Tuesday, January 1, 2008

Dungeons Onyxia Lair

Onyxia is protected by 3 warders and is quite a hard fight to those un-prepared.

Onyxia's Warders are rather tough but should go down easily to any raid that want's to take out Onyxia.

Warder Abilities:

Cleave - Hits everyone infront of the Warder

AoE Fire Attack - Deals a nice amount of fire damage to everyone around the Warder

Given the high amount of damage from the Cleave/AoE it is recommended to only have ranged DPS on them.

The Onyxia Fight is broken up into 3 Phases -

Phase 1 - This fight starts with the MT attacking a sleeping Onyxia at the far end of the chamber.

You should have 2 tanks for this fight, when the MT has aggroed Onyxia they will have to pull her to north side of the room. It is crucial that she is facing North as to not fire breath/cleave the entire raid group.

It is important that people avoid the whelp eggs as they hatch and can interrupt healers and tanks. Have the raid split into 2 groups and move onto the left and the right side of the room.

During Phase 1 Onyixa will use the following attacks -

Cleave - Frontal attack hitting everyone infront of her

Firebreath - Hits everyone in a cone infront of her for a large amount of fire damage

Tailswipe - Hits everyone near her tail for a large amount of damage

The Main-tanks will be knocked out of position everyonce in a while and should make sure to get her into position at all times.

Once Onyxia hits 70% HP Mages, Warlocks, and hunters should switch to using wands/auto shot to conserve mana for Phase 2.

Phase 2 - Phase 2 has Onyxia taking off into the air thus making her immune to ground attacks. The goal of this phase is to deal as muhc damage as possible as fast as possible. This is to prevent her from Deep Breathing.

Onyxia will use the following attacks during Phase 2 -

She will spit fireballs at random players on the ground

She will use Deep Breath if she stays in the air longer then 5 minutes. If this happens you will almost always wipe after a Deep Breath as it deals massive damage.

Also quite a bit whelps will spawn from the egg alcoves located at either side of her lair. These should be dealt with by rogues/warriors and other classes un-able to do ranged DPS to Onyxia.

Phase 3 - This begin's when Onyxia hits 40% HP Everyone must quickly move into positions against the walls as in Phase 1 and make sure their backs are against the wall.

The MT's must make sure as in Phase 1 get her to the north part of the room and keep her focused on them. If she turns for even a few seconds she can kill quite a few people thus wiping the raid.

Everyone should hold fire until she is firmly aggroed to the Main-Tanks. Also they must all work to prevent being feared around the room.

Once Onyxia hits 5% her damage will spike up and she may kill a tank or 2 but just keep DPSing till she's dead.

Dugeons The Scarlett Monastery

Level's 34-42 Horde:1 shaman 1 priest 3 anything
Alliance: 1 paladin 1 priest 3 anything
Located in Tirisfal Glades *Horde Zone*

Quests for Scarlet Monastery:
Vorrels Revenge-Horde
Hearts of Zeal
Compendium of the Fallen-Horde
Mythology of the Titans-Alliance
In the Name of the Light-Alliance
Into the Scarlet Monastery-Horde

he Scarlet Monastery has 4 different zones to it.

Zone number 1 has some scarlet some undead the boss is Bloodmage Thalnos every once in a while the Fallen Champion will spawn in here.

Zone number 2 is The Library level 34-37 with scarlet mobs and the bosses are Arcanist Doan and Hound Master Loksey.

Zone number 3 is The Armory level 36-40 the boss is The Scarlet Champion Herod.

Zone number 4 is The Chapel level 38-42 the bosses are Scarlet Command Mograine, High Inquisitor Whitemane, and High Inquisitor Faribanks.

Zone number one has a number of scarlet monsters to fight in the beginning but they are rather easy just dont pull to many. After clearing the scarlet you find groups of undead roaming the area. Yet again dont pull to many and you wont have any problems here.

Once you get to Honor's Tomb find Bloodmage Thalnos and kill him.

Zone number 2 is The Library. The Library is easy in the earlier parts but can become a bit harder later as area's get more crowded and more mobs heal eachother.

The first boss is in a room branching off the main square room. Hound Master Loksey is easy if you have a good tank just make sure to hold the hounds aggro on the tank and dont let them get the healer.

After Loksey falls continue through the instance. It really helps to have spell interruption here as mobs heal eachother here. Soon you will come to long hallway's filled with scarlet, if your careful you can pull one group at a time.

Eventually you will find Doan's room. Be warned Doan can be hard for the un-prepared group. Doan cast's the basic spells fireball, arcane missles and such, but every once in a while he says "Burn in righteous fire" and turn's invulnerable.

Watch out for the spell he casts and if you can run away out of the range as it can deal alot of damage. Eventually Doan will fall and you get his loot, make sure to loot the chest for The Scarlet Key that allows you to open the other instances.

Zone Number 3 is rather hard compared to the others having Myrmidon's which go enraged at -20% hp doing lots of damage, another one is the Scarlet Protectors that heal eachother.

Make sure to pull carefully and the first area is a breeze, but later in the armory itself some of the scarlet do quite a bit of damage. Make sure that Myrmidon's are on the tank when they go below 20% hp otherwise they can destroy anyone without mail/plate armor.

Another annoying thing are the mage patrols wandering through the halls.

Eventually you will find a big door at the end of a hallway that when opened leads into herod's room. Herod is rather hard for his level and can take out groups rather quickly unless you have good healers.

After Herod falls a bunch (20 or so) of his minions will run in and attack. Unless you have AoE they can focus fire and slaughter cloth wearers.

Zone Number 4 is the hardest zone of the instance but if you did everything else you can beat this.

When you enter the entrance the way to go is pretty clear just go along slaughtering all in your path till you reach the chapel door.

In the chapel pull each group of 2-3 back to the door then kill it, make sure to kill all the monsters in all the chapel rooms otherwise mograine calls them. Another thing in the top right room of the chapel click the torch to open a secret room.

Fighting Mograine is like fighting any other hard-hitting boss(Herod) just have your tank keep aggro and make sure not to use to much mana. Once Mograine goes down whitemane runs in fights for a bit then ressurects Mograine.

Now take out Whitemane first then focus fire Mograine and there your done.

Dungeons The Wailing Caverns

Quests for Wailing Caverns:
Leaders of the Fang-Horde
Trouble at the Docks
Serpent Bloom-Horde
Smart Drinks
Deviate Hides

The Wailing Caverns
Level 19-25 - Bring 1 priest 1 shaman 3 anything else; Located in the Barren's a little south west of the crossroads.

The part of the dungeon before entering the actual instance is filled with 14-17 elite raptors, slimes and such. This part is easy just follow the path till you get to the instance.

Once inside the instance follow the path killing all in your way till you reach a big room. Be warned the raptors when almost dead call for help. In this room is "Lady Anacondra," the first boss, also one of the 4 Fanglords. Anacondra is easy, just watch out for additional monsters.

Also each Fanglord, and random monsters in the dungeon has a chance to drop parts of the Embrace of the Viper set.

Another boss called Kresh wanders around in the waters that run through the dungeon but he is rather easy for a good group and can be quickly dispatched.

Now, once you clear the main room you can go left, or right. Let's assume you go left first.

Once you have gotten through the path you will be in a big room filled with random monsters and such. Just follow the path and clear the monsters, most of them are easy to kill, but be careful of being swarmed by them and wiping.

After a small time of slaughtering monsters you will find "Lord Cobrahn," one of the 4 Fanglords. Yet again, like Anacondra, with a decent group this fight is easily won.

Head back to the main room and go right. After a lot of killing and slaughtering you will find "Lord Pythas," another one of the 4 Fanglords. He, just like all the other Fanglords, is rather easy to kill as long as you dont pull to many additional monsters. Or you can just clear the room before fighting him.

The next boss along the path is "Spike," a big old kodo. Spike drops a semi-good dagger, so if you have any rogues you may as well drop him.

As you progress along through the dungeon you must increasingly watch out and make sure not to pull too many of the large amounts of elites.

Eventually you will find a big room with "Verdan the Everliving" and "Lord Serpentis," the strongest of the Fanglords. Make sure to take out the random monsters and Serpentis before taking on Verdan.

Verdan is a extremely hard boss making it a bit strange that the rest of the bosses are rather easy. Unless you have a 23+ healer and 23+ tank you might not wanna try Verdan, he hits extremely hard and can 1 shot cloth wearers.

After killing all the Fanglords, and if you have the quest for them, you can open up the path to the last boss. Talk to the Disciple of Naralex, and follow him, and help him open the way and then prepare for battle.

The first part is just a few waves of monsters that can be easily dispatched, then comes the big murloc boss "Mutanus The Devourer." Mutanus can be hard depending on who you have in your party. If you could take Verdan then Mutanus is a bit easier so you can take him as well.

After Mutanus is slain, Congratulations! You beat The Wailing Caverns!

Dungeons The Deadmines

Quests for the deadmines:
Red Silk Bandanas-Alliance
Collecting Memories-Alliance
Oh Brother....-Alliance
Underground Assault-Alliance
The Defias Brotherhood-Alliance

The Deadmines Level's 18-24 Located in Westfall at Moonbrook
Recommended group: 1 priest 1 warrior 1 Paladin 2 anything

To get to The Deadmines you must travel to Westfall, once in Westfall go to Moobrook which is in the south area of Westfall. Once in Moonbrook head to the big warehouse looking building and enter that. Beware many lvl 15-16 Defias wander around in Moonbrook and it is easy to get swarmed by them.

One inside the mines follow the path until you get to a big open area in the mines. Once there go right down the path until you find the instance portal entrance, if you run into undead you went the wrong way.

Once inside the mines you will start running into elite monsters and a bunch of defias miners and workers. The defias miners are easily dispatched but be careful not to be swarmed or you may die, also make sure not to pull multiple elite groups and defias miners.

The first boss you will encounter is Rhahk'Zor The Foreman. Rhahk'Zor has 2 Defias elite guards near him, but you can pull him by himself if you wait till he walks as close to you as he can then attack him and pull him back.

Rhahk'Zor will be a semi-easy fight if you use the right tactics. Have one person take the damage, one or 2 healing the tank and the rest dealing damage but making sure not to deal to much thus pulling him onto them.

The next boss will be the Goblin Shredder. The Shredder does alot of damage and you need to watch out for the goblins hiding in the room you fight him in. You can use the same tactics used for Rhahk'Zor on this guy, make sure to clear all the goblins before engaging him. After you kill the Shredder sneed himself jumps out to fight but is easy compared to the Shredder.

The next boss is Gilnid the Smelter. Gilnid is in a room filled with goblins so be careful when pulling them, some of the goblins summon small pets to help them. Gilnid himself is rather easy compared to the other bosses having rather low HP(Hit points) and not much armor.

The next boss is Mr.Smite the ships first mate. Smite hit's hard fast and has alot of HP being the second hardest fight in the dungeon. He has 2 guards with him so watch out for them. After he goes down a certain amount of HP he will stun you and get better weapons. Make sure you take out his guards then focus on him. He will stun you a total of 2 times during the fight.

After Smite you need to clear the boat before going up. On the north side of the boat is Cookie the ships cook a murloc. Cookie isn't actually that hard just being a bit annoying with all the defias around him. After clearing the boat head up untill you find Captain Greenskin.

Greenskin like the other goblin bosses ins't very hard but has 2 elite guards with him so dispatch the guards then him and prepare for the final fight.

Edwin Vancleef is very hard for beginner groups veturing into the deadmines. He hit's really fast summons guards as his HP lowers and has a ton of HP. You can either kill him ignoring the guards, or you can kill the guards then focus fire Vancleef. Either way it is a hard fight to win but is well rewarded.

After you finish Vancleef congratulations! you beat the Deadmines.

Class Guide Shadow Priest

A Shadow Priest Class Guide, Come to the Dark Side

Index:
1.0 - Dark Side of the Force
2.0 - Why Shadow
3.0 - Talent Build
4.0 - Gear Guide

1.0 - Dark Side of the Force

Shadow Priests, obviously not your average good guy priest, rather I like to compare them as why be Luke Skywalker when one can be Darth Vader? Now, I'm sure some of you liked Luke and all but still, he honestly can't compare to the awesomeness that is Darth Vader, therein we may theorize that Shadow Priests are heretofore superior to any other type of priest... probably.

Truthfully it all depends, much like class choice really, one how one desires to play his or her character and why you even rolled a priest, generally it's not for the massive damage dealing and killing capabilities, but perhaps it was, and if so Shadow Priest is the one for you.

Aspiring Shadow Priests should understand one thing, even if you have shadow form and all nice damage spells, sometimes you actually do have to heal, like when in a party, or you're about to die, the holy and discipline tree's do exist for us dark siders.

It's a big mistake to think that simply going shadow negates any and all reasons for utilizing other spell trees or even picking up talents from them.

Finally, not all endgame guilds, dungeons, etc. require shadow priests, obviously we bring some things to the table but don't count on that spot not having been filled by one of the many already existing 70 priests who've gone shadow.

2.0 - Why Shadow

Why shadow, well that can be summed up quite easily, killing spree. To expand upon this point, Shadow Priests kill things, other types of priests generally heal them, given the choice I prefer ending lives rather than saving them so shadow was an easy winner for me, others... not so much. Thankfully changes have put us into a more dual-role, healing and killing, all at the same time!

Another nice thing is all of the higher-level talents, vampiric touch for example, and a few spells as well such as shadowfiend for replenishing mana and so on.

Combining that with Vampiric Embrace allows us to drain practically enough mana and life to go non-stop grinding or at least speed up the recovery time of an entire party when dungeoning.

One of my favorite spells for finishing off stragglers and even just low levels as I run by is shadow word death, instantaneous killing is never a bad thing, especially when on the run in PvP or other such circumstances.

Given all of these good points it should be easy for you to have made the descision on whether to shadow or not by now, and at the very least I'd recommend it for the level grind from 1-60 if not even 60-70.

4.0 - Gear Guide

Helm:

Spellstrike Hood - Crafted
Mag'hari Ritualist's Horns - Quest Reward(Horde Only)
Mage-Collar of the Firestorm - Drop(Blood Furnace - Heroic Only)
Evoker's Helmet of Second Sight - Quest Reward

Neck:

Brooch of Heightened Potential - Drop(Shadow Laybrinth)
Warp Engineer's Prismatic Chain - Drop(Mechanar)

Back:

Shawl of Shifting Probabilities -Vendor(25 Heroic Badges)
Baba's Cloak of Arcanistry - Drop(Mechanar)
Cloak of Woven Energy - Quest Reward

Shoulders:

Mantle of Three Terrors - Drop(Black Morass)
Mindrage Pauldrons - Drop(Mana Tombs - Heroic Only)
Spaulders of the Torn-heart - Quest Reward

Chest:

Bloodfyre Robes of Annihilation - Drop(Mechanar)
Robe of the Crimson Order - BoE World Drop
Kirin Tor Apprentice's Robes - Quest Reward

Wrist:

Bands of Rarefied Magic - Drop(Shattered Halls - Heroic Only)
Arcanium Signet Bands
- Drop(Underbog - Heroic Only)
Energized Wristwraps - Quest Reward

Hands:

Energis Armwraps - Drop(Botanica)
Gloves of the High Magus - Quest Reward
Gloves of Pandemonium - BoE World Drop

Belt:

Sash of Arcane Visions - Drop(Auchenai Crypts - Heroic Only)
Sash of Sealed Fate
- BoE World Drop
A'dal's Gift- Quest Reward

Legs:

Spellstrike Pants - Crafted
Leggings of Concentrated Darkness - BoE World Drop
Khadgar's Kilt of Abjuration - Drop(Black Morass)

Boots:

Abyss Walker's Boots - BoE World Drop
Silent Slippers of Meditation - Drop(Shadow Laybrinth)

Rings:

Seer's Signet - Reputation Reward(Scryers Exalted)
Cobalt Band of Tyrigosa- Drop(Mana Tombs - Heroic Only)
Ring of Cryptic Dreams - Vendor(25 Heroic Badges)
Ryngo's Band of Ingenuity - Drop(Arcatraz)
Scintillating Coral Band - Drop(Steamvault)

Trinkets:

Arcanist's Stone - Drop(Old Hillsbrad - Heroic Only)
Shiffar's Nexus-Horn - Drop(Arcatraz)
Scryer's Bloodgem - Reputation Reward(Scryers Revered)
Oculus of the Hidden Eye - Drop(Auchenai Crypts - Normal Only)

Weapons:

Runesong Dagger - Drop(Shattered Halls)
Gavel of Unearthed Secrets - Reputation Reward(Lower City Exalted)
Sky Breaker - Drop(Auchenai Crypts - Heroic Only)

Off-Hand:

Khadgar's Knapsack - Vendor(25 Heroic Badges)
Aegis of the Sunbird - Drop(Mechanar)
Lamp of Peaceful Radiance - Drop(Arcatraz)

Two-Hand:

Terokk's Shadowstaff - Drop(Sethekk Halls - Heroic Only)
Bloodfire Greatstaff - Drop(Black Morass)
Warpstaff of Arcanum - Drop(Botanica)

Wand:

Nesingwary Safari Stick - Quest Reward
Rod of Dire Shadows - Quest Reward

Class Guide Druid

Druid Class Guide:


Index:
1.0 - Ode to ye wilds
2.0 - Leveling
3.0 - PvP
4.0 - Dungeoning, Raiding, etc.
5.0 - Arena
6.0 - Talent Builds(Under Construction)
7.0 - Gear Guide

1.0 - Ode to ye wilds

The druid class, one of those I most recently experienced on a run from 1-70 after the release of the expansion. Possessing a number of animal forms, the number varying depending on where you spend your talent points, as well as a good amount of direct nuking/healing capabilities whilst in human form.

It's somewhat funny how the number of druids has practically sky-rocketed from it's almost nonexistant state on all the servers pre burning crusade, this would proabably be due to the immense improvements and amount of gear avaliable 60+ due to Outland.

Thusly the time is now for all those perhaps put-off by the seemingly gimped status of the druid pre-BC expansion, hell even the moonkin form can do quite well if you gear it correctly, a large improvement over it's previous laughability in power compared to feral druids. Truly what with druids becoming main-tanks for the high end raid instances and maintaining top positions in DPS it might well be considered the druids golden age at the moment.

So yes, should you be considering rolling a druid I would highly suggest you do it now, never been a better time.

2.0 - Leveling

Leveling as a druid can either be quite fun and interesting or an insidious continually growing migraine, I leave the choice to you. You might be wondering what these two extreme represent, well that would be the main difference between a pre-40 or so balance druid and a feral druid, the feral is the fun and interesting one just so you know, and you'll be wanting to choose feral lest you suffer the impending mental pains of running out of mana, dieing, unable to kill two mobs or more at a time, and so on.

I'll continue this speaking from a feral perspective, It's almost universally the fastest and most efficient leveling build from 1-60 at least if not continuing on to 70. First things first, you're going to sadly be forced into bear-form from 10-20, though it is nicer than the first 10 levels at the very least, and once you hit 20 and obtain cat form the real killing will start.

up untill this point grinding is a painful slow-fest, cat-form thankfully speeds this all up and makes us one of the better levelers in the game.

Gear-wise you'll want agility, int, stam, some str, and thats pretty much it, of the monkey and of the eagle gear is your friend as they provide all the good stats you need besides the str, throw on a few pieces of the bear gear for that.

As a basic routine, shift into cat-form, sneak up on/beat on something, shift out and heal/buff if needed during or after combat, repeat, yes it becomes boring, still at least you're faster than alot of people due to the druids quite capable healing abilities and such.

3.0 - PvP

PvP, well this topic/subject will really vary depending on what path you take, druids are one of the more famous/infamous multi-ability classes, hybrids, thusly the exact playstyle will change immensely whether you be restoration, balance, feral, or any combination of two/three that you choose to pick.

The overall guidelines of druid combat remain relatively similar however, such as always making macro's to switch in and out of forms for healing, buffing, etc. as well as utilizing cat form for stealth and a strategic advantage, this applies whether you're specced for cat form or not.

Another example would be using bash in bear-form before switching out of shapeshift mode and healing, anyone can do this regardless of what specialization you happen to have chosen, even moonkin or diehard full feral druids need to utilize all forms/spells and abilities to be truly effective, at it's heart the class is a hybrid of healing, offensive spellcasting, and melee combat/feral forms, failure to play it as such leads to hapless performance PvP-wise.

As for gear this will obviously change greatly depending on your build, int and stam are useful regardless though, HP is a major factor in not being one/two/three shotted by any given opponent, especially mages/warlocks, as well as being able to handle mortal strikes 50% healing debuff or the somewhat comparable rogues wounding poison.

Prepare yourself to be ganged up on by anywhere from 2-4 opponents, anything past that is as good as lost and almost always impossible to escape as well, gear quality, meaning rare-epic-legendary and such will also factor alot into this equation, if you out-gear them you should be able to take down 2-3 average players at the least.

4.0 Dungeoning, Raiding, etc.

Dungeoning as a druid has actually come quite a ways since our original almost always required role of healers a while before burning cruasde, what with how effective almost any build of druid can be should you have the proper tactics and gear I'd say that in a decent group you'll be able to utilize all your healing, damage, and if you so wish it, tanking, capabilities. Intelligent groups will obviously be accepting of your tanking or damage dealing capacity should you help them as well by hopefully shapeshifting out and healing as needed.

Due to the new gear options avaliable post-burning crusade druids are now capable of practically matching, sometimes even surpassing, warriors as tanks except on raid bosses. Due to our high armor reduction percentage as well as extremely high stamina druids really come in handy on hard-hitting group pulls/boss encounters as well as large 5-10+ mob fights.

When raiding things actually stay much the same, the only change being that we'll only fulfill what we spec for rather than doing much of the whole hyrbid-utility play. Whether it be tanking, healing, or even a bit more rarely, moonkin damage, and more commmonly, feral DPS builds, raids don't really have the room for multi-roles thing.

5.0 - Arena

Arena... well thankfully druids are actually quite useful arena wise, due to the numerous options we possess for any given combat situation, much like I talked about earlier, a druid or even two can be a solid addition to practically any arena team. Due to our stealth, healing, and both ranged/melee damage capabilities, theres no real reason *not* to take at least one druid, also we possess the survivability of bear form in an instant should you get jumped as if often the case of healer classes.

A good strategy to always implement is either keep someone, prefferably capable of stealth/hiding, at your back at all times to prevent you from getting killed by any rogues/other druids before you can shift into bear-form for the increased armor/health. Always be ready to quick-shift in and out to counter various enemies/spells as they come, if you keep up to speed you should be able to take on and at the very least stalemate almost anyone.

It's funny how many and how well 2v2-2 person druid teams can do, as you increase in number such as 3v3/5v5 the other classes such as warrior, paladin, etc. become more important to have at least one of, still I've seen alot of druid heavy teams do quite well so experiment, enjoy.

6.0 - Talent Builds

7.0 - Gear Guide

Class Guide Warlock

Warlock Class Guide:

Index:
1.0 - Did thou misplace thy balance?
2.0 - Leveling
3.0 - PvP
4.0 - Dungeoning, Raiding, etc.
5.0 - Arena
6.0 - Talent Builds(Under Construction)
7.0 - Gear Guide

1.0 - Did thou misplace thy balance?

You might think the title a joke, but seriously, I'm going to let you in on a well-known secret if you didn't already know yourself, Warlocks are what one might call the "powerhouse" class of World of Warcraft at the moment, not necessarily "over-powered" and thus in need of nerfs, just the powerhouse.

Warlock's are, for the same reasons they're regarded as a powerhouse, extremely fun. The ability to not only summon multiple different demons, gaining new ones after the first imp pet at 10, 20, and level 30, each having it's own capabilities, strengths, and weaknesses, but also the numerous curses, nukes, etc. It's a quite powerful trinity of ability trees.

As a good summary of warlocks, think high DPS, high survivability, and extreme solo-ability.

2.0 - Leveling

Warlocks, as mentioned above, possess three main tree's, obviously the same as every other class. One little difference now would be how each and every warlock, regardless his or her build, can effectively use a number of each tree's ability. Demonology warlocks still use life drain, affliction still uses shadowbolt, everyone uses the demons even if it's just for demonic sacrifice, etc. It's quite nice having three extremely useful talent/spell tree's, each able to complement the others quite well.

Some of the notable favorites, mine and what I've seen others use as well, is the nice combination of life drain and life tap to make yourself, with the improved life tap talent, a practically infinite pool of life and mana, very useful for grinding I assure you. Beyond that we have some things such as the various armor spells, although the best one(fel armor) sadly comes much later on in your warlock life than others.

Healthstones, soulstones, etc. all are extremely useful for questing, grinding, pretty much anytime really, the ability for a self-ressurect/reincarnation is amazingly good when you've been randomly PK'ed by passing enemy players or died from terrain damage in the middle of nowhere.

As for your main leveling talent builds you're probably going to want either demonology or affliction, affliction is for the dark pact ability and thus an even easier source of infinite mana than lifetap/lifedrain, this allows you to drain tank(life drain spam) opponents after putting on a few DoT's and progress quite quickly.

Demonology focuses, obviously, upon your demons as the main tanks of your mini-party while you sit behind whatever gnarly demon you happen to have summoned, fel-guard or voidwalker, perhaps using a succbus at times, and fire ze missles(figuratively) at your opponents. This type of build is my favorite for the run from 1-30 and perhaps even 40, 30/40-50 is extremely fast as affliction as you get your main grinding talent(dark pact.)

Finally you'll find demonology becoming a killing machine once you've hit level 50 and get your felguard, it's quite the change of pace I must say, having a mini-warrior as your chained pet to tank and deal a nice amount of damage to boot is rather fun. Now, at the lower levels you'll find it not quite as easy to level compared to a select few others(rogues, hunters,) but at the higher levels you definitely take the cake for grinding speed.

3.0 - PvP

PvP as a warlock can be quite interesting, a variety of different strategies/techniques will allow one to avail in battle although a select few separate themselves as favorites. Due to the nature of a warlocks quite competent usage of all three spell tree's despite what build he or she is using at the time you'll find that adapting to the enemies playstyle may be more favorable to your emerging victorius rather than entering the battle with one specific plan in mind.

Obviously you can't always have a plan either, at least I certainly hope I'm not the only one who plays a re-active style of PvP, fighting as opponents come upon me, rather than specfically going after any on target. In battlegrounds PvP this becomes even more urgent as you'll often be defending a flag/taking the flag when you really don't have a choice about who decides to try and take your head off right at the moment. Demonlogy warlocks may have an easier time with this due to the ability to nigh instantaneously summon a new type of demon to suit the situation, though fel-guard is almost always the best general usage pet if you happen to have him.

One somewhat hilariously effective tactic is to place yourself(and pet) behind a tree/other barrier whilst in Alterac Valley and simply throw DoT's on any passerby's, either A: they spot you and at least you have your DoT's on them already or B: They continue on and either die or at least become quite injured if you have half-way decent spelldamage. Keep in mind that you are subject to random passing groups ire and a painful death should you be noticed.

The Fel-Hunter will become your best friend against other casters, practically rendering them null in effectiveness should you follow it up with the proper barrage of spells to wipe out the poor offending spell user. You may however experience some diffculty against other warlocks, this sort of fight often starts with each sides pets being banished before nuking/DoT'ing the other warlock up and hoping they aren't using a better DD(Direct Damage) build than yourself, often times destruction wins in this sort of fight.

4.0 - Dungeoning, Raiding, etc.

As a general rule in dungeoning you'll find yourself cursing your pet at times, much like hunters, due to the horrible pet pathing that truely shows it's colors during an important pull, often times the result being the entire dungeon converging on your party quite quickly and proceeding to slaughter everyone mercilessly. Yes it's painful and annoying, I did actually prefer a demonic sacrifice build purely due to this reason for quite some time, although in burning crusade it doesn't seem to be quite as bad it still happens so be careful.

Demonology warlocks will especially find themselves hindered in overall effectiveness compared to affliction/destruction builds, I only found the felguard spec to be worth it should we need another off-tank/saving my butt should the main-tank himself die, yes it can main-tank bosses but it's rather painful and hard to do. Basically you'll be good for bad parties due to your ability to hold several mobs aggro on bad pulls and such, good parties however the felguard is almost useless.

Affliction is a rather good instancing build, throwing a few DoT's on each mob in a pull can easily rack up the damage over-time but may subject you to frequent beating by angry elites should your Tank not have adequate aggro over you. Besides that it is nice to see some of the bosses with large AoE's, line of sight problems, etc. taking steady damage regardless whether you're feared/stunned/unable to catch them and so on.

Finally as destruction, my favorite instancing/raiding build, you're just a damage machine. With a good tank you can go full out almost from the start of each fight and tear through mobs HP like paper, destruction often requires more +spelldamage than other builds to be effective but when it does work it's quite nice to see the amazing results. Your pet at this point will probably be rather useless for a variety of situations, it's a sad but true fact to realize, they only provide a small amount of DPS over-time and thats about it, the voidwalker is especially only good for soloing, utterly useless in instances really.

5.0 - Arena

Arena wise you'll find that an exceptionally geared warlock truely can kick some ass, I'm hoping you're well geared at this point otherwise you'll be sorely out-matched simply gear-wise even if you have good skill, almost any of the competetive teams in the arena are geared out to one degree or another so be prepared. Potions, buffs, strategies, all of them need to be ready and waiting if you're truly interested in fighting against good teams and winning.

A recent trend in Arena season two has been the usage of shadow resistance armor sets, making a popular combo of shadowpriest/warlock powerless, so that's just one more thing you'll have to watch out for now. Ignoring the resistance stacking teams the main opponents of a warlock are A: other warlocks, and B: Undead. One negates your pet, the other negates your fear, obviously fury warriors are still an extremely annoying threat but that's nothing new and is almost solved by the arena, fury warriors are extremely rare in good arena teams, MS(Mortal-Strike) is just to good to pass up.

Horde generally have an easier time arena wise than alliance simply because if both sides have undead and thus the fear negation it's more of a fair fight than if only one does. Obviously the new PvP trinkets, the ones that remove anything on you essentially, are quite invaluable now as well, making it practically impossible to get a seduce off on anyone competent now but also allowing us to get past stun-locks and other such barriers.

Most builds that actually come out successful are those emphasizing survivability, theres a reason you gain so much resilience and such through arena armor, a dead warlock is a useless warlock. Due to the insane damage some players can put out, especially assist-train targeter warriors, you're going to want soul-link and a few other invaluable talents/spells going to even have a chance of survival. Hybrid seems to be the key, felguard is worthless but soul-link is practically required, putting the points left over in affliction or destruction can make you viable and quite hard to kill.

6.0 - Talent Builds

7.0 - Gear Guide

This gear is suited to a hybrid Demonology/destruction or demonology/affliction build

Helm:

Battlecast Hood - Crafted
Demonfang Ritual Helm - Drop(Heroic Underbog)
Exorcist's Silk Hood - Vendor(18 Spirit Shards)

Neck:

Pendant of Dominance - PvP Honor Reward
Manasurge Pendant - Vendor(25 Heroic Badges)
Charlotte's Ivy - World Drop BoE

Back:

Shawl of Shifting Probabilities - Vendor(25 Heroic Badges)
Sethekk Oracle Cloak - Drop(Sethekk Halls)
Baba's Cloak of Arcanistry - Drop(Mechanar)

Shoulders:

Mantle of Three Terrors - Drop(Black Morass)
Spaulders of Oblivion - Drop(Shadow Laybrinth)
Mana-Sphere Shoulderguards - Drop(Arcatraz)

Chest:

Imbued Netherweave Robe - Crafted
Robe of Oblivion - Drop(Shadow Laybrinth)
Stormspire Vest - Reputation Reward(Consortium Revered)

Wrist:

Crimson Bracers of Gloom - Drop(Heroic Ramparts)
Shattrath Wraps - Quest Reward

Hands:

Gloves of Oblivion - Drop(Shattered Halls)
Energis Armwraps - Drop(Botanica)

Belt:

Sash of Serpentra - Drop(Steamvault)
Hierophant's Sash - Halaa PvP Reward

Legs:

Battlecast Pants - Crafted
Trousers of Oblivion - Drop(Sethek Halls)
Imbued Netherweave Pants - Crafted

Boots:

Imbued Netherweave Boots - Crafted
Shattrath Jumpers - Quest Reward

Rings:

Seal of the Exorcist - Vendor(50 Spirit Shards)
Seer's Signet - Reputation Reward(Scryers Exalted)
Band of Dominance - PvP

Trinkets:

Scarab of the Infinite Cycle - Drop(Black Morass)
Oculus of the Hidden Eye - Drop(Auchenai Crypts)

Weapons:

Continuum Blade - Reputation Reward(Timewarden's Exalted)
Runesong Dagger - Drop(Shattered Halls)
Mana Wrath - Drop(Mechanar)

Off-hand:

Hortus' Seal of Brilliance - Drop(Shattered Halls)
Star-Heart Lamp - Drop(Black Morass)
Lamp of Peaceful Radiance - Drop(Arcatraz)

Wand:

Wand of the Netherwing - Drop(Shadow Laybrinth)
Nether Core's Control Rod - Drop(Arcatraz)


Look and Feel

Affliction Warlocks are the masters of killing an opponent at a distance while someone else does all the heavy lifting. With spells like Siphon Life and Drain Life, even your opponent helps you out a bit. Affliction warlocks are patient folk with some even taking a load off while their DoTs kill their target who is presently engaged with the Warlock's Voidwalker. Though some fights can take long enough to resolve, the efficiency of this tree allows the Warlock's mana to regenerate while the target dies. As of patch 2.0.1, all DoTs now receive the full benefit of spell power bonuses making this DoT enhancing tree viable for PvP along with insta-cast Howl of Terror and Unstable Affliction.

Strengths

  • Efficiency: While it is possible to finish a fight quickly, you don't have to. You also don't want to, because you're thinking ahead to the next fight, and the one after that. After applying DoTs, an Affliction Warlock will alternate Life Tap and Drain Life instead of using Shadow Bolt to help speed up the impending doom of your target. With Improved Life Tap and Improved Drain Life, you will net positive gains in both health and mana, all while doing around the same damage as a single Shadow Bolt. Doing this takes longer (6-7 seconds for the combo vs 3 seconds for Shadow Bolt), but you will be able to jump right into the next fight with no hesitation.
  • Strong Vs. Adds: Because many of a Warlock's Affliction spells are of the "fire and forget" variety, a second or third mob will directly multiply your DPS. While you have to worry about pulling aggro off of your pet in these cases, Fear will allow you to juggle adds rather than having them do anything inconvenient like hitting you.
  • Usually Have More: Affliction Warlocks are most effective when they take their time. This means that in a pinch you have a lot more where everything came from. If your pet is taking more damage than feels safe you can start spamming Shadow Bolts. By the time your pet dies/loses aggro, the mob is either dead or is very close.
  • Strong Vs. Elites: Unless something is immune to Fear, if an Affliction Warlock can't kill it, no one can. This is done through Fear kiting, in which a Warlock keeps a target Feared while their DoTs slowly but surely drain away the target's life.
  • DoT-and-Kite: Even if something is immune to Fear, if an Affliction Warlock puts talent points into Curse of Exhaustion, then they can defeat any melee elite not immune to slowing effects. DoTs are applied while running the target around beyond melee range. Even some mobs immune to slowing effects can be killed through clever use of terrain and line of sight. Dot-and-run tactics are the staple for PvP affliction locks. There is nothing more humiliating than being ambushed by a warlock, getting tons of Dots stacked upon you, and slowly die unable to do anything while the warlock runs away cackling at your demise.
  • High "Fault Tolerance": For those of you non-nerds, that means lots of stuff can go wrong before you reach total failure (in the case of a Warlock, death). One of your DoTs get resisted? No big deal, cast it again. Get an add? Or two? You can handle it. Pet miss a taunt? You're always near full health, so you can take a few shots before he gets aggro back. Pet about to die? You can hit Sacrifice and finish off the battle from behind your nice new shield or run for the hills. For other classes, when a battle goes horribly wrong, it usually means their death. For an Affliction Warlock, it usually means you just have to re-summon your pet.
  • Strong Against Multiple Targets: Both in groups and solo skilled Affliction Warlocks will easily outdamage any other class short of a skilled Mage. Because multiple DoTs can be stacked onto a single target in far less time than it takes for them to actually deal their damage a Warlock can easily DoT up a second (or even third, depending on your group's composition) target and watch their DPS skyrocket.

[edit] Weaknesses

  • Vulnerable to Dispels: In PvP, if it can cure enemies of your DoTs it can usually do it far more efficiently than you can put them back on. However, individual opponents can only dispel either magic effects or curses, but Affliction Warlocks can cast both types, meaning that they can still be somewhat effective. Fortunately Unstable Affliction (and Malediction to a lesser degree) in patch 2.0.1 help with this matter.
  • Vulnerable in PvP: Affliction Warlocks don't kill fast. That means that if something with good burst damage like a Mage or a Rogue gets you in their sights, there isn't much you can do about it. Howl of Terror or Death Coil followed by Fear is one ways to deal with high damage dealers like this assuming they don't have some way of mitigating the fear effect.
  • Weak Against Single Targets: The long duration Affliction DoT spells - especially Curse of Agony - do not work fast enough to be effective in a group situation against non-boss targets as coordinated/well-geared groups will mow down trash mobs too quickly for DoTs to run their course.

[edit] Analysis

Some of the Affliction talents are better than others. The following is intended to be a consensus of opinion on the various talents in this tree.

  • Suppression - In PvP versus characters the same level as you, 2 points gives your affliction spells a 99% chance to hit (the maximum the game allows). More points are only useful against mobs/players that are higher than you. (See Formulas:Spell hit chance for detailed information.)
  • Improved Corruption - 5 points makes Corruption instant-cast. Incredibly useful, and all Warlocks with any points in the Affliction tree usually max out this talent. Like Curse of Agony, an instant-cast Corruption can be cast while moving, and without facing the opponent.
  • Improved Curse of Weakness - At level 60, 2 points here will reduce a mob's damage per hit by a mere 6 extra points. On mobs that hit in the hundreds to thousands of damage, it's completely unnoticeable. This talent can be somewhat useful against enemies with very fast attack speeds such as Hunter Pets, Druids in cat form, and certain Rogue builds. There are usually much better places to spend points.
  • Improved Drain Soul - With 2.0.1 you now receive 7/15% of your maximum mana, which alleviates the two problems this talent had previously: the 5-second rule and that few warlocks had any significant spirit. Also, 5/10% less threat could be useful in 5-man instances or when using the pet to tank.
  • Improved Life Tap - Arguably one of the best talents for warlocks; it increases the efficiency of your health to mana conversion by a whopping 20%. At level 60, this will increase your Life Tap mana gain from 426 to 511.2. Free mana is always good.
  • Soul Siphon - A 2 point talent that significantly improves the effects of Drain Life. The more Affliction spells that are on a mob, the greater the effect. This talent greatly enhances the ability of a warlock to Drain Tank.
  • Improved Curse of Agony - This also didn't scale with gear, and used to provide a flat increase of 62 damage at level 60. In the recent patch this was changed which increased the viability of this talent considerably.
  • Fel Concentration - Makes Drain Tanking viable, and can also make it easier to collect shards. Affliction Warlocks should max this talent.
  • Amplify Curse - Has a very fast cooldown, and greatly increases the power of your next Curse of Agony, Curse of Exhaustion or Curse of Doom. For 1 point it's a great spend, and can be nicely worked into a macro so you don't forget about it.
  • Grim Reach - Great for PvP (it increases Fear range as well), and arguable for group PvE. More range always has utility. In raids, the power enables you to attack from outside of AOE range of a boss. Solo, your drain spells will break on feared mobs less often. Most Warlocks that spend 20 points in Affliction pick up this talent.
  • Nightfall - This is at its most useful when used in conjunction with Drain Life spam as it will proc regularly rather than infrequently (like with Corruption (spell) and Shadow Bolt spam).
  • Empowered Corruption - Corruption normally receives 96% of your bonus (Shadow) Spell Damage, spread over the duration of the spell. With three talent points, you can make this 132%, or 136% more. This could become a staple of the Affliction Warlock. For more information, see Formulas:Plus damage and Plus healing.
  • Shadow Embrace - A passive "Curse of Weakness" effect that appears as an additional debuff when any of the specified DoTs are cast on the target. Only one effect will appear per target, and it does not stack with Shadow Embraces from other warlocks. The 5% physical damage reduction is generally considered not to be worth the 5 points you have to spend to get it. Because it's an "affliction effect", however, this talent works in conjunction with the Soul Siphon talent, allowing an additional 5% of life or mana to be drained. For this reason warlocks who do a lot of draining will drop 1 point here.
  • Siphon Life - This instant DoT costs only 1 talent point and is required for Shadow Mastery. It drains a modest amount of life from the target to the caster, and like all affliction effects adds to Soul Siphon's bonus draining, giving an overall nice boost when Drain Tanking.
  • Curse of Exhaustion - This is the only snare available to a warlock. Highly situational, but very powerful when it does apply (like when that Fury warrior is barreling toward you with nothing to fear but fear itself).
  • Improved Curse of Exhaustion was removed in the 2.0.1 patch and its effect was merged into the base talent.
  • Shadow Mastery - Scales with gear, so it will stack with nearly every spell you'll want to cast if you are this far up the tree. More life, damage and mana for you. Several builds are built around this talent.
  • Contagion - 5% damage on your Affliction spells is nice, and 30% chance to resist dispel addresses some of the problem Affliction-specced Warlocks have with dispelling in PvP.
  • Dark Pact - Turns your minion into a mana battery, allowing you to tap less life and still maintain an endless mana pool. You thought your mage friends had a drinking problem before? Wait until they see this!
  • Improved Howl of Terror - Reduces the cast time on Howl of Terror from 1.5s to Instant Cast. Very useful in PvP, less so in PvE. This talent means that Howl of Terror can be effectively cast while more than one enemy is smacking you around, can be cast while running and can be cast without risking Counterspell, Shield Bash or Kick shutting down your whole Shadow tree.
  • Malediction - Increases the damage bonus of Curse of Shadows and Curse of the Elements by 3%. Also, though it probably won't become an issue in 25-man instances in The Burning Crusade, the third Warlock in a raid that has this talent will not be able to use it.
  • Unstable Affliction - Cast one of these on someone in PvP and their healers will be need to think twice about hitting the dispel button. The extra dot adds significant damage to combat, particularly on long running fights like those against bosses and on fights where the warlock can't stand in one spot spamming Shadowbolt. The extra DoT also counts twords boosting the effect of Soul Siphon.




Class Guide Mage

The Definitive Mage Class Guide, from 1-70 and beyond:

Index:
1.0 - Introduction
2.0 - Elemental Impunity
3.0 - The 1-60 Grind, Leveling
4.0 - 60-70, Outland
5.0 - 70 and Beyond
6.0 - Talent Builds
7.0 - Gear Guide

1.0 - Introduction, Glass Cannon Extraordinaire

Mages, the official glass cannon of the world of warcraft universe, also easily the best burst damage class in the game when relatively well geared. The mage is quite the interesting class, possessing a number of defensive/evasion abilities, utility spells such as conjure food & water, and mainly an arsenal of direct damage spells like fireball, frostbolt, arcane missles, and so on.

You'll probably like to know that prior to level 70/raiding mages can easily function quite adequately using gear ten to twenty levels old, perhaps even none if needed. Leveling a mage is either extremely fun or a living hell, it depends on how you like to play really, mages work like glass cannons, as I said earlier, thus you'll be dropped everywhere from 3-8 mobs before drinking/eating and doing it over again.

As a mage you don't work like other classes when questing, grinding, etc. Your main focus is maximum damage output per spell, mana efficiency is increased through more damage per spell rather than saving actual mana per spell or stacking mana regen/int gear. This means a lot of downtime but extremely fast kill times, overall it all adds up and you get the benefit of free food/water, portals to every city, and a couple nice buffs.

2.0 - Elemental Impunity

As you most likely will realize rather quickly, if you hadn't picked it up from other games/information sources already, mages specialize in utilizing a variety of elements, school of magic being a term used in other games, to deal damage, protect themselves, teleport, etc. As is often the case we use three different spell types, arcane, fire, and ice.

Each elemental type, rather magic type in the case of arcane, has a variety of advantages such as frosts snaring/slowing effect, fires DoT's and high burst damage, arcanes controlled burst and utility. Given our need to specialize within one tree of magic talents you'll want to aquaint yourself with the various advantages and disadvantages before choosing, personally I favor arcane for endgame, fire for leveling, and frost for certain PvP and raid encounters.

Basically you'll want to master each elements general usage spells such as arcane missles for arcane, frostbolt is ice, fireball is fire, pretty simple, find which one suits you best and you've found your style and what would most likely best suit you whether leveling, raiding, or pvping.

3.0 - 1-60 Grind, Leveling

Grinding as a mage may come as something of a dramatic change should you have leveled up another class before this, mages as I've mentioned above focus upon damage per spell more so than mana regen, as such you'll want an extremely large mana pool backed up by an even larger amount of +damage gear suited to your particular chosen element.

+damage gear only becomes really prominent 40+ with the advent of the dreamweave armor as well as a variety of greens that aid in this venture, by this point you should have enough stamina and int to afford losing some for more +damage. Pre-40 you'll want to suit up in full "of the eagle" gear, post 40 you'll want a mixture of +fire/frost/arcane damage gear, perhaps on half your armor slots, and the rest still "of the eagle" for the stam/int.

Personally I always used a heavy fire build, building up to around 46-48 points in fire before picking up 5 points in frost for the mana saving talent, it's at the top of the tree, and the rest in arcane, it's worked well for me every time so it might work for you as well. One thing to always avoid doing is dividing your talents between three trees early on, you shouldn't need more than 5-6 points in other trees until level 40-50 or so, before that maximise one element only.

At first the mage feels extremely weak, it really picks up however once you hit 40+, the usage of portals for maximising quest speeds, improved survivability, and your 41 point talents all combine to make it all a bit more fun.

4.0 - 60-70, Outland

Like alot of other classes, pretty much everyone really except for say... hunters, mages are allowed to branch out and experiment quite a bit more once you reach outlands, suddenly all your powers can be focused on dropping quest mobs/bosses and variety/utility finally catches up to pure damage a bit, It's quite nice.

Generally this is where I would re-spec from fire/arcane/frost to an arcane heavy build, arcane comes in handy for dropping bosses and the like, popping arcane power and PoM(Presence of Mind) allows you to do wonderful amounts of damage quite easily, basically on demand. Also this would be the time to try out various frost/arcane builds, or even an elementalist dual fire/frost if you want, almost anything can function somewhat well at this point.

Another thing you gain past 60 is a few lovely spells such as Arcane Blast, Molten Armor, Spell Steal, Ice Lance, Invisibility, all of them extremely useful depending on the circumstances. Arcane blast will mainly be of use during raid situations, spell steal in certain mob encounters and PvP, ice lance for any frost mage at almost any time, and invisibility for survivability.

Enjoy all the new treats you receive, experiment, you might find that another style suits you due to various changes post-60.

5.0 - 70 and Beyond

Mages, like all classes, gain a great deal of ability to expand and utilize a far wider variety of talent builds, spells, gear, etc. once they've entered outlands. This would be largely due to the new focus on quests requiring a set amount of mobs, a single boss mob, or even just on finding various items and so on, thus more mana intensive spells and strategies suddenly become viable as well as cool-downs like PoM(Presence of Mind) and a few other normally inefficient abilties/talents.

Previously in Azeroth grinding was practically required to level past 30-40 or so, this is fixed in outlands leaving a large reservoire of quests behind to complete even once you've reached 70, without the grinding requirement a bunch of new playstyles become avaliable. Another thing is the sudden appearance of large amounts of +damage gear, a very nice thing about this +damage gear is the addition of stam and int combined with +damage, spell crit, as well as a number of other extremely useful attributes such as +spell hit.

Similar to the gearing style change at 40+, converting to +damage/of the eagle gear, you'll now be wanting to stack up some +spell hit, +spell crit, as well as a nice amount of stamina and int to back it up. +damage, +hit, and +crit, all improve your mana efficiency by making each spell more powerful, thus one fireball now equals 1 1/2 previous fireballs and so on. PvP is especially good for getting the gear you'd want, the arena set and the normal honor points set both fit the bill.

6.0 - Talent Builds

7.0 - Gear Guide

Helm:

Spellstrike Hood - Crafted
Battlecast Hood - Crafted
Evoker's Helmet of Second Sight - Crafted

Neck:

Manasurge Pendant - 25 Heroic Badges
Charlotte's Ivy - World Drop BoE
Brooch of Heightened Potential -Drop(Shadow Laybrinth)

Back:

Shawl of Shifting Probabilities - 25 Heroic Badges
Baba's Cloak of Arcanistry - Drop(Mechanar)
Sethekk Oracle Cloak - Drop(Sethekk Halls)

Shoulders:

Frozen Shadoweave Shoulders - Crafted
Mantle of Three Terrors - Drop(Black Morass)
Spaulders of the Torn-heart - Quest Reward

Chest:

Spellfire Robe - Crafted
Incanter's Robe - Drop(Botanica)
Robe of the Crimson Order - BoE World Drop

Wrist:

Bands of Rarefied Magic - Drop(Heroic Shattered Halls)
Bands of Nethekurse - Drop(Shattered Halls)
Shattrath Wraps - Quest Reward

Hands:

Spellfire Gloves - Crafted
Incanter's Gloves - Drop(Steamvault)
Gloves of the High Magus - Quest Reward

Belt:

Spellfire Belt - Crafted
Girdle of Ruination - Crafted
Mage-Fury Girdle - Drop(Heroic Slave Pens)
Sash of Serpentra - Drop(Steamvault)

Legs:

Spellstrike Pants - Crafted
Battlecast Pants - Crafted
Mana-Etched Pantaloons - Drop(Heroic Underbog)
Incanter's Trousers - Drop(Sethekk Halls)

Boots:

Frozen Shadoweave Boots - Crafted
Boots of Blasphemy - Drop(Heroic Slave Pens)
Silent Slippers of Meditation - Drop(Shadow Laybrinth)

Rings:

Ring of Cryptic Dreams - 25 Heroic Badges
Cobalt Band of Tyrigosa - Drop(Heroic Mana Tombs)
Seer's Signet - Scryers Exalted
Ashyen's Gift - Cenarion Expedition Exalted
Band of the Guardian - Quest Reward
Seal of the Exorcist - 50 Spirit Shards

Trinkets:

Shiffar's Nexus-Horn - Drop(Arcatraz)
Arcanist's Stone - Drop(Heroic Old Hillsbrad)
Oculus of the Hidden Eye - Drop(Auchenai Crypts)

Weapons:

Eternium Runed Blade - Crafted
Blade of the Archmage - Reputation Reward(Honor Hold Exalted)
Mana Wrath - Drop(Mechanar)
Greatsword of Horrid Dreams - Drop(Shadow Laybrinth)

Off-hand:

Lamp of Peaceful Radiance - Drop(Arcatraz)
Manual of the Nethermancer - Drop(Mechanar)
Hortus' Seal of Brilliance - Drop(Shattered Halls)

Two-Handed:

Terokk's Shadowstaff - Drop(Heroic Sethekk Halls)
Bloodfire Greatstaff - Drop(Black Morass)
Warpstaff of Arcanum - Drop(Botanica)
Ameer's Impulse Taser - Quest Reward

Ranged Weapon:

The Black Stalk - Drop(Heroic Underbog)
Nexus Torch - Drop(Shattered Halls)
Nethekurse's Rod of Torment - Quest Reward
Wand of the Netherwing - Drop(Shadow Laybrinth)

Class Guide Fury Warrior

World of Warcraft Fury Warrior Class Guide

The Ultimate Fury Warrior resource, for leveling, grinding, and more:

Index
1.0 - What's a Fury Warrior?
2.0 - Why Fury?
3.0 - Leveling
4.0 - PvE
5.0 - PvP
6.0 - Gear Guide

1.0 - What's a Fury Warrior?

For those of you unfamiliar with the term "Fury Warrior," it's applied to any warrior who happens to follow the fury talent tree as their main source of talent point expenditure. Although a few variations exist of the "Fury" build and a few hybrids as well I often find the most commonly seen and known example of the Fury Warrior to be a dual-wielding 41 or higher fury talent tree berserker essentially.

Of course I'm not saying you have to have 40+ points in the talent tree to be a fury warrior, that's decided simply if you choose to go down the fury talent tree itself, it's just that often times Fury Warriors are dual-wielders rather than the other common specs, Arms or Protection. The Fury build is specialized around insane attack power ratings coupled with practically infinite rage generation once you start swinging.

2.0 - Why Fury?

Why choose the path of the fury warrior? Well theres a variety of reasons, some of the more pronounced would be that I personally find fury to be the fastest overall grinding/leveling talent tree, additionally It feels the most active, making gameplay a bit more fun in my opinion. As my chosen weaponry is that of the dual-wielding almost 100% fury talent build I find it to easily be the most fun build of warrior I've played, In my mind I prefer the faster hits and the ability to spam our various skills versus what others may prefer such as the Mortal Strike, arms warrior, build.

Fury focuses on speed and essentially demolishing the opposition before they can retaliate, due to a number of damage and rage generation inceasing talents Fury allows previously rage-starved warriors to unload ability after ability onto the target. Obviously this comes at a cost, our damge per hit is lower than arms, our survivability is lower than both arms and especially protection, but we do kill insanely fast when played correctly.

Fury is pretty much the only talent build that allows warriors to approach the grinding/killing efficiency of the other classes, we essentially give up all our defensive abilities to focus on pure damage and improve our DPS to reasonable levels. As mentioned above, given that we lack the burst damage of the Arms talent build fury really lacks in PvP until you get great gear, it's the best I've found for leveling 1-70 but it definitely won't match Arms for any PvP you may encounter along the way, not until you really start maximising you +hit and +crit ratings.

Despite our various disadvantages however It's most definitely a fun build to play, anything to make the painful warrior leveling grind just that little bit more exciting and fun is worth it to me.

3.0 - Leveling as Fury

Leveling as a fury warrior is all about keeping your rage levels high and trying to take down every monster as fast as possible, prefferably before they take *you* down. Despite the intention of eventually maintaining and enormous rage pool at all times, you'll often find yourself running out of rage at the lower levels, especially if you lack good quality weapons, use bloodrage, and when you get the improved berserker rage talent, berserker rage to boost your levels as you charge from mob to mob.

Obviously using all of your abilities as such will drain your life, slowly or quite quickly depending on what exactly your fighting, thus I recommend to you, as I do to all non-healer types, that you maximise first aid. First aid will boost your experience per hour immensely, skillful use combined with fear can even save you mid-fight if needed, beyond that using any life-stealing/health regeneration armor/weaponry/enchants possible will greatly reduce downtime.

A popular approach should you happen to possess a good amount of spare cash is to either A: buy all blue/purple weapons, B: add crusader enchant for the +strength/healing effect onto any weapons you use, or finally C: A combination of both. Not only does a well geared fury warrior simply plow through monsters, if given enough health regeneration and healing enchants such as crusader he can almost completely regenerate any lost HP as he grinds.

Another thing you may notice is that I personally found leveling 40+ to go much smoother and far more efficiently than any grinding/questing before that period, this is most likely because of the large amount of fury specialized abilities now avaliable to you such as bloodthirst and all the other talents you've picked up so far.

While fury I recommend you always dual-wield, two-handed fury is a nice idea to some but I really find that dual-wielding yields that best XP overall.

4.0 PvE

Fury Warriors role in PvE is often DPS, obviously as a warrior you may be called upon for support/off-tanking but otherwise your main specialization will be unloading tons of damage upon your targets. In smaller instances, such as 5-mans, you'll most likely be a bit limited in how much you can really let-go of your aggro control and simply spam out heroic strike/bloodthirst, the new Burning crusade dungeons require a bit more control/multiple monster tanking than before.

It'll really be in raiding, especially once you get some good gear, that you shine with fury warrior DPS. When you've got a great tank with a solid hold on whatever mob you happen to be beating on you can run wild with DPS, perhaps even reaching the status of "rogue in platemail" as some warriors have at various moments.

One thing you have that rogues and a couple other DPS classes don't is whirlwind/cleave and a bunch of anti-fear abilities. Numerous bosses/encounters have repeating fear waves and such, while others get hit with this you can simply resist it and keep on chugging, this provides alot of extra damage over-time, additionally you can use cleave/whirlwind to boost your damage immensely during multiple-mob pulls and the like.

Raid-buffed, and more particularly raid-geared, Fury warriors are one of the best damage dealers in the game, although you won't possess the burst damage of an arms warrior and lack the defense of a protection warrior you certainly make up for it in potential damage levels. The only true problem concerning warrior DPS is that we lack a significant method of lowering/dropping our threat levels, this often leads to over-eager warriors pulling aggro from the tank and getting smashed.

Some of the stats a fury warrior needs to stress when going dungeoning and more importantly, raiding, is +hit rating. At the very least you should have a total of around 8-10% increased hit, 14-16% is however preferable.

Always remember, a dead warrior is a warrior that amounts to absolutely 0 DPS, therefore watch your threat.

5.0 - PvP

Fury warriors can excel at PvP combat, especially arena's, when geared correctly, a newly 70 warrior however will most likely find himself quite lacking in this department. Given how gear based warriors are, and fury warriors even more so, I'd highly recommend gathering some of the better PvP gear *before* participating as a fury warrior, either as an arms warrior farming honor for GM/HW gear or through running instances.

Another thing, if at all possible try and get a pet healer, without a healer I almost always get focus fired and promptly slaughered, with a healer I've gone 43/0 Killing Blows/Deaths in multiple BG's, sometimes even higher. Obviously you can't just expect any ol' healer to chain himself to your leg and become a healbot, often times this can be accomplished by dragging along guildies/making a few healer friends.

Finally, once you've actually aquired the necessary gear to make the fury build work, refer to the gear guide below for that, you'll find yourself smashing faces left n' right. Fury warriors are the absolute bane of all fear users, this means warlocks and priest, especially shadow priests, with all the anti-fears we have as well as the easy rage gain we can simply tear apart anything not in mail or stronger armor in a few seconds.

One of the main advantages we have over any other warrior(non-fury) is that we can tear apart classes quite easily from the get-go due to our numerous rage enhancing abilities, such as unbridled wrath, additionally we have a number of talents such as enrage and deathwish that allow us to, for at least a short period of time, do extremely high amounts of damage.

Fury warriors lack one major thing however, Mortal Strike, the 50% healing debuff is pretty much unmatched amongst all warrior PvP abilities. You'll have to make up for it with skill, cheers.

6.0 - Gear Guide

Helm:

Overlord's Helm of the Second Sight - Quest Reward
Hope Bearer Helm - Drop(Auchenai Crypts)
Ragesteel Helm - Crafted

Neck:

Choker of vile Intent - Vendor(25 Badges of Justice)
Natasha's Choker- Quest Reward

Back:

Cloak of the Inciter - Drop(Shadow Laybrinth)
Blood Knight War Cloak - Vendor(25 Badges of Justice)
Auchenai Death Shroud - Drop(Heroic Auchenai Crypts)

Shoulders:

Slyvannar Champion's Shoulders - Quest Reward
Doomplate Shoulderguards - Drop(Heroic Underbog)

Chest:

Ragesteel Breastplate - Crafted
Doomplate Chestguard - Drop(Arcatraz)
The Exarch's Protector - Quest Reward

Wrist:

Black Felsteel Bracers - Crafted
Bands of Syth - Drop(Sethekk Halls)
Demolisher's Bracers - Quest Reward

Hands:

Doomplate Gauntlets - Drop(Heroic Blood Furnace)
Ragesteel Gloves - Crafted

Belt:

Deathforge Girdle - Drop(Talon King Ikiss)
Rubium War Girdle - Drop(Arcatraz)
Girdle of Siege - BoE World Drop

Legs:

Vanquisher's Legplates - Drop(Heroic Mechanar)
Legguard's of the Shattered Hand - BoE World Drop

Boots:

Sha'tari Wrought Greaves - Quest Reward
Obsidian Clodstompers - Drop(Botanica)

Rings:

Overseer's Signet - Quest Reward
Kaylann's Signet - Quest Reward
Band of Anguish - Quest Reward

Trinkets:

Bladefists's Breadth - Quest Reward
Core of Ar'kelos - Quest Reward

Weapons:

Latro's Shifting Sword - Drop(Black Morass)
Twin-Blade Ripper - Quest Reward

Ranged Weapon:

Wrathfire Hand-Cannon - Drop(Shadow Laybrinth)
Veteran's Musket/Marksman's Bow - Reputation Reward(Honor Hold/Thrallmar)

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