![]() |
My World of Warcraft Guide for Zelaron
First off, let me say, if you haven't played WoW beyond the stress test, then read this. Secondly, stfu. Lastly, this is Horde-only since, you know, the clan is going to be Horde.
Note that these are not my opinions, well some are, but most are perspectives on both sides that I've been reading extensively about on the forums. Choosing your Race Since we're going to be Horde, you have four choices. Orc, Tauren, Troll, and Undead. I'll list the advantages and disadvantages of these classes: Orc
Choosing your class All the classes except for Paladin are available to the Horde. Likewise, Alliance cannot have Shaman. Note that numbered rating is for PvP only. Druid
More guides coming soon in this thread as I write it. |
Skills and Spells
Every even level (except level 2) you gain new skills and spells that can be bought from class trainers. These cost money, generally a rather hefty amount for your level, which can leave you poor. I recommend only buying what you know you're going to be using, or only buying the high level rank later on. This is because you can skip Rank 1 but buy Rank 3 when it becomes available, and so on. Skilling up weapons, tradeskills, and defense is different. Every time you level up, your skill cap is raised by 5. What this means is, let's say you start with 1/10 skill in maces and 1/10 skill in defense at level 1. As you use maces and get hit, your skill will level up. Let's say right before you level up, you have 10/10 maces and 10/10 defense. You hit level two, and your skills increase to 10/15. As you fight, it'll go up to 15/15 again. Then level three, 15/20. Get it? The higher up it goes the slower it raises. Note that you need more skill to be able to hit things. So if you're level 20, you'll rarely hit monsters your level if you have 30 skill in maces. And even when you do hit, it will be for single digit damage. If you have your skill maxed, you'll hit often and for alot. Weapon Specialization is different still. Let's say you're a Warrior, and want to get the ability to use Guns. Well, you have to go to one of the major cities (in this case it's the Undercity) and talk to the Weapon Master NPC. For a cost, he'll train you in Guns. But when you get a new weapon or armor specialization, your skill starts off at 1/yyy, corresponding to whatever your level is. Tradeskill leveling works on the same XXX/YYY system, but you have to use higher level skills to raise it after a while. Let's say you have Herbalism. Now, at level 1 you can collect Silverleaf and Peacebloom until you hit 15, then you can also get Earthroot. At 50 skill, Silverleaf will rarely, if ever, raise your skill. Earthroot will, but not as much. However, level 50 Mageroyal will raise it every time. (Until you hit the 100's, of course..) Go to Thottbot to see how you progress in skills every even level. Go to classes and pick one, then scroll down the list and such. Talents Talents work similarly to the Diablo 2 skill system. There are three talent trees per class. Depending on which tree(s) you specialize in, you can gain different abilities, and in some cases even become drastically different than someone who specialized in different talents. Note that some abilities such as Mind Flay for shadow priests can only be gained through talents. However, once you have them, they tend to level up just as other skills/spells do, meaning once you're the right level you can buy Rank 2, 3, etc from your trainer. At level 10 and for every thereafter, you get one (1) [uno] talent point. You have to work your way down the talent trees to get to what are generally the more powerful talents. There are six steps in each tree, the top one needing 0 points in that tree to get talents, the next one needing 5, then 10, then 15, then 20, then 25, and finally 30 for the ultimate one. Also, some talents need prerequisite talents to invest in. Since it takes 30 points in a tree to get the last ability, making the total 31, you cannot fill two trees. This is because the level cap is 60, giving you 51 talent points. This usually makes it hard to choose what you want to do (at least it should, if the class is well balanced.) IGN has a recent and very well made talent planner for each class. Play around with it and see how it works. |
Here are some maps I quickly edited.
Keep in mind there are two continents in WoW. Kalimdor (left side) is where the Horde is located. Eastern Kingdoms (right side) is where the Alliance and Undead are. Undead are on the right side because of the events that occured in Warcraft 3. These maps just show you the general layout of the lower level areas. Kalimdor and Eastern Kingdoms. Note that switching between either continent is free via zeppelin. Which means you could create a troll, take the zep, and go to the Undead starting area and do undead quests if you really wanted to. This is how I'll be leveling: 1-10/12 in Durotar, 10/12-22/24 in The Barrens, 22/24-28/30 in Hillsbrad Foothills. RFC instance 15ish, WC instance 18-20ish, RFK 28ish. |
Instances
Instances are areas independent from the rest of the world. What this means is that you have to go through a loading zone first to enter it, and every instance is independently loaded. So for example if you have two groups of five people and they both enter Ragefire Chasm at the same time, they'll end up in different instances of the same.. instance. Get it? If you ever played Anarchy Online or City of Heroes this is easy to understand. Instances have quests that are usually marked with (Elite) on the end of the quest name because instances have Elite monsters. Elite monsters have huge amounts of HP and more resists, as well as more damage. Generally an elite monster is better than one of the same type two levels above it. They also drop better items and more money. This makes instances primarily for grouping. Instance bosses are also elite.. and a pain in the ass. You need a good group of decent level to do instances. But a really good group can do them at low levels as well. So let's use Ragefirm Chasm as an example, the first instance you can really use as Horde. It's for levels 13-18. If the group was all level 13, you would probably die within the first 5 minutes. If you were all 18, it'd be too easy. But a group with a 16 warrior, a 14 priest, 14 mage, 15 rogue and a 13 warlock could probably do it. It depends. Note that instances drop loot that is usually geared for the minimum level I listed. Farming RFC at level 20 won't help your character. |
General things you should know about combat in WoW
Note that using any ability at all has a one second global cooldown. So that means you can only use one ability per second. Melee First of all, melee is automatic assuming you activate it, are in range, and facing the enemy. Melee weapons differ in type (dagger, spear, sword, etc), as well as speed and damage. Weapons list the DPS (damage per second) though. So let's say you have a weapon that attacks for 10 damage in two seconds, and one that attacks for 5 damage in one second. They both have a DPS of 5. For most things, DPS is all that matters. However, when you bring abilities and tactics into play, weapon speed can make a considerable difference. Let's say you're using Poison as a rogue. Poison has a certain chance to be applied to the enemy every hit. Therefore, the more often you attack, the more poison you can apply. Get it? But on the flip side, let's say you're using the Sinister Strike ability as a rogue. That ability is instant attack and completly ignores the damage per second, but focuses only on the actual damage the weapon does. So the slower weapon will do more damage. Ain't that about a bitch? Also, if you're using abilities that don't use your next melee round to go off, it makes more sense to use an ability RIGHT after an attack. So let's say you're a shaman and you hit someone with melee, it makes sense to create a totem RIGHT after that so your attack speed isn't interrupted. Because if you cast it one split second before you would have attacked, you could interrupt your melee. Although usually it's laggy enough that it does melee also. Casting There are instant cast spells, cast time spells, and channelled spells. Instant cast spells are usually buffs. These go off the second you hit the button and can be done while running (although if it's an offensive spell like frost shock you'll have to be facing the enemy.) Cast time spells require you to stand still (you can turn around) while the spell starts casting. During this time, you are quite vulnerable to attack. If someone attacks you while casting, your casting bar will go back a bit. This can make it practically impossible for you to get a spell off if more than one person is attacking you at a time. And that's really annoying. However if its 1v1 your timer usually goes up faster than they can knock it back. Certain abilities like earth shock from Shamans and Kick from Rogues can stop your spell. If that happens, the cooldown timer will still go off as if you casted it. When the spell is cast, your mana is subtracted and you can move around right away. Channelling spells require you to stand still, but don't have a wait time to cast. Rather, the spell is done for a period of time. An example of this is a warlock transferring health to their pet. While doing this, he cannot move for 4 seconds or however long it takes. After 4 seconds the spell is complete and you can move again. For these, mana is subtracted first. So if you break it within half a second of starting you still lose your mana. Shields Using a one handed weapon and a shield is the general way a warrior will tank. Popular with Shaman also. Here's why shields are useful (or worthless, depending on your view.) Shields add a LOT of armor when worn. And armor = damage reduction. Additionally, shields have a "block" rating. Let's say your shield is 400 armor and 12 block. What this means is that if you block (which isn't that high a chance to begin with), 12 damage will be subtracted from the amount you would normally take. It does not block all the damage. Regeneration in Combat During combat you do not regenerate HP without items/talents. Mana is still regenerated, but there are special rules for mana in particular. (These do not apply to Rogue and Warrior.) The Five Second Rule and how to work around it: During casting and for five seconds after the spell is cast (or interrupted) you will not regenerate mana. At all. So this means you should cast multiple spells right after another in a short burst, then wait a while, rather than cast one every 5 seconds. Let's say you regen 50 mana a second, have 1000 mana, and you have a few spells that cost 200 mana each. If you cast one every 5 seconds, you'll be out of mana after casting 5 times. If you cast two spells then wait 10 seconds, you'll have 1000-400 = 600, then regen 250 = 850. This will allow you to drag the fight out much longer. |
The official WoW site has been updated.
Check out tradeskills and such. https://www.worldofwarcraft.com/info/professions/ |
Update your guide, it is outdated.
|
Acutally my site is slightly more updated, http://gsurge.com/wow.htm but I won't update it yet. Maybe when I have a lot of free time.
|
All times are GMT -6. The time now is 08:22 PM. |
Powered by vBulletin® Version 3.8.2
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
This site is best seen with your eyes open.