2009-08-22

It’s often said that we will never be able to work out the way threat and hate lists and mobs’ AI works, because it’s too complicated and unknowable, that we’ll only ever have crude approximations and guesses. I’ve conducted some decent, rigorous tests, and i have what i believe is a good list of hate values and explanations of gaining and losing aggro and the behaviour of taunt. I am also able to debunk a few myths about how threat works.

1) Definitions

We define “aggro” to be who the mob is attacking. We define “threat” to be a numeric value that each mob has towards each player on it’s hate list. Note, as we shall soon see, even for a normal mob, the target who has aggro is not necessarily the player on it’s threat list with the most threat.

We define arbitratily that 1 point of unmodified damage gives 1 point of threat.

2) Gaining aggro on a mob Updated Jan 31

Suppose a mob is attacking player 1. In order for the mob to switch to player 2, he must do more than just exceed the threat of player 1. If he is in melee range of the mob, he will draw aggro when he exceeds 110% of player 1’s threat. If he is outside melee range of the mob, he will draw aggro when he exceeds 130% of player 1’s threat.

E.g. mob is attacking player x. x does 100 damage to mob, then stops. Player y starts hitting the mob. The mob will start attacking y when y does over 110 damage.

Proof: this is easy to demonstrate. Get two players both doing autoattack on a mob (not warriors of rogues; we’ll see later they complicate things). Have player 1 do a certain amount of damage, then stop. Have player 2 keep attacking till he gets aggro. You have an upper and lower bound on the threat required to get aggro - 1 attack before he got aggro was not enough, but the attack that he got aggro was at least enough. With low damage attacks (i.e. fists only), you will get a very good value of 10%. Testing for the non-melee range value is the same. Just replace it with a low damage ability such as a low level wand.

If player 2 has exceeded 110% threat but not 130% threat, they will draw aggro immediately if they do a threat-generating ability within melee range of the mob, but proximity alone will not cause the mob to shift to them.

This is only a description of the normal mob targetting. Obviously there are mobs who will attack secondary targets with special abilities, ignoring their current threat / aggro.

3) Threat modifiers from Warrior Stances

In Battle Stance and Berserker Stance, all threat from a Warrior is multiplied by 80%. In defensive stance, the multiplier is 130%. With Defiance, it is 145%.

Proof: a simple modification of the above proof. Get a warrior to do, say, 1000 damage in defensive stance, without defiance. Get a non-warrior to take aggro with white damage. You will find it does not happen before 1430 damage. The warrior’s 1000 damage caused 1300 threat in defensive stance, and the 10% barrier means you need more than 1430 to gain aggro.

4) Threat does not decay

Threat never, ever decays. Here is test data. Warrior does 83 damage on mob in battle stance, gains aggro. From above, we know it will take more than 83 * 0.8 * 1.1 = 73.04 threat to gain aggro. Warrior waits for 5 minutes getting beat on. Then mage starts attacking slowly. Mage does 73 damage, but does not gain aggro! Mage does another 2 damage, and does gain aggro. From the warrior’s initial hit to losing aggro, the time taken was 496 seconds.

As an upper bound, assume maximal threat decay. i.e. the mage only needed 73.000000001 threat to gain aggro. Then the warrior’s threat had decayed to 66.36363636, from 66.4. This means he went down to 99.945% threat in 496 seconds.

At this maximal rate of hate decay, the time taken for the warrior’s threat to decay to 90% of the original value would be 26.5 hours. In fact, if a warrior logged in as soon as the server came online after the weekly reset and hit a mob, his threat would not decay to 50% before the server reset next week. I think this is enough to rule out threat decay.

5) Threat values for some warrior abilities Updated Jan 20

The following list is not exhaustive, but includes all the major tanking abilities.

Note: the following values are given in raw terms. In reality the warrior must have either a 1.3 or 0.8 or 1.45 modifier on these, depending on his stance and talents.

Note: * All abilities do not include threat generated by their damage. This will be discussed more later.

Sunder: 261 (260.95 - 261.15)
Heroic Strike*: 145 (143.9 - 148.8)
Revenge*: 315 (313.9 - 318.3)
Revenge Stun: 25 (23.4 - 29.1)
Shield Bash*: 180 (175.4 - 180.3)
Shield Slam*: ?? 250 (estimated from Cop’s data. More on that later)
Shield Block: 0 (0 - 0. Can be higher - more on this later)
Thunder Clap*: 130 (126.9 - 134.8)
Demo Shout: 43 (42.8 - 43.8)

Note that debuffs associated with abilities are not connected to the threat they generate. Demoralizing shout generates the same amount of threat whether the debuff is on or not. Sunder armor generates the same threat after 5 debuffs are on as when there are 0.

6) Healing, “you gain x ___”, etc

Each point of healing, when completely unmodified by talents, gives 0.5 threat. Replace the proof for (2) by the second person only healing.

Note: overhealing doesn’t count, only the actual amount healed. This is easy to demonstrate.

Abilities that put “you gain x mana” in the combat log give 0.5 threat per point gained; life is the same. Examples would be drinking potions, but not natural regen, or the Shaman’s mana spring totem.

Abilities that put “you gain x rage” in the combat log give 5 threat per point gained. However, this is not modified by warrior stance. Such abilities include bloodrage, improved blocking talent, unbridled wrath, and 5/8 Might.

Like healing, these only give threat if you are below the maximum.

7) Explaining Cop’s 4.0 damage to heal ratio

Cop stated that in his tests, each point of damage by the warrior took approximately 4 points of healing by the priest, for the priest to get aggro. Here’s how:

Warrior in defensive stance, with defiance: 1.45 multiplier
Gaining aggro from Warrior: 1.1 multiplier
Priest with discipline: 80% threat
Healing: each point gives 0.5 threat

Together, 1.45 * 1.1 / 0.8 / 0.5 = 3.9875. Pretty darn close to 4.

8) Threat from pulling? Updated Jan 19

There is no threat associated with pulling. The smallest amouts of threat we could generate drew aggro from a body pull, no matter how long we waited after the pull. However, there are advantages to having the tank pull, as explained in the next secion.

9) Taunt Updated Jan 19

Casting taunt causes three effects.
A) The warrior is given as much threat as the person who currently has the mob’s aggro. Obviously if the warrior has aggro, this will do nothing. Also, this effect will not lower the warriors threat. For example, if player 1 has 100 threat and aggro, a warrior could have 105 but not aggro; after taunt he would still be on 105 threat.

B) The mob recalculates its actual aggro target. If the warrior was on the mob’s hatelist before the original aggro target, the mob’s actual aggro target will switch to the warrior. Otherwise, the mob will remember it’s original target.

C) The normal taunt debuff. The mob is forced to attack the warrior, even if the warrior is not its actual aggro target.

The threat that the warrior gains from (A) is permanent, regardless of the outcome of (B). Note that it will not necessarily give the warrior the equal highest threat on the mob. If player 1 has 100 threat and aggro, Player 2 has 109 threat but not aggro, and the warrior has 0 threat, then the warrior is given 100 threat, not 109, so he could easily lose aggro to Player 2 after taunting.

10) Implications Updated Jan 19. Updated Jan 21. Note this section is just my opinion.

a) Let the tank pull! Then he will be first on all the mobs’ hatelists, and his taunts will always return aggro to him.

b) Given that targets at range will only draw aggro when they have more than 130% of the mob’s target’s current threat, it’s important for a tank to keep the mobs well away from the casters. If a healer does draw aggro and you taunt it off him, make sure you also move it away.

c) Heroic Strike should not be used as a primary threat ability. Suppose you are tanking a level 62 mob. Let’s give him 8,000 ac raw, and even assume he has 5 sunders stacked, for 5750 final ac, so he will take 48.89% of damage. A 15% crit rate is balanced by the 10% penalty to damage in defensive stance, and a 10% chance of a glancing blow chance for 50% damage. Then you can expect the 138 damage from Heroic Strike to contribute 67.5 damage on average, for a total of 212 unmodified threat. This is still only 82% of the threat a sunder would give. Even with a 1.3 speed weapon, you will still do 94% the threat of sunder per time interval.

Best practice is to spam sunder, and use HS in between to soak up excess rage.

d) Revenge ftw. You can expect to do about 345 unmodified threat with Revenge, including damage, against the mob in the example above, which is exceptional for the low rage cost, even throwing in 10 for a shield block. However, there is a rage cost of shield block, in that you will block more attacks, so take less damage, so gain less rage from damage. Two blocks for 180 damage and you can say goodbye to another 4 rage.

e) Demo Shout ftl. Demoralising shout does one sixth the threat of a sunder. Even spammed in defensive stance with defiance, you’re doing no more threat than 42dps on each mob. Besides picking up whelps in Onyxia and tanking panthers in the Panther boss encounter in ZG, i can’t see a compelling reason to use this.

f) Shield Slam ftl. Given the 6 second cooldown, there is no improvement in threat per second by using shield slam. With shield slam: 3 sunders and 1 shield slam every 6 seconds. About 212 threat per second, unmodified. With the 30 rage from the shield slam you can cast 1 sunder and about 1.2 heroic strikes, assuming you have the talents (which you would with any shield slam build), and are losing 3 rage per Heroic Strike from lost white damage rage (i.e. assuming 90 modified damage per hit). The 4 sunders and 1.2 heroic strikes every 6 seconds gives about 215 threat per second.

The only improvement is if you are spamming both sunder and HS, and want even more threat. Suppose we have a 2.0 speed weapon, HS spam and sunder spam. That’s about 280 unmodified tps. Changing one sunder for a shield slam gives us 318 unmodified. However, the same effect would be achieved by changing to a 1.4 speed weapon and casting HS more often. And these values aren’t taking into account autoattack damage, which makes the margins comparatively smaller.

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Once you turn this in to Mordenai, you will then get “Seek Out Neltharaku”. Neltharaku is the Netherwing Dragon who flies up above the fields, so this is where your flying mount comes in. Once you find him and are able to talk to him, you will get “Neltharaku’s Tale”, which is just listening to him. Then, you will get “Infiltrating Dragonmaw Fortress”. This quest will have you kill Dragonmaw Orcs. One of the fastest ways to do this quest is to go to Netherwing Ledge and kill the Dragonmaw Peons, since you can kill 2-4 at a time.

Now, Neltharaku will have you do “To Netherwing Ledge!” which will have you collecting Nethervine Crystals. Next, comes “The Force of Neltharaku” which will have you rescuing Netherwing Drakes in Dragonmaw Fortress. After this quest, you will get “Karynaku”, which requires you to speak with Karynaku inside Dragonmaw Fortress. Karynaku will send you to “Zuluhed the Whacked”.

This quest is a group quest that will require at least 4 good players, if not 5, to complete. (Beware his Rain of Fire spell, as it does a ton of damage to anyone in the group, as well as the demon who spawns from the portal. You can move Zuluhed to another room to avoid this.) Once you complete this quest, you will get “Ally of the Netherwing”. You return to Mordenai and turn this in, gaining 42,000 reputation points and put you with neutral with Netherwing.

From neutral to friendly: To begin this part of your reputation quest, you must have your riding skill of 300. You will get the quest “In Service of the Illidari” from Mordenai. This quest is fun, as it turns you into a fel orc when you get to the Dragonmaw Base Camp or Netherwing Ledge. It will also turn your mount into a Netherdrake. You have to deliver Illidari Service Papers to Overlord Mor’ghor who is on Netherwing Ledge. He will then give you “Enter the Taskmaster”. This quest will have you find, and speak with, Taskmaster Varkule Dragonbreath, who will give you the beginnings of the daily quests.

The first of the daily quests is the “Netherwing Crystals” which has you collect 40 Netherwing Crystals each day for the reputation points. The second of the daily quests will depend on your gathering skill: “Nethermine Flayer Hide” if you are a skinner, “Nethercite Ore” if you are a miner, or “Netherdust Pollen” if you are an herbalist.

The next batch of daily quests comes from Yarzill the Merc. He has two quests that are daily quests, and one that isn’t. The first quest he will give you is “A Slow Death”, which is one of the daily quests. During this quest, you’ll have to go and gather Fel Glands that will be used with Yarzill’s Mutton.

These glands drop off Felboars, Vilewing Chimaera, Felfire Diemetradon, and several other mobs in the area. Sometimes the peons you try to poison with the glands won’t take it, so it’s a good idea that you get more than the original 12 so you can do all of the poisoning at once.

The next daily quest that he gives you is “The Not-So-Friendly Skies”, and you will gather 10 Netherwing Relics for this one. The last quest that he’ll give you is “The Great Netherwing Egg Hunt” and this one isn’t a daily quest. But, the eggs have a very low drop rate, so this quest takes forever to do and repeat, so it isn’t feasible that you will be able to do it more than once a day or two.

But, these quests will get you to friendly with Netherwing, and once you hit that reputation level with them, there are a lot more quests to do. Friendly is about the halfway point to Exalted with Netherwing, and you know which daily quests you can do to help up your reputation points every day you log on.

From friendly to honored: When you get to friendly with Netherwing you will get an awesome combat pet to help you with your quests until you hit exalted. The good thing is that this pet can be used to tank for you and you can shoot or cast without damage, but the bad thing is that this pet can only be used in Shadowmoon Valley.

The first quest that you get after you hit friendly is from Taskmaster Varkule Dragonbreath on Netherwing Ledge, and it’s called “Rise, Overseer!”, and it sends you to Overlord Mor’ghor. Mor’ghor will give you “The Netherwing Mines” where you’ll find the Mistress of the Mines on Netherwing Ledge. Follow the paths to the very bottom western part of Netherwing Ledge to find her and complete this quest.

She will give you “Picking up the Pieces”, which is a daily quest as well. This quest will have you get 15 Netherwing cargo crates which you will find all over the mine. You will also meet the Dragonmaw Foreman who is next to the Mistress of the Mines and he will give you another daily quest that is called “Dragons are the Least of Our Problems”. This daily quest will have you kill 5 Nethermine Ravagers and 15 Nethermine Flayers. These two daily quests can be done together to finish them faster.

You can also get another quest line that will give you Netherwing reputation points as well, which is the Murkblood quest line. The very first quest that you’ll get with this line is “Ronag the Slave Drive” and you will have to kill Crazed Murkblood Miners. Once this one is done, you’ll get “The Great Murkblood Revolt” which will lead you back to the Mistress of the Mine.

After this one, the last part is called “Seeker of Truth” where you have to kill a Murkblood Overseer, who is found on the northern side of the ledge. Then, it’s back to the Mistress once more.

After all of these are completed, you will seek out Chief Overseer Mudlump, who will give you “Overseeing and You: Making the Right Choices”. You’ll have to bring him 10 Knothide Leathers and 1 Hardened Hide of Tyrantus. If you aren’t a skinner, you can purchase the leathers on the AH, and you’ll find Tyrantus in Netherstorm. He is about at the very farthest point north there, so head to Stormspire and go north.

After this quest, you’ll get the next daily quest for Netherwing reputation, “The Booterang: A Cure for the Common Worthless Peon”. This is one daily quest that you’ll like doing, since you pretty much get to hit the peons on the head to make them go back to work. By doing these quests, and the daily ones, you will get to honored pretty fast.

Head to Taskmaster Varkule and he’ll give you “Stand Tall, Captain!”, which will send you again to Overlord Mor’ghor, who will then give you “Captain’s Badge”. This is the trinket that you’ll use to summon your combat pet that was mentioned earlier. You’ll also get “Disrupting the Twilight Portal” which is also a daily quest, and will have you kill 20 Deathshadow Agents. After you turn this quest in, you’ll need to find Illidari Lord Balthas, who will be the next quest giver for Netherwing.

You will find Illidari Lord Balthas on Netherwing Ledge, by the other quest givers that you’ve already spoken to. He’ll give you “The Soul Cannon of Reth’hedron”. This quest will require you to get 2 Felsteel Bars, 1 Adamantite Frame, 1 Khorium Power Core, and 1 Flawless Arcane Essence. Most of these mats are fairly easy to get, except for the Flawless Arcane Essence. To get the essence, you’ll need to visit Sar’this in Terokkar Forest just north of the Bone Wastes by the mountains.

He’ll give you a quest that will have you kill elementals around the area, and will also give you the essence you need. After you turn in “The Soul Cannon of Reth’hedron”, you’ll get “Subdue the Subduer”. You will use the Soul Cannon on Reth’hedron the Subduer up on Twilight Ridge, and west of Forge Camp: Hate.

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Any player in the World of Warcraft can raise their Skyguard reputation and start out as neutral with them.

The Sha’tari Skyguard is an air wing of the Sha’tar of Shattrath City, defenders of the capital from attacks from the hills.

To raise your reputation with them, you will be battling the Arakkoa of Terokk in the peaks of Skettis as well.

Skyguard has two different outposts, one that lies close to Ogri’la and one that is in the northern area of the Skethyl Mountains.

The Skyguard quests are linked with the Orgi’La Faction in the Blades Edge Mountains, and you will be able to raise your reputation with both by completing some of these quests. When you start out gaining your reputation for Skyguard, you will start two different quest chains.

One will lead you into the Barrier Hills and the other will lead you into the Lower City and then up into the Blades Edge Mountains. The second quest chain will bring your reputation with Ogri’La up first, but it actually makes the grinding easier if you do the quests in the Blades Edge Mountains and the Ogri’La quests at the same time.

One thing that you will need to remember with the Skyguard reputation quests is that most of the quests will require you to have a flying mount already, so you will be level 70 and therefore not gain any experience points for kills.

From neutral to friendly: When you start out on your reputation quests for Skyguard, you’ll start in Shattrath City with the quests given by Yuula, which are “Threat From Above” and “To Skettis!”. “Threat From Above” will have you kill 20 Gordunni Ogres, and turn this in to Yuula, then you’ll get “To Skettis!”, which will have you simply deliver a package to Sky Sergeant Doryn in Skettis.

Once you get to him, he’ll give you the first of the daily quests, which is “Fires Over Skettis” and will have you bombed 20 Monstrous Kalari Eggs. Near him is Severin, who will also give you quests. He will give you “World of Shadows”. Once you complete that quest, you can then get “More Shadow Dust”, which is a daily quest that you can do to gain more reputation points with Skyguard. You can also get “Secrets of the Talonpriests” from Sky Commander Adaris once you have completed “World of Shadows”. Although this isn’t a daily quest, it does gain you good reputation points.

From neutral to friendly: To begin this part of your reputation quest, you must have your riding skill of 300. You will get the quest “In Service of the Illidari” from Mordenai. This quest is fun, as it turns you into a fel orc when you get to the Dragonmaw Base Camp or Netherwing Ledge. It will also turn your mount into a Netherdrake. You have to deliver Illidari Service Papers to Overlord Mor’ghor who is on Netherwing Ledge. He will then give you “Enter the Taskmaster”. This quest will have you find, and speak with, Taskmaster Varkule Dragonbreath, who will give you the beginnings of the daily quests.

After you turn them all in, you can talk to Skyguard Handler Deesak, who will give you “Hungry Nether Rays”. This quest will have you kill 10 Blackwind Warp Chasers.

You can also get another daily quest, “Escape from Skettis” from any of the Skyguard Prisoners that you find, as this is an escort quest where you simply escort the prisoner to the ground. And, since it’s a daily quest, you can do this one every day as you come across prisoners.

From here, you’ll start another chain that is pretty much just running back and forth for a couple of quests. The chain starts when you kill Ishaal for the “Secrets of the Talonpriests” quest, when he will drop an Almanac that will start “Ishaal’s Almanac”. You’ll take this to Adaris, for that part of the chain.

You’ll then get “An Ally in Lower City” from Adaris, which will have you take the almanac to Rilak.

He will then give you “Countdown to Doom”, which will have you return to Adaris.

Then, you will talk to Hazzik, who will give you “Hazzik’s Bargain”. Once you turn this in, you’ll get “A Shabby Disguise” and “Adversarial Blood” (this second quest is repeatable). You will want to do “Adversarial Blood” as many times as you can, as its one of the higher reputation yeilding quest for Skyguard. You will then get “Terokk’s Downfall”, which is a group quest and you will need 5 good players for it. The good thing about this part is that it earns you 1000 reputation points with Skyguard.

This quest is given by Sky Commander Adaris. After doing the group quest, you should be at least to friendly, or right on the lip of it if you haven’t done a lot of the daily quests.

From friendly to honored: The next area that you will go to for quests is the Blade’s Edge Mountains, where the Skyguard Outpost is. You will actually get a quest from Chu’a'lor (who is Ogri’La), called “The Skyguard Outpost” that will take you there. From that point, you’ll speak to Sky Commander Keller, to turn it in. He will also give you “To Rule The Skies”, which is a group quest, so make sure that you have some friends ready for this one.

You can also get “Assault on Bash’ir Landing”, after you complete the others that he gives you, which will just have you speak to someone and is an easy quest to do to gain reputation points. You’ll then talk to Sky Sergeant Vanderlip who will give you “Bombing Run” which will have you bomb 15 stacks of Fel Cannonballs. Once you finish it, you’ll get “Bomb Them Again”, which is another daily quest.

Then, you speak to Skyguard Khatie, who gives you “Wrangle Some Aether Rays”. Once you finish this quest, you’ll get “Wrangle More Aether Rays”, which is a daily quest. Now, you find Chu’a'lor again, and he will give you “Guardian of the Monument” which is another group quest. After this quest, you’ll get “An Apexis Relic” and then the daily quest “The Relic’s Emanation”.

From honored to exalted: From here, you should be over honored by now, especially if you are doing the daily quests. The next two quests you’ll get from Kronk, and they are: “Banish the Demons” and “Banish More Demons”, which is a daily quest. You will pretty much do the daily quests from here on in until you reach exalted.

You will also get 5 reputation points from any Skettis that you kill in the Skettis Valley, and 2 1/5 reputation points from each Skettis Kaliri that you kill in the Skettis Plateau. So, even though these aren’t a lot, if you grind as you are doing your daily quests, you can rack up some extra reputation points each day.

Your Sha’tari Skyguard NetherRay: Once you hit exalted with Skyguard, you will also need to have a level 300 Artisan riding skill and 200 gold to gain your NetherRay. There are several colors to choose from: blue, purple, green, silver, and red.

If you have a guide that you have written and you would like to see it on this website please feel free to drop me an e-mail to get it listed on this site.

Be sure to bookmark this page and check out the other guides to improve your gameplay and World of Warcraft reputation grind.

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2009-08-02

what determines your power in world of warcraft
Gold makes the world of warcraft go round! Your power in wow is based on just three factors: your level, your gear and your wow gold. These are the big three. In this free wow gold guide, we’ll look at making gold in world of warcraft.
the common factor
But first let’s look at the one commonality to each of the three factors that determine your power in the game. Number one is your level. If you’re level 5 and you have a million gold, you’re still not going to be able to experience much of the game. So you have to level your character and that takes time.
The second factor that determines your power in world of warcraft is your gear. According to this free wow gold guide, the best gear in wow comes from instances or pvp. Again, it takes a lot of time to learn an instance with your guild and wait for your turn at the loot no matter what wow strategy for loot your guild uses. Or if you want to get great gear by pvping it’s going to take a serious time commitment

a common wow gold making mistake
Most players quickly grasp that to increase your power in world of warcraft, you need to invest time to level and invest time to get the good gear. What a lot of players miss is that the third factor - how much wow gold you have - also takes time. This free wow gold guide makes it clear that time is the one thing that’s common to all three factors that determine your power in the game.
Your challenge as a wow player is to balance the time you invest in your activities - your raiding (or pvping) and your leveling with your time to make wow gold. As mentioned most players don’t get this balance correct and spend way more time raiding and leveling than they spend making wow gold.
free wow gold guide recommendation
So here’s the recommendation of this wow gold guide - you should plan to spend 30 minutes each time you login making wow gold. You can spend that 30 minutes each time you login - or you can mentally add up the number of times you login and spend all the time in one session. Let’s say in an average week you login four times. That’s two hours of wow gold farming you need to invest per week.
In this way you can balance the common factor (time) among the three other factors that determine your power in the game. Use the advice in this free wow gold guide and you’ll see that playing this way will give you a more balanced and ultimately more powerful character in world of warcraft.

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2009-07-15

Situated in the southern region of Asheville forest, Warsong Gulch is near the area where Grom Hellscream and his Orcs chopped away huge swaths of forest during the events of the Third War. Some orcs have remained in the vicinity, continuing their deforestation to fuel the Horde’’s expansion. They call themselves the Warsong Outriders.
The Night Elves, who have begun a massive push to retake the forests of Ashenvale, are now focusing their attention on ridding their land of the Outriders once and for all. And so, the Silverwing Sentinels have answered the call and sworn that they will not rest until every last Orc is defeated and cast out of Warsong Gulch.

Style: Return enemy’’s flag to your base while protecting your flag
Location: Kalimdor (Between Ashenvale and Barrens)
Limits: Level 10-70 players (level range breakup: 10-19, 20-29, 30-39, 40-49, 50-59, 60-69 and 70)
Maximum players per team: 10 Horde/10 Alliance
Minimum players per team: 5 Horde/5 Alliance
Win Conditions: Capture the enemy’’s flag 3 times

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2008-10-28

Article Credit: Debt and Wow Gold

This twink guide is referring to level 19.

Rogues

Rogues are general quick-killing twinks, when they crit with an ambush can do 400+ damage, this is in one go, they can gouge and backstab over and over to keep you dealing barely any damage to them whilst they’re getting massive crits and if the have lifestealer, they’re taking all your HP too, so it’s no messing about with these guys, get them out of stealth and keep them unable to use any abilities.

These twinks are best suited to the Alliance wow gold faction gearwise.
These twinks are best suited as either a Gnome, a Night elf, a Blood elf or an Undead.

Good against:
Shamans, Mages, Warlocks, Priests, Druids.

Bad against:
Other Rogues, Hunters, Warriors, Paladins.
Armor:

Head: Lucky Fishing Hat, Green Tinted Goggles.
Neck: (Alliance only) Sentinels Medallion, (Horde only) Scout’s Medallion.
Shoulders: Talbar Mantle.
Back: Sentry Cloak, Glowing Lizardscale Cloak
Chest: Blackened Defias Armor, (Alliance only) Tunic of Westfall.
Bracers: Forest Leather Bracers.
Gloves: Scouting Gloves of the Monkey, Red Whelp Gloves.Bristlrbark Gloves
Belt: Deviate Scale Belt.
Legs: Dark Leather Pants.(clefthide,Nethercleft,Cobrahide)
Feet: Feet of the Lynx, Nat Pagle’s Extreme Anglin’ Boots.
Ring 1: (Alliance only)Seal of Wrynn, (Horde only)Seal of Sylvanas.
Ring 2: (Horde only) Legionnaire’s Band, (Alliance only) Protector’s Band.
Trinket 1: (Alliance only) Insignia of the Alliance, (Horde only) Insignia of the Horde.
Trinket 2: Arena Grand Master, Minor Recombobulator.

Weapons:

Main Hand Weapon:
Assassin’s Blade, Shadowfang
Off Hand Weapon:
Cruel Barb, Assassin’s Blade.
Ranged:
(Alliance only) Hand of Argus Crossfire, Throat Piercers, Thick Bronze Darts.

Enchants:

Armor:

Head: Lesser Arcanum of Constitution, Lesser Arcanum of Voracity.
Back: Enchant Cloak - Superior Defense, Enchant Cloak - Lesser Agility, Enchant Cloak - Greater Resistance, Enchant Cloak - Stealth.
Chest: Enchant Chest - Major Health, Enchant Chest - Greater Stats.
Bracers: Enchant Bracer - Superior Stamina, Enchant Bracer - Superior Strength.
Gloves: Enchant Gloves - Superior Agility.
Legs: Clefthide Leg Armor, Nethercleft Leg Armor, Cobrahide Leg Armor, Nethercobra Leg Armor.
Feet: Enchant Boots - Minor Speed, Enchant Boots - Greater Agility, Enchant Boots - Greater Stamina.

*NOTE* Nat Pagle’s Extreme Anglin’ Boots CAN GET TBC ENCHANTS ON THEM!, If you’re going to get them I recommend these enchants on them:
Enchant Boots - Fortitude, Enchant Boots - Dexterity, Enchant Boots - Cat’s Swiftness, Enchant Boots - Boar’s Speed.

Weapons:

Main Hand Weapon:
Enchant Weapon - Crusader, Enchant Weapon - Lifestealing, Enchant Weapon - Fiery Weapon.

Off Hand Weapon:
Enchant Weapon - Agility, Enchant Weapon - Lifestealing

Talents:

There are a mass of talent specs, alot of them can prove to be very, very good, I’ll list alot of the combo’s but ultimately it’s up to you if you want to alter them slightly to your needs.

Dagger Rogue:

Spec 1:
Malice 5/5, Murder 2/2, Improved Backstab 3/3.
Spec 2:
Malice 5/5, wow gold Remorseless Attacks 2/2, Improved Backstab 3/3.
Spec 3:
Malice 5/5, Opportunity 5/5.
Spec 4:
Malice 5/5, Improved Gouge 3/3, Murder 2/2.
Spec 5:
Malice 5/5, Improved Gouge 3/3, Remorseless Attacks 2/2.
Spec 6:
Opportunity 5/5, Camouflage 5/5.
Spec 7:
Opportunity 5/5, Dirty Tricks 2/2, Improved Gouge 3/3.

Sword Rogue:

Spec 1:
Malice 5/5.
Remorseless Attacks 2/2.
Improved Eviscerate 3/3.
Spec 2:
Malice 5/5.
Murder 2/2.
Improved Eviscerate 3/3.
Spec 3:
Malice 5/5.
Remorseless Attacks 2/2.
Improved Sinister Strike 2/2.
1 Remainder point for use anywhere.
Spec 4:
Malice 5/5.
Murder 2/2.
Improved Sinister Strike 2/2.
1 Remainder point for use anywhere.

Notes and tips on Rogues:
I strongly suggest you use a dagger in the main hand as it opens up so many possibilities, and with it you can use your most deadly move, ambush, but it’s fully up to you, although probably the strongest Rogue will be a dagger-switch-sword spec, this is a rogue that wields a dagger in main hand, ambushes a target, then, with his sword hotbarred he’ll switch to that and demolish the target using sinister strikes and eviscerates, if he’s a smart rogue he’ll do this:
Ambush, switch to sword, turn on Slice ‘n’ Dice, and whack away with Sinister Strikes and Eviscerates until the target is dead, I know a few more techniques but they require a dodgy spec that wont really be any good, although will be more effective than the above, there’s a chance you would always get your ambush making the whole thing useless, so that’s why I say use the above one, if you ambush fails on the above technique, do a Sinister Strike and hit Slice ‘n’ Dice, for enchants I recommend you go with all with alot of stamina/hp along with tons of agility, but I do suggest you throw in a speed boost enchant somewhere as it’s the key to catching opponents, for weapons I highly suggest Crusader on the main hand and Agility or Lifestealing on the off hand, the reason for this is because off hand is far more likely to miss an attack than the main hand, meaning the proc is far less likely to happen, lifestealing is a very common proc so although it’s shift it can be fine used in the off hand, if you want to play it safe go with agility, both of which are great enchants and again it’s entirely your decision what you pick.

That’s the end of the rogue section.
Hunters

Hunters, this is argued to be better than the rogue, I, have both a rogue and a Hunter twink, I personally think the Hunter is better, just for the sheer amount of survivability and the basic ability to totally dominate the entire BG with your attacks from a long distance. The ability to have a triple-crit Multi Shot and rack up three killing blows and a ton of honor just tops it off, not to mention the fact it’s very, very easy to stay above the competition with a Hunter, although it does have some cons, Hunters suck at flag running, and the biggest con is, well, they can’t beat any class that can slow them, namely Warriors, the Hunter technique is to slow the opponent that gets up close with Wing Clip, run to a distance and range away, doing this over and over again leaving the opponent no chance to even touch the Hunter, if the Hunter is slowed and so is the enemy, well, you’re getting no where and you’re finding yourself, a Hunter, melee’ing, not a good idea, though, they are very very powerful and this con doesn’t much bother me because I can usually take out any warrior before they get to me anyway.

These twinks are best suited to the Alliance faction gearwise.
These twinks are best suited as either a Night elf, a Blood elf or a Troll.

Good Against:
Rogues, Mages, Warlocks, Priests, Other Hunters.

Bad Against:
Warriors, Paladins, Shamans.
Armor:

Head: Lucky Fishing Hat, Green Tinted Goggles.
Neck: (Alliance only) Sentinels Medallion, (Horde only) Scout’s Medallion.
Shoulders: Talbar Mantle.
Back: Sentry Cloak, Glowing Lizardscale Cloak
Chest: Blackened Defias Armor, (Alliance only) Tunic of Westfall.
Bracers: Forest Leather Bracers.
Gloves: Scouting Gloves of the Monkey, Magefist Gloves.
Belt: Deviate Scale Belt.
Legs: Dark Leather Pants.
Feet: Feet of the Lynx, Nat Pagle’s Extreme Anglin’ Boots.
Ring 1: (Alliance only)Seal of Wrynn, Lavishly Jeweled Ring.
Ring 2: (Horde only) Legionnaire’s Band, (Alliance only) Protector’s Band.
Trinket 1: (Alliance only) Insignia of the Alliance, (Horde only) Insignia of the Horde.
Trinket 2: Grand Arena Master, Minor Recombobulator.

Weapons:

2 Handed weapon:
Twisted Chanter’s Staff Cheap Wow Gold
Ranged:
Venomstrike.
Quiver:
Quiver of the Night Watch.

Enchants:

Armor:

Head: Lesser Arcanum of Constitution, Lesser Arcanum of Voracity.
Back: Enchant Cloak - Superior Defense, Enchant Cloak - Lesser Agility, Enchant Cloak - Greater Resistance.
Chest: Enchant Chest - Major Health, Enchant Chest - Greater Stats.
Bracers: Enchant Bracer - Superior Stamina.
Gloves: Enchant Gloves - Superior Agility.
Legs: Clefthide Leg Armor, Nethercleft Leg Armor, Cobrahide Leg Armor, Nethercobra Leg Armor.
Feet: Enchant Boots - Greater Agility, Enchant Boots - Greater Stamina.

*NOTE* Nat Pagle’s Extreme Anglin’ Boots CAN GET TBC ENCHANTS ON THEM!, If you’re going to get them I recommend these enchants on them:
Enchant Boots - Fortitude, Enchant Boots - Dexterity.

Weapons:

2 Handed Weapon:
Enchant 2H Weapon - Agility
Ranged:
Accurate Scope

*NOTE* Although Accurate scope requires level 20 to apply to your ranged weapon, you’re ranged weapon will meet the minimum level requirement of your ranged weapon, although a ranged weapon like Venomstrike requires level 19 to equip, it’s actual item level is higher, meaning the scope can be attached to the bow, but you can’t do it, but someone level 20 or above can attach it for you in a Will Not Be Traded slot in the trade window, incase there’s any doubts of whether or not this can be done, it’s a yes, I have it on my Venomstrike.

Talents:

There isn’t really much to go with on Hunter Talent specs, Improved Concussive Shot can be such a life saver, but I myself didn’t spec in it, I’d rather have the improved damage and crit damage as well as a the ability to get those pesky opponents who only JUST manage to get out of the 35 yard range, that used to annoy me beyond belief, not anymore! ^_^ (I use Spec 1), again it’s ultimately up to you, I HIGHLY recommend having 5/5 Lethal Shots no matter what spec you choose because your crits are the key to killing the opponent.

Spec 1:
Lethal Shots 5/5.
Humanoid Slaying 3/3.
Hawk Eye 2/3.
Spec 2:
Lethal Shots 5/5.
Humanoid Slaying 3/3.
Endurance Training 2/5.
Spec 3:
Lethal Shots 5/5, Improved Concussive Shot 5/5.

Pet:

The pet can make or break a Hunter, this little companion is very, very useful, there are many pets you can pick, but I recommend only 1, The Boar, why? because it has charge, what charge does incase you didn’t know is charges the opponent and stuns him for 1 sec, I know what you’re thinking, “1 Sec? That’s nothing”, but it is, if a Warrior is charging you and you hit charge quickly, the Warriors charge is over giving you a fighting chance, or when a Warlock is going to Fear you, slam a charge in and it stops it, if he/she trys to fear you again, no chance, you’ve got you pet hammering away which in itself is enough to give you time to take the lock out, but you’re also hitting him too, you have an instant cast shot so basically his cast bar isn’t going up, same goes for mages, they can’t cast, at all, makes a great companion and at times a life saver, if you’re on a tiny amount of HP and you’re trying to run away, root the opponent with your boar and make a quick escape, it makes sense rather than a cat, a cat does some extra damage, so what? this little bad boy saves you from damage, oh it can also be funny to root the Horde flag carrier as he tries to cap a flag and you just whack him out with your sheer ability to take out anything in your path.

Pet Boar:

The Boar I tamed was called a “Longsnout”, these boars are black and look much better than the regular beige colored boars, these boars are level 10 to 11 (Great starting pet as you can tame it right after you finish your hunter quest), this Boar is located in Elwynn Forest, where Hogger is, they’re around that little bit.

Your boar should have this:

Charge, Rank 2:
You can get Charge Rank 2 from a Greater Goretusk (16-17) in Redridge Mountains.

Bite, Rank 3:
You can get Bite Rank 3 from a Ghostpaw Runner (19-20) in Ashenvale.

Gore, Rank 3:
You can get Gore Rank 3 from a Greater Goretusk (16-17) in Redridge Mountains.

Notes and tips on Hunters:
There’s alot of technique to Hunters in the higher levels, fortunately there’s not much too specific you have to do that’s too important, just make sure you’ve got tons of agility and you keep the enemy at a distance, make sure you’re using Multi Shot whenever you can even if you’re only up against one of opponent, Multi Shot does extra damage so it makes sense to use it all the time, and about some of the enchants and gear, twink Hunter’s need lots of Intellect too, and can only use a 2H weapon so you should use a the Twisted Chanter’s Staff because it truly owns. , you don’t have to use the Magefist Gloves but I do, I have 1.1k mana which is fine for me, but it’s entirely up to you, this a guide not a restraining order.

And that’s the end of the Hunter section.
Mages

Although mages don’t get their best spells until higher levels, don’t be fooled by their appearance, just because they wear cloth doesn’t mean they can’t slam out loads of instant casts, slowing and rooting spells to leave yourself thinking “What the f**k happened there”, they’re rarely twinked in the 10 - 19 bracket for the simple fact they’re not the best twinks for this bracket, OR SO THEY SAY, if you check the Mage spells for levels 10 to 19, you’ll see there’s not much to offer, the spells look puny and like they can’t do much damage, I beg to differ, if a mage specs properly and has the right enchanted gear they have as much chance of killing rogue as every other class, Mages need to stay back and do their work, keeping their opponents slowed and rooted so they can’t get a hit, whilst you whack away with fireballs and arcane explosions, truly a class they has to be mastered to perfection to fulfil their amazing, understated potential, not a class for the lazy/cheap.

This class isn’t best suited for any faction.
This class is best suited as a Gnome, a Blood elf or an Undead.

Good Against:
Other Mages, Warlocks, Priests, Warriors, Druids.

Bad Against:
Hunters, Rogues, Paladins, Shamans.

Armor:

Head: Lucky Fishing Hat, Green Tinted Goggles, Shadow Goggles.
Neck: (Alliance only)Sentinel’s Medallion, (Horde only)Scout’s Medallion.
Shoulders: Talbar Mantle.
Back: (Alliance only)Caretaker’s Cape, (Horde only)Battle Healer’s Cloak, Sentry’s Cape of the Eagle.
Chest: Tree Bark Jacket.
Bracers: Mindthrust Bracers.
Gloves: Magefist Gloves.
Belt: Keller’s Girdle.
Legs: Darkweave Breeches.
Feet: Nat Pagle’s Extreme Anglin’ Boots.
Ring 1: Black Pearl Ring, Bronze Band of Force, Band of Purification.
Ring 2: (Alliance only)Lorekeeper’s Ring, (Horde only)Advisor’s Ring.
Trinket 1: (Alliance only) Insignia of the Alliance, (Horde only) Insignia of the Horde.
Trinket 2: Grand Arena Master, Minor Recombobulator.

Weapons:

2 Handed Weapon:
Twisted Chanter’s Staff, (Alliance only)Lorekeeper’s Staff, (Horde only)Advisor’s Gnarled Staff.
1 Handed Weapon:
Evocator’s Blade.
Off Hand:
Antipodean Rod, Buy Wow Gold Pulsating Hydra Heart.
Wand:
Gravestone Scepter.

Enchants:

Armor:

Head: Lesser Arcanum of Constitution, Lesser Arcanum of Rumination, Lesser Arcanum of Voracity.
Back: Enchant Cloak - Superior Defense
Chest: [item]Enchant Chest - Greater Stats[item], Enchant Chest - Major Health, Enchant Chest - Major Mana.
Bracers: Enchant Bracer - Superior Stamina, Enchant Bracer - Mana Regeneration, Enchant Bracer - Greater Intellect.
Gloves: Enchant Gloves - Frost Power, Enchant Gloves - Fire Power.
Legs: Clefthide Leg Armor, Nethercleft Leg Armor.
Feet: Enchant Boots - Greater Stamina.

*NOTE* Nat Pagle’s Extreme Anglin’ Boots CAN GET TBC ENCHANTS ON THEM!, If you’re going to get them I recommend these enchants on them:
Enchant Boots - Vitality,
Enchant Boots - Fortitude.

Weapons:

2H Weapon:
Enchant Weapon - Spell Power, Enchant Weapon - Mighty Intellect.
1H Weapon:
Enchant Weapon - Spell Power, Enchant Weapon - Mighty Intellect.

Talents:

There are three talent specs you can go with as a mage, for a twink, Fire and Frost are without a doubt the best, both of them are equally as good… but it’s up to you to decide, personally, I’d go with Fire, because of Pulsating Hydra Heart, I mean, it’s a brilliant twink item, it’s +2 stamina and +7 fire damage what more could you possibly want?, well, the arguement is that you can get double your crit damage in Frost spec, with a 0.5 second cast reduce time on Frostbolt you’re casting it in 1.7 seconds, The problem is… you’re only going to cast a few, crit chances aren’t high and really, it’s not worth it, but then again it’s up to you, arcane DOES have wand spec… which is brilliant… I’m still not entirely sure which is the best mage spec yet… I’m very partial on all 3, I may have to make a twink mage one day…

Arcane Spec:

5/5 Improved Arcane Missles.
2/2 Wand Specialization.
3/5 Arcane Concentration.

Fire:

Spec 1:
5/5 Improved Fireball.
5/5 impact.
Spec 2:
5/5 Improved Fireball.
3/3 Improved Fire Blast.
2/2 Flame Throwing.
Spec 3:
5/5 Impact.
3/3 Improved Fire Blast.
2/2 Flame Throwing.

Frost:

Spec 1:
5/5 Improved Frostbolt.
5/5 Ice Shards.

Spec 2:
5/5 Improved Frostbolt.
3/3 Frostbite.
2/2 Improved Frost Nova.

Spec 3:
5/5 Improved Frostbolt.
3/3 Permafrost.
2/2 Improved Frost Nova.

Notes and Tips on Mages:
I think it’s fair to say these guys are hard work and cost a TON of money on enchants… I did some number crunching and found that Fireball can do up to 168 damage, if you spec in Improved Fireball this is a 2.5 second cast to a possible 336 crit, for frost it can do 98 damage, with Improved Frostbolt this is in 1.7 seconds, it can crit for 196 and with Ice Shards can crit for 294, I think this totally destroys the arguement, this combined with your two instant casts in no match, Frostbolt here is doing 57.6 Damage per second without global cooldown time which I think is 1.5 seconds (Someone correct me if I’m wrong) if it is 1.5 seconds, it’s already run out by the time you’re cast your frostbolt so you’re ready to cast again, but Fireball is doing a massive 67.2 damage per second, AND has higher crits! THEN has the 12 dmage over 8 sec! if this is improved with the gear and enchants the 12 damage turns to 52 damage over 8 sec, I’m not entirely sure if the 18 damage over 9 sec IS improved by the gear and chants I need someone to tell me as I don’t have the means to test it out myself, but is does… Wow… I mean, this is amazing, I’ve never acctually realised how great a mage can be, *NOTE* all this number crunching was done using certain gear and enchants with + plus damage, this again is MAXIMUM, the likely hood of you acctually critting and doing this DPS regularly is very, very low considering all the factors, infact, after doing more research I’ve found this: the minimum for these two spells with the enchanted gear is 125 damage + 12 damage over 8 sec for fireball, the minimum for Frostbolt is 87, Fire wins.

The gear/enchants used:
Frost/Fire Power enchant to gloves.
Spell Power to 1H.
Antipodean Rod for Frost spells and Pulsating Hydra Heart for Fire spells.

And that’s the end of the Mage section.

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