so not all the melee are
getting hit. Simple fight, low health boss. Enjoy. =)

————-
Hazza’rah
————-
Like the other two bosses, very easy. The main tank and melee just DPS him down
near where he is summoned. The casters and ranged DPS have to stay at maximum
range. Every now and then, Hazza’rah will AoE sleep a ton of people for a few
seconds. He also may summon a few “Nightmares” that hit for a TON of damage but
have very little health. You’ll need your hunters and mages to take them out as
quickly as possible before resuming DPS on Hazza. Have fun. =)

————
Renataki
————
Okay, probably the easiest of the Madness bosses. He’s a crappy rogue, to say
the least. He has an AoE Gouge ability that he can use and then will go for
someone who isn’t Gouge’d. Just heal whoever it is and keep damaging him down.
Renataki may also randomly Vanish like a rogue, but like all rogues’ Vanish, it
sucks compared to Hunter’s Mark, so gg. =P Just watch out for his Ambush, say
goodbye to a random cloth-wearer. Enjoy the loot, he’s cake.

And that’s it for Zul’Gurub! Congratulations on destroying the place, I hope
this guide helped you through it. Enjoy the loot, good luck in future instances
in the World of Warcraft! Check out my other guides, I’ll most-likely be writ-
ing more! =)

===============================================================================

+———————–+
| Section VI. - Credits |
+———————–+

I’d like to thank a few sources who inevitably helped me write this guide. They
are as follows:

1. GameFAQs for posting (hopefully) this guide on their site.
2. Blizzard, for making such an awesome game!
3. Tigrane, level 60 Paladin, Frostmane US, for reminding me about a lot of the
difficult trash mobs.
4. Wrrand, level 60 Hunter, Frostmane US, for reminding me that Hakkar has to
be killed in ten minutes.
5. JTHM, for his e-mail telling me about the third method to dealing with the
panthers during Arlokk.

===============================================================================

Filed under: Random | Tags: , , | vrskidsv | Comments (0)

World of Warcraft v.2.1.2

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|____/ \____| |_| \_/ |_| \____| \__,_||_| \__,_| \___|

TABLE OF CONTENTS

[1] Introduction and FAQs
1.1 Whom is this guide intended for?
1.2 Why is this guide so long?
1.3 Why should I PvP in this bracket?
1.4 I don’t play a mage in this bracket now, should I start one?
1.5 Does this guide offer help on twinking my mage?
1.6 About the Author
1.7 About This Guide
1.8 About My Video

[2] Mage Class Overview
2.1 Strengths
2.2 Weaknesses
2.3 How to Become a Good PvPer in BG
2.4 How to Become a Good Mage

[3] Mage Spells
3.1 Arcane Spells
3.2 Fire Spells
3.3 Frost Spells

[4] Mage Talents
4.1 Arcane Tree Talents
4.2 Fire Tree Talents
4.3 Frost Tree Talents

[5] Miscellaneous Information
5.1 Race / Racial Traits
5.2 Profession
5.3 Other Useful Items
5.4 My Keybinding
5.5 My Talent Spec
5.6 Add-Ons

[6] Defeating Other Players
6.1 Druid
6.2 Hunter
6.3 Mage
6.4 Paladin
6.5 Priest
6.6 Rogue
6.7 Warlock
6.8 Warrior

[7] Playing in the Battleground
7.1 Playing in a Pickup Group
7.2 Playing Against a Premade Group

[8] Warsong Gulch
8.1 Getting to the Flag
8.2 Getting Away with the Flag
8.3 Holding the Flag
8.4 Returning the Flag
8.5 Defending the Flag
8.6 Escorting and Guarding the Flag Carrier

[9] Arathi Basin
9.1 Assaulting a Resource Node
9.2 Defending a Resource Node

[10] Other Resources
10.1 Video
10.2 Links to Other Guides

[11] Acknowledgement, Version And Copyright Information
11.1 Acknowledgement
11.2 Version
11.3 Copyright Information

===============================================================================
============================================================= =
[1] = Introduction and FAQs = =
============================================================= =
===============================================================================

Thank you for your interests in this guide, I hope that you will find this
guide helpful and informative. Although I suggest you to read the sections in
this guide in sequence, each section is mostly self-contained and you are very
welcome to jump to the specific section that suits your needs. I’d also like to
inform you that there is a video clip accompanying this guide, you will find
more information about it under the “Other Resources” section.

(1/11/09) Please note that this guide was written when World of Warcraft was at
version 2.1.2, so if you are reading it now you may find some information to be
inaccurate. The section most affected will be the one concerning the mage
talents, but other sections should be mostly fine. Although it is my wish to
keep my guide as current as possible, I have neither the time nor the desire to
pick up World of Warcraft at this moment, therefore I am unable to update the
information contained within this guide. I apologize for the inconvenience in
advance.

——————————————————————————-
——————————————————————————-
1.1 Whom is this guide intended for?

As the title suggests, this guide is primarily intended for all mages who
have a reasonable familiarity with the class and are interested in PvPing
in the 20-29 bracket, mostly as a part of a Pickup Group (PuG). This means
I should expect you to know the basics of the class and of the WoW game
mechanisms; but if you do not, there are still plenty of resources
available online that will bring you up to the level of knowledge you are
assumed to have to get the most out of this guide.

In addition, I will assume that as a mage you will be actively working on
the match objective instead of “getting the best score”. This almost
certainly rules out spamming-Fireballs-behind-a-bush type of play, because
getting the objective done demands not wasting mana on non-essential kills;
and chances are most of the time you will be operating alone thus your
targets will close in on you too fast for you to use any long casting
spells. But don’t worry if that’s what you do currently, I will fill you in
on the details if you keep reading.

Finally, even if you do not play a mage, you can still benefit from this
guide. In particular, the section “How to Become a Good PvPer in BG” and
“Defeating Other Classes” should provide you with some useful information.

——————————————————————————-
——————————————————————————-
1.2 Why is this guide so long?

Simply put, this is the most comprehensive guide on the subject of BG PvP
for lvl 20-29 mages. A glance at the Table of Contents will tell you that
everything you need to know to become an effective player is covered here,
therefore once you have finished reading this guide, there is no need for
you to look for other written materials of similar nature.

Certainly, reading this whole guide is a daunting and time-consuming task.
But know that, unlike so many other guides, there is no extraneous and
superficial information (such as statistics) included in this guide. So I
can assure you that everything written here is definitely worth reading. In
addition, you are always welcome to digest the contents of this guide in
small chunks, going over one section at a time.

I hope that’s enough motivation for you =) .

——————————————————————————-
——————————————————————————-
1.3 Why should I PvP in this bracket?

The 20-29 bracket has become the second most popular bracket (next to the
70 bracket) for many reasons, some of which are:

- Leveling to this bracket requires very little time, it is not uncommon
for someone to have multiple characters in this bracket.

- In contrast to the 70 bracket, the equipment you can use in this bracket
is very much fixed. Once you obtain the armors and weapons that you
like, you do not have to worry about upgrading them in the future.

- All classes have gotten their core spells and a fair number of talent
points by level 29. This addresses the imbalance often seen in the
10-19 bracket and offers some variety in talent builds. This also means
that skills are factored into the outcome of a game more than they do
in the 10-19 bracket.

- As such, there are many dedicated and skilled PvPers in this bracket,
organized matches are not uncommon for those seeking the ultimate
challenge and fun.

- From my experience in playing in virtually all PvP brackets, I find that
one-on-one PvP encounters tend to last the longest in the 20-29. Unless
you are very much out-geared or the other person is very lucky, you
generally have a good 30 seconds or more before one of you drops. This
is a very good thing because it saves the frustration of dying without
even having a chance to defend yourself or retaliate.

- If you play a mage, there are some added bonuses: in this bracket,
warriors do not have Intercept, hunters do not have Bestial Wrath,
warlocks do not have Felhunter, and shamans do not have Windfury. All
of these factors directly enhance your survivability.

——————————————————————————-
——————————————————————————-
1.4 I don’t play a mage in this bracket now, should I start one?

Absolutely! Regardless of what class you played in this bracket, once you
have tried a mage I think you will agree with me that the mage class can
contribute more to winning a game than any other class. As a summary, you
are great at carrying/returning flags in Warsong Gulch (WSG), great at
assaulting/defending resource nodes in Arathi Basin (AB), and you have many
abilities that can be used to assist your teammates in group PvP.

Last but not least, a mage can do all this without spending the time and
hundreds of gold on twinking. So if you want a class that offers the most
amount of fun and return with minimal investment, mage is perfect class for
you.

——————————————————————————-
——————————————————————————-
1.5 Does this guide offer help on twinking my mage?

Short answer: No.

Long answer: No.

- Gear and skill are two different things, and it is often the latter that
is lacking.

- As mentioned above, one great thing about playing a mage in this bracket
is that you can do remarkably well without twinking. If you find you
need twink gears to survive and compete, then you can probably find
other areas to improve first (and that’s what this guide is for!).

Again, this does not mean that as a twink mage you won’t benefit from
reading this guide. But it does mean that everything written here is from a
non-twink player’s perspective, and that I will not devote a section on
twink gears. If you need help in that area, you can always check out the
equipment guide on WoW’s official PvP forum (please refer to the section
“Other Resources” for the URL).

——————————————————————————-
——————————————————————————-
1.6 About the Author

Well, I started off as a heavy raider before burning out after a mere six
months. I figured there was no point in trying to get the “best” gear, so
PvE was not for me. I began to PvP with a newly made human warlock, since
at that time it was one of the most underplayed classes and probably also
the hardest (This was when Will of the Forsaken (WotF) still lasted a whole
20 seconds, those were the days). By the way, I encourage anyone serious
about PvP to play a warlock before switching to the class of his or her
choice, since warlock teaches multitasking better than any other class in
this game.

Anyway, I have been a PvPer ever since, but shifted my focus from world PvP
to BG PvP, playing mostly in the 20-29 bracket. If you can find and join a
group of similar-minded people as I have, you will find BG PvP to be
extremely fun and rewarding.

All in all, I have had eight 29s PvPing in this bracket (seven of them are
still here), scattered among Stormrage and Emerald Dream. I also had a
priest that only stayed in this bracket for a few matches before leveling
out, as there is no fun in healing PuGs that don’t work on the objectives.
Of all these, my favorite class is of course the mage, which I have four in
total, currently at level 29, 29, 49 (my first one), and 60 (used to play

at 29).

——————————————————————————-
——————————————————————————-
1.7 About This Guide

I have rarely played WoW after the release of The Burning Crusade. The
guide might reflect that, but the information contained here is current as
of patch 2.1.2. However, I will admit that I do not have a lot of
experience in fighting shamans in the 20s (though I have plenty in the
40s), and I do not have a lot of PvP experience from after Blizzard changed
the PvP trinkets to remove Polymorph effects for all classes. I apologize
for this but I simply do not have the time to play often enough to amend
these deficiencies.

I welcome any suggestion from you, and you can reach me at
luximus.ed@gmail.com. However, I probably will not have the time to reply
to you, so please allow me to thank you in advance here. I will also assure
you that I will properly attribute your additions to this guide, as it is
the least I can do.

——————————————————————————-
——————————————————————————-
1.8 About My Video

When I started this guide, I never intended on making a video to accompany
it. But as time goes on, I feel a video would be a very useful medium in
illustrating some of the techniques and strategies that are written here.
For one, it is a lot easier for readers to understand them with the help of
a visual representation rather than mere dry words. And secondly, readers
would be more readily engaged in a video than in a guide, which would spark
a greater attention and interest in the subject. At first I tried to find
an instructional video for level 29 mages on the Internet, but most of
those I found are twink mage videos showing off “big crits” with a glaring
lack of skill and sense of BG objective. The few better videos are
unfortunately too short that they only cover one or two aspects of the BG
PvP, which would not go well with a guide as comprehensive as this one.
Thus my video was born.

Please do understand that I only have a very short time in shooting the
videos (probably 60 hours or so over the course of a month), so the
selection pool for the clips that made into my final video is rather
limited. Some of the clips in the final video may not be the best
representation of the strategies I will mention in this guide, but they
should give you a good idea of them.

I’ve also decided to make the video from the perspective of an
average-geared mage rather than my twinkier mage, because my intended
audiences are really those who do not want to spend too much resource on
their mages, for whatever reason, but still want to contribute to the game.
You will find that almost all my equipment are either bought in the Auction
House (”of the Eagle” greens), purchased from BG quartermasters, or
begotten from quests that you can easily do without the help of a high
level character. The only “twinkier” piece that I have is Beguiler’s Robes
with a +100 HP enchant which, incidentally, is a gift from a good friend
and shouldn’t cost you a fortune to obtain. I have no other stamina or any
spell damage enchantment otherwise. (You can check out my profile at
armory.worldofwarcraft.com/character-sheet.xml?r=Emerald+Dream&n=Luximus)

What this means is that, contrary to most, if not all, PvP videos out there,
I will die quite often in my videos when facing a strong opposition. But I
think an accurate representation of your fragility is conducive to your
learning and thus I have included them without any regret. On a broader
scope, the clips I’ve selected are purely based on their instructional
values rather than tendencies to portray me as a “god”.

You will also see in my video that despite all that I know in theory and
nearly two years of playtime, I still make mistakes. Frankly I don’t think
they are avoidable, but you should be able to minimize the number of
mistakes by acquiring more experience. And I hope this video, as well as
this guide, will showcase some of the finer details you’ll learn only from
months or years of playing.

===============================================================================
============================================================= =
[2] = Mage Class Overview = =
============================================================= =
===============================================================================

Before we delve into the gory details and intricacies of the mage class, it
would be prudent to first understand its strengths and weaknesses, so we can
familiarize ourselves with the capability as well as the limit of this class.

——————————————————————————-
——————————————————————————-
2.1 Strengths

- High Mobility
Theoretically speaking, if you take all the talents into account, mage
is the fourth fastest class in 20-29 (behind druid, hunter, and
shaman). But in reality mages fare much better than that. Because not
only can you travel at a respectable speed with Blink, you can also
slow your enemies with Frost Nova, Frostbolt and Cone of Cold. Combine
this with the fact that you can easily remove stuns and roots with
Blink; and remove other movement impairing effects with either your
racial trait or trinket, there is almost nothing that can stop you once
you get going. As such, mages are excellent flag carriers (FC) in the
Warsong Gulch; and they are also vital in Arathi Basin matches, where
players often need to cover long stretches of lands to assault or
reinforce a resource node.

- Crowd Control (CC)
You have two forms of crowd control: Polymorph and snares. Polymorph is
simply an incredibly useful spell that unfortunately doesn’t get
utilized nearly as often as it should. Its advantage in group PvP
encounters is self evident, but I find it equally appealing when you
are soloing and do not want to engage a target in combat (perhaps to
save mana, or maybe to buy some time). For example, if there is a sole
defender at a node in AB, you can simply Polymorph him and capture the
flag before dealing with him. A more creative use of Polymorph is to
use it as a spell interruption when your Counterspell (CS) is on the
cooldown. Regardless of how often you’ve used Polymorph at this point,
it’s safe to say that the more you play in Battlegrounds (BG), the more
you will appreciate this simple yet effective spell.

The other form of crowd control comes from your snares. Although snares
are not usually seen as a form of CC, indeed they are. Offensively,
your slowing spells will delay an enemy flag carrier and allow your
teammates to catch up. Defensively, if you see your flag carrier is
being chased by a group of rogues and warriors, a Frost Nova will stop
all of them for a good eight seconds. As for casters and hunters, most
of them cannot break snare and root effects without using the PvP
trinket, so there is a good chance that your carrier will run out of
their range before the snare breaks. It is also for this reason that
mage is a very good support class in escorting and guarding flag
carriers, more on this later.

- Spell Interruption (aka Counterspell)
The reason I list Counterspell as a strength of this class is to
emphasize how important this ability is. Given its long cooldown, you
don’t really notice Counterspell until you lose it. It stops heals;
Fear; Polymorph; Entangling Root; and all other spells you don’t want
your enemy to cast. Simply put, the correct and timely use of this
spell will win you many games. Bind it to a most accessible key.

- Ranged Magical Damage
There is no shortage of players with high amount of armor in 20-29, but
your spells will bypass this defense completely. The advantage of this
will become very apparent when you are fighting a twink druid in bear
form — good luck if you are a physical damage based class.

——————————————————————————-
——————————————————————————-
2.2 Weaknesses

- Low Survivability
As you know, mage doesn’t have a lot of armor; and your health is, if
not the lowest, one of the lowest of all classes. To compound the
matter, with the high mobility of the mage class, you can often charge
in a group of four or five, cause some confusion and damage, and get
out alive. These fun and daring escapades may give you a sense of
invulnerability, but unfortunately it is purely illusionary. If you
have average equipment (around 1400 hp), two coordinated twinks with
the right spec and available cooldowns will drop you in a matter of
seconds regardless what you may try. Actually even one good twink could
very well get you if you are a bit unlucky and don’t play perfectly. It
is also for this reason that I don’t advice you to hold the flag when
you are facing a team of many twinks. You and your team will be much
better off if you hand the flag to someone more durable and re-adjust
yourself to a supporting role.

- Mana-Dependent Damage and Survivability
Since all of your spells other than Evocation and Light Fall use mana,
a mage without mana is as good as dead. What this means is that as a
mage you should be very careful about where and when you spend that
limited reserve. To give you a rough idea, if you have average gear
(i.e., some high level “of the Eagle” greens and some BG rewards), a
full mana bar is good for killing about one and a half equally geared
players, and it may or may not be enough to kill one twinked player. If
your mana is depleted, it takes about 45 seconds to 1 minute to regain
that amount in entirety, which is a lot of downtime for the fast-paced
BG matches you will be fighting in. So my suggestion is that, as
someone who works on the BG objectives, you should avoid all the
players if you can, and Polymorph those that you can’t; expend mana
only when it is absolutely necessary. In line with this, save your
Evocation for the most critical moments, don’t use it if it doesn’t
help your team in a significant way (example: use it when the resource
node you are guarding is about to be overrun if you don’t regain your
mana quickly).

——————————————————————————-
——————————————————————————-
2.3 How to Become a Good PvPer in BG

- Know Your Class and Role
This should be a given for any player going into a BG, but sadly it’s
not the case. You see druids that don’t know to shift out of Polymorph,
rogues that keep poking at a healing priest without using Kick,
paladins that don’t heal and die with a full mana bar. Don’t be those
players.

- Know Other Classes
You can’t efficiently and convincingly defeat an enemy if you don’t
know what that class can do. The best way to gain knowledge about a
class is to simply play it yourself. But if you don’t have the time or
will for that, you can remedy the situation by watching PvP videos and
playing more in the BG. But keep in mind that your average players
won’t play the class to its maximum strength, so video is probably a
better choice here.

- Know and Work on the Objective
As much as I’d like some deathmatch or king-of-the-hill type BGs, they
are not what’s been offered in WoW. Therefore when you zone in a WSG or
AB match, you should be doing one of the following two things only:
getting the flag or defending the flag. Anything else you do, such as
killing and dying endless number of times in the middle, has no bearing
to the outcome of the game, so don’t do it. This is especially true for
a mage as the class has so many ways to avoid unnecessary combat.
Another thing, never chase after a single target unless it will have a
direct impact on the outcome of the game. It’s infuriating how common
it is for three or four people to chase after a lone druid, mage or
hunter, whom they simply cannot catch, instead of doing something more
productive.

- Be Observant
If you are working on the objective of the match, you should have no
problem tracking the flag/resource nodes at all times. But to “be
observant” goes beyond such simple tasks. For instance, you should know
where your teammates and enemies are, what they are doing (wasting time
in the middle/going after your flag carrier, etc.), whether your flag
carrier is losing health, and so on. Once you have this information,
you can move onto the next step.

- Think
This is what separates a good BG player from a great BG player. To
illustrate this, I will outline some very typical scenarios you will
encounter in a BG, you need to choose either A or B.

1. You notice that your flag carrier is being chased by a bunch of
enemies, he is losing health fast. But thankfully you are not too far
away from him. Do you:

A: Run into the enemies, slow them first, and then take free shots
at them (as you are not their primary target) to kill them or
relieve the pressure off your flag carrier.
B: Run into the enemies, slow them first, and then follow your flag
carrier closely.

2. You are in WSG and you are one of the two players from your team who
are halfway across the field. You see that enemy flag carrier has just
exited your base’s tunnel, while their flag is still in their base. Do
you:

A: Run to their base and try to get the flag.
B: Run toward the enemy flag carrier and try to stop him.

3. You are in WSG and you are holding the flag. More than half of your
team have gone to the other side to kill a twink flag carrier and his
support. From the map and health bars you see that they are fighting it
out in the flag room; but in the meantime, a large enemy force has also
entered your base to retrieve the flag from you. Do you:

A: Run out to the Graveyard (GY) for reinforcement, and possibly
dropping down to the hut to heal yourself.
B: Run around inside the base for as long as you can.

4. A similar scenario to the last one, but this time you and some
teammates are chasing after their flag carrier who’s running around in
their base. He is down to half hp and is running up the ramp to the
roof. You notice that your flag carrier is also losing health. Do you:

A: Go to the enemy flag room and stand near the capture point.
B: Help your teammates and go after the enemy flag carrier.

5. You are in AB and notice one of your nodes is unguarded. Do you:

A: Guard that node yourself.
B: Leave the node to teammates who are coming up from behind you.

My usual choices would be B, A, B, A, A. Here are my reasons:

The first one is obvious when you read it here, but in an actual match
most people don’t do it and would try to stop/kill all the enemies by
themselves. Inevitably some enemy gets through and kills the flag
carrier and returns the flag.

For the second one, running to their base and taking the flag first is
usually a much safer choice.

As for the third one, I would just run around the base for as long as I
can while staying close to the capture point. Twink isn’t invincible,
if many of your teammates are onto him then he will probably drop soon,
and when that happens you want to be as close to the capture point as
you can.

The answer to the forth question should be obvious after answering the
last one. Since your teammates are already chasing after the flag
carrier, you should run straight to the flag capture point and retake
the flag should your flag carrier goes down before theirs does.

I chose A for the last question mostly out of experience. In general
you can assume that people won’t defend a resource node, so you should
do it yourself or explicitly tell them to (and pray that they listen).

Of course, the scenarios outlined here are merely to illustrate the
point that there is a lot of thinking involved in a BG match. I know I
probably wasn’t specific enough in my descriptions for you to make a
choice. In fact it is actually a good thing if you can’t make a choice
between the two options — it shows you are thinking about all the
other variables I didn’t mention. For example, in the second case, if
you also know that their team is turtling in their flag room, then
obviously you should go after the flag carrier directly.

The point I am trying to make is that you will face many such scenarios
during the course of a game (a lot more if it’s a very competitive
one), you will have to constantly evaluate the situation, combine the
information you have with intuition and past experience, and then
determine your best course of action. BG is very much a thinking man’s
game, and great players know how to be at the right place at the right
time. If you find yourself always saving your team in the nick of time,
you are doing something right.

- Communicate
BG is a team game after all, you can’t do everything by yourself.
That’s why communication is so important. Let your teammates know where
you are going if you have the flag (i.e., either you are going tunnel
or ramp); where their flag carrier is going; whether their flag carrier
is about to go down (to help your flag carrier prepare for the
capture); how many people are coming to assault the resource node you
are guarding, etc. If you don’t have the time to type, you should at
least pin it on the mini-map. Or you can make some macros to save some
typing. And for god’s sake, don’t say “left”/”right” in WSG. Use either
“ramp”/”GY” or “East”/”West”.

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2.4 How to Become a Good Mage

- Watch Your Cooldowns
Mage class is very different from other classes in that it has many
spells with short cooldown times, and these spells also constitute the
core arsenal for a mage. You should constantly monitor the time left on
Fire Blast; Frost Nova; Blink; and Counterspell, so as to maximize your
damage and survivability. This is a bit harder than it sounds, since it
is very easy to develop “tunnel vision” when there are a lot of actions
going on in the middle of your screen. You could use a mod to help you
in this area, or you could just play more and eventually you will
develop a sense of time as to when your cooldowns are about to expire,
so that you don’t have to watch them constantly.

The other aspect of “watching your cooldowns” is knowing when to use
them, especially for your Frost Nova, Blink and Counterspell. For
example, in most cases you don’t want to blow both Frost Nova and Blink
in short succession because after that you will have very little
defense left. Similarly, you may not want to use Counterspell at your
first opportunity, but reserve it for the more critical moments. The
same goes for other cooldown-related abilities such as racial traits
and PvP trinkets, I will say a few more words about them in later
sections.

- Move
Even though you are a caster and many of your spells require you to be
stationary to cast, you shouldn’t just stand at one place without
moving an inch the whole time. On the contrary, moving is an integral
part of mage combat because you need to constantly adjust the distance
and facing between you and your enemy to take advantage of terrains and
make sure your spells can hit him but he would have a hard time hitting
you. This isn’t just for when you are up against melee classes. For
example, if you can run in circles around a caster such as a priest,
he will have a very hard time in landing a spell on you due to facing
requirement, while you can still blast him with your instant spells.
The general rule is that you should be moving whenever your Global
Cooldown (GCD) is up.

- Learn to Multitask
There will be plenty of times when you (and perhaps your teammates with
you) face multiple opponents, and this is where multitasking comes in:
you need to juggle between doing damage; crowd control through
Polymorph and snare; Counterspelling; moving; and staying alive. To
accomplish this you have to be quick in the eyes and fast at hands,
shifting targets and spells constantly to meet any challenge your
opponents throw at you and your team. This isn’t something you can
learn overnight just by reading some guides or watching some video
clips, you really need to be in those situations to learn to not to
panic and cast the correct spells under pressure. As I’ve stated in the
Introduction, the warlock class offers some great training on
multitasking, since you will be controlling both your character and
your pet and coordinate between the two. If you can juggle three mobs
or two players effortlessly on a warlock, then you are well on your way
to become a good multitasker.

- Develop Fast Reflex and Good Anticipation
These two are sort of tied together in that good anticipation will help
you to react quicker. As an example of what I mean by “anticipation”,
let’s say you are fighting a priest and all of a sudden he runs toward
you, you should realize at this point that he is about to use Psychic
Scream so have your finger ready on that trinket or WotF key. As for
“fast reflex”, any PvP mage should be able to Counterspell a 1.5 second
cast under any circumstance. A mage with great anticipation and reflex
such as Saerdna can Cold Snap and Ice Block within under a second after
he senses a potential killing blow is coming.

- Create an Efficient and Effective Keybinding Scheme
I won’t get into the whole “Clicker vs. Keybinder” argument, because
there is simply no debate whatsoever that keybinding is absolutely
essential when it comes to PvP. To create a good keybinding scheme, I
suggest you to look at the spells you want to use, and the keys you can
most comfortably and reliably reach during the heat of battle, then
assign the most accessible keys to those spells that you use the most.
You also need to think about what spells you may need to use while you
are on the move, so that you can assign them to keys that you can still
press easily while you are running. It will take a bit of work to get
everything right, but you will be amply rewarded for your effort. This
whole process varies from person to person, but if you need some ideas,
you could check out the movie Sorrow Hill 5 from Otherguy, or you check
out a later section (5.4) where I put down what keybindings I use.

- Watch Mage Videos and Learn
One of the best ways to become better at a class is to learn from the
masters. Over the years a few names stand out from the rest, they are
Otherguy, Saerdna, and Vurtne. Even though their videos are mostly
about World PvP, I strongly recommend that you watch them, because
everything I’ve said in this section, such as “Watch Your Cooldowns”,
“Move”, etc., is all superbly demonstrated in these videos. For more
information about these videos, refer to the video section later in
this guide.

===============================================================================
============================================================= =
[3] = Mage Spells = =
============================================================= =
===============================================================================

Here I will say a few words about the spells you will most certainly use in
PvP.

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3.1 Arcane Spells

- Arcane Explosion (AE)
AE is very mana intensive and therefore should not be used against
single targets unless you have a really good reason to (For example,
when you are chasing an enemy FC you could use AE to do damage while on
the run). For revealing rogues and druids, you should use rank 1 AE
instead to minimize the mana cost.

- Arcane Missiles (AM)
AM is a curious spell. On one hand it offers the highest DPS to mages
(unless you stack on +spell damage gear, then spells like Fireball and
Frostbolt start to take over); and with talents, almost uninterruptable
DPS. In addition, since it shoots out one missile every 0.8 second, it
is great in stopping spellcasts. Therefore it is a nice spell against
hunters and casters. But on the other hand, it is very mana
inefficient; it requires you to stand still to use; and while
channeling, you run a very high risk of getting interrupted by
Counterspell or similar skills. I used it from time to time back in the
old days, but since I am no longer an Arcane mage, I find myself almost
not using this spell at all.

- Blink
A life saving spell. One thing that I really miss when playing most
other classes is the ability to get out when I am surrounded — Blink
does exactly that. In addition, you can use it to remove Cheap Shot,
Hammer of Justice (or any other kind of stun effect); Entangling Root,
Frost Nova (or any other kind of rooting effect). But you shouldn’t be
mechanical about it. For example, if you are fighting a druid and see
he is casting a root on you, and you have both Blink and Counterspell
up, let him finish the cast and come to you before Blinking out. This
way he’s wasting time while you are blasting him with spells, and you
are saving the CS for when he starts to heal. To cite another example,
let’s say you are facing toward a paladin and he stuns you with Hammer
of Justice, if you Blink right away you will be right next to him —
not a good idea. Instead, let him come to you first before Blinking
out.

An equally important bit of knowledge to possess when using this spell
is knowing where you can Blink and where you can’t. The coding of this
spell has come a long way since the game was first released, although
you don’t need to worry about “falling through the world” these days,
there are still plenty of places with peculiar terrain geometries that

prevent Blink doing what it is supposed to do. In general, you should
not Blink at connecting terrain tiles that are different or are at
different elevations (stone road and bridge, stone slab and dirt road,
you get the idea). You also shouldn’t Blink at places where the angle
of geometry changes suddenly (the ramp in the tunnel leading up to
Alliance’s flag room in WSG is a good example). In addition, there are
some objects that you can Blink through (like the fences in AB) while
others that you can’t (like the flag poles for resource nodes in AB).
When you play in BG, you need to be very mindful of these
peculiarities; otherwise they could be annoying in the form of a
wasted Blink, or downright serious in the form of a flag capture in a
competitive match.

- Counterspell
I feel I’ve said enough about this spell already in the previous
section, so here I have just a few short remarks. First, use CS
thoughtfully, use it when it matters the most. Second, you can use CS
to put your target into combat, which is a very useful trick against
warriors (who then can’t Charge) and rogues (who then can’t stealth
unless using Vanish). I find that network latency may still allow the
warrior to Charge even if you casted CS “first”. To fix this problem,
run laterally or diagonally to the direction the warrior is going,
instead of meeting him head-on.

- Dampen/Amplifying Magic
Unless the PuG you are with know what they are doing (which isn’t
likely these days), most of the time you will be operating solo. If
that’s the case, put the Dampen Magic on yourself to reduce damage
taken from other spell casters, every little bit helps. On the other
hand, if you are holding the flag with a healer and the opposing team
is sending in a lot of rogues and warriors, you should use Amplifying
Magic instead. Though this is an unlikely scenario.

- Detect Magic
Has its uses in PvE and in higher level PvP, but it’s useless in 20-29
as far as I know, especially in a PuG.

- Mana Shield
Mana Shield has become much more useful after Blizzard changed it to
absorb magical damage as well as physical damage. Under most
circumstances you shouldn’t put it up when you have close to full hp,
since mana is arguably more important to your survival at that point.
The one exception to this rule is when you expect to take a lot of
damage in a very short amount of time, that you probably won’t have the
chance to cast this spell as you frantically try to cast other spells
to survive. One instance of this is when you are carrying the flag back
to the base and are expecting some rogues to show up along the way. The
other use of Mana Shield is of course to eliminate spell interruption
due to damage, but I really don’t recommend you to put this up just so
you can cast a 3-second Fireball — you won’t have enough mana left
after that. Try use spells with shorter casting times like Scorch and
Fire Blast as much as you can if you are taking damage. Lastly, you
should see this spell as a balancing mechanism for your hp and mana.
Meaning that if you still have a lot of hp left but are very low on
mana, cancel the Mana Shield if it is still up. Remember, a mage
without mana is a dead mage.

- Polymorph
I think I have said enough about this spell in the sections above. To
reiterate, you could use this spell to interrupt long spellcasts,
although it might not come natural to you at first.

- Remove Lesser Curse
You won’t be needing this often, but you should still have it hotkeyed.
You want to remove warlock’s Curse of Agony, but don’t worry if you
have to let it tick for a while, since half of the damage comes from
the last 1/3 of the spell’s duration. Similarly, you should remove
Curse of Tongues if you need to cast spells with a casting time. Oh,
and remember that you can use it on your teammates too, your paladins
and priests will thank you.

- Slow Fall
This spell comes in handy in AB at times, such as when you need to
quickly reinforce Blacksmith from Lumber Mill or reinforce Goldmine
from Blacksmith. But if you are good at Blink you could almost ignore
this spell completely, as you can just Blink right before you hit the
ground and come out unharmed. I find myself couldn’t pull this trick
off in AB, probably due to lag. You could try it if you feel lucky, it
might save you a few gold in Light Feather’s cost if you play in AB
often enough.

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3.2 Fire Spells

- Fire Blast
It suffices to say that when you are doing damage you should use Fire
Blast whenever the cooldown is up. Talent in the Fire tree extends its
range to 26 yards, which is one more than that of Warrior’s Charge.
Therefore theoretically you could use Fire Blast to put a Warrior in
combat, thus preventing him from Charging you. But due to network
latency it’s practically impossible for this to work, so use CS
instead. But if you have the Imp. Fire Blast talent, you could forever
keep a Warrior in combat, which is a useful gimmick if you want to save
your Blink and Frost Nova for other uses; but again, this isn’t always
practical.

- Fire/Frost Ward
They are quite useful against mages, warlocks, and shamans. Also worth
mentioning is that Fiery enchant is considered Fire damage, so you
should put a Fire Ward up when you see a melee class with the Fiery
Weapon enchantment.

- Fireball
It does a bit more damage than Frostbolt, so most likely you will be
using this as the opener after casting Polymorph. When playing against
melee classes, you could follow this spell with a rank 1 Frostbolt to
apply a snare to your target as well. Technically you could use the
rank 1 Fireball as a quick Damage over Time (DoT) spell, but I haven’t
found it to be that useful. For one, the DoT only lasts eight seconds,
and secondly, you could always use rank 1 Blizzard or rank 1 Arcane
explosion to achieve the same effect.

- Flamestrike
Flamestrike is one of the few mage spells that I can’t find a good
reason to use in PvP. It consumes a lot of mana, has a long casting
time, and about half of its damage come from DoTs. As far as I am
concerned, it would be simpler and more reliable if you just went in
and spammed AE. I suppose you could use it at strategic points to
reveal rogues/druids, or in high density areas, but you still need to
deal with the 3 second casting time. Maybe you can find some use for it
but I didn’t even purchase this spell for some of my mages.

- Scorch
In my opinion this should be the staple DPS spell for any (non-twink)
mage. First popularized by Otherguy, it excels in practically every
area. It has a very short casting time; it has the 2nd highest DPS with
the amount of + spell damage gear a non-twink is likely to have at this
level; it can trigger Impact and Clearcasting; and it is very mana
efficient. Use it, worship it.

——————————————————————————-
——————————————————————————-
3.3 Frost Spells

- Blizzard
I have seen Frost mages with Imp. Blizzard in this bracket and they
were able to slow a group en mass. But I am still not convinced that
it’s worth the talent points and mana costs. My philosophy is that any
spell, like Blizzard, that requires you to stand there for a long time
to cast, is not something you want to use in a PvP environment, even
though Blizzard could be useful at chock points like the tunnels in
WSG.

On the other hand, I would say that rank 1 Blizzard is very useful in
revealing rogues and druids that have just gone into stealth, or Night
Elves who are staying Shadowmelded — most of them won’t be expecting
this move so it could potentially be very profitable. You do need to
bind rank 1 Blizzard to an easily accessible key for that move to work,
as you are trying to hit a moving target with a spell that doesn’t have
a very large radius of effect. In addition, you need to channel the
spell for about one second for the first wave of blizzard to come down;
if you cancel the channeling before that, it won’t do anything. Lastly,
if the target is already very close, you should either run or use
Arcane Explosion while running, standing still in that situation is a
bad idea.

- Cone of Cold (CoC)
CoC is a very useful spell, but it is also the hardest one to use in
fast-paced combat. There is no good indication of its direction and
range, so the correct use of this spell is mostly from experience. I
suggest that you don’t use it when your target is too close to you,
since CoC may miss due to lag. The level of proficiency you want to
reach with this spell is that you can run, jump, turn 180 degrees, CoC
the targets behind you, then turn another 180 degrees before you land.
This way you can slow your pursuers without losing any time yourself (I
think you fly at the same speed of running). Other times you might use
this spell are when your target just breaks free from Frost Nova (FN);
or when you need to reveal a rogue that runs toward you and has just
used Vanish. Keep in mind that CoC costs a lot of mana, so don’t use it
on single target if you can help it.

- Frost Nova
A very nice area effect (AE) root spell, but the cooldown is quite
long, so use it only when you really need it. One thing you need to
watch out for is trinket or Escape Artist, which removes the root
effect. Therefore don’t fool yourself into thinking that you are safe
just because your Frost Nova has hit the target, and be prepared for
your enemy’s next move. Lastly, rank 1 of this spell is good enough.

- Frostbolt
Frostbolt is a favorite spell among twinks, but it isn’t all that great
until you put some related talent points in. The problem with it is the
2.5 second casting time, which is too long for most circumstances
(unless you are of the type who just sit back and nuke, but where is
the fun in that). With talents it becomes a decent spell, especially
against melee classes. Regardless of your stance on Frostbolt, rank 1
Frostbolt should definitely be on your hotbar for getting off a quick
snare, which comes into use all the time.

===============================================================================
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[4] = Mage Talents = =
============================================================= =
===============================================================================

I won’t discuss every talent here, only the ones you might consider. Nor will I
give you a “definitive” spec, because your spec really depends on your
equipment and how you play.

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4.1 Arcane Tree Talents

My suggestion is that you should stay away from a heavy Arcane build, as
this tree really offers very little when compared to the other two trees.

- Arcane Focus (Reduces opponents’ chance to your Arcane spells by 2%.)

I don’t know how many mages put points into this talent, but I feel the
number is not large enough. I think you will agree with me in that this
talent is a really good choice once you remember the two most important
spells you have, Polymorph and Counterspell, are both Arcane. So, what
do two points in this talent give you? Almost un-resistible Polymorph
and Counterspell (recall that an equal level opponent has a default 4%
chance to resist any spell, I am not sure if you can actually reduce it
down to zero. But even if not, the chance to resist won’t be higher
than 1% with two points in this talent). There are times you simply
can’t afford your Polymorph or Counterspell to fail — for instance,
when you are trying to return the flag and a priest is trying to heal
the flag carrier. And given how much you use Polymorph and
Counterspell, two points in here are well worth the investment.

Do note that this talent does nothing against regular resistance you
get from gears/racial traits, so you will still see resists on gnomes
(unlikely) and hunter’s pets (quite often).

- Imp. Arcane Missiles (Gives you a 20% chance to avoid interruption while
channeling AM.)

This is one of the better talents in this tree, although it’s still not
that useful given how often you want to use AM (hint: not very often).
Before Blizzard gave Instant Arcane Explosion to mages for free, I was
an Arcane mage (solely for the IAE), so I have some experience about
this talent. One place where I found this talent to be useful was
against hunters, as they and their pets tend to interrupt your spell
castings a lot, and they don’t really have a silence spell. Another
good thing about using imp. AM against hunters is that you won’t have
to worry about the facing any more when they try to circle around you
in melee range. Similarly, it could be useful when you are fighting
feral druids, but in that situation you should also be thinking about
getting out the melee range to reduce the damage you take.

- Arcane Concentration (Gives you a 2% chance to reduce next spell’s mana
cost to 0.)

This talent is mostly for PvE, where you have the leisure to switch
from a low mana cost spell to a high cost one when this talent procs.
In a PvP environment you will find that you won’t have many
opportunities to take full advantage of this talent, unless you are the
kind of mage who just stay behind your teammates and spam one or two
spells.

- Imp. Mana Shield (Reduces the mana lost due to damage by 10%.)

It’s certainly useful, but it should be better for a tier 4 talent.
After you work out the math, two points in here will allow you to take
about 300 more damage if you start out with a full mana bar.

- Imp. Counterspell (Gives your CS a two-second long silence effect.)

Again, a useful talent, albeit a bit limited. Most people haven’t honed
their reflex to the point where after they get CSed they can
immediately switch to another school of spell. So in effect your
regular CS has an about 2-3 second silence effect attached to it. But
where this talent comes in handy is when you want to silence your
enemies preemptively. Two cases come to mind. One is when you are
fighting a priest and he is about to go down, it’s a good idea to CS
and silence him before he can shield himself (or use something like
Desperate Prayer). Another instance is when you see a shaman coming at
you but you don’t want to fight him, and you know that if you cast
Polymorph directly you will get Earth Shocked. In this case you can CS
him and then Polymorph. Now I admit that the last example is a bit
contrived, as the ES effect only lasts two seconds. This trick is a lot
more useful in higher bracket, where shamans with Earth Shock,
Grounding Totem, Stormstrike, and Windfury can be a real danger if your
first Polymorph gets interrupted.

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——————————————————————————-
4.2 Fire Tree Talents

This is a good talent tree to spec into, especially at this level. Many of
the first and second tier talents in this tree offer great utility without
needing too many points invested into them.

- Imp. Fireball (Reduces casting time of your Fireball by 0.1 second.)

If you are one of those mages that chain casts Fireballs (mostly only
twinks do that), then this is a good talent to invest in. Otherwise you
should put the points elsewhere.

- Impact (Gives your fire spells a 2% chance to stun for 2 secs when hit.)

I quite like this talent, because most of the time I alternate between
Scorch and Fire Blast, so during the course of a fight there is a
reasonable chance for the stun effect to proc. Impact also gives you
the ability to stop someone while on the move with Fire Blast, even
with a 10% chance it’s still better than nothing. In my video you may
spot me using Fire Blast on targets that I have no intention to kill, I
do that just for the stun chance which would buy me or my teammates
some time.

- Ignite (Critical strikes from fire spells cause an additional 8% of the
damage.)

While quite good at higher levels, at 29 you simply don’t have a high
enough critical chance to make the most out of this talent (you have
about 6% spell critical chance at this level). So I’d suggest you to
pass on this.

- Flame Throwing (Increases the range of your fire spells by 3 yards.)

Longer range is always a good thing, because the default ranges on Fire
Blast, Scorch and Fireball are often too short when you and your
targets are constantly moving. You should definitely take this talent
if you have reached tier 2.

- Imp. Fire Blast (Decreases the cooldown time of Fire Blast by 0.5 second)

I like this talent quite a bit, because there are many situations where
you don’t have the luxury to stop and cast spells (e.g., when chasing a
mage flag runner, or getting chased by a rogue). If you need to do
damage while on the run, then your selection of spells is very limited
— it comes down to Fire Blast, Arcane Explosion, and maybe CoC — and
in many cases Fire Blast is the only damaging spell available since the
other two require you to be fairly close to your target.

- Incineration (Increases the critical strike chance of Fire Blast and
Scorch by 2%.)

This is a fairly good place to put your talent points in if you use
Scorch and Fire Blast a lot. But as most talents, it comes down to
personal choice. I like some of the talents in the other two trees more
so I didn’t pick this one.

- Pyroblast

Although Pyroblast is the most destructive opener you have, it is a bit
unwieldy without Presence of Mind (PoM), which you won’t get at this
level. The six-second casting time is often too long to be practical,
so its use will be limited. Also keep in mind that a Pyroblast only
does about 45 more damage than your Fireball, which has a 3.5 second
casting time without talents. So you can cast about two Fireballs in
that time frame for more damage at the expense of higher mana cost.

- Burning Soul (Reduces the chance your fire spells get interrupted by 35%)

It is my strong opinion that as a mage you need some spells that can’t
be interrupted easily by damage, otherwise you won’t be able to cast
anything when there is a fast hitting opponent (such as druids in cat
form with their obscenely fast attack speed) or more than one opponent
on you. Arcane Missile with the imp. AM talent fits the bill, but this
talent is also worth taking even though it maxes out at 70%, since
Scorch is such a short casting spell to begin with.

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4.3 Frost Tree Talents

The frost tree affords you with more survivability than the other two, but
the drawback is that you really need to put many points into this tree for
its talents to be truly effective. Most twink mages go for 20 points in
this tree, which is still not enough if you ask them.

- Imp. Frostbolt (Reduces the casting time of your Frostbolt by 0.1 second)

Same as imp. Fireball, more useful to twink DPS mages than flag
carrying mages. But if you do go heavy frost this talent is essentially
required, as you don’t have any other spell that can avoid losing
casting time when you take damage. Also, one-second Frostbolt is very
useful and very hard to CS (due to lag).

- Elemental Precision (Reduces the mana cost and chance targets resist your
frost and fire spells by 1%.)

Before Blizzard nerfed this talent from 2% down to 1%, it was probably
the best tier 1 talent out there from any class. It is of course still
very good for the same reason Arcane Focus is good, just imagine what
would happen when your Frost Nova gets resisted by a twink rogue =P .

- Ice Shards (Increases the critical strike bonus of frost spells by 20%.)

As a frost mage, ideally you would have five points in this and five
points in Shatter. But at this level if you do that you won’t get
Arctic Reach, so something has to go. I suspect most frost mages would
put five talent points in here and three in Shatter. This talent is
mostly for the tried-and-true combo of FN + Frostbolt (+CoC), which
could give you very good burst damage. But keep in mind that this
talent only works for frost spells and it almost requires you to use FN
offensively, leaving you rather vulnerable for the next 20 seconds. My
personal opinion is that given the limited number of talent points you
have, you will be better served to put those points in talents like
Elemental Precision.

- Frostbite (Gives your Chill effects a 5% chance to freeze the target for
5 secs.)

I play a few melee classes myself so I know how annoying and useful
this talent is. Even though the proc now shares diminishing return (DR)
with FN, it is a very good talent that will almost certainly save you
in tight spots as a flag carrier. This talent is especially effective
in this bracket due to the large number of rogues you will encounter.

- Imp. Frost Nova (Reduces the cooldown of your Frost Nova by 2 secs.)

I wish this talent were a little better (maybe 3 secs per talent
point), but it’s still decent and should be an automatic choice for
most frost mages since it opens up Shatter.

- Permafrost (Increases the duration of chill effects by 1 sec and reduces
the target’s speed by an additional 4%.)

On one hand, if you put two or three points here you will definitely
notice the difference, the enhanced slowing effect could save you the
trouble of switching targets or switching spells (to rank 1 Frostbolt)
constantly to keep your targets snared. On the other hand, you really
need to think carefully about the benefits of this talent vs. those of
the other talents, because this talent doesn’t offer that much for a
single point. I don’t have much experience on this talent in this
bracket, so you will have to try it out yourself.

- Piercing Ice (Increases your frost damages by 2%.)

The extra damage granted by this talent is negligible at this level,
put your points elsewhere.

- Cold Snap (Instantly finishes all cooldowns on your frost spells.)

I feel the cooldown for this spell is a bit too long, and without Ice
Block or other nice frost spells at this level, it’s a bit hard to
justify one talent point for something you only use once every 10
minutes (and probably solely for FN, though you can activate it for an
extra CoC too).

- Imp. Blizzard (Adds a chill effect to your Blizzard so that it lowers the
target’s speed by 30%.)

As I said in the Mage Spells section, mages really don’t get many
chances to use Blizzard. If you want an AE snare spell just use CoC.

- Arctic Reach (Increases the range or radius of your frost spells by 10%.)

Just put two points in here if you’ve come this far down the frost
tree, nothing else needs to be said.

- Frost Channeling (Reduces the mana cost of your frost spells by 5%.)

This is more of a PvE talent than a PvP one, as mana efficiency isn’t a
big concern in PvP.

- Shatter (Increases your spell critical strike chance on frozen targets by
10%.)

This talent is quite good when you can put five points in here and
another five in Ice Shards, it’s almost as though you get a PoM once
every 21 seconds. But again, don’t get too carried away with spamming
FN the first chance you have for that big critical hit, you might need
it later when things don’t go as planned.

===============================================================================
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[5] = Miscellaneous Information = =
============================================================= =
===============================================================================

There are a few things that don’t quite fit into the other sections, but I feel
they should be laid out first before we go into the real PvP section of this
guide.

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5.1 Race / Racial Traits

If you are starting a new mage, then I’d suggest you to roll a Gnome for
the Alliance side and an Undead for the Horde side. Escape Artist and Will
of the Forsaken are both immensely more useful than the racial traits you
get from other races. A few words about these two abilities:

- Escape Artist
Its incredibly short 1-min cooldown means you can almost use it
whenever you like, and you can go for the flag more frequently and have
a much easier time when you do. The only drawback of this spell is
that, unlike the Insignia, it shares the same GCD as the rest of your
spells, you will find that to be very restricting at times.

- Will of the Forsaken
Gone are the days when it granted a full 20 seconds of immunity against
Fear/Charm/Sleep, but you almost always use it for breaking the effects
so it’s no big deal. Most of the time you want to activate it after you
have been feared/charmed, but some situations call for its preemptive
use. Example, you are carrying the flag and don’t want to lose any time
and current heading, then you should activate it before you get feared.
But know that the next fear will last its full duration, so you should
take that into consideration too when you use WotF this way.

Finally, sometimes it’s just better to not break the Fear/Seduction (at
least not initially). When you are under the fear effect you run faster
than you normally would, so it could get you out of a troubled spot if
the heading is right. Similarly, enemies might ignore you when you are
being charmed, if that’s the case you can just let the charm effect run
its course and break out when you think the time is right.

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5.2 Profession

- Engineering

If you are serious about PvPing in this bracket, then you should
definitely take Engineering as your profession, just for the Iron
Grenade (though the profession offers some other goodies too). Here are
some of the engineering items you may find useful:

Iron Grenade: If you have a main farming the ore/stone/cloth for you,
it won’t take you more than an hour to get your engineering up to
the level required for creating Iron Grenade. It’s cheap to make,
and come in handy in every battle. Use it when you are chasing
someone, when you are being chased, when you try to interrupt a
spell, or when you want to give yourself some extra time to cast a
spell. But its most spectacular use comes in AB, where a single
Iron Grenade can stun every person who’s trying to capture a
resource node. It’s 3-yard blast radius takes a while to get used
to, just keep throwing it and eventually you will understand how to
use it correctly.

I can only offer one advice regarding its use: the game seems to
account for some latency between clients and server. What this
means for Iron Grenade is that when used against a moving target,
you shouldn’t aim for the spot that he will be in 1.5 seconds, but
slightly behind it (relative to his direction of motion). If you do
it this way, it should hit him; if you don’t, I guarantee you that
the grenade will miss even though it explodes right on top of him
on your screen.

Goblin Rocket Helm: Available only to Gnomes due to its 235 engineering
requirement. It offers excellent amount of hp for flag carriers,
and its charge ability has the potential of changing the outcome of
a game. Its long cooldown (20 min) isn’t too big of a concern,
because as a mage you are quite fast so you only need it in the
most dire situations. Just for the record, the charge counts as a
Disorient effect and thus shares the DR with skills like Gouge, and
the effect can be dispelled.

Gnomish Net-o-Matic Projector: Normally it’s a risky item to use, but
since mages can blink out of the net (Escape Artist works too), its
adverse effect is almost a non-issue. I find it to be moderately
useful, not as much as the Goblin Rocket Helm’s charge by
comparison.

Goblin Sapper Charge: This explosive device produces a very high amount
of damage that could very well surprise your targets. I haven’t
tried it myself since my mage doesn’t have much hp to begin with,
but if you have the hp to spare it could be a useful asset.

Catseye Ultra Goggles: This item greatly increases your stealth
detection, to the point that you can spot a rogue about 5-8 yards
away. But keep in mind that if he has specced into Master of
Deception then he can get a lot closer to you before you can see
him, probably too close for you to react.

This item isn’t as essential to mages as it is to some other
classes, since you have many AE spells that break stealth. But
there are times you want to see the rogues sooner so that you can
control them before they get into melee range, so it is still
useful.

You should also know that these goggles are not strong enough in
seeing through the “Improved Stealth” state rogue enters when he
hits Vanish, in that situation use your AE spells instead.

- Herbalist (Alchemy)

There are quite a few potions that will aid you in PvP when used at the
right moments. Other than the usual healing or mana potions, having a
few Swiftness Potion and Free Action Potion (FAP) on hand would never
hurt anyone. As a plus, you can find all the necessary herbs in areas
fairly accessible to players in the 20-29 range. My take on potions is
that most PuG games aren’t worth the effort/gold for potions like FAP,
but if you are serious about the BG and are well funded, then go for it
— I’ve seen people who chug potions like there is no tomorrow.

- Jewelcrafting

Unfortunately, some decent items produced by this profession have level
requirement, like the Golden Hare figurine, which requires you to be
level 35 to use. Notable exceptions to this are the statues. I don’t
have the expansion pack so I can’t be sure, but from the look of it you
should be able to use Dense Stone Statue at level 29 (since it only
requires 225 Jewelcrafting). If so then it could be quite useful, as it
heals for over 1000 hp, and unlike bandage, it is not interrupted by
damage.

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5.3 Other Useful Items

- Anti-Venom
Created from Small Venom Sac, this patch instantly removes any poison
effect on you, perfect for countering the Crippling Poison from rogues
when you want to save your trinket for other uses. This is treated as a
bandage, so you will get a 1-min long “Recently Bandaged” debuff, which
should expire soon enough. You can go to Stonetalon Mountains to farm
the Small Venom Sac; the spiders in Loch Modan may drop them too,
though you should ascertain that at places like WoWHead.

- Jungle Remedy
Dropped by those doctors at the NE corner of Stranglethorn Vale, this
potion also removes any poison effect. It’s less desirable than the
Anti-Venom patch since it shares cooldown with other potions, but
nothing says you can’t have both.

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5.4 My Keybinding

I mentioned previously that a good keybinding scheme will make or break
your mage, so here I will list the keys I use just for your reference and
consideration. For a more elaborate and efficient keybind, check out
Otherguy’s Sorrow Hill 5.

I use two rows of the main hotbar (row one and row six according to the
game), and use three more to the sides. You can get a clearer picture of
this after watching my video.

Note that some spells (like Polymorph) appear on more than one bar. Those
are the spells that I want to be able to use regardless of which hotbar I
am currently on. So in a more efficient keybinding scheme I should move
them to one of those fixed hotbars (2, 3, 4 in my case), and reserve the
slots in row one and row six only for those spells that I want to use some
of the time. I have used this scheme for quite a while now for all my mages
so I am a bit reluctant to change it. But if you are a young, aspiring mage
you should definitely consider what I just said and try not to have
repeated spells on your hotbars.

- Row One (Home Row)
1 - Fireball
2 - Rank 1 Frostbolt
3 - Rank 1 Frost Nova
4 - Polymorph
5 - unused
6 / Shift+E - Rank 1 Arcane Explosion
7 / Shift+D - Blink
8 / Shift+C - Mana Shield
9 / Mouse 3 - Fire Blast
0 / Mouse 5 - Arcane Explosion
- - Arcane Intellect
= - Frost Armor

- Row Six
1 - Fire Ward
2 - Frost Ward
3 - Remove Lesser Curse
4 - Polymorph
6 / Shift+E - Blizzard
7 / Shift+D - Blink
8 / Shift+C - Mana Shield
9 / Mouse 3 - Fire Blast

- Bottom Right Bar
Q - Frostbolt
E - Cone of Cold
C - Scorch
F - Counterspell
G - Arcane Missiles
X - Rank 1 Blizzard

- Other
Shift+R - Iron Grenade
Shift+F - Mana Gem
Ctrl+Spc - Anti Venom
Z - Will of the Forsaken / Insignia of the Alliance
Shift+Spc - Insignia of the Horde / Escape Artist
Mouse Wheel Up - switch to Row Six
Mouse Wheel Down - switch to Row One
A - Strafe Left (Strafing allows you to move at maximum speed while
casting spells on those that are behind you)
W - Forward
S - Backward
D - Strafe Right
Mouse 4 - Auto Run

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5.5 My Talent Spec

Before Blizzard gave Instant Arcane Explosion to mages for free, I had a
heavy Arcane build. Currently all my 29 mages are specced 2/14/6 as such:
http://www.wowhead.com/?talent=RMZVMh0bZMho

The reason for going with this spec should be clear if you’ve read the Mage
Talent section. Basically I try to get as many utilities as possible out of
the 20 points I have. Two points in Arcane Focus is definitely well spent.
I put 14 points into fire to get the stun, longer range on my fire spells
(mostly Fire Blast and Scorch), ~20% shorter cooldown on the spell that I
use all the time, and a chance for my fire spells to resist damage
interruption to some extent (good to have since I don’t have Imp. Arcane
Missiles). For the frost tree, I went for lower resist rates again, and one
point in Frostbite to make my life a bit easier against melee classes.

The best part about this spec is versatility. The fire talents will make it
easier to cast something while being hit (such as when I go return the
flag), while the arcane and frost talents will allow me to CC more
effectively and survive longer. Although it is by no means a perfect spec
(if there is such as thing), it suits my role in the BGs very well.

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5.6 Add-Ons

I am one of those minimalists that try to keep the interface as clean as
possible. I think human eyes and brains can only process information at a
certain rate, and if you overload them by clustering your screen with
non-essential information, you may very well miss something important along
the way.

Therefore I pretty much just use the default interface, with enemy casting
bar and combat text turned on (the one that shows the damage you are
taking, not the combat log, which I normally have it off unless I am
shooting a PvP video). The two add-ons that I use are:

- Class Viewer
It will display your target’s class as a draggable icon, I find it to
be very handy since I switch my targets very often and I simply don’t
have the time to look at the tooltip on the lower right corner every
time.

- Omni Cooldown
It will overlay a numerical value on spells that are on cooldown. This
will make it easier for you to see which spells are on a cooldown and
help you to time your spells better.

Together they use about 50KB of memory.

Recently I’ve added Skinner as my third mod. It just makes the default
interface look prettier with semi-transparent panes with a glossy black
background. It uses about 1 MB of memory.

===============================================================================
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[6] = Defeating Other Players = =
============================================================= =
===============================================================================

Even though you should avoid most hostile encounters to save time and mana,
they are inevitable, therefore you should know how to handle them. Here I will
give you some general strategies on how to beat each of the classes in this
game. I also mark the difficulty of these classes with one, two, or three
stars, with three stars being the most difficult. This ranking system assumes
their equipment is on equal footing with yours (i.e., average), and they have
average skill. All twinks can be assumed to be of “hard” difficulty.

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6.1 Druid (**)
You will find more feral druids than restoration druids. Restoration
druids shouldn’t pose too much trouble since most of them just spam a
few Moonfire and maybe heal when needed, so just nuke away and CS when
they are low on health. Feral druids are a bit different. Because they
can shift out of Polymorph, I generally just open with Fire Blast and
continue with Scorch. When they get close, either FN or CoC to get some
distance. The only thing you need to worry about is their attack speed
in cat form, which is once per second without counting the special
movies (but of course your Frost Armor will slow them a bit), that’s
why having some spells that are hard to interrupt is vital when
fighting a druid. In Bear Form they can probably root you with Feral
Charge and stun you with Bash. You can blink out of both, but generally
I save my Blink for Bash, since some of them will try to shift out and
heal when you are stunned. Basically you just gradually DPS them down
with your instant and fast spells, you could use Mana Shield if you are
frost specced, but it will drain your mana at an alarming rate under
the cat form’s DPS, so beware.

Twink Druid
Basically treat them the same as regular druids, but watch for your hp
as they can dish out some damage fast if you are not careful. Watch out
for the impending Feral Charge when they are in Bear Form and suddenly
retreat from you, as it interrupts your spellcasting and applies a mini
CS effect on that school of spell. Keep your distance for as long as
possible, which means run from time to time while waiting for your
cooldowns to finish.

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6.2 Hunter (***)
Hunter is always hard to deal with due to their range, damage, and pet.
When you see one, run toward him so he is about 20 yards away, then
Blink in. If his pet is right next to him, FN; otherwise you might want
to wait for a few seconds for that pet to get close to you before using
FN. While staying in the dead zone, try to Polymorph the pet to make
your life a bit easier, but don’t be surprised if it resists your
Polymorph. If it does resist, you are probably better off forgetting
about the pet and focus on the hunter, as the FN is going to break
soon. While the hunter is still being rooted, use a snare like
Frostbolt on him so he can’t run away easily. Thereafter you should
just stay close to him, preferably in the dead zone but within melee
range is also acceptable. Have your CoC, rank 1 Frostbolt, or Blink
ready when he trinkets. It will be a pretty close fight, but you should
come on top at the end. As a final note, it might be a good idea to use
Mana Shield at times, but you should watch your mana and don’t allow it
to go too low — you will need it.

Twink Hunter
Now this is getting really tough. Unless you are twinked too I don’t
think you can survive this, so I strongly recommend you to Polymorph
the hunter and just run. There are two kinds of twinked hunters:
Marksman and Survival. If anything, the Survival variant is even more
dangerous for reasons you will see shortly. Both of them do tremendous
amount of ranged damage (Auto Shot and Arcane Shot crit in the range of
300), and you can expect they keep boars as their pets, as they have
the charge ability that temporarily stops your movement. What you do,
as usual, is Blink in and FN him and the pet. Try to Polymorph the pet,
and open up on the hunter. The hunter will melee you at first, at least
to apply Wing Clip. If he’s Survival this could get really ugly because
his Wing Clip might have a chance to root you and his Raptor Strike may
very well crit for over 400+ damage. Assuming you can move, try to slow
and follow him for as long as you can — you don’t want to allow him to
use his ranged weapon on you. But don’t just run right behind him in a
straight line, as there is a good chance you will get frozen by the
trap he’s just laid down while running. Instead, follow him but run
along side of him, this way you can see the trap as well as avoid it.
Quite frankly, your chance is minimal against a hunter with 2000+ hp
while you only have about 1400, just do as much damage as you can, use
Iron Grenade when needed, and pray for the best.

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6.3 Mage (**)
Mage vs. Mage is evidently a balanced fight, and quite a fun one too. I
almost never open with Polymorph, because that will just give the other
side a chance to CS me, plus my Fireball or Frostbolt doesn’t do that
much more damage than a simple Fire Blast. So normally I just open with
Fire Blast, and put up Fire Ward (which is usually more useful than
Frost Ward) to absorb some incoming damage. After this I just spam
Scorch and Fire Blast, use FN and CoC when needed. I find that many
mages will try to Polymorph you, if that’s the case, just CS him. You
should also CS any Arcane Missiles he may cast, as it’s a fairly
dangerous spell. One thing to keep in mind is that you need to be
mobile. If he is wasting time to cast something like Frostbolt, run
around him a bit and cast instant spells while circling him.

Twink Mage
If you know what you are doing, most twink mages won’t present more
trouble than regular mages because they can’t take full advantage of
their high spell damage against a fellow Mage, as you can just CS any
long casting spells like Frostbolt. Just use Scorch, Fire Blast, and
move when your spells are on GCD. If you get FNed, Blink out. If you
have used your CS on their Frostbolt and he is switching to something
like Arcane Missiles, use your Iron Grenade to interrupt him and give
yourself some breathing room. You can also Blink behind him right
before he finishes spells like Fireball to confuse him, but be careful
of the FN so don’t get too close to him either. Another thing you can
try is faking Polymorph to bait his CS; if he fell for it, you could
cast anything you like in the next 20 seconds or so.

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6.4 Paladin (*)
Paladins don’t present much threat, since they have to get close to you
to do some decent damage. Just Polymorph, open with your big spells,
cast a rank 1 Frostbolt to see if he knows to counter with Blessing of
Freedom (BoF). If he does, you can either run and cast Fire Blast while
waiting for the BoF to expire, or you can just stand there and cast
your regular spells to make things go faster — though I suggest you to
run/kite a bit if he is using weapons like Corpsemaker. Most paladins
only start to heal with Holy Light when their health drops down to the
30% range, a CS and a few instants should be able to finish them off in
that case.

More experienced paladins may Flash of Light themselves when they are
around 70% or so, and keep their health around that level throughout.
This could be problematic because you may run out of mana before they
do. One thing you could try after they’ve healed back to full health is
Polymorph them, regain the distance and cast your opener again. Repeat
a few times to see if there is a noticeable drop in their mana. If so,
you are winning the fight. If not, they are probably not worth the
trouble anyway, just wait 15 seconds to reset the diminishing return,
Polymorph, then ignore them.

If you really have to kill the paladin, try to use an Iron Grenade
before he starts to heal, and cast your damage spells. This could do
400-500 damage, which should represent 30-40% of his health. If the
paladin bubbles, you should count for about four seconds while running
away from him, and then start casting your opener - it should hit him
the right after the bubble fades.

Twink Paladin
Unless you are twinked, you won’t have enough mana to take down a twink
paladin that heals. So the smartest thing to do is just Polymorph and
run. If you have to take him down, wait for a teammate to do it with
you. One thing you need to watch out for is that twink paladin at this
level does a lot of damage, think them as an unkitable twink warrior
with healing spells, so try to stay out of melee range for as long as
you can.

Another thing, there are many twink paladins that play support roles
only, you can usually tell by their glowy mace and a shield. If that’s
the case, you should be CC them while you or your group is focused on
the main target, since those paladins are extremely tough to take down
unless your teammates are very coordinated. So just do whatever you can
— Polymorph, CS, Iron Grenade, etc. — to prevent them from healing
your primary target.

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6.4 Priest (*)
Priest is another one of those classes you may or may not have the mana
to take down. Their damage output is very poor in this bracket, so you
shouldn’t have much trouble in killing an average priest if he decides
to stay and fight. If he runs, keep up with him by using your snares
and Blink. Things get more interesting if the said priest constantly
heal himself with Renew and Flash Heal, in that case just do what you
do against a healing paladin, but you may run out of mana first before
it’s over.

Most of the time you will see the priest stays behind a group. In that
case you should try your best to prevent him from healing. For example,
if you are unloading your DPS on one target, change your camera angle
so that the priest is within your view as well. As soon as you see him
starts to heal, switch your target and CS. If you are specced into
Imp. CS, use it when he is low on health so he can’t shield himself.
Finally, if you see a priest closes in on you, prepare to break out the
impending Psychic Scream.

Twink Priest
One of the toughest and smartest players I’ve fought was a twink
priest. No matter what I try, he manages to keep both his health and
mana bars close to full. He has so much mana regeneration that the
usual Polymorph trick doesn’t work. You may also see a twink priest
that just puts a DoT on you then proceeds to wand, which is
surprisingly effective. In most situations you won’t have to kill the
priest, just the person he’s healing. If your group’s DPS isn’t that
high, you should zerg the priest first. Otherwise, you should try to
keep the healing under control.

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6.5 Rogue (**)
Rogue is one of the most popular classes in this bracket, and the good
news is that most rogue players aren’t that great. But that doesn’t
mean you should under-estimate them, because a rogue is highly
dangerous if he is willing to use a few cooldowns.

The fight against rogues that don’t use cooldowns is fairly
straightforward. If he opens with Cheap Shot, just Blink out and
Polymorph. If he opens with Ambush you can either Blink or FN, but
Blink may be a bit safer just in case he trinkets out of the FN (or
uses Escape Artist). Once he’s Polymorphed, you should wait for the
Crippling Poison to expire before casting your opener. The best opener
for most mages is Fireball, which does a bit more damage than Frostbolt
at this level and applies a short DoT. If you open with that, be sure
to follow up with a rank 1 Frostbolt to keep him snared. Here is an
important but obvious fact: that unless the rogue is within melee range
he can’t hurt you. So keep rotating between rank 1 Frostbolt, FN, CoC
and maybe even Blink to stay away from him. If he is running toward you
and you want to Polymorph him, turn your back toward him so you can’t
get Gouged, but don’t do it too early either or he will just Backstab
you. If you keep kiting, he should go down fairly fast.

Now, the fight against a rogue with cooldowns a lot more technical,
the critical thing to remember here is that you should try to keep at
least one of your FN or Blink up at all times, move away a bit to run
down the timers if you must. Assuming he opens with Ambush, Blink out
and try to Polymorph. If he vanishes, you could either try to run
toward his last known location and spam rank 1 AE, or run away to let
your health regenerate a bit and wait for the cooldown on Blink to
expire. If you are fast, you can even use rank 1 Blizzard after he
vanishes. But he will be very close to you even if your Blizzard
reveals his location, so be prepared. Regardless of what happens, once
you see him again try to snare him and get some distances before
Polymorph, which should land. There is no benefit for him to trinket
out right away since he is still in combat and can’t stealth, but if he
does trinket out when you are casting your opener, then Blizzard or use
CS to keep him in combat before re-applying Polymorph. Now do your
opener and the usual snare, and basically kite while doing damage
intermittently with Fire Blast, Scorch and Frostbolt. If during this he
vanishes while being fairly distant away from you, see above for what
you should do. If he vanishes right next to you, either use CoC in his
direction, FN, or rank 1 AE and Blink. If he uses Sprint, you can’t
hope to outrun him. In this case just FN and freeze him when he gets
close enough; or you can use Polymorph if he hasn’t lost much hp up
till that point, which should land right before he reaches you. One
last note, I don’t know why but only a very small fraction of the rogue
population use Kick, which is a mini CS and should be one of the most
useful skills a rogue has. You should still watch out for it since you
don’t want to have your Arcane tree or Frost tree locked down at the
most critical moment, so be mindful your long casts.

Everything above assumes the rogues open on you first. But if you see
the rogue first, you could just CS him to prevent him from going into
stealth or use Blizzard if he does.

If the rogue catches you with Crippling Poison, there are a few ways to
remove it. You can 1. trinket out; 2. drink a Jungle Remedy potion; 3.
apply the Anti-Venom patch; or 4. use Escape Artist if you are a gnome.
But you should be very careful as to when to use them, because they all
have their associated cooldowns, and they won’t help you much when the
rogue isn’t slowed or rooted himself.

Twink Rogue
You have to play very well to fend off or kill a twink rogue. First,
location is important. A big open field is good for you, as it affords
plenty of spaces for you to kite; while a closed quarter, such as
inside a WSG flag room, is much better for him, because he can exploit
the line-of-sight (LoS) to restrict your spellcasting and has an easier
time to restealth. Second, twink rogue does a lot of burst damage and
won’t be afraid to use all sorts of cooldowns (including engineering
items) when the situation demands it. Therefore you should monitor your
health closely, put up a Mana Shield when it falls below half; and
ideally you should have things like Iron Grenade and items that remove
the Crippling Poison to even out the playing field. As to the specifics
of the encounter, treat it the same as rogues with cooldowns. The only
thing different here is that you shouldn’t be afraid to run when the
fight isn’t going your way, such as when he lands a big opener or uses
a few cooldowns. Remember that his cooldowns aren’t short and his
damage is very much dependent on luck. So you may very well have a much
better chance of defeating him after you have run away and replenished
your health and mana.

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6.7 Shaman (***)
As mentioned in the introduction, I have a lot more experience fighting
shamans in the 40s (a pure nightmare, hehe) than in the 20s, but
shamans are easier to deal with in the 20s anyway. With Lightning
Shield, Shocks, and a big 2H weapon, shamans can do a fearful amount of
DPS while retaining the ability to heal themselves, hence I consider
them to be of “hard” difficulty. There is only one rule in fighting a
shaman — don’t allow them to melee you. You should always keep a snare
effect on him. If you get slowed by Frost Shock or Earthbind Totem, use
FN or Blink to get away. Almost all shamans I’ve seen are offensive
minded, so they won’t start healing until their health is fairly low,
which presents a perfect opportunity for CS. You can also put up a Fire
Ward or Frost Ward to mitigate some damage from either the totems or
the shocks, but they could be purged so you can’t rely on them to
reduce damage: the only sure way to reduce damage is staying out of the
melee range.

Twink Shaman
Twink shamans don’t offer anything new, other than a bit more hp and a
much better weapon, so the same strategy applies. You may want to fake
a Polymorph at the start to let him use Earth Shock, after which you
can Polymorph without being interrupted (though he might be within
melee range by now). If you have imp. CS, you can also CS right away
and then Polymorph. If you do that, I suggest you to wait a while
before nuking him so that your CS won’t be on cooldown for too long
when the fight starts.

(Contributed by Deeps of the Emerald Dream server, the very same one
that you see in my video toward the end of the section on AB)

Some shamans love to Purge every buff you have, if that’s the case you
can apply Rank 1 Frost Armor to yourself after each Purge to keep him
casting Purge each time. The advantage is that it costs you almost no
mana for the Frost Armor but repeated Purge will put a heavy drain on
his mana.

(My response) I think I’ve tried it before and if I recall correctly,
Purge doesn’t cost that much mana for this to be a real profitable
move. But you as the reader should definitely try it out, as Deeps is
easily one of the most innovative, experienced, (and skilled, I might
add =) ) PvPers I’ve known.

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6.8 Warlock (*)
Warlocks are rather easy at this level. You can remove his Curse of
Agony (CoA) or Curse of Tongues with Remove Lesser Curse, and use Fire
Ward to counter his Immolate or Searing Pain. If he tries to cast Fear
or Shadow Bolt, CS him (in fact you should almost always CS when he’s
casting a shadow spell, this way he can’t spam Fear either). So a
warlock really doesn’t have a lot of ways to hurt you. The pet he uses
does add some variations to this fight.

If he uses the Imp, it’s better to Polymorph the warlock and kill the
Imp first, since it’s high speed of attack will interrupt your
spellcasting.

If he uses a succubus, you could either kill her or keep out of melee
range by using CoC and FN. Ideally you should kill her first, but you
may run into mana problems later depending the gears you and your
opponent have.

As for the Voidwalker, it has too much health and does almost no
damage, therefore you can just leave it alone. Now there is a chance
that the warlock will Sacrifice his Voidwalker, in which case you won’t
have enough mana to take down that shield. If that happens just run
away, he has no way of catching up to you.

Twink Warlock
They generally stack on + Shadow Damage gear and DoT people to death.
+200 shadow damage in this bracket isn’t unheard of, it is therefore
imperative that you remove the CoA (you can still let it tick once or
twice, since most of the damage won’t come in until later). If he uses
Drain Life, either CS that or, if you don’t want to use CS or don’t
have it up at that moment, use Arcane Missiles. Finally, if your health
is getting a bit low, put up a Mana Shield to absorb some of that
magical damage. You should trinket (or WotF) out of the fear or
seduction the first time you are under such effect, because it has the
longest duration. Subsequent fear/seduction usually don’t last long
enough for your to use cooldowns on unless the warlock has a lot of
+ shadow damage gear.

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——————————————————————————-
6.9 Warrior (*)
Warriors should be quite easy for most mages, but again, never
under-estimate their damage once they get close. In many cases you will
see the warrior before he gets a chance to Charge you, if so, just CS
him to put him in combat, Polymorph, then kite. As with rogues, the
warrior may choose to use trinket or racial trait to remove the snare,
so you should always have a backup spell at your disposal, such as CoC
or FN. The only trick that a warrior has is the Intimidating Shout,
which freezes you in spot thus buys him some time to either get out of
FN or get close to you. But the effect is broken by any damage and has
a fairly short range, so generally he can only use it at the start,
right after he charges you and you use FN. The skill is on a 3-min
cooldown hence warriors won’t use it all the time, but you need to be
prepared just in case.

If the warrior manages to Charge you first, just Blink out (if you use
FN you may run into the problem mentioned above and may be forced to
trinket early). Polymorph, let the Hamstring expire, then kite.

If you time it right, you can also Blink the moment he Charges, which
won’t give him a chance to Hamstring you so you can safely Polymorph.

Twink Warrior
You can expect twink warriors to have more than 2000 hp, while some of
the very well geared ones could get to about 2400 without a shield. You
may just have enough mana to take him down if you don’t use Mana
Shield, but it could be rather risky since once you get below 20% hp he
can use Execute, which does quite a bit of instant damage when his rage
bar is full. On top of this, twink warriors typically have an about 15%
critical hit rate and crit for 400+ on cloth. But your strategy against
a twinked warrior remains the same, that as long as he can’t reach you
he can’t hurt you. Just be extra careful when you kite, once he gets
close to you and puts on a Hamstring, you and he are pretty much at the
same speed regardless of what snares he has on him.

===============================================================================
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[7] = Playing in the Battleground = =
============================================================= =
===============================================================================

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7.1 Playing in a Pickup Group

I reckon that 90-95% of the time that I spend in a BG is with a PuG, so I
have a few words to say about this, to say the least.

On one hand, playing in a PuG is a great way to meet new people, allies
or enemies alike. It is also a very good for you to improve your skills
if you are a newcomer, since most people in a PuG have regular gear, just
like you; and have below average to average PvP skills, just like you
when you first start out. Even after you get better at PvP, the few
twinks in a PuG would offer greater challenge for you to elevate your
skills to a higher level. And if your PuG is organized and work on the
objective, it will provide a very smooth and fun experience that will
make you beckon for more.

But, most PuGs aren’t organized, and you can’t expect them to work on the
objective. Most players in a PuG would just defend in the flag room
(euphemism for “turtle”) or fight endless in the middle if they were in
WSG; or move from resource node to resource node like Merry-Go-Round in
AB. You could do things yourself, but there is no guarantee that they
would help. You could give them directions, but there is no guarantee
that they would listen. And it only takes a few matches like this to
leave you utterly frustrated at BG.

As such, there are a few observations and guidelines that might help you
to get through the ugly part of the PuG experience.

- Never rely on other people to get anything done, unless those people
have proven otherwise. This means that in WSG you have to get the flag,
return the flag, and escort your flag carrier; and that in AB you have
to defend a resource node.

- Never think that your teammates will help or listen. PuGs are
unorganized by definition, thus you either have to do everything
yourself, which isn’t really possible; or do as much as you can and
somehow convince or coax the others to do the rest. For example, you
may have to deliberately carry the flag into your PuG to gain some
protection rather than expecting them to come and help you.

- Communicate often. You can’t hope to order people around in a PuG, but
you can instill a believe in them that you are in control of the game
and thus they should probably listen to what you say. You can do this
by saturating the BG channel with useful information. For example, when
you are going to get the flag, tell them which way you will coming out.
When you get the flag, tell them to stop the enemies chasing after you.
When your flag is taken, warn them to watch for the enemy flag carrier.
And let them know when they do something right, a little encouragement
goes a long way.

- Only consider giving up the match when you are the only one who’s
trying. The reason for this is that you simply can’t do everything
yourself in a 10-man or 15-man BG. If you are the sole player battling
over the objectives, your effort will come to naught at the end (and I
speak this from experience). So in that situation the harder you try,
the more disappointed and frustrated you will be. It’s therefore much
better to save the energy and resources (like Iron Grenade) for matches
that they will make a difference in. But on the other hand, never
concede the match when there is at least another person on your team
who’s trying. Sometimes two good and determined players is all it takes
to win a match.

I don’t want you to take this the wrong way. Even though I say this, I
still often fight till the very last minute in hopeless battles. I
think it’s good to push yourself to the limit from time to time to
expose any areas you may need to improve upon, and you certainly will
gain some valuable experience along the way. All I am saying is that
you shouldn’t reach the point where you can’t take any more of this
game. A game is supposed to be fun and enjoyable, never forget that.

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7.2 Playing Against a Premade Group

Here premade refers to a group of very well geared and coordinated players
(usually of the same guild) from the same server. They provide the greatest
challenge and fun you can possibly have from PvP.

Of course, if you are not twinked, you will probably die many, many times.
But that doesn’t mean you don’t belong or you can’t contribute to the team.

When you are playing against premade (whether you are in one or not), you
probably need to adjust your role from primary objective taker to support,
that is crowd control. The reason for this change is simple: you won’t
survive very long if you are holding the flag or are the sole
defender/attacker on a resource node. But if you let the more durable
classes and players to do the heavy lifting, you won’t be under too much
pressure thus you can utilize your Polymorph, snares, CS to their maximum
effect.

But of course there are always exceptions. If you are a well very geared
mage you can still be a very successful flag runner, or some other role you
desire. Just do what you think is best for your team.

===============================================================================
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[8] = Warsong Gulch = =
============================================================= =
===============================================================================

Finally we’ve come to the crux of this guide. Though this and the following
section on Arathi Basin may constitute a disproportionately small part, they
demand the mastery of every bit of knowledge and skill written before them if
you want to be truly successful in the BGs. I’d also like to point out that
part of that knowledge and skill is gained from playing in the BG, so you
should see these two sections and those above as having a parallel relationship
rather than a purely linear one.

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——————————————————————————-
8.1 Getting To The Flag

This step is usually very easy. Since most of the time the center of the
map is heavily contested, my normal route after jumping off from the GY is
running along the edge of the map. You can use the foliage and other
obstacles to further conceal yourself. I feel this step is slightly
easier for the Horde since their path is much dimmer, but the differences
should be minor. Once you get to the other side, walk up the ramp and enter
the enemy base through the 2nd floor. In more competitive matches, you may
want to vary your point of entry a bit and enter through the tunnel.
However, in most games this is a poor choice because you will be spotted
halfway up the tunnel, and it is very easy to set up a bottleneck in the
tunnel.

Once you get to the flag room (FR), and assuming you are on the 2nd floor,
you could first use one or two Blizzard to reveal any hidden hunters and
rogues if you know they are guarding the flag. Otherwise just jump down and
take the flag. There used to be an imbalance between the two bases: the
Horde players could just jump down from the 2nd floor and take the flag
while in mid-air, while you couldn’t do that as Alliance. This has been
fixed in a most recent patch (to my dismay, hehe), now both sides have to
walk to the flag area to take the flag.

Now, once in a while you will find that the center of the map is crawling
with hunters, making getting to the other side almost impossible. If that’s
the case, you could either ask your stealthier friends to go to the other
side, or try to get through while the enemies are occupied. In all these
years I don’t recall a single group that completely locks down the center
from start to finish, so there always are some openings, you just need to
be patient. However, in situations like this you also need to think about
how you are going to get the flag back to your base once you have it,
because then you will be a very visible target.

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8.2 Getting Away With The Flag

Here comes one of the hardest parts of this game, that is to return to your
base with the flag. You have to remember that chances are your teammates
aren’t going to offer much help, so you have to be self-reliant and plan
your path and strategies accordingly.

Before we go any further, I want to emphasize two things that will be
paramount to your success in getting away with the flag.

- Know When to Hold and When to Run
Your objective is to get the flag to your side, but that doesn’t mean
you should just run straight back to your base as fast as possible. A
fairly common scenario you will face when playing against a superior
team is that you have the flag but your entire team is wiped out and
sent back to the GY. If you run out with the flag now, you will almost
certainly meet the entire enemy force as they carry the flag back to
their base while you are cut off from your teammates — not a good
position to be in. Therefore in this situation you should just hold the
flag in a concealed position and tell your teammates where to meet you.
Generally speaking the roof or ramp are good choices, as most players
tend to walk up the tunnel when they have the flag.

- Look Behind!
You simply can’t be a successful flag runner if you don’t know what’s
chasing you. Looking behind will allow you to time your cooldowns and
counter potential dangerous moves made by your enemy. If you watch my
video you will see that I probably spend more time looking behind me
than ahead of me.

Now we get those two points out of the way, let’s talk about how to get the
flag back to your base. Starting from the enemy base, you have three routes
to choose from to get back to the other side: the tunnel, the ramp, or the
graveyard. They offer different advantages and disadvantages.

- The tunnel leads directly to the center of the map, which is usually
where the enemies are. It is also very possible that there will be a
hunter or a rogue waiting for you at the other end of the tunnel whom,
due to the incline and the width of the tunnel, you can’t see until you
actually get out, by which time it may already be too late. The upside
is that it is the fastest way out of the enemy base, and the speed
boots can be extremely helpful when you are running from the defenders.
Just remember that it might be a good idea to run diagonally for a bit
right after you are out of the tunnel to avoid any danger that lurks
near the tunnel exits. Lastly, if you see a hunter laying down a trap
in the tunnel, Blink over it.

- The ramp is usually my first choice. Its immediate benefit is that right
after you get the flag you can turn left and exit through the doorway
on the 2nd floor, which offers some protection against ranged attackers
like hunters and mages (due to LoS). Once you are outside, you get a
vantage point to survey the battleground, which allows you to refine
your escape plan. Thereafter you can just run along the side of the
map, where the houses, catapults and trees will conceal your movement
from cusory examination. Furthermore, it is also the path farthest from
the spawn point of your enemies (which is to say the GY), so it would
take them longer to get to you. The disadvantage associated with the
ramp path is that it takes the longest time to get the flag back to
your base, since you are moving laterally a lot. It also means that the
enemies in the center of the map can simply run to the entrance to your
tunnel and cut you off before you can enter it.

- The GY path could be quite risky because it goes right through where the
enemies spawn: if you were unlucky your little venture would end right
there. One thing you can try is to walk along the very northern edge of
the map until you hit the western wall, then jump down. Most people
won’t bother to look behind after they resurrect so you can probably
get away unnoticed. If you have depleted too much health or mana in the
flag room, you can also replenish them at the hut. This route is faster
than the ramp path; it doesn’t put you right in the middle of the map;
and it may very well surprise your enemies if you have kept on using
the other two exits in a long match.

My order of preference goes: the ramp > the tunnel > the GY. But this is as
much a reflection of the conditions inside a normal BG as the layout of the
BG itself. You should be flexible in choosing which path to use, and
shouldn’t be afraid to change the course when things aren’t going as
planned.

At this point (or indeed maybe even earlier) you may have noticed that I’ve
skipped a step, that is what you do when there are defenders inside the
base. I will answer that question here since it is also the problem you
will be facing once you get out of the base and into the open.

The basic principle is that you don’t want to waste any time when you have
the flag, so you will be CC any and (if possible) all enemies you encounter
along the way. Secondly, watch the cooldowns on your lifesaving
spells/items and don’t use them lightly, or you may find yourself in a
tight spot and completely without defense. Thirdly, if you knew the task
would be difficult, you should get as much help from your teammates as
possible. Usually this comes down to getting the flag when your teammates
are engaging the defenders in the enemy base, or running toward them when
you have the flag. Both of these require you to check your map and
communicate often, so form the habit of doing so. With these in mind, here
is a rough idea of what you can do against the enemies that come into your
way, categorized by class.

- Druid
If both of you are in the base, you only have to worry about the
annoying Moonfire spam. Some better druids will change to bear form to
charge you, but refrain from using spells like FN and Blink if you can,
since druid doesn’t do that much damage. You can use CoC or even
Polymorph on them, just to see what they would do. Once you are
outside, you should watch out for Entangling Root, so keep him in your
sight. You can counter the root by using either CS or Blink, depending
on the situation. For instance, if you also see a paladin, CS the druid
and save the Blink for the Hammer of Justice.

- Hunter
Combining range, speed, damage and slowing effect, this is your most
dangerous pursuer, thus must be stopped at all costs if you want to get
the flag across. In most situations, you should find a way to get close
to them (turning back a bit if you must) and Polymorph. If you can’t
Polymorph in his dead zone, put up a Mana Shield first or you will be
mostly dead before your Polymorph goes off. If he trinkets out, do it
again; but if he somehow gets out of it the second time, you will have
to think of something else. You can try FN and Blink, or use Iron
Grenade when you want to stop the hunter without losing any time
yourself. Sometimes if the hunter is having the Aspect of the Cheetah
on you may get enough time to get away by merely hitting him once with
Fire Blast to daze him. You could also run into your teammates and ask
them to stop the hunter for you. If it’s a low level hunter away from
his GY, it may be easier just to kill him first. As a reminder, watch
out for the traps when you are close to the hunter.

- Mage
Mage is fairly dangerous if the person knows what he is doing. A mage
will do two things: Polymorph you or slow you with Frostbolt, Frost
Nova, or CoC. You only have one CS so you will have to figure out which
school to counter. There isn’t any rule or magic formula for this, you
have to think for yourself for the situation at hand. For example, if
the mage is trying to sheep you, you can CS right away and Polymorph
him instead, unless of course you don’t have the time to stop and cast
Polymorph, in which case trinketing out of the Polymorph and CS any
Frost spell he may cast is more sensible. If he is getting close to
you, save the Blink for the possible FN. Conversely, if he just Blinked
right next to you can cast FN to root him in place. If it is a lone
mage you are fighting and have the time to spare, you could just
Polymorph him right away. Even if it gets CSed the first time, and he
trinkets out the second time, he can’t stop the third Polymorph to
land, which would still last a good six seconds.

- Paladin
Paladins can only stun you with Hammer of Justice, so just save the
Blink for it. Most of the time it won’t be necessary to Polymorph them,
unless you think they might put up a Blessing of Freedom on some other
enemy that you are trying to slow.

- Priest
Priests won’t offer much resistance either. Most of them will try to
run into you and hit Psychic Scream. Shadow priests may try to use Mind
Flay to snare you, but its range is limited and they can’t move while
channeling it, therefore just move away and they won’t be able to catch
up.

- Rogue
Rogue could be both very easy or very hard. They are easy in the sense
that if you choose your path carefully and they don’t have cooldowns
available, you can probably outrun most of them just by Blinking from
time to time. If you think there are some rogues lurking ahead, it
might be a good idea to put up a Mana Shield and save your Blink for
the occasion. It becomes harder if the rogue activates Sprint, which
you can still counter with either Polymorph or FN. The tenacious ones
will use Ambush (Blink), Iron Grenade (FN), trinket, Sprint all in one
go, which could spell serious trouble for you. Your best bet in this
case is Iron Grenade and then Polymorph, if you Polymorph right away
you might get Kicked.

There are also some tricks that you might find when dealing with
rogues. One, try to spam a few rank 1 AE a few seconds after you use
Blink near a bottleneck, I’ve known some rogues (including myself when
playing mine) that like to hang around near the tunnel since that’s
where flag carriers generally go. Two, when you see a rogue running
toward you, you can jump right outside of the melee range, turn 180
degrees so that your back is toward him, then anther 180 after he
passes you. This is to prevent him from Gouging you. Three, press down
the forward key instead of using auto run when you are being chased by
a rogue. This way if he uses Distract you won’t be stopped cold in your
track. You can also avoid Distract by keeping yourself in combat, if
you have the corresponding talents, a Fire Blast every time it’s up
will do.

- Shaman
Most of the time shamans will come to you in the Ghost Wolf form, which
is a blessing because you can Polymorph him in that form while he can’t
do anything. Better shamans will shift out as soon as they are within
range, and will Earth Shock your Polymorph if you try it. I suggest you
to Polymorph anyway — even if they used Earth Shock, you don’t have to
wait for long to resheep, and it means they can’t use Frost Shock in
another 6 seconds or so. Some shamans will use Earth Shock to interrupt
you and Earthbind Totem to slow you, but as long as you have the shaman
Polymorphed you should be fine. Of course, the shaman would probably be
on your heels again soon enough, but by then hopefully you would be in
your base. If not, just redo the routine.

- Warlock
Warlock doesn’t have a snare at this level and they can only run at the
normal speed, so you don’t even have to pay attention to them to leave
them behind. The only thing you need to watch out for is
Fear/Seduction, have your CS/WotF/Trinket ready when they do that.

- Warrior
Warrior represents one of the bigger threats you will face. By
themselves they aren’t troublesome — a simple Polymorph or FN will
stop them. But they become a very big headache when there are others
involved as well. Charge once every 15 seconds from 25 yards out, and a
snare that lasts 15 seconds without diminishing return will allow
others to catch up to you very fast if you can’t control the warrior.
Therefore, just like when dealing with hunters and mages, pay extra
attention to them.

In reality, about half of the time you need to run away from two or more
opponents rather than just one, this makes the escape much more dynamic,
complicated, and technical. I cannot give you a rule for countering every
combination of classes, and indeed in some cases there is no counter
without help from your teammates. Rather, I will list three combinations as
examples of what you should do with them.

- Hunter + Hunter
A very challenging combination. It’s practically impossible to
Polymorph with both hunters and their pets on you, so your best hope is
somehow get them bunched together then FN to trap them all, after which
you can Polymorph one if you want. But do know that they will catch up
to you pretty fast, so run to your nearest teammates as soon as
possible. If you can’t FN both of them, try FN one and Blink. If they
are behind you, use your Iron Grenade to stun one.

- Hunter + Warrior
Put up a Mana Shield and Polymorph the warrior, run, then Polymorph the
hunter. With Blink you should be able to get out of the range of Charge
so the warrior won’t be able to catch up to you again.

- Rogue + Mage
You should keep the mage targeted to counter any Polymorph or snaring
spells, and just FN / CoC the rogue when he gets close.

——————————————————————————-
——————————————————————————-
8.3 Holding The Flag

Great, you’ve made it back with the flag, now you just need to hold it
until your flag is returned. This could either be very long and boring, or
be even more exciting than getting the flag.

In truth, I don’t think mage is the best flag holder in this bracket,
probably not even in the top three if you consider feral druid, paladin and
warrior. Your advantage in mobility is diminished due to the constrained
layout of your base, you rely more on your cooldowns for survival, and your
weakness in low armor and health is highlighted when everyone is focused on
you. So my opinion is that if you can hand off the flag to someone more
durable, do that and protect that person instead (provided that person
knows what he is doing). This way you have very little pressure on you when
you need to cast spells, hence you’d be much more effective at CC the
enemies. Just remember to spam a few AE to make sure there aren’t any
stealthed enemies nearby before handing off the flag.

But if you must hold the flag, I suggest you to go to the roof. The
advantage is threefold. One, there is only one way up, so you will be able
to see every non-stealth unit coming up and get a fairly accurate
assessment of the threat they pose at a glance; it would also be easy for
your team to set up a strategic bottleneck. Secondly, you still reserve the
escape routes that would be available had you hold the flag elsewhere.
Namely, you could jump down to the second floor or you could jump down
straight to the FR. There you could either kite by running back up to the
roof or run out to the GY for help. Lastly, staying on the roof allows you
to quickly reach the capture point once your flag is returned. The last
point must be emphasized, because I see many flag carriers hold the flag
nowhere near the capture point. For a flag retriever nothing is more vexing
than seeing his flag taken time and again because the flag carrier couldn’t
make to the capture point fast enough. And in a tight match a wasted
opportunity is devastating both strategically and psychologically.

Assuming the enemies are attempting to relieve the flag from you, you have
to make a choice between staying and fight or running/kiting. Your best
choice is usually quite evident: if there are way more enemies than guards,
you better run while you still can; but if there is only one or two
attackers, you might as well just kill them on the roof. You have to
monitor your health and mana very closely, especially if you decide to
fight. If you are running/kiting and your teammates are engaging their flag
carrier, you should try to run inside the base for as long as you can. For
example, you can jump to the 2nd floor from roof, go down the incline and
run back to the FR, down the tunnel and up to the roof again (grabbing the
boots if they are up). Or you can just jump down from the loft to the FR,
run up the ramp to the loft again. This way you won’t be too far from the
capture point when your flag is returned. Beware that as you are running up
the ramp leading to your roof, warriors and druids can charge you from
below if you are too careless in choosing your path. Therefore you should
run along outer rim of the bend once you are half way up the ramp.

If you decide to fight, do keep an eye on your healer if you can spare the
attention. Smarter enemies might go straight after your healer first so you
should try to keep him alive as well using Polymorph or FN. If you are
running, you should tell your healer beforehand (that is before the enemies
come up the ramp) that you will be running so he can be prepared to run
with you. In addition, during the course of kiting, if you see he is
casting healing spell on you, wait a few moments for it to land before you
turn to the next corner or jump to a different level.

If there is imminent, grave danger or you are losing health fast, run to
your GY as soon as possible, this way it’s easier for your teammates to
help you. You also have the option of dropping down to the hut to
regenerate your health.

Lastly, if you know you are going down, try to run to your teammates so
(hopefully) they can pick up the flag when you drop it. I’ve seen on many
occasions that our flag carrier would just keep on running when being
chased, and we just couldn’t catch up to him. So when he dropped the flag
it would be returned immediately, giving his teammates no chance to reclaim
it. Don’t be that person. (This really goes back to the subsection on
“Think”)

——————————————————————————-
——————————————————————————-
8.4 Returning The Flag

Returning flag is fairly easy in that you only have two important tasks at
hand: slow the appropriate enemies (usually the flag carrier) and CC the
healers. Mage is the only class that can accomplish these two tasks with
ease and they generally will keep you busy enough, so you can leave the
bulk of the damage to others and supplement it with your instant and short
casts such as Fire Blast. As I said, most of the time you want to snare the
flag carrier so your melee classes can catch up to him. But there are times
where you want to snare his support instead, which might allow you to
isolate the carrier. As for healers, Polymorph them at the start and CS
them when the carrier is about to go down. You can also use Iron Grenade
(or even the rocket helm if you have it) if one CS is not enough.

Again, going back to the beginning of this guide, if you are in their base
and see your carrier is losing health, go to their flag room so that you
can retake the flag should your carrier goes down. You should be prepared
to FN to prevent the enemy carrier from reaching the capture point, you
might also want to activate WotF before you take the flag if you know there
are priests or warlocks around.

——————————————————————————-
——————————————————————————-
8.5 Defending The Flag

Mage is reasonably good at defending the flag, but I suggest you to leave
the task to your rogues or hunters since they are very good at it. You
should help your defenders when the situation calls for it, but you should
be more focused on getting the flag instead.

If you are defending somehow, I would very much recommend *against*
defending in your flag room by yourself, because you run a very high risk
getting swarmed or CCed (such as sap). In addition, the layout in your flag
room isn’t very conducive to spellcastings, the terrain problem can
severely restrict your use of Blink; and should you die, who knows when
you will be resurrected by the spirit healer.

If you have to defend in your base, you *must* keep an eye on the speed
boots and take them whenever they are up (this happens once every three
minutes), so that the enemy can’t use them. Also, you might want to stand
at a spot where you won’t be easily targeted/CCed, such as on the second
floor or under it (but not in that little room).

But most likely you will find yourself “defending” the flag outside, in the
middle of the map. This should be your preferred defending area since you
are in a position to both stop the enemy carrier and assist your own flag
carrier. You need be ready for the enemy flag carrier whenever your flag is
taken. This entails keeping an eye on your side of the map at all
times and announce his location as soon as you see him.

Once you (and your teammates if there are any) get to him, you should do
exactly as what you do when trying to return the flag in their base. That
is you should mostly crowd control and prevent his healer from healing him.

If you died during the course of play and your side is carrying the flag
back to your base, you should go back to defend your flag after you
ressurect.

Defending against druid and mage carriers present a special challenge which
I will address here. In a nutshell, you can’t hope to keep up with a feral
druid once he goes into cat form and shifts often. If you two start head to
head, you can stay with an average-skilled druid for about 45 seconds
(three Blinks) with rank 1 Frostbolt, FN, CoC, Fire Blast (with Impact) and
Blink before he runs out of your range. But if you can keep up for that
long, you have slowed him down long enough that maybe your teammates can
catch up. In the process, you will also drain quite a bit of his mana so
that he probably can’t shift his form or heal for much longer. Just do the
best you can in staying with him and force him to waste mana. Also note
that druid carriers tend to run down via the ramp, if that’s the case, you
should try to stay near the center lane of the map rather than chasing
directly behind them. This way you will get another opportunity to
intercept them when he approach the tunnel. Finally, if you see the druid
is very swift in shifting in and out, don’t bother wasting your time in
casting your Frostbolt, just run after him with Blink so you won’t be left
too far behind once he gets to their FR.

You can catch up to a mage if you weren’t too far behind at the start, but
you have to be careful and selective in the spell you use. For example, if
you are barely keeping up with him, stopping and casting
Polymorph/Frostbolt is obviously a bad idea. In this case your best bet is
the Iron Grenade (or things like rocket helm if you have it). If he isn’t
too far off, you can try Polymorph or Frostbolt, just be mindful of a
possible CS or Blink that puts him out of range. Thus if that mage is very
good you should Polymorph only when your Blink is already on a cooldown. On
the other hand, I find 1-second Frostbolt is very hard to CS due to lag, so
if you are specced in that, it would be a good spell to use at any time. If
he has just used Blink and isn’t too far from where you are, you can FN him
to trap him in place for a while, possibly giving your teammates enough
time to catch up.

——————————————————————————-
——————————————————————————-
8.6 Escorting and Guarding The Flag Carrier

When you are escorting or guarding your flag carrier, you have more time in
choosing your spells than you do when carrying the flag yourself. Therefore
you should really evaluate the situation and think before you cast
something, as an ill-timed FN or Blink may very well put your flag carrier
in jeopardy a few seconds down the line.

When your teammate just got the flag, check your map to see which route he
is using. Once you meet him, just follow him and slow or CC any enemy that
comes into his way. Just as when you are the flag carrier yourself, you
should pay special attentions to hunters, warriors and mages, as they pose
the greatest threat to your carrier.

If you believe your FC isn’t in immediate danger, you can just run along
side of him and keep a 20-yard distance in-between. This way you can shield
him from incoming enemies and use the 20 yards as a buffer zone. If he gets
into trouble, you are never a Blink away to assist.

But if your FC is of a low level (never a good idea to begin with) or you
believe there is imminent threat, you should stay very close to him, maybe
within 5-10 yards or so. This would allow you to avoid some AE effects but
also close enough so that you can pick up the flag should he drop it.

One thing of note here is that if your FC is going down and there are
enemies in the vicinity, you could throw an Iron Grenade onto your FC so
that any enemy next to him will be stunned for a short duration, giving you
the time to pick up the flag.

When you are guarding a FC, you should contribute as much damage as you
can, while doing your usual job of CC the enemies. I feel this should be
obvious to you at this point =) .

===============================================================================
============================================================= =
[9] = Arathi Basin = =
============================================================= =
===============================================================================

This will be a short section, because unlike WSG, AB is very much a team game
– in the sense that in WSG if you have one good FC and one good flag retriever
it may just be enough to win the game. But obviously this is not going to work
in AB, therefore you should probably stick to other players if you can. The
basics (like CC) still apply here, but I will not bore you by repeating them
again.

The only general advice I can give you here is that you should be checking your
map often to see which resource nodes need reinforcement, and which ones held
by the enemy could be attempted. Most of the time you will be relegated to the
defending duty (PuGs…), which could be very boring and not as glamorous as
getting HKs or assaulting nodes, but someone needs to do these tasks if you
want to win the game.

——————————————————————————-
——————————————————————————-
9.1 Assaulting a Resource Node

If you are assaulting a node by yourself and there is only one defender
(other than hunter or warlock) at the flag, you can just Polymorph and
capture the node first before dealing with the defender. Most of the time
you want to Polymorph when both the defender and you are right next to the
flag, since you can click on the flag right after the Polymorph lands.
Other times (such as when facing classes that don’t have a reliable ranged
attack like paladin) you can Polymorph some distance away from the flag
then Blink there.

If you are assaulting a node as part of a group, you can try clicking on
the flag while the enemies are engaged and not paying attention to it. It
works more times than you would think.

Sometimes you may want to loot the corpse of an enemy before you attempt to
convert a resource node to prevent him from resurrecting there. There is no
way for you to know that it will pay off, it could very well just be a
waste of time. But you should be aware of this move, especially in more
competitive matches.

One word of caution. When you are in the process of converting a flag,
never face the flag pole. The reason for this is that unlike other objects
such as the fence, you cannot Blink through it. Thus if a rogue Cheap Shots
you there, you’d be in some real trouble.

——————————————————————————-
——————————————————————————-
9.2 Defending a Resource Node

Defending resource node is an often boring but absolutely necessary part of
AB. Unfortunately, most PuG players won’t bother to defend, so it’s very
likely that you will have to take up that task yourself.

The most important thing to remember when defending a resource node is that
you ought to constantly check the flag to make sure no enemy is attempting
to steal it while you are occupied. It isn’t that uncommon to see a group
of enemies tries to draw you away from the flag while their rogue or druid
goes behind you and steal the flag.

When you are defending, make sure you do *not* stand right next to the flag
pole, or it will be very easy for a rogue to Sap, take your flag, then
restealth before you regain control of your character. Instead, you should
stand about 10-20 yards away from the flag, this way rogue won’t have
enough time to capture the flag after Sap, and the flag is always within
the range of your Fire Blast.

Mage has a distinctive advantage at defending a resource node in that they
have ranged attack, AE attack, and can get back to the flag quickly when
needed. For example, if a couple of enemies all try to capture the resource
node, you can just use Arcane Explosion or Blizzard to stop them all.

Iron Grenade is also very useful when you are some distance away from the
flag but need to stop a group of enemies who are capturing your flag fast.
I’d say the Iron Grenade is never more useful in any other situation than
it is here.

Lastly, if you died while defending, it might be a good idea to run
straight to your corpse and resurrect there if the timer on the spirit
healer is too long. In light of this, if you know you will go down, try to
get as close to the GY and resource node as possible, so that your corpse
run won’t be too long. There are two things you need to note here. One, if
an enemy loots your corpse and overtakes the resource node while you are
away from the GY, it would be a very long walk to the next GY under your
control. Two, even if you manage to get to your corpse, it may take a long
time (a few minutes) before you are allowed to resurrect there, which
happens when you’ve died more than once recently. If that’s the case you
will be forced to run back to the GY again, possibly missing the
resurrection timer. So there are definitely high risks associated with this
move.

There are a few things you can do to minimize the risk. From my experience,
the enemy is more likely to loot your corpse when there are many of them
and only a few of you (or perhaps just you). The risk of getting caught “in
the middle” is lower when you died in a one-on-one situation, and lower
still if both sides had roughly equal numbers when they met.

Second, you should know better than anyone else of when you last died. If
the event happened fairly recently, you should just stay put at the GY.
Though I have to say, if you are a stealth class, it might be a good idea
to run to your corpse regardless of when you died last time, especially if
your corpse is at a rather inconspicuous location. You can wait there,
resurrect, and possibly retake the flag when the time is right.

===============================================================================
============================================================= =
[10] = Other Resources = =
============================================================= =
===============================================================================

——————————————————————————-
——————————————————————————-
10.1 PvP Video

Here is a list of mage videos I’ve seen and liked. Although they focus on
high level pure PvP rather than low level BG PvP, they will certainly help
you in becoming a more skilled mage. As for BG PvP, you can check out the
video I made specifically for this guide. Do note that this is by no means
an exhaustive list of the “best” videos, it’s merely a list of videos I’ve
seen and benefited from myself. I hope they will be equally valuable and
enlightening to you.

- Sorrow Hill 1-9 (Otherguy - Arcane/Fire, Elementalist)
One of the first PvPers, and one of the best. When he released his
first video two months after WoW went retail, no one had any idea how
to PvP, yet he already had complete understanding of his class and
other classes. The only criticism for his videos is that most of his
opponents are only averagely skilled, but that’s not something he can
change. Watch his videos for his movement, control, and timing (i.e.,
use of spells that have cooldowns).

http://www.warcraftmovies.com/pv.php?l=otherguy

- Saerdna 3 (Saerdna - Elementalist)
From what I have seen, Saerdna is the best mage captured on video —
absolutely incredible reflexes and anticipation against skilled PvPers.
My favorite clips include the surprise encounter with a rogue at BRM,
the duel with an undead mage in front of Org., the duel with a SL
warlock, the 1vs2 action against a warlock and a druid, and the duel
with a paladin and a mage at the end. (He has three videos, but I’ve
only seen the last one)

http://www.warcraftmovies.com/movieview.php?id=14360

- Francis (Francis - Frost)
Another very old video. In the days when everyone was a fire mage,
Francis showed the control and survivability a frost mage could have.
Probably because of the play style, this video is not one of my
favorites, but should worth a look if you are going heavy Frost.

http://www.warcraftmovies.com/movieview.php?id=1880

- Vurtne (Vurtne - Arcane/Frost, Elementalist)
One of the younger generation mages, and hailed by many to be better
than Saerdna. I guess what impressed most people is his masterful use
of engineering gadgets. He is certainly one of the very top mages and
you should definitely watch his videos to see what a mage can do, but
I think Saerdna is still slightly better.

http://www.warcraftmovies.com/viewauthor.php?id=6093

- Dysic (Dysic - Elementalist)
Just stumbled upon it a few months ago, though I’ve heard the name
before. An Alliance mage, and does very well when under pressure from
multiple targets. This is also one of the more recent videos (shot
right before 2.0), which could be a good reason to check it out.

http://www.warcraftmovies.com/movieview.php?id=33637

- Level 29 Mage BG PvP (Luximus - Hybrid)
A video made by the author of this guide. I had to recycle some of the
music pieces from other videos since my favorite genre, classical,
doesn’t go very well with an action packed video =) . This video is a
bit long (20 min), but much like this written guide, it’s hard to
condense the materials when there is so much to cover.

- Full Quality Download (wmv, 341MB):
(requires premium account at warcraftmovies.com)

http://www.warcraftmovies.com/movieview.php?id=45770

- Slightly Lower Quality Download (H.264 in mkv, 230MB):
(free download; lightly lower quality as this is transcoded
from the original wmv file, but hardly noticeable. See
http://en.wikipedia.org/wiki/Matroska and
http://www.h264info.com/playh264.html if you need help.)

The video may be unavailable from time to time (as FileFront likes
to delete files without warning), I will keep uploading it for as
long as I can.

http://files.filefront.com/Mage+Video+Fullmkv/;13366408;/fileinfo.html

Same video file split into five different parts with WinRAR, you can
use 7-Zip to stitch them back together. Thus this requires a bit of
work, but since the files are hosted on Microsoft Skydrive, they
won’t be deleted any time soon.

http://cid-e18da31fef518ef2.skydrive.live.com/browse.aspx/.Public

- Stream (three parts):
(high quality stream available. Part 3 music changed from the
original due to copyright.)

http://www.youtube.com/watch?v=he5aPTxk3Pw
http://www.youtube.com/watch?v=KxY_kE1awWg
http://www.youtube.com/watch?v=Ye9RaySbzTs

——————————————————————————-
——————————————————————————-
10.2 Links to Other Guides

Links are accessible as of 1/11/09.

- “Guide to 20-29 Twinks” (Sinira - Eredar)
http://forums.worldofwarcraft.com/thread.html?topicId=75311143&sid=1

- “Tired of Losing WSG? Read This.” (Thortok - Bonechewer)
http://forums.worldofwarcraft.com/thread.html?topicId=67837905&sid=1

- “Tired of Losing AB? Read This.” (Thortok - Bonechewer)
http://forums.worldofwarcraft.com/thread.html?topicId=81920309&sid=1

===============================================================================
============================================================= =
[11] = Acknowledgement, Version and Copyright = =

============================================================= =
===============================================================================

——————————————————————————-
——————————————————————————-
11.1 Acknowledgement

I am grateful to my guildmates in , with whom it’s always been
a delight to play this game (though I wish they’d play in the 20-29 more
often!).

I thank my fellow Horde PvPers from Emerald Dream, in particular those from
the guild , for the many wonderful games in the past.

I also would like to thank my opponents from both ED (especially those from
, , and ) and other
servers in the Shadowburn battlegroup, for the challenges they provide,
which have always forced me to become a better player.

Lastly, I am indebted to Otherguy and Saerdna: your videos have been truly
inspirational, and without your guidance this mage FAQ would not have been
written.

——————————————————————————-
——————————————————————————-
11.2 Version

1.01 - 01/11/09
- Added new links to my video.
1.01 - 11/24/07
- Added a small section on Jewelcrafting under 5.2.
- Added a contribution on fighting shamans under 6.7
- Small additions and corrections here and there
1.00 - 08/26/07

Filed under: Games | Tags: , , , | vrskidsv | August 10, 2009 Comments (0)

Best viewed in 9-point courier.

Table of Contents
A. Warsong Gulch Guide
Overview
Tips
Common Warsong Abbreviations
Winning an Unbalanced Game
A2.///Khalua’s Advanced Warsong Gulch Guide\\\
Important Trinkets and Gear
B. Arathi Basin Guide
Overview: Nodes
Blitzkrieg
Holding Three Nodes(to come)
C. Alterac Valley Guide
Overview
Tips for a Low-Level Player
C2. ///Viskahn’s Nub Guide to Alterac Valley\\\
D. Myths about PvP
E. Custom Keyboard Set-up
F. Macros
G. RPing in a PvP Setting
H. ///Khalua’s Guide to Targetting\\\
I. ///Greenman’s Guide to the Honor System\\\
J. Queuing Tricks

This guide is written from a Horde perspective but should be useful to
members of the Alliance as well. There is also some information that’s
obviously more useful to mages than anyone else, but I will try to add more
general info as time goes on.
So, I know lots of you are interested in fighting in Thrall’s army, but
are afraid to get into the hot and heavy because you’re intimidated by the
prospect. This is a short and simple guide to PvP to help you get started, and
take some of the mysticism out of it.
One thing I’d like to emphasize is the importance of an offensive
strategy. The battlegrounds are supposed to be fun and exciting, but Warsong
Gulch and Alterac Valley can go on for an indefinite amount of time if both
sides are evenly matched. I implore new players not to be afraid to take risks,
and not to be afraid to lose as long as you’re trying something new or having
fun. Sometimes you lose, even when you’re playing your hardest. But hanging
onto the battle by your fingernails when there’s no hope of a comeback for two
hours is a waste of both teams’ time. Always have an offense, even in the
hardest times. Take that last stab at the enemy instead of hiding in your shell.

Respect your opponents. Winning isn’t everything. Strength and Honor.

_______ _______
/ / \ \
/______/ A. Warsong Gulch \______\
/ \
/ \
/__________________________________________\

*OVERVIEW*
The easiest way to get started on player versus player combat is to try
it. By far the easiest battleground to learn is Warsong Gulch, so it’s a great
place to begin your military career. The goal of Warsong Gulch is essentially
to steal (right-click) the blue Alliance flag from it’s pedestal inside the
Alliance base and run all the way south to the pedestal inside the Horde base.
If the red flag has also been captured, you can’t capture the blue flag until
the red flag has been returned to its home in the Horde base. (So if someone is
standing on the horde pedestal with the blue flag wondering why it won’t
capture, this is why.)
When you first enter the battleground, someone will most likely have
started the raid and will invite you into their group. If someone is giving out
orders and organising your raid, they probably know what they are talking about
and should be listened to. In general, when the game begins the majority of the
Horde will exit through the right doorway in the base and run or ride through
midfield into the Alliance base. Your job is to follow these people and help
them remove or avoid the Alliance in their way until they get to the Alliance’s
Flag Room. Someone will run up to the pedestal and grab the blue flag by
right-clicking on it, and the Alliance will do everything in their power to
stop him from getting away by slowing him with spells and trying to kill him.
Your role in protecting the flag carrier (the Horde player who picked up the
flag) depends on your class. For example, as a priest, your job is to heal,
shield, and uncurse him to prevent him from dying. As a mage, you’ll want to
frost nova the masses of Alliance who chase your flagcarrier and sheep the
especially intimidating ones. No matter what class you are, if you see the
flagcarrier dying, you’ll want to right-click furiously on the spot where he’s
about to fall. If you’re nearby and fast enough, when he dies and drops the
flag, you will pick it up and be able to continue running it to your base.
The other role of a player in Warsong Gulch is to defend the home flag.
Your job here is to watch the red flag and make sure the Alliance doesn’t pick
it up. The flag is on the south pedestal, but it’s actually better to hang
around the northern side of the flag room or even outside the base when
defending, because some classes, especially mages, can be in and out of the
flag room before you can blink. If someone does manage to get away with the
flag, type onto the raid channel which exit they went out of. The left exit
leads to the “GY” (for graveyard) or the ramp and the left side leads to the
tunnel. Although it’s extremely important to defend the flag, it’s also
important that battles start and end in reasonable amounts of time, so there
should always be more offenders than defenders. 3 defenders and 7 offence is a
reasonable and balanced ratio.

*TIPS*
FULL-FIELD MAP: A neat trick relatively unknown to players is that
shift-clicking the red icon on the minimap will produce a small map of the
battlefield in the lower right of the screen. This map shows the position of
all your teammates and also shows topographical features on the map. It’s
useful because it shows the ENTIRE field, not just a small radius around your
character.
Of course, the most useful map is the full screen map which you can see by
simply pressing the “M” key.

CATCHING A DROPPED FLAG: The best way to pick up a flag off of a dying teammate
or return a flag off of an enemy FC is to furiously click on the place where
you think the flag will drop. It can be difficult to guess exactly where it
will fall, but if you wait for the flag to actually be visible on your screen,
chances are that one of your enemies will already have grabbed it.

DEALING WITH ESCORTS: Sometimes, a huge mass of enemy players will bulldoze
into your flag room and make off with the red flag. Your first reaction may be
to kill the FC and only the FC in order to return the flag. Although this is a
good idea, you might want to first kill off healers that are escorting the FC.
If you’re a hunter, mage, shaman, or have any type of slowing abilities, you
might want to drop them on the ESCORT, but not the FC. That way, you can delay
all of the flagcarriers support, and your teammates will be able to slaughter
the unaided flagcarrier as he or she runs off into midfield with the prize.
As an FC yourself, this brings you to mind of the importance of knowing
when to stick with your escort and when to make a break for it. It’s
case-by-case. If you can survive, hoof it. If not, stay with your teammates so
they can heal you or retrieve your flag when you fall.

COMMUNICATION: Communication is key in Warsong Gulch. Even if you don’t plan on
trying to lead your group, you should call out significant things you see. If
you see the red flagcarrier sneaking around the west side of the field unseen,
for instance, call out “Red FC west, no escort!” or something similar to alert
your fellow players to busting his tush. If you see a huge mass of enemies
running toward your tunnel “Alliance zerg, 6ish, coming our tun” will let your
side’s flagcarrier know to perhaps take the ramp in.

TEAMWORK: When possible, stick close to your fellow battlers. We’re the Horde,
we stick together and move as groups. Forming a concerted effort will keep you
all alive and allow you to move through contention that may have otherwise
slain you.
There are times when you’ll need to work alone. Sometimes you’re the only
person in position to catch the enemy flag carrier, or perhaps your team is too
busy defending their own base to capture the blue flag, and you’ll have to get
it yourself. Still, communicate your intentions and help everyone know what’s
going on and what you’re planning.

DYING IS NO BIG DEAL: Death and resurrection is a fact in the battlegrounds.
Just get used to it. As a mage, I die so often that my death counts rack up
into the thirties and forties. But because I make influential moves returning
flags and catching them from our own fallen FCs, I make a fair impact on the
game anyway. In fact, once you die, you’ll be resurrected with full mana and
health, so it may be advantageous to run into a zerg of Alliance throwing out
Arcane Explosions until they slaughter you. Keep mental track of the
resurrection timer or put a stopwatch on your desk, and try to die within ten
seconds of the resurrection time. (Cut it any closer and lag may deny you a
revival.)

DISTRACTION AND DELAYS: Knowing that death is no big deal, what do you do when
you’re trying to clear an enemy’s home FR, or are running through an enemy
graveyard? If you kill them, they may respawn within seconds of their death.
Sheeping, slowing, or otherwise delaying the Alliance is far better than
killing them in instances when you’re nearer to their base than yours. A good
high level sheep spell can keep an Ally out of combat for over thirty seconds
and has the bonus of being disorienting for the player.
If you’ve become notorious in your bracket, it may come to the point that
a contingent of the Alliance will track and slay you on sight. Instead of being
irritated by this, use it to your advantage. Distract them from your troops’
movements by running them into unimportant areas of the map. If five Alliance
players are chasing you around the field while your team rushes into your base,
you’ve done a greater service to your team than by killing them or by joining
the attack.

HONORABLE KILLS: Simply put, honorable kills mean nothing. Just don’t bother.
“Kill-farming” is pointless, because once you’ve killed a player four times, he
or she stops giving you honor. Even when players do give you honor, the amount
you can get during a battle is piffle compared to the 1000 honor you get for
winning a game. Just don’t bother. Play the game like it’s meant to be played.
In Warsong this is especially true, because there are only ten players on
each side. You’ll shoot through the honor boosts of the ten players in no time,
and in any case the most honor you can really make off of them is around 400,
as the same team will be queuing up over and over.

GRAVEYARD CAMPING: This is probably the single most dishonorable thing you can
do in the game. Although there is no in-game penalty for it, it is such a
despised tactic that groups that have been GY-camped will boycott the
battlegrounds to avoid you. Anyone I catch doing this in one of my matches, I
warn, then kick, then blacklist on the forums, and apologize to the enemy
general for the offending combatant. Just make our lives easier and don’t do it.
In Warsong Gulch, graveyard camping is a little hazy to define. There’s
only one GY for each side, and they are elevated on a ledge. My rule is that
it’s perfectly all right to loiter below the opposing side’s graveyard, because
if they drop down it’s their choice to fight you. It’s also OK to fight in
their graveyard if the flag carrier is hiding there. So GY-camping is a little
fuzzy in Warsong. If your team has an obvious numbers or level advantage,
though, and you decide to start killing players before they can leave the
graveyard, this is obviously a dishonorable and illicit tactic.

*COMMON WARSONG ABBREVIATIONS*
“tun” - tunnel
“ped” - flag pedestal
“FC” - flag carrier
“FR” - flag room
“GY” - graveyard
“catch” - the FC is dying and needs someone to right-click the flag when he/she
dies in order to keep it running
“zerg” - massive group of attackers
“cap” - capture
“MT” - mistell
“turtling” - keeping all or most of your players in your base, protecting a
captured or home flag. Generally causes long, boring games.

*WINNING AN UNBALANCED GAME*
Sometimes you’re just doomed from the start, it seems. The first game of
the day on the Scarlet Crusade server, for example, is almost always a 4 Horde
versus 8 Alliance game. (A couple times I’ve even had to fight all of them
alone!) What to do under these conditions? A few rules specific to unbalanced
games: If, after the two minute period before the battle starts, the number of
players is less than five on one side or the other, the game will begin a
five-minute timer to end the battle. Every minute you’ll see it counting down
in yellow text (like a server shutdown) until the battle ends. When the battle
does end, the winner is determined by who has the most capped flags. If neither
side has capped a flag, the side that’s carrying a flag wins. If both sides are
carrying a flag, or if no one has one, the game is a draw. A draw game is the
worst possible outcome of a Gulch run. It’s worse than losing, in terms of game
logistics. You gain no honor. You don’t get a mark. And to add insult to
injury, you get a deserter flag. So sometimes it’s better to surrender one of
these broken little games at the end, if you’re after the honor and feeling
generous to your opponent.
So, onto strategy. The first game of the day is one situation in which I
would actually recommend turtling. If you can hold on for awhile, other
soldiers may trickle in. Say you have four players. Figure out who your most
professional flagcapper is. Is it a shaman who can ghost wolf in seconds? A
rogue who’s so sneaky that he can hide the flag for hours on end? A frost mage
who is out of the FR so fast no one can tell which exit he used? This player
should fly solo out of the FR at the start of the battle and try to make it to
the enemy base to capture the flag. If he can just pick up the blue flag and
hide with it, for example inside the crook of the door in the Alliance base,
then the defenders can protect the red flag for the next five minutes. If the
blue flag is being held and the red is on the pedestal when five minutes are
up, Horde wins.
How to play the ninja flagcarrier: If you want something done right, you
have to do it yourself. When the battle starts, the Alliance is going to
immediately ride out to your base to slaughter your teammates. You want to get
to their base without being seen. The east side of the field is best for this.
You can hide behind stumps and terrain features in order to avoid being spotted
on the way. Enter the base off the side, using the secret entrance up the east
side of the ramp. Go in and hide on the balcony, scouting out the room. If you
encounter an enemy, things are going to be more interesting. If you can
incapacitate or confuse them somehow, go for it. If their alone and you can
kill them quickly, do that. The most important thing is that they don’t know
your position. If it’s empty, grab the blue flag, and break for it.
Now that you have the flag, the question is what to do with it. If you
have five grumpy dwarves chasing after you trying to remove your kneecaps, the
obvious answer is to run like hell out of the base (you might want to do the
tunnel-roof-fr circuit once to throw them off you). You’re going to need all of
your cooldowns, potions, and fancy gadgets to get the flag back, so use them
wisely. Try to avoid huge groups of alliance players on the way back. There’s
no one to save you this time, so be careful. If you make it to midfield, call
for one of the defenders (a spawner from the doomed battle to save the home FR,
most likely) to come meet you so she can either pick the flag off your corpse
or give you a hand.
If you’ve managed to grab the flag without being seen, you have a few more
decisions to make. If you know you won’t make it back to the base, find a place
to hide and sit tight until the field clears up. The Alliance roof is a good
place, as are the little crannies inside the doors or the far east crook
outside the Alliance ramp. This can be an especially good idea if the Alliance
has your flag, and you end up being the last line of defense. If you can return
the Horde flag and still be holding the Alliance flag when the battle ends, you
win.
Use your best judgement here. It’s always better to cap the flag than be
trying to hold the accursed thing; the reason I suggest it here is that it’s an
unexpected strategy that could throw your enemies off, and because time is so
tight in these battles.
Another strategy: You can also try to have a pure zerg run. A zerg of…
four players. Sounds silly, but if the Alliance is overconfident they may be
scattered and disorganized. The four of you can steal the blue flag quickly and
maybe kill the red FC on the way out and back to home base.
One last strategy: Cross-faction dance party! Stretch it, Galandrial! A
little bit of goofing off and emote tossing can lighten the mood here. After
all, it’s a five minute nub game. Does it really matter who wins? Be chill mons!

______ ______
\GUEST\ /GUIDE/
\_____\ /_____/
||_\||__||__||__||/_||
| KHALUA’S ADVANCED |
|WARSONG GULCH GUIDE |
|____________________|
By the wild hearted and fiery-haired Khalua of The Darkspear

“Warsong gulch can play out several different ways. Reading through the guide
provided by Aster, the standard Warsong Gultch Strategies for the Horde are
present to get familiar with the game. Advanced Horde tactics tend to revolve
around minimal or no Defence strategies. This is a game of capture the flag..
you can’t win if you don’t take the flag, right? Now this advanced strategy
does apply more to the 40’s + bracket as mounts are now in the picture. Form
two groups one primarily rogues or DPS classes and the other with alternate
travel forms, Druid/Shaman and priests. Move as distinct Groups and stick
together. The DPS group charges ahead, mounted and engages opposition
immediately. Thus keeping them stuck mid field or at the foot of their base.
Flag Carrier Group rushes roughly 30 sec. after the initial wave of DPS
group… staying mounted, they blow right by the mid-field into the opponent
Flag room. DPS group calls out in raid chat the best possible exit based on
which side of the field they have migrated the front lines. It is best for the
DPS group to pull the opposition to one side or the other instead of hanging
out in the middle.

As the flag is being carried back all folks who resurect and DPS group meet up
midfield… with the exception of the flag carrier and priest escort. Their
job is to slow the opponents chasing the flag, or to recapture their flag if
any opponents were able to sneak through. Once re-caputred, the Flag Carrier/
priest will post the flag and meet up with their group to begin the cycle
again. This advanced approach requires teamwork and is hard to execute in a
Pick up Group where others may not listen to coordinated leadership.

Remember.. Offence wins games.. Working together wins many!

Oh, and a tip/tactic for certain Shaman builds. If you have Natures
Swiftness… Ghost Wolf is a qualifiying nature spell for instant cast. For
flag running… Earthbind totem in their base when you have the flag, Natures
Swiftness in the short span to the area outside their base and ‘Insta-Wolf’
(patent pending) once outside. That will give you a head start on any
opposition that wishes to chase after you.” -Khalua

*IMPORTANT TRINKETS AND GEAR*
As a Horde flagcarrier, two particular trinkets come to mind here. The
[Insignia of the Horde] and the [Defiler's Talisman].
The [Insignia of the Horde] is an amazing little doodad that removes
certain stun and sheep effects, especially ones that reduce your speed. A must
for a flagcarrier. You obtain it from the true entrance of Warsong Gulch, for
having freindly reputation.
The [Defiler's Talisman] absorbs damage on the order of a couple hundred
HP, depending on the level you purchase it at. This is an excellent item for
cloth wearers and will save your rear-end both in and out of the Gulch. One
thing to note is that you can have more than one Talisman, as long as they’re
from different levels, so you can double your damage absorb. The [Defiler's
Talisman] is obtained by being friendly with the Defiler’s and purchasing it
from the true entrance to Arathi Basin.
As a low-level spellcaster in your bracket, the [Rune of Perfection] might
also be handy. It drastically reduces resistances against your spells. Consider
it if you’re being resisted left and right. Two [Rune of Perfection] of
different levels stack.
Handy potions to keep an eye out for are the [Swiftness Potion], [Free
Action Potion], and any healing or mana regen potions.
The [Swiftness Potion] is made from the relatively low level herbs
[Briarthorn] and [Swiftthistle] which, fittingly, can be found right outside
the true entrance to Warsong Gulch. It drastically increases your speed and is
best used in a close battle when you need to break away from your pursuers.
Using Alliance speed boots, [Swiftness Potion], and Horde speed boots will take
you all the way from the Alliance base to home before anyone can blink.
[Free Action Potion]s are harder to come by. You need to catch [Oily
Blackmouth] fish to make them and convert them into oil to use as a reagent.
The [Free Action Potion] prevents any spell or effect from slowing you down,
although the effect can be dispelled. A player who quaffs one is surrounded by
a glowing halo at her feet.
[Invisibility Potion]s can also be a hoot. Just remember that turning
invisible whilst holding the flag will force you to drop it.
General healing potions are also good stuff. You can obtain very nice
potions from vendors near any of the Battleground entrances, although the
potions are only useable inside the PvP matches. Weaker potions that can be
used anywhere can be found inside the officers’ barracks once you make Stone
Guard. Of course, the best potions are made with the Alchemy skill.
One item I’ve used before is the [Spider Belt]. I have to say that it
appears to be singularly useless. It’s supposed to prevent movement altering
spells, but it doesn’t seem to work reliably or, in fact, ever.
[Slumber Sand] is a pretty good item. It freezes an enemy in place for
20ish seconds. You only find it once, from a special quest, and I think it has
been discontinued and made soulbound for those who have it, but if any is left
lying around in your bank it’s great for classes with no sheep/charm abilities.
Shame you only get five.
I’ll add more items here as I find them.

_______ _______
/ / \ \
/______/ B. Arathi Basin \______\
/ \
/ \
/__________________________________________\

*OVERVIEW: NODES*
The second battleground you’re likely to frequent is Arathi Basin, or AB.
This is my favorite battleground in the game because of its resource-imposed
time limit. No matter what, this game isn’t going to last much longer than half
an hour. It’s also a pretty battleground with a dynamic and interesting design.
Have fun with it; I know I do.
AB differs from Warsong Gulch in that the goal is to capture a number of
resource nodes around the field in order to obtain 2000 resources before the
opposing side. In addition to providing resources, each node has a graveyard
with a spirit healer. If a node belongs to your team, your faction will be able
to resurrect there. If a node is contested or untouched or Alliance-controlled,
the spirits of dead players will default to the nearest graveyard or the
original graveyard to the far south (which is very inconvenient).
To capture a resource node, you must “open” the node’s flag by
right-clicking on it, and then channelling the opening action for about five
seconds. If you move or are hit, the opening action will cancel and you’ll have
to try again. Once you’ve “opened” the flag, it will become neutral. After a
few minutes, it will convert to your side if no Alliance tag it. Then the node
will begin producing resources for your team. After a node has been captured,
an Alliance player can contest it by opening it. If they succeed, it will
become neutral again, and every player who dies from then on, and every ghost
waiting in the graveyard, will teleport to another GY. If you’re already dead
and you can see the node being tagged, you might want to leave the GY to avoid
being teleported. If your corpse is still nearby you can wait to rez there or
wait for a teammate to recapture the flag, instead of trekking from another GY.
If a Horde player opens the flag before it changes to an Alliance flag, it will
immediately revert to Horde without any sort of delay period. So if a flag is
contested, it’s important to run to it, kill, sheep, charm, or run off the Ally
there, and open the flag.
The five nodes are the Farm, which is the node closest to the Horde base,
the Stables (Stabs), which is closest to the Alliance, the Lumber Mill (LM), on
the western or left side of the battlefield, on top of a hill, the Mine in east
or right side, in a depression, and the Blacksmith (BS), dead in the center and
surrounded by a moat.
All of these nodes have their own strategic significance. The Farm and
Stables are most notably the easiest for Horde and Alliance to defend. You’ll
often find that only a few defenders bother to hang around these points,
commonly one or even none at all. This makes the Stables node a great place to
have sneak attacks at. As a Horde player, owning the Lumber Mill node is
helpful, because it’s easiest to sneak around the western side to hit the
Stables flag.
The Lumber Mill is also the most difficult node to get to. You have to
hike up to the LM on either the north or south side.
The Mine is easier to reach because you can jump down the depression to
get to the mine and even featherfall directly to the node.
The Blacksmith is probably the single most important node, however,
because it provides an extremely convenient resurrection point for either side,
from which they can reach any of the other four nodes. As such, it is heavily
contested and should be fought hard for. That said, it is still not essential,
and intelligent Horde leaders should know when to let the Alliance have the BS
and attack, say, the Stables.
When you enter the battleground, everyone should call out the node they
want to take. If players don’t do this, some of the nodes are likely to be
forgotten or tagged too late. I’ve seen a number of games in which no one
remembered to hit the farm, and it was captured five minutes after the Alliance
captured their stables. Listen to what nodes others choose and try to have tag
teams for each of the five nodes. There usually isn’t enough time to organize
proper number games on who goes where; as long as there’s one person going to
each node, your team will at least know what the Alliance is doing.
One very important thing to remember is to fight at the FLAGS. Bridges,
crossroads, buildings, none of these are important. They’re all eye candy. The
flags are what you must defend. As a mage or warlock, AOE them until they’re
captured or when they’re being opened, and sheep or charm full-health players
that are causing trouble for your teammates. If you come to an enemy flag that
has a swarm of Alliance, Blizzard/Flamestrike from a distance or run right into
them to Frost Nova and Arcane Explosion to soften them up. You WILL die, but if
you pop your Defiler’s Talisman you’ll at least live until you run out of mana.
As a mage or other mana-dependent class, you can really abuse the resurrection
system in order to keep nodes and kill off enemy players.

*BLITZKRIEG*
One thing you’ll often hear in the Basin is “hold three nodes”. The three
most important nodes to the Horde are the Farm, LM, and BS, and these are
typically what players will go for. Although this is a valid and solid
strategy, I recommend this alternative: blitzkrieging the opposing team by
attempting to capture all five flags very quickly. Capturing four nodes results
in a drastic increase in productivity, and capturing five will win the game
nearly instantly (in about 30 seconds, perhaps?) As a well-structured Horde
team, have one player hit the farm and remain there, three go to the mill,
three go to the mines, four or five to the blacksmith, and the rest to the
Stables, from the western side. You can shuffle these numbers as much as you
want depending on the other side’s movements. Your goal here is to box in the
Alliance and force them all into the stables. After you’ve beaten down
contention at the LM and Mine, take the BS and quickly push all your troops to
the stables. Leave 1, perhaps 2, players at each node, but have the main thrust
of your raid in the western stables to take their last flag. The resurrecting
Alliance players will pour out of the north, some going east, some west, and
some heading for the flag. Pester anyone who tries to recapture the stables
flag, and attempt to kill or sheep anyone who tries to get past to the south.
You should be able to win the battle within ten minutes.
This strategy has its downsides. Sometimes Allies will get past you into
the rest of the map. Although your guards will be able to warn of the
approaching raiders, one or two horde won’t always be enough to defend.
Also, the push to the stables, boxing the Alliance in, sometimes devolves
into graveyard camping as the Horde closes in on the source. My rule is to keep
near the flag, and not to kill players until they make a break either east or
west. It could be argued that aggressively holding the stables is already GY
camping. Use your own discretion here. Is the Alliance on your server OK with
five capping, or does your server’s Geneva Convention have rules against it?
In any case, this strategy could win you a lot of games nearly before they
begin. Even in a tough battle, it’s better to be dynamic and have a goal in
mind than to just decide to hold three. From a purely mechanical perspective,
pestering nodes cuts off their flow of resources temporarily. Attacking the
Alliance in unexpected places also allows you to manipulate and harry them;
psychological warfare is a powerful tool.

_______ _______
/ / \ \
/______/ C. Alterac Valley \______\
/ \
/ \
/__________________________________________\

*OVERVIEW*
Alterac Valley is the most complex and confusing battleground in the game.
You won’t want to step into here until you already have a good idea of how
Arathi Basin works, as the flag system is similar. You’ll only be able to get
into Alterac Valley after you reach level 51, so you won’t be seeing it until
you’ve already had quite a bit of experience with your class. Level 51-60
players all go to the same battleground, so as a level 51 player checking into
AV is a way to meet the Champions and Warlords of your server. (Although as a
level 51 player, you won’t be much use at anything but taming wolves.)
The basic goal of Alterac Valley is to slay the enemy general, who lives
far north in the heart of the Alliance base, across the bridge and inside the
keep. The enemy general is essentially a raid boss. This sounds simple enough,
but between you and him are hundreds of Alliance NPCs, archers, and players.
Your team will be divided into two sides, offense and defense. Again, as an
aggressive player, and one who likes to see a battle end before 3:00am in the
morning, I highly recommend having a far stronger offense than defense. There
will be forty players at your disposal; 30 on offense and 10 on defense, or
similar numbers, will give some contention for the Alliance without making the
match a tiresome slugfest.
Again, when you enter the battle, one of the seasoned veteran players of
Alterac will probably begin to start giving orders and advice. Listen to her,
as this battleground is confusing and someone needs to be in charge to keep
things organized.
The most important thing to do in this BG is to capture the flags leading
north to the Alliance base. A captured graveyard gives players a place to res
farther north. Your ultimate goal is to capture Stonehearth (SH) and then march
from there onto Stormpike (SP), the graveyard closest to the Alliance base
(aside from the relief hut).
Let me say right now that Viskahn’s Guide to Alterac is FAR superior to
the junk I’ve written here. Just go down and skip to the next section,

*TIPS FOR A LOW-LEVEL PLAYER*
As a low-level player who has just been introduced to the valley, here are
some simple tasks for you to do.

TAME AND GATHER FROSTWOLVES:
This quest is incredibly easy as it puts you away from any combat
whatsoever, but helps to summon a powerful offensive force to the battle. To
the southeast corner of the field is a wooden mesh cage with two nearby
questgivers. The female frostwolf gives you a quest to tame wolves and the male
frostwolf gives you one to kill rams and collect their hides.
After you talk to the woman, she’ll give you a bridle to capture the
wolves with. Put the bridle in one of your action-bar slots. Move up to a wolf
and target it. Put up any shields or defense mechanisms you have and then hit
the action key for the bridle. You’ll begin channelling an action to capture
the wolf. The wolf will immediately begin to attack you. However, the
channelled action completes relatively quickly and isn’t interrupted by damage.
Just hold still and don’t cancel the action and the wolf will become tame. (The
wolves don’t do nearly enough damage to pose a threat, besides.) You only get
one bridle, so if you screw up you’ll have to kill the wolf (shameful!), cancel
the quest entirely, and talk to the female frostwolf again. After you’ve tamed
the wolf, return to the female frostwolf and give her the wolf. Then speak to
her again to retake the quest. (The whole thing is rather a tedious pain. Make
sure you have instant quest text on and just skip through as fast as possible.)
All your time with this quest is essentially spent on clicking and moving
around. Just get good at finding the wolves quickly (they’re all in the south)
and taming and returning them as fast as you can.

COLLECT RAM HIDES:
This quest is more difficult as Alterac Rams are to the north in Alliance
territory. You’ll have to contend with Ally players attacking you and NPCs
spotting you in order to kill the rams. As a low-level player, you’ll want to
have coordinate with the rest of the group. By the time you’ve completed taming
wolves, higher level players will hopefully have already gathered most of the
ram hides.

ESCORTING THE FROSTWOLVES:
When you’ve captured enough wolves and killed enough rams, the Frostwolf
Riders will be released and will sweep across the field. The Alliance players
will attempt to kite them away from their main objectives, like flags and
towers. Use your snares to root, freeze, or slow them, forcing them to fight
the Frost Wolves instead of merely teasing them and running. Very few Allies
can survive 15 extremely fast orcs beating on them at once.
If the wolf riders survive to make it to the bride, this can be a great
time to strike out and storm the Alliance stronghold. The NPCs add an extra
level of confusion for your enemy which could be just what your team needs to
take the field and kill the Alliance general.

THE SHREDDER:
I’m hazy on the details of this quest, but there’s a questgiver named
Zinfizzlex in Frostwolf. If you complete his quest, you get a shredder useable
for three game days. The shredder is a 60 elite that replaces your character:
http://www.thottbot.com/?i=40354
I have heard tell the matts cost 10G, but it’s a way to upgrade your level 51
character into a killing machine, at least temporarily.

______ ______
\GUEST\ /GUIDE/
\_____\ /_____/
||_\||__||__||__||/_||
|VISKAHN’S NUB GUIDE |
| TO ALTERAC VALLEY |
|____________________|

NOTE: This is a guest section by Viskahn (with some commentary by Venks) and is
100% not written by me. You can find it here, as a forum post on US forums:
http://forums.worldofwarcraft.com/thread.aspx?FN=wow-pvp&T=443356&P=1
and here as a forum post on Europe Forums:
http://forums-en.wow-europe.com/thread.aspx?fn=wow-pvp-en&t=169804&p=1

“Angry Troll Studios presents

Viskahns Nub Guide to Alterac Valley

Introduction to Alterac Valley

Im going to say it now, and again at the end;
THIS THREAD IS NOT TO DO WITH THE BALANCE OR IMBALANCE OF ALTERAC VALLEY, OR
EXPLOITS PLEASE DO NOT WHINE ON THIS THREAD.

Moving swiftly on then..

I decided to write this since ive seen a lot of posts asking what to do in AV,
what various items are used for etc, and there is currently no guide on the
forums to answer these questions.

Alterac Valley (AV) is a battleground located in the Alterac Mountains. Its
capacity is 40 horde players and 40 alliance, fighting across a pretty big
battlefield littered with graveyards, bunkers and various other features.
The main thing which distinguishes AV from the other battlegrounds is the
strong NPC presence, as well as the secondary objectives and quests which can
be done inside it. Some people dislike the concept, others such as me, love it.
This gives AV a different style of play completely to the other battlegrounds,
as you have to overcome not only the enemy players but also the NPCs and static
defences which are in place.
A typical game of AV (PuG vs PuG) can range from anything between 4-20 hours,
though usually something like 5-8. Hence it is not something to do if you just
want a quick fight, AV is a serious timesink and if you expect any reasonable
amount of reputation or honor from it (though honor is better farmed elsewhere)
then be prepared to stay for at least 3-4 hours.

The Basics

OK, as with all BGs, AV is divided roughly into two halves, the alliance
controlling the northern half with their main base at the top, Dun Baldar. The
horde control the southern area with their base of Frostwolf Village. Each
bases is defending by 2 towers/bunkers (explained more later) as well as
ridiculous amounts of NPCs. The objective of the game is to kill the enemy
general, who is basically a raid boss, who resides right at the end of the
enemy base, in his fortress. Each base also boasts a graveyard, along with
various NPC vendors, quest givers and of course, crates.

Moving out of the base, each team has another graveyard pretty close to their
base, situated along the main road, and there is also an NPC controlled Mine
near each teams base (details later). Moving even further on there is a line of
static defences and NPC guards (there are guards patrolling pretty much
everywhere) as well as another graveyard for each team.
Now we are in the middle of the battlefield, on the Field of Strife, with a
neutral starting graveyard, Snowfall, which can be claimed by whichever team
captures it first.
On the northern and southern edges of the field of strife is also an Outpost
which houses each sides captain, who provides periodic buffs as long as he/she
is alive. There is also a 4th and final tower for each team situated between
the outpost and their graveyards near the field of strife.

A pretty good map of AV is available here:
http://www.wow-europe.com/en/info/basics/battlegrounds/map-alterac.html
The only things not up-to-date is the central graveyard which used to be horde
controlled, but now starts neutral. And on the mid eastern and western sides of
the battleground, the 2 caves no longer exist (update plx blizz).

Most people go to Alterac Valley only to gain reputation with Stormpike or
Frostwolf. You can see a list of rewards at different reputation levels here:
http://www.wow-europe.com/en/info/basics/battlegrounds/rewards-alterac.html

The fastest way to get reputation is to win, and destroy all towers, capture
all graveyards, kill all lieutenants/commanders/captain and basically “do”
everything.
You automatically gain 1 reputation every time somebody hands in an item in the
battleground, as well as recieving small amounts for doing quests, destroying
towers, defending towers, ditto for graveyards and so forth. Basically, pretty
much everything which helps your team will get you reputation.
Beware of “leechers” who will just sit somewhere with an anti-afk macro on,
getting reputation from everyone elses hard work without doing anything
themselves. If you find one, report him to a GM and hope that they will
actually do something about it.”
“The Quests

Quests perhaps isnt the right word, but there are several missions that you can
undertake in AV to help your team in various ways. Whenever someone in the
battleground (on your team) does one of these, everyone in the battleground
will usually receive a tiny little bit of reputation with your battleground
faction.
Also bare in mind that all quest items except for the Headhunting ones will
disappear when you leave the battleground, so try to hand them in before you
leave. They disappear to prevent someone spending a week hoarding quest items,
then going into a battleground, unleashing every single NPC attack/upgrade
available all right at the start and instantly creaming the enemy with an
unstoppable push.
Note that killing NPCs can also yield most of these items.

Blacksmith Supplies
For either team, when you kill an enemy you can effectively loot their corpse
by right clicking it. You get a couple of silver and some quest items, and
sometimes a grey junk item with a humorous name (Broken IWIN button for
instance) which serves no purpose. One of the things you are likely to find is
armor scraps. You get about 5-10 of these per player usually, and in your main
base your blacksmith NPC will accept stacks of 20 of them. When you and your
team-mates have handed in enough of these scraps, you will have the option to
upgrade your NPC guards and patrols. You should do this immediately since there
is no real downside to doing it.
The guards have 4 levels of upgrade Default (no rank), Seasoned, Veteran and
Champion. Obviously, the more upgraded they are, the stronger. Even after you
have champions you can still hand in armor scraps just for the reputation.

Headhunting
Whenever you loot someone, they will always drop an item relating to their
race. This is tauren hooves, human bone chips, gnome hair, troll mojo etc. In
your base, or in a nearby location, there are 4 NPCs who will collect these and
award everybody 1 reputation per turn in. There are no extra benefits of doing
this other than the reputation, so these items do not disappear when you leave
the battleground and can be handing in later.
(( Aster: this has been recently removed from the game. ))

Elemental Lords
Sometimes when you loot an enemy player, you will find either a Storm Crystal
(for alliance looting horde) or a Stormpike Soldiers Blood (for horde looting
alliance). When you have handed in a LOT of these (500 or so I think? Not sure)
then in your base, the Primalist for horde or Archdruid for alliance, will yell
for assistance. He and an escort of shamans/druids will then proceed towards
the field of strife. Once they reach the outskirts, they will begin a summoning
ritual. They will then require 10 players to come and help the summon (the same
as a beefed up warlock summoning). After the ritual is done, an elemental lord
will enter the field of strife. For alliance this is Ivus the Forest Lord, and
for horde it is Lokholar the Icelord.
These 2 bosses will remain on the field of strife for roughly 20 minutes before
heading towards the enemy base, obliterating all in their path. These things
are extremely tough to take down, and virtually impossible if the other team is
good at healing/buffing them. The best way, owing to a pretty stupid AI, is
simply to have a hunter pull the boss all the way back to your teams general,
who will then annihilate the puny elemental lord.
Note if the primalist/druid is killed before they can start the summoning
ritual, then that is the end of it, and you have just wasted a lot of
blood/storm crystals, and will have to wait for a pretty hefty respawn time.

Cavalry!
To get your teams cavalry onto the field requires 2 things. Firstly, some of
your team will have to spend some time taming wolves for horde or rams for
alliance (you are given the taming thing with the quest) and returning them to
the stable-master NPC who you got the quest from. For alliance he is at the
back of Dun Baldar, for the horde he is outside of the base on the eastern side
of the BG, south of the entry portal.
The other part of this is to collect ram or wolf hides. This means you have to
kill the opposing teams beasts (ie if you are horde you kill rams and vice
versa) and loot a Alterac Ram Hide or Frostwolf Hide. Once you have collected
25 wolves/rams and 25 ram/wolf hides respectively, you can give the order to
let loose the cavalry. They will march out to the field of strife and remain
there patrolling a set route until told otherwise. However, if you have some
reputation with your Alterac faction (honoured I think) you can then talk to
the cavalry commander and tell him to attack. This will then cause your cavalry
to charge towards the enemy base. Cavalry can prove deadly against the enemy
zerg, and should be used wisely since once the commander is dead he has a long
respawn before you can start collecting stuff again.
Another note is that by killing the enemy cavalry commander, this will
automatically force the enemy cavalry to attack in the same way as if the
attack order was given. This is useful just if you have the enemy cavalry
patrolling and want to get rid of them quickly before the other team can use
them at a better time.
Venks: When taming animals for your faction make sure you don’t move while
taming, otherwise the taming is canceled and you have to abandon the quest and
get the quest again to get a new taming device.

Aerial Support
Another thing you may loot from time to time is either Frostwolf Medals (for
alliance killing horde) or Stormpike Flesh (for horde killing alliance, not to

be confused with the blood required for the icelord). There are 3 different
types and they appear to be dropped pretty much at random. Until you have
rescued your wing commanders, there is nothing you can do with these.
Each team has 3 wing commanders, all of which have been captured and are being
held prisoner by the enemy. For the horde these are as follows Wing Commander
Guse is in Icewing Bunker, Jeztor is in the Stormpike Lumber Mill, and
Mulverick is in the Dun Baldar North Bunker. For the alliance, I dont know the
names, but they are in Tower Point, a little hut near the gate of frostwolf
village, and in frostwolf villages western tower.
When you have found them, you can talk to them and tell them to go back to
base. This they will do, and it is up to you to protect them until they get
there. If they are killed along the way then thats it, they dont respawn. This
means that it is a really bad idea to try to free one when he is in the middle
of a tower with loads of NPCs guarding him, as he will just be slaughtered by
the guards immediately.
Once they are back in base however, the wing commanders will accept a certain
type of medal/flesh depending on which wing commander they are. Once you have
handed in enough of whatever they want, you will be able to do 2 things.
1) Obtain a beacon, which must be planted somewhere on the field of strife and
protected for 1 minute. After this minute is up, a bat rider or gryphon rider
(depending on faction) will come and fly around the field of strife. You can
get one of these for each wing commander, and having 3 of these things flying
around battering the enemy is a nice advantage.
2) Tell the wing commander to attack, upon which he/she will mount up on
his/her bat/gryphon and fly to a specific location, after which they will act
pretty much like a normal bat rider but a lot tougher and more powerful.
You can do each of these things for each wing commander, so there is no sense
in telling a wing commander to attack before you have gotten a beacon.
Also note after the wing commander is out flying, there is then no use
whatsoever for her specific type of flesh/medal, so you can destroy it.

Mines and Infantry Assaults
Near each teams base is a mine. At the start of the game this will be
controlled by neutral NPCs. At the centre of each mine is a named neutral NPC
boss, and if killed, your teams NPC miners will then come to the mine and start
mining. The neutral boss isnt too hard, and a stealth team should easily take
him out. The mine will then be under your control for about an hour until the
neutrals come and reclaim it. Whilst the mine is under your control, supplies
will begin to spawn. In your base you can get a quest to gather these supplies
in bundles of 10. Once enough supplies have been turned in, you will have the
option of sending an infantry attack (reavers for horde, commandos for
alliance) which are much like the cavalry. You will need to get the attack
orders from an NPC in your base and give them to your infantry commander, who
should be on the field of strife somewhere waiting for you. After you have
given them to him, he and his infantry will start their attack.
Note that it is perfectly possible to claim the opposing teams mine, and
supplies gathered there are a lot more valuable to your team than those
gathered from your home mine, but naturally the trip is a long longer and far
more perilous.
It is also possible to capture a mine directly from the opposing team. To do
this, do exactly the same as if it were controlled by neutrals, and kill the
named NPC at the centre of the mine. Capturing a mine is instant once the NPC
is dead (explained with towers/graveyards later).”

“Lieutenants, Commanders and Captains
Scattered around the battlefield in each teams halves are 6 lieutenants, 4
commanders and a captain. Each of these provide the enemy with various uses-
-The lieutenants control various NPC spawns, so by killing them you prevent the
respawn of certain enemy NPC guards.
-The commanders are in towers and bunkers, and also command NPC spawnpoints.
Hence they offer the same benefits for killing as a lieutenant, but also need
to be killed if you plan on taking the enemy towers.
-The captains, as mentioned earlier, provide a periodic battleshout buff to
everyone on their team in the battleground. They are heavily guarded in their
outposts, and pretty tough to take down. Killing them will also grant you an
extra battleshout buff (assuming your captain is alive still) and prevent the
respawn of the NPCs near the outpost. The Hordes captain is called Galvanger,
and is a melee fighter with various warrior skills, whilst the Alliance captain
- Balinda - is a mage.

So basically, these guys are all worth taking out. The best way I find is to
just pull and kite them into your teams zerg, and then spam /attacktarget and
hope people will pay some attention. It doesnt require a huge amount of effort
to kill them and they dont respawn.

Towers, Bunkers and Graveyards

Basically, towers and bunkers provide static defence points as you would
expect. They are manned with NPC archers/bowmen who have a nice range and are
pretty good at sniping and annoying, so it is worth taking out the towers to
eliminate these guys. Most towers also have a commander at the top, who is a
pretty tough cookie, and some have captured wing commanders. There are also
some anti-stealth units.
Towers are controlled by flags. At the top of every bunker or tower is a
flagroom, well defended with guards of course. In order to destroy an enemy
tower (note you cannot capture them, only destroy them) you must first take the
flag, which requires you to open it for 10 seconds. After this, you must then
hold the tower for 5 minutes and prevent the enemy from taking it back. After
these 5 minutes are up, the tower will burst into flames and it is destroyed.
Obviously, if the enemy has any sense they will try to reclaim it when they see
that a tower is under attack (it is broadcast across AV whenever something
important happens). If you want to reclaim a tower under attack, you must
similarly open the flag for 10 seconds, and if done successfully then the tower
will be back under your control and the NPCs will respawn pretty shortly.
Thats pretty much all there is to towers.

Now graveyards, these provide a place for you to resurrect when you die. As
with other battlegrounds, the spirit healer will resurrect all the ghosts in
the graveyard every 30 seconds.
The graveyards are controlled by flags similarly to towers. The flag will be
defended by 4 NPC guards and sometimes a lieutenant. Same as with towers, if
you manage to capture a flag, it will be 5 minutes before the graveyard comes
under your control. Notably however, whilst the graveyard is under
attack/contested, the enemy will be unable to resurrect there.
When you die and release your spirit, your ghost will appear at the nearest
graveyard controlled by your team and you will recieve a countdown to
resurrection. When the countdown reaches 0, you are resurrected with full life
and mana and your pet alive, at the graveyard.
You are ALWAYS ressed at the closest graveyard owned by your team, so if an
alliance side controls ONLY frostwolf graveyard and the entry tunnel (there are
spirit healers at the entrance/exit portal to the battleground) then if you die
at say, iceblood, you will be nearer to frostwolf and be transported there when
you release. You can still run to another graveyard owned by your team and res
there if you like, but never at a contested or enemy owned graveyard.
The only other thing worth mentioning about graveyards is Snowfall (SF) and
Korrak. Before 1.8 (I think) Korrak roamed the field of strife and had a quest
to kill him. It caused too much annoyance however, that everyone was constantly
asking to OMG KILLZ KORRAX PLS I NEED QEUST and not actually fighting, so
blizzard removed the quest, made Snowfall start neutral and put Korrak and some
elite trolls there to guard it. And thats how SF starts, neutral and guarded by
elite trolls. These are easily enough killed, but Korrak is still a pain in the
ass. The only realistic way to capture snowfall is by kiting korrak away from
the flag whilst someone else captures it. This makes the first 30 mins of any
AV match usually a case of each team trying to lure korrak into the enemy zerg
whilst they capture the flag and so forth.
Korrak will remain there even after you capture snowfall, and whilst he
provides some good extra defence, he is still hostile and will attack you when
you have just resurrected. This means snowfall is a bit of a pain in the ass in
general.”
“Tactics

OK now you know what AV is all about, lets discuss what you actually may want
to do.

The Zerg
Usually since it is 40 vs 40, the vast majority of players will join one large
zerg of players and slug it out with the opposing zerg constantly (think world
war 2 trenches). This is just a fact of AV and isnt going to change.
However, if you are an intelligent player who doesnt want to just be part of
the zerg, then good for you, and there are other things you can do.
Try to get a group of 5 people who you know can play, who you trust, and who
arent idiots. With 5 good men in an organised group, you should be able to take
down a bunker, graveyard or mine with ease. So do this, go around killing
lieutenants, commanders and attacking towers and graveyards etc.
If there is really nothing available, then join the zerg and PUSH. A single
warrior supported by 2 healers can easily push forward 50 yards within a few
seconds. The zerg mentality prevents them from doing this much, but if they see
you a warrior charging forward and not dying, a fair few might join in, and the
rest will follow. This is how you push.
If you cant get a nice 5-man group going, do something else useful. Go and farm
materials for your cavalry, gather supplies for your infantry and so forth. It
might not be especially interesting, but its how to win the game.

Play Your Class and I cannot emphasise this enough. If you are grouped with
someone, you share honor with them. This means that if you are a priest and are
grouped with a warrior, you will BOTH be better off if you heal him instead of
going shadowform and trying to kill stuff. If you arent in a group as a healer,
then join one or make one, and do some healing. If you are healing people in
your group, they last longer and get more kills, so you all get more honor.
Everybody wins.

Similarly, if you are a rogue like me, try to get some other rogues and a druid
or two, and do stealth attacks on towers, graveyards and the likes. To get
through how useful this can be, here is an example;
I was in an AV match and we were losing badly, the enemy was in our base and we
were only just holding on to our final graveyard. Me and a couple of other
rogues stealthed right up to the other end of the battlefield and captured
stormpike graveyard. Gradually more and more alliance came back to try to take
it back off us, whilst more horde came up to help us defend it. Eventually the
alliance didnt have enough people left in our base to kill anything, so the
remaining defending horde pushed out of our base and we captured the other
graveyards and suddenly the entire situation was reversed. We were then at
THEIR base, most alliance quit just out of sheer anger, and we won easily. None
of that wouldve happened if not for our little stealth attack on stormpike.

Finally, mages and warlocks, use AoE! You may not get quite as many kills and
you may die a bit more (but AV isnt for honor farming) but you will push
forward far better. A team of 3-4 mages can literally destroy an entire zerg of
20-30 people if they all blink in and start spamming nova/ae/blast wave and so
forth. Druids can also use hurricane for AoE when the enemy zerg is nicely
compact in a tight area. Hell as a rogue i used to do stealth-sprint runs into
the enemy zerg and use my chained essence of eranikus
(http://www.thottbot.com/?i=5073) which was rather amusing. The bottom line is
if you have AoE, use it!

Want an example? Back a while ago i was in a pretty evenly matched AV when in
came a rank 14 warrior (damn you jimmeh) along with a couple of paladins
healing/buffing/cleansing him. the guy was unstoppable, he just charged in,
immune to snaring thanks to blessing of freedom and racked up about 50 kills
within 5 mins. and the paladins being equally as hard to kill because they are
paladins meant there was no easy solution. eventually i resorted to just
sapping/stunlocking jimmeh whenever i saw him, but it didnt help much. they
pushed us back to our base in no time at all.
If jimmeh and the paladins had not been helping each other out, jimmeh would
get creamed (ish) and the paladins wouldnt be able to kill anything anyway.
teamwork.

Coordination is everything

Regardless of what you think of the balance of AV as a battleground, one thing
remains true a well organised team will always beat a badly organised team. If
there is no raid group, start one up, if nobody knows what to do and you have a
tactical mind, start giving some orders. Not many people will listen to you at
first (I know from experience) but gradually people will begin to see it is
working and listen to you. Get a stealth group to go take stonehearth bunker,
move 10 men back to defend iceblood whilst the rest try to kill balinda.
Whatever, the point is, if everyone knows exactly what they are doing and work
as a team, you will win.
Similarly, communicate. If you see 5 people headed towards one of your towers,
say it in the general channel that they are attacking and you will need help.
Same if people are going to a graveyard or your captain or WHATEVER.
Information doesnt hurt anyone, so make sure you always let people know what is
going on.

To give another example, I became quite well known on deathwing as an AVer who
knew what he was doing basically. I might not be a high pvp rank but eventually
I DID get some respect in AV. One time when I entered the battleground and
joined the raid group, I was immediately made leader and some people asked me
what they should do. Now I was as shocked as anyone would be at that, since, no
offence to anyone, I am used to just utter stupidity in AV. But we got
organised and flattened the alliance in no time, it WORKS.
Finally, if there is someone who is already giving out tactics and you disagree
with him, dont start a petty argument in the general channel, whisper him and
give him some suggestions, and just try to work as a team and be constructive.
Really, thats all there is to winning AV, coordination, communication and
organisation. Simple.”
“In Conlusion

Well thats all ive got for now, ill try to update this when I think of more
stuff to say, but until then, I hope some people find this thread useful.
And let me just say it one more time:
IF YOU WANT TO WHINE ABOUT AV BEING IMBALANCED OR ABOUT EXPLOITS, THIS IS NOT
THE THREAD, PLEASE TRY TO KEEP IT WHINE-FREE.

- Viskahn Out”

/ \*________________________ /*\
-* - - *-
/ * \ D. Myths /* \
\* */ \ * */
- *-_________________________- -
\ / *\ /

Myth: PvPers are all twinks
In terms of all PvPers being well-geared and clever players, adept at tricks
and secrets that allow them to play their class to the max, not at all. You may
think that because you’re an RPer, that makes you automatically not as good at
PvPing, and that everyone you go up against will be a master of the BG. The
BGs, especially in seasons 20-49, are filled with clueless Alliance who are new
to the whole thing. Even some of the ones who are seasoned vets are missing a
few tactical tricks that would make them truly dangerous fighters.
In addition, don’t be too intimidated by a player’s rank. All you need to
get a high rank is persistence and time. It doesn’t measure anything about your
skill or character.

Myth: PvPers speak in 1337speak and are generally dumb
PvPers range everywhere from computer geniuses to 12-year-olds, but all of
these people deserve respect and shouldn’t be judged on the basis of whether or
not they type with capital letters and proper punctuation. I’ve never seen
PvPers speak in 1337speak, either. The PvPers who are active chatters are
generally intelligible and intelligent.

Myth: PvPers do not RP
Even the most hardcore PvPers are at the very least tolerant of RP. Although
it’s not always possible to be completely in character in the BGs, most players
are happy to play along with you if you start spinning yarns of old war stories
or shouting personalized battle cries. One of my favorites is to run across the
bridge in Alterac Valley, throwing out Arcane Explosions and yelling things
like “Fools, strike me down! I shall only return, more powerful than you can
ever imagine!” Pretty soon, a bunch of people will have joined in with their
own witty hollerings.

Myth: You have to be the highest level in your bracket to be a good PvPer
I regularly PvP in battlegrounds in which I am the lowest season player.
Currently, I’m a level 51 character fighting in the 50-59 bracket, and I’m
still one of the most influential players in the battle. Being persistent, and
at the right place at the right time, is more important than level or gear.

/ \*_______________________________ /*\
-* - - *-
/ * \ E. Custom Keyboard Set-up /* \
\* */ \ * */
- *-_______________________________ - -
\ / *\ /

One of the most fun and useful parts of setting up a PvP character is writing
up a set of macros that will make it easier to perform your role.
Unfortunately, being a good PvPer or macro user requires having LOTS of
commands for your character. I’ve personally already filled up every single
command slot on my screen. You’ll soon find that clicking on a command to issue
it is completely useless.
The game defaults you with only 12 command issuing keys, the numbers 1
through 0 on your keyboard, and the - and + characters. You’re going to need to
do better than that to instantly throw out a Presence of Minded, Arcane Powered
Flamestrike, a Frost Nova, Polymorph, a Blink spell, swiftness potion, and mana
jade in the space of a few seconds while carrying the flag away from a mob of
seven angry Alliance base defenders! The way I’ve set up my keyboard currently
is to leave the top row of numbers as the default command prompts, but to also
slave the second row above it to SHIFT-#s, and the side screen row to ALT-#s.
For example, “3″ on my keyboard activates a macro which shoots a PoM AP
Frostbolt (for slowing down and possibly killing an enemy FC) whereas “SHIFT-3″
activates a macro which berserks and casts Fireball (for pulling mobs), and
“ALT-3″ activates a low ranked Frostbolt for kiting. The rest of my commands
are similarly set-up, with each relevant fire spell above the matching frost
spell. This is an easy and intuitive setup that anyone can utilize, no matter
what their class. You can set up many of these alternate bars, using SHIFT,
ALT, COMMAND, CTRL, and FUNCTION, or combinations like SHIFT-ALT. If you have a
nice, spacious keyboard, you might want to consider getting rid of a number of
the more useless commands that are mapped to the letter keys. Who needs to be
able to immediately pull up their talent or social pane, neh? Then you can even
map combat abilities to your main keys. If you have a number pad, you can map
all movement to it, including strafing and swimming up and down, to localize
this type of activity to your right hand, leaving your left free to spastically
throw out attacks.
Take some time and work out a convenient setup. Intuitive controls have
saved my bony butt many a time. There’s nothing more frustrating than dying
because you couldn’t click your potion button in time.
One more tip: The toolbar is defaulted to cycle up or down when you type
“SHIFT-UP” or “SHIFT-DOWN.” This will be the death of you if you use Shift-# to
cast spells. Disable this in Keyboard Bindings and save yourself a few
accidental croaks.

/ \*_______________________________ /*\
-* - - *-
/ * \ F. Macros /* \
\* */ \ * */
- *-_______________________________ - -
\ / *\ /

Macros are an amusing and useful part of the PvP experience. As an RPer, macros
also allow you easy ways to put some flavor into your characters’ fighting
style. The best way and easiest way to get macros is to check the class forum
for your particular class type on WoW.com. Macros are written in a language
very similar to C, so if you’re familiar with that language you have one foot
in the door. Another useful website is:
http://www.wowwiki.com/World_of_Warcraft_API which completely which lists all
the commands and syntax useable in macros in the game.

RANDOM VOICE/EMOTE MACRO: (use by: any class/race)
/cast Charge(Rank 1)
/script s={”",”roars at %t!”,”",”"}; SendChatMessage(s[math.random(getn(s))],
“EMOTE”)
/script s={”Strength and honor!”,”For Doomhammer!”,”",”",”",”",”"};
SendChatMessage(s[math.random(getn(s))], “SAY”)

For now, here’s my favorite style of macro which says or emotes a custom
command randomly, but only occasionally, when issuing an attack. (This is to
prevent irritating repetitions when pressing a button more than once in a row.)
This particular macro is for a low-level warrior, and will randomly either
EMOTE, SAY, or both.
To personalize it for your own use, choose a command or attack that you’d
like to add a macro to. I recommend a command with a cooldown that you’ll only
use once or twice in a battle, to keep it from becoming repetitive. Change the
/cast line to the particular spell or ability you want to use. (All abilities
are “casts”.) Spell it exactly as it appears, including capitals and spaces.
Now, put a begin-parenthesis immediately after the ability’s name and type Rank
(with R capitalized), a space, the rank number of the ability, and an
end-parenthesis.
Now think of something clever for your character to say or do. Something
that you don’t mind him or her over and over is generally good, because no
matter how seldom you program it to run it will be repeated at least a few
times a day.
Remember you can change macros whenever you want. When I’m feeling
particularly creative, I’ll change my macros every day.
You can also use multiple toolbars, one with emote macros and one without,
so that you can shut your character by simply clicking up or down on the
toolbar, without having to replace every single macro with normal spells.
Another thing to note is that the EMOTE function doesn’t translate for the
Alliance (unless you are a mindcontrolling priest.) So you have to use a
different function to use non-custom emotes.

INSTANT CASTINGS: (use by: any class/race)
/cast Arcane Power
/script SpellStopCasting();
/cast Presence of Mind
/script SpellStopCasting();
/cast Frostbolt(Rank 6)

This works with spells that have no global cooldown. I replace my normal
frostbolt with this macro. This works for anyone but you have to change the
particular spells/abilities.

CAMERA FLIP: (use by: Mages mostly, but anyone who wants to see behind their
derrier)
/script SpellStopCasting();
/cast Blink
/script FlipCameraYaw(180);

This will flip the camera behind you as well as cast a spell, preferably
movement related. I set this macro to ALT-#, where the default key is where I
keep the non-camera-flipping version. Great for seeing who is behind you as an
FC in the BGs. You don’t really need the spell line in there, sometimes it’s
more useful just to yaw the camera. If you have smart camera on, rear view
becomes the default when you press it once. Pressing it again switches it back.
Try it, very useful.

DECURSIVE: (use by: Mages)
/target Aster
/cast Remove Lesser Curse
/script TargetLastEnemy();

Invaluable little dude. Self casts a spell, then defaults to your enemy
target. Change the spell to use this command for bandages or other self-casts
and buffs.

SAFE COUNTERSPELL: (use by: Mages)
/script if UnitClass(”target”)==”Warrior” or UnitClass(”target”)==”Rogue” then
CastSpellByName(”Polymorph(Rank 2)”) else CastSpellByName(”Counterspell”) end;

One of the few unique macros I’ve written myself. This one saves you the
embarassment of counterspelling warriors and rogues, and tries to sheep them
instead. If you’re running around, it won’t even sheep them and will give you a
message about spells while moving. Pretty useful, since it can be hard to tell
a warrior from a paladin.

REST: (use by: anyone)
/script UseContainerItem(0, 2);
/script UseContainerItem(0, 1);
Just put water in slot 1 of your main bag and food in slot 2. Eats both at
once. Eliminates the need to waste to buttons on this, essentially.

/ \*_______________________________ /*\
-* - - *-
/ * \ G. RPing in a PvP Setting /* \
\* */ \ * */
- *-_______________________________ - -
\ / *\ /
One of the keys to successful RPing in World of Warcraft is to keep your
character simple and visceral. In other words, play a cliché, a character-type
that is instantly recognizable. This may sound like a hindrance, but it’s
really just a gateway to creating a vibrant and expressive character. Remember
that this is a cartoon world, and it pays to exaggerate. You never know if
you’re going to be meeting someone twice, and you want to make a lasting
impression on your first go. The mad scientist, the brooding fatalist, the zen
warrior, all of these stereotypes can be expanded on and used to create a
character that sticks out.
Add a couple little notable quirks for your character. Perhaps he’s always
sucking on candies and has the faint air of peppermint around him, or spouts
idioms but never gets them right, or uses awful pick-up lines to try to pick up
women.
Having a personality that people can pick up on quickly also makes it easy
for people to interact with you. For instance, my character is an ancient and
crotchety troll mage who speaks with eccentric, flowery language and mixes
drinks. The moment I let loose a “Back in MY day…” everyone in the
battleground knows what kind of character I’m playing, and can easily respond
by either humoring him or saying “Yeah, right!” This can lead into a discussion
about what the good old days WERE really like, with a number of the raid
members joining in to add their two cents or sarcasm.
If you want to have little story arcs for your character, make these
recognizable as well, short and easy-to-decipher. No one is going to spend five
minutes prying a backstory out of your character or trying to solve a mystery
about them unless you give them some really good leads. One classic trick to
pull is to establish your personality with a group of players over a week, and
then drastically change your character’s personality with very little
explanation. My mage, for example, stopped speaking in metaphor and
alliteration and became very precise and mathematical about everything. The
only clue to this situation was that he had been attempting to join a Gnomish
scientific institute, and they’d sent him a mechanical squirrel as a gift.
These little puzzles are easy to figure out but still provoke a little “Aha!”
emotion when your friends make the connection.
Your character will probably have a sort of default reaction to certain
races or classes of people, but you should think carefully about what kind of
relationship to have with each of your friends’ characters. Friendly rival,
respected teacher, partner-in-crime, unrequited lover, every significant
relationship should be a unique archetype. Have fun developing relationships in
unexpected ways and use situational humor to your advantage. If you go for
anything racy or antagonistic, make sure that your friends know it’s only
in-character, and that there are no hard feelings (or romantic intentions!) in
real-life. (If you need further discouragement for seriously trying to hit on
other players, remember that you can never be certain what gender someone
really is! I know guys who play female characters and women who play bishounen
male characters, so keep it light and don’t embarrass yourself!)

______ ______
\GUEST\ /GUIDE/
\_____\ /_____/
||_\||__||__||__||/_||
| KHALUA’S GUIDE TO |
| TARGETTING |
|____________________|
By the ravishing femme fatale, Khalua of The Darkspear

“TAB key is your friend to target the nearest enemy, with the exception of
stealth.. need to see them to target them. Rapid TAB strokes will cycle
through many nearby targets. I mostly use this to pick a specific target or
cycle through the enemies with Damage over Time spells and Hexes or Curses.
This tactic also works well for Dispell and Purge.

When in a group you can coordinate your efforts to quickly bring down a
specific target using the F key. Select a member of your team or group who
will be targeting an enemy, or in an instance pulling a target. Select that
group member as your target. When the enemy is in range, or your ally is about
to pull, tap the F key and you will automatically select the target of your
ally. This can also be helpful to allow the ‘puller’ to target an enemy for
you to sap, mind control, sheep.. etc.

A more tricky method, and sneaky depending on the circumstances is to craft a
(/target Name) macro. In the Warsong Gultch capture the flag game nothing bugs
me more then our team not being able to find the opponent who’s stolen our
flag. Set up the macro for the name of the opposing player who stole the flag
and when in range of the individual they will be selected as your target. Some
running around and frequent keystrokes may be needed. Since they’re usually
hiding that doesn’t solve the whole mistry, but as a priest a little Mind
Vision does the trick and a hunter can send his pet and follow to the target.

Side note: this last tactic can also be of aid against named NPC’s who use
illusions or other means of decieving you as to selecting them as a target… a
certain NPC in Scholomance comes to mind…

I hope that helps a little. Of course, please feel free to ask if there is
anything else that your curious about, be it a problem like this.. or just
something you would like to be a little smoother or more proficient at.
*winks* I’ve put in enough time to have a few tips and tactics up my sleeve.”
-Khalua

______ ______
\GUEST\ /GUIDE/
\_____\ /_____/
||_\||__||__||__||/_||
| GREENMAN’S GUIDE |
|TO THE HONOR SYSTEM |
|____________________|
(Also by Aragone)

NOTE: This is a guest section by Greenman and is not written by me. You can
find it here, with superior formatting and links to other resources:
http://www.wowwiki.com/Formulas:Honor_System
The Guide is protected under the following license:
http://www.gnu.org/copyleft/fdl.html

“Ok, I have been doing a lot of research in my spare time and have crunched a
few numbers and I think I finally made sense of the honor calculation system
Blizzard has in place. I hope this thread will shed a little light on exactly
how leveling and the honor system works. Please feel free to add things to this
post about the honor calculations because there are still a few areas that are
hazy to me and that I don’t have difinitive answers to.

If there has already been a thread like this I apologize in advance. I didn’t
see one anywhere so I thought I’d share my own findings. Here it is.

The Basics:

1. Honor points are accumulated each time you take part in the killing of a
player of the opposing faction.

2. You are penalized if your level is less than 60 (meaning you don’t gain as
much honor for a kill as a level 60 does).

3. Your total amount of honor points are added up at the end of each week
(during server maintenance).

4. Your total honor for the week determines your standing on the server for
that week. Obviously, with standing #1 being the highest you can achieve and so
forth.

5. Your standing determines what share of rating points you will recieve for
that week. The higher the standing, the larger share you get.

6. Your rating points are points that you earn (different than honor points)
each week based on your overall standing on the server for that week.

7. Your total amount of rating points determine your rank: Rank 14 is 60,000
and above, rank 13 is 55,000-59,999, rank 12 is 50,000-54,999 and so on.

8. If you finish standing #1 on your server for the week, the largest amount of
rating points you can earn is 13,000.

9. Each week you automatically lose 20% of your total rating points (Honor
Decay) to start the week. You have to pvp enough to make up the 20% you lose
every week not to lose rating. What gets kind of confusing is the cap for
rating loss when you don’t PVP at all or not enough to come close to making up
what you lost. The cap is 10% but cannot exceed 2500 in this case. So, the most
rating points you can lose is 2500 for the week. So, in essence, if you don’t
PVP at all or finish high enough in standing for the week to earn back the 20%
you lost, your total amount of rating points will decrease.

Example A:

# Player A has a rating of 52,000 in the previous week. Player A does not pvp
at all in the current week. Player A will lose 5,200 (10%) rating points
essentially, but it is capped at a maximum of 2500 loss for the week. So player
A would only drop from a rating of 52,000 to 49,500 (Rank 12 to 11).

Example B:

# Player A has a rating of 12,000 in the previous week. Player A does not PVP
at all in the current week. Player A will lose 1,200 rating points (10%). The
2500 cap will not apply here because the 10% does not exceed 2500. So no rank
is lost in this sceanrio but Player A does fall to 10,500 rating points for not
PVPing at all in the new week.

Where it gets hazy is, “How do I know what standing I need to maintain my
current rating”. I don’t quite have a formula to answer that question, but any
help on this would be much appreciated.

The Skinny:

So, with all this info I have put together a chart to show you how to go from
rank 0 to rank 14 and how long it will take you to do it under absolute PERFECT
conditions.

The chart below shows what would happen if you started to pvp from scratch
(Rank 0) and you finished #1 on your server every week, and you earned the
maximum of 13,000 rating points each of those weeks (remember that is under
optimal conditions which I will explain more after the chart). Here it is:

Week 1: 13,000 Rating Rank 4

Week 2: 23,400 Rating Rank 6

Week 3: 31,720 Rating Rank 8

Week 4: 38,375 Rating Rank 9

Week 5: 43,700 Rating Rank 10

Week 6: 47,960 Rating Rank 11

Week 7: 51,368 Rating Rank 12

Week 8: 54,094 Rating Rank 12

Week 9: 56,275 Rating Rank 13

Week 10: 58,020 Rating Rank 13

Week 11: 59,416 Rating Rank 13

Week 12: 60,533 Rating Rank 14 (Grand Marshal/High Warlord Woot!)

So, it IS possible to go from rank 0 to 14 in 12 weeks.

Now, like I stated above, this is only possible under OPTIMAL conditions. Those
conditions being that you finish #1 on the server every week, you are allotted
the maximum rating points each week (13,000), and you are level 60.

The Grey Areas:

Here are the things I am either not sure of or have no data on at all.

1. Blizzard states that your faction’s participation in pvp as a whole also has
bearing on the total amount of rating points to be given out for the week (the
total rating pool). So, I’m not sure how much the faction has to pvp in order
for the #1 standing to receive 13,000 rating points. I don’t know if it’s a
certain amount of honor or what. Any clarification on this would be a help.

2. The only constant I am aware of for rating points earned is the 13,000 per
week maximum. I do not have any data to help me calculate what each standing’s
maximum per week is after standing #1. So I’m not sure if it’s percentage based
or what. For all I know the maximum rating points that can be given out for a
week for standing #2 is 12,000 (just throwing a number out there). I don’t have
any idea how these are calculated, but from researching many threads and other
sites, I assume it is % based. Any help on this would also be appreciated.

3. Also, from what I have read in the forums, I have come to the conclusion
that it IS possible to go from rank 13 to 14 even if you finish as low as
standing #3 for the weeks leading up to your rank 14. I have not heard, seen,
or read anything lower than this. Please post if you have info regarding this
issue as well.

Common Misconceptions About Honor Points:

The common misconception about the honor system is the honor point total you
accumulate for each week. The amount of honor you accumulate for the week is
not the end-all be-all. This is because it is all relative to what other
players have done for the week. I’ll give you an example:

# In week 1 Player A busts his hump and receives 400,000 honor, but he only
finishes 15th on the server in his faction for that week.

# The next week, he doesn’t pvp quite as much and still gets 350,000 honor, but
he finishes 9th in his faction on the server.

# How is this possible you ask? Simple. Honor points are only a measuring tool
to show how well you did compared to other players of your faction on your
server. So, in week one of our example, Player A just happened to be amongst
others who pvp’ed heavily for that week. In week 2 when he thought he wasn’t
pvp’ing as much, neither were his peers, and that reflects by his standing for
the week.

In Closing:

I hope this guide has helped people understand a little bit more about the
honor system and how Blizzard calculates ranks.

If there is anything I left out of if anyone can add to my findings it would be
much appreciated. I will try to update this post with any new information I get.

Also, If I am totally wrong in my findings please let me know. I don’t want to
be posting bad info up here.

Please bump this post if you found it useful and informative so others can see
it too. Thanks all!” -Greenman and Aragone

_______ _______
/ / \ \
/______/ J. Queuing Tricks \______\
/ \
/ \
/__________________________________________\

QUEUING REMOTELY
One trick I’m fond of is adding people to my party and queuing them as a group.
To do this, have the group leader talk to a battlemaster and hit the “Queue as
Group” button on the left of the pane. If the leader was previously queued, he
can right-click the red icon on the bottom-left of the minimap and hit “Change
Battle” for either Warsong of Arathi in order to bring up the same pane. This
has tons of applications, including teleportation and resurrection. When you’re
summoned to a battleground as a ghost, you’re brought back to life. (I’m not
sure whether you still take 10% equipment damage, though. Being rezzed in a BG
does only about 1% damage.) After the battleground ends, you’re sent back to
wherever THE LEADER queued you. If the leader queued you at a major city
(Undercity, Thunder Bluff, or Orgrimmar) you’ll appear next to the battlemaster
there. If the leader queued you at the true entrance OR queued you from the red
icon on the bottom-left of the minimap, you will go to the true entrance of the
BG. (Between Ashenvale and Barrens for Warsong Gulch, Arathi Highlands for
Arathi Basin.)
On my home server, Scarlet Crusade, there are a few PvP channels (”Gulch”,
“PvP50″, and “AVRaider”) in which friendly Horde will queue you remotely by
adding you to their party, putting you in the line, and kicking you so you’re
free to quest without being in a raid. This is useful if you’re in, say,
fishing in Desolace, or have forgotten to hit featherfall when jumping off the
lip of Un’Goro crater, leaving your body halfway between rock and a hard place.
Obviously, if you wanted to, you could use this system to teleport to any of
the three major cities and two major entrances anytime you wanted. Of course,
you would have to wait for a battleground to load for it to work, and anyone
who I catch leaving a BG without helping us fight will be paddled mercilessly.

Filed under: Games | Tags: , , , | vrskidsv | August 7, 2009 Comments (0)

**Opening note** If you are new to the instance, ask someone who’s been there
before. I run instances every day, and I’d rather have someone ask me in tells
about something they’re not sure of then screw it up and cause a lot, if not all
of us to die.

Scholomance is located on the island of Caer Darrow in Western Plaguelands,
slightly to the east of Andorhal. If you’d like to know about its backstory,
lots of information can be found through Blizzard’s information. To get inside
of the Scholomance, you will either need a key that you acquire through a quest
from The Bulwark (Horde) or Chillwind Camp (Alliance), or you can have a rogue
picklock it, I believe a 300 picklock skill is needed. All the creatures in
Scholomance will drop Minion, Invader (Elite) or Corruptor’s Scourgestone’s as
long as your Argent Dawn Token is equipped.

My personal preference on a group is to have one from every class, with a couple
of shamans for wipe recovery, and mages for fire power, it seems to work ok for
a pick up group. Obviously alliance will require something different as Blizzard
forgot to give them shamans and they ended up with those paladin things.

In general the tactics I describe are ‘hold and pull’ in that, you capture
yourself safe ground, then pull the creatures back into it to be dealt with
them. If you have another method for a particular pull, please let me know.

Onto the guide:

Kill the two single risen warders, then shackle pull the pair and kill them
seperately.

-The Reliquary
Risen Warder, Scholomance Neophyte, Scholomance Acolyte, Spectral Researcher
Blood Steward of Kirtonos
There is a patrolling Risen Warder who’ll come up near the door, pull them
back into your room. Have your rogue/s sap some of the humanoids down to the
left, and your mages sheep pull, deal with the humanoids. A couple of
humanoids will walk over with a ghost, can either deal with these as they come
over, or wait until they get there, then crowd control and kill them. If you
decide to kill them as they go, back up the stairs as it will break their line
of sight and cause them to run up into your safe zone. Shackle the ghosts and
deal with them last, as they have a knock-back point blank area effect spell,
which could potentially pull other groups onto you, as well as Mana Burn. Now
deal with the group on the other side of the door. A Succubus patrols the back
corner of this room, if you kill her (note she seems to be linked to the group
in approximately the middle of library shelves) she has a chance to drop the
blood (if you’ve done the pre-requisite quest chain for it) to summon Kirtonos.

Quest Note: The first of the Deeds for the Barov Family Fortune is in this room
in the NE corner.

-The Summoning Chamber
Necrofiend, Scholomance Neophyte, Scholomance Dark Summoner, Kirtonos the Herald
Couple of patrolling inside, pick them off. New creature, a Necrofiend (giant
spider basically) is wandering about, it has a nice area affect web trick that
will affect the entire group and root them, but not really a big deal if he’s
on his own. The rest of the room is separated into 6 groups of two Scholomance
Necrolytes, coupled with a Scholomance Dark Summoner. You want to crowd control
the summoner (sap or sheep) and then pull the rest of them back into the
entrance to the chamber (walk back through the door, breaks the line of sight
quite nicely). Horde Alternate: If you have no mages or rogues, have a shaman
earth shock the summoner after you start the pull and go back inside the door so
that it runs after you. Off to the side of the room is the chamber where you
summon Kirtonos the Herald, if anyone in your party has completed the quests
required to gather Blood of the Innocents, you can use it then to summon him.

-Main Hall
Risen Warder, Necrofiend, Scholomance Adept, Scholomance Necromancer, Spectral
Tutor
After removing the gate guards, there is a Warder across the hall, grab him. Off
to your right will be a group of humanoids with a ghost, have the priest shackle
pull on the ghost, this ghost should be left to last, or dealt with first if you
have sufficient humanoid crowd control as he will cast silence in a point black
area of effect. The Adepts have a nasty freeze trap sort of effect, again which
affects people close to them, and the Necromancers have shadowbolt volley. Clear
out the groups around the small antechamber of the room, then move into the
hall, taking out the patrolling Warder and Necrofiend when opportune.

This room has three exits, the exit to your right leads down to Jandice Barov,
the exit to the forward of you leads to Rattlegore, and the room to your left
leads down to a door that requires a key from Rattlegore. Jandice is a non
compulsory boss mob, but she has a set item on her, so just ask the group what
they want to do.

Quest Note: The second deed is in the corner of the room between the doors to
Jandice and Rattlegore’s rooms.

-Crypt
Diseased Ghoul, Risen Aberration, Reanimated Corpse, Jandice Barov
Remove the guards, again. In here there is an important thing to note, all those
walls down the middle of the room will not stop the creatures from seeing you
and coming for you. It will stop you walking down the middle, but not them, go
figure. The Risen Aberrationss are immune to magic, let your
rogues/shamans/hunters hit on them, the Reanimated Corpses will come back to
life about 10-15 seconds after they die. Neither of these are elite so one
person should be sufficient to kill them, the Reanimated Corpses walk really
slowly too, so a mage/warlock/shaman could easily kite them. The Diseased Ghouls
are why most groups don’t come here. These will explode on death, dishing out a
350dps disease to anyone close by, I do not believe this can be removed either.
However, if you don’t start in the cloud, you won’t take damage, so if you are
in it (melee types) run out, and cloth wearers, don’t be near them. Have your
puller pull down the side of the room, and move up when he says it’s safe.
Jandice is a pretty easy boss fight, she has one interesting trick, occasionally
she will split up into about 15 mirror images, and then she herself will come
back. If you hit ‘V’ to display nameplates (assuming you haven’t bound ‘V’ to
something else) she will be the only creature there displaying a nameplate, as
summoned creatures don’t display. Your AE can handle the images quite easily. On
the far right corner of this room, there is a torch/switch to open access to a
chest as well if you wish to clear to it. Go back to the Main Hall.

Quest Note: If a player has done the quest line starting with the ghosts outside
The Scholomance, and is able to pick up the blood that will sometimes spawn on
Jandice, you will be able to go back to The Summoning Room and summon Kirtonos.

-The Great Ossuary
Scholomance Handler, Plagued Hatchling, Risen Construct, Rattlegore
Have your puller pull the handlers one at a time, and then duck around the
corner breaking the line of sight on the Handler and his Hatchlings. Have the AE
deal with the Hatchlings while the rest deal with the Handler. He has a nasty
point blank AE blast, so its good to remove him quickly. After clearing the
room, move across it and then pull up the risen constructs one at a time. They
have a hard-hitting close range area attack, so don’t be close unless you need
to, and try to stand behind it if possible too. Start clearing Rattlegore’s room
one at a time. The pull with Rattlegore can be done without any add’s. Just be
patient and wait for them to walk away. Being as the only place for the
Shadowcraft bracer to drop is off the constructs here, and now that it is
possible to pull Rattlegore after one or two fights, you could either try to
make some money or make your rogue happy by clearing trash.

-Body Room
Risen Aberration, Reanimated Corpse, Diseased Ghoul, Necrofiend
Even if you don’t kill Jandice, you still get to kill Diseased Ghouls, enjoy.
Have your party sit in the Main Hall on the purple rug, and your puller bring
the groups up to you. Shackle the Diseased Ghouls so you can pick off their
non-elite companions. Clear towards the door to the right. I’d recommend
clearing all the groups straight ahead and to your right (imagine an invisible
line) and ignore the groups to your left, but you can do just three groups as
long as you hug the walls going to the door.

-The Viewing Room
Scholomance Student, Marduk Blackpool, Vectus
Everything here is neutral, and no matter what the paranoid people say, you can
talk to the Students. If your group happens to have a Dawn’s Gambit, feel free
to drop it, AE nuke the skeletons that the Students turn into, then pull Marduk
Blackpool, then Vectus. Chance at an extra two Corruptor’s Stones there I
believe.

-The Laboratory
Risen Warder, Scholomance Adept, Scholomance Necromancer, Scholomance Acolyte,
Scholomance Neophyte, Spectral Teacher, Ras Frostwhisper
Normal pulls of undead/humanoid mix, use your crowd control as you see fit. The
ghosts aren’t as annoying as their predecessors, they simply use banish on you
if they get bored. Could suck if they banish your priest and you have no back-up
healing on a really bad pull, but that’s about it. When killing Ras, I feel
that its best to fight him up behind his altar, as he has a point blank AE
knockback that also chills you, this will minimize the distance you’re thrown,
and the time it takes to get back into the fray.

Quest Note: The third deed is on the right side of this room up near Ras’ altar.
So yes, you need to kill Ras to complete the family fortune quest.

-Headmaster’s Study
Darkmaster Gandling
To get the Darkmaster to appear, we need to kill off all his teachers in the
surrounding six chambers. Pick either upstairs or downstairs first, I prefer
downstairs and I will list the rooms according to the order I usually do them.

-The Shadow Vault
Risen Bonewarder, Lady Illucia Barov
Bonewarder’s are a new mob, and since the last nerf in Scholomance (patch 1.6 I
believe) new groups would be unfamiliar to what makes these so annoying. They
have a 500dps AE effect called consuming shadows. But since all these can be
solo pulled it shouldn’t be an issue. Lady Illucia Barov has a tendency to mind
control one of your party, I believe that Shamans can purge this, and priests
dispel it as it’s a magic buff.

-Barov Family Vault
Risen Warrior, Lord Alexei Barov
Take out the Warriors, should be easy for you by now. Lord Alexei has a nasty
damage aura, and comes with two guards. Have your priest shackle the lowest
level guard and the following skills can be used to handle the other guard:
frost shock kiting (shaman), frost trap (hunter), fear undead (paladin). Kill
off Barov, then take out his guards.

Quest Note: The fourth and final deed is in this room just to the left of where
Alexei was (our left, not his).

-Vault of the Ravenian
Splintered Skeleton, The Ravenian
Ok, time out, what on earth is a Ravenian? Clear out the skeletons, Ravenian
just hits hard, nothing special.

-Hall of Secrets
Unstable Corpse, Reanimated Corpse, Lorekeeper Polkelt
This room has a ton of non-elite corpses, which means one thing, area effect
damage. Pull them up, have the warlocks, hunters, mages, paladins, warriors all
dish up the damage to them in the doorway (choke-points are good). Note that
when an unstable corpse dies it explodes for about 750 points of damage to
nearby players. Polkelt doesn’t do anything of note, just kill him, if you
happen to pull him while trying to clear the last of the room, just AE his
cohorts and focus on him.

-Hall of the Damned
Diseased Ghoul, Risen Aberration, Doctor Theolen Krastinov
Pull and clear, be careful with the exploding ghouls. Theolen isn’t anything of
note, kill him, if you pull him while clearing the very last ghoul, shackle it
and deal with him.

Quest Note: Theolen also has a chance to drop the blood that summons Kirtonos.

-The Coven
Risen Warrior, Scholomance Occultist, Scholomance Adept, Scholomance
Necromancer, Instructor Malicia
Clear the room, note that the Occultists turn into Shades when near death, and
become immune to all physical strikes. When that happens, melee move on, mages
finish it. Note that when killing Malicia, she’ll drop a curse of the grave on
you that unlike the others, deals about 2000 damage after the minute is up.
Remove it if you can, otherwise make sure you’re healthy quickly.

-Headmaster’s Study
At this stage you should have heard Darkmaster Gandling rock up. If you cleared
the way I do, you can go stand at the top of the stairs to look at him and
prepare. It’s a pretty simple boss fight, the only thing special will be the
occasional teleport he’ll do of people into those six rooms we just cleared. If
that happens, kill the skeletons there to re-open the door. You can however
drain his mana if you have a hunter/warlock (wouldn’t recommend the priest
wasting his mana in a 5-man on Gandling) as his mana pool is pretty low.

Enjoy your set pieces.

Filed under: Games | Tags: , | vrskidsv | Comments (0)

Except for RFC, this is a list of all the Bind-on-Pickup rare items that drop
in instances. Percentages are according to Allakhazam drop rates, so they
aren’t perfect. Bosses are basically listed in backwards order. As for the
actual level of each boss, I can never remember, and they change, so they may
be off as well. I also try to briefly describe the location of rare mobs.

Let me know if you spot any inconsistencies or inacuracies. Please direct
negative criticism to the nearest wall. Check the end for notes on
abbreviations, etc. Plan to add All the instances above Sunken Temple, just
takes a long time as the loot tables get really long.

The levels I wrote for the instnaces are mostly -4 and +2 from the boss.

12-18 Ragefire Chasm - main boss Jergosh the Invoker 16

Jergosh the Invoker (16 Humanoid)
Robe of Evocation - Cloth Chest 13 (37%)
- 32arm 4int 3sta
Cavedweller Bracers - Mail Wrist 13 (34%)
- 71arm 1str 2sta
Chanting Blade - Dagger 13 (17%)
- 9-18/1.5/9.0dps 1agi 1sta
Taragaman the Hungerer (16 Humanoid)
Crystalline Cuffs - Cloth Wrist 13 (34%)
- 14arm 2spi 1 int
Subterranean Cape - Back 13 (31%)
- 16arm 2agi 2str
Cursed Felblade - 1H Sword 13 (16%)
- 16-31/2.6/9.0dps reduce target’s atkpwr -15/30sec

17-23 Deadmines - main boss Edwin VanCleef 21

Edwin VanCleef (21 Humanoid)
Corsair’s Overshirt - Cloth Chest 19 (23%)
- 42arm 11spi 5sta
Cape of the Brotherhood - Back 20 (21%)
- 21arm 6agi 3sta
Blackened Defias Armor - Leather Chest 19 (15%)
- 92arm 11sta 3agi 4str (set piece)
Cruel Barb - 1H Sword 19 (14%)
- 30-57/2.8/15.5dps 12atkpwr
Captain Greenskin (20 Humanoid)
Emberstone Staff - Staff 18 (34%)
- 47-71/3.0/19.7dps 5spi 5sta 8int
Cookie (19 Humanoid)
Cookie’s Stirring Rod - Wand 17 (31%)
- 20-38arcane/1.3/22.3dps
Mr. Smite (19 Humanoid)
Smite’s Mighty Hammer - 2H Mace 18 (17%)
- 55-83/3.5/19.7dps 11str 4agi
Gilnid (19 Humanoid)
Lavishly Jeweled Ring - Finger Unique 17 (34%)
- 2agi 6int
Sneed (19 Humanoid)
Taskmaster Axe - 2H Axe 18 (26%)
- 42-64/2.7/19.6dps 8spi 8sta
Miner Johnson (19 Humanoid) (rare, dead-end cave north after Rhak’zor)
Gold-plated Buckler - Shield 15 (39%)
- 471arm 9blk 5sta 2agi

18-24 Wailing Caverns - main boss Mutanus the Devourer 22

Mutanus the Devourer (22 Humanoid) (kill all snake lords to spawn)
Slime-encrusted Pads - Cloth Shoulders 22 (24%)
- 34arm 3hp/4sec
Deep Fathom Ring - Finger Unique 21 (22%)
- 6spi 3sta 3int
Mutant Scale Breastplate - Mail Chest 23 (18%)
- 211arm 13str 5sta
Verdan the Everliving (21 Elemental)
Seedcloud Buckler - Shield 20 (35%)
- 566arm 11blk 3spi 6int
Living Root - Staff 20 (35%)
- 49-74/2.9/21.2 12spi 2sta 5natres
Lord Serpentis (21 Humanoid)
Venomstrike - Bow 19 (16%)
- 16-30/2.4/11.5dps +3-6 nature dmg
Skum (21 Beast)
Glowing Lizardscale - Back 17 (38%)
- 20arm 6agi 2spi
Deviate Faerie Dragon (20) (rare in swamps north of skum)
Firebelcher - Wand 15 (39%)
- 24-45fire/1.7/20.3dps
Lord Pythas (21 Humanoid)
Stinging Viper - 1H Mace 19 (28%)
- 30-57/2.8/15.5dps chance: 7 nature dmg/3sec/15sec
Lord Cobrahn (21 Humanoid)
Cobrahn’s Grasp - Mail Waist 19 (16%)
- 111arm 8str 3agi
Leggings of the Fang - Leather Legs 18 (15%)
- 79arm 5str 4sta 9agi (set piece)
Kresh (20 Beast)
Kresh’s Back - Shield 15 (9%)
- 471arm 9blk 4def

23-29 Shadowfang Keep - main boss Archmage Arugal 27

Archmage Arugal (27 Humanoid)
Belt of Arugal - Cloth Waist 24 (30%)
- 26arm 10int 3spi 2agi
Robes of Arugal - Cloth Chest 24 (29%)
- 46arm 10api 9int 5sta 3agi
Meteor Shard - Dagger Unique 24 (15%)
- 23-43/1.8/18.3dps chance: 35 fire dmg
Wolf Master Nandos (26 Humanoid)
Feline Mantle - Cloth Shoulder 23 (49%)
- 34arm 10int 3spi 2agi
Odo the Blindwathcer (24 Humanoid)
Odo’s Ley Staff - Staff 21 (29%)
- 50-76/2.9/21.7dps 12spi 5sta
Deathsworn Captain (25 Undead) (rare on rampart before last tower)
Phantom Armor - Mail Chest 20 (32%)
- 201arm 5spi 11sta 3str
Commander Springvale (25 Undead)
Commander’s Crest - Shield 23 (28%)
- 623arm 13blk 3spi 3sta 6str
Baron Silverlaine (24 Undead)
Silverlaine’s Family Seal - Finger Unique 21 (18%)
- 7str 3sta
Razorclaw the Butcher (22 Humanoid)
Butcher’s Cleaver - 1H Axe 20 (9%)
- 23-32/1.7/16.2dps 5str 2agi

25-31 Blackfathom Deeps - main boss Aku’Mai 29
Aku’Mai (29 no spec)
Leech Pants - Cloth Legs 26 (31%)
- 42arm 5int 15spi 1sta
Moss Cinch - Leather Waist 26 (29%)
- 59arm 11int 5sta
Strike of the Hydra - 2H Sword 26 (15%)
- 67-102/3.3/25.6dps chance: 7 nature dmg/3sec/30sec -50armor
Twilight Lord Kelris (27 Humanoid)
Rod of the Sleepwalker - Staff 24 (45%)
- 53-80/2.8/23.8dps 11int 10spi
Old Serra’kis (26 Beast)
Glowing Thresher Cape - Back 24 (35%)
- 23arm 8spi 3str
Bite of Serra’kis - Dagger 23 (16%)
- 16-30/1.3/17.7dps chance: 4 nature dmg/2sec/20sec
Gelihast (26 Humanoid)
Algae Fists - Mail Hands 23 (38%)
- 132arm 10str 4sta
Lady Sarevess (25 Humanoid)
Naga Battle Gloves - Leather Hands 22 (34%)
- 61arm 7spi 4sta 4str
Ghamoo-ra (25 Beast)
Tortoise Armor - Mail Chest 20 (31%)
- 311arm

25-31 The Stockade - main boss Bazil Thredd 29

Bruegal Ironknuckle (26 Humanoid) (rare in a random cell)
Jimmied Handcuffs - Mail Wrist 21 (55%)
- 89arm 3str 7sta
Iron Knuckles - Fist 21 (19%)
- 19-37/1.7/16.5dps proc-instant
Prison Shank - Dagger 21 (15%)
- 21-39/1.8/16.7dps 5agi 2sta

29-35 Razorfen Kraul - main boss Charlga Razorflank 33
Charlga Razorflank (33 Humanoid)
Agamaggan’s Clutch - Finger Unique 31 (32%)
- 9spi 5sta
Heart of Agamaggan - Shield 31 (30%)
- 776arm 17blk 8spi 7sta
Pronged Reaver - 1H Axe Unique 31 (15%)
- 40-75/2.4/24.0dps 5spi 6str
Blind Hunter (32 Beast) (rare in cave right before Charlga)
Batwing Mantle - Cloth Shoulders 27 (29%)
- 37arm 5spi 10int 3agi
Nightstalker Bow - Bow 27 (25%)
- 19-36/1.7/16.2dps 3agi
Stygian Bone Amulet - Neck 27 (21%)
- 8spi 4sta
Agathelos the Raging (33 Beast)
Swinetusk Shank - Dagger Unique 30 (25%)
- 24-45/1.5/23.0dps 6sta 4spi
Earthcaller Halmgar (32 Humanoid) (rare on one of the islands)
Wind Spirit Staff - Staff 27 (37%)
- 70-106/3.3/26.7 5int 15spi 3sta
Overlord Ramtusk (32 Humanoid)
Corpsemaker - 2H Axe 29 (27%)
- 88-132/3.8/28.9dps 15str 8sta
Death Speaker Jargba (30 Humanoid)
Death Speaker Scepter - MH Mace 28 (8%)
- 33-63/2.8/17.1dps 1spi +11heal spells +7shadow spells

30-36 Scarlet Monastery Graveyard - main boss Bloodmage Thalnos 34
Bloodmage Thalnos (34 Undead)
Orb of the Forgotten Seer - Off-Hand 33 (47%)
- +12dmg/heal spells
Azshir the sleepless (33 Undead) (rares are in one of the crypts)
Ghostshard Talisman - Neck 30 (35%)
- 9sta 4spi
Necrotic Wand - Wand 30 (31%)
- 32-61shadow/1.4/33.2dps
Blighted Leggings - Cloth Leggings 30 (31%)
- 45arm 17spi +10shadow spells
Fallen Champion (33 Undead)
Embalmed Shroud - Cloth Head 30 (39%)
- 42arm 12spi 7sta 11int
Ebon Vise - Leather Hands 30 (37%)
- 70arm 4str 6agi 8sta
Morbid Dawn - 2H Sword 30 (20%)
- 70-105/2.9/30.2dps 15sta 10str
Ironspine (33 Undead)
Ironspine’s Eye - Finger Unique 30 (41%)
- 9agi 4str
Ironspine’s Ribcage - Mail Chest 30 (31%)
- 235arm 17sta 6str 3agi
Ironspine’s Fist - 1H Mace 30 (21%)
- 38-72/2.4/22.9dps 7str
Interrogator Vishas (32 Humanoid)
Torturing Poker - Dagger 29 (6%)
- 21-39/1.7/21.2dps +5-7fire

31-37 Gnomeregan - main boss Mekgineer Thermaplugg 35

Mekgineer Thermaplugg (35 Mechanical)
Thermaplugg’s Central Core - Shield 32 (28%)
- 795arm 18blk 3spi (proc-instant)
Charged Gear of… - Finger 32 (27%)
- 5natres 5arcres (… random enchant)
Thermaplugg’s Left Arm - 2H Axe 32 (17%)
- 70-106/2.7/32.6dps 18str 7sta
Electromagnetic Gigaflux Reactivator - Cloth Head 32 (8%)
- 44arm 12spi 15int use: 147-167 AOE (front) nature
Dark Iron Ambassador (33 Humanoid) (rare in tunnel before Thermaplugg)
Glass Shooter - Gun 30 (41%)
- 36-68/2.9/17.9dps
Emissary Cuffs of… - Leather Wrist 28 (31%)
- 47arm 5AR (… random enchant)
Royal Diplomatic Scepter - 1H Mace 30 (16%)
- 37-69/2.3/23dps 7spi 2sta
Crowd Pummeler (32 Mechanical)
Manual Crowd Pummeler - 2H Mace 29 (33%)
- 46-70/2.0/29dps 16str 5agi use: 3 charges +50% atkspd)
Electrocutioner 6000 (32 Mechanical)
Electrocutioner Lagnut - Finger Unique29 (27%)
- 9spi 4sta
Electrocutioner Leg - MH Sword 29 (12%)
- 26-49/1.7/22.1dps chance: 10-20 nature dmg
Viscous Fallout (30 Elemental)
Acidic Walkers - Cloth Feet 27 (54%)
- 34arm 8int 4agi 7spi 5natres
Toxic Revenger - Dagger Unique 27 (19%)
- 27-51/1.9/20.5dps (proc-DoT)
Hydrocane - Staff 27 (18%)
- 48-73/2.8/21.6dps 15frostres Water-Breathing
Grubbis (30 Humanoid)
Grubbis Paws - Mail Hands 29 (9%)
- 144arm 5agi 6str 9spi

33-39 Scarlet Monastery Library - main boss Arcanist Doan 37

Arcanist Doan (37 Humanoid)
Hypnotic Blade - Dagger 34 (40%)
- 26-49/1.4/26.8dps 8int 3spi
Illusionary Rod - Staff 34 (38%)
- 94-142/3.4/34.7dps 15int 11spi 7sta
Houndmaster Loksey (34 Humanoid)
Loksey’s Training Stick - Staff 31 (14%)
- 77-117/3.1/31.3dps 60atkpwr vs beasts

35-41 Scarlet Monastery Armory - main boss Herod 39

Herod (39 Humanoid)
Raging Berserker’s Helm - Mail Helmet 37 (31%)
- 213arm 8sta 13str 1%crit
Herod’s Shoulder - Mail Shoulders 37 (31%)
- 196arm 6str 15sta
Scarlet Leggings - Mail Legs 38 (13%)
- 233arm 20str 10sta
Ravager - 2H Axe 37 (13%)
- 104-157/3.5/37.3 AoE wepdmg +5 for 9sec

36-42 Razorfen Downs - main boss Amnennar the Coldbringer 40

Amnennar the Coldbringer (40 Undead)
Robes of the Lich - Cloth Chest 39 (28%)
- 64arm 10int 20sta
Icemetal Barbute - Plate Head 40 (28%)
- 383arm 15str 7spi 10sta 10IR
Deathchill Armor - Mail Chest 39 (24%)
- 270arm 20spi 9int 3sta
Coldrage Dagger - Dagger 39 (14%)
- 31-58/1.5/29.7dps chance: 20-30 frost dmg, movement -50%
Ragglesnout (37 Humanoid) (rare, midspiral to Amnennar)
Savage Boar’s Guard - Shield 37 (38%)
- 1287arm 22blk 11str 6sta
Boar Champion’s Belt - Mail Waist37 (29%)
- 147 arm 15str 6sta
X’caliboar - 2H Sword 35 (19%)
- 98-148/3.3/37.3dps 20str 8sta
Glutton (37 Undead)
Fleshhide Shoulders - Leather Shoulder 37 (42%)
- 95arm 5str 15sta 6agi
Mordresh Fire Eye (35 Undead)
Mordresh’s Lifeless Skull - Off Hand 36 (30%)
- 11spi 5sta
Glowing Eye of Mordresh - Neck 36 (29%)
- 11spi 5int
Deathmage Sash - Cloth Waist 36 (28%)
- 33arm 15int 6sta
Plaguemaw the Rotting (39 Humanoid)
Plaguerot Sprig - Wand 35 (mage only) (28%)
- 41-78nature/1.6/37.2dps 7shadres
Tuten’kash (36 Undead)
Arachnid Gloves of… - Leather Hands 37 (30%)
- 79arm 10natres (… random Enchantment)
Silky Spider Cape - Back 35 (29%)
- 30arm 11sta 5spi
Carapace of Tuten’kash - Plate Chest 40 (24%)
- 373arm 15sta 10str 8agi

38-44 Scarlet Monastery Cathedral - main boss High Inquisitor Whitemane 42

High Inquisitor Whitemane (42 Humanoid)
Triune Amulet - Neck 39 (33%)
- 7int 7spi 7sta
Whitemane’s Chapeau - Cloth Head 39 (32%)
- 52arm 14spi 14int 9sta
Hand of Righteousness - MH Mace 39 (18%)
- 56-105/2.7/29.8dps 8spi 15heal
Scarlet Commander Mograine (42 Humanoid)
Aegis of the Scarlet Commander - Shield 39 (39%)
- 1548arm 23blk 7spi 8sta 7str
Gauntlets of Divinity - Mail Hands 39 (18%)
- 168arm 7sta 32atkpwr
Mograine’s Might - 2H Mace 39 (17%)
- 87-131/2.8/38.9dps 16spi 17sta
Scarlet Leggings - Mail Legs 38 (13%)
- 233arm 20str 10sta

43-49 Uldaman - main boss Archaedas 47

Archaedas (47 Giant)
Archaedic Stone of … - Finger Unique 42 (51%)
- 50 arm (… random enchant)
The Rockpounder - 2H Mace 44 (12%)
- 126-190/3.7/42.7dps 5str 2%crit
Stoneslayer - 2H Sword 44 (11%)
- 133-200/3.9/42.7dps +10dmg for 8sec
Grimlok (45 Humanoid)
Grimlok’s Tribal Vestments - Cloth Chest 42 (36%)
- 68arm 10sta 20spi 5int
Grimlok’s Charge - 2H Pole Arm 42 (15%)
- 88-133/2.7/40.9dps 15agi 10str 15sta
Galgann Firehammer (44 Humanoid)
Flameseer Mantle - Cloth Shoulder 42 (18%)
- 51arm 10spi +14fire spells
Galgann’s Fireblaster - Gun 42 (17%)
- 44-84/2.6/25.4dps +1-3firedmg
Ancient Stone Keeper (44 Elemental)
Cragfists of … - Plate Hands 40 (41%)
- 300arm 5def (… random enchant)
Ironaya (41 Giant)
Ironaya’s Bracers of … - Mail Wrist 37 (32%)
- 165arm (… random enchant)
Stoneweaver Leggings - Cloth Legs 35 (32%)
- 51arm 15spi 9sta 8int
Ironshod Bludgeon - Staff 37 (17%)
- 74-112/2.5/37.2dps 20sta 8str
Baelog (41 Humanoid)
Nordic Longshank - 1H Sword 38 (9%)
- 45-84/2.2/29.3dps 8agi 5sta
Olaf (40 Humaoind)
Olaf’s All Purpose Shield - Shield 37 (12%)
- 1287arm 22blk 11sta use: parachute 10sec

44-50 Zul’Farrak - Main boss Chief Ukorz Sandscalp 48

Chief Ukorz Sandscalp (48 Humanoid)
Big Bad Pauldrons - Plate Shoulders 45 (28%)
- 396arm 12str 12sta 8spi
The Chief’s Enforcer - staff 45 (24%)
- 118-178/3.4/43.5dps (proc-debuff)
Ripsaw - MH Sword 45 (21%)
- 63-117/2.7/33.3dps (proc-debuff)
Embrace of the Lycan - Leather Head 45 (8%)
- 118arm 16sta 5spi 8str 32atkpwr
Jang’thraze the Protector - MH Sword 45U (0.44%)
- 44-83/1.9/33.4dps (proc-buff)
Shadowpriest Sezz’ziz (47 Humanoid)
Jinxed Hoodoo Kilt - Leather Legs 44 (22%)
- 126arm 24spi 10int
Jinxed Hoodoo Skin - Leather Chest 44 (21%)
- 144arm 20spi 8str 10sta
Diabolic Skiver - 2H Pole Arm 44 (20%)
- 99-149/2.9/42.8dps (proc-DoT)
Bad Mojo Mask - Cloth Head 44 (19%)
- 57arm 24int 14shadow
Gahz’rilla (46 no spec)
Gahz’rilla Scale Armor - Mail Chest 43 (38%)
- 290arm 10sta 23spi
Witch Doctor Zum’rah (46 Humanoid)
Jumanza Grips - Cloth Hands Unique 42 (22%)
- 42arm 11int 10spi 10sta
Zum’rah’s Vexing Cane - Staff 42 (11%)
- 88-133/2.7/40.9dps 10int 10sta 21dmg/heal
Antu’sul (48 Humaoind)
Vice Grips of … - Plate Hands 43 (33%)
- 318arm 14atkpwr (random enchant)
Lifeblood Amulet - Neck 43 (32%)
- 5spi 13sta
The Hand of Antu’sul - MH Mace 43 (15%)
- 61-113/2.7/32.2dps (proc-AoE)
Sang’thraze the Deflector - 1H Sword Unique 44 (0.55%)
- 34-65/1.7/29.1dps 1%parry
Zerillis (45 Humanoid) (rare, wanders main walkways)
Sandstalker Ankleguards - Leather Feet 42 (15%)
- 95arm 17agi 3spi 6str
Dustwraith (45 Humanoid) (rare, no idea, on Allakhazam & Thott though)
Desertwalker Cane - Off Hand 42 (25%)
- 13spi 4int 5sta

47-53 Maraudon - main boss Princess Theradras 51

Princess Theradras (51 Elemental)
Blade of Eternal Darkness - Dagger Unique 49 EPIC (0.07%)
- 33-69/1.5/34.0dps use: 100 shadow dmg & resto 100 mana
Bracers of the Stone Princess - Mail Wrist 49 (20%)
- 6sta 5int 30atkpwr
Blackstone Ring - Finger Unique 49 (19%)
- 6sta 20atkpwr 1%hit
Princess Theradras’ Scepter - 2H Mace 49 (16%)
- 126-190/3.4/46.5dps chance: wound 160, lower armor 100
Elemental Rockridge Leggings - Plate Legs 49 (15%)
- 496arm 18sta 20str 10natres
Gemshard Heart - Neck 49 (15%)
- 10int 10sta 6spi
Charstone Dirk - MH Dagger 49 (14%)
- 40-75/1.6/35.9dps 11int 2mana/5sec
Eye of Theradras - Cloth Head 49 (13%)
- 63arm 20int 13sta 11spi
Rotgrip (50 Beast)
Albino Crocscale Boots - Leather Feet 48 (26%)
- 105arm 20agi 5sta 5natres
Rotgrip Mantle - Cloth Shoulders 48 (26%)
- 57arm 17int 11spi
Gatorbite Axe - 2H Axe 48 (19%)
- 117-176/3.2/45.8dps chance: wound 230/30sec
Tinkerer Gizlock (50 Humanoid)
Gizlock’s Hypertech Buckler - Shield 48 (31%)
- 1835arm 32blk 10int 5sta 4mana/5sec
Inventor’s Focal Sword - 1H Sword 48 (27%)
- 54-101/2.2/35.2dps 6int 1%crit
Megashot Rifle - Gun 48 (27%)
- 32-61/1.7/27.4dps 5arcres 19rangedatkpwr
Landslide (50 Giant)
Rockgrip Gauntlets - Mail Hands 48 (21%)
- 198arm 10int 10sta 28atkpwr
Helm of the Mountain - Plate Head 48 (21%)
- 683arm 10natres 7def
Cloud Stone - Off Hand 48 (20%)
- 10int 10spi 10arcres
Fist of Stone - MH Mace 48 (15%)
- 44-83/1.8/35.3dps chance: restore 50 mana
Celebras the Cursed (49 Humanoid)
Grovekeeper’s Drape - Back 47 (32%)
- 37arm 12sta 10natres
Soothsayer’s Headdress - Leather Head 47 (29%)
- 122arm 25int 8spi 7sta
Claw of Celebras - Off-Hand Fist 47 (28%)
- 43-81/1.8/34.4dps chance: 9naturedmg/2sec/20sec
Meshlok the Harvester (48 Elemental) (rare in swamps before Celebras)
Fungus Shroud Armor - Leather Chest 46 (31%)
- 148arm 25agi 10sta
Bloomsprout Headpiece - Mail Head 46 (29%)
- 249arm 18sta 10natres 36atkpwr
Nature’s Embrace - Cloth Chest (robe) 46 (28%)
- 73arm 29holyspells 8mana/5sec
Noxxion (48 Elemental)
Noxxion’s Shackles - Plate Wrist 46 (30%)
- 235arm 5sta 15natres
Heart of Noxxion - Trinket 46 (30%)
- 10natres use: remove 1 poison
Noxious Shooter - Wand 46 (15%)
- 56-104nature/1.6/50.0dps 7sta 5natres
Razorlash (48 no spec)
Vinerot Sandals - Cloth Feet 46 (21%)
- 50arm 12int 12spi 12natres
Phytoskin Spaulders - Leather Shoulders 46 (20%)
- 111arm 16agi 10sta 10natres
Lord Vyletoungue (47 Demon)
Infernal Trickster Leggings - Mail Legs 45 (28%)
- 263arm 20agi 9int +4Bows
Satyr’s Lash - Dagger Unique 45 )25%)
- 39-74/1.7/33.2dps chance: 55-85 shadow dmg
Satyrmane Sash - Cloth Waist 45 (23%)
- 40arm 15int 10sta 10shadres

51-57 Temple of Atal’Hakkar - main boss Shade of Eranikus 55

Shade of Eranikus (55 Dragon)
Dragon’s Call - 1H Sword 52 EPIC (0.04%)
- 72-135/2.5/41.4dps chance: summons combat whelp
Dragon’s Eye - Neck 51 (28%)
- 6sta 15spi
Horns of Eranikus - Mail Head 51 (26%)
- 271arm 11spi 27int
Rod of Corrosion - Wand 51 (23%)
- 50-93nature/1.3/55.0dps 10natres
Crest of Supremacy - Shield 51 (18%)
- 1930arm 35blk 6agi 7int 7spi 7sta 6str
Dire Nail of … - Dagger Unique 51 (11%)
- 38-72/1.5/36.7dps 5SR (random enchant)
Tooth of Eranikus - MH Axe 51 (10%)
- 62-116/2.4/37.1dps 6str 1%hit
Dreamscythe, Hazzas, Morphaz, Weaver (51-53 Dragons)
Bloodfire Talons - Leather Hands 48 (~4.5%)
- 96arm 9spi 5int 10fireres +18dmg/heal spells
Smoldering Claw - Polearm 49 (~4.5%)
- 108-162/2.9/46.6dps 10FR 135fire dmg +15dmg/6sec
Drakefang Butcher - 2H Sword 48 (~4.5%)
- 99-149/2.7/45.9dps 15str chance: wound 150dmg/30sec
Firebreather - 1H Sword 48 (~4.5%)
- 54-101/2.2/35.2dps 70fire dmg +9fire dmg/6sec
Dawnspire Cord - Cloth Waist 48 (~4.5%)
- 43arm 19int 8spi
Drakestone of … - Off-hand 49 (~4.5%)
- 7dmg/heal (… random enchant)
Nightfall Drape - Back 48 (~4.5%)
- 38srm 14sta 8spi
Avatar of Hakkar (50 no spec)
Embrace of the Wind Serpent - Cloth Chest 50 EPIC (0.04%)
- 86arm 30spi 17int 9sta 12natres
Windscale Sarong - Leather Legs 49 (34%)
- 136arm 20spi 10sta 10int 7agi
Bloodshot Greaves - Mail Feet 49 (33%)
- 221arm 20sta 6agi 5str
Featherskin Cape - Back 49 (30%)
- 39arm 4sta 15spi 4int
Warrior’s Embrace - Plate Chest 49 (30%)
- 567arm 11sta 4agi 2%dodge
Might of Hakkar - MH Mace 49 (16%)
- 60-112/2.4/35.8dps 11sta 5spi
Spire of Hakkar - Staff 49 (16%)
- 126-190/3.4/46.5dps 16spi 16sta +18dmg/heal spells
Jammal’an (54 Humanoid)
Glove of the Atal’ai Prophet - Cloth Hands 50 (27%)
- 49arm 20spi 5str 5sta
Vestments of the Atal’ai Prophet - Cloth Chest 50 (24%)
- 78arm 11int 27spi
Kilt of the Atal’ai Prophet - Cloth Legs 50 (22%)
- 69arm 18spi 18int 9sta 4str
Spawn of Hakkar (50 Beast) (Wanders the ring with the mini-prophets)
Slitherscale Boots - Leather Feet 47 (41%)
- 104arm 12sta 5str 15spi
Gasher, Hukku, Loro, Mijan, Zolo, Zul’lor (51-52)
Atal’ai Gloves of … - Cloth Hands 47 (~3%)
- 47arm 9dmg/heal (… random Enchant)
Atal’ai Spaulders of … - Leather Shoulders 47 (~3%)
- 193arm (… random enchant)
Atal’ai Breastplate of … - Mail Chest 47 (~3%)
- 311arm 22atkpwr (… random enchant)
Atal’alarion (50)
Darkwater Bracers of … - Leather Wrist 47 (33%)
- 66arm 7SR (… random enchant)
Atal’alarion’s Tusk Ring - Plate Waist 46 (30%)
- 302arm 18str 8sta
Headspike - 2H Pole Arm 46 (18%)
- 106-159/3.0/44.2dps 18sta 15str

51-60 Blackrock Depths - main boss Emperor Dagran Thaurissan 59

Emperor Dagran Thaurissan (59 Humanoid)
Ironfoe - MH Mace 55 Unique (0.28%)
- 73-136/2.4/43.5dps chance: 2 extra attacks next swing
Robes of the Royal Crown - Cloth Chest(robe) 55 (21%)
- 85arm 29spi 9int 5sta 3agi
Guiding Stave of Wisdom - Staff 54 (21%)
- 133-200/3.350.5 29spi 10sta 10frostres
Thaurissan’s Royal Scepter - Off Hnad 55 (19%)
- 15spi 5int 5sta
Emperor’s Seal of … - Finger 55 (16%)
- 6frostres 6arcres (… random enchant)
Imperial Jewel - Neck 55 (16%)
- 7sta 32atkpwr
Dreadforge Retaliator - 2H Axe 54 (15%)
- 149-225/3.7/50.5dps 1%parry 1%crit 30atkpwr
The Emperor’s New Cape - Back 55 (13%)
- 43arm 16sta 7agi
Force of Will - Trinket 55 Unique (12%)
- 7def chance: 1%, when struck reduces melee dmg by 25
Lightforge Gauntlets - Plate Hands 54 (11%)
- 386arm 14spi 14str 9sta (set piece)
Princess Moira Bronzebeard (58 Humanoid) (High Priestess of Thaurissan)
Ebonsteel Spaulders - Plate Shoulders 54 (19%)
- 463arm 9spi 17sta 10agi
Swiftwalker Boots - Leather Feet 54 (14%)
- 115arm 21agi 7sta 4str
High Priestess Boots - Cloth Feet 54 (14%)
- 58arm 20sta 7spi 10shadres
Hands of the Exalted Herald - Cloth Hands 54 (13%)
- 52arm 13int 12spi +33healing
Magmus (57 Giant)
Magmus Stone - Off Hand 53 (9%)
- 4spi 7sta 15fireres
Chest of Seven (after killing the ‘rel seven)
Wraith Scythe - MH Axe 51 (23%)
- 57-106/2.2/37.0dps chance: steal 45hp
Impervious Giant - 2H Mace 52 (22%)
- 105-159/2.7/48.9dps 1%hit 1%crit
Blood-etched Blade - Dagger 52 (22%)
- 21-40/1.5/20.3dps chance: wound for 120 converts to mana
Deathdealer Breastplate - Mail Chest 52 (22%)
- 338arm 8sta 8str 2%crit
The Hammer of Grace - MH Mace 52 (21%)
- 71-132/2.7/37.6dps +31healing spells
Ghostshroud - Leather Head 52 (21%)
- 132arm 19agi 18sta 12str 5shadres
Legplates of the Eternal Guardian - Plate Legs 52 (20%)
- 742arm 15def
Haunting Specter Leggings - Cloth Legs 52 (20%)
- 71arm 28spi 12int
Panzor the Invincible (57 Elemental) (rare before room of seven)
Shalehusk Boots - Plate Feet 53 (35%)
- 417arm 5sta 2%dodge
Rock Golem Bulwark - Shield 53 (33%)
- 1994arm 36blk 10sta 15arcres
Stone of the Earth - 2H Sword 51 (17%)
- 123-185/3.2/48.1dps 12sta 280arm
Ambassador Flamelash (57 Humanoid)
Circle of Flame - Cloth Head 54 EPIC (0.19%)
- 74arm 15spi 15fireres use: channel 30hp to mp/1sec/10sec
Molten Fists - Mail Hands 53 (37%)
- 215arm 10fireres 5%chance: 50-70fire dmg
Cape of the Fire Salamander - Back 53 (36%)
- 41arm 16spi 5sta 7fireres
Plugger Spazzring (55 Humanoid)
Barman Shanker - MH Dagger 50 (7%)
- 51-95/2.0/36.5dps chance: wound 100dmg/30sec
Golem Lord Argelmach (58 Humanoid)
Naglering - Finger 54 (8%)
- 3arcdmg to attacker when hit, +1%hit
Second Wind - Trinket 54 (6%)
- +22healing spells, use 30mana/1sec/10sec
General Angerforge (57 Humanoid)
Warstrife Leggings - Leather Legs 53 (8%)
- 144arm 6str 12sta 6agi 2%dodge
Lord General’s Sword - MH Sword 51 (4%)
- 67-125/2.6/36.9dps chance: 50atkpwr/30sec
Hand of Justice - Trinket 53 (3%)
- 20 atkpwr chance: 2% on hit for 1 extra attack
Bael’gar (57 Giant)
Sash of the Burning Heart - Cloth Waist 53 (15%)
- 46arm 15spi 10sta
Rubidium Hammer - MH Mace 51 (4%)
- 51-96/2.0/36.8dps 5str 120arm
Lord Incendius (56 Elemental)
Cinderhide Armsplints of … - Leather Wrist 52 (11%)
- 71arm 10fireres (… random enchant)
Emberplate Armguards of … - Plate Wrist 52 (11%)
- 261arm 10fireres (… random enchant)
Flameweave Cuffs of … - Cloth Wrist 52 (10%)
- 35arm 10fireres (… random enchant)
Pyremail Wristguards of … - Mail Wrist 52 (10%)
- 148arm 10fireres (… random enchant)
Warder Stilgiss (56 Humanoid)
Chillsteel Girdle - Mail Belt 52 (36%)
- 190arm 20int 7spi 10frostres
Boreal Mantle - Cloth Shoulders 52 (32%)
- 61arm 10frost res +29frost spells
Arbiter’s Blade - MH Sword 48 (15%)
- 59-110/2.4/35.2dps 10spi 6int
Verek (55 Demon) (rare demon dog stands by Warder Stilgiss)
Verek’s Collar - Neck 51 (6%)
Fineous Darkvire (54 Humanoid)
Chief Architect’s Monocle - Cloth Head 50 (7%)
- 64arm 27int 3spi 10sta
Pyromancer Loregrain (52 Elemental) (rare at the Franclorn statue)
Pyric Caduceus - Wand 48 (29%)
66-123/1.8/52.5dps +13fire spells
Searingscale Leggings - Mail Legs 48 (21%)
- 177arm 25spi 10int 10fireres
Flamestrider Robes - Leather Chest(robe) 48 (20%)
- 153arm 25spi 5sta 6int 10fireres
Kindling Stave - Staff 48 (18%)
- 106-160/2.9/45.9dps 25spi 10sta 10fireres
Ribbly Screwspigot (53 Humanoid)
Plans: Dark Iron Plate (15%)
-
Hurley Blackbreath (55Humanoid)
Ragefury Eyepatch - Leather Head 52 (11%)
- 132arm 9sta 6str 2%crit
Gorosh the Dervish (54 Humanoid) (Arena)
Savage Gladiator Chain - Mail Chest 52 EPIC (7%)
- 13sta 13def 2%crit (set piece)
Savage Gladiator Grips - Mail Hands 52 (23%)
- 211arm 9agi 14spi 14sta
Savage Gladiator Helm - Mail Head (23%)
- 275arm 28sta 12spi
Savage Gladiator Greaves - Mail Feet 52 (17%)
- 233arm 13agi 13str 13sta
Savage Gladiator Leggings - Mail Legs 52 (14%)
- 296arm 19sta 18spi 12str
Grizzle (54 Humanoid) (Arena)
Plans: Dark Iron Pulverizer (70%)
-
Dragmetal Spaulders - Mail Shoulders 50 (15%)
- 246arm 10spi 6str 5sta 15int
Eviscerator (53 Humanoid) (Arena)
Girdle of Beastial Fury - Leather Waist 50 (15%)
- 89arm 8str 10sta 30atkpwr
Anub’shiah (52 Undead) (Arena)
Carapace of Anub’shiah - Plate Chest 50 (14%)
- 577arm 22sta 11str 11agi
High Interrogator Gerstahn (52 Humanoid)
Enthralled Sphere - Off Hand 48 (3%)
- 14int 5spi 3sta
- 6str 7sta 2%dodge
Hedrum the Creeper (53 Beast) (don’t know where this is)
Hookfang Shanker - Dagger 49 Unique (14%)
- 35-65/1.4/35.7dps chance: 7naturedmg/3sec/30sec -50arm
Houndmaster Grebmar (52 Humanoid) (Wanders loop around the arena)
Houndmaster’s Bow - Bow 48 (4%)
- 34-64/1.8/27.2dps 3agi 24atkpr vs beasts
Houndmaster’s Rifle - Gun 48 (4%)
- 44-82/2.3/27.4dps 24atkpr vs beasts
Ok’thor the Breaker (53 Humanoid) (don’t know where he is)
Cyclopean Band - Finger 49 (16%)
- 15spi 4str 4int

Doing Someday soon:
Diremaul

Stratholme

Scholomance

LBRS

UBRS

Notes:
- Weapon description format: In the line “106-159/3.0/44.2dps,” 106-159 is the
per-hit dmg rating, 3.0 is the weapon speed, and the last number is dps. Wands
have the kind of dmg listed by the damage rating (like nature, arcane, etc)

- For items with special uses or procs, I just tried to describe them briefly.

- For the few items that add damage to magic & healing, or shadow spells, I
tried to make it understandable, such as “18dmg/heal” means “+18 to damage &
healing spells.” Or the few regen cases like the shoulders off Mutanus
“3hp/4sec” just means regens 3hp every 4 seconds.”

Abbreviations:
MH - Main Hand
1H - One Hand
2H - Two Hand
OH - off hand
arm - armor
sta - stamina
str - strength
int - intellect
agi - agility
spi - spirit
atkpwr - attack power
fireres - fire resistance
frostres - frost resistance
natres - nature resistance
shadres - shadow resistance
arcres - arcane resistance
dps - damage per second
DoT - damage over time
AoE - area of effect

Filed under: Games, Random | Tags: , , , , , , | vrskidsv | Comments (0)

===============================================================================

V E R S I O N H I S T O R Y

===============================================================================

1.0 (02/19/2008): Shaman section added. Formatting changes complete. Version
1.0 is live and has been submitted to GameFAQs for review.
0.9 (02/18/2008): Mage and rogue sections added, formatting upgraded.
0.8 (02/17/2008): Hunter and priest sections complete, formatting changed.
0.7 (02/16/2008): Warrior section added.
0.65 (02/14/2008): Druid and paladin sections complete, many changes made to
other sections.
0.55 (02/13/2008): Many changes made, Warsong Gulch section more or less
complete.
0.45 (02/11/2008): Minor changes.
0.4 (02/08/2008): Warlock section complete, other small sections complete.
FAQ’s added.
0.3 (02/07/2008): Arsenal section more or less finished, other small sections
added.
0.2 (02/06/2008): Added more items, nearly done with the arsenal section.
0.15 (02/05/2008): Added a number of items to the items section and fixed up
the formatting a bit.
0.1 (02/04/2008): The guide begins.

===============================================================================

T A B L E O F C O N T E N T S

===============================================================================

*The [XXXX] things are called cells. They are there to help you find specific
sections in this guide. Ctrl + F cell [0033], for example, to quickly move to
cell [0033] in the guide.

1. Introduction…………………………………………………[0000]

2. Terms……………………………………………………….[0001]

3. Arsenal……………………………………………………..[0002]
I. Overview………………………………………………[0003]
II. Items…………………………………………………[0004]
A. Engineering Stuff…………………………………..[0005]
B. Jewelcrafting Stuff…………………………………[0006]
C. Potions……………………………………………[0007]
D. Other Buff Items……………………………………[0008]
E. Bandages…………………………………………..[0009]
F. Miscellaneous………………………………………[0010]
G. Special Items………………………………………[0011]
III. Addons………………………………………………..[0012]
IV. Other Programs…………………………………………[0013]

4. Class Guides…………………………………………………[0014]
I. Druid…………………………………………………[0015]
A. Overview…………………………………………..[0016]
B. Gear Setup…………………………………………[0017]
C. Talent Setups………………………………………[0018]
II. Hunter………………………………………………..[0019]
A. Overview…………………………………………..[0020]
B. Gear Setup…………………………………………[0021]
C. Talent Setups………………………………………[0022]
III. Mage………………………………………………….[0023]
A. Overview…………………………………………..[0024]
B. Gear Setup…………………………………………[0025]
C. Talent Setups………………………………………[0026]
IV. Paladin……………………………………………….[0027]
A. Overview…………………………………………..[0028]
B. Gear Setup…………………………………………[0029]
C. Talent Setups………………………………………[0030]
V. Priest………………………………………………..[0031]
A. Overview…………………………………………..[0032]
B. Gear Setup…………………………………………[0033]
C. Talent Setups………………………………………[0034]
VI. Rogue…………………………………………………[0035]
A. Overview…………………………………………..[0036]
B. Gear Setup…………………………………………[0037]
C. Talent Setups………………………………………[0038]
VII. Shaman………………………………………………..[0039]
A. Overview…………………………………………..[0040]
B. Gear Setup…………………………………………[0041]
C. Talent Setups………………………………………[0042]
VIII. Warlock……………………………………………….[0043]
A. Overview…………………………………………..[0044]
B. Gear Setup…………………………………………[0045]
C. Talent Setups………………………………………[0046]
IX. Warrior……………………………………………….[0047]
A. Overview…………………………………………..[0048]
B. Gear Setup…………………………………………[0049]
C. Talent Setups………………………………………[0050]

5. Warsong Gulch………………………………………………..[0051]
I. Description……………………………………………[0052]
II. Parts…………………………………………………[0053]
III. Tactics……………………………………………….[0054]

6. Arenas………………………………………………………[0055]
I. General Information…………………………………….[0056]
II. Blade’s Edge Mountains Arena…………………………….[0057]
III. Nagrand Arena………………………………………….[0058]
IV. Ruins of Lordaeron……………………………………..[0059]

7. Frequently Asked Questions…………………………………….[0060]

8. Contacting Me………………………………………………..[0061]

9. Legal Cod Fodder……………………………………………..[0062]

10. Closing Statements……………………………………………[0063]

===============================================================================

1. I N T R O D U C T I O N [0000]

===============================================================================

What is twinking and why should I get involved?
————————————————

Twinking in its most basic form involves creating a character, typically at the
top of its PvP tier, and equipping it with the best gear and enchants possible
in order to battle with other players in battlegrounds. I will be talking
specifically about 19 twinks in this guide, which dominate the 10-19
battleground tier, but twinks exist onward in the 20-29’s, 30-39’s, all the way
up to the 60-69’s. 70 twinks do not exist simply because it’s nearly
impossible to obtain the best possible combination of gear at that level, not
to mention the phrase “best possible gear” in itself is highly debatable. Many
level 70’s have multiple gear sets which serve different purposes. With that
said, 19 twinks can also have multiple gear sets, and I will go into detail
about what classes should consider this and why it would be to their benefit in
the guides sections for each specific classes. A common example of a 19 twink
you may have seen around before is a 19 rogue wearing top-notch leather gear
and wielding dual Cruel Barbs complete with crusader enchants. These rogues
make quick work of players equipped with lesser gear in PvP, and still pose a
major threat to other twinks.

So why should you consider jumping on the bandwagon and making your own twink?
Well, for one thing, it’s a hell of a lot of fun. There’s nothing like the
superiority you feel over the opponent when after engaging in combat and
killing them, you still have 80% of your health left and your cooldowns are
still ready and waiting. Critting for 250 at level 19 and breaking the 2000
health mark are some other prime examples for creating a twink. But what I
enjoy most about 19 twinking personally is the exciting battles that ensue when
one group of formidable 19 twinks meets another on the battlefield. One-sided
battles in which one team completely demolishes the other are boring to me,
quite frankly, but if that’s your cup of tea, more power to you. To put it in
a nutshell, if you’re not too great at PvP or your teamwork skills are a bit
lacking, 19 twinking might not be for you. But if you love PvP, you’ve got
some ‘leet skeels’, and you want to try something new, then you’ve come to the
right place.

What do I need to make my very own twink?
——————————————

I should warn you guys, 19 twinking is not a cheap proposition. I’ve heard of
people spending upwards of 1000 gold on gear, enchants, and other goodies - no
exaggeration. While you can farm much of the things you need yourself, you’re
still inevitably going to need a decent pile of gold lying around if you want
to do things properly. It shouldn’t be of any surprise that you pretty much
need to have a higher level toon so you’ll have some source of income. You’ll
also need some time on your hands to run the instances, whether it’s with a
group or your high level buddies are helping you out. A lot of the stuff
you’re going to need regardless of class drops in instances such as The
Deadmines.

Why are you qualified to make this guide?
——————————————

That’s another very good question. I feel that I’m qualified to make this
guide because I’ve been twinking since early 2006. While at first I had no
idea what I was doing just like anybody else, I feel that I more or less have
the process down nowadays. I run my own twink guild called Infernal Renegades
here on Lightbringer, and I often help friends of mine create their own twinks.
When we run the battlegrounds together as a guild, we rarely lose to even teams.
I’ve been known to get pretty ticked off when we do lose, but that’s another
story. Case in point, I’m making this guide because I love twinking, I’ve been
doing it a while, and I’m fairly well-respected among the twink community.

What other sources should I consult with for help?
—————————————————

First and foremost, I have to say that www.gamefaqs.com has some other
excellent guides relating to PvP and whatnot. And I personally use
www.wowhead.com when I need to know something specific about WoW. Other than
that, I know plenty of people use www.thottbot.com and wow.allakhazam.com to
serve the same basic purposes as Wowhead.

===============================================================================

2. T E R M S [0001]

===============================================================================

I will be using both general WoW terms and specific twinks terms throughout
this guide. These terms are listed below:

AH: Auction House. You will be buying some of your equipment and items there.

BoE: Bind on equip. A piece of equipment that is not bound to your character
until you equip it.

BoP: Bind on pickup. A piece of equipment that is bound to your character the
minute it comes into your possession.

Bound: When something is bound to you, it can no longer be traded to other
players.

Cooldown: The amount of time you must wait after using an item to be able to
use it or anything else on the same timer again.

Ding: Onomatopoeia for the sound that is made when a character levels up. This
is a 19 twink’s worst nightmare when it is done unintentionally and should be
avoided at all costs, even if it means avoiding unexplored areas and leaving
raids when your friends are attacking stuff that will give exp.

DoT: Damage over time. Moves that don’t do all of their damage in one swift
strike, but rather leave a debuff on the enemy which continues to harm them
over a certain period of time. Warlock’s corruption and the Stinging Viper’s
poison proc are two examples.

Dps: Damage per second. The amount of damage you’re dealing to the enemy, or
the enemy is dealing to you. You want this to be as high as possible.

Exp: Experience points. Something a 19 twink REALLY doesn’t like getting.

g: Gold coins. The most valuable currency currently existing in WoW.

HoT: Heal over time. Moves that don’t do all of their healing in one swift
motion, but rather leave a temporary buff on the target which continues to heal
them over a certain period of time. A priest’s renew and a druid’s
rejuvenation are two examples.

Kite: A concept of dragging your opponent all over the place without actually
allowing them to attack you, similar to flying a kite around. This is usually
done using some kind of slowing attack and using other offensive attacks in the
mean time to drag down their health. Warlocks and hunters do this well.

Leet Skeels: Don’t worry about it.

Mats: Materials. This is simply a term referring to what materials you need
for something such as a potion or an enchant.

NPC: Non-player character. A character in the game which is not being
controlled by a real human being.

Spec: Simply means how you put your talents together. If you’re beast mastery
specced hunter, you put 10 talent points into beat mastery.

Proc: If this is an acronym, I don’t know what it’s short for. Please email me
if you know. When something such as a weapon procs, it means that its chance
on strike has triggered. For example, if your Night Reaver procs, it means
your shadow damage chance on hit just went off.

WoW: World of Warcraft.

WSG: Warsong Gulch.

===============================================================================

3. A R S E N A L [0002]

===============================================================================

-+-+-+-+-+-+-+-+-+-
I. Overview [0003]
-+-+-+-+-+-+-+-+-+-

When I use the word arsenal, I’m not speaking of an array of machine guns and
rocket launchers - those don’t come until later in the game. When I say
arsenal, I’m speaking of the array of weapons, tangible and intangible, that
are at your disposal to use in 19 PvP. Whether you prefer to toss sticks of
dynamite at your opponent or put them to sleep and run straight past them
towards the flag, the sky is the limit when it comes to items. And there are,
of course, many tactics to consider along the way, as well as programs that
help enhance your PvP experience. These next few subsections will serve to
better educate you aspiring twinks about what’s available for use and how to
use it properly.

-+-+-+-+-+-+-+-+-
II. Items [0004]
-+-+-+-+-+-+-+-+-

A. Engineering Stuff [0005]
—————————-

Every half-decent twink should have engineering, if nothing else for the
goggles. Your Blood Elf Bandit Mask may make you look like some kind of crazed
outlaw from the Old West, but it sure as hell doesn’t give any stats. The
maximum level of engineering a level 19 can get to is 150, and thank Blizzard
for that. We don’t need 19 twinks running around with sapper charges and land
mines. It doesn’t cost much at all to raise this skill as long as you mine the
ore you need yourself. Or you can be lazy like me and buy everything on the AH,
but that will be expensive. Keep in mind I will be completely factoring out
cost and rarity of mats as a reason to dismiss an item, because I’m assuming
you’ve got a bit of cash laying around or you wouldn’t be twinking in the first
place.

Big Bronze Bomb: The “stunner” of 19 PvP bombs. This hits for 85 to 115 fire
damage, affects an area 5 yards in radius, stuns all enemies in the blast range
for 2 seconds, and can be resisted, but can also crit. A tauren war stomp on
acid. Don’t forget about the 1 second cast time or the fact that this cannot
be thrown while running, unlike its dynamite counterpart. Also note the fact
that any damage to a stunned target will break the stun. With all these
negatives in mind, this is still great for getting people off your tail when
they’ve still got a good amount of health left. Shares a cooldown with other
engineering weapons and magic dust. Carry a few of these with you at all times.

Discombobulator Ray: This item comes with 5 charges and is actually usable by
anybody, but is made by engineers. It turns your enemy target into an ugly
green leper gnome, reducing their melee and spell damage by 40 and their
movement rate by 20% for 12 seconds. The actual debuff is a curse, but luckily
(or unluckily) nobody can dispel curses at 19. I always carry a couple of
these around for slowing down the enemy flag carrier, and I try to imagine them
cursing and spitting at their monitor as the rest of my team catches up with
them. Shares a cooldown with other engineering weapons and magic dust. Bring
a couple of these along for the trip.

Explosive Sheep: This baaaaahdass (I know, that was awful) sheep actually
follows you around the map when deployed, albeit at a slow pace. It will
attack the nearest enemy or the first one to come within range, blowing itself
up for 135 to 165 damage, with both a chance to be resisted and a chance to
crit. I’ve also heard reports that this sheep has stealth detection and will
lead you to a stealthed rogue or shadowmelded night elf before blowing up right
in their face. I’ll have to test this and update the info when I get it. It’s
a good choice for somebody who doesn’t have very good aim with bombs, as it
takes care of seeking out the enemy by itself. Shares a cooldown with other
engineering weapons and magic dust. Keep a few in your pack just in case.

Flame Deflector: This item has 5 charges and is actually usable by anybody, but
is made by engineers. The flame deflector places a one-minute magic buff on
you which absorbs 500 fire damage. This effect can be purged by a shaman or
dispelled by a priest. I personally wouldn’t use this unless facing a twinked
mage or a couple of people who are using bombs frequently, but I suppose it’s
good to carry a couple just in case. Has a cooldown of 15 minutes and doesn’t
share a cooldown with any other device available to 19’s.

Goblin Jumper Cables (Gnomes only): Before you ask, this is only available to
gnomes because it requires 165 engineering to use, and gnomes get +15 to
engineering as a racial passive. This trinket has a 33% success rate of
bringing a targeted ally back to life with very little health and mana. You’re
very rarely going to have the need to resurrect somebody in Warsong Gulch and
even if you did, you’d have to equip the trinket, wait 30 seconds, and then
shock the person only to watch it fail 2 out of 3 times. Infinite amount of
charges. Good for a laugh, but not much else. I wouldn’t bother with it.

Goggles: The two pairs of goggles you’re interested in getting are the Shadow
Goggles, which offer intellect and spirit, and the Green Tinted Goggles, which
offer stamina and spirit. The pair you want depends on your class, and some
classes should consider carrying both.

Heavy Dynamite: This bad boy hits for 128 to 172 fire damage, affects an area 5
yards in radius, and can be resisted, but can also crit. It can be thrown
while running and has a one minute cooldown which is shared with other
engineering weapons and magic dust. It packs the strongest punch of any bomb
available to 19’s, but lacks the stunning capability of the Big Bronze Bomb.
They’re great for those times when that pesky rogue on your tail is about to
drop you, but he’s only got 100 health left. Always keep a few sticks of these
in your bags.

Minor Recombobulator: This trinket cures one polymorph effect (but ironically
cannot be used while polymorphed) and gives the target 150-250 health and 150-
250 mana. The great thing about this trinket is it can crit, and believe it or
not, it’s affected by +healing, making it an even better trinket for healing
classes. 10 charges per trinket. Its cooldown is 5 minutes and it shares a
cooldown with healthstones. Always have a couple of these with you, and don’t
forget to switch back to your Arena Grand Master if you have one so you don’t
miss out on your 12 dodge.

Ornate Spyglass: This item, which can be used to see objects and people farther
away than would normally be possible, is occasionally useful in PvP. You must
be standing still to use this and the item itself has a casting time of one
second. Infinite amount of charges. You’d might as well lug one around if
you’ve got the bag space.

Portable Bronze Mortar (Gnomes only): Before you ask, this is only available to
gnomes because it requires 165 engineering to use, and gnomes get +15 to
engineering as a racial passive. It’s more or less a Big Bronze Bomb trinket
with a longer firing range, which makes it pretty good for slowing down a
sprinting flag carrier. You’ll need to practice aiming with it though, because
it has a 1 second firing time and it takes the shell a small period of time to
reach the opponent. It’s best to tab between this trinket and your Arena Grand
Master if you have one, so you’re not missing out on your +12 dodge while
you’re waiting for your mortar to cooldown. Speaking of cooldowns, this shares
a cooldown with other engineering weapons and magic dust. A pretty nice
trinket both for showing off to your friends and blowing away your opponents.
Come with 8 charges.

Target Dummy: Contrary to what other twinks will tell you, this does have a
practical use. This item will use a growl-like attack in a 5-yard radius
around itself, generating a large amount of threat. And how do you use this
against other real players, you ask? Well you don’t use it on them, silly -
you use it on their pets! This quickly pulls warlock and hunters pets off of
you, redirecting their attacks to it. It has an unlimited amount of health and
lasts 15 seconds. An essential item for flag carriers but can be used by
anybody. Shares a cooldown with minor recombobulators, jewelcrafting statues,
healthstones, and battle standards. Carry a couple of these with you.

B. Jewelcrafting Stuff [0006]
——————————

After Burning Crusade, jewelcrafting became the second potential twink
profession. This is due to the fact that it offers certain items which are
beneficial in PvP combat and are exclusive to jewelcrafters. Unfortunately,
only one of these items is truly useful to a 19 twink.

Heavy Stone Statue: Using this item places a small golem-looking creature on
the ground beside you which fires a beam at you and heals you for 400 health
over 15-20 seconds. This statue is killable by the enemy and as far as I know,
it will always die in one shot. So this is best used outside of combat in
conjunction with a bandage, or against an enemy who doesn’t know they can kill
the statue. The statue also doesn’t appear to have a range limit so you could
simply put it down in a secluded location and then charge into the enemy.
Shares a cooldown minor recombobulators, healthstones, target dummies, and
battle standards.

C. Potions [0007]
——————

There are a ton of potions available for 19’s, either for obtaining buffs or
for regenerating health/mana. There are a couple of special potions which
perform other functions, and I’ll be detailing any and all potions which are
potentially useful for 19’s in this section. As you may already know, you may
only have one battle elixir and one guardian elixir buff up at any time.
Certain potions don’t count as either, and they are usable alongside one
guardian and one battle elixir. I’ll make sure to include what type of potion
each is in its designated description. Don’t forget that all potion buffs can
be purged by a shaman or dispelled by a priest. And when I use the term
‘cooldown potion’, it shares a 2 minute cooldown with any others listed as that
term.

Elixir of Defense: This potion increases the imbiber’s armor by 150 for 1 hour
or until death. Guardian Elixir. While this may reduce the melee damage
you’re taking a bit, you also have to take into account that there are casters
in the battlegrounds whose spells are unaffected by armor rating. A
combination of this potion and Minor Magic Resistance Potion makes for a pretty
good defensive combo. Don’t use this unless you have enough health that you’re
going to live pretty long anyway, or you’re just wasting your time.

Elixir of Firepower: This potion increases the imbiber’s fire damage by up to
10 for 30 minutes or until death. Battle Elixir. This works well in
combination with Minor Wizard Oil for mages and warlocks. Worth drinking if
you want the extra dps boost. Impress your friends with 150+ firebolt crits!

Elixir of Giant Growth: This potion increases the imbiber’s strength by 8 as
well as their size for 20 minutes or until death. Battle Elixir. Good for a
dps warrior or possibly a paladin. You could argue that the size increase is
both positive and negative, but a lot of the time people aren’t going to notice.

Elixir of Lesser Agility: This potion increases the imbiber’s agility by 8 for
1 hour or until death. Battle Elixir. This could be used effectively by any
class that does physical melee often, as well as hunters. It’s also the best
defensive battle elixir for level 19, so it compliments another potion like
Elixir of Defense nicely for survival.

Elixir of Minor Fortitude: This potion increases the imbiber’s health by 27 for
1 hour or until death. Guardian Elixir. You’re most likely better off with
Strong Troll’s Blood Potion if you’re going for health, unless you usually die
or get purged/dispelled within 30 seconds of drinking your potions and entering
combat.

Elixir of Wisdom: This potion increases the imbiber’s intellect by 6 for 1 hour.
Guardian Elixir. Go ahead and drink this if you usually drain your mana pool
pretty quickly, as every bit helps. Great for healers, and may be great for
casters too, if you’d rather not go with Elixir of Firepower instead.

Healing Potion: This potion regenerates 280-360 of the imbiber’s health
instantly. The biggest staple of all 19 twink potions, you will see people
drinking this all the time. Oddly enough, this potion can crit. Cooldown
potion.

Holy Protection Potion: This potion creates a shield around its imbiber which
absorbs 300 to 500 holy damage over 2 minutes or until death. This is only
really useful against a priest who is dpsing with smite, which is rare, or a
paladin. Probably not worth your time but if you really wanna tick somebody
off, go ahead and drink one. Cooldown potion.

Lesser Mana Potion: This potion regenerates 280-360 of the imbiber’s mana
instantly. Could be a better choice over Health Potion for a healer or caster
who’s just low on mana and can’t drink. Oddly enough, this potion can crit.
Cooldown potion.

Minor Magic Resistance Potion: This potion increases the imbiber’s resistance
to all schools of magic by 25 for 3 minutes or until death. Extremely annoying
against a caster and is not considered a battle or guardian elixir. Drink one
if you’re facing a caster or two, but don’t forget about the short duration.
Cooldown potion.

Minor Rejuvenation Potion: This potion regenerates 90-150 of the imbiber’s mana
and 90-150 of their health instantly. If you need both, sure, throw this thing
down. Otherwise I would go for Lesser Mana Potion or Health Potion, because of
this being such a small amount. Oddly enough, this potion can crit. Cooldown
potion.

Potion of Curing: This potion cures the imbiber of 4 poisons instantly.
There’s no reason to use this instead of an anti-venom, as the mats for that
are considerably cheaper and it shares a cooldown with nothing.

Rage Potion: This potion instantly generates 20 to 40 rage for the imbiber, who
must be a warrior. This, to me, seems kind of obsolete, but I suppose if you
desperately need enough rage to hamstring a flag carrier or something, you
might as well have a couple. Cooldown potion.

Shadow Protection Potion: This potion creates a shield around its imbiber which
absorbs 675 to 1125 shadow damage over 2 minutes or until death. This will
drive a warlock or a priest insane. It’s to the point where I almost consider
this thing too cheap to use, but that’s your choice. Don’t forget that it can
also absorb weapon procs such as the one triggered from the Night Reaver. Very
effective. Cooldown potion.

Strong Troll’s Blood Potion: This potion increases the imbiber’s health
regeneration rate by 6 health per 5 seconds for 1 hour or until death.
Guardian Elixir. This is probably better than Elixir of Minor Fortitude unless
you’re to get killed or purged/dispelled within 30 seconds of drinking your
potions and entering combat.

Swiftness Potion: This potion increases the imbiber’s run speed by 50% for 15
seconds or until death. A must-have for anybody who’s serious about twinking.
Situations are gonna come up where the enemy flag carrier is 30 yards ahead of
you and they’re closing in on their base to score the final point. Swiftness
Potions help you make that one final attempt at changing the match around in
your favor, or simply facilitating many aspects of 19 PvP. This, used in
conjunction with a paladin’s Blessing of Freedom, is a brutal combination.
Cooldown potion.

D. Other Buff Items [0008]
—————————

These are other common ingame items that provide buffs. Scrolls, foods, and
rumsey rum. Every food listed here gives the same Well Fed buff of 6 stamina
and spirit for 15 minutes, as well as regenerating 552 health over 24 seconds,
so I won’t bother listing descriptions for them. Don’t forget that you must
sit and eat for at least 10 seconds to get your Well Fed buff. Death clears
any and all of these buffs.

Scroll of Agility: Increases the reader’s agility by 5 for 30 minutes.
Scroll of Intellect: Increases the reader’s intellect by 4 for 30 minutes.
Scroll of Protection II: Increases the reader’s armor by 120 for 30 minutes.
Scroll of Spirit II: Increases reader’s spirit by 7 for 30 minutes.
Scroll of Stamina: Increases the reader’s stamina by 4 for 30 minutes.
Scroll of Strength: Increases the reader’s strength by 6 for 30 minutes.

Big Bear Steak
Crocolisk Gumbo
Curiously Tasty Omelet
Goblin Deviled Clams
Gooey Spider Cake
Hot Lion Chops
Lean Venison
Lean Wolf Steak

Rumsey Rum Black Label: Increases stamina by 15 for 15 minutes, and gets the
drinker a little drunk, making their running pattern slightly erratic. This is
great stuff for 19 twinks and is better than Well Fed foods for any class, in
my opinion. This will erase the Well Fed buff of a food, so you may not have
both on at once.

E. Bandages [0009]
——————-

One of the beautiful things about First Aid at level 19 is that you can get up
to a skill level of 225, instead of 150 like any other skill. This allows you
to use up to heavy runecloth bandages, which heal for 2000 over 8 seconds.
Bandages are quicker at healing than spells, potions, and foods in many
instances and in my personal opinion, every class should carry them at all
times, including healers. They can be used on yourself or somebody else, but
keep in mind that once a person is bandaged, they get a debuff for 60 seconds
which prevents them from being bandaged again for that time period. One thing
to watch out for is overhealing, or using a runecloth bandage when you only
need 200 health back, for example. I carry about multiple types of bandages
for this purpose, so I’m not carelessly wasting money. Since all bandages work
the same way, I will simply list here what each of the more advanced ones heal
for. I also figure I’d mention the Anti-Venom, which is good for getting ready
of Scorpid Stings and debuffs from certain weapons.

Silk Bandage: Heals for 400 damage over 8 seconds.

Heavy Silk Bandage: Heals for 640 damage over 8 seconds.

Mageweave Bandage: Heals for 800 damage over 8 seconds.

Heavy Mageweave Bandage: Heals for 1104 damage over 8 seconds.

Runecloth Bandage: Heals for 1360 damage over 8 seconds.

Heavy Runecloth Bandage: Heals for 2000 damage over 8 seconds.

Anti-Venom: Heals target of all poisons up to level 25. 1-minute cooldown.

F. Miscellaneous [0010]
————————

These are other beneficial items that don’t really fit into any other section.

Alliance/Horde Battle Standard: You’re not going to see many 19’s with this
simply because it currently costs 15,300 honor to obtain. It’s a “totem” of
sorts with 1500 health that, once placed down, will increase the maximum health
of all party members that stay within 45 yards of it by 15%. This effect lasts
for 2 minutes or until the battle standard is destroyed. 10 minute cooldown,
and only usable in PvP battlegrounds. Shares a cooldown with minor
recombobulators, jewelcrafting statues, healthstones, and target dummies. The
minute you have enough honor, get out and buy this thing. You’ll be happy you
did.

Magic Dust: This item puts the target enemy to sleep for up to 30 seconds.
Instant cast, only one person can be put to sleep at the same time, and any
damage will awaken that target. While the person you put to sleep will almost
never stay down for the full 30 seconds, this gives you more than enough time
to get a couple heals off or grab a flag. It’s extremely obnoxious and
therefore a great addition to your arsenal. Shares a cooldown with engineering
weapons. Keep some of this around for emergencies.

G. Special Items [0011]
————————

These are items that you won’t often be able to get your hands on and should
therefore be kept around for special occasions.

Lucky Rocket Cluster: Obtainable only during the Lunar Festival, this firework
gives +250 health to anybody in the immediate vicinity for 30 minutes when
fired from an engineer-made cluster launcher.

-+-+-+-+-+-+-+-+-+-
III. Addons [0012]
-+-+-+-+-+-+-+-+-+-

Outfitter: A must-have for any twink with multiple gear sets. The basic idea
of this addon is that it organizes your gear sets in such a way that you can
change from one to another at the push of one button. You’re much better off
using this than having to put on each new piece of gear individually. Can be
downloaded at wow.curse.com.

-+-+-+-+-+-+-+-+-+-+-+-+-+-
IV. Other Programs [0013]
-+-+-+-+-+-+-+-+-+-+-+-+-+-

Ventrilo: This amount of impact this one program can have on the outcome of
your battlegrounds cannot be put into words. Sometimes people don’t have time
to keep checking the chat window and need to focus on their PvP. Or maybe they
just need to hear orders and information coming out of somebody’s mouth.
Ventrilo, or Vent for short, is a program that allows users to connect to a
host in order to communicate with other players using microphones. You don’t
need your own microphone to be able to download the program and listen to other
players, but you’ll need a microphone of your own if you want to talk to them.
The program can be downloaded at www.ventrilo.com.

===============================================================================

4. C L A S S G U I D E S [0014]

===============================================================================

-+-+-+-+-+-+-+-+-
I. Druid [0015]
-+-+-+-+-+-+-+-+-

A. Overview [0016]
——————-

Druids are capable of obtaining the highest raw amount of health in the 19’s,
at least in bear form, and they also make ideal healers due to their
survivability. Therefore they are a tanking, healing, and support class in the
10-19 tier. Lot of responsibility for one person, huh? Your strengths are:
- Chain-rooting the enemy to keep them away from you or another important
objective.
- Chain-moonfiring the enemy to death, if you have a big enough mana pool to do
so.
- Hiding behind objects and healing allies, while staying out of view of the
enemy.
- Popping in and out of bear form while running a flag, rendering almost all
stuns and snares useless.
- Using faerie fire to keep rogues from entering stealth mode.
- Buffs, buffs, buffs.

A basic strategy for battle:

Unless you are alone or with a better healer, it’s best for you to just stay
back, let dps classes fight the enemy, and pop a moonfire and heals every so
often. Quite frankly, if you are forced to fight alone against decent
competition, you’re probably going to lose. My best suggestion is you quickly
scan the map for nearby allies and run to them before you’re torn to pieces.

B. Gear Setup [0017]
———————

Note:
- The first piece of gear listed under any given section is part of your pure
health set. These items and their respective enchants will provide you with
the highest amount of health you can obtain semi-easily. There may then be
an item with an asterisk (*) next to it, which is an even better item that is
not easily obtained. There will then be a couple of lines breaks, and
another piece of gear will be listed that is part of your healing set. The
asterisk rule will also apply here.
- Next to many pieces of gear will be a dash and then an enchant or other
modification which makes those pieces of gear better.

HEAD
Green Tinted Goggles - 100 health (lesser arcanum of constitution)
*Lucky Fishing Hat - 100 health (lesser arcanum of constitution)

Shadow Goggles - 150 mana (lesser arcanum of rumination)

NECK
Sentinel’s Medallion/Scout’s Medallion

Sentinel’s Medallion/Scout’s Medallion

SHOULDERS
Talbar Mantle

Talbar Mantle

BACK
Tranquillien Champion’s Cloak (Horde Only) - 70 armor
Miner’s Cape - 70 armor

Caretaker’s Cape/Battle Healer’s Cloak - 70 armor

CHEST
Blackened Defias Armor - 100 health

Tree Bark Jacket - 150 mana

WRIST
Wrangler’s Wristbands of Stamina (5 stamina) - 9 stamina

Mindthrust Bracers - 24 healing and 8 spell damage

HANDS
Scouting Gloves of the Eagle (4 stamina, 4 intellect) - 15 agility

Jutebraid Gloves (Horde only) - 30 healing and 10 spell damage
Gold-flecked Gloves/Serpent Gloves - 30 healing and 10 spell damage

WAIST
Girdle of the Blindwatcher

Girdle of the Blindwatcher

LEGS
Scouting Trousers of the Eagle - nethercleft leg armor (40 stamina, 12 agility)

Darkweave Breeches - golden spellthread (66 healing, 22 spell damage, 20
stamina)

FEET
Footpads of the Fang - 7 stamina
Footpads of the Fang - minor speed increase
*Nat Pagle’s Extreme Anglin’ Boots - fortitude (12 stamina)
*Nat Pagle’s Extreme Anglin’ Boots - boar’s speed (9 stamina and minor speed
increase)

Sanguine Sandals - 7 stamina
Sanguine Sandals - minor speed increase
*Nat Pagle’s Extreme Anglin’ Boots - vitality (4 mana and health regeneration
every 5 seconds)

RINGS
Seal of Sylvanas (Horde only)/Seal of Wrynn (Alliance only)
Blood Ring

Seal of Wrynn (Alliance only)
Advisor’s Ring/Lorekeeper’s Ring
Lavishly Jeweled Ring

TRINKETS
*Arena Grand Master/PvP Trinket
*Arena Grand Master/PvP Trinket

*Arena Grand Master/PvP Trinket
*Arena Grand Master/PvP Trinket

WEAPON
Rhak’Zor’s Hammer - 25 agility
Dawnblade (Horde only) - 15 agility and *Furbolg Medicine Pouch
Face Smasher - 15 agility and *Furbolg Medicine Pouch

Staff of the Blessed Seer - 55 healing and 19 spell damage
Twisted Chanter’s Staff - 22 intellect

C. Talent Setups [0018]
————————

Setup 1 - “Flag Running”
5/5 Feral Aggression
3/3 Thick Hide
1/1 Nature’s Grasp
1/4 Improved Nature’s Grasp

Setup 2 - “Support”
1/1 Nature’s Grasp
4/4 Improved Nature’s Grasp
3/3 Control of Nature
2/2 Improved Moonfire

Setup 3 - “Quick Heals”
5/5 Improved Mark of the Wild
5/5 Naturalist

Setup 4 - “Precision”
5/5 Improved Mark of the Wild
5/5 Nature’s Focus

Setup 5 - “Quick Heals with CC”
5/5 Improved Mark of the Wild
4/5 Naturalist
1/1 Nature’s Grasp

Setup 6 - “Precision with CC”
5/5 Improved Mark of the Wild
4/5 Nature’s Focus
1/1 Nature’s Grasp

-+-+-+-+-+-+-+-+-+-
II. Hunter [0019]
-+-+-+-+-+-+-+-+-+-

A. Overview [0020]
——————-

The hunter is a dps and support class in the 10-19 tier. While they’re fully
capable of carrying flags, other classes can do so more efficiently. Your
strengths are:
- Wing clipping, especially multiple targets, to slow down enemies chasing your
flag carrier or support trying to keep up with the enemy flag carrier.
- Using concussive shot to keep your enemy from evading you.
- Sending your pet after a caster or healer to slow down their actions.
- Kiting an enemy around while shooting at them, burning them down and taking
little to no damage in the process.
- Using eagle eye to spy on the enemy from afar.
- Tracking enemies to let your team know where they’re headed. This is great
for keeping up with the enemy flag carrier.

A basic strategy for battle:

Unless you’ve designed your hunter specifically for hand-to-hand combat, you
should be trying to kite your enemies around and shooting at them from afar.
Ideally, you’ll have wing clip on them at all times, and you’ll charge them
every few seconds to renew the wing clip and land a raptor strike. Fire off
arcane shot whenever it cools down and keep serpent sting up. Heal your pet
with mend pet if necessary, and when facing multiple options, your only multi-
target attack is multi-shot, which hits up to three enemies in one blast at
level 19.

Aspect of the Hawk is your best bet for support and general dps, while Aspect
of the Monkey is ideal for carrying flags. Remember when resurrecting your pet
that it’s best to do so when not much is going on.

B. Gear Setup [0021]
———————

Note:
- Two stats to build upon are plausible for both keeping you alive and
increasing your overall dps - stamina and agility. The first piece of gear
listed under any given section is part of your pure health set. These items
and their respective enchants will provide you with the highest amount of
health you can obtain semi-easily. There may then be an item with an
asterisk (*) next to it, which is an even better item that is not easily
obtained. There will then be a couple of lines breaks, and another piece of
gear will be listed that is part of your agility set. The asterisk rule also
applies here.
- Next to many pieces of gear will be a dash and then an enchant or other
modification which makes those pieces of gear better.

HEAD
Green Tinted Goggles - 100 health (lesser arcanum of constitution)
*Lucky Fishing Hat - 100 health (lesser arcanum of constitution)

Green Tinted Goggles - 8 agility (lesser arcanum of voracity)
*Lucky Fishing Hat - 8 agility (lesser arcanum of voracity)

NECK
Sentinel’s Medallion/Scout’s Medallion

Sentinel’s Medallion/Scout’s Medallion

SHOULDERS
Talbar Mantle

Serpent’s Shoulders

BACK
Tranquillien Champion’s Cloak (Horde Only) - 3 agility
Miner’s Cape - 3 agility

Glowing Lizardscale Cloak - 3 agility

CHEST
Blackened Defias Armor - 100 health

Tunic of Westfall (Alliance only) - 4 stats
Bandit Jerkin of Agility (8 agility) - 4 stats

WRIST
Wrangler’s Wristbands of Stamina (5 stamina) - 9 stamina

Forest Leather Bracers - 9 strength

HANDS
Scouting Gloves of the Money (4 stamina, 4 agility) - 15 agility

Gloves of the Fang - 15 agility

WAIST
Girdle of the Blindwatcher

Deviate Scale Belt

LEGS
Scouting Trousers of the Monkey (5 stamina, 5 agility) - nethercleft leg armor
(40 stamina and 12 agility)

Scouting Trousers of Agility (8 agility) - nethercobra leg armor (50 attack
power and 12 critical strike rating)

FEET
Footpads of the Fang - 7 stamina
Footpads of the Fang - minor speed increase
*Nat Pagle’s Extreme Anglin’ Boots - fortitude (12 stamina)
*Nat Pagle’s Extreme Anglin’ Boots - boar’s speed (9 stamina and minor speed
increase)

Footpads of the Fang - 7 agility
*Nat Pagle’s Extreme Anglin’ Boots - dexterity (12 agility)

RINGS
Seal of Sylvanas (Horde only)
Blood Ring
Blood Ring

Meadow Ring of Agility (5 agility)
Meadow Ring of Agility (5 agility)

TRINKETS
*Arena Grand Master/PvP Trinket
*Arena Grand Master/PvP Trinket

*Arena Grand Master/PvP Trinket
*Arena Grand Master/PvP Trinket

WEAPON
Searing Blade - lifestealing/crusader
Night Reaver - lifestealing/crusader
Lorekeeper’s Staff/Advisor’s Gnarled Staff - lifestealing/crusader
Dawnblade (Horde only) - lifestealing/crusader and *Furbolg Medicine Pouch
Night Watch Shortsword - lifestealing/crusader and *Furbolg Medicine Pouch

Night Reaver - 25 agility
Massive Battle Axe of Agility (8 agility) - 25 agility

PROJECTILE
Venomstrike - accurate scope (3 damage)
Lil Timmy’s Peashooter - standard scope (2 damage)

Venomstrike - accurate scope (3 damage)
Lil Timmy’s Peashooter - standard scope (2 damage)

C. Talent Setups [0022]
————————

Setup 1 - “Survival”
5/5 Endurance Training
3/3 Improved Aspect of the Monkey
2/3 Thick Hide

Setup 2 - “Annoyance”
2/5 Improved Concussive Shot
2/3 Humanoid Slaying
3/3 Hawk Eye
3/3 Improved Wing Clip

Setup 3 - “Reliability”
5/5 Lethal Shots
3/3 Humanoid Slaying
2/2 Savage Strikes

-+-+-+-+-+-+-+-+-
III. Mage [0023]
-+-+-+-+-+-+-+-+-

A. Overview [0024]
——————-

Mages are not a class you can expect will be easy. There’s no running around
and stabbing people; things are a bit more complicated. With that said, mages
are a very effective dps class in the 10-19 tier when played well. They also
do well as support and make viable flag carriers when specced properly. Your
strengths are:
- Using your frostbolt or polymorph spells, especially on multiple targets, to
slow down enemies chasing your flag carrier or support trying to keep up with
the enemy flag carrier.
- Running into a group of enemies and popping frost nova. This often leads to
much swearing and breaking of keyboards and mice.
- Decursing yourself and allies, keeping an enemy warlock’s dps at bay.
- Breaking an enemy’s stealth with arcane explosion, flamestrike, or polymorph.
- Buffs, buffs, buffs. Consider placing amplify magic on friendly targets when
the enemy has little to no casters.

A basic strategy for battle:

As a general rule, try not to let your adversaries touch you. Keep them at bay
with frost nova and polymorph when necessary. For your general dps, fireball,
fireblast, and arcane missiles work just fine, with an occasional frostbolt to
keep your enemies from getting too close. Remember you can polymorph one enemy
while killing another, thus making two opponents together into two separate
one-on-one brawls. Keeps your buffs up, including frost armor, at all times.

B. Gear Setup [0025]
———————

Note:
- The first piece of gear listed under any given section is part of your pure
health set. These items and their respective enchants will provide you with
the highest amount of health you can obtain semi-easily. There may then be
an item with an asterisk (*) next to it, which is an even better item that is
not easily obtained. There will then be a couple of lines breaks, and
another piece of gear will be listed that is part of your spell damage set.
The asterisk rule will also apply here.
- Next to many pieces of gear will be a dash and then an enchant or other
modification which makes those pieces of gear better.

HEAD
Green Tinted Goggles - 100 health (lesser arcanum of constitution)
*Lucky Fishing Hat - 100 health (lesser arcanum of constitution)

Green Tinted Goggles - 100 health (lesser arcanum of constitution)
*Lucky Fishing Hat - 100 health (lesser arcanum of constitution)

NECK
Sentinel’s Medallion/Scout’s Medallion

Sentinel’s Medallion/Scout’s Medallion

SHOULDERS
Talbar Mantle

Talbar Mantle

BACK
Tranquillien Champion’s Cloak (Horde Only) - 70 armor
Miner’s Cape - 70 armor

Engineer’s Cloak - 70 armor

CHEST
Bloody Apron - 100 health

Inferno Robe (Horde Only) - 6 stats
Robe of Evocation - 100 health
Tree Bark Jacket - 100 health

WRIST
Shimmering/Greenweave Bracers of Stamina (4 stamina) - 9 stamina

Shimmering/Greenweave Bracers of Stamina (4 stamina) - 9 stamina

HANDS
Raven’s Claws - 20 fire damage

Raven’s Claws - 20 fire damage

WAIST
Shimmering/Greenweave Sash of the Whale (4 stamina, 4 spirit)

Keller’s Girdle

LEGS
Shimmering Trousers of the Whale (5 stamina, 5 spirit) - nethercleft leg armor
(40 stamina, 12 agility)

Darkweave Breeches - runic spellthread (35 spell damage, 20 stamina)

FEET
Greenweave Sandals of Stamina (6 stamina) - 7 stamina
*Nat Pagle’s Extreme Anglin’ Boots - 12 stamina

Greenweave Sandals of Stamina (6 stamina) - minor speed increase
*Nat Pagle’s Extreme Anglin’ Boots - boar’s speed (9 stamina and minor speed
increase)

RINGS
Seal of Sylvanas (Horde only)
Blood Ring
Blood Ring

Seal of Sylvanas (Horde only)
Blood Ring
Blood Ring

TRINKETS
*Arena Grand Master/PvP Trinket
*Arena Grand Master/PvP Trinket

*Arena Grand Master/PvP Trinket
*Arena Grand Master/PvP Trinket

WEAPON
Lorekeeper’s Staff - 30 spell damage
Dawnblade (Horde only) - 30 spell damage and *Furbolg Medicine Pouch
Night Watch Shortsword - 30 spell damage and *Furbolg Medicine Pouch

Twisted Chanter’s Staff - 30 spell damage
Twisted Chanter’s Staff - 22 intellect

WAND
Banshee Rod of the Sun

Gravestone Scepter

C. Talent Setups [0026]
————————

Setup 1 - “Flag Running”
2/2 Frost Warding
3/5 Improved Frostbolt
2/2 Improved Frost Nova
3/3 Permafrost

Setup 2 - “Support”
5/5 Improved Frostbolt
2/2 Improved Frost Nova
3/3 Permafrost

Setup 3 - “Raw Damage”
5/5 Improved Fireball
5/5 Ignite

Setup 4 - “Efficiency”
5/5 Improved Fireball
2/2 Flame Throwing
3/3 Improved Fire Blast

-+-+-+-+-+-+-+-+-+-
IV. Paladin [0027]
-+-+-+-+-+-+-+-+-+-

A. Overview [0028]
——————-

First of all, paladins CANNOT outdps many of the other classes in the 10-19
tier, so do not roll one simply for this reason. Their main focus is on flag
carrying, but with enchants and gear put out towards healing, they can
potentially dish out decent heals. Your strengths are:
- Using a combination of blessing of freedom and a swiftness potion to charge
past multiple enemies and take little damage in the process.
- Using blessing of freedom on an ally for a similar effect.
- Popping bubble and bandaging or healing yourself or another player.
- Halting an enemy’s movement using hammer of justice.
- Hiding behind objects and healing allies, while staying out of view of the
enemy.

Here are a couple of things you may or may not have known about 19 paladins:
- Compared to a druid, priest, or even shaman with the same level of gear, you
simply cannot keep up in heals. Do not roll a paladin simply because you
want to be a healer; you’re likely going to be disappointed.
- Paladins do not have a HoT spell at this level. The only way you can heal is
by standing still and using Holy Light, bandaging, or popping Lay on Hands
once every hour.

Other tips:
- Do not overlook your cooldown spells. I can’t tell you how many times I’ve
seen lay on hands completely change a battleground in one team’s favor.
Bubble spells are also a must.
- Your purify spell is also great for dispelling diseases like shadow word:
pain and poisons like serpent sting.
- Pay attention to the health of nearby allies. Sadly, you’re better off with
a dead paladin and a living rogue doing dps than vice versa. Healing should
be your top priority when in combat.
- Keep your auras up. Try to stay grouped with the flag carrier so they can
take advantage of your aura (given that the flag carrier isn’t you.)
- Buffs, buffs, buffs.

A basic strategy for battle:

Depending on how many enemies you’re facing, you should either be focused on
healing or doing what dps you can. If you have decided to engage the enemy
directly, there’s not a whole lot to it. Use Hammer of Justice whenever your
target tries to heal, pop Seal of Seal of the Crusader and Seal of
Righteousness often, and use your Retribution Aura for maximum dps. Heal
yourself and others when necessary.

B. Gear Setup [0029]
———————

Note:
- The first piece of gear listed under any given section is part of your pure
health set. These items and their respective enchants will provide you with
the highest amount of health you can obtain semi-easily. There may then be
an item with an asterisk (*) next to it, which is an even better item that is
not easily obtained. There will then be a couple of lines breaks, and
another piece of gear will be listed that is part of your healing set. The
asterisk rule will also apply here.
- Next to many pieces of gear will be a dash and then an enchant or other
modification which makes those pieces of gear better.

HEAD
Green Tinted Goggles - 100 health (arcanum of constitution)
*Lucky Fishing Hat - 100 health (arcanum of constitution)

Green Tinted Goggles - 150 mana (arcanum of rumination)
*Lucky Fishing Hat - 150 mana (arcanum of rumination)

NECK
Sentinel’s Medallion/Scout’s Medallion

Sentinel’s Medallion/Scout’s Medallion

SHOULDERS
Serpent’s Shoulders

Talbar Mantle

BACK
Tranquillien Champion’s Cloak (Horde Only) - 70 armor
Miner’s Cape - 70 armor

Caretaker’s Cape/Battle Healer’s Cloak - 70 armor

CHEST
Blackened Defias Armor - 100 health

Tree Bark Jacket - 100 mana
Robe of the Moccasin - 100 mana

WRIST
Steel-clasped Bracers (Horde only) - 9 stamina
Beetle Clasps (Alliance only) - 9 stamina

Mindthrust Bracers - 24 healing and 8 spell damage

HANDS
Defender Gauntlets of the Eagle (4 stamina, 4 intellect) - 15 agility

Defender Gauntlets of Healing (15 healing and 5 spell damage) - 30 healing and
10 spell damage

WAIST
Girdle of the Blindwatcher

Girdle of the Blindwatcher

LEGS
Grunt’s Legguards of the Eagle (5 stamina, 5 intellect) - nethercleft leg armor
(40 stamina and 12 agility)

Grunt’s Legguards of Healing - golden spellthread (66 healing, 22 spell damage,
20 stamina)

FEET
Savage Trodders - 7 stamina
Savage Trodders - minor speed increase
*Nat Pagle’s Extreme Anglin’ Boots - fortitude (12 stamina)
*Nat Pagle’s Extreme Anglin’ Boots - boar’s speed (9 stamina and minor speed
increase)

Defender Boots of the Eagle - 7 stamina
Defender Boots of the Eagle - minor speed increase
*Nat Pagle’s Extreme Anglin’ Boots - vitality (4 mana and health regeneration
every 5 seconds)

RINGS
Seal of Sylvanas (Horde only)
Blood Ring
Blood Ring

Advisor’s Ring/Lorekeeper’s Ring
Lavishly Jeweled Ring

TRINKETS
*Arena Grand Master/PvP Trinket
*Arena Grand Master/PvP Trinket

*Arena Grand Master/PvP Trinket
*Arena Grand Master/PvP Trinket

WEAPON
Dawnblade (Horde only) - lifestealing/crusader and Dreadskull Shield (Horde
only) - 7 stamina
Night Watch Shortsword - lifestealing/crusader and Arctic Buckler - 7 stamina

Evocator’s Blade - 55 healing and 19 spell damage /22 intellect and Arctic
Buckler - 9 spirit

C. Talent Setups [0030]
————————

Setup 1 - “Flag Running”
5/5 Improved Devotion Aura
2/2 Guardian’s Favor
3/5 Toughness

Setup 2 - “Healing”
5/5 Divine Intellect
5/5 Spiritual Focus

-+-+-+-+-+-+-+-+-
V. Priest [0031]
-+-+-+-+-+-+-+-+-

A. Overview [0032]
——————-

A priest is a healing, support, and occasionally flag carrying class in the 10-
19 tier. I have heard reports of priests doing decent dps but I just don’t see
how they could keep up with rogues and hunters, given that there’s a cooldown
on Mind Blast. Your strengths are:
- Taking full advantage of your instant-cast heals, renew and power word:
shield to protect while on the move.
- Using shadow word: pain to keep enemy rogues from entering stealth mode or
preventing an enemy in general from leaving combat.
- Running into a small group of enemies and using psychic scream to disorient
them.
- Hiding behind objects and healing allies, while staying out of view of the
enemy.
- Buffs, buffs, buffs.

A basic strategy for battle:

Unless you are alone or with a better healer, it’s best for you to just stay
back, let dps classes fight the enemy, and pop a shadow word: pain and heals
every so often. You can also contribute some dps to the group by wanding, but
just stay focused on everybody’s health bar. If you are forced to engage an
enemy or two alone, psychic scream whenever you can and make sure shadow word:
pain is always on your targets. Then use a combination of mind blast, smite,
and your wand, depending on your spell damage. Heal as necessary.

B. Gear Setup [0033]
———————

Note:
- Since priests can run flags pretty well with good support, I’ve included a
pure health set, which is the first piece of gear in any given section.
These items and their respective enchants will provide you with the highest
amount of health you can obtain semi-easily. There may then be an item with
an asterisk (*) next to it, which is an even better item that is not easily
obtained. There will then be a couple of lines breaks, and another piece of
gear will be listed that is part of your healing set. I’ve gone with healing
power items over intellect as it makes your heals a lot more efficient. The
asterisk rule also applies here.
- Next to many pieces of gear will be a dash and then an enchant or other
modification which makes those pieces of gear better.

HEAD
Green Tinted Goggles - 100 health (lesser arcanum of constitution)
*Lucky Fishing Hat - 100 health (lesser arcanum of constitution)

Green Tinted Goggles - 100 health (lesser arcanum of constitution)
*Lucky Fishing Hat - 100 health (lesser arcanum of constitution)

NECK
Sentinel’s Medallion/Scout’s Medallion

Sentinel’s Medallion/Scout’s Medallion

SHOULDERS
Talbar Mantle

Talbar Mantle

BACK
Tranquillien Champion’s Cloak (Horde Only) - 70 armor
Miner’s Cape - 70 armor

Caretaker’s Cape/Battle Healer’s Cloak - 70 armor

CHEST
Bloody Apron - 100 health

Tree Bark Jacket - 100 health
Robe of the Moccasin - 100 health

WRIST
Shimmering/Greenweave Bracers of Stamina (4 stamina) - 9 stamina

Crystalline Cuffs - 24 healing and 8 spell damage

HANDS
Raven’s Claws - 30 healing and 10 spell damage

Jutebraid Gloves (Horde only) - 30 healing and 10 spell damage
Gold-flecked Gloves/Serpent Gloves - 30 healing and 10 spell damage

WAIST
Shimmering/Greenweave Sash of the Whale (4 stamina, 4 spirit)

Keller’s Girdle

LEGS
Shimmering Trousers of the Whale (5 stamina, 5 agility) - nethercleft leg armor
(40 stamina, 12 agility)

Darkweave Breeches - golden spellthread (66 healing, 22 spell damage, 20
stamina)

FEET
Greenweave Sandals of Stamina (6 stamina) - minor speed increase
Greenweave Sandals of Stamina (6 stamina) - 7 stamina
*Nat Pagle’s Extreme Anglin’ Boots - 12 stamina
*Nat Pagle’s Extreme Anglin’ Boots - boar’s speed (9 stamina and minor speed
increase)

Greenweave Sandals of Stamina (6 stamina) - minor speed increase
Greenweave Sandals of Stamina (6 stamina) - 7 stamina
*Nat Pagle’s Extreme Anglin’ Boots - 12 stamina
*Nat Pagle’s Extreme Anglin’ Boots - boar’s speed (9 stamina and minor speed
increase)

RINGS
Seal of Sylvanas (Horde only)
Blood Ring
Blood Ring

Seal of Wrynn (Alliance only)
Advisor’s Ring/Lorekeeper’s Ring
Lavishly Jeweled Ring

TRINKETS
*Arena Grand Master/PvP Trinket
*Arena Grand Master/PvP Trinket

*Arena Grand Master/PvP Trinket
*Arena Grand Master/PvP Trinket

WEAPON
Lorekeeper’s Staff/Advisor’s Gnarled Staff - 55 healing and 19 spell damage
Dawnblade (Horde only) - 55 healing and 19 spell damage and *Furbolg Medicine
Pouch
Face Smasher - 55 healing and 19 spell damage and *Furbolg Medicine Pouch

Staff of the Blessed Seer - 55 healing and 19 spell damage
Twisted Chanter’s Staff - 22 intellect

WAND
Banshee Rod of the Moon

Gravestone Scepter

C. Talent Setups [0034]
————————

Setup 1 - “Reliability”
2/2 Healing Focus
3/3 Improved Renew
5/5 Divine Fury

-+-+-+-+-+-+-+-+-
VI. Rogue [0035]
-+-+-+-+-+-+-+-+-

A. Overview [0036]
——————-

The rogue is a solid dps class in the 10-19 tier. There are better
alternatives for flag carrying and support, and of course, rogues cannot heal
beyond bandages and a couple of other items. Therefore, a rogue twink must
shine in the damage field or they will often be called useless by other players.
Your strengths are:
- Sneaking up on an enemy and hitting them with sap to buy yourself time, or
ambush to hit for high amounts of damage (with a dagger equipped, of course.)
- Using gouge and kick to keep healers and casters at bay. Two weapons with
quick speeds are ideal for this.
- Popping sprint to evade enemies or catch up to your adversaries.
- Popping evasion, especially when running a flag, to greatly increase your
chance to dodge.

Here’s a thing or two you may not have known about 19 rogues:
- Weapons can be switched while in combat. One idea is to have three weapons
handy - one dagger and two swords. Use your dagger to ambush and then
quickly switch a sword to your main-hand to increase your damage output
substantially. Another idea is to switch to two really fast weapons when
engaging healers or casters, making their job that much more difficult.
- Fiery enchants are affected by fire damage increases. While fiery normally
hits for 40 and crits for 60, it may hit for more if you have, say, fiery
wrath or spell power gear. Just something else to consider.
- A target will always be critted with ambush when they are sitting.

B. Gear Setup [0037]
———————

Note:
- There are a ton of different gear setups a rogue can go with and be
effective, so instead of using the set 1, line break, set 2 concept that
I’ve used with every other class, I’ve just decided to list all of the
plausible pieces of gear that exist in WoW. Items that I’d personally use in
my rogue’s set will have asterisks (*) next to them.
- As for enchants, they’ll be listed underneath the items in any given section.
All possible enchants that make any sense whatsoever are listed.

HEAD
Green Tinted Goggles
*Lucky Fishing Hat

HEAD ENCHANTS
Arcanum of Protection (12 dodge rating)
Arcanum of Rapidity (10 haste rating)
Lesser Arcanum of Constitution (100 health)
Lesser Arcanum of Voracity (*8 agility, 8 strength plausible)

NECK
Thick Bronze Necklace
*Sentinel’s Medallion/Scout’s Medallion

SHOULDERS
*Serpent’s Shoulders
Talbar Mantle

BACK
*Glowing Lizardscale Cloak
Miner’s Cape
Sentry Cloak
Tranquillien Champion’s Cloak (Horde Only)

BACK ENCHANTS
*3 Agility
12 Dodge Rating
70 Armor

CHEST
Armor of the Fang
Bandit Jerkin of Agility (8 agility)
*Blackened Defias Armor (If not Alliance)
*Tunic of Westfall (Alliance only)

CHEST ENCHANTS
*4 Stats
100 Health

WRIST
*Forest Leather Bracers
Wrangler’s Wristbands of Stamina (5 stamina)

WRIST ENCHANTS
9 Stamina
*9 Strength

HANDS
*Gloves of the Fang
Red Whelp Gloves
Scouting Gloves of the Monkey (4 stamina, 4 agility)

HANDS ENCHANTS
7 Strength
10 Haste Rating
*15 Agility

WAIST
*Deviate Scale Belt
Girdle of the Blindwatcher

LEGS
*Scouting Trousers of Agility (8 agility)
Scouting Trousers of the Monkey (5 stamina, 5 agility)

LEG ENCHANTS
Nethercleft Leg Armor (40 stamina and 12 agility)
*Nethercobra Leg Armor (50 attack power and 12 critical strike rating)

FEET
Boots of the Fang
*Feet of the Lynx
Nat Pagle’s Extreme Anglin’ Boots

FEET ENCHANTS
*7 Agility
7 Stamina
*12 Agility - only usable on Nat Pagle’s Extreme Anglin’ Boots
12 Stamina - only usable on Nat Pagle’s Extreme Anglin’ Boots
Boar’s Speed (9 stamina and minor speed increase) - only usable on Nat Pagle’s
Extreme Anglin’ Boots
*Minor Speed Increase

RINGS
Blood Ring
Demon Band
*Meadow Ring of Agility
Meadow Ring of Eluding
*Protector’s Band/*Legionnaire’s Band
Seal of Sylvanas (Horde only)
Seal of Wrynn (Alliance only)

TRINKETS
*Arena Grand Master (x2)
*Engineering Trinkets
*Insignia of the Alliance/Horde

WEAPON
*Assassin’s Blade (for ambushing only)
Buzz Saw
Buzzer Blade
*Cruel Barb
Cursed Felblade
Dawnblade
Evocator’s Blade
Ironpatch Blade
Night Watch Shortsword
Protector’s Sword/Legionnaire’s Sword
Scout’s Blade/Sentinel’s Blade
*Shadowfang
Tail Spike
Thief’s Blade
Wingblade (Horde Only)

WEAPON ENCHANTS
*15 Agility (x2, 3 including dagger)
15 Strength
Crusader
Fiery
Icy
Lifestealing
Unholy

PROJECTILE
Hand of Argus Crossfire
Lil Timmy’s Peashooter
Lovingly Crafted Boomstick
Thick Bronze Darts
*Throat Piercers
Venomstrike

PROJECTILE ENCHANTS
Standard Scope (Usable on guns, bows, and crossbows only)

C. Talent Setups [0038]
————————

Setup 1 - “Survival”

5/5 Lightning Reflexes
5/5 Deflection

Setup 2 - “Support”
3/3 Improved Gouge
2/2 Improved Sinister Strike
5/5 Precision

Setup 3 - “Crits”
2/2 Remorseless Attacks
5/5 Malice
3/3 Improved Backstab

-+-+-+-+-+-+-+-+-+-
VII. Shaman [0039]
-+-+-+-+-+-+-+-+-+-

A. Overview [0040]
——————-

The shaman is an almost pure support class in the 10-19 tier. Your dps is
formidable, but likely won’t be able to compare to a hunter or rogue. Your
heals and totems are highly beneficial, so don’t forget about them. Your
strengths are:
- Throwing down earthbind totems to slow down enemies chasing you and searing
totems for additional dps.
- Hiding behind objects and healing allies, while staying out of view of the
enemy.
- Spamming your purge spell to get rid of pesky enemy buffs.
- Keeping your weapon buffed with flametongue for more dps.
- Keeping lightning shield up when possible for even more dps.
- Earth shocking enemy healers and casters to keep their spells down.

A basic strategy for battle:

Put down your searing totem and either an earthbind totem for kiting or a
tremor totem when facing a warlock or priest. Purge all of your enemy’s buffs
immediately. Earth shock is your best instant cast against healers and casters.
Use earth shock when your enemy is casting, not every 6 seconds. This will
decrease the damage you take from them or the healing they can give themselves.
With a fast enough weapon, you can stop a healer’s heals altogether. Flame
shock is better for the other classes, as it does the most damage overall.
Heal yourself when necessary.

B. Gear Setup [0041]
———————

Note:
- 19 shamans take advantage of almost every stat WoW has to offer, so I’ve put
together three armor sets for you guys to choose from. The first set is for
pure health, the second is healing, and the third is spell damage. Each of
these sets will be separated by line breaks. Under any given section, there
may be an item with an asterisk (*) next to it, which is the best possible
item available which is not easily obtained.
- Next to many pieces of gear will be a dash and then an enchant or other
modification which makes those pieces of gear better.

HEAD
Green Tinted Goggles - 100 health (lesser arcanum of constitution)
*Lucky Fishing Hat - 100 health (lesser arcanum of constitution)

Shadow Goggles - 150 mana (lesser arcanum of rumination)

Green Tinted Goggles - 8 healing and spell damage (arcanum of focus)
*Lucky Fishing Hat - 8 healing and spell damage (arcanum of focus)

NECK
Sentinel’s Medallion/Scout’s Medallion

Sentinel’s Medallion/Scout’s Medallion

Sentinel’s Medallion/Scout’s Medallion

SHOULDERS
Talbar Mantle

Talbar Mantle

Talbar Mantle

BACK
Tranquillien Champion’s Cloak (Horde Only) - 70 armor
Miner’s Cape - 70 armor

Caretaker’s Cape/Battle Healer’s Cloak - 70 armor

Tranquillien Champion’s Cloak (Horde Only) - 70 armor
Miner’s Cape - 70 armor

CHEST
Blackened Defias Armor - 100 health

Tree Bark Jacket - 150 mana
Robe of the Moccasin - 150 mana

Inferno Robe (Horde only) - 150 mana
Robe of Evocation - 150 mana

WRIST
Wrangler’s Wristbands of Stamina (5 stamina) - 9 stamina

Mindthrust Bracers - 24 healing and 8 spell damage

Crystalline Cuffs - 24 healing and 8 spell damage

HANDS
Scouting Gloves of the Eagle (4 stamina, 4 intellect) - 15 agility

Jutebraid Gloves (Horde only) - 30 healing and 10 spell damage
Gold-flecked Gloves/Serpent Gloves - 30 healing and 10 spell damage

Jutebraid Gloves (Horde only) - 20 fire damage
Gold-flecked Gloves/Serpent Gloves - 20 fire damage

WAIST
Girdle of the Blindwatcher

Girdle of the Blindwatcher

Girdle of the Blindwatcher

LEGS
Scouting Trousers of the Eagle - nethercleft leg armor (40 stamina, 12 agility)

Darkweave Breeches - golden spellthread (66 healing, 22 spell damage, 20
stamina)

Shimmering Trousers of Fiery Wrath (11 fire damage) - runic spellthread (35
spell damage and 20 stamina)

FEET
Footpads of the Fang - 7 stamina
Footpads of the Fang - minor speed increase
*Nat Pagle’s Extreme Anglin’ Boots - fortitude (12 stamina)
*Nat Pagle’s Extreme Anglin’ Boots - boar’s speed (9 stamina and minor speed
increase)

Sanguine Sandals - 7 stamina
Sanguine Sandals - minor speed increase
*Nat Pagle’s Extreme Anglin’ Boots - vitality (4 mana and health regeneration
every 5 seconds)

Footpads of the Fang - 7 stamina
Footpads of the Fang - minor speed increase
*Nat Pagle’s Extreme Anglin’ Boots - fortitude (12 stamina)
*Nat Pagle’s Extreme Anglin’ Boots - boar’s speed (9 stamina and minor speed
increase)

RINGS
Seal of Sylvanas (Horde only)/Seal of Wrynn (Alliance only)
Blood Ring

Seal of Wrynn (Alliance only)
Advisor’s Ring/Lorekeeper’s Ring
Lavishly Jeweled Ring

Seal of Wrynn (Alliance only)
Advisor’s Ring/Lorekeeper’s Ring
Lavishly Jeweled Ring

TRINKETS
*Arena Grand Master/PvP Trinket
*Arena Grand Master/PvP Trinket

*Arena Grand Master/PvP Trinket
*Arena Grand Master/PvP Trinket

*Arena Grand Master/PvP Trinket
*Arena Grand Master/PvP Trinket

WEAPON
Rhak’Zor’s Hammer - 25 agility
Dawnblade (Horde only) - 15 agility and *Furbolg Medicine Pouch
Face Smasher - 15 agility and *Furbolg Medicine Pouch

Staff of the Blessed Seer - 55 healing and 19 spell damage
Twisted Chanter’s Staff - 22 intellect

Staff of the Blessed Seer - 30 spell power
Twisted Chanter’s Staff - 30 spell power

C. Talent Setups [0042]
————————

Setup 1 - “Healing”
5/5 Ancestral Knowledge
5/5 Improved Healing Wave

-+-+-+-+-+-+-+-+-+-+-
VIII. Warlock [0043]
-+-+-+-+-+-+-+-+-+-+-

A. Overview [0044]
——————-

A warlock is a dps and support class in the 10-19 tier. Your strengths are:
- Implementing fear and the use of a voidwalker to render an enemy healer more
or less useless.
- Kiting an enemy around the map using your dot spells, burning them down and
taking little to no damage in the process. A minor speed increase enchant to
your boots is crucial to make this work.
- Using a combination of life tapping and bandaging to fully regenerate
yourself after combat.
- Dotting multiple enemies in order to rack up damage and force enemy healers
to work harder.
- Fearing an enemy flag carrier to hinder their advance towards their own base,
buying time in the process for allied reinforcements to show up.
- Fearing enemies off of your own flag carrier, facilitating a flag capture.
- Demon skin, soulstones, and healthstones.

Here are a few things you may or may not have known about 19 warlocks:
- Dots are not affected by spell power bonuses. You can have +100 spell damage
and your dot tics will still be hitting for the same amount as they would if
you had no extra spell damage.
- Your main attributes to build upon are stamina and spell damage. That’s it,
folks, and I’ll tell you exactly why. You don’t need intellect because
you’re not going to need all that extra mana - life tap takes care of that.
One way of looking at it is the more health you have, the more mana you can
regenerate. Your dots are your main source of damage but since you can’t
get a stamina enchant to your weapon and whatnot, your second focus is spell
power, which will help with your shadowbolts and searing pain. I need not
explain why you don’t need strength or agility, and spirit isn’t worth your
time because a battleground is too fast-paced to take advantage of natural
health and mana regeneration.

A basic strategy for battle:

Immediately pop fear and follow up with curse of agony, corruption, and
immolation. Make sure your pet is attacking your designated opponent. At this
point, you should be wanding or using shadowbolt/searing pain, depending of
course on your total spell damage and the race of the enemy you’re fighting.
Blood elves, for example, have slight resistance to all schools of magic.
Undeads have a decent resistance to shadow damage, so searing pain or wanding
is the ideal for use on them. Dots should be renewed whenever they fade from
your opponent, and fear should be implemented whenever they escape from it. If
you run low on mana, life tap. If you run low on health, you might want to try
drain life, but to be honest, it’s not too great at 19. Bandaging is usually a
better option.

When facing multiple foes, dot everybody, send your pet after a caster class,
and burn down the healer first if there is one. Remember that you can keep one
enemy feared while attacking another. It’s best to kill off melee classes
after the healer because they typically do higher damage to you, being a cloth-
wearer. Make sure your demon skin is up at all times.

B. Gear Setup [0045]
———————

Note:
- The first piece of gear listed under any given section is part of your pure
health set. These items and their respective enchants will provide you with
the highest amount of health you can obtain semi-easily. There may then be
an item with an asterisk (*) next to it, which is an even better item that is
not easily obtained. There will then be a couple of lines breaks, and
another piece of gear will be listed that is part of your spell damage set.
The asterisk rule will also apply here. Keep in mind that a small spell
damage increase like +6 to shadow damage is not often worth losing a
potential 6 stamina, or even 3 stamina, for that matter.
- Next to many pieces of gear will be a dash and then an enchant or other
modification which makes those pieces of gear better.

HEAD
Green Tinted Goggles - 100 health (lesser arcanum of constitution)
*Lucky Fishing Hat - 100 health (lesser arcanum of constitution)

Green Tinted Goggles - 100 health (lesser arcanum of constitution)
*Lucky Fishing Hat - 100 health (lesser arcanum of constitution)

NECK
Thick Bronze Necklace

Thick Bronze Necklace

SHOULDERS
Talbar Mantle

Talbar Mantle

BACK
Tranquillien Champion’s Cloak (Horde Only) - 70 armor
Miner’s Cape - 70 armor

Tranquillien Champion’s Cloak (Horde Only) - 70 armor
Miner’s Cape - 70 armor

CHEST
Bloody Apron - 100 health

Inferno Robe (Horde Only) - 150 health

WRIST
Shimmering/Greenweave Bracers of Stamina (4 stamina) - 9 stamina

Shimmering/Greenweave Bracers of Stamina (4 stamina) - 9 stamina

HANDS
Raven’s Claws - 20 shadow damage

Raven’s Claws - 20 shadow damage

WAIST
Shimmering/Greenweave Sash of the Whale (4 stamina, 4 spirit)

Shimmering/Greenweave Sash of the Whale (4 stamina, 4 spirit)

LEGS
Shimmering Trousers of the Whale (5 stamina, 5 spirit) - nethercleft leg armor
(40 stamina, 12 agility)

Shimmering Trousers of the Whale (5 stamina, 5 spirit) - runic spellthread (35
spell damage, 20 stamina)

FEET
Greenweave Sandals of Stamina (6 stamina) - 7 stamina
*Nat Pagle’s Extreme Anglin’ Boots - 12 stamina

Greenweave Sandals of Stamina (6 stamina) - minor speed increase
*Nat Pagle’s Extreme Anglin’ Boots - boar’s speed (9 stamina and minor speed
increase)

RINGS
Seal of Sylvanas (Horde only)
Blood Ring
Blood Ring

Seal of Sylvanas (Horde only)
Blood Ring
Blood Ring

TRINKETS
*Arena Grand Master/PvP Trinket
*Arena Grand Master/PvP Trinket

*Arena Grand Master/PvP Trinket
*Arena Grand Master/PvP Trinket

WEAPON
Lorekeeper’s Staff - 30 spell damage
Dawnblade (Horde only) - 30 spell damage and *Furbolg Medicine Pouch
Night Watch Shortsword - 30 spell damage and *Furbolg Medicine Pouch

WAND
Banshee Rod of the Sun

Gravestone Scepter

C. Talent Setups [0046]
————————

Setup 1 - “Survival”
5/5 Improved Corruption
5/5 Demonic Embrace

-+-+-+-+-+-+-+-+-+-
IX. Warrior [0047]
-+-+-+-+-+-+-+-+-+-

A. Overview [0048]
——————-

The warrior is a flag carrying and support class. If you work hard enough on
your gear, your dps can be comparable to that of a rogue or a hunter. Your
strengths are:
- Spamming hamstring, especially on multiple targets, to slow down enemies
chasing your flag carrier or support trying to keep up with the enemy flag
carrier.
- Using shield bash in combination with a fast weapon to make an enemy healer’s
job substantially more difficult.
- Using demoralizing shout in a group of enemies to drop the total dps by a
fair amount.
- Switching stances depending on what purpose you’re serving.

A basic strategy for battle:

Unless facing enemies you expect will take a while to kill, use your battle
stance. Charge your intended target and immediately hamstring them so they
cannot flee, and then begin using your normal offensive attacks (heroic strike,
rend, ect.) Make sure you shield bash when they attempt to heal or use a
powerful spell, and never let hamstring fade or they may get away from you.
Demoralizing shout is also a priority depending on who you’re facing.

B. Gear Setup [0049]
———————

Note:
- The first piece of gear listed under any given section is part of your pure
health set. These items and their respective enchants will provide you with
the highest amount of health you can obtain semi-easily. There may then be
an item with an asterisk (*) next to it, which is an even better item that is
not easily obtained. There will then be a couple of lines breaks, and
another piece of gear will be listed that is part of your strength set. By
popular demand, I’ve also decided to include a third set for agility. The
asterisk rule will apply to these two sets.
- Next to many pieces of gear will be a dash and then an enchant or other
modification which makes those pieces of gear better.

HEAD
Green Tinted Goggles - 100 health (lesser arcanum of constitution)
*Lucky Fishing Hat - 100 health (lesser arcanum of constitution)

Green Tinted Goggles - 8 strength (lesser arcanum of voracity)
*Lucky Fishing Hat - 8 strength (lesser arcanum of voracity)

Green Tinted Goggles - 8 agility (lesser arcanum of voracity)
*Lucky Fishing Hat - 8 agility (lesser arcanum of voracity)

NECK
Sentinel’s Medallion/Scout’s Medallion

Sentinel’s Medallion/Scout’s Medallion

Sentinel’s Medallion/Scout’s Medallion

SHOULDERS
Talbar Mantle

Serpent’s Shoulders

Serpent’s Shoulders

BACK
Tranquillien Champion’s Cloak (Horde Only) - 70 armor
Miner’s Cape - 70 armor

Tranquillien Champion’s Cloak (Horde Only) - 70 armor
Miner’s Cape - 70 armor

Glowing Lizardscale Cloak - 3 agility

CHEST
Blackened Defias Armor - 100 health

Wildwood Chain (Alliance only) - 4 stats
Armor of the Fang - 4 stats

Tunic of Westfall (Alliance only) - 4 stats
Outrunner’s Chestguard of Agility (4 agility) - 4 stats

WRIST
Steel-clasped Bracers (Horde only) - 9 stamina
Beetle Clasps (Alliance only) - 9 stamina

Fortified Bracers of Strength - 9 strength

Forest Leather Bracers - 9 strength

HANDS
Defender Gauntlets of the Monkey (4 stamina, 4 agility) - 15 agility

Thorbia’s Gauntlets - 7 strength

Gloves of the Fang - 15 agility

WAIST
Girdle of the Blindwatcher

Cobrahn’s Grasp

Deviate Scale Belt

LEGS
Grunt’s Legguards of the Monkey (5 stamina, 5 agility) - nethercleft leg armor
(40 stamina and 12 agility)

Grunt’s Legguards of Strength (8 strength) - nethercobra leg armor (50 attack
power and 12 critical strike rating)

Scouting Trousers of Agility (8 agility) - nethercobra leg armor (50 attack
power and 12 critical strike rating)

FEET
Savage Trodders - 7 stamina
Savage Trodders - minor speed increase

Draftsman Boots - 7 agility
Draftsman Boots - minor speed increase

Feet of the Lynx - 7 agility
Feet of the Lynx - 7 agility

RINGS
Seal of Sylvanas (Horde only)
Blood Ring
Blood Ring

Clay Ring of Strength
Clay Ring of Strength

Meadow Ring of Agility
Meadow Ring of Agility

TRINKETS
*Arena Grand Master/PvP Trinket
*Arena Grand Master/PvP Trinket

*Arena Grand Master/PvP Trinket
*Arena Grand Master/PvP Trinket

*Arena Grand Master/PvP Trinket
*Arena Grand Master/PvP Trinket

WEAPON
Dawnblade (Horde only) - lifestealing/crusader and Dreadskull Shield (Horde
only) - 7 stamina
Night Watch Shortsword - lifestealing/crusader and Gold-plated Buckler - 7
stamina

Smite’s Mighty Hammer - 15 strength/crusader
Glacial Stone - 15 strength/crusader
Shadowfang - 15 strength/crusader and Redbeard Crest - felsteel shield spike

Wingblade (Horde only) - 15 agility and Redbeard Crest - felsteel shield spike
Thief’s Blade - 15 agility and Redbeard Crest - felsteel shield spike
Shadowfang - 15 agility and Redbeard Crest - felsteel shield spike

PROJECTILE
Hand of Argus Crossfire - standard scope (2 damage)

Thick Bronze Darts

Throat Piercers

C. Talent Setups [0050]
————————

Setup 1 - “Flag Running”
5/5 Anticipation
5/5 Toughness

Setup 2 - “Efficiency”
3/3 Improved Heroic Strike
5/5 Cruelty
2/5 Unbridled Wrath

===============================================================================

5. W A R S O N G G U L C H [0051]

===============================================================================

-+-+-+-+-+-+-+-+-+-+-+-
I. Description [0052]
-+-+-+-+-+-+-+-+-+-+-+-

Warsong Gulch follows a basic capture the flag-type system. Each side is given
a flag which is placed in the heart of their base. The ultimate goal is to
grab the opposing team’s flag and bring it back to your own flag three times.
Your own flag must be in its proper spawn point before the opposing team’s flag
can be captured. You’re likely going to have to remind a couple of people of
this rule throughout your 19 twink career. It’s a 10 vs. 10 maximum, 5 vs. 5
minimum setting, with new characters coming in any time old ones leave.

While you used to only be fighting against enemies from your own realm,
Blizzard has since introduced the “Cross-realm system”. Your realm is in a
“Battlegroup” with many other realms whose players you will also be playing
both with and against in Warsong Gulch. It’s a great way to speed up queue
times and make some new friends (or enemies) from other realms.

Another system that is currently in effect is the “Match-making system”. This
system uses a complicated formula to try to put players with similar gear into
games against each other. This has unfortunately made queue times a bit longer
and makes group-queuing at non-peak hours a tough proposition. By similar gear
I just mean that the system doesn’t want a level 15 in white gear to be
fighting a level 19 in blues and endgame enchants. You’re going to see this
happening a lot anyway, though, which leads me to make what some would call an
extreme statement - I think the system is flawed and is in dire need of
improvements.

Given that you’ve entered a game that has just opened, you have two minutes to
prepare for battle, free of mana use, before the gates are opened and two
forces will charge at each other. Messages will be coming up on the screen,
accompanied by different sound effects, that will let you know whenever a flag
is picked up, dropped, returned, or captured. A final message will also appear
when a team wins. It is possible to enter a game that has already started.

6 power-ups are placed throughout Warsong Gulch; two of each type. The sprint
power-up, which is placed inside of the Horde and Alliance’s tunnels, increases
the running speed of the target by 100% for 10 seconds. The restoration power-
up, placed in huts on either side of the map, regenerates the target’s health,
mana, and pet’s happiness by 10% per second for 10 seconds. This effect is
diminished upon being attacked. And the berserking power-up, located in huts
on either side of the map, increases the target’s damage output by 30% and
damage taken by 10% for 1 minute. Keep in mind that any of these effects can
be purged by a shaman or dispelled by a priest.

Removing an enemy’s insignia by right-clicking on them will give you a small
amount of money and prevent them from respawning at half-health and mana at
their body. Shift+click their body for faster results. Most players will
choose either way to respawn at their designated spirit healer, who resurrects
everybody at their graveyard every 30 seconds. A player is automatically sent
to their designated spirit healer after death. “GY camping”, a practice
involving killing enemies directly after they respawn at their spirit healer,
is often frowned upon but may be acceptable under certain circumstances by
certain people.

When the enemy drops your flag, you need to rapidly right-click on it as soon
as you are within range to give yourself the maximum chance of returning it.
This rule also applies to when an ally drops the enemy flag, and I repeat, it
is the most effective way of doing it. I can’t tell you how angry it makes me
when one Horde manages to return their flag with 7 Alliance standing nearby,
simply because they knew how to properly return it and none of those 7 Alliance
did. It’s a skill that very few people seem to possess, yet it’s so easy to
master. Right-click on that flag like it’s a matter of life and death.

-+-+-+-+-+-+-+-+-
II. Parts [0053]
-+-+-+-+-+-+-+-+-

Each faction’s base contains different textures and objects but they each
follow the same basic architecture and internal structure. Parts of Warsong
Gulch from your perspective include:

Balcony: The small ledge overlooking your flag room and containing one doorway
which leads to the second room. You can also jump from here to the flag room
easily.

FR or Flag Room: The room that contains your flag. Complete with a small
enclosed area with a window for hiding, and connected to the tunnel and second
room. Overlooked by the balcony and the roof.

GY or Graveyard: When facing the base, is located on the left side and contains
no easy entrances unless using a terrain glitch or using a warrior’s charge
attack. One of three general exits or the enemy may use to leave your base.

Huts: The four huts containing power-ups, all located on the corners of mid-
field.

Mid-Field: The large field that is between either team’s base. A place where
arrows and bullets are constantly flying, swings and blocks are being exchanged,
and lives are being lost.

Ramp: When facing the base, is located on the right side and leads up towards
two entrances of the base leading to the second room and also to the graveyard.
One of three general exits or entrances the enemy may use to enter or leave
your base.

Roof: The top layer of your base overlooking the flag room and accessed by the
ramp leading up to the roof, which branches off of the tunnel. Contains a
large block in the center, perfect for playing “ring around the rosie” with
your enemies. You can also jump from here to the balcony or the flag room
easily.

Second Room: Room containing a small wooden ramp, two doorways leading outside
(one on either floor), and one doorway leading to the balcony.

Tunnel: The long tunnel containing the speed power-up and leading up to the
flag room and the ramp to the roof. Entrance to the outside field is located
at the bottom end of the tunnel. One of three general exits or entrances the
enemy may use to enter or leave your base.

-+-+-+-+-+-+-+-+-+-+-
III. Tactics [0054]
-+-+-+-+-+-+-+-+-+-+-

There are many, many different tactics that can be used in 10-19 Warsong Gulch.
I could probably write an entire guide on that alone, but I’d rather cover a
broader field. I’ll include all of the tactics I know of, but please feel free
to drop me an email if you have any I haven’t included here.

Ambushing: This works best with classes who can stealth, night elves, or any
small race. What you’re looking to do is have one class that can take a lot of
hits, like a big tauren warrior, to be standing out in the open for the enemy
to see. This gives them the delusion that the person is alone. Naturally,
they’ll all jump on them, and here’s where ambushing really comes into play.
Your other teammates, all in their hiding places, are then to jump out and
catch the enemy by surprise. You might end up mowing a couple people down
before they even realize what’s going on and change targets. Often times, by
then, it’s too late.

Buffs: If you’re playing a class that’s capable of buffing people, especially
when you’re still waiting behind gates, make sure you buff everybody. A druid
or priest who just sits there behind the gates and does nothing is really not
being efficient.

Concealing: This is when your flag carrier, often by themselves, is located in
an area you wouldn’t expect the enemy to look. Smaller races like gnomes and
undeads take the highest advantage of this, by adding to it using the /lay
command to sort of tuck themselves into walls and other structures. This
strategy is nearly flawless when you have at least one person near the enemy
flag spawn at all times, just in case your flag carrier is spotted and killed.

Convoy: This is a method used when both flags are taken and the teams seem too
even to return your flag to traditional way. Every member of your team,
including your team’s flag carrier, is to move in one big group into the
enemy’s base. The basic idea is to overwhelm them with numbers, but it must be
carried out quickly or they will retaliate with the same numbers and you will
lose their flag. Keep one person at their flag spawn in case your carrier goes
down, and make sure you have at least one healer with your flag carrier at all
times. Send the main group directly towards the enemy flag carrier.

Defensive Awareness: Try using the following macros so people know where the
enemy flag carrying is exiting your base at:
/bg The enemy flag carrier is headed down the RAMP side!
/bg The enemy flag carrier is headed out the TUNNEL!
/bg The enemy flag carrier is headed out of the GRAVEYARD!

Evasion: This is another flag carrier strategy. When you and your group of
defenders are obviously outgunned, it may be time to implement this strategy.
Simply put, you need to run for your life. Kite the enemy forces all over your
base, making sure you stay far enough ahead to that they can’t easily attack
you. This won’t work forever, though, as you have rogues with sprint and
reinforcements coming in at any time. A minor speed increase enchant to boots
is a must if you want to pull this off. Swiftness potions are also recommended.

Handoffs: This is an excellent strategy that doesn’t get enough use. Simply
put, if you’re holding the enemy flag and somebody on your team is better
suited for holding it, you should give it to that person. If you’re a warlock
with 1200 health, for example, and there’s a warrior nearby with 2100 health,
hand it to them. Of course, a certain amount of coordination is needed to do
this properly. Make sure you let the person you’re giving the flag to know
when you’re about to drop it and that they should pick it up.

Isolate and Destroy: Many players aren’t intelligent enough to know that you
have to stay in a healer’s line of sight and range if you want heals. Try
leading the enemy flag carrier around a corner and ambushing them before the
healer can catch up. Or do the opposite and lead the flag carrier away while
two of your friends take out the healer.

Limiting Directions of Attack: When people are chasing you and you plan to
engage them, are you better off in an open field or in a narrow tunnel with
your back to a wall? You’re most likely better going with the latter, because
it allows you to see when your combatants are coming from. How does this apply
to WSG? It means that you’re probably safer on the roof than standing at mid-
field, because the roof only has one entrance while mid-field has an infinite
amount. You need to be able to see your enemies coming or you’re going to get
stabbed or shot in the back and won’t be able to react quick enough.

Notifying the Carrier: Failure to use this idea can be detrimental for your
team. You need to let your flag carrier know a bit in advance that you’re
about to return the flag so they can get in position for a capture. Failure to
do so can often give you enemy the extra few seconds needed to repossess your
flag. Always say something like “Get ready to cap” to your flag carrier knows
it’s time to get in position.

Strength in Numbers: This is quite possibly the most neglected tactic of them
all in any PvP setting. You are NOT Arnold Schwarzenegger. You cannot destroy
an entire Cambodian village by yourself, even with a big arsenal of explosives
and machine guns. You need to stay with others if you want to win at Warsong
Gulch, so do so. If you pull up your map and you see 10 yellow dots scattered
all over the map, chances are your team is doing things wrong. If your team
stays clustered together, you’ve got a much better chance of winning. There
are, of course, exceptions to this rule which are listed in other tactics here.

Turtling: This method involves keeping most or all of your teammates near your
flag carrier when both flags are taken. The reason for doing this is to try to
initiate an enemy convoy or to get them to send more people over so you can
overwhelm their flag carrier. Turtling is often frowned upon by people, and is
usually best done directly in your graveyard.

===============================================================================

6. A R E N A S [0055]

===============================================================================

This section is coming soon…

===============================================================================

7. F R E Q U E N T L Y A S K E D Q U E S T I O N S [0060]

===============================================================================

Where do I get the Lucky Fishing Hat and Nat Pagle’s Extreme Anglin’ Boots?
—————————————————————————-

These two items are obtained in the “Stranglethorn Fishing Extravaganza”, which
is held every Sunday from 2 PM to 4 PM server time. Twinks are to wander up
and down the coast, casting their lines into Schools of Tastyfish. While
tastyfish are what will be caught nearly all of the time, there is a very rare
chance of catching three rare fish from the schools which can be turned in to
an NPC in Booty Bay for prizes. Dezian Queenfish is of no use to you; it
yields a special fishing line. Keefer’s Angelfish is turned in for the Lucky
Fishing Hat and Brownell’s Blue Striped Racer for Nat Pagle’s Extreme Anglin’
Boots. Remember that these rare fish must be turned in before the contest ends
or they will disappear from your inventory, and that they can only be caught
from Schools of Tastyfish. If you wish to participate in the contest, it’s
best to level your fishing to 150 and bring along enough Bright Baubles to last
the entire contest. At 225 fishing, you will no longer lose catches.

Where do I get the Furbolg Medicine Pouch?
——————————————-

The method to obtaining this item is both very odd and very time-consuming.
What you need to do is get to Honored reputation with Timbermaw Hold and then
purchase it from the quartermaster. In order to do this without gaining exp,
said player is supposed to kill themselves and proceed to party with somebody
else who is grinding Timbermaw reputation and follow them around in ghost form.
This yields 10 Timbermaw reputation per kill, but no exp. It’s estimated that
this would take you about 6 hours of grinding total.

Where do I get the Arena Grand Master?
—————————————

Obtaining this item can be pretty irritating, depending on what realm you’re on.
In Stranglethorn Vale, there’s a stadium known as the Gurubashi Arena. Every
three hours server time, with one of those times being 12:00 PM, a special
event takes place in the Gurubashi Arena. A goblin places a chest in the
middle of the arena and players then proceed into a battle royale-style
deathmatch. The goal of all this is to open up the chest before anybody else
gets a chance to and loot the contents. Well there’s always an item in said
chest called the Arena Master, which once looted, gives the player a quest.
The object of the quest is to turn in 12 total Arena Masters in exchange for
the Arena Grand Master. One problem that complicates things more about this is
the fact that Alliance can attack Alliance and Horde can attack Horde while
inside the arena. Your best bet if you want this trinket is to invite a few of
your 70 friends to come protect you while you loot the chest.

What’s this business with lesser arcanums? How do I get those?
—————————————————————-

Lesser arcanums are the final product of quests that a blood elf gives in
Burning Steppes. Each of these quests requires some different items to
complete, but they all require a couple of the same items. They all require a
certain libram, which is purchased on the AH. If you want a lesser arcanum of
constitution, you need a libram of constitution. They also all require 30g.
For more information on each of the specific lesser arcanum quests, visit
www.wowhead.com and look up the specific lesser arcanum you need.

Where’s a good place to farm magic dust?
—————————————–

There is currently only one reliable place to farm magic dust, and that’s off
of Dust Devils in Westfall. The drop rate on this stuff used to be horrible; I
believe it was around 13%. Visit www.wowhead.com for an updated drop rate and
a map of all Dust Devil spawns within Westfall.

I’ve definitely seen better pants for my class, like Leggings of the Fang. Why
can’t I wear those instead?
——————————————————————————-

While these used to be the best possible pants for leather wearers before the
new armor kits came in, they’re not any more. This is because they are BoP,
and only BoE items can have the new leg “enchants” placed on them because they
must be in the level 60+’s inventory and then traded back. This applies to any
class of course, not just leather wearers.

What about the Insignia of the Alliance/Horde? Where do I get that trinket?
——————————————————————————-

These trinkets, which remove any and all movement impairing effects and effects
that result in loss of control of your character, are purchased from your
faction’s quartermaster. For the Alliance, this is purchased in the Champion’s
Hall in Stormwind, and for the Horde, it’s purchased in the Hall of Legends in
Orgrimmar. The trinket itself has a five-minute cooldown and currently costs
2,805 honor.

What’s with you assigning cloth gear to leather wearers and leather gear to
mail wearers?
——————————————————————————-

The armor difference in the 10-19 tier is so little that it’s worth sacrificing,
say, 60 armor for an additional 3 stamina. Though I don’t know the exact
mathematical formula that comes into play, it’s in my own personal experience
that stats are better than armor for 19 twinks.

I have a different armor set on my twink but I notice that mine is effective
too. Should I change to yours?
——————————————————————————-

If your gear setup is working for you, by all means, keep it. There’s nothing
wrong with mixing and matching my suggested gear with some of your own
favorites. I’m sure I’ve got about 5 emails sitting in my inbox right now that
are suggesting a new piece of gear or enchant to include in my guide and I’m
fine with that. The Gear Setup sections for each class are just little
suggestions I have for your twinks that I personally feel are the best, but I’m
not omniscient. If you have what you believe are better ideas, that’s no
problem. I’d be glad to hear about them.

===============================================================================

8. C O N T A C T I N G M E [0061]

===============================================================================

If you see an error in my guide such as a misspelled word or an incorrect
description of an item, please feel free to drop me an email at
ragefire@live.com. Questions and comments are also welcome, but please include
‘19 Twink Guide’ in the subject and type in at least a semi-coherent manner.
To give you a better understanding of what I mean by that, I have a couple of
examples:

Good email:

“Hey Demon, nice guide! I just wanted to let you know that you misspelled
Talbar Mantle in section [0045]. I also disagree with your idea that a rogue
should outrun the enemy flag carrier and take their flag rather than trying to
return their own. Thanks!”
(This email has great spelling and grammar. It also calls attention to a
spelling mistake, which I hate making, and an idea that I may or may not choose
to include somewhere in the guide.)

Good email:

“Hi Demonrage. Thanks for the guide; I’ve used a lot of its concepts on my own
twink. I wanted to ask you, when is the fishing contest held? Maybe you could
include that in your guide somewhere so everybody will know.”
(This email is both very coherent and very important because it opens my eyes
to something I may not have included already in my guide.)

Decent email:

“u spelled warsong wrong in [0039]”
(This email could use some work, but it still gets the point across.)

Bad email:

“LOL MY ROGUE COULD PWN YOUR WARLOCK IN 2 SWINGS, COME DUEL ME OUTSIDE
STORMWIND SOME TIME. ALLIANCE SUCKS, PEACE OUT.”
(While CAPS are pretty annoying in cases like this, the worst part about this
email is it serves no real purpose. How does you believing you can beat me in
a duel contribute to a better guide?)

Bad email:

“hi demon ur stratgy on twinkin sucks in [0059] fix it plz to include more pwn
strats. bye.”
(This email has very poor spelling and grammar, but most importantly, it
doesn’t specifically point out what needs to be changed. “Pwnage” is a very
broad field.)

If you let me know something needs corrected or suggest a strategy that I
haven’t included, I’ll be glad to make the adjustment in my guide. I’m not
always going to agree with you though, so that’s not a guarantee. Just don’t
fill up my inbox with hate mail; you have better things to do with your time
than to harass a person you don’t even know. Also, let me know whether or not
you’d like your name or alias to be included in this guide, and if so, what
name you’d like to go by. I don’t want to give anybody any undesired fanfare.

===============================================================================

9. L E G A L C O D F O D D E R [0062]

===============================================================================

This guide is Copyright (c) 2008 Andrew “Demonrage” Nash. All rights reserved.

Currently the only website that’s allowed to host my guide is GameFAQs.com. If
you would like to request permission to host my guide elsewhere, please drop me
an email at ragefire@live.com, but I will warn you ahead of time that the
answer is most likely no. Fun fact: If you are hosting my guide without my
written consent, you are breaking the law! Remember that when you’re living on
the streets because I’ve sued you out of every dime you own. Just kidding
folks, but seriously, please ask for permission or simply link to the GameFAQs
page hosting my guide if you want to show it to somebody.

With all this said, printing out my guide for personal, private use is not only
allowed, but encouraged. Selling it for profit, however, is also illegal.
Unless, of course, you send me 100% of the profits. The “I didn’t know!”
defense might hold up in front of your first grade teacher, but it doesn’t work
in court too often.

===============================================================================

10. C L O S I N G S T A T E M E N T S [0063]

===============================================================================

First and foremost, thank you readers for taking interest in my guide. I hope
you’ve learned a thing or two and maybe even shared some concepts with some
fellow players. I very much enjoyed writing this, just as I enjoy 10-19 PvP.
And I can’t stress this enough - if you see a mistake, inconsistency, or
missing information, please let me know. I want this guide to be as detailed
and perfect as possible.

Thank you Blizzard for making World of Warcraft, the MMORPG that we’ve all come
to know and love, and especially for the rich and exciting PvP system that’s
led to many hours of challenges and fun. Thank you GameFAQs and CJayC in
particular for being the greatest gaming guide website of all time, and for
being so kind as to host my humble guide on your website.

Many thanks to Infernal Renegades for allowing myself and the other officers to
take you under our wings. Every one of you is a positive contribution to the
guild and your ability to work as a team and follow orders has led us as a
whole to many victories. Thanks as well to some of our allied guilds on
Lightbringer, which include but are not limited to: Annihilation, Centered,
Death Inc, FirstBlood, Hellz Fury, Marshals of Justice, Sanctuary, and The
Cavalry.

I also have to thank ForTheHorde and some other Horde guilds for beating us
into oblivion and halting our ego trips a bit.

Thank you to the following people for making contributions, big and small, to
this guide:
Thefatrouge of Lightbringer - For many suggestions as to how to better play and
gear a 19 rogue.

I doubt any of you read all of those thank-you’s and if you did, you’re
probably feeling nauseous by now. Anyway, good luck out there in the
battlegrounds.

——————————-”Anger is a gift”——————————-
————————————THE END————————————

Filed under: Games | Tags: , , , , , , , | vrskidsv | Comments (0)

Description
Grand Theft Auto: The Trilogy is a Modern Action Adventure game, developed by Rockstar North and published by Rockstar Games, which was released in 2005.

Codes

*
Cheat Codes

Enter these during gameplay without pausing:
Code Effect
R1, R2, L1 , X, Left , Down, Right, Up, Left, Down, Right, Up $250,000, full health and armor (also repairs cars if you are in one)
RIGHT, R2, UP, UP, R2, CIRCLE, SQUARE, R2, L1, RIGHT, DOWN, L1 Aggressive Drivers
R2, Circle, R1, L2, Left R1, L1, R2, L2 Aggressive Traffic
LEFT, TRIANGLE, R1, L1, UP, SQUARE, TRIANGLE, DOWN, CIRCLE, L2, L1, L1 All Cars Nos
L1, Circle, Triangle, L1, L1, Square, L2, Up, Down, Left All Pedestrians Are Elvis
up,x,triangle,x,triangle,x,square,R2,right all taxis get nitro + jump up when you press L3
L2, RIGHT, L1, UP, X, L1, L2, R2, R1, L1, L1, L1 All Traffic is Junk Cars
Right, R1, Up, L2, L2, Left, R1, L1, R1, R1 All Traffic Lights Stay Green
Triangle, L1, Triangle, R2, Square, L1, L1 All Vehicles Invisible (Except Motorcycles)
SQUARE, L1, R1, RIGHT, X, UP, L1, LEFT, LEFT always midnight (time stuck at 00:00)
x,x,square,r1,l1,x,down,left,x andrenaline mode
L1, L2, L2, Up, Down, Down, Up, R1, R2, R2 Any vehicle you punch this in, can blow up anything like a tank.
SQUARE, RIGHT, SQUARE, SQUARE, L2, X, TRIANGLE, X, TRIANGLE Attracts Prostitutes with Sex Toys/Gimp Suit
Circle, L2, Up, R1, Left, X, R1, L1, Left, Circle Black Traffic
X, Square, Down, X, Square, Up, R1, R1 Calls the nearest ped to get in your car or get on your bike. Only gives a confirmation message if you’re in a vehicle and there’s a ped nearby.
Square, R2, Down, Down, Left, Down, Left, Left, L2, X Cars Float Away When Hit
square, down, L2, up, L1, circle, up, x, left Cars Fly
Right, R2, Circle, R1, L2, Square, R1, R2 Cars on Water
L2, RIGHT, L1, TRIANGLE, RIGHT, RIGHT, R1, L1, RIGHT, L1, L1, L1 Chaos mode
Triangle, Triangle, L1, Square, Square, Circle, Square, Down, Circle Civilians are fast food workers & clowns, CJ is a clown, cars are pizza scooter, BF Injection, HotKnife, Tug, Quad, etc.
Right, L2, Down, R1, Left, Left, R1, L1, L2, L1 Commit Suicide
R2, L2, R1, L1, L2, R2, Square, Triangle, Circle, Triangle, L2, L1 Destroy Cars
Up, Up, Down, Down, Square, Circle, L1, R1, Triangle, Down. Everyone bikini babes, all cars beach cars, Cj in shorts and flipflops.
Circle, Circle, L1, Square, L1, Square, Square, Square, L1, Triangle, O, Triangle Faster Clock
Triangle, Up, Right, Down, L2, L1, Square Faster Gameplay
R2, Circle, Up, L1, Right, R1, Right, Up, Square, Triangle Flying Boats
R2, X, L1, L1, L2, L2, L2, X Fog
up, up, square, L2, right, x, R1, down, R2, circle Full Weapon Aiming Whilst Driving
Left, Right, Right, Right, Left, X, Down, Up, Square, Right Gang members spawn much faster
Circle, Right, Circle, Right, Left, Square, X Down Gives you an automatic six star wanted level
DOWN, SQUARE, X, LEFT, R1, R2, LEFT, DOWN, DOWN, L1, L1, L1 Hitman In all weapon
square,square,R2,left,up,square,R2,X,X,X Improve Suspension
up, L1, R1, up, right, up, x, L2, x, L1 Increase car speed
L1, R1, SQUARE, R1, LEFT, R2, R1, LEFT, SQUARE, DOWN, L1, L1 Inf Ammo
Down, X, Right, Left, Right, R1, Right, Down, Up, Triangle Infinite health, still hurt from explosions, drowning, and falling.
Down, Left, L1, Down, Down, R2, Down, L2, Down Infinite Lung Capacity
Triangle, R1, R1, Left, R1, L1, R2, L1 Insane Handling
Left, Right, L1, L2, R1, R2, Up, Down, Left, Right Jetpack
Up, Up, Triangle, Triangle, Up, Up, Left, Right, Square, R2, R2 Jump 10 times higher
Triangle, Square, Circle, Circle, Square, Circle, Circle, L1, L2, L2, R1, R2. Jump 100 feet in air on bike
CIRCLE, RIGHT, CIRCLE, RIGHT, LEFT, SQUARE, TRIANGLE, UP Locks wanted level at however many stars you have. They will NEVER increase or decrease, not even with bribes/cheats. Still get attacked in impound.
R1, R1, Circle, R2, Up, Down, Up, Down, Up, Down Lower Wanted Level
SQUARE, L2, X, R1, L2, L2, LEFT, R1, RIGHT, L1, L1, L1 Max All Vehicle stats (Driving, Flying Bike, Cycling)
Triangle, Up ,Up, Left, Right, Square, Circle, Down Max Fat
triangle,up,up,left,right,square,circle,left Max Muscle
L1, R1, TRIANGLE, DOWN, R2, X, L1, UP, L2, L2, L1, L1 Max Respect
CIRCLE, TRIANGLE, TRIANGLE, UP, CIRCLE, R1, L2, UP, TRIANGLE, L1, L1, L1 Max Sex appeal
R2, X, L1, L1, L2, L2, L2, Square Morning
SQUARE, L2, R1, TRIANGLE, UP, SQUARE, L2, UP, X Never become hungry
R2, X, L1, L1, L2, L2, L2, Triangle Night
L2, Up, R1, R1, Left, R1, R1, R2, Right, Down No citizens or cops, only gang members having gun fights
X, Down, Up, R2, Down, Triangle, L1, Triangle, Left No Peds, Hardly any traffic, Parked cars still spawn
R2, X, L1, L1, L2, L2, L2, Down Noon
Left, Left, L2, R1, Right, Square, Square, L1, L2, X Orange Sky
R2, X, L1, L1, L2, L2, L2, Square Overcast
Down, Up, Up, Up, X, R2, R1, L2, L2 Pedestrian Attack (cannot be turned off)
Down, Left, Up, Left, X, R2, R1, L2, L1 Pedestrian Riot (cannot be turned off)
R2, R1, X, Triangle, X, Triangle, Up, Down Pedestrians have weapons
X, L1, UP, SQUARE, DOWN, X, L2, TRIANGLE, DOWN, R1, L1, L1 Peds Attack (Guns)
X X Down R2 L2 O R1 O Square Peds become asian dudes with Katana’s. Mostly black cars and motorcycles patrol the streets.
Circle, L1, Down, L2, Left, X, R1, L1, Right, Circle Pink Traffic
Right, L2, L2, Down, L2, Up, Up, L2, R2 Prostitutes pay you instead of you paying them
R1, R1, Circle, R2, Right, Left, Right, Left, Right, Left Raise Wanted Level
DOWN, SQUARE, UP, R2, R2, UP, RIGHT, RIGHT, UP Recruit Anyone (9mm)
R2, R2, R2, X, L2, L1, R2, L1, DOWN, X Recruits Anyone (w/Rockets)
Up, Down, L1, L1, L2, L2, L1, L2, R1, R2 Sand Storm
Triangle, Up ,Up, Left, Right, Square, Circle, Right Skinny
Triangle, Up, Right, Down, Square, R2, R1 Slower Gameplay
Right, Up, R1, R1, R1, Down, Triangle, Triangle, X, Circle, L1, L1 Spawn a Monster
Left, Right, L1, L2, R1, R2, R2, Up, Down, Right, L1 spawn a parachute
Circle, Circle, L1, Circle, Circle, Circle, L1, L2, R1, Triangle, Circle, Triangle Spawn A Rhino
R2, Up, L2, Left, Left, R1, L1, Circle, Right Spawn a Stretch
Down, R1, Circle, L2, L2, X, R1, L1, Left, Left Spawn Bloodring Banger
Circle, L1, Up, R1, L2, X, R1, L1, Circle, X Spawn Caddy
R2, L1, L1, RIGHT, RIGHT, UP, UP, X, L1, LEFT spawn dozer
Right, R1, Up, L2, L2, Left, R1, L1, R1, R1 Spawn Faster Cars
R1, circle, R2, Right, L1, L2, X (2), Square, R1 Spawn Hotring Racer #1
R2, L1, Circle, Right, L1, R1, Right, Up, circle, R2 Spawn Hotring Racer #2
CIRCLE, X, L1, CIRCLE, CIRCLE, L1, CIRCLE, R1, R2, L2, L1, L1 Spawn Hunter
Up, Right, Right, L1, Right, Up, Square, L2 Spawn Rancher
R1, UP, LEFT, RIGHT, R2, UP, RIGHT, SQUARE, RIGHT, L2, L1, L1 Spawn Tanker
Triangle, Triangle, Square, Circle, X, L1, L1, Down, Up Spawns Hydra
Left, Left, Down, Down, Up, Up, Square, Circle, Triangle, R1, R2 Spawns Quadbike
Triangle, Triangle, Square, Circle, X, L1, L2, Down, Down Spawns Vortex
R2, X, L1, L1, L2, L2, L2, Circle Storm
Circle, Up, L1, L2, Down, R1, L1, L1, Left, Left, X, Triangle. Stuntplane
Up, Left, X, Triangle, R1, Circle, Circle, Circle, L2 Super Punch
TRIANGLE, LEFT, SQUARE, R2, UP, L2, DOWN, L1, X, L1, L1, L1 Traffic is Country Vehicles
L1 L1 R1 R1 L2 L1 R2 Down Left Up Turns All Vehicles Into Country Vehicles
Down, R2, Down, R1, L2, Left, R1, L1, Left, Right Unlock Romero
Circle, R1, Circle, R1, Left, Left, R1, L1, Circle, Right Unlock Trashmaster
R1, R2, L1, R2, Left, Down, Right, Up, Left, Down, Right, Up Weapons 1
R1, R2, L1, R2, Left, Down, Right, Up, Left, Down, Down, Left Weapons 2
R1, R2, L1, R2, Left, Down, Right, Up, Left , Down, Down, Down Weapons 3
L2, DOWN, DOWN, LEFT, SQUARE, LEFT, R2, SQUARE, X, R1, L1, L1 Weather Cloudy

Contributed By: Clothed Snake, cardan2002, GameMasterZer0, i feel asleep, Skiller, Phoenix_Jacko, maschetti83, GTA3BANDIT, FYREWOLF88, edisoncarter, zaq909, NightMare185, Agrotech, SilverMoon2500, Spongebobhairpa, peter5489, triad warlord, Auron77, mvallieres, Spazz_dog, DeathNinja, derouin89, d_winchy, Tetra Vega, Govenator, devilslayer44, System Error, SINZAR, Arkensark, cheater87, TrunksTheMighty1, OhGreatOne, datadrain776, t6re, HayatoX, fallen angel of doom, VipertheGoblin, and j2891413.
*
Cheat Codes

Enter these codes during gameplay without pausing:
Code Effect
Right, R1, Up, L2, L2, Left, R1 ,L1, R1, R1 All Traffic lights will remain green.
Triangle, L1, Triangle, R2, Square, L1, L1 All Vehicles Invisible (except motorcycles)
R1, R2, L1, R2, L, D, R, U, L, D, R, U All Weapons #1
R1, R2, L1, R2, L, D, R, U, L, D, D, L All Weapons #2
R1, R2, L1, R2, L, D, R, U, L, D, D, D All Weapons #3
R1, R2, L1, X, Left, Down, Right, Up, Left, Down, Right, Up Armor Code
O, L2, U, R1, L, X, R1, L1, L, O Black Cars
R2, L2, R1, L1, L2, R2, S, T, O, T, L2, L1 Blow Up Cars
R, R, L, U, L1, L2, L, U, D, R Change Clothes
Right,L1,Circle,L2,Left,X,R1,L1,L1,X Chicks with Guns
R2, X, L1, L1, L2, L2, L2, T Cloudy Weather
R, L2, D, R1, L, L, R1, L1, L2, L1 Commit Suicide
O, L1, D, L2, L, X, R1, L1, R, X Fake Code (doesn’t do anything)
Circle,X,L1,L1,R2,X,X,Circle,Triangle Fanny Magnet (Girls follow Tommy)
Triangle, Up, Right, Down, L2, L1, Square Fast Motion
Right, R2, O, R1, L2, Down, L1, R1 Flying Cars
R2, X, L1, L1, L2, L2, L2, X Foggy Weather
R, L1, O, L2, L, X, R1, L1, L1, X Gals Drop Weapons
R1, R2, L1, O, Left, Down, Right, Up, Left, Down, Right, Up Health Code
R2, Circle, Up, L1, Right, R1, Right, Up, Square, Triangle Hovering Boats
Right, R2, Circle, R1, L2, Square, R1, R2 Hovering Cars
R1, R1, O, R2, U, D, U, D, U, D Lower Wanted Level
R2,Circle,R1,L2,Left,R1,L1,R2,L2 Mad Cars
R2, O, U, L1, R, R1, R, U, S, T Media Level Meter
D, U, U, U, X, R2, R1, L2, L2 Pedestrian Attack (cannot be turned off)
D, L, U, L, X, R2, R1, L2, L1 Pedestrian Riot (cannot be turned off)
R2, R1, X, T, X, T, U, D Pedestrians have weapons
T, R1, R1, L, R1, L1, R2, L1 Perfect Handling
Circle,L1,Down,L2,Left,X,R1,L1,Right,Circle Pink Cars
O, R2, D, R1, L, R, R1, L1, X, L2 Play As Candy Suxxx
R1, O, R2, L1, R, R1, L1, X, R2 Play As Hilary King
R, L1, U, L2, L1, R, R1, L1, X, R1 Play As Ken Rosenberg
O, L2, L, X, R1, L1, X, L1 Play As Lance Vance
D, L1, D, L2, L, X, R1, L1, X, X Play As Love Fist Guy #1
R1, L2, R2, L1, R, R2, L, X, S, L1 Play As Love Fist Guy #2
R2, L1, U, L1, R, R1, R, U, O, T Play As Mercedes
R, R1, U, R2, L1, R, R1, L1 ,R, O Play As Phil Cassady
L1, L2, R1, R2, D, L1, R2, L2 Play As Ricardo Diaz
O, L1, O, L2, L, X, R1, L1, X, X Play As Sonny Forelli
R1, R1, O, R2, L, R, L, R, L, R Raise Wanted Level
Triangle, Up, Right, Down, Square, R2, R1 Slow Motion
U, R, R, L1, R, U, S, L2 Spawn A Bloodring Banger
D, R1, O, L2, L2, X, R1, L1, L, L Spawn A Bloodring Racer
O, L1, U, R1, L2, X, R1, L1, O, X Spawn A Caddie
R1, O, R2, R, L1, L2, X, X, S, R1 Spawn A Hotring Racer #1
R2, L1, O, R, L1, R1, R, U, O, R2 Spawn A Hotring Racer #2
R2,Up,L2,Left,Left,R1,L1,Circle,Right Spawn A Love Fist Limo
O, O, L1, O, O, O, L1, L2, R1, T, O, T Spawn A Rhino
D, R2, D, R1, L2, L, R1, L1, L, R Spawn A Romero’s Hearse
R, L2, D, L2, L2, X, R1, L1, O, L Spawn A Sabre Turbo
O, R1, O, R1, L, L, R1, L1, O, R Spawn A Trashmaster
R2, L1, circle, right, L1, R1, right, up, circle, R2 Spawns the Hot Ring Racer
O, O, L1, S, L1, S, S, S, L1, T, O, T Speed Up Time
R2, X, L1, L1, L2, L2, L2, O Stormy Weather
R2,X,L1,L1,L2,L2,L2,Triangle Sunny Weather
R2, X, L1, L1, L2, L2, L2, S Very Cloudy Weather
R1, X, Triangle, Right, R2, Square, Up, Down, Square Weird Wheels

Contributed By: buggsbuddy, Pointblank10528, St0nedf0rLyfeX, nsalwia, locd32, ViperTwinTurbo, Psy, beefyweevil, PSMii, and CDOB.

Grand Theft Auto III Cheats
Codes

*
Button Codes

For these codes to work, enter them during normal gameplay, whilst in any city. (Note: The speed up and slow down codes can be used multiple times to make the game even slower or faster.)
Code Effect
R2, R2, L1, R2, Left, Down, Right, Up, Left, Down, Right, Up All Weapons
L2, R2, L1, R1, L2, R2, Triangle, Square, Circle, Triangle, L2, L1 Blow Up Car
L1, L2, R1, R2, R2, R1, L2, Triangle Clear Weather
L1, L2, R1, R2, R2, R1, L2, Square Cloudy Weather
R2, R1, Triangle, X, L2, L1, Up, Down Crazy Pedestrians
Circle, Circle, Circle, Square, Square, Square, Square, Square, L1, Triangle, Circle, Triangle Faster Time
Right, R2, O, R1, L2, Down, L1, R1 Flying Cars
L1, L2, R1, R2, R2, R1, L2, X Fog Weather
R2, R2, L1, L2, Left, Down, Right, Up, Left, Down, Right, Up Full Armor
R2, R2, L1, R1, Left, Down, Right, Up, Left, Down, Right, Up Full Heath
Circle, Circle, Circle, Circle, Circle, Circle, R1, L2, L1, Triangle, Circle, Triangle Get A Tank
R1, L1, R2, L1, Left, R1, R1, Triangle Great Handling In Car (Press L3 to jump!)
R2, R2, L1, R2, Left, Right, Left, Right, Left, Right Higher Wanted Level
R2, R2, L1, L1, Left, Down, Right, Up, Left, Down, Right, Up Lots Of Money
R2, R2, L1, R2, Up, Down, Up, Down, Up, Down Lower Wanted Level
L1, L1, Square, R2, Triangle, L1, Triangle Make Cars Invisible
Square, L1, Circle, Down, L1, R1, Triangle, Right, L1, X More Gore blow off limbs and head (no confirmation message)
Down, Up, Left, Up, X, R1, R2, L1, L2 Pedestrians All Hate You
Down, Up, Left, Up, X, R1, R2, L2, L1 Pedestrians Fight Each Other
L1, L2, R1, R2, R2, R1, L2, Circle Rainy Weather
Triangle, Up, Right, Down, Square, R1, R2 Slow Down Gameplay
Triangle, Up, Right, Down, Square, L1, L2 Speed Up Gameplay
Right, Down, Left, Up, L1, L2, Up, Left, Down, Right Wear Any Outfit

Contributed By: Celebi, Gxp, VaderVsFantafly, Tarren, and Stealthgyro.

Unlockables

*
Hidden Package Bonuses

Unlockable How to Unlock
AK-47 COLLECT 70 PACKAGES
ARMOUR COLLECT 50 PACKAGES
GRENADES COLLECT 30 PACKAGES
HANDGUN COLLECT 10 PACKAGES
M-16 COLLECT 90 PACKAGES
MOLOTOVS COLLECT 60 PACKAGES
ROCKET LAUNCHER + 1 MILL. $$$ COLLECT 100 PACKAGES
SHOTGUN COLLECT 40 PACKAGES
SNIPER RIFLE COLLECT 80 PACKAGES
UZI COLLECT 20 PACKAGES

Contributed By: MR GTA MAN.
*
Unlock the Tank

Unlockable How to Unlock
Tank Complete all the storyline missions and the tank will appear at Phil’s place

Contributed By: Me is awesome.
*
Unlockables

Unlockable How to Unlock
Andrenaline pill Save 75 pedestrians on ambulance missions.
BF Injection Complete the Sayonara Salvatore mission and it will appear at Misty\’s apartment in the evenings in Hepburn Heights
Borgnine Taxi Complete 100 taxi missions.
Flamethrower in Portland save point save spot Put out 20 fires on Portland.
Flamethrower in Shoreside Vale save spot Put out 20 fires on Shoreside Vale.
Flamethrower in Staunton Island save spot Put out 20 fires on Staunton Island.
Health refill Save 35 pedestrians on ambulance missions.
Police bribes Complete 20 vigilante missions.
Running upgrade Complete level 12 on the ambulance mission.

Contributed By: ofirissmart and Viogamer.

Easter Eggs

*
Hidden message

On the second island (Staunton Island), go to the left of the main entrance of the car park that was used in the Kingdom Come mission. Go up the stairway you find up the alleyway with a car and park the car by the wall to the right. The wall is too high to jump on so you will need the car. Jump on the car, then on the wall and you will be on a flat roof. Jump off the wall to the area where you see all the metal fire escape stairways and look around. You will then see a message on one of the walls that reads: “You werent supposed to be able get here you know”.

Contributed By: BigCj34.
*
Moon Trick

Whenever the moon is visible at night shoot it with the sniper rifle to make the moon bigger or smaller.

Contributed By: DaMan.

Glitches

*
Blood in modified PAL (German) version

Just set your console and the game language to English, this allows you to play the game without censorship.
Now you can also hit opponents while they are on the ground, a feature that was removed from the German version.

Contributed By: Winglungman.
*
Drive a Blown-Up Car

Get into a car. Drive in front of the desired car (to keep it front driving away) that you would like to drive after it’s been blown up. THE CAR MUST HAVE SOMEONE IN IT. Walk up to the driver’s side door. Enter the ”Blow up all cars” code. While entering the code, Mr. GTA (or whatever his name is) will pull the driver out of the car and then get into it as it’s blowing up and somehow he will not die. But as soon as you are in the car, enter the Health Code to extinguish the flame. It might not work the first time, so keep trying and eventually it will work.

Contributed By: entermatrix303.
*
Easy Kill in Vigilante Missions

Start a Vigilante mission. Once you get near the suspect’s car. Hit pause, and then un-pause it. The suspect will jump out of the car for no reason. Now you can run them over.

Contributed By: N3k74r.
*
Get into the subway when it’s blocked.

Near the Traid Gang area, there is a subway entrance that is blocked off. It has stairs leading down to it. There is a ramp that causes you to fly over the small gap. But if you drive up very slowly then you will fall of the ramp and land on the stairs. If you done this correctly then you should go through the cage. You will now be in the subway. You will now be able to either take a train to another island or drive your car to another island through the subway. This glitch works well with a Police car or a Taxi.

Contributed By: Stegatron.
*
Get To Third Island

At the first island drive your car towards the tunnel that blocks off the third and second island. Park the car right next to the blue wall and blow it up. You should be blown through into the third or second island.

Contributed By: kennansoft.
*
Getting Into Unlocked Parts of the City

By using the ”Jumping Cars” trick, you can access other parts of the city you can’t in the beginning of the game, from the broken down bridges. Just go to the bridge you want to cross, and use the ”Jumping Cars” trick when your just about to hit the edge of the bridge. You will then cross the bridge safely (might take a try or two), and be able to try out some new city life!

Contributed By: SPG CloudEx.
*
Ghost Ship

When you’re doing the mission on Staunton Island for Ray Machowski called ”Gone Fishing”, you’re supposed to kill the guy on the boat. If you stand on the shore with your sniper rifle and shoot him as he goes by, he may turn the wrong direction and beach himself.

If you shoot him as he’s standing on the shore, the boat remains. Press the Triangle button as you would to get into any other boat, and press the Square button like you’re reversing. The boat won’t go too far, but if you keep holding the Square button down, eventually you can get back into the water, assuming the boat doesn’t flip.

The boat handles REALLY well, goes pretty fast, and goes by the title of ”GHOST Missing”. If you dock it and shoot it to make it explode, it does explode, but it still remains as though it’s new. You can’t really see yourself inside the boat, as it was never meant for you to drive anyways.

Little thing, but it’s fun.

Contributed By: Ericka.
*
Heal vehicle

Enter the full health cheat (R2, R2, L1, R1, Left, Down, Right, Up, Left, Down, Right, Up) while in a vehicle and that vehicle’s damage will be repaired. The visual damage will remain but the vehicle’s condition will be as if it were new.

Contributed By: CrotchRocket.
*
Hospital to Shoreside Vale

If you want to get to the third Island and haven’t earned it, you can ”fall” into the underground passage. You’ll need the Car Handling Cheat entered (R1 L1 R2 L1 left R1 R1 Triangle) and an esperanto. You must have an Esperanto - it’s the only car that will jump high enough. First, get to the hospital in Staunton Island. then, go to the parking lot and go as fast as you can towards the Hospital. Make sure that you are on the left side of it… It’s hard to do it without doing that. Jump onto the platform above the Hospital ”Entrance” and go slowly straight to the square-looking wall. Go into it turning right, and go forward. You should fall out of the world and land in the underground passage. Turn right and go quicly to the beauty of Shoreside Vale. If you hit a blue wall, turn around and go.

Contributed By: programmme.
*
Infinite Time for Fires in Fire Truck Missions!!!

To exploit this glitch it’s just a matter of putting the fire out as the clock is going to hit 0. If done correctly, the timer will disappear allowing infinite time to cruise to the next fire.

Contributed By: TheDreamingLover.
*
More cars in the garage

Go to any garage that can fit two or more cars in. When It is full, get another car right up next to the door, and get out. Press triangle as the door is going up, and hit X fast to get the car in. You might have to move the cars in the garage around, but it’s possible to get up to 6 cars in any given garage.

Contributed By: Kenny73510.
*
Reset Radio Station Track

Press the START button, go to the Audio menu, select the station you want to reset, then press the START button and press left or right to change the menu while the pause menu dissapears. For some reason, the radio station you selected will reset. You will notice the station track reset if you are in a car.

Contributed By: gamesadictsback.
*
Run in the Sky

Take an ambulance to the top of Marco’s Bistro in the St. Mark’s area. It takes a bit of work, but you should be able to get it up the stairs eventually. Now, slowly back it up so that it almost rolls over the edge of the little wall, but not all the way. Now (quickly) find a car on the street and bring it in front of the ambulance so that you can jump on the ambulance’s hood and then roof. While on the roof, jump towards the brick wall of the building. You should end up on an invisible ledge or roof and you can run around quite a large area before the invisible ground ends. Tip: Use a gun that you can aim manually to shoot the "ground" in front of you a bit. If there are sparks, then it’s safe to walk, and if there aren’t any than you will fall if you try to walk there.

Contributed By: Phantomplanet.
*
Use any car for taxi missions

Get into a taxi, hold down the R3 button. Exit the taxi and step into another car, release the R3 button and you should be able to do taxi mission in the car you are currently in.

Contributed By: Conrad3142.
*
Wear prisoner outfit

You need a saved game for this. Start a new game, and after the beginning cutscene load your other game. You’ll have everything, but you’ll still be wearing a prisoner outfit.

Contributed By: Darkerside94.

Secrets

*
Ambulance Bonus Items

When not going through a normal mission, get in an Ambulance and press R3.

Save 35 pedestrians and a health refill will appear outside any of your save points.

Save 70 pedestrians and an adrenaline pill will appear outside any of your save points.

Complete the Ambulance level 12 and Infinite Run will be granted.

NOTE:You do not have to save the pedestrians consecutively. You can do it as you go through the game.

Contributed By: NeoGamer.
*
Change the color of your car for free

After you pay to repair your car in the Pay ‘N Spray, drive back in and you can get a free paint job.

Contributed By: Menji.
*
Fire Truck Bonus Weapon

While not doing a normal mission, get in a Fire Truck and press R3. There is a Fire Station on each island. Put out 20 fires on each island and a Flame-thrower will always appear at one of your three save points.

NOTE: The fire missions do not have to be done consecutively. Just make sure you have put out 20 fires in each area.

Contributed By: NeoGamer.
*
Hooker Trick

Get a normal car and cruise the streets until you find a hooker drive up next to her (make sure she is standing next to the drivers door) and she will talk to you for a couple of minutes then she will walk around to the other side of the car and get in. Drive to a dark place (an alley, your hideout etc.) and park the car but do not get out. The car will start shaking and your health will go up. Then you have two choices:
1)Stay still and let her get out then beat her up to get your money back, or
2) tap the gas right before she gets out then park the car and watch the car start shaking again which saves time since it costs a dollar a second when she is in the car.

Contributed By: MV520.
*
Repair damaged vehicles

Damaged vehicles can be repaired free at any hideout by parking the vehicle in your garage and get out of the car, leave to let the door close then return and any cars in your garage will be repaired.

Contributed By: Janargon.
*
Run Forever

The longer you run the longer you can run without taking a break. But if you continue to tap "X" over and over again you can run forever and gain your stamina to the max.

Contributed By: Menji.
*
Vigilante Bonus: Police Bribes

While not doing a normal mission, get into a law enforcement vehicle (Police Car, Enforcer, FBI Car, or Tank) and press R3. In this mode you must chase down criminals and kill them.
Kill 20 criminals on each island and you will be rewarded with a total of 6 Police Bribes at your save point (1 for each set of 10 killed. You must kill criminals on every island to receive all 6 Police Bribes, however. This means killing 20 criminals on each island. Killing two sets of 10 criminals (20 total) in Portland will give you all the Police Bribes (2 total) you can get from that island, and so on.

NOTE: The criminal kills do not have to be done consecutively. Just be sure to kill 20 on each island while in Vigilante mode.

Contributed By: NeoGamer.

Grand Theft Auto: San Andreas Cheats
Codes

*
Cheat Codes

Enter these during gameplay without pausing:
Code Effect
R1, R2, L1 , X, Left , Down, Right, Up, Left, Down, Right, Up $250,000, full health and armor (also repairs cars if you are in one)
RIGHT, R2, UP, UP, R2, CIRCLE, SQUARE, R2, L1, RIGHT, DOWN, L1 Aggressive Drivers
R2, Circle, R1, L2, Left R1, L1, R2, L2 Aggressive Traffic
LEFT, TRIANGLE, R1, L1, UP, SQUARE, TRIANGLE, DOWN, CIRCLE, L2, L1, L1 All Cars Nos
L1, Circle, Triangle, L1, L1, Square, L2, Up, Down, Left All Pedestrians Are Elvis
up,x,triangle,x,triangle,x,square,R2,right all taxis get nitro + jump up when you press L3
L2, RIGHT, L1, UP, X, L1, L2, R2, R1, L1, L1, L1 All Traffic is Junk Cars
Right, R1, Up, L2, L2, Left, R1, L1, R1, R1 All Traffic Lights Stay Green
Triangle, L1, Triangle, R2, Square, L1, L1 All Vehicles Invisible (Except Motorcycles)
SQUARE, L1, R1, RIGHT, X, UP, L1, LEFT, LEFT always midnight (time stuck at 00:00)
x,x,square,r1,l1,x,down,left,x andrenaline mode
L1, L2, L2, Up, Down, Down, Up, R1, R2, R2 Any vehicle you punch this in, can blow up anything like a tank.
SQUARE, RIGHT, SQUARE, SQUARE, L2, X, TRIANGLE, X, TRIANGLE Attracts Prostitutes with Sex Toys/Gimp Suit
Circle, L2, Up, R1, Left, X, R1, L1, Left, Circle Black Traffic
X, Square, Down, X, Square, Up, R1, R1 Calls the nearest ped to get in your car or get on your bike. Only gives a confirmation message if you’re in a vehicle and there’s a ped nearby.
Square, R2, Down, Down, Left, Down, Left, Left, L2, X Cars Float Away When Hit
square, down, L2, up, L1, circle, up, x, left Cars Fly
Right, R2, Circle, R1, L2, Square, R1, R2 Cars on Water
L2, RIGHT, L1, TRIANGLE, RIGHT, RIGHT, R1, L1, RIGHT, L1, L1, L1 Chaos mode
Triangle, Triangle, L1, Square, Square, Circle, Square, Down, Circle Civilians are fast food workers & clowns, CJ is a clown, cars are pizza scooter, BF Injection, HotKnife, Tug, Quad, etc.
Right, L2, Down, R1, Left, Left, R1, L1, L2, L1 Commit Suicide
R2, L2, R1, L1, L2, R2, Square, Triangle, Circle, Triangle, L2, L1 Destroy Cars
Up, Up, Down, Down, Square, Circle, L1, R1, Triangle, Down. Everyone bikini babes, all cars beach cars, Cj in shorts and flipflops.
Circle, Circle, L1, Square, L1, Square, Square, Square, L1, Triangle, O, Triangle Faster Clock
Triangle, Up, Right, Down, L2, L1, Square Faster Gameplay
R2, Circle, Up, L1, Right, R1, Right, Up, Square, Triangle Flying Boats
R2, X, L1, L1, L2, L2, L2, X Fog
up, up, square, L2, right, x, R1, down, R2, circle Full Weapon Aiming Whilst Driving
Left, Right, Right, Right, Left, X, Down, Up, Square, Right Gang members spawn much faster
Circle, Right, Circle, Right, Left, Square, X Down Gives you an automatic six star wanted level
DOWN, SQUARE, X, LEFT, R1, R2, LEFT, DOWN, DOWN, L1, L1, L1 Hitman In all weapon
square,square,R2,left,up,square,R2,X,X,X Improve Suspension
up, L1, R1, up, right, up, x, L2, x, L1 Increase car speed
L1, R1, SQUARE, R1, LEFT, R2, R1, LEFT, SQUARE, DOWN, L1, L1 Inf Ammo
Down, X, Right, Left, Right, R1, Right, Down, Up, Triangle Infinite health, still hurt from explosions, drowning, and falling.
Down, Left, L1, Down, Down, R2, Down, L2, Down Infinite Lung Capacity
Triangle, R1, R1, Left, R1, L1, R2, L1 Insane Handling
Left, Right, L1, L2, R1, R2, Up, Down, Left, Right Jetpack
Up, Up, Triangle, Triangle, Up, Up, Left, Right, Square, R2, R2 Jump 10 times higher
Triangle, Square, Circle, Circle, Square, Circle, Circle, L1, L2, L2, R1, R2. Jump 100 feet in air on bike
CIRCLE, RIGHT, CIRCLE, RIGHT, LEFT, SQUARE, TRIANGLE, UP Locks wanted level at however many stars you have. They will NEVER increase or decrease, not even with bribes/cheats. Still get attacked in impound.
R1, R1, Circle, R2, Up, Down, Up, Down, Up, Down Lower Wanted Level
SQUARE, L2, X, R1, L2, L2, LEFT, R1, RIGHT, L1, L1, L1 Max All Vehicle stats (Driving, Flying Bike, Cycling)
Triangle, Up ,Up, Left, Right, Square, Circle, Down Max Fat
triangle,up,up,left,right,square,circle,left Max Muscle
L1, R1, TRIANGLE, DOWN, R2, X, L1, UP, L2, L2, L1, L1 Max Respect
CIRCLE, TRIANGLE, TRIANGLE, UP, CIRCLE, R1, L2, UP, TRIANGLE, L1, L1, L1 Max Sex appeal
R2, X, L1, L1, L2, L2, L2, Square Morning
SQUARE, L2, R1, TRIANGLE, UP, SQUARE, L2, UP, X Never become hungry
R2, X, L1, L1, L2, L2, L2, Triangle Night
L2, Up, R1, R1, Left, R1, R1, R2, Right, Down No citizens or cops, only gang members having gun fights
X, Down, Up, R2, Down, Triangle, L1, Triangle, Left No Peds, Hardly any traffic, Parked cars still spawn
R2, X, L1, L1, L2, L2, L2, Down Noon
Left, Left, L2, R1, Right, Square, Square, L1, L2, X Orange Sky
R2, X, L1, L1, L2, L2, L2, Square Overcast
Down, Up, Up, Up, X, R2, R1, L2, L2 Pedestrian Attack (cannot be turned off)
Down, Left, Up, Left, X, R2, R1, L2, L1 Pedestrian Riot (cannot be turned off)
R2, R1, X, Triangle, X, Triangle, Up, Down Pedestrians have weapons
X, L1, UP, SQUARE, DOWN, X, L2, TRIANGLE, DOWN, R1, L1, L1 Peds Attack (Guns)
X X Down R2 L2 O R1 O Square Peds become asian dudes with Katana’s. Mostly black cars and motorcycles patrol the streets.
Circle, L1, Down, L2, Left, X, R1, L1, Right, Circle Pink Traffic
Right, L2, L2, Down, L2, Up, Up, L2, R2 Prostitutes pay you instead of you paying them
R1, R1, Circle, R2, Right, Left, Right, Left, Right, Left Raise Wanted Level
DOWN, SQUARE, UP, R2, R2, UP, RIGHT, RIGHT, UP Recruit Anyone (9mm)
R2, R2, R2, X, L2, L1, R2, L1, DOWN, X Recruits Anyone (w/Rockets)
Up, Down, L1, L1, L2, L2, L1, L2, R1, R2 Sand Storm
Triangle, Up ,Up, Left, Right, Square, Circle, Right Skinny
Triangle, Up, Right, Down, Square, R2, R1 Slower Gameplay
Right, Up, R1, R1, R1, Down, Triangle, Triangle, X, Circle, L1, L1 Spawn a Monster
Left, Right, L1, L2, R1, R2, R2, Up, Down, Right, L1 spawn a parachute
Circle, Circle, L1, Circle, Circle, Circle, L1, L2, R1, Triangle, Circle, Triangle Spawn A Rhino
R2, Up, L2, Left, Left, R1, L1, Circle, Right Spawn a Stretch
Down, R1, Circle, L2, L2, X, R1, L1, Left, Left Spawn Bloodring Banger
Circle, L1, Up, R1, L2, X, R1, L1, Circle, X Spawn Caddy
R2, L1, L1, RIGHT, RIGHT, UP, UP, X, L1, LEFT spawn dozer
Right, R1, Up, L2, L2, Left, R1, L1, R1, R1 Spawn Faster Cars
R1, circle, R2, Right, L1, L2, X (2), Square, R1 Spawn Hotring Racer #1
R2, L1, Circle, Right, L1, R1, Right, Up, circle, R2 Spawn Hotring Racer #2
CIRCLE, X, L1, CIRCLE, CIRCLE, L1, CIRCLE, R1, R2, L2, L1, L1 Spawn Hunter
Up, Right, Right, L1, Right, Up, Square, L2 Spawn Rancher
R1, UP, LEFT, RIGHT, R2, UP, RIGHT, SQUARE, RIGHT, L2, L1, L1 Spawn Tanker
Triangle, Triangle, Square, Circle, X, L1, L1, Down, Up Spawns Hydra
Left, Left, Down, Down, Up, Up, Square, Circle, Triangle, R1, R2 Spawns Quadbike
Triangle, Triangle, Square, Circle, X, L1, L2, Down, Down Spawns Vortex
R2, X, L1, L1, L2, L2, L2, Circle Storm
Circle, Up, L1, L2, Down, R1, L1, L1, Left, Left, X, Triangle. Stuntplane
Up, Left, X, Triangle, R1, Circle, Circle, Circle, L2 Super Punch
TRIANGLE, LEFT, SQUARE, R2, UP, L2, DOWN, L1, X, L1, L1, L1 Traffic is Country Vehicles
L1 L1 R1 R1 L2 L1 R2 Down Left Up Turns All Vehicles Into Country Vehicles
Down, R2, Down, R1, L2, Left, R1, L1, Left, Right Unlock Romero
Circle, R1, Circle, R1, Left, Left, R1, L1, Circle, Right Unlock Trashmaster
R1, R2, L1, R2, Left, Down, Right, Up, Left, Down, Right, Up Weapons 1
R1, R2, L1, R2, Left, Down, Right, Up, Left, Down, Down, Left Weapons 2
R1, R2, L1, R2, Left, Down, Right, Up, Left , Down, Down, Down Weapons 3
L2, DOWN, DOWN, LEFT, SQUARE, LEFT, R2, SQUARE, X, R1, L1, L1 Weather Cloudy

Contributed By: Clothed Snake, cardan2002, GameMasterZer0, i feel asleep, Skiller, Phoenix_Jacko, maschetti83, GTA3BANDIT, FYREWOLF88, edisoncarter, zaq909, NightMare185, Agrotech, SilverMoon2500, Spongebobhairpa, peter5489, triad warlord, Auron77, mvallieres, Spazz_dog, DeathNinja, derouin89, d_winchy, Tetra Vega, Govenator, devilslayer44, System Error, SINZAR, Arkensark, cheater87, TrunksTheMighty1, OhGreatOne, datadrain776, t6re, HayatoX, fallen angel of doom, VipertheGoblin, and j2891413.

Unlockables

*
100% Game Completion Bonuses

Unlockable How to Unlock
Infinte ammo (Total ammo will raise if you shoot your selected weapon, but will reset back to its original number) 100% Game Completion
Stats and cash boost. Rhino and Hydra delivered to CJ’s house in Grove Street 100% Game Completion

Contributed By: Quil and DAENF0RCER13.
*
50K and Free Train Rides

Complete 10 (or level 2) of the freight missions to unlock a free train ride and 50K.
Unlockable How to Unlock
50K and train rides complete freight Missions

Contributed By: hawkair22.
*
Cars obtained through dating girls

Date any of these girls and get your relationship to 50% and you will get the keys to their car.
Unlockable How to Unlock
Bandito Date Helena
Club Date Millie
Green hustler Date Denise
Monster Truck Date Michelle
Ranger Date Barbara
Romero Date Katie

Contributed By: DorcasTheMighty, nocturnized, and Menji.
*
Collectibles

Unlockable How to Unlock
Increase Luck Find all 50 Horseshoes in Las Venturas
Increase Lung capacity and Sex Appeal Find all 50 Oysters
SMG, Combat shotgun, M4, and Satchel Charges delivered to Four Dragons Casino Find all 50 horseshoes

Contributed By: prford, Smithy Jones, and Skidracer21.
*
Dating Perks

Unlockable How to Unlock
Free car respray at Michelle’s house Date Michelle
Keep weapons after being busted Date Barbara
Keep weapons after being wasted Date Katie
Molotov Cocktails, Pistol, Flame Thrower and Chainsaw Date Helena and the weapons will spawn in the shed

Contributed By: TetraDragon8, mojojojothegreat, and GamerFreak06.
*
Dual wield weapons

Unlockable How to Unlock
Dual Machine Pistols Reach hitman level with Machine pistols
Dual Pistols Reach hitman level with pistols
Dual Sawed-Off shotguns Reach hitman level with Sawed-Off shotguns
Dual Tec 9s Reach hitman level with Tec 9s

Contributed By: emerica.
*
Infinite sprint

Complete “Burglary” by having C.J. steal $10,000 worth of stuff.
Unlockable How to Unlock
Infinite Sprint Complete “Burglary”

Contributed By: glenster.
*
Mission Rewards

Unlockable How to Unlock
$1,000,000 Get first place in all races at the 4 racing locations across San Andreas (marked with a checkered flag on the map/radar).
Entertaining prositutes earns you money (instead of taking it away) Complete level 10 of the pimping missions
Fireproof CJ Complete all 12 levels of the Firetruck missions
Flamethrower, Minigun, Rocket Launcher, Homing Rocket Launcher delivered to Mike Toreno’s cabin Beat all of Mike Toreno’s missions.
Get Hunter Quarry Asset and Quarry Mission Time-Trials Complete all 7 Quarry Missions
Get RS Haul as an asset property Complete level 8 of the trucking missions
Grove Street Families gang members carry Desert Eagles and SMGs Cover all 100 tags in Los Santos
Increase Maximum Health to 150 Complete all 12 levels in the Ambulance mission
Maximum Armor Boosted to 150 Complete level 12 of the vigilante missions
Nitro boosts on all Taxis and Cabbies Complete 50 fares
Sniper Rifle, Micro SMG, Shotgun, and Grenades delivered to San Fierro garage. All 50 Snapshots Taken
Tec 9, AK47, Sawed-off Shotgun and Molotov delivered to CJ’s house in Los Santos Cover all 100 tags

Contributed By: Wario64, emerica, Master Of Magnetism, funkytoad, Hammerstein, Masamune2, and lazyslaker.
*
Unlockable Assets

Complete the requirments to get money made at that location.
Unlockable How to Unlock
Airstrip Asset Complete all of Toreno’s Missions at the Abandoned Airstrip
Burger Shot Asset Complete the 4 levels of deliveries in Redsands East, Las Venturas.
Hippy Shopper as an asset Beat the 4 level couriers mission in San Fierro
Quarry Asset Complete all Quarry missions
Roboi’s Food Mart Asset Complete the 4 levels of deliveries in Los Santos.
The Johnson House Take over your first territories at the end of Los Santos
Truck Stop Asset Complete all trucking missions
Valet Parking Asset (San Fierro) Complete Level 5 of the Valet Parking
Wang Cars Asset (San Fierro) Complete the missions to get the cars (Located at your main Garage)
Zeros RC Shop Asset Complete all Zero’s missions

Contributed By: Menji, nocturnized, Grand Master, FluffyKidJoe, and tommo123.
*
Unlockable Outfits

Unlockable How to Unlock
Croupier Outfit Complete the mission “Breaking the bank at Caliqula’s”
Gimp Suit Complete the mission “The Key to her Heart”
Medic Outfit Get your relationship to 100 percent with Katie Zhan
Overalls Outfit Get your relationship to 100 percent with Helena
Pimp Outfit Get your relationship to 100 percent with Denise Robinson
Police Outfit Get your relationship to 100 percent with Barbara
Racing Outfit Get your relationship to 100 percent with Michelle
Valet Outfit Complete the mission “555 We Tip”

Contributed By: DJDeeJay, Menji, Andy Richter, Mr T Vercetti, DaveMBJr, Swiftshark, and AdamPR86.
*
Unlockable Vehicles

Unlockable How to Unlock
Bandito Collect 15 vehicles for the Import/Export dock
BF Injection Place 1st in the Dirt Ring race at the stadium in Las Venturas.
Bloodring Banger Get your total time up to 1 minute in the Bloodring
BP Savanna Steal it from Cesar after the High Stakes Low Rider mission
BP Tahoma Steal it after the House Party mission
Bullet Get all silver awards in driving school
Bullet Collect 30 vehicles for the Import/Export dock
Dune Beat the score of 25 at the Dirt Ring
FCR-900 Get all silver awards in bike school
Freeway Get all bronze awards in bike school
HotKnife Get all gold awards in driving school
Hotring Racer Get first place in 8 - Track
Hovercraft Beat the story missions
Hunter Get all gold awards in pilot school to spawn one at Verdant Meadows Airstrip
Hydra Beat the mission, “Vertical Bird” and it will spawn at your airstrip
Hydra and Rhino at CJ’s house Complete the game 100 percent to have the Hydra Jet and Rhino Tank spawn outside CJ’s house on Grove Street.
Indestructible Walton Steal it during the Madd Dogg mission
Jet Pack Complete the airstrip asset near Las Venturas
JetMax Get all gold awards in boat school
Leviathan Complete the mission “Up, Up, and Away” and the Leviathan will spawn at your airstrip.
Marquis Get all bronze awards in boat school
Monster Collect 5 vehicles for the Import/Export dock
Monster Car Win it by beating 8-track
Mothership Steal it during the Are You Going To San Fierro mission
NRG-500 Get all gold awards at Bike School
Police Maverick Unlock the desert and it will spawn on top of the Los Santos Police Station
Rustler Get all bronze awards in pilot school
Squallo Get all silver awards in boat school
Stunt Plane Get all silver awards in pilot school
Super GT Get all bronze awards in driving school
SWAT tank Steal it during the End Of The Line mission
Turismo Collect 20 vehicles for the Import/Export dock
Vortex Collect 25 vehicles for the Import/Export dock
Windsor Collect 10 vehicles for the Import/Export dock

Contributed By: kwamejeff, funkytoad, nocturnized, l33der, Viogamer, Southern Finest, faceguydude, Wolf Kage, and GamerFreak06.

Easter Eggs

*
Change the size of the moon

Shoot the moon with the sniper rifle and it will grow until it reaches a certain size when he will shrink when you shoot it again.

Contributed By: Ultimate Goku.
*
Civilian Lemmings

Go to the gym in Las Venturas, and through the bomb garage next to it. Stand in that alley and look at the building across the street to your right — and you’ll see people jumping and walking off the roof. It will only happen if you stand in that alley and watch it from there. It’s pretty much a Lemmings Easter Egg since Rockstar North made Lemmings (the company was known as DMA then)

Contributed By: FAQ GOD.
*
CJ Sings

If you leave the game on and don’t do anything CJ will sing songs heard on the radio. The songs you will most likely hear CJ sing is the songs on your favorite radio station.

Contributed By: speedster679.
*
Funny License Plates

If you import a car at the docks, most but not all cars have plates that differ from normal ones. One says “our fergie”, or “disco stu”, and a really special one says “ea sucks”. Try it out.

Contributed By: pexeq.
*
Gant bridge easter egg

Get a jetpack and fly to the top of the gant bridge. At the top is a sign saying: “There are no easter eggs up here. Go away.”

Contributed By: XIII_rocks.
*
Idle Screensaver

Do not move CJ for 2-3 minutes. The display will be removed and the camera will start to follow and zoom into any activity going on (ie. Pursuits, fights, people talking).

Contributed By: NoBullet.
*
Jesus Saves

In Los Santos there is a wall painting with a heart, Mary and an angel on it and it says: Jesus Saves. In GTA 1 and 2 on the buildings where you saved it said the same thing.

Contributed By: YourLastRide.

Glitches

*
Barbara Glitch

If you go pick up Barbara for a date, she might say that you aren’t fat enough to take her out. Instead of having to gain weight to be able to take her out, you can grab a car and a fellow gang member. To do this you have to have a Sadler and a Grove St. gang member in the car with you. When you do this, you go pick up Barbara for a date and she assumes you’re heavy since the Sadler itself is heavy along with the gang member. You HAVE TO have the gang member with you, or else it will not work.

Contributed By: buryXyourXkids.
*
Cell Phone Guns

When talking on the cellphone, press Triangle to end the conversation then quickly switch to the tec9, in your hands you will have a cellphone that shoots!
(deactivates when you enter a vehicle)

Contributed By: Arson904.
*
Chillad Challenge Infinite Money Glitch

As soon as the race starts ignore all over cyclists just head straight for the wooden ramp at the end of the mountain top when you get there try and pull the insaniest stunt possible. Just as your about to hit the floor you will respawn where you origanally started and still claim the stunt bonus award.

Contributed By: TidusJosh182.
*
Continue wearing goggles

If you equip night vision goggles and then play an arcade game, when you quit the arcade game CJ will still be wearing them but the effect will be gone.

Contributed By: mistergta.
*
Create A Fountain

Grab a boat and head out to some deep waters. Grab a satchel and throw it in the water. For some reason the ’splash’ of the impact keeps on going so the water keeps spraying up.

Contributed By: YourLastRide.
*
Early Bulletproof Savanna

After you finish the ‘High Stakes, Low-Rider’ Mission, Cesar and his car stay at the finish line, doors locked. You can push the car to the nearest garage and the doors will become unlocked.

Contributed By: Cynd.
*
Easy cycling skill

This glitch allows you to upgrade you cycling skill faster. To exploit this glitch you first need to find a bike (no brainer), then you need to find a freight train and wait for it to stop. Do a bunny hop onto the back of the freight train so that you can ride it and stay on the bike. When the train starts to move again the bike will start to slide. At this point press the X button to pedal the bike. The bike should now be floating slightly above the train but will remain in place. You will notice that the wheels of the bike are moving at the some speed as the train even if you let go of the X button. This allows you to get cycling skills faster than with normal bike riding.
Note: CJ and the bike may become invisible while on the train. This is normal and will become visable again once you get off the train.

Contributed By: oldskoolzelda.
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Free paint jobs at Loco Low co. and Wheel Arch Angels

Tired of having the garages take away your beloved paint jobs on your cars? Don’t want to spend $500 on a pretty flame paint job? Take your vehicle of choice to the Mod Shops across the state. When you are in the shop, highlight your painting of choice. Now press X and then Triangle VERY Quickly. Your car should have the paint job and you don’t have to pay the money. However, this doesn’t work with anything else. (colors, spoilers etc.) Also note that this will not fix up your car, and it will still be beat up.

Contributed By: ThunderSpeed.
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Ghost Country

Thie glitch removes all peds (and cops if it’s done right) and cars from the game. It’s great to use to explore the territory. On the mission ‘Small town bank’ for Catalina, after you grab the bikes, you’ll end up at the unique jump spot. Jump it, but miss and fall into the river below (It works if you don’t get the slow animation for the jump too, but if you do get it, the cops shouldn’t be on the map as well as the peds). After you land in the water, you’ll see a floating trooper dead. I don’t know why that’s there. Swim to Fisher’s lagoon and head back to Palomino Creek, were the bank is. Nothing will be there. No cars driving or spawned, and maybe no cops. The alarm at the bank will still be going off, and the only places you will find anyone will be in a store like The Well Stacked Pizza or Ammu-Nation. Entering then exiting those places will not bring back the peds or cars, and the only way to do that is to go and rescue Catalina from the police ambush and take her back to her hideout. However, you can do anything in between the glitch and rescuing her, as she will not be killed by the cops. Just spawn a jetpack or car with a cheat and explore. You can go cover tags and find the oysters and stuff like that without worry that cops or gangs will attack you. Occasionally a parked car will spawn, but they are kinda rare. When you go to rescue Catalina, shoot the surrounding cops with a rifle from far away, and you can pick them off easy, and no other ones will come. I don’t know what happens if you die or kill Catalina, so you can try it if you like and tell me about it and I’ll correct this.

Contributed By: backfire1232.
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Girlfriend bonus glitch

If you have dated any one of the girlfrined who give you a bonus Such as Katie or Barbara and you restart the game you will still have the bonuses they give you even if your not dating them!!

Contributed By: Lone_assassin10.
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Give homie your ride

When a homie is with you and you have a 2 seated car or more. Get into the car and hold up just as your homie gets in.

CJ will dismiss him but the homie will stay in the car a few seconds, then start driving away with it. Perfect for riding around in quads thorugh the countryside.

Contributed By: Suraj.
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Headless CJ

Find a katana, then go into two player mode (by finding a icon that shows two red figures). Have player two chop your character’s head off, and then when you go back into one-player mode CJ will have no head, and a nasty little blood effect.

Contributed By: puppy.
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Infinite Photos

First you have to be in San Fierro and on the mission “Photo Opportunity”. Fail the mission but don’t reload. You will then have infinite “ammo” for your camera from then on.

Contributed By: ghslax.
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Keep mask after the burglary missions are done.

Start the burglary missions and park infront of a barber shop. Enter said shop and walk into the red circle to take a seat. Press X to view a haircut and wait until the time expires. Once the mission has ended press triangle and the barber will “put” the mask back on you. Now you may leave the barber shop with the mask on your face. Note: You may not change your clothes or die/ get busted the mask will disappear.

Contributed By: Scarfacephenom.
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Melting Mountain Bike

Get a mountian bike, start to reverse by hold square, while holding it, start to tap X fast.
CJ’s 3D frame will bend and stretch in crazy ways.
He’ll even look like he’s melting into the ground.

Enjoy.

Contributed By: drewpot2001.
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Mountain Bike Morphing

This glitch is similar to the bike morph glitch in vice city, but it has a limited area that you can use it. In this area you can not fall off the bike, so you can do flips and all other kind of insane stunts. To do this glitch you need:

1: Go to the top of Mount Chiliad
2: Get a Parachute (there’s one by the Journey on top of the Mountain)
3: Get on the mountain bike parked at the top of the mountain to start the mission “The Chiliad Challenge”
4: Use the ramp to the left of the beginning of the mission to fly of the mountain. Jump off in midair and open the parachute.

If done correctly you should now be morphed with the bike (parachute still open) Now you can do insane stunts without falling of your bike.

Contributed By: gamefreaksl.
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No Traffic

Start a new game and get to the OG Loc missions. At the beach mission, talk to the DJ and respond positively. When she says lets dance, instead of talking to her again just run away and there will be no cars on the road. Save game, so you can do this whenever you want

Some fun things to do with this glitch are to turn on “all people hate you” cheat for zombie style survival horror game, or turn up the wanted level for fastest police chases ever.

Contributed By: GrayMatter3000.
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Pay and Spray 2 cars

Go to the pay and spray, then bring one car half way to keep the door from closing and then push it inside with another car. The two cars will be fixed for the price of one.

Contributed By: rsniper.
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pay and spray glitch

When you have a wanted level of any number of stars drive your car inside the pay and spray but before the door closes get out of the car. Aim your gun to look ahead and the cops, fbi, even the army will walk right by you even if u attck them while inside the pay and spray they wont see you. To get more cops to enter the area just exit the pay and spray and enter again. When u have grown tired of fighting just enter your car and the pay and spray door will close and then drive away with a clean slate!!!

Contributed By: LORD_HOGAN.
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Refill Nitro

Whenever your nitro runs out, leave your vechicle and get back in. Your nitro will be replenished and you won’t have to wait two minutes for it to refill.

Contributed By: Menji.
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Reload Instantly

When you need to reload quickly press L2 then R2 or vice versa just before CJ runs out of ammo and you will instantly reload.

Contributed By: HyperKweer.
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Reveal complete San Andreas map

Simply get in a plane or helicopter, at any stage during the game, and fly outside the games boundaries. Once you reach water, fly towards the end of the map and simply keep going for a few minutues, and eventually the whole map of San Andreas is revealed! This is a very helpful glitch to exploit, as it doesn’t affect anything negatively and the map will always be revealed; even after the game is saved!

Contributed By: Aziz Strife 7777.
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Skip Songs on Radio

You can skip songs on the radio. Change to another station, then change back to the station playing the song you hate. As soon as the text at the top of the screen saying the name of the station turns yellow, before the station starts to play, change the station again. Change back to the original station, and it will have skipped whatever song it was playing.

Contributed By: Shigmiya64.
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Stop enemies from attacking your territories

At any time (until time runs out and they actually take over) get in either a cop car, firetruck, or ambulance and press R3 to start the secondary mission and then press it again to end the mission. This will make it so the attack has stopped, you keep your territory, and it will have no negative effect on your game (unlike the safe house glitch).

Contributed By: Pointblank10528.
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Stop Rival Gangs from taking your Territories

To stop a rival gang from taking your Territories, go to a safe house and save when ever the message “your area is under attack” appears on the screen. This will stop the attack and you get to keep you area. Warning: This may cause permanant negative effects to your game.

Contributed By: Smithy Jones.
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Super Bike Jump

This requires that you are have a gun that can be used while riding a bicycle. Immediately after you release the jump button (L1), tap circle. You should tap and release fast enough so the gun does not actually fire. You can jump over 2 stories high this way if you time it right.

Contributed By: vhold.
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Taking Gang Territory: Fish In A Barrel

While trying to take over gang territory, take one of the datable girls with you. Between waves of enemy gang members, if you give your girlfriend a gift or kiss them, the enemy gang members will freeze in place. They won’t notice you around them, but if you throw a grenade at them or otherwise threaten them, they’ll un-freeze. Grab a rocket launcher or molotov and you can take over territory really easy. Also, this would give you a chance to get the health and armor pickups in the area without being shot at.

Contributed By: WhiteRhinoPSO.
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Tractor Tow Slingshot

When using a tractor you can pickup other vehicles by lowering the lift using the R stick, you can use this to super slingshot yourself and a semi truck. First obtain a tractor then lower the lift and back up directly into a semi to tow it. Now start driving and swerve a bit from left to right this for some odd reason will launch your tractor and the semi at ludicrous speeds.

Contributed By: DanZeroz.
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Transfender glitch

For this you need to have unlocked the transfender modding service. First find a car that you are willing to give up and can be modded by transfender. Take it to transfender go to the modding screen the press triangle to escape. Then before you do anything get out of the car and leave it there. There will be no traffic but if you get into a car traffic will come back, so to make it so you can get into a car you will need to kill yourself. Then you can get in and out of cars and there will be no traffic.

To turn traffic back on simply take your car to transfender goto the modding screen escape the drive your car out.

Contributed By: bacon_atlas.
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Un-hitch trailer from big rigs using camera.

If you have a trailer attached to the Tanker, Line Runner or Road Train, and you no longer want it, get a camera.
Go into the camera’s 1st person view by holding R1, then press O. You will hear the trailer un-hitch. You need to be near the truck, and in an area open enough for the trailer to move away from the truck without hitting, or getting caught in a wall or other object.
It’s a lot easier than losing the truck trying to jack knife the trailer off.

Contributed By: Tetra Vega.
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Underworld Gateways

You’ll need a jetpack to explore the Underworld.
Gate#1: Go to the sea’s cliffs east of Los Venturas near Sobell Rail Yard. Now fly along the ledge near water level. There is a glitchy rock wall that you can pass through in one point. The wall twitches and shakes. When you get in, you may have to fly north a little before it lets you get under fully.

Gate#2: It’s in a corner wall of your safehouse in Vinewood, right by the pool. Just walk into the wall at different spots until you find it.

Contributed By: drewpot2001.
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Weapons other than SMGs w/ two players in a vehicle

First, find a two-player icon either around town or a a girlfriend’s house. Now if you have a SMG, then waste the ammo for it. Pick a different weapon, like a shotgun or rifle. When the second person gets in the vehicle, input the weapon code that would give you the weapon you have selected. If done correctly, then the second player should be able to shoot whatever weapon was selected.

Contributed By: spid16.
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Wide Screen Mode

To do this go to any airport, and book a flight to anywhere. When you see the plane appear on the runway put in the “destroy all vehicles” cheat. You will die, and be sent to the nearest hospital, but the screen will stay wide screen. Ya know black bars at the top, and bottom of the screen. Note:The only way to get out of the wide screen mode is to book another flight, and either jump out of the plane, continue to the other airport, or do a mission. Also you will not be able to see the map, health, or armor bars, weapon, money, wanted lvl. and you cannot pause, or save the game.

Contributed By: Joker316.

Secrets

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Basketball Cheat

If you have a wanted level and start to play basketball, you cannot be injured in any way.

Contributed By: XmushXroomX.
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Chilliad Challenge easy win alternative way

Another way to easily complete every race in the Chilliad Challengeis quite simple, throw a grenade at your opponent(s) and they will be eliminated from the race. Normally, using a weapon will get you disqualified, but using a grenade is fine by the games standards, and this method is a lot less cheap than the other one for this challenge, and works just as effectively.

Contributed By: Aziz Strife 7777.
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Easy High Score in the Arcade Game "They Crawled From Uranus"

Once the game starts simply hold the joystick in one direction and the aliens’ fire will never hit you. If you fire while doing this you can easily rack up points without ever dying.

Contributed By: RabidSeal.
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Fast and Easy way to upgrade weapon skills

Take the gun you want to be upgraded and aim it at a tire of any vechicle. Then just keep firing and your skill builds up quick.

Contributed By: Menji.
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Free ammo without pay purchase

Enter an ammunation shooting range and then press triangle to leave it. Gives full ammo to whatever gun you had equipped.

Contributed By: nempozpag.
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Get No Stars While Blowing Up Vehicles

In a helicopter you won’t get any stars if you use the chaingun for blowing up cars instead of the rockets. Even if they’re right behind the guy you’re shooting. As long as you don’t kill any pedestrians or hit a cop car with a stray bullet.

Contributed By: RabidSeal.
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Get out of debt trick

To get out of debt, no matter how far you are in, find a Unique Stunt Jump that you haven\’t been rewarded on yet. Hit the jump and you will be rewarded. However, this causes your money counter to reset to all zeroes.

Contributed By: Dokujitsu.
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Get Twice the Amount of Progress With Girlfriends

You have to have two controllers for this trick. When you go to your girlfriend’s house you have a choice of either going on a two player free roam or going on a one player date. However, at the end of the one player date the two player icon (usually located by the door) will linger for a few seconds. You have to quickly go into the icon and activate it before it disappears. After that you can either end the free roam quickly or play around it doesn’t matter. If your one player date was good and you gained progress you will gain even more progress from the free roam. However, if you had a bad date you lose more progress by activating it.

Contributed By: RabidSeal.
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Have your picture taken.

To have a homie take your picture you need a gun and a camera. First Recruit a homie by targeting them with a gun and pressing up on the d-pad.
Then swith from a gun to the camera then walk near your recruited hommie. A message will appear on the screen. It will say to have your picture taken press l1.If you press l1 you will get to take a picture of yourself.

Contributed By: gtafan11501.
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Infinite Photos

First, save your game (with a camera). Now, press L1 to take pictures of any photos you want (save it in your gallery), until you’re done photographing. When you are, reset the console. The photos you have taken will still be in your gallery, only you won’t have lost any film!

Contributed By: VipertheGoblin.
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Infinite Spray Paint

In the earlier Sweet Mission “Tagging up Turf” you receive an infinite spray paint can. Since there is no timer on this mission, you can go around Los Santos with the FAQ tag map and spray all the tags without refilling the paint. Sweet!

Contributed By: Violent_T.
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No Timer on Quarry Mission

On the mission where you have to steal dynamite for a Wuzie mission you normally have a timer but if you go to the center of the construction site there is a grey stage with a person on it and the dynamite plunger right in front of him. If you kill him the timer will stop and you will have all of the time you need to complete this mission.

Contributed By: sly333332003.
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Sex Toy Weapon

In Los Santos, go inside any police station and go into the shower room. Inside you will find a purple sex toy you can use as a very powerful weapon.

Contributed By: Mentalpatient87.
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Use the Vortex as a Submarine

Use the Vortex between El Quebrados and the abandoned airfield to take the small unique jump ramp that’s on the back of the small shack it’s parked next to. When you land in the water, the unique jump slow-motion cinema should keep going, with the camera fixed in one spot. Drive way out into the reservoir, and towards the dam, to the left of the camera’s view. You’ll disappear from view, but keep going. Eventually you’ll run into the side of the dam and the cinema will end, leaving you under water and able to steer the Vortex like a submarine, without draining lung capacity or anything, as if you weren’t underwater at all.

Contributed By: FYREWOLF88.

Grand Theft Auto: Vice City Cheats
Codes

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Cheat Codes

Enter these codes during gameplay without pausing:
Code Effect
Right, R1, Up, L2, L2, Left, R1 ,L1, R1, R1 All Traffic lights will remain green.
Triangle, L1, Triangle, R2, Square, L1, L1 All Vehicles Invisible (except motorcycles)
R1, R2, L1, R2, L, D, R, U, L, D, R, U All Weapons #1
R1, R2, L1, R2, L, D, R, U, L, D, D, L All Weapons #2
R1, R2, L1, R2, L, D, R, U, L, D, D, D All Weapons #3
R1, R2, L1, X, Left, Down, Right, Up, Left, Down, Right, Up Armor Code
O, L2, U, R1, L, X, R1, L1, L, O Black Cars
R2, L2, R1, L1, L2, R2, S, T, O, T, L2, L1 Blow Up Cars
R, R, L, U, L1, L2, L, U, D, R Change Clothes
Right,L1,Circle,L2,Left,X,R1,L1,L1,X Chicks with Guns
R2, X, L1, L1, L2, L2, L2, T Cloudy Weather
R, L2, D, R1, L, L, R1, L1, L2, L1 Commit Suicide
O, L1, D, L2, L, X, R1, L1, R, X Fake Code (doesn’t do anything)
Circle,X,L1,L1,R2,X,X,Circle,Triangle Fanny Magnet (Girls follow Tommy)
Triangle, Up, Right, Down, L2, L1, Square Fast Motion
Right, R2, O, R1, L2, Down, L1, R1 Flying Cars
R2, X, L1, L1, L2, L2, L2, X Foggy Weather
R, L1, O, L2, L, X, R1, L1, L1, X Gals Drop Weapons
R1, R2, L1, O, Left, Down, Right, Up, Left, Down, Right, Up Health Code
R2, Circle, Up, L1, Right, R1, Right, Up, Square, Triangle Hovering Boats
Right, R2, Circle, R1, L2, Square, R1, R2 Hovering Cars
R1, R1, O, R2, U, D, U, D, U, D Lower Wanted Level
R2,Circle,R1,L2,Left,R1,L1,R2,L2 Mad Cars
R2, O, U, L1, R, R1, R, U, S, T Media Level Meter
D, U, U, U, X, R2, R1, L2, L2 Pedestrian Attack (cannot be turned off)
D, L, U, L, X, R2, R1, L2, L1 Pedestrian Riot (cannot be turned off)
R2, R1, X, T, X, T, U, D Pedestrians have weapons
T, R1, R1, L, R1, L1, R2, L1 Perfect Handling
Circle,L1,Down,L2,Left,X,R1,L1,Right,Circle Pink Cars
O, R2, D, R1, L, R, R1, L1, X, L2 Play As Candy Suxxx
R1, O, R2, L1, R, R1, L1, X, R2 Play As Hilary King
R, L1, U, L2, L1, R, R1, L1, X, R1 Play As Ken Rosenberg
O, L2, L, X, R1, L1, X, L1 Play As Lance Vance
D, L1, D, L2, L, X, R1, L1, X, X Play As Love Fist Guy #1
R1, L2, R2, L1, R, R2, L, X, S, L1 Play As Love Fist Guy #2
R2, L1, U, L1, R, R1, R, U, O, T Play As Mercedes
R, R1, U, R2, L1, R, R1, L1 ,R, O Play As Phil Cassady
L1, L2, R1, R2, D, L1, R2, L2 Play As Ricardo Diaz
O, L1, O, L2, L, X, R1, L1, X, X Play As Sonny Forelli
R1, R1, O, R2, L, R, L, R, L, R Raise Wanted Level
Triangle, Up, Right, Down, Square, R2, R1 Slow Motion
U, R, R, L1, R, U, S, L2 Spawn A Bloodring Banger
D, R1, O, L2, L2, X, R1, L1, L, L Spawn A Bloodring Racer
O, L1, U, R1, L2, X, R1, L1, O, X Spawn A Caddie
R1, O, R2, R, L1, L2, X, X, S, R1 Spawn A Hotring Racer #1
R2, L1, O, R, L1, R1, R, U, O, R2 Spawn A Hotring Racer #2
R2,Up,L2,Left,Left,R1,L1,Circle,Right Spawn A Love Fist Limo
O, O, L1, O, O, O, L1, L2, R1, T, O, T Spawn A Rhino
D, R2, D, R1, L2, L, R1, L1, L, R Spawn A Romero’s Hearse
R, L2, D, L2, L2, X, R1, L1, O, L Spawn A Sabre Turbo
O, R1, O, R1, L, L, R1, L1, O, R Spawn A Trashmaster
R2, L1, circle, right, L1, R1, right, up, circle, R2 Spawns the Hot Ring Racer
O, O, L1, S, L1, S, S, S, L1, T, O, T Speed Up Time
R2, X, L1, L1, L2, L2, L2, O Stormy Weather
R2,X,L1,L1,L2,L2,L2,Triangle Sunny Weather
R2, X, L1, L1, L2, L2, L2, S Very Cloudy Weather
R1, X, Triangle, Right, R2, Square, Up, Down, Square Weird Wheels

Contributed By: buggsbuddy, Pointblank10528, St0nedf0rLyfeX, nsalwia, locd32, ViperTwinTurbo, Psy, beefyweevil, PSMii, and CDOB.

Unlockables

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Rewards for finding Hidden Packages

It’s best to buy the Hyman Condo before you pick up Package No. 20 or all the further Rewards won’t be delivered there.
Unlockable How to Unlock
Body Armor delivered to Hideout(s) find 10 Hidden Packages
Chainsaw delivered to Hideout(s) find 20 Hidden Packages
Flame-thrower delivered to Hideout(s) find 40 Hidden Packages
Hunter appears at Military Base find 100 Hidden Packages
Laser Scope Sniper Rifle delivered to Hideout(s) find 50 Hidden Packages
Minigun delivered to Hideout(s) find 60 Hidden Packages
Python delivered to Hideout(s) find 30 Hidden Packages
Rhino appears at Military Base find 90 Hidden Packages
Rocket Launcher delivered to Hideout(s) find 70 Hidden Packages
Sea Sparrow spawns at Vercetti Mansion find 80 Hidden Packages

Contributed By: anarcho_selmiak.
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Secret Vehicles

There are a series of secret vehicles in the game. This is a list of them and how to get them.
Unlockable How to Unlock
Black Sanchez Steal it during a third attempt at a Downtown Dirt track challenge
Black Voodoo Steal it during the Two Bit Hit Mission.
Bloodring Banger Successfully complete the BLOODRING event at Hyman Memorial Stadium and two will spawn in the nearby parking lot.
BP/EP/DP/FP Admiral Steal it during the Guardian Angels mission.
Deluxo Complete the first list of cars at the car showroom and it will spawn on the first floor. The list is on the wall down by the garages.
FP Banshee Steal it during any of the Sunshine Autos Street Races
FP Cheetah Steal it during any of the Sunshine Autos Street Races
FP Infernus Steal it during any of the Sunshine Autos Street Races
Hotring Racer Complete the fourth list of cars at the car showroom and it will spawn on the second floor.
Hunter Collect all 100 hidden packages or complete all of the main story missions and it will spawn at Fort Baxter Air Base.
Love Fist Limo Take it to a garage during one of the Love Fist missions in which you drive the limo.
Rhino Collect 90 hidden packages and it will spawn at Fort Baxter Air Base. Alternately, get six stars and the army will use it against you.
Romero’s Hearse Steal it during the final Avery Carrington Mission.
Sabre Turbo Complete the second list of cars at the car showroom and it will spawn on the first floor.
Sandking Complete the third list of cars at the car showroom and it will spawn on the second floor.
Sea Sparrow Collect 80 hidden packages and it will spawn behind the Vercetti Estate.
Skimmer Complete all the Film Studio Missions and it will spawn behind the Film Studio.
Spand Express After the Jury Fury mission by Ken Rosenburg, you can steal the car.
White Walton Steal it during the Gun Runner Mission.
Zebra Taxi Complete all of the missions for the Kaufman Cabs asset and it will spawn in the parking lot.

Contributed By: starcrafttroop64, Viogamer, gamesadictsback, GamerFreak06, anarcho_selmiak, and lincoln174.
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Side-Mission Unlockables

Complete the following Side-Missions to unlock a corresponding permanet effect on the game.
Unlockable How to Unlock
Bag Of Cash At Ocean View Beat The The Job Mission
Barrels At Ocean View Beat The Boomshine Saigon Mission
Candy Shots At Vercetti Estate Beat The G-Spotlight Mission
Faster weapon reload Get 45 or more points at the shooting range.
Fireproof on Foot Complete Fire Truck Mission Level 12
Get Taxi scanner when you enter Cabbie or Kaufman Cab Complete the Kaufman Cabs asset
Infinite Sprint on Foot Complete Paramedic Mission Level 12
Max 150 Armor Complete Vigilante Mission Level 12
Max 150 Health Complete Pizza Boy Mission 10
RC Toys At Vercetti Estate Beat The Demolition Man Mission
Taxi Hydraulics Do 100 taxi fares
Trophies At Vercetti Estate Beat The Stadium Missions

Contributed By: MrDeePay, Firestorm ZERO, gamesadictsback, Viogamer, and TheDarkLordKane.
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Tommy Vercetti Outfits

Over the course of the game, you will unlock certain clothes that Tommy can wear.
Unlockable How to Unlock
“Frankie” Clothes Appears at the Vercetti Estate after you completed the game 100%.
Bank Job Clothes Appears at the Malibu Property after you have beat the mission “The Job”
Casual Clothes Appears at the store “Gash” in North Point Mall after you have beat the mission “Treacherous Swine”
Cop Clothes Appears in the Cop Station after you have beat the mission “Copland”
Country Club Clothes Appears in front of Leaf Links Golf Course after you have beat the mission “Four Iron”
Little Havana Gang Clothes Appears at the store “Little Havana Streetware” after you have beat the mission “Two Bit Hit”
Mr. Vercetti Outfit Appears in front of the store “Collars N’ Cuffs” after you have bought the Pole Position Property
Soiree Clothes Appears in front of the store “Rafeal’s” once you have beat the mission “The Party”
Spandex Overalls Appears at the store “Tooled Up” in the North Point Mall after you have beat the mission “Riot”
Street Clothes (Default Outfit) Appears at the Ocean View Hotel once you have beat the mission “An Old Friend”
Tracksuit Clothes (Black) Appears at the store “Jocksport” once you have beat the mission “Supply and Demand”
Tracksuit Clothes (Maroon) Appears in the store “Little Haiti Laundromat” after you have beat the mission “Supply and Demand”

Contributed By: Moochthemonkey.
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Various Vice City Unlockables

Unlockable How to Unlock
“Best Shooter” trophy at Ocean View Hotel Beat Phil’s score in the “The Shootist” mission.
“Gash” shopping bag at Vercetti Estate Complete the Protection Ring missions.
.357 Pistol at Vercetti Estate Beat the “Keep Your Friends Close” mission.
2 Candy Suxxx movie posters at Ocean View Hotel Finish mission ‘G-Spotlight’
Bag of cash at Ocean View Hotel Finish the Printing Press missions.
Rafael’s garment bag at Ocean View Hotel Finish mission ‘The Party’
Robber’s mask at Ocean View Hotel Beat the “The Job” mission.

Contributed By: Liquid Bacon and shyguy_01.
*
What you get after 100% completion

When the game is completed 100% you will recieve the following:
Unlockable How to Unlock
200 armor 100% Completion
200 health 100% Completion
3 guys appear in mansion lobby that follow you around and do your dirty work 100% Completion
Cars have 200% health 100% Completion
Frankie t-shirt in mansion that says “I BEAT VICE CITY AND ALL I GOT WAS THIS LOUSY T-SHIRT” 100% Completion
Infinite Ammo 100% Completion

Contributed By: berserker54 and Viogamer.

Easter Eggs

*
Change The Moon Size…

Whenever you see the moon you can use any of the two sniper rifles to shoot at it to change it’s size. There are 7 different sizes.

Contributed By: St0nedf0rLyfeX.
*
Easter Egg, Easter Egg

To to the West island and the helipad on the news station. It has a VCN Mavrick on it. Look east and see a greyish building. Look at the non-realistic window on the left of it. All you have to do is start on the opposite side of the Heliport and run to the other and jump through the window. You will be in a small room with a podium and an easter egg on it, complete with ”happy easter” sign.

Contributed By: MRadford.
*
See 8-ball Keji Maria and el Burro from GTA3

Across the street from the Pole Position club there is a video game shop where you can see pictures of El burro ,Kenji,Maria and 8-ball all from GTA3.

Contributed By: iamslimshady.

Glitches

*
Bike Morphing

There is a glitch in the game that makes it possible to ”morph” with a bike. When this glitch has been done, it is impossible to get hit off your bike by another vehicle, or anyhting else. You can also pull off flips due to this glitch, as well as gaining other big insane bonuses.

To activate this glitch, all you really need to do is jump on a bike at the same time as picking up a clothes pickup. First off:

1. Get to a Clothes Pickup
2. Place your bike in the middle of the clothes pickup, then position your bike so that the clothes pickup is sticking further out than the other side.
3. Get on the side that has the clothes pickup not sticking out as much, and jump on the bike. If done right, you should ”morph”. You should still be standing while the bike is in between you. When you accelerate the bike, you will run while the bike goes forward.

There are also other ways to do this, like drop kicking on the bike. It might be easier if you devise your own strategy. This glitch is hard to get done, so it will take a lot of practice. Also, PCJ 600s are the easiest for this.

One good place to morph is at the Clothes Pickup on top of the Hyman Condo. You may also want to use the North Point Mall, since there is two pickups there, and you can go back and forth if you fail to make this glitch work.

Now you will be able to do flips and crash into other objects with out falling of your bike. This glitch will stay activated until the bike catches on fire and eventually blows up. To deactivate this glitch, just simply get off, shoot a weapon, or make a heavy turn or brake.

Contributed By: Moochthemonkey.
*
Double a weapon’s ammunition

First, get the gun that you want to double the ammo of. Then, find any rampage. Take out the gun you want to double the ammo in. Then, start the rampage. Don’t do anything, and let the timer run out. When you fail, your gun will have twice as much ammunition than when you started.

Contributed By: l syphonbyte l.
*
Drive any vehicle during Dirt Ring

On the day of the dirt ring event drive the vehicle of your choice to the stadium. Drive your way up to in front of the stadium doors where the driver’s door is facing the entrance. Drive your vehicle close enough to the door where it will barely exit from the driver’s side. Exit the vehicle, activate the race and push the enter car button simutaneously. If done correctly when the mission starts you should be in your vehicle where you are usually standing. You will have unlimited time to play around. Works great with other bikes and the Caddy.

Contributed By: NoSFXplease.
*
Drive blown up car

Make sure you know how to do the blow up all cars for this one, and be able to do it EXTREMELY fast. Walk up to a car with a person in it and steal it. During the animation in which tommy pulls the person out and gets in, enter the blow up all cars cheat. The car will explode and you will be unhurt, and the car will be flaming
enter the health cheat to stop the car from burning, (I enter it twice to assure it works) and you are now driving around in a 3 wheeled burnt car. This also works in GTA 3

Contributed By: A4PR3NT1C3.
*
Easy Hotring Race Win

You will need a Mini Gun with lots of ammo to exploit this glitch. When the race begins drive your Hotring into the black garage that the cars spawn from. Drive the car to the back of the garage on the right side right against the wall. This will stop any cars spawning throughout the race. Now back onto the track and take out your Mini Gun. Face the oncoming traffic and use its auto aim feature to blow up every car that comes your way. When the cars stop coming. Go back into the garage, hop back into you car and finish the race, opponent free.

Contributed By: Obergeist.
*
Get to mainland at start of game (requires previous save on mainland)

If you plan to start the game again then this is a helpful glitch. Start a mission on the mainland and kill yourself. When you wake up in hospital don’t do anything, just start a new game. As soon as you gain control of tommy kill him. (Whatever you do, do not start any missions). When you get up at the hospital get straight in the taxi. It will take you to your mission location on the second island.

Note: Once on the second island, you can not do any missions, nor can you get back onto the start area.

Contributed By: Randomer.
*
Jumping over fences

When driving a vehicle during game play pull up along side a fence or short wall with driverside against the fence and press triangle to exit and you will be on the other side of the fence.This is great for getting away from the police or gangs.

Contributed By: blessedsaint.
*
Lighthouse Glitch

If you are wanted by the cops, go into the lighthouse. There is a glitch that makes the cops unable to come up there.

Contributed By: gametx20002.
*
Lock on with an assault rifle

There is away to lock on with the assault rifles in this game. (Rugers and M4s.) First cause a fire, possibly by throwing molotov cocktails nearby. Next, run into the the fire so you are in flames. Now, press the lock on button and your Ruger will lock on to your enemies.

Contributed By: Moochthemonkey.
*
More Cars In Garages

To get more cars or bikes in your garages simply park a vehicle so it jams the door (being half in the garage, half out) and drive more vehicles in.

Contributed By: Firestorm ZERO.
*
Rhino in the Underworld

This is a way to get the Rhino tank into the area below the game map. Just get a Rhino, put in the ”Dodo Physics” cheat, turn the turret 180 degrees and keep on hitting circle and hold back on the D-pad. Once you get airborne, fly down through the top the El Corrupto Bank. Since its top isn’t solid, you’ll fly down through the bank and into the ”underworld”. Control its flight downward or you’ll go down too far and end up back on the street. If you did this correctly, you can fly through underworld.

Contributed By: dailybacon.
*
Street Vantage Point

While in the air turn the car on it’s side so that the drivers side points upand then get out. If you did it right the car will float in the air with you standing on it allowing you to shoot people from it. Note: If the tire is shot out or if the car explodes the car will fall from the sky. Also some times you can’t get back in the car.

Contributed By: killaahmadilla.

Secrets

*
100% Complete Bonuses

Get the following with 100% completion: 200 Health, 200 Armor, All vehicles can take double the normal damage, a T-Shirt pick up that says ”I beat Grand Theft Auto: Vice City and all I got was this lousy T-Shirt”, Infinite ammo on all weapons and sometimes there will be three body guards sitting in the were the Colt Python and Health is (in the Vercetti Estate) with pink markers in front of them. If you step into one of the pink markers, you will lose $1,000 and one of the body guards will stand up and follow you around everywhere and shoot at people that you shoot at.

Contributed By: Ockeroid.
*
Body Guards

While playing enter the fanny magnet code and the pedestrians have weapons code. Then get a lot of girls to follow you. When you shoot at someone, they will go after that person too.

Contributed By: Dukenuke001.
*
Bulletproof Sabre Tubro

Go to the mission where you must race Hillary. From the start back up or turn around and drive for 10 seconds on the clock and make a good road block. Then wait for him to appear and use the sniper rifle to shoot him in the head. If your lucky the door will be open. If it is locked you can push it to one of your garages then let the garage close. If the car is already unlocked drive it to a garage first, get out and let the garage close to permanently unlock the doors.

Contributed By: masterofallgames.
*
Car Breakers

Use the Change Clothes code (R, R, L, U, L1, L2, L, U, D, R) until you get to some big guys. It doesnt matter who, but they must be big (fat guy-motorcycle guy-etc.) and walk/run up to any vehicle and now you can break the car with your bare fists! This secret is best used with locked cars, you can break off the door.

Contributed By: kingdag.
*
Drive Inside Buildings

Once you get Diaz’s mansion, get in a car and drive it towards the door. At the last moment, bail out. Your car will go inside while you stay outside. Now go in the mansion and you will be able to drive around inside.

Contributed By: alexhurry.
*
Easy money

Find a coach and park it next to a bus stop but don’t get out of the vehicle. Every now and then pedestrians will get into the coach and you’ll receive $5 when they enter the vehicle. You don’t have to take them anywhere and there’s no limit as to how many passengers the coach can hold, so you can go do something else while Tommy earns more money. This is very useful particularly in the earlier stages of the game.

Contributed By: Sundar Subramaniam.
*
Super Stoppie Trick

With this code you can pull a limitless stoppie. To do so, steal a Faggio. Then get on a straight road, and then gain a good amount of speed. Stick yourself in the stoppie position (Push left analog stick up and hold down Square and R1), and when you have a good stoppie, immediately release Square and R1 and hold down X. You should be able to pull a limitless stoppie, provided you can keep the Faggio straight.

Contributed By: gamejunkie2000.

Filed under: Games | Tags: | vrskidsv | June 30, 2009 Comments (2)

Description
Grand Theft Auto PC Trilogy is a Compilation game, developed and published by Take-Two Interactive, which was released in 2009.

Grand Theft Auto III Cheats
Codes

*
Cheat Codes

Main Cheats:

GUNSGUNSGUNS = Weapon Cheat
IFIWEREARICHMAN = Money Cheat
GESUNDHEIT = Health Cheat
TURTOISE (or TORTOISE, in 1.1) = Armor Cheat

Weather Cheats:

SKINCANCERFORME = Nice Weather
ILiKESCOTLAND = Fog Thickness Level 1
ILOVESCOTLAND = Fog Thickness Level 2
PEASOUP = Fog Thickness Level 3

Pedestrian Cheats:

ITSALLGOINGMAAAD = Crazy Peds
NOBODYLIKESME = Peds Want To Kill You
WEAPONSFORALL = Peds Pack Heat (Carry Weapons)
CHITTYCHITTYBB = Flying Cars

Other Cheats:

MOREPOLICEPLEASE = Wanted Level Up
NOPOLICEPLEASE = Wanted Level Down
GIVEUSATANK = Spawn A Tank
ANICESETOFWHEELS = See-Thru Cars
CORNERSLIKEMAD = Better Driving Code
TIMEFLIESWHENYOU = Fast Gameplay
ILIKEDRESSINGUP = Change Character
BANGBANGBANG = Blow Up Cars Around You

Unknown Cheats:

NASTYLIMBCHEAT = Nastier Limb Removal?
MADWEATHER = Time Speeds Up?
BOOOOORING = Unknown (Time Slows Down?)

Contributed By: rezolution.
*
Full Armor for Version 1.1

If you have the 1.1 update (came out 27/06/02), the full armor code, turtoise, has been changed to tortoise.

Contributed By: Edwards.

Unlockables

*
Flame-Thrower At Your Hideout

Complete 20 fire mission on each island to get a flame thrower at each hideout.

Contributed By: XPLICIT187.
*
Hidden Package Rewards

Each of these weapons are unlocked at your hideout after getting a certain number of hidden packages.
Unlockable How to Unlock
AK47 at Hideout Find 70 Hidden Packages
Armor at Hideout Find 50 Hidden Packages
Grenades at Hideout Find 30 Hidden Packages
M16 at Hideout Find 90 Hidden Packages
Molotovs at Hideout Find 60 Hidden Packages
Pistol at Hideout Find 10 Hidden Packages
Rocket Launcher at Hideout Find 100 Hidden Packages
Shotgun at Hideout Find 40 Hidden Packages
Sniper Rifle at Hideout Find 80 Hidden Packages
Uzi at Hideout Find 20 Hidden Packages

Contributed By: trustno1.
*
Police Bribes At Hideout

Complete 10 vigilante missions on one island to get a police bribe at your hieout. Complete 20 vigilante missions on each island to get a total of 6 police bribes at each hideout.

Contributed By: XPLICIT187.
*
Unlock The Borgine Taxi

Complete at least 100 taxi missions to unlock a new, faster taxi.

Contributed By: XPLICIT187.

Glitches

*
Almost infinite sprinting

Instead of holding down the sprint button, tap it rapidly and you will be able to run alot further before getiting tired.

Contributed By: Auction Sniper.
*
FBI CAR

Steal an FBI car and take it to paint and body. Get it fixed and when you hit the button to turn on the lights while moving, it will have hydros and jump over other cars.

Contributed By: NOS05.
*
Get to Shoreside Vale once you have access to Staunton Island

Before you start, make sure you have armor and your health is at 100. Drive to the subway down the street from your house save location and drive your car down the ramp and onto the subway tracks turn right and stay on the left side of the track so the subway doesn’t hit you. Keep going until you see on the screen ‘St. Francis Airport’ drive up to the point where the tunnel has a curve park your car on the left side of the tracks, and get out and go to the right side and hug the wall as tight as you can and wait for the subway to come. Once it comes, let it hit you and you might have to move to the right a little once it hits you so that you go through the wall or sometimes you’ll fall through the floor. You should see your character falling through this green or blue screen and then the loading screen should come up and say ‘Welcome to Shoreside Vale’. You’ll fall right outside or near the airport.
Note: If you die you’ll go back to Staunton Island.

Contributed By: BannedAccount.
*
Get to Staunton and Shoreside without any cheats.

Get an ambulance and drive to the entrance to the Porter Tunnel. Park the ambulance on the left footpath right up against the blue barrier (back facing the barrier). Now jump on top of the ambulance and then jump again. You will end up in “Blue Hell” on top of the tunnel. Now jump over the barrier and continue to run but make sure to stay on the far left side. Keep running following the tunnel to the left until you hit an invisible wall now simply fall off and you will drop from Blue Hell onto Staunton Island a little north of the hospital. To get to Shoreside from here simply take the Porter tunnel as there is no barrier blocking you (the barrier is still in Portland).

This works 100% on the PS2 however on the PC 50% of the time you may need a grenade and full armour as you may get stuck on top of the ambulance so you will need the grenade to blow the ambulance to knock you above the tunnel. Enjoy!

Contributed By: mrnumnuts.
*
Get to Staunton Island at the very beginning of the game.

If you want to go to Staunton Island, but don’t want to have to complete the missions in portland, then first enter the code chittychittybb. Next, steal a police car and head onto the broken freeway. Go as fast as you can and when you reach the broken part your car will begin to hover. All you do now is just make sure you don’t land in the water and then you’re in Staunton Island without completing any missions.

Contributed By: spankyx5000.
*
Unlimited time in Taxi Missions

Start a Taxi Mission, pick up someone, and drop em’ off. Now, go to pick someone else up, but make sure they don’t get in your taxi until the time is at exactly 0 seconds left. The timer should disappear, but the passenger will not leave your vehicle. You can now continue doing taxi missions without the timer, until you quit the mission or blow up your cab.

Contributed By: James Bond Nightfire.

Secrets

*
Ambulance Mission Rewards

Complete 35 ambulance missions to get a heart at your hideout.

Complete 70 ambulance missions to get an adrenaline pill at your hideout.

Get onto Level 12 in an ambulance mission and you will get the infinite run cheat.

Contributed By: XPLICIT187.
*
Customize game music

If you’re sick of the regular in game radio stations, you can customize the game with your own MP3s. In the GTAIII folder, look for a folder called MP3. Place all the songs you want into this folder. The next time the game is started, scroll through the radio stations until you get to the last one. A new station should appear, which will play all your personal MP3 songs.

Contributed By: sirck.
*
Do Taxi Missions with a Different Car

Drive up to a taxi in the car you intend to use. Get in the taxi, press and hold CAPS LOCK. Still holding CAPS LOCK, get out of the taxi and get in the car you started with. Let go of the CAPS LOCK key and now you can do taxi missions in that car.

Contributed By: Sean A198.
*
Easy Fire Truck Missions

Steal a fire truck and begin the Firefighter mode. When you are assigned a new fire to put out, press F1 to start a replay, then F1 again to cancel it. The fire will be immediately extinguished.

Contributed By: MWhite.
*
Easy Vigilante Missions

When in a police car, enforcer, fbi car, or rhino, start the vigilante missions. Drive close to the target vehicle, and press ESC to call up the options menu. Choose ‘Resume Game’, and when the game resumes, your target will stop his/her vehicle and get out, making them much easier to kill.

Contributed By: MWhite.
*
Editing car stats

In the GTAIII-directory there should be a subdirectory called data. In this directory, you will find the file handling.cfg, and others, containing the stats for different cars and objects.

Here you can change the weight of the car (column A, higher is better) and it’s crash damage multiplier (column Y, lower is better, 0 means no crash damage), in order to make any car have the weight of a tank, and take no damage from crashes.

The file itself gives good pointers towards which values should be changed, and you should backup any files you intend to edit. The limits mentioned in the file are just recommendations, you really can put in anything you want. When done, just restart the game, and you edited police car will push vehicles like a Fire Engine, and take absolutely no damage from crashing.

Contributed By: Tippis.
*
Fit More Cars Into Your Garage

In your second hideout put in two cars into the garage. Then get out and walk up to the door so it opens. Get into the third car and drive it in before the door closes.

Contributed By: XPLICIT187.
*
Free Repairs

Take a damaged car to your garage. Exit the garage, watch the door close, and then open it up again. Your car will be repaired.

Contributed By: Gearbox.
*
moon cheat

When the moon is visible at night you can shoot it with your sniper rifle to make it grow larger or shrink.

Contributed By: Juggz.
*
No More Gang Warz

In some missions the objective is to kill members of certain gang. These obviously makes the gang anrgy at you and when you drive or run by the gang members they will shoot and try to pull you out of your car. This can be changed by going in to the program files of your GTA game. In this folder is a sub-folder called data. In this folder is a file called pedstats.dat. Open this in Word or Notepad. In this document you can change the stats of every ped in the game. the ones you are looking for is gang 1-7. As the doc suggests if you change their fear(100 is good), temper(0 is good) and lawfullness(100 is good). Careful you might want to backup this file incase you mess up or want to revert back to the old way it was.

Contributed By: jilsondude.
*
Tip for Entering Codes

Codes can still be entered while the game is paused (at the menu screen). Hit Esc to pause the game, then type the codes desired. The codes’ effects will take place once you unpause. This trick does work for entering multiple codes at once, and is especially useful when you must enter codes quickly.

Contributed By: NTsui.

Grand Theft Auto: San Andreas Cheats
Codes

*
Plain Text Cheat Codes

Type these codes during gameplay. The set code can be uppercase or lowercase.
Code Effect
SPEEDFREAK All Cars Have Nitro
NIGHTPROWLER Always Midnight
FLYINGFISH Boats Fly
BUBBLECARS Cars Float Away When Hit
STATEOFEMERGENCY Chaos Mode
BLUESUEDESHOES Elvis is Everywhere
SPEEDITUP Faster Gameplay
CRAZYTOWN Funhouse Theme
ONLYHOMIESALLOWED Gang Members Everywhere
BIFBUZZ Gangs Control the Streets
ROCKETMAN Have Jetpack
PROFESSIONALKILLER Hitman In All Weapon Stats
CJPHONEHOME Huge Bunny Hop
FULLCLIP Infinite Ammo, No Reload
WHEELSONLYPLEASE Invisible car
NATURALTALENT Max All Vehicle Skill Stats
BUFFMEUP Max Muscle
WORSHIPME Max Respect
HELLOLADIES Max Sex Appeal
KANGAROO Mega Jump
STINGLIKEABEE Mega Punch
NINJATOWN Ninja Theme
Testeducationalskills No Wanted Level
STICKLIKEGLUE Perfect Handling
ROCKETMAYHEM Recruit Anyone (Rockets)
GHOSTTOWN Reduced Traffic
BRINGITON Six Star Wanted Level
SLOWITDOWN Slower Gameplay
ITSALLBULL Spawn Dozer
OHDUDE Spawn Hunter
JUMPJET Spawn Hydra
MONSTERMASH Spawn Monster
FOURWHEELFUN Spawn Quad
VROCKPOKEY Spawn Racecar
WHERESTHEFUNERAL Spawn Romero
CELEBRITYSTATUS Spawn Stretch
FLYINGTOSTUNT Spawn Stunt Plane
TRUEGRIME Spawn Trashmaster
GOODBYECRUELWORLD Suicide
PLEASANTLYWARM Sunny Weather
SCOTTISHSUMMER Thunderstorm
EVERYONEISPOOR Traffic is Cheap Cars
EVERYONEISRICH Traffic is Fast Cars
TOODAMNHOT Very Sunny Weather
PROFESSIONALSKIT Weapon Set 2, Professional Tools

Contributed By: PhenomenalAJStyles, kingfinn, and GamingMagician.
*
Random Text Cheat Codes

Type/enter these codes during gameplay. The set code can be uppercase or lowercase.
Code Effect
MUNASEF Adrenaline Mode
YLTEICZ Aggressive Drivers
allcarsgoboom All Cars Explode
COXEFGU All Cars Have Nitro
ZEIIVG All green lights
XJVSNAJ Always Midnight
CIKGCGX Beach Party
IOWDLAC Black traffic
CPKTNWT Blow Up All Cars
AFSNMSMW Boats fly
BSXSGGC Cars Float Away When Hit
RIPAZHA Cars Fly
ASNAEB Clear Wanted Level
BMTPWHR Country Vehicles and Peds, Get Born 2 Truck Outfit
ASBHGRB Elvis is Everywhere
FOOOXFT Everyone is armed
YSOHNUL Faster Clock
PPGWJHT Faster Gameplay
BTCDBCB Fat
CFVFGMJ Foggy Weather
OUIQDMW Full Weapon Aiming While Driving
PRIEBJ Funhouse Theme
MROEMZH Gang Members Everywhere
MROEMZH Gangs Control the Streets
BAGOWPG Have a bounty on your head
YECGAA Have Jetpack
AIYPWZQP Have Parachute
HESOYAM Health, Armor, $250k
NCSGDAG Hitman In All Weapon Stats
JHJOECW Huge Bunny Hop
OSRBLHH Increase Wanted Level Two Stars
WANRLTW Infinite Ammo, No Reload
CAINEMVHZC Infinite Health, except for explosions and falls
CVWKXAM Infinite Oxygen
XICWMD Invisible car
BAGUVIX Large Health Boost
JYSDSOD Max Muscle
OGXSDAG Max Respect
EHIBXQS Max Sex Appeal
LFGMHAL Mega Jump
IAVENJQ Mega Punch
AEDUWNV Never Get Hungry
IFIRSTDOZ Never Wanted
AEZAKMI Never Wanted
AFPHULTL Ninja Theme
OFVIAC Orange Sky 21:00
ALNSFMZO Overcast Weather
AJLOJYQY Peds Attack Each Other, Get Golf Club
BGLUAWML Peds Attack You With Weapons, Rocket Launcher
PGGOMOY Perfect Handling
LLQPFBN Pink traffic
AUIFRVQS Rainy Weather
SJMAHPE Recruit Anyone (9mm)
ZSOXFSQ Recruit Anyone (Rockets)
THGLOJ Reduced Traffic
IOJUFZN Riot Mode
CWJXUOC Sandstorm
LJSPQK Six Star Wanted Level
KVGYZQK Skinny
LIYOAAY Slower Gameplay
BEKKNQV Slut Magnet
JCNRUAD Smash n’ Boom
CQZIJMB Spawn Bloodring Banger
RZHSUEW Spawn Caddy
EEGCYXT Spawn Dozer
OHDUDE Spawn Hunter
JUMPJET Spawn Hydra
AGBDLCID Spawn Monster
AKJJYGLC Spawn Quad
PDNEJOH Spawn Racecar
VPJTQWV Spawn Racecar
JQNTDMH Spawn Rancher
AIWPRTON Spawn Rhino
AQTBCODX Spawn Romero
KRIJEBR Spawn Stretch
URKQSRK Spawn Stunt Plane
AMOMHRER Spawn Tanker Truck
UBHYZHQ Spawn Trashmaster
KGGGDKP Spawn Vortex Hovercraft
SZCMAWO Suicide
AFZLLQLL Sunny Weather
VKYPQCF Taxis Have Nitrous, L3 Bunny Hop
MGHXYRM Thunderstorm
BGKGTJH Traffic is Cheap Cars
FVTMNBZ Traffic is Country Vehicles
GUSNHDE Traffic is Fast Cars
ICIKPYH Very Sunny Weather
LXGIWYL Weapon Set 1, Thug’s Tools
KJKSZPJ Weapon Set 2, Professional Tools
UZUMYMW Weapon Set 3, Nutter Tools

Contributed By: bradtxmale26, Vito9482, and BodhisattvaSim.

Unlockables

*
"Hidden Package" Rewards

Collect all the “hidden packages” in their respective areas to get these weapons…
Unlockable How to Unlock
MP5, Satchel Charge, M4, and Combat Shotgun at The Four Dragons Casino in Las Venturas Collect all 50 Horseshoes in Las Venturas
Sniper Rifle, Grenades, Shotgun, and Micro-SMG at CJ’s Garage in San Fierro Snap all 50 Snapshots in San Fierro
Tec-9, AK-47, Sawn-off Shotgun, and Molotov Cocktails at CJ’s house in Ganton Spray all 100 Graffiti Tags in Los Santos

Contributed By: NixRMax.
*
100% completition Bonus

Unlockable How to Unlock
Hydra spawns at CJ’s house in Grove Street complete the game 100%
increased money complete the game 100%
increased stats complete the game 100%
Rhino spawns at CJ’s house in Grove Stree complete the game 100%

Contributed By: anarcho_selmiak.
*
Assets

Complete the assets missions/objectives to get money made at that location
Unlockable How to Unlock
Airstrip Asset Complete the Missions for the Airstrip
Burger Shot Asset Complete all 4 Deliveries in Las Venturas
Hippy Shopper Asset Complete all 4 Deliveries in San Fierro
Roboi’s Food Mart Asset Complete all 4 Deliveries in Los Santos
The Johnson House Take Over Territories in Los Santos
Vank Hoff Hotel Valet Parking Asset Complete all 5 Levels of Valet Parking in San Fierro
Wang Cars Asset Complete the missions for this asset, plus the cars you steal will spawn inside the showroom
Zero’s RC Shop Asset Complete all of the RC Shop missions

Contributed By: NixRMax.
*
Bonus 1.000.000$

Locations are marked with checkered flag. See radar or map.
Unlockable How to Unlock
1.000.000$ bonus Finish all races 1st (four locations)

Contributed By: xxNIKHARDxx.
*
Dual Weildable Weapons

Get these weapons to Hitman to Dual Weild them
Unlockable How to Unlock
Dual Micro-SMG’s Reach the Gun Rank “Hitman”
Dual Pistol’s Reach the Gun Rank “Hitman”
Dual Sawn-off Shotgun’s Reach the Gun Rank “Hitman”
Dual Tec-9’s Reach the Gun Rank “Hitman”

Contributed By: NixRMax.
*
Girlfriend Perks

Unlockable How to Unlock
Free Pay-and-Spray Date Michelle and you can use her Garage as a Pay-and-Spray
Keep weapons after being Busted Date Barbara
Keep weapons after being Wasted Date Katie
Pistol, Chainsaw, Molotov Cocktails, and Flame Thrower Date Helena(you can find the weapons in a big shed by her house)

Contributed By: NixRMax.
*
Girlfriends Cars

These cars are obtained through getting the girfriends to %50…
Unlockable How to Unlock
Bandito Date Helena (Her car doesn’t have any doors)
Green Hustler Date Denise to %50
Monster Truck Date Michelle to %50
Pink Club Date Millie to %50
Police Ranger Date Barbara to %50
White Romero Date Katie to %50

Contributed By: NixRMax.
*
Infinite sprint

Complete the Burglary mission by having C.J. steal $10,000 worth of stuff.
Unlockable How to Unlock
Infinite Sprint Complete the Burglary mission

Contributed By: glenster.
*
Unlimited ammo

Unlockable How to Unlock
Unlimited ammo Complete the game 100% (get 100% on the stat Progress Made)

Contributed By: Gostevie2.
*
Unlockable Outfits

These are all the Unlockable Outfits in the game…
Unlockable How to Unlock
Croupier Uniform Complete the mission “Breaking the bank at Caligula’s”
Gimp Suit Complete the mission “The Key to her Heart”
Medic Uniform Date Katie to %100
Overall’s Outfit Date Helena to %100
Pimp Suit Date Denise to %100
Police Uniform Date Barbara to %100
Racing Outfit Date Michelle to %100
Valet Uniform Complete the mission “555-WE-TIP”

Contributed By: NixRMax.
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Vehicle Side-Mission Unlockables

Unlockable How to Unlock
$50,000 & Free Train Rides Complete all 2 Levels of the Freight Train Missions
Armor get raised to Maximum Complete all 12 Levels of the Vigilante Missions
CJ becomes Fireproof Complete all 12 Levels of the Firetruck Missions
Entertaining prositutes earns you money (instead of taking it away) Complete level 10 of the pimping missions
Health get raised to Maximum Complete all 12 Levels of the Paramedic Missions
Nirto on all Taxis/Cabbies and Taxi’s and Cabbies can Hop Succesfully Transport 50 People(Complete 50 Fares)

Contributed By: NixRMax and Iliste.

Glitches

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Early and riskfree exploration

During the mission “Reuniting the Families”, you have to shoot down a group of SWAT team and then enter the motel to save Sweet. Beating the SWAT, instead of getting into the motel, you can travel all around the entire map and enter all the restricted areas like the military base and the maps that are locked. You will have no wanted level and no cops will chase you. You can explore the entire map freely without taking risk. This is the best time to confirm vehicle and item locations and to collect the snapshots, oysters and horseshoes.

Contributed By: TownRanger.
*
Free Vehicle Repair

For free and fast car repair, park your car in one of your garages, back away to let the door close, then step torwards the garage so the door opens again. The car will be instantly repaired of all dents, etc.

This is especially useful if you have an expensive modded car that you want to keep for certain ingame stats.

Contributed By: Kaoii.
*
NOS recharge without waiting.

Instead of having to wait for the NOS to recharge to use again, exit then enter the car, and you can use the NOS again.

Contributed By: gaminrulz.
*
Restricted areas open for you

During Woozie’s mission “Amphibian Assault”, the wanted level system is disabled. You can now travel everywhere in the game including the restricted areas like the Eastern naval base and all police stations without the cops chasing you. This is time to collect the two oysters in the extremely dangerous naval base without being shot.

Contributed By: TownRanger.

Secrets

*
Basketball Tricks

Click the left mouse button while playing basketball to do tricks with the ball.

Contributed By: Vinuash.
*
Choose size of the Moon

Shoot it with sniper to make it change size from bigger to smaller and vice versa.

Contributed By: xxNIKHARDxx.
*
Edit the stats of any vehicle in game.

First browse to your GTA:SA isntall directory, it will look something like this:

C:\Program Files\Rockstar Games\GTA San Andreas\

Then go to the data directory. MAKE A BACKUP OF ANY FILES BEFORE YOU EDIT THEM. To edit the vehicle stats, open the handling.cfg file in notepad. As you can see, all the info on every vehicle in in there. Follow the instructions in the comments to find out how to edit it.

You can do anyuthing like make a Rhino as light as a PCJ600 and control just as well.

Basically, you can edit anything in the game from these files. Just be careful what you edit and leave them as sane values to prevent glitches.

Contributed By: Chris Jokeaccount.
*
Free Money

Go to a strip club and stand in front of a stripper when the people watching them gives them money CJ will take it instead since you are where they put the money

Contributed By: munkey102.
*
Save two cars in your garage

This works in the same way as the previous games. Normally you can only save one car in your garage, but with this you can save two or more! All you have to do is get your two or however many cars and bring them up to your garage. Drive one of them until the garage door opens, and then drive it half way in and get out of the car. This will keep the door open for you. Next, get into the other car and drive that all the way into the garage. Then get into the car half way in and drive it the rest of the way in and get out and leave the garage. Et viola! You now have two cars stored in your garage!

Contributed By: psychohost.
*
Stop gang attack on your territory.

To stop other gangs from attacking your territory, just save you game, this will stop the gang war and you won’t have to fight them.

Contributed By: gaminrulz.

Grand Theft Auto: Vice City Cheats
Codes

*
Codes Galore!

During Gameplay, type any of these cheats (note: codes are not case sensitive)
Code Effect
MIAMITRAFFIC Aggressive Drivers
NUTTERTOOLS All ”heavy” weapons
THUGSTOOLS All ”light” weapons
PROFESSIONALTOOLS All ”medium” weapons
IWANTITPAINTEDBLACK All cars are black
AHAIRDRESSERSCAR All cars are pink
GREENLIGHT All traffic lights are green
BIGBANG Blow up nearby cars
SEAWAYS Cars can drive/hover over water
COMEFLYWITHME Cars can fly
STILLLIKEDRESSINGUP Change Skin/Clothes
ICANTTAKEITANYMORE Commit Suicide
LEAVEMEALONE Decrease Wanted Level
ABITDRIEG Dense Clouds
AIRSHIP Fast boats can fly for short periods of time
CANTSEEATHING Foggy Weather
PRECIOUSPROTECTION Full Armor
ASPIRINE Full Health
CHICKSWITHGUNS Girls Carry Guns
PROGRAMMER Gives Tommy girly arms/legs
FANNYMAGNET Ladies Man, Women Follow You
APLEASANTDAY Light Clouds
ONSPEED Makes everything faster
BOOOOOORING Makes everything slower
DEEPFRIEDMARSBARS Makes Tommy fatter
CERTAINDEATH Makes you smoke a cigarette
WHEELSAREALLINEED Only the wheels of a car are visible
OURGODGIVENRIGHTTOBEARARMS Peds Carry Guns
NOBODYLIKESME Peds Hate You
FIGHTFIGHTFIGHT Peds Riot
GRIPISEVERYTHING Perfect Handling
ILOOKLIKEHILARY Play as Hilary King
MYSONISALAWYER Play as Ken Rosenberg
LOOKLIKELANCE Play as Lance Vance
WELOVEOURDICK Play as Love Fist character (Dick)
ROCKANDROLLMAN Play as Love Fist character (Jezz Torent)
FOXYLITTLETHING Play as Mercedes
ONEARMEDBANDIT Play as Phil Cassidy
CHEATSHAVEBEENCRACKED Play as Ricardo Diaz
IDONTHAVETHEMONEYSONNY Play as Sonny Forelli
YOUWONTTAKEMEALIVE Raise Wanted Level
CHASESTAT Shows Media Level (when 2+ stars)
TRAVELINSTYLE Spawn a Bloodring Banger
GETTHEREQUICKLY Spawn a Bloodring Banger #2
BETTERTHANWALKING Spawn a Caddie
GETTHEREVERYFASTINDEED Spawn a Hotring Racer
GETTHEREAMAZINGLYFAST Spawn a Hotring Racer #2
PANZER Spawn a Rhino
THELASTRIDE Spawn a Romero’s Hearse
GETTHEREFAST Spawn a Sabre Turbo
RUBBISHCAR Spawn a Trashmaster
ROCKANDROLLCAR Spawn Love Fist’s Limo
LIFEISPASSINGMEBY Speed up game clock
LOADSOFLITTLETHINGS Sportscars have big wheels
CATSANDDOGS Stormy Weather
ALOVELYDAY Sunny/Clear Weather

Contributed By: GCK and Mike J..

Unlockables

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bullet proof car sabre tubro

Unlockable How to Unlock
Bullet proof Sabre Turbo Go to the mission where you must race Hillary. When the race starts turn around and drive for about ten seconds, park your car across the street to make a road block. Wait for Hillary to come and shoot him in the head with a sniper rifle.

Contributed By: masterofallgames.
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Misc. Unlockables

Unlockable How to Unlock
150 Armor Beat a level 12 Vigilante Mission
150 Health Beat a level 10 Pizza Boy Mission
Faster weapon reload Beat 45 or more Points at the shooting range
Fireproof on Foot Beat a level 12 Firetruck Mission
Infinite Sprint on Foot Beat a level 12 Paramedic Mission
Taxi Hydraulics 100 Taxi fares

Contributed By: anarcho_selmiak and Saruman1.
*
Rewards for completing the Game 100%

Unlockable How to Unlock
200 Armor Complete the Game 100%
200 Health Complete the Game 100%
200 Health on all cars Complete the Game 100%
3 Bodyguards in your Mansion Complete the Game 100%
Frankie t-shirt found in mansion with “I BEAT VICE CITY AND ALL I GOT WAS THIS LOUSY T-SHIRT” on it Complete the Game 100%
Infinite Ammo Complete the game 100%

Contributed By: anarcho_selmiak and Manolin15.
*
Rewards for finding Hidden Packages

Unlockable How to Unlock
Body Armor delivered to Hideout(s) find 10 Hidden Packages
Chainsaw delivered to Hideout(s) find 20 Hidden Packages
Flame-thrower delivered to Hideout(s) find 40 Hidden Packages
Hunter appears at Military Base find 100 Hidden Packages
Laser Scope Sniper Rifle delivered to Hideout(s) find 50 Hidden Packages
Minigun delivered to Hideout(s) find 60 Hidden Packages
Python delivered to Hideout(s) find 30 Hidden Packages
Rhino appears at Military Base find 90 Hidden Packages
Rocket Launcher delivered to Hideout(s) find 70 Hidden Packages
Sea Sparrow spawns at Vercetti Mansion find 80 Hidden Packages

Contributed By: anarcho_selmiak.
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Secret Cars

These are the secret cars list and how to get them:
Unlockable How to Unlock
Black Voodoo Steal it during the Two Bit Hit Mission.
Bloodring Banger Complete the Bloodring event at Hyman Memorial Stadium and two will spawn in the nearby parking lot.
BP/EP/DP/FP Admiral Steal it during the Guardian Angels mission.
Deluxo Complete the first list of cars at the car showroom and it will spawn on the first floor. The list is on the wall down by the garages.
Hotring Racer Complete the fourth list of cars at the car showroom and it will spawn on the second floor.
Hunter Collect all 100 hidden packages or complete all of the main story missions and it will spawn at Fort Baxter Air Base.
Love Fist Limo Take it to a garage during one of the Love Fist missions in which you drive the limo.
Rhino Collect 90 hidden packages and it will spawn at Fort Baxter Air Base. Alternately, get six stars and the army will use it against you.
Romero’s Hearse Steal it during the final Avery Carrington Mission
Sabre Turbo Complete the second list of cars at the car showroom and it will spawn on the first floor.
Sandking Complete the third list of cars at the car showroom and it will spawn on the second floor.
Sea Sparrow Collect 80 hidden packages and it will spawn behind the Vercetti Estate.
Skimmer Complete all the Film Studio Missions and it will spawn behind the Film Studio.
Spand Express After the Jury Fury mission by Ken Rosenburg, you can steal the car.
White Walton Steal it during the Gun Runner Mission.
Zebra Taxi Complete all of the missions for the Kaufman Cabs asset and it will spawn in the parking lot.

Contributed By: ofirissmart.
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Vice City Unlockables

Unlockable How to Unlock
“Best Shooter” trophy at Ocean View Hotel Beat Phil’s score in the “The Shootist” mission.
“Gash” shopping bag at Vercetti Estate Complete the Protection Ring missions.
0.357 Pistol at Vercetti Estate Complete the “Keep Your Friends Close” mission
Bag of cash at Ocean View Hotel Complete the Printing Press missions.
Robber’s mask at Ocean View Hotel Complete the “The Job” mission.

Contributed By: ofirissmart.

Easter Eggs

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A real virtual Easter Egg

Aim for the Helipad on top of the Vice City-News Station (on the second Island). Sometimes there is the VCN Mavrick on the Helipad. The building on the right has a hallow wall so you can go through it. The hallow part is a unrealistic looking window on the left of it. Run from one side of the heliport to the other and then jump into the hallow window. There you will see the Easter Egg with a sign on it that says Happy Easter.

Contributed By: anarcho_selmiak.
*
Grow\Shrink Moon

At night, shoot the full moon with a sniper rifle.
The moon will grow and shrink each time you shoot it.

Contributed By: Palu22.

Glitches

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All Buildings and Terrain Disappear- Find Packages with ease!

Take a bike (PCJ works well) and ride it as fast as you can into the Pole Position Strip Club entrance way, but before you get there hop off the bike and let it slide all the way to the end. Then enter the Pole Position and you should be standing on or next to your bike. If it is far enough down the hall you can get on it without having to exit the building. Once on the bike and having exited the building you can go anywhere in the game without the distracting buildings and terrain showing up; they are all invisible.

Contributed By: Xtowers.
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Get Hookers in the Australian Version

Australian Hookers will simply not get in your car, however if you drive next to a hooker and use the ”pedestrians get in car” cheat ‘HOPINGIRL’ the hooker /will/ get into the car, and when you go to a secluded place the car starts rocking and increases your health to up to 25 HP more.

Contributed By: bakircioglu.
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Put two Vehicles in Your Garage

One of the Two vehicles MUST be a Motorcycle. Get a Motorcycle and park it half way into the entrance (preferably of to the side). Get another Motorcycle or a car nearby and drive it into the garage. Hop on the Motorcycle thats parked halfway and drive that in too.

Now you have 2 Vehicles in your garage!

Contributed By: Evil Guacamole.
*
Quick Reload

When you are using a weapon and finish off a clip, quickly scroll the mouse wheel up, then quickly back down to the weapon you were using. The weapon should already be reloaded. This makes it easier when in a gang battle.

Contributed By: GTA 242.

Secrets

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Change vehicle stats

In the GTA-Vice City Directory, there should be a subdirectory called data. In this folder you’ll find a file called “Handling.cfg”. Change the File name to “Handling.txt” and open it. Here you can change the weight of the car, it’s crash damage multiplier, speed, Acceleration and others. The file itself gives good pointers towards which values should be changed, and you should backup any files you intend to edit.

Contributed By: cigarfar.

Filed under: Games | Tags: , , , | vrskidsv | Comments (3)

Codes

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GTA 3 cheats

Enter during gameplay

Code Effect
Right, R, Up, White, White, Left, R, L, R, R All lights green
Black, Black, L, Black, Left, Down, Right, Up, Left, Down, Right, Up All weapons
Right, Down, Left, Up, L, White, Up, Left, Down, Right Change character
L, White, R, Black, Black, R, White, Y Clear weather
L, White, R, Black, Black, R, White, X Cloudy weather
White, Black, L, R, White, Black, Y, X, B, Y, White, L Destroy car
Y, Up, Right, Down, X, L, White Fast gameplay
R, L, Black, L, Left, R, R, Y Flying cars (Analog to jump)
L, White, R, Black, Black, R, White, A Foggy
Right, Black, B, R, White, Down, L, R Gliding cars
Black, Black, L, Black, Up, Down, Up, Down, Up, Down Lower wanted level
Black, Black, L, L, Left, Down, Right, Up, Left, Down, Right, Up More money
L, White, R, Black, Black, R, White, B Rainy
Black, Black, L, Black, Left, Right, Left, Right, Left, Right Raise wanted level
Black, Black, L, White, Left, Down, Right, Up, Left, Down, Right, Up Restored armor
Black, Black, L, R, Left, Down, Right, Up, Left, Down, Right, Up Restored health
Y, Up, Right, Down, X, R, Black Slow gameplay
B, B, B, X, X, X, X, X, L, Y, B, Y Speed up time
L, L, X, Black, Y, L, Y Stealth cars
B, B, B, B, B, B, R, White, L, Y, B, Y Tank time

Contributed By: Robbie Kennedy.
*
Various San Andreas Cheats

Enter during gameplay.
Code Effect
Black, B, R Trigger, White, Left R Trigger, L , Black, White Aggresive Traffic
Right, Black, Up (2), Black, B, X, Black, L, Right, Down, L Aggressive Drivers
Up, L, R, Up, Right, Up, A, White, A, L Faster cars
B, Right, B, Right, Left, X, A Down Full Wanted Level
Down, R, B, White (2), A, R, L, Left (2) Get a bloodring banger
B, L, Up, R, White, A, R, L, B, A Get a Caddy
Black, L (2), Right (2), Up(2), A, L, Left Get a Dozer
Left, Right, L, White, R, Black, Up, Down, Left, Right Get a jetpack
Down, X, A, Left, R, Black, Left, Down (2), L (3) Get all weapons and hitman rank
R, B, Black, Right, L, White, A (2), X, R Get Hotring Racer 1
Black, L, B, Right, L, R, Right, Up, B, Black Get Hotring Racer 2
B, A, L, B(2), L, B, R, Black, White, L(2) Get Hunter
Y(2), X, B, A, L(2), Down, Up Get Hydra
Right, Up, R (3), Down, Y (2), A, B, L(2) Get Monster
Left (2), Down (2), Up (2), X, B, Y, R, Black Get Quad Bike
Up, Right (2), L, Right, Up, X, White Get Rancher
B (2), L, B(3), L, White, R, Y, B, Y Get Rhino
Black, Up, White, Left (2), R, L, B, Right Get Stretch
B, Up, L, White, Down, R, L (2), Left (2), A, Y Get Stunt Plane
R, Up, Left, Right, Black, Up, Right, X, Right, White, L(2) Get tanker
Y (2), X, B, A, L, White, Down (2) Get Vortex
L, R, X, R, Left, Black, R, Left, X, Down, L (2) Infinite ammo
Down, A, Right, Left, Right, R, Right, Down, Up, Y Infinite health
R Trigger, Black, L Trigger , A, Left , Down, Right, Up, Left, Down, Right, Up More Money, Full Health and Armor
Left, Y, R Trigger, L , UP, X, Y, down, B, White, L , L Nitro Cars

Contributed By: Robbie Kennedy.
*
Vice City cheats

Enter during gameplay
Code Effect
B, L. Trigger, Down, White, Left, A, R. Trigger, L .Trigger, Right, A All cars become pink.
Black, B, R, White, Left, R, L, Black, White Angry drivers
Right, Black, B, R, White, X, R, Black Aqua cars
B, Black, Down, R, Left, Right, R, L, A Be Candy Suxxx
R,B, Black, L, Right, R, L, A, Black Be Hilary King
Right, L, Up, White, L, Right, R, L, A, R Be Ken Rosenburg
B, White, Left, A, R, L, A, L Be Lance Vance
Down, L, Down, White, Left, A, R, L, A(2) Be Love Fist Guy 1
R, A, Y, Right, Black, X, Up, Down, X Bigger tyres
B, White, Up, R, Left, A, R, L, Left, B Black vehicles
Right, Right, Left, Up, L, White, Left, Up, Down, Right Change character
R.Trigger, White, Black, L.Trigger, Right, Black, Left, A, X, L. Trigger Change Tommy into Love Fist Singer Number 2.
Black, L. Trigger, Up, L. Trigger, Right, R. Trigger, Right, Up, B, Y Change Tommy into Mercedes.
Right, R. Trigger, Up, Black, L. Trigger, Right, R. Trigger, L. Trigger ,Right, B Change Tommy into Phil.
L. Trigger, White, R. Trigger, Black, Down, L. Trigger, Black, White Change Tommy into Ricardo.
B, L. Trigger, B, White, Left, A, R. Trigger, L. Trigger, A, A Change Tommy into Sonny.
Black, A, L. Trigger, L. Trigger, White, White, White, Y. Cloudy.
Black, White, R, L, White, Black, X, Y, B, Y, White, L Destroy cars
Black, A, L. Trigger, L. Trigger, White, White, White, A. Foggy.
Right, L, B, White, Left, A, R, L, L, A Girls with guns
R. Trigger, Black, L. Trigger, Black, Left, Down, Right, Up, Left, Down, Right, Up Gives Tommy weapon set one.
R. Trigger, Black, L. Trigger, Black, Left, Down, Right, Up, Left, Down, Down, Down Gives Tommy weapon set three.
R. Trigger, Black, L. Trigger, Black, Left, Down, Right, Up, Left, Down, Down, Left Gives Tommy weapon set two.
R(2), B, Black, Left, Right, Left, Right, Left, Right Higher wanted level
Up, Right, Right, L. Trigger, Right, Up, X, White Make a Bloodring Banger appear.
Down, R. Trigger, B, White, White, A, R. Trigger, L. Trigger, Left, Left Make a Bloodring Racer appear.
B, L. Trigger, Up, R. Trigger, White, A, R. Trigger, L. Trigger, B, A Make a Caddie appear.
R. Trigger, B, Black, Right, L. Trigger, White, A, A, X, R. Trigger Make a HotRing Racer Number One appear.
Black, L. Trigger, B, Right, L. Trigger, R. Trigger, Right, Up, B, Black Make a HotRing Racer Number Two appear.
Black, Up, White, Left, Left, R. Trigger, L. Trigger, B, Right Make a Love Fist Limo appear.
B, B, L. Trigger, B, B, B, L. Trigger, White, R. Trigger, Y, B, Y Make a Rhino appear.
Down, Black, Down, R. Trigger, White, Left, R. Trigger, L. Trigger, Left, Right Make a Romero’s Hearse appear.
Right, White, Down, White, White, A, R. Trigger, L. Trigger, B, Left Make a Sabre Turbo appear.
B, R. Trigger, B, R. Trigger, Left, Left, R. Trigger, L. Trigger, B, Right Make a Trashmaster trash truck appear.
R, Black, L, A, Left, Down, Right, Up, Left, Down, Right, Up More armor
B, L. Trigger, Down, White, Left, A, R. Trigger, L. Trigger, Right, A Police come back to life after being killed.
Y, Up, Right, Down, X, Black, R Slower time
Black, A, L. Trigger, L. Trigger, White, White, White, B. Stormy.
Black, A, L. Trigger, L. Trigger, White, White, White, Down. Sunny.
Black, White, L, B, Left, Down, Right, Up, Left, Down, Right, Up Vehicle tires fixed
Black, A, L. Trigger, L. Trigger, White, White, White, X. Very Cloudy.
B, L, Down, White, Left, A, R, L, Right, A Zombie Police

Unlockables

*
GTA 3 Unlockables

Get the hidden packages. Find unlocked item at base

Unlockable How to Unlock
$1,000,000 Get 100 Hidden Packages
AK-47 Get 70 Hidden Packages
Armor Get 50 Hidden Packages
Grenades Get 30 Hidden Packages
Handgun Get 10 Hidden Packages
M16 Get 90 Hidden Packages
Molotovs Get 60 Hidden Packages
Rocket Launcher Get 100 Hidden Packages
Shotgun Get 40 Hidden Packages
Sniper Get 80 Hidden Packages
Uzi Get 20 Hidden Packages

Contributed By: Robbie Kennedy.
*
GTA: Vice City 100 percent completion rewards.

GTA: Vice City has certain rewards you get when you complete it with 100 percent ranking.
Unlockable How to Unlock
200 Health for vehicles, 200 Health Points, 200 Armor Points, “Frankie Says..” spoof shirt, Three bodyguards for hire from the Mansion, Infinite Ammo. Obtain 100 percent ranking in GTA: Vice City.

Contributed By: AWing Pilot.
*
San Andreas Unlockables

Date people and do missions for these
Unlockable How to Unlock
$1,000,000 Get first place in all of the races
$50,000 and Train rides Complete every Freight Mission
30 added on to respect and Sex appeal Get a Corn Row Haircut
Combat shotgun Get all 50 horse shoes
Croupier Outfit Beat “Breaking the Bank at Caliqula’s”
Dual Machine Pistols Get Hitman rank with Machine Pistol
Dual Pistols Get Hitman rank with Pistol
Dual Sawed off Shotguns Get Hitman rank with Sawed off shotgun dual Tec 9’s
Fireproof CJ Complete the 12 Firetruck missions
Flamethrower Complete all Mike Toreno missions
Free Car Respray at Michelle’s house Date Michelle
Gimp Suit Complete “The Key to Her Heart”
Homing rocket launcher Complete all Mike Toreno missions
Increase armor to 150 Complete the 12 Vigilante Missions
Increase health to 150 Complete the 12 Ambulance missions
Keep weapons after being Busted Date Barbara
Keep weapons after being Wasted Date Katie
M4 Get all 50 horse shoes
Medic Outfit Get 100% relationship with Katie Zhan
Minigun Complete all Mike Toreno missions
MP5 Get all 50 horse shoes
Overalls Get 100% relationship with Helena
Pimp Outfit Get 100% relationship with Denise Robinson
Police Outfit Get 100% relationship with Barbara
Racing Outfit Get 100% relationship with Michelle
Rocket Launcher Complete all Mike Toreno missions
Satchel Charge Get all 50 horse shoes
Sniper Rifle, Micro-Smg and Grenade at SF hideout Get all 50 Photo’s
Stats and Cash boosted and Rhino and Hydra delivered to Grove Street house Fully complete the game
Tec-9, AK-47, Sawed off shotgun and Molotov at CJ’s House Tag all the tags
Valet Outfit Complete “555 We Tip”

Contributed By: Robbie Kennedy.
*
Secret Vehicles (Vice City)

There are many hidden and alternative versions of cars in Vice City. The cars must be taken to a garage for it to appear next time you play.
Unlockable How to Unlock
Black Voodoo Steal it during the “Two Bit Hit” mission.
Bloodring Banger Complete “Bloodring” at Hymen Stadium and it will spawn in the parking lot.
Borgnine Complete 100 Taxi fares
Bulletproof Admiral Steal it from Diaz during the “Guardian Angels” mission.
Deluxo Collect all the cars on the first list for Sunshine Auto’s and it will spawn in the showroom.
Hotring Racer Collect all the cars on the fourth list for Sunshine Auto’s and it will spawn in the showroom.
Love Fist Limo Complete all the Love Fist missions for it to spawn outside the Love Fist Studio.
Romero’s Hearse Only possible to obtain by stealing it during “Two Bit Hit.”
Sabre Turbo Collect all the cars on the second list for Sunshine Auto’s and it will spawn in the showroom.
Sandking Collect all the cars on the third list for Sunshine Auto’s and it will spawn in the showroom.
Silver PCJ Only obtainable during the “Autocide” mission.
Skimmer (Sea-Plane) Complete all of the film studio’s missions to have it spawn at the studio’s back dock.
Zebra Taxi Complete all Kaufman Cabs missions to be rewarded a Zebra Taxi.

Contributed By: jimfish.
*
Vice City Unlockables

Get the required hidden packages
Unlockable How to Unlock
$100,000 Get 100 Hidden Packages
Body Armor Get 10 Hidden Packages
Chainsaw Get 20 Hidden Packages
Flamethrower Get 40 Hidden Packages
Hunter Get 100 Hidden Packages
Laser Scope Sniper Get 50 Hidden Packages
Minigun Get 60 Hidden Packages
Python Get 30 Hidden Packages
Rhino Get 90 Hidden Packages
Rocket Launcher Get 70 Hidden Packages
Sea Sparrow Get 80 Hidden Packages

Easter Eggs

*
Beach Ball Mini-Game (Vice City)

A pool on Starfish Island has a beach ball. To play the game, run into the ball and it will fly into the air. Stand underneath the ball’s shadow as it falls to knock it back in the air, each time gaining a point. In the stats page of the game, a new statistic will appear: “Highest Score On Beach Ball Mini Game.”

Contributed By: jimfish.
*
Change Moon Size (All 3 Games)

While at night, get a sniper rifle, then shoot the moon to change its size.

Contributed By: Robbie Kennedy.
*
Hidden Easter Egg (Vice City)

In the Downtown section of Vice City’s west island, the VCN building can be entered from ground level. From the roof of this building, if you jump from the far eastern corner of the helipad into the window of the adjacent shyscraper via a substanceless wall texture. Inside this hollow you will find an actual Easter Egg, with the words ‘Happy Easter’ written on it.

Contributed By: Evil Dave.
*
Hidden Programmer’s Message (GTA3)

Go to Staunton Island. Head for Bedford Point, and bring a tall vehicle with you, like an Ambulance. Go to the parking lot that is behind some buildings in the projects (it was used in the “Kingdom Come” mission you do for King Courtney). Park your Ambulance next to the wall where the Kuruma is parked. Climb up on top of the ambulance and jump over the wall. On the other side, you’ll see a sign that says “You werent supposed to be able to get here you know”. When you’re ready to exit this area, use the ramp that the programmers (very thoughtfully) put there for you.

Contributed By: Evil Dave.
*
Hidden Programmer’s Message (San Andreas)

Using a jetpack, fly to the top of the Gant Bridge’s southern strut. On the top level, there is a message on a wall that reads ‘There are no Easter Eggs here. Go away.’

Contributed By: Evil Dave.

Secrets

*
Pilot license without any work

Hop into the SHAMAL at Los Santos airport and fly it for 25 minutes. It will say to keep practicing for a pilot’s license. Fly for 10 more minues and you can access all airports and get a pilots license

Contributed By: Robbie Kennedy.
*
Stop Attacks On Your Gang Territory (San Andreas)

When one of your controlled territories comes under attack, head to any safe house and save your game. After the save is complete, the attack will have been stopped, and you will still control the territory.

Contributed By: Evil Dave.

Grand Theft Auto: San Andreas Cheats
Codes

*
Cheat codes

Enter these codes in game. (Use the D-Pad, not the analog stick). You will see the message, Cheat Activated, if entered properly.

Code Effect
R Trigger, Black, L Trigger , A, Left , Down, Right, Up, Left, Down, Right, Up $250,000 + Full Health & Armor
B, Right, B, Right, Left, X, A Down Add Six Stars to Wanted Level
RIGHT, Black, UP, UP, Black, B, X, Black, L Trigger, RIGHT, DOWN, L Trigger Aggressive Drivers
Black, B, R Trigger, White, Left R Trigger, L Trigger, Black, White Aggressive Traffic
LEFT, Y, R Trigger, L Trigger, UP, X, Y, DOWN, B, White, L Trigger, L Trigger All Cars Have Nitrous
L Trigger, White, White, Up, Down, Down, Up, R Trigger, Black, Black All Cars have Tank Properties.
White, RIGHT, L Trigger, UP, A, L Trigger, White, Black, R Trigger, L Trigger, L Trigger, L Trigger All Traffic are Junk Cars
L Trigger, L Trigger, R Trigger, R Trigger White, L Trigger, Black, Down, Left, Up All Vehicles are Farm Vehicles
Y, L Trigger, Y, Black, X, L Trigger, L Trigger All Vehicles are Invisible (Not Motorcycles)
X, L Trigger, R Trigger, RIGHT, A, UP, L Trigger, LEFT, LEFT Always Midnight
A, A, X, R Trigger, L Trigger, A, Down, Left, A Andrenaline Mode
X, Right, X, X, White, A, Y, A, Y Attracts Prostitutes (Pimp Mode)
X, X, Black, Left, Up, X, Black, A, A, A Better Suspension
Up, Up, Down, Down, X, B, L Trigger, R Trigger, Y, Down Bikini Beach Babe Mode
B, White, Up, R Trigger, Left, A, R Trigger, L Trigger, Left, B Black Traffic
X, Down, White, Up, L Trigger, B, Up, A, Left Cars Can Fly
Right, Black, B, R Trigger, White, X, R Trigger, Black Cars Drive on Water (Boat Properties)
X, Black, Down, Down, Left, Down, Left, Left, White, A Cars Fly Away When Hit
White, RIGHT, L Trigger, Y, RIGHT, RIGHT, R Trigger, L Trigger, RIGHT, L Trigger, L Trigger, L Trigger Chaos mode
White, DOWN, DOWN, LEFT, X, LEFT, Black, X, A, R Trigger, L Trigger, L Trigger Cloudy
Black, White, R Trigger, L Trigger, White, Black, X, Y, B, Y, White, L Trigger Destroy All Cars
Right, R Trigger, Up, White, White, Left, R Trigger, L Trigger, R Trigger, R Trigger Faster Cars
B, B, L Trigger, X, L Trigger, X, X, X, L Trigger, Y, B, Y Faster Clock
Y, Up, Right, Down, White, L Trigger, X Faster Gameplay
Black, B, Up, L Trigger, Right, R Trigger, Right, Up, X, Y Flying Boats
Black, A, L Trigger, L Trigger, White, White, White, A Foggy
up, up, X, White, right, A, R Trigger, down, Black, B Full Weapon Aiming While Driving
Left, Right, L Trigger, White, R Trigger, Black, Up, Down, Left, Right Have Jetpack
DOWN, X, A, LEFT, R Trigger, Black, LEFT, DOWN, DOWN, L Trigger, L Trigger, L Trigger Hitman Rank (All Weapons)
up, L Trigger, R Trigger, up, right, up, A, White, A, L Trigger Increase Car Speed
L Trigger, R Trigger, X, R Trigger, LEFT, Black, R Trigger, LEFT, X, DOWN, L Trigger, L Trigger Infinite Ammo
Down, A, Right, Left, Right, R Trigger, Right, Down, Up, Y Infinite health (Explosions, drowning, and falling will still hurt.)
Right, White, Down, R Trigger, Left, Left, R Trigger, L Trigger, White, L Trigger KILL YOURSELF (INSANT DEATH!!!)
Y, Y, L Trigger, X, X, B, X, Down, B Killer Clown Mode
B, RIGHT, B, RIGHT, LEFT, X, Y, UP Lock Wanted Level
R Trigger, R Trigger, B, Black, Up, Down, Up, Down, Up, Down Lower Wanted Level
Y, Up ,Up, Left, Right, X, B, Down Max Fat
Y, Up, Up, Left, Right, X, B, Left Max Muscle
L Trigger, R Trigger, Y, DOWN, Black, A, L Trigger, UP, White, White, L Trigger, L Trigger Max Respect
B, Y, Y, UP, B, R Trigger, White, UP, Y, L Trigger, L Trigger, L Trigger Max Sex Appeal
Up, A, Y, A, Y, A, X, Black, Right Max Stamina
X, White, A, R Trigger, White, White, LEFT, R Trigger, RIGHT, L Trigger, L Trigger, L Trigger Max Vehicle Stats
Black, A, L Trigger, L Trigger, White, White, White, X Morning
X, White, R Trigger, Y, UP, X, White, UP, A Never Hungry
Black, A, L Trigger, L Trigger, White, White, White, Y Night
Y, Up, Up, Left, Right, X, B, Right No Muscle and No Fat
A, Down, Up, Black, Down, Y, L Trigger, Y, Left No Pedestrians / Low Traffic
White, Up, R Trigger, R Trigger, Left, R Trigger, R Trigger, Black, Right, Down No Pedestrians or Cops (Gan Riots)
Black, A, L Trigger, L Trigger, White, White, White, Down Noon
Left, Left, White, R Trigger, Right, X, X, L Trigger, White, A Orange Sky
Black, A, L Trigger, L Trigger, White, White, White, X Overcast
Left, Right, L Trigger, White, R Trigger, Black, Black, Up, Down, Right, L Trigger Parachute
Down, Up, Up, Up, A, Black, R Trigger, White, White Pedestrian Attack (Cant be Turned Off!!)
Down, Left, Up, Left, A, Black, R Trigger, White, L Trigger Pedestrian Riot Mode (Cant be turned off!!)
L Trigger, B, Y, L Trigger, L Trigger, X, White, Up, Down, Left Pedestrians Are Elvis
A, L Trigger, UP, X, DOWN, A, White, Y, DOWN, R Trigger, L Trigger, L Trigger Pedestrians Attack with Guns
Black, R Trigger, A, Y, A, Y, Up, Down Pedestrians have weapons
Y, R Trigger, R Trigger, Left, R Trigger, L Trigger, Black, L Trigger Perfect Handling in Vehicles
B, L Trigger, Down, White, Left, A, R Trigger, L Trigger, Right, B Pink Traffic
Right, White, White, Down, White, Up, Up, White, Black Prostitutes pay you (Pimp Mode 2)
R Trigger, R Trigger, B, Black, Right, Left, Right, Left, Right, Left Raise Wanted Level
DOWN, X, UP, Black, Black, UP, RIGHT, RIGHT, UP Recruit Anyone (9mm)
Black, Black, Black, A, White, L Trigger, Black, L Trigger, DOWN, A Recruit Anyone (Rockets)
Up, Down, L Trigger, L Trigger, White, White, L Trigger, White, R Trigger, Black Sand Storm
Y, Up ,Up, Left, Right, X, B, Right Skinny
Y, Up, Right, Down, X, Black, R Trigger Slow down Game Play
Down, R Trigger, B, White, White, A, R Trigger, L Trigger, Left, Left Spawn Bloodring Banger
B, L Trigger, Up, R Trigger, White, A, R Trigger, L Trigger, B, A Spawn Caddy
Black, L Trigger, L Trigger, RIGHT, RIGHT, UP, UP, A, L Trigger, LEFT Spawn Dozer
R Trigger, B, Black, Right, L Trigger, White, A, A, X, R Trigger Spawn Hotring Racer #1
Black, L Trigger, B, Right, L Trigger, R Trigger, Right, Up, B, Black Spawn Hotring Racer #2
B, A, L Trigger, B, B, L Trigger, B, R Trigger, Black, White, L Trigger, L Trigger Spawn Hunter
Y, Y, X, B, A, L Trigger, L Trigger, Down, Up Spawn Hydra
Right, Up, R Trigger, R Trigger, R Trigger, Down, Y, Y, A, B, L Trigger, L Trigger Spawn Monster
Left, Left, Down, Down, Up, Up, X, B, Y, R Trigger, Black Spawn Quadbike
Up, Right, Right, L Trigger, Right, Up, X, White Spawn Rancher
B, B, L Trigger, B, B, B, L Trigger, White, R Trigger, Y, B, Y Spawn Rhino
Black, Up, White, Left, Left, R Trigger, L Trigger, B, Right Spawn Stretch
B, Up, L Trigger, White, Down, R Trigger, L Trigger, L Trigger, Left, Left, A, Y Spawn Stunt Plane
R Trigger, UP, LEFT, RIGHT, Black, UP, RIGHT, X, RIGHT, White, L Trigger, L Trigger Spawn Tanker
Y, Y, X, B, A, L Trigger, White, Down, Down Spawn Vortex
Black, A, L Trigger, L Trigger, White, White, White, B Stormy
Y, X, B, B, X, B, B, L Trigger, White, White, R Trigger, Black Super Bike Jumps
Up, Up, Y, Y, Up, Up, Left, Right, X, Black, Black Super Jumps
Down, Left, L Trigger, Down, Down, Black, Down, White, Down Super Lung Capacity (Infinite Air)
Up, Left, A, Y, R Trigger, B, B, B, White Super Punches
Y, Left, X, White, Up, Black, Down, L Trigger, A, L Trigger, L Trigger, L Trigger Traffic becomes Farm Vehicles
Right, R Trigger, Up, White, White, Left, R Trigger, L Trigger, R Trigger, R Trigger Traffic Lights Stay Green
Down, Black, Down, R Trigger, White, Left, R Trigger, L Trigger, Left, Right Unlock Romero
B, R Trigger, B, R Trigger, Left, Left, R Trigger, L Trigger, B, Right Unlock Trashmaster
R Trigger, Black, L Trigger, Black, Left, Down, Right, Up, Left, Down, Right, Up Weapon Set 1
R Trigger, Black, L Trigger, Black, Left, Down, Right, Up, Left, Down, Down, Left Weapon Set 2
R Trigger, Black, L Trigger, Black, Left, Down, Right, Up, Left , Down, Down, Down Weapon Set 3
A, A, Down, Black, White, B. R Trigger, B, X Yakuza Mode (Peds & cars are Asian Gang)

Unlockables

*
Binco Clothing Bonuses

Unlockable How to Unlock
+0 respect, +0 sex appeal Wear cowboy hat
+0 respect, +0 sex appeal Wear pink watch
+0 respect, +0 sex appeal Wear sandals
+0 respect, +0 sex appeal Wear sandals and socks
+0 respect, +0 sex appeal Wear flip-flops
+0 respect, +0 sex appeal Wear yellow watch
+0 respect, +0 sex appeal Wear joke glasses
+0 respect, +0 sex appeal Wear joke mask
+0 respect, +0 sex appeal Wear eyepatch
+0 respect, +0 sex appeal Wear blue jeans
+0 respect, +0 sex appeal Wear trucker hat
+0 respect, +0 sex appeal Wear a white t-shirt
+0 respect, +0 sex appeal Wear a LS t-shirt
+0 respect, +0 sex appeal Wear leopard cowboy
+0 respect, +1 sex appeal Wear gray pants
+1 respect, + sex appeal Wear black rag (front)
+1 respect, +0 sex appeal Wear beige pants
+1 respect, +0 sex appeal Wear dogtag
+1 respect, +0 sex appeal Wear black rag
+1 respect, +0 sex appeal Wear red rag
+1 respect, +0 sex appeal Wear blue rag
+1 respect, +1 sex appeal Wear blue low-tops
+1 respect, +1 sex appeal Wear black low-tops
+1 respect, +1 sex appeal Wear red rag (back)
+1 respect, +1 sex appeal Wear red rag (front)
+1 respect, +1 sex appeal Wear blue rag (back)
+1 respect, +1 sex appeal Wear blue rag (front)
+1 respect, +1 sex appeal Wear black boxers
+1 respect, +1 sex appeal Wear africa pendant
+1 respect, +1 sex appeal Wear black rag (back)
+1 respect, +2 sex appeal Wear heart boxers
+1 respect, +2 sex appeal Wear cowboy boots
+10 respect, +0 sex appeal Wear a combat jacket
+15 respect, +3 sex appeal Wear a green shirt
+15 respect, +5 sex appeal Wear green jeans
+15 respect, +5 sex appeal Wear a green hoody
+15 respect, +7 sex appeal Wear a eris t-shirt
+2 respect, +0 sex appeal Wear green rag
+2 respect, +0 sex appeal Wear watch cap
+2 respect, +0 sex appeal Wear a sharps t-shirt
+2 respect, +1 sex appeal Wear hi-top knicks
+2 respect, +1 sex appeal Wear urban camo
+2 respect, +3 sex appeal Wear a black tank top
+2 respect, +3 sex appeal Wear a white tank top
+3 respect, +0 sex appeal Wear a checkered shirt
+3 respect, +1 sex appeal Wear green low-tops
+3 respect, +1 sex appeal Wear green rag (front)
+3 respect, +2 sex appeal Wear sweat pants
+3 respect, +2 sex appeal Wear green rag (back)
+3 respect, +2 sex appeal Wear hi-top sneaks
+5 respect, +1 sex appeal Wear olive pants
+5 respect, +5 sex appeal Wear track pants
+5 respect, +7 sex appeal Wear a eris t-shirt 2
+5 respect, +9 sex appeal Wear a track top
+6 respect, +1 sex appeal Wear woodland camo
+9 respect, +2 sex appeal Wear green track pants

Contributed By: Catman_Raven.
*
Dating Perks

Unlockable How to Unlock
Free car respray at Michelle’s house Date Michelle
Keep weapons after being busted Date Barbara
Keep weapons after being wasted Date Katie

Contributed By: Catman_Raven.
*
Dual wield certain guns

Unlockable How to Unlock
Dual Machine Pistols Get to the Hitman rank with the Machine Pistol
Dual Pistols Get to the Hitman rank with the Pistol
Dual Sawed-off Shotguns Get to the Hitman rank with the Sawed-off Shotgun
Dual Tec 9’s Get to the Hitman rank with the Tec 9

Contributed By: Brado.
*
Haircut Bonuses

Unlockable How to Unlock
+0 respect, +0 sex appeal Get a pink moahwk haircut
+0 respect, +0 sex appeal Get a elvis haircut
+0 respect, +0 sex appeal Get a pink hair haircut
+0 respect, +15 sex appeal Get a blonde haircut
+10 respect, +0 sex appeal Get a gren hair haircut
+10 respect, +0 sex appeal Get a blue hair haircut
+10 respect, +0 sex appeal Get a red hair haircut
+10 respect, +0 sex appeal Get a mohawk and beard haircut
+10 respect, +0 sex appeal Get a cesar and goatee haircut
+10 respect, +10 sex appeal Get a cesar and beard haircut
+10 respect, +10 sex appeal Get a cesar and stash haircut
+10 respect, +15 sex appeal Get a blonde mohawk haircut
+10 respect, +20 sex appeal Get a bald haircut
+15 respect, +0 sex appeal Get a high afro haircut
+15 respect, +10 sex appeal Get a afro haircut
+15 respect, +10 sex appeal Get a bald and goatee haircut
+15 respect, +15 sex appeal Get a blonde afro haircut
+15 respect, +15 sex appeal Get a bald and beard haircut
+15 respect, +15 sex appeal Get a bald and stash haircut
+20 respect, +0 sex appeal Get a afro and goatee haircut
+20 respect, +10 sex appeal Get a slope haircut
+20 respect, +10 sex appeal Get a mohawk haircut
+20 respect, +20 sex appeal Get a high fade haircut
+20 respect, +20 sex appeal Get a wedge haircut
+20 respect, +5 sex appeal Get a afro and stash haircut
+20 respect, +5 sex appeal Get a afro and beard haircut
+25 respect, +25 sex appeal Get a flattop haircut
+25 respect, +30 sex appeal Get a deatil cut haircut
+30 respect, +30 sex appeal Get a groove cut haircut
+30 respect, +30 sex appeal Get a blonde cornrow haircut
+30 respect, +30 sex appeal Get a cornrow haircut
+5 respect, +15 sex appeal Get a cesar haircut
+5 respect, +25 sex appeal Get a jheri curl haircut

Contributed By: Catman_Raven.
*
Unlock Weapons at Cabin in Tierra Robada

Mike Toreno missions bonus
Successfully complete all missions assigned by Mike Toreno to get a flamethrower, minigun, rocket launcher, and homing rocket launcher to appear at his cabin in Tierra Robada.

Unlockable How to Unlock
Flamethrower Successfully complete all missions assigned by Mike Toreno
Homing Rocket Launcher Successfully complete all missions assigned by Mike Toreno
Minigun Successfully complete all missions assigned by Mike Toreno
Rocket Launcher Successfully complete all missions assigned by Mike Toreno

Contributed By: dbzshinj_basic.
*
Unlockables

Unlockable How to Unlock
$1,000,000 Get first place in all races at the 4 racing locations across San Andreas (marked with a checkered flag on the map/radar).
50k and train rides Complete the freight missions
All Taxis and Cabbies have Nitro and Hydraulics Drop of 50 passengers (Not in a row)
Combat Shotgun Collect all 50 Horseshoes
Croupier Outfit Complete the mission “Breaking the bank at Caliqula’s”
Fireproof CJ Complete all 12 levels of the Firetruck missions
Gimp Suitv Complete the mission “The Key to her Heart”
Increase Maximum Health to 150 Complete all 12 levels in the Ambulance mission
M4 Collect all 50 Horseshoes
Maximum Armor Boosted to 150 Complete level 12 of the vigilante missions
Medic Outfit Get your relationship to 100 percent with Katie Zhan
MP5 Collect all 50 Horseshoes
Overalls Outfit Get your relationship to 100 percent with Helena
Pimp Outfit Get your relationship to 100 percent with Denise Robinson
Police Outfit Get your relationship to 100 percent with Barbara
Racing Outfit Get your relationship to 100 percent with Michelle
Satchel Charge Collect all 50 Horseshoes
Sniper Rifle, Shotgun, Micro-SMG, and Grenade at SF Garage Take all 50 Photographs
Stats and cash boost. Rhino and Hydra delivered to CJ’s house in Grove Street 100% game completion
Tec-9, Ak-47, Sawwed-off Shotgun, and Molotov at CJ’s House Tag all 100 Tags
Valet Outfit Complete the mission “555 We Tip”

Contributed By: Catman_Raven, Da_GTA_Masta, Jakelshark, and Crusher80.

Easter Eggs

*
Change moons size

During the night when the moon is out Go and get a sniper rifle.Then aim at the moon and shoot.It will change sizes.

Contributed By: Lypro.
*
Gant Bridge Message

First, get a jet-pack and get to the gant bridge. Fly on top of the first collumn to find a message saying ” There are no Easter Eggs Here. Go Away!”

Contributed By: gamerking128.
*
Sex Toy Weapon

In Los Santos, go inside any police station and go into the shower room. Inside you will find a purple sex toy you can use as a very powerful weapon.

Contributed By: Catman_Raven.

Glitches

*
End up in Los Santos while being in a different city

Go to any safehouse that is not in Los Santos, enter the Wardrobe room, and kill CJ. You should end up at the Los Santos Hospital.

Contributed By: Shaneomook_212.

Secrets

*
Easy cash on Mt.Chiliad

Here is how to get a few grand at a time on Mt.Chiliad. Ok, get to the top of Mt.Chiliad and hop on the bike they place up there. Depending on the time, a race might start. If it doesn’t just wait around up there until it does. When the race down the mountain begins, look to your left and there should be a flagpole with a ramp next to it. Forget the race and go off the ramp doing flips and spins. You will get teleported back on the mountain but with an insane stunt bonus of a couple hundred dollars! Repeat this process until the race ends. Then wait around for the next race to begin!

Contributed By: wetdream42.
*
Easy Money

Go into a strip club and stand in front of the stripper when the people watching puts money up there CJ will get it since he is where they put the money

Contributed By: munkey102.
*
Easy Pistol Ammo/Weapon Skill

Get to 3-4 stars and go into A Cluckin’ Bell. (I used the one across from the Paint n Spray in Los Santos.) Go into the room with two doors. Sit in there for a second after the doors are shut and go back outside to the lobby. There’s new people in there. If you have 3-4 stars, Policement will appear, but they don’t attack. Kill them for pistols and easy weapon skill.

Contributed By: Crusher80.
*
Get a pilot license without going to pilot school!

Hop the fence to the Los Santos airport, hop in the SHAMAL, and keep flying it for about 25 minutes. In the upper right hand corner of the screen, it will say to keep practicing to obtain a pilot’s license. Fly for about 10 minutes more, and you will obtain a pilot’s license and have access to all airports!

Contributed By: KRadiation.
*
Stop gang attack in your territory.

If your territory ever comes under attack by a rival gang, simply go and save your game. This will stop the attack.

Contributed By: Megaman1981.
*
Win Chiliad Challenge easily

When doing the Chiliad challenge let the other racers finish before you. Then stop before hitting the final marker and get off. Next get out a sniper rifle and snipe all of the competitors. After each snipe you’ll notice your position is going up. If you snipe them all you will be in first place.

Contributed By: Catman_Raven.

Filed under: Games | Tags: , , , , | vrskidsv | Comments (0)

Description
Overlord II is the sequel to the warped fantasy action adventure that had players being delightfully despotic. In Overlord II, a new Overlord and a more powerful army of Minions take on an entire empire in a truly epic adventure, inspired by the rise of the Roman Empire. As the Glorious Empire conquers kingdoms and destroys any sign of magic it finds, it’s time to go Minion Maximus and send in the horde. The Minions return smarter, deadlier (and funnier) and are ready to fight in large scale battles that will see their wild pack mentality squaring up to the organised legions of the Glorious Empire. As ever, they’ll do anything and everything the Overlord commands of them, especially now that they can run ravage and wreck buildings and scenery. They’ve also learned how to ride: In Overlord II Minions mount up and ride wolves and other magical creatures around the landscape and take them into battle, making our band of merry fighters faster and fiercer than ever before.

Unlockables

*
Achievements

Complete each achievement to get the allotted gamerscore.
Unlockable How to Unlock
Adversary (20) Kill an opposing Overlord 20 times in ranked versus matches
Armed and Dangerous (10) Forge one weapon
Big Chopper (10) Achieve 50 melee kills
Blue Bringer (10) Find the Blue Minions
Blue Steel Look (10) Forged the Elemental helmet and armor
Conqueror (10) Win one Dominate map
Dark Emperor (30) You have killed Solarius
Dark Fay’s Special Friend (20) Buy gifts for Dark Fay and woo her into becoming your ’special’ friend
Ghost Fay’s Special Friend (20) Buy gifts for Ghost Fay and woo her into becoming your ’special’ friend
Gnome Grinder (20) You’ve killed 1000 gnomes
Green Grabber (10) Find the Green Minions
Industrious Magic (10) Achieve 50 kills by overcharging your Evil Presence Spell
Juno’s Special Friend (20) Buy gifts for Juno and woo her into becoming your ’special’ friend
Juno’s Champion (15) Juno has become your Mistress
Kelda’s Special Friend (20) Kelda is now your ’special’ friend
Kitted Out (20) Forge the Infernal helmet and armor
Mayhem Maker (10) Cause mayhem during the Prelude
Minion Captain (10) Rescue all the Minion crew from the spider webs
Minion Gatherer (20) Gather 250 Lifeforce orbs
Minion Harvester (10) Gather 10 Lifeforce orbs
Minion Hoarder (25) Gather 1000 Lifeforce orbs
Minion Lover (30) Gather 5000 Lifeforce orbs
Mount Master (20) You have discovered and used all Minion Mounts in the game
New World Order (30) Enslave both Nordberg and Everlight
Pillager (20) Win ten Pirate Plunder maps
Red Rescuer (10) Find the Red Minions
Rescuer of Kelda (15) Rescue Kelda from Nordberg
Rock On (20) You’ve killed 15 or more enemies with a single Catapult boulder
Scrooge (20) Collect 50,000 gold
Seal Slayer (20) You have killed 100 baby seals
Slaver (15) Enslave one Town
Snatcher (10) Win one Pirate Plunder map
The Big D (20) Win ten Dominate maps
The Destructor (40) Achieve a 100% Destruction Tyranny rating
The Dominator (40) Achieve a 100% Domination Tyranny rating
Town Razer (15) Destroy one Town
Tyrant of Everlight (25) Through Domination or Destruction you are now the Tyrant of Everlight
Tyrant of Nordberg (25) Complete full Tyranny over Nordberg through either Domination or Destruction
Walking Apocalypse (30) Destroy both Nordberg and Everlight
Weapons Nut (20) Forge three weapons

Filed under: Games | Tags: , , , , | vrskidsv | Comments (0)

Description
Discover what lies beyond the edge of evolution. An all-new, 3rd person open-world/action game, Prototype puts gamers at the helm of Alex Mercer - a genetically mutated shape-shifter with no memory of his past hell-bent on solving the mystery of his existence - as he tears through a densely populated New York City moving with Parkour-style fluidity and consuming anybody that gets in his way… assuming their physical identity, memories and abilities.

Codes

*
Unlock Body Surf Ability

Select “Extras” from the Main Menu and go to “Cheats”
Code Effect
Right, Right, Left, Down, Up, Up, Up, Down Unlock Body Surf Ability

Contributed By: WurdMan.

Unlockables

*
Achievements

Complete each achievement to get the allotted gamerscore.
Unlockable How to Unlock
Au (40) Achieve a rating of Gold or better in all Events.
Brain Trust (20) Complete all Consume Events.
Children Of Blacklight(20) You’ve completed the Supreme Hunter Boss Battle.
Cleanup (10) Kill 15 characters with a single Whipfist attack.
Crossing The T(10) You’ve completed the Hunter Boss Encounter.
Endless Hunger (10) Consume 200 characters to boost your health.
Errand Boy(10) You’ve completed the Specialist Boss Fight.
Evolutionary Step (10) Use the Upgrade Menu to acquire an Upgrade.
Gunning (10) Destroy 20 Helicopters in a single Helicopter flight.
Half-Truths (10) Complete a mission without causing a single Military Alert.
Hard To Kill (60) Complete Story Mode in any difficulty without dying.
Hope(20) You’ve discovered the truth behind Hope, Idaho.
In Plain Sight (10) Evade 10 strike teams.
In The Web (20) Consume 50 Web Targets.
Infiltrator (20) Infiltrate 10 Military Bases disguised as a Commander.
It’s Him! (10) Patsy 5 military personnel.
Mankind Is Your Mask (40) Complete 3 missions without causing a single Military Alert.
Misconception (20) Destroy 25 Infected Water Towers before they hatch.
Nice Guy (40) Complete the game while consuming 10 Civilians or fewer.
On Instinct(20) You’ve completed the Mother Boss Battle.
One Thousand Suns(40) You’ve completed the Supreme Hybrid Boss Battle.
Origin(20) You’ve discovered the history of Elizabeth Greene.
Polymath (40) Collect all Hint Collectibles scattered across New York City.
Pt (60) Achieve a Platinum Medal in all Events.
Repossession (10) Seize 50 vehicles from enemy hands.
Return Fire (10) Catch any object tossed by a Hydra; and throw it back.
Revenge Revisited (60) Complete Story Mode on hard difficulty.
Self-Deception (20) Discover what happened to Alex Mercer through the Web of Intrigue.
SME (20) Gain the ability to drive and fly all vehicles.
Speed Bumps (20) Run over 500 characters in a single tank.
Streetwise (50) Collect all Landmark collectibles scattered across New York City.
Surface-To-Air (10) Shoot down 50 helicopters while driving armor.
The Butcher (30) Kill 50 characters in 5 seconds.
The Cleaner (20) Destroy 10 Military Bases or Infected Hives in New York City.
The First Thread (10) Unlock the Web of Intrigue.
Threat Elevated (20) Destroy 25 strike teams.
Trail Of Corpses (30) Kill 53,596 infected.
Unnatural Selection (40) Acquire all available upgrades.
Web Of Knowledge (60) Acquire all nodes of the Web of Intrigue.
Wrecking Yard (20) Destroy 2,000 vehicles.

Contributed By: delta242 and Nasuke1.
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New Game+

Replay the story mode with all of the powers and upgrades already obtained.
Unlockable How to Unlock
New Game+ Complete the story mode

Contributed By: Game_Master713.
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Unlock Hard Mode

Finish the Game on Normal Difficulty

Contributed By: Zombie_Pwner.
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Unlock Platinum/Radical Events

To unlock the extremely difficult Platinum events, earn Gold in every event. There are also Radical events which are nigh impossible.

Contributed By: NVWesker.

Filed under: Games | Tags: , , , | vrskidsv | June 21, 2009 Comments (0)

From the decade of big hair, excess, and pastel suits comes a story of one man’s rise to the top of the criminal pile. Vice City is a huge urban sprawl ranging from the beach to the swamps and the glitz to the ghetto, and is the most varied and complete digital city ever created. Combining nonlinear gameplay with a character driven narrative, you arrive in a town brimming with seedy opportunities and are given the chance to take it over as you choose. Take control of a variety of vehicles including high-performance cars and motorbikes, powerboats, golf buggies and helicopters. Browse through the radio stations, with styles ranging from rock to electro to find a sultry melody or pumping beat to suit your mood. No matter what type of man you are, Vice City is always full of surprises.

Codes

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Codes Galore!

During Gameplay, type any of these cheats (note: codes are not case sensitive)
Code Effect
MIAMITRAFFIC Aggressive Drivers
NUTTERTOOLS All ”heavy” weapons
THUGSTOOLS All ”light” weapons
PROFESSIONALTOOLS All ”medium” weapons
IWANTITPAINTEDBLACK All cars are black
AHAIRDRESSERSCAR All cars are pink
GREENLIGHT All traffic lights are green
BIGBANG Blow up nearby cars
SEAWAYS Cars can drive/hover over water
COMEFLYWITHME Cars can fly
STILLLIKEDRESSINGUP Change Skin/Clothes
ICANTTAKEITANYMORE Commit Suicide
LEAVEMEALONE Decrease Wanted Level
ABITDRIEG Dense Clouds
AIRSHIP Fast boats can fly for short periods of time
CANTSEEATHING Foggy Weather
PRECIOUSPROTECTION Full Armor
ASPIRINE Full Health
CHICKSWITHGUNS Girls Carry Guns
PROGRAMMER Gives Tommy girly arms/legs
FANNYMAGNET Ladies Man, Women Follow You
APLEASANTDAY Light Clouds
ONSPEED Makes everything faster
BOOOOOORING Makes everything slower
DEEPFRIEDMARSBARS Makes Tommy fatter
CERTAINDEATH Makes you smoke a cigarette
WHEELSAREALLINEED Only the wheels of a car are visible
OURGODGIVENRIGHTTOBEARARMS Peds Carry Guns
NOBODYLIKESME Peds Hate You
FIGHTFIGHTFIGHT Peds Riot
GRIPISEVERYTHING Perfect Handling
ILOOKLIKEHILARY Play as Hilary King
MYSONISALAWYER Play as Ken Rosenberg
LOOKLIKELANCE Play as Lance Vance
WELOVEOURDICK Play as Love Fist character (Dick)
ROCKANDROLLMAN Play as Love Fist character (Jezz Torent)
FOXYLITTLETHING Play as Mercedes
ONEARMEDBANDIT Play as Phil Cassidy
CHEATSHAVEBEENCRACKED Play as Ricardo Diaz
IDONTHAVETHEMONEYSONNY Play as Sonny Forelli
YOUWONTTAKEMEALIVE Raise Wanted Level
CHASESTAT Shows Media Level (when 2+ stars)
TRAVELINSTYLE Spawn a Bloodring Banger
GETTHEREQUICKLY Spawn a Bloodring Banger #2
BETTERTHANWALKING Spawn a Caddie
GETTHEREVERYFASTINDEED Spawn a Hotring Racer
GETTHEREAMAZINGLYFAST Spawn a Hotring Racer #2
PANZER Spawn a Rhino
THELASTRIDE Spawn a Romero’s Hearse
GETTHEREFAST Spawn a Sabre Turbo
RUBBISHCAR Spawn a Trashmaster
ROCKANDROLLCAR Spawn Love Fist’s Limo
LIFEISPASSINGMEBY Speed up game clock
LOADSOFLITTLETHINGS Sportscars have big wheels
CATSANDDOGS Stormy Weather
ALOVELYDAY Sunny/Clear Weather

Unlockables

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bullet proof car sabre tubro

Unlockable How to Unlock
Bullet proof Sabre Turbo Go to the mission where you must race Hillary. When the race starts turn around and drive for about ten seconds, park your car across the street to make a road block. Wait for Hillary to come and shoot him in the head with a sniper rifle.

Contributed By: masterofallgames.
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Misc. Unlockables

Unlockable How to Unlock
150 Armor Beat a level 12 Vigilante Mission
150 Health Beat a level 10 Pizza Boy Mission
Faster weapon reload Beat 45 or more Points at the shooting range
Fireproof on Foot Beat a level 12 Firetruck Mission
Infinite Sprint on Foot Beat a level 12 Paramedic Mission
Taxi Hydraulics 100 Taxi fares

Contributed By: anarcho_selmiak and Saruman1.
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Rewards for completing the Game 100%

Unlockable How to Unlock
200 Armor Complete the Game 100%
200 Health Complete the Game 100%
200 Health on all cars Complete the Game 100%
3 Bodyguards in your Mansion Complete the Game 100%
Frankie t-shirt found in mansion with “I BEAT VICE CITY AND ALL I GOT WAS THIS LOUSY T-SHIRT” on it Complete the Game 100%
Infinite Ammo Complete the game 100%

Contributed By: anarcho_selmiak and Manolin15.
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Rewards for finding Hidden Packages

Unlockable How to Unlock
Body Armor delivered to Hideout(s) find 10 Hidden Packages
Chainsaw delivered to Hideout(s) find 20 Hidden Packages
Flame-thrower delivered to Hideout(s) find 40 Hidden Packages
Hunter appears at Military Base find 100 Hidden Packages
Laser Scope Sniper Rifle delivered to Hideout(s) find 50 Hidden Packages
Minigun delivered to Hideout(s) find 60 Hidden Packages
Python delivered to Hideout(s) find 30 Hidden Packages
Rhino appears at Military Base find 90 Hidden Packages
Rocket Launcher delivered to Hideout(s) find 70 Hidden Packages
Sea Sparrow spawns at Vercetti Mansion find 80 Hidden Packages

Contributed By: anarcho_selmiak.
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Secret Cars

These are the secret cars list and how to get them:
Unlockable How to Unlock
Black Voodoo Steal it during the Two Bit Hit Mission.
Bloodring Banger Complete the Bloodring event at Hyman Memorial Stadium and two will spawn in the nearby parking lot.
BP/EP/DP/FP Admiral Steal it during the Guardian Angels mission.
Deluxo Complete the first list of cars at the car showroom and it will spawn on the first floor. The list is on the wall down by the garages.
Hotring Racer Complete the fourth list of cars at the car showroom and it will spawn on the second floor.
Hunter Collect all 100 hidden packages or complete all of the main story missions and it will spawn at Fort Baxter Air Base.
Love Fist Limo Take it to a garage during one of the Love Fist missions in which you drive the limo.
Rhino Collect 90 hidden packages and it will spawn at Fort Baxter Air Base. Alternately, get six stars and the army will use it against you.
Romero’s Hearse Steal it during the final Avery Carrington Mission
Sabre Turbo Complete the second list of cars at the car showroom and it will spawn on the first floor.
Sandking Complete the third list of cars at the car showroom and it will spawn on the second floor.
Sea Sparrow Collect 80 hidden packages and it will spawn behind the Vercetti Estate.
Skimmer Complete all the Film Studio Missions and it will spawn behind the Film Studio.
Spand Express After the Jury Fury mission by Ken Rosenburg, you can steal the car.
White Walton Steal it during the Gun Runner Mission.
Zebra Taxi Complete all of the missions for the Kaufman Cabs asset and it will spawn in the parking lot.

Contributed By: ofirissmart.
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Vice City Unlockables

Unlockable How to Unlock
“Best Shooter” trophy at Ocean View Hotel Beat Phil’s score in the “The Shootist” mission.
“Gash” shopping bag at Vercetti Estate Complete the Protection Ring missions.
0.357 Pistol at Vercetti Estate Complete the “Keep Your Friends Close” mission
Bag of cash at Ocean View Hotel Complete the Printing Press missions.
Robber’s mask at Ocean View Hotel Complete the “The Job” mission.

Contributed By: ofirissmart.

Easter Eggs

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A real virtual Easter Egg

Aim for the Helipad on top of the Vice City-News Station (on the second Island). Sometimes there is the VCN Mavrick on the Helipad. The building on the right has a hallow wall so you can go through it. The hallow part is a unrealistic looking window on the left of it. Run from one side of the heliport to the other and then jump into the hallow window. There you will see the Easter Egg with a sign on it that says Happy Easter.

Contributed By: anarcho_selmiak.
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Grow\Shrink Moon

At night, shoot the full moon with a sniper rifle.
The moon will grow and shrink each time you shoot it.

Contributed By: Palu22.

Glitches

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All Buildings and Terrain Disappear- Find Packages with ease!

Take a bike (PCJ works well) and ride it as fast as you can into the Pole Position Strip Club entrance way, but before you get there hop off the bike and let it slide all the way to the end. Then enter the Pole Position and you should be standing on or next to your bike. If it is far enough down the hall you can get on it without having to exit the building. Once on the bike and having exited the building you can go anywhere in the game without the distracting buildings and terrain showing up; they are all invisible.

Contributed By: Xtowers.
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Get Hookers in the Australian Version

Australian Hookers will simply not get in your car, however if you drive next to a hooker and use the ”pedestrians get in car” cheat ‘HOPINGIRL’ the hooker /will/ get into the car, and when you go to a secluded place the car starts rocking and increases your health to up to 25 HP more.

Contributed By: bakircioglu.
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Put two Vehicles in Your Garage

One of the Two vehicles MUST be a Motorcycle. Get a Motorcycle and park it half way into the entrance (preferably of to the side). Get another Motorcycle or a car nearby and drive it into the garage. Hop on the Motorcycle thats parked halfway and drive that in too.

Now you have 2 Vehicles in your garage!

Contributed By: Evil Guacamole.
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Quick Reload

When you are using a weapon and finish off a clip, quickly scroll the mouse wheel up, then quickly back down to the weapon you were using. The weapon should already be reloaded. This makes it easier when in a gang battle.

Contributed By: GTA 242.

Secrets

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Change vehicle stats

In the GTA-Vice City Directory, there should be a subdirectory called data. In this folder you’ll find a file called “Handling.cfg”. Change the File name to “Handling.txt” and open it. Here you can change the weight of the car, it’s crash damage multiplier, speed, Acceleration and others. The file itself gives good pointers towards which values should be changed, and you should backup any files you intend to edit.

Contributed By: cigarfar.

Filed under: Games | Tags: , , , , | vrskidsv | June 4, 2009 Comments (1)

            
            
         
         
         
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