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World of Warcraft Zul’Gurub Guide

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PC Version
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| 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

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| Section I. - How to Contact Me |
+——————————–+

Name - Josh Eaton
E-mail - jjeatonusa1@netscape.net
AIM - Charys Joshy

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| Section II. - Version History |
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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.

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| Section III. - Copyright Info. and Legal Info. |
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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.

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| Section IV. - Purpose/What This Guide Will Cover |
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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.

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| Section V. - Zul’Gurub Instance |
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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 | August 18, 2009 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 | August 7, 2009 Comments (0)

            

            
         
         
         
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