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    Class Guides : Priest, Warlock and Rogue!

    ~~Heres a couple of guides i found, enjoy! ~~


    Note : These guides are not in depth but give a brief understanding of how they are used.

    Priest!


    The priest is the best healing class in the game with a surprisingly strong damage potential as well (should the player choose to enhance this aspect of the class). Their ability to heal, avoid aggro, dispel buffs on enemies, dispel debuffs on their allies, and Resurrect fallen comrades makes them an important member of any group, whether it's PvP or PvE. A quick summary of the main things a Priest brings to a group:

    Strong, efficient, fast heals
    Power Word: Shield
    Fortitude buff to increase Stamina of other players
    Ability to control their own threat through talents
    Dispel both negative spells on allies and positive spells on enemies
    Resurrect
    Shadow Priests are one of the more efficient solo classes in the game, especially after level 40. Via talents and a targeted Spirit and Intellect build, Shadow Priests can have high, sustained DPS and incredibly high survivability with little downtime.

    Shadow Priests make for decent ranged DPS characters in endgame raids with very strong supportive abilities as well, but lack AoE and natural class abilities to retain mana - this can sometimes be alleviated with the use of consumables. Shadow Priests can spec for 25% threat reduction, have a highly mana efficient spell in Mind Flay, increase warlock DPS through the use of shadow vulnerability, and provide good raid flexibility as a class capable of healing and DPS as the situation requires. Shadow priest talents allow for up to a 40% increase in damage output, which is calculated after any and all bonuses from gear like all spell-casting classes. The only exception to this rule is healing spells. Unfortunately many endgame raiding guilds do not allow Shadow Priests to DPS inside an instance because they feel a Priest is better suited to Healing.

    Holy Priests are quite the opposite. While not as effective in damage output, there is no better healer than the Holy Priest. Players forming groups will prefer a Priest to other classes to help keep them alive.

    Their primary stats are Spirit for mana regeneration, Intellect for a large mana pool and crits, and Stamina for more hitpoints. Stats obtained from gear, such as Mana points/5 seconds and +damage/healing are also important.

    Races
    The Priest class can be played by the following races:

    Alliance

    Dwarves
    Humans
    Night Elves
    Draenei

    Horde

    Undead
    Trolls
    Blood Elves
    Note that Priests get a couple of extra spells according to their race, see the racial spells section for further details.

    Weapons and Armor

    Priests can only wear cloth armor. Priests begin with one-handed maces and wands and can learn daggers and staves from Weapon Masters.

    For details on set items that are useful for priests, see Priest Sets. Also, Priest Loot is a new page with links to every item useful for priests in raiding.

    For endgame Healing Equipment go to BC healing equipment (cloth)

    For endgame DPS Equipment go to BC Priest DPS Equipment

    Spells
    Healing
    Single Target Heals
    Group Heals
    Heals over time
    Resurrection
    Holy Magic
    Buffs
    Dispells and Cures
    Direct Damage
    Shadow Magic
    Direct Damage
    http://www.wowwiki.com/Priest_Spells#Damage_over_Time
    Mana Drains
    Aggro Control
    Mind Control
    Miscellaneous
    Further Buffs & Aggro control
    Limited Crowd Control
    See the Priest Spells page for further details.
    Here

    Talents

    Aelthalyste resides in the War Quarter of Undercity ready to train Priests of all capabilitiesPriest Talents are split into 3 categories:

    Shadow

    Shadow talents primarily enhance a priest's DPS. One of the most important shadow spells gained through Shadow tree talents is Mind Flay, a 3 second channeled spell that causes damage and slows the target to 50% of its movement speed. It has a low mana cost, making it one of the most mana-efficient spells in the game and is first available at level 20.

    The Spirit Tap talent is generally the recipient of any priest's first talent point, as it doubles the priest's Spirit and allows 50% mana regeneration while casting for 15 seconds after killing a mob. Another important talent in the Shadow tree is Vampiric Embrace, available at level 30. This shadow spell casts a debuff on a target that heals all party members for 20-30% (depending on talents) of the shadow spell damage the priest deals to it for 60 seconds.

    The Silence spell and its prerequisite, Improved Psychic Scream, are utility talents placed in the middle of the Shadow tree. Shadow Weaving can be useful in party and raid situations, as it causes a debuff that lasts 15 seconds, provides a 3% bonus to all shadow damage caused on the target (for example from Warlocks), and stacks up to 5 times. The debuff is applied every time the shadow priest successfully casts a shadow spell on a target, although it is subject to a separate resistance check.

    Another vital talent of the Shadow tree is Shadowform, which when activated gives the priest a 15% shadow spell damage bonus and 15% reduction to physical damage taken but entirely prevents the priest from casting Holy spells. (As such, Vampiric Embrace is the only option besides consumables for a priest in shadowform to heal itself.) Some other useful talents in the Shadow tree can cause a 3 second stun on a successful shadow spell cast, reduce the threat caused by shadow spells, and increase the damage the target takes from all sources of Shadow damage.

    The new ultimate Shadow talent, Vampiric Touch, causes a 15 second damage over time effect on the target and provides an amount of mana equal to 5% of all shadow damage dealt by the caster to all members of the caster's party while the DOT effect lasts.

    Discipline

    Discipline allows the priest to be stronger with buffs (such as Power Word: Shield and Fortitude and Inner Fire), more mana conserving, and still able to balance DPS and healing. At the end of this talent category is the spell Pain Suppression. Pain Suppression reduces damage taken from any source by 60% for 8 seconds, granting the Priest extra longevity should the enemy focus on them. Another power Discipline spell, Power Infusion grants the target an extra 20% damage and healing buff. Unlike Arcane Power in the Mage's list, this technique allows the priest to give the buff to someone else, and it doesn't have the drawback of consuming extra mana like Arcane Power. Regrettably, these two techniques do not stack. Also, added with the healing buff, a priest could use this in an intense battle to have higher healing ability. Combining this with a powerful spirit buff, the priest can go on for many battles without running out of mana, especially in instances where the priest heals. This is mainly an end-game category, and quite powerful leveling up as a priest can get an extra 5% spell critical chance as well as a permanent spell damage mod to offensive spells. There are very few priests that don't have a few points in Discipline.

    Holy

    The Holy tree increases a priest's healing ability while enhancing their survivability. The final ability is Circle of Healing, an instant heal that not only heals the target, but members of the target's party as well. Priests also have a "dying wish", which allows them to become the Spirit of Redemption and heal party members for 15 seconds mana-free. This can easily save a group from being wiped out, and can keep them alive until the enemies are defeated or the priest is resurrected by a druid in battle. Holy priests are the best healers in the game, for they can heal even when the tank fails to keep mob threat. That is, if the priest decides to forgive them.


    There is some limited information on Priest Talents in Priest Spells.

    Example talent builds for the 2.0 can be found at The Blizzard Priest Forums or wow.telenet.be's Talents section

    Talent builders can be found at Official Blizzard site, Panda Hideout, WoW Vault, ThottBot, Merciless, and Wowhead

    _________________________________________________

    Warlock!


    Warlocks were once Mages who, in pursuit of ever-greater sources of power, abandoned their studies of the Arcane and delved into darker Shadow-based magic. Warlocks still retain their skills in the manipulation of the Fire element, although their focus is on delivering excruciating pain, drawing out the suffering of their victims instead of the effective application of Arcane energies to efficiently dispose of their targets from a safe distance.

    Warlocks are unique among the DPS caster classes because of their ability to convert health into mana. Warlocks have the most powerful Damage over Time spells, the most variety in debuffs and summonable minions. Just like a Mage, a Warlock’s Crowd control abilities appropriately used can stave off certain doom for the Warlock and their allies, and Warlock’s sustained Burst damage when suitably specced and geared can rival those of a Mage. However, the Warlock’s Area of Effect spells are not as varied as those of their Mage brethren, although when used appropriately they have powerful applications in group play.

    Warlocks are well versed in the "shock and horror" tactics of warfare, and their manipulation of Shadow energies can send their opponents reeling in Fear. At low levels, Warlocks rely primarily on minions and Damage over Time (DoT) spells to deal out damage to their enemies while fearing their enemies to prevent retribution.

    Endgame warlocks either choose to maximize the effects of their DoTs and Curses through the Affliction tree, increase the utility of their summoned minions and stones through the Demonology tree, or lay waste the opposition with Burst damage and Direct damage spells in the Destruction tree. In previous versions of WoW, the 8-debuff and 16-debuff limits prevented Warlocks from maximizing their damage output through Affliction spells, and Warlocks were relegated to chain-casting their Direct damage spells to maintain DPS in PvE raids. This has changed with the new 40-debuff limit, and Affliction DPS is now somewhat competitive in a raid environment.

    The Warlock can learn to summon magical mounts. All other classes, except Paladins, must purchase their own mounts with gold or via PvP.

    Being a Warlock demands certain things: being able to engage multiple targets simultaneously while keeping tabs on your minion, to make split-second strategic decisions on cast rotations depending on the situation, careful shard management and even more careful aggro management. Being a Warlock also rewards many things: they are PvP powerhouse due to naturally high stamina values, they have the ability to apply debilitating, even humiliating Crowd control abilities and in PvE their damage output in multiple target situations can rival those of other DPS classes who focus fire on a single target.

    Races
    The Warlock class can be played by the following races:

    Alliance

    Gnomes
    Humans

    Horde

    Orcs
    Undead
    Blood Elves

    Weapons & Armor
    Warlocks can wear Cloth armor only, and can initially use Daggers and Unarmed combat in battle. They can also use Wands for ranged combat, and equip off-hands to enhance various skills. They can train at a weapon master for 10 to gain the ability to use One-Handed Swords (Undercity, Silvermoon, Stormwind) and Staves (Orgrimmar, Thunder Bluff, Stormwind). More information regarding Warlock-specific armor can be found at Warlock Sets.

    Attributes

    A gnome warlock in art.The Warlock has no use for Strength. Spirit regenerates hp and mana for Warlocks, but very slowly. Besides that, the Life Tap spell allows Warlocks to convert health to mana, thereby rendering Spirit quite obsolete. Thus the most valuable stats are, in descending order:

    Stamina
    +Spell Damage (especially valuable as it now boosts both DoTs and nukes as well as Life Tap and Dark Pact)
    Intellect
    Spell crit
    Spell hit
    Health regeneration (+X Health per Y seconds)
    Mana regeneration (+X Mana per Y seconds)
    Spirit
    Agility
    Although Agility is not vital to a Warlock, it does add a little to the Armor rating. The value of Spell crit depends on the talent build. With Ruin and the use of direct damage spells, it is very good. But for an Affliction Warlock that mostly uses DoTs, it is worth very little.

    See also attributes, Formulas:Health Regan Formulas :Mana Regan for more information.

    Soul Shards
    A large number of the Warlock's skills and spells rely on the reagent known as Soul Shards. Soul Shards are obtained by using the Drain Soul spell. To create a soul shard, the warlock must be channeling this spell as the target dies. Only targets that would give experience (or honor in the case of a PvP target) to the warlock will yield a Soul Shard.

    Shadowburn (talent) also creates a soul shard if the enemy dies within five seconds of casting it, but since it also costs a shard to cast, the net effect is zero shards (or less if the cast is mistimed or spell is resisted).

    Abilities

    An Undead Warlock.Find detailed information about the warlock's various abilities on the [URL="http://www.wowwiki.com/Warlock_Spells"]Warlock Spells page.[/URL

    Minions
    Warlocks can summon a variety of minions, each exhibiting different skill sets which are useful in different situations.
    Imp
    Imp (Level Obtained: Varies, obtainable as early as 1, usually 4 though, Gnome, Undead, Human, Orc, Blood Elf)
    The Imp's main role is a support minion, designed to do additional damage alongside the caster via its Firebolt attack. The Imp is very fragile and will die very quickly if attacked, but it requires no Soul Shard to summon, and is often used to farm new Soul Shards when you run out and cannot summon a different minion. Other Imp abilities include Phase Shift (allowing the Imp to shift out of phase and cannot be attacked by enemies), Blood Pact, a powerful stamina buff for everyone in your party, and Fire Shield, a Thorns-like damage shield (with FR at higher levels) which he will cast on you and your teammates that enter combat. With the Improved Imp and Improved Firebolt talents, the Imp is the most damaging minion in the warlock's arsenal (with the notable exceptions of the Infernal and Doomguard); at least until he runs out of Mana. The Imp is also useful as a mana battery for affliction warlocks using dark pact due to his ability to stay out of harms way and his fast mana regeneration.
    Voidwalker
    Voidwalker (Level Obtained: 10, Undead, Orc, Blood Elf, Gnome, Human)
    This demon deals little damage, but has very good armor and good hit points. The Voidwalker's main ability, Torment is a taunt that causes enemies to lose interest in the warlock and instead attack the Voidwalker. There is also a PBAOE version of Torment called Suffering. This makes for an excellent soloing minion, and is also great for farming additional Soul Shards. Additional Voidwalker spells include Sacrifice, which kills your Voidwalker but creates a 30-second damage absorption shield for the warlock, and Consume Shadows which is an out of combat self-heal for the Voidwalker.
    Succubus
    Succubus (Level Obtained: 20, Undead, Orc, Alliance)
    The Succubus is replete with spells that deal damage and mesmerize the enemy in different ways. Her first ability, Lash of Pain, is a direct-damage, low-mana cast that deals shadow damage to her target. Other spells include Soothing Kiss, which will reduce threat (the reverse of the Voidwalker's Torment ability) and Seduction, which mesmerizes a target for 15 seconds (or until attacked). The Succubus also has a self-only Lesser Invisibility spell. Succubus deals the most damage of all the basic minions, without talent upgrades.
    Felhunter
    Felhunter (Level Obtained: 30, Horde, Alliance)
    The Felhunter is your anti-caster minion. Where the Succubus deals lots of melee damage, the Voidwalker is a great tank and the Imp deals lots of ranged damage, the Felhunter has high magic resist and has abilities to Counterspell (Spell Lock), remove buffs from enemies and remove debuffs from friendlies (Devour Magic). The Warlock employing a meleeing Felhunter can also use Tainted Blood to reduce the Attack power of enemies when they land hits on the minion. One could also use Paranoia to greatly increase the stealth detection of all party member close to the demon.
    Infernal
    Infernal (Level Obtained: 50, from Grimoire of Inferno or Kroshius' Infernal Core)
    While it deals better melee damage than the Succubus, has higher HP, fire immunity, and more AC than a Voidwalker; it needs to be enslaved (with the Enslave Demon spell) after the first five minutes. This demon can break loose unexpectedly, causing it to turn on its former master. It can be enslaved again (at the cost of one Soul Shard per attempt), but Enslave is subject to diminishing returns -- the duration decreases with each successive casting on the same demon. The Infernal deals strictly in melee damage, combined with an immolation effect that hurts all enemies nearby. It also requires an Infernal Stone to summon.
    Doomguard
    Doomguard (Level Obtained: 60, from Curse of Doom or Ritual of Doom)
    The Doomguard is the most powerful Warlock minion. It has the highest HP and AC, as well as having Rain of Fire, Dispel, Cripple and Warstomp. A properly used Doomguard can take out entire camps of enemies at a time before perishing. However, like the Infernal, it requires Enslave Demon to be cast on it to stay within the Warlock's control, but unlike the Infernal, it MUST be enslaved right away, or it will start attacking you or your party/raid. It can be re-enslaved after but the Enslave's duration diminishes after each casting. Curse of Doom has about a 10% chance of summoning a Doomguard if it deals the killing damage. Ritual of Doom will summon a Doomguard 100% of the time, but requires the assistance of your party, and will kill one member of your group. That one party member could be you, thus unleashing an angry Doomguard on your group mates with no one to enslave it unless another Warlock is in your group. Ritual of Doom requires a Demonic Figurine reagent.
    Felguard was added in the 2.0.1 patch (Obtained: from 41 point tier of the new demonology talent tree)
    Felguard
    The Felguard is the most powerful non-enslaved Warlock minion. Overall effectiveness compared to other warlock minions is in a rapid state of flux. As of patch 2.0.3, it has similar DPS to the succubus, while tanking almost as well as the Voidwalker (having less armor but very similar or slightly better single target aggro generation (this appears to be changing however, with armor increasing). This demon has abilities that help a lot in PvP as well as when soloing. It uses the standard single soul shard to summon. <3

    _________________________________________________

    Rogue!


    The Rogue class is the premiere melee DPS dealer, approached in damage only by well-geared fury warriors. They have access to a wide range of special abilities, which mostly depend upon energy. The mantra of the Rogue is "fastest to kill, fastest to die." Unlike Hunters and Mages who have the ability to deal damage from distance, Rogues must be in close, which often subjects them to tank-like damage input when caught out of stealth.

    Rogues rely on agility, but should also aim for gear with additional stamina. At the later levels, some rogues opt to use Attack Power.

    Rogues can only wear leather or cloth armor, cannot wear shields, and can only wield 1-handed weapons (daggers, swords, maces and fist weapons) and ranged weapons. At level 10, they can dual wield two one-handed weapons. At level 20, they gain access to Poisons through a quest.

    This class is best suited for players who like to creep up on unsuspecting targets and if problems arise, can vanish from sight.

    Races
    The Rogue class can be played by the following races:

    Alliance

    Dwarves
    Gnomes
    Humans
    Night Elves

    Horde

    Orcs
    Undead
    Trolls
    Blood Elves

    All races can play the rogue with equal efficiency, but like any class in World of Warcraft, we should take a deeper look into the Racial Traits and how they affect the gameplay of a rogue.

    The Undead have the racials Will of the Forsaken and Cannibalize. Will of the Forsaken allows an Undead rogue to get rid of fear, sleep and charm spells, and is a huge benefit in PvP when fighting priests, warriors or warlocks. Cannibalize can be used on humanoid or undead corpses to regain health, which helps to minimize downtime without wasting food, bandages or potions.

    Night Elves have increased dodge (an extra +1%), increased stealth (equal to a +1,67 with 5/5 Master of Deception) and are tied with Gnomes for the highest base agility in the game. Furthermore, Night Elves possess Shadowmeld, an ability which functions like a weaker, stationary stealth. Since Shadowmeld and stealth do not share a cooldown, Shadowmeld can be used as an emergency stealth in certain situations.

    Gnomes have the racial escape artist, which allows a gnome to escape from a root/snare once every couple of minutes without the use of Vanish. They are also tied with Night Elves for the highest base agility in the game.

    Dwarves have the racials Find Treasure and Stoneform. Find Treasure puts chests, clams, footlockers, etc. on the minimap when active. Since Find Treasure reveals footlockers, it makes the Rogue's Pick Lock skill much easier to level. Find Treasure does not stack with other tracking abilities such as find minerals, and other forms of tracking provided by gathering professions. Find Treasure offers no significant advantage in PvP or PvE. Stoneform, an activated ability, clears poison, disease, and bleed effects(also makes you immune to those effects while Stoneform is active) while also slightly increasing armor for 5 seconds. Stoneform can be situationally useful against any class that uses poisons or bleed effects, such as hunters, rogues, and so on.

    Humans have a 5% increase in spirit, as well as a 10% bonus to faction reputation gain. Humans also receive a +5 bonus to their sword and mace skills, giving them a higher chance to hit. Finally, Humans have Perception, an activated racial that greatly increases their stealth detection for 20 seconds.

    Trolls have the racials Regeneration and Berserking. Regeneration allows a Troll to maintain 10% of their health regeneration while in combat, increasing survivability and minimizing downtime. Berserking is an activated racial the increases attack speed relative to the amount of health remaining. Berserking, combined with Slice and Dice, can increase a rogue's attack speed by 45% to 55% (depending on rank). This greatly increases a Troll rogue's DPS and poison applications. Berserking requires 10 Energy to activate. Trolls also have a +5 bonus weapon skill to thrown and bow skills.

    Orcs have the racials Blood Fury and Hardiness. Blood Fury increases an orc rogue's DPS while reducing their healing received by 50%. Hardiness increases the rogue's stun resistance by 15%.

    Blood Elves have the complementary racials Mana Tap and Arcane Torrent. Mana Tap is used to burn an enemy's mana. Arcane Torrent, on the other hand, is a dual use racial. It provides a 2 second, area of effect silence as well as refilling up to 30 energy. These two abilities allow a Blood Elf to be more effective against enemy casters. It also allows them to recover from energy-expensive finishes very quickly. Blood Elves also have a passive +5 to arcane, nature, fire, frost, and shadow resistance.

    Starting Attributes

    Race Strength Agility Stamina Intellect Spirit
    Human 21 23 21 20 21
    Gnome 16 26 20 24 20
    Dwarf 23 19 24 19 19
    Night Elf 18 28 20 20 20
    Orc 24 20 23 17 23
    Troll 22 25 22 16 21
    Undead 20 21 22 18 25
    Blood Elf 18 25 19 24 19

    <Sorry for this being a bit out of working order, i'm trying to fix it>

    Weapons
    The Rogue class has a few different weapon choices available. Weapon skills you don't start with can be trained in the appropriate capital cities. Ask a guard for the location of the weapon master and each weapon master will be able to tell you not only what he can teach you but where you need to go to learn the other skills.

    Weapon Choices Are:

    Dagger
    Thrown
    Swords (One Handed)
    Bows
    Crossbows
    Guns
    Maces (One Handed)
    Fist Weapons
    Using different weapons will probably affect the way you apply your talent points with this class. Some abilities, such as Ambush and Backstab, can only be done with a dagger in your main hand. Mutilate can only be used with a dagger in both hands. If you are looking for a melee damage dealer that fights alongside a tank but is not the tank, then a sword or mace is probably the weapon for you. If you are looking for a stealthy class that can do amazing damage with opening and finishing abilities then dagger will probably interest you most. Dagger rogues are generally built more for burst damage and favored in PvP, sword and mace rogues are usually built for higher sustained damage.

    Many rogue abilities are instant attacks based on the weapon damage of your main hand weapon, so it is desirable to use a main hand weapon with high damage. Typically slower weapons offer higher damage ranges which increase the effectiveness of your instant abilities. They are often more effective than quick attacking weapons, due to their very low damage range. As of patch 1.8, weapon speed no longer affects the Attack Power damage bonus given to most instant attacks. They instead use a set multiplier based on the weapon type. Instant attacks using a dagger now use the set number of 1.7, while one-handed weapons such as swords and maces use the set number of 2.4. There is an exception to this rule in that Hemorrhage and Ghostly Strike are not normalized (affected by this change) in which case very slow weapons will have greater overall impact.

    The normalized damage for a weapon used for instant attacks can be calculated as follows:

    normalized_damage = base_weapon_damage + (X * Attack Power / 14)

    where X = 1.7 for daggers, 2.4 for swords, maces, and fist weapons, or the listed weapon speed if using Hemorrhage or Ghostly Strike. Although weapon speed for normalized attacks does not contribute to the bonus damage from Attack Power, slower weapons have higher base damage and thus cause more damage overall.

    Having some form of weapon swap macro can be very useful for a rogue. Sinister Strikes are substantially more effective with slow non-dagger weapons. With a weapon swapping macro, it's possible to use a dagger to ambush before switching to a slower main hand weapon for regular combat. Note that swapping weapons triggers the global cooldown, but if timed correctly (i.e. while energy is recharging) this can be a very effective technique.

    Weapons held in the off-hand are not used for any instant attacks, and so their damage contribution is straightforward. Off-hand attacks suffer a damage penalty. In order to apply poisons at a higher rate, a fast off-hand weapon is generally desired. Most players choose to use the same type of off-hand as the main hand (in order to benefit from weapon specialization talents), but some prefer to use the fastest dagger available in order to quickly apply poisons and interrupt spellcasters.


    ________________________________________________

    Hope you liked em!

    Glyn <3

    (taken from gotwarcraft.com) + (wowwiki.com)
    Last edited by Glynbeard; 05-17-2007 at 06:07 AM.

    Class Guides : Priest, Warlock and Rogue!
  2. #2
    ryandog123's Avatar Member
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    Re: Class Guides : Priest, Warlock and Rogue!

    Nnnnnnnnnooooooooobbbbbbbbbbbb

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    Zerach's Avatar Member
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    Re: Class Guides : Priest, Warlock and Rogue!

    Good guide.
    But, actually I can't see the Felguard in the guide.
    Forgot about him? :confused:
    Last edited by Zerach; 05-16-2007 at 04:53 AM.

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    Glynbeard's Avatar Mawd Authenticator enabled
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    Re: Class Guides : Priest, Warlock and Rogue!

    But, actually I can't see the Felguard in the guide.
    Forgot about him?
    Added.


    Nnnnnnnnnooooooooobbbbbbbbbbbb
    Right back atcha, and get out of my thread! noob..

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    Villa's Avatar Member
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    Re: Class Guides : Priest, Warlock and Rogue!

    Possible to make this up-to-date with TBC? As i don't see Unstable Affliction in your talents section, that spell is like corruption, just with cast-time. Its a heavy boost in DPS.

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    krlhnz's Avatar Active Member
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    Re: Class Guides : Priest, Warlock and Rogue!

    Yay Glyn.. <3 +rep i luv u
    :wave:

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    Glynbeard's Avatar Mawd Authenticator enabled
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    Re: Class Guides : Priest, Warlock and Rogue!

    Possible to make this up-to-date with TBC? As i don't see Unstable Affliction in your talents section, that spell is like corruption, just with cast-time. Its a heavy boost in DPS.
    Yea still a working progress really, i'll add stuff here and there buyt remember its just a brief outline on how each class is used.

    Yay Glyn.. <3 +rep i luv u
    Thanks krlhnz :P <3

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    Villa's Avatar Member
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    Re: Class Guides : Priest, Warlock and Rogue!

    Cool, ill rep you when its done

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    XaVe's Avatar Active Member
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    Re: Class Guides : Priest, Warlock and Rogue!

    Okay, why the hell can Glyn's post be opened, while mine gets closed? I Copy pasted too, and said i didnt take credit for writing.. I dont get it, Matt!
    [IMGL]https://img229.imageshack.us/img229/9712/fatbushae3.jpg[/IMGL]

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    Glynbeard's Avatar Mawd Authenticator enabled
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    Re: Class Guides : Priest, Warlock and Rogue!

    EDITED the talents are sorta changed. I'll finish it after school.

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    Zakuno's Avatar Member
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    Re: Class Guides : Priest, Warlock and Rogue!

    These are great. But the Dranei Priest racial's isn't there...
    An Epitome of Doom.

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    whodat's Avatar Member
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    Re: Class Guides : Priest, Warlock and Rogue!

    Triple post?wtf?
    Last edited by whodat; 05-16-2007 at 03:15 PM.

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    Re: Class Guides : Priest, Warlock and Rogue!

    | | |
    v v v
    Last edited by whodat; 05-16-2007 at 03:16 PM.

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    Re: Class Guides : Priest, Warlock and Rogue!

    The warlock section needs a bit more work, it's probably the most information you could get about the class without playing it.

    A couple points- Demo build can never match afflic for grinding/farming/ questing, but it can come close if you go to felguard

    -Destro is subpar for leveling, would not recommend it

    -For grinding, afflic locks should use either an imp or succubus for leveling. NOT vw, unless they don't have dark pact yet.

    -For pvp:demo locks use felguard(obviously), Afflic locks use felhunter/imp(Seduce breaks on damage, making it practically useless for an afflic lock as once you begin to dps you cannot effectively reseduce), and destro uses a succubus.(these are generally accepted as how it goes, but there are certainly people that go against the grain, depending on spec)

    -When you get your succubus, find a reliable seduce-macro for CC in instances. I found that a focus based macro to be best.

    -Get necrosis, or a similar addon, make sure you get a dot timer as well if you go with an alternative.

    -If you plan to pvp alot, roll horde, TRUST ME. I regret my decision to make my lock a human. Not only do i have to deal with sub-par communication, but WotF as well. arrrrrrrgggghhh

    Thats all i can think of right now, might edit it later.

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    Glynbeard's Avatar Mawd Authenticator enabled
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    Re: Class Guides : Priest, Warlock and Rogue!

    All have been fully re-done! Very user friendly now and easy to understand! Enjoy!

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