World of Warcraft Guide

cheap wow gold
WOW Gold Hot Sale $ 3.79 Per 100g !
Anetheron-Alliance US 300g $11.37
WoW Power-Leveling Package Lowest Price

The World of Warcraft Beginner's Guide Full Version

For the mostpart, what defines the things your character is capable of is your class skills and talents. Choices for race and profession matter to a lesser extent, but a majority of the things you can do are dictated by the class you choose. Further down, there will be a list of the abilities you should know every class is capable of.

You can train every ability if you have the money and level to do so. Talents, however, are things not every member of a class will have - because they have to make a choice between them. (Some of the items in the trainer window stem from talent choices, but let’s not split hairs.)

Beginning with level 10, you will start getting a talent point every level. This means you will only ever have a maximum of 51. Starting with level 10, you will also have a talent menu that shows you the options you could spend them on. wow gold

The purpose of talents is to give your character a sense of direction. One rogue might want to play a strong-armed thug while another might want to play a slippery thief or a shadowy assassin. Talents let you emphasize a particular aspect of your class.

Talents usually only affect your abilities in a passive way - this spell is 10% more effective, you deal an extra 20 damage with that skill, the cooldown on that skill is half a second less, etc. There are some talents that actually give you a new ability though. Once “trained” from the talent menu, there will be an icon for that skill in your spellbook, and you can drag it to your hotkey bar like any other. These skills very often have higher ranks you can train at later levels to make them more effective.

For example, Aimed Shot, a hunter talent that could be acquired at level 20, deals 70 extra damage on a shot that takes extra time to fire due to concentration. At higher levels, the extra time and mana wouldn’t be worth 70 damage, but there are higher ranks of Aimed Shot that allow it to deal much more extra damage, making it still worthwhile later in the game.

Every class has 3 talent trees, usually representing three major aspects of your class. Druids, for example, have abilities to enhance their healing, their other spellcasting, and their shapeshifting. Hunters have trees related to improving their pets, their ranged damage, and their melee prowess.

Each talent tree has the abilities arranged to rows most people call tiers. There are only two trees on the first tier of a talent tree, and they are the only ones initially available. Once you spend 5 talent points on the items in the first tier, the second tier becomes available. (Obviously, this means that some talents can have more than one point spent in them.) After you have 10 points spent amongst the first two rows, the third row opens, and so on, all the way up to a row that requires 30 points spent.

Due to the 51 point maximum, this means you will never be able to get everything two different trees have to offer. You will need to make a conscious decision as to what you want your character to focus on.

Fear not! If you accidentally “waste” points by spending them away that you don’t like in the long run, it is possible to reset your talents completely. This costs money, however, so it is not something to be taken lightly. The intention is to allow you to correct mistakes in your talent design, not to reselect them completely based on your situation.

To reconfigure your talents, go to a class trainer and select the second options, the one regarding talents. Your trainer will warn you of the cost, and after you confirm your talent reset, you will hear a shattering sound. Open your talent window, and they will all be unspent again. It costs 1 gold the first time you reset your talents, 5 gold the next time, and eventually it will escalate to 50 gold. You can reset your talents any time after that for 50 gold.

OMG, What talents should I get??

Well, that’s up to you. Some are better than they sound and some aren’t. Some are also very much a matter of taste. For example, most casters have a talent that allows them to get a portion of their normal mana regeneration while casting, which is normally completely turned off during the cast and the five seconds after the spell. Some players feel this is extremely helpful to a character, while others feel that is total crap and the 5 points to get 15% of your mana regen back could better be spent elsewhere.

Keep in mind that there are also prerequisites beyond just the X points spent in tree requirement. For a priest to get Silence, in their Shadow tree, they must first spend 2 points in Improved Psychic Scream. Many non-PvP players aren’t terribly thrilled with Improved PS, but they spend the two points in that skill anyway just to get to Silence.

Generally speaking, look at your talents carefully, and consider the things that look like must-haves. Make a list of them, and how many talent points it would take to get to them AND GET THEM. A skill that requires 20 points to get and takes up to 5 points has a cost of 25. Now pick a combination from the three trees that adds up to no more than 51. The priest that gets Silence would be spending 21 points. If they decide they also must have Inner Focus, a skill in the Discipline tree that would force them to spend 21 points, they will have at most 9 points left. Of course, things that are lower in the Shadow and Discipline tree that they need can be had along the way, but that priest could not spend more than 9 points in the other tree, Holy, without giving up one of those two skills.

Blizzard has designed the trees very carefully so in many cases you can NOT get the combination of high-end talents you want. It is not possible to get the last talent in a tree, that takes 31 points, and get a talent in another tree that is in the row that requires 20 points. wow gold

Also, most (not all, but most) of the talent-generated skills come on the 10, 20, and 30 point rows, while many of the 5-point enchancement talents are on the “odd” rows. This means you can get one high-end ability choice, and then work up to one of the major enchancement talents, but not get two of the high-end ability talents.

You might find that an aspect of your class is not the one you would have thought you would have wanted to play. Most people that play traditional healing classes would pick a priest, and assume they should get the Holy talents that affect their healing spells, but later find that they appreciate the damage-generating Shadow talents instead. (Indeed, this has created a rift within the priest community.)

To this, all I have to say is, play what you want to play, and what makes the game fun for you, and don’t let anyone dictate how to play to you. Your warriors do not have to get defensive talents, your druids do not have to get restorative talents, your mages do not have to get arcane talents…even those these have come to be accepted as the most useful for a high-octane instance group. While some players you encounter might seem to disagree, you can play the game without these talents - without any talents, even. Remember,


Playing the game effectively does require you to know a little bit about the other classes and what they ARE capable of though. In the very first section of this guide, there were very brief descriptions of the classes and what their usual roles are. This doesn’t tell you that a mage can remove curses though, and it might be some time before you learn this. Here is a partial list of what you should know about other classes:


General: Warriors have three stances, that determine which skills are available to them at that point in time. They can switch stances at any time, but they lose all their “mana.” Warriors don’t actually have mana though, they generate rage as the battle progresses. Most battle skills require rage, or generate additional rage. Warriors can dual wield at level 20, but it is usually preferable for a warrior to use a shield or a two-handed weapon, depending on the situation. wow gold


Charge (level 4) - starts a battle by furiously running up to an enemy at a speed that rivals the Flash, and begins with a certain amount of extra rage. A good way to start a fight when there is no better alternative (and often there is.)

Dual Wield (level 20) - you miss 24% of the time while dual wielding, and there aren’t any specific advantages for a warrior to dual wield, but yes they can do it.

Hamstring (level 8) - Makes the enemy unable to run at full speed, allowing you to run away, or preventing them from escaping.

Heroic Strike (level 1) - Deal additional damage with an attack.

Plate mail (level 40) - Warriors can wear the heaviest armor in the game, beginning at level 40.

Rend (level 4) - Creates open wounds that make your target lose damage over time.

Shield Bash (level 12) - Interrupts a spell and forces the caster to not cast that spell for 6 seconds.

Shield Wall (level 28) - Reduce all incoming non-magic damage to 25% for 10 seconds.