A. Engineering Stuff
----------------------------
Every half-decent twink should have engineering, if nothing else for the
goggles. Your Blood Elf Bandit Mask may make you look like some kind of crazed
outlaw from the Old West, but it sure as hell doesn't give any stats. The
maximum level of engineering a level 19 can get to is 150, and thank Blizzard
for that. We don't need 19 twinks running around with sapper charges and land
mines. It doesn't cost much at all to raise this skill as long as you mine the
ore you need yourself. Or you can be lazy like me and buy everything on the AH,
but that will be expensive. Keep in mind I will be completely factoring out
cost and rarity of mats as a reason to dismiss an item, because I'm assuming
you've got a bit of cash laying around or you wouldn't be twinking in the first
place.
Big Bronze Bomb: The "stunner" of 19 PvP bombs. This hits for 85 to 115 fire
damage, affects an area 5 yards in radius, stuns all enemies in the blast range
for 2 seconds, and can be resisted, but can also crit. A tauren war stomp on
acid. Don't forget about the 1 second cast time or the fact that this cannot
be thrown while running, unlike its dynamite counterpart. Also note the fact
that any damage to a stunned target will break the stun. With all these
negatives in mind, this is still great for getting people off your tail when
they've still got a good amount of health left. Shares a cooldown with other
engineering weapons and magic dust. Carry a few of these with you at all times.
Discombobulator Ray: This item comes with 5 charges and is actually usable by
anybody, but is made by engineers. It turns your enemy target into an ugly
green leper gnome, reducing their melee and spell damage by 40 and their
movement rate by 20% for 12 seconds. The actual debuff is a curse, but luckily
(or unluckily) nobody can dispel curses at 19. I always carry a couple of
these around for slowing down the enemy flag carrier, and I try to imagine them
cursing and spitting at their monitor as the rest of my team catches up with
them. Shares a cooldown with other engineering weapons and magic dust. Bring
a couple of these along for the trip.
Explosive Sheep: This baaaaahdass (I know, that was awful) sheep actually
follows you around the map when deployed, albeit at a slow pace. It will
attack the nearest enemy or the first one to come within range, blowing itself
up for 135 to 165 damage, with both a chance to be resisted and a chance to
crit. I've also heard reports that this sheep has stealth detection and will
lead you to a stealthed rogue or shadowmelded night elf before blowing up right
in their face. I'll have to test this and update the info when I get it. It's
a good choice for somebody who doesn't have very good aim with bombs, as it
takes care of seeking out the enemy by itself. Shares a cooldown with other
engineering weapons and magic dust. Keep a few in your pack just in case.
Flame Deflector: This item has 5 charges and is actually usable by anybody, but
is made by engineers. The flame deflector places a one-minute magic buff on
you which absorbs 500 fire damage. This effect can be purged by a shaman or
dispelled by a priest. I personally wouldn't use this unless facing a twinked
mage or a couple of people who are using bombs frequently, but I suppose it's
good to carry a couple just in case. Has a cooldown of 15 minutes and doesn't
share a cooldown with any other device available to 19's.
Goblin Jumper Cables (Gnomes only): Before you ask, this is only available to
gnomes because it requires 165 engineering to use, and gnomes get +15 to
engineering as a racial passive. This trinket has a 33% success rate of
bringing a targeted ally back to life with very little health and mana. You're
very rarely going to have the need to resurrect somebody in Warsong Gulch and
even if you did, you'd have to equip the trinket, wait 30 seconds, and then
shock the person only to watch it fail 2 out of 3 times. Infinite amount of
charges. Good for a laugh, but not much else. I wouldn't bother with it.
Goggles: The two pairs of goggles you're interested in getting are the Shadow
Goggles, which offer intellect and spirit, and the Green Tinted Goggles, which
offer stamina and spirit. The pair you want depends on your class, and some
classes should consider carrying both.
Heavy Dynamite: This bad boy hits for 128 to 172 fire damage, affects an area 5
yards in radius, and can be resisted, but can also crit. It can be thrown
while running and has a one minute cooldown which is shared with other
engineering weapons and magic dust. It packs the strongest punch of any bomb
available to 19's, but lacks the stunning capability of the Big Bronze Bomb.
They're great for those times when that pesky rogue on your tail is about to
drop you, but he's only got 100 health left. Always keep a few sticks of these
in your bags.
Minor Recombobulator: This trinket cures one polymorph effect (but ironically
cannot be used while polymorphed) and gives the target 150-250 health and 150-
250 mana. The great thing about this trinket is it can crit, and believe it or
not, it's affected by +healing, making it an even better trinket for healing
classes. 10 charges per trinket. Its cooldown is 5 minutes and it shares a
cooldown with healthstones. Always have a couple of these with you, and don't
forget to switch back to your Arena Grand Master if you have one so you don't
miss out on your 12 dodge.
Ornate Spyglass: This item, which can be used to see objects and people farther
away than would normally be possible, is occasionally useful in PvP. You must
be standing still to use this and the item itself has a casting time of one
second. Infinite amount of charges. You'd might as well lug one around if
you've got the bag space.
Portable Bronze Mortar (Gnomes only): Before you ask, this is only available to
gnomes because it requires 165 engineering to use, and gnomes get +15 to
engineering as a racial passive. It's more or less a Big Bronze Bomb trinket
with a longer firing range, which makes it pretty good for slowing down a
sprinting flag carrier. You'll need to practice aiming with it though, because
it has a 1 second firing time and it takes the shell a small period of time to
reach the opponent. It's best to tab between this trinket and your Arena Grand
Master if you have one, so you're not missing out on your +12 dodge while
you're waiting for your mortar to cooldown. Speaking of cooldowns, this shares
a cooldown with other engineering weapons and magic dust. A pretty nice
trinket both for showing off to your friends and blowing away your opponents.
Come with 8 charges.
Target Dummy: Contrary to what other twinks will tell you, this does have a
practical use. This item will use a growl-like attack in a 5-yard radius
around itself, generating a large amount of threat. And how do you use this
against other real players, you ask? Well you don't use it on them, silly -
you use it on their pets! This quickly pulls warlock and hunters pets off of
you, redirecting their attacks to it. It has an unlimited amount of health and
lasts 15 seconds. An essential item for flag carriers but can be used by
anybody. Shares a cooldown with minor recombobulators, jewelcrafting statues,
healthstones, and battle standards. Carry a couple of these with you.
B. Jewelcrafting Stuff
------------------------------
After Burning Crusade, jewelcrafting became the second potential twink
profession. This is due to the fact that it offers certain items which are
beneficial in PvP combat and are exclusive to jewelcrafters. Unfortunately,
only one of these items is truly useful to a 19 twink.
Heavy Stone Statue: Using this item places a small golem-looking creature on
the ground beside you which fires a beam at you and heals you for 400 health
over 15-20 seconds. This statue is killable by the enemy and as far as I know,
it will always die in one shot. So this is best used outside of combat in
conjunction with a bandage, or against an enemy who doesn't know they can kill
the statue. The statue also doesn't appear to have a range limit so you could
simply put it down in a secluded location and then charge into the enemy.
Shares a cooldown minor recombobulators, healthstones, target dummies, and
battle standards.
C. Potions
------------------
There are a ton of potions available for 19's, either for obtaining buffs or
for regenerating health/mana. There are a couple of special potions which
perform other functions, and I'll be detailing any and all potions which are
potentially useful for 19's in this section. As you may already know, you may
only have one battle elixir and one guardian elixir buff up at any time.
Certain potions don't count as either, and they are usable alongside one
guardian and one battle elixir. I'll make sure to include what type of potion
each is in its designated description. Don't forget that all potion buffs can
be purged by a shaman or dispelled by a priest. And when I use the term
'cooldown potion', it shares a 2 minute cooldown with any others listed as that
term.
Elixir of Defense: This potion increases the imbiber's armor by 150 for 1 hour
or until death. Guardian Elixir. While this may reduce the melee damage
you're taking a bit, you also have to take into account that there are casters
in the battlegrounds whose spells are unaffected by armor rating. A
combination of this potion and Minor Magic Resistance Potion makes for a pretty
good defensive combo. Don't use this unless you have enough health that you're
going to live pretty long anyway, or you're just wasting your time.
Elixir of Firepower: This potion increases the imbiber's fire damage by up to
10 for 30 minutes or until death. Battle Elixir. This works well in
combination with Minor Wizard Oil for mages and warlocks. Worth drinking if
you want the extra dps boost. Impress your friends with 150+ firebolt crits!
Elixir of Giant Growth: This potion increases the imbiber's strength by 8 as
well as their size for 20 minutes or until death. Battle Elixir. Good for a
dps warrior or possibly a paladin. You could argue that the size increase is
both positive and negative, but a lot of the time people aren't going to notice.
Elixir of Lesser Agility: This potion increases the imbiber's agility by 8 for
1 hour or until death. Battle Elixir. This could be used effectively by any
class that does physical melee often, as well as hunters. It's also the best
defensive battle elixir for level 19, so it compliments another potion like
Elixir of Defense nicely for survival.
Elixir of Minor Fortitude: This potion increases the imbiber's health by 27 for
1 hour or until death. Guardian Elixir. You're most likely better off with
Strong Troll's Blood Potion if you're going for health, unless you usually die
or get purged/dispelled within 30 seconds of drinking your potions and entering
combat.
Elixir of Wisdom: This potion increases the imbiber's intellect by 6 for 1 hour.
Guardian Elixir. Go ahead and drink this if you usually drain your mana pool
pretty quickly, as every bit helps. Great for healers, and may be great for
casters too, if you'd rather not go with Elixir of Firepower instead.
Healing Potion: This potion regenerates 280-360 of the imbiber's health
instantly. The biggest staple of all 19 twink potions, you will see people
drinking this all the time. Oddly enough, this potion can crit. Cooldown
potion.
Holy Protection Potion: This potion creates a shield around its imbiber which
absorbs 300 to 500 holy damage over 2 minutes or until death. This is only
really useful against a priest who is dpsing with smite, which is rare, or a
paladin. Probably not worth your time but if you really wanna tick somebody
off, go ahead and drink one. Cooldown potion.
Lesser Mana Potion: This potion regenerates 280-360 of the imbiber's mana
instantly. Could be a better choice over Health Potion for a healer or caster
who's just low on mana and can't drink. Oddly enough, this potion can crit.
Cooldown potion.
Minor Magic Resistance Potion: This potion increases the imbiber's resistance
to all schools of magic by 25 for 3 minutes or until death. Extremely annoying
against a caster and is not considered a battle or guardian elixir. Drink one
if you're facing a caster or two, but don't forget about the short duration.
Cooldown potion.
Minor Rejuvenation Potion: This potion regenerates 90-150 of the imbiber's mana
and 90-150 of their health instantly. If you need both, sure, throw this thing
down. Otherwise I would go for Lesser Mana Potion or Health Potion, because of
this being such a small amount. Oddly enough, this potion can crit. Cooldown
potion.
Potion of Curing: This potion cures the imbiber of 4 poisons instantly.
There's no reason to use this instead of an anti-venom, as the mats for that
are considerably cheaper and it shares a cooldown with nothing.
Rage Potion: This potion instantly generates 20 to 40 rage for the imbiber, who
must be a warrior. This, to me, seems kind of obsolete, but I suppose if you
desperately need enough rage to hamstring a flag carrier or something, you
might as well have a couple. Cooldown potion.
Shadow Protection Potion: This potion creates a shield around its imbiber which
absorbs 675 to 1125 shadow damage over 2 minutes or until death. This will
drive a warlock or a priest insane. It's to the point where I almost consider
this thing too cheap to use, but that's your choice. Don't forget that it can
also absorb weapon procs such as the one triggered from the Night Reaver. Very
effective. Cooldown potion.
Strong Troll's Blood Potion: This potion increases the imbiber's health
regeneration rate by 6 health per 5 seconds for 1 hour or until death.
Guardian Elixir. This is probably better than Elixir of Minor Fortitude unless
you're to get killed or purged/dispelled within 30 seconds of drinking your
potions and entering combat.
Swiftness Potion: This potion increases the imbiber's run speed by 50% for 15
seconds or until death. A must-have for anybody who's serious about twinking.
Situations are gonna come up where the enemy flag carrier is 30 yards ahead of
you and they're closing in on their base to score the final point. Swiftness
Potions help you make that one final attempt at changing the match around in
your favor, or simply facilitating many aspects of 19 PvP. This, used in
conjunction with a paladin's Blessing of Freedom, is a brutal combination.
Cooldown potion.
D. Other Buff Items
---------------------------
These are other common ingame items that provide buffs. Scrolls, foods, and
rumsey rum. Every food listed here gives the same Well Fed buff of 6 stamina
and spirit for 15 minutes, as well as regenerating 552 health over 24 seconds,
so I won't bother listing descriptions for them. Don't forget that you must
sit and eat for at least 10 seconds to get your Well Fed buff. Death clears
any and all of these buffs.
Scroll of Agility: Increases the reader's agility by 5 for 30 minutes.
Scroll of Intellect: Increases the reader's intellect by 4 for 30 minutes.
Scroll of Protection II: Increases the reader's armor by 120 for 30 minutes.
Scroll of Spirit II: Increases reader's spirit by 7 for 30 minutes.
Scroll of Stamina: Increases the reader's stamina by 4 for 30 minutes.
Scroll of Strength: Increases the reader's strength by 6 for 30 minutes.
Big Bear Steak
Crocolisk Gumbo
Curiously Tasty Omelet
Goblin Deviled Clams
Gooey Spider Cake
Hot Lion Chops
Lean Venison
Lean Wolf Steak
Rumsey Rum Black Label: Increases stamina by 15 for 15 minutes, and gets the
drinker a little drunk, making their running pattern slightly erratic. This is
great stuff for 19 twinks and is better than Well Fed foods for any class, in
my opinion. This will erase the Well Fed buff of a food, so you may not have
both on at once.
E. Bandages
-------------------
One of the beautiful things about First Aid at level 19 is that you can get up
to a skill level of 225, instead of 150 like any other skill. This allows you
to use up to heavy runecloth bandages, which heal for 2000 over 8 seconds.
Bandages are quicker at healing than spells, potions, and foods in many
instances and in my personal opinion, every class should carry them at all
times, including healers. They can be used on yourself or somebody else, but
keep in mind that once a person is bandaged, they get a debuff for 60 seconds
which prevents them from being bandaged again for that time period. One thing
to watch out for is overhealing, or using a runecloth bandage when you only
need 200 health back, for example. I carry about multiple types of bandages
for this purpose, so I'm not carelessly wasting money. Since all bandages work
the same way, I will simply list here what each of the more advanced ones heal
for. I also figure I'd mention the Anti-Venom, which is good for getting ready
of Scorpid Stings and debuffs from certain weapons.
Silk Bandage: Heals for 400 damage over 8 seconds.
Heavy Silk Bandage: Heals for 640 damage over 8 seconds.
Mageweave Bandage: Heals for 800 damage over 8 seconds.
Heavy Mageweave Bandage: Heals for 1104 damage over 8 seconds.
Runecloth Bandage: Heals for 1360 damage over 8 seconds.
Heavy Runecloth Bandage: Heals for 2000 damage over 8 seconds.
Anti-Venom: Heals target of all poisons up to level 25. 1-minute cooldown.
F. Miscellaneous
------------------------
These are other beneficial items that don't really fit into any other section.
Alliance/Horde Battle Standard: You're not going to see many 19's with this
simply because it currently costs 15,300 honor to obtain. It's a "totem" of
sorts with 1500 health that, once placed down, will increase the maximum health
of all party members that stay within 45 yards of it by 15%. This effect lasts
for 2 minutes or until the battle standard is destroyed. 10 minute cooldown,
and only usable in PvP battlegrounds. Shares a cooldown with minor
recombobulators, jewelcrafting statues, healthstones, and target dummies. The
minute you have enough honor, get out and buy this thing. You'll be happy you
did.
Magic Dust: This item puts the target enemy to sleep for up to 30 seconds.
Instant cast, only one person can be put to sleep at the same time, and any
damage will awaken that target. While the person you put to sleep will almost
never stay down for the full 30 seconds, this gives you more than enough time
to get a couple heals off or grab a flag. It's extremely obnoxious and
therefore a great addition to your arsenal. Shares a cooldown with engineering
weapons. Keep some of this around for emergencies.
G. Special Items
------------------------
These are items that you won't often be able to get your hands on and should
therefore be kept around for special occasions.
Lucky Rocket Cluster: Obtainable only during the Lunar Festival, this firework
gives +250 health to anybody in the immediate vicinity for 30 minutes when
fired from an engineer-made cluster launcher.
Addons
----------------
Outfitter: A must-have for any twink with multiple gear sets. The basic idea
of this addon is that it organizes your gear sets in such a way that you can
change from one to another at the push of one button. You're much better off
using this than having to put on each new piece of gear individually. Can be
downloaded at wow.curse.com.