World of Warcraft Guide

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The World of Warcraft Beginner's Guide Full Version

Talents -

The three trees are Survival, Beast Mastery, and Marksmanship

Aside from two aspect abilities, Beast Mastery is exclusively talents that increase the effectiveness of your pet, culminating with Spirit Bond, which gives you health for every hit your pet lands, which can be rather noticeable with some of the other pet talents.

Survival focuses on traps and combat skills, and includes Deterrence and Counterattack which, respectively, give a temporary dodge/parry boost, and allow you a special attack following a parry. (Hunters have one automatically following a dodge.)

Marksmanship is the default tree for most hunters since ranged combat is their strength, and ends with Trueshot Aura, a group effect that increases melee and ranged attack power.


General - Rogues are sneaky little, um, devils. Aside from being the masters of fighting dirty to gain any advantage they can in combat, they also can enter a stealth mode to approach an opponent without notice and backstab them or pick their pockets. Rogues in combat use a system of combo points: certain attacks give you a point, and you can store up to five against your current target. You lose them all when you either change targets or release them through the use of a few special “finishing moves,” that do absolutely nothing without a combo point. This is *vaguely* reminiscent of Diablo assassins, but it is definitely not the same thing.

Rogues have a mana-like bar called energy that has a maximum of 100 points, always, but refills very rapidly.

Abilities -

Sinister Strike (level 1) - basic bonus attack that adds a combo point

Eviscerate (level 1) - finishing move that deals extra damage per combo point. At higher levels, with the right talents, this can be one of the most damaging attacks in the game.

Sprint (level 10) - makes the rogue run really fast for a short period. Can only be done once every 5 minutes.

Sap (level 10) - Before combat begins, a rogue can sneak up on a humanoid target and bop them on the head, putting them out of commission for a little while as you get to work on his friends.

Ambush (level 18) - Attack made while stealth to start combat that does a large amount of damage and adds a combo point.

Poisons (level 20) - Rogues can poison their blades with a few different types of poison.

Vanish (level 22) - puts the rogue in a special super-stealth for a few seconds, automatically breaking any awareness anyone had of him.

Talents -

The talent trees for rogue are Assassination, Combat, and Subtlety.

Subtlety is good for being elusive, and has skills like Improved Sap, which gives the rogue a chance to not become visible after sapping a target. (He cannot sap more than once.) While Subtlety focuses on the sneakiness of a rogue, the difference between Assassination and Combat isn’t immediately obvious. Combat focuses more on “pure” melee fighting, with weapon masteries and increased chances to dodge or hit, whereas assassination dwells on ruthless, remorseless killing, increasing the damage on your abilities, such as Cold Blood that gives your next major attack skill a guaranteed critical.


General - druids are natural spellcasters. While more flexible than a true cloth caster, calling them a hybrid is really only justified by their two animal forms that transform them into an effective warrior (bear) or rogue (cat). They also have a travel form (cheetah) and aquatic version of it (manatee) that do not really afford them any offense.

In caster form, druids are excellent healers, supposedly second only to priests. Their damage capability as a caster is not as good as the caster classes, but it is respectable. If all they want to do is damage, they can always morph into a cat.

Abilities -

Mark of the Wild (level 1) - general all-purpose buff that increases all stats, armor, and resistances. Dubbed by Blizzard the “best buff in the game.”

Rejuvenation (level 4) - heal over time spell. Druid heals focus more on HoT than priests’.

Moonfire (level 4) - combination nuke and damage over time

Bear Form (level 10) - go into warrior mode, as a bear

Regrowth (level 12) - combination heal and heal-over-time. Strongest druid heal as far as raw numbers go.

Hibernate (level 18) - puts beasts and dragonkin to sleep. Only one target can be hibernated.

Cat Form (level 20) - go into rogue mode, as a cat

Remove Curse (level 24) - I mention this only because nobody seems to know what classes can cure curses. Mages can too.

Travel Form (level 30) - special run-speed enhancement form

Talents -

Balance, Feral Combat and Restoration are the Druid talent trees.

Balance focuses on nature and natural damage, and while often overlooked, can just as often spoke attention for Omen of Clarity, a weapon effect that can give the druid a chance to gain a buff making his next healing or damage spell free, and for Shapeshifting, which reduces the delay after changing forms before the druid can use abilities again. Feral Combat focuses on those forms, with perhaps the most skills in any tree because many of them are bear- or cat-form specific. Restoration for the druid includes an Improved Mark of the Wild, as well as the same Nature’s Swiftness talent that shamans have.


General - the healing rival of the druid, the priest has a few extra tools to make them more capable as a healer, but not much more powerful. Priests can also deal damage through the use of dark arts and shadow words. It should also be noted that each priest race has two specific spells only they can cast.

Abilities -

Power Word: Fortitude (level 1) - stamina buff, effectively increasing max HP

Shadow Word: Pain (level 4) - instant-casting damage-over-time spell

Power Word: Shield (level 6) - this spell absorbs damage on the target until it reaches its limit. While this happens, the target is not taking damage, so their spells are not being interrupted. There is a recast timer per target on this spell. While this spell is not a very good heal substitute, it is a crucial utility skill.

Fade (level 8) - Useless in PvP, this skill reduces your effective hate amount for the 10 seconds it lasts.

Resurrection (level 10) - as per name.

Psychic Scream (level 14) - AE fear, affects limited number of targets

Heal (level 16) - upgrade to the “lesser heal” line, this is the primary “strong heal” of the class that is complemented by flash heal.

Shackle Undead (level 20) - prevents an undead target from performing any activity, including moving, so long as it remains undamaged. Undead players are not considered undead for this spell.

Talents -

Priests get benefits in Holy, Shadow, and Discipline

Holy is the tree with all the direct healing talents, and one might expect that makes it the universal choice for priests. It does, after all, include Spiritual Healing and Improved Healing that directly increase the efficiency of heals. But not so!, for Discipline is a general all-around boost to various skills, such as a direct increase to mana pool (Mental Strength) or a reduction in the recast timer on Power Word: Shield.

The shadow tree is the polar opposite of the holy tree, giving priests increased damage output rather than their healing so they can be more self-reliant. The most notable skill in this tree is Mind Flay, a channeled damage/snare with high mana efficiency and very good synergy with the rest of the shadow tree.


General - Warlocks are inferior damage casters to mages, however they look like more of a rival when a battle is extended across time, since they have many “over time” spells. Additionally, warlocks have utility de-buffs and, most importantly, demon pets. There are 5 different types of pets, Imp, Voidwalker, Succubus, Felhunter, and Infernal, each with different function. Warlock also need Soul Shards for some of their spells, which are generated from absorbing the souls of dying targets.

Abilities -

Immolate (level 1) - one of the warlock’s damage over time (DoT) spells. Corruption follows it at level 4.

Summon Imp (level 1) - summons an imp pet that nukes targets with you, and has a group stamina buff later in level

Curse of Weakness (level 4) - just the first curse in the line, only one can be active at a time. Weakness reduces the damage the target causes.

Life Tap (level 6) - convert health into mana

Summon Voidwalker (level 10) - summons a big amorphous blue blob of a pet that does little damage but serves as a decent tank for the warlock

Drain Soul (level 10) - gives the warlock a soul shard if the target dies while drain soul is being cast

Summon Succubus (level 20) - summons a pet with moderate melee damage and the ability to mesmerize targets

*Ritual of Summoning (level 20) - one of the biggest utility spells in the game, warlocks can bring a party member to their location if two other group members help the warlock in the ritual. Requires a soul shard.

Banish (level 28) - removes a demon or elemental from the game for 20 seconds…it can’t do anything to you, but you cannot do anything to it either.

*Create Soulstone (level 30) - the other major utility spell, target’s soul is stored for 30 minutes, and if they die, they can resurrect themselves shortly afterwards rather than returning to the graveyard

Hellfire (level 30) - very powerful AE attack that also damages the caster

Talents -

I’m afraid I know jack and squat about warlock talents. They haven’t been in the game long, and unlike the paladin and hunter, I don’t have direct personal experience to rely on.


General - Mages make stuff go boom. They also summon food/drink, teleport, and “sheep” stuff. But mostly they just make stuff go boom.

Abilities -

Arcane Intellect (level 1) - increases target’s intelligence, effectively increasing their mana pool

Fireball (level 1) - basic fire attack. Ice bolt follows for frost damage.

Conjure Water (level 4) - just the first of many food and drink summoning spells. Conjured water helps mages replenish their own mana without buying large quantities of drinks

Polymorph (level 8) - turns a target into a sheep unless (until) it takes damage. Only works on beasts, humanoids, and dragonkin.

Arcane Missiles (level 8) - channeled damage spell that is arguably the most mana efficient single-target mage spell

Frost Nova (level 10) - all targets nearby take minimal cold damage and become rooted to the ground by ice, allowing the mage to back up to safety.

Remove Lesser Curse (level 18) - as mentioned under druid, so you know which two classes actually cure curses. Nobody ever seems aware that mages can do this.

Blizzard (level 20) - the most widely-known area effect spell, although Arcane Explosion is often more popular with some mages.

Teleport (level 20) - teleports the mage to a specific capital city.

Talents -

Mage talents are quite simple: fire, frost, arcane (aka not hot or cold)

Fire spells do the most damage. If you want to make stuff go BOOM instead of boom, look into Blast Wave, a fire nova attack that dazes opponents. Cold is the most defensive of the mage trees, focusing on slowing opponents down so you outlast them. Due to the recast timer on Frost Nova, the talent reducing its recast is useful to even mages that aren’t frost-focused. Arcane is the hardest to use, but the most mana-efficient, meaning you can do the most damage in a long fight. There are several must-have skills in this tree, and in particular Evocation is *the* mage talent. Moreso than any other talent, essentially every mage has this talent, because it turbo-charges your mana regenation to squeeze a minute-and-a-half worth of mana regen into 8 seconds, giving the mage usually at least half of their mana bar back.