World of Warcraft Guide



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The World of Warcraft Beginner's Guide Full Version

Taunt - while there is an actual “taunt” skill, I use this as a general term to refer to a number of different skills the warrior has to redirect attention to himself. This is, arguably, the warrior’s most important quality.

Talents:

The three trees are Fury, Protection, and Arms.

If you are actually a warrior, there’s a lot more to know, but for general purposes, there aren’t many specific warrior talents everyone should know. Mortal Strike is the best known warrior talent, that generates a large amount of damage on the target and also reduces healing briefly.

PALADIN

General: Where to start…paladins have been turned upside-down recently. Paladins are perhaps the most enduring of all the classes; these guys are just plain hard to kill. Warriors can take more damage, but paladins have other ways to keep themselves, or others, alive. They have…well, read abilities.

Abilities:

Rather than listing individual abilities, here are the general types of skills paladins get —

Auras - permanent effects that follow the paladin around. Anyone nearby and grouped receives this effect. Examples include Devotion Aura (bonus AC,) and Retribution Aura (reflects damage.) A paladin can only put out one aura at a time.

Blessings - these are short-term effects the paladin casts on others. A paladin can only bless a person one way at a time. Examples include Blessing of Wisdom (extra mana regen,) Blessing of Might (additional attack power,) and the oddball Blessing of Protection, that completely prevents a target from taking damage or making any actions for several seconds. Other blessings generally last for 5 minutes.

Seals: Paladins have self-only, one-at-a-time buffs called seals that last for 30 seconds. Seal of Righteousness generates health for the paladin per successful attack, and Seal of the Crusader makes the paladin swing harder and faster at the expense of damage reducing as the seal progresses, for example.

Judgements: Any seal can be released as a judgement using a skill called judgement. The effect then becomes a negative effect on the paladin’s target. Judgement of Righteousness (from the seal of the same name) makes everyone who attacks a target regain a few hit points. Judgement of the Crusader increases the holy damage taken by the target. All judgements last for 30 seconds, and the actual judgement skill to convert seals has a 15 second cooldown.

Other abilities:

Just about every other paladin skill is fairly significant. There’s too many to list. Paladins can heal, rez, stun, make a target invulnerable briefly, summon a horse, wear platemail, heal someone completely once per hour, among other things. Look at the class skill information on the site if you want to know more. I don’t want to make this longer than it has to be. (Believe it or not!)

Talents:

The three talent trees are Holy (divine magic), Protection (shield and armor skills), and Retribution. (offensive damage)

Everyone’s still learning talents as of this writing. Some of the abilities that seem important to many players include Holy Shock (ranged holy attack), Revelation (reduced LoH timer), Holy Shield (block percentage and damage shield for 10 sec), Improved Devotion Aura, and Consecration (AE holy attack). The seemingly most significant ability as of this writing is Blessing of Kings, which increases a target’s attributes by 10% for five minutes.

SHAMAN

General: Shamans are the Horde-only class, and while slightly less defensive than paladins, and perhaps slightly less offensively-inclined for melee, they are potent spellcasters as well. Their heals are considered powerful and flexible enough to allow them to be a main healer, but they also have many skills that make them able to tank, melee, or nuke as well. They are the truest hybrid class of the game.

Shamans function largely through the use of totems. At various stages, shamans get the use of totems of a new element. Earth totems are largely defensive, fire offensive, water restorative, and air general melee prowess. A shaman can use one of each class of totems at any point by casting it, and it plunks down on the ground and creates a local effect. Totems are attackable and generally die quite easily, but also are immune to AE attacks.

Abilities:

Rockbiter Weapon (level 1) - adds attack power to the shaman’s weapon, effectively making him hit harder. There is a weapon buff for each element, each with a different effect.

Stoneskin Totem (level 4) - Earth totem. Reduces the damage taken by nearby group members by a fixed amount per hit.

Earth Shock (level 4) - Instant nuke that also interrupts spellcasting for 2 seconds. There is a different “shock” nuke for each element, each with a different effect.

Lightning Shield (level 8) - Creates a damage shield with 3 charges.

Ancestral Spirit (level 12) - Resurrection.

Ghost Wolf (level 20) - Turns the shaman into a wolf, that runs with an extra 40% of normal speed. (Level 40 mounts are 60%.)

Lesser Healing Wave (level 28) - fast-casting heal spell

Mail (level 40) - At 40, the shaman graduates from leather armor to mail.

Talents:

The three talent trees are Elemental, Enhancement, and Restoration.

The elemental combat tree focuses on magic damage, and is best known for the three shock talents, Concussion, Convection and Reverbation, that increase the damage on all four “shock” spells.

Restoration focuses on replenishing health and mana, and many shamans go deep into this tree just for Nature’s Swiftness and the chance to cast a nature spell instantly every 3 minutes.

The enhancement tree is critical, at least in part, for any shaman. With mana defensive talents, offensive talents, and a few general purpose skills, this tree overall is very important to consider. There is no one single stand-out talent. Rather nearly all of them are quite good.

HUNTER

General - Hunters are ranged combat specialists that keep their opponents at bay by siccing tamed beasts on their foes to keep them busy. Hunters can tame *most* creatures of type “beast”, and generally there are only stat differences. Some creatures start with abilities which the hunter can learn, and then teach other pets, but he can only have one active pet at a time, (and two others stabled.) Hunters are also competent at melee, although nowhere near a match for a warrior or a rogue.

Abilities -

Auto-shot (level 1) - The hunter is the only class that can shoot automatically the way most classes can turn on attack for melee. This ability activates after using most special shots.

Hunter’s Mark (level 6) - The famous Eat At Joe’s arrow from this ability makes targets more susceptible to ranges attacks, and is also useful for picking a target for the group to attack, (as silly at it looks for a hunter to mark his prey with a big bobbing arrow.)

Aspect of the Hawk (level 10) - One of the hunter’s “aspect” spells, only one of which can be active at a time, this effect gives the hunter bonus ranged attack power.

TAME BEAST (level 10) - Find a tameable beast, and use this skill before engaging in combat. If you can woo it for 30 seconds while it rebels against you (fights you,) you will tame it.

Feed Pet (level 10) - Pets leave if you don’t keep them happy. Initially a pet will be very unhappy. They slowly lose happiness on their own, but take a big hit after dying. Make sure you feed pets after you revive them. This also helps restore pet HP, but only works out of combat.

Mend Pet (level 12) - This is a *channeled* heal spell that works only on your pet.

Immolation Trap (level 16) - The first of the hunter’s traps, create this on the ground in front of you, and then lure a target through it. It will become encased in flames and take fire damage over time.

Scorpid Sting (level 22) - You can use one sting on a target at a time. Scorpid Sting reduces a target’s strength and agility significantly.

 

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